#arma3_model
1 messages · Page 54 of 1
There are two UV sets in the UV editor and the other one is empty. Do I just select all faces and select the empty map?
Or do I have to somehow delete them both?
Delete the one uv channel.
Does it only delete it from this LOD and not the others?
It should only delete from the current lod..... Backup just in case 😉
That is pretty interesting penny...if that's the case the shadow lods will become much more detailed
You should be fine...there no textures mapped to it right?
yeah, no textures
I can delete the UVSet 1 but not the UVSet 0
then if I close the UV Editor and go back, UVSet 1 is there again
Honesty I don't think it will matter. Main thing is. Closed/triangulated/sharp edges
How do I check if they are triangulated?
Select the whole model. Structure>>triangulate. I think
also, some of the faces are inside out
if you know what I mean
Does that make a difference?
Well. Maybe @quick terrace can weight in on that. I mainly do buildings. I've seen some buildings have inverted faces but I change all them because once I open them I need two sided to make the closed
I would think as long as it's closed...
all faces should point one way or the other
Got it working!
I think it was the triangulation
that was the last thing I changed
if your mesh is already inside visual LOD, there is no need to have these with inverted normals
Thank you so much, guys!
Now, I gotta make a note of all these and pass it to our modeler.
In terms of what was said in that sitrep, I'm not really sure how to test it. Do I spawn 100 of an object that is using the resolution LOD for a shadow and compare it between 1.54 and dev?
I'm not sure if it's meant as convenience to allow people to skip making a shadow LOD with better performance than the current state, or if it is supposed to allow for more detailed shadows
i doubt it is implemented
either way
i read it as a automated way to create a SVL from the existing vis lods
Yea the way I read it it is something they are going to implement.
Then remove because it causes massive lag 😀
i can't imagine how this automated thing will be more efficient... I imagine they do it because they've seen so many bad p3d's without proper optimized shadow lod that they cap it themself? just speculating...
Is there a way to make it easier to preview rvmats in game?
Right now I have to rename the material to a new file name, then run setObjectMaterial script with a new path
I can script it so apply material each frame, but is there a way to skip renaming? Avoid file caching somehow?
-filepatching startup parameters
and live load file setup in arma install folder
filePatching also doesn't stop the cache
A superflush should clear out the cache. But I tried that with textures recently and it somehow didn't work
im very new to blender. like this was my first ever project on it. idk how good it could have been but all im missing is the mag. how does it look?
if anyone wonders this is the new SAK-21 by Stenzel Industries
very good for first project so good job
I have this "light leak" problem that is starting to break my spirit.
Using sbsource = visualex.
I am more than 100% sure that the geometry is connected. (Select all linked returns all the walls and ceiling and floor of the room in blender).
The other side of the ceiling is the roof, but that is also merged appropriately in case it was some light getting through there and then the ceiling back faces.
Any ideas, I am at a loss by this point.
wireframe?
Of..?
does the surface look like different material or am I mistaken?
or is it just the different light
I think the normal is more pronounced because those strips are receiving direct lighting.
is the dark blue line sharp edge?
the wall/roof corner above the window is same bleed right?
The alcove you mean?
I assume they are. But tbh it has happening on all walls in this room, at the wall - ceiling join.
overlapping edge with something else?
UV's are pretty clean.
its defnitely per pixel thing not related to face/vertex shape
not fully triangulated though
have you tried that?
Manually triangulate the faces?
Hang on. Let me exclude the geometry that isn't part of this room. (Only this room in the whole model has the problem btw).
This is the problem room.
Interesting that the rooms with "worse" geometry don't have any issues.
maybe it bleeds through from elsewhere
I was thinking that, but I have done similar checks on the exterior, at least the parts immediately around the room.
Thought it could be gaps in the exterior and then the light is coming through the backface of the interior.
if you remove everything else but the room does it work?
bit of empirical debugging
for science
Just the interior? Or the exterior part of that room as well?
could try just the interior
then try with exterior
I guess it can also be in same model
just moved offset
or copied offset
for easy 1 object comparison
Eh, I already separated everything and turned it into an edit lod.
Not sure what I was expecting, but this makes sense. As all the faces that point in the direction of the sun are backfaces.
I'll put the exterior of the room back on and see.
wanted to see theres no opposite dark spots or something weird like that
And we are back.
This is what I put back in. Just the exterior shell of that room.
So this would imply it's something in the exterior. Though as far as I can tell it's as air tight as the interior is. 🤔
triangulation might show non manifold parts
or at least enable find non manifold face tool to find them
the non uvmapped faces on the edges I pointed out earlier might be part of the problem
This is my camera clipped into the ceiling. So the space between the interior ceiling and the exterior roof face. Interesting that the width of the light bleed is a little bit bigger than that gap. The backside of that gap is the front face of the exterior wall. Might just be a coincidence.
Oh those once you highlighted are mapped properly they are just very thin.
how do they look on the model?
They were fine. Can't see them right this second as they are in the now detached part of the model. 😛
Just that face or all the way around?
yeah the thin bit as I think there may be something funky with its edges
the size would correspond to the light you see
uvmapping will break a bit for the test
but for the test that wont matter
Does it help or hinder to know that I got about 20 models with varying degrees of this issue? xD
It's changed..?
How thick is that ceiling gap in meters? Any chance I could peek at it or one of your other models experiencing this in blender?
Im guessing the edge are not fully solid
do you have some edge split modifier applying on export by any chance
0.145403m
Nope.
its definitely around that strip
Does seem to be. That strip matches up with the Z position of the interior ceiling and the exterior roof.
try select nonmanifold in editmode (vertex) to see if anything pops up
Only the windows and other obvious ones.
Well I cleaned up the topology to be more sensibly distributed. Still present but shapes have changed again. 😣
🤔
Put a bevel on it
it should not need any.
True but I've had that fix ceiling leaks before
Bevel on what edge?
Where Ceiling and int wall meets
Just a single segment?
Just as an experiment could you try thickening the outer part of the wall with the windows? It could just be good ol' shadow bias / Z bias or whatever it's called, I've had this issue with some of my models in another game
if it's 0.14 try 0.3 just to experiment
if you pull the lower edge of the bevel down what does that look like?
as it looks like the beveled face is not catching the light
It was before, just not always super prominent depending on distance and viewing angle.
At this point I might just decide to live with it. 🤷
Weird as didn't come across any model causes of this for 90% of the building in SPE.
Are you exporting with mark sharp/smooth?
Since in p3d sharp marked edges are split
Could be why
No they should not be
At what level would it split them?
While packing or going from blender -> p3d
The edge becomes two overlapping edges
One for each face
I've done a number of buildings with sharp edge corners and this has never been an issue.
Shaded flat and took all sharp edges off. No difference.
If you throw a solid cube around it as new external wall does that fix it?
Bit more empirical confirmation
i only have a bit of experience with 'visualex' but is there any other lods? does it generate the shadow from the currently visible lod?
cuz im wondering if a lower detail lod is being used for the shadow and causing the bleed
although I guess that wouldnt explain when the outer walls were removed
but is there any other lods?
Only thing missing is lower res lods. All service lods are present.
Around the whole thing? Or just the problem room? And in place of the current exterior or around that too?
Around whole thing no need to remove anything
Just to see if the corner shades right then.
It should
One thing to also try could be remove the lodnoshadow property
And also without material applied on the model
Big box does indeed solve the issue.
No effect.
Still present.
I wanna pin this on wall / ceiling thickness maybe
Almost all of the buildings in SPE have less thickness than this. At least for the interior walls and we didn't have the issue there. 🤷
I did also test increasing hte distance between the outer and inner wall to 0.2m and it still persisted.
If you remake the outer shell from a cube as simple as possible does that fix it.
Idk. Will have a look in a little bit. Need to eat and have a break, more than a bit fed up with this at this point.
It does not.
It may well be ceiling thickness.
Which is really confusing as I have 100% got models with thinner ceiling gaps than this that work. 🫠
Also other parts of the same model have the same gap distance and work fine...
Hello ! Does anyone know a mod with russian dress uniform ?
probably a UVSet issue?
How so?
my bad sorry !
i dont know i had such issue too but ive never worked with multimaterial and i hat UVSet0 and UVSet1 and it happened, when i have deleted UVSet1 it worked then. but for multimaterial you need UVSet0 and UVSet1 if i can remind exactly
Yeah, need both for multimat.
Lol
anyone know what the next step is for me? model,bones,textures are done.
Lowpoly game model and texture baking.
yup. then what next?
and im guessing the Low poly model doesnt need bones or anything cuz its just gonna be a distance thing?
ive made the model as optimized as i could while making it so
could make a high poly for baking
Until your model is done and baked, this is just standard modeling for games
Then, the importing starts
What's the polycount?
20K
Little on the high end but there's stuff in the marksman dlc with similar
theres like almost no triangles on my model
It will triangulate on binarizing so you should ideally triangulate beforehand so you have control of it
Is the model uvmapped?
yes
How many textures?
1 few billion it felt like
but it wasnt crazy just many small patches
ima just say this. ive used close to 60 hours making this model to be has low poly and high quality as i could and if this isnt good enough and i have to start over ima freakout
It's probably fine. You'll need the reduced distance lods too though
Otherwise the game renders your 20k faces even if the gun is 10km away
i mean after 3km it should delete the gun model entirely no? after 400m it should change the gun into a low poly
if you have the resolution lods made that it can switch to yes
Anyone had luck with importing a _co file and it lays ontop of the P3d fine in blender? i really cant crack the code
Cant seem to get the uv map to fit the _co texture...
Any ideas?
there should not be anything speacial about that
where is the model from?
It’s a P3d model from a .pbo
binarized one? 
oh this is that life thing
so first of all. we have 0 tolerance for unbinarizing stuff and give no support for such.
second. I am very doubtful those models are used with proper licensing to begin with
Not binarized buddy… I get you guys are strict with such things and the rights and licensing is still proper
If you have the model in blender you just have to use materials nodes and then convert your _co to png and apply that to the base color in blender
Yo if anyone is willing to help me with a ford f-350 superduty 2009 and have it imported in arma that'd be really great and helpful
Is the model from some other game?
Stuggling to figure out what im doing different. My fence uses the same _ca texture and material as the back alley fence on the right but for some reason, mine has alpha issues when looking at the horizon and the basegame one does not
I have moved the alpha faces to the top and hit sort alpha after doing that to no avail. I have sorted alpha without moving to top and moved to top without sorting alpha. None of these options seem to make a difference?
Same rvmat?
Yep same rvmat
probably alpha sorting shenanigans. There are vanilla assets that are "see through" when they are supposed to be fully solid like some lamp post, electric poles and concrete fences.
I don’t think so it’s somewhat a base model that can used for other games
"I don't think so" isn't really good enough to know you can use something. Is it listed somewhere?
Yes it is and it was imported into a game
So safe to say yes
I'm not super happy about the dodgy answers. What's your source for the model?
Ill link where I got the model later im busy rn
Actually here it is https://www.artstation.com/marketplace/p/503DY/ford-f-350-super-duty-free-3d-model
Just to give you a heads-up, a vehicle like this would normally use 50k to 90k vertices in LOD 1. This model is 3.9k, so whether it is "worth" importing to Arma (assuming it's source is legitimate) is questionable.
Say no to these stupid lifted trucks!
hey guys, I'm new to ArmA modding and I'm trying to mod a vehicle from a mod I downloaded, but the texture wont apply properly.
I used PBOManager to extract the .p3d and .paa files from the pbo, and using the Blender addon ArmA Toolbox for Blender I imported the .p3d model. I converted the .paa textures to .png successfully, but when I try to apply the texture to the 3d model, it appears as a solid color only. Any ideas?
not sure if this is important, but the model imported with a bunch of different meshes
Normally p3ds in pbos are binarized and can not be extracted.
What kind of license does the mod have?
i used a debinarizer app
debinarizer
Well, there's your problem. That ain't kosher
This equals stealing and is strictly forbidden
oh damn my bad
i didn't realize that
Many do make the mistake at first. As long as you learn from it and don't do it again you have a chance to be productive member of the community
Models are the property of their maker and mod maker might not even be the original creator if it is a bought license model.
gotcha, thanks
ahh I just checked into the steam page, the models are bought from a guy on CGTrader
Does anyone know of any good guides for exporting models from blender with textures and settings up hidden selections for one model with multiple options
And also a guide for weapons like do I have the mag and muzzle break on the weapon model or do I do them separate etc
I have the blend file for it but all I need to know is where I can find a better model of the f-350 pickup
Risk getting ripped off / scammed buying something sketchy online or learn 3D modelling and make it yourself
I mean here’s how it looks but I’m sure there’s a better model out there
This is inside of blender by the way
Porting the Arma 2 S8 helicopter model from ca\air\s8_launcher; I've gotten it in-game, and positioned the pylon where I want, but why are my rockets firing up and down instead of forward?
on the modelling/object builder side of things, im a noob, so all I know how to do is mass-change of file pointers and position adjustments
Missing/wrong named memorypoints for rocket firing position/direction maybe.
Sounds like that would be it
doesnt anyone know where i can find a list of the memory points?
There is no list specifically. There's points that need to correspond with config
Anyone got any more ideas on this?
Is there a way to view the alpha sorting or anything?
I know you can move them up and down but is there a menu in object builder that shows you the faces and their priorities or something
No. Ob has no visualization
You would not see this in ob anyway I think.
Are the solid parts on a texture that is _co without alpha cannel in the source texture?
Yea that’s correct, the mesh and the solid parts are separate using ca and co respectively
The alpha against the sea is buggy like that sometimes. What you could try is make copy of the texture and turn the fully transparent parts to 99% transparent
Or make a copy of it and save it as _co with alpha channel so it would be saved/comverted to paa with 1 bit alpha, that could combat the mipmapping smoothness of the transparent edges.
Or test make it paa with no mipmapping
can anyone help with this issue? when i have an optic on i look down the barrel like image 1
but with no optic i look down the direction set by the eye in the model, am i missing a memory point specifict to optics in my model?
You need a pilot LOD
ahh would that just basically be a copy of the normal 0 LOD?
that fixed it, perfect, thank you
now i just need to figure out why my magazine doesnt sit in the magwell properly when the vanilla ones do
Magwell is a part of proxy
yeah ive got the proxy done and all the vanilla mags load into it fine, but then my own mag is too far forward and high, ive tried moving the magazine around in object builder but nothing, or do i also need to add the mag proxy to the magazine?
You need autocenter 0 named property in the magazines geometry lod
Otherwise the made recenters it by the models overall bounds
ahh, thank you, this is a huge learning curve haha
Lots of parts yeah
do you know of any good tutorials i could watch/read?
Okay so I figured out its caused by me fixing a different issue
I have forcenotalpha = 1 applied to fix this ghosting issue
Because such a large surface area is obviously transparent
I notice the basegame fences suffer from the ghosting too
I guess theres no way to fix both at the same time
Ah actually seems like there is
If I make the fence itself a proxy, and include it like that instead with forcenotalpha set to 0 I don't get the ghosting or the alpha issues
see below, the gate VS the individual fences on the sides
Thanks for your help @stuck oyster
What might help is (thats how i fix such) select your wired mesh part, ctrl+c, delete, ctrl+v
I got _ca stuff always as single mesh and this method works for me with windows and other stuff i do, maybe it will fix your issue 
Oh didnt see its fixed already 
Proxies to the rescue haha
I need help for creat some panel like this if someone know how to do ?
Proxies are actually good option for that yeah. Good work!
One thing from what sentry said about copy pasting the mesh is that I think if the alpha transparent mesh and solid mesh are joined together that can be an issue
yeah no, they were completely seperate from the start
Just one of those #arma things
Doing it during binarization might be fine.
They might be switching to only ever using shadow buffering which is far less sensitive to poly counts.
is there any templates for vests for getting the memory points like spine1 etc in the correct spot?
the sample vest should have the required things
with the spine1 do you mean mesh weighting for animations?
dont know why there would be a memorypoint for spine1
I forgot about the samples, thank you
Just to get the vest to sit properly on the body I couldn't remember if they were memory points or weighting
weighting basically
the basic requirements are same as with headgear for which I have a pinned message on the channel
the weighting is just more complex than just single selection
Ahh perfect I'll give that a read 🙂 thank you
its not a very complex model so youll want to learn basic 3d modeling and uvmapping and texturing
good solution, its a bit baffling to see so many vanilla assets have this issue haha
actually one thing you will want to check on is that if the proxies draw for long enough distance
there is also a limit on how many proxies there can be on screen at a time I believe
if you build a lot of things from proxies in single scene, things may start dissapearing
far distance lods could be made without them for example
Yeah its only the mesh thats proxied in so you can't see them from very far away anyway
And yeah the proxy isn't present after res 2
My GeometryLOD always have the problem that its not convex. After recherche Im quite sure that it means angles with +180°.
What is a good way to create a convex hull without loosing my shape?
Dont know if this is the right spot, Ill also post in modelling related discords
make it out of many pieces
Copy confirm. So Ill improve that method.
Do you know some technices to do it? Or a plugin? On point: Youve got any tips?
no plugins do it right
its just manual modeling
So lets go!
I summary shortly:
Ill have to watch the inner angle. So Ive to invert what I see from the outside.
If I detect a non-convexity:
- Separate in contigues meshes. -> join them together again (no merging)
- If still some remain: cut them into 2 pieces >180°
You catched me hahaha
I do this to detect knowledge gaps. Because, if I can "explain" I can do.
Thats also why my work/ learn balance always explodes at some point.
Because Im a sponge of motivation that sucks all in and assemble it and fires.
Btw.: Ive rebuild my railing 3 times now because geometry or personal mood
Now Ive to develop a techniqe to cut it into those convex parts...
# I DID IT AGAIN!
As tip for beginners:
At first highlight the non convex spots and mark them seam.
In that way you sometimes can select whole parts with "L -> Seam filter"
Always loose your selection so holes become more visible. After
seperating all convex parts, join them together again and "CleanUpMesh -> Fill Holes" done
for collsision this whoul basically be just one box
or box and the post
for firegeometry and this small piece you dont need the beveled corners
Thats true. I gues Im diving to deep at some points hahaha
Simplyfy fireGeometry is an skill on its own I gues.
Keep it beauty and performant <- The golden rule that Ive broke in that case. But Ive learned a great lot. Even Substance Painter pays of
it is yes something you learn by doing
Ive also thought about replacing those bars with an plane and show it via alpha texture. But I felt not ready to combine those many steps at once.
What I also need to learn are the handling of diffrent LODs. Talanted modders who did the tide with the ocean or an elevator. Told me that this will
become key in interiour topic.
I also will need to understand why I turn my shadowLOD to resulution to 0 or 10.
Thats exactly what your already saying. Im slowly at the point where I can do something. (yay)
__________________________personal blabla
This was also the first time Ive ever done something in Substance Painter.
Meanwhile its so nice to setup the .rvmat and its componments. Also I was able to learn so much from that file format.
*And dont think I would ever forget why I know this and who helped me to climb the mountain of ice! ❤️ *
this is solid piece and textured planne would not look great
if its wire mesh then sure texture plane is best
facepalm of course. My alpha texture would lead into weird paralax issues because its only 2 dimensional
no parallax available for object textures
I need practise with alpha textures to talk about. I should shut.
But Im just happy at the moment
how many components is that?
I would do it with 33 
I really want to apologize. I will need to find out how I can subscribe to the channel
I havent understood those compomnets fully now. So I now they separate meshes into their parts.
But I also know that they need to be named exactly after "ComponentXX" so I gues they also have a function later.
That would include that I have to have an eye on tht. but those are many ifs and whens and less knowledge
To anwser your question. The ObjectBuilder Plugin from MrClock detected and assigned 32 componments
You could optimize that down by making the vertical poles just 1 straight piece instead of 3 components per pole.
Good morning and greetings from germany 🇩🇪 @stuck oyster
Thats a good idea. Ive also tried to take care of your advice with the geometryLODs and simplyfied the shape
red = geometryLOD - white = low poly mesh
For collision this can be good yes. There is one thing I forgot though and that is grenades collide with the collision geometry lod so in things that should not block grenades the holes need to be present.
Thats a real good aspect. Ive also thought about the penetration because some objects are shoot through positive and how I will have to do it.
We will see. At the moment Im writing one of the "first" multimaterial.
Hello, may I ask for a bit of clarification? How do the "tracks" you have modelled in your Phys LOD not interfere with code-based PhysX wheels? It looks like the lowest point is at around the axis of the wheels. Is it truly fine like that?
Yes, it's fine as long as the suspension doesn't allow for the track base to move up past that point.
Ah, thanks 🙂
Does it add any extra accuracy/value/whatever to the calculations the game engine makes?
I've seen some models have the tracks interfering with the wheels, some models where they barely touch the tracks (namely the sample) and some which are even missing the lower ~half of the hull 😅
Don't think of the tracks mesh in the Geo Phys LOD as doing anything, other than being solid blocks which provide collision with other physx objects. They need to be moved high enough off the ground that they don't interfere with the code based physx interaction where the suspension is fully compressed upwards, determined by the maxCompression value.
ahhh
That would also explain why that one model is missing half of its lower hull - How likely are you to get on-top of another tank? 😆
You should have a good physx model for the underside of the vehicle, very important. If you do it badly, you'll end up with the infamous space-rocket response.
Oh don't worry, I don't plan on cutting corners 🙂 (or parts of the vehicle)
But regarding PhysX, I had an interesting result today when I tried to align the axis and boundary of the sprocket in the memory LOD with the Resolution LOD - tank accelerates to 400 km/h, then flips 😄
That's the usual starting point for tweaking the physx. You get all your memory points correctly placed, make sure your Geo Phys LOD isn't interfering, then go to work on the physx config code.
It might be the Geo Phys LOD causing what happened. It's still the default sample T-72 and I'm modelling an Abrams 😄
For sprocket wheels, you'll find best results by placing the boundary memory points out to the sides, rather than underneath the axis.
Thanks 🙂 I noticed that in your guide and the sample has it like that as well
Don't forget to set the correct mass in the Geo LOD
I did, more or less. But that too still is the default Sample LOD 😅 the only one I've made thus far is Res 0
Is there a way to specify by vertex or similar the exact position that should be considered the "center" of an object for the purposes of rotating it around in 3den later?
Especially in oblong objects where it has an overhang.
For instance, a gun turret should have the "center" at the middle of the base, rather than offset towards the end of its long barrels.
turn off autocentering for things that can have it turned off
and for things that cant make fake centering points around it so autocenter does not mess it up
Do you know where I can find any sort of documentation on that?
I assume it's part of oxygen, and I'm a blenderToolbox person so I've got a blind spot there
autocenter is named property
wiki has page for named properties
Oh, that's good to know.
and chat history here is full of references
Thank you. Knowing it's a named property is 99% of my work done.
Actually, while the wiki mentions cars, does the autocenter=0 work on buildings?
yes
Oh, wonderful. Thanks.
driveable vehicles cant use it
static turrets might not also work with it
but buildings, props and anything used as proxy should use it
Neat.
hrmm
Hello I'm trying to move an object in an specific direction (Green arrow on picture) not just plain X or Y coordinate, but i can not work it out.. need help please.
...In OB?
yes
Don't
can't be done ?
ok
It's not a tool to make a model
ok.
not trying to make a model anyway, just trying to make minor changes on the MFD on a helicopter.
Still
I see. no problem, I will try to export the model to blender and do the fix there.
At least I know is not possible, not recomended..
Thank you 🙂
Moving it freehand (dragging) is easy, but if you need to move it by a specific distance at a certain angle (not along major axis) then it's hard to do in Object Builder, and better manipulated in Blender.
Thank you.
how soon is the shadowLOD foo supposed to be the new thing?
that would cut a very significant amount of time off of things left to do on some larger assets. (ie.. like it would be retarded to do the work if it's not going to be needed, i'd just wait.)
Hehe
Where is the model from?
I made my first ever 3D models in object builder 😂
Well I attempted one in sketch up, found it too hard at the time and found it easier to model directly in object builder
Somehow
The model is from the FFAA mod Chinook, I'm one of the mod founders, (check on ofpec or bohemia wiki if you like). I'm just not a modeler, i'm more programmer.. but kind of alone right now.
just wanted to update MFD on all mod helicopters and adjust the AFM xml config also.
just making sure no funny business going on. 👍 Object builder gets rather difficult with things like that though. I think it might be possible to do what you want in it. but I cant really say how or be fully sure since its been ages since I've needed to do anything with it.
How hard is it to port objects from Arma 2 to Arma 3?
i guess that is mostly dependent upon your depth of knowledge regarding ArmA things in general. not really hard. although the learning curve could be steep.
I was just playing with “transform 3d” -> “edit local axis” where it seems to adjust the axis to the object position, but doesn’t allow to move the plane/square (or at least I don’t know how to do it). The idea was to move the plane I have to use to “represent” the fuel / torque / rpm bars… and moving them on the local object axis direction was feeling easier.
Is it as easy as getting the P3D, and adding it into the game as if you would with a custom one? ie. Defining it in configs etc.
in some cases yes, with vehicles, structures, or anything using PhysX classes, no.
actual model work needs to be done. that being said there are a couple rather large mods that cover most of this already.
Yeah. Though I haven't found a mod with the object I'm looking for in particular - the pumpjack from Takistan. So I've been thinking about porting it over to A3 myself.
ask the CUP guys to add it. pretty decent group of peoples there.
something like that should be trivial either way though. nothing really special needed.
Alright, I'll try it myself and see if I run in to any trouble. Thanks!
np
Or the oil derrick jacks?
I gotta add those oil derricks into the jbad mod actually.
im getting the following error in blender
any idea what it could be?
model doesnt have non manifolds nor ngons
The export failed once and left "tempstuff" collection behind
delete that so it can process it again
jesus, i didnt even noticed it created extra collections
thanks
sorry to bother again, but do you happen to know what the "integer out of ranger error" is when importing BVH into object builder?
I´ve been doing animations for some time like that but this is the first time i get that error.
I dont really use BVHs
its alr, was worth a try anyway hahaha. Hopefully someone can chime in and give me a pointer
Hello, does anyone know how to put trucks in the game? I already have my model done and I want to put it in the game. The thing is, I don't know. I'm a developer of Arma 3 vests and helmets, but I still don't know how. Put armored vehicles created by me If anyone is willing to help me, please say so.
are different bone count errors an issue with model.cfg or the vertext groups on the model
If you mean the bin log subskeleton errors, dedmen confirmed they are spurious and I'm still hoping he will fix it soon.
#arma3_texture message
Hello I have a custom model I want to make it compatible with arma 3 how can I do that
Or can someone help
what kind of a model?
is there any particular reason why you would want bvh into object builder and not handle animations in more animating friendly tool first?
Like a robotic one
Should I DM you if you can make it for me
no I cant make it for you
people here make their own work
where is the model from?
do you have any 3D modeling experience?
@orchid dawn
It a custom model
I commissioned someone to make it lol but not from this server at all
Not at all
then you have a long road of learning ahead if you want it in game
Yea I may know some basic things about blender
is it a big robot?
Not too much
but not man size
Can we talk in DMS so we don't overload the server with notifications and I don't get notifications from this server so I may reply late
Yea a man size
its fine in here dont worry
Alright
if its man shaped and size then you might be able to set i up to use arma man animations
if not it will need compleletly new set of animations
but all in all what you want is a difficult project to start with
I can send a screenshit
I would recommend learning with something simpler first
Shot lol
🫢🫢 that was an error
just a bit of a joke
Yea I know
the channel should accept screenshots if you have accepeted rules #rules and verified #✔role-selection
done
so what next
well you would have to make it same pose as the arma man.
although from looking at it, the arms and legs are not same length probably
so oit wont fit properly
okay how will i do that
alternatively you could make it fully new animations
is that easy
maybe
i guess it will be more easy than making the animations
you can find the arma man sample from "Arma3 samples" on steam
possibly
okay it in what file format?
or can you just share the file here ig
now the process of learning all this will be long.
I cant really tell you every step and hold your hand through it
thold my hand this one time
no
it would take days
you would probably benefit from learning more about basic blender working first
there are couple of Arma Blender toolbox addons you can use
Like which one
https://github.com/AlwarrenSidh/ArmAToolbox
Or
https://extensions.blender.org/add-ons/arma3objectbuilder/
Or alternatively, learn to use Object Builder from Arma 3 Tools (not really recommended, it's old)
There's a lot of good information on the BI wiki, which will help as you learn all of the stuff to make a mod
Mascer's ArmaRig might help with matching the skeleton https://www.moddb.com/games/arma-3/downloads/armarig
which one did you get?
i have tried bothj
you can try older blender version in case neither of those have been updated to the latest blender
or you didnt yet find the right version
also btw did you pay for that model of yours?
yea absolutely
you might have been scammed
since that looks like chappie
and theres ton of free models for it
really
if someone "made" it just for you then probably
https://suryqata.gumroad.com/l/chappiebyvito like heres one
A robot I have made, inspired by movie "Chappie"Verts: 137,410 / Tris: 227,6653 Character variations (Chappie ; Orange Prototype ; Police Officer) Named and organized all objects in collections Optimized Fully IK Rig + Constraints for easy use Correct scale and Origin location,rotation. Flexible Texture Setup Choice of changable Emotions, Spinni...
i think he made it from scratch
i can import this directly in arma
You know someone i can just commission to do this am tired
no I doubt you could affort real game dev rates for this kind of thing
and mod making cant be paid for
well you could pay for someone to set up the character Id suppose
since thats more just blender work
for you this is few weeks or few months of project
custom skeleton for creatures although not rather hard to make are time consuming if i need to add or remove bones, as im not the only person working on this animations, doing it using BVH streamlines and shortens the times I need between previews by just previewing the armature movement in OB
🤔
what program you use to make them?
blender
there should really be no reason to need such step
also blender exports RTMs as well
I havent done so successfully, its why I diverted to bvh
if I do anything that is not using the OFP2 skeleton it just doesnt export for whatever reason
blender cares nothing about ofp2manskeleton
which one?
give me a sec, let me check my current version
alw
ive used that
as far as I know it know nothing about ofp2manskeleton
it exports whatever your armature has
granted I am probably a version behind still
but I doutbt it would have changed
i was until recently in a past version as I had an ancient blender
so it might be the reason
nothing in the new features lists about such at least
yeah, its probably something on my end but i was so sick of not being able to do anything regarding rtms that i moved along using bvh which have been working alright until recently
im pretty sure at some point in the past i actually asked you about bvh workflow since i was already having issues with the rtms
😅 Its been a minute since I had to use that
it worked better than FBX to Object Builder though
i was actually planning on doing it that way oof
i think the pumpjack from arma 2 is included and working in cup terrains already
no clue if you can spawn it through the normal editor though
if it comes from arma 2 terrains there's no reason it shouldn't be already there tbqh fam
Been trying to make sense of Arma 3 modeling for years now. For the last two days i am trying to import a T-62 model i found on sketchfab in Arma 3 from Blender (at first for personal use). Not so much info available about the process. Though i know some of the basics like that i should divide the tanks into separate parts, make geometry, views, and LODs like that, key details are missing from my knowledge (like vertex stuff and lots of other things). How did you modders got to learn how to model and import? Most of the projects i started in the previous years ended in stalling because i didn't know how to proceed further.
Start smaller. Just something simple like a box that you model and texture
Then you can animate it's lid to open on user action
Having a random model from the internet is not good for learning as that model might be poorly made and not at all game compatible.
@stuck oyster do you happen to know the name of the skeleton exporting script for blender? i know it exist as ive seen it mentioned a couple of times, but i havent found the name yet or a link to it
also this is the bvh error ive been getting, in case someone with extra knowledge on the tools could chime in
we could try debug the rtm export issue as well.
since we are back online you can find bit of info on my joyrney to get the export work
oh, we are back online? Thank christ allmighty
so much info being lost by not having the forums 🙁
what even happened to them
oh, deprecated software
rip
🙏
ah, so it was one of Talya´s tools. He keeps on helping me indirectly. Skelexport was what i was looking for, thanks
but yes, let me get done with what im importing to arma and during the week i can definitely give it a try for direct rtm export
thanks!
Sad times, glad it’s back as an archival resource though
Hello. Am I understanding correctly that the "size" of the sprocket (distance between sprocket axis and boundary points in the memory LOD) affects the top speed of a tank? 🤨
(not sure if it fits better here or in #arma3_config)
Yes, it can do if done a bit "wrong".
Move the boundary point on the sprocket wheel slightly below the horizontal with it's axis, and if speed is being affected, move it closer to the axis point.
Make sure there's no other physx object interacting at that position too, similar to how you raise the tracks off the floor in the Geo Phys LOD
I've now managed to reach >1000 km/h before rolling over 😄
Got the ArmA'd achievement from it 😆
Well, guess I'll just leave the "diameter" of the wheel as is from the sample mod, as my tank had an accurate top speed as is 😄
is there any head strap p3d usable in arma files? I know the nvg harness exist but its missing a head strap, is there any?
Do you mean a sample model?
Hello! has anyone ever made a rig for a model that was supposed to be imported into A3?
My first time trying to rig a purchased model, i honestly thought about getting A3 rig for blender, adjusting the pose to the uniform, transfering vertex data and weight and then using armature return it to regular pose but it failed... what else can i DO?
Do you mean a uniform?
yea
bought a UF Pro uniform without a rig
so my idea was to adjust arma 3 rig in blender to match the shape of the uniform, then transfer weights and move from there
This is not the rig you put in
Rig is available in Arma 3 Samples, you need to import one of them and make your set of armature
you dont put the rig back into Arma3 anyway
you just need the same shape and weighting
yea and i wanted to transfer it from the example character and switch to "rest" position
the weighing transfered properly, but the clothing assumed it's thier rest position and i just wonder if i can revert that
here is "pose" and "rest" position
So is this a Blender question or?
more likely blender, or if someone done it in different program i can go with it
isnt modeling uniforms for a3 usually supposed to be with arms straightened, instead of in this 'rest' pos?
What he said as well
Not sure what did you done between before and after there
so i got a model, without a RIG and this is how it looks straight from the import
and i thought, using rig, adjust the character, transfer weights and revert it
"Revert"?
return to "rest" pose and basically got the uniform bent into shape
that wont work because the weighting and animating starts from the T/A pose
I don't think that's the theory, even though I can't really iunserstand it
you would have to make the rig in the same pose first
then weight it
then animate it back
Just appliyng the rig won't do any useful
I'm working on a set of binoculars is there a sample/example of binoculars so I can get the memory points needed etc?
the arma2 released datapack has binoculars in the samples I recall
they should work as reference
ooo good shout can i find that on steam like A3's or fourms?
BI wiki
Arma 2 public data packs page - samples section
or about like that anyway
Cheers! I couldn't find the standard binos in there but found the soflam that will do perfectly.
yeah, anything of that sort to reference as a proxy
Not sure if this would go here but might as well ask it here. For a weapon i want to make/have made but want to have a custom grip on it how would one go about that? Would it be like an animation thing or something else. To give some insight I would like to possibly do one of two things. First one being like a dual pistol grip where the same pistol is in each hand. The second would be a single pistol but like a one handed grip type thing
Please ping me with response to this
cant have dual wielding
I know you can cause I have seen it done some mods
natively you cant
the weapon model does not work like that
well ok maybe in very janky way
The way it was done was weird where it was like just a single weapon but had a left and right hand for the fire modes
if you can link the mod we can probably tell you a bit about how it was made
natively there is no 2 pistol wielding
We just use two handguns in the p3d itself and have a script to automatically swap between two muzzles on the gun when firing, which use different mem points for where the bullet originates from
^ thats how I know its done too
Got ya what about changing model of just a single handgun from holding with both hands to a single hand is that possible?
Just needs a custom handanim afaik
Yesn't
You can make the left hand go anywhere you want, but it'll still be IK'd to the right hand (the gun, basically)
pretty much this yes.
That is fine keeping the right hand on the gun more thinking of just like for the look of the gun having it be one handed might be better but 🤷♂️
Thank yall for the help
if you try to do anything special with the pistol, main thing to remember is that the pistol proxy where the model gets glued on in game is tied to the right hand so it always moves with it. it cant separate from it
You can do it with one magazine/muzzle iirc
This
any nice reload animations are the most problematic part
yeah
you have to either do weird shit with attaching or do the model.cfg export addon
it doesn't help that reloading dual pistols irl is, uhm,
Cumbersome and stupid
😄
Just move the pistols out of eye-sight and they magically have new magazines
True!
armpit autoloader
or sleeve autoloader
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Short guy strapped to your back who you trade the guns with and he loads them while you've got the other pair
or matrix style just grab new guns
Reaper Overwatch, grab more guns from your magic trench coat
Do the real Hollywood thing and just give the guns infinite ammo
Hello, I'm working on making a View Cargo model for my tank. I'm making by removing unseen vehicle parts or parts of a single model from the Resolution 0 LOD. In some cases, when removing unseen, it results in this weird shading. Any ideas what causes this and/or how to avoid it?
(I'm assuming this weird shading will also appear ingame)
Disregard, found a solution. This fixes it:
Does anyone know any tutorials or important information for making a car?
Stumped on this "Different bone count" error I've been getting. Model is properly rigged and moves on animations in blender but when ingame it throws the error
Is having multiple skeletons in the cfgSkeletons section of the mode.cfg a possible cause or have I messed up the rig on this thing 4 seperate times?
Look who's back, back again @Hatchet. Long time
Can you screenshot the error message and when/where you are getting it?
Hey, i'd like to know if bag-config object can support a secondary weapon proxy ? i put one in my bag model but the sec weapon doesn't show up
Im gonna be honest, I made 0 changes and just moved all arma man rigged models to a seperate PBO and they started working
I genuinely have 0 clue why, or how
but they do now
Hello, everyone. Could you please advise how to remove the triangle marked on the screenshot? It appeared after I attached the hat to the body using Blender and model cfg.
the model cfg might have been trying to feed incorrect data to the modesl that dont run with ofp2 skeleton
Looks to me to be a proxy triangle. 🤔 Find it in Blender and delete the face, but keep the vertices and edges.
does the magazine proxy used in placeable weapon props (groundweaponholders) show at all? All the vanilla placed weapons have no mags in their model but they do inside the containers, and im seeing that same thing happen with mine
usually the magazine is in the 'container' along with the weapon and not in the weapon so probably not
For ground holders like that the magazine is loaded into the weapon, at least it looks that way in the inventory iirc
doesnt for me
if you pick it up it'll automatically load the magazine instantly but visually it isnt
I would assume it unloads the mag so you can pick it up seperately?
I think it also depends on if you placed the gun in 3den or something vs if a unit is killed and the mag is loaded
1s will test
Placed in 3den vs placed from unit
Looks like 3den doesn't load the mag by default
The ground weapon holder is perfectly capable of showing the mag is what i mean, its just not placed with it loaded when using 3den
no its just unloaded because thats how the ammoboxes/weapon holders work
you add a transportweapon and a transportmagazine, if you run a script you can 'fix' it so the magazine is in the weapon but yeah by default they're not
I was trying to find the script for that out of sheer curiosity
private _holder1 = createVehicle [
"GroundWeaponHolder",
getPosATL test1,
[],
0,
"CAN_COLLIDE"
];
_holder1 addWeaponWithAttachmentsCargoGlobal [
["TCP_launch_M41","","","",["TCP_2Rnd_102mm_Mag_HEAT",1],[], ""],
1
];
You can do this to create one and it will have the mag loaded on the floor
https://youtu.be/Cz2JYluA1yo?feature=shared
I've found this video on YouTube, and the U-boat looks INSANELY good
Im sure that it's not a part of any big ww2/submarines mod, and had seen through all steam workshop/modding sites, and found nothing
Through other videos of him, I've found his steam acc, but I don't think that he would accept my friend request. Does anyone know him? I'll add steam profile link later
I dunno really where to ask this type of questions
That's him
wow that does look INSANELY good
Ah then I was just misremembering
Would be nice if there was like a LinkedItemsMagazine
I swear it has something to do with if the weapon holder is simulated/scripted or not
But could be wrong
weapon holders are just ammo crates there's nothing special - simulated just means it has physx
To enable the animations
would be nice but would probably be a mess to do at least from the box side of things
I wrote a function to do it for the panzerfaust boxes in SPE which was yeah just checking what was in the cargo post init and applying it via addWeaponWithAttachmentsCargoGlobal
I considered doing it for our 3den weapon holders but I was afraid of it breaking something so kept it just for the panzerfaust box
it actually does, the page in the wiki actually tells you this. They give you an example with a rocket launcher and a way to actually add the tandem charge into it for it to show, but that just not efficient, it resets the position as is re-placing the ground weapon holder for some reason, not as in you having to re-place the model, but that its up vector normalizes to horizon somehow
I assume that the holder type is "Weapon_Empty" being forced by Eden
(i cant find the specific thing about the rpg but I know I have read it a couple of times in the past)
but yeah, LinkedItemsMagazine when dedman 🤣 ?
rn im on old forums and found another his channel https://youtube.com/@cervantes117?si=L6r25tftl7BykFWn
Yes, the oil pumps @edgy pulsar
I found the .p3d files in the Arma 2 OA directory, and I've written the configs for it, though when I try to binarize it with AddonBuilder it gives me an error. Any ideas why?
The model is already binarized.
All the .p3d files in ArmA are binarized, except the example files they release.
Yes, but to get it into PBO format I need to run it through addon builder right? Which binarizes automatically. (?)
is the binarized file mixed with unbinarized models?
Nope, the only models I have in the folder are the ones I got from the A2OA directory, which are all binarized.
so just uncheck the binarize option and it should work. 😃
Yup sure.
How will the model know where to access the texture files? Since it's not in the same directory as it was originally in A2OA
well it is impossible to rename the directories. But have you already searched for the model in the samples BI released?
That is if its binarized
Yeah, it's a pretty insignificant model so I can't really find it anywhere. Which is why I've turned to actually porting it over.
Have you looked here?: https://community.bistudio.com/wiki/Public_Data
I'll take a look, thanks.
No problem. 😃
There you can find content BI have released in unbinarized format. They are pretty big to download, but worth it if you were to port more stuff over.
Btw unchecking the binarize option worked 😄 I'll see if it works in game
It might, but I doubt the textures will. 😦
Yeah that's what i'm thinking as well
If you have Object Builder, you will notice that there is a section called 'Mass Texture & Material renaming...' under Tools. In there, you can rename the directories the textures will be read, thus making the model and its textures fully working. Unfortunately, when the model is binarized there is no way of doing so unless it is unbinarized at first.
@crimson zodiac @thorn geyser Unfortunately, when the model is binarized there is no way of doing so unless it is unbinarized at first.
Hence the value of the unbinarized files (and what people tend to mean by "source").
@carmine gull, my bad. It is actually 1 AM in the morning for me. XD
Hi guys. This is the first time I've seen this. The geometry works correctly before the animation. And after opening the door, part of the collision breaks. How can I fix such a bug?)🫃
Hey, does anyone know if it is possible to rotate a UV model on its x,y and z value?
The animated part is moving outside of the object bounding sphere.
In Object Builder probably add a memory point at the position of the end of the gate so the bounding sphere is increased.
Not 100% this is correct but you can try it!
100% correct
I ran into this issue very recently, I can’t quite tell, is this a sliding or rotating gate?
Ah rotating, I’m just confused about what’s happening in the 2nd picture
I found it better to have the model of the gate in the open position initially, this meant that fire geo as well as normal geo worked correctly
Then in order to get the gate to spawn closed and still work with basegame door scripts, set angle 0 to the amount it needs to close, I.e rad 90 in the animation in the model config
This is the way some gates and bar gates work
The problem after that is ai pathing seems to go off of what geometry is in the way at binerization or before any anims are applied to decide if they should go on a path lod to walk though the object
In this setup they will simply walk through in my experience
I fixed this by making a small geometry rectangle under the gate itself with a one side labelled as a named selection with an axis that spanned the length of the gate, setup a translate animation with an animation source that initialises as 1 to immediately move one of the faces into the other rendering it not a problem for players but kinda forces ai to go on the path lod rather than walk through it
Solves all the issues I came across when doing a hinged gate
If needed I can get pictures of what I’m on about when I’m back on my pc
Did you try just adding a single un-named memory point as I suggested, instead of all that extra stuff?
Yes
Fixes the geometry but not the fire geometry
In your example you also need a memory point at the extents for the visual lod to stop it going out of view when the original bounding box isn’t visible on screen
What I put above fixes all possible issues I found with swing gates
Any other way seems to fix one thing but breaks another
Thanks for the explanation - sure that will be useful for those doing this kind of thing.
Will get some pictures and code snippets later on as I appreciate it is a rather complex solution haha
I have added points in the Roadway and it fixed
Its misterious i know.. i had such stuff with my GDI and Nod Gates
Set Gates open by default in the model so their maximum opening is covered by the bounding box when binerized (Doing this means that the geometry, fire geometry and view geometry and render extents work perfectly for this type of gate)
In your model.cfg set angle0 to be the angle of the door in order to close it. This forces the gates to be closed as they load, but keep the 0-1 animation phase state as 0 = closed and 1 = open for various scripts such as the 3den door opening and zeus enhanced door controls
class door_left_rotate
{
type = "rotation";
source = "Door_1_sound_source";
selection = "door_left";
axis = "door_left_axis";
minValue = 0;
maxValue = 1;
angle0 = rad -95;
angle1 = 0;
};
This enables you to have perfect gometry lod interactions, keeping the model rendered on screen, as well as work with basegame door systems. However, doing this will break AI pathing for this object.
From my experience, AI will only recognise a structure needs a path lod to navigate through if there is geometry blocking them in some way at floor level. To fix this I added a small thin cuboid along the bottom. This forces the AI to think that it must go around the object, or enter a path lod to navigate through the object. (Highlighted in red, ensure its 3d, has a component and has weight)
Unfortunately as is apparent with this setup fixing one bug leads to another drawback, in this case this small geometry cuboid causes the player or vehicles to collide with it if the gate is raised enough for it to collide with the player or vehicle.
This can thankfully be fixed by animating the geometry fix we implemented to "collapse" on itself, rendering its effects null and void in terms of collision, but still keeping the AI happy as it was in the way at the time of binerization.
For this select 4 of the vertices on either side of this cuboid and give it a named selection we can animate I.e path_geo_fix
Then add in an axis in the memory lod from the vertices you just named to the other 4 vertices on the other side of the cuboid and give it a named selection as well, I.e path_geo_fix_axis
Now we go into cfgvehicles and add an animation source with init set to 1
class path_geo_fix_source
{
source = "user";
initPhase = 1;
animPeriod = 0;
};
Once done, go back to the model.cfg and add path_geo_fix to your skeleton i.e.
class FenceWall_Hinged_Gate_Large_01_Skeleton: Default
{
skeletonInherit = "Default";
skeletonBones[] =
{
"door_left", "",
"door_right", "",
"lock_1_hide", "door_left",
"lock_2_hide", "door_left",
"path_geo_fix", ""
};
};
And finally, Add the animation to translate the 4 vertices along the axis named path_geo_fix (Its important its not a hide animation as for whatever reason hide animations can sometimes bug out with geometry and even when hidden, the player/ vehicles will still collide with it, Also setting offset0 to 1 instead of using an animation source with init = 1 caused issues as well where AI forgot that part of the geometry existed again)
class path_geo_fix_translate
{
type = "translation";
source = "path_geo_fix_source";
selection = "path_geo_fix";
axis = "path_geo_fix_axis";
minValue = 0;
maxValue = 1;
offset0 = 0;
offset1 = 1;
};
Now everything is done you will have a rotating gate that has perfect rendering, geometry lods, AI pathing (as perfect as that can possibly be haha)
The player ingame will be none the wiser of the pain you had to endure to get the gate to not be able to be walked through, shot through, disappear when slightly out of view, Allow AI to walk through it without going on the path lod to open the gate or get stuck on some invisible geometry
Final note, theres a chance some clever clogs will look though the above and say "actually, its really simple, just do this" in which case don't listen to me haha
Just what I ended up having to do to fix the problems I encountered
Great write-up Kenny.
No problem, hopefully saves some people some time and frustration
If it works its fine. The path_geo_fix probably can be hidden too but translation is fine since its same amount of animtion classes anyway
I think firegeometry has worked on gates with extended points I made
but I dont have any specific reason why
like said, if it works in this instance reliably then 👍 👍 👍
I had issues with the hide animation leaving residual collision behind, I could see it was visually hidden using diag exe diag_drawMode "geometry". But still stopped me crawling through the gate, using translation kept it reliable
idk why though
12 year old game things
gift horse
do you mean UVW?
Yeah. The unwrap function in OB doesn't seem to work as much, so not sure how I am going to UV map my model. :/
<<<If you have Object Builder, you will notice that there is a section called 'Mass Texture & Material renaming...' under Tools. In there, you can rename the directories the textures will be read, thus making the model and its textures fully working. Unfortunately, when the model is binarized there is no way of doing so unless it is unbinarized at first.
@thorn geyser not 100% true. Mikeros move folder will work but if it's a binarized model you obviously will need permission from the owner
@fervent steppe, Really?!? I didn't know that was actually possible. Cheers for the info! 😄
Hey guys, I got a pretty stupid question to ask (and yet I should know this by now). Why are there so many tiles in a UV editor, and can they be used for one particular texture?
Hi, does anyone know why my clothes aren't showing up?
Your config is anyhow broken
Drinks are on me 😉 : http://i.imgur.com/AtumYyS.png
Have you defined model = your model
Hello everyone, I have a question: if the arm spread angle and leg spread angle of a uniform model are different from those of the model in the Arma 3 sample (but all the bones are correctly bound), will this uniform still work properly?
no
the shape must be same
Pepsi gonna be mad at you
lol, I'll change it later, its not gonna end up in public anyway. 😉
Just a prototype texture
That's what they all say 😉
haha, lol. But I do suppose in the DayZ mod they went that path. 😛
was it "peeps" or something .. free to use that 😉
I was considering of using Sunkiss, but i realized that they would kiss my ass if i did. LOL 😄
I gotta go to bed, I think my spirits are going off the charts by the looks of my comments, lol. (2:39 AM)
spirits... get it? hahaha
Good afternoon, everyone in the group — could someone point me to a tutorial or show me how to create items for Arma 3? I want to create an item to complete an existing addon.
Specifically, I need to create an item for the inventory of the vest, clothing, or backpack. I need to create a laptop that can be used to view the satellite layer from an addon.
Hi all wondering if there is a way to assign materials to my items in blender before export to Object Builder? I wanna minimise how much I have to do inside Object Builder if it's at all possible.
yes it is possible and preferable
There should be dialog box in the materials tab for assigning Arma material path that corresponds to assigned blender material(s)
Assuming you are using arma toolbox by alwarren rather than exporting as obj or fbx or something and importing again via object builder
There is also arma object builder for blender, but I don't use that one so couldn't advise on it
a3 toolbox allows you to do almost everything you can in object builder, in blender
the Arma Object Builder is similar to to toolbox with more features
the name is unfortunate as people do confuse it with the Arma Object Builder
I think the layouts different though is what I meant
I think there are intel items in basegame that can be carried but have no function like an explosive or ammunition. then you could script a check for the players inventory to use the satellite if they have the laptop item?
nvm they can't be carried it would appear
usually such items are fake magazines I think
hmm. fancy idea brewing
if only I had the time 😄
haha
so i'll share
so there could be this "fake weapon"
that accpets these "fake magazine" items
and they could be loaded on the fake weapon to become visible and then look like they are carried
true
Heyo, quick question about bringing models in Arma 3.
I wanna start making my own objects / characters, where would I start first, learning Blender or some other app?
Sorry if this is the incorrect channel but I never got into this side of modding before and thought this channel made sense since it's about arma 3 and models
learning blender is good first step
Alright appreciated
@thorn geyser use anything but O2 for unwraps...
unless you are some sort of masochist
LOL
Is there any Blender add‑on (or Python script) that can directly set a model’s pose to the Arma 3 standard? I’ve tried adjusting it manually — the arms and legs are manageable, but the fingers are very hard to align accurately (my model also includes gloves).
no
I found a T2A‑Pose plug‑in online. Does Arma 3 use the standard A‑Pose?
no
Use the arma 3 samples rig and pose it to what the uniform model pose is, weight the uniform to the rig as best you can, move the rig into default arma 3 position, apply it so the uniform stays in that pose then delete the weighing from the uniform and do it from scratch appropriately.
(disclaimer: i have never done this but it seems plausible 😁 )
no
he is doing the right way of reposing the rig he has to the arma man pose shape first
but he just needs to be more careful with it
@exotic nymph where is your model from?
its not from some other game is it?
I would only wish that the toolbox and object builder addon had an option to take relative paths like Object builder does instead of forcing you to work within the p drive like Mikero's/HEMTT does.
😑
you cant blame me for hoping for more native/legacy functionality compat :p
Does anyone has an idea why the second object of that Building doesn't load right? It seems to be an error with that glass.
might need alpha sorting or you might have trasnparency in your solid surface textures or not right texture naming conventions
alpha sorting
what goat said, yes
diffuse for glass texture end up in _ca?
you RVMAT properly set?
properly sorted alphas?
Ah okay. I put the glass all the way up. The Building itself is made of two diffrent objects because of arma limits.
that is part of the problem then
https://github.com/gerard-sog/arma3-macvsog-columbia-items I wrote this procedure for inventory items that can also be dropped.
There are also some examples provided 👍
Hello everyone I'm looking for someone to help me make a character if you are interested you can dm me
Ty!
Oh yeah that does seem like a nice addon for Blender cheers!
If I wanted to control where my weapon is held I'm guessing that's gonna be a memory point. Is there a memory point for this purpose that I could define?
Can't seem to find one that's used in the samples.
I believe it’s based off of model position in relation to the origin point
And you need to add autocenter = 0 in your geometry lod so it stays where you put it
The hands are an rtm animation, but there are many in basegame that usually suit most normal weapons you can use
Just play around until you find one that may work
Ahh ok got ya. I just recompiled with autocenter = 0 I'll give it a try, thanks!
Is this also the case for rotation. I have the position correct now but it's rotated to the right by like 40 to 90 incorrectly.
I have the position applied in Blender etc so i don't think that's an issue. Is there an attribute/parameter similar to autocenter = 0 but for roatation?
Shouldn’t be
Something funky is going on there
I think the front needs to face -y in blender
Ooo I'll double check that against the samples I have it on positive Y
I could be wrong on that
I’m an environment artist so I just know the front of my structures need to face the - y for editor previews
So turns out sample rifle faces -X I'll rotate, apply it and see if that fixes my problem 😂
That worked cheers Kenny 🙂
Np
what kind of character would that be?
Does that apply only to Geo, or any other LODs?
@stuck oyster sorry for the ping. I managed to export rtm straight from blender, but this is the issue ive been having
is this because there is no model.cfg with skeleton defined for my test?
static pose looks good
Can you explain the topic in more detail?
ObjectBuilder has trouble importing rtms so it's not really the best in testing them. Does this use custom skeleton shape?
Just geometry lod, check the wiki for named properties
I think if you have an edge case without a geometry lod, they can be applied to the first resolution lod
I was incorrect, the intel items in basegame are just props, you could configure the laptop as a weapon or magazine or some other type of item like a toolkit so it can be picked up however
@bitter mirage Gerard posted this tutorial that may be useful
yes sir, ive tried rebuilding my skeleton and reexporting my rtms using the object builder added and that yielded much better results. However im still unsure in how to test without putting the animation ingame, as other mods with custom creatures that provide source files to fiddle with are actually able to be visualized through object builder matrices slider thingy
personally I just run mine through game
when export etc works you should not need to review them in OB but to only worry about how your conifgs connect them
as the animation should be 1:1 to what you see in Blender
there the option to export as model animation through cfg for rtms rigth? I guess i could do that just to "preview" in bulldozer
no
thats not for rtms
model.cfg animation is different thing
you can try set the rtm reference skeleton in the OB settings
the other sources you refer to might be using same naming as ofpmanskeleton
and work because of that
I assumed that was automatically done while using the model.cfg file
can you elaborate?
although I did forget this was for loading up binarized rtms in buldozer, not the matrix list
Like I said I dont really use OB to view them
rip
i will try importing the model as a dummy object and have it be animated by a custom source, atleast that way i wont have to preconfig the creature as a whole before i even know if the animations we have are good to go
ty anyway
I dont think that works
and its a lot of extra work
the animation as you see it in blender should be as it is in game
if you verify your workflow with one animation from blender to game then that should be enough
alr. I will try then.
I have a doubt though. Should the definition of the skeleton match 100% the vertex groups in the P3D or would defining the skeleton as it was done in blender to influence the vertex groups would be enough?
I have a lot of "auxiliary" vertex groups that share weights with their respective main vertex groups which are then binded to their respective bones and im unsure if I should include the definition of such auxiliary groups
are the auxilary groups animated?
Im not sure what you mean by that tbh
can you show pictures?
atm no, but I can in the afternoon once im home.
As for the auxiliary groups being animated, not separately from the main group, no. They are painted to the same areas in some sections, essentially like how insignias are painted to the shoulder of the default arma man for example, or how the head section has multiple sub sections in a single group for ease of manipulation.
so they all have their own bones that are also part of the Arma model.cfg skeleton?
there are some rules in the weighting like max 4 bones can affect single vertex
if that is followed the weighting should move 1:1 ingame compared to blender
yes, that why im wondering if that sections too have to be defined in the skeleton or just having the main sections that influence the area would be enough
Im not sure what you mean by these separate sections
and main bone/section
sounds messy to be honest 
ill send you a SS later if thats ok
@stuck oyster Hey goat, you available?
this is what i meant with auxiliary selections:
Foot_l is main
Foot.L is auxiliary
As you can see they are painted to the same vertex group
Its what i was wondering, if in the skeleton both should be declared deriving from its previous bone extension
what does the auxilary selection do?
but no you should only have the main
I dont see any reason to have second duplicate selection
its a special selection that we will attach stuff to or use as control groups for effects we are planning
am not tracking
we have like 5 auxiliary selections only, not everything is duplicated in case you were going to ask thatg
arma
im sorry it makes not sense to me
you could just use the main selection
was there a corresponding bone in the armature?
that the argument ive been locked on for some time now 🤣
there should not be
you can have selection like for how example the hidden selections "camo" etc are
that have nothing to do with animations
the bone name selections are what animate the thing
anything else should be just full vertex 100% selections
the smooth weightpainted selection does not have any purpose beyond animating
I think im lost then, what does the CfgSkeleton defines?
The bones in the armature or the selections in the body?
bones in the armature
so the bones that get written in rtm can move same named weighted mesh in the p3d model
ah, so the skeleton defined used the same bones that the rtm was animated with
if you compare to armaMan
you see the weighted selections that correspond to bone names in model.cfg
i see, that clear up A LOT of fog
and then other selections for hit texture swapping and camo and stuff like that
important here is selections
as those vertex groups = named selections in p3d
sections are also selections and are defined in model.cfg but they are not animation related but connect with other engine features
like hiddenSelections need to be defined as separate sections so the texture swap system can access them
so in the selections do I still need v.groups that match the bones names or just the bone data from the RTM in cfgSkeleton is enough for the animation to play (besides config ofc)?
for animation anything not named as the bones is not needed
and I would recommend removing any groups you dont have use for
there might also be problems with bones/selection with . in the name so avoid those
underscore only
alr. Thanks for your time, you cleared the doubt i had 🙂
Goat, thanks for your time. I have succesfully visualized my anims. Turn out i was just missing the armature transformations, im just bug dum dum

