#arma3_model

1 messages · Page 55 of 1

nova river
#

Any idea why the magazine on my weapon disappears and reappears properly during a reload in 1st person, but when in 3rd it disappears during the first reload and only reappears after the second reload

#
class CfgSkeletons
{
    class HVAP1_Skeleton
    {
        isDiscrete=0;
        skeletonInherit="";
        skeletonBones[]=
        {
            "trigger",
            "",
            "bolt",
            "",
            "bolt_catch",
            "",
            "magazine",
            "",
            "safety",
            "",
            "zasleh",
            "",
            "OP",
            "",
            "foresight",
            "",
            "backsight",
            ""
        };
    };
};
class CfgModels
{
    class HVAP1
    {
        skeletonName="HVAP1_Skeleton";
        sectionsInherit="";
        sections[]=
        {
            "zasleh",
            "camo1"
        };
        class Animations
        {
            class zaslehROT
            {
                type = "rotationX";
                source = "ammoRandom";
                sourceAddress = "loop";
                selection = "zasleh";     // must exist as geometry in Res LOD
                axis = "";
                centerFirstVertex = true;
                minValue = 0;
                maxValue = 4;
                angle0 = "rad 0";
                angle1 = "rad 360";
            };
            class no_magazine
            {
                type="hide";
                source="hasmagazine";
                sourceAddress="clamp";
                selection="magazine";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=0.5;
                unhideValue=-1;
            };
            class magazine_hide
            {
                type="hide";
                source="reloadmagazine";
                sourceAddress="mirror";
                selection="magazine";
                memory=1;
                minValue=0;
                maxValue=1;
                hideValue=0.18;
                unhideValue=-.87;
            };
        };
    };
};
#

What I have for it atm

stuck oyster
#

try separate it into 2 classes

nova river
#

What do you mean?

stuck oyster
#

your sourceAddress on the magazine hide is mirror

#

make it clamp like normal animation

#

and split it into 2 animations that first hide it at right spot then unhide it at at right spot

nova river
#

what does mirror, clamp, and such mean?

#

Also, its working fine in first person.

stuck oyster
nova river
#

I don't see why what I'm doing is wrong after reading that

#

Mirror just means the animation can play backwards?

stuck oyster
#

so it works

#

I am at a bit loss here to understand why are you fighting the offered solution since you are the one who came to ask about a problem

nova river
#

I'm not trying to fight it, just understand it some more. I'll try to figure out how to make it 2

stuck oyster
#

should be pretty straightforward

#

fiddle with teh hide and unhide values

#

then once it is visible at start and hides at right time

nova river
#
            class magazine_hide
            {
                type="hide";
                source="reloadMagazine";
                sourceAddress="clamp";
                selection="magazine";
                minValue=0.000000;
                maxValue=1.00000;
                hideValue=0.188;
            };
            };
            class magazine_unhide
            {
                type="hide";
                source="reloadMagazine";
                sourceAddress="clamp";
                selection="magazine";
                minValue=0.000000;
                maxValue=1.00000;
                unhideValue = 0.550;
            };```
#

like this?

stuck oyster
#

yes pretty much

nova river
#

That worked! Thank you!

#

Now I just need to figure out how to do a custom reload animation

thorn geyser
#

Nvm. I got it to unwrap, must have been a code hiccup in Oxygen. And lol...

fervent steppe
#

<<<unless you are some sort of masochist

#

😉

quick terrace
#

@fervent steppe - but you doing buildings aren't you? not really the same, although i do wonder how you are backing AS/ADS, MC and MASKs in O2...

fervent steppe
#

no i dont really count lol most of the buildings are just using the a2 textures supplied..some have been changed/new but a building is way less complex then a gun or vehicle in my mind

#

hey @quick terrace while your around..you dont happen to know/recall an example off hand of a building or structure in a3 that has sound with it...for example church bells (i did look at the churches..i dont think they toll like they did in a2)

quick terrace
#

not really

thorn geyser
#

I think the sounds are scripted...

fervent steppe
#

used to be simulation=fountain would allow for sounds but i think thats gone

quick terrace
#

tbh i don't really know the existing content all that well, i don't dive blindly, i dive to look for something if and when i need it...

#

a2 content even less...sorry

fervent steppe
#

no biggie ill figure something out

#

trying to rig up the oil derricks with sounds and flames at the top

foggy finch
#

@fervent steppe have you tried adding simulation="fountain"; into the config rather than the model?

fervent steppe
#

yea thats what i was talking about actually

#

i think it was removed

foggy finch
#

ah bummer

fervent steppe
#

actaully simulation=fire works but theres some side effects lol

foggy finch
#

haha

fervent steppe
#

i get oil pumps with sounds

foggy finch
#

simulation="SoundOnVehicle"; <-- tried that? dunno if it works with a3 or if its just a vbs thing

fervent steppe
#

however by adding that line in it moves the model up on the y axis

foggy finch
#

simulation="DynamicSound";

#

theres that too

fervent steppe
#

and i get a command when close to the center of the model...put out fire lol

foggy finch
#

haha

thorn geyser
#

You could look at the fireplace on how they have done that?

fervent steppe
#

nice ill try those two and see what they do if anything

thorn geyser
#

lol

foggy finch
#

incase you run out of simulation types ^

thorn geyser
#

My mouth waters when I see BISimulations. 😛

fervent steppe
#

hmm wonder if church still works

foggy finch
#

have you tried housesimulated?

thorn geyser
#

Ding Dong

foggy finch
#

I know it works for lights, dunno about sounds however

fervent steppe
#

i think that is inhereted from house_f tho but ill try them all and see what happens...good looking out tho..i always forget out bisims page

#

<<<You could look at the fireplace on how they have done that?

#

i actually used that simulation to make a fountain lol

#

sim=dynamicsound = model gone lol

foggy finch
#

hehe try housesimulated

fervent steppe
#

i did..its a no go

foggy finch
#

ahh dang

#

must be restricted to lights only

fervent steppe
#

yea i dont really want to use sim=fire

foggy finch
#

I havent actually tried a model with doors using housesimulted yet

fervent steppe
#

hmmm they work in the animation class..i may be able to use that..let me try something

foggy finch
#

yeah well door sounds etc are called from there

rapid tree
#

Hi there, i imported my new heli everythings working fine except that you get killed when the engine is running, i never had this type of problem before, any advice or direction what this is causing ?

fervent steppe
#

well my one thought didnt qwork

#

time to test something else on my test island and see if it works

sour bough
#

Or the guy inside dies

rapid tree
#

the guy gets killed when he gets out of the heli

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and the engine is running

sour bough
#

is he impacting the blades?

foggy finch
#

@fervent steppe's test island is like charlie and the chocolate factory of arma assets 😄

fervent steppe
#

lol

rapid tree
#

yes

#

but idk why cause geos are all correct

fervent steppe
#

i forgot i had it atually which im glad it do.. its very small and quick to binarize

stuck oyster
#

no defined rotor point so it defaults to model 0,0,0

rapid tree
stuck oyster
#

do you have mainBladeCenter and tailBladeCenter defined?

fervent steppe
#

ok sim fire is out anyway...it losses its animation when binarized to an island

rapid tree
#

Velka Osa and Mala Osa ?

foggy finch
#

hmm you could add a source named selection in the model.cfg then do the rest with config on that selection in the sekelton ?

stuck oyster
rapid tree
#

I havent checked that but my config is like my other heli, just the model position in the p3d is different and axises, geos are all re positioned, i take a look tomorrow, thanks in advance 🙂

fervent steppe
#

the model itself has animation sources that are on a loop

foggy finch
#

ah yeah I suppose

fervent steppe
#

i tried adding that animation souce in the main config and using a door type sound like that

#

if that makes sense lol

foggy finch
#

you should be able to do that

#

will need a cfgsounds in your config for the sound

#

and just sound = "GenericDoorsSound";

#

replace genericdoorsound with your sound

fervent steppe
#

yea its not working...hmm wonder if it was because my sound was under cfgSFX

foggy finch
#

yeah could be

bleak tangle
#

Doesn't it have to be in CfgAnimationSourceSounds

foggy finch
#

yeah

fervent steppe
#

hmm

foggy finch
#

P:\a3\sounds_f\config.cpp line 1431 onwards

fervent steppe
#

cool thanks

foggy finch
#

has allt he door sounds there

#

layout/setup will be similar to that anyway

rapid tree
fervent steppe
#

Well I'm done for the night. It doesn't work unless it's set up like a door which won't really work for this animation. The only other hope is simulation=church but I can't seem to find a base class which the church bell effect demonstrated property

foggy finch
#

hmm

#

class Church_F; should do it

#

church sounds are defined in CfgSFX / class Church in sounds_f/config.cpp

fervent steppe
#

Yea I did see that but how are they called is what I'm having trouble locating. For instance in for the fire.p3ds they are done in class Effects

foggy finch
#

yeah i was wondering that too

fervent steppe
#

I guess maybe the same for the church but it's not in the config for the church

#

Unless it's something that's hard coded...I dunno

thorn geyser
#

BIS is BISimulations, not BI. 😛

fervent steppe
#

That sir is incorrect

thorn geyser
#

...

#

BIS is Bohemia Interactive Simulations, BI is Bohemia Interactive.... :/

fervent steppe
#

BiSim i

thorn geyser
#

ugh, my bad. lol

fervent steppe
#

Bohemia interactive studio

#

Lol

upper tiger
#

Hey, can someone give me some idea on what rendering magic causes certain shadows to not render unless there's multiple of the same model being rendered at the same time? It seems to only really happen with small objects on stencil shadows, but I haven't done too much testing with it yet.

nova river
#

Why isn't this working? the test weapon has this same property

#

This is for the shadow lod

charred bolt
nova river
#

Ohhh ok, why does the test weapon have it on the shadow lod? Thats what I was following...

charred bolt
nova river
#

Oh, ok, well that explains it then. Ty!

charred bolt
upper tiger
#

I couldn't, it seems rather inconsistent as I've got a similar sized vehicle built the exact same way in terms of LODs which doesn't have the issue

charred bolt
#

On your modded vehicle that has issues, how many tri's in SV0, and how many in SV10.
Check there are no LOD properties in those 2 shadow LOD's (see salmon's question above).

stuck oyster
upper tiger
charred bolt
#

That could be it, HG's right. Get rid of any camo or zbytek type texture swapping selections.

upper tiger
#

Oh right

#

Ill give it a shot 🙂

stuck oyster
upper tiger
thorn geyser
#

Hey um, I know this is a config and model question (and I'm not on ArmA 3 at the moment). But does anyone remember the binoculars having a hand anim pose?

rapid tree
#

hi, how does one make a red cabin light for a helicopter ? i have the config entry from the bi wiki but how can i activate it ingame ? is there an model.cfg entry needed besides in the Sections part ?

charred bolt
rapid tree
charred bolt
#

No

rapid tree
#

but how is it activated then ?

charred bolt
#

darkness

rapid tree
#

interesting, thank you very much

indigo mountain
#
  1. #creators_recruiting
  2. You can't pay someone to put them in-game. You can commission someone to make the models, but not implement them in arma.
thorn geyser
wraith tendon
#

You mean: "Product Placement" right? 😉

thorn geyser
#

lol

wide acorn
#

Can anyone help me figure out why my test aircraft geometry is physing like this when spawned in game

I have 6 cubes defining

  • LOD 1
  • GEOMETRY
  • GEOMETRY PHYS
  • 3 WHEELS labeled as wheel_right, wheel_left, wheel_front
  • Memory points for each wheel, center, rim, and axis
#

Nevermind! For anyone curious, I accidently had the memory points left_rim and right_rim on the wrong sides. Working now lol

indigo mountain
#

Are working ladders possible on a vehicle?

Not currently trying to implement something like that but I had some thoughts and was curious if anyone had tried

#

AFAIK, ladders just have memory points for the start/end, but I haven't looked into them (and not home to really do so)

near lake
#

Is that normal? It feels like a lot of componments. Maybe too much?
Ive attached you GeoLOD/ componments (in convex)

near lake
thorn geyser
#

btw: is Pipsi already taken? 😄

rapid tree
dusky dragon
#

I think caca-calo is still free

thorn geyser
#

lol

dusky dragon
#

Haha

#

And maybe Finto or 8up

thorn geyser
#

maybe even Gipsi 😛

dusky dragon
#

Along with Dewy hill, Dr. Propper

thorn geyser
#

Yolo instead of Solo, lol

wraith tendon
#

No

#

Just, No.

thorn geyser
#

But anyway (I'll work out a name later), I am still puzzled why my can doesn't appear to be in the player's hands, as in here: http://i.imgur.com/Wqco3HW.jpg . Whereas in third person it is different: http://i.imgur.com/OSPWnT2.jpg . It inherits the binocular class, but I still don't understand where I am going wrong. 😦

near lake
stuck oyster
near lake
#

Ahh thats logic and I simply "kill" the glass if I make it vulnarable in the config. Then I add a cloud mesh for the hitbox and a second modle of the destroyed result. How about animation?

stuck oyster
#

for destruction effects the hitpoint class handles that and connection to animations like hiding the glass geometry part

#

the sample house has all that set up

#

I recall at least

near lake
#

Ive it opened atm

near lake
#

What does it shows me if Ive no animation in Buldozer? Is the area limited to class animation or further?

stuck oyster
#

buldozer reads the animation sources and playbacks those. if yours does not show any animations then your model.cfg is not connecting with the p3d

near lake
#

That was rapid precise. Ive forgot about the matching name of the p3d.
Now Ill just need to invert the handle anim and process the other doors in the house.
Then Ill take a break and decide whats next. Maybe Ill take a nap.

#

My animation isnt playing in the final game. I gues its an issue with the mesh and the vertex groups? Maybe I also forgot to designate the vert group in all LODs

stuck oyster
#

you can test animations in game also with Animate and AnimateSource commands

near lake
#

Ahhh I always wondered about them. Its for the action/ output interaction

near lake
#

Now were talking.

near lake
#

Ive one litte question before I go to bed.
Why are you triangulating everything? Is the engine dealing better with tris?
And how did youve managed to not make them visible after "shade smooth"?
|| Good night, I will read this tomorrow 😄 ||

stuck oyster
near lake
#

Copy this
But its creating issues sometimes in my case

stuck oyster
#

triangulating while modeling allows you to verify uvmapping/texturing stay same

#

as if triangulation goes differently in engine that can break uvmapping

stuck oyster
near lake
#

Isnt Flat more performanoce intense because a flat surface has more reflecting from itself? Ive heard something like that

fading inlet
#

What i have:
4 different missiles with the same ingame config but with different models. All models configured fine. They have Resolution, Shadow Volume, Geometry LODs. Each model have in Geometry LOD property: loddensitycoef = 10.
Can someone explain to me why some models disappear in distance and how to fix it ?

stuck oyster
dusky dragon
#

@wraith tendon Try being an optimist, usually helps :p

wraith tendon
#

Not when it comes to "Yolo" or "Swag"

#

Thats just for mentaly retarded ppl 😛

thorn geyser
#

Lol

dusky dragon
#

Lmao

grizzled halo
#

is there any reason of why 2 vertices inside different vertex groups would be pinned to 3d space when they are properly painted and grouped on their respective groups?

#

they animate properly in blender, and its only those 2 vertices that have that issue

#

huh, idk why but when exporting them as p3d they lose their grouping, weird. In any case fixed.

stuck oyster
#

but maybe they were hidden and didnt actually have a weight

#

or they were also weighted to some other group

grizzled halo
# stuck oyster or they were also weighted to some other group

before exporting I made sure everything was properly painted, as I removed the extra vertex groups I had going before to reduce the section count we talked about last week #arma3_model message

At least in blender, when I move the mesh no missing vertex are present and all body parts seems to be painted correctly to a single group. I have no idea what could cause that honestly but just reassigning the vertex to its actual section fixed the issue

stuck oyster
grizzled halo
# stuck oyster If it works then all good. In here you can see that for some reason the vertex ...

a quick note on this that might be relevant to be added somewhere in the wiki that talks about RTMs if people use Object Builder like I do most of the times.

When you update a vertex group like in my case for the stretchy vertices, you need to re-load whatever matrix you are using in case you are working with animations as the group point data wont be automatically updated in the animation currently loaded. Making it seem like the updated V.Group was not actually updated.

last spindle
#

The position of the object is different in the LODs I guess, have too move the ViewPilot back into the right pos

#

Wait I did not look first, just assumed..... That actually is draw order being messed it up, it is drawing the hand over the can, can try send to back in the LOD

sly root
#

hello am looking for someone to make an art a professional arist to dm me ?

stuck oyster
#

but also do be aware that most who contact you will be scammers

twilit dagger
#

Hello, when assigning armor rvmats to parts of a tank, does the name of the material in Blender actually serve some value/is it significant? Or is only the path to the rvmat file relevant?

stuck oyster
#

it contains all the armor material info

twilit dagger
#

As always, thank you 🙂

#

Hopefully the result won't end up being a bunker or dying frontally to a BMP-2's autocannon 😅

cunning temple
#

Random question of the day: Why in the bridges folder is there a Bridge_01_PathLod_F.p3d? Shouldn't it just be in the paths lod of Bridge_01 🤔

thorn geyser
#

@P1NGA, all LODs are positioned correctly. Ok, I'll try and fiddle with the pilot LOD for any differences. Thanks

rapid latch
#

How invert bolt direction?

charred bolt
# rapid latch

Mirror the memory LOD bolt axis points (swap their positions).

valid kernel
#

Hey everyone. I’m very new to modeling and starting with a basic drinking glass.

When placed into the game, placing a second glass causes both glasses to start flickering. What would cause that?

stuck oyster
valid kernel
#

1 resolution LOD set at 1.

Just messed with color and alpha settings in the object builder settings under material in blender.

valid kernel
#

No

stuck oyster
#

youll want to give it proper transparent texture and a material with shader that supports transparency properly

#

how do you pack the pbo?

valid kernel
#

I use the tools pbo builder. Model and config go into project folder and the tool does everything for me.

cunning temple
valid kernel
#

Yea sorry add on builder. I’ll take a look at pboproject. What’s the difference?

#

I’m also told that arma doesn’t recognize mats from blender, is there another program to use other than the actual object builder in tools? That thing sucks

cunning temple
stuck oyster
#

only thing that transfers is textures

#

materials in arma are rvmat files that are basically text files

#

you can find samples at P:\a3\data_f

#

default_super.rvmat is good start as the super shader is the most commonly used one

valid kernel
#

Ok I’ll look at that one

#

Where do you create the rvmats? Say I use the glass material in blender, can’t you turn that into an rvmat?

cunning temple
#

Just copy and paste an Arma one, open it with notepad++ or something like it. Then edit it to point at textures you using.
If you using arma textures, sometimes you don't even need to edit the file, as it's already pointing at the correct files

#

In the texture bit of blender, you set the texture and rvmat path. Then when you export p3d from blender it sets the correct path for you in the model

stuck oyster
#

there is no direct connection between blender material and Arma material

#

except they are both called materials

valid kernel
#

Will do

#

I’ll give that a shot. I appreciate the help.

cunning temple
valid kernel
#

Thank you

cunning temple
stuck oyster
#

the samples provide basic setup already

valid kernel
#

the default_super.rvmat is binarized

#

like all i see is NUL ACK BS

cunning temple
cunning temple
stuck oyster
valid kernel
cunning temple
valid kernel
#

I never set up anything

#

Just been using my c drive

stray pewter
#

by any chance can someone help me to make my own weapon for arma 3? or a very good and short enough tutorial,I have GIMP and thats it,Im clueless when it comes to this stuff

charred bolt
stray pewter
#

@charred bolt why shouldnt i tho? i`d love to make one

charred bolt
#

Because it's like brain surgery. If I said I wanted someone to help me do some brain surgery, but I was clueless about biology, only had a hammer and chisel and didn't want anything but a short excellent tutorial to show me what to do... in other words, no applicable skills or knowledge, and not prepared to put in long hours.

stray pewter
#

@charred bolt so its just very time consuming is what ur saying? and difficult

charred bolt
stray pewter
charred bolt
stray pewter
charred bolt
#

Precisely!

stray pewter
#

and e.g mods like CUP weapons and all RHS mods,They take months to make their weapons?

charred bolt
#

Probably yes. Not many modders are working full time on it, so have to keep down day jobs or school/Uni, doing modding in free time. It's a lot more work than you understand, and that's when you even know where to start.

stray pewter
#

and also with the list of like people in the server that are devs and stuff,Theres a person called Alwarren playing arma 4?

#

right now i mean

charred bolt
#

If you still want to have a go, start by putting a simple box in game. Then a box with a door. Use the search function on this discord to get all the help you need to get started, it's all been done many times before.

stray pewter
#

but the guy playing arma 4?

#

how if its not out

charred bolt
#

When you get stuck on something particular, ask here for advice.

#

Who does Alwarren work for? Which company is making Arma 4?

stray pewter
#

bohemia i assume

#

and has a tag of CUP Team

charred bolt
#

Many good modders end up getting jobs with Bohemia.

stray pewter
#

so is he like testing the arma 4 game now? like for bugs and stuff?

#

stuff like that i would love to do when im older but ofc,Im useless 😭

charred bolt
#

This is a channel for asking about model creating for Arma, not for investigating secrets.

stuck oyster
#

and yes learning modeling and the rest takes long time

#

6 months would be pretty fast

#

once you learn it, things are faster to make

stray pewter
sullen jasper
#

I made a model but i need to make belt options in aceax how do i do that ?

sullen jasper
#

On vest

stuck oyster
#

you typically make 2 variations of a piece of gear for that

#

hiding parts of mesh with textures is not good way to do things

sullen jasper
#

And make just belt version

#

After that change that in config

stuck oyster
#

I would maybe recommend learning how the configs work without ace first

#

then once you have your thing in game you can start figure out what ACE does and how it works

sullen jasper
# stuck oyster then once you have your thing in game you can start figure out what ACE does and...

Yeah, I already know how configs work I just wanted to ask if I really need to make a second model without the vest and keep only the belt for the “belt on/off” options. I’ve already got it in game and working with the config, just want to add those toggle options.
Also, one more thing my holster works fine, but when I equip a pistol it appears down by my legs instead of in the holster. Everything else works as it should.

stuck oyster
#

so ace has some sort of script for that

#

youll have to figure out what it expects

sullen jasper
#

Alright and holster problem?

chrome ridge
#

Hello everyone, I'm currently making my Fire Geometry LOD in Blender, and i would like to ask, does Arma has a single RVMAT for composite armor or do i have to simulate the composition in the Fire Geo (eg. A first layer of Rolled Homogenous Armor 80mm, and a second layer of Textolite 100mm etc.) ?

stuck oyster
#

there is no material for textolite but you can create your own penetration rvmat+bisurf file combos

chrome ridge
#

Last question, the hull of the tank must have thickness in order to work right in-game ? (I mean Independently of the armor plates inside) Or it works with just a closed hull ?

stuck oyster
#

you should have only armor and internal components you want to take damage

charred bolt
#

Best practise is to make it hollow shell with interior components representing fuel tanks, engine, crew compartment.

chrome ridge
#

I will send a picture to clarify

charred bolt
chrome ridge
#

The red colored ones are armor plating ?

charred bolt
#

The armor plates don't need to be the exact thickness of the actual armor, as that can be controlled by the penetration rvmat that you chose
For example
P:\a3\data_f\penetration\armour_plate_23mm.rvmat
P:\a3\data_f\penetration\armour_plate_60mm.rvmat

chrome ridge
#

Seems i did a wrong move. Even though my hull is closed etc, it hasnt got the "spaces" between the outter surface and the inside one. Does that affect the armor rating ?

#

It's just one surface inside out

charred bolt
#

You don't want overlapping fire geometry if you can avoid it.
The way you're doing it with a single solid piece will "work" in a very basic simplistic way, but it's not really the best method.

#

Check out the Arma 3 Samples, Test_Tank_01. It has an example Fire Geometry LOD.

chrome ridge
#

Thanks, i will try to make a new hull, Then post some pics when i have completed the LOD

charred bolt
#

It's a bit outdated in some respects (not using the Tanks DLC armorComponent model) but in terms of FG armor plate modelling it's ok.

chrome ridge
chrome ridge
#

That's what i was now reading

indigo mountain
#

Any idea why a helicopter would do a flip or explode when entering it with the advanced flight model enabled?

bright echo
#

also re: firegeo be careful with having components too close together as arma likes to 'skip' the one behind

#

this is especially noticeble if you like say have something sitting ontop of an armour plate ie. tracks on the side of the turret

#

it will shoot through the track, ignore the actual armour and go inside the tank

#

in such instances its usually better to just add the combined thickness together as a single component

charred bolt
#

Good advice from Kerc too. Once you've made the model, test it all out in game using Dev branch diagnostic exe and the "Shots" command to easily visualise ballistic trajectory and penetration.

stuck oyster
#

Yeah it would be fine to make a penetration material that simulates the combined equivalent strength of the two different armors even if the spalling simulation

indigo mountain
#

Is there a page for how to set up doors in a building / a standalone prop?
Currently we have some doors that are just "manually" done via UserActions but we want to switch them to proper doors so they can be more easily (un)locked from other mods

stuck oyster
indigo mountain
#

Oh is it scripted still? For some reason I was thinking it was more engine driven

stuck oyster
indigo mountain
#

Yeah I've messed with the scripting side to lock doors and whatnot, but I hadn't set up any objects to use it

north sundial
#

It’s mainly naming conventions

#

I can write up a guide tomorrow for you if you’re talking about compatibility with vanilla and Zeus enhanced stuff

north sundial
#

But the real question is why

#

😂

tender gull
#

It's for my Sonic unit. Of course, not all of my unit is actually on-board with the idea, because Sonic/Mobian heads-on-human bodies is kinda uncanny looking hahaha

#

What actually shocks me, genuinely, is that my friggen' Sonic the Hedgehog unit plays more milsim than some other units I've been in

#

So far we've been using furry heads as a sort of stopgap measure to get the anthro species, but the problem is it's not exactly Sonic and people who join our unit, furries usually, keep mistaking us for a "proper" furry unit lmao

#

I'm figuring out if it'd be possible to use models that are differently proportioned than humans to use the same Arma skeleton

#

And like, have a different height as well

#

Of course, then I'd have to commission whole-ass military gear models for Sonic characters with those proportions, defeating the entire purpose of the retexture mod I've made... lmao

indigo mountain
hardy thistle
#

work on inside of model, look into ways to work on it, find out the inside part your doing in wrong and have to do research that you put off, model now needs edit to fit human better, what a great day blobcloseenjoy

stuck oyster
tender gull
#

Is that even a thing with Sonic? 🤣 Sega is notoriously lenient when it comes to fans using their IP

#

In fact they even hire fancharacter artists for the comics, there's even an entire online convention for fangames called SAGE (Sonic Amateur Games Expo)

#

I'm also in an official SEGA server (hence the server tag), they have an entire section for fanart

cunning temple
#

Wasn't it Sonic Mania that was made by people who had built fan games? They do seem more better with fan stuff compared to Nintendo lol

tender gull
#

Yes it was!

cunning temple
#

I really liked that one! I only ever play the first few levels then get bored with Sonic, been that way since Sonic 1 😄
Also gone off topic 😅

tender gull
#

Yep!

#

I was just answering the question haha

#

I know how notoriously finicky licensing is when it comes to Arma mods, so I had to clarify

stuck oyster
tender gull
#

As far as I know

#

But if you need a more "official" statement from Sega or one of their representatives, I could try asking in the server I'm in. I will say, it would be a very strange question to ask there, given the themes of the content (Sonic mods in a military simulation game)

stuck oyster
#

we do prefer some form of formal information

#

even the screenrant topic says "mostly allowed"

#

so its not clear

tender gull
#

I have asked. I will say this is quite unprecedented and would make pretty big news in the Sonic community if a SEGA representative comes back with an answer

analog garden
tender gull
north sundial
# indigo mountain I was yeah, a guide would be nice but I don't mind reading through scripts

In your anim sources you need to use the format such as Door_1_sound_source or Door_1_nosound_source or Door_1_locked_source

        class AnimationSources
        {
            class Door_1_sound_source
            {
                source = "user";
                initPhase = 0;
                animPeriod = 1;
                sound = "GateDoorsSound";
                soundPosition = "door_action_point";
            };
            class Door_1_locked_source
            {
                source = "user";
                initPhase = 0;
                animPeriod = 0.8;
            };

sound vs no sound are kinda self explanitory, but in most BI open door scripts the sound source is usually the main door that opens and has an anim source of a gate opening or whatnot, the nosound source is usually the door handle from what i've found that still needs to animate but make no noise.

The locked source is so the door can "jiggle" as its attempted to be opened when its locked

#

On your user actions you need to have the classnames for your actions follow this format OpenDoor_1 or CloseDoor_1

class UserActions
        {
            class OpenDoor_1
            {
                //userActionID = 66; 
                displayNameDefault = "<img image='\A3\modules_f\data\EditTerrainObject\textureDoor_opened_ca.paa' size='2.5' />";
                displayName = "$STR_DN_OUT_O_DOOR";
                textToolTip = "$STR_DN_OUT_O_DOOR";
                position = "door_action_point";
                radius = 4;
                aiMaxRange = 5.25;
                priority = 2;
                onlyForPlayer = false;
                condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.03) && (cameraOn isKindOf 'CAManBase') && (alive this)";
                statement = "([this, 1, 1] call BIS_fnc_Door)"; // [object, doorIndex, state] → state: 0=closed, 1=open
                animPeriod = 1;
            };
            class CloseDoor_1: OpenDoor_1
            {
                //userActionID = 67;
                displayNameDefault = "<img image='\A3\modules_f\data\EditTerrainObject\textureDoor_closed_ca.paa' size='2.5' />";
                displayName = "$STR_DN_OUT_C_DOOR";
                textToolTip = "$STR_DN_OUT_C_DOOR";
                condition = "((this animationSourcePhase 'Door_1_sound_source') > 0.99) && ((this getVariable ['bis_disabled_Door_1', 0]) != 1) && (cameraOn isKindOf 'CAManBase') && (alive this)";
                statement = "([this, 1, 0] call BIS_fnc_Door)"; // [object, doorIndex, state] → state: 0=closed, 1=open
                animPeriod = 1;
            };
        };
#

In this you can also see how we are passing the values to the BIS_fnc_Door script with [object, doorIndex, state] state: 0=closed, 1=open

As well as having the conditions that allow you to detect if the door is locked, when being set to locked via 3den the variable below is set to 1

bis_disabled_Door_1

Where 1 in the variable is the door index, so if you had a 2nd door it would be
bis_disabled_Door_2

#

I ended up using some more custom icons for my displayNameDefault just as an FYI in my example

But mainly where you see something like Door_1 it needs to change to Door_2 for each door in order to be compatible

#

Also make sure you update your actions for AI with the new names

// Here are references binding specific positions in Path lod in p3d to specific actions from "class UserActions" for AI to know when to use which gates. The actionBegin# and ActionEnd# is a hardcoded naming system.
        actionBegin1 = "OpenDoor_1";
        actionEnd1 = "OpenDoor_1";
        actionBegin2 = "OpenDoor_1";
        actionEnd2 = "OpenDoor_1";
        // Amount of gates of this house; a parameter for easy processing of all gates on different houses by scripts.
        numberOfDoors = 1;
#

the number of doors influences how many icons to open the doors seem to appear in 3den

#

in your model config, mostly the only thing that matters is using the correct anim sources that you setup, the animation classnames don't matter as the scripts use animateSource rather than animate

class Animations
        {
            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;
            };
            class door_left_locked_rot: door_left_rotate
            {
                source="door_1_locked_source";
                sourceAddress = mirror;
                minValue = 0.1;
                maxValue = 0.2;
                minPhase = 0.05;
                maxPhase = 0.2;
                angle0 = rad 0.5;
                angle1 = rad 0;
            };
#

The position of where the 3d space door open/close/lock icon appears after editing in 3den/in zeus enhanced mainly goes off of the useraction point automatically

#

I believe that's all that's needed from memory, but lmk if you run into issues

indigo mountain
#

@north sundial appreciate it, currently still cleaning up a lot of other stuff, but I'll let ya know if I run into stuff when getting around to it

grizzled halo
#

i´ve been wondering, what defines the orientation of a ground weapon holder containing a magazine in the p3d?
Props and dropped magazines "stand up" however weapons do not do so even though their orientation is the same. What is that im missing?

indigo mountain
#

I think it's based on the type, facewears are rotated 180 degrees for some reason

indigo mountain
indigo mountain
#

How would you go about making the path lod? I looked at the sample house and I don't know how you'd go about making this in blender or some other program

north sundial
north sundial
north sundial
#

Guns are different to medkits for example

stuck oyster
runic plover
# indigo mountain How would you go about making the path lod? I looked at the sample house and I d...

I do these in OB, and using the first LOD as background to see where i got to place them. If you press F9 you got all 4 views.

To the notes and tips by the other, also important is to make the pathes a bit above geometry/roadway so not at same position as these 2 are, or the AI cant "read" the pathes and gets stuck.

Also the In positions need to be a bit more above, more than the regular pathes. And its also better if you got like 3 - 5 In positions at entry positions where you want AI start enter structure. Why 3-5? This is for evelations, if your structure is not flat at ground, so AI has more possible ways to "connect" to the AI pathes

The ActionBegin(s) and ActionEnd(s) need enough space between (as example door) front and back, if not, AI will ignore it and just walks trough the door without using the UserAction.

Also ActionBegin(s) and ActionEnd(s) are defined in seperate in config of your structure, do not forget it.

grizzled halo
north sundial
#

You just need to rotate the mag in your p3d

#

(I think, its been a couple months since i last dealt with this)

#

We have 2 models for the mags, one thats used in the gun so its setup in the correct orientation for that (2nd Pic), and another as an item thats rotated flat for the ground (3rd Pic)

#

@grizzled halo

grizzled halo
#

ah, very well. So now a dupe item is needed LOL. Alright, thanks!

north sundial
#

Np 🙂

thorn spire
#

Right side with turbosmooth, Im not sure how do the sleeves... Tried just extending the polygons. It didnt do desired effect.

#

*how to

indigo mountain
north sundial
#

Yep, my assumption is that rather than just hiding the action, giving the player a visual representation of the door being locked is better user experience

indigo mountain
# north sundial in your model config, mostly the only thing that matters is using the correct an...

We have some more sci-fi doors, where there's two segments that slide away from the center when opening. I think for the locked animation it'd make sense for them to maybe just move a little and then close back. Do you know how I'd implement that?

I also want to clarify I'm not very experienced with models / animations, I come from the more standard config and scripting side. This is from the door's model.cfg though

class Animations {
    class open_door_l {
        type = "translation";
        source = "Door_1_sound_source";
        sourceaddress = "clamp";
        selection = "door1";
        axis = "door1_axis";
        memory = 1;
        minValue = 0;
        maxValue = 1;
        offset0 = 0;
        offset1 = 1;
    };
    class open_door_r: open_door_l {
        selection = "door2";
        axis = "door2_axis";
        minValue = 0;
        maxValue = 1;
        offset0 = 0;
        offset1 = 1;
    };

    class locked_door_l: open_door_l {
        source = "door_1_locked_source";
        sourceAddress = "mirror";
        minValue = 0.1;
        maxValue = 0.2;
        minPhase = 0.05;
        maxPhase = 0.2;
        angle0 = rad 0.5;
        angle1 = rad 0;
    };

    class locked_door_r: open_door_r {
        source = "door_1_locked_source";
        sourceAddress = "mirror";
        minValue = 0.1;
        maxValue = 0.2;
        minPhase = 0.05;
        maxPhase = 0.2;
        angle0 = rad 0.5;
        angle1 = rad 0;
    };
};
#

I assume it's just needing to swap some values around, I just haven't worked with them enough

#

With that setup, the doors are basically in the open state immediately, and actually opening the door moves them even farther off. Is it just a case of swapping the min/max values? (I'm testing stuff while asking questions as well)

north sundial
#

I have a lot of sliding sci fi doors too, I believe that if they were locked they wouldn’t move at all as the lock would be electronic and via a keypad or some such so having them open and close slightly doesn’t make sense to me

#

The options I came up with are ignoring the locked source or adding it to a hide animation that hide and unhides a red screen or light or something like that on the keypad, the function will make it flash giving us the visual feedback but with it being more realistic in how it’s presented

runic plover
# indigo mountain We have some more sci-fi doors, where there's two segments that slide away from ...
                    {
                        type="translation";
                        source="Door_1_sound_source";
                        selection="Door_1A";
                        sourceAddress="clamp";
                        minValue=0;
                        maxValue=1;
                axis="Door_1A_axis";
                        offset0=0;
                        offset1=-0.75;
                };
                    class Door_1A_locked_move
                    {
                        type="translation";
                        source="Door_1_locked_source";
                        selection="Door_1A";
                        sourceAddress="mirror";
                        minPhase=0;
                        maxPhase=0.1666;
                        minValue=0;
                        maxValue=0.1666;
                axis="Door_1A_axis";
                        offset0=0;
                        offset1=0.005;
                };
                    class Door_1B_move: Door_1A_move
                    {
                        selection="Door_1B";
                axis="Door_1B_axis";
                        offset1=0.77;
                };
                    class Door_1B_locked_move
                    {
                        type="translation";
                        source="Door_1_locked_source";
                        selection="Door_1B";
                        sourceAddress="mirror";
                        minPhase=0;
                        maxPhase=0.1666;
                        minValue=0;
                        maxValue=0.1666;
                axis="Door_1B_axis";
                        offset0=0;
                        offset1=-0.005;
                };```
#

thats what i did on my doors

indigo mountain
quick terrace
#

what is the desire effect?

#

insert an edge loop near the the connection between body and sleeves

thorn spire
#

It becomes too blocky

#

Tried inserting loops and trying to got get the shape correct...

#

... Maybe Im trying to niche it too much since Im going to sculpt it anyway 😄

#

Ive seen people do it by extruding the edge to the lenght to the arm and adjust proportions... Was easier to just use freefform tools on the arm

grizzled halo
#

~~ I have a some questions about the fire Geometry LOD

1- What role does it play in engine?

I understand from the wiki that is it supposed to be the actually collision calculation driver for rockets and bullets in regard of model collision, however you still need to set up materials for the models to define penetration.

2- Does the shape of the fire geometry has to be strict to the shape of the visual lods o can it be, lets say, a pill shaped object like view geometry is in the samples for human like units?

3- If the model used for the fire geometry of a humanoid, is a mesh that matches all the vertex groups with simplified geometry, closed and convex is enough or does it still need to have its components defined? If so, is there anything else that would be missing here?

4- If the model cant be a singular mesh for the fire geometry, does it means that the body parts for a humanoid have to be separated by vertex groups and each properly closed?

Thanks in advance guys~~

grizzled halo
#

but maybe you can help me figure out another issue for shadow lod :p

#

what causes a shadow lod to display this kind of issue?

Its for a creature Im working on, model is triangulated, closed and sharp however game doesnt like it 🙁
Its also not the traditional issue about triangulation, as there are sections of the body straight up missing instead of stretching out.

Tried simplifying the lod up to the point of making a cylinder and it display such model as a shadow properly, so I suspect something in the model itself its not ideal for shadows, I just need to figure out what

unkempt token
#

I think your shadow LOD needs to have all the faces inverted, i.e. facing inward to the center

grizzled halo
#

according to both blender and OB, they are all facing outwards

unkempt token
#

Reverse just the shadow lod faces

#

here's the vanilla sheep's shadow lod for example

#

Could also give it gpu / soft shadowing by sticking sbsource as a namedProperty into your geometry LOD with value visualex dance

grizzled halo
#

doesnt that create a diffuse shadow with worse performance than the stencil?

unkempt token
#

Hopefully someone corrects me if I'm wrong but I think it's ultimately better both because you don't need to make a stencil shadow (it's 2025 pls just move on) and the shadows are now the responsibility of the gpu more than the cpu

grizzled halo
#

ill try with the normals flipped, but until this point all the SV had not issues

#

ill let you know what comes out of it in a moment

unkempt token
#

Yee let's see if it helps hopefully

grizzled halo
#

it certainly looks different now, however still a similar issue

low hedge
#

is there an efficient method to make geometry lods? i've been just stapling dozens of basic blender cubes together but i feel like theres a better method

grizzled halo
#

thanks for ther info on the shadowbuffer

unkempt token
#

yup hopefully tomorrow someone can advise better on stencils, I never do them at this point 😭

grizzled halo
#

i wouldnt mind using the shadow buffer if only there was a way to enforce it to the rest of the stuff, it kind of creates a bit of scene imbalance with how smooth it is x)

#

but thats just me being picky

#

anyways, thanks. Hopefully someone else chimes in the previus presented problem

charred bolt
#

visualex doesn't work for vehicle interior LOD's like View Pilot/Cargo (including characters) forcing the use of stencil shadow volumes.

runic plover
#

wouldnt be bad if this gets fixed, these visualex shadows are looking a lot better

stuck oyster
#

The inversion @unkempt token mentions can help if shadow lod is a lot simpler than the visual mesh and would cast shadow on it.

#

It does not affect the cast shadow though.

north sundial
grizzled halo
grizzled halo
#

whats weird is that If i create a basic shaped stencil, it would work, so it makes me wonder what breaks in current one and if this is a matter of complexity current SV has 2.5k poly, however in the past i had no issues with this kind of larger poly counts in sv even if its not ideal

stuck oyster
grizzled halo
#

all normals point outwards too

charred bolt
grizzled halo
#

@charred bolt good enough?

#

this ones should be better

#

and yes, the face count and point count is different since I was reworking the lod, the problem persist though.

charred bolt
# grizzled halo

A couple of things to try:

  1. Remove the UV mapping from SV0
  2. As a test, delete all the named selections - just to make sure the shadow isn't being messed up by animation
  3. Use Object Builders menus:
    a) Structure > Topology > Non-Closed (none)
    b) Points > Select Isolated (none)
    c) Faces > Degenerated Faces (none)
    d) Select All, Structure > Triangulate
    e) Select All, Surfaces > Sharp Edge

Then some questions:

  • shouldn't you have a View Pilot LOD for 1st person view?
  • what properties do you have on the LOD 0 and Geometry LOD?
grizzled halo
charred bolt
#

LOD 0: lodnoshadow = 1
Geo LOD: remove sbsource and lodnoshadow properties, add prefershadowvolume = 1

#

@grizzled halo ^^

grizzled halo
#

for option 3:

non closed: 0 selected
isolated points: 0 selected
degenerated faces: 0 selected

Model was already triangulated, did it from OB anyways to test
Model was already sharp, did it from OB anyways to test

Let me get this ingame and ill report back on this one

charred bolt
#

The point of checking in OB was to make sure you weren't relying on blender to have exported closed/triangulated/sharp, in case something went wrong during the export process (as can sometimes happen).

grizzled halo
#

I tried also exporting that lod with both Toolbox and Object Builder addon from Blender yesterday, both do exactly the same so I dont think its a matter of corruption, but something wonky with the geometry itself (or the selections/uv as you mentioned above)

#

option 3 no luck, trying the selections removal now

charred bolt
#

I'd guess it was the LOD properties, as what you had were definitely wrong.

grizzled halo
grizzled halo
#

@charred bolt 😮 it works

#

now to figure out if the issue is just the UV set on the lod

#

ok, so the problem are the selections, uv set removed on a fresh sv lod does nothing

#

what should I be looking for to pinpoint the issue?

charred bolt
# grizzled halo what should I be looking for to pinpoint the issue?

So just to confirm, this is what I recommend for your SV0

  1. closed, triangulated, sharp
  2. no uv map, texture or material
  3. no named selection related to texture swapping (camo, zbytek etc)
  4. no isolated points or degenerated faces (both might show as non-closed, but worth double checking)
  5. lodnoshadow = 1 in res LOD's
  6. prefershadowvolume = 1 in Geometry LOD (and no sbsource property)

As for named selections that are animated, you can check the Shadow LOD in buldozer just like you can a res LOD.
Open buldozer and cycle through the available animations (pulled from model.cfg where class name matches the p3d file name), changing each from minValue to maxValue and observing animation result.
In this particular case you'll probably find that with all animationSources at 0, it looks ok, but as one or more are cycled through to 1, it breaks the shape. Making a wild guess, it will probably be some vertices that are included in the wrong selection name pulling the object out of shape.

stuck oyster
#

Also need to do this in armature

#

And export animations again.

hallow steeple
#

Where are the Arma 2 assets? I think they were release for public use?

hallow steeple
#

wait- how do I open it now? x3

marsh canyon
#

Open what?

hallow steeple
#

p3d Files

marsh canyon
#

Object Builder

hallow steeple
#

it says they're bin'd

marsh canyon
#

Or Blender

hallow steeple
marsh canyon
#

What file you downloaded

hallow steeple
#

ALDP_A2_PBOs_ADPL-SA_APL-SA_part3.zip

marsh canyon
hallow steeple
#

ah oki

#

I am thinking I make my own model- or try. And attempt to reference sample models and stuff, and try to match it up to the Tanoa town name sign's UV xP
Assume there's a blank sign texture already in the game

#

oh this is perfect for the UV :O

#

oh huh- new plan!
What must be done to move an object from A2 to A3? :P

marsh canyon
#

A properly made config?

#

Your question is too vague to answer

hallow steeple
#

Just the model, I think-

#

P3D file, then can redo letter textures and stuff

#

I have opened into Blender- so many things :o

cunning temple
hallow steeple
#

Arma specific or?

grizzled halo
# stuck oyster And export animations again.

oh boy, thats a lot of animation re export if thats the case meowsweats let me see if removing the . from the selection names actually does fix the issue in a static pose before going ahead and changing my source files otherwise thats going to be a bunch of work with no gain

arctic pawn
#

Does anyone know where to get the right arma tools for blender? I downloaded a zip file but it seems to be wrong in some way. If I try to enable it it just says "no module named armatoolbox"

stuck oyster
#

It has special uses in processing

#

Like selection starting with . Gets removed on bibarise

#

Like the .sp snap points

halcyon copper
#

How to export file from blender to p3d? 😭 😭 😭 🙏

sour yacht
#

Hey I have issue to export blend fail to P3D, does anyone have solution for that. We tried with Chatgpt but it didnt wor so well. We download and installed Arma tool box but gpt told us to do something we didnt have that.

halcyon copper
cunning temple
#

no lol
Just google installing blender plugin, it's about 3-5 clicks to do it

halcyon copper
sour yacht
#

We tried to export but its always 0B file

cunning temple
round prawn
#

how to change blend file to p3d file vehicle ?

indigo mountain
#

Not really sure what this would fall under, but model seems the closest.
I'm trying to make map icons similar to vanilla, but not sure how best to go about that

Vanilla one for reference

#

The side images are pretty easy, just a flat color and orthographic side profile, but I'm stuck on the top-down

tacit hull
#

wow thats cool Dart Awsome

stuck oyster
#

its tiny though

#

so dont worry too much about it

bright echo
#

Yeah I think the BI one is just an overhead with parts cut out/manually drawn on it

#

you can probably get away with a flat colour render

#

which is what iirc the arma 2 era ones were

stuck oyster
#

Ive used the OB top view screenshot with black background and flat shading 😄

#

and bit of manual drawing

#

blender top ortho with flat shading works too

bright echo
#

blender is what I used yeah with... free style? i think its called, it puts an outline around things

bright echo
#

lol, I think it makes it a bit overly detailed for the icon considering its like, 16x16 at best when it's actually on screen 90% of the time

indigo mountain
#

Didn't think there'd be a simple blender option to get the same effect, but thought someone might know how to get closer to it. I think vanilla's icons look pretty nice

stuck oyster
#

could try turning on cavity shading in the solid draw view and tweaking the values

#

it can bring out edges and crevases

indigo mountain
#

Managed to get to this, which I think looks pretty good before any manual changes

bright echo
#

is how it comes out with the 'freestyle' option in blender

#

but imo can be a bit noisy at such small sizes

indigo mountain
#

I just tried the relative setting there, that's almost perfect

stuck oyster
#

👍

indigo mountain
#

I also crank the exposure up to it comes out as white, without needing to mess with the actual materials for each model I import in

#

There's cameras set up for map icon and side profiles

#

I think I might want two scenes for those though, since the side profile is completely just flat white and I don't think you can change render settings per camera

stuck oyster
#

or right if its rendered then yeah you would need some scipted buttons to swap

bright echo
#

interesting, doesnt work as good with the model I threw into it

indigo mountain
#

What's it look like for you?
Tried with another one and got similar results

bright echo
indigo mountain
#

Yeah I think the line thickness will ideally need to be tweaked per model

bright echo
#

yeah even when I set it to absolute it just gets washed out too much unfortunately

#

it looks better if I scale the model up

indigo mountain
#

Makes sense, mine was a fairly large one

bright echo
#

so zooming the camera probably would help alternatively

#

yeah

azure pier
#

Do I need to move the model up to make the hands over it or...?

stuck oyster
#

or is it actual weapon?

azure pier
#

It's an actual gun

stuck oyster
#

or something script attached

azure pier
azure pier
#

Anything?

stuck oyster
azure pier
indigo mountain
#

It's for everything*

azure pier
#

I see

indigo mountain
#

ViewPilot is what you see in first person

azure pier
#

Understood

#

That did not work

stuck oyster
#

could be bad texture with transparency

#

or broken rvmat

#

try it without texture

azure pier
#

I got rid of the texture, but it applies only in third person

#

Lemme try something, noticed I had an empty material slot active in blender

stuck oyster
#

did you really add the viewpilot lod?

#

😅

azure pier
#

Yes

stuck oyster
#

though if the texture remove only affects the 3rd person then the viewpilot still has the textures

azure pier
#

I also noticed the bullet is angled way too much

#

Like it launches at a massive upward angle

stuck oyster
azure pier
#

Alrighty

#

Now back to the hands not blocking the weapon completely

azure pier
stuck oyster
#

perhaps you are not packing the pbo or playing with the updated pbo

fossil obsidian
#

and use correct normal map...

azure pier
#

I am using the newest PBO

stuck oyster
azure pier
#

I'm going to apply transforms and hope for the best

azure pier
stuck oyster
azure pier
azure pier
#

And it didn't

azure pier
#

Update: it seems the texture file is somehow missing, despite it being in the folder structure

#

Okay, removing the P: fixed that.

#

@stuck oyster Any chance transparency anywhere other than the set UV area screws with the end product?

#

Like anywhere other than the colored areas?

#

Yes it can, it seems.

Adding Forcenotalpha = 1 to the GEOMETRY lod did the trick :)

white jay
#

I have just begun looking into making my first model. I managed to use the Arma samples and configs to make a flying car by fusing the car and helicopter sample together. It worked well enough as a concept piece. I have a decent understanding of how the layers and variables work. To add my own memory points to a new model, would that be done in Blender with Python? Or in Object Builder? Any links to tutorials and the like appreciated.

#

Just a heads up, I have done static 3D modeling in the past, I can handle the art side, just new to making something functional.

woeful viper
#

yes sure, normalmap during modelling the base mesh. I always do that.

thorn geyser
#

Speaking of textures, how do I create a _nohq texture? I know how to do _ca and _co, but not _nohq or any other bump map.

woeful viper
#

do you know what it does/ how it works?

#

^important for knowing how to make one

thorn geyser
#

Well I think I know that it gives the normal texture more depth. But I don't know how to create one.

grizzled halo
#

for the moment being im going to move out of the SV stuff and revisit the issue in the future, SBSOURCE will be used instead

woeful viper
#

_nohq is a standard normalmap. "hq" is misleading

thorn geyser
#

Thanks.

marsh canyon
stuck oyster
white jay
white jay
#

I know there is a balance between performance and visuals, but is there a "standard" or recommended number of LODs for the render side of a flying vehicle? I see in the samples that aircraft have more layers, and the car has one. I will be making a very low flying, and compared to traditional aircraft, slow traveling vehicle. So, I assume I may be ok with just one or two? I am learning all of this as of a week ago, so please talk to me like a I am a newb. Wanna learn.

stuck oyster
#

the last lod really just needs to have same silhouette as its drawn at very long distance

#

there is no given amount of lods though

#

5 often can be enough but depends on your model

#

I think I've rarely seen 10+

#

at the far distance range you can drop detail faster than halving too

white jay
#

That is all very helpful, so it is just a matter of render distance then? I wasn't sure if Arma took velocity and stuff into account when rendering.

stuck oyster
#

at 500 tris range it makes little difference to go further down

stuck oyster
white jay
muted lintel
#

A bunch of different factors, the engine will decide based on those which of the LODs is best suited

stuck oyster
#

yeh you dont have to worry about it much else than making the lods so the engine has them to work with

white jay
#

What is the best method for scaling and positioning seats for drivers and cargo? My only thought is to use the Samples unit as a mannequin. I assume there is no way to test the default animation poses, without loading the game each time.

stuck oyster
#

its object space origin equeals proxy triangles right hand angle corner

white jay
orchid spruce
#

why would the rotors on my helicopter not get damaged by collisions? they have geometry collision that works, they have hitpoints that work, I can shoot them to damage them, but they take no damage when colliding with objects, they don't get destroyed and blown off like they do on vanilla helicopters

#

and I have the RotorHFullyDestroyed animation

stuck oyster
#

undefined rotor simulation memorypoints and rotor simulation size

charred bolt
orchid spruce
charred bolt
#
mainBladeRadius = 9.1;
tailBladeCenter = "rotor_02_center";
tailBladeRadius = 9.1;
tailBladeVertical = 0;```
orchid spruce
#

is the radius in meters?

charred bolt
#

as always yes

orchid spruce
#

ah yeah that was it

#

I didn't define the main radius so it I was just inheriting 0 from the base classes

#

I noticed on vanilla helis it makes a sound when the rotor breaks off, how do I do that? on mine it just breaks off with no sound

near lake
#

Are here people who also thought about making a foldable gate?
I would like to build that and would enjoy if anyone could share its experiences

stuck oyster
# near lake Are here people who also thought about making a foldable gate? I would like to b...

Sneakpeek video of upcoming 0.2.0 Alpha with new features!

First off the improved hacking system with executable applications that can control multiple objects.

The hangar building has 4 independent parts and the doors are on 2 different objects that the hacked application controls.

Also introducing our new vehicle type - the walker!

Combi...

▶ Play video
near lake
#

So its possible 😄 #hype!

stuck oyster
near lake
#

I dont know if this is understandable but thats how I would start to try

north sundial
#

You just need them to rotate and counter rotate while being patented to the other panel like they are in real life

stuck oyster
#

this

north sundial
#

I.e with 3 panels

Panel one rotates on its left axis on the wall or something +90

then panel two rotates -90 on an axis parented to panel one

and finally panel three rotates +90 on its axis parented to panel two

#

Not at my pc but that’s as simply as I can put it

#

Think of it like folding a piece of paper

near lake
#

Alright I can imagaine. But how do I open it or better slide it aside?
Am I doing that with the end points?

north sundial
#

Don’t need to

#

The rotations will pull it over automatically

near lake
#

Huh?

north sundial
#

I have a very simple version I made like a decade ago I can shoot over later on if that would help

near lake
#

That would help a really lot
I would like to rebuild it for a spray cabin gate because one of our builders wished to build a GAZ factory

orchid spruce
#

is there a way to use hiddenSelections in proxy models?

#

like if I have a vehicle and its body is in a proxy and I want that body to have texture sources

indigo mountain
#

You cannot unfortunately

white jay
#

I am tinkering with blender to get started on my first serious model. I have had the same error on different layers, during different attempts. One of the LODs fails to validate, and won't export the entire thing. Anyone know the most common reasons for that error? I am new to it, so it could be something very simple.

indigo mountain
#

Look at the logs

stuck oyster
#

at least for wrecks

orchid spruce
#

is that both in model.cfg?

stuck oyster
#

config.cpp cfgNonAiVehicles

orchid spruce
#

hmm I'll try it

#

so if those hiddenSelections would match the main model it should work?

stuck oyster
#

possibly. I have not used this myself but I recall it was discussed somewhere here before

orchid spruce
#

would the proxy model also need a model.cfg entry with the camo sections then

stuck oyster
near lake
#

Ive also thought in the exact same way hahaha
Time for brain melting. But after that I should be able to perform nice anims on structures

orchid spruce
#

oh yeah it works

#

if it has the section in the model.cfg and that cfgNonAiVehicles it takes on the texture sources of the main model

stuck oyster
#

success

orchid spruce
#

oh yeah on a similar topic, is there a way to apply damage materials to that proxy model?

indigo mountain
north sundial
#

I've only ever seen open specified @indigo mountain as ai don't really ever close doors behind them haha

stuck oyster
#

door closing would have to be built into the action AI does

#

either with some condition like if in safe mode, also close door after or stuff like that

#

and in combat mode dont

#

or do if you are polite breacher

north sundial
#

@stuck oyster Am I allowed to send files in this channel?

stuck oyster
#

probably?

indigo mountain
#

Is the end action just like the other side of the door then?

stuck oyster
#

try it out

#

if its blocked you cant 😄

north sundial
#

It was indeed not blocked

stuck oyster
#

noo he was supposed to solve it

north sundial
#

The config is super old and deffo won't work off the bat to get ingame but its just setup for the animations

near lake
#

I really really thank you a lot. I will try it allone at first, burn down the world, explode my pc, get a family and die after Ive finished

north sundial
stuck oyster
#

is okay

north sundial
#

Atleast for future people that want to make that kind of anim theres an example that works on here now

indigo mountain
north sundial
#
        actionBegin1 = "door_large_01_open";
        actionEnd1 = "door_large_01_open";
#

Is what I have on mine

indigo mountain
#

Alright cool, I figured as much but wanted to check

north sundial
#

From my testing you are essentially defining a "zone" on the path lod where the AI will use that action when entering that zone

#

If they hit the actionEnd first they will still open the door from the "end" points

#

the start and end in that case are just a way of defining the extents of the zone

stuck oyster
#

you could have 2 actions, one on each side of the door with its own begind and end points

indigo mountain
#

Would probably be simpler to just use a wrapper function for BIS_fnc_door for the action statement, and then just check the animation phase instead of passing a value directly

orchid spruce
#

hmm my rotor blur doesn't seem to be fully working, I have the selections defined in the config and the part where it unhides the blurry one works but it doesn't hide the regular rotors

#

I don't need to have animations in the model for hiding/unhiding that stuff, do I?

north sundial
#

You need essentially the same setup for unhiding the blur rotors for the normal ones but flip the hide and unhide values

#

So when the blur ones get unhidden the normal ones get hidden

orchid spruce
#

what setup? I thought the config defined selections do all the work

#

I couldn't find any examples of a helicopter having animations for hiding/unhiding the blur in its model animations

charred bolt
orchid spruce
#

I did all that

#

the blur ones do get unhidden but the regular ones don't get hidden

charred bolt
#

Check whether you have any other selection names on the static rotor selections

orchid spruce
#

I have the "camo" selection on them

charred bolt
#

Yes, that could be the issue if you're using it to set hiddenSelection textures on the blades. Remove and test.

orchid spruce
#

so if you want rotor blur you can't have retexturable rotors?

stuck oyster
#

hiddenselections probably conflict with it yeah

orchid spruce
#

oh yeah removing the camo selection worked

civic stratus
#

just a simple hide anim

fervent steppe
#

this is for a sign?

civic stratus
#

yeah

fervent steppe
#

im slightly confused as to why you are using a eventhandler

civic stratus
#

im gonna edit that and have it run a script to hide and unhide the selection in a sequence

#

its supposed to be a neon sign that I want to blink

fervent steppe
#

what like blinking?

civic stratus
#

yes

#

I just need this animation to work and all will be good

#

I worked out the rest

fervent steppe
#

you may be able to have it blink using the lighting effect without having to use an eventhandler

civic stratus
#

go on?

fervent steppe
#

minValue = 0.0;//rad 0.0
maxValue = 0.1;//rad 57.29578
minPhase = 0.0;//rad 0.0
maxPhase = 1.0;//rad 57.29578

#

i think in this case max value and max phase would be the same

#

1

#

"signUnlit","signLit"

#

whats the first bone?

#

well the reflector class has a blinking=1 or 0 but that probably wont give you the effect your looking for..but if you just want a nice light you can use that and skip the eventhandler..then you can shoot it out with out to much additional coding because it is handled by the engine

civic stratus
#

ii tried the reflector class

#

it looked like a car light cone

#

which I didnt want

#

so im just using an emissive rvmat selection

fervent steppe
#

ah ok

civic stratus
#

as for the bones, i have no idea what I need to do

fervent steppe
#

so your trying to hide and unhide each selection

civic stratus
#

just the Lit version

#

the lit version has the rvmat, and faces on top

#

so I just want to unhide/hide it to give the illisuon of a blink

fervent steppe
#

so why do you have two bones listed then if its only one?

civic stratus
#

i dont know 😛

#

what should it look like

#

"hideLit",""?

fervent steppe
#

yea if thats what the bone is called

civic stratus
#

shit

#

its signLit, not hideLit haha

fervent steppe
#

i usually make my bones and the class names the same to avoid confusion

civic stratus
#

works now

#

im dumb

fervent steppe
#

happens 😉

civic stratus
#

getting a stupid packing error now, nothing in the logs

#

that point to an error

#

"model.cfg" cannot have externs

#

but if you look at the model.cfg I linked earlier theres no external dependencies I dont think

fervent steppe
#

remove the class rotation

#

class Rotation;

#

this line

civic stratus
#

haha, I did about 10 seconds before you said that

fervent steppe
#

😃

near lake
errant pumice
#

can someone copy me working line for Object Builder? reinstall on win11 is hell 😉

#

for ExternalViewer

stuck oyster
errant pumice
#

i have to do entire workdrive backup before that

charred bolt
# errant pumice for ExternalViewer

D:\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

orchid spruce
#

do model proxies not respect View lods? like I have a proxy that has a ViewPilot lod in it, but when that proxy is used in another model, the ViewPilot just uses the main lod and not what is in the ViewPilot in the proxy

willow nacelle
#

Hello, does anyone know why my vehicle appears like this when I start the game?

white jay
#

I am working on my first vehicle. I am getting an error that my two visual LODs failed validation, and were skipped. I have looked at the in-program log window, and have run the root folder debug and read the output. Can someone please tell me where to look for this error? I have searched and cannot find anything more specific.
in blender

twilit dagger
twilit dagger
#

Then the console window should provide enough info. Which LODs are you having issues with?

white jay
twilit dagger
# willow nacelle yes

Have you worked on the geometry LOD yet? Maybe the vehicle is just so terribly back-heavy? 🤔 Does it land on its wheels or stay like this?

twilit dagger
willow nacelle
#

I'm going to change it

white jay
twilit dagger
twilit dagger
twilit dagger
stuck oyster
#

which has 1 meter radius

willow nacelle
#

are they wrong?

stuck oyster
#

yes

#

physX wheels are done with config and memorypoints

#

and you dont have the wheels in the geometryPhys lod

charred bolt
#

I think I went through all the stages for making car physx work on here a few times, search function might work.

willow nacelle
#

It's a little misaligned but I get it.

ionic kiln
#

Ok so question. How would i go about putting texture on this. I know how to do it coding wise but when i do it im only getting this. Am i missing an extra step after just importing into object builder to make it a P3d or do i need to do more

stuck oyster
#

assuming the model is already uvmapped and you have already made a texture for it

#

if that is not the case youll have to go back to learn all that

ionic kiln
#

thank you

runic plover
#

Little question, probably someone already had such issue and would know how to solve it
In short:
• Tank vehicle with destrType = wreck; in config
• Tank vehicle has damageHide in cfgSkeletons & defined in cfgModel (model.cfg)
• 3D model has Wreck LOD + proxy with path to the Wreck model
• Wreck model has Geometry / FireGeometry / ViewGeometry LODs

I destroy the tank, its main Geometry / FireGeometry / ViewGeometry and visual LOD disappears which is good, Wreck gets activated and visible which is also good so far.

Now the problem, Wreck has collision for other vehicles and also for infantry but FireGeometry and ViewGeometry doesnt work, and this confuses me.. is there something i have missed?

As info, tank vehicle is a 2 legged mech vehicle and the main body is not at bottom like tracked/wheeled vehicles and the wreck itself is the mainbody (but proxy in Wreck LOD is at 0,0,0 and Wreck model main body is also at 0,0,0)

charred bolt
# runic plover Little question, probably someone already had such issue and would know how to s...

Lots of questions that come to mind and quite a few possible reasons.

  1. Verify that "Wreck Fire Geometry doesn't work" by using dev branch diagnostic exe and switching on Fire Geometry mode to visualise (really nothing present?)
  2. If above point shows no FG, double check wreck FG LOD - closed, convex, all parts with ComponentNN names and penetration materials? How are you checking that (in blender, in OB?)
  3. Autocenter = 0 in wreck model Geometry LOD?
runic plover
charred bolt
#

When you think you've done everything right and it should work (especially as you're experienced), I'd question whether my assumption that something wasn't working was actually correct. Hence the need to verify using something extreme like visualisation of the FG in dev branch, or using "Shots" to check that bullets do indeed pass straight through the wreck with no penetration noted.

runic plover
#

ViewGeometry is also not working cause in 3rd person the cameraview isnt going close to my back as infantry + AI is able to see me and kill me, so im sure FireGeometry will also notice nothing.

stuck oyster
charred bolt
#

Was it something to do with cfgNonAiVehicles?

runic plover
#

ive told this HorribleGoat yesterday too i can remind in OFP something about this

charred bolt
#

@runic plover Are you transferring textures to the wreck?

runic plover
charred bolt
#

Checked notes, this is what I found, may not be related
removed cfgNonAIVehicles as this breaks display of wreck destruction textures

runic plover
#

so i should try to add cfgNonAIVehicles and define the wreck model?

charred bolt
#

I don't think it's related to your issue. This was if you have multiple possible camo schemes on your main vehicle, using hiddenSelections, and want to transfer them across to the wreck.

runic plover
#

i have multiple camo shemes like 9 color variants, winter and other variants for all vehicles i did

#

but how does it react to the FireGeometry and ViewGeometry and makes it non functional while the Geometry works

stuck oyster
#

What im thinking is that maybe it does not like when the wreck drops down on ground from the legs

#

idea

#

try some vanilla wreck model

runic plover
runic plover
#

when i replace path with a vanilla wreck

#

and also with cfgNonAIVehicles nothing changes

orchid spruce
#

I can't seem to get a multi-barrel weapon working no matter what I try, I've not pretty much exactly replicated how the vanilla Cheetah has it, I have a usti hlavne selection which contains a usti hlavne 1 and usti hlavne 2 points on each of the barrels, same for konec hlavneand then in my turret I have memoryPointGun[] = {"usti hlavne 1","usti hlavne 2"}; but the weapon seems to just refuse to use any of these memory points, the shots always just come from the center of the vehicle

#

the weapon also has shotFromTurret set to 0

#

it behaves as if those memory points just don't exist

#

can you just not do that on helicopters or something?

#

if I set shotFromTurret to 1 then it uses one of those memory points but only one

umbral shuttle
#

perhaps I am misremembering but for tanks the wheels going up and down is mainly controlled by the various memory points, so what does the wheels in geo lod do?

stuck oyster
#

for characters at least

charred bolt
#

Geometry LOD - non physx collisions, including characters
Geo Phys LOD - physx collisions, including grenades; so don't put wheels in this LOD, at least they should be above the highest point the coded physx wheel can be compressed to

umbral shuttle
stuck oyster
#

or at least so I remember

#

and the config and memorypoints defined wheels are physX

#

(which is why you dont have extra wheels in physX ggeometry lod)

umbral shuttle
ionic kiln
#

Ok so i got models and i want to hook them up to the character so i can start coding them in. How would i go about it/is there any actual good videos that help? cuz ive been looking and theres not a lot of good videos

charred bolt
# umbral shuttle extra wheels as in the front sprocket or gear wheels whatever they are called th...

The physx of vehicle wheels are fully modelled by config code, taking their axis and bounding points from the Memory LOD.
Therefore you do not want any geometry in your Geometry Phys LOD that could interfere with that interaction.
So, yes, at the position of ANY wheel which you have included in config class Wheels, which may or may not include sprocket/return wheels, you do not want geometry modelled in the Geo Phys LOD, up to the limits of the suspension movement.

stuck oyster
stuck oyster
ionic kiln
stuck oyster
#

then youll need to shelve those and learn the basics of modeling

#

as you will need that to understand what you are doing

#

ready made models are not a shortcut

#

(more often they need ton more fixing blobcatsweats )

ionic kiln
#

ok. anyplace specifically i should start?

stuck oyster
#

youll have to be able to make models in order to edit them

runic plover
gilded bane
#

Quite the annoyance

orchid spruce
#

does it? the cheetah weapon does not have them defined, it only has usti hlavne and konec hlavne defined as muzzlePos and muzzleEnd

#

only way it uses the numbered ones is for the gunfire smoke effects

thorn geyser
#

Hey guys, just a small issue that I am having with my model. I want to achieve a diffuse and specular level seen in Bulldozer: http://i.imgur.com/qmpE6pD.png . Unfortunately, in the game, it appears as this: http://i.imgur.com/1PDnUUs.jpg . Is there some kind of input I should use in my RVMAT to make it look like the one in bulldozer? Thanks 😃

#

@gilded bane , did you try capping/closing any holes in the model?

woeful viper
#

effect of specularity depends on map lighting settings... try it on altis

thorn geyser
#

ok

last spindle
thorn geyser
#

@last spindle , not bad. 😉

#

BTW: @woeful viper, it worked just like you said. Yeah it had tot do with the map lighting. 😃

drowsy igloo
#

How can I learn building modeling in ARMA 3? I'm creating a drawing in SolidWorks, transferring it to FreeCAD, and then importing it into Blender, and that's where the problem starts. Because I've done so many transfers, I can't get a handle on the mesh loop and I can't paint the building. I need to learn this. Do you have a video tutorial set?

cunning temple
#

Why not build it in blender and avoid all the extra hassle 😄

quick terrace
#

@last spindle oh nice, i also have the same mag done and in game 😉

undone knoll
#

having this issue on bulldozer. Shirt looks fine, but pants and boots don't have their normal maps placed correctly. Already did normal recalculations on both the blender file and buldozer, none have worked to fix the normals looking weird. I've also tested them all seperately and they continue to have the same issue. I've made sure to check the RVMAT to ensure nothing is off, and all the pathing is good. What could be happening here?

#

been dealing with this for a good month or so, it's killing any motivation to finish the project crycat

marsh canyon
#

o2script time

#

Check ArmaToolBox's o2script path

runic plover
runic plover
#

But shirt (upper part works so i dont think its the O2 script thing)

marsh canyon
#

Hm that's a point

#

Are you sure the face is not flipped (backface culling)

#

...Hold on I was dumb. Flipped face won't show like that after all

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I am thinking of nohq is flipped (R, G or B channel wise)

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What it does look without assigning tex and or mat

undone knoll
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some faces on the boots and pants do have what looks like a normal map, or at least shading, so i'm thinking it might be something to do with the size of the UVs not matching what they should be in object builder, but I have no idea how to even start to troubleshoot that :/

runic plover
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  • (just a try worth) select whole mesh in OB and press F5
runic plover
marsh canyon
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Still you want to see how it does look without RVMAT

grizzled halo
grizzled halo
stuck oyster
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still need to learn blender to be able to do all the technical stuff in it

grizzled halo
stuck oyster
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👍

drowsy igloo
grizzled halo
#

you will need to learn at least a bit of blender, but if you semi automate your process it wont be neccesarry to learn absolutely all the tricks to make "game ready" assets

drowsy igloo
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I'm eager to learn if you have a recommended video set, but all of them are old videos filmed three years ago, and they can be very confusing alongside the new version.

stuck oyster
drowsy igloo
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Sometimes these menu changes can be very confusing

grizzled halo
#

you will get used to it, every major blender change they reinvent the wheel and restructure a lot of the menus blobcloseenjoy

undone knoll
marsh canyon
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Once again, how it does look without RVMAT

tawdry veldt
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Can anyone quickly tell me max size on buildings? I think maybe a height size of 65m? but I can't remember for certain. would be usefl to know if there's an x,y limit too

marsh canyon
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There is no Z limit but X and Y does

undone knoll
marsh canyon
#

Then it does mean your RVMAT or texture within is the issue

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I'd say double check nohq R, G or B is correct and not inverted

tawdry veldt
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Ah I am back to front then 🙂 thanks both

stuck oyster
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large buildings should be split into parts anyway

undone knoll
marsh canyon
#

How it does look

tacit igloo
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i mean ads

undone knoll
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so in total, there was a lot of problems on the RVMAT

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well, not really, actually it was just because it was missing that .paa at the end

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that fixed it

undone knoll
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@marsh canyon @runic plover thanks a bunch for all the help gents

grizzled halo
tacit igloo
tacit igloo
#

ah okay i fexed it

stark plaza
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Can Blender completely replace Object Builder? I mean, if I export P3D directly from Blender without going through Object Builder, will there be any problems?

stark plaza
stuck oyster
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ok so

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techically yes sure

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but for you

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no

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your model is probably way too complex

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so lets start from that

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what kind of a thing are you making?

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(or did you make it?)

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and how many triangles it has?

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shortcuts may be used only if you absolutely know what you are doing

cunning temple
stark plaza
# stuck oyster ok so

It’s a house model, but with very detailed interior. The total triangle count is 226,199.

stark plaza
south badge
stuck oyster
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If you have furniture and such built in those would be better as separate models.

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Also you would want to use bulldozer preview from object builder to make sure any building related animations work correctly

cunning temple
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Isn't the big houses about 15k?

stuck oyster
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big cathedral (exterior only) is 65k

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as one of the more complex buildings

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the ghost hotel is split into 3 parts

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roughly 20k a piece

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the Saigon embassy in SOGPF is split into 2 parts roughly 100k a pop

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its very complex nearly fully open building

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also furniture has been proxied in

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the Hanoi Train station is at 65k middle piece and 40k side wings

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complex also nearly fully open building that one too

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so 200k single object does sound a bit excessive and probably not going to work great in engine

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@stark plaza

white jay
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I have been learning blender, and managed to do some vehicle and static object stuff. As far as uniforms, I know I can handle the 3D modeling itself, and the texturing. Can someone point me to a wiki or tutorial to any other steps? I am not sure what goes into making the model function as bending fabric, etc. when on the unit in game. Any info appreciated.

stuck oyster