#arma3_model
1 messages · Page 55 of 1
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
probably related to the mirror hide
try separate it into 2 classes
What do you mean?
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
but not working in 3rd
I assumed you had put that there on purpose 😅
youll want to read these
I was following a tutorial for it
I don't see why what I'm doing is wrong after reading that
Mirror just means the animation can play backwards?
yes but you have problem with it not mirroring right, so you want to control it with 2 animations
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
I'm not trying to fight it, just understand it some more. I'll try to figure out how to make it 2
first turn that one into clamped that hides it at right time
should be pretty straightforward
fiddle with teh hide and unhide values
then once it is visible at start and hides at right time
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?
yes pretty much
That worked! Thank you!
Now I just need to figure out how to do a custom reload animation
Nvm. I got it to unwrap, must have been a code hiccup in Oxygen. And lol...
@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...
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)
not really
I think the sounds are scripted...
used to be simulation=fountain would allow for sounds but i think thats gone
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
no biggie ill figure something out
trying to rig up the oil derricks with sounds and flames at the top
@fervent steppe have you tried adding simulation="fountain"; into the config rather than the model?
ah bummer
actaully simulation=fire works but theres some side effects lol
haha
i get oil pumps with sounds
simulation="SoundOnVehicle"; <-- tried that? dunno if it works with a3 or if its just a vbs thing
however by adding that line in it moves the model up on the y axis
and i get a command when close to the center of the model...put out fire lol
haha
You could look at the fireplace on how they have done that?
nice ill try those two and see what they do if anything
lol
My mouth waters when I see BISimulations. 😛
hmm wonder if church still works
have you tried housesimulated?
Ding Dong
I know it works for lights, dunno about sounds however
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
hehe try housesimulated
i did..its a no go
yea i dont really want to use sim=fire
I havent actually tried a model with doors using housesimulted yet
hmmm they work in the animation class..i may be able to use that..let me try something
yeah well door sounds etc are called from there
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 ?
well my one thought didnt qwork
time to test something else on my test island and see if it works
Like it explodes?
Or the guy inside dies
is he impacting the blades?
@fervent steppe's test island is like charlie and the chocolate factory of arma assets 😄
lol
i forgot i had it atually which im glad it do.. its very small and quick to binarize
no defined rotor point so it defaults to model 0,0,0
What do you mean with no defined rotor point ?
do you have mainBladeCenter and tailBladeCenter defined?
ok sim fire is out anyway...it losses its animation when binarized to an island
Velka Osa and Mala Osa ?
hmm you could add a source named selection in the model.cfg then do the rest with config on that selection in the sekelton ?
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 🙂
the model itself has animation sources that are on a loop
ah yeah I suppose
i tried adding that animation souce in the main config and using a door type sound like that
if that makes sense lol
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
yea its not working...hmm wonder if it was because my sound was under cfgSFX
yeah could be
Doesn't it have to be in CfgAnimationSourceSounds
yeah
hmm
P:\a3\sounds_f\config.cpp line 1431 onwards
cool thanks
thank you very much that was it!
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
hmm
class Church_F; should do it
church sounds are defined in CfgSFX / class Church in sounds_f/config.cpp
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
yeah i was wondering that too
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
BIS is BISimulations, not BI. 😛
That sir is incorrect
BiSim i
ugh, my bad. lol
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.
Why isn't this working? the test weapon has this same property
This is for the shadow lod
Don't put any lod properties in the Shadow LOD.
lodnoshadow (1) only goes in resolution LOD's.
Ohhh ok, why does the test weapon have it on the shadow lod? Thats what I was following...
Sadly BI have provided rubbish samples and aren't interested in fixing them.
Oh, ok, well that explains it then. Ty!
Haven't noticed that before. Can you replicate with any vanilla vehicles?
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
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).
do you have hiddenselection in the shadowlod?
Yeah for the wheels
That could be it, HG's right. Get rid of any camo or zbytek type texture swapping selections.
if you want to hide parts you do that with model.cfg animations
That was it, thank you both 🫂
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?
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 ?
class CompartmentsLights
They only show in internal LOD's.
no model.cfg animation entry for this ?
No
but how is it activated then ?
darkness
interesting, thank you very much
- #creators_recruiting
- You can't pay someone to put them in-game. You can commission someone to make the models, but not implement them in arma.
In ArmA, anything is possible 😉 : http://i.imgur.com/UmlKrU6.jpg
You mean: "Product Placement" right? 😉
lol
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
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)
Is that normal? It feels like a lot of componments. Maybe too much?
Ive attached you GeoLOD/ componments (in convex)
Thats a learning we could do together. Ladders/ Glass will become my next learning aswell.
Also your idea is top!
Hey guys, I'm trying to work out why my soda can is not in the player's hand through first person (as in here: http://i.imgur.com/Wqco3HW.jpg), whereas in third person it is different: http://i.imgur.com/OSPWnT2.jpg . The item inherits the binocular class, so I'm not sure what I am doing wrong. 😦
btw: is Pipsi already taken? 😄
What do you want to know about Glass ?
I think caca-calo is still free
lol
maybe even Gipsi 😛
Along with Dewy hill, Dr. Propper
Yolo instead of Solo, lol
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. 😦
I would like to develop a good workflow with glass.
I need to know what I need to setup and why I need to set those up
for just purely visual representation you need a alpha transparency texture and supershader material
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?
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
Ive it opened atm
Thats still a bit far for me. Im at fixing a door issue rn. But Ive got a specific imagination about how to start
What does it shows me if Ive no animation in Buldozer? Is the area limited to class animation or further?
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
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
if animation plays in buldozer but not in game via userAction the action script is wrong
you can test animations in game also with Animate and AnimateSource commands
Ahhh I always wondered about them. Its for the action/ output interaction
Ill take a closer look.
Now were talking.
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 😄 ||
game renders everything as triangles evetually
Copy this
But its creating issues sometimes in my case
triangulating while modeling allows you to verify uvmapping/texturing stay same
as if triangulation goes differently in engine that can break uvmapping
Arma and Blender use Soft and Sharp edges you need to set accordingly to what you want it to look like
Isnt Flat more performanoce intense because a flat surface has more reflecting from itself? Ive heard something like that
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 ?
doesnt matter. you need sharp edges where you want edges to look sharp
@wraith tendon Try being an optimist, usually helps :p
Lol
Lmao
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.
that should not happen 🤔
but maybe they were hidden and didnt actually have a weight
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
If it works then all good.
In here you can see that for some reason the vertex does not have any weight since its all black. The surrounding faces have though. so some sort of data error
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.
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
hello am looking for someone to make an art a professional arist to dm me ?
you can start by finding the right channel #creators_recruiting
but also do be aware that most who contact you will be scammers
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?
only the rvmat itself matters
it contains all the armor material info
As always, thank you 🙂
Hopefully the result won't end up being a bunker or dying frontally to a BMP-2's autocannon 😅
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 🤔
@P1NGA, all LODs are positioned correctly. Ok, I'll try and fiddle with the pilot LOD for any differences. Thanks
Mirror the memory LOD bolt axis points (swap their positions).
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?
what lods do you have on it? what material did you use? whats your texture resolution?
1 resolution LOD set at 1.
Just messed with color and alpha settings in the object builder settings under material in blender.
so no material?
No
youll want to give it proper transparent texture and a material with shader that supports transparency properly
how do you pack the pbo?
I use the tools pbo builder. Model and config go into project folder and the tool does everything for me.
addon builder, pbomanager or pboproject? You really want to be using pboproject
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
pboproject works, addon builder is more like rolling a dice and hoping for the best 😄
there is not connection between blender material and arma material
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
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?
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
forget anything you have in blender
there is no direct connection between blender material and Arma material
except they are both called materials
You can use https://odolconverter.bytex.digital/ to convert the A3 models. It messes up some of the lod's to stop stealing, but it's a good way to learn how stuff is made as you can open it in Blender / Object Builder
Thank you
If you use the AiO installer for mikero's tools (pboproject) it also installs Eliteness, which you can use to open p3d files and see info about it. Not the 3D model itself, but what rvmat's are used and named properties etc.
https://mikero.bytex.digital/Downloads
there isnt really much that can be learned that way
the samples provide basic setup already
For newbies to modeling it's pretty interesting to see how they model stuff. Also helped me track down some texture paths
You don't have a P drive? What did you extract the file with?
means your P drive setup is not right
Awesome..
How did you set it up?
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
The answer on all fronts is going to be "no", I'm sorry to tell you. Best forget about making your own gun and just enjoy the game.
Or you might get lucky and someone else will make it for you if you post in creators_recruiting channel.
@charred bolt why shouldnt i tho? i`d love to make one
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.
@charred bolt so its just very time consuming is what ur saying? and difficult
It's a steep learning curve, with poor documentation or tutorials, and time-consuming to do well. To make a new weapon model in blender, texture it in Substance, configure and animate into game, for a beginner, you're probably talking 6 months work. For an experienced modder, maybe a month of dedication (or a week to do poorly).
6 months? for 1 weapon? wtf,But its just a model and some actions like the bolt and mag tho no?
Today's the 5th. When you've made your beautiful weapon, got it working in game, post a small vid and we'll check the date. 😉
but i have no clue on how to make one 💀
Precisely!
and e.g mods like CUP weapons and all RHS mods,They take months to make their weapons?
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.
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
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.
When you get stuck on something particular, ask here for advice.
Who does Alwarren work for? Which company is making Arma 4?
Many good modders end up getting jobs with Bohemia.
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 😭
This is a channel for asking about model creating for Arma, not for investigating secrets.
one can also rename any game to anything they want
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
ah makes sense
I made a model but i need to make belt options in aceax how do i do that ?
belt options?
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
So i just remove vest
And make just belt version
After that change that in config
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
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.
depends how the toggle system works. its not what you call a default game feature
so ace has some sort of script for that
youll have to figure out what it expects
Alright and holster problem?
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.) ?
there is no composite armor simulation but you can make it from separate parts sure
there is no material for textolite but you can create your own penetration rvmat+bisurf file combos
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 ?
no need to have separate hull component
you should have only armor and internal components you want to take damage
Best practise is to make it hollow shell with interior components representing fuel tanks, engine, crew compartment.
So, hollow shell, with just surfaces connecting and no thickness ? Armor plates will be inside?
I will send a picture to clarify
I removed a plate so you can see inside.
The red colored ones are armor plating ?
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
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
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.
Thanks, i will try to make a new hull, Then post some pics when i have completed the LOD
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.
If im not mistaken the Tanks DLC added the destruction of compartments like the engine, fuel tanks etc ?
That's what i was now reading
Any idea why a helicopter would do a flip or explode when entering it with the advanced flight model enabled?
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
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.
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
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
no dont think so. The user actions for the house sample should work as reference
Oh is it scripted still? For some reason I was thinking it was more engine driven
theres some naming conventions that connect them to the game features I recall
Yeah I've messed with the scripting side to lock doors and whatnot, but I hadn't set up any objects to use it
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
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
I was yeah, a guide would be nice but I don't mind reading through scripts
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 
do you have permission to use sonic characters/ sonic IP?
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
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
Yes it was!
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 😅
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
we dont know so someone should find out the facts
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)
we do prefer some form of formal information
even the screenrant topic says "mostly allowed"
so its not clear
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
ur better off just only posting stuff blatantly allowed in here tbh
I actually agree with that for a different reason, because the thing I did was just a quick test; I did not actually get permission to use that specific model (and I wouldn't release that on the workshop without explicit permission). Until I commission proper models, that is
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
@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
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?
I think it's based on the type, facewears are rotated 180 degrees for some reason
Is it intentional that the OpenDoor condition doesn't check if the door is disabled?
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
Yes it’s intentional, if the door is disabled the function plays the locked animation instead of the open one
Just a series of interconnected single sided polygons, usually triangulated
Different item base classes use different dummy/holder p3ds which have different orientations of their proxies
Guns are different to medkits for example
To add to that, all the path faces need to face up from the underlying geometry.
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.
damn you, arma 3 arbitrary rules!
If thats the case, is there any vanilla magazine that rests in the ground or im I just confusing them with other dropped items?
I would like my mags to be able to sleep confortably on the floor rather than just sleep walking :3
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
Then in our cfgMagazines we have this setup so it uses the non item one as the proxy for guns
model = QPATHTOF(item_65x48mm_20rnd.p3d); // Dropped item display model
modelSpecial = QPATHTOF(mag_65x48mm_20rnd.p3d);
modelSpecialIsProxy = 1;
In our case QPATHTOF is a macro that quotes the path to the file so just as you would normally path to a model without the macro
Documentation:
https://community.bistudio.com/wiki/CfgMagazines_Config_Reference#model="\ca\weapons\mag_univ[.p3d]"
ah, very well. So now a dupe item is needed LOL. Alright, thanks!
Np 🙂
Right side with turbosmooth, Im not sure how do the sleeves... Tried just extending the polygons. It didnt do desired effect.
*how to
Oh I see, the lock animation is handled in fnc_door as well, that makes sense
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
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)
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
{
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
Yeah I'd love to do something like that, the door I've been using at an example doesn't have a screen for it though, so I figured I'd try and make something to give some kind of feedback at least
what is the desire effect?
insert an edge loop near the the connection between body and sleeves
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
~~ 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~~
Found the answers?😅
yep
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
I think your shadow LOD needs to have all the faces inverted, i.e. facing inward to the center
according to both blender and OB, they are all facing outwards
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 
doesnt that create a diffuse shadow with worse performance than the stencil?
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
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
Yee let's see if it helps hopefully
it certainly looks different now, however still a similar issue
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
for the moment being this will do until I have time to do a proper stencil model, idk what wrong with the one I currently have hahaha 😅
thanks for ther info on the shadowbuffer
yup hopefully tomorrow someone can advise better on stencils, I never do them at this point 😭
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
visualex doesn't work for vehicle interior LOD's like View Pilot/Cargo (including characters) forcing the use of stencil shadow volumes.
wouldnt be bad if this gets fixed, these visualex shadows are looking a lot better
Do you have hiddenSelections in the shadow mesh? If yes, remove those.
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.
I’ve usually seen this because the shadow mesh has textures applied to it
no textures on mesh for SV
no sir, p3d has no hidden selection at all yet
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
thats good to know
2.5k is not a problem. (Not great but should still work)
Did you export it to p3d with the toolbox? Does the shadow mesh have any texture/material assigned?
no texture or materials.
Yes exported on toolbox.
all normals point outwards too
Can you show the SV0 (one wire frame, one solid faces) in Object Builder, include the status box with points/faces count, named selections and textures/materials?
yeah, give me 5 minutes
@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.
A couple of things to try:
- Remove the UV mapping from SV0
- As a test, delete all the named selections - just to make sure the shadow isn't being messed up by animation
- 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?
- The unit is going to be an agent with custom FSM, its not intended to be playable so no VP Lod.
- Property for Lod0: lodnoshadow = 0
- Properties for GEO: Buoyancy = 1, Class = man, Autocenter = 0, lodnoshadow = 0, sbsource = visualex (this one was added post issue, to be able to deploy shadows for preview pics)
I´ll try options 1 to 3 in a moment
LOD 0: lodnoshadow = 1
Geo LOD: remove sbsource and lodnoshadow properties, add prefershadowvolume = 1
@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
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).
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
I'd guess it was the LOD properties, as what you had were definitely wrong.
exporting without selections and uvs now
@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?
So just to confirm, this is what I recommend for your SV0
- closed, triangulated, sharp
- no uv map, texture or material
- no named selection related to texture swapping (camo, zbytek etc)
- no isolated points or degenerated faces (both might show as non-closed, but worth double checking)
- lodnoshadow = 1 in res LOD's
- 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.
Rename all selections so you don't have . In the names
Also need to do this in armature
And export animations again.
Where are the Arma 2 assets? I think they were release for public use?
wait- how do I open it now? x3
Open what?
p3d Files
Object Builder
it says they're bin'd
Or Blender
?
What file you downloaded
Oh I was supposed to post this: https://community.bistudio.com/wiki/Arma_2_Sample_Models
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
Just the model, I think-
P3D file, then can redo letter textures and stuff
I have opened into Blender- so many things :o
Do the blender donut guide, so then you know basic controls and what words to google 😄
Arma specific or?
oh boy, thats a lot of animation re export if thats the case
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
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"
I'm pretty sure it can cause some issues
It has special uses in processing
Like selection starting with . Gets removed on bibarise
Like the .sp snap points
How to export file from blender to p3d? 😭 😭 😭 🙏
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.
Me and my friend are kinda stupid can you do vc with us and explain it?
no lol
Just google installing blender plugin, it's about 3-5 clicks to do it
Yeah those 3-5 clicks are taking us 3hrs+
We tried to export but its always 0B file
If you can't install a blender plugin, you might want to leave modding arma
how to change blend file to p3d file vehicle ?
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
wow thats cool Dart Awsome
screenshot from top orthographic view and bit of manual touchup if you want te same kind of transparent /black details
its tiny though
so dont worry too much about it
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
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
blender is what I used yeah with... free style? i think its called, it puts an outline around things
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
Yeah I was wanting to find a way to make doing the details easier so I wouldn't have to do them by hand for every vehicle we have
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
could try turning on cavity shading in the solid draw view and tweaking the values
it can bring out edges and crevases
Managed to get to this, which I think looks pretty good before any manual changes
is how it comes out with the 'freestyle' option in blender
but imo can be a bit noisy at such small sizes
I just tried the relative setting there, that's almost perfect
👍
what is it? 
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
Here's the blend file (without my model in it)
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
different settings per viewport?
or right if its rendered then yeah you would need some scipted buttons to swap
interesting, doesnt work as good with the model I threw into it
What's it look like for you?
Tried with another one and got similar results
Yeah I think the line thickness will ideally need to be tweaked per model
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
Makes sense, mine was a fairly large one
Do I need to move the model up to make the hands over it or...?
Probably missing viewpilot lod in the gun
or is it actual weapon?
Ahhhhh, okay
It's an actual gun
or something script attached
Actual weapon
Anything?
did you add the viewpilot lod?
Isn't that for vehicles?
It's for everything*
I see
ViewPilot is what you see in first person
Weird
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
though if the texture remove only affects the 3rd person then the viewpilot still has the textures
I also noticed the bullet is angled way too much
Like it launches at a massive upward angle
your shot direction memorypoints are not aligned straight
That did not solve it, sadly
perhaps you are not packing the pbo or playing with the updated pbo
and use correct normal map...
I am using the newest PBO
does your geometry lod have autocenter 0 named property?
I'm going to apply transforms and hope for the best
Indeed it does
it is indeed best to keep the object at 0,0,0
Let's see if it fixes anything at all
And it didn't
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 :)
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.
yes sure, normalmap during modelling the base mesh. I always do that.
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.
Well I think I know that it gives the normal texture more depth. But I don't know how to create one.
tried doing this, same issue with reexported p3d with underscores instead of .
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
Thanks.
Short answer: a memory is just a vertex
Ok so you need to save the texture without alpha channel so it contains no transparency. That's the proper way to fix the problem.
Thanks for the reply. I was reverse engineering, and ran to a point of burnout when I was asking. Just searched the configs, and I see how to go from "a dot in blender" to function in the config.
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.
the rule of thumb for distance lods is halving tricount from previous one until you are somewhere sub 1000
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
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.
at 500 tris range it makes little difference to go further down
its scene complexity overall, not just distance
I think I understand now, the numbers above will take some of the guess work off. As far as complexity, does that deal with the number of objects in a frame at a time, or something else?
A bunch of different factors, the engine will decide based on those which of the LODs is best suited
yeh you dont have to worry about it much else than making the lods so the engine has them to work with
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.
the Macser Armarig can be used and duplicated for creating multiple seat poses simultaneously
its object space origin equeals proxy triangles right hand angle corner
Thanks! That looks like a great tool. Gotcha on the triangles.
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
undefined rotor simulation memorypoints and rotor simulation size
Physx collisions (not ballistics) are handled in code.
where are those defined?
mainBladeRadius = 9.1;
tailBladeCenter = "rotor_02_center";
tailBladeRadius = 9.1;
tailBladeVertical = 0;```
is the radius in meters?
as always yes
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
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
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...
So its possible 😄 #hype!
animations of mechanical things basically work like the real things
I dont know if this is understandable but thats how I would start to try
You just need them to rotate and counter rotate while being patented to the other panel like they are in real life
this
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
Alright I can imagaine. But how do I open it or better slide it aside?
Am I doing that with the end points?
Huh?
I have a very simple version I made like a decade ago I can shoot over later on if that would help
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
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
You cannot unfortunately
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.
Look at the logs
this might have been related to that
at least for wrecks
is that both in model.cfg?
config.cpp cfgNonAiVehicles
hmm I'll try it
so if those hiddenSelections would match the main model it should work?
possibly. I have not used this myself but I recall it was discussed somewhere here before
would the proxy model also need a model.cfg entry with the camo sections then
oh there's a wiki page on it https://community.bistudio.com/wiki/Arma_3:_Setting_Textures_for_Wrecks
solving this will be a good logic exercise
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
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
oh yeah on a similar topic, is there a way to apply damage materials to that proxy model?
One more thing, should actionEndX be the close door action, and the actionBegin/End2 supposed to be Open/CloseDoor_2?
I've only ever seen open specified @indigo mountain as ai don't really ever close doors behind them haha
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
@stuck oyster Am I allowed to send files in this channel?
probably?
Is the end action just like the other side of the door then?
The config is super old and deffo won't work off the bat to get ingame but its just setup for the animations
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
Just trying to help with the knowledge I have gathered over the years haha
is okay
Atleast for future people that want to make that kind of anim theres an example that works on here now
What about the second part of this, should actionBeginX be OpenDoor_X?
Pretty much
actionBegin1 = "door_large_01_open";
actionEnd1 = "door_large_01_open";
Is what I have on mine
Alright cool, I figured as much but wanted to check
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
yes
you could have 2 actions, one on each side of the door with its own begind and end points
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
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?
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
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
It's a special case for helicopters, not requiring any hide animations in model.cfg. Controlled by config.cpp:
selectionHRotorStill = "rotor1_static";
selectionVRotorMove = "rotor2_blur";
selectionVRotorStill = "rotor2_static";```
and add those selections to model.cfg sections[]
I did all that
the blur ones do get unhidden but the regular ones don't get hidden
Check whether you have any other selection names on the static rotor selections
I have the "camo" selection on them
Yes, that could be the issue if you're using it to set hiddenSelection textures on the blades. Remove and test.
so if you want rotor blur you can't have retexturable rotors?
hiddenselections probably conflict with it yeah
oh yeah removing the camo selection worked
can someone help me with an animation issue? I can't select the animation in buldozer.
modelCfg: http://pastebin.com/raw/nzyE5gR4
config.cpp: http://pastebin.com/raw/5sqrXZiM
just a simple hide anim
this is for a sign?
yeah
im slightly confused as to why you are using a eventhandler
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
what like blinking?
yes
I just need this animation to work and all will be good
I worked out the rest
you may be able to have it blink using the lighting effect without having to use an eventhandler
go on?
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
ii tried the reflector class
it looked like a car light cone
which I didnt want
so im just using an emissive rvmat selection
ah ok
as for the bones, i have no idea what I need to do
so your trying to hide and unhide each selection
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
so why do you have two bones listed then if its only one?
yea if thats what the bone is called
i usually make my bones and the class names the same to avoid confusion
happens 😉
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
haha, I did about 10 seconds before you said that
😃
Lets try, we will hear in https://discord.com/channels/105462288051380224/122121444703338496 😄
Im also excited to see how far Im able to solve this
can someone copy me working line for Object Builder? reinstall on win11 is hell 😉
for ExternalViewer
did you run arma3p to setup P drive?
i have to do entire workdrive backup before that
D:\SteamLibrary\steamapps\common\Arma 3\arma3_x64.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
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
Hello, does anyone know why my vehicle appears like this when I start the game?
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
Are you using the ArmA 3 Object Builder addon for Blender?
Have you correctly applied all transformations in Blender?
Then the console window should provide enough info. Which LODs are you having issues with?
yes
I am having trouble with Resolution 1 and View - Cargo
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?
How can those even fail validation? 🥴 Only thing I can think of is not being made up out of triangles.
or it could be
I'm going to change it
it stays like this
I am new as of a couple days ago. Not all triangles yet. I will go try that. Sorry for the newb mistake, lol.
No worries, I'm working on my first mod myself 😄 Just trying to give back to the community and help if I can 😄
I'd quadruple check that location, rotation and scale are at neutral values in Blender 🤔
Definitely do check the console in Blender, because I just tried removing some triangulation and it still passed validation 🥴
your physX wheels are not defined right so it uses default size
which has 1 meter radius
if everything is correct
are they wrong?
yes
physX wheels are done with config and memorypoints
and you dont have the wheels in the geometryPhys lod
I think I went through all the stages for making car physx work on here a few times, search function might work.
thanks
It's a little misaligned but I get it.
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
depending on your workflow you might have assigned it texture in blender before exporting to p3d or you can also do it in object builder
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
thank you
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)
Lots of questions that come to mind and quite a few possible reasons.
- 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?)
- 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?)
- Autocenter = 0 in wreck model Geometry LOD?
- can give a try, didnt test with dev branch yet.
- Wreck FG has a very simple 2Component (Component01, Component02) closed / convex mesh with penetration material.
- autocenter=0 ive tried already, HorribleGoat gave me this tip also, no success.
its just weird collision works
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.
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.
did the m113 ramp have similar thing? that it didnt register when it was open in the wreck
Ah...
Was it something to do with cfgNonAiVehicles?
ive told this HorribleGoat yesterday too i can remind in OFP something about this
@runic plover Are you transferring textures to the wreck?
i just have a tileable wreck texture on the wreck and also a simple rvmat file
Checked notes, this is what I found, may not be related
removed cfgNonAIVehicles as this breaks display of wreck destruction textures
so i should try to add cfgNonAIVehicles and define the wreck model?
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.
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
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
ill give it a try
i also found in the AiO config in class cfgNonAIVehicles this:
{
autocenter=0;
scope=0;
animated=0;
model="";
simulation="alwaysshow";
};```
same issue, collision works but fire- and viewgeometry doesnt work
when i replace path with a vanilla wreck
and also with cfgNonAIVehicles nothing changes
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
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?
collision agains the wheels
for characters at least
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
what do you mean by for characters atleast? like if a tank tries to run over a person?
yes. characters dont collide with physX
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)
extra wheels as in the front sprocket or gear wheels whatever they are called the ones that dont move?
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
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.
physX geometry wheels that overlap with the config generated ones
did you make the models?/ do you know 3d modeling?
My friend gave up on his project so hes giving them to me. Like ik config just not modeling
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
)
ok. anyplace specifically i should start?
Basics
youll have to be able to make models in order to edit them
okay cool thx I understand
ty

Because your defined weapon needs also these defined points in config
Heya, anyone know what this is about ? https://gyazo.com/d34d1c8c3d97ec065d5b1bcce11c330d
Quite the annoyance
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
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?
effect of specularity depends on map lighting settings... try it on altis
ok
toooo hot to keep going, so WIP..... http://i.imgur.com/fSAVoWu.png
@last spindle , not bad. 😉
BTW: @woeful viper, it worked just like you said. Yeah it had tot do with the map lighting. 😃
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?
Why not build it in blender and avoid all the extra hassle 😄
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 
Looks for me like rvmat path incorrect or in the rvmat file the pathes incorrect or wrong settings in the rvmat file or endings on your texture files are not correct like as example normal map pants_nohq.paa or at least px sizes incorrect, needs as example 512x512, 1024x1024, 2048x2048 or 512x1024 etc
Or this yeah
But shirt (upper part works so i dont think its the O2 script thing)
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
I am thinking of nohq is flipped (R, G or B channel wise)
What it does look without assigning tex and or mat
i'll check again but yeah all of the files were exported from substance painter as 2048 x 2048 px, and the RVMAT pathing is all correct, only missing the .paa at the end but it still works.
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 :/
Also a issue could be is if you have 2 UVSets
If you are in OB, check if you got UVSet0 and UVSet1, if its like that, delete UVSet1 and only keep UVSet0
- (just a try worth) select whole mesh in OB and press F5
I dont think its this because the shader takes same uv coords like your texture does, and your texture does look correct and not blurried or stretched
Still you want to see how it does look without RVMAT
there is no really easy way for a CAD to ARMA pipeline. You must either be willing to deal with the bullshit of retopology in blender or shed a couple hundred bucks for Plasticity3D which has a pretty solid, decent and serviceable CADtoBlender addon that greatly automates the process as long as your cad model is final.
going from any CAD software into blender is really difficult for some people
still need to learn blender to be able to do all the technical stuff in it
of course, but if you can reliably automate 90% of the work, its actually convenient to do so hahaha, back when I started (which I'm still using cad) i was going 25k+ models as my final "low poly" models for "simple" stuff, with current automation I was able to take it lower than 10k reliably
👍
because ı dont know how can ı use or drawing to blander ı know only cad
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
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.
the basics are still same even if buttons are in bit different places
Sometimes these menu changes can be very confusing
you will get used to it, every major blender change they reinvent the wheel and restructure a lot of the menus 
checked this just now, still no dice :/
Once again, how it does look without RVMAT
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
There is no Z limit but X and Y does
like this
Then it does mean your RVMAT or texture within is the issue
I'd say double check nohq R, G or B is correct and not inverted
50m is pretty safe
Ah I am back to front then 🙂 thanks both
large buildings should be split into parts anyway
thanks, I'm checking the rvmat rn, i'm not familiar with RGB though, what would I be looking for?
How it does look
FINALLYYYYY
so in total, there was a lot of problems on the RVMAT
well, not really, actually it was just because it was missing that .paa at the end
that fixed it
@marsh canyon @runic plover thanks a bunch for all the help gents
do you have your eye mem points defined?
no problem
yeah, but I dont know if I placed them correctly
ah okay i fexed it
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?
I tried exporting a model from Blender, but it might have been too large, and the 32‑bit Object Builder probably crashed because it exceeded the 4GB memory limit. So I’m wondering if it’s possible to skip Object Builder altogether?
ok so
techically yes sure
but for you
no
your model is probably way too complex
so lets start from that
what kind of a thing are you making?
(or did you make it?)
and how many triangles it has?
shortcuts may be used only if you absolutely know what you are doing
Also there is size limits https://community.bistudio.com/wiki/LOD
It’s a house model, but with very detailed interior. The total triangle count is 226,199.
This number shouldn’t cause the game to crash when imported into Arma 3, right?
Why so many triangle when few do trick
This is very high end for the engine.
If you have furniture and such built in those would be better as separate models.
Also you would want to use bulldozer preview from object builder to make sure any building related animations work correctly
Isn't the big houses about 15k?
big cathedral (exterior only) is 65k
as one of the more complex buildings
the ghost hotel is split into 3 parts
roughly 20k a piece
the Saigon embassy in SOGPF is split into 2 parts roughly 100k a pop
its very complex nearly fully open building
also furniture has been proxied in
the Hanoi Train station is at 65k middle piece and 40k side wings
complex also nearly fully open building that one too
so 200k single object does sound a bit excessive and probably not going to work great in engine
@stark plaza
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.
charactesrs are moved around by skeletal/armature animations
