#arma3_model

1 messages ยท Page 56 of 1

stuck oyster
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the animations themselves are in the game separately

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all your uniform model needs is that its shape matches the Arma man shape (joints are in same place and similar topology) and the mesh is weighted to the skeleton of the animations (refer to arma 3 sample models and the example character there)

white jay
stuck oyster
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yes the macser armarig contains the sample arma man

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it works as reference and testing

white jay
stuck oyster
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it can also be used to make the passenger pose animation

white jay
grizzled halo
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focus on getting the animation done first, configging animation is not hard when done using the a3 skeleton and piggybacking from already existing animations.

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what are the rules for prop proxies to actually work?

I've tried instancing props to create a pagoda like structure in the past (a simple building stacked upon each other) but only the very first building blocked showed. I dont even know if I have the og model on my files anymore but it would be a good thing to know for the future

stuck oyster
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A theres is some maximum number there can be proxies on screen

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and B they have relatively short draw distance

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smaller repeating things like furniture they can work with

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but that also means mission maker cant alter the furniture

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sometimes good, sometimes bad

white jay
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I have a mod recommendation for @deep basalt

deep basalt
white jay
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Would you be able to accept the DM? The Clyde bot stopped me from hitting send

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Itโ€™s basically some JCA kneepads or guards I can go into more depth

deep basalt
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I no longer accept any DMs in any way from people I do not know personally

white jay
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Okay then no problem

deep basalt
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any and all suggestions for JCA mods can be done in public or in the desolation discord

woeful viper
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arghhh i hate round things with holes in it... it never smoothes round properly

bitter atlas
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Hello everyone. I have a problem. The muzzle flash is straight and not movable. Something is wrong with the OB, because the ะกFG model is working properly, as the bolt is functioning.
Please help me and thank you.

marsh canyon
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What is the KFG model

bitter atlas
marsh canyon
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model.cfg you mean, then, yes?

bitter atlas
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yes

marsh canyon
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Which animation hides the zasleh?

bitter atlas
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class muzzleFlashROT
{
type="rotationX";
source="ammorandom";
selection="zasleh";
axis="";//probably
sourceAddress = loop;
minValue = 0.0;//rad 0.0
maxValue = 15.0;//rad 229.18312
angle0 = 0.0;//rad 0.0;
angle1 = 0.0001;//rad 359.99997;
animPeriod = 0.0;
initPhase = 0.0;
// memory = true;//(default assumed)
};

marsh canyon
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No it is not hide

weak helm
# bitter atlas Hello everyone. I have a problem. The muzzle flash is straight and not movable. ...

Your muzzle flash isn't rotating because the animation source or axis is likely wrong.

Quick checklist
In Object Builder, make sure usti hlavne exists as a selection. In config.cpp match selectionFireAnim and muzzleFlashROT.selection to that name
In model.cfg define a valid rotation axis like muzzle axis
Set angle0 = 0 angle1 = 360 and animPeriod = 0.001 in muzzleFlashROT

Fix those and it should work.

bitter atlas
marsh canyon
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What does the picture supposed to tell?

bitter atlas
marsh canyon
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You need to define your hide animation in model.cfg. Your animation you've posted is not a hide animation, but rotate

bitter atlas
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Specialized words like Hidden, class, and scope are difficult to translate, and I cannot understand their meaning.

marsh canyon
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Quite understandable point

bitter atlas
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It's starting

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It didn't work out

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I'll drop the file now so you can see it more easily

marsh canyon
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Just changing type="rotationX" to type="hide" will not work

marsh canyon
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What are you trying to express? I mean you need to adjust other parameters as well

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Such like angle0 and other parameters are not valid for hide

bitter atlas
marsh canyon
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No

What are you trying to express?
Does mean I can't understand why you use
๐Ÿ˜ข
emoji

#
class magazine_hide
{
    type="hide";
    source="reloadmagazine";
    selection="magazine";
    minValue = 0.0;//rad 0.0
    maxValue = 1.0;//rad 57.29578
    hideValue = 0.15;
    unHideValue = 0.59;
    animPeriod = 0.0;
    initPhase = 0.0;
};```This is the working example in your config
#
class muzzleFlashROT
{
    type="hide";
    source="ammorandom";
    selection="zasleh";
    axis="";//*probably*
    sourceAddress = loop;
    minValue = 0.0;//rad 0.0
    maxValue = 15.0;//rad 229.18312
    angle0 = 0.0;//rad 0.0;
    angle1 = 360;//rad 359.99997;
    animPeriod = 0.001;
    initPhase = 0.0;
};```And this is not
#

As you can see the parameters within are different

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class muzzleFlashROT
{
    type="hide";
    source="ammorandom";
    selection="zasleh";
    axis="";//*probably*
    sourceAddress = loop;
    minValue = 0.0;
    maxValue = 15.0; // i think it should be just 1.0
    angle0 = 0.0; // invalid
    angle1 = 360; // invalid
    animPeriod = 0.001;
    initPhase = 0.0;
    // you lack hideValue
    // you lack unhideValue
};```
bitter atlas
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okey 1 second arma starting

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๐Ÿฅบ

marsh canyon
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Without telling what exactly you do/write, we also can't tell what to do

bitter atlas
marsh canyon
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No, you still need to tell what you've wrote and paste it here

stuck oyster
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muzzlefalsh is hidden with different mechanic

marsh canyon
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Is it? I always do it

bitter atlas
# marsh canyon No, you still need to tell what you've wrote and paste it here

class muzzleFlashROT
{
type="hide";
source="ammorandom";
selection="zasleh";
axis="";//probably
sourceAddress = loop;
minValue = 0.0;
maxValue = 15.0; // i think it should be just 1.0
angle0 = 0.0; // invalid
angle1 = 360; // invalid
animPeriod = 0.001;
initPhase = 0.0;
// you lack hideValue
// you lack unhideValue
};

marsh canyon
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...No

bitter atlas
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I have inserted your entire message.

bitter atlas
marsh canyon
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No, it is not a copy-paste example, it is an instruction

stuck oyster
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selectionFireAnim in weapon config

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like this

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ant the proxy in a named selection group called "muzzleflash" and "muzzleflash" listed in the sections[] array of the p3ds model.cfg class

bitter atlas
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okey

stuck oyster
marsh canyon
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HorribleGoat should tell more clear/better instructions

stuck oyster
bitter atlas
stuck oyster
bitter atlas
bitter atlas
#

okey I'll try it now

stuck oyster
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is your p3d named danuvia_39.p3d?

bitter atlas
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Okay, now there's just no flash.

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I put a dot and named it like the photo.

stuck oyster
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yes its supposed to show only when you fire

bitter atlas
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The problem is that when I shoot, there's no flash.

stuck oyster
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dont do this tohugh

bitter atlas
stuck oyster
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remove all the bad animations you made trying to hide it

bitter atlas
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okey

bitter atlas
stuck oyster
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what I listed is all that is needed. blobdoggoshruggoogly

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you must still have some other addition in your setup affecting it

bitter atlas
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config?

stuck oyster
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dont know

bitter atlas
stuck oyster
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might be good idea to start from 0 again with those to clear it up.

#

probably mistake in model.cfg

bitter atlas
white jay
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I want to make idle passenger actions for some vehicles. I want to have some characters scrolling through a phone, reading a book, looking at a laptop, etc. I would need to have the items spawn in the character's hands. Would it be possible to hide a feature from the internal and external views, until a passenger took the seat? So, the proxy would trigger an object to be visible in the Cargo and Resolution only when a player is present in that spot.

Not sure if this is possible, but I am open to other solutions, so feel free to suggest any kind of work around.

stuck oyster
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yes scripting can achieve such things

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however if you want the poses to have more movement it gets tricky

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starting out testing it with static poses would likely be enough work to begin with

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after that you can evaluate if you want to invest even more time to it

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also those poses will always be same, no matter who sits on there

white jay
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I have made some static poses, so I will just make a simple plane and the like for the items. I was thinking have the players hold a mostly static pose for the device, laptop in lap, phone in one hand. Use one hand for the touchpad on the computer, and a thumb only for the phone scrolling. Then maybe add some small second animations with the free hands.

stuck oyster
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๐Ÿ‘

white jay
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What programs are best for painting onto a model before exporting UV maps? I want to do most of the art side in photoshop, but it would make things easier to use a few colors to block out different areas of detail before that step.

stuck oyster
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Blender works for that just fine

loud wadi
foggy finch
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nope think hes lost the original mlods too, someones pmd him about those a whileback

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unless someone has a copy of his last mlods anywhere (v1.9??) its a lost cause

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they were on some filehost but gone now

loud wadi
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thanks

woeful viper
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@last spindle the areas around the hole are never truly follow the original shape and therefore create visible "bumps" in the smoothing

finite stump
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Does anyone know why some decals will never overlap with other decals? Im making a decal mod and I find some decals will overlap almost everything then I find a decal that overlaps the one that was overlapping everything. I was kinda hoping maybe it was because order of placement but doesnt seem to be that.

stuck oyster
shrewd jay
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Anyone know whether hiddenSelectionsMaterials is supposed to work for weapons? It's driving me crazy, it randomly seems to fail even when I do not change anything.

woeful viper
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did it work at least once?

shrewd jay
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Yes. It randomly seems to switch though

woeful viper
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random in which condition?

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mid game?

shrewd jay
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No, it seems to switch after I re-pack. In the game, the result seems to be consistent, although I haven't had it running for long enough to be sure.

woeful viper
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maybe there are some rogue files at work in your case when that overwrite stuff?

shrewd jay
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No, I tried deleting the temp folder and the result is the same.

woeful viper
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because a packing tool uses algorithms... and those work always the same for the same input

shrewd jay
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Yeah, one would think so.

woeful viper
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so it seems unlikely that this is caused by the packing

shrewd jay
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Yeah, I just don't know what is causing it. There seems to be no pattern

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And even if I don't change anything it still fails. Drives me up the wall

woeful viper
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close all tools files and folders, remove the old packed and unpacked modfiles from your Arma folder... then reopen input files and check you have everything set up like you expected.

shrewd jay
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Already did that, including reboot.

woeful viper
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ok...

shrewd jay
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Hm, interseting... it seems to work in stable

white jay
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I have figured out config, point clouds, and sound effects using Samples, but getting stuck on learning scratch modeling. I am attempting to connect that small vehicle to the roof by a few simple rectangular planes. I have extruded, subdivided, and used every group of triangles I could imagine. However the LOD won't export when I try to connect the two. What are the most common newb mistakes that could lead to such a problem? It is something very simple I am sure as I am completely new to this step. Note: it does export as shown in photo.

stuck oyster
white jay
stuck oyster
#

youll have to either apply their object mode transformation before exporting, set their object origins to same place, or apply the transformation on export

white jay
#

I am still getting errors. I made these two simple frame pieces for a glass roof. This simple addition will prevent export, as well. It must be some fundemental issue I am overlooking.

#

The body and interior without the roof plane, or any framing, exports and loads in game.

white jay
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The console just says failed validation, does blender store a proper rpt?

cunning temple
stuck oyster
echo dawn
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Is there a way for object builder to import sharp edges from blender when importing via fbx, or would it require getting the blender plugin to allow exporting to .p3d directly

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I have just spotted an option in the object builder importer, but it is greyed out

white jay
white jay
stuck oyster
white jay
# stuck oyster You'll need to triangulate the model.

I am making progress, there were a bunch of problems with my construction. I have a ton of new perspective seeing a mod from this end. The people who want to rip another's work, or pay for it are missing the point. A lot of work, but it is worth it.

echo dawn
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So I am having a new issue
The object I am trying to important has concave geometry, but collision meshes can only be convex. The obvious solution to this is to use multiple convex collision meshes, however when they export it says it exports both of them, but then in object builder both lods have the same shape, and it doesn't work properly inside arma 3

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Currently this is the best result I have gotten. The topmost collision mesh (for the vertical bit) is working but the bottom most is not
However, when this p3d is loaded into a3 object builder, both geometry lods are assigned to the shape of the base

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If I parent them together, it shows up properly in object builder (as 1 lod) but then the collisions do not work at all in arma 3

stuck oyster
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and make multiple separated boxes in it that then each is a separate collision component

echo dawn
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That is what I have attempted to do

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Here they are in blender (separated for convenience)

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Both of these are assigned separately as geometries, and both have different vertex groups (if that matters)

stuck oyster
echo dawn
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No that is 2 blender objects

stuck oyster
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join them together

echo dawn
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Because if it was 1 blender object it complains that it isn't convex

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I will try that

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Right

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That, I hate

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Why does that work

stuck oyster
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previously you might have extruded the longer part from the base

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forming a non convex shape

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or they might have merged together by accident

echo dawn
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Well the way I made it was to just copy the original model and massively simplify it

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Then I split it into 2 pieces because it must be convex

stuck oyster
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which one is this?

echo dawn
#

That is the collision lod

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Forgot to reenable the resolution lod

stuck oyster
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teh new one?

echo dawn
#

Ye

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Before it was only displaying the base in obj builder, but only the top part had collisions in arma

stuck oyster
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youll want to use the collision component namer tool to get each component named

echo dawn
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I am probably going to make it a bit more complicated as well because the model has little cutouts that you currently can't shoot through

cunning temple
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That's what fire geometry is for

echo dawn
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It would appear that it is not working in arma

cunning temple
echo dawn
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I couldn't walk through the object, but I could walk into the object and get stuck

stuck oyster
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theres a pin about geometry lod requirements

cunning temple
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Did you add mass?

echo dawn
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Yes

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It has been working in the past

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I have now properly setup the component names

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That in fact was the issue. It is now working correctly

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Thank you both for the help

stuck oyster
echo dawn
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Fortunately this means I can stop using the build in object builder and use blender addon object builder instead

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I should also test if it works with this addon for blender 4.4 rather than just for 2.90. Having to export the v4.5 models to fbx to be able to load them in 2.90 is not ideal

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It does appear to work

white jay
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I am working on my first Fire Geometry layer. The model I am making is extremely simple and angular, just to learn the fundamentals fully, before moving on to any complex project. I am having an issue with making it correctly triangulated and convex. Can anyone think of any beginner mistakes that I should troubleshoot?

stuck oyster
#

make simpler shapes maybe

charred bolt
rich meadow
#

I provided example and procรฉdure is up to date ๐Ÿ‘

Should work for basic equipment you want to create

white jay
rich meadow
#

I also provide example so you can compare

white jay
white jay
tribal rain
#

@stuck oyster apologies for pinging you direct but i thought youd be the man to know is it possible to have an animation play when a player looks down sights? like what would the "source" be? ive scoured the biki ive tried:

"AimingCoef"
"User" (with a user defined animation source inside the config and corresponding for the modelcfg)
"isSelected" (Wrong sort of effect it would flip up when equipped)

In particular what im trying to do is ive got a flip sight for Grenade Launcher and id like for it to flip up when in use and flip down when not.

undone knoll
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Running into an issue with importing a uniform. The hands aren't changing textures to match the selected character head, also the uniform takes a long time to load in the Arsenal, even though the textures and poly count are lower res than other uniforms, what could be the issue for both?

covert basin
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Hi, I'm working on a 3D model for a motorcycle. Everything seems to be going well. However, when I test it, the characters that are supposed to be on top become invisible. I think the memory LODS are set correctly. Could anyone help me? Thanks.

charred bolt
thorn geyser
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Hey guys, how do I setup a hiddenSelectionTexture on my model? I tried naming a selection but ended up with the first person bug with no applied texture. Any ideas? Thanks ๐Ÿ˜ƒ

fervent steppe
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in the model config. sections[] = {"Camo"};

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the section would be the named property of the model the texture is applied to

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hiddenSelectionsTextures[] =
{
"\Ca\buildings2\Misc_Cargo\data\misc_cargo1b_co.paa"
};

thorn geyser
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Ok. My HiddenSelection is called 'body', so do I define that selection in the model config?

fervent steppe
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then you would use the above in the main config

thorn geyser
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ok

fervent steppe
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so this in the model config...sections[] = {"body"};

thorn geyser
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ok

fervent steppe
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sections...in the model config are parts of the model that textures can change.

thorn geyser
#

Ah, I get it! Darn, I didn't realize that it needed to be setup in the CfgModels. Cheers, M1lkm8n ๐Ÿ˜„

fervent steppe
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no problem

charred bolt
covert basin
#

Can you help me with that pls?

charred bolt
#

Have you downloaded the Arma 3 Samples?

covert basin
#

where is that sample?

charred bolt
#

Steam

covert basin
charred bolt
#

Where did you download Arma 3 from?

covert basin
#

I didnt view that when i download the game

charred bolt
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I wonder what would happen if you typed "Arma 3 Samples" into the Steam search box.

fervent steppe
thorn geyser
#

@fervent steppe, nice work!!! ๐Ÿ˜ƒ

fervent steppe
#

thanks. now to figure out a way to get that oil pump sound since bis borked simulation=fountain

thorn geyser
#

You could attach a script and make it loop?

fervent steppe
#

yea as an eventhandler but im not sure if that would kill performance or not

thorn geyser
foggy finch
#

@fervent steppe did you try lighthouse?

fervent steppe
#

dont think so..is that an option?

foggy finch
#

yeah think so

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lighthouses use em iirc

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sec and ill just check

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oh no BIS use housesimulated for those

fervent steppe
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and they make sounds?

foggy finch
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thats the big question, not sure if they do, not in a position to load a3 atm either

fervent steppe
#

hmm let me see

foggy finch
#

just got the doors left to do on my barracks now

fervent steppe
#

cool

thorn geyser
foggy finch
#

nice, you tried them in game yet? I sometimes find the arma shaders make items like those too bright

thorn geyser
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Yep, they work just like in-game. Although, I still gotta fix up this first person bug that appeared again. (I redefined all parts of the model into one selection called body, which is then used for HiddenSelectionTextures)

undone knoll
#

have a friend running into an issue when importing a finished uniform. The hands aren't changing textures based on the character head, what might be the issue? I made sure to use the character template when merging meshes so I don't think it's anything there. Is there anything that can be done on the p3d to fix it?

runic plover
foggy finch
#

yeah I know how hidden selections work ๐Ÿ˜ƒ

grizzled halo
#

what could be the reason a uniform is invisible?

I'm trying to config a unit from scratch (base config inherited only) since it doesn't use the vanilla animations at all but setting my uniform/naked state makes my unit invisible.

If I piggyback to visualize the uniform from a base unit, the game CTDs without the unit t-posing the default stance for the model.

The model works as I've been previewing it using fake items to see it in game for quick access to it.

The uniform doesn't have the exact same selections as a standard uniform and its missing the Hitpoints LOD but I assume that would not make it invisible, but only CTD the base unit right?

white jay
#

I am working on a flying car mod and I am stuck on my Geo layer. I have only one res for visuals and shadows (just getting basics down right now). All other layers are original and working, reverse engineered from Samples. I have the rotor cfg radius set nearly invisible, and my geometry layers have invisible props, with hit points removed. I have the motor housing set as a panel on the roof on my PhysX layer, and it flies. However, when I remove the Arma samples Geo layer and put any original, the helicopter is not functioning correctly. I had the -geo and -gravities set, as well as other components. Any help troubleshooting is greatly appreciated.

stuck oyster
stuck oyster
grizzled halo
white jay
# stuck oyster can you elaborate on "does not function correctly" what does that mean in this c...

My apologies, need more coffee. It flies like a gem with all original layers, and the Samples Geo. When I attempt to make one from scratch, every time I attempt to fly, the rotor reaches full speed, and the vehicles wobbles in one place. It can bank forward, back, and to the sides, but no movement in those directions. It will not really gain any altitude, just a few feet, but lands immediately again.

stuck oyster
#

geometry shape and mass center affects flight chracteristics so you probably will need to tweak things

#

geometry lod basic requirements can be found in the pinned messages

grizzled halo
#

with the way you describe it

white jay
white jay
# grizzled halo its probably an issue with Center of Mass

I was able to make the PhysX layer think the back glass of the car was the tail rotor and it worked. Do I need to do more than video game magic on the main Geo layer? I moved the gravities around and saw no noticeable changes. There are a few components I couldn't identify clearly to recreate on my own model. I will go back and study the sample in greater detail. Otherwise every other layer of the vehicle is working great, so it will be worth the fight on this one, haha.

grizzled halo
white jay
grizzled halo
#

best of luck mate

white jay
#

Working 100%! Thanks to the several people who helped with troubleshooting, and to the goat, I offer a digital beer as a thanks for all of the help this past couple of weeks ๐Ÿ ๐Ÿป

thorn geyser
#

Damn, I can't seem to change DXT1 to DXT5 on my _co texture. ๐Ÿ˜•

#

As soon as I change to DXT5, it reverts back to DXT1

thorn geyser
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Got it fixed! Cheers anyway ๐Ÿ˜‰

grizzled halo
last spindle
#

I may be wrong, but using DXT5 with _co textures is just increasing texture size with useless information, as the difference between DXT1 and DXT5 is a 1-Bit vs 8-Bit alpha channel

thorn geyser
#

@last spindle, thanks for the info ๐Ÿ˜ƒ . Yeah I think TexView didn't allow DXT5 and DXT3 because it can only be used for _ca textures. But I got it fixed now, so no worries! ๐Ÿ˜„

last spindle
#

just some useless info.....

thorn geyser
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Thanks, but I'll have a read of it just to be sure. ๐Ÿ˜‰

astral cairn
#

Is anyone aware of what could be wrong with a view LOD if it's defaulting to another one?
For context, my commander view defaults to the pilot LOD

grizzled halo
#

missing proxies maybe

#

at least it defaults to something instead of crashing haha

stuck oyster
astral cairn
#

Turret, I believe

stuck oyster
astral cairn
#

I wouldn't be shocked if I did something wrong

charred bolt
astral cairn
hushed breach
#

Hello everyone! I'm trying to make my first 3d model for arma 3 . This is supposed to be a border post

#

The problem is that while the border post does block bullets, it does not prevent the player from passing through it.
I'm not sure why this would happen, but the Geometry lod validation gives me this error.
I tried finding info on this but frankly it's been a little confusing.

astral cairn
cunning temple
#

Is there any reason to not use that object builder plugin compared to the normal one? Quite like the look of the validation tool

stuck oyster
#

few minor differences here and there but results work

hushed breach
#

is there a way to disable the automatic object tilting when putting it onto terrain in eden?
Most flagpoles/buildings spawn vertically regardless of terrain slope, but my pole starts tilted following the terrain for some reason.

hushed breach
#

Found a solution.. Needed in config:

keepHorizontalPlacement = 1;

This might be one of the most obscure bits of info about arma I've found so far, like literally "keepHorizontalPlacement arma" gives zero google hits ๐Ÿ˜„

grizzled halo
#

pic related VV

bitter atlas
#

Hello everyone. If anyone can help, I would appreciate it. The problem is that when I port to OB, the vertices are not added. Does anyone know if I exported the model correctly?

glacial nebula
#

Hello there. I am encountering an error with my sight model.

'Too detailed shadow lod in spi_sts\stinger_thermal_sight\stinger.p3d (0:1.000000 : 17302) - shadows disabled'

I have a separate Shadow LOD with few polygons, but it does not appear to be functioning.

bitter atlas
#

@tacit iglooHello

stuck oyster
#

@bitter atlas @glacial nebula english only in the chat as per #rules thanks

stuck oyster
#

and for something small like thermal sight

glacial nebula
stuck oyster
#

you should have maybe 500 tris

stuck oyster
#

is it from some game?

stuck oyster
glacial nebula
stuck oyster
obtuse rain
#

Yeah, the only difference going from DXT1 to DXT5 is adding the alpha channel, the RGB values are encoded in exactly the same way.

#

Some formats might use it with 3 or fewer channels (by swizzling something into the alpha channel which is less harshly compressed) but _co isn't one of them.

#

Also the only difference between _co and _ca is DXT1 versus DXT5; they're probably interchangeable in whatever shader you happen to be using.

woeful viper
#

the tag _co only matters BEFORE conversion. If you have a DXT5 with alpha it will always be a "_ca" texture, no matter how you name it

#

_co named maps before conversion will turn into dxt1+alpha

obtuse rain
#

That's because the alpha values are actually different. DirectX assumes any missing channels are "1", if you have a _ca with alpha=1 for every pixel and still see a difference I'd be very surprised.

woeful viper
#

what does that have to do with the issues i listed?

obtuse rain
#

I'm pointing out that they should work equally well if the information in them is identical; as in, if you converted your _co to a _ca without using any extra alpha levels (besides 0 and 1) the results should be identical.

#

(The shaders themselves can't tell the difference)

#

If there is a difference then there's some hack somewhere that looks at flags that are extrinsic to .paa's/texconvert.cfg.

#

To use a specific example you can convert a _co environment map to _ca and it will render identically. If the alpha levels aren't "1" though, it will act differently (it will render a HDR environment map).

white jay
#

I have my first model functioning in game as far as geometries and config. Each attempt I make at the external resolution causes a transparency issue in game (seen in photos, a simple test piece, as the same happened to a more complex one). Any help troubleshooting would be appreciated. If I can get it correct with a simple model, I will move on to a better design for the final product. I have the camo selection assigned to my build, and it is intentionally blank white, so far.

stuck oyster
#

it looks like the surfaces are flipped

#

so youll want to turn on backface culling in blender so it wont draw the back side of faces either

#

theres also viewmode to mark front and back sides in the solid draw mode

white jay
#

Thanks a ton! Learning Blender's interface and many tools has been the most intensive part of this.

stuck oyster
#

it is a lot to learn yeah

#

it just takes time

white jay
# stuck oyster it just takes time

That is no problem, I am patient. The problem comes when I have everything down... which of the dozen projects in mind do I follow? I will have to pace myself. Too many ideas, and not enough hours, haha.

stuck oyster
#

indeed for that problem there are no good solutions

#

we all suffer from that

dense timber
#

can someone explain how i cant get the custom facewear to sit on the face

#

it moves and such with head but not sitting on it

marsh canyon
#

Weight is not set right and/or model.cfg is missing/broken

dense timber
#

strange as weight is only got head

#

so either missing something within the model.cfg then

#

if i had to guess the model.cfg is not right thanks for the help

marsh canyon
#

You are not making a guessing game, but we are, because we heard of no specifications of your issue or your model.cfg

#

AKA, tell us

dense timber
#

here you go

marsh canyon
#

And OniMask.p3d it is? How is the folder structure and your software to pack PBO?

runic plover
dense timber
#

the structure is simple as when i get the model working more p3d models will be added so they go under "modname"\OniMask to get the model and "modname"\OniMask\data to get the textures and as for pbo software i use pbo manager and pboProject mainly secondone

runic plover
#

So if your model is called OniMask.p3d it needs to be same in cfgModels

dense timber
#

the name of p3d is OniMask.p3d

runic plover
#

And your cfgModels name?

dense timber
#

i assume the class name for it right

runic plover
#

Indeed

dense timber
#

then it same name OniMask

#

like for example the model loads the model connects and moves with the head but just doesnt center to the face where it should be sitting is the issue im experiencing

runic plover
#

Geometry LOD
Property
autocenter = 0

#

your model.cfg looks alright, so i think its the autocenter thing

dense timber
#

well here the OB view of the p3d model if it helps

runic plover
#

you got autocenter = 1

marsh canyon
#

autocenter should be 0

#

There is no reason to set it 1 also

runic plover
#

and delete the other one this lockautocenter

#

and it needs to be in Geometry LOD

#

not in the resolution LOD

dense timber
#

oh thanks

#

so autocenter - 0 and only in geometry LOD right?

runic plover
#

yes

dense timber
#

thanks you for the help this might allow me to continue working on more facewear now

runic plover
#

try it out if it works

dense timber
#

i will when i get a free moment and will let you know when i test it

#

and for headgear like helmets they need that property in geomatry LOD as well right?

marsh canyon
#

In almost all cases, you need autocenter=0

dense timber
#

ok thanks

stuck oyster
#

Anything used through proxy needs autocenter 0

woeful viper
#

ok thats what you mean, i thought you meant a alpha filled with white completely, which would be silly

#

yes it is the non-binary values that cause the problem, i just tested it with 1bit alpha in a _ca. But the discussion is kinda academic - only dxt5 can have nonbinary alpha values

obtuse rain
#

Yeah, but @thorn geyser is doing something weird, hence the academics. ๐Ÿ˜‰

thorn geyser
#

Lol

#

I experiment with stuff on ArmA, and it accidentally becomes attractive. :P

#

What can I say :P

#

After all, in discord the devs are considered as 'BIMinions'. ;)

#

Besides, in my IT classes I finish in like under 30 minutes because I already know the stuff. XD

woeful viper
#

cough

#

actually, i goofed... i forgot to rename the path in my model from co to ca when testing.

#

With _ca (DXT5 with alpha) but using only 1 bit alpha it behaves the exact same as with a full 8bit alpha, as in: wrong on many levels

obtuse rain
#

The AO is wrong?

woeful viper
obtuse rain
#

What if you binarize it with a _co but then put a copy of the _ca into the .pbo, overwriting the _co? ๐Ÿ˜ƒ

thorn geyser
#

I think the model doesn't like a mix of _co and _ca textures, which it can do weird things (my soda can F'ed up In first person view, so I reverted back to _co).

woeful viper
#

you soda can shouldnt even have alpha to begin with...

thorn geyser
#

I was bored, so I experimented. ;)

woeful viper
#

to achieve what exactly?

thorn geyser
#

Liquid in the can

woeful viper
#

...

obtuse rain
#

Unless your eyes are pretty special, how does one see the liquid?

woeful viper
#

8K monitor propably

thorn geyser
#

Well I had the top of the can open with a hole, which the light passed through. So I thought maybe I should add a texture with alpha in it.

obtuse rain
#

Use the refraction shader. ๐Ÿ˜‰

thorn geyser
#

But still, I do some crazy things with objects :P

#

Lol

woeful viper
#

i would simply say that you are overdoing it... its a tiny can

obtuse rain
#

X3KJ: There's a flags in .p3d's to do with alpha, swapping out the textures in the .p3d would see if your issue was to do with those flags (and that the flags were set by binarize looking at the _co vs _ca file extension).

thorn geyser
#

I know ... idk why my brain gets fixated on perfection. ;)

woeful viper
#

you re better off trying to improve the main texture quality / your texture creating abilities

thorn geyser
#

:p

woeful viper
#

no i mean better than this

thorn geyser
#

But textures are 2024x2024

woeful viper
#

you can also rename the dxt5 to _co, i tried that, doesnt do anything. So i doubt binarizing with real _co and putting fake _co later will do anything

#

resolution does not mean quality texture

#

also , 2024 or 2048?

obtuse rain
#

Mmm, weird.

foggy finch
#

2048 is a bit of a waste for such a small item

thorn geyser
#

Well its DXT1

obtuse rain
#

Well, on the up side, you might not need proxies on that object much longer.

thorn geyser
#

There's none on it though...

woeful viper
#

do you mean my tank ian?

obtuse rain
#

Yeah, BIS looks to be removing the vertex/face limits.

woeful viper
#

really? that would be awesome

thorn geyser
#

Sweet

foggy finch
#

whats the current limits?

#

i forget..

woeful viper
obtuse rain
#

Yeah, the .p3d's in the current dev build have no particular limit.

#

DirectX will still have limits but just having things in different sections (e.g. by having a different material) will fix that.

foggy finch
#

I have 11655 faces in my latest building

#

in res1 lod

woeful viper
#

wat

thorn geyser
#

Wow

foggy finch
#

runs smooth as butter

obtuse rain
#

Cool, 1.1 million faces sounds nice.

woeful viper
#

11 million...

#

you must be kidding

foggy finch
#

hehe typo ๐Ÿ˜„

thorn geyser
#

Ive got 5,000 on my water bottle

obtuse rain
#

๐Ÿ˜ƒ

woeful viper
#

geez

foggy finch
#

christ

woeful viper
#

allah

obtuse rain
#

Some BIS buildings have 30-60k.

thorn geyser
#

Sounds like a price range. -_-

foggy finch
#

yep and you can still see through the walls ๐Ÿ˜

woeful viper
#

11k on a building is ok, 11m is not ok xD

foggy finch
#

yeah I tend to use em up on the smaller more detailed items

obtuse rain
#

Is it a fully enterable, full sized Burj Khalifa?

foggy finch
#

my structure?

thorn geyser
#

Actually, imagine how many there is on one of those Tanoa trees. :P

obtuse rain
#

Yeah. (You put "k" on the end of your face count by the way).

thorn geyser
#

Lol

foggy finch
#

I redacted the k ๐Ÿ˜‰

thorn geyser
#

Lol

obtuse rain
#

@woeful viper What parts of the tank are using alpha? Just the faces of the tracks themselves?

fervent steppe
#

I dunno. I would still proxy in al those toilets and furniture tho

woeful viper
#

yes indeed, just the tracks

#

and everything that i put into the proxy instead of the main p3d has it's AO shining through the rest. But only if i use DXT5 for the track alpha

foggy finch
#

@fervent steppe hehe we'll see, still have the option ๐Ÿ˜ƒ

woeful viper
#

all furniture into a single proxy would be a good solution

#

every single toilet in a single proxy not...

fervent steppe
#

Why's that kj

foggy finch
#

I can always proxy them later depending on performance in the area once its completed

woeful viper
fervent steppe
#

Section count smection count. It's always section count with you ๐Ÿ˜€

thorn geyser
#

Lol

fervent steppe
#

Aren't the same proxies rendered only once anyway.

woeful viper
#

no, they still create individual drawcalls

#

because lighting situation differs from proxy to proxy

fervent steppe
#

Are you sure..I seem to remember a conversation with mikero saying otherwise

thorn geyser
#

Microsoft Support right here, lol...

fervent steppe
#

Either way. I kinda like the one proxie has all the furntiure idea

#

Lol

#

Tho you'd have a bunch of models for all the buildings tho

obtuse rain
#

The lighting is always different for instances, why would proxies be special in that regard?

fervent steppe
#

<<<Microsoft Support right here, lol...
Should you stick to skype then ๐Ÿ˜€

woeful viper
#

yes but the extra models only occupy ram. Section count on the other hand keeps the CPU busy and prevents the GPU from doing its job

obtuse rain
#

There shouldn't be any difference in section count when comparing the two situations.

#

The only thing that should differ is the size of the vertex buffers.

woeful viper
#

no difference for 1 proxy per furniture item vs. all furniture in 1 proxy ? huh?

obtuse rain
#

Assuming A3 is instancing them, yes.

woeful viper
#

that is assuming quite much

#

if you have a proxy that is at vertnormal limit, and instancing is used, you wouldnt be able to instance a second proxy of the same, right?

bleak tangle
#

I'm very confused by the section count information, because I used SweetFX with the draw call debug on and the results didn't line up with things from the wiki. I'm not sure if the drawcall information is correct on SweetFX though

grizzled halo
obtuse rain
#

A3 uses instancing, the shaders have references to SV_InstanceID. Never looked into the VS's in any depth though. Also I seem to recall seeing it in PiX dumps from A2.

#

And A3 for instances will only be building a single (face) vertex list, so there's no reason it'd hit that limit.

#

The actual section counts can be different from what O2 tells you, open the binarized .p3d in Eliteness if you want the real one.

#

(@bleak tangle)

bleak tangle
obtuse rain
#

Also there's multiple render passes to take into account.

#

How many sections in the cash draw?

bleak tangle
#

2

obtuse rain
#

Also you probably have multiple LOD's of the cash draw in that image.

bleak tangle
#

Eliteness says 1 resolution lod, 2 sections, 2 textures

obtuse rain
#

Oh, scratch that then. ๐Ÿ˜‰

bleak tangle
#

Could it be reducing texture size and counting different texture size a different section? I really don't know that much about this area and if SweetFX is even correct

obtuse rain
#

What if you disable physics and stack them all exactly the same radius from the player?

bleak tangle
obtuse rain
#

Ah, right, probably no need to test that then.

#

Might be interesting to look at 10/50/100/500 in the same spot, it's possible that they have to split the 1000 instances into smaller batches due to the combined per-instance data being too big.

bleak tangle
#

That was with spawning them all in the same exact location with no simulation

ancient bobcat
#

Hi, is there any limit for bones/selections in model?

marsh canyon
#

IIRC 255

charred bolt
rapid tree
#

does anyone know what this is ? i wanted to import my p3d to make res lods... this never happened before

it makes the mesh lose all its data

#

nevermind fixed it

bleak tangle
#

I'll have to try and find another program to show draw calls to verify that information. I'm curious why spawning a single object would increase the draw call count by 10 when it only has 2 sections and textures

north sundial
#

Just incase someone comes across the same issue in the future, what did you do to fix your issue @rapid tree

rapid tree
errant pumice
#

We are converting some stuff from Dayz to A3... any tips on how to make vanilla proxies such as furniture work?

stuck mason
#

Hey, so I did a re setup of my whole pc like 2-3 months ago. I wanted to start working on models again but when I export as p3d from blender with armatools ( on a model I in the past was able to work on no problem ) it is around a 2MB larger file even though I changed NOTHING and it fails do binarize when using both pboProject from Mikeros or the Arma tools addon builder. Anyone have any idea what might be causing this?

#

Is it that im using the wrong blender and or armatools version? Cause I dont know which exact version I used to use

#

Also my P drive now seems to be getting files from my C drive even though arma and all my modding files is installed on my D drive

stuck oyster
#

look up PMCwiki and Armatools and P drive setup guide there

stuck mason
thorn geyser
#

@woeful viper. Actually, I just realised with my soda can that DayZ Devs also had 2048x2048 on their soda can texture as well. ๐Ÿ˜›

celest arch
#

I am experimenting with very tall structures, but I have a problem: at a certain altitude, the character stops walking and starts doing the halo jump animation ๐Ÿ˜

#

any ideas how to prevent this?

thorn geyser
#

Have you setup the geometry properly?

celest arch
#

yeah if you look this image, each red and white chunk is an object. I just repeat it

thorn geyser
#

ok

celest arch
#

works until dunno 40 floors

thorn geyser
#

Well if it's not a geometry issue, then it must be a dev issue.

celest arch
#

then the geometry still works, but the character goes in halo jump mode ๐Ÿ˜„

#

I'm still able to climb ladders to the top

#

I think it's something hardcoded?

fervent steppe
#

you should talk to nonov lol

#

finallly!!!!

shut jungle
#

Hello there, I am taking a look at the car sample in blender (I am using Arma 3 Object Builder plugin by MrClock).
I guess proxy models cannot be displayed on blender and appear as a triangle (as well as in OB with the exception of OB actually displaying them on bulldozer)

I want to see the proxies in blender to mess up with the proportions a bit though, but they are binarized (P:\a3\data_f\proxies\driver_offroad)
Is there any way to do this? Maybe an open source mod with some proxies that are unbinarized and nearly identical?

#

Also, the only way of actually fitting the hands to the steering wheel is making an animation, right?

#

Ugh, I guess this might be it?

stuck oyster
#

you can use the animation rig (macser armarig) and set up poses in it and position it at same position (transformation and rotation) as the proxy is

#

you likely will want custom poses anyway that fit your vehicle

shut jungle
#

My question here is, if the proxy is misplaced, can the animation fix the placement? (Can the animation make up for the misplacement?)

#

Or will there be any type of issue with hitbox and all that

#

By the way, I am trying to squeeze as much performance as possible out of my creations, now, should I make multiple LODs for my vehicles? Will this improve performance? Sample car doesn't have multiple LODs (understandable due to the low amount of polygons it already has) but I thought it would be worth asking

#

This would answer my question, as a T-100 Varsuk is a tank and it has multiple LODs

north sundial
#

You want to aim for roughly half the poly count from the previous lod as a general rule if you can

shut jungle
#

Thanks

#

I'd wanna make a guide when I learn to do everything, but I am afraid of it becoming harmful to A3 Modding

#

Because if a guide tells you everything you have to do on the A3 side, all you have to do is get a stolen model and you are basically done

sour bough
#

Is there a way to make the "skids" on a helicopter like a little bird work to reduce impact damage?

#

(Other than just epedamagecoef)

stuck oyster
sour bough
tranquil spire
#

@stuck oyster I was looking at the pins for the lighting tutorial for bulldozer and I couldn't download the torrent linked anymore due to lack of seeding ๐Ÿ˜…, do you still have the files?

stuck oyster
grizzled halo
thorn geyser
#

@fervent steppe, you should get them to walk. ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

steep crest
#

Is it possible to limit what type of item can go into a container? From the container config

tranquil spire
#

things also crash if you don't do the head correctly

#

Hey, I've been following this tutorial recently and did get my flag working in game, so thanks for the detailed post. Did you ever find out if you could create a new CfgCloth class and tell your Proxy to use it?

north sundial
tranquil spire
#

I did run into an issue with my flag not working correctly, the model seemed fine in blender, but would have an error in game, the corners of the texture would get distorted

#

would appreciate a working proxy p3d I could examine, if that is possible though :))

woeful viper
#

@thorn geyser so what? If the texture looks like it's 512 but really is 2048 then the extra resolution is just wasted

bleak tangle
#

@celest arch Could it be over the size limit? The wiki claims geometry at more than 50-60 meters can get glitchy

woeful viper
#

schultz, roadway LOD?

wraith tendon
#

@bleak tangle quoting Schultz: "Schultz - Today at 1:59 AM
http://i.imgur.com/pQ5LVol.jpg
yeah if you look this image, each red and white chunk is an object. I just repeat it"

rich bluff
rich bluff
azure pier
#

I have a question about watch ui models.

Currently I have a resolution and memory LOD, and it seems to load fine when I put it on the ground.

However, when I bring it up as a watch by pressing O, it crashes the game with an access violation. Are there any other LODs I may have missed for this?

rich bluff
#

I remember running into this same problem of CTD, a simple box should resolve it

azure pier
#

Perhaps I made my previous geo lod too complicated

rich bluff
#

Make sure you also give it mass

tranquil spire
rich bluff
#

Here is the P3D that I have that is working (for the most part... not sure how the dates and times really work yet... but that's a problem for later me)

tranquil spire
azure pier
#

Trying the box geometry lod, stand by

rich bluff
#

I seem to remember that at one point I found that even if I kept the resolution the same as the original, making the proxy larger caused texture issues

azure pier
tranquil spire
#

ooh ok, I was expecting something related to size yea

#

how did you end up making yours larger? setting scale via script?

rich bluff
rich bluff
stuck oyster
azure pier
#

These names must be exact, right?

rich bluff
#

yes

azure pier
#

Alrighty, then that is why :P

#

I did not know that

tranquil spire
#

im looking at it now

rich bluff
tranquil spire
#

oh lemme boot up arma

azure pier
rich bluff
#

on the outsides as well

azure pier
tranquil spire
#

OH right the UV, I completely forgot about checking that

#

thats it

azure pier
rich bluff
#

๐Ÿ˜…

tranquil spire
#

too focused on everything else to look at the uv, nice

rich bluff
#

Very cool to see a vertical banner like that in A3

#

not sure that I've seen any before with physics

tranquil spire
#

yeah they will be used as melee weapons for space marines

#

invisible weapon, attach flag pole to the pistol proxy of the unit + melee mod

rich bluff
#

Very neat

tranquil spire
#

appreciate all the help

stuck oyster
shrewd dew
#

Sorry if wrong channel couldnt find mods channel but...

#

it may seem weird but I was wondering if you guys could recommended any medievals mods for use with zeus to make big sieges and stuff =)

azure pier
#

Okay, after a rebuild it crashes in the same manner again

And the RPT is saying it is an access violation... again

#

Nothing in the model has changed

shrewd dew
azure pier
bleak tangle
#

Hmm I must have missed that. He said he is still able to climb ladders to the top which I assumed meant it was all one ladder

thorn geyser
#

@X3KJ, the texture covers the whole resolution.

thorn geyser
#

Model looks a bit bland. But hey, just as well _smdi and _nohq textures can make the bottle look realistic (not done yet, doing that today) ๐Ÿ˜‰

rich bluff
azure pier
#

I did, but every time I rebuild it, it keeps crashing

#

That's why it was so confusing

rich bluff
#

Share model.cfg?

#

and config.cpp

azure pier
#

Sure, here's the thing though

It works currently, but I'm honestly scared to rebuild it at all

#
class CfgPatches
{
    class vnj_watch
    {
        author="nonJoker";
        name="A-11 Spec. Watch";
        url="";
        requiredAddons[]=
        {"A3_Weapons_F"};
        requiredVersion=0.1;
        units[]={};
        weapons[] = {
            "vnj_Watch"
        };
    };
};


class CfgWeapons 
{
    class ItemWatch;

    class vnj_Watch : ItemWatch
    {
        
        displayName = "Custom Watch";
        model = "A11_Watch\Models\A11_Watch.p3d";
        uiModel = "A11_Watch\Models\A11_Watch.p3d";
    };
};
rich bluff
#

Geometry also shouldn't be triangulated

#

closed and convex, but not sharp and triangulated

#

sharp and triangulated is only necessary for shadow lod

azure pier
#
class CfgSkeletons
{
    class Default
    {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class A11_Watch_Skel : Default {
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] = {
            "vterinova",
            "",
            "minutova",
            "",
            "hodinova",
            ""
        };
        pivotsModel = "";
    };
};

class CfgModels
{
   
    class A11_Watch
    {
        sections[] =
        {
            "hodinova","minutova","vterinova",
        };
        sectionsInherit = "";
        skeletonName = "A11_Watch_Skel";
        class Animations
        {
            class Hours
            {
                type = "rotationZ";
                source = "clockHour";
                selection = "hodinova";
                axis = "osa";
                minValue        = 0;
                maxValue        = 1;
                angle0            = 0;
                angle1            = "rad 360";
            };
            class Minutes
            {
                type = "rotationZ";
                source = "clockMinute";
                selection = "minutova";
                axis = "osa";
                minValue        = 0;
                maxValue        = 1;
                angle0            = 0;
                angle1            = "rad 360";
            };
            class Seconds
            {
                type = "rotationZ";
                source = "clockSecond";
                selection = "vterinova";
                axis = "osa";
                minValue        = 0;
                maxValue        = 1;
                angle0            = 0;
                angle1            = "rad 360";
            };
        };
    };
    
};
#

Rebuilt it, just to check if it'll still crash

rich bluff
#

What are you using to build?

azure pier
#

pboProject

#

I've also tried the standard addon builder, with the same results

azure pier
rich bluff
#

I will say that my crashing issue was intermittent and inconsistent

azure pier
#

Any idea on why?

rich bluff
#

Unfortunately not

last spindle
#

I think what he meant was texel density, no need to have a 2048 texture on an object that is so small all those extra pixels are lost

#

A typical weapon uses a 2k texture, a can is roughly 1/4 the bounding area if a weapon, therefore 512 texture is suitable

wraith tendon
#

2x 10 Points for the Lower Shape, another 20 for the Bottleneck, another 20 for the Top -> enough (even that can be reduced by 50% :)).
@thorn geyser Just keep one thing in mind, when you do modeling: How often and how long do you see the object? Does it rly need that much Polys, when you see it only for 5second every... hmm... 10-20min? Performance > Look.

last spindle
#

Rough guide, but it holds true generally that you should try to maintain a consistent texel density otherwise the look of a scene can be messed up, of course hero objects can break thhose guides

obtuse rain
#

Over 100 meters (from memory) A3 just forces you into halo. It's hardcoded.

hazy shell
#

Anyone know what cause a subskelton index to be out of range
Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.

cunning temple
#

Need to use a bit more fabric! ๐Ÿ˜„

stuck oyster
#

though what exactly causes that is not quite known

#

it may cause animation issues

hazy shell
stuck oyster
#

reduce amount of sections maybe

#

(textures/materials/sections list in model.cfg)

hazy shell
#

I shall see what i can do, now that i at least have a direction to head in

wraith tendon
#

Doesn't make it better :/

charred bolt
hazy shell
#

Ahhh

thorn geyser
#

@wraith tendon, well only when it is held by the player's hands. But I do agree that the tex quality can be lower, as I realized that _nohq and _smdi can improve the quality anyway ๐Ÿ˜ƒ . @obtuse rain, um, okay?!? ๐Ÿ˜•

wraith tendon
#

I didn't ment the Texture, i meant the Model itself. How many Points does it have? I would guess about >500? (looks like it)

thorn geyser
#

The bottle has 1826 points and 1806 faces

#

Most of which resulted at the bottom and top of bottle

wraith tendon
#

I just quote myself: " Does it rly need that much Polys, when you see it only for 5second every... hmm... 10-20min? " ๐Ÿ˜›

thorn geyser
#

lol

#

Well I could try and simplify it, but it may look a bit ugly when I hold it on the player's hand

wraith tendon
#

I am not so sure about the Offroad, but i think it was about 15k.
Soo, you bottle is about 1/8 of an offroad^^

thorn geyser
#

LOL

#

well half a quarter. ๐Ÿ˜‰

wraith tendon
#

Missed the 8 at Numpad ๐Ÿ˜›

thorn geyser
#

lol

#

Well the bottle from DayZ is over 500 (by the looks of it as well), so I guess probably most of the FPS issues are caused by the complexity of models.

#

But for my model, it was rendered on 3DS Max as well, so usually the render makes it a lot more smoother.

gusty leaf
stuck oyster
#

@hollow talon might know more

hollow talon
#

The model work was outsourced and the textures were done by VolumeInfinite. Unfortunately I don't remember who VolumeInfinite paid to do the model work.

celest arch
#

@x3kj the model is fine, looks like it's something hardcoded

#

If player is at a certain altitude, it goes on halo jump mode no matter what he's standing on

#

@penny the model is 5x5x15 meters

celest arch
#

k looks like its a bug existing since 2 years ago

#

give your vote if you want

subtle bison
#

i have a flat 3d model that acts like a decal ingame and adapts to the terrain surface. does anyone know how i can disable that? ๐Ÿ˜„

#

i dont want the model to be handled like a decal

north sundial
#

Itโ€™s surface snapping in object builder properties

#

I think select the object, shift e or Ctrl e

#

Something like that and it will open a menu where you can disable it

subtle bison
#

ohh

#

shift+e yes

#

big thanks

#

didnt even know that was a thing

north sundial
#

No problem

fervent steppe
#

<<< @thorn geyser >, you should get them to walk. ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚ ๐Ÿ˜‚

#

Lol

#

At least it's working. Now I can move on to other things

foggy finch
#

@fervent steppe which geo class did you end up using?

fervent steppe
#

Its classes as a house. But uses simulation = fountain which does still work!

foggy finch
#

ahh nice, Ill note that down ๐Ÿ˜ƒ

hazy shell
#

Anyone able to help me out with a warning error i kep getting Warning: Convex component representing wheel_1_1_damper not found I tried to google it but it wasnt much help

stuck oyster
#

where does the warning pop up?

hazy shell
#

it shows up in my RPT logs are driving a boxer that has 8 wheels it only seems to apper for the fron 4 set of wheels

hazy shell
#

Yeah

stuck oyster
#

well could be your wheel config is not correct

#

or you are missing the wheel geomtery components in the geometry lod

#

(not physx geometry)

hazy shell
#

Geometry lod has Wheel 1-1 to Wheel 1-4 and same for the other side, so im gonna guesses ive muched up the wheel config

stuck oyster
hazy shell
stuck oyster
#

does each blob also have a component selection

#

im counting 9 components but you got 13 selections

#

so they might not be right

hazy shell
#

Component 6 to 13 are also the wheel

#

Component 1 is the hull and 2-5 are grey boxes representing the weight

stuck oyster
#

the weight boxes dont necessarliy need component selection

#

that way they wont have collision but can alter the weight distribution

#

for example on planes they are often spread wider than the hull

#

next to consider is how do you pack the pbo?

hazy shell
#

atm im using hemtt whilst testing

stuck oyster
#

hemtt should be pretty solid for that

#

then it could be related to config or animations/ skeleton bone hierarchy

hazy shell
#

ah

#

Tiem to have a look at what i broke

hazy shell
stuck oyster
#

๐Ÿ‘

hazy shell
#

yeah

silk shard
#

So this is a bit of a broad and unspecific question but uh
Any idea what may be causing vehicle models to randomly lose their whole undercarriage like that.
I've noticed it happening with a few modded vehicles and I'm trying to work out atm what may be the issue causing it.

#

They just seem to spawn this way, strangely enough. Still appear to function as normal.

charred bolt
twilit dagger
#

Look what I came across:

#

Could it be possible to pin this? ๐Ÿค” It might be of use to someone.

stuck oyster
#

fortunately

civic stratus
#

Can someone help me out with a map binarization issue? Placing the object in terrain builder is causing the animations to break

foggy finch
#

does it hand a land_ class in the config?

civic stratus
#

no?

foggy finch
#

then the animations wont work

civic stratus
#

i think i read soemthing about the land_ in the name

#

i bet thats it

foggy finch
#

majority of animations need class=house in geometry LOD and class land_nameofp3dfile: House_F {} in config

#

there are some special circumstances where then can have other classes, lights for example can use class=housesimulated in geometry lod

civic stratus
#

thanks

foggy finch
#

no probs ๐Ÿ˜ƒ

#

mikero wrote this page for more information

civic stratus
#

I did those 2 things, and its still not working

foggy finch
#

what kinda of model is it?

#

and what are the animations?

#

๐Ÿ˜„

civic stratus
#

I wasn't nheriting house_f

#

ill try that

#

just hide animations

#

that run a script from the init line

#

still a no go XD

#

forgot the named property in my 0 lod

fervent steppe
#

This is the fluorescent sign?

civic stratus
#

indeed

#

let me test this and ill report back

fervent steppe
#

Do the hide animations work in bulldozer?

civic stratus
#

yes

#

and in the editor

#

like in-game

fervent steppe
#

In the editor when placed?

#

Then it's definitely what uro said. Add the class = house named property. And give it a land_xxx config. Keep the event handler in the config. Bet you all of uros money it works ๐Ÿ˜„

civic stratus
#

did all that

fervent steppe
#

Repost all your configs

civic stratus
fervent steppe
#

Well your config isn't really right in the beginning

#

Can you open an a3 structure and copy the class structure tree in the beginning

#

You should be inheriting from house_f

#

Oh actually I think I have a config handy. One sec

#

Look at this.

#

It has some handy info I wrote too if it helps

foggy finch
#

your land_ classes are wrong

#

land_nameofp3d

#

class Land_ausextas_perthhotelsign_Yellow_A3: House

#

model = "\ausextras\signs\building signs\perthhotel.p3d"; ///

#

should be land_perthhotel.p3d

civic stratus
#

gotcha

#

i should have seen that

#

XD

#

sorry

foggy finch
#

plus what @fervent steppe said ^

civic stratus
#

thanks

#

I was gonna use house_f, but noticed the other configs inheirted House that had animations working

fervent steppe
#

Also. Note here guys...there can ever only be one Land_nameofp3d.

foggy finch
#

yep

civic stratus
#

just found that out

#

just finished reworking the p3ds and classes

#

im working with the australia map author btw

#

thats why your seeing his classes XD

#

well my classes with his ausextras name

#

still not working though, haha

#

he's given up on me XD

fervent steppe
#

Can you repost the edited configs now

civic stratus
#

sending model cfg in a sec

foggy finch
#

try that for your inheritance

#

dont know about the eventhandlers bit this M1lkm8n's area of expertise ๐Ÿ˜„

civic stratus
#

aussi has a radar dish that rotates, and it inheirts House

#

I dont need to have the non animated version in the model cfg right?

foggy finch
#

nope ๐Ÿ˜ƒ

#

also you can probably just inherit straight from default in model.cfg

civic stratus
#

does the skeleton class name need to be the same name as the p3d?

#

we're doing that right now, Uro

foggy finch
#

nope, but its a good idea to keep a naming convention like p3dname_skeleton - further down the road you might create something similar and forget that you've already used the "signSkeleton" class

fervent steppe
#

In your model config why are you inheriting from vehicle?

civic stratus
#

we're not anymore

#

inheriting Default now

#

still isnt working

#

ill send the new modelcfg

#

its just stupid that it works in the editor in the game

fervent steppe
#

Can u zip it up and send it private to me?

civic stratus
#

but not when its on a map lol

#

getting that to you now

fervent steppe
#

Ok. Gimme on sec. Just putting the kids to bed

civic stratus
#

no worries

foggy finch
#

is that a euphamism

fervent steppe
#

Lol

#

No. They eat all my arma time lol

foggy finch
#

๐Ÿ˜„

civic stratus
#

im certain its not the fact that we're inheriting House

fervent steppe
#

Maybe but either way it's wrong ๐Ÿ˜

civic stratus
#

XD

#

he's using the house class for his radar dish and that bitch is turnin'

fervent steppe
#

Ok I'm on the puter

#

Still wrong ๐Ÿ˜‰

civic stratus
#

i dont smoke, so im listening to this to relieve the stress

umbral shuttle
#

for wheels on a car, if I remember right they have to be in line correct and same width?

#

wiki is unreachable for me ๐Ÿ™

umbral shuttle
terse elm
#

we dont do enough show and tell in here lol

stuck oyster
#

You can have same size physx wheels and different looking/sized visual wheels though.

flat moss
umbral shuttle
charred bolt
candid mason
#

Has anyone used the blender toolbox to add model memory points

cunning temple
#

yes, if you use looptools addon (think it that) it lets you add a single vert via add mesh menu

stuck oyster
#

You can also add any mesh and delete faces and edges only

cunning temple
#

Or merge all verts to one

candid mason
#

Right, but like, how do I specify the name of the thing in the interface....

#

is it the vertexgroup or is it a named property somehow

stuck oyster
keen bane
#

anyone know why this is happening with the front lens for a 3d scope?

stuck oyster
keen bane
last spindle
#

Very cool, is that LP + Baked Normal?

silk narwhal
#

Heyo, quick question

Is there a way to edit the RVMATs of the vanilla Arma 3 uniforms?

indigo mountain
silk narwhal
indigo mountain
#

On its own, it's just text that references various texture files
But you'd have to edit the textures manually in 2D, since there aren't SPPs for the uniforms available

silk narwhal
#

1 sec

indigo mountain
#

They're rapfied, you'd need to rename it to .bin and use the bin to cpp from the Arma 3 Tools

silk narwhal
rapid tree
silk narwhal
rapid tree
#

What is it what you want ?

subtle bison
#

when shooting a car tire, the vehicle sinks into the ground. does anyone know if this is some engine mechanic or is this in model config? i've tried to disable my damage animations, but it doesn't seem to be doing anything

charred bolt
subtle bison
#

huh, very nice.

#

this was right under my nose but i didnt saw it ๐Ÿฅฒ

bright echo
#

it used to be an animation yeah

#

like A2 era and early A3 iirc

flat moss
#

Yep. Manually drawing those extruded plates on every part is a pain

white jay
#

I am attempting to pack the Arma Samples heli, using PBO Project. I have the stock p3ds in the correct folder, so I am not sure what this error means. Any help in the correct direction appreciated. Just started using Mikero today, so new to the process.

stuck oyster
white jay
stuck oyster
terse elm
#

looks good

white jay
#

I am nearly ready to give a go on a final build for a flying car mod. The last thing I had to learn was custom animations for the crew. I believe I have this solved. In the video provided, I made a sphere to replace the Arma Samples pilot stick to make sure I understood how to make a part move in game. Am I correct to assume I can make something like a small joystick on an armrest in the given example? I want to be sure I have the basics of model function correct, before the detailed final renders.

stuck oyster
#

yes you can make as small parts as you like

white jay
stuck oyster
#

๐Ÿ‘

north sundial
#

Any chance the modeller working on the heli cargo net objects is in the discord? was just wondering how this cargo net style was achieved? was it just manual modelling or something else

#

Or if anyone else has a clue lmk haha

bold flare
north sundial
#

CargoNet_01_box_F.p3d

"a3\supplies_f_heli\CargoNets\CargoNet_01_box_F.p3d"

#

I can see that the "net" is a bunch of individual planes that are unwrapped to this texture, rather than a plane with a ca texture for instance

bold flare
#

Could be physical simulation. Just make a net as a cube-ish, then let it droop

north sundial
#

Yeah i got semi close with some tests using cloth sim, then using tissue tools to tessellate a "cross" mesh

#

but it gets a lil messed up

#

In terms of stretching

stuck oyster
keen bane
marsh canyon
#

Likely because the model animation is misaligned if you aim below not straught

#

Most of weapons don't show the magazine whole time anyways

keen bane
marsh canyon
#

Your anim did the task properly. I guess the "workaround" or "fix" is just don't show the magazine too far from the weapon

#

Usually alinging model.cfg and RTM can be messy I guess you used some addon for Blender to export model.cfg and it seems it does it very well. Further than that, it is likely not how the soldier in-game does not stand like they do in Blender

#

I can't really tell it is right to tell. Because we (I) usually hide mag and call it a day

keen bane
bold flare
north sundial
#

Unfortunate, but understandable

#

Thank you for checking

#

I think its best to do it manually to avoid stretching issues, I would say thats probs how it was done on the ingame example

stuck oyster
#

then finalize whit manual cuts and tweaks to fit the form of the thing you want to carry

north sundial
#

Pretty much what i did in that picture, apart from the insets. I found that I prefered the look of using them as straps rather than a "net". General vibe is that its a kind of sling with some more straps to help secure it. May add some ratchets at some point but im happy with the look

And yeah they unhide when the object is sling loaded so adds a cool little feature to them

#

Benefits of doing something based in the future is I can make stuff up haha

tribal rain
#

so i got a question to ask in regards to uniforms right:

So im doing the step by step following of sokolonkos uniform implementation video but clearly im screwing up somewhere.
For whatever reason the Uniform explodes into a pixelated nightmare.

as far as i can tell it looks like a weighting issue? i.e. theres verts which are not getting weighted correctly?

so heres what ive tried thus far:

Step 1: Take the character_example.p3d delete the proxies from it
Step 2: remove the following vertex groups as they are superfluous and or not applicable in this context and would cause issue:
Injury_legs,
Injury_arms,
Injury_torso,
hl,
personality,
Identity,
Identity2.
Step 3: take my mesh, select the example uniform then my mesh so its the active object go into weight painting, Weights, Transfer weights, choose active source to byName this should add the relevant vertex groups back and more importantly assign them as needed. 
Step4: Double check these are in fact good and theres no stray weights applied in weird areas (upperleftleg - upperrightleg for example) 
Step 5: Export it to ObjBuilder save it 
Pack it test it. 

which gives me this however if i bring in my old uniform that i did like over a year ago and then do the weight transfer from that it seems to work? but whats not making sense to me is like why is that needed to be so intensely painted for it to work? like in theory the example model would be working right like yes minor tweaks here and there thats a given but not this?

Anyone got any idea as to whats going wrong and some tips on proper weight painting would be helpful too cheers all! โค๏ธ

stuck oyster
#

going through meticulous reimport into Blender and exporting out again solved it last time I think

tribal rain
#

just gotta go back and fix those egregious shading errors now and add the relevant shadow lod

stuck oyster
#

this is maybe 3rd time I see it

tribal rain
#

yeah its really odd like it looked like weight painting gone all the way wrong idk

hollow fulcrum
#

@terse elm looks great buddy! im back around if you need to catch up still. and yes, there has been a severe lack of porn for some time now.

#

@flat moss also looking great

terse elm
#

yeah mate, u busy now?

subtle bison
#

not sure if it fits in here, but i'll try anyways - does someone know if there is a debug command to show actual wheel size of vehicles? wireframe?

#

think i saw it on debug screenshots in the past

hollow fulcrum
#

lol, yes/no you can catch me on the alphasquad ts

terse elm
#

omw

charred bolt
subtle bison
#

nah they dont

#

ok, will try something else

charred bolt
#

Not sure what the issue is though - just make your res LOD wheel the same diameter as you put in the config code and make sure your dampers are set correctly, then the visual representation moves with the virtual physx

#

If they appear not to be moving in-step with each other, the most common cause is forgetting that the damper axis length affects the distance the suspension travels.

subtle bison
#

yeh, but it's a complicated animation issue

#

and it would be easier to just enable some wireframe than building my own

stark lichen
#

in game my hat turns into altis helmet for some reason, buldozer doesn't have any problem with showing the model tho. First time seeing a issue like that, i would guess its config but the hat textures are being applied to the helmet. Issues first started when i copied the model and did a variant out of it by deleting some mesh

stuck oyster
indigo mountain
#

That's what is actually used when the item is worn. model in the class itself is for when the item is dropped on the ground (probably other stuff too)

stark lichen
#

blessed. thanks for help

indigo mountain
#

You'll also want to define hiddenSelections there as well (and in the class itself)

woeful viper
#

scammer

hollow fulcrum
#

kill it.

#

also kill the f'n arma tools.. pissing me straight off today.

last spindle
#

Kill work please, then more time for modding....

hollow fulcrum
#

lol

fervent steppe
#

Hey guys. I'm giving away a chance for you guys to make me models...for free. That's right. A chance to work with m1lkm8n! For free. ๐Ÿ˜‚

woeful viper
#

bargain... and you even get to use your own model too!

hollow fulcrum
#

zomg! im so in! just as soon as i finish making models for everyone else on the list. ๐Ÿ˜†

fervent steppe
#

Lol

last spindle
#

I will make models for free, $100 digital transmission fee.......

#

per 10mb

woeful viper
#

1 kByte per Week...

#

(can't work any faster) D:

distant heron
#

Hey guys, just starting my modding journey. Have done retextures before bu first time importing models and rigging etc.

Is there any start to finish tutorial on rigging etc online? as I am a bit lost