#arma3_model
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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)
You recommended the Arma Rig unit example for blender to me for something else. Is this an exact 1:1 ratio for Arma's unit sizes? I would like to use that model as a reference, as I am sure I could make clothing using that as a "doll."
yes the macser armarig contains the sample arma man
it works as reference and testing
Great, thanks for the suggestion on that one, it has also been very useful sizing passenger seats in vehicles so far.
it can also be used to make the passenger pose animation
I have extensive experience with 2D animation, and looked at his examples. Is it the same principles with another axis, to make an Arma animation? (I understand there is also config work).
focus on getting the animation done first, configging animation is not hard when done using the a3 skeleton and piggybacking from already existing animations.
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
its not really meant for large segments like that
A theres is some maximum number there can be proxies on screen
and B they have relatively short draw distance
smaller repeating things like furniture they can work with
but that also means mission maker cant alter the furniture
sometimes good, sometimes bad
I have a mod recommendation for @deep basalt
Would you be able to accept the DM? The Clyde bot stopped me from hitting send
Itโs basically some JCA kneepads or guards I can go into more depth
I no longer accept any DMs in any way from people I do not know personally
Okay then no problem
any and all suggestions for JCA mods can be done in public or in the desolation discord
arghhh i hate round things with holes in it... it never smoothes round properly
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.
What is the KFG model
sorry google translate
model.cfg you mean, then, yes?
yes
Which animation hides the zasleh?
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)
};
No it is not hide
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.
?
okey 1 second
What does the picture supposed to tell?
My translator doesn't translate well, and I can't understand what you want to know.
You need to define your hide animation in model.cfg. Your animation you've posted is not a hide animation, but rotate
Specialized words like Hidden, class, and scope are difficult to translate, and I cannot understand their meaning.
Quite understandable point
Have you tried this ?
It's starting
It didn't work out
I'll drop the file now so you can see it more easily
Just changing type="rotationX" to type="hide" will not work
What are you trying to express? I mean you need to adjust other parameters as well
Such like angle0 and other parameters are not valid for hide
I need the gun to fire flames out of the barrel. I don't care about the volume, frequency, etc.
No
What are you trying to express?
Does mean I can't understand why you use
๐ข
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
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
};```
Without telling what exactly you do/write, we also can't tell what to do
I replaced the old parameters with these. And nothing changed.
No, you still need to tell what you've wrote and paste it here
muzzlefalsh is hidden with different mechanic
Is it? I always do it
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
};
...No
I have inserted your entire message.
...
No, it is not a copy-paste example, it is an instruction
selectionFireAnim in weapon config
like this
ant the proxy in a named selection group called "muzzleflash" and "muzzleflash" listed in the sections[] array of the p3ds model.cfg class
okey
HorribleGoat should tell more clear/better instructions
is your p3d named danuvia_39.p3d?
yes
Okay, now there's just no flash.
I put a dot and named it like the photo.
yes its supposed to show only when you fire
v
The problem is that when I shoot, there's no flash.
dont do this tohugh
okey...
...
remove all the bad animations you made trying to hide it
okey
It doesn't work, and now the flashes don't appear at all
what I listed is all that is needed. 
you must still have some other addition in your setup affecting it
config?
might be good idea to start from 0 again with those to clear it up.
probably mistake in model.cfg
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.
yes scripting can achieve such things
however if you want the poses to have more movement it gets tricky
starting out testing it with static poses would likely be enough work to begin with
after that you can evaluate if you want to invest even more time to it
also those poses will always be same, no matter who sits on there
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.
๐
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.
Blender works for that just fine
Does anyone know if there is a ported version (For A3) of mikbarts vegetation?
nope think hes lost the original mlods too, someones pmd him about those a whileback
unless someone has a copy of his last mlods anywhere (v1.9??) its a lost cause
they were on some filehost but gone now
thanks
@last spindle the areas around the hole are never truly follow the original shape and therefore create visible "bumps" in the smoothing
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.
there does not seem to be way to control that
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.
did it work at least once?
Yes. It randomly seems to switch though
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.
maybe there are some rogue files at work in your case when that overwrite stuff?
No, I tried deleting the temp folder and the result is the same.
because a packing tool uses algorithms... and those work always the same for the same input
Yeah, one would think so.
so it seems unlikely that this is caused by the packing
Yeah, I just don't know what is causing it. There seems to be no pattern
And even if I don't change anything it still fails. Drives me up the wall
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.
Already did that, including reboot.
ok...
Hm, interseting... it seems to work in stable
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.
are they separate objects?
Yes, I have tried extruding from the body layer to make a simple frame for a mostly glass cabin, as well. Not sure what I am doing incorrectly.
youll have to either apply their object mode transformation before exporting, set their object origins to same place, or apply the transformation on export
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.
what does the error say?
The console just says failed validation, does blender store a proper rpt?
Did you click the error in Blender? Normally the last line says has n-gons or something
The toolbox addon you use has an object validator tool
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
I have just spotted an option in the object builder importer, but it is greyed out
n-gons is the error for the offending layer.
Thanks, I had no idea that was there!
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.
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
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
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
you make single geometry object in blender
and make multiple separated boxes in it that then each is a separate collision component
That is what I have attempted to do
Here they are in blender (separated for convenience)
Both of these are assigned separately as geometries, and both have different vertex groups (if that matters)
this is single blender object yes?
No that is 2 blender objects
join them together
Because if it was 1 blender object it complains that it isn't convex
I will try that
Right
That, I hate
Why does that work
previously you might have extruded the longer part from the base
forming a non convex shape
or they might have merged together by accident
Well the way I made it was to just copy the original model and massively simplify it
Then I split it into 2 pieces because it must be convex
which one is this?
teh new one?
Ye
Before it was only displaying the base in obj builder, but only the top part had collisions in arma
youll want to use the collision component namer tool to get each component named
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
That's what fire geometry is for
It would appear that it is not working in arma
That's an excellent point
I couldn't walk through the object, but I could walk into the object and get stuck
theres a pin about geometry lod requirements
Did you add mass?
Yes
It has been working in the past
I have now properly setup the component names
That in fact was the issue. It is now working correctly
Thank you both for the help

Fortunately this means I can stop using the build in object builder and use blender addon object builder instead
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
It does appear to work
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?
make simpler shapes maybe
Triangulation is just a matter of a button press in either blender or Object Builder to turn quads to triangles.
Convexity can be more difficult to understand or fix for newcomers to the term. Generally split objects into more pieces so that you don't have any concave curves present.
https://github.com/gerard-sog/arma3-macvsog-columbia-items you can follow my tutorial/procedure here
I provided example and procรฉdure is up to date ๐
Should work for basic equipment you want to create
Thanks for the quick reply. I understand what a convex shape is, just having a long learning curve with the technical construction. I am new to blender and the game engine rules of modeling. I will take a fresh look soon.
iirc, there is an option to toggle in order to triangulate your shape or simply fix your issue. Might be written in the procedure but if you check the specific part of the procedure in blender or arma, it should help you ๐
I also provide example so you can compare
Thanks that is most likely the problem. I didn't use blender to triangulate. I was building sloppy layers.
Just now had the time to check out the example. That is a great outline, thanks for the resource!
@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.
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?
you can tie it to zeroing
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.
Have you added a Driver proxy to your resolution LOD's?
Have you got a View Pilot LOD, also including the Driver proxy?
Does your motorbike class inherit from a vanilla car class?
Have you set the get-in and get-out points for the driver?
Have you set the driverAction parameter defining the driver's animation?
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 ๐
This is what the first person bug looks like (I had this before, due to an RGBA format): http://i.imgur.com/BTb9Vu6.jpg
in the model config. sections[] = {"Camo"};
the section would be the named property of the model the texture is applied to
hiddenSelectionsTextures[] =
{
"\Ca\buildings2\Misc_Cargo\data\misc_cargo1b_co.paa"
};
Ok. My HiddenSelection is called 'body', so do I define that selection in the model config?
then you would use the above in the main config
ok
so this in the model config...sections[] = {"body"};
ok
sections...in the model config are parts of the model that textures can change.
Ah, I get it! Darn, I didn't realize that it needed to be setup in the CfgModels. Cheers, M1lkm8n ๐
no problem
Idk whats wrong
I don't see a driver proxy in your screenshot of the motorbike.
What is it?
Can you help me with that pls?
Steam
Steam?
Where did you download Arma 3 from?
Steam, but how steam?
I didnt view that when i download the game
I wonder what would happen if you typed "Arma 3 Samples" into the Steam search box.
Mmm okey
JAJAJAJAJAJA
ty
@fervent steppe, nice work!!! ๐
thanks. now to figure out a way to get that oil pump sound since bis borked simulation=fountain
You could attach a script and make it loop?
yea as an eventhandler but im not sure if that would kill performance or not
probably. You could have a read here (I think function loops are the best for performance): http://killzonekid.com/arma-scripting-tutorials-loops/
@fervent steppe did you try lighthouse?
dont think so..is that an option?
yeah think so
lighthouses use em iirc
sec and ill just check
oh no BIS use housesimulated for those
and they make sounds?
thats the big question, not sure if they do, not in a position to load a3 atm either
hmm let me see
just got the doors left to do on my barracks now
cool
What do you guys think? ๐ : http://i.imgur.com/vCPc7UD.png
nice, you tried them in game yet? I sometimes find the arma shaders make items like those too bright
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)
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?
Its a Selection, if im right its something with injuryLeftHand and the other, you got to check the Arma3 Charcter sample
yeah I know how hidden selections work ๐
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?
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.
can you elaborate on "does not function correctly" what does that mean in this case?
any camo/hiddenselections? Could try removing such for test
will do and report back later today
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.
if you make a new geomtery lod with just a simple cube in it and give that same mass as the sample helicotpers geometry lod mass how does that behave?
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
its probably an issue with Center of Mass
with the way you describe it
Thanks, I will check those out.
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.
I havent had this issue myself, but anecdotally, low heavy aircraft can have issues generating lift so you might be needing a bit more of videogame magix sprinkled
Thanks, that makes sense. Everything I have so far is very fictional as far as true physics. I am probably going to have to exaggerate some variables to get that layer in sync.
best of luck mate
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 ๐ ๐ป
Damn, I can't seem to change DXT1 to DXT5 on my _co texture. ๐
As soon as I change to DXT5, it reverts back to DXT1
Got it fixed! Cheers anyway ๐
there doesnt seem to be any changes even without hidden selections. Im testing a couple more things to see if they show but any additional tip is welcomed
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
@last spindle, thanks for the info ๐ . 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! ๐
Thanks, but I'll have a read of it just to be sure. ๐
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
is your commander a turret or crew member?
Turret, I believe
did you configure it to use the correct viewlod?
I wouldn't be shocked if I did something wrong
In each turret:
lodTurnedOut = 0;
lodOpticsIn = 0;
lodOpticsOut = 0;```
That'll be why, cheers
Hello everyone! I'm trying to make my first 3d model for arma 3 . This is supposed to be a border post
I am following this nice little tutorial: https://steamcommunity.com/sharedfiles/filedetails/?id=3525561396
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.
I believe this is to do with giving vertex groups names, which can be used by the arma engine
The plugin maker did a video on the errors you get https://www.youtube.com/watch?v=Ut-gWbAlGiw
Is there any reason to not use that object builder plugin compared to the normal one? Quite like the look of the validation tool
no reason
few minor differences here and there but results work
that helped, thanks!
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.
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 ๐
No luck until now
pic related VV
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?
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.
@tacit iglooHello
np
as it says your shadowlod is too detailed
and for something small like thermal sight
I already solved this one, thx
you should have maybe 500 tris
where is the model from you got there?
is it from some game?
I would like to add that if your sight is indeed 17k tris thats 2x more than most guns in vanilla Arma. 
Otherwise the model turns out too angular ))
I hope you use smooth shading and its not all sharp edges
Ofc
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.
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
they are interchangable, but that doesnt mean they work equally well (see https://forums.bistudio.com/topic/187174-issue-with-proxy-ao-shines-through-main-body/)
in this case the tracks textures with dxt5 cause the proxy (without alpha texture) AO to behave wrong. Plus the tracks won't receive shadows (http://feedback.arma3.com/view.php?id=27319)
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.
what does that have to do with the issues i listed?
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).
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.
is this image of the external lod?
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
Thanks a ton! Learning Blender's interface and many tools has been the most intensive part of this.
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.
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
Weight is not set right and/or model.cfg is missing/broken
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
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
And OniMask.p3d it is? How is the folder structure and your software to pack PBO?
Model name so p3d file needs to be same like in cfgModels
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
So if your model is called OniMask.p3d it needs to be same in cfgModels
the name of p3d is OniMask.p3d
And your cfgModels name?
i assume the class name for it right
Indeed
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
Geometry LOD
Property
autocenter = 0
your model.cfg looks alright, so i think its the autocenter thing
you got autocenter = 1
and delete the other one this lockautocenter
and it needs to be in Geometry LOD
not in the resolution LOD
yes
thanks you for the help this might allow me to continue working on more facewear now
try it out if it works
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?
In almost all cases, you need autocenter=0
ok thanks
Anything used through proxy needs autocenter 0
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
Yeah, but @thorn geyser is doing something weird, hence the academics. ๐
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
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
The AO is wrong?
yes, AO of the proxy is fucked up (https://www.youtube.com/watch?v=3sFtMbyLLpg&feature=youtu.be) and it receives no shadows, no matter if using 1 bit values or 8 bit values in the DXT5 compressed texture
What if you binarize it with a _co but then put a copy of the _ca into the .pbo, overwriting the _co? ๐
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).
you soda can shouldnt even have alpha to begin with...
I was bored, so I experimented. ;)
to achieve what exactly?
Liquid in the can
...
Unless your eyes are pretty special, how does one see the liquid?
8K monitor propably
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.
Use the refraction shader. ๐
i would simply say that you are overdoing it... its a tiny can
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).
I know ... idk why my brain gets fixated on perfection. ;)
you re better off trying to improve the main texture quality / your texture creating abilities
no i mean better than this
But textures are 2024x2024
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?
Mmm, weird.
2048 is a bit of a waste for such a small item
Well its DXT1
Well, on the up side, you might not need proxies on that object much longer.
There's none on it though...
do you mean my tank ian?
Yeah, BIS looks to be removing the vertex/face limits.
really? that would be awesome
Sweet
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.
wat
Wow
runs smooth as butter
Cool, 1.1 million faces sounds nice.
hehe typo ๐
Ive got 5,000 on my water bottle
๐
geez
christ
allah
Some BIS buildings have 30-60k.
Sounds like a price range. -_-
yep and you can still see through the walls ๐
11k on a building is ok, 11m is not ok xD
yeah I tend to use em up on the smaller more detailed items
Is it a fully enterable, full sized Burj Khalifa?
my structure?
Actually, imagine how many there is on one of those Tanoa trees. :P
Yeah. (You put "k" on the end of your face count by the way).
Lol
reasonable poly count for arma building object without sacrificing too much detail -> http://imageshack.com/a/img921/7771/wzrr08.jpg
I redacted the k ๐
Lol
@woeful viper What parts of the tank are using alpha? Just the faces of the tracks themselves?
I dunno. I would still proxy in al those toilets and furniture tho
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
@fervent steppe hehe we'll see, still have the option ๐
all furniture into a single proxy would be a good solution
every single toilet in a single proxy not...
Why's that kj
I can always proxy them later depending on performance in the area once its completed
@fervent steppe because https://community.bistudio.com/wiki/Section_Count = performance
Section count smection count. It's always section count with you ๐
Lol
Aren't the same proxies rendered only once anyway.
no, they still create individual drawcalls
because lighting situation differs from proxy to proxy
Are you sure..I seem to remember a conversation with mikero saying otherwise
Microsoft Support right here, lol...
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
The lighting is always different for instances, why would proxies be special in that regard?
<<<Microsoft Support right here, lol...
Should you stick to skype then ๐
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
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.
no difference for 1 proxy per furniture item vs. all furniture in 1 proxy ? huh?
Assuming A3 is instancing them, yes.
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?
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
Still having issues on this, however im pretty sure Iยดve narrowed the issue to the unit custom animations. Any suggestion in what to begin to look for? The unit uses a custom Skeleton
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)
Empty virtual reality > 177 draw calls https://i.gyazo.com/11c9b723cfdeb2af87fe7df2f61571e0.png
1000 cash desks > 226 draw calls https://i.gyazo.com/f47503e8d1c0b558f750e4379cc9649e.png
Also there's multiple render passes to take into account.
How many sections in the cash draw?
2
Also you probably have multiple LOD's of the cash draw in that image.
Eliteness says 1 resolution lod, 2 sections, 2 textures
Oh, scratch that then. ๐
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
Moving closer bumps up the draw calls and vertices https://i.gyazo.com/835a1a75468ed02074c6822d91df4c7d.jpg
What if you disable physics and stack them all exactly the same radius from the player?
I'll try that, but I just put all 1000 of them in the same location and the draw call count is 253 with 13 million vertices compared with the last picture which had 10 million https://i.gyazo.com/cc1d2fc816a1c8b0db491c9693e33880.png
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.
I did that but in smaller increments https://i.gyazo.com/961f624eb1312275228bcdf25420119c.png
That was with spawning them all in the same exact location with no simulation
Hi, is there any limit for bones/selections in model?
IIRC 255
255 or 256, but in reality, often a bit lower than that before the animations start randomly breaking.
More info here: #arma3_tools message
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
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
Just incase someone comes across the same issue in the future, what did you do to fix your issue @rapid tree
Apparently Arma Toolbox for Blender doesnt support custom property names such as "author"
I deleted it so that only lodnoshadow was there and it worked
We are converting some stuff from Dayz to A3... any tips on how to make vanilla proxies such as furniture work?
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
probably should go over the basic setup again
look up PMCwiki and Armatools and P drive setup guide there
thanks
@woeful viper. Actually, I just realised with my soda can that DayZ Devs also had 2048x2048 on their soda can texture as well. ๐
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 ๐
any ideas how to prevent this?
Have you setup the geometry properly?
yeah if you look this image, each red and white chunk is an object. I just repeat it
ok
works until dunno 40 floors
Well if it's not a geometry issue, then it must be a dev issue.
then the geometry still works, but the character goes in halo jump mode ๐
I'm still able to climb ladders to the top
I think it's something hardcoded?
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?
the proxies themselves are just placeholder models with character model frozen in the corresponding animation pose
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
gotcha, will do it
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
Yes you should
You want to aim for roughly half the poly count from the previous lod as a general rule if you can
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
Is there a way to make the "skids" on a helicopter like a little bird work to reduce impact damage?
(Other than just epedamagecoef)
advanced flight model or normal or both?
Normal
@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 ๐ , do you still have the files?
for reference #arma3_model message
Ive posted them somewhere here pretty recently I think
Finally fixed the issue. Turns out that if you inherit from any default unit in arma, they will require the exact same memory points and hitpoints even if you are not using them AT ALL.
Adding them to their respective lods made the unit visible
@fervent steppe, you should get them to walk. ๐ ๐ ๐ ๐ ๐
๐ Excellent!
Is it possible to limit what type of item can go into a container? From the container config
my team ran into this issue with a custom unit we were implementing, if you have some of the points but not all of them, it leads to crashes
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?
should work I think
We do have a custom flag that ves made, it has more points as itโs a bigger flag if thatโs what you mean
You can get there if you overwrite the vanilla class Flag in CfgCloth, I did that, but ideally I wanted to have my own class instead of overwriting. They mentioned further down from that message that they tried and it didn't work?
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 :))
@thorn geyser so what? If the texture looks like it's 512 but really is 2048 then the extra resolution is just wasted
@celest arch Could it be over the size limit? The wiki claims geometry at more than 50-60 meters can get glitchy
schultz, roadway LOD?
@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"
๐ Hello there! Excited to hear that the documentation is being put to use.
I was not able to get a custom CfgCloth class to function, iirc. I don't remember exactly why I abandoned it, but as shown above changing the Flag properties in CfgCloth sorted the texture issues I ran into.
I still use the Flag overwrite due to wanting the setFlag commands. While I'm sure there is more that can be investigated, that was deemed good enough for what I wanted.
Here is the P3D for the flag I made in the videos below the message you replied to.
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?
You do need a geometry LOD as well
I remember running into this same problem of CTD, a simple box should resolve it
Weird, I tried that and even then it crashed
I'll give it another go with a box, then
Perhaps I made my previous geo lod too complicated
Make sure you also give it mass
Hi, thanks for the response, I wanted a bigger flag so what I did was get vanilla's and subdivided it like you did to get two planes with a 17x9 grid, then followed the rest of the guide for CfgNonAI... and such
I still ran into an issue with the corners being messed up that I couldn't fix, so hopefully I can take a look at your model and see if I missed something
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)
Yeah I was worried it would break other flags but it doesn't seem* like it does, so crisis avoided on that end at least
Okay so I remember this problem
Trying the box geometry lod, stand by
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
Crashed after about a second
ooh ok, I was expecting something related to size yea
how did you end up making yours larger? setting scale via script?
No it is literally a larger model in the p3d
Steal the geo lod from my p3d and try it?
check what rpt log says
I took a look, and I think I might have found why
These names must be exact, right?
yes
so the issue just doesnt happen for that size you have?
im looking at it now
Can you share an image of the visual issue you're getting?
oh lemme boot up arma
Yep, that was why
Do the checkers line up correctly on the UV and model in blender?
on the outsides as well
Modeling it off of an A-11 Specification Watch
Yep, that'll do it
๐
too focused on everything else to look at the uv, nice
Very cool to see a vertical banner like that in A3
not sure that I've seen any before with physics
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
Very neat
appreciate all the help

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 =)
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
ok sorry
Only hint that I can think of is this:
13:40:04 Trying to add inventory item with empty name to object [VR Entity]
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
@X3KJ, the texture covers the whole resolution.
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) ๐
The thing that resolved the watch causing CTD upon pressing the hotkey was adding a geometry LOD with mass
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";
};
};
Geometry also shouldn't be triangulated
closed and convex, but not sharp and triangulated
sharp and triangulated is only necessary for shadow lod
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
What are you using to build?
Yep, it crashed again
I will say that my crashing issue was intermittent and inconsistent
Any idea on why?
Unfortunately not
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
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.
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
Over 100 meters (from memory) A3 just forces you into halo. It's hardcoded.
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.
Need to use a bit more fabric! ๐
too complex thing
though what exactly causes that is not quite known
it may cause animation issues
ah
I shall see what i can do, now that i at least have a direction to head in
Doesn't make it better :/
#arma3_model message
BI messed up, error message is spurious. Ignore.
Ahhh
@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 ๐ . @obtuse rain, um, okay?!? ๐
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)
The bottle has 1826 points and 1806 faces
Most of which resulted at the bottom and top of bottle
I just quote myself: " Does it rly need that much Polys, when you see it only for 5second every... hmm... 10-20min? " ๐
lol
Well I could try and simplify it, but it may look a bit ugly when I hold it on the player's hand
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^^
Missed the 8 at Numpad ๐
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.
Wow, now my bottle goes nuts with the 'Unwrap Structure' function, lol ๐ https://youtu.be/oYhnzGVWcys
Long shot, does anyone know the guys that made this? or where they got the models from
https://steamcommunity.com/sharedfiles/filedetails/?id=2999223052
@hollow talon might know more
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.
@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
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? ๐
i dont want the model to be handled like a decal
Itโs 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
No problem
<<< @thorn geyser >, you should get them to walk. ๐ ๐ ๐ ๐ ๐
Lol
At least it's working. Now I can move on to other things
@fervent steppe which geo class did you end up using?
Its classes as a house. But uses simulation = fountain which does still work!
ahh nice, Ill note that down ๐
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
what is it you try to make? convex component would mean someting is looking a geometry part of that name
where does the warning pop up?
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
is it your mod?
Yeah
well could be your wheel config is not correct
or you are missing the wheel geomtery components in the geometry lod
(not physx geometry)
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
there are selections, are there also corresponding components
https://i.gyazo.com/cb18e7b47099f25c9927a0ad002e0ebc.png looks like it has the wheel so i wanna say yes
does each blob also have a component selection
im counting 9 components but you got 13 selections
so they might not be right
Component 6 to 13 are also the wheel
Component 1 is the hull and 2-5 are grey boxes representing the weight
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?
atm im using hemtt whilst testing
hemtt should be pretty solid for that
then it could be related to config or animations/ skeleton bone hierarchy
Id made a typo added an extra e
yeah
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.
It might be a badly defined hiddenSelection on the texture assigned to the undercarriage parts.
Look what I came across:
Could it be possible to pin this? ๐ค It might be of use to someone.
these can pretty much all defined in config/modle.cfg to be anything
fortunately
Can someone help me out with a map binarization issue? Placing the object in terrain builder is causing the animations to break
does it hand a land_ class in the config?
no?
then the animations wont work
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
thanks
I did those 2 things, and its still not working
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
This is the fluorescent sign?
Do the hide animations work in bulldozer?
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 ๐
did all that
Repost all your configs
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
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
plus what @fervent steppe said ^
thanks
I was gonna use house_f, but noticed the other configs inheirted House that had animations working
Also. Note here guys...there can ever only be one Land_nameofp3d.
yep
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
Can you repost the edited configs now
try that for your inheritance
dont know about the eventhandlers bit this M1lkm8n's area of expertise ๐
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?
does the skeleton class name need to be the same name as the p3d?
we're doing that right now, Uro
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
In your model config why are you inheriting from vehicle?
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
Can u zip it up and send it private to me?
Ok. Gimme on sec. Just putting the kids to bed
no worries
is that a euphamism
๐
im certain its not the fact that we're inheriting House
Maybe but either way it's wrong ๐
for wheels on a car, if I remember right they have to be in line correct and same width?
wiki is unreachable for me ๐
at https://community.bistudio.com/wiki/Arma_3:_Tanks_Config_Guidelines#Wheel_parameters, the part that say They should also be the exact same size is that referring to the radius of the wheels or does it also apply to the width of the wheels? like can you have the rear wheels be wider then front?
its time to get some WIPS out! get ur WIPS out for the lads!! here goes.....http://i.imgur.com/zAOwbNF.png
we dont do enough show and tell in here lol
Different sized wheels can cause unforseen issues. If I remember right there is no way to change the wheel turning speed to accommodate different circumference
You can have same size physx wheels and different looking/sized visual wheels though.
Alright then... working on the normal map details for this armor inspired by a District 9 thingy: http://i.imgur.com/uPu3lVa.jpg
what about wider wheels? since the circumference is same if a wheel is just wider then another it would be fine then?
Each wheel has a width parameter in it's class Wheels {}
However, the centre line of all the wheels on a side must be the same.
ah okay I see, ty
Has anyone used the blender toolbox to add model memory points
yes, if you use looptools addon (think it that) it lets you add a single vert via add mesh menu
You can also add any mesh and delete faces and edges only
Or merge all verts to one
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
vertex group equals named selection in p3d yes
anyone know why this is happening with the front lens for a 3d scope?
Bad uv mapping maybe
thanks, was a few things, uv maps being one of them.
Very cool, is that LP + Baked Normal?
Heyo, quick question
Is there a way to edit the RVMATs of the vanilla Arma 3 uniforms?
You have to make a new rvmat and then set the hiddenSelectionsMaterials in the uniform's unit class
Is there no way to edit the existing one or access it?
I am just curious because I got an idea about what I'd want to change but little to no idea how to make one from scratch
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
I just tried and couldn't open it ๐
1 sec
They're rapfied, you'd need to rename it to .bin and use the bin to cpp from the Arma 3 Tools
Ah alright, thanks a lot I'll give that a try
What do you want to edit ? The textures or the rvmat ?
Well I edited the texture but I'm wondering what I can change in the RVMAT to make it closer to what I want
What is it what you want ?
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
As it's physx, it's config code based to simulate punctured or missing tyres:
wheelDestroyRadiusCoef = 0.65; // fractional drop of wheel on destruction - match to destroyed wheel proxy model size and damper movement```
Yep. Manually drawing those extruded plates on every part is a pain
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.
remove the rotor proxy in the test p3d
I deleted the rotor proxies, and something changed, so I will count that as progress. Photo provided of the new error.
looks like you still have proxies for those models in the p3d
looks good
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.
yes you can make as small parts as you like
That is great to know. Also you were correct earlier, I did not remove the proxy from every p3d, found the one I missed, and everything is working perfectly now.
๐
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
Send me model filename (getModelInfo) and I look tomorrow
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
Im essentially trying to make some cargo nets for items that get sling loaded, so the cargo net appears when sling loaded. I made this prototype but its look isn't realistic. But im aiming to try and find a way thats "semi-automated" so im not manually modelling a net for each object
https://gyazo.com/a9fe8142dacf42d40afb1b67346cac7c
Could be physical simulation. Just make a net as a cube-ish, then let it droop
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
could try just quad mesh then bevel the edges to form the net
does anyone know why the hand during reload animation separates from the mag?
Likely because the model animation is misaligned if you aim below not straught
Most of weapons don't show the magazine whole time anyways
what do you mean by this, this is my project to learn animating in arma so any tips would be very helpful.
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
thanks, ill do that for now, and will keep messing around with it. I appreciate your help.
They are not around anymore to be asked
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
maybe something like this?
then finalize whit manual cuts and tweaks to fit the form of the thing you want to carry
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
sweet! 
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! โค๏ธ
I've seen this before but dont know what corrupts the model that way
going through meticulous reimport into Blender and exporting out again solved it last time I think
Fixed the issue a reimport of the 3d model did the trick
just gotta go back and fix those egregious shading errors now and add the relevant shadow lod
excellent. I have not come across an explanation on how that thing happens. But I suspect its some sort of file corruption
this is maybe 3rd time I see it
yeah its really odd like it looked like weight painting gone all the way wrong idk
@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
yeah mate, u busy now?
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
lol, yes/no you can catch me on the alphasquad ts
omw
You can wire frame the res LOD's, the Geometry, the Fire Geo etc.
But none of them show the "actual" physx wheel which is in code only.
Perhaps one of these might give some info with diagnostic exe EPEVehicle EPEForce Suspension
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.
yeh, but it's a complicated animation issue
and it would be easier to just enable some wireframe than building my own
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
your config is broken somehow
Probably not changing the uniformModel in ItemInfo
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)
blessed. thanks for help
You'll also want to define hiddenSelections there as well (and in the class itself)
scammer
Kill work please, then more time for modding....
lol
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. ๐
bargain... and you even get to use your own model too!
zomg! im so in! just as soon as i finish making models for everyone else on the list. ๐
Lol
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