#arma3_model

1 messages · Page 59 of 1

wraith tendon
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That Topic was closed a few minutes ago @thorn geyser So stop it for now pls, thx.

dusky dragon
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my last word (for now): the Banter was strong tonight

thorn geyser
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I would really like to see all the models you are working on, especially the removed ones on that Thread. 😉

white jay
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Lol, on a banter note, happy to be a banter bag anytime, hit me up 😉 When your feeling bored. You can always rip the shit out of me i can take it ;). But although i do value that it takes time to model, i think you guys are obviously too high caliber and i don't look to pay for a modeler. Not currently anyway, maybe in time

thorn geyser
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shouldn't be too hard to show some sneak peaks, can it? 😃

quick terrace
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also, it is always better so simply be open and truthfully about it

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when you ask for it

white jay
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Sorry Rawner, i'm disregarding any of your comments, no offence

thorn geyser
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So no sneak peak models? 😦

white jay
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Yeah i see that now, But usually where ever i go i have to have a barrier ready , there is alot of other chat gorups out there that share your feelings on life mods. So usually justification is needed to such chats before they cconsider letting me speak

quick terrace
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and just to make it clear - i wouldn't take your money, nor do i need any of that, i have my work plate full anyways.

thorn geyser
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C'mon, just one little new model you guys are making, please?!? 😉

quick terrace
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the question was there because if you can put a correct price on something, you can translate that in value

wraith tendon
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@white jay Then again: If you would have argued, and proofed it -> Nothing would have happend. We are talking normal now (Okay, except @thorn geyser 😛 ), or?

quick terrace
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and that means using other people's work without permission makes it easier to tell where you are in terms of theft = a game car model is anywhere between 1200-2000$ depending on detail.

thorn geyser
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Well I'll shut up if he shows a model other than the traffic light and the bridge 😉

white jay
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Lol, on a side note- Dscha, i do think you look a bit like Robbie Williams 😉

wraith tendon
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More like Pennywise

white jay
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lol

thorn geyser
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@white jay so if you refuse to show me any models, then I presume you ripped them. 😉

wraith tendon
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@thorn geyser ....

white jay
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Rawner, what ever you think 😃

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Cheers guys, all the best

wraith tendon
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Okay, who is next?

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no @dusky dragon

quick terrace
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pick me pick me

dusky dragon
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@wraith tendon you perhpas

wraith tendon
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Nah, you are boring! You argue back!

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😄

dusky dragon
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*perhpas

quick terrace
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i'd rip you a new one before you start

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😛

dusky dragon
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**perhaps

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how about @thorn geyser ??

thorn geyser
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I'd rip my abs if I did anything like that 😉

wraith tendon
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nawww

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Oh right

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@thorn geyser PROOF IT!

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Doesn't matter what! Just proof it!

dusky dragon
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AHAHAH LMAO

thorn spire
dusky dragon
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that guy looks like Jamie Fox

wraith tendon
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oh boy

dusky dragon
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😄

thorn geyser
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😂

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😹

umbral shuttle
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per the wiki here
https://community.bistudio.com/wiki/Arma_3:_Scope_3D
wats the purpose of the black tunnel?

the front/rear shadow I get does the cool parallax effect, the fake lens is to show the glass. but I dont get what the black tunnel does couldnt I just texture the inside of the scope fully black?

opaque jolt
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Theoretically speaking, if you’ve already got the interior of your scope modelled, all you have to do is assign black to those faces

umbral shuttle
opaque jolt
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As I understand it, yes

umbral shuttle
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okay cool thaks Thumbglass

opaque jolt
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I still recommend texturing those faces as just straight black, mostly because I can’t think of any scopes off the top of my head where you can see details between the lenses

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Aside from the reticle ofc

umbral shuttle
opaque jolt
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remember your RVmat as well

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iirc, there's a way to just assign a solid colour to a face

thorn spire
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Bet all the donation takers are like that... Note.. Im not supporter of semitism

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Well donations are for people who give them... Meant people who just exploit 😄

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Hey in Max im stuck in the viewport where it display vertex all the time

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How to get rid of that

quick terrace
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img

vital lagoonBOT
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This feature is being reconstructed.

thorn spire
sour bough
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If I have multiple magazine proxies on a weapon, will that duplicate the magazine on each proxy? (This is the intended effect, doing it so we can animate individual shells in a rotary grenade launcher and have them be proxy'd)

stuck oyster
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Magazine proxy is single proxy per muzzle

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I don't think you can have many per muzzle

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Shells would be mesh and they all would be present in the magazine model

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Not separate entities

sour bough
# stuck oyster Hand held weapon?

Yeah, think M32 rotary grenade launcher. Not a huge deal to just have them be mesh and not have different ammo types shown visually.

stuck oyster
sour bough
stuck oyster
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but just as pure mesh, not proxies within the magazine proxy

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just like you have say a belt or see through bullet magazine that animates

sour bough
stuck oyster
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yes

quick terrace
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hmmm....it shouldn't happen unless you have certain modifiers in your stack

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make sure you have no selection in your top modif in the stack

thorn spire
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rgr

pulsar escarp
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HowTo question: I have a particle effect script, I want that particle effect script to fire from the weapon, would I have a EVH onFired and attachTo the weapon? or is there another way? #flamethrower

opaque jolt
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isn't that how one of the belt-fed LMGs works; animating the magazine?

thorn spire
sour bough
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I could've sworn that's not a mag proxy but rather part of the weapon model

opaque jolt
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Yeah, belt mags are kinda gun-specific, I wouldn’t be surprised

fervent steppe
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Oh what I miss 😱

woeful viper
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a lot of dodging questions, thats for sure

fervent steppe
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I noticed. I wanted to go back and read it all but "ain't nobody got time for that" lol

woeful viper
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you wouldnt be any the wiser if you did

fallen compass
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Where can I find out what I need to create a vest, uniform, helmet, etc.? Clothing items

north sundial
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Arma 3 samples on steam is the best place to start, then searching this discord for the tips and tricks imo

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If you have any questions after that fire them away in the appropriate channel

fallen compass
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Is there anyone who knows about this and is Spanish?

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hay alguien aca que sepa español que sepa moddear?, escribir al md

marsh canyon
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No, this server speaks English and only

opaque jolt
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For that I recommend avoiding instagram slop, and learning how to manipulate vertexes with the translate, rotate and scale tools as well as the 3D cursor; make a model vertex by vertex, then learn shortcuts afterwards

Maybe start with something that has a lot of straight lines rather than something with a lot of curvature, like a firearm for example

stuck oyster
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Yeah forget anything Arma and first learn 3d modeling

south badge
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Yeah he should start with the easy part yoba_zampolit

opaque jolt
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Highkey

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Tbh though, making assets from scratch is so much more satisfying than stuff bought off sketchfab, at least in my experience

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Not that I get to do it all that often anymore, but such is life

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Forget the UMP-45; if Blender is a toolbox, why not use it to make a UMP-7.62?

gilded bane
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Holy fuck I missed a good grilling 😭

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son got made

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@white jay I don't think people have a 'problem' with life mods at all. I'm working on one and we don't get much controversy because we try stay as true as possible. That's what people around here don't like.

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I know about 99% that our models aren't ripped though, Because they are all Australian for one, and all purchased from Humster.

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Given to us from a very very nice GTA IV community ♥♥

tulip narwhal
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Hi, one little question about start modeling, it is true that we should model using quads in blender, but before importing the model into the p3d, it is better for the virtual reality engine to convert the model faces from quads to triangles?

Thank you.

opaque jolt
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Ctrl+t is your friend, yes

north sundial
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Non destructive modelling is your best friend

north sundial
south badge
opaque jolt
north sundial
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But If you use the triangulate modifier you can set the minimum sides to 5 so it catches all your ngons and tick keep normals

north sundial
opaque jolt
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Imo, A high poly is one thing, but a low poly is relatively easy to spot-fix

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Besides, I wouldn’t call triangulation “destructive modelling,” it’s just visualizing what the computer already does to quads

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If you know how to read it, there’s no problem

north sundial
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It causes problems for loop selection and other modifiers like bevel etc

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It’s easier to keep your models mostly tri free while working on them

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If you wish to make it harder on yourself for no real benefit by having the triangulation applied manually, that’s your choice. I’m just offering up my experience that it’s easier to work with when you use a modifier

opaque jolt
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I tend to see modifiers as means to an end to achieve a shape; I’d rather do the QC myself so I know it gets done right

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Sometimes you want things to triangulate a certain way rather than what the computer thinks you want

north sundial
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If that’s the way you wish to work, no problem.

opaque jolt
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Hey, when I first started, I started out placing vertexes and then manually drawing faces and edges lol

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I’d still recommend it tbh, I see a lot of new modellers overlap edges and verts without realizing

tulip narwhal
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Thank you all

stuck oyster
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But yes the mentioned triangulation modifier is good way to keep quads present if you need to alter the model

tulip narwhal
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so process will be something like:

  • Blender : Model in quads.
  • Substance painter 3d: create textures from blender model before triangulation.
  • Export from blender applying triangulation modifier
  • Import in object builder ... (from here on , I'm confident).

thanks

stuck oyster
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The add textures back in to blender, set up everything Arma export related and export as p3d to be put into arma

opaque jolt
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Don’t forget vertex grouping

tulip narwhal
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ctr+m

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?

stuck oyster
stuck oyster
tulip narwhal
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sorry wrong shortcut.

opaque jolt
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For character models especially, having textures to give visual feedback about how the mesh is warping can really help when it comes to feathering things out

tulip narwhal
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I not going to reach that far... I'm really nooby at modeling, lest's stick to something easy at the begining, like a box or barrel 😅

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again, thank you all.

opaque jolt
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Nah

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Jump in the deep end

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Model a cyborg with all kinds of pipes and cables and really in-depth hair and a beard

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this is not legal advice

reef gate
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Would it be feasible to make a mod where you have a Toyota helix and you can bolt on different armour plates to up armour it, either in vehicle customisation or by using ACE interact to physically attach plates at different points?

opaque jolt
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If you’re thinking of something like My Summer Car, mayybeee?

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the model would be the biggest bottleneck for that I think

reef gate
opaque jolt
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That I’m not sure about, but it’s certainly possible wrt visually

opaque jolt
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With reference to or something like that

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Idk, words

reef gate
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Okay cheers, my plan is to finish the base Toyota, then make a version with each plate combo

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Would doing it via vehicle customisation be more optimised than attach to?

opaque jolt
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That would be outside my perview

cunning temple
stuck oyster
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Visual and geometry mesh can both be manipulated

reef gate
stuck oyster
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So that too

reef gate
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Oh okay perfect

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Would it be possible to do this for weapon customisation? Like putting different weapons on the back of the technical down the road?

fallen compass
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Does anyone know why this is happening to me?

last spindle
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$750......wow someone is sitting back with a scotch at the moment enjoying life

stuck oyster
opaque jolt
stuck oyster
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👆 this

fallen compass
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But he already has mass.

stuck oyster
opaque jolt
stuck oyster
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it has same requirements as headgear, which are listed on a pinned message

opaque jolt
stuck oyster
fallen compass
stuck oyster
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not weightpainting

fallen compass
stuck oyster
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well it is possible someone told you wrong

opaque jolt
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I’m away from my laptop atm; Goat is correct

fallen compass
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and?

opaque jolt
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That means you’re looking at the wrong thing

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And I can’t log on to help atm

stuck oyster
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look up weightpainting tutorials

fallen compass
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So what should I show them?

stuck oyster
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blender has plenty

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look up what weightpainting means

fallen compass
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Ujum

stuck oyster
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youll have to learn all the basic 3d modeling things

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before you can make game models

fallen compass
stuck oyster
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since you dont know what weightpainting is, you dont have it

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so thats what the problem is

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you are tryign to jump ahead before learning the basics

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that is a no no

fallen compass
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Which section is it in? This one?

stuck oyster
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:L

fallen compass
# stuck oyster :L

Bro, I'm not using my own model, it's someone else's and I'm supposed to already have it.

stuck oyster
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Bro thats not a shortcut

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if you dont know how to do things, you have to learn

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also wheres the model from?

fallen compass
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I'm learning by reading and looking at other models.

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._.

stuck oyster
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cant just take someone elses models without permission

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we have 0 tolerance for ripping/stealing

fallen compass
stuck oyster
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0 tolerance for that shit bro

fallen compass
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Then I'll make one from scratch.

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Now I'm basing it mostly on the example given by Arma 3.

stuck oyster
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if its taken from some other game like how pretty much all "private mods from chill friend" are

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you wont get any help with it

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and if you continue working with it here, that leads to ban

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you have been warned

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and thats the only warning you get

fallen compass
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Ok.

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Alright

last spindle
opaque jolt
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o>.o>

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oy vey

shut jungle
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pboProject is giving me "odol sphere is not a float" on an old ass model lol, what do I do now?

stuck oyster
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odol refers to binarized model. you typically dont pack such

shut jungle
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it seems to be MLOD, at least that's what it says when I open it on notepad and check the text

shut jungle
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A3OB wont work either when I run it on binarize

stuck oyster
shut jungle
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oh, well, I am saving up plenty of space

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I just delete all of the textures and files and run pboproject so it tells me the dependencies of everything

stuck oyster
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do you release those mods?

shut jungle
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I get to exclude all the garbage

stuck oyster
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we dont really support that kind of stuff

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its not part of "making something workflow"

shut jungle
stuck oyster
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since you are likely breaking the licensing of the original mods

shut jungle
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oh 😕

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well, thank you though

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don't want to get into anything sketchy

finite stump
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Can decals have surface noise?

finite stump
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And how do you get decals to remove the grass below them when placed?

green wasp
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Hey do any of yall lovely people know how to make head models for arma 3? I got one commissioned but i dont know how to import it or mod it in

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I have no idea where to start

quick terrace
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@last spindle - nice, very nice

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what is the mesh for? is the the zenitco AK rail?

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ahhh, it isn't...:) nice HP either way

last spindle
quick terrace
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ahh ok

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is the base ak103?

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or some sort of AKM with AK74 muzzle break?

last spindle
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in the interest of transparency, it is a shared project, so im not exactly sure what was used as the base before it was given to me, but im sure it was a variant of AKM

quick terrace
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yeah, no worries, is just that the base model has slight innacuracies, noticeble only if you really look for these, and only by someone who knows AKs (used own and modelled some)

last spindle
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yeah that is what im trying to iron out of it now

quick terrace
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want a quick list?

stuck oyster
stuck oyster
stuck oyster
opaque jolt
green wasp
stuck oyster
quick terrace
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  1. sight leaf (the dents for adjusting zeroing are on the left side, and only on the left side)
  2. front sight, not sure what that is, but it is something closer to AK74 than AKM
  3. muzzle break is needs aditional details, grooves and ridges. It is also too wide and the barrell cleaning rod is to short
  4. the space between the sights group (the leaf sight part) and the gas tube is too long
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just checked the AK74 muzzle break doesn't fit on the AKM fillet, but it does on the AK103 (which is basically an AK74M with 7.62)

foggy finch
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@last spindle wow awesome work

wheat shoal
last spindle
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ahahaha, im watching The Patriot right now while modelling, funny coincidence i guess

obsidian sphinx
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Okay...I've discovered some interesting behaviour with my projects. The Zeus preview of the object looks fine, the icon gets placed where I want the item to be, and then it ends up offset and weirdly angled like it's trying to conform to some invisible shape. Now these just have the 0 LOD and no others, mostly because I'm not entirely sure how to organise those in Blender, would that be the reason for it or is it just because of the groundholder and there's nothing I can do about it?

fervent steppe
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@gilded bane <<<I know about 99% that our models aren't ripped though, Because they are all Australian for one, and all purchased from Humster.

And the other 1%? That still doesn't make it ok. A ripped model is a ripped model. It still Doesn't make it ok if you make the other 99 models yourself.

gilded bane
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I meant to say, I was 99% Sure haha not that 99% are ripped.

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As they come, our models bare no resemblence to any other game I've seen ever.

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But yeah, Sorry for the confusion.

fervent steppe
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Oh

gilded bane
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That's a bit of a lie actually, Our models are from a modded LCPD:FR Community hosted out of New Zealand (NZ Virtual I think it is?), Their team makes the models more 'game friendly' from what I can tell. But the original source of the vehicles is in fact Humster.

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The Models were given to us to support our project, from the very kind crew over there. They've sunk a lot of money into their project and were kind enough to let us have em free of charge

dusk frost
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in terms of the blender addons for this, which of "Arma: Toolbox" or "Arma 3 Object Builder" is more recent?

marsh canyon
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I believe OB is

dusk frost
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ty

foggy finch
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I'd be careful with which models your using, whether they'd sunk a lot of time/effort/money into thier project or not, some of the credits in some of the vehicle mods they have clearly state that items such as vehicle interiors were taken from other IP and edited to fit the model

cunning temple
woeful viper
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"we are totally legit" ... yeah i heard that before. Nice try

fervent steppe
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Lol

woeful viper
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i wish there was a way to flag life people and their kind, so that you know when to ask for paycheck for your advise

fervent steppe
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Hehe

wraith tendon
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ey @woeful viper Thats rude! I want some exceptions 😛

crimson zodiac
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Hey guys, is there any way to add gloves to a certain uniform? (More specifically the Rangemaster uniform)

umbral shuttle
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do helmets need geo lod?

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and is an empty geo lod the same as not having a geo lod?

charred bolt
# umbral shuttle do helmets need geo lod?

Sample headgear has a Geo LOD but it's empty. Can't comment on whether that's correct or not. Even if not used for collision/fire geo, it may be needed for the LOD properties (autcenter, prefershadowvolume).

umbral shuttle
charred bolt
umbral shuttle
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props maybe?

charred bolt
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Answered in my previous post

umbral shuttle
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very cool ty

rapid tree
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Hello i have a question.

Is it possible to hide/show sections for a weapon using animationsource in config, like you could do with vehicles

For example im trying to have a weapon with foregrip and withoit foregrip, but i dont want them to be a separate p3d. So id like the non-foregrip version to have the foregrip hidden via animationsource in config with a diffrent handanim assigned

south badge
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Is there any animationSource for the vanilla vehicle smoke launcher?

indigo mountain
stuck oyster
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you need different models

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(too many variants is a thing)

rapid tree
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alright thanks

indigo mountain
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RHS does theirs by just having two versions of the weapon that are swapped with a script.

So you have gun A, but when you attach a grip (bipod attachment) to it, it gets replaced with gun B instead with a different handanim

obtuse rain
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Maybe by doing a dodgy with some other uniform item (e.g. headgear that adds gloves). But there's no clean way.

fluid copper
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Is there a limit to how many tris the model viewer can handle? I have an object with 200k and opening the model viewer causes Object Builder to crash and the model never loads

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I get an error window but I cant find where the logs are dumped for it

stuck oyster
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thats around the limits yeah

charred bolt
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Somewhere around 120-150k usually

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If you're working on a big model that gets cut down (optimised) later, but want to check textures/animations as you go, copy/paste parts of it into an Edit LOD with less polys, and open buldozer with that.

oblique vapor
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Hello guys ! Anyone else has their models compiled with Type 70 using pboProject and not being useable in-game ?

civic stratus
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Morning all

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Was hoping someone would know something about getting lamps to work on a binarized map

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my geometry lod has the class value streetlamp in the geo lod's named properties

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the light works in game, but not after placed on a map and binarized

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my light inherits Lamps_base_F

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i dont have a model.cfg for it, as there are no animations

foggy finch
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try geo class=housesimulated

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streetlamp = a2

oblique vapor
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I'm the only having Type 70 .p3d compiling problems ?

foggy finch
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you can define points in a hitpoint LOD and put them in the cfgmodels in a model cfg, if you want your lights shootable

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Sam, no just had those too

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are you using dev branch tools?

oblique vapor
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Yes

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I'm using Mikero Tools

foggy finch
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switch back to regular and try

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arma 3 tools dev branch?

oblique vapor
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Yes

foggy finch
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switch back to stable and try it

oblique vapor
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Thanks

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Did it work for you ?

foggy finch
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they pushed new p3d types to dev branch, which I believe will only work with new rc candidate

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nope still switching branches

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😄

oblique vapor
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lol

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Only have 16 Mb download for the regular branch

foggy finch
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yeah

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im updating my dev branch a3 though 😄

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stable tools fixes this issue apparently

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just asked in a3 terrain skype group

oblique vapor
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Glad to hear it, it came out of nowhere and got stuck

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Gonna test it

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Yep, it works fine.

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Thanks @foggy finch !

foggy finch
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np

oblique vapor
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Does anyone know how to remove the flash effect from a weapon ? Not talking about the muzzleflash, talking about the emitting light. A weapon that doesn't use bullets and emmits light is pretty odd

fervent steppe
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@foggy finch what the heck is Streetlamp=a2 ?

civic stratus
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i think he was trying to say the property was for arma2

foggy finch
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yeah

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😄

civic stratus
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Thanks Uro

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works

foggy finch
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cool 😃 afaik housesimulated only works for light animation types, havent got round to testing with anything more yet

civic stratus
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How can I get show textures to work in objectbuilder?

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does the format matter?

fervent steppe
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I believe they need to be tga

civic stratus
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yeah, just verified that

carmine gull
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so then a PAA has to be converted to TGA if I wanted the model to appear textured in OB and not just as a grayscale thing with Buldozer needed for viewing the texture

civic stratus
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yeah

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ive been going back and forth between my buldozer and my uv editor to get a brick wall the right size

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its been 2 days of hell

fervent steppe
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Why not view it in buldozer?

civic stratus
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i mean I do, but not having to rely on it is great

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too much screen space 😛

foggy finch
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get more screens 😄

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or dont texture in OB you masichist

lofty comet
#

Hello,

I’m having an issue with a custom Arma 3 headgear addon.

The helmet works locally – I can see it on my character, it appears correctly in Arsenal, and there are no errors on my side.
However, other players cannot see the helmet and is white for them

thorn geyser
#

Lol :joy:

fervent steppe
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I have three screens. Had 5 but it was too many and I didn't feel like buying that big monitor stand for them

foggy finch
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have 2, need 3rd, but need new gfx card first

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matrox just premiered a card that can do 9 screens, any configuration, can double em up for more prformance

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😄

fervent steppe
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Wow

subtle bison
#

does anyone know if MarkerLight animation source reacts to blinking lights?

foggy finch
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meant more for tv walls for cctv / multi-screen enviroments like news rooms etc

fervent steppe
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I have the 980gtx.

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Yea

foggy finch
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i still have my 650ti boost sc

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😄

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wanna get a 900 series but next gen is round the corner so ill wait

fervent steppe
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Yea at this point hold out a little longer

#

My buddy just built a pc. Two 980s in sli

#

I am a little jealous lol

foggy finch
#

got everything else in my pc souped up, next step after new gfx with be a refresh of mobo/ram

fervent steppe
#

If I didn't have kids and a wife 😃

foggy finch
#

yeah a friend of mine just had a triple 980, liquid cooled system

fervent steppe
#

Wow

foggy finch
#

purely for vr and playing ED

#

cost him like 3k

#

crazy fool could have built it for half that

fervent steppe
#

Yea I had a liquid cooled everything before. It was a pita. Now I only liquid cool my cpu with the closed loop htc system

foggy finch
#

yeah I have a hydro for cpu, 4770k sitting at 4.2ghz without burning it up

fervent steppe
#

I had two video card liquid cooled and my cpu and the north bridge.

foggy finch
#

lol

fervent steppe
#

But the thermaltake system kept needing the liquid added every so many months. It was annoying

#

Tho it did keep everything very cooll

foggy finch
#

my house has air reciruclation, have my air exhausts next to the intake for that, why waste energy huh? 😄

fervent steppe
#

I don't think the thing went over 38 under load

foggy finch
#

yeah the corsair hydro keeps my cpu and case temps way low

#

and a side-effect is probably dropping the ambient air temps to my gpu

fervent steppe
#

Meant 28

#

Not 38

foggy finch
#

and cooler and you could chill your beer on it 😛

fervent steppe
#

Lol

#

I remember seeing a video way back when of Intel liquid cooling a 10ghz cpu

foggy finch
#

hehe

fervent steppe
#

With nitrogen

foggy finch
#

yeah

fervent steppe
#

Was pretty cool

foggy finch
#

the extreme oc people use nitro

#

I dont know about you but seeing lumps of ice over a mobo wouldnt make me keep to use it

fervent steppe
#

Yea. That's too much. I liquid cool my stuff but I really don't overclock it

#

For the extra 5fps I really don't see much of a point

foggy finch
#

I just oc'd my cpu because arma

fervent steppe
#

Now on the cooling factor...the cooler you keep it the longer it will last

foggy finch
#

true

#

have house temps locked in at ~21c, pc is sitting at 33c atm, no cpu load atm, goes colder with load 😄

#

(I set the fans to go batshit crazy under load)

fervent steppe
#

Hehe

foggy finch
#

worst side effect of that is noise

#

which aint too bad with the hydro

fervent steppe
#

Yea video card make a ton of noise lol

charred bolt
subtle bison
#

hm. only on vehicles? I tried to use it on a static / house, but couldn't get it to work

charred bolt
#

Only vehicles as far as I know.

subtle bison
#

oh well

#

I tried to fake it with an animation.. Just move it underground 😄 but you would see the transition. not great

charred bolt
subtle bison
#

with glow plane?

charred bolt
subtle bison
#

yeah, it has. i just checked ingame. will investigate further

#

this is exactly what i need

#

ok, i see why

#

simulation = "shipX";

charred bolt
#

Invoice to the usual address? 😉

subtle bison
#

not sure if it's good to make the object a ship

#

not sure if it'll hurt the game tho

charred bolt
#

Usual thinking is that if BI do it, we can do it - under similar circumstances and scales

#

It might be shipx because it has to float too

north sundial
#

I made blinking lights work on a static object

#

1 mo

subtle bison
#

let's make a copy of the config and turn it into a different thing

charred bolt
#
            {
                class Light_1_source
                {
                    source = "MarkerLight";
                    markerLight = "Light_1";
                };
            };            
            class MarkerLights
            {
                class Light_1
                {
                    color[] = {1, 1, 1};
                    ambient[] = {0.01, 0.01, 0.01};
                    intensity = 1000;
                    name = "Light_1_pos";
                    blinking = 1;
                    blinkingPattern[] = {0.25, 1};
                    blinkingPatternGuarantee = 1;
                    useFlare = 1;
                    flareSize = 1.5;
                    flareMaxDistance = 1500;
                    activeLight = 1;
                    dayLight = 0;
                    drawLight = 0;
                    class Attenuation
                    {
                        start = 0;
                        constant = 0;
                        linear = 10;
                        quadratic = 60;
                        hardLimitStart = 3;
                        hardLimitEnd = 4;
                    };
                };
            };```
north sundial
#

Just getting the code

subtle bison
#

ok yeah. house buoy also works. so the issue must be on my side.

north sundial
#

class AnimationSources
{
class Lights_1_source
{
source = "MarkerLight";
markerLight = "MarkerLight_1"; // must match name in MarkerLights{}
};
};
aggregateReflectors[] = {{"MarkerLight_1","MarkerLight_2","MarkerLight_3"}};
class MarkerLights
{
class MarkerLight_1
{
color[] = {1.0,0.0,0.0};
ambient[] = {0.01,0.0,0.0};
intensity = 1000;
name = "MarkerLight_1_pos";
useFlare = 1;
flareSize = 0.2;
flareMaxDistance = 100;
activeLight = 1;
blinking = 1;
blinkingStartsOn = 0;
blinkingPattern[] = {0.5,1.5};
blinkingPatternGuarantee = 1;
dayLight = 1;
drawLight = 0;
class Attenuation
{
start = 0;
constant = 10;
linear = 6;
quadratic = 4;
hardLimitStart = 12;
hardLimitEnd = 15;
};
};
class MarkerLight_2: MarkerLight_1
{
name = "MarkerLight_2_pos";
};
class MarkerLight_3: MarkerLight_1
{
name = "MarkerLight_3_pos";
flareSize = 0.1;
blinking = 0;
dayLight = 0;
};
};

#

Can’t quite do the formatting on my phone

#

But hopefully it helps

subtle bison
#

alright. as usual the issue was something really stupid. i didn't know that i need to define a source animation in class animationsources

#

thanks for the pointers

north sundial
#

You’re welcome

#

🙂

wheat shoal
#

should I bake my AO into my diffuse or use the AS in super shader instead?

woeful viper
#

matter of preference, one does not prevent the other

dusty basalt
#

Hey all, how detailed are your shadow volumes? Im making a weapon attachment and Im wondering how detailed it should be

obtuse rain
#

If you bake it purely into the ambient shadow map things tend to look flat when there is no ambient (e.g., night).

#

If you use an _ads instead of an _as you can use the blue channel to modulate the diffuse light, too.

#

The non-specular lighting in super shader is basically (ambient_light * _ads.green + diffuse_light * _ads.blue) * _co

stuck oyster
steep crest
#

Is it possible to make a car fly by creating a config that mirrors the sample but referencing a car model? I can make the vehicle make noise, but there is no thrust or turning. Does the model need specific named memory points or accurate aerodynamics?

#

*the plane sample

winged basin
#

How can I make sure a weapon model is properly aligned with an animation and has the proper scale? Couldn't find an RTM import option in blender and I'm a dummy with Object Builder

marsh canyon
#

If you done it properly, it is usually aligned already. At this point, what is "not aligned" you mean

winged basin
#

Too further back and a bit to the right

#

I mostly did the scale and position by guesstimating, but it didn't work that well

marsh canyon
#

How do you make handanim?

winged basin
#

It's a revolver, so I'm just using the vanilla ones for now

#

I used the sample weapon to try and align the grip, but failed to realize the sample being a rifle would be aligned for the rifle HandAnim

marsh canyon
#

So... you are making a handanim for a pistol?

winged basin
#

Making a weapon and failing to align it with the animation

#

But I'm not really sure how to load the rtm to make sure the scale and position of the model are correct

marsh canyon
#

I expected a yes or no, I assume yes

#

HandAnim for pistol is a very very special case and you cannot expect it to work very precisely

#

You need to align the model to the right spot, via just adjusting the position of the model

#

Instead of struggle to make a pistol handanim

#

If you cannot adjust the weapon model pos, make sure you have autocenter 0

winged basin
#

Sorry, bit late so my brain is running on fumes
Im not trying to make an anim, but instead trying to load the anim I'm using so I can figure out where to position the model

#

Unless there is a better way to know where to correctly line the model with the anim

marsh canyon
#

Pistol is glued to right hand

#

And if you edit P3D, pack PBO, relaunch Arma, test as the current workflow, yes there is a better workflow

#

Check my pinned post about it

winged basin
#

I'll give it a try, thank you

stuck oyster
# winged basin I'll give it a try, thank you

Due to the mentioned pistol being glued to the right hand it always moves with it. In comparison with the weapon and launcher that are free moving and can be animated more freely.

We might have the pistol distance offset mentioned somewhere in the discord history here

plain star
#

idk if this is a model or a texture thing but ... anyone know why there is no shadow on the zulu? the shadow LOD is casting on the ground an everything else but no shadow in itself

stuck oyster
#

likely texture/material thing

plain star
winged basin
civic stratus
#

memory points im assuming yes

#

aerodynamics, I laugh at the thought

south badge
#

Uhm, if I´d technically have an FFV player turret inside a closed vehicle with the option to open/close a small hatch to shoot through would I run into issues with the weapon colliding with the interior walls of the vehicle?

The hatch is quite small, so the angles for the player to shoot through would be very limited, so I am wondering if this is something even worth pursuing or whether it would just be too much trouble? As in if it would cause the player´s weapon to clip through the vehicle or something.

Per default the player would also have to be sitting facing forwards, and in order to shoot he´d have to rotate 90 degrees to the side.

charred bolt
# south badge Uhm, if I´d technically have an FFV player turret inside a closed vehicle with t...

Use class Turnin and class TurnOut to limit the range in which the player can point and fire his weapon.
Example

{
    limitsArrayTop[] = {{8.9375, -94.3700}, {24.1614, -58.1521}, {30.6118, 10.1725}, {18.2058, 62.2316}};
    limitsArrayBottom[] = {{-13.1616, -87.0410}, {-12.6736, -63.0200}, {-15.6524, 35.1051}, {-14.0015, 54.2137}};
};
class TurnOut: TurnIn {};```
Use this to get the coordinates:
https://community.bistudio.com/wiki/diag_recordTurretLimits
south badge
tacit karma
#

Does anyone know how to fix this?

rapid tree
#

@charred bolt Sorry for the ping, but i know you are very good with vehicles

Do i really have to adjust the Geometry weights for a car to go faster or does it work with some config parameters ?

charred bolt
#

Set the Geometry LOD mass to the correct value (kg).
No wheels or any other components in the wheels position in the Geometry Phys LOD.
maxSpeed
enginePower
peakTorque
engineMOI
dampingRateFullThrottle
torqueCurve[]
gearboxRatios[]
transmissionRatios[]
dampingRate (set to 1 for carx)

rapid tree
#

Thank you very much Apollo

oblique vapor
#

@tacit karma Overlapping UVs ?

tacit karma
#

no, wrong normal directiom

oblique vapor
#

Have you checked your smoothing groups ?

white jay
#

@gilded bane "I know about 99% that our models aren't ripped though, Because they are all Australian for one, and all purchased from Humster.
Given to us from a very very nice GTA IV community ♥♥ " This is where my problems started. My original models were to come from a GTA IV community - Double doppler. But there is no saying where they got the models from

woeful viper
#

@tacit karma Could be a cage error.

fervent steppe
#

<<<Is it possible to make a car fly by creating a config that mirrors the sample but referencing a car model? I can make the vehicle make noise, but there is no thrust or turning. Does the model need specific named memory points or accurate aerodynamics?

Sure I made a crane drive able with no wheels just by defining where they should be

woeful viper
#

@tacit karma did you triangulate before using push modifiers for the cage? If you have n-gons this can happen very quickly

tacit karma
#

As said, wrong normal direct 😉

woeful viper
#

so you fixed it now?

quick terrace
#

he did yes

bright elbow
#

Any idea where I could find documentation on creating a helicopter mod in arma 3 after it's been modeled and rigged in another software?

stuck oyster
#

you should start practice implementation from something simpler

#

just basic mod structure to get simple config built

#

first simple object into game

#

etc

bright elbow
#

model.cfg?

stuck oyster
#

that is part of the process yes

#

but not the first thing you need to learn

bright elbow
stuck oyster
bright elbow
#

So, I make a p3d file for a 3d model and make a config that references it?

#

nvm I found a guide

stuck oyster
#

there are arma3 samples on steam you can use as reference

#

the contain most of basic parts you would need

#

helicotper just is one of the most complex vehicles you could make which is why I recommend doing smaller steps first

pallid nexus
#

@reef gate
Two things you can try to fix your model
Add the Triangulate modifier to everything in Blender, that way the model getting exported is already triangulated
The 3d print toolbox addon (https://extensions.blender.org/add-ons/print3d-toolbox/) has some checking tools that could help with the non-contiguous issues (and a make manifold tool that might help)

This is an iso-sphere with 2 edges split, found the split edges fine

#

And can select the non-manifold elements

reef gate
#

Like I remodelled it so many times

#

And it’s still throwing up error messages

pallid nexus
#

Select by trait, using edge count > 3 should find any non-triangles
Same thing for finding non-quad n-gons

reef gate
#

I have

#

Multiple times

#

Alls good

#

Object builder isn’t letting me export it

#

Please take a look yourself

pallid nexus
#

Checked the model from #arma3_config
You need to re-read the requirements for the LODs
Fire Geometry and Geometry are bit of a mess and need remaking
Probably the same for Geometry PhysX
Both need to be closed and convex https://community.bistudio.com/wiki/LOD#Geometry
If it can't be convex, then it needs to be broken into components
Possibly more work is required as well

pallid nexus
#

This is the output from the Object Builder validation on the Geometry LOD

Validating Geometry
        Warnings are errors
        RULESET: LOD - Generic
                ERROR: mesh has n-gons
        RULESET: LOD - Geometry subtype
                ERROR: mesh is not contiguous
                ERROR: mesh has no component selections
                ERROR: mesh is not convex
                WARNING: mesh is not triangulated (convexity is not definite)
        Validation FAILED

The model has issues
Largely looks decent, but the LODs need work
You are also missing a few LODs for final export
ShadowVolume in particular
I can't check the proxies, since I haven't done enough with them myself to know if it's right

reef gate
#

I just want to get it in game

#

And fix it from there

#

I’ve been trying for like a year

pallid nexus
#

It's close
For the Geometry LODs, you can either fit simple blocks around it, or break it into nearly convex pieces and convex hull each piece
Fire Geometry is for bullet impacts
Geometry is for regular collisions
Geometry PhysX is for PhysX collisions

ShadowVolume just needs to be complicated enough for the silhouette

The point clouds and memory points probably need some work, but I've done very little and can't help much with those

reef gate
#

Why isn’t the resolution LOD exporting either?

#

I know I’ve done the fire geo correctly

#

What does it mean by convex pieces?

pallid nexus
#

No hollows,
Every line between two points on the surface is completely inside the model
The overall model you have is definitely not convex
The convex hull tool in the mesh tools can give you an idea of what's convex and what's not

reef gate
#

I’m still kinda confused

#

Wdym inside the model?

pallid nexus
#

Both objects have appropriate names

cunning ibex
#

Is there any way to make the launcher's missiles lock on to the infantry?

uneven nexus
#

Greetings, Does anyone have any good tutorials for implementing a custom helmet into ARMA 3?

plush trail
#

question how to have all 4 views on at the same time

#

similar to this

#

so far I managed to get two

stuck oyster
plush trail
#

thanks

#

I found the KS-23 model and try to use it

#

it's CC Attribution

tacit karma
leaden tapir
#

p3d

woeful viper
#

that a laser?

copper hull
#

Hi everyone,
Does anyone know how to import a simple prefabricated 3D model from Blender into Arma 3? It would just be a basic decorative object, no colors or textures needed.
For example, a sofa, even if it just appears white.

copper hull
#

In short, I just want to learn how to import an FBX object from Blender into Arma 3, even if it’s just the default cube that appears when you start Blender.

#

I want to transfer this from Blender to Arma 3.

#

Thanks to everyone.

north sundial
#

@gleaming tusk did a tutorial for that exact thing https://m.youtube.com/watch?v=dS4jfLNckos

super simple tutorial that covers the basics of how to do this without the arma toolbox plugin for blender!

Arma 3 toolbox:
https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v3.0.4-alpha
here is a video from a nice feller that covers how to install it:
https://youtu.be/mLSDFUXHQ-Q

It just makes things far easier, being able to export as...

▶ Play video
#

I’m sure there are others on YouTube too

short marsh
#

Hi, I'm trying to get my glass on my helicopters to break and stuff, especially when it's shot at, and when I slam it too hard on the ground. I see the stock helos do it, and thought I had a way to do it, but any guidance on what I have to do to setup the model (I have it in the config already) so it can break and the like.

#

In essence I want them to react like the stock helos.

short marsh
#

I got no help from the Arma 3 Sample Test Heli so that's why I'm asking

reef gate
#

Typically just the texture is changed

#

But I think you can have a different model

short marsh
#

Uh huh

reef gate
#

I know one of the Vietnam bombers in prairie fire does it

short marsh
#

Yeah but do I set it up in the model, or specify which glass is which in the Fire Geometry?

#

Like in the 0.00 LOD I have it the same as the Fire Geometry?

reef gate
#

That’s a hitpoint thing

#

I’m pretty sure

short marsh
#

Okay

short marsh
#

Okay thanks, I'll go over this stuff then

charred bolt
#

LOD 0 / View Cargo / View Pilot
Name the glass mesh example glass1
Also give it a second selection name hit_glass1
Assign a material yourVehicle_glass.rvmat

HitPoints LOD
Place one or two hitpoints spaced across the centre of the glass. Name them hit_glass1_point

Fire Geometry LOD
Make a piece of mesh for the window (closed, convex, named ComponentX)
Give it a glass penetration material (rvmat)
Name it glass1
Also name it hit_glass1

In Config.cpp

{
    class hitGlass1
    {
        source = "Hit";
        hitpoint = "hitGlass1";
        raw = 1;
    };
};```
```class HitPoints: HitPoints
{
    class hitGlass1
    {
        armor = 0.2;
        armorComponent = "hit_glass1";
        explosionShielding = 2;
        material = -1;
        minimalHit = 0;
        name = "hit_glass1_point";
        radius = 0.20;
        passThrough = 0;
        visual = "hit_glass1";
    };
};```
```class Damage
{
    tex[] = {};
    mat[] =
    {
        "yourTag\vehicle\data\yourVehicle_glass.rvmat",
        "yourTag\vehicle\data\yourVehicle_glass_damage.rvmat",
        "yourTag\vehicle\data\yourVehicle_glass_damage.rvmat"
    };
};```

**In model.cfg**
```skeletonBones[] = 
{
   "glass1",    ""
};```

```sections[] =
{
   "hit_glass1"
};```

```class glass1_hide
{
    source = "hitGlass1";
    type = "hide";
    selection = "glass1";
    minValue = 0;
    maxValue = 1;
    hideValue = 0.99;
};```
charred bolt
# short marsh Hi, I'm trying to get my glass on my helicopters to break and stuff, especially ...

See post above...

The glass will tinkle when hit (Fire Geometry material).
It will take damage when bullets penetrate or from indirect sources (Hitpoint LOD and class Hitpoints).
When it reaches 50% damage level, it's material will swap from yourVehicle_glass.rvmat to yourVehicle_glass_damage.rvmat (class Damage) using the section hit_glass1.
At 99% damage it will disappear (hitGlass animationSource, feeds into model.cfg hide animation glass1_hide acting on skeleton bone glass1)

short marsh
short marsh
charred bolt
short marsh
charred bolt
#

None of that thermal code should be in the model.cfg file at all. It belongs in config.cpp. BI made an error with this and everyone blindly copies it.

short marsh
#

Okay whatever, but that area is where I should put the above class glass_1_hide though right?

#

I'll rectify the thermal stuff later on

charred bolt
#

Before answering that, do you know what is meant by "class inheritance"?

short marsh
#

Yes

#

I just need to know where to put it

charred bolt
#

Well I have already answered that question, but more widely, your question doesn't really make sense.

short marsh
#

Okay thanks

charred bolt
#

If by placing it in this other place, it does not get inherited into your helicopter, then no, it's incorrect.
If you are setting it up, so that it will be inherited, then it doesn't matter, and it can go either place.

#

But unless you are working on multiple helicopters, it's making the model.cfg needlessly complex.

short marsh
#

Okay'

#

I do have multiple helicopters, so I'm making it complex then

#

Needlessly apparently

#

But appreciated

charred bolt
#

Yes, almost certainly needlessly more complex than it should be, usually due to misunderstanding of how class inheritance works, particularly in model.cfg.

short marsh
#

Okay

charred bolt
#

For example, if you have 2 helicopters that share some animations, the simplest is

class my_first_helicopter: my_helicopter_base {first helicopter skeleton & anims};
class my_second_helicopter: my_helicopter_base {second helicopter skeleton & anims};```
All this extra `default`, `vehicle`, `helicopter` etc classes do nothing for you.
short marsh
#

Okay

charred bolt
#

Obviously I've paraphrased code, it can't just be cut and paste.

short marsh
#

Right

stuck oyster
#

model.cfg inheritance does not always like changes later on.

#

for example you cant change skeleton bone parents if they are inherited

short marsh
#

Uh huh

stuck oyster
#

well good luck then

short marsh
#

Thanks'

charred bolt
#

So when you ask which class should the glass animation go in, it's either my_helicopter_base if it's shared, or one of the other two if specific. But in no instance would it be fully outside of helicopter (or it's inheritance) as then it would do nothing.

short marsh
#

I see, that makes more sense now

#

I didn't know you could cut some stuff out though, would clean up my .cfg a bit

charred bolt
#

You generally can't cut things out (as in delete inherited things) as HG just said. But if they occur in multiple places you can move them to a single prior base class so that they are inherited later on.

short marsh
#

Okay

#

Thanks

sour bough
#

For pylons:
So far, I've had to hide each individual munition with an animation source (ammo or revolving, same deal). Using eliteness to look at vanilla ones, I don't see that animation source or even a model.cfg binned into the P3d. Is there something I'm missing to make the missiles hide properly? They're proxied like the vanilla ones.

bright echo
#

vanilla has them like missile pods/racks

#

so the missiles are a proxy inside the missile pod proxy

#

to give an example

#
class CfgNonAIVehicles
{
    class ProxyWeapon;

    class ProxySPE_T27_Dummy: ProxyWeapon
    {
        model = "\WW2\SPE_Assets_m\Vehicles\Misc_m\SPE_T27_Dummy.p3d";
        simulation = "pylonpod";
    };
    class ProxySPE_M8_Loaded: ProxyWeapon
    {
        model = "\WW2\SPE_Assets_m\Vehicles\Misc_m\SPE_M8_Loaded.p3d";
        simulation = "maverickweapon";
    };
};
#

T27_Dummy is the rocket pod/rack

#

and m8_loaded is the actual rocket

#

doing it this way means the rocket/missile/whatever will 'launch' from the sub-proxy position too

#

as a result you dont need to hide them with animations as the proxy just becomes empty

sour bough
#

I'll try that, thanks!

My 32-munition pylons for a bomb bay thank you o7

bright echo
#

it can be a bit of trial and error it look awhile for me to get them to work had a lot of invisible rockets etc

#

like proxyShape needs to be the model you want to use

#

and i think needs to be defined in nonaivehicles

#

hmm, no only if you use them in the model they need to be defined there

sour bough
#

Yeah the stuff I have works but the hiding and whatnot needed to be done stupidly

#

This should just be a config change

#

inshallah we will carpet bomb them with hand grenades

#

pylon weapon proxying in the regular hand grenade onto a quad rack in rows would go so hard

indigo mountain
#

Not arma specific (but will be for arma) but running into an issue with a subdivide modifier creating these weird edges
Turned the subdivide up to 5 to really show it

stuck oyster
#

maybe loose geometry in there

#

try select vertices in that area and use merge nearest

indigo mountain
#

I did, it had cleaned up some areas but those ones still remained

stuck oyster
#

that connects all of those parts

#

there isnt really any other option but open edges/unwelded vertices

#

or some hidden/unseen face that connects all the not working bits

indigo mountain
#

If I only delete faces I do have the extra part in the bottom left, would that point to an extra face?

#

When selecting all the faces I don't see anything extra

stuck oyster
#

does the thing also have internal surface?

#

try turn backface culling on

#

or the face direction setting

indigo mountain
#

Yeah its faces that are going the wrong way

stuck oyster
#

this is a problem yeah

#

youll want to recalculate that

indigo mountain
#

Should they be all blue or red, not sure which color is inside or out

stuck oyster
#

blue is front of a face

#

red backface

#

and backface typically is not rendered in games

#

Arma 3 included

quick terrace
#

yes

oblique vapor
#

Does anyone know how to remove the light effect from a weapon ? Like not the actual muzzleFlash, but the emitted light.

quick terrace
#

not sure but i would look at the way thr muzzle flash is done and defined

#

the proxy^

oblique vapor
#

I found this: laserMuzzleIntensity = 0; but doesn't seem to work

#

Well, looks like fireLightIntensity = 0; fixed it !

short marsh
#

I've had this issue with my Formation Lights on my helicopters. It works, so there's no need to worry about that, but the issue since 2.20 or 2.18 is that they only work in the daytime. What I'm asking is what should I put for code in the model.cfg so it works only in the night, since currently it works as intended in the daytime, and not the night, where it is more practical for it to work, for player usability and such. Here is the code I'm using right now. What change do I need to make to make it work at night, like it's supposed to?

        ```class FormationLights : Rotation
        {
            type="hide";
            source="user";
            selection="Lights_green";
            minValue = 0.0;
            maxValue = 1.0;
            HideValue = 0.5;
        };```
charred bolt
# short marsh I've had this issue with my Formation Lights on my helicopters. It works, so the...

Formation lights for helicopters should be handled by config code and memory points
class MarkerLights

Any way, assuming you want to ignore that and do it your way,
first off, why are you inheriting from a "rotation" class? Get rid of that, it does nothing.
Second, selection = "lights_green"; implies perhaps an emissive mesh face that will be hidden, as hiding Class Reflectors only moves them to the model origin.
Third, the source = user; implies that you have an animationSource set-up in config.cpp called user, which I don't expect you do.
You have several choices for manual or semi-auto hiding of emissive mesh faces:

  1. userAction manually switching a config animationSource
  2. assign the emissive to podsvit pristroju which would be hidden when the engine is off or in the day (selectionDashboard = "podsvit pristroju";)
short marsh
#

Okay yeah it's an Animation Source selected by the scroll wheel if that helps.

#

So in essence I do have a selection that is enabled/disabled by the scroll wheel menu

charred bolt
#

What is the selection? Is it an emissive mesh face?

short marsh
#

Yeah, it's just a geometry that has the face for the lights

#

On top of the non-emissive color

#

So in the named selections, I would use podsvit pristroju?

charred bolt
#
{
    class lights_green_hide
    {
        source = "user";
        animPeriod = 0.001;
        initPhase = 0;
    };
};```

A UserAction class which allows the player to switch on the light  (set `lights_green_hide` to phase 1)

```class lights_green_hide
{
   type = "hide";
   source = "user";
   selection = "lights_green";
   minValue = 0.0;
   maxValue = 1.0;
   hideValue = 1;
};```
and `lights_green` set up as a bone in skeletons
short marsh
#

Okay

#

Okay

charred bolt
#

That will be fully manual, irrespective of day or night.

short marsh
#

Nice

charred bolt
#

But you'll get much better results with class MarkerLights.

short marsh
#

Okay

charred bolt
#

Those emissives won't be visible at any decent distance and aren't actual light sources, whereas the marker lights are both clear and glowing. It's what they're designed for.

short marsh
#

Well they're more for close up seeing rather than bright flashing lights that you get with Collision Lights. It's more subdued but more tactical for night use, such as formation flying, not so much to show where you're at, like the regualar lights do

charred bolt
#

They might be ok for that, yes.

#

Assigning them to podsvit pristroju in Object Builder (and make sure that is also in model.cfg sections[] ) might work semi-autonomously at night with engine on, not requiring an animationSource, a UserAction or any bone/animation in model.cfg.

#

Depends if you want them manually switchable.

short marsh
#

I'll think on that, it's more for a player function rather than for AI, because the AI will normally have their own formation and such

charred bolt
#

It's nothing related to AI. Simply, formation lights come on automatically at night, or can be switched on/off by player manually.

short marsh
#

Oh okay

flint vapor
#

Hey guys and gals. If one was to get started making models and textures for Arma 3 where would you start? I have some loose understanding of digital sculpting but thats about it.

stuck oyster
#

modeling, uvmapping, texturing, highpoly/lowpoly baking

#

stuff like that

#

the arma specifics open up relatively easy once you have basics down

flint vapor
#

Where is a good place to start with all that for someone with absolutely no clue? lol

stuck oyster
#

as part of learning using internet searching will be essential skill so best to work on that too

#

this is a complex but rewarding thing you want to learn so be ready to make mistakes and learn from them

flint vapor
#

Okie dokes

cedar garden
#

Is there a way to get translationY to go down/negative values? I've tried a few different options, but using negative values doesn't work.

stuck oyster
#

but typically its recommended to use "translation" type and use memorypoints to define the travel axis direction

cedar garden
#

I've tried using offset, didn't work for me

#

I could try switching to translation though

low hedge
#

Working on a vehicle, and weirdly enough the shadows only appear if two of the vehicle are visible/on screen at the same time, does anyone know this issue?

stuck oyster
#

probably have hiddenselections defined in it

#

make shadowlod properly

low hedge
#

ill give it a shot

#

yep, thanks boss

marsh canyon
#

Workthought, to be done after I'm home, and sanity check: is it possible to have shadow volume that does soft shadow, but zero visual LOD, so basically an invisible P3D that only cast softshadow?

north sundial
#

I don’t see why that wouldn’t work

marsh canyon
#

My point is basically I'm understanding that SV does only cast hardshadow, unless I miss something. Quick search about it suggests me visualex may do it, but it does seem to relevant with visual LOD

charred bolt
#

Visualex soft shadow is generated from the res LOD, so if res LOD is empty I'd expect no shadow. Have never tested to see if shadow dynamically changes as res LOD does though.

marsh canyon
#

It actually works fine. One sanity check more... can we have a shadow that casts less shadow? I guess that's a no, since I've never seen it before

#

Basically I'm trying to PoC'ing a smoke that casts shadow

#

It uses a noise texture for now, but doesn't look so nice anyways

stuck oyster
bright echo
#

i thougth I had seen transparency in the shadow lod of like a tree but I might be thinking of view geo

stuck oyster
#

Thats view geometry thing yeah

plush forge
#

@stuck oyster
Quick theory crafting, ever tried to make an automatic door for a building? Think there is even a way of feeding an appropriate condition to the useraction(?) class.

stuck oyster
#

@runic plover has made those a lot

#

in Tiberian Genesis

stuck oyster
plush forge
#

Interestingggg.

#

I was mostly guessing that appropriate code could go in the condition field for the user-action class. Not sure if there is anywhere else you could do it. But would sure be interested if there is a reliable way of getting something like that.

round vault
#

Anyone here able to help me figure out the basics to making custom shirts? i just want to add logos etc to uniforms i already have if thats possible any help or guidance is appreciated

stuck oyster
round vault
#

Im completely ignorant

#

like basically no knowledge i have slight knowledge of blender but nothing extreme

round vault
stuck oyster
round vault
#

how much work is that gonna take to make a crye g3 LOL

#

just pants only im just trying to make custom shirts so the dudes have casuals to wear running houses etc

stuck oyster
#

few months

#

retexturing is possible if a mod is made for that

#

but that does not alter the model

#

and sometimes you just have to make do with what is already made

round vault
#

not trying to actually 3d model stuff as that would take me forever to even learn in the first place i just want to retexture a basic g3 uniform with a tshirt so i can put my own logos on the shirts etc to make personal stuff for my guys

stuck oyster
#

only the texture and config

#

you dont touch models in retexturing

#

and OF THE COURSE YOU **CAN NOT **STEAL

#

like wtf

round vault
stuck oyster
#

!ban @round vault 0 wanting to steal models

high scarabBOT
icy dirge
#

Hey guys! i got this problem with my Door_1_trigger, i can open the door but when i wanna close it the action point doesn't show up..

fervent steppe
#

Code is probably wrong. Can you pastebin the config?

icy dirge
#

Sure 😄

sullen jasper
#

I have a question when my head is missing in game what should i do?

#

I tried to make a uniform but

#

missing head

sullen jasper
#

Nvm i got it

#

finally 2 days uniform will be ready

fervent steppe
north sundial
icy dirge
#

Thanks @fervent steppe got it working now! 😄

fervent steppe
#

Welcome

coarse cairn
#

Got a question regarding vehicle modelling. Is there a recommended vertices count that you should aim to stay under?

stuck oyster
#

lets say stay under 100k (triangles)

coarse cairn
#

Alright, thanks

marsh canyon
#

Though you can't see the polycount you can check how dense the poly on an object are

#

Using Dev-Branch's diag exe

sullen jasper
stuck oyster
#

you would have to do retexturing

#

as in paint over the existing texture to add your details and the pack that new texture with new config into a new pbo

fallow palm
#

Hey guys do u guys happen to know what this error is when importing arma3 p3d to blender?

stuck oyster
#

its model making not model taking

fallow palm
stuck oyster
#

unless you have source file

#

which you dont have

copper scarab
#

What's the best way to weight paint in blender for A3 models? I've been scaling uniforms to the character sample and weight transferring but the shoulders/armpits always look jank as all heck

gentle merlin
#

You have a brush - and multiple options for falloff, intensity, and application type

copper scarab
#

ewwwwww

#

Fair one though

gentle merlin
#

Make sure youre in weight paint mode and not edit mode

copper scarab
#

was hoping there was a quickfix but i'll just do it the normal way xD

gentle merlin
#

Yeeah there really isnt a shortcut without either addons or... well... you already tried data transfer

#

There is for example autorig plugin which has an auto weight that works much better than the built in auto weight, especially its voxel based variant, but that would still require setup and likely rearranging the bone orientations

#

But even then youll have to clean up 90% of the time - In short - weight painting is a bitch

copper scarab
#

I didn't mind it in 3DS, but maybe i'm just being biased

#

It's 4 bones per vertex in A3 right?

gentle merlin
#

I mean blender can do it the same way 3dsmax can in edit mode

gentle merlin
copper scarab
#

..

#

That explains alot

gentle merlin
#

Cant recall, been a while, but pretty sure its 3

copper scarab
#

Just trying to avoid this stuff ^

gentle merlin
#

Oh yah

#

Stick to 3 tbh, its also good practice not to oversaturate a vertex with bones

copper scarab
#

I'll give it another crack

#

ty ty

gentle merlin
#

💪

tribal pivot
#

How can I animate the door opening for sliding door like in the supermarket, where the door has two "wings"? I'm trying to set the max Value to negative value but this does not work.
class openMainDoor1 { type = "translationZ"; source = "openMainDoor"; selection = "door1"; memory = 0; minValue = 0; maxValue = 0.8; }; class openMainDoor2 { type = "translationZ"; source = "openMainDoor"; selection = "door2"; memory = 0; minValue = 0; maxValue = -0.8; };

stuck oyster
#

also min max value is the animations playback value, not the translation distance

#

offest0 and offset1 are the values for distance

#

(wiki for model.cfg is recommended read)

tribal pivot
#

Yes, I'm jumping between sites and tried a lot of options but nothing stuck. I will try your solution, thanks

stuck oyster
#

you will typically want the defautl min/max value of 0/1

#

unless you know why you change that

tribal pivot
#

In theory it changed the animation, so when I set it to 2, I was able to move the doors by 2 meters max instead of 1

#

But thanks to you now I know that it's improper usage and probably will behave differently in the game itself

stuck oyster
#

I mean yea sure but just not the right way 😅

tribal pivot
#

Your solution worked perfectly, thanks!

stuck oyster
#

as was expected 😅

rapid tree
copper scarab
#

Huh?

civic stratus
#

it doesnt need to walk, im fine with it sliding

#

i just need some help configuring turrets/weapons

ocean swift
#

hi chaps, can anyone advise me on a model.cfg. im getting that it cannot have externs. basically is a modified version of detagamers chinooks but the model.cfg is pretty much the same as it was. create a base class then at the end link the models to it but reading though i reading its requred to be indviually definded now

civic stratus
#

@ocean swift pastebin please?

ocean swift
#

ok 2 secs

#

its an arma 2 port

#

im being told this is the old way

class CfgModels
{
class Default;
class StaticWeapon;
class Weapon;

class SSQN_L119A1_BaseModel: Weapon     
{
    BLURB
}

};

#

this is the new way

class CfgModels
{
class SSQN_L119A1_BaseModel
{
BLURB
}
};

brave ruin
#

Plus still had turreted weapons and such.

fallen compass
#

Hi, I have a question. Is it possible to modify a 3D model of a face? For example, to make it fatter or thinner? But with the purpose of modifying the model.

marsh canyon
#

Arma 3 Samples have a head model

fallen compass
marsh canyon
#

Then you didn't applied the change in game?

fallen compass
marsh canyon
#

Because you didn't write a config to apply it properly?

#

We can't tell anymore than that without knowing what exactly you are trying and did

marsh canyon
#

You did not do anything with your "new" model

#

CfgVehicles is unrelated, IIRC CfgHeads define the head model, CfgFaces define the texture and material that can be applied to it

fallen compass
#

What could I do?

marsh canyon
#

Read vanilla config to find some clue

fallen compass
marsh canyon
#

DefaultHead_A3 is vanilla head model

marsh canyon
fallen compass
marsh canyon
#

Yes because you set it so

fallen compass
#

ok

#

Do I have to put a specific name or bust_head?

marsh canyon
#

If you mean in CfgFaces, do like that, and define the head in CfgHeads (or similar name, can't remember rn)

fallen compass
#

I put that there.

marsh canyon
#

My reply has a sentence after "and", so I'm suggesting

fallen compass
#

eh?

marsh canyon
#

?

marsh canyon
fallen compass
#

I don't have cfgHead in the config

marsh canyon
#

Search through the vanilla config and see how it is structured

fallen compass
#

The sample character from Arma 3?

indigo mountain
#

No
Use the in-game config viewer to look at the CfgFaces class

marsh canyon
#

Can't guarantee how it is actually working rn

#

But what you've done is not completed, that's the point

indigo mountain
#

CfgFaces is texture/material, CfgHeads is model basically like you said

marsh canyon
#

Oki

indigo mountain
fallen compass
marsh canyon
#

If you don't understand something, say specifically so. "ok?" does not tell us anything

fallen compass
indigo mountain
#

Still missing the identityTypes in the unit
Not sure what B_Soldier_F uses by default but you also probably want to add your head to its own type as well (e.g. {"Head_Nato", "Poseidon_Head"})

And then adding identityTypes[] = {"Poseidon_Head"} in the unit config. You'll need to add stuff for the languages as well

fallen compass
#

No, I don't really know much.

fallen compass
marsh canyon
#

You also want to define identityTypes in CfgVehicles part

marsh canyon
#

?

indigo mountain
#

Yeah identityTypes is kind of weird

IdentityTypes in face, facewear, and languages add themselves to a "pool" of stuff; then in unit config, identityTypes just pulls stuff from those specific pools you list.

At least from my understanding

fallen compass
#

OHH

indigo mountain
#

Yeah that looks right
Can drop the faceType though

fallen compass
#

readyy

#

thanksss

civic stratus
#

@ocean swift I think this bit is your problem

#

class CfgModels
{
class Vehicle;

#

the class Vehicle is your issue

ocean swift
#

ok well removed the class vehicle and removed the inhgertance after that as get the same error

#

inheritance **

civic stratus
#

class CfgSkeletons
{
class Vehicle;

ocean swift
#

oh bugger yep that was at the top

#

ok removed all class vehicle class and inheritence and same error

#

updated pastebin

#

does the class helicopter do the same?

civic stratus
#

no

#

remove class Rotation;

jaunty rune
#

anyone got any tips for making a refrance image still show in wire frame in max?

ocean swift
#

thanks for the help Eagledude, removed rotation and inheritance further down same error

woeful viper
#

you still can have those base classes. You just shouldnt rely on stuff defined outside of your model.cfg if you can help it

#

as long as your inheritance is correct there is no problem with a "vehicle" or "helicopter" class (it's just redundant if it has nothing in it)

#

@jaunty rune apply a material with some transparency to your mesh, so you can see through it

#

or use alt+x to make semi-transparent grey

civic stratus
#

I think this last bit might be your issue

#

class BAF_CH_47F_HC2_M240 : CH_47F_Base {};
class BAF_CH_47F_HC2_RAMP : CH_47F_Base {};
class BAF_CH_47F_HC2_UNARMED : CH_47F_Base {};

tribal pivot
#

I'm trying to set up my breakable glass in my p3d building, but for sure I'm missing something . I copied most of my config from sample building from Arma 3 Samples and my custom config works with sample model, but does not with my custom model. I created visual, geometry, fire geometry, hit-points and memory LODs and then in the vertex groups I marked all components like it was done in the sample. Is there anything additional that needs to be added to the blender model to be exported properly?
When I shoot at my widnows in game,there's no collision and the bullets are just flying through the window without any sound or particles

charred bolt
tribal pivot
#

Just re-checked and my FG LOD checks all the points mentioned. All normals outside, only cube shapes, triangulated, Components automatically generated by blender, Pen material applied

charred bolt
tribal pivot
#

Checked, and there are no mistakes in the mesh

charred bolt
#

I'm not an expert on buildings per se, but are there some Geometry LOD properties which might disable simulation or ability to take damage?

tribal pivot
#

I do not think so. My other fire geometries are working just fine - when I shoot them they leave a trace and make sound. The only ones that are not working are related to the glass (4 on top of the image)

charred bolt
#

For example, do you have these set in the Geometry LOD?

tribal pivot
#

I did try that but without results. I'm not sure if that's on my side, but I do not see "house" in the property "map" in the autocompletion from blender arma tools. I will try to set it up again

#

Oh, I had sbsource set to shadowvolume. If the shadow was not large enough, could that have created issue?

charred bolt
tribal pivot
#

Sure, I will send it in a moment

tribal pivot
#

Update: I managed to fix it with help from Apollo. The issue was that my Fire Geometry had no named components for the geometry of the windows. After regenerating names, everything started working properly

fallen compass
#

One question: if I want to add knee pads to my vest model, do I have to select them with "Leftleg" and "RightLeg"?

north sundial
#

If you mean weight them then yes

umbral shuttle
#

are res lods supposed to start at 0 or 1?

stuck oyster
#

The numbers are not important, just that they are in order
1, 4, 6, 8,9 works

umbral shuttle
stuck oyster
#

Yes it'll need 5

umbral shuttle
#

oooof its kinda hard to make res lods for a 500 poly object

stuck oyster
#

Especially if there are a lot of proxies in view

umbral shuttle
#

what does that mean culled from rendering earlier?

stuck oyster
#

That they might not draw

umbral shuttle
#

oh okay

stuck oyster
umbral shuttle
umbral shuttle
# stuck oyster Yep

I love it XD I should ahhhh keep track of how long I spend looking at loading screen

cedar jacinth
umbral shuttle
cedar jacinth
#

Trueeee… but thats modding 😉
Reforger got a bit easier 😛

north sundial
#

@umbral shuttle you should also consider if the proxy would be seen past certain distances, for example if it was a missile on a wing of a plane.

Would it really be visible after say the 2nd or 3rd res lod? If not then just don’t include the proxy on the planes next res lod

umbral shuttle
#

At ~100 meters it was noticeable

north sundial
#

Ah fair enough, sometimes just gotta play it by ear

#

Or eye I guess in this case

umbral shuttle
#

could be also my pc bad idk

toxic needle
#

hi im planning to make an Object 640 mod but im not sure wheter the model i ll buy has an interior would it be possible for me to use the Varsuk's interior from vanilla with permission from a BI developer of crs

stuck oyster
#

you can check out public release datapack Arma2 sample models though

#

but basically

#

and I'll be honest here.
You should learn 3d modeling if you intend to do complex addons like that

toxic needle
stuck oyster
toxic needle
#

this is it

stuck oyster
#

I do a bit different kinds of mods myself. but the model looks nice.

toxic needle
#

thnx

#

despite looking good it still has a lot to be added

analog garden
#

has anyone set up submarine LODs

#

currently i have it "working" but it just sinks instead of doing the submersible thing, and it cant rise back up 😭

tribal rain
#

so i have a question for yall pertaining to weight painting?

Obviously weightpainting is a pretty broad topic so i wont ask people to give me a full on 1:1 lesson here aint nobody got time for that but what i wanna know is just the fundamentals:

I.e.

Whats the point of weight painting? (the why)
Weight Painting vs Automatic Transfer - the secrets no one tells you.
Pitfalls to avoid.
Important things to remember.

If anyones got any solid videos regarding to this id be supergrateful. as far as i can tell also it doesnt need to be Arma 3 related only i believe this is a blender wide skill so its like universal.

The reasons for it is ive got some pretty funky looking stretching and stuff going on with some of my models and i know its a weight paint issue but everytime i try and "Fix" the issue its like somethings not right i feel like im just trying to throw paint at a wall and hoping it sticks.

Any help peeps? 🙏 ❤️

marsh canyon
#
  • Weight paint is to paint weight. Weight, in this context, defines the bone influences in a vertex, so the entire model
  • Transfer then tweak
  • Just practice, learn to other weights
  • Pull enough hairs to gitgud

I would ask how it does look in Blender

#

I cannot tell what are face and shoulder issues btw

tacit hull
#

@analog garden maybe you can use ```sqf
setCenterOfMass

#

maybe can ues "setCenterOfMass" to make it look like the SUB is doing the submersible thing: and then restore the mass back to default

#

after it is at the depth you want

#

i do this in a scripting: looks so cool

analog garden
bright echo
stuck oyster
#

you can get Macsers Armarig to use as movement/weighting test reference straight in Blender

#

what it looks like should correspond to what it ends up looking like in game