#arma3_model
1 messages ยท Page 60 of 1
yes sir that's why i feel they call it a U-boat ๐
Quick question is there a limit to the amount of Camo selection you can have
Im trying to set something as camo6 so i can use hidenselections to set it to be different things based on the uniform but so far its not liking the game im playing
No limit, apart from perhaps performance will suffer at extremes. camo1 to camo6 will be absolutely fine. If it's not working, it's some other issue.
cheer's figured id check to make sure I wasnt wasting my time on that bit at least
Are you working on your own model? Obviously check you have the camo selections in the res LOD's, and that you've added them to the model.cfg sections [] array.
Yeah, i erm missed a coma
Missing a coma is better than missing a comma ๐
man i cant spell for shit today
One is a night of sleep, the other is a sleepless night. ba dom tish
I don't know if this is the right channel, but does anyone know why my tank tracks are clipping underground in Editor Preview and Virtual Garage, but tank works exceptionally fine when actually playing with it ?
Like this
I have seen the same happening with CUP tanks meanwhile
Is there any way to fix it or is it ARMA slop ?
T-64
I have placed the Land Contact memory points fine i think and my physX are fine too
Generally the tank works really well in-game but does this when placed in Editor
Thing is, when i had no PhysX and just wanted to test how to model looks with the textures in the game, the model was fine. When i added PhysX it sinks like this in Preview
And im not inheriting from CUP btw, my tank is standalone
You should model the tank so that in the p3d the suspension is at the correct position for how it will sit on the ground under it's own weight.
With the base of tracks on the y=0 axis.
And land contact points also on y=0.
Ensure you do not have wheels or tracks modelled in the p3d Geometry Phys LOD where they could interfere with the physx suspension code.
Wheel boundary memory points at y=0 also.
In the physx config, set the rest position to be at damper = 0.5 (0 to 1).
These are my tracks in Res 0
My Geo PhysX
Memory points are also on the same place as the tracks above
As for the PhysX are you sure there is a 'damper=X' reference because i did put that and did nothing
Can the problem be something like this ? I have assigned the tracks in PhysX Geo like that, so they don't touch the ground. Is it also a problem ?
The physx interaction of the tank with the ground is purely code based.
For that reason, you should not have any model parts in the Geometry Phys LOD between the ground and the upper most part of the suspension movement.
It's normal to lift and compress the 2 components representing the wheels and tracks as shown.
Some more information here
#arma3_model message
#arma3_model message
So as far as i understand, the problem is either code-based or Land Contact ?
Land Contact
Wheel memory points
Is there an example of clothing by bhomeia?
there is sample character in the arma 3 samples on steam
Ah i shall download that then
is there any named properties I should have on memory lod? or not at all
None.
cool cool I have some ill remove lol
@toxic needle
It has come to our attention that you use ripped models in your mods. We have 0 tolerance for that.
@stuck oyster ???
@stuck oyster i didnt ever develop the models nor published any mods with ripped ones???
where is the T72 you have from?
the T-72 I made?
do you happen to have any development pictures of it?
um no why would i have those?
you might have shared them with friends
um no not really, listen just cause a server said that i had worked on an AW that one time doesnt mean that i rip models now
- i have spent 500 euros for new ones for a mod that will be published
i can send u the links for those
sure you can DM them to me
ok
anyone got a recommended youtube series for learning to create buildings in arma 3?
there arent any
what you will need is work through general model making techniques
modeling/uvmapping/texturing and understanding how those work so you can adapth the knowledge to create something that works in Arma
how does one like.. go about learning it..?
I guess starting point is how much do you know about 3d modeling
I know a pretty good amount of 3d modelling, im trynna figure out how to get things into arma 3
Ive managed to create a basic hat from a model so far
but information feels spread so thing and sparsely apart you know?
it is unfortunately spread around yeah
but the basics of modeling are pretty much the same
you have 3d mesh, you have uvmapping and texturing and so on
buildings and hat have some different requirements though ๐ so if you can be a bit more specific on what you have done and what you are trying to figure out we can likely give you some pointers here
If I want to create a building, where inside there is for example a table with few chairs, should I model the furniture into the building model or create separate object (maybe in separate pbo) and add it later on during mission creation?
My way of thinking tells me that if the furniture is static and has no functionality, it should be part of building model, otherwise if is has for example storage capabilities then it should be included in separate pbo. Would that be correct?
there are few considerations
-static furniture will not be changeable by mission makers.
-static furniture will have some effect on performance even if its not immediately in the view as the whole building model becomes more complex.
-static furniture is better for building reliable AI pathing.
-furniture is often added as proxies so the model can also be used as independent object.
is ````16:38:08 Subskeleton index out of range. There seems to be a SubSkeleton index that is greater than the number of sub skeletons, this should not be happening. Please report it with reproduction steps/files.``` Me being a mong or is it something elses
BI messed up with their error messages, it's meaningless spam introduced in a recent update of the tools, along with a bunch of others disappointingly.
Ah So i just spent the last 4 hours trying to fix it for my clothing for nothing wonderful lol
Also these are irrelevant too and can't be "fixed":
Geometry LOD has UVSet, it is useless, consider removing it.
โฅ Context: #(argb,512,512,1)r2t(rendertarget1,1.0) <- ShapeLoad:
Can not create source for procedural texture - probably badly formed texture name: "#(argb,512,512,1)r2t(rendertarget1,1.0)"```
hi im sorry for the unclairity havent done much game deving so describing things is difficult since I dont know what I'm supposed to be looking for lmao. But something im really curious about, I will try to phrase this the best way I can please let me know if its unclear, but here is one of the example houses from the arma samples models, and if i've understood it correctly, but the objects marked red are the render distance options with LOD? Blue I do not know what quality it translates to neither purple. Orange, or Roadway I understand it was being anywhere on the object you can stand? Green being paths A.I. can path find through the house, white, hit points being anywhere fire can blocked by the building, black I do not know?
Is there documentation for these and are all of them needed when you take your pd3 into object builder?
there is a wiki page that describes different lods purposes
the wiki also contains pages on many other asset related things
Also since you doing buildings https://community.bistudio.com/wiki/Multimaterial
An HG's example of it in blender #arma3_model message
thank you found it and made sense, with links from ice
it seems... I may have messed up the size however lmao
my scales are applied and proper in blender, however when I import my fbx into object builder i believe its there it becomes quite wildly out of size, anyone know if im not supposed to import it as an fbx?
Use the Arma3 Toolbox for Blender to export directly as p3d
Otherwise there's something like a 1/100 or 1/1000 scale ratio to apply iirc.
ya only issue is I cant import the p3d into object builder?
using the file -> open
So your p3d export from blender has an error
Which toolbox are you using?
Out of my expertise now, but HG will help you with blender questions
Check the pinned messages and look for Alwarrens Toolbox
alr will check out in a sec, but just eyeballing trying your method by just running it through times 0.01, is there a way in object builder to see my height, so I can have an idea if its a realistic height?
Each of those squares is 1m, so it looks like 8x4x4m approx
alr makes sense, thank you
1 blender unit is 1 meters
you can also set blender to metric units
you must not use object scale in blender
or it has to be applied before exporting
blender should tranlsate into Arma 1:1 size
ya no it should be correct in blender and applied, even used one of the characters from arma sample to check the size
alrite ill retry, however is my toolbox broken not being able to import the p3ds I exported out of blender into object builder?
it likely means there was some error
and it didnt write correctly
try use export with the "selected only" mode
and select the objects you want to export
could it be that i've missed an n-gon? I've understood it as it only accepts triangels and quads?
Try this one, as it has some error checking for us noobs https://extensions.blender.org/add-ons/arma3objectbuilder/
Error checking with video link https://mrcmodding.gitbook.io/arma-3-object-builder/tools/validation
i've seen that this is a common issue, is there any solution for this ?model.cfg circa Line 132: A3\anims_f\data\skeleton\SkeletonPivots.p3d im packing with mikero and allways appear this problem
missing file?
it is already there, im a little bit confused
this is a pbo you are looking into
not P drive
it's the original one, from arma 3 folder 
pboProject expects you to have data you use extracted on the P drive into their real original paths so it can verify they exist
yes but its not in the development environment
what is known as P drive
so i have to extract a3 into p drive?
mikeros tools has arma3p for that
gotcha, thanks
having the issue of that the walls do not collide, neither block fire? However the roadway works fine. I have no n-gons in the model, anyone know what could be the issue?
the LODs themselves are filled with geometry
goemetry lods are not valid
I have a pinned message regarding what they need
that one yes
your geometry mesh needs to fulfill all the requirements
looking at this, its not made out of separate components
when you say seperate components, do you mean like several cubes stretched to fit floor, walls and roof seperately?
yes
convex shapes
you can compare with the sample house
so for floor, I would need a cube, and then another cube for the back wall like this, which are unconnected?
giving me two components then for example?
yes exactly
and wall with a single window would be 4 parts
as long as the shape is convex it should work
makes sense
would the fire geometry use the exact same vertexes and stuff, which I could just copy paste from my normal geometry?
it can use the same shape
often firegeomery may contain more detailed mesh though
like for example you might have guardrail that geometry wise is just a box as theres no way to slip through it
but firegeometry would have the poles etc
I see, that makes sense, I saw in your post that it mentioned material for penetration and so, how does one actually asign the material practically?
I assume we are not talking about the blender materials tab?
also, i've managed to get the fire geometry to work, it now blocks bullets, however I still have not managed to get the normal geometry to work so I dont walk through walls, does anything look off?
did you set the collision geometry mass?
I do not believe so, how do I do that?
the first option?
sorry for the million questions jesus
oh I see this then
should be it
I think I read minimum was 10 for it to interract right
yes
for static buildings it does not matter that much
it affects physX simulated things more
I see
I assume the weight is hidden in the code and not something ill interract or see in the object builder
its there to enable collision simulation
agh still no luck with the collission, maybe its because i export it as an fbx? then it doesnt take the mass value with it?
@stuck oyster
Why you exporting as fbx from blender?
yes fbx wont work for that
the toolbox is designed to export p3d directly
I've been getting an error trying to import p3ds
do you get error in blender when you export the p3d?
no error in blender, only error trying to import the p3d into object builder
I will try this one
worth a try,
alwarrens toolbox should work too though.
you will have to set up stuff again for the new addon though
thy are similar but have both their own menus/dialogs
uagh
open blender console just in case before you export so you can see if it throws any errors there
got this but unsure if it is because it thought I had both addons on
it seems it tries to export object that is not an exportable arma object
select only the objects you want to export and make sure they are all set with the arma properties tab
then when you export use the option to export only selected
and use different name to test as the previous p3d probably is locked in file system due to previous error export
or restart blender to unjam it
I see, yes because its quite wonky
sorry my mind is melting using two different addons on blender
in case of the toolbox
youll have to decide which one you use and stick to it
clocks has the checkup functionality which can be useful
ya I totally get that
makes sense
some progress however, I managed to export from the toolbox one you use
and ive got the geometry in?
but none of the others
at least it is confirmed it works
I assume its becauyse of the geo is set as a LOD?
but I do not know how to set the others since nothing comes up..?
yes lmfao
yes and if thats the only one visible you cant select the others to export
if you did the only selected export
i did the regular export
ill try with them unhid
no dice
only the geometry
I assume ive missed a step on how to assign different LOD identities in blender?
WAIT
I got it pretty sure
yesss
it appeared when I unhid them
IT WOOOOOORKS
@stuck oyster also on the scaling issue earlier, it works perfectly aslong as the file is a p3d, but gets very messed up if it is a fbx
fbs exports and imports at different scale yeah, just stick to the p3d and save your hair
yes def very much so
just a million and one things left to learn now instead of a million and two
is there any pinned message about making doors..?
no ๐
could write a book for all the things one could do
oh mah lawd
it comes down to understanding model making (which you got on the way there), model,cfg animations and config.cpp user actions
so next step for you would be to figure out model.cfg
that makes sense
im using a combination of the arma samples, chatgpt and hitting my head against a wall
once you can do that and preview your animation in the buldozer viewer in ObjectBuilder
you can start figure out the action part
GPT 
its wrong a lot of the time... but gives a kind of pointing direction...
I sweat to god chat gpt is more confused than me
I have a basic-ish little write up on 'em from when I was converting some of our props to use it
I see uh
im just quite confused on the object builder portion
I belive im trying to create hunges in the memory LOD right now?
check the model.cfg /howtoanimateamodel wiki pages
read through it now I couldnt find much about how to set it up other than a few lines or code or i may be very silly
I mostly wrote about the config / model.cfg bits
Memory points are just vertices in the memory lod with named selections
so if I have a door, do I want two seperate selections in the memory LOD? One for open and one for closed?
which I then through code switch between which one is "active"?
no its just one
the parts that move are defined in the model.cfg skeleton hierarchy
and parented parts move their child parts
so one mesh per door, in the memory LOD of the building..?
ah I see
that makes sense
as geometry components can also move
the axises are they created in blender or in the object builder?
Just make it all in blender
alright just two vertecies then in blender make up the axis as I understand it
im very stuck, I've managed to get the promt in the game to open door, however nothing happens when I try to open it.
anyone know whats wrong with the code?
skeletonBones[] = {"door", ""};
sections[] = {};
sections is supposed to be empty and skeletonBines is supposed to reference Door?
i will try boss man
still no luck
I capatalized the D in door however since my section is capatalized
Do you have a named selection on the door mesh in the first resolution LOD of "door"?
I believe so
if this is right
the door is still in the same mesh as my building just not connected
and is your p3d called "testhouse.p3d"?
ya exactly
and model.cfg is in the same folder as testhouse.p3d?
Menu bar in Object Builder there is a red'ish icon
View>Viewers>Buldozer>Start
press Enter to scroll through available animation sources until you get to "door_source"
then use the mouse wheel to change the value of door_source from 0 to 1
If you're stuck, feel free to zip up your three files and dm them to me, I'll have a look
1 sec im uploading a video of it
that would be lovely, give me a second
Ah, it's actually working - but your axis memory points are probably in the wrong places
ya agree, its def going the wrong direction hahaha, but it should still play it in game right
Well first thing is to get it working in buldozer. Then if it doesn't work in game, it's because there's something else wrong with the config.cpp
as config is not used by buldozer
first fix your memory points so it rotates as you wish
ive tried moving the vertexes in memory around, but does not seem like it changes the rotation of it in the buldozer viewer
non captial door?
Both of "my" points have the same name of door_axis which is what you refer to it as in the model.cfg animation.
Whereas you have given them two different names of Door_axis_end and Door_axis_start
Check it in buldozer first
yes
does the name and capitalization of the door selection under the 1.00 LOD have to match the one in memory then
assuming thats how you have several like Door23 and Door23_axis
No, but highly recommend you use lower case throughout your project, as there can be some difficulties if you mix door1 and Door1 for example.
but the _axis is dependent on the name before, like having door22 and door23 with seperate door22_axis and door23_axis?
for a bigger building
also, great success on getting the door to swing on the right hinge
You define which selection (bone in the skeleton, mesh in res LOD and Geo LOD's) and which axis (memory point LOD) in the model.cfg.
They don't have to have similar names, but it's convenient to call them door1 and door1_axis, door2 and door2_axis etc
So now you have it working in buldozer, build it into a pbo and check in game.
Correct... and the issue is...
{
source = "user";
initPhase = 0;
animPeriod = 1;
};```
change `source = "door";`
alr compiling it now and will see
what does "alr" mean?
oh just shortened version of alright
thanks! sorry, I'm a ๐ด
What doesn't work - you don't get the option to open the door, or it does nothing when you select the open/close?
the option to open the door comes up and is at the right place, however nothing happens when i interract with it
more errors in the config, 1 sec
Change your config.cpp UserActions to this:
{
class OpenDoor
{
displayName = "Open Door";
position = "Door_trigger";
radius = 2;
onlyForPlayer = 1;
condition = (this doorPhase 'Door_source' < 0.5);
statement = (this animateDoor ['Door_source', 1]);
};
class CloseDoor
{
displayName = "Close Door";
position = "Door_trigger";
radius = 2;
onlyForPlayer = 1;
condition = (this doorPhase 'Door_source' > 0.5);
statement = (this animateDoor ['Door_source', 0]);
};
};```
I've got to go for a while, back later. Others can help if you get more issues.
next thing will take only 10 minutes less!
I'm trying to texture the walls of my building but keep having weird issues, in substance painter the exported co's line up correctly, but in arma I get this mess? Does anyone know how to go about this
For buildings you want to be using Multimaterial for textures
I linked to it the other day #arma3_model message
Looks like you messed up UV unpacking in one of the UVmaps
gonna read through it, but I've assumed the workflow is I make a UV map in blender, export to substance painter and pain there, then just format into paa's and call them in my rvmat, or is that process incorrect?
ive read though the wiki page and i gotta say im more confused than i was
I understand like 10% of what its about-*+
Look at HG blender example, that helps a lot.
Basically you have 2 UVmaps. One is linked to a basic texture mask, where you use red, green, blue or black. Then in the rvmat you link those colours to a texture.
Then using the other UVmap, you adjust your textures like normal but you can scale it way the hell up.
It stops you being limited to 2k texture size, plus it helps performance since you can have loads of buildings and walls etc using the same texture
looking at it in blender, the example file trynna wrap my head around it, so I have two masks which are the UV unmaps then, the two in the pictures?
ah gotcha, I feel like im missing out on a lot of context
is there something i should read up on to understand these things better
slowly understanding more
I did not think adding a texture to a building would be this complicated
if anyone would be down to help me out let me know... I cannot figure it out
just ask the specific questions where you are stuck at
Also I might have explanations about it in the chat history
@woeful viper Iv known about that for a long time but no way to do in wire mode anymore?
if you set opacity to 0 you get the same effect as wireframe. Do you use a plane with a texture or a background image?
latest WIP http://i.imgur.com/G9vp4Jl.png
come on guys soo and tell, we all like to see new shit
plane now seems to be the best havn't messed with the new background image functionality
@terse elm Nice, looks good i would put a sill on your big windows even if its only a couple of inchs off the ground, just makes it look more realistic
dont get u
trhe should be a sill on windows makes it look better and im refering to the bottom floor shop windows
got a ref image?
ah k i got ya
butm im refering to the bootom of the windows here
the bottom of the windows
so water doesn't get in
irl atleast
just looks right
Have deciphered how to do a multi layer method for refrance images but when ever i change the layer to be locked to shaded it goes back to view port after closing, any ideas?
@terse elm i like the building..looks nice!
Im kinda confused on hiddenSelections. I have a ground decal that I am making so you can add your own texture to it kinda like the User Texture or VR Block objects. I setup the config just like the User Texture but when I add an image to the attribute nothing happens. I did read that you need to set a selection in the model.cfg, but I can't find an example of what that is. The User Texture and VR Blocks don't even have a model.cfg.
You can't do it for decals
Well thats dumb
The fact you can't do hiddenSelections on decals
I'm pretty sure it's a bug rather than intended
also iirc it DOES work just not for simpleobjects
Tryin to use objRandom and not having much success with it, just doing a simple cube to have them rotated randomly.
class random_rot
{
type="rotation";
source="objRandom";
selection="stand";
axis="axis_stand";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = "rad 0";
angle1 = "rad 360.0";
animPeriod = 0.0;
initPhase = 0.0;
};
doesnt seem to work in object builder or in game
but if I say do time or anything else, the cube rotates in objectbuilder
class random_rot
{
type="rotation";
source="time"; //This changed
selection="stand";
axis="axis_stand";
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = "rad 0";
angle1 = "rad 360.0";
animPeriod = 0.0;
initPhase = 0.0;
};
I guess I could just use userPositionHashedInit and have an array of like random numbers lol
anyone willing to help me with memory points in blender for a AR Platform based gun?
trying to make the bones for the Rifle
whats the problem with it?
problem is me
i'm noob when it comes to porting stuff to Arma reforger lol
i just need some help to create the memory points of the gun, that's all
in blender
#enfusion_model is the place to talk about reforger related modeling.
But in general to be able to do this you cant skip learning basic modeling first. buying a model is not a shortcut. (also can not use model stolen from other games)
it's not
a friend of mine made the rifle model
The license is free to use
Modelo e texturas desenvolvidas para o game Arma 3
YouTube Channel: https://www.youtube.com/channel/UCFVCQGFiOHIYmjVoSUvEXjw
Sign up, share, leave your like and activate the notification bell.
Help the channel grow to make even more models available, thank you!
Inscreva-se, compartilhe, deixe seu like e ative o sininho de notificaรงรฃo.
Ajude...
this model to be more precise
Did you ever work out how to do it?
even then you will need to understand basic modeling to do what you want to do. So just to clarfiy are you doing this for reforger or arma3
Arma reforger
i was just attempting to make the memory points, i am following the bohemia guide and have a experienced modder with me to help me trough the proccess
i'd ask him, but he's not online rn
then #enfusion_model is the place to ask since the process is different from arma3
i see. Thanks for the advice
i have not i took a break for a couple days, see if i might try again on the weekend
that is good. no need to burn yourself up while still learning
what is an approx poly count I should be aiming at for an a3 plate carrier model?
2 to 8k tri's depending on how much stuff is on the vest, res LOD's at 50% down to about 300
Is there a way to change the weight of just 1 vertex in the geometry fire LOD
no
fuck
why would you?
Some how i keep getting an error for 1 vertex being 150 instead of 100, so was wondering, buts it sfine ill just redo the weights
ah tehn yes sure weightpainting or direct vertex group manipulation can do that
but the error means the total is 150
so you have some overlap between selection
ahh, okay cheers for the info should save me a bit of time
In Object Builder, yes you can.
Select the vertex, right click in the selections window, select Weights.
The window which opens will show which selections the vertex is part of and respective weighting. You can alter the weighting for each selection.
Sum of bone weights should always be 100.
ah cheers
Hi all. Quick question. Would some one know if its possible to get a character template into 3ds Mudbox. I'm looking at getting just the head in, so I can use it as a reference for sculpting helmets, hats, facewraps ect.
There is head model in ARMA 3 samples
@terse elm Good job on that building mate, looks neat
@royal mango Thanks mate. I'll have a look.
@royal mango I had a little test. Unfortunately Mudbox wont load it. I get the following in an error message; File version is too new or is corrupt. File name: C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Samples\Addons/TemplateRTM/bust.p3d, File version: 1146047565, Current version: 506
Open it in Object Builder and export it as FBX.
.p3d is something only A3 and A3 Tools understand.
Also once it is in Mudbox check the dimensions to make sure it imported with the right scale.
@obtuse rain Thats got me one step closer lol When I go to inport the FBX it won't show up in Mudbox. Like nothing gets loaded. Strange?
When I'm in object builder it only gives me the option to export as the following; "universal Bistudio. TXT" "3D Studio" "P3D Old Version" and "MDA" I'm rather new to the modeling/sculpting world, so sorry if I'm a bit of a noob
You could try .OBJ format.
hello friends, i am trying to add a model i have of a custom det charge into the game, would anyone be willing to help me get it into the game as i have very little experience using the p3d software
I tried to open the model in Blender, but I kept getting this error. I'm a bit dumb and don't understand what it wants.
Means you cant open it
Something is missing or simply not possible?
Not possible
you are not supposed to take other peoples models
you can make models
you can not take models
@foggy coyote are you sure you did import the model not load it?
Mudbox reads 3D studio aka .3ds files
Hey guys what do dark green lines in wireframe view in OB mean? like so: https://gyazo.com/5a1fa4f5c61e4d487f4edaaf29e25c51
Nvm figured it out, the faces were coloured, didnt even know that existed haha
yeah i didnt know you could colour them for identification purposes
thats useful info for the future
Thanks for trying to help though ๐
anyone know of a Discord server specifically for 3d artists?
@stuck oyster is there a scale requirement for buoyancy?
im making a cork and trying to ge it to float but its just not floating, if i drag over the geo lods from the buoyLarge, it will float, but if i shrink those lods it wont float anymore
as far as Ive seen the bouancy lod typically matches the shape of the boyant hull
Hmm, so the scale doesn't matter as much?
I got no idea here.
I've made the lods match the intended shape, given the properties, and it still sinks like a rock.
Give it the buoy's lods and it floats all wonky but I can't scale them or else it won't work anymore.
The only changes being to the geometry lod and buoyancy geo lod

adjust the geometry lod mass
i had it set to like 5, then 12, then 40, then 100,
well right now its tiny thing weighting 96kg
the buoy large is set to like 5500 top and bottom with a total of 12000
Arma and tiny thing simulations is not usually very great
but yea you would need either weight that works (but simulation might not work on very low mass)
or you need larger boyancy lod ot counter the weight
โค๏ธ
lowered weight to minimum possible
was able to shrink down
It's the volume and position of the Geo Buoyancy LOD that matter. It doesn't have mass in it.
if canOcclude is not inside object namedProperties ["Geometry"] does it mean its off or is it off only when canOcclude is set 0 for buildings
I would assume its on for buildings by default
You making a fishing mod ? Haha always having fun side quests mate
hiya, back at it again
in the process of trying to understand to get the materials on my builds, im trynna export the MM example thats pinned, and just curious if there is a quick way to make my n-gons into trises so it'll actually fold into a openable p3d?
aware of selecting by trait to find my n-gons but if anyone had something in blender to just make it easier
edit mode > select all > ctrl + T
oh thats lovely, thank you
Good luck ๐
anyone had this issue that the UV editor just doesnt.. open..?
windows sometimes minimizes it
youll have to find it in task manager and use maximize so it opens in full screen
then you can resize it
that worked perfectly, oh my
thats the most nichie issue i have seen in my entire life
just a theoretical question so im not like working towards something that doesnt work, but its possible to make my mesh in blender, paint it in substance painter, and then import the p3d and then bind the rv mats in object builder right?
yes. but you really would assign the materials in blender
so, blender -> fbx to substance -> then back to blender -> Object builder?
well technically you dont need to come back from substance with the model. the uvmapping is already done in blender blender. and the textures made in substance would then match those in blender
ya that makes sense
so blender -> substance -> textures to blender to test -> p3d out to arma
when you export the p3d from blender does it bring the textures with it or do you have to bind them?
the arma paths are assinged blender yes
there is separate dialog for that in the material tab
i could be wrong but as im trying to figure it out, I'm unsure if the MM example actually came with a RV mat..
it probably does not. You can find some of those in the p:\a3\ folders
when you have unpacked arma3 data
is there some other thing on how to learn textures than just the example file because I am beyond lost
Im trying to figure out that entire having two materials for masks thing
Use this rvmat https://community.bistudio.com/wiki/Multimaterial#Alternate_layout it's easier to read lol
so the rvmat file, links a color on my unwrapped UV to a png, am i getting that right?
this
yeah, if you ever done terrains think of it like mask and sat map
therea may be need to read up on 3d model theory
do u have recommendation?
not really. Its been over a decade when I started, I dont know the recent guides that well
I see...
uagh
it is quite abstract to grasp but I can blame myself trying to learn the engine of a 13 year old game ๐ญ
basics of 3d models have been same for far longer
and are still the same
how uvmapping works etc is old technology
you dont need to know the deep theory
but the basic principles and how they are made
UVMap_MM is where you adjust textures.
UVMap_BAKE is for mask.
The rvmat is what tells Arma what texture to show for colour on mask
ill try to see if i can find some videos on youtube to understand it better
would that translate into these then, MM 1 and 2?
going from the example file
No that's basically 2 rvmats, you can have 4 textures for each one
so if you had a brick wall, you would link the brick texture in the rvmat to red or whatever. An you would paint red on the mask for where the walls are
so the file on the left, would you make that then in photoshop after you've unwrapped your file then?
You can just paint it in blender
whats confusing me is that I have to make this red green blue png, and that I couldnt just apply my color, normal and others just straight on?
cause what I find online talks about metalic and roughness and color but I havent found anything yet on specifically designating certain areas as red and blue and so
normal is set in rvmat class Stage11 {texture="#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)"; etc for each colour
so like texture="ca\MultiTest\kostky_NO.paa";
yes well true the multimaterial is more elaborate setup than basic texturing you refer ot.
so you wont find exact example for it online
Arma is doing all the work, blender is more for just positioning of textures
so, the arma engine needs that blue red and green file, to be able to understand where to put the different things in my color paa? assuming i have on co paa for one house?
yes
Also you don't need Multimaterial for everything, but for buildings it's really useful
and that red green blue image is linked in the rvmat, together with the link to the co file then.. would that be DTSMDI?
how come its useful for buildings?
Itโs about pixel density
If you have a building thatโs small, say a 4x4x4m shed you can use a 2k material to get roughly 2pixels per cm which can look fine
Take that building to be a 20x20x40m office building and that 2k texture wonโt cut it anymore on the surface area you need to apply it to
So then you use tilable textures . Which is fine, but a multimat can apply 4 of those textures for the cost of 1 material which is much better for optimisation
As well as the fact you can also use the masks to switch textures mid polygon as can be seen on this tutorial: https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial
Itโs mainly about balancing optimisation and quality
I see I think im following
makes a lot of sense quality wise
but in the tutorial you linked, am I understanding correctly, the left one with rgb colors you need to have so that the right picture, the exported co from substance painter for example, can properely apply its texture?
That one is also using a baked down texture usually known as an mlod
Mainly itโs used for the 2nd or 3rd res lods and beyond
Though I think it can be used to help blend from memory
Ah yeah it does that too
Multimats just layer many components to give you a better looking large asset
I did a couple of rvmat's of the example files. They named same as material in blender
So I have this helmet (lowpoly right now) http://i.imgur.com/uk356Nr.png
And I'm wondering 1) How you all do helmet nets and 2) how you do scrim
oh thats lovely thank you
okay so I changed my UV unwrapping seams, and magically it just worked? The mysteries of this software continues to delude me to this day
trying to bind my rvmat with normals and so on my building and not just the color but get this error? My rvmat looks like this, do I need more in it?
Can't have leading slashes in rvmats
i changed but still no luck
am I thinking of the file path wrong
Maybe, it needs to start with your pboprefix
the rvmat is in the data folder
how do you mean?
the same folder as I have my pbo?
No, every pbo has a "pbo prefix" which is the virtual path to that pbo, which is how you reference textures, models, etc. from a pbo
how doI know my pbo prefix?
Addon builder just uses folder name if you don't explicitly set one, not sure about binarize or if it even cares about it
im a bit unsure what you mean, this is how my path looks, having the rvmat in the data folder, what path does it expect me to have in the rvmat?
not sure about binarize or if it even cares about it
If it was addon builder it'd be TestHouse\
never used addon builder but Ill run it like this
unless im supposed to binarize the textures
Addon builder is awful for newbies, error checking is poop. Also that isn't multi rvmat
what kind of rvmat is it? I dont think ive quite understood the concept of milti rvmat yet
okay managed to make larger progress and successfully assigned my rvmat to my building getting my normals and so on, however does someone know why the lighting is so extremely sensitive?
the wall on the back is completely black as well as the inside with the door open
improperly configured rvmat or maybe missing/wrong kind of ambient shadow texture
so I closed all convexity on my shadow volume and got this? is the mesh supposed to be one singular box and not several as in second picture? Or is the value wrong in the third?
okay so I turned off both sided lighting and it went back to how it was before
you should not need to touch any lighting stuff
thtats wrong shadow volume though, 0 is the one you would make
when I change it to zero it does not compile?
hi apollo, sorry but im very confused what you want me to do? where can I find those tabs, and should I click them?
You are using pboProject?
I found the settings
sir yes sir
better to run them with all unchecked?
i did that and the building has gone insane
While in game, go to options and turn off your shadows. See if that "fixes it". If it does, you know it's your shadows that are broken.
I find that hard to believe. Switching off just shadows made it lose colour?
ya I turned the shadows to disabled
in video settings
Just reading back through your history - is it multimat?
Im very unsure, I dont think it is, im using a rvmat that looks like this ( first pic ) and thats just bound to my 3 seperate paa's
eek
HUH
I will admit to knowing next to nothing about buildings, but that's not like any supershader rvmat I've ever seen.
Here is the "default" one from
https://community.bistudio.com/wiki/Super_shader
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,0};
specular[] = {1,1,1,1};
specularPower = 30;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "#(argb,8,8,3)color(0.5,0.5,1,1,NOHQ)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "#(argb,8,8,3)color(1,0,1,0,SMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(0.4,0.2)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
class StageTI
{
texture = "a3\data_f\default_vehicle_ti_ca.paa";
};```
Texture (_co) and material (rvmat) are assigned per face in the p3d.
The material then connects the _as, _smdi and _nohq maps.
ya I only find it referencing a co file in it, no reference of normal or as?
The default one uses procedural nohq (stage 1), as (stage 4) and smdi (stage 5) textures, so you can try it without having to create those uv mapped textures. All you need is the _co and rvmat assigned to the faces in the p3d.
so nothing in this rvmat is to be changed then? it is just an fixer for the lighting so to say?
As an experiment, correct.
it works in the aspect of the lighting not being super extreme, but I now lack the depth my normals had on my texture, since I used co for the texture and then the rvmat on the material slot
Ok so that's good progress. Colour and shadow working.
Now you can add in the normal map
do I add the normal map as a piece of code in my already existing rvmat then?
{
texture = "path\to\your\normalmap_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};```
oh I see ill fill it in and compile and see what happens
If your normal texture file is in
p:\testhouse\data\housewalls_nohq.paa
then use
texture = "testhouse\data\housewalls_nohq.paa";
so this is how the walls turn out, with no strange lighting, however
this was the walls with the normal map, which the lighting made the back side entirely black
so I have a feeling the normal is not quite working
Not enough info there for me to understand
when I ran the building on only my rv mat, which directly referenced co, as and nohq I got the result in the lower one which has proper depth and shadow on the object, but on the sides which are away from the sun it goes completely black
I think you're saying you've added the normal map, and it has worked, but not quite as you expect.
I would then say, now add the AS and SMDI maps into the rvmat.
ill give it a try
see how it does
I'm assuming this is the starting point: #arma3_model message
which is totally scrambled. So far, with your new correctly formatted super shader rvmat, it is not scrambled.
I believe so, I gotta say its very difficult keeping a red thread with how many processes and taking two steps back to try a new angle lmao
no luck with getting any depth also adding as, also, addendum, the interior is pink
It's hard to follow when you keep changing what we're looking at. One thing at a time.
Firstly, what does your rvmat code now look like?
Secondly, show the same outside view as before and comment on whether it looks "correct".
give me a sec ill try to make a proper overview of everything from zero
Why? I asked for 2 simple things. Don't overcomplicate it.
copy and paste your current rvmat. screenshot the outside of the building
okay will do, my bad sorry
rvmat code
the outside, it looks correct with the color of the outside is correct, but there is no depth to the crevaces the normal should apply, also as you can see in the frame, the inside of the house is somehow pink
Why have you put your as texture in stage 2?
I thought it was to go in stage 2?
I see ill change it to step 4 and see if I can get a difference
I dont have any smdi I only have co, as and nohq
also my bad, coding is relatively new to me
ok, that's fine, just leave the smdi as the procedural from the default. smdi is the map which gives specular highlights (shine).
So put in the _as to stage 4 and post the screenshot outside of building result. Comment on whether you think it is correct. If all good, then we can move inside and look at other issues you notice.
alright will do, thank you
@charred bolt think this might be jackpot, the color is very close to what I have in substance painter and the lighting is correct around all sides of the building, as well as working inside, and no pink texture inside of it either
im willing to call this the first house ive made complete, with most of the bells and whistles
So the take-away is that the format of the rvmat is very important. You have to put the right textures in the right stages.
If you were able to export an _smdi from Substance too, you could get even nicer results, but well done!
thank you very much for the help
ill be looking over my substance painter export set later to see if I can make an smdi, also eventually have to figure out how to make it destructable and windows, but ya
almost 30 hours to make this simple brick structure, I get why not a lot of people take up arma modding
you have to make sure your normalmap green channel/Y axis is right way. Typically you may need to invert the green color channel for Arma use
do backpacks support any sort of model cfg animations?
yeah I figured I did try in the past but I guess the weighting with spine messes it up but I wasn't sure if there was a way around that I just didn't think off
But surely if I say on model cfg to have everything attach back to spine bone if would work no?
in essense backpack is a character
as far as I've tested, I never got model.cfg procedural animations to work for either
you cant also add bones to them since that would break the rtm connection
oh hehehe I see very funny analogy
yeah best you can do with backpacks is hide stuff with hiddenselections
but do note that wont work with shadows
Do you think I should add a trim (like on the right) to hide the hard edge of textures. Or maybe just extend the stone wall all the way down?
Can't decide lol
trim look nice
like for real the rocks probably would just sit on the foundation
but making that look natural can be a chore
รou'll find that hard edge between the foundation and the walls irl aswell
what I've done with my buildings was to extend the foundation by 5-10cm then add a curve
If youโre using a multimat you could try blending the rocks into the concrete?
Using the mask
This also works
solid point there. could make the edge bit uneven and follow the shape of the rocks
I'll just do trim as I'm lazy lol
If you werent and wanted to be very fancy you could even cut the wall up into segments that allow you to pull some of the sone shapes out a bit making the surface uneven up close
that would look sick
... Insane question.
Do magazines animate if they're in a ground holder? For my jetpacks mod, I'm gonna be making a multi use fuel can and my insane idea was to make the gauge on it work when you put it down lmao
๐ค probably not?
as in there is nothing to give it input either
Yeah, I was thinking ammo... Might?
Are there any transparent mags in vanilla lol
Easy test for it
Wait the one in the ground isn't even the same model all the time
I'm certain it doesn't now
That's okay, I'll fulfill my insane ideas of an analog ammunition gauge with a different steampunk pipe dream in the future.
Anyone know where arma decides what is the lowest point of the house/building that it snaps onto the ground? Is it the lowest face in the res LOD?
Where the grid is in blender / object builder
Your modelling package should have some way for you to model a flat net and then push it to conform to the helmet surface.
Hey, I wanted to import some 3d models into arma. I booted up my blender and installed an arma addon, but only tabs I see in the top right are "item, tools, view. Object builder" wasnt there suppose to be an arma 3 tab where I can made a model into arma 3 object?
whatever the model is should be able to export as p3d
i am also still learning but that much i know
are u sure u turned the addon on?
what are u working on?
Ye apparently it was a different addon called object builder. Arma3toolbox doesnt seem to want to install
Ori warship
which version of blender are u using
Object Builder addon is much better for .P3D creation
4.0
did u match it to the right version of toolbox?
ye that could be too
why use only 4.0 tho?
at least have u gotten familirized with 4.0
Good question I guess I never updated it. Didnt need to. As I only ever used it to transfer models to arma
oh ok
Oh yes. Generally a punch of spaceships for set dressing
nice
Also the division mod (like watch and computer on shoulder)
u mainly use OB or blender for .p3d creation
Gotcha ye I figured it out. It is just not my usual way of doing it
like selection creation, RTMs, LODs
i mean like making models functional
If you enabled it, then it should be on side panel when your press N
More a #military_materials kinda clip I think. Unless you mean to also model it.
built a model all is well minus one issue
the model loads in game and the textures apply except the texture has a blue tint to it any ideas?
texture is not in accepted resolution (power of 2)
Is this a config fix a texture fix in PS settings ?
What changes do I make if itโs a PS issue
image resolution
Ok resize to 1024x1024 ? Or smaller
Any power of 2 works
Depends on how detailed you want it to be.
So kinda texturing question but also model, I have a bunker and I really just want to use the multimat parts just for its scaling ability, and I dont exactly fully understand multimats still really tryna figure that out. I would guess put the concrete parts on the black section of mask with red/blue/green being used. Is that a good idea or is there a better way to achieve what I am going after?
The mask colors are painted on the surfaces you want to be X color.
well id have only one color no? so wouldnt it be a waste to use multimat if my only reason to use it is for the scaling on the 2nd uvset? what could I even do for the mask colors?
You could make the surface less boring by using second concrete patternntexture and mix them up. Also add dirty/damaged parts for nicer look
oh okay kinda like the carrier deck where it has like 3 different colors of like dark/light and I think oily? tarmac or watever and the mask like mixes em up?
I guess my next question is how do I make a texture that I can use for multimats I feel like the process would be different then making a normal texture cause I dont exactly know how to make tileable textures?
many questions ๐
Game has loads of tileable textures you can use. Or just download some
this is soemthing googling finds tons of answers to I think. Not specifically in Arma context, but tiling textures in general are common thing in games and 3Dmodeling/rendering
or l ike Ice says, you can use the vanilla textures
Any idea where i can post idea / suggestion or get in contacnt with a person who might be willing to make an UGV model / mod for arma3 (im will be willing to pay for the project)
#creators_recruiting #creators_offers one of them lol
You can pay only for a model. Not the actual implementation/making of a mod
Floundering money around only attracts scammers
The mod making tools are for non commercial use only
Welp i suck at making mods so, thxs for the info tho ๐๐ฝ
that can be remedied by practice though
wanting something as a mod is why people generally start learning it
If you want 3D chat you need to be on Polycount, nothing on any discord channel could compare
Ah okay bet that should be ez then, there's no vanilla green concrete so I guess that will be fun to learn:):):):):)
it is useful skill
But time is the problem ๐ญ

Green as in moss or something else?
Could just edit an arma one
Something else like tbh just hue shift from grey to green
If that makes sense
Should be easy to make, there is loads of textures in P:\a3\structures_f\data
Check the other structures folders for more textures
does anyone know what assest the Afganistan_Amy are from the mod auther is Evan Mara? idk if its possible to reverse search?
no there isnt really much in way of looking such info up. why?
just curious what the assest were as they are not the usual cup or RHS
if they are not from a dependency mod then they could be original work
yeah im trying to find the original mod
they cant be original in that mod?
? i dont understand
does the mod use any dependencies?
No its when I'm editing a workshop scenario
When i load it says missing mods the usual continue stuff but this one mod i would like to find as it adds units that I can't see and it's just titled Afghanistan_Army and under author it just says Evan Mara
WIP I thought some would like to see
Just finished the engine bay and I'm gonna add the exhaust, driveline, and gas tanks and a roll cage for where the road warriors are gonna stand (which I already have a template to just drop this into the game and make EVERYTHING SPIN, except the belts, idk how to animate those
For the car guys that look at this; I already stretched the supercharger back to where it needs to sit, and added the steering rod on the other side(which will spin) because in the code this thing has like 10 wheels
Could do a UV animation for the belts?
I'm not sure if you can do one of those based on rpm though
Yes that's possible
Yaaay
(I thought it was but haven't done UV animations before lol)
I think they work with any source
I recently decided to learn Blender and my goal was to create an add-on for Arma 3. This is the result of the process so far; it's still a work in progress, but at least I've managed to see it in the game engine. I've spent most of my time searching for tutorials and information to finish it. My main barrier is the language (I'm a native Spanish speaker) and the technical jargon. If you have any recommendations for a clear guide, I would appreciate it.
hey im trying to add this 3d model pelvicbinder to the game in arma3 how can i do this can someone help me out im very new to the game 100 hours
Where is it from 
I made it
why is it in glb format?
idk
so its not made by you
ai
"I just want" is not a valid reason
if you really want it you spend 100 hours to learn the stuff
alright bro you got it
I made it
ai
Yeah not how that works
what are you on about im just trying to make a mod not argue
in any case AI made stuff is grossly poor guality and do not fit game use at all.
if you want a mod, there is no skipping to finish line
you would really have to do the work of learning
also anyone who contacts you to make this for you for money is a scammer so dont pay people
youll just end up robbed
Aye I captian
I'll just delete this and we can hope you dont get flooded too much with offers
this is an amazing reason lmfao
made my day reading that convo
its not reason to try to shortcut to the end ๐
yes very true
I'm not a modder nor a 3d artist I just wanted to get the mod I'm not here for the modding/design scene like you guys, like this was prob going to be my first and last mod
unfortunately that does not really cut the requirements
and even from experienced person making what you are after is likely multiple hours project
so even if it could paid, that tenner would be a bit of a joke 
Not even min wage ๐
yah right im just going to leave the server thanks for no help but just saying you're wrong wrong wrong
if you really want to make it, first step would be learning Blender.
anyone know how to change the jigsaw puzzle to my own image, I have a _ca paa in the power of two and referencing it as UiPicture in my CfgWeapons but isnt working?
Tried running it like this with a few variations but no luck, does something look off?
Seems ok. Not sure if the image path is supposed to be inside pbo
Compare with other mods
I tried outside the pbo first but had no luck with that, how do I actually compare with another mod?
Look at the file of another mod and see what it says
okay so issue was I was running the mod.cpp and paa inside of the pbo and didnt have it inside of the @mod folder
thank u for the help didnt know it was to be a seperate .cpp file
It's not, mog logo should be placed next to mod.cpp
mod.cpp
logo_ca.paa
addons
- abc.pbo
- xyz.pbo
ya this is how i ended up doing it and works perfectly
has anyone ever figured out a way to make the object builder UI a darker shade, I know about the background being changable and I find nothing about the UI being, just curious if anyone ever did make a solution
I think most people just use Blender
windows menu colors
(old ones)
ya I just go in for proxies and applying UVs n stuff
how do I get to the old ones..?
googelo
yes sire
๐
managed to do most but am I right if I say those other fields are hard coded?
You can rearrange the panels to minimize the light space
oh my goodness
I'm pretty sure this menu is something that you can make with CBA right, does anyone know where in the documentation Im supposed to look for how to make one of these menus
i believe this is ACE arsenal extended
ACE Arsenal Extended
oh thank you
could someone point me in the right direction of how vests are able to display your pistol in their holster when you dont have it equiped, im assuming I have to use some kind of proxy, unsure if I need any programming?
update figured it out
Hey, does anyone know how you'd hide a character's head when a helmet item is equipped?
The only way to do it is via script and making your own "empty head" face
The head proxy is a part of the uniform, so you can't do it that way
Figured, seen it done for uniforms but never helmets. So I guess plan B would be an event handler added to CAManBase to pick up the helmet being equipped probably by isKindOf
For swapping the head - how would you switch the identity over to the empty head?
The setFace script command
Sweet thank you
I'll give that a go
Continuing from here:
#arma3_texture message
Model appears triangulated, and there don't seem to be back faces, or at least duplicated faces that I can see...
@charred bolt
And disabling shadows in the game made no impact, the artifacts just become less visible in direct light.
And you say you unassigned the rvmat, so don't think nohq or ao maps are having any effect?
Correct.
In both Blender and OB, the surfaces do appear truely smooth, but they roughen up in-game.
What's driving me nuts is that I had a similar issue with a model of some ESS Crossbows a few months ago, and the lens surface had the same issue.
But I did something a few months ago, and the problem resolved.
And I cannot for the life of me remember what I did.
Texture is named with a _co suffix before converting to paa?
Affirm.
replace texture with a procedural to eliminate it completely perhaps
Rightyo... never have done that, got a quick guide handy?
#(argb,8,8,3)color(0.5,0.5,0.5,0)
Have you checked the bin logs to make sure sum of vertice weights are all 100?
Not something I've had to do, assuming that's within the temp (using mikero's tools)?
After building with pboProject, click the "View Logs" button and look for the binlog.
And any particular line within the bin that I should be looking for?
sum of weights
Okay, so how does one resolve an issue with vertice weight sums?
Though I'm seeing the same warning on models that don't have the same artifacing issue as this shirt I'm working with.
If a vertex has two (or more) named selections that are bones in the model.cfg skeleton, the sum of their weights should add up to 100.
I'm not saying it is THE issue, but it's something else that it might be.
I doubt it, as this artiface issue is isolated to this shirt model (and it's short sleeve counterpart).
what does your normalmap look like?
Like that.
It was softened up via substance compared to the normal that came with the model
The creases and folds in the default normal were far stronger, too strong for my liking.
Do you have a correct material and texture path set in the model itself?
Affirm. Artifacing was also visible with those unlinked and the raw model untextured.
make sure the vertex are merged and not floating.
I finished that old mad max Buick, except for some small touchups(gotta remember how taillights work) and it sounds godly. So far I got two mad max vehicles, I'm thinking I'm gonna make a car pack at this point. It'd be the second one in the workshop. Alongside mad arma.
@polar hound did u manage to fix it?
fixed a very similar issue with lighting for one of my own things tonite and was thinking it could be the code in ur rvmat
Havenโt had an opportunity to test new fixes yet.
Anyone know if it is possible to make a model follow another model's bones?
For example, if I wanted a sight addon to follow the standard iron sights of the rifle.
I ask because I am currently working on a national match aperture hood for Prairie Fire's M14
nay, the model has to have its own bones
or
rather
in this instance, the proxy is following the proxy in the m14
Got ya
So I am on the development branch and with the shots mode how can I tell what I would need to change to make this bullet penetrate through the sandbag? I dont see how I would know the bullets penetration on impact? and then in the opposite direction I suppose how can I tell how much i would have to increase a firegeos thickness or density in .bisurf to make a certain bullet not penetrate it?
Guys, can someone please tell me if it's possible to somehow get this model into Arma 3 with UV? If not, how can I create the same smoke and use it in Arma 3?
thats not really how smoke is done in Arma
If it's not too much trouble, could you tell me how to do it correctly?
smoke and similar things are done via particle effcts
So, directly in the cpp code? It's just that Blastcore has p3d and paa.
particle effects can use p3ds too. like flying rock pieces and stuff like that
I don't quite understand how this will help create a model of the explosion
it does not
Really tempted to just leave all the house doors open so I don't have to bother setting them up ๐ค
It is a valid option xD
I need help with geometry. I have a large cube with collision/LOD geometry set up, but Iโm still able to pass through it.
Geometry requirements can be found in pinned messages. Start with checking that

Alright now i understand
forgot to add components
Good info here https://community.bistudio.com/wiki/LOD
Make them all damaged so you have a โloreโ reason that they donโt open haha
Though maybe I should take my own advice https://gyazo.com/929a094d21d7ebfe32ca738dbdc23155
Gave myself migraines over this bloody thing ๐
Hello mates, please i need help will anybody be able to do that
Just ask what your question is
https://dontasktoask.com/
here is what i need
Arma 3 Vehicle Mod โ Puch G 290/LP โSandviperโ. Model, UVs, textures and LODs are complete. Need config/modding only. Crew: driver, front passenger (front fire), roof gunner, optional 4th seat. Variants: hatch and HMG (360ยฐ turret). Weapons: MG 74 or M2. Realistic PhysX, damage, storage, MP ready, clean configs, optimized. Must have strong Arma 3 vehicle modding experience.
....
#creators_recruiting is the place to look for such. But I'll be honest most people learn this stuff to make their own mods, not make other people's mods.
So you may need to learn it yourself.
Got rid of all internal doors, everyone suffers from claustrophobia or something.
I was thinking of not putting glass texture in windows to help fps, but feel like that's a slippery slope! What's next "do I really need walls" ๐
You just need to make a burned down door factory.
Warning: Unaccessible (wrong height) house exit 31b2b661e00# 115: outpost.p3d test_Bunker_Des, exit "pos2", position [4280, 4217] (042042 on a3\map_vr\vr.wrp)
any idea what this means? pos2 in paths lod is at the same height as the other garrison spot points 
Thanks, I figured it out a bit, but I have a question, I uploaded this p3d from blastcore but only got this plane, is this normal or shouldn't it be like this?
Why would you upload that? Makes no sense.
Doin a vest for DDPM Camo to work with another mods uniform, however, for the life of me I cannot get the correct coloring or pattern that the mod uses for their uniform to match my vest to it, anyone had this issue before and have a good solution for how to get exact same pattern / coloring as another mods uniform?
Aside from isDiscrete = 0; are there any other guidelines or rules when trying to weight/rig suspension? No matter what, every vertex that is influenced by the damper bone acts as if it is weighted 100% to the damper bone. Even does this in model viewer. Any ideas/suggestions? I'm hoping it's something I obliviously missed.
Bulldozer does not show weights right
Gotcha, the issue still persists in game. I have the suspension pieces weighted between wheel_1_1_damper and a root bone I have defined in the tree. All vertex's equal 100 but still no luck... Any vertex influenced by wheel_1_1_damper by any percentage still acts as if it is 100% influenced.
hey guys any resources for tutorials on creating aircraft mods for arma 3 online?
Not in great detail. Aircraft are from the more complex end.
Modeling wise there isn't really much to consider. Wheels should be made in open state and some compromises may need to be done for pilot position and how pilot sees forward.
The complexities start more with configuring the flight model.
How do you pack the pbos?
PBOProject
Should be fine on that end then.
Have you tested how the weights behave in your source model by animating it there?
Yes, everything works in my software. Been trying different things all day, searching through here, google etc. No luck.
isDiscrete = 0; is critical to have.
Sum of weights on each and every vertex should be 100%.
So a vertex with two named selections that are in the model skeleton bone1 and bone2, could be weighted as bone1 at 70% and bone2 at 30%.
Weights don't show in buldozer, only in game.
As it sounds like you've done all that, next you probably need to start showing detailed screenshots of what you have - relevant parts of model.cfg (skeleton and movement animation code), p3d res LOD with part highlighted to show coloured vertices and named selections, memory LOD with animation axis mem points.
Also check the bin log after binarising with pboProject, search for "sum of" - there should be none.
geolods dont need rvmats to they?
Turned my computer on, cleared the temp folder, double checked the selections and gave it a pack and now it's working. I'm dumbfounded. Either way it works now, thank you very much.
๐ ๐
they dont
hey guys, i have a problem, i recenlty bought a uniform and i want to add it to arma i know how to do it the problem is that arma wont export any of the resolution LODs and generally anything that contains the model does anybody no why?
good good
fire geometry lods do though
not mandatory, but if you want different penetrations for different materials u need them
what if you want to use the geo lod as the fire geolod
otherwise I think it defaults to concrete
you have two ways: either you don't make a fire geo lod, so it defaults to the geolod, or you copy the geolod to the firegeo
the second seems sorta redundant ๐
the latter is always better tbh
that way you can assign rvmats for different penetrations, while you cant do that in the geolod
but you can also do that in the visual lods right?
you're welcome
"arma wont export"?
generally it wont let me import any model to OB


