#arma3_model

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tribal rain
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interesting good to know

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wait one ill grab some screenies of it in blender

tacit hull
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yes sir that's why i feel they call it a U-boat ๐Ÿ™‚

hazy shell
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Quick question is there a limit to the amount of Camo selection you can have

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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

charred bolt
hazy shell
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cheer's figured id check to make sure I wasnt wasting my time on that bit at least

charred bolt
hazy shell
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Yeah, i erm missed a coma

charred bolt
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Missing a coma is better than missing a comma ๐Ÿ˜‰

hazy shell
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man i cant spell for shit today

charred bolt
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One is a night of sleep, the other is a sleepless night. ba dom tish

chrome ridge
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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 ?

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Like this

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I have seen the same happening with CUP tanks meanwhile

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Is there any way to fix it or is it ARMA slop ?

stuck oyster
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what tank is it?

chrome ridge
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I have placed the Land Contact memory points fine i think and my physX are fine too

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Generally the tank works really well in-game but does this when placed in Editor

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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

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And im not inheriting from CUP btw, my tank is standalone

charred bolt
# chrome ridge 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).

chrome ridge
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My Geo PhysX

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Memory points are also on the same place as the tracks above

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As for the PhysX are you sure there is a 'damper=X' reference because i did put that and did nothing

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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 ?

charred bolt
chrome ridge
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Land Contact

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Wheel memory points

hazy shell
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Is there an example of clothing by bhomeia?

stuck oyster
hazy shell
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Ah i shall download that then

umbral shuttle
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is there any named properties I should have on memory lod? or not at all

umbral shuttle
stuck oyster
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@toxic needle
It has come to our attention that you use ripped models in your mods. We have 0 tolerance for that.

toxic needle
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@stuck oyster ???

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@stuck oyster i didnt ever develop the models nor published any mods with ripped ones???

stuck oyster
toxic needle
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the T-72 I made?

stuck oyster
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do you happen to have any development pictures of it?

toxic needle
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um no why would i have those?

stuck oyster
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you might have shared them with friends

toxic needle
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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

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  • i have spent 500 euros for new ones for a mod that will be published
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i can send u the links for those

stuck oyster
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sure you can DM them to me

toxic needle
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ok

icy pier
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anyone got a recommended youtube series for learning to create buildings in arma 3?

stuck oyster
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what you will need is work through general model making techniques

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modeling/uvmapping/texturing and understanding how those work so you can adapth the knowledge to create something that works in Arma

icy pier
stuck oyster
icy pier
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Ive managed to create a basic hat from a model so far

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but information feels spread so thing and sparsely apart you know?

stuck oyster
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it is unfortunately spread around yeah

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but the basics of modeling are pretty much the same

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you have 3d mesh, you have uvmapping and texturing and so on

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buildings and hat have some different requirements though ๐Ÿ˜… 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

tribal pivot
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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?

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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?

stuck oyster
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-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.

hazy shell
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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

charred bolt
hazy shell
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Ah So i just spent the last 4 hours trying to fix it for my clothing for nothing wonderful lol

charred bolt
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Also these are irrelevant too and can't be "fixed":
Geometry LOD has UVSet, it is useless, consider removing it.

โžฅ 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)"```
icy pier
# stuck oyster buildings and hat have some different requirements though ๐Ÿ˜… so if you can be a ...

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?

stuck oyster
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the wiki also contains pages on many other asset related things

cunning temple
north sundial
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had no idea that blender example existed

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Its great ๐Ÿ˜„

icy pier
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it seems... I may have messed up the size however lmao

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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?

charred bolt
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Otherwise there's something like a 1/100 or 1/1000 scale ratio to apply iirc.

icy pier
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using the file -> open

charred bolt
charred bolt
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Which toolbox are you using?

icy pier
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how do I know which toolbox I'm using

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you mean version?

charred bolt
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Out of my expertise now, but HG will help you with blender questions

icy pier
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alrite gotcha

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this one

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4.2

charred bolt
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Check the pinned messages and look for Alwarrens Toolbox

icy pier
charred bolt
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Each of those squares is 1m, so it looks like 8x4x4m approx

icy pier
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alr makes sense, thank you

stuck oyster
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you can also set blender to metric units

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you must not use object scale in blender

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or it has to be applied before exporting

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blender should tranlsate into Arma 1:1 size

icy pier
stuck oyster
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if it comes out at funny size the scaling in Blender is not right

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fix it there

icy pier
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alrite ill retry, however is my toolbox broken not being able to import the p3ds I exported out of blender into object builder?

stuck oyster
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and it didnt write correctly

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try use export with the "selected only" mode

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and select the objects you want to export

icy pier
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could it be that i've missed an n-gon? I've understood it as it only accepts triangels and quads?

stuck oyster
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yes

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error would pop up with that

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in most cases anyway

icy pier
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i see

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thank you for sticking with my extremly unclear questions

stuck oyster
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is alright

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thats what the channel is for ๐Ÿ˜…

cunning temple
smoky edge
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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

smoky edge
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it is already there, im a little bit confused

stuck oyster
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not P drive

smoky edge
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it's the original one, from arma 3 folder notlikemeow

stuck oyster
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pboProject expects you to have data you use extracted on the P drive into their real original paths so it can verify they exist

stuck oyster
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what is known as P drive

smoky edge
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so i have to extract a3 into p drive?

stuck oyster
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mikeros tools has arma3p for that

smoky edge
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gotcha, thanks

icy pier
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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?

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the LODs themselves are filled with geometry

stuck oyster
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I have a pinned message regarding what they need

icy pier
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this one?

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im assuming its this... pretty sure...

stuck oyster
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your geometry mesh needs to fulfill all the requirements

stuck oyster
icy pier
stuck oyster
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convex shapes

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you can compare with the sample house

icy pier
# stuck oyster yes

so for floor, I would need a cube, and then another cube for the back wall like this, which are unconnected?

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giving me two components then for example?

stuck oyster
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and wall with a single window would be 4 parts

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as long as the shape is convex it should work

icy pier
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makes sense

icy pier
# stuck oyster yes exactly

would the fire geometry use the exact same vertexes and stuff, which I could just copy paste from my normal geometry?

stuck oyster
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often firegeomery may contain more detailed mesh though

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like for example you might have guardrail that geometry wise is just a box as theres no way to slip through it

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but firegeometry would have the poles etc

icy pier
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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?

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I assume we are not talking about the blender materials tab?

icy pier
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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?

stuck oyster
icy pier
stuck oyster
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in edit mode

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@icy pier

icy pier
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sorry for the million questions jesus

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oh I see this then

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should be it

stuck oyster
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yes

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the value is in kg but for buildings it can be something like 20000

icy pier
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I think I read minimum was 10 for it to interract right

stuck oyster
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yes

icy pier
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okay lovely

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Ill give it a try and see if it works

stuck oyster
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for static buildings it does not matter that much

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it affects physX simulated things more

icy pier
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I see

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I assume the weight is hidden in the code and not something ill interract or see in the object builder

stuck oyster
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its there to enable collision simulation

icy pier
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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?

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@stuck oyster

cunning temple
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Why you exporting as fbx from blender?

stuck oyster
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the toolbox is designed to export p3d directly

icy pier
stuck oyster
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do you get error in blender when you export the p3d?

icy pier
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no error in blender, only error trying to import the p3d into object builder

stuck oyster
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worth a try,

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alwarrens toolbox should work too though.

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you will have to set up stuff again for the new addon though

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thy are similar but have both their own menus/dialogs

icy pier
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uagh

stuck oyster
# icy pier uagh

open blender console just in case before you export so you can see if it throws any errors there

icy pier
stuck oyster
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select only the objects you want to export and make sure they are all set with the arma properties tab

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then when you export use the option to export only selected

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and use different name to test as the previous p3d probably is locked in file system due to previous error export

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or restart blender to unjam it

icy pier
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I see, yes because its quite wonky

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sorry my mind is melting using two different addons on blender

stuck oyster
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in case of the toolbox

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youll have to decide which one you use and stick to it

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clocks has the checkup functionality which can be useful

icy pier
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ya I totally get that

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makes sense

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some progress however, I managed to export from the toolbox one you use

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and ive got the geometry in?

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but none of the others

stuck oyster
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at least it is confirmed it works

icy pier
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I assume its becauyse of the geo is set as a LOD?

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but I do not know how to set the others since nothing comes up..?

icy pier
stuck oyster
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yes and if thats the only one visible you cant select the others to export

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if you did the only selected export

icy pier
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ill try with them unhid

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no dice

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only the geometry

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I assume ive missed a step on how to assign different LOD identities in blender?

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WAIT

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I got it pretty sure

stuck oyster
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for each object

icy pier
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yesss

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it appeared when I unhid them

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IT WOOOOOORKS

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@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

stuck oyster
icy pier
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just a million and one things left to learn now instead of a million and two

stuck oyster
icy pier
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is there any pinned message about making doors..?

stuck oyster
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could write a book for all the things one could do

icy pier
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oh mah lawd

stuck oyster
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it comes down to understanding model making (which you got on the way there), model,cfg animations and config.cpp user actions

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so next step for you would be to figure out model.cfg

icy pier
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that makes sense

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im using a combination of the arma samples, chatgpt and hitting my head against a wall

stuck oyster
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once you can do that and preview your animation in the buldozer viewer in ObjectBuilder

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you can start figure out the action part

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GPT crycat

icy pier
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I sweat to god chat gpt is more confused than me

indigo mountain
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I have a basic-ish little write up on 'em from when I was converting some of our props to use it

icy pier
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I see uh

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im just quite confused on the object builder portion

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I belive im trying to create hunges in the memory LOD right now?

stuck oyster
icy pier
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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

indigo mountain
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I mostly wrote about the config / model.cfg bits
Memory points are just vertices in the memory lod with named selections

icy pier
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which I then through code switch between which one is "active"?

stuck oyster
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no its just one

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the parts that move are defined in the model.cfg skeleton hierarchy

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and parented parts move their child parts

icy pier
stuck oyster
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in the memory lod you would only have axis points

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not the whole mesh

icy pier
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ah I see

stuck oyster
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the visual moving mesh is in the respective resolution lods

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and geometry lods

icy pier
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that makes sense

stuck oyster
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as geometry components can also move

icy pier
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the axises are they created in blender or in the object builder?

cunning temple
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Just make it all in blender

icy pier
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alright just two vertecies then in blender make up the axis as I understand it

icy pier
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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?

charred bolt
icy pier
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i will try boss man

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still no luck

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I capatalized the D in door however since my section is capatalized

charred bolt
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Do you have a named selection on the door mesh in the first resolution LOD of "door"?

icy pier
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I believe so

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if this is right

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the door is still in the same mesh as my building just not connected

charred bolt
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and is your p3d called "testhouse.p3d"?

icy pier
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ya exactly

charred bolt
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and model.cfg is in the same folder as testhouse.p3d?

icy pier
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yes 1 sec

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ill send a pic of the folder

charred bolt
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looks fine

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Are you testing the animation in buldozer from Object Builder?

icy pier
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I have not done that

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how do you test it?

charred bolt
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Menu bar in Object Builder there is a red'ish icon

icy pier
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ya im able to get into buldozer, but how would I start it?

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oh scroll wheel

charred bolt
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View>Viewers>Buldozer>Start

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press Enter to scroll through available animation sources until you get to "door_source"

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then use the mouse wheel to change the value of door_source from 0 to 1

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If you're stuck, feel free to zip up your three files and dm them to me, I'll have a look

icy pier
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1 sec im uploading a video of it

icy pier
charred bolt
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Ah, it's actually working - but your axis memory points are probably in the wrong places

icy pier
charred bolt
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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

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as config is not used by buldozer

icy pier
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I see

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so its the config file then that needs to be adjusted

charred bolt
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first fix your memory points so it rotates as you wish

icy pier
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ive tried moving the vertexes in memory around, but does not seem like it changes the rotation of it in the buldozer viewer

icy pier
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its a bit hard to see since theyre small

charred bolt
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Wrong naming

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look at my pic for name

icy pier
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non captial door?

charred bolt
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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

icy pier
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I see

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gonna adjust and see if it fixes it in game

charred bolt
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Check it in buldozer first

icy pier
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are the two verticies to be one single selection then?

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I will assume so

charred bolt
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yes

icy pier
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does the name and capitalization of the door selection under the 1.00 LOD have to match the one in memory then

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assuming thats how you have several like Door23 and Door23_axis

charred bolt
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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.

icy pier
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but the _axis is dependent on the name before, like having door22 and door23 with seperate door22_axis and door23_axis?

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for a bigger building

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also, great success on getting the door to swing on the right hinge

charred bolt
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So now you have it working in buldozer, build it into a pbo and check in game.

icy pier
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thank you, will do

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agh still no luck

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gotta still be an issue in the config

charred bolt
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Correct... and the issue is...

#
{
    source = "user";
    initPhase = 0;
    animPeriod = 1;
};```

change `source = "door";`
icy pier
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alr will try that

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keep the two lines below it i persume

charred bolt
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yes

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just switching user for door

icy pier
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alr compiling it now and will see

charred bolt
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what does "alr" mean?

icy pier
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oh just shortened version of alright

charred bolt
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thanks! sorry, I'm a ๐Ÿ‘ด

icy pier
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dont worry haha

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however..

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it still does not work

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๐Ÿ˜ญ

charred bolt
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What doesn't work - you don't get the option to open the door, or it does nothing when you select the open/close?

icy pier
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the option to open the door comes up and is at the right place, however nothing happens when i interract with it

charred bolt
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more errors in the config, 1 sec

icy pier
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okok

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looking myself but I'm not good enough to know what im looking for agh

charred bolt
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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]);
    };
};```
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I've got to go for a while, back later. Others can help if you get more issues.

icy pier
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alright, thank you for the help

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ill change it and see if it works

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ya no luck sadly

icy pier
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making it all only took me 11 hours

stuck oyster
icy pier
icy pier
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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

cunning temple
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For buildings you want to be using Multimaterial for textures

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I linked to it the other day #arma3_model message
Looks like you messed up UV unpacking in one of the UVmaps

icy pier
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ive read though the wiki page and i gotta say im more confused than i was

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I understand like 10% of what its about-*+

cunning temple
# icy pier ive read though the wiki page and i gotta say im more confused than i was

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

icy pier
cunning temple
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Should be something like this

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That first image is the mask

icy pier
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ah gotcha, I feel like im missing out on a lot of context

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is there something i should read up on to understand these things better

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slowly understanding more

icy pier
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I did not think adding a texture to a building would be this complicated

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if anyone would be down to help me out let me know... I cannot figure it out

stuck oyster
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Also I might have explanations about it in the chat history

jaunty rune
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@woeful viper Iv known about that for a long time but no way to do in wire mode anymore?

woeful viper
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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?

terse elm
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come on guys soo and tell, we all like to see new shit

jaunty rune
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plane now seems to be the best havn't messed with the new background image functionality

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@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

terse elm
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dont get u

jaunty rune
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trhe should be a sill on windows makes it look better and im refering to the bottom floor shop windows

terse elm
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got a ref image?

terse elm
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ah k i got ya

jaunty rune
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butm im refering to the bootom of the windows here

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the bottom of the windows

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so water doesn't get in

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irl atleast

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just looks right

jaunty rune
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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?

fervent steppe
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@terse elm i like the building..looks nice!

finite stump
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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.

marsh canyon
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You can't do it for decals

finite stump
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Well thats dumb

finite stump
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The fact you can't do hiddenSelections on decals

bright echo
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I'm pretty sure it's a bug rather than intended

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also iirc it DOES work just not for simpleobjects

umbral shuttle
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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;

};
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I guess I could just use userPositionHashedInit and have an array of like random numbers lol

fathom knot
#

anyone willing to help me with memory points in blender for a AR Platform based gun?

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trying to make the bones for the Rifle

fathom knot
#

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

stuck oyster
fathom knot
#

it's not

#

a friend of mine made the rifle model

#

The license is free to use

#
#

this model to be more precise

cunning temple
stuck oyster
fathom knot
#

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

stuck oyster
fathom knot
#

i see. Thanks for the advice

icy pier
stuck oyster
#

that is good. no need to burn yourself up while still learning

halcyon pike
#

what is an approx poly count I should be aiming at for an a3 plate carrier model?

charred bolt
hazy shell
#

Is there a way to change the weight of just 1 vertex in the geometry fire LOD

hazy shell
#

fuck

hazy shell
#

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

stuck oyster
#

but the error means the total is 150

#

so you have some overlap between selection

hazy shell
#

ahh, okay cheers for the info should save me a bit of time

charred bolt
hazy shell
#

ah cheers

foggy coyote
#

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.

royal mango
#

There is head model in ARMA 3 samples

oblique vapor
#

@terse elm Good job on that building mate, looks neat

foggy coyote
#

@royal mango Thanks mate. I'll have a look.

foggy coyote
#

@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

obtuse rain
#

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.

foggy coyote
#

@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

obtuse rain
#

You could try .OBJ format.

odd fjord
#

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

celest sand
#

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.

marsh canyon
#

Means you cant open it

celest sand
marsh canyon
#

Not possible

stuck oyster
#

you can make models

#

you can not take models

royal mango
#

@foggy coyote are you sure you did import the model not load it?

thorn spire
#

Mudbox reads 3D studio aka .3ds files

north sundial
#

Nvm figured it out, the faces were coloured, didnt even know that existed haha

mint wolf
#

That is the wireframe for the poly faces.

#

oh ok, you figured it out

north sundial
#

yeah i didnt know you could colour them for identification purposes

#

thats useful info for the future

#

Thanks for trying to help though ๐Ÿ˜ƒ

mint wolf
#

anyone know of a Discord server specifically for 3d artists?

gleaming tusk
#

@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

stuck oyster
gleaming tusk
gleaming tusk
stuck oyster
#

well right now its tiny thing weighting 96kg

gleaming tusk
#

the buoy large is set to like 5500 top and bottom with a total of 12000

stuck oyster
#

even at 5kg

#

its tiny thing weighting 5kg

#

if you catch what Im hinting here

gleaming tusk
#

๐Ÿค”

#

yea

stuck oyster
#

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

gleaming tusk
#

or scale it up

#

gotchya

gleaming tusk
#

lowered weight to minimum possible

#

was able to shrink down

charred bolt
#

It's the volume and position of the Geo Buoyancy LOD that matter. It doesn't have mass in it.

ruby lion
#

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

north sundial
sacred crest
#

I wish there were Arma 1 characters

#

Like King Joseph III and Prince Orlando

icy pier
#

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

cunning temple
#

edit mode > select all > ctrl + T

icy pier
cunning temple
#

Good luck ๐Ÿ‘

icy pier
#

anyone had this issue that the UV editor just doesnt.. open..?

stuck oyster
#

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

icy pier
#

thats the most nichie issue i have seen in my entire life

icy pier
#

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?

stuck oyster
icy pier
stuck oyster
#

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

icy pier
#

ya that makes sense

stuck oyster
#

so blender -> substance -> textures to blender to test -> p3d out to arma

icy pier
#

when you export the p3d from blender does it bring the textures with it or do you have to bind them?

stuck oyster
#

there is separate dialog for that in the material tab

icy pier
#

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..

stuck oyster
#

it probably does not. You can find some of those in the p:\a3\ folders

#

when you have unpacked arma3 data

icy pier
#

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

cunning temple
icy pier
#

so the rvmat file, links a color on my unwrapped UV to a png, am i getting that right?

cunning temple
#

yeah, if you ever done terrains think of it like mask and sat map

stuck oyster
#

therea may be need to read up on 3d model theory

icy pier
stuck oyster
#

not really. Its been over a decade when I started, I dont know the recent guides that well

icy pier
#

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 ๐Ÿ˜ญ

stuck oyster
#

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

cunning temple
#

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

icy pier
icy pier
#

going from the example file

cunning temple
#

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

icy pier
cunning temple
#

You can just paint it in blender

icy pier
#

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

cunning temple
#

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";

stuck oyster
#

so you wont find exact example for it online

cunning temple
#

Arma is doing all the work, blender is more for just positioning of textures

icy pier
#

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?

cunning temple
#

Also you don't need Multimaterial for everything, but for buildings it's really useful

icy pier
#

and that red green blue image is linked in the rvmat, together with the link to the co file then.. would that be DTSMDI?

north sundial
#

Itโ€™s about pixel density

#

If you have a building thatโ€™s 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 wonโ€™t 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

#

Itโ€™s mainly about balancing optimisation and quality

icy pier
#

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?

north sundial
#

That one is also using a baked down texture usually known as an mlod

#

Mainly itโ€™s 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

icy pier
#

I see I uh think

#

I will continue this venture tomorrowโ€ฆ

cunning temple
jaunty leaf
#

And I'm wondering 1) How you all do helmet nets and 2) how you do scrim

icy pier
#

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

icy pier
#

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?

indigo mountain
icy pier
#

am I thinking of the file path wrong

indigo mountain
#

Maybe, it needs to start with your pboprefix

icy pier
#

the rvmat is in the data folder

icy pier
#

the same folder as I have my pbo?

indigo mountain
#

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

icy pier
#

how doI know my pbo prefix?

indigo mountain
#

Addon builder just uses folder name if you don't explicitly set one, not sure about binarize or if it even cares about it

icy pier
#

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?

indigo mountain
#

not sure about binarize or if it even cares about it

#

If it was addon builder it'd be TestHouse\

icy pier
#

unless im supposed to binarize the textures

cunning temple
#

Addon builder is awful for newbies, error checking is poop. Also that isn't multi rvmat

icy pier
icy pier
#

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

stuck oyster
icy pier
#

okay so I turned off both sided lighting and it went back to how it was before

stuck oyster
#

thtats wrong shadow volume though, 0 is the one you would make

icy pier
charred bolt
icy pier
icy pier
#

I found the settings

icy pier
#

better to run them with all unchecked?

#

i did that and the building has gone insane

charred bolt
#

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.

icy pier
#

will try

#

@charred bolt new result is this

#

no color at all around it

charred bolt
#

I find that hard to believe. Switching off just shadows made it lose colour?

icy pier
#

in video settings

charred bolt
#

Just reading back through your history - is it multimat?

icy pier
charred bolt
#

eek

icy pier
#

HUH

charred bolt
#

I will admit to knowing next to nothing about buildings, but that's not like any supershader rvmat I've ever seen.

icy pier
#

uh

#

do you have an example?

#

of a proper one?

charred bolt
#

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.

icy pier
charred bolt
#

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.

icy pier
charred bolt
#

As an experiment, correct.

icy pier
#

I will try

#

๐Ÿซก

icy pier
# charred bolt 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

charred bolt
#

Ok so that's good progress. Colour and shadow working.
Now you can add in the normal map

icy pier
charred bolt
#
{
  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};
  };
};```
icy pier
charred bolt
#

If your normal texture file is in
p:\testhouse\data\housewalls_nohq.paa
then use
texture = "testhouse\data\housewalls_nohq.paa";

icy pier
#

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

charred bolt
#

Not enough info there for me to understand

icy pier
# charred bolt 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

charred bolt
#

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.

icy pier
#

see how it does

charred bolt
#

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.

icy pier
#

no luck with getting any depth also adding as, also, addendum, the interior is pink

charred bolt
icy pier
charred bolt
#

copy and paste your current rvmat. screenshot the outside of the building

icy pier
#

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

charred bolt
#

Why have you put your as texture in stage 2?

icy pier
#

I see ill change it to step 4 and see if I can get a difference

charred bolt
#

Put your _as in stage 4 and your _smdi in stage 5.

icy pier
#

also my bad, coding is relatively new to me

charred bolt
#

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.

icy pier
#

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

charred bolt
#

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!

icy pier
#

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

stuck oyster
umbral shuttle
#

do backpacks support any sort of model cfg animations?

umbral shuttle
# stuck oyster No

Dustie 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?

stuck oyster
#

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

umbral shuttle
bright echo
#

yeah best you can do with backpacks is hide stuff with hiddenselections

#

but do note that wont work with shadows

cunning temple
#

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

stuck oyster
#

like for real the rocks probably would just sit on the foundation

#

but making that look natural can be a chore

white oak
#

รou'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

north sundial
#

Using the mask

stuck oyster
cunning temple
#

I'll just do trim as I'm lazy lol

stuck oyster
sour bough
#

... 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

stuck oyster
#

as in there is nothing to give it input either

sour bough
#

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.

icy pier
#

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?

cunning temple
#

Where the grid is in blender / object builder

icy pier
#

ah makes sense

#

thanks

obtuse rain
#

Your modelling package should have some way for you to model a flat net and then push it to conform to the helmet surface.

karmic blade
#

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?

crimson beacon
#

i am also still learning but that much i know

icy pier
karmic blade
karmic blade
icy pier
toxic needle
#

Object Builder addon is much better for .P3D creation

karmic blade
icy pier
#

did u match it to the right version of toolbox?

toxic needle
#

ye that could be too

#

why use only 4.0 tho?

#

at least have u gotten familirized with 4.0

toxic needle
#

?

karmic blade
toxic needle
#

oh ok

karmic blade
karmic blade
#

Also the division mod (like watch and computer on shoulder)

toxic needle
#

u mainly use OB or blender for .p3d creation

karmic blade
#

Gotcha ye I figured it out. It is just not my usual way of doing it

toxic needle
#

like selection creation, RTMs, LODs

toxic needle
cunning temple
stuck oyster
icy pier
#

<@&105623147411202048>

#

idk who to ping

leaden quartz
#

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?

stuck oyster
leaden quartz
#

What changes do I make if itโ€™s a PS issue

stuck oyster
leaden quartz
#

Ok resize to 1024x1024 ? Or smaller

twilit dagger
#

Depends on how detailed you want it to be.

umbral shuttle
#

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?

stuck oyster
umbral shuttle
stuck oyster
umbral shuttle
#

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 ๐Ÿ™

cunning temple
#

Game has loads of tileable textures you can use. Or just download some

stuck oyster
#

or l ike Ice says, you can use the vanilla textures

tawdry rover
#

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)

stuck oyster
#

Floundering money around only attracts scammers

#

The mod making tools are for non commercial use only

tawdry rover
#

Welp i suck at making mods so, thxs for the info tho ๐Ÿ‘๐Ÿฝ

stuck oyster
#

wanting something as a mod is why people generally start learning it

last spindle
#

If you want 3D chat you need to be on Polycount, nothing on any discord channel could compare

umbral shuttle
umbral shuttle
cunning temple
#

Could just edit an arma one

umbral shuttle
#

If that makes sense

cunning temple
#

Should be easy to make, there is loads of textures in P:\a3\structures_f\data
Check the other structures folders for more textures

torpid root
#

does anyone know what assest the Afganistan_Amy are from the mod auther is Evan Mara? idk if its possible to reverse search?

stuck oyster
torpid root
#

just curious what the assest were as they are not the usual cup or RHS

stuck oyster
torpid root
#

yeah im trying to find the original mod

stuck oyster
torpid root
stuck oyster
#

does the mod use any dependencies?

torpid root
#

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

wispy girder
#

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

sour bough
#

I'm not sure if you can do one of those based on rpm though

stuck oyster
sour bough
stuck oyster
plush moss
#

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.

daring pelican
#

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

daring pelican
#

I made it

stuck oyster
#

why is it in glb format?

daring pelican
#

idk

stuck oyster
#

so its not made by you

daring pelican
#

ai

stuck oyster
#

๐Ÿคฎ

#

also you cant pay for mod making

#

the mod making tools are non commercial

daring pelican
#

I just what this mod im new to the game and dont know how to do this

#

want

stuck oyster
#

"I just want" is not a valid reason

#

if you really want it you spend 100 hours to learn the stuff

daring pelican
#

alright bro you got it

indigo mountain
daring pelican
#

what are you on about im just trying to make a mod not argue

stuck oyster
#

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

daring pelican
#

Aye I captian

stuck oyster
#

I'll just delete this and we can hope you dont get flooded too much with offers

icy pier
#

made my day reading that convo

stuck oyster
icy pier
#

yes very true

daring pelican
#

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

stuck oyster
#

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 blobcatsweats

cunning temple
#

Not even min wage ๐Ÿ˜„

daring pelican
#

yah right im just going to leave the server thanks for no help but just saying you're wrong wrong wrong

stuck oyster
icy pier
#

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?

bold flare
#

It should be the mod.cpp icon

#

Per mod, not per item

icy pier
bold flare
#

Seems ok. Not sure if the image path is supposed to be inside pbo

#

Compare with other mods

icy pier
bold flare
#

Look at the file of another mod and see what it says

icy pier
#

oh im stupid

#

I havent before and just assumed they were binarized or something

icy pier
#

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

indigo mountain
#
mod.cpp
logo_ca.paa
addons
  - abc.pbo
  - xyz.pbo
icy pier
icy pier
#

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

cunning temple
#

I think most people just use Blender

stuck oyster
#

(old ones)

icy pier
icy pier
stuck oyster
icy pier
#

yes sire

stuck oyster
#

๐Ÿ˜…

icy pier
#

insanity

#

one by one

icy pier
livid canyon
icy pier
icy pier
#

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

warped mural
icy pier
#

oh thank you

icy pier
#

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?

icy pier
#

update figured it out

kind arrow
#

Hey, does anyone know how you'd hide a character's head when a helmet item is equipped?

indigo mountain
kind arrow
indigo mountain
#

The setFace script command

kind arrow
#

Sweet thank you ThumbsUp I'll give that a go

polar hound
#

Model appears triangulated, and there don't seem to be back faces, or at least duplicated faces that I can see...

polar hound
#

And disabling shadows in the game made no impact, the artifacts just become less visible in direct light.

charred bolt
#

And you say you unassigned the rvmat, so don't think nohq or ao maps are having any effect?

polar hound
#

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.

charred bolt
#

Texture is named with a _co suffix before converting to paa?

polar hound
#

Affirm.

charred bolt
#

replace texture with a procedural to eliminate it completely perhaps

polar hound
charred bolt
#

#(argb,8,8,3)color(0.5,0.5,0.5,0)

polar hound
#

Ah, I gotcha

#

Stby.

charred bolt
#

Have you checked the bin logs to make sure sum of vertice weights are all 100?

polar hound
charred bolt
polar hound
charred bolt
#

sum of weights

polar hound
#

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.

charred bolt
#

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.

polar hound
#

I doubt it, as this artiface issue is isolated to this shirt model (and it's short sleeve counterpart).

stuck oyster
polar hound
#

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.

warped mural
#

Do you have a correct material and texture path set in the model itself?

polar hound
stuck oyster
#

make sure the vertex are merged and not floating.

wispy girder
#

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.

icy pier
#

@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

polar hound
azure pier
#

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

sour bough
#

nay, the model has to have its own bones

#

or

#

rather

#

in this instance, the proxy is following the proxy in the m14

azure pier
#

Got ya

azure pier
#

Best I could do is a non-animated version, but they seem fine for target competition

umbral shuttle
#

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?

late jewel
#

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?

stuck oyster
late jewel
stuck oyster
late jewel
stuck oyster
#

particle effects can use p3ds too. like flying rock pieces and stuff like that

late jewel
cunning temple
#

Really tempted to just leave all the house doors open so I don't have to bother setting them up ๐Ÿค”

sullen jasper
#

I need help with geometry. I have a large cube with collision/LOD geometry set up, but Iโ€™m still able to pass through it.

stuck oyster
sullen jasper
#

forgot to add components

cunning temple
sullen jasper
#

Yeah i know i just forgot to add components

#

Now working

north sundial
#

Gave myself migraines over this bloody thing ๐Ÿ˜‚

formal fulcrum
#

Hello mates, please i need help will anybody be able to do that

formal fulcrum
#

here is what i need
Arma 3 Vehicle Mod โ€“ Puch G 290/LP โ€œSandviperโ€. 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.

stuck oyster
cunning temple
#

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" ๐Ÿ˜„

stuck oyster
umbral shuttle
#
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 Shrug

late jewel
# stuck oyster it does not

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?

stuck oyster
icy pier
#

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?

main dune
#

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.

stuck oyster
main dune
# stuck oyster 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.

proper kelp
#

hey guys any resources for tutorials on creating aircraft mods for arma 3 online?

stuck oyster
main dune
stuck oyster
# main dune PBOProject

Should be fine on that end then.

Have you tested how the weights behave in your source model by animating it there?

main dune
charred bolt
# main dune Yes, everything works in my software. Been trying different things all day, sear...

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.

civic stratus
#

geolods dont need rvmats to they?

main dune
stuck oyster
#

๐Ÿ‘ ๐Ÿ˜…

celest arch
#

they dont

toxic needle
#

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?

civic stratus
#

good good

celest arch
#

fire geometry lods do though

#

not mandatory, but if you want different penetrations for different materials u need them

civic stratus
#

what if you want to use the geo lod as the fire geolod

celest arch
#

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

civic stratus
#

the second seems sorta redundant ๐Ÿ˜›

celest arch
#

the latter is always better tbh

#

that way you can assign rvmats for different penetrations, while you cant do that in the geolod

civic stratus
#

but you can also do that in the visual lods right?

celest arch
#

penetration? nope

#

that's controlled by the fire geolod

civic stratus
#

i see

#

thanks for clearing that up

celest arch
#

you're welcome

toxic needle
#

generally it wont let me import any model to OB