#arma3_model

1 messages · Page 62 of 1

indigo mountain
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Though I know some were there previously, so might've just deleted/recreated them

gentle merlin
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yeah i'd strongly suggest running validation on... everything - mr clock's tool is insanely powerful at making sure your mesh is done correctly - i've had perfect geo, fire geo, view and shadow lods (it's stringent with requirements and complains about things like the slightest non-convexities, which even some vanilla models have, but you can be sure that your mesh will come out perfectly)

indigo mountain
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When you say "running validation on everything" are there like extra things I need to enable for it to automatically run / test those on export or something?

gentle merlin
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in the export tab on the right there are "warnings as errors" and "validate LODs" (things along those lines) you should check those boxes, however what im refering to is the actual validation button here in the screenshot

you can select a mesh and click that, and it'll tell you everything that's wrong with it

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but it'll telll you that in the console so open the console first

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(window > toggle system console)

indigo mountain
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I'm only seeing these if you mean the File > Export section

gentle merlin
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also in regards to convexity (since it's the biggest pain in the ass about the whole thing) - you can click the convex hull button under the convexity tab in the replied image and it'll create a perfectly convex version (incase you have convexity issues) - keep in mind tho it does that for the entire object, so you need to split your separate geometries first, click that button, and then merge it back to the main one with ctrl+j - and THEN you do component convex hull at the end

gentle merlin
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you want both ticked

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but the manual method i sent is better since you dont have to go ahead and export before being told something's wrong

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(and you can do it once per lod so your console is cleaner, essentially whatever you got selected)

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@indigo mountain oh and validate meshes under the mesh data tab there (granted idk what the difference is between that and validate LODs but better safe than sorry, i think that one in particular JUST checks for stuff like malformed components and vertex group issues)

indigo mountain
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Gotcha
It is failing on all my res lods though, not sure why and the console doesn't give any further context

gentle merlin
indigo mountain
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I think my wifi just died lol
Had to switch to my phone

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I'm assuming it's something with the texture paths if it validates those

gentle merlin
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from what i recall it does not, it only checks the lod settings and mesh malformation

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you should be getting something like this

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res lods are the most forgiving so idk what you could possibly have there that would fail validation

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but it really should tell you under that log whatever it is

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OH i think it could be deform bone vertex groups with a vertex either having > 3 bone influences or not adding up to 100 (just a guess based on it erroring on the res lod)

indigo mountain
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Blender is also freezing when I try to validate the geo lod, which is fun

gentle merlin
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impressive legallydistinctkekw

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i'm on 4.3, never had that issue

indigo mountain
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I'm on whatever the latest on steam is

gentle merlin
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5.1, yeah, it might be the plugin not being updated and blender broke something it uses

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versioning is fun isnt it

indigo mountain
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Always 🫠

gentle merlin
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i've stuck with 4.3 for the longest time since it has everything i need, i suggest you do the same (go back to the oldest version with whatever fancy stuff you need and stick to it)

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at least you wont have compatibility issues then

indigo mountain
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Yeah I'll try that, I updated since someone had sent me a file in a newer version

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Is the fire geo all supposed to be marked sharp?
Mine somehow was triangulated, so not sure if I should mark the new edges as sharp

gentle merlin
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triangulation is a must for geos AND shadow lods tho

indigo mountain
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Yeah I know, just wasn't sure if it needed to be sharp as well because the rest of it is marked sharp

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Anyway back to res lod, it has two uv channels

I know how to delete them in OB but haven't done it in blender

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Okay its still freezing on 4.3.2

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:P

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Did eventually unfreeze though

cunning temple
indigo mountain
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Yeah I just found em with some googling
For my shadow volume its warning that it has more than two, which seems odd since everything else should only have one afaik

I'd delete them and check but it has once again frozen

stuck oyster
indigo mountain
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They're all single objects

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Hm yeah if I have UVSet 0 and 1 it still passes validation

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Deleting UVSet 1 also still passes

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What is a "conventional shadow resolution"?
I have a 0 and a 20

gentle merlin
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pretty sure shadow lod res can either be 0 or 100/10? i never saw 20 being used

also i only ever use 0, im not even sure if other shadow lod resolutions have any effect

indigo mountain
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Still says 100 is unconventional

gentle merlin
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try 10

indigo mountain
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Yep 10 worked

gentle merlin
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(still dont know what the difference is but eh 😂 )

stuck oyster
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different types I recall

gentle merlin
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types as in buffer/stencil?

stuck oyster
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yeah

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trees use 1010 too

gentle merlin
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huh... im using 0 with buffer; so i guess 10 is stencil?

indigo mountain
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Cool, that's all the stuff it error'd on for this uniform
Time to do that like.. at least three more times

Thanks

indigo mountain
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Alright so I went through and fixed the uniforms that I know had issues, but I'm still getting that 10:33:07 Wrong geometry convex component mapping for person collision geometry found in ..\uniform.p3d. Convex component number 3. not found error

gentle merlin
gentle merlin
indigo mountain
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Yeah

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Oh well I see why the Geo/FireGeo wasn't triangulated, it's not triangulated in A3_character_example.p3d either

gentle merlin
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i went to check my RPTs but im not finding that error despite custom uniforms thonk

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(and doing exactly what you did)

indigo mountain
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Reimported the p3d into blender and the (fire)geo is still valid so no clue

gentle merlin
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Does it at least work properly ingame?

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No issues with hit reg etc

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Could be one of those unbinarized errors to ignore (like the subskeleton index crap)

indigo mountain
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Yeah it does, but the model is being binned

gentle merlin
stuck oyster
gentle merlin
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that was my initial assumption but he redid it, only two components (main capsule and the gun trapezoid), assigned as they should be🤷

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idek where the game could be reading a third one from

stuck oyster
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fire geometry has more

gentle merlin
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think he redid that too, but the error appears to be on regular geometry

indigo mountain
gentle merlin
indigo mountain
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I mean they should be?
How would I verify that

gentle merlin
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Mmm, you can enter weight paint mode and make sure theyre all 100% red for their component, or uuh... check each vertex with edit mode meowsweats

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This got me vexxed almost as much as it did you because i cant think of why it could be happening and its frustrating

indigo mountain
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FireGeo and Geo

gentle merlin
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Ye select each vertex group while in weight paint mode one by one and make sure the assignments are there at 100, specifically 03 i guess

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Its fully red at 100

indigo mountain
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Yeah all red

gentle merlin
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i'll try things on my end

indigo mountain
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Sent
Another unrelated issue though, I have a version of my uniform with rolled up sleeves, but the skin just appears white instead of using the selected face's skin texture. It has a hl selection with those parts added to it and hl is listed in the model.cfg. I have other uniforms that use the texture just fine, but just this model is white
Nevermind, I had apparently missed the sectionsInherit = "ArmaMan" in my model.cfg, so the uniform itself didn't have it

stuck oyster
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did you use this for copying the firegeometry

gentle merlin
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yep that was it - not sure how he had the 02 included from the raw example file he used (before we tried the component generation as a fix, which numbered components sequentially and thus included 02) but it works now

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arma moment™

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i can only assume the engine has hardcoded behaviour for man type geometry like that

indigo mountain
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Yeah I tested it, taking my existing Geo and renaming the 02 -> 03 fixed the error
Samples also has 01 and 03

indigo mountain
stuck oyster
stuck oyster
gentle merlin
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wonder what the third one was for thonk

indigo mountain
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Well it'd be two, if one is the body and three is the weapon (or other way around, I already forgot)

south badge
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Soooo I have a question.

I want to have a driver have one hand on the steering wheel, and the other hand up in the air, holding a lit cigarette.
The cigarette is a part of the viewDriver LOD, floating in the air and the driver´s .rtm just aligns the driver´s hand with the cigarette.

My question is: How can I add smoke to the cigarette? 🤔
Is that even possible?

stuck oyster
livid canyon
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Would they render in front of the vehicle interior?

south badge
stuck oyster
stuck oyster
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but @livid canyon is right, it wont show in first person view

south badge
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Uh, is there some mod that allows to browse these graphical effects?

stuck oyster
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no

south badge
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ah I see

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if it isnt visible then probably it doesnt matter

stuck oyster
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you can maybe model it

livid canyon
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Pip screen camera to a cigarette xD
Or actually, a plane with 2d smoke sprite?

polar fiber
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There's not a free student/hobby license for UV Layout though is there?

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As I understand it, the UV tools for Blender are quite nice for a free piece of software

hazy shell
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Is there a way to adjust weight paiting with out needing to boot A3 each time to see how bad the tear is

gentle merlin
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if you're using 3dsmax there's a .max file character example with a skeleton in the arma 3 samples - as for other software im not sure

hazy shell
hazy shell
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Handy to know

tribal rain
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so what would be causing this?

missing memory LOD points?

Geometry physx errors?

Mass issues?

Config Issues?

IF anyone has experienced these sort of issues before id greatly appreciate the help 🙏

stuck oyster
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Id start from geometry lod and physX wheels setup

tribal rain
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the geometry lod isnt too bad but id say its probably going to be the Phys X i guess

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Decent COM?

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i had the wheels on it before but i wanted to strip it back and simplify it just to try and get it to "sit" flat first

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also with the GeoPhysX iirc the wheels/tracks (whatever the hell touches the floor)

They are raised slightly above the body correct?

stuck oyster
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are all boxes convex, with component name and geometry mass?

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no wheels in geometry lod

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wheels are physX things

wind belfry
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UV mapping with maya is sooo easy and fun

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best tool imo, fast and easy to use

snow gulch
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max is way better

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with all the tools its easy and awsome

tribal rain
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anyways onto the wheel question on the PhysX lod

bright echo
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for cars you dont have them in the physxlod at all

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for tanks yes you have them raised as they're generally not interacting with the ground the physx wheels (created in your config) will

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samples will answer these questions

snow gulch
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oh yes ;D

woeful viper
dawn laurel
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disabled=0;

eager knoll
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Am i doing anything wrong?

indigo mountain
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Here you can see your CfgVehicles class is inside of CfgEditorSubcategories

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You're also just missing the closing braces completely

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For a couple other issues:

  1. Your class isn't prefixed, all classes should begin with a unique prefix, e.g. SH_Originium_Cluter
  • This is so your classes don't conflict with another mod. E.g. three mods that add an M4
  1. Your editorCategory is incorrect, it needs to be referencing a class in CfgEditorCategories
  2. Your editorSubcategory isn't using the class you define in CfgEditorSubcategories
  3. CfgVehicle classes don't have a description parameter
  4. You're setting the ace canCarry property to 0 (false) but then adding a position/direction for it, which seems odd
  5. If Originium_Cluster_01 is your own class and not defined in another addon, this config is incorrect and missing a lot. You probably want to inherit from ThingX
eager knoll
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I don't know what any of this means. I don't know coding.

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What i'm trying to do is make an object

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just a static object so i don't know if i could make the code smaller or not

short marsh
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OKay my single-seat attack helicopter creates three slots, Pilot, Gunner, and CoPilot. I don't know if it's a config issue or what, but all my attempts to remove the Gunner and CoPilot slots have failed, and I don't know if I should be posting in the config channel, or this channel, because I only have one proxy of course for the pilot and View-Cargo is the view for the pilot. I tried View-Pilot, but it didn't do anything.

indigo mountain
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Not sure if I'm just misunderstanding but if you want to remove them, just don't declare them in config

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Only turrets that are explicitly defined are used

short marsh
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Yeah there are no declaration of turrets in the config... I'll take it to the config channel then

last spindle
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Max and textools is good, but Max and UVLAYOUT is better, not much, tex tools does almost the exact same, but often not as good

grand cloak
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Does anyone know why my eyewear (CfgGlasses) might show up clearly through a tinted/dirty window? See attached image.

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I have a mighty suspicion it's to do with the model itself, but as I am new to implementing new objects, I have no idea what it might be.

unkempt token
stuck oyster
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may also be related to how the actual headgear piece is set up

grand cloak
grand cloak
grand cloak
stuck oyster
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you can also check how vanilla eyeglasses look like through that window

grand cloak
stuck oyster
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Id maybe explore the rvmat for starters

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alpha sorting is the mentioned priority tool in blender yes.

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if you dont have the named property then you should not need it I think

stuck oyster
grand cloak
stuck oyster
grand cloak
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Same issue, I'm afraid.

stuck oyster
grand cloak
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Yes.

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I'm using hemtt with -b flag.

dusky onyx
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hi, I have a problem with my building. When I add it to the map, it flips over when it takes damage. Does anyone know a solution?

unkempt token
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And if you havent defined it try adding to your class:

        destrType = "DestructBuilding";
        armor=350;
pallid island
dusky onyx
gentle merlin
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just making sure i didnt do anything wrong, but NVGs cannot be animated by the unit's skeleton (similar to how weapons/binocs cant) right?

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i have a thing im putting on a character's face that's meant to partly move with the neck and partly with the head but the way it ends up looking makes it seem like the neck part isnt influencing it; changing that same model to be a helmet instead of an NVG makes it look correct

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oh nvm it can... i just messed up somewhere... ignore

stuck oyster
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in named properties of the geometry lod

eager knoll
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Is this right?

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For an object that is

gentle merlin
grand cloak
umbral shuttle
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so I have a building where there is extra bit below land contact so that if its on a hill it can still look connected, is there anything special in geo I have to do? do I still give those parts mass and componentXX? I have land contact around where those red dots are

lone robin
stuck oyster
stuck oyster
umbral shuttle
umbral shuttle
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woops

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👍

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I meant thumbsup

marsh canyon
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You can edit your post, BTW

stuck oyster
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now youre squeezing woops between your thumbs

umbral shuttle
dusky onyx
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Does anyone know how to increase the HP in a building? I set the value to 99999, but the building still falls after a small amount of damage.

stuck oyster
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or editor placed?

dusky onyx
unkempt token
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maybe namedProperties in geometry LOD?

map: house
class: house
damage: building
dusky onyx
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i used this

unkempt token
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ArmorStructural=1000 might be doing it in your config

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I've never defined that before, not used for buildings as far as I've learned

stuck oyster
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also for your config to connect with terrain objects you need the classname to be format class land_p3dname

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so since your p3d name is ruslan_1 the classname needs to be class land_ruslan_1

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are the Iron Front 44 models released for use somewhere though?

dusky onyx
errant pumice
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Anyone willing to help with buildings remaking classic Tonal for A3?

covert crater
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Do you guys prefer to make 3D building models directly in Blender, or do you make them in another software first and then bring them into Blender?

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I know how to use AutoCAD well, but I don’t know Blender, and I wanted to know if there’s any way to avoid Blender since it’s very bad for precision modeling

unkempt token
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Blender is my full workflow at this point, I don't really agree that it's not good for precision. Things like vertex snapping, and being able to snap to grid or type in values while doing an operation are wonderful

covert crater
unkempt token
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I can understand the change in workflow though. Blender is very much move the vertices

covert crater
unkempt token
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I am woefully self-taught and grew up using Hammer for source engine so I dont have any good resources to link, sorry

covert crater
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I made this model in about 20 minutes in CAD just to get a base for the measurements, but when I moved to Blender my brain froze 🥲

stuck oyster
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Blender dimensions also correspond directly to Arma dimensions

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And blender can be set to use metric units

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1 blender unit = 1 blender meter = 1 arma meter

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you can also use the grid and snapping to keep things precise. Freehanding is not necessary

covert crater
covert crater
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Going well so far, Should I make everything as a single object? Also, I wanted to know whether Blender distinguishes between what is a solid and what is just a set of planes, or if it treats them as the same thing

unkempt token
covert crater
stuck oyster
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but thats more a Arma requirement for geometry components

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list of those can be found in the pins

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another part about interacting with an object in game is the roadway lod, which defines the surfaces characters can walk on

covert crater
glass pine
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Got a bit of a weird question I've been stuck on for a few days, is there any way to make the AI "ignore" a model? For some script shenanigans, I have a object that I need attached to a unit. It consists of nothing other than a cube-shaped fire geometry, with the view/geometry/resolution LODs being empty. The issue is that no AI unit outside of this fire geometry will shoot the units inside of it. Oddly, the AI units inside of it are still capable of spotting/shooting anything outside, just not the other way around

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At a bit of a loss as to how to get the AI to shoot whatever's inside of it. I've tried changing the firegeo's materials to glass, and even setting up an rvmat/bisurf with transparency=1 to no avail. Not sure how to tackle making the AI ignore the attached fire geometry

unkempt token
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Try a bisurf with thickness=0.1 or something maybe

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glass_plate.rvmat maybe

north sundial
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Possible that if the other lods are completely empty, the fire geometry will be used to create the view geometry

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To test make a very small cube in the view geometry out of the way and see if you get the same effect

glass pine
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aw man, I can't believe it was that simple

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adding a mesh to the view geo did seem to fix it

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thanks!

north sundial
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No problem, it may work if you just add a vertex in there but keeping things convex may make the engine happier haha

night summit
glass pine
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I was just about to post about this again, I actually spoke too soon unfortunately; my previous success seems to have been from forgetting to modify one of the height settings on my firegeo cube, so the AI could still see the normal soldiers

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I've also done some further messing around with it - I made a "wall" out of my firegeo cubes, and it seems that it's not contained just to things within it, but also across from it

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the AI "sees" and targets anything beyond or in the cubes, but will not fire at it

night summit
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ah damn, its something I've tried and failed at in the past

the only "solution" I have found is to make the firegeo object a vehicle and part of a faction. Units will shoot the firegeo object and in the direction of the players inside

If you do find a proper solution would you mind tagging me

glass pine
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sure, very annoying issue to deal with

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feels like this is something that should be simple, but I can't for the life of me seem to get the AI to stop treating the firegeometry as a solid object

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on paper, it seems like the transparency setting in the bisurf should be exactly for this scenario, though it doesn't seem to actually do anything

night summit
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it seems to be that the AI determine if their rounds will penetrate the geo before firing. I've tried encasing firegeo components in a second component that the rounds can penetrate to trick them but no dice

glass pine
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similarly, hoping there's an arma wizard out there who might know more about this because it feels like I've exhausted every possible avenue to try and get this working. Very peculiar problem

oblique isle
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Heya, i've got a cargo container, mass 1000, distributed, memoryLOD has 4 points marked SlingLoadCargo1-4, Geos good and closed, configs super simple:

{
    class ThingX;

    class Bongus_CargoPod_01 : ThingX
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "Cargo Pod";
        model = "\cargopod\cargopod.p3d";
        slingLoadCargoMemoryPoints[] = { "SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4" };
    };```

And I can't sling load it with a Huron, ghosthawk, anything, canSlingLoad returns false. Any idea what im doing wrong? I copied the SlingLoadCargo points from just F_Boat, Grabbed 4 vertices from my Resolutin LOD and made them new vertices in memoryLOD layer in OB And even rebuilt the .p3d from scratch in OB. No joy. Any ideas?
oblique isle
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i figured it out but leaving this up for posterity. I think it was something to do with the LandContact points and the Geo, I just kept adjusting the Geo to make sure it had "padding". Honestly have no clue what i did, but it was a p3d geo issue, not a config issue.

stuck oyster
night summit
bright echo
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only way I can think of doing it is not having the firegeo actually block the bullets and instead rely on either scripted means to stop the bullet or use the CfgArmorSimulations to do it

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which im not sure if those are only limited to transport type sim

stuck oyster
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making it a fake vehicle or unit that the AI would target instead could work

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then handle deleting of the shot with hit or damage eventhandle

mossy violet
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Can anyone help me find the model config animation for activating an animation when you have a sight selected? Like how would that entire class look in the config?

stuck oyster
mossy violet
mossy violet
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Maybe. So for example, in the arsenal, if I select the weapon to have a scope that's a proxy the main weapons iron sights disapeer or flip down (while in the aresnal)

stuck oyster
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so hasOptics, is usually whats used to lower rear sights when optics are mounted

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but I dont recall if there is anything to do animation if you swap between different optics modes

gentle merlin
pallid island
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i'd assume "different optics modes" here are more like red dot/optics for combination scopes or something

mossy violet
edgy gale
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Got lpvo with piggyback optic - the lpvo reticle appears but the piggyback optic’s reticle (red dot) does not appear. Any ideas?

indigo mountain
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When adding a magazine proxy for a gun, what lods should it be added in?
Is it just the Res and ViewPilot or does it also need to be proxied in the shadow and geo?

bright echo
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everything but shadow (and I guess memory)

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can be left out of the geo if you dont want it affecting those lods tho

indigo mountain
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Cool, thanks

lethal condor
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this is in blender

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what do i need to do to port in arma3

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can you please guide me?

obtuse rain
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Got a couple of weeks?

fervent steppe
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Lol

obtuse rain
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You're doing well though, I hope you have the persistence to figure it all out. 😉

foggy finch
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lol

obtuse rain
lethal condor
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thx i ll check this out

obtuse rain
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He did a series of A2 tutorials that for the most part still apply to A3.

lethal condor
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physics?

obtuse rain
lethal condor
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intresting

obtuse rain
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The up side to the very steep learning curve of Arma modding is that it keeps you entertained for years. 😉

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(Much like the game itself)

lethal condor
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i hope so... it's too bad I have like 50 models

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unported in-game

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I will try

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😃

bitter parrot
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not sure if this is the right channel for this BUT I saw a lot of arma models from modders and even some in-game vanilla assets or CDLCs been sold for money in other platforms like roblox, any way to DMCA?

bitter parrot
stuck oyster
bitter parrot
stuck oyster
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Unfortunately thats not really ever fully possible

bitter parrot
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maybe BI should contact roblox in the future about the developing situation

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people are getting rich off of people's work

stuck oyster
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we take down that kind of things ever now and then

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this is not the first time

bleak tangle
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The tutorials are probably scattered amongst his other videos but he might have a playlist of the tutorials

gentle merlin
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Arma assets in roblox? Lol lmao

restive pond
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I forgot what causes this issue to occur? Facewear being stuck on pelvis and not moving at all.

I have the entire model assigned to a Head vertex group and have my Geometry LOD with autocenter set as 0.

marsh canyon
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Missing model.cfg maybe

storm elk
indigo mountain
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Missing geo / it not being triangulated can do it too

restive pond
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Yeah it was the model.cfg, thanks

unkempt token
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Here's a fun one. I'm trying to add another decal to my mod pack. This is copy-pasted from a working one and all I did wa just change the texture and material to:
a3\map_enoch\data\gdt_enweatheredtarmac_co.paa
a3\map_enoch\data\gdt_enweatheredtarmac.rvmat
Then when packing with pboProject, I get the dreaded error -1073741819.

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The other six have been fine for 2 years+

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Anyone see anything crucial here I might be overlooking?

gentle merlin
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does the unit insignia work on vests/helmets/backpacks too? or just uniform?

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if i have a "clan" selection on them i figure it might put on the symbol when equipped right?

marsh canyon
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Vests and helmets never. Backpacks maybe yes. But Insignia is a scripted function and designed to change only the uniform, so don't expect it to work

indigo mountain
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Yeah all it is just a vertex group / hiddenSelection that a function sets a texture on

umbral shuttle
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Does the componentXX in geo need to be continous numbers? wat if ur missinng component05, but u have 04 and 06 (ik I shouldnt be lazy and just do find components again but more so curious)

umbral shuttle
umbral shuttle
thorn geyser
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@obtuse rain the downside is that your brain will eventually start asking for something different like scripting, animating, etc. 😉

short marsh
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I'm having issues trying to get my muzzleflash to move with the turret, it's I think setup right, but I can't get it to follow the gatling barrels, even though it works on other models. I'm having a tough time remembering what I'm suppose to do

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It's grouped with the Otochlaven, and such, but overall it won't move even if the turret does in Buldozer

stuck oyster
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the firing happens from same position

short marsh
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Okay but the turret moves, so just don't do a muzzleflash?

stuck oyster
#

aa you meant just the turret parts

short marsh
#

Was I unclear then?

stuck oyster
#

so it would have to be either a muzzle flash bone that is parented to the bain barrel bone

#

or the muzzleflash proxy would need to be part of the barrel selection

short marsh
#

Okay

stuck oyster
#

not the rotating barrel

#

the gun part

short marsh
#

OKay that it is, but it's not moving with the traverse

#

I'll check the selections then

stuck oyster
#

"turretbone", ""
"gunbone", "turretbone"

muzzleflash proxy part of gunbone selection

short marsh
#

Okay

#

Ahh I see

#

Gotcha

#

That did the trick, much appreciated

dawn laurel
#

Hi everyone, i have a little question about vertex group for vest.

I try to learn about rig on Blender and i search to fix my antennas on the both side of my vest because they pass through the character model (see on the picture).

Actually, the antennas are on the Spine 2 with 100% of weight.

What vertex group its for that the antennas do not fit into the skin but are deflected/bent a little ?

stuck oyster
#

that cant be done

#

this is normal in game graphics

#

and only way to not have it is desing models in way that there are less or no parts that cant move with the body

#

at least in situations where you cant add more bones and fancy controllers to bend things

dawn laurel
#

Ohhh okay i see, thank you, i will try to adapt the model so

fervent steppe
jaunty rune
#

nice

fervent steppe
#

remember that building 😃

jaunty rune
#

ya looks like it belongs on a pc not a dreamcast :p

#

about to takel something similar

fervent steppe
#

thats the arab dum_istan4

#

some of the arab buildings will work in nice on jbad so the opening continues

jaunty rune
#

i know the building, looks good

fervent steppe
#

thanks

dawn laurel
#

Hey, i have a new question for the rig of the vest.

I try to rig the cables of the antenna who come from radio to under the attachment's shoulder of the vest but its looks terribly and i tried to adjust the weight many time but its not much better.

How to balance the weight transfert between the Spine2 and Spine3 so that the cable seems straight and doesn’t do strange things like waves or breaks ?

jaunty rune
#

you ahve alot more persistance then me, when i tryed to add interiors for chenarus buildings i was done ahfe way though the first one

stuck oyster
#

but I would say there isnt any perfect solution for your problem in what you can do in this case

fervent steppe
#

Hehe. Yea it's a struggle sometimes lol

visual sigil
#

I've been unable to get the rvmat on a gun I've made to appear. The rest of the weapon works correctly; textures, proxies, animations, etc, so I've no idea where I've made my mistake

carmine gull
#

@lethal condor There's also the use of the Arma Toolbox for Blender, courtesy of Alwarren

stuck oyster
#

and are yor files in P:\nkskc2035\ folder

loud wadi
#

Hey does anyone know of any custom fortification(s) models /mods or if anyone has ported the m240 MG nest from A2 to A3?

jaunty rune
#

all in arma

loud wadi
#

hmm thanks.. I will re-download and check 😃

visual sigil
jaunty rune
#

would be in the weapon pack

#

might be under the anme comminuty upgrade projecyt

loud wadi
#

didnt find it in CUP

#

its a vehicle really, in the weapon pack aye?

jaunty rune
#

its a object

loud wadi
#

yea thats what I meant

jaunty rune
#

just a tought havn't gone thorugh them with a fine tooth comb

loud wadi
#

I really feel like I checked AIA_SA before but only found the warfare greenplaceholder object but its faded in my memory so I couldnt say

jaunty rune
#

i know its in something because its avalable in xcam when you got aia enabled

loud wadi
#

interesting

#

and have you placed the 'object' down and entered it?

jaunty rune
#

havn't "entered it" but i know its there

loud wadi
#

just wondering, if only I had better then brazilian internet. Download queing. I will get back to you in one month 😄

jaunty rune
#

i could look for you if its that bad

loud wadi
#

its pretty bad but would be too much to ask 😉

jaunty rune
#

@loud wadi didn't see anything from looking over it again

loud wadi
#

ohh noe'z

#

well that saves me some time but 😢

jaunty rune
#

Im not seeing anything in the way of mg nests for arma 3

visual sigil
south badge
#

You arent supposed to be offsetting the model of the weapon afaik?

#

You position the model in the rig when you are creating the rtm for the handheld animation

gentle merlin
#

i think it's cause he needs the weapon to be shouldered on the front rather than it being over the shoulder

#

dont think there's a solution here unless maybe the handAnim accepts the launcher bone being moved, in which case that can be tried

stuck oyster
covert crater
#

I wanted to find metrics for stairs in Arma 3, but I only found the Reforger documentation.

#

Or in Arma 3, are stairs just a walkable slope? thonk

#

in the Roadway LOD

gentle merlin
#

that's pretty much the case for every game, otherwise you'd get view bobbing out of this world

idle meadow
#

Hi, I'm looking for someone who can make some patches for the game. If anyone can do it, please contact me; I'll pay for it.

cloud zealot
#

Can anyone remember me what is the maximum bone count for a skeleton ?

gentle merlin
#

i got a skeleton with 196 bones and it works 😄

#

so my best guess is the limit is either 256 or 512 or... well... beyond that idk what you'd be doing lol

cloud zealot
cloud zealot
gentle merlin
# cloud zealot

oh it's a building... nvm i never messed around with vehicles/buildings

#

🤷 someone else might be able to help

cloud zealot
#

its probably more around 180

gentle merlin
#

maybe it's the size?

cloud zealot
#

no the resolution lod 2 is fine only this lod is messed

#

when i remove some bones it goes better

north sundial
cloud zealot
north sundial
#

Ah i see

#

Perhaps are any of your bones parented to more than 1 thing?

elder fulcrum
#

Working with trees of my own, made my polyplane in SpeedTree, but kind of lost on where to go from here. Anyone have any idea how I can LOD out further polyplanes (like the images shown)? I've modelled my tree in blender, so i'm not sure how to render a base color and normal that matches the lighting in 2D for arma. Looking on BIKI and other resources I can't find anything that goes into detail how these are made. Any tips would be appreciated!

stuck oyster
#

Or memory point axis

stuck oyster
# elder fulcrum Working with trees of my own, made my polyplane in SpeedTree, but kind of lost o...

You can check out arma2 trees for reference from the arma2 public data pack samples.

The last lod polyplane tree is typically something rendered in your 3d modeling program from your main model.

Reduced distance lods usually use same branch planes as first lod but there's less of them and at some further distance ones they can also be slightly scaled up to offer same cover but with less surfaces.

cloud zealot
#

If the bone count wasn't the issue, i think it would work fine in OB even without auto center anyway

shy hamlet
#

Tell me such a moment, I have smokes running on the equipment. I have set the basic values for my car and turret, and I have also set the basic classes SmokeLauncher and SmokeLauncherMag for the shooter and driver in the weapon and magazine. I use these values for the technique. In the game itself, if you test it in a virtual arsenal or just in the world, you can hear the sound being played or the tracer in the virtual one, but there is simply no smoke?

smokeLauncherGrenadeCount=8;
smokeLauncherVelocity=14;
smokeLauncherOnTurret=0;
smokeLauncherAngle=120;
indigo mountain
#

Is there a way to prevent the bullet hole decals showing on my object?

stuck oyster
indigo mountain
#

The object is partially transparent, so you could still see them through the res lod

stuck oyster
#

No don't think they appear inside there

indigo mountain
#

Oh alright

#

Do you mean shrink it a little bit to be smaller than the resolution?

Currently the model is just a sphere, and all the geos are the same size

stuck oyster
indigo mountain
#

Hmm alright I'll give that a shot

bright echo
#

I thought there was something weird like isDiscrete or similar disabling it

#

in the skeleton

#

but this might be ancient info that isnt true anymore/wasnt true to begin with

indigo mountain
#

I could try that, currently doesn't have a model.cfg at all since I haven't needed one

Res lod thing didn't work sadly

charred bolt
bright echo
#

ah at least I didn't imagine it 😅

indigo mountain
#

Ah neat, are there any issues using isDiscrete = 0 then?

charred bolt
# indigo mountain Ah neat, are there any issues using `isDiscrete = 0` then?

It breaks bullet hole markings, that's the main one 😉
Aside from 0 being required when you want to apply weights to bones in the skeleton, I've never noticed any difference in performance between 0 and 1, although I'd assume 1 might be more performant if you had the means to measure it - otherwise, why would the setting be there? Perhaps a throwback to early days when a performance difference might have been noticeable?

tacit karma
#

From the techrep:
"Binarize has been updated; the P3D binarization process now uses 32-bit vertex indices and now produces binarized models (P3D) at version 70."

Upped vertex normal limit?

south badge
#

Is there some additional stuff I have to keep in mind when making the .rtm?

last spindle
#

What i have heard, and direct testing at the moment, no it has not changed anything, but it may well be a staging step for that

quick terrace
#

@tacit karma not at the moment, i asked @rich blade the same

south badge
#

I really do not know how to export the .rtm in relation to the weapon bone so that the weapon would go in the player´s arms when right clicking.

#

Feels like it maybe isnt even an rtm issue, since the weapon will still be positioned wherever in the idle state, and should just be picked up when pressing rmb.

So maybe it's just some missing config entry?

stuck oyster
sharp gulch
#

If I were to get clothing models from a different game (Darktide for example) and I were to make a Arma mod with them, that is allowed unless I make money, right?

indigo mountain
#

No, you cannot just rip things from other games. You'd need to get explicit permission to redistribute them

#other_ip_topics is also the spot for licensing questions

loud wadi
#

@jaunty rune thanks for the help confirming its not in there 😉

stuck oyster
south badge
stuck oyster
#

and weapon not pointed at somewhere

stuck oyster
south badge
#

I'll show you once I am off work, cheers

south badge
# stuck oyster can you show what your pose is supposed to look like?

I originally did not intend to make it FFV, so the weapon bone is positioned kinda wherever since the weapon used to be hidden previously. So I am wondering if it is enough to just change the arm and weapon bone position and export to make it work, or whether I need something in addition still

stuck oyster
south badge
#

Hmmm. Could you please explain how is the aiming stance linked to the static stance in the config?

#

is it the "connectedTo" parameter?

#

Or maybe I could just have one pose in total, with the arms raised

north sundial
#

Probs a good idea to paste the config too

south badge
#
            file = "x\tbd_mtlb\addons\main\anim\30mmcargo1pose.rtm";
            interpolateTo[] = {"KIA_Driver_APC_Wheeled_01", "1"};
            canBlendStep = 1;
            canPullTrigger = 1;
            connectTo[] = {"passenger_boat_3_Aim_ToBinoc", "0,1"};
            enableBinocular = 1;
            enableOptics = 1;
            headBobMode = 2;
            idle = "";
            leaningFactorBeg = 1;
            leaningFactorEnd = 1;
            leftHandIKBeg = 1;
            leftHandIKEnd = 1;
            rightHandIKBeg = 1;
            rightHandIKEnd = 1;
            static = 1;
            useIdles = 1;
            weaponIK = 1;
}; ```

I am kinda just fooling around with it, not really knowing what I am doing yet
#
            proxyIndex = 11;
            proxyType = "CPCargo";
            gunnerName = "Ride on top of your mom";
            gunnerAction = "30mmcargo1";
            gunnerInAction = "ManActTestDriver";
            gunnerCompartments = "Compartment2";
            memoryPointsGetInGunner = "pos_commander";
            memoryPointsGetInGunnerDir = "pos_commander_dir";
            isPersonTurret = 1;
            hasGunner = 1;
            canHideGunner = 0;
            commanding = -2;
            gunnerForceOptics = 1;
            LodOpticsIn = 0;
            LodOpticsOut = 0;
            LODTurnedIn = 0;
            LODTurnedOut = 0;
            memoryPointGunnerOptics = "";
            weapons[] = {"rhs_weap_DummyLauncher"};

            
            class ViewGunner {
                initAngleX = 5;
                minAngleX = -75;
                maxAngleX = 85;
                initAngleY = 0;
                minAngleY = -150;
                maxAngleY = 150;
                initFov = 0.75;
                minFov = 0.25;
                maxFov = 1.25;
                minMoveX = 0;
                maxMoveX = 0;
                minMoveY = 0;
                maxMoveY = 0;
                minMoveZ = 0;
                maxMoveZ = 0;
            };
        }; ```
north sundial
#

From memory, you need quite a few animations for FFV, things like pistol aiming, primary weapon aiming, launcher, binocs etc.

#

Then animations to switch between those if you don't want things to just flick into the characters hands

#

I believe these are the FFV base classes, maybe better to inherit from these instead in your CfgMovesMaleSdr rather than using crew

        class cargo_marksman;
        class cargo_base;
        class cargo_base_idle;
        class cargo_basepistol;
        class cargo_base_idle_pistol;
        class cargo_basebinoc;
south badge
#

I see, I will give it a try, thanks

north sundial
#

our base class for the normal aiming is setup like so

        /// the actual animation states for FFV
        class TCP_Passenger_01_M12_Aim: cargo_base
        {
            actions = "TCP_Passenger_01_M12_Actions";                        /// what action class is going to be used if soldier is in this state
            file = QPATHTOF(data\anim\TCP_Passenger_01_M12_aim.rtm);        /// what file is going to be played in this state
            speed = 100000;                                                    /// frequency of playing the "file" on soldier - 100000 means it is played instantly

            ConnectTo[] =                                                     /// pairs of states and connection costs to transfer to said states via connection 
            {                                                                /// (finishing previous animation and switching to a new state instantly)
                "TCP_Passenger_01_M12_Aim_ToBinoc",
                0.1
            };

            InterpolateTo[] =                                                 /// same pairs as for "connectTo", but interpolate instantly starts blending into target state
            {
                "TCP_Passenger_01_M12_Idle",
                0.1,
                "TCP_Passenger_01_M12_Aim_ToPistol",
                0.1,
                "TCP_Passenger_01_M12_Aim_ToLauncher",
                0.1,
                "TCP_Passenger_01_M12_Idle_Unarmed",
                0.1,
                "TCP_Passenger_01_M12_Die",
                0.1
            };

            variantsAI[] = 
            {
                "TCP_Passenger_01_M12_Aim_Idling",
                1
            };
            variantsPlayer[] = 
            {
                "TCP_Passenger_01_M12_Aim_Idling",
                1
            };
        };
#

May be of some help

south badge
#

Thanks a lot

covert crater
#

Does anyone have a P3D or Blender file of any building in Arma so I can see how the geometries are made? Or does anyone know if there is any mod that provides unencrypted P3D files?

I’m having issues with my walls because, even though they are fully closed, have heavy mass and all the geometries, they still have no collision in the game

bold flare
#

Arma 3 samples has some.. samples

#

The Arma 2 licensed data pack would also be applicable. Not much has changed for buildings

round bloom
#

If I am making a custom flashlight p3d what would I need to add to it for it to have a light source? Do I need to add VolumeLightCar?

covert crater
#

Apparently I’m blind, I hadn’t noticed that until now 🥲

indigo mountain
#

How can I scale an object with model.cfg animation?

stuck oyster
#

there is no scale type animation

#

you could have multiple bones weighted evenly around the model and them moving in expanding motion would then expand the model as well

indigo mountain
#

Mmmm that sounds fun

livid canyon
# south badge I originally did not intend to make it FFV, so the weapon bone is positioned kin...

Maybe you can find a close enough vanilla ffv? https://youtu.be/1kgpNPk_kfo

Arma 3 Fire From Vehicle (FFV) actions/animations/poses for vehicle crew config.

passenger_inside_1
passenger_inside_2
passenger_inside_3
passenger_inside_4
passenger_inside_5
passenger_inside_6
passenger_inside_7
passenger_inside_8
passenger_bench_1
passenger_boat_1
passenger_boat_2
passenger_boat_3
passenger_boat_4
passenger_flatground_1
pass...

▶ Play video
south badge
#

Mayhaps, the issue is I have around 25 vehicles with proxies already placed on them

#

So if they dont align and I have to move every proxy on every vehicle one by one to align them....

#

That would not be nice harold

livid canyon
#

Just add a tarp for them to sit on meowtrash

north sundial
indigo mountain
#

Just a sphere that grows/shrinks

indigo mountain
#

How can you make a one way fire geometry that you can shoot out of but not into?

obtuse rain
#

Grab the existing flashlight config from your P: drive and start with that.

#

A couple of memory points should be all you need for the .p3d itself.

gentle merlin
#

not 100% sure if there's a config-way to do it, and besides scripting the collision of the projectile off using sqf for a split second after it's fired and re-enabling it i dont think there's a way

HOWEVER

you could just make the shield part of the model - im pretty sure own model and its proxies' fire geo are ignored by projectiles

#

trickery with hiding it/revealing it if it's a part of a weapon slot for example

indigo mountain
#

It's definitely a thing without scripting

gentle merlin
stuck oyster
stuck oyster
round bloom
#

I have the config fine I just need to know what to put in the p3d

agile osprey
#

Now read the above comment again

round bloom
#

in the memory LOD I already have flash and flashdir

agile osprey
#

Hes talking a about the mempoints in the p3d

round bloom
#

But I cant get a working one

#

Yeah I have done that for mem points...

errant pumice
#

I still have bad version 70 of odol file p3d :/

#

using latest 1.56 + dev tools + pboproject

oblique vapor
#

Question: Do you think it's possible, technically, to make a headmounted lamp on the NVG Slot ?

covert crater
#

Guys, can the Roadway LOD be inside other parts of the object, like walls, without causing problems?

quick terrace
#

yes, it should

unkempt token
#

Is there any sound occlusion or anything that could reduce sound volumes in a building?

#

Total shot in the dark here

oblique vapor
#

Will give it a try

unkempt token
#

Works fine with a typical Super rvmat

stuck oyster
#

each shader type has its own stage requirements

unkempt token
#

Yeah, I just took a known working rvmat from one of my models and just converted the nopx -> nohq and stuck it in that super rvmat. Easy enough and looks alright

stuck oyster
#
#define _ARMA_

ambient[] = {0.8,0.8,0.8,1};
diffuse[] = {0.8,0.8,0.8,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.1,0.1,0.1,1};
specularPower = 130;
PixelShaderID = "NormalMapSpecularMap";
VertexShaderID = "NormalMap";
class Stage1
{
    texture = "a3\structures_f_oldman\decals\data\side_road_dirt_nohq.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "a3\structures_f_oldman\decals\data\side_road_dirt_smdi.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
renderFlags[] = {"NoZWrite"};
#

an example of a vanilla decal

unkempt token
#

Oooh. Good lookin out, thank you 🙏

stuck oyster
unkempt token
#

Pic 1 is the vanilla RVMAT (Changed diffuse[] and ambient[] to 1,1,1,1) and pic 2 is the super RVMAT I was using previously. So the color appears truer to the actual raw texture image, but the Super looks closer to the actual material in-game

#

Just anecdotal, both options work. More for reference in case anyone searches up decals in the future lol

stuck oyster
#

yeah they lit up a bit different

#

you can try adjusting the ambient and diffuse values of the rvmat

indigo mountain
#

For UV animations, is there a way I can have it constantly loop (without just animateSource'ing it from like a loop or whatnot)

indigo mountain
#

Cool thanks

ivory shuttle
stuck oyster
#

invalid geometry components?

ivory shuttle
stuck oyster
#

thats pretty much it

ivory shuttle
covert crater
#

If there is something non-convex or a hole in the building, does that compromise the rest of the collision geometry of the other parts as well?

oblique vapor
#

Like, when the player press his NVG Toggle key, the headlamp toggles and it turns on like a flashlight. Don't know how to do it tho

#

@round bloom What is your actual config for the flashlight ?

unkempt token
#

I think just the problem component is compromised in that case

round bloom
oblique vapor
#

Your config seems correct

#

You need to place in your memory point those two points: "flash dir" and "flash"

round bloom
#

I have

oblique vapor
#

Did you try your flashlight during daytime ?

round bloom
#

I made sure I made it night

oblique vapor
#

Because your dayLight parameter is set to 0

indigo mountain
#

Can you #include files in a model.cfg?
I was hoping that for my custom skeleton, I could move it out to a separate file and just include it where needed so I don't have to edit it in three places

I gave it a try and didn't seem to work, gave an error that it couldn't find a skeleton called '' (empty string)

indigo mountain
#

Hmm guess I just did it wrong then

oblique vapor
#

Do not ask me why, but the "position" memory point is actually the direction, it's inverted

round bloom
#

@oblique vapor wait what?

#

Whats inverted?

oblique vapor
#

The "position" and "direction"

#

"position" is actually the point where the flash directs to

round bloom
#

wait what? I thought I only need flash and flash direction

oblique vapor
#

Select "position" memory point in your memory LOD and screenshot pls

round bloom
#

I dont have a position memory point, I have only flash and flash dir

oblique vapor
#

Yeah, select one of those and screenshot

round bloom
civic stratus
#

has anyone made a guide for the new arma3 LODs?

#

I'm curious to know what sub parts and the other new ones are

celest arch
#

anybody has issues with OB UV editor?

#

since a couple of updates ago, mine just opens a blank window

icy dirge
#

Right click, maxamize

celest arch
#

oh wow

#

😄

#

I fade away thanks

icy dirge
#

No problem, had the same problem a couple of weeks ago 😄

celest arch
#

since we're at it, what do you think would cause this issue? I have a building using multimats, works fine in buldozer, all black in a3 after being binarised. It's the only model with that issue we have, and we have a ton.....

woeful viper
#

look in rpt

#

propably wrong path

celest arch
#

if it was so, pboproject would have gone mad but I'll check now

fervent steppe
#

^^

celest arch
#

nothing about it in the rpt

fervent steppe
#

The as map does shadows right

#

Do you have the second uv mapped?

celest arch
#

it has to be something dodgy, if it was a big mistake in the model or rvmats it would look bad in buldozer aswell

#

seems like the diffuse texture is being ignored

fervent steppe
#

Mm. Weird. Unpack the pbo. Make sure it's all there

celest arch
#

textures are all there

#

sizes match aswell

#

very very weird

#

the only difference between buldozer and the game is config right?

fervent steppe
#

Yea it uses the config.

#

I don't know if that's the only difference tho but is the path right in the model=

#

I guess prob of the model is showing up

celest arch
#

yes otherwise it wouldnt display it

#

I'll try and modify one vertex, then saving and repacking it

#

maybe the first save was fubared or something

fervent steppe
#

Is the shadowlod good?

celest arch
#

but we had this problem since a year ago so I doubt that would fix it

fervent steppe
#

Closed. Triangulated. Sharp edges

celest arch
#

yes

#

crunching...

fervent steppe
#

If you use pboproject you can just crunch the folder inside the main mod and quickly test in game. Instead of crunching the entire mod..if that makes sense 😃

celest arch
#

I'm just crunching our buildings2_2017 pbo for the sake of my mind wellness

#

entire mod full build takes about 25 mins-ish

fervent steppe
#

I thought it was 2016

#

Did you up it a year

celest arch
#

yeah but 2018 is round the corner aswell 😛

fervent steppe
#

Oh lol

celest arch
#

k lets test...

#

ofc still broken

celest arch
#

I give up

tacit karma
lean jetty
#

Hey guys, umm, does anyone know of a video that could serve as a tutorial and guide for importing helmets and vests into Arma 3?

indigo mountain
#

I knew it was possible just wasn't sure what did it

round bloom
#

I still cant get this flashlight to work, it spawns fine in game just the light on it wont work

indigo mountain
#

I've been struggling with this for like, 2-3 days at this point and really hope someone knows how to help Blobhaj_Yeesh

I'm trying to make a sci-fi energy shield thing, but having the pretty major issue that AI don't shoot at it, and the AI inside won't shoot out of it unless the guy inside is prone (I think because the unit's fire geo sticks out?).

#

The resolution, geo, and fire geo are all the same, a UV sphere and then triangulated / geos have their component assigned. AI shoot at the shield perfectly fine when its not physically on the unit (i.e. still scripted attachTo'd but moved away) because it's a CBA invisible target (tankx sim static weapon type thing)

I've added an empty ViewGeo to make sure that they can see through it but that didn't help.

Clip of AI shooting at the shield while still attached to it, just moved away

unkempt token
#

thickness value in bisurf of sphere too high maybe?

indigo mountain
#

I've been having this issue since even before I added those two things to my bisurf though (wasn't defined before) and had these same issues

bright echo
#

there was someone asking about a similar premise and the AI wont shoot through things they think they cant penetrate

#

but they didnt have issue with the guy inside not shooting

indigo mountain
#

It's only when its on top of another thing
So even if they couldn't see the guy inside, they should be shooting the shield first (higher cost, same threat)

bright echo
#

not config - bisurf

#

for shooting the shield itself as a vehicle you need to change damageResistance in the vheicle config

#

this is what AI use to determine if their weapon can hurt the vehicle

#

it's derived from armor but I don't know the exact equation

#

but I used

damageResistance = 0.004;

to make AI shoot at a vehicle that can't really penetrate with small arms

#

but if you want them to just shoot regardless you can probably go with 0

#

despite the name - I don't think it's used for anything other than AI

indigo mountain
#

Interesting
For what its worth, we've been doing a decent bit of testing and did get guys to shoot in/out of it by extending the unit's FireGeo and weapon proxy in the FireGeo

indigo mountain
indigo mountain
#

Tried 0.004 and 0

umbral shuttle
#

is there a limit on total bone count in model cfg?

indigo mountain
#

256 I think

umbral shuttle
#

255*

#

256 = buldozer no workie

#

well that sucks

stuck oyster
umbral shuttle
#

I try to make the vertex groups just the one thing

#

512 limit support when kekega

#

think of the possibilities

stuck oyster
#

that on earth are you animating with that many parts blobcatsweats

umbral shuttle
#

but ahh, idk what if you make a helicopter that has 4 96 round pylon hydras or something

stuck oyster
#

or what the equivalent is with pylon stuff

umbral shuttle
#

Dustie I forgot okay 4 pylons of 96rnd on a tank, I havent had much success with land vehicle pylons cause well I havent tried tbh

stuck oyster
#

tank can use pylon weapons too

umbral shuttle
#

but yea alot where also eaten by MFD and guages too

umbral shuttle
stuck oyster
#

was that about the weapon assignments to gunneers/commanders etc?

native garnet
#

@tacit karma that's damn nice. I didn't know that mod was getting made. I really hope we get a reliable WW2 mod sometime.. I'd still really love some WW2 gameplay, but using Iron Front is just not doable when you want people to join easily and personally I don't care much for the pacific.

plucky pecan
#

Hey guys im not dead!!! SO im coming back to modding and I have realized I have to fix some issues in ADFUncut. Now I heard they made changes to amphibious vehicles. Is there a thread I can read?

carmine gull
#

None specific, but you can ask the CUP guys re: their own efforts 😃

bright echo
#

it was cuz 3den would assign the calliope rockets to the commander/loader/hull gunner at random

#

idk if that ever got fixed

wise coral
#

so do I need to repack all my models to type 70 now?

civic stratus
#

are there samples for cargo proxies?

ivory shuttle
#

As far as workflow building LODs on a model, is it better to build the simplest layers to the most detailed, or the other way around? I could see it working either way, but sure there is a standard.

unkempt token
#

Highest detail to lowest imo

stuck oyster
#

is the typical workflow

#

in some cases like with some organic shapes where collision matters and is difficult to make match (like rocks) I like to make the collision shapes first then iterate surface details on that

ivory shuttle
ivory shuttle
stuck oyster
#

"white boxing" prototype can be good idea

ivory shuttle
stuck oyster
#

then making the actual detailed model and distance lods

ivory shuttle
ivory shuttle
livid canyon
#

Looks like Zelensky plane xD

ivory shuttle
obtuse rain
#

Orgo_Andy: Not really, there's nothing new in 70 other than some things now being 32-bit to support larger tables.

left crow
plucky pecan
#

@civic stratus cargo as in positions or actual cargo as in military crates?

civic stratus
#

positions

#

vehicle proxies

plucky pecan
#

Not sure why you would want a sample. The model is only for viewing in buldozer.

civic stratus
#

because I want to manipulate one, lol

bold flare
last spindle
#

There are no source RTM files, but you can with the right tools and know how get a working RTM from one of the default BI rtms that you can import into AB and do basic manipulation

#

I did this for my bushmaster where the sitting pose was no where near the turned out pose, I had to take a FFV RTM and offset it by about 2m

sharp gulch
#

when making a uniform and a vest is it better to put stuff like kneepads, shinguards and wristguards on the uniform or the vest?

stuck oyster
tacit karma
#

@Adanteh Thanks. The mod will come, and we also have a decent scale for it. Keep an eye on it on BIF.

arctic dirge
#

Question, I have a pd3 model of a bandolier, how do i convert it into a file format blender can read?

#

Because its acting Schizo as fuck lol

gentle merlin
arctic dirge
marsh canyon
#

Is that a model from an existed Mod?

arctic dirge
marsh canyon
#

Then forget the idea. You cannot load a binarized P3D

marsh canyon
#

Because you cannot, it is not capable of it and EULA breaking

stuck oyster
arctic dirge
stuck oyster
#

not join stealing yourself

sharp gulch
stuck oyster
#

also there is a thing called too much variation

#

modders do often fall into that pit

#

(myself as well)

sharp gulch
#

I see, thanks

north sundial
#

We have as well, run away before its too late haha

#

(not from modding, but from over customisation)

smoky lava
#

Could you please advise on the best practices for testing a tank's damage model and PhysX physics implementation? I also remember seeing screenshots of some kind of PhysX debug mode.

marsh canyon
#

Do we have a good resource about drawcalls (or whatever its called) vs performance? Let's say 10k poly model with 1, 10, 100 materials and how it does influence the performance

stuck oyster
#

I think not in Arma context specifically. Like no comparison data between different setups.

marsh canyon
#

Hmm, that's kinda unfortunate. I wish we have a good way to check how it consumes GPU usage or VRAM or smth, or I missed the way

stuck oyster
#

diagexe would be it if there is any

#

or the internal build but thats pretty limited access

marsh canyon
#

Please grant it, problemo solvod

sterile depot
#

Hello modding nerds. I have a query which I just havn't been able to fix using my limited pea brain knowledge

This model has a scope, suppressor and bipod + the proxies for it all (pictured below).

The objects are oriented correctly inside of blender and the proxies are positioned correctly. However when imported into arma the position of all attachments offsets itself from the weapon (also pictured).

I can't seem to figure out what might be causing the offset, and any help will be greatly appreciated

Some context aswell: I am using Clock's Object Builder addon for Blender.

#

Also an extra. Functioning wise (almost) everything works as intended including memory lods which are positioned correctly relative to each part they belong to

stuck oyster
sterile depot
#

The gun isnt for star wars ^^. Can quickly change the uniform though hehe

tawny mural
#

Doesn’t it need to be a Star Wars ip for you to not help them?

sterile depot
#

The only star wars thing in that was the Uniform which is on me for having that mod loaded.

The gun is a PTRD with some modernised attachments added

ivory shuttle
#

I am attempting to pack the Samples test character and received this error. How do I remove the dependency for that head? Or is it some other issue?

stuck oyster
#

it was moved into different folder in A3\ structure a little while ago

ivory shuttle
#

Ah thanks.

ivory shuttle
ivory shuttle
#

I have never done that. Is it a vertex group?

stuck oyster
#

proxy paths are defined in the named selections yes

ivory shuttle
stuck oyster
#

no use the bysta.p3d

#

its moved into RTMtemplate folder or something like that

sterile depot
north sundial
#

Usually for that sort of thing it’s something to do with the autocenter property in the geometry lod

indigo mountain
#

It was geo lod yeah

#

Most issues are from what I've learned while learning model work lol

dawn laurel
#

Hi everyone 👋

I have a question about the Proxy and AnimateSource.

I try to create a large building with lots of windows and doors (about +200 added).

I thought I heard that there is a limit of around 120-130 if we want to add the destruction of windows and doors, and that’s what I see with bugs on the windows and doors.

So my question is, is there a way to have all the animations of the windows and doors (+200) for my building? For example, via proxies, or by separating my model into several structures that would be configured in my config.cpp and my model.cfg, then pasting them together via an init or something like that.

deep basalt
#

severalbase game structures are split into segments to get around limits

#

the hospital in kavala is one example, its three seperate structures

#

the USS freedom and liberty are also split into segments

#

20 or so for the USS freedom

dawn laurel
#

Oh okay, I see, I’ll check these pbo, thank you

stuck oyster
#

bone limit is 254

#

1 openable door takes at least 1 bone

#

2 if theres rotating handle

#

1 hiding window takes 1

dawn laurel
stuck oyster
#

buildings typically are terrain objects

dawn laurel
#

I just looked and there is the Large Civilian Ship mod that exists

#

I just watched and he uses a script to spawn his different parts of his ship

#

I don’t know what solutions exist to spawn a structure with several parts, but I think in my case it is closer to the Large Civilian Ship mod, like i can spawn it in Eden or Zeus

loud wadi
#

@white jay I agree, very sexy work. Cant wait!

stuck oyster
dawn laurel
ivory shuttle
#

What causes the default Samples character's head to be floating in the air, and the body half in the ground? I moved the model up to the correct plane and no change.

ivory shuttle
#

The only change I made were the paths to the head p3d.

tacit karma
#

Thanks. I just finished the highpoly. I also modeled the bolt mechanism for the lulz

pallid nexus
# ivory shuttle It did this in the default pose before I had moved it.

Arma3 man skeleton is centered with the pelvis at the origin iirc
Anything else will screw up the animations
Changing the head should be done through CfgHeads/CfgFaces, as the head is a separate model for the close LODs, for the far LODs, it's included in the character model with as the vertex group "personality"
Possibly need a uniform/character change as well if the head model doesn't match the default well

Might be you missed "autocenter = 1" in the named properties for the model (or "= 0", not certain what characters need yet)
"autocenter = 0", as per HorribleGoat

stuck oyster
formal frigate
#

does anyone know why when i pack my vest i add it in game it stays on the floor is wieghted 50/50 to spin 2,3 and 100 to pelvis no legstrap i have model and config all set but something seems to be broken

sudden wyvern
#

trying to fix it now since 3 days

formal frigate
#

Cfg

sudden wyvern
#

could u send it to me maybe

#

so i can fix it to?

formal frigate
#

Look up model cfg on google and use the PMC one

sudden wyvern
#

ok i will try it

#

sad its still the same

#

did u had also the problem that the model is also on the last LOD and is like on the foot

sudden wyvern
formal frigate
#

Just make sure u only have pelvis spine2 and spine 3 atleast for my vest

sudden wyvern
#

ye i tried that didnt work

formal frigate
#

Pelvice 100 spine 50/50

sudden wyvern
#

how do u mean spine +-

#

ah sry i mean 50/50

sudden wyvern
formal frigate
sudden wyvern
#

so i tried everthing like rerigging it and trying to make new model.cfg and config.cfg and its still not working its like on the Last LOD and its on the foot

formal frigate
#

When u click on weights in object builder

sudden wyvern
sudden wyvern
formal frigate
#

That’s all I know man

#

Learn object builder it’s better

#

Very easy

sudden wyvern
#

i'm already trying but the most people who ik are not the best in it

#

idk i have over 2k blender hours

#

so i'm very fimilar with that it also gives there the object builder plugin what i'm using

stuck oyster
sudden wyvern
#

this message i mean sry Horrible

sudden wyvern
stuck oyster
#

I do not understand the problem

#

picture?

sudden wyvern
#

i cant send a picture because the verify is not working like when i write it in that chat it wont react

#

i try again

#

working

#

(dont worry about the one material missing forgot to apply it

narrow sandal
#

and do you have a model.cfg?

stuck oyster
#

requirements are basically same as the pinned message says for headgear

#

only different weighting

#

check that out and compare to what you did

sudden wyvern
sudden wyvern
#

how i said i did everthing like weighting it right getting a model.cfg who is also configured to the name of the model and a config.cpp where i use Xtd Gear

stuck oyster
#

looks like pins are broken

#

at least for me

sudden wyvern
stuck oyster
#

ah pins started working

sudden wyvern
#

the pins are working perfectly that why i'm saying i tried everthing i have other vest where i did it the same but they are working my last 2 vest are not working anymore no clue why

#

those are all vertex groups i have yk the most are just for the config but the spine2, spine3, pelvis are there

stuck oyster
#

if those are properly set up, it works

#

if not then one or more is not set up right

sudden wyvern
#

do i need to make the autocenter only on the geometry lod or on everything?

oblique vapor
sudden wyvern
#

sry dumb question its everthing how its says there

#

but still not working

#

i think its config.cpp error or model.cfg

oblique vapor
#

Any tips ?

stuck oyster
#

in the list

#

there isnt anything else to it

#

go through the list one by one and take screenshots of how you have them set up'

stuck oyster
#

I worry a bit that you could not take the screenshots of the relevant parts.

sudden wyvern
#

third_vest_04.p3d

stuck oyster
#

and geometry lod named properties?

sudden wyvern
#

like the selections?

sudden wyvern
#

u mean autocenter 0

#

when yes i did it

stuck oyster
#

how do you pack the pbo

sudden wyvern
stuck oyster
#

pbo manager is not good

#

as far as I know its mainly for mission pbo making

sudden wyvern
#

oh okay

#

but my other vest are also packed with this and work

#

for me it works perfectly

#

normally

#

could it also be the reason for it?

sudden wyvern
sudden wyvern
#

HorribleGoat?

sudden wyvern
#

what could it be then

#

?

stuck oyster
#

get pboProject or HEMMT and pack with those

sudden wyvern
#

do they cost money?

stuck oyster
#

mikeros toolset where pboProject comes from has a subscription version too but you will manage with the free one too

sudden wyvern
#

ok i packed it know with that

#

i will try

#

the pbo is working its just that the model is still not working idk what i did wrong i redid it and still not working

warped mural
sudden wyvern
#

ye

sudden wyvern
sudden wyvern
stuck oyster
#

the mesh is in pretty rough shape too

sudden wyvern
sudden wyvern
#

this is how it looks

stuck oyster
#

ok thas in right place at least

#

though the model is more poly than a high quality aircraft

sudden wyvern
#

reallyyy????

#

ok so i redid it everything and now the model is on the first LOD so that part is fixxed but its still at the foot

#

maybe its the model.cfg

#

ITTTTTTSSSS WORKKKINGGGG

#

(dont worry about the texture didnt add it)

dusky dragon
#

Guys, i wish to apologize, is that oke

oblique vapor
#

wat

dusky dragon
#

I did something real stupid

#

I played altis life, i am sorry

#

I feel filthy

plucky pecan
#

lolololol, scared for life

dusky dragon
#

Yep

oblique vapor
#

Oh my god

#

I lost faith in you, Brian

indigo mountain
#

What controls the first person camera position for a uav turret? I'm having two issues currently:

  1. In first person, the camera is positioned way above and to the right of the turret itself
  2. When using the turret optics, the camera doesn't follow the turret and stays pointing straight forward
  • Fixed, didn't realize that memory points can also be parented to bones in skeletonBones
crimson temple
#

Dude where can I learn how to make a uniform mod all the tutorials i found online are 10 years old and they all have shitty mic’s

#

Plus they don’t describe how to weight the models properly

dusky dragon
#

I am sorry

gentle merlin
crimson temple
gentle merlin
errant pumice
#

I'm bringing one more OFP legend terrain over to A3... do any of u talented guys perhaps remember why most_stred30.p3d proportions changed from ofp>arma? It seems its half smaller?

stuck oyster
#

maybe it had more use shorter?

errant pumice
#

yeah i will add pieces

covert crater
#

In theory, shouldn’t objects with collision be made only of convex shapes?

pallid island
#

Only applies to collision LODs, though

stuck oyster
#

or the visual object can be made from whatever

stuck oyster
unkempt token
#

If collisions didn't have to be that way I could make 20x the buildings, fucking game engine 😭

tacit karma
#

@oblique vapor Extrude and bevel the edges

dawn laurel
#

Hi 👋
Quick question about Fire Geometry.

I have glass on my model and in the fire geometry i put rvmat penetration glass particles.

When i compile and binarize my mod, the glass effects don't worked, when i shoot on it, i see dirt.

When i compile but don't binarize, the glass effects worked, when is shoot on it, i see glass particles.

Why my particles don't worked with the binarized p3d ?

sour bough
#

P drive probably

dawn laurel
#

Oh maybe, i don't use P drive when i modding, sould i use it ?

sour bough
#

Rvmats get binned into the P3d so your packing tool needs access to the rvmat in order to do that. So if you're pathing to an a3 one, you need your p drive set up

woeful viper
#

@dusky dragon any last words?

indigo mountain
#

Can you model.cfg animate a helmet / facewear?

stuck oyster
indigo mountain
#

Didn't think so, hm
Trying to make a part of a helmet spin

indigo mountain
#

Exactly what it is lol

stuck oyster
#

unfortunately it is not possible with conventional ways

indigo mountain
stuck oyster
#

xD

#

UV animation might work

indigo mountain
#

Does that work for CfgWeapons?
Also didn't think uv animations would really work to make it spin like that

stuck oyster
#

off the top of my head I dont know if the config based UVAnimations will work

formal halo
#

This is a very serious bug and should be fixed immediately, hats must spin

livid canyon
compact palm
#

how do i add a 3d patch on a uniform

stuck oyster
unkempt token
#

@covert crater responding to your remark in the terrain channel, if you have Substance Painter I usually do texture baking and stuff there, it can be a nice tool. Especially when it comes time to do multimaterials later lol

oblique vapor
#

@tacit karma Thanks ❤

pearl flume
#

the face the player is looking at is invisible

#

it looks like the applied textures are on the inside faces of the object

covert crater
#

~~I’m waiting for HorribleGoat to send me his Blender file that has an example of multimaterials, He forgot about me 😭 ~~I just found it, never mind

stuck oyster
#

Indeed I have forgotten thhat

#

but good level up on detective skills

fervent steppe
#

select the face and hit "w" if using ob

pearl flume
#

@fervent steppe oh damit that was easy. thank you

fervent steppe
#

you got it 😃

pearl flume
#

ya thanks man, must have hit w at some point without realizing it

fervent steppe
#

hehe

stuck oyster
#

no rips

#

no help with that

crimson temple
#

Bro

#

Ion even know what I expected tho but cmon what if it was any other uniform that wasn’t a rip

stuck oyster
#

but you did use ripped stuff

#

so its a problem

#

you still have chance to turn the boat around and make stuff

#

not just take stuff