#arma3_model
1 messages · Page 62 of 1
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)
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?
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
but it'll telll you that in the console so open the console first
(window > toggle system console)
I'm only seeing these if you mean the File > Export section
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
actually yeah it's just the validate LODs button and the warnings are errors
you want both ticked
but the manual method i sent is better since you dont have to go ahead and export before being told something's wrong
(and you can do it once per lod so your console is cleaner, essentially whatever you got selected)
@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)
Gotcha
It is failing on all my res lods though, not sure why and the console doesn't give any further context
send a screenshot (of the console)
I think my wifi just died lol
Had to switch to my phone
I'm assuming it's something with the texture paths if it validates those
from what i recall it does not, it only checks the lod settings and mesh malformation
you should be getting something like this
res lods are the most forgiving so idk what you could possibly have there that would fail validation
but it really should tell you under that log whatever it is
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)
Blender is also freezing when I try to validate the geo lod, which is fun
I'm on whatever the latest on steam is
5.1, yeah, it might be the plugin not being updated and blender broke something it uses
versioning is fun isnt it
Always 🫠
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)
at least you wont have compatibility issues then
Yeah I'll try that, I updated since someone had sent me a file in a newer version
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
nope, that's only a requirement for shadow lod
triangulation is a must for geos AND shadow lods tho
Yeah I know, just wasn't sure if it needed to be sharp as well because the rest of it is marked sharp
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
Okay its still freezing on 4.3.2
:P
Did eventually unfreeze though
menu on right > data tab> press - on uv you don't want
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
if you have separate meshes that get combined as 1 lod layer on export, they must have same name UVsets. Otherwise on combine they will have all the different named sets
They're all single objects
Hm yeah if I have UVSet 0 and 1 it still passes validation
Deleting UVSet 1 also still passes
What is a "conventional shadow resolution"?
I have a 0 and a 20
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
Still says 100 is unconventional
try 10
Yep 10 worked
(still dont know what the difference is but eh 😂 )
different types I recall
types as in buffer/stencil?
huh... im using 0 with buffer; so i guess 10 is stencil?
Cool, that's all the stuff it error'd on for this uniform
Time to do that like.. at least three more times
Thanks
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

just to isolate - you are using the vanilla man geo from the example man, right?
Yeah
Oh well I see why the Geo/FireGeo wasn't triangulated, it's not triangulated in A3_character_example.p3d either
i went to check my RPTs but im not finding that error despite custom uniforms 
(and doing exactly what you did)
Reimported the p3d into blender and the (fire)geo is still valid so no clue
Does it at least work properly ingame?
No issues with hit reg etc
Could be one of those unbinarized errors to ignore (like the subskeleton index crap)
Yeah it does, but the model is being binned
Welp, exhaused everything on my end then, Time to ping dedmen 
is there a mesh part that is in the selection "component03"
that was my initial assumption but he redid it, only two components (main capsule and the gun trapezoid), assigned as they should be🤷
idek where the game could be reading a third one from
fire geometry has more
think he redid that too, but the error appears to be on regular geometry
Geometry only has 1 and 2, Fire Geo has 42
Component03 in FireGeo has like, the right heel of the foot selected
let's assume the error itself is misleading and it's actually the fire geo at fault (or another geo) - did you make sure the weights for the components themselves are all at 100 properly? if you're using vanilla firegeo it really should be but just spitballing at htis point
I mean they should be?
How would I verify that
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 
This got me vexxed almost as much as it did you because i cant think of why it could be happening and its frustrating
FireGeo and Geo
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
Its fully red at 100
Yeah all red
okay send me the blend file
i'll try things on my end
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
did you use this for copying the firegeometry
he's testing now but i checked on my end and replicated - hopefully it works on his end too but the issue was the regular collision geometry - component01 and 03 must exist, 02 is skipped
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
arma moment™
i can only assume the engine has hardcoded behaviour for man type geometry like that
Yeah I tested it, taking my existing Geo and renaming the 02 -> 03 fixed the error
Samples also has 01 and 03
Whats the difference beween the new one and the one in template/example?
For firegeometry it corresponds with some fixes on hitpoints if I remember right
riiight yes now tracking. And yeah at some point the geometry had 3 components indeed. but now one was removed and it was indeed the number 2
wonder what the third one was for 
Well it'd be two, if one is the body and three is the weapon (or other way around, I already forgot)
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?
Scripting or as engine exhaust effect
Would they render in front of the vehicle interior?
Hmmm, is there some small effect like that in vanilla game?
ah probably not
gun smoke
but @livid canyon is right, it wont show in first person view
Uh, is there some mod that allows to browse these graphical effects?
no
you can maybe model it
Pip screen camera to a cigarette xD
Or actually, a plane with 2d smoke sprite?
There's not a free student/hobby license for UV Layout though is there?
As I understand it, the UV tools for Blender are quite nice for a free piece of software
Is there a way to adjust weight paiting with out needing to boot A3 each time to see how bad the tear is
you can just test it in blender if you grab the community-made arma rig
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
oh nice should save me some time
should be this one https://www.moddb.com/games/arma-3/downloads/armarig
Handy to know
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 🙏
all of those, yes
Id start from geometry lod and physX wheels setup
the geometry lod isnt too bad but id say its probably going to be the Phys X i guess
Decent COM?
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
also with the GeoPhysX iirc the wheels/tracks (whatever the hell touches the floor)
They are raised slightly above the body correct?
is it valid?
are all boxes convex, with component name and geometry mass?
no wheels in geometry lod
wheels are physX things
I ran the component convex hull operation and then adjusted the weight
anyways onto the wheel question on the PhysX lod
for cars you dont have them in the physxlod at all
for tanks yes you have them raised as they're generally not interacting with the ground the physx wheels (created in your config) will
samples will answer these questions
oh yes ;D
your mass looks to be concentrated mostly in that little box in the center, which can make your vehicle really easy to flip and spin around its vertical axis because the moment of inertia is really low. Its not just about center of mass, but also that masspoints are spread apart enough.
disabled=0;
Am i doing anything wrong?
Look at the braces in your config, they're red showing you have missing ones
Here you can see your CfgVehicles class is inside of CfgEditorSubcategories
You're also just missing the closing braces completely
For a couple other issues:
- 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
- Your
editorCategoryis incorrect, it needs to be referencing a class inCfgEditorCategories - Your
editorSubcategoryisn't using the class you define inCfgEditorSubcategories - CfgVehicle classes don't have a
descriptionparameter - You're setting the ace
canCarryproperty to 0 (false) but then adding a position/direction for it, which seems odd - If
Originium_Cluster_01is your own class and not defined in another addon, this config is incorrect and missing a lot. You probably want to inherit fromThingX
I don't know what any of this means. I don't know coding.
What i'm trying to do is make an object
just a static object so i don't know if i could make the code smaller or not
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.
Not sure if I'm just misunderstanding but if you want to remove them, just don't declare them in config
Only turrets that are explicitly defined are used
Yeah there are no declaration of turrets in the config... I'll take it to the config channel then
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
Does anyone know why my eyewear (CfgGlasses) might show up clearly through a tinted/dirty window? See attached image.
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.
I think it has to do with setting those faces as transparent in the p3d file. In Blender Toolbox you can set transparent here and assign a priority. I dont understand the priority value (yet) but this miiight fix it?
may also be related to how the actual headgear piece is set up
Thank you kindly, I will see if this works.
Hmm, doesn't seem to have had any effect, I'm afraid.
Could you elaborate on that a bit?
default model texture should be _CA type, rvmat shader type and flags can affect how its drawn, alpha sorting on the model can do things, there is a named property that affects alpha transition
you can also check how vanilla eyeglasses look like through that window
- Default model texture is of _CA type
- How would I go about changing the RVMAT shader type and/or flag
- Not sure how I do the alpha sorting, I assume that's dictated by the "priority" mentioned above?
- What's the named property called?
- Regular vanilla eyeglasses show up fine. Tested on Livonia map btw.
Id maybe explore the rvmat for starters
alpha sorting is the mentioned priority tool in blender yes.
if you dont have the named property then you should not need it I think
what kind of RVMAT do you have for it?
Just a regular one that I generated via JD Tools, I can send the .rvmat if that would help the process at all?
Then it might be faulty or wrong type. Grab the default supershader rvmat from P:\a3\data_f\ and try with that
Cheers, will try that now then.
Same issue, I'm afraid.
just to check. is the mod pbo binarized?
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?
What are you inheriting from? Try using house_f
And if you havent defined it try adding to your class:
destrType = "DestructBuilding";
armor=350;
kinda sounds like https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#destrType destrType = "DestructTree"; 🤔
I tried this, but it didn't work.
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?
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
oh nvm it can... i just messed up somewhere... ignore
terrain objects need destruction type defined in the object
in named properties of the geometry lod
named properties are set in the actual p3d's geometry lod
Am I not meant to binarize the pbo or?
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
Yes they need componentXX and mass. Also consider putting your land contact points lower, I usually align them to the second step, to avoid ground clipping.
You are. Not binarizing can sometimes do weird things.
Yes they'll need all the geometry things so it's all valid.
ah okay I was going more up to avoid groud clipping but yea 2nd step will do
👎
woops
👍
I meant thumbsup
You can edit your post, BTW
now youre squeezing woops between your thumbs
mistakes are happy accidents 
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.
terrain object?
or editor placed?
yes
maybe namedProperties in geometry LOD?
map: house
class: house
damage: building
i used this
ArmorStructural=1000 might be doing it in your config
I've never defined that before, not used for buildings as far as I've learned
also for your config to connect with terrain objects you need the classname to be format class land_p3dname
so since your p3d name is ruslan_1 the classname needs to be class land_ruslan_1
are the Iron Front 44 models released for use somewhere though?
it worked, thank you so much
Anyone willing to help with buildings remaking classic Tonal for A3?
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?
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
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
Do you use extensions, or can you model everything just with vanilla Blender? It’s not that Blender isn’t precise, but the way it works isn’t very intuitive for me since I’m used to software like NX, CAD and Solid
Vanilla but I use Arma Toolbox though that doesn't augment the raw visual model making part
I can understand the change in workflow though. Blender is very much move the vertices
Do you recommend any specific course or playlist for building precise models in Blender?
I am woefully self-taught and grew up using Hammer for source engine so I dont have any good resources to link, sorry
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 🥲
Learning Blender is the way to go since youll need to set up all kinds of technical lods and texture your model (uv unwrapping and mask based multimaterials for buildings)
Blender dimensions also correspond directly to Arma dimensions
And blender can be set to use metric units
1 blender unit = 1 blender meter = 1 arma meter
you can also use the grid and snapping to keep things precise. Freehanding is not necessary
Let’s learn Blender then 🫠
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
You don't have to make everything a single object, that's up to you. With Arma 3 toolbox, you can make multiple objects part of the same LOD, so if I had walls + floor separate but both are marked to be LOD 1.0, then on export to P3D they will be combined into a single final LOD in the P3D itself.
For solids, I think its more the latter?
Thanks. About the solids/faces part, my question is how that behaves when setting up mass in Object Builder
solid part would be one with no holes and all vertex welded together
but thats more a Arma requirement for geometry components
list of those can be found in the pins
another part about interacting with an object in game is the roadway lod, which defines the surfaces characters can walk on
Hmmm thanks
Ok, ill take a look
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
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
Possible that if the other lods are completely empty, the fire geometry will be used to create the view geometry
To test make a very small cube in the view geometry out of the way and see if you get the same effect
aw man, I can't believe it was that simple
adding a mesh to the view geo did seem to fix it
thanks!
No problem, it may work if you just add a vertex in there but keeping things convex may make the engine happier haha
Any shot you can share the working p3d? I cant seem to get the same results
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
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
the AI "sees" and targets anything beyond or in the cubes, but will not fire at it
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
sure, very annoying issue to deal with
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
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
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
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
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?
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.
What's the purpose of the attached thing if not block shooting?
It should block shots but the AI should also try and shoot the unit on the inside/ on the other side of the geo
In my case it was to create an energy shield that would block bullets, recieve damage, and protect the player inside until the shield had been destroyed
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
which im not sure if those are only limited to transport type sim
making it a fake vehicle or unit that the AI would target instead could work
then handle deleting of the shot with hit or damage eventhandle
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?
how do you mean sight selected?
like if you select a scope on some weapons then the normal iron sight of the weapon flips down.
so optics mode
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)
so hasOptics, is usually whats used to lower rear sights when optics are mounted
but I dont recall if there is anything to do animation if you swap between different optics modes
mx rifles flip their iron sights down if you pick an optic
i'd assume "different optics modes" here are more like red dot/optics for combination scopes or something
Okay, i'll experiment with this.
Got lpvo with piggyback optic - the lpvo reticle appears but the piggyback optic’s reticle (red dot) does not appear. Any ideas?
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?
everything but shadow (and I guess memory)
can be left out of the geo if you dont want it affecting those lods tho
Cool, thanks
this is in blender
what do i need to do to port in arma3
can you please guide me?
Got a couple of weeks?
Lol
You're doing well though, I hope you have the persistence to figure it all out. 😉
lol
@lethal condor I don't know if there's anything for Arma 3 specifically, but Gnat's stuff (https://www.youtube.com/user/Gnat666x/videos) is probably a pretty good start.
thx i ll check this out
He did a series of A2 tutorials that for the most part still apply to A3.
physics?
It mostly takes care of itself, and https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines covers the new bits that aren't in A2.
intresting
The up side to the very steep learning curve of Arma modding is that it keeps you entertained for years. 😉
(Much like the game itself)
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?
report to infringements@bistudio.com
right
thanks for asking. 👍
i hope arma 4 has a mechanism that doesn't allow the rippers to rip the mods, if that's even possible
Unfortunately thats not really ever fully possible
maybe BI should contact roblox in the future about the developing situation
people are getting rich off of people's work
Burnes has videos about using and making things in blender for Arma 3 https://youtube.com/channel/UCbcYPE10gBDIYzFyFX2WI7w. Hopefully that link works as I'm on mobile atm
The tutorials are probably scattered amongst his other videos but he might have a playlist of the tutorials
Arma assets in roblox? Lol lmao
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.
Missing model.cfg maybe
Probably the model.cfg, that's where 99% of the problems usually are
Alternatively have you made sure every vertex is assigned to a bone?
Missing geo / it not being triangulated can do it too
Yeah it was the model.cfg, thanks
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.
The other six have been fine for 2 years+
Anyone see anything crucial here I might be overlooking?
does the unit insignia work on vests/helmets/backpacks too? or just uniform?
if i have a "clan" selection on them i figure it might put on the symbol when equipped right?
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
ah, i see.. alright thanks
Yeah all it is just a vertex group / hiddenSelection that a function sets a texture on
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)
I did find someone selling optre models on roblox was funny
it should still work
ty
@obtuse rain the downside is that your brain will eventually start asking for something different like scripting, animating, etc. 😉
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
It's grouped with the Otochlaven, and such, but overall it won't move even if the turret does in Buldozer
muzzle flash is not suppose to move with the barrels
the firing happens from same position
Okay but the turret moves, so just don't do a muzzleflash?
aa you meant just the turret parts
Was I unclear then?
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
Okay
OKay that it is, but it's not moving with the traverse
I'll check the selections then
"turretbone", ""
"gunbone", "turretbone"
muzzleflash proxy part of gunbone selection
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 ?
none
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
Ohhh okay i see, thank you, i will try to adapt the model so
nice
remember that building 😃
ya looks like it belongs on a pc not a dreamcast :p
about to takel something similar
thats the arab dum_istan4
some of the arab buildings will work in nice on jbad so the opening continues
i know the building, looks good
thanks
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 ?
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
half and half of both maybe. one end full 100% of closest bone and 50 both in the middle maybe
but I would say there isnt any perfect solution for your problem in what you can do in this case
Hehe. Yea it's a struggle sometimes lol
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
@lethal condor There's also the use of the Arma Toolbox for Blender, courtesy of Alwarren
since the A3 path also does not work do you have "path to textures" in OB options set as P:\
and are yor files in P:\nkskc2035\ folder
Hey does anyone know of any custom fortification(s) models /mods or if anyone has ported the m240 MG nest from A2 to A3?
all in arma
hmm thanks.. I will re-download and check 😃
Thank you, you helped me solve the issue! It was both that the path to textures was incorrectly set and that my dumbass had the textures stored in nkskc2035_weap1\data, not nkskc2035\data
this mod looks fire
its a object
yea thats what I meant
just a tought havn't gone thorugh them with a fine tooth comb
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
i know its in something because its avalable in xcam when you got aia enabled
havn't "entered it" but i know its there
just wondering, if only I had better then brazilian internet. Download queing. I will get back to you in one month 😄
i could look for you if its that bad
its pretty bad but would be too much to ask 😉
@loud wadi didn't see anything from looking over it again
Im not seeing anything in the way of mg nests for arma 3
Seperate issue, same weapon; inorder to ensure that the rpg is held out infront, I had to offest the model in blender, however that results in the holstered animation looking silly. Is there anyway to fix this or is this a limitation of the engine?
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
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
you can use isSelected animation source to apply offset either when the weapon is selected or when its unselected
https://community.bistudio.com/wiki/Arma_Reforger:Environment_Metrics#Stairs Does this Environment Metrics work for Arma 3 too?
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? 
in the Roadway LOD
yes
that's pretty much the case for every game, otherwise you'd get view bobbing out of this world
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.
Can anyone remember me what is the maximum bone count for a skeleton ?
How many you got?
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
My skeleton has 160 bones but the animations are broken i don't understand why
define broken
oh it's a building... nvm i never messed around with vehicles/buildings
🤷 someone else might be able to help
well the solution is simple, split the thing. But that's weird i thought the bone limit per skeleton was 250
its probably more around 180
maybe it's the size?
no the resolution lod 2 is fine only this lod is messed
when i remove some bones it goes better
Looks more like your memory lod is missing
its not, as i said when i remove some bones, everything goes fine
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!
No 250 should be fine. You lack auto center 0 probably
Or memory point axis
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.
auto center ? I've never seen that in a building model.
I splitted the building, i put some doors in a separate p3d, now everything is fine
If the bone count wasn't the issue, i think it would work fine in OB even without auto center anyway
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;
Is there a way to prevent the bullet hole decals showing on my object?
If you pull firegeometry little bit back they should not appear.
The object is partially transparent, so you could still see them through the res lod
No don't think they appear inside there
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
Yes. If I remember right it should now show underneath.
Hmm alright I'll give that a shot
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
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
It was something I discovered and was still true as of Feb '24, not re-tested by me since but haven't seen a game engine changelog reference it.
#arma3_model message
ah at least I didn't imagine it 😅
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?
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?
Uhm, what did I mess up regarding FFV?
I can´t get the weapon to go into the character´s hands unless reloading it
Is there some additional stuff I have to keep in mind when making the .rtm?
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
@tacit karma not at the moment, i asked @rich blade the same
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?
Armed FFV moveset needs to be one with weapon at shoulder or otherwise up aiming so blend anim can work
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?
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
@jaunty rune thanks for the help confirming its not in there 😉
We have 0 tolerance for ripping/stealing
Hmm, so I cant just use a static pose, right?
not one with arms down
and weapon not pointed at somewhere
can you show what your pose is supposed to look like?
I'll show you once I am off work, cheers
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
yeah this is the issue. so you will need second pose for the aiming stance
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
Probs a good idea to paste the config too
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;
};
}; ```
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;
I see, I will give it a try, thanks
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
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
Arma 3 samples has some.. samples
The Arma 2 licensed data pack would also be applicable. Not much has changed for buildings
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?
Apparently I’m blind, I hadn’t noticed that until now 🥲
How can I scale an object with model.cfg animation?
difficult
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
Mmmm that sounds fun
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...
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 
Just add a tarp for them to sit on 
What are you trying to achieve look wise? Got an example?
Just a sphere that grows/shrinks
How can you make a one way fire geometry that you can shoot out of but not into?
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.
this is for the shield you were making?
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
It's definitely a thing without scripting

no dont think that is possible
so this is just very simple demonstartion what you could do. For sphere I would maybe use few more bones for better weighting. theres slight deform going on in this
I have the config fine I just need to know what to put in the p3d
Now read the above comment again
in the memory LOD I already have flash and flashdir
Hes talking a about the mempoints in the p3d
I still have bad version 70 of odol file p3d :/
using latest 1.56 + dev tools + pboproject
Question: Do you think it's possible, technically, to make a headmounted lamp on the NVG Slot ?
Guys, can the Roadway LOD be inside other parts of the object, like walls, without causing problems?
Yeah that's fine
yes, it should
Is there any sound occlusion or anything that could reduce sound volumes in a building?
Total shot in the dark here
Will give it a try
This was a two-parter I just figured out.
- The vanilla rvmat uses a nopx, this does not work on models lol
- The vanilla rvmat's shaders will crash binarize:
VertexShaderID="NormalMapDiffuseAlpha";```
Works fine with a typical Super rvmat
super rvmat would have both shaders ="super"
each shader type has its own stage requirements
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
#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
Oooh. Good lookin out, thank you 🙏
if you have P drive set up, you got all the vanilla files to refer to in P:\A3\
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
yeah they lit up a bit different
you can try adjusting the ambient and diffuse values of the rvmat
For UV animations, is there a way I can have it constantly loop (without just animateSource'ing it from like a loop or whatnot)
source = time
Cool thanks
I have been building very simple models to test some physics stuff. I had this problem yesterday and again today with two separate builds. This happens when I edit the Geometry and PhysX LODs. Am I missing a component or something?
Glitch clip below:
https://youtu.be/_lQoFN9A38I
missing or broken wheel definitions in config?
invalid geometry components?
I haven't changed the config much, just working from Samples right now, was working before I tried to make my own Geometry and PhysX layers. What are the common mistakes for that?
geometry lod requirements are listed in the pins
thats pretty much it
Ok thanks for the info.
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?
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 ?
I think just the problem component is compromised in that case
@oblique vapor http://pastebin.com/UuyPBX0P
Your config seems correct
You need to place in your memory point those two points: "flash dir" and "flash"
I have
Did you try your flashlight during daytime ?
I made sure I made it night
Because your dayLight parameter is set to 0
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)
Yes, it is preprocessed
Hmm guess I just did it wrong then
Do not ask me why, but the "position" memory point is actually the direction, it's inverted
The "position" and "direction"
"position" is actually the point where the flash directs to
wait what? I thought I only need flash and flash direction
Select "position" memory point in your memory LOD and screenshot pls
I dont have a position memory point, I have only flash and flash dir
Yeah, select one of those and screenshot
https://i.gyazo.com/d8bd8fb5e76ef257a61a5a7c029af5a2.png @oblique vapor
has anyone made a guide for the new arma3 LODs?
I'm curious to know what sub parts and the other new ones are
anybody has issues with OB UV editor?
since a couple of updates ago, mine just opens a blank window
Right click, maxamize
No problem, had the same problem a couple of weeks ago 😄
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.....
http://i.imgur.com/iDeqFkT.jpg << buldozer
if it was so, pboproject would have gone mad but I'll check now
^^
nothing about it in the rpt
yes I do , this is how it looks in the game http://i.imgur.com/q0QcUXy.jpg
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
from this perspective though, you can barely see its colors wtf http://i.imgur.com/VbmQkcu.jpg
Mm. Weird. Unpack the pbo. Make sure it's all there
textures are all there
sizes match aswell
very very weird
the only difference between buldozer and the game is config right?
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
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
Is the shadowlod good?
but we had this problem since a year ago so I doubt that would fix it
Closed. Triangulated. Sharp edges
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 😃
I'm just crunching our buildings2_2017 pbo for the sake of my mind wellness
entire mod full build takes about 25 mins-ish
yeah but 2018 is round the corner aswell 😛
Oh lol
I give up
A 4k render of the M3A1 high poly I am doing for Westwall.
http://abload.de/img/m3a1_18pbowp.jpg
There are a couple of minor things I need to add.
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?
@gentle merlin / @stuck oyster
Found the thing for 1 way fire geo btw, it's actually just some properties in the .bisurf
Here I have bullets shot into the object reflecting off, but bullets shot out of it behave like normal
I knew it was possible just wasn't sure what did it
I still cant get this flashlight to work, it spawns fine in game just the light on it wont work
I've been struggling with this for like, 2-3 days at this point and really hope someone knows how to help 
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
thickness value in bisurf of sphere too high maybe?
I mean the thickness is 250 and bulletPenetrabilityWithThickness is 0, not sure if they need to be like that but I found a forum post of someone trying to make something similar (outside bullets bounce off, inside bullets pass through) so that's what I'm using
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
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
That's the thing though, the shield is a drone with enemy crew inside, so they should (and do) shoot at the shield on its own
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)
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
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
I'll try that out, we already use a custom damage handler for it so the actual armor values can be mostly whatever
No dice unfortunately :P
Tried 0.004 and 0
is there a limit on total bone count in model cfg?
256 I think
welp I hit it 
255*
256 = buldozer no workie
well that sucks
these are the places where you have to compromize
Yea I just added some stuff to mainturret vertex group instead of adding it to main turret via model cfg
I try to make the vertex groups just the one thing
512 limit support when 
think of the possibilities
that on earth are you animating with that many parts 
I reached the limit by having memory points in bones for turret, I could have had the memory points added to the mainTurret/MainGun vertex group but idk I just like having it typed out. So I guess I could NOT do that and be under 255 lol
but ahh, idk what if you make a helicopter that has 4 96 round pylon hydras or something
magazine proxies
or what the equivalent is with pylon stuff
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
tank can use pylon weapons too
but yea alot where also eaten by MFD and guages too
is there any quirks to be aware of? IK SPE had to add a script to do a pylon fix but thats the only one I know
was that about the weapon assignments to gunneers/commanders etc?
Html!
@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.
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?
None specific, but you can ask the CUP guys re: their own efforts 😃
yeah
it was cuz 3den would assign the calliope rockets to the commander/loader/hull gunner at random
idk if that ever got fixed
so do I need to repack all my models to type 70 now?
are there samples for cargo proxies?
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.
Highest detail to lowest imo
this
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
Thanks, that was my instinct, probably what I will start soon.
I might rough things in with my geometry and physx first before the first detailed resolution annd cargo layers. If I don't have those layers correct the whole thing is a moot point.
"white boxing" prototype can be good idea
what is this? not familiar with that term or concept.
it refers to untextured model that you can use to build all the game mechanics with to figure out what all parts need to move and stuff like that
then making the actual detailed model and distance lods
Haha I just released one on the Workshop and GitHub for a flying car. I started messing with the idea over a year ago. You helped with most of it 😄 Just got back to Arma after a year break from gaming. Now the real mods.
Like this? It was the minimum I could do, one layer for each LOD, minimum components, and minimum config. It will be my framework for a series of cars.
Looks like Zelensky plane xD
It is a silly for sure. The real mods will be a bit classier. I promise 🤣
Orgo_Andy: Not really, there's nothing new in 70 other than some things now being 32-bit to support larger tables.
@civic stratus cargo as in positions or actual cargo as in military crates?
Not sure why you would want a sample. The model is only for viewing in buldozer.
because I want to manipulate one, lol
I don't remember reproing it, so probably not.
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
when making a uniform and a vest is it better to put stuff like kneepads, shinguards and wristguards on the uniform or the vest?
they typically are part of the uniform
@Adanteh Thanks. The mod will come, and we also have a decent scale for it. Keep an eye on it on BIF.
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
Get the object builder blender plugin
where can i find that?
Is that a model from an existed Mod?
YES
Then forget the idea. You cannot load a binarized P3D
why not?
Because you cannot, it is not capable of it and EULA breaking
its stealing. we have 0 tolerance for that.
dude, jms actively stole from activsion to create his models, silly
you report such things so stolen things can be banned
not join stealing yourself
is there any specific reason for that?
Uniforms look wonky without them when the shape is all squeezed to fit the pads
also there is a thing called too much variation
modders do often fall into that pit
(myself as well)
I see, thanks
We have as well, run away before its too late haha
(not from modding, but from over customisation)
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.
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
I think not in Arma context specifically. Like no comparison data between different setups.
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
diagexe would be it if there is any
or the internal build but thats pretty limited access
Please grant it, problemo solvod
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
as star wars IP can not be used in mods we cant help with making such mods
The gun isnt for star wars ^^. Can quickly change the uniform though hehe
this isnt really funny
Doesn’t it need to be a Star Wars ip for you to not help them?
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
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?
youll need to repath it to its new location
it was moved into different folder in A3\ structure a little while ago
Ah thanks.
Is the path that needs changed in a config? Not seeing it.
no in the p3d
I have never done that. Is it a vertex group?
proxy paths are defined in the named selections yes
Ok great, thanks for the info. Can I use any head in the characters_f?
so I take that as a no on any assistance then
Usually for that sort of thing it’s something to do with the autocenter property in the geometry lod
It was geo lod yeah
Most issues are from what I've learned while learning model work lol
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.
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
Oh okay, I see, I’ll check these pbo, thank you
separate segment p3ds is the way to go
bone limit is 254
1 openable door takes at least 1 bone
2 if theres rotating handle
1 hiding window takes 1
Okay its clear now thx and how did you regroup the segments after that ? with a script Init ?
depends on the use case
buildings typically are terrain objects
its a Yatch, a static boat
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
@white jay I agree, very sexy work. Cant wait!
if you check the vanilla ships config you can see how the building parts system works
Ok, I just checked for the aircraft carrier, and if I understood correctly, they were creating memory points for the parts position on the global models, and then via a script (carrier01init) and config.cpp (multiStructureParts[]), they were creating the ship directly in the Eden(Land_Carrier_01_base_F).
I’ll try to dig through all that and see how I can do it, thank you in any case 
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.
dont move the body
It did this in the default pose before I had moved it.
The only change I made were the paths to the head p3d.
Thanks. I just finished the highpoly. I also modeled the bolt mechanism for the lulz
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
0 for characters and wearable equipment
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
i have the same error
trying to fix it now since 3 days
mhmm
could u send it to me maybe
so i can fix it to?
Look up model cfg on google and use the PMC one
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
?
ye i used it but didnt work sadly but did u had that problem i sended it over ur message
.
Just make sure u only have pelvis spine2 and spine 3 atleast for my vest
ye i tried that didnt work
Pelvice 100 spine 50/50
hey do u know why its doing this
.
It should be split spine 2 50 and spine 3 50
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
When u click on weights in object builder
so 0.5 weight on both
oh i'm doing the most in blender
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
?
.
this message i mean sry Horrible
ye i did it
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
do you have the bones on the model set up?
and do you have a model.cfg?
requirements are basically same as the pinned message says for headgear
only different weighting
check that out and compare to what you did
yes
yes
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
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
did you go through each point of the link I sent?
if those are properly set up, it works
if not then one or more is not set up right
do i need to make the autocenter only on the geometry lod or on everything?
I'm in trouble making a "smoothy edge" on a Ruger. Don't know how to do it, I'm very lost in there (this part of the weapon: https://i.gyazo.com/916d3634bbb83225ec74491e8e3c8311.png The curvy woody end
sry dumb question its everthing how its says there
but still not working
i think its config.cpp error or model.cfg
Any tips ?
it is one of those things 😅
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'
i send the file in here
whats your p3d name?
I worry a bit that you could not take the screenshots of the relevant parts.
and geometry lod named properties?
how do u mean?
like the selections?
ahh
u mean autocenter 0
when yes i did it
how do you pack the pbo
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?
btw can the config.cpp could also be the reason for the bug (on the model)?
HorribleGoat?
no
get pboProject or HEMMT and pack with those
do they cost money?
no
mikeros toolset where pboProject comes from has a subscription version too but you will manage with the free one too
ok
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
is the name of the .p3d correctly mentioned in model.cfg?
ye
it should be all right but it isnt yk i did how i should do it but i tried everthing until now and now idk anymore
this is how it looks rn
how does it look like in Object Builders views?
the mesh is in pretty rough shape too
ye its like the LOD 6
ok thas in right place at least
though the model is more poly than a high quality aircraft
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)
Guys, i wish to apologize, is that oke
wat
lolololol, scared for life
Yep
What controls the first person camera position for a uav turret? I'm having two issues currently:
- In first person, the camera is positioned way above and to the right of the turret itself
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
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
I am sorry
you can learn that on any rigging tutorial on youtube - only difference with arma is max 3 weights per vertex and youve got a specific skeleton you gotta use which can be found if you google the arma man rig or in the samples
Thanks, do you know where I can get the sample character model?
arma 3 samples on steam
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?
maybe it had more use shorter?
yeah i will add pieces
In theory, shouldn’t objects with collision be made only of convex shapes?
yes
in practice too
Only applies to collision LODs, though
or the visual object can be made from whatever
this. geometry mesh is separate
If collisions didn't have to be that way I could make 20x the buildings, fucking game engine 😭
Oh yes, it would be paradise
@oblique vapor Extrude and bevel the edges
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 ?
P drive probably
Oh maybe, i don't use P drive when i modding, sould i use it ?
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
@dusky dragon any last words?
Can you model.cfg animate a helmet / facewear?
negative
Didn't think so, hm
Trying to make a part of a helmet spin
Exactly what it is lol
unfortunately it is not possible with conventional ways
Does that work for CfgWeapons?
Also didn't think uv animations would really work to make it spin like that
rvmat based uvanimation would work. Also that render dialog to texture would work
off the top of my head I dont know if the config based UVAnimations will work
This is a very serious bug and should be fixed immediately, hats must spin
I see what you did there
how do i add a 3d patch on a uniform
you cant
@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
@tacit karma Thanks ❤
anyone know why this is happening in this model? https://i.gyazo.com/322893fd64b5cb8fabb35d966aa92fde.png
the face the player is looking at is invisible
it looks like the applied textures are on the inside faces of the object
Ok
~~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
😄
Indeed I have forgotten thhat
but good level up on detective skills
select the face and hit "w" if using ob
@fervent steppe oh damit that was easy. thank you
you got it 😃
ya thanks man, must have hit w at some point without realizing it
hehe
Bro
Ion even know what I expected tho but cmon what if it was any other uniform that wasn’t a rip
if you didnt rip stuff then there would not have been a problem
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

