#arma3_model

1 messages · Page 63 of 1

crimson temple
#

So it’s just not even allowed if I’m doing it on my own PC and not distributing

stuck oyster
bold flare
crimson temple
pseudo knot
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can I find somewhere a list of "hidden" (not avaliable in 3den) objects and path to their p3d?

marsh canyon
#

addonFiles command?

unkempt token
#

Another option is to unpack arma 3 lol, I use voidtools' Everything to search it instantly

cunning temple
proper sonnet
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Is there anyone here who could make this working piece in arma 3? Is there anyone who does the 3CB stuff? Because someone from that team could probably use their stuff and just re-skin it easily. I don't want to break any rules. Just wishing to get this model i got into the game..

proper sonnet
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I really liked a youtube video by administrative results (3 years old video) and wanted it on arma. Made an order on Fiver and got that model.

stuck oyster
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ok so source unknown 😅

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fiver isnt exactly the most reliable place

proper sonnet
#

I mean the person there made it for me.

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Or did i misunderstand.. Sorry

#

What i meant... It shouldn't be possible to be stolen. Since it was my order.

stuck oyster
#

well unfortunately chances are 50/50 unless design is completely unique

#

that one could be one like that though

proper sonnet
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Well it's based on youtube video.

stuck oyster
oblique vapor
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Are proBoolean okay for curving things into objects ?

ivory shuttle
#

Does anyone know how to copy a resolution LOD to then edit into another layer? I am in Blender and keep receiving an error about duplicate LODs. I have tried duplicating it, and changed the naming and poly count. No luck after quite a few tries.

indigo mountain
ivory shuttle
indigo mountain
#

It's in the data tab, same place you set that it's a p3d lod and the type

ivory shuttle
dusky onyx
#

Does anyone know how to flip a mirror?

tacit karma
#

No, use Bend or FFD modifiers

stuck oyster
dusky onyx
crimson temple
#

When I try and view my model in the external view I get the error "Cannot load texture project\uniforms\data\top_corporal_co.paa"

The project folder is literally in the root of my P: drive and this is how it looks in Blender before exporting

#

I'm using Mr Clocks Arma 3 Object Builder plugin btw

pallid cape
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what are you packing with

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P:\ shouldn't be included in the path

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root of that path should be name of the pbo, but depends on what you pack with and pbo prefix

crimson temple
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And with relative paths enabled in the export shouldn’t it just cut of the P:\ anyway?

pallid cape
#

Is your path to textures configured in OB? File > Options > Path to textures

crimson temple
#

Is it case sensitive or smth?

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Does it not allow uppercase in the path because it says the path all in low caps

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"project\uniforms\data\top_corporal_co.paa"

stuck oyster
stuck oyster
crimson temple
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except theyre all in lowercase

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it shows both my vmat and co.paa in there

crimson temple
cunning temple
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Bad P drive? Use mikero's arma3p to extract files and not Arma Tools

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copy the path from OB and paste it into windows address bar. Sometimes a typo can be looking right at you, an you just can't see it 😄

crimson temple
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I'll try using Mikeros tools

stuck oyster
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Ah yeah if you set up P with Arma tools launcher it might bug

crimson temple
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How do I remove it so I can make it with Mikeros?

cunning temple
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You don't, just run arma3p an it does it all for you.
It will ask where to extract, press P for P drive.
Then it asks to extract dubbing and missions, press N since you don't need them and it just wastes space

crimson temple
#

Alright thank you

cunning temple
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@crimson temple Do you have his tools installed? Just grab Mikero_AiO_Installer_Stable_v1.2.1.74.exe from his site https://mikero.bytex.digital/Downloads that has all the tools it needs to work. Otherwise arma3p will complain bits are missing

crimson temple
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And how do I setup bulldozer with it

cunning temple
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You do P since you want to extract to your P drive.
For buldozer you just use object builder like normal

crimson temple
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Ay thanks that made textures work

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now do u know why is so shiny?

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prolly SMDI

stuck oyster
cunning temple
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The hit point cloud thing, do you just do that for all the outside walls? Or do you just cover a couple

stuck oyster
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Buildings can also make use of larger hitpoints as accuracy often does not need to be as detailed

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Although if it's closed building the. Outsides should be enough

cunning temple
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what new hit component? lol

gentle merlin
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Theyre a bit more indepth simulated than vanilla hit clouds

cunning temple
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I'll have a look, but if it's more tedious it can get stuffed

indigo mountain
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It's just adding a vertex group in the fire geo really

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It's more of something that runs on top of the standard hitpoint stuff

Ballistics use armor components, explosives still use hitpoints

stuck oyster
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Or few if you want to control where explosives make damage

cunning temple
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Is there an example anywhere to look at?

crimson temple
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I have a roughness map for my model since I used it in a unity project before, how would I convert it to SMDI?

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Is it better to be used as an inverted gloss or specular map? Or do I invert it at all

warped mural
crimson temple
# warped mural https://github.com/MoonieFR/SubstanceToArma/wiki this helped me with that issue

Why is it so difficult to convert my maps from a metal workflow to SMDI : ㅤ SMDI maps are composed of: 🟥 = White 🟩 = Specular map 🟦 = Glossiness map

While Glossiness maps can be replaced by Roughness maps (because you can actually invert a glossiness map), metallic maps are not equivalent to specular maps. This is because the shading method is totally different.

Metallic maps are in grayscale (black and white) 0 = ⬛ Black = Non-metallic 1 = ⬜ White = Fully metallic

Specular maps are based on RGB values that dictate how the reflection should work. They are RGB, they don't work in the same way and can't be interchanged.

It says this, so what does it exactly mean?

ivory shuttle
#

What is causing these lines coming from the vehicle? They seem anchored into the ground, and remain as you move around.

ivory shuttle
warped mural
pallid nexus
# crimson temple Why is it so difficult to convert my maps from a metal workflow to SMDI : ㅤ SMDI...

SMDI maps are basically 3 channels combined as one image
Red channel is filled with constant 1, (diffuse is calculated, so this channel is constant)
Green channel contains the specular map
Blue channel contains the glossiness map (inverse of roughness map as I understand)

The problem arises not from the differences in the channels in the images used for the maps, that can be solved easily enough with image editing
But with the fundamentally different shading methods (PBR vs Specular/glossy shaders)

Conversion from metallic to specular maps is possible, the export preset there is supposed to work fairly well
If you don't have substance painter, then it's either trial and error, or take the time to work out a conversion method that's good enough
(Loggiemans's method is about the fastest)
This will probably help, especially the section on specular https://community.bistudio.com/wiki/RVMAT_basics

#

I use GIMP to combine the SMDI channels
Or combine it in nodes for baking in Blender if I had made a material there

ivory shuttle
sour bough
sour bough
crimson temple
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Do I invert it to get gloss

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That’s the only one I know how to get

pallid nexus
# crimson temple What it if I only have a roughness map?

Yeah, invert for the glossy
If you don't have the metallic map, then try just filling that channel with whatever seems about right for the material, or edit the roughness map to get something closer (curves and levels in image editor should work)

The other maps you ideally would have are the AO (ambient occlusion, changes the amount of light effect on the model), and the NOHQ (normal map, really only needed if there's any additional detail in it, otherwise it can just be filled in the rvmat with the default normal value)
Both are usually baked from the model, AO from how light hits the model, and NOHQ from a high-poly to a low- or mid-poly model

crimson temple
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I have a normal map but doesn’t unity use OpenGL and arma uses DirectX?

pallid nexus
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Yeah, should be guides online for baking ambient occlusion. I don't do it often enough to remember, and I've really only used Blender
Converting from the openGL to the directX is just flipping the y-axis (green channel)

crimson temple
pallid nexus
crimson temple
crimson temple
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this is what i have setup so far, im unsure if its proper tho

stuck oyster
lone robin
lone robin
# crimson temple Using what maps?

Just using your diffuse or base color, it allows you to edit values in the maps so you have full control of how your spec/gloss maps come out. There’s a bunch of different features to mess with on it.

woeful viper
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@oblique vapor only if you clean up the geometry afterwards. Boolean can create alot of extra vertices that are unnecessary

lone iron
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I'm currently having issues with my faces being... this. What's weirding me out is that when watching via HEMTT's VSCode extension, they look perfectly fine.

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This is what I see via HEMTT's VSCode extension

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I use Blender's Arma Toolbox, and when viewing the PNG version of my textures in Blender's Texture Paint tab, the face seems to look fine too. What can possibly be the problem here? 🤔

#

Am I perhaps trying to apply a texture on top of the model's current one?

        class B_female_01: Default
        {
            author="Iceman";
            displayname="Carter";
            head="female_01";
            texture="\z\SKY_female_heads\addons\main\female_01\xxx_co.paa";
            material="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            
            materialWounded1="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            materialWounded2="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            ////////////////////////////////////////////////////////////////////////////////////////
            textureHL="\z\SKY_female_heads\addons\main\female_01\F_HL_co.paa";
            materialHL="\z\SKY_female_heads\addons\main\female_01\F_HL_white.rvmat";
            
            textureHL2="\z\SKY_female_heads\addons\main\female_01\F_HL_co.paa";
            materialHL2="\z\SKY_female_heads\addons\main\female_01\F_HL_white.rvmat";
        };
stuck oyster
lone iron
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Doesn't seem to have the textures that I applied, \z\SKY_female_heads\addons\main\female_01\xxx_co.paa. Just the model itself

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My z folder is a shortcut to my main game's folder's z folder created by HEMTT

stuck oyster
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that often is the case if you mounted P drive via the Arma Tools launcher

lone iron
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Hm. What's the alternative way?

lone iron
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Fuck it, into the main Arma installation directory it goes.

lone iron
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Notice how it's different and not fucked up :P

stuck oyster
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do you have hiddenselections defined in the shadowlod?

lone iron
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Is it the volume 0 one?

stuck oyster
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you also dont need separate viewpilot shadow made

lone iron
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It's not my model so I'm learning as I go, apologies. :P I'll keep that in mind for when this is done. I don't believe I'm setting hiddenSelections anywhere? Not seeing anything related to it anywhere in my model or config

stuck oyster
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then youll want to check your cfgHeads head and cfgFaces classes to make sure you apply the right rvmats everywhere

lone iron
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Thanks, will look around

dusky dragon
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@woeful viper May i Rest in Peace

woeful viper
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in peaces, yes 😛

dusky dragon
#

Haja

lone iron
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Am I supposed to apply a texture to the shadow LOD?

lone iron
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... Could my issue be related to that? :P

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TIAS, I guess.

stuck oyster
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no I think something in your setup is applying the man face on there

lone iron
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I can send my project files here if that helps?

#

Going through my config right now and nothing really stands out.

class CfgHeads
{
    class Default_A3{};
    class DefaultHead_A3: Default_A3{};
    class Hladas: DefaultHead_A3{};
    class female_01: Hladas
    {
        model="\z\SKY_female_heads\addons\main\Models\female_head_1.p3d";
        selectionHeadWound="injury_head";
        selectionPersonality="personality";
    };
    // Same things for female_02 and female_03 classes with different p3d's.
};
stuck oyster
lone iron
#

Ye. One of them is:

class CfgFaces
{
    class Default;
    class Man_A3: Default
    {
        class Default;
        class B_female_01: Default
        {
            author="Iceman";
            displayname="Carter";
            head="female_01";
            texture="\z\SKY_female_heads\addons\main\female_01\xxx_co.paa";
            material="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            
            materialWounded1="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            materialWounded2="\z\SKY_female_heads\addons\main\female_01\f_white.rvmat";
            ////////////////////////////////////////////////////////////////////////////////////////
            textureHL="\z\SKY_female_heads\addons\main\female_01\F_HL_co.paa";
            materialHL="\z\SKY_female_heads\addons\main\female_01\F_HL_white.rvmat";
            
            textureHL2="\z\SKY_female_heads\addons\main\female_01\F_HL_co.paa";
            materialHL2="\z\SKY_female_heads\addons\main\female_01\F_HL_white.rvmat";
        };
        // More for other faces.
    };
};
indigo mountain
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Prefix your classes

stuck oyster
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look up the different individual face classes like kerry or dwarden

#

they are separate

lone iron
lone iron
stuck oyster
#

or leopards advanced developer tools for better ingame config viewer

lone iron
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Yup, good idea

lone iron
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Uh. I can't select the face in 3den if it's not under Man_A3?

23:34:28 Error: Error during SetFace - class CfgFaces.Man_A3.SKY_B_female_01 not found
23:34:28 Error: Error during SetFace - class CfgFaces.Man_A3.SKY_B_female_02 not found
23:34:28 Error: Error during SetFace - class CfgFaces.Man_A3.SKY_B_female_03 not found
23:34:28 Error: Error during SetFace - class CfgFaces.Man_A3.SKY_B_female_04 not found
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Though, concerning warnings in my RPT:

23:37:58 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, too many bones (more than 4) on vertex 135, removed head
23:37:58 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, too many bones (more than 4) on vertex 1032, removed head

Going to look around MrClock's Blender plugin docs

stuck oyster
#

youll need to setup identityType too

#

cfgHeads cfgIdentities cfgFaces the "Dwarden" unit in cfgVehiclse and its IdentityTypes array

indigo mountain
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CfgIdentities is separate from identityTypes

lone iron
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I don't intend to use these faces on AI, do I still need to make identities for them?

indigo mountain
lone iron
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Neato

indigo mountain
lone iron
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Splendid. I'll keep it in mind for the future still, thanks you two

indigo mountain
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FWIW it's literally just setting identityTypes[] = {"Sky_..."}, there's no other config to set up so people can use it for AI

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Identity types basically just adds the given face/voice/glasses to the given "pool(s)"

lone iron
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Makes sense

indigo mountain
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// face config
identityTypes[] = {"Sky_Head_NATO_women", "Sky_Head_Euro_women"}; // based on vanilla ones

// unit config
identityTypes[] = {"LanguageENG_F", "Sky_Head_NATO_women", "G_NATO_default"};
lone iron
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Okay, well, I've handled my "too many bones" issue, but I'm struggling to figure out my warnings with vertices:

 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 0, sum of weights is 43, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 1, sum of weights is 36, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 2, sum of weights is 37, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 3, sum of weights is 42, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 4, sum of weights is 34, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 5, sum of weights is 44, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 6, sum of weights is 48, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 7, sum of weights is 60, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 8, sum of weights is 59, should be 100 
 5:50:25 Warning: z\sky_female_heads\addons\main\models\female_head_1.p3d:1, vertex: 9, sum of weights is 59, should be 100

and this goes on for all of my vertices basically. I've tried recalculating normals both through the Arma Toolbox addon for Blender and Object Builder as well as normalizing the weights in Blender, but no dice. What am I doing wrong for this?

#

With Blender 5.1.1, I select Resolution 1 LOD object, go into Edit Mode, then run through Mesh -> Weights -> Normalize All. Shouldn't that be all I'm technically supposed to do to help it?

I'm willing to send the p3d if it helps, I'm just completely new to modelling and all I wanted to do is remove buns from 3 models.

#

Not asking to be spoonfed or have it done for me, just for clarification. Just need some ELI5 guidance at this point because the obvious stuff didn't work and Google isn't being very helpful either. Hell, at this point I've also tried seeing what Claude spits out just to see if it might be of any use (hint: helped me understand how to limit my totall weights to 4, that's about it). Discord searches through this server were not very helpful either.

indigo mountain
#

May need some tweaks after that though, depending on what it does

lone iron
#

Oh boy, manual labor when I have zero experience touching models past setting different texture paths?

indigo mountain
#

You can just do the cleanup weights, export, test in-game

If it's still moves fine then you're food

lone iron
#

Time to pray it gets me somewhere. Thanks. Next I guess will be actually addressing the possible overlap with faces... somehow

crimson temple
#

How come only 1 material appears on my model at a time? I have a joined model and each UV is separate and each material is assigned to specific parts of the models corresponding with the UVs. Inside object builder preview only the RVMAT pants part shows up correctly as textures and the other parts being the armbands and top show up as black textures

indigo mountain
#

Multiple uvs are done by overlapping the uvs on the same uv set but with different materials

gentle merlin
#

quick interrogative - does the insignia selection apply to slots other than uniform?

indigo mountain
#

Nope

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Insignia stuff is just scripted, can look at BIS_fnc_setInsignia(?)

gentle merlin
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ah ok yeah if it's just setting selection texture with sqf it makes sense why it wouldnt

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thanks 👍

indigo mountain
#

Yeah
Technically could work for backpacks if edited, which could be cool

gentle merlin
#

Indeed

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Also i just realized i already asked about the insignia thing... my brain is melting from looking at configs and sqf all day notlikemeow

crimson temple
indigo mountain
#

Need to try it and see

crimson temple
#

Ok it did awesome thanks

stuck oyster
lone iron
#

Yeah, figures

cunning temple
#

So my Door1 opens and closes, door2-4 opens but won't close meowsweats

north sundial
#

Share your config?

gentle merlin
#

anyone know what could cause a face to be purple like this? odd part is it only happens to some people and seemingly randomly (one time it could be fine, the next it's like this, and sometimes even dependant on simply re-setting the face)

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im wondering if it's the normal map being overlayed over the color channel but i dont see how that could possibly happen inconsistently

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(happened with varying settings too, so shouldnt be a mipmap/lod thing or anything)

marsh canyon
#

I would make sure it's an RVMAT being funky via using just a Super RVMAT

gentle merlin
#

Would prefer it but if it keeps causing issues ill switch back to super

cunning temple
#

Sorted my door issue! Me being a dozy sod used ([this, 'Door_2_rot'] call BIS_fnc_DoorNoHandleOpen); on the class CloseDoor_2 😅

oblique vapor
ivory shuttle
#

I am modeling a jet pack, and I have my pilot animation ready. I know how to make the mod with one exception. I am not sure how to make the pack on the ground with land points, and the pilot's feet with them when wearing it. Is this a config thing, animation, script?

livid canyon
#

Could try animating geo/physx lods

magic delta
#

1

indigo mountain
#

2?

magic delta
#

3

stuck oyster
#

or banhammer

oblique vapor
#

FCK I forgot the mag

elfin bone
#

Is there a way to change the radius of a cargo item so you can't loot it far away?

#

It's on the other side of a wall and you can loot through the wall.

rapid tree
#

Guys something strange occuring with my vehicle.

In my big mod the CH46 gets placed instantly in eden but for my Standalone CH46 Mod the Vehicle have a delay upon placing in eden.

This doesnt make any sense since its the same model

Can someone give me a push in the right direction ?

rapid tree
orchid spruce
#

am I misunderstanding how the cameraDir and discreteDistanceCameraPoint properties with the memory points in the weapon? I thought the cameraDir point would be used as the point to always be at the center of the screen and the discreteDistanceCameraPoint would move the camera to those points to always be looking at the cameraDir point, but when I set that up, the point that ends up being the center of the screen and the camera pivots around when zeroing is obviously not the cameraDir point because the camera center moves off from that point when it moves with the zeroing

wispy orchid
#

newbie question for blender: I use the knife tool (k c z) to split an object in different parts. The tool marks the vertices, but even after double click or return, I stay in knife mode. Anything I need to do to 'apply' the cuts?

flat moss
#

Spacebar

gentle merlin
#

so i recently found out the water_surface mempoint is responsible for dictating the point at which a unit switches to swimming mode - would it cause any issues if i put this mempoint insanely high to get achieve the effect of being able to just walk on the bottom of the ocean? by high i mean probably a kilometre or something (to account even for deepest water areas in arma)?

last spindle
stuck oyster
#

having no swimming actions could also work

gentle merlin
#

And with them the unit movement is swimming based so that doesnt work well either

oblique vapor
#

Is it possible to change the model of a magazine displayed on the weapon ? Like a different model for a different magazine, when some are bigger than others, etc. ?

carmine gull
#

In DayZ I understand that to be the case but not (yet) in Arma 3, no known ETA on such a change 😦

oblique vapor
#

Well, I'm kinda f*cked.

past canopy
#

no proxies for that in RV4 (arma 3) engine

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dayz has hybrid engine which allows for it

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more than likely it requires a lot of work to change otherwise it would have happened in A3 already

oblique vapor
#

So if my weapon can use tiny magazines and larger ones, what should I do then ?

polar fiber
#

either put up with it like everyone else or get creative with some scripting

oblique vapor
#

I'm asking like what you think is the best solution ? Go to place the larger magazine in the model or just don't do it

polar fiber
#

thaat sounded harsh, I didn't mean it like that

oblique vapor
#

yeah lol

polar fiber
#

I meant that in general people just seem to have accepted it as a limitation and just have whatever magazine model looks nice on the weapon

oblique vapor
#

I'm into that problem because I never encountered this issue before

polar fiber
#

well it effects the MX in the default game since you can load the larger capacity magazines from the MXM in to the standard MX but the models look no different

oblique vapor
#

Yes, that's correct

polar fiber
#

really we would all love to run around with C-mags and magpuls and all manner of crap dangling from the multitude of different AR-15 addons

#

but alas, nowt we can really do about it

oblique vapor
#

Alright then, magazine in place

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Thanks for the info

civic stratus
#

can someone tell me what the specific purpose of the animationsources class in the config.cpp is? I'm not entirely sure when its necessary to use it

sharp gulch
#

do hiddenselections have to be called "camo", "camo1" etc or can they be called anything?

stuck oyster
#

the name just has to match between the p3d, model.cfg sections[] and config.cpp hiddenselections[]

surreal cloud
#

It's for defining Animation Sources, which are what controls animations defined in model.cfg files.

tacit karma
#

If you want to control them via userAction for example.

surreal cloud
#

They're also used for hiding/showing parts of vehicles (ie backpacks/doors on offroads)

civic stratus
#

my friend was telling me he hid some parts of his model without animationsources in the config.cpp using the animate command

tacit karma
#

Yup

tiny canyon
#

Hello everyone, I was wondering if anyone had any tutorials or videos for porting a pistol or gun into arma 3. Thank you!

bold flare
#

"porting" or "making"? If porting then from where and what files do you have?

tiny canyon
#

Yeah sorry should have been more descriptive, I have a pistol in blender and I am trying to put it in Arma 3. I understand the object builder, geometry for autocentering, view pilot, and texturing process. But I do not understand the memory point or the proxy or how the "bullet" leaves the gun, or the magazine reloading process.

ivory shuttle
#

I have a fully functioning ffv seat. The only issue is that it does not show the unit on external or interrnal resolutions. However playing as the character I can see myself. The proxies are all assigned to the vertex groups needed, and proxy paths are correct. Someone please tell me what I am missing.

ivory shuttle
livid canyon
ivory shuttle
#

Is that in the debug?

livid canyon
#

yeah

ivory shuttle
ivory shuttle
# livid canyon yeah

no change, it does have the hex unit icon, so it knows the character is there for sure.

livid canyon
#

does gunner cast shadow/ can be shot?

ivory shuttle
livid canyon
ivory shuttle
ivory shuttle
#

I just doublechecked my proxies, the naming, numbering, paths, and vertex group. positions should be correct because it is from the working cargo layer.

#

Earlier, I tired CPGunner like Goat recommended the other day, and the unit showed from exterior, but was stuck in a levitating A pose, however in the correct space and facing the correct direction. I have since redone my proxies, so I will save a duplicate and try that again.

stuck oyster
ivory shuttle
stuck oyster
#

do the default cpgunner and gunner proxy

#

thats the starting point

#

do not deviate from the default setup facepalm

ivory shuttle
#

I have tried that, and now reverted to it. Why does the seat cease to work?

stuck oyster
#

dont know. dont really have the energy for debugging it atm.

ivory shuttle
stuck oyster
ivory shuttle
loud wadi
#

That looks very nice phoenix

#

although I would say for practicality purposes.. doesnt seem like enough tape to me. Bottom one would move around too much 😛

loud wadi
oblique vapor
#

That's neat Phoenix

tacit karma
#

@loud wadi Thanks for the pics. Was trying to find the pic I had again, but wasn't able to

#

I will probably copy and rotate it so that I have two times tape

loud wadi
#

😉

jaunty leaf
#

Question - how are things like missile trails and flares added to missile models?

#

Via proxy?

carmine gull
#

If I recall correctly yes; you get a separate model for when the missile is in flight vs. when it's under unfired/mounted (i.e. proxied onto a hardpoint) and the former has the trail proxied onto it

jaunty leaf
#

Aight

#

I guess I need to search for the proxy

past canopy
#

@tacit karma I would just do upper and lower tape

#

like the second pic

#

the huge amount of tape takes away from the model

tacit karma
#

that was my plan 😛

thorn spire
visual thicket
#

hey guys, don't know if it's me but I made a flat plane and added a texture to it but for some reason when i view it ingame it's transparent.

civic stratus
#

Can someone help me with an addon action radius issue? I set the radius to 1, but if my distance exceeds that, I can still see the action

last spindle
#

How bad we talking? Because +-1m is alright in my book, but 10m well.....

oblique vapor
#

@visual thicket Try to flip the face of your plane, turn it upside down

civic stratus
#

@PINGA between 1-2m

last spindle
#

That seems OK too me, consider that it is likely calculating distance using a bounding box, unless you specify a memory point, u have distances of 1.5m working for interactions with my howitzer

white jay
wispy orchid
#

what's the best way to cut a door/window in an existing mesh in object builder?

oblique vapor
#

Export it to a modeling program and do your thing

tacit karma
#

^^^^^^

oblique vapor
#

fap

tacit karma
#

I wish I could bake the m3a1, but my packing program refuses to pack the mesh :/

native garnet
#

This is for the Westwall one right? If so you should really post in that thread, it would be good if people see a nice WW2 mod is getting made and perhaps you can get some extra support

halcyon wren
#

WW2 Mod? I've been derping around with a P.38 over the last weeks. I'd be happy to contribute that model: http://i.imgur.com/yj3k674.png
Please PM/DM me if interested. 😃

native garnet
#

I think they just started, but it would be very nice if some WW2 model makers could join up or share stuff among them. The pacific guys got a lot of american stuff they might want to share with western front guys, and eastern front mod makers might hav e german stuff they want to share

#

It's really time we get a good altenrative for IF

halcyon wren
#

If only thats how the community would cooperate. I always noticed a lot of turfing and bickering. 😦 But that was many years ago and is totally off topic. :I

native garnet
#

Yeah for sure.

halcyon wren
#

Thx for the link, I'll contact the folks.

native garnet
#

I know some people that still work on IF from time to time and gave them a heads up as well.

tacit karma
#

Do it, we always look for help 😃

#

@native garnet I post pics of it when I'm done. 😃

thorn spire
#

Im working of Finnish WW2 assets

#

Could need something for Russians too

loud wadi
#

@tacit karma glad I could help give some good feedback on your tape 😉

#

looks nice

solemn canopy
#

Sorry for asking but could someone help me with models and their memory point at which the model has a storage point? Someone made a model for me and added memory points for me to use but sadly I dont know how to assign actual containers people can use to store items in to those memory points ^^

oblique vapor
#

You mean, like a vehicle inventory ?

solemn canopy
#

Yep

#

I got it somehow working by assigning a memory point to memoryPointSupply but that only did half the work. The inventory is now accessible from everywhere where you're close to the model rather than only close to the memory point

solemn canopy
#

Man Im really desperate ^^

woeful viper
#

someone made a vehicle for you and did also the memory points... SUUURE

#

my money is on ripped model... and or p3d

solemn canopy
#

http://i.imgur.com/KRWLm2n.jpg
If you can find me the model and prove that its ripped I'll believe you... other than that, that comment wasn't really needed.

woeful viper
#

you said vehicle inventory...

solemn canopy
#

Nah I said "like a vehicle inventory"

fervent steppe
#

@solemn canopy ...in x3kjs defense every time someone says "someone made a model for me"...it does tend to end up being ripped. This doesn't seem to be the case but more often then not it does.

solemn canopy
#

I can imagine

fervent steppe
#

I think for buildings tho it has to be entirely scripted

#

I made a building with ammo containers and in the memory lod added a mem point in each container for people to use

#

And in the release notes let people know what the mem points were

solemn canopy
#

Now that sounds interesting

#

My model already has 3 memory points for each container in inside the building sadly those containers are with the building itself one model so I had difficulties getting it to work

#

I decided to only work with one of them now though

fervent steppe
#

This is what I was taking about

solemn canopy
#

I know how I would have to do that since it only requires to animate one part and make an addaction at that specific memory point

#

But when it comes to giving specific memory points the option to open an inventory I honestly dont know where to start as I cannot find any code or whatsoever in the model.cfg or config.cpp

#

A friend suggested making weaponholders at the memory points positions but I felt that would be a dirty workaround

fervent steppe
#

Yea I'm not sure. I just added the mem point and figured I'd let the scripters to the rest 😄

solemn canopy
#

Origins models inherit from Land_A_Tent, Ill guess Ill have a look at that class then and see what the buildings inherit from it

#

It has to be something within the config.cpp, I just cannot imagine it can only be solved through SQF code

fervent steppe
#

Oh yea you know what. I didn't even think about that. Yea good idea!

#

Look at the tent class and see

wraith tendon
#

@solemn canopy There was a specific config.cpp entry for it, to define a "Cargo access Position"... currently searching for it

#

memoryPointSupply = "NameOfMemPoint";

#
  •   supplyRadius = X; //X = 0-100000000.....
    
jaunty rune
#

bandi cam hype!

white jay
celest arch
#

why horrible?

halcyon wren
#

Looks very clean. 😄

tacit karma
frozen stirrup
#

@white jay Is that SEM 52SL for a specific mod?

oblique vapor
#

Looks cool 😄

white jay
#

@frozen stirrup nope, I plan to release it standalone for TFAR. Maybe for ACRE if I can figure out how to use their API. Is it even possible?

west summit
#

@Raspu - re:ACRE it is possible. The 'API' for radio implementation isnt too well documented but it exists. If you are interested hit me up and I can walk you through the process.

white jay
#

About Acre2 I just have a quick question. Do someone knows a script, or something that I can use to Retransmit the signal of ACRE2 Radios in Arma 3? For the Antenna or something.

west summit
#

Re-trans isn't in ACRE2 at present (afaik)

white jay
#

Thanks @west summit I'll certainly keep that in mind when I got that thing in TFAR. I'll talk to you then!

wispy orchid
#

what might be the reason that a model shows a different texture in bulldozer than in game? In bulldozer I get the texture as it stored and in the game the floor is very blue, the ceiling keeps the original color? The newbiesh attempt at modelling at texturing: http://tetet.de/arma/arma3/nimitz/experimental/hangar_7.p3d

oblique vapor
visual thicket
#

lul xD

civic stratus
#

how do I go assign a certain surface sound for my building model?

last spindle
#

RVMAT's in the FireGeo LOD

#

pretty sure

halcyon wren
#

Nope.

#

surface textures in roadway LOD.

#

Use the ones in data_f\surfaces, as they are already preconfigured to work.

wraith tendon
#

@oblique vapor Nice trailer 😄

civic stratus
#

thanks Jules!

oblique vapor
#

Thanks eagle !

thorn spire
#

Need Cargo ship with containers for those African horn missions 😄

oblique vapor
#

Do you know where are the Roadways RVMATs located ? I need to change the sound emitted from a surface on my model when we walk on it. Also, how can we define the material of our object ? For exemple I have a metallic surface, and when I shoot on it, it emmits dirt particles effects..

wispy orchid
#

Sam_, I think the dust effect comes from the rvmat applied to it in the fire geo lod

oblique vapor
#

Which RVMAT do I need to use in order to have the proper effect ?

#

Ok got it, .bisurf stuff located in data_f/penetration

loud wadi
#

Nice!

#

Next MG34 😉

frozen stirrup
#

@white jay Yes it is, I'm currently working on realistic Russian radios for ACRE (also to complement my upcoming East-German mod)

terse elm
#

nice red the good old grease gun

#

makes me want to have another go at a thompson

tacit karma
#

@loud wadi Next weapon is the Garand family 😃

terse elm
#

nice

#

u planning on making a shed load of ww2 stuff?

tacit karma
terse elm
#

u making a ww2 mod?

tacit karma
#

yes

terse elm
#

nice

#

just weapons or the whole thing?

jaunty rune
#

@tacit karma thats really sexy, nice work

tacit karma
#

Thanks

loud wadi
#

Garand family 😉 good choice I miss mine. Had to leave in the US.. I hope you post your progress here like you did with the grease gun

fervent steppe
loud wadi
#

lookin pretty awesome!

obtuse rain
#

Not too many windows to make them all breakable, I hope? 😉

native garnet
#

That's damn cool... That taskbar though

white jay
fervent steppe
#

@obtuse rain there's never too many windows haha

halcyon wren
#

Ohh, enterable CA structures. reminds me of the project to make the Nogova structures enterable. 😃

fervent steppe
#

Hehe. I made a lot of them enterable. The goal is to get them all enterable. And upgraded

light star
#

how should i model a windscreen into a car, should it be just a face or thin box?

#

and separate or linked to the mesh

fervent steppe
#

Windshield?

#

It's a double sided face or two faces in opposite directions really close would work to I'm sure

light star
#

should it have textures (included in uv) or just named vertex group

tacit karma
#

if you want to do it propper, make it a double sided faces with its own uv space

tepid ruin
#

hey guys was hoping to get some info here if possible...

#

i'm trying to export a .blend from blender as a .p3d but the arma plugin spits out an empty file

#

i'm running 2.76

#

anyone got a fix possibly ? 😄

halcyon wren
#

Temp fix: go through FBX

gilded ibex
#

Hey, I have made several low models (GOKarts) I can not find a driver proxy that suits. The arma 3 kart proxy shows up as blank? Anyone ran into this problem

celest arch
#

vencaslac you have to assign each layer a LOD

#

in the viewport properties side panel, towards the bottom

#

the blender arma toolbox will put only layers with a lod configured in the p3d

obtuse rain
last spindle
#

I tried the demo, and threw up at the thought of paying for it..... UVLayout is still king

tacit karma
#

I use it, and happy that I am. Super fast packing, and with upcoming GPU packing even faster.

#

When it was in Early Access it was much cheaper. There are a couple of features coming I am really waiting for

woeful viper
#

reminds me of the junk tool that you can buy on steam for 20 or 30 bucks that lets you set process affinity... which you could also do manually, or by using the dozen free tools that exist for this.

last spindle
#

People like too make money, reason there were so many clones of a unity asset store FPS template trying too get greenlit on steam

#

and one of them did...

tacit karma
#

Well, if you want to squeeze the last out of your UVmap while retaining the padding, and want to save a hour handpacking it - I dont think there is no reason not to buy it. I dont regret it (even tho I bought it in the early alpha phase for half the price and got the commercial upgrade for free)

#

The tool also is regularly on steam sale.

woeful viper
#

i prefer logical uv's where you can actually go and fix stuff in 2D rather then having shit scattered all over the place

oblique vapor
#

Hey, I have this Aircraft Carrier Wreck. And the geometry LOD, well, isn't working. I tried with even a simple box, components named, triangulated convex and added mass. But I can walk thru it and it doesn't act as normal. Tips ?

quick terrace
#

size of the mesh?

oblique vapor
#

Damn huge

quick terrace
#

well, that's the reason right there

oblique vapor
#

So there is a size limitation ?

quick terrace
#

split it in 50x50x50m max chucks

#

and it will work

oblique vapor
#

w a t

#

How am I supposed to do that ?

quick terrace
#

the same way A2 carrier was done

#

the same way it was ported to A3

#

limitation for geo is around 50m

#

should be smaller

#

so below the 50m mark

oblique vapor
woeful viper
oblique vapor
#

That... will take a long time..

quick terrace
#

for that geo of yours should take under 10mins

#

the cutting process

wraith tendon
#

@oblique vapor Each GeoLod has a max range of (about) 100m | Means: Split that 1 Model into x seperate parts -> Done.

gilded ibex
#

How do i load a RTM into a OB?

obtuse rain
#

The geo size limit should be map specific unless something changed recently. It could be as low as 30m (smaller is possible but maps shouldn't really grids substantially smaller than 40m).

light star
#

map? please explain I don't understand

tacit karma
#

@woeful viper You can always do that afterwards. There's nothing preventing you doing that stuff after you packed. My workflow is usually:
Unwrap, import into ipackthat, let it pack the first time. Import back into max, check everything, add or delete stuff, eca, then repack.

obtuse rain
#

Explain the map/collision thing? Arma puts a bunch of things into "terrain/texture grid" buckets, which are typically 40-50m (in OFP it was locked to 50m, in later games the .wrp has the size). It differs per map, though, and if the map maker does things incorrectly it could be smaller than the recommended ~40m minimum.

#

Objects are put into the buckets for (among other things) collision detection. There's a BIS page somewhere that says that the game only checks for collisions of objects that are in the same bucket as you, or in adjacent buckets.

#

Which is where the 50m recommendation comes from; the worst case is that an object is right on the edge of a 50m grid square, and therefore will only work for collisions out to the 50m of the adjacent grid square.

#

But a more conservative choice would be something like 30m, so that 40m cell maps and those that are slightly smaller still work.

#

With all that said, I haven't checked the latest A3 to see if the above is still the case (but roads and static map objects are definitely still sorted into those grids/buckets, because recent TB's give errors that reference them if you fill them up or go out of bounds).

light star
#

interesting

#

would it be possible to make an object with proxy that refrences to the object itself, meaning there would be infinite chain of those objects ingame?

obtuse rain
#

Might be interesting to test it to see at what point exactly it fails to work. 😉

light star
#

it would be very suprising if it actually worked and viewdistance would prevent any hit on performance

white jay
#

I think proxy on proxy is not possible in arma. At least it wasn't some time ago.
But what would intrest me:
Allmost all sources point out that the max size only aplies to X and Y but not Z axis, now whait if you lay down a 100m tower to its side, would it have working geometry on its farest point?

past canopy
#

@X3kj you can edit in 2D

#

The example of the AK is really bad because of how split up it is, but even with the uvpacker shit you still have to go and set seams and shit if you want a good UV

#

just with this program it organizes it on the UV plane for you

#

It's no different than if you organized it by hand except that it is extremely fast and can be much more precise than you can

#

It's good for saving space and what not

abstract mirage
#

Is there any difference in server performance when you attach two different models together, as apposed to making one model that includes both things?

woeful viper
#

@past canopy i know what a packing tool does... it just gives shit about logic (so that pieces of one part are distributed all over the place for the sake of "space saving") and good orientation for texturing

past canopy
#

You can organize it in the orientation you like in a uv editor and then set the program to not rotate them

#

My friend Gerard packed the entire OpsCore UV set by hand and did a really fantastic job.

#

Red ran the UV through the ipackthat and it spit out the same result but you know with a few parts in different areas and the main portions rotated at 90 degrees in another direction

#

So you can do it by hand like he did and have it be really good, this just saves time

#

And if you paint or texture in a 3D program like substance or quixel you tend to have less issues with UV things

#

I don't mean any offense by anything I said by the way. Just to clarify.

oblique vapor
fast topaz
#

I got a weird glitch in my model that makes the gun catching shadows from its own shadow lod

fast topaz
#

any ideas what causes this?

polar fiber
#

They're supposed to catch shadows from their own shadow LOD. If the shadows look bad for some reason, you need to adjust the shadow model

woeful viper
#

i never manage to get it perfect... there is always something that looks odd

#

why is this red??

oblique vapor
#

The shadow model needs to be slightly smaller than the Res LOD. Like, I always make my shadow model don't overlap the Res LOD

woeful viper
#

thats obvious

polar fiber
#

some geometries it also helps to invert the faces in the shadow LOD to change the way they project on the res LOD surface

woeful viper
#

problem comes from having small parts added (like a rear sight or mounting rail)

polar fiber
#

but yeah, Arma's shadow rendering isn't exactly great anyway

fast topaz
#

thank you 😄 maybe I shouldn't use two cubes for my shadow lod lol

polar fiber
#

The shadow LOD should be pretty simple anyway, you don't want lots of small details in them like surface holes

#

but it should match the silhouette as close as you can make it

woeful viper
#

i'm talking about self-shadowing specifically

polar fiber
#

I know. But sometimes the self-shadowing looks better if you omit some complex details

oblique vapor
#

To get decent results I mean

night void
#

using the NATO Replacement HQ addon, when i preview a level in the editor, it does not load.

#

it instead gives me a "no entry 'model" message

#

i have also noticed one i remove everyone from the unit other than me it works fine, weapons and all.

#

so not only should you give it a try, you should also watch out for that tiny bug.

#

i'm still trying to find out what unit is causing this bug, when i find it i'll let you guys kno

white jay
#

is the new shadow tech already introduced or will it be part of apex?
could not find the info right now

woeful viper
#

@polar fiber https://youtu.be/6ncdTb_yGkg the walls left and right of the sight are not complex however. It seems to fail to self shadow in non-convex situations (see the gap?). Doesnt matter if inverted or not

obtuse rain
#

@white jay I'd be pretty certain laying down a 100m high object will cause the geometry to break, the terrain grid squares will be the highest level index used to limit the number of bounding box intersection tests the game has to do.

tacit karma
#

@past canopy Well, the more little objects you have, the more convienant and better is the packing.

#

If you only have like, let's say, 10 islands, theres not really something there to pack.

white jay
#

@obtuse rain yea sadly that makes sense...

light star
#

@woeful viper maybe better to leave the sights completely without shadow geo, or do you mean thats the way it is now?

woeful viper
#

if youve checked the vid, you see that the "walls" are part of the body - leaving them out would look wrong for the shadow on the ground

oblique vapor
#

I'm making a camouflage net, but yeah, for the shadow, I have absolutely no idea how to make that. Any tips ?

#

I see the results on the A3 Vanilla camo netting, but no idea how they are made

polar fiber
#

IIRC it's to do with a property in the model where you set shadows to "hybrid"

oblique vapor
#

And I don't know how to make a correct shadow for this one

oblique vapor
#

Thanks Monkey !

woeful tartan
light star
#

@woeful viper the fact is that almost no-one would notice it ingame

woeful viper
#

@light star It's a systematic problem first and foremost. Also, i notice it. I don't care about anyone else, if i'm not happy with the endresult the whole process of making a model is wasted time.

light star
#

We all have our reasons but I have learned that as a modeler it is impossible to add the level of detail I would want and i have to balance it just enough to make the impression of enough immersion

woeful viper
#

the detail is already there, it just doesnt work properly and that's what this case demonstrates.

light star
#

detail is pointless if it doesn't work

woeful viper
#

well forget it

terse elm
#

question for anyone who makes guns, if i were to make an m1 garand would it be possible to to add the ping sound when u finish a clip?

last spindle
#

There are multiple ways to try and achieve that result, not sure if any would reliably work

tacit karma
#

Yup it is

jaunty rune
#

my first iidea would bne to use a synthesizer to add it into the reload sound its self, audacity is free

#

sorry read that wrong

white jay
#

iirc the pling happens after the last bullet left the chamber, so unless there is a animsource for a empty magazine you need to have a fired EH that counts the rounds in your magazine and triggers the pling when there is 0 bulltes left.

could be that there is some other way i don't know of..

native garnet
#

That's the main way. I can send you a sample script I had for a repack script for iron front. Should be ez to adjust

#

I'm pretty sure iron front already itself did it as well, but haven't looked into how. Knowing iron front it's probably somewhat broken though

#

Redphoenix, weren't you already making new Garand?

white jay
#

lol @terse elm and @tacit karma garand model battle? 😛

terse elm
#

No battle lol mr red has far higher skills than me

#

Mr red may pick ur brains on how to achieve it when the time comes

tacit karma
#

@native garnet Not yet, I'm on vacation.
@terse elm I would probably do it as @white jay said. Easiest way.

native garnet
white jay
#

yea calling that in a fired EH should work

native garnet
#

Ideally speaking you'd bitch at BIS to add a fired EH for weapons though, which means you don't have to run this shit on every single weapon you fire the entire mission.

#

Alternatively you can remove/add it with event-styled thing that detects weapon changes (Much like ACE uses for a bunch of things)

white jay
#

i think you can add a fired EH to the weapon config?

native garnet
#

Can you? I thought that only worked for vehicles

white jay
#

not sure but i would assume..

#

at least in vbs it works, couldn't find any source for arma 3

native garnet
#

I'm 90% sure you can't. I don't know the ins and outs of configs, but I looked into it for some similar stuff and then quickly realized it wasn't possible.

terse elm
#

@native garnet yes please!

woeful viper
#

anyone useing max 2016? just "upgraded" and in ortho view the viewport jumps after changing view orientation, which is pretty annoying

tacit karma
#

what you mean with !"viewport jumps after changing view orientation"?

last spindle
#

im using 2016, there were a few issues when i first started, but not that particular one that i remember

#

probably because i rarely use ortho

woeful viper
#

@tacit karma when i rotate the view in orthographic view and finish rotating and want to continue doing stuff, the viewport jumps (as in the view moves) to another position

last spindle
#

anything to do with snap mode enabled?

oblique vapor
#

Cameras ? "Scale" of your scene maybe ?

woeful viper
#

neither of those.

wraith tendon
#

What could be the reason, that the Hitpoints don't react to Penetration?! feeling a bit dumb atm -.-

#

(model.cfg + config.cpp -> should be fine)

wraith tendon
#

"" setHitPointDamage ["HitPoint1",1]; "" <- Works, he just ignores the bullets/grenades/almost everything.
Type: House.

wraith tendon
#

found it -.- " armor = 2000; " ... ... ...

fast topaz
#

for some reason the scope attachments i attach to my weapon are not showing even though I have a proxy on it

#

any ideas why?

fast topaz
#

if it's a scope the viewpoint of the scope is in the middle of the model

#

no rpt errors....replacing the proxy doesn't help either

oblique vapor
polar fiber
#

@oblique vapor you need a named property "forceNotAlpha = 1" in the geometry LOD

oblique vapor
#

Alright, will try that. The question is: I have other accessories that works great. Why do I need to write it down just now ? Why didn't it happen before ?

polar fiber
#

Do you have a procedural alpha texture somewhere in the model?

oblique vapor
#

Like a _ca ? Yes, for the lens glass.

#

But I have other accessories that use the same texture, even others _ca, where it works great.

polar fiber
#

I meant like a "#(argb,8,8,3)color(0,0,0,0.001,CA)" type one

oblique vapor
#

Oh

#

Well, yes, but this is not alpha, it's just pitch black. #(argb,8,8,3)color(0,0,0,1.0,co)

polar fiber
#

only happens if the model is a proxy in the pilot LOD, which weapon attachments obviously are

oblique vapor
#

Yay, works good ! Thanks !

polar fiber
#

Don't suppose anyone on here owns, or has experience using a EOTech 552 and can tell me which of these coloured parts (numbered 1 to 4) are metal, and which are plastic? http://i.imgur.com/ufzd2rK.png

oblique vapor
#

I'd say at least 4 is plastic

#

And 2/3 metal

#

1 is trully plastic

polar fiber
#

That was my thinking, but I'm not 100% on 3

oblique vapor
#

Yeah, as it's railed with 2

#

3 is metal

polar fiber
#

I always thought the finish on 3 looked different on the metal on 2 and the orange bit that grabs the rail. I have one pic of the sight without the shroud (2), and the finish starts to look more like the battery cover (1) http://i.imgur.com/cnF7TkS.jpg

past canopy
#

@polar fiber 1= plastic, 2 = metal, 3 = plastic, 4 = plastic

#

is that the 552 Kiory was working on 😃

polar fiber
#

No, all mine

#

still need to stick it through quixel suite to do some normal map markings and then the other materials, hence why I wanted to try and be sure what was what

past canopy
#

ah thats real nice

#

if you make an EXPS let me know 😃

polar fiber
#

I thought there were a couple of XPSs around already?

oblique vapor
#

FHQ maybe ?

polar fiber
#

Alwarren's (FHQ author) is an Eotech 553. There's an EXPS in BWMod, and SMA have one as well I think (it's either an EXPS or an XPS, and they also have a 552 similar to mine)

wise coral
#

anyone here use E76_roads in xcam?

woeful viper
#

sigh seems like max 2016 hasn't been long enough in the oven. I even get a crash when trying to reset the keyboard shortcuts

pallid oasis
#

reference the Eotech 552, the battery housing and inner shroud are plastic, the back face is plastic, the outer shroud and the battery lever are metal, I have one with me in Iraq right now, battered and painted, if you need reference pictures let me know

jaunty rune
#

I havn't had a crash since I updated to 2016 although i never really mess with macros

polar fiber
#

@pallid oasis Thanks. I was already done with it in Quixel Suite, but at least now I know I don't need to do any major adjustments to the base materials: http://i.imgur.com/B6TcbAh.png (pic from Buldozer)

#

Going to do a version with Coyote Brown paint over the top as well. Will probably paint the battery lever, battery cover and the metal outer shroud and leave the rest unpainted.

pallid oasis
#

very nice mate

#

if you want/need reference pictures of a painted one, let me know and I can take all angles for you

woeful viper
#

OH FFS! for some reason max now associated itself as a program to open psd, now it pops up as first entry in "open with". This deal is getting worse all the time!

wise coral
#

what would cause a model to be seethrough when driven over grass and such. about 70% opacity

#

i can see grass and the wheels on the other side

polar fiber
#

Having the wrong alpha texture setup

#

All parts that you want to be transparent should be on a separate texture to your main texture. Save this as a file called something_ca.tga, and save the main body texture that you don't want to be transparent, as something_co.tga

#

the _co and _ca names are very important for when it comes to converting them to .paa format

wise coral
#

thanks ill look at that

last spindle
#

Is it like proper see-thru? or just like a black AO mask that you can see?

#

The most common cause of the black AO mask visible through opaque surfaces is a rogue alpha channel in either NOHQ or SMDI

eager folio
#

hello, is it possible to make an Objetct (e.g. Shooting Target) constantly visible on Thermanl and NVG View?

last spindle
#

Start there

icy mauve
#

How do you define the center (point where an object rotates around) in object builder?

#

Im trying to google but I don't think my english is good enough to find the proper translation

flat moss
#

'Move pin' in the toolbar I think. And then select 'relative to pin' when doing a rotation. (FYI, this is just what I could find just now, I obviously never actually use OB 😛 )

polar fiber
#

I personally find it faster to centre the pin based on your current vertex selections with the C key rather than trying to place the pin manually

icy mauve
#

ty

past canopy
#

@da12thmonkey it turns out _co is actually best for transparency

#

_ca doesn't work with shadows, transparent PNGs can load into _co textures just fine

polar fiber
#

_co only has support for 1-bit alpha (black and white) though, so it's no good if you need smoother edges on the alpha or you're making something semi-transparent (like a car window)

#

_ca is the format that supports 8-bit alpha

#

but as you say, it's not going to work with shadows

woeful viper
#

is the "unlimited vertices" stuff deployed now or is it still in the works?

wraith tendon
#

Its planed? oO

tacit karma
#

@wraith tendon It was announced in one of the dev changelogs or something.

wraith tendon
#

Okay oO Missed that

#

Do you know, wich one?

oblique vapor
#

@woeful viper Do you mean that my wildest dream will come to life ?

wraith tendon
#

wildest Dream is walking in/on moving Vehicles...

obtuse rain
#

X3KJ: Binarized .p3d's have everything they need, unbinarized .p3d's haven't changed.

#

My guess is the game fully supports it but O2 doesn't.

#

Unbinarized .p3d's support 2^16 vertices though, one test someone could try is binarizing/loading one with 60k verts.

woeful viper
#

i'm just asking, i haven't tried yet - i want to wait with updating tools etc until this thing is deployed and stable

obtuse rain
#

Uhhh.

#

Actually.

#

My OB already works with >64K faces and verts.

wraith tendon
#

But will it also load in A3?

#

30k Faces / Points = Loads in Bulldozer || 45k = Nope

#

30.000 seems to be the max for Bulldozer.

obtuse rain
#

Is your buldozer the latest Arma though? Because 70k verts/faces seems to binarize.

wraith tendon
#

Sure

#

I just created simple cubes, then started BD

obtuse rain
#

Also, I've been wrong about unbinarized .p3d's not supporting unlimited vertices, I was looking at my code for binarized faces.

#

Works in Buldozer for me.

#

It's.. uh.. not fast to transfer though. 😉

wraith tendon
#

i canceled loading after 15s

obtuse rain
#

It does work.

#

Binarizing from the command line takes a while too.

polar fiber
#

The limit is the number of vertex normals (32k IIRC). Does it still load if you sharpen everything?

wraith tendon
#

testing

#

Points: 30.004 || Faces: 30.000 | Soft Edge (" I "): Works | Hard Edge (" U "): Works

#

Does it load in Arma @obtuse rain ?

obtuse rain
#

Haven't tried.

wraith tendon
#

More then 30k -> Bulldozer won't load it for me.

obtuse rain
#

Are they all in the same section?

wraith tendon
#

2 Cubes: 10x50

#

Create -> each Size x Segments

obtuse rain
#

DX 9 had a low limit (2^15 or 2^16 IIRC?) for geometry lists, so it might still have a small limit per section still being checked.

#

I took the test house (29 segments in one) and made enough copies to get 70k verts and about the same for faces.

wise coral
#

does specularPower have the possibility to make my body see through?

wise coral
oblique vapor
#

This is a bug related to Forza Cars models

#

Does anyone know a good tip to properly and correctly rigging a model (selections) ? Like for exemple a backpack, assigning vertices to bones. Do we have to do it vertex per vertex, or are there any documentation / tools / tuts about it anywhere ?

wise coral
#

a bug related to forza models lol

last spindle
#

I told you above what it is....Alpha channel in a texture that should not have an alpha channel.....NOHQ, SMDI, CO etc

#

Result in the scenery AO not being occluded properly

wise coral
#

i dont have any nohq or smdi textures

#

maybe thats the problem

#

using a typical rvmat and none of the other cars have the issue

last spindle
#

Have you used the right procedural textures?

last spindle
#

I will also note that a model i could previously not load in OB or the game engine now works fine, i essentially moved all 90K verts of my bushmaster and its random proxy parts into one p3d, and worked fine both editor and in game (all on dev branch)

tacit karma
#

interesting

last spindle
#

havent tried binarized yet, probably going to ride the high and not try because it will probably crash and burn

quick terrace
#

hmmm, is it on dev tools?

white jay
#

i think @obtuse rain said yesterday that he binarized a 60k model or something like that fine

last spindle
#

yeah Dev everything, i could not get it too work on Dev Tools + Stable Game,

wraith tendon
#

@last spindle Didn't the Ghosthawk had about 115k Polys? (made with Proxys)

last spindle
#

no idea, most BI vehicles have a large amount, with proxies included, also, if you look at things with Elitness, that is more like Vertex Normals, not the same as Vertex count in Max / Maya

wraith tendon
#

Man.. i wish i could remember where i'd get that info

past canopy
#

@wise coral cool car, you model that yourself?

#

@da12th ah okay that makes much more sense as to why it exists then.... Shame _co doesn't work haha

#

I noticed some vanilla files for bushes are in _ca, yet they work in shadows, and also some others are in _can?

quick terrace
#

@wise coral - you do have a thick one, don't you...

wise coral
#

@past canopy no, the person that did couldnt figure out why it was seethrough

#

so im trying to fix it with little modelling knowledge

quick terrace
#

DUDE, do not ask for help for shit that is ripped from other game, it only seems like fucking common sense, doesn't it..

past canopy
#

PuFu has no chill

wise coral
#

calm down. Arma is a sandbox

#

damn

#

hope you got written clearance for those Bradley tanks that you ripped from the military.

tacit karma
#

lol

pallid oasis
#

A3 is full of ripped models

#

and it's also full of logos that are protected under copyright laws too

wraith tendon
#

rly Road Runner?

#

Just because a LOGO is under Copyright, doesn't mean you cannot use it. As long as you don't "damage" the company or make profit with its name -> No Prob.

tacit karma
#

Most companys like the additional ad they get when using their logo.

pallid oasis
#

Dscha have you read these copyright laws? I've read some, and that's why the likes of BF4 and COD stopped using such logos, and names, several state that their Logos cannot be reproduced. Several Mods were recently killed off due to such copyright laws, personally I don't care, and if someone wants to use ripped models for their own use, and doesn't release them and pass them off as their own, who exactly are we to judge?

quick terrace
#

@wise coral - arma is a sandbox, where people like yourself get kicked in the teeth for stealing/ripping content from other games because life servers

#

or should be in any case

#

@pallid oasis - ignorance is bliss: COD and BF4 are commercial products

pallid oasis
#

It's not different that going to sites like Kickass to download movies

quick terrace
#

mods are not, or they shouldn't be

#

lol...

wise coral
#

I'm not stealing.

quick terrace
#

that's why i go to cinema, and i pay for netflix

pallid oasis
#

mods are the property of those that make them surely?

wise coral
#

Microsoft's site distinctly States the licensing I'm not selling anything

#

But I didn't make it anyways

quick terrace
#

@woeful tartan - can you please get rid of those 2 wankers

wise coral
#

I'm a map builder not a model artist

quick terrace
#

@pallid oasis = mods are the property of the original artist indeed

pallid oasis
#

???? so someone who makes a comment not to your liking is a wanker ?

wise coral
#

Just trying to learn what is broke

quick terrace
#

the brand they represent are not

wise coral
#

Mods are the property of Bohemia

quick terrace
#

dude, 1. talking about ripped content in arma community will NOT bring you any good luck charms

#

@wise coral - lloooo say WHAT?

#

mods are the property of whoever fucking made that particular mod

wise coral
#

Once it's in pbo it's bohemias

quick terrace
#

good grief...no, it isn't

pallid oasis
#

Jesus, you really need to lighten up PUFU, you're throwing out some serious accusations here, nobody is talking about ripping models to use in the game

quick terrace
#

otherwise i wouldn't be able to DMCA and cease and desist all the fucking wankers that are braking my/RHS eula...

#

@pallid oasis - the orgo bloke did above

pallid oasis
#

People will rip addons people will rip games, it happens, but there's absolutley no need to call people wankers

quick terrace
#

i am well aware that a lot of people are using ripped content, that doesn't mean it is ok

pallid oasis
#

no it doesn;t make it okay at all

quick terrace
#

@pallid oasis - i know it happens, but those that do are indeed wankers

#

especially when most of the said wankers

#

are doing it for profit anyways

#

see all the mushroom like life servers

#

i have nothing against the type of game in itself

pallid oasis
#

but you specifically called for dwarden to get rid of these two wankers, the only two disussing this were myself and Orgo Andy

quick terrace
#

but i have yet to see one which has all the content in original form

#

@pallid oasis : talking about ripped content is prohibited

pallid oasis
#

I don't agree with things like Altis Life as it's fucking full of ported gear

quick terrace
#

talking about piracy is also prohibited

#

be it games movies etc

pallid oasis
#

you missed the point altogether especially the one I was making is that A3 is full of such content

quick terrace
#

do you think that is news for anyone?

#

the fact that it is full of such content

wise coral
#

Take forza for instance they publicly stated that people can use their models in other games as long as they're not selling them or changing their names. So if they allow it it's not stealing.

pallid oasis
#

no, but you getting on your high horse and calling people wankers for pointiong something out is bang out of order

quick terrace
#

doesn't mean that i shouldn't slap the shit of the next bloke that asks a question about ways to solve some issues with some of that ripped content

wise coral
#

Maybe find a better way to approach people than to spout off like an unprofessional prick

quick terrace
#

@wise coral - did they release the source files themselves then? if so, can you link me to it

wise coral
#

I didn't make it

#

So no

#

So point your righteous finger elsewhere

pallid oasis
#

I get you, I really do, but that's still no excuse to lose your cool and call people wankers

quick terrace
#

@wise coral - i am not here for some popularity contest

wise coral
#

I came here for help on a texture not some religious intervention on your view of modeling

quick terrace
#

i am a professional 3d artist, part of what i do for a living is this.

wise coral
#

I make maps for a sandbox

pallid oasis
#

I see dead people

wise coral
#

Same as Garry's mod

quick terrace
#

so i really do get offended when people rip shit apart

pallid oasis
#

like I said, I get you and where you're coming from

wise coral
#

I get offended when people rip my name off my map and put theirs on it but that's not what I'm doing

quick terrace
#

that being said, again, i don't know you, and i don't care much about what you do with your time

#

i do fucking find it fantastic you have the nerve to ask about ripped shit

wise coral
#

And I don't care about your view on things either. So we're even.

#

You have an opinion

#

Doesn't mean either of us are wankers

quick terrace
#

again, were the forza models released by the game developer?

pallid oasis
#

correct!! Orgo

wise coral
#

Need a link to Microsoft's press release?

pallid oasis
#

I can call people names too, but that's childish

quick terrace
#

do you have such a link?

wise coral
#

Sure just a moment

quick terrace
#

if i'm wrong i will simply admit by wrong doing, simple as that, as well as send my sincere apology to whoever i stepped on...

pallid oasis
#

you're better than that, calling for people to be kicked and calling them wankers is pretty lame really

quick terrace
#

@pallid oasis - do i know you, do you know me?

#

how would you know i am better than that or not?

pallid oasis
#

what an arrogant man you appear to be

pallid oasis
#

LOL

quick terrace
#

i am still waiting for that press release...because my google search turned out nothing

pallid oasis
#

PUFU, you have a good reputation within the moddeling community, I've been around these forums for many years, thats why I said you're better than calling people wankers

quick terrace
#

but a bunch of ru sites that have the ripped content available

#

@pallid oasis - in this particular case, it is NOT about arrogance, it is about me being pissed off

pallid oasis
#

no shit sherlock, but being pissed off at people pointing out shit that's out there, and calling them wankers and calling for them to be booted is fucking out of order

quick terrace
#

you're intervention was a weird one, out of place and unnecesary

#

also, just like orgo's ignorant one regarding both the IP rights within ArmA and the fact that logo goes under the same copyright as content

#

here's a sample:
Dscha have you read these copyright laws? I've read some, and that's why the likes of BF4 and COD stopped using such logos, and names, several state that their Logos cannot be reproduced. Several Mods were recently killed off due to such copyright laws, personally I don't care, and if someone wants to use ripped models for their own use, and doesn't release them and pass them off as their own, who exactly are we to judge?

pallid oasis
#

intervention? so makling a comment on an open forum is an intevention? I guess you see the world differently that what I do

quick terrace
#

the fact that you don't care is really up to you

pallid oasis
#

that's right, it IS UP TO ME, it's not up to you, what people chose to do on their own is their choice, something you can't seem to grasp, does it make it right? that's down to that individual

quick terrace
#

i do feel entitled to judge though: because stealing a mesh is still stealing

#

well, it is up to you

#

then next time don't use we when you wanna talk about your own self

wise coral
#

all the links im clicking are blocked here at work

#

so its going to have to wait until i get home from the office

quick terrace
#

yeah i have a distinctive feeling that i am simply wasting my time here.

wise coral
#

got a link to your license agreement with the United States Air Force? I see your mod uses those names on their mod.

#

as soon as i get home ill get you a link for mine

quick terrace
#

yeah...this is futile indeed....^

wise coral
#

futile because im asking you?

#

or that you dont have an agreement?

icy dirge
#

Calm down boys 😦

pallid oasis
#

still doesn't excuse you calling for people to be booted and call them wankers

quick terrace
#

how the fuck can you compare the 2 and then say that all files belong to BI once these are in pbo is really incredible...

wise coral
#

still waiting sir

#

does the united states air force not need an agreement for using their name?

quick terrace
#

@wise coral of course it doesn't

wise coral
#

i mean its piracy in your eyes

quick terrace
#

dude, do you actually think that every fucking article, photograph or movie made about a particular item

#

or military unit

#

needs a damn permission?

wise coral
#

im not selling anything

#

whats the difference

quick terrace
#

what have you been smocking...

#

you are allowed to do you porsche fucking model

#

not one contests that

#

and actually use the logo as long as you don't use it commercially

#

but you are not making your own fucking one

wise coral
#

thats what im doing

quick terrace
#

you are using a mesh that is done by SOMEONE ELSE!

wise coral
#

not using it commercially

quick terrace
#

see the difference?

wise coral
#

im not selling those cars in my monetizing

#

You can read BI's rules on that

quick terrace
#

i know these rules by heart

wise coral
#

I would have gathered you'd know such a thing

quick terrace
#

i am taking down 2 servers on a bad week

wise coral
#

then why would you bring that up it has nothing to do with this broken car model lol

#

you just look like a grumpy human at this point wagging your finger at people with curse words

quick terrace
#

did microsoft actually release these files? like the stalker francise developers did, like BI did?

wise coral
#

you're still pointing at the wrong person

quick terrace
#

ok, you said it twice now

pallid oasis
#

someone needs to actuallt start smoking something to chill the fuck out

quick terrace
#

you didn't port it to arma, someone else did

#

it is fucking irelevant either way

wise coral
#

im trying to move from map building and learn modelling and troubleshooting problems is how i learn

quick terrace
#

and what is stopping you to do that?

wise coral
#

instead of i got some hour long high horse talk about thievery

#

you started cursing at me calling me a wanker asking Dwarden to ban me from the channel

quick terrace
#

usually people here have some respect for other people's work...

#

or that is how it used to be

#

no matter if the work was done by someone in this community

#

bi

#

bi sim

pallid oasis
#

usually people have respect for other peoples opinions

quick terrace
#

or some other developer

thorn spire
#

Im curious about the Microsoft link also

wise coral
#

ill get it when i get home

thorn spire
#

But just to break break here... Ripping somebody else model and not making profit with it... Its still not ok

wise coral
#

ok by opinion or not ok by law?

quick terrace
#

it is NOT ok to rip shit

pallid oasis
#

nobody is disputing that Annddy

quick terrace
#

even less so if you are using these for commercial purpose..

#

@pallid oasis - well, @wise coral is disputing it

#

but i'm sorry, i should indeed respect other people's opinions

wise coral
#

im not disputing anything

pallid oasis
#

you do undeestand that people are sometimes ignorant of stuff being ripped from other games

quick terrace
#

dude, please read above

wise coral
#

im offended at your unprofessionalism as a so-called top tier modding organization

quick terrace
#

what the fuck do you want me to be professional with you about?

#

you asked about a ripped content

wise coral
#

how about im from the air force and that name is trademarked and youre using it to develope your mod without consent. wtf is the difference

#

id love to hear it. Movies get consent so thats a bad comparison

quick terrace
#

here we go again...are you simply slow on purpose, or you simply can't grasp what i wrote you

wise coral
#

Are you an asshole on purpose or is that just a born trait? You're probably the most offensive person ive met yet.

quick terrace
#

on purpose

wise coral
#

you've proved my point so ill figure it out on my own.

#

hope no one comes in here with ripped mp3s on their hard drive. PuFu is gonna tear you a new one.

quick terrace
#

or more precisely - removed

wise coral
#

is this some kind of personal threat?

#

Im done here

quick terrace
#

oh no, i have no personal beef you you lad, no worries

#

if you consider everything is simply fine with these files of yours, you don't mind me notifing BI about it

#

do you now?

wise coral
#

notifying them of what?

#

they already have access to my server and files

#

your personal threat is enough for me

#

id appreciate if you remove my profile from the chat

quick terrace
#

there is no personal threat whatsoever

wise coral
#

again id appreciate if you removed my personal profile from the chat

quick terrace
#

why would i do that?

wise coral
#

because i didnt post that information here in discord

quick terrace
#

and?

pallid oasis
#

I need to get a wider screen, not enough room for all these egos

quick terrace
#

i do recommend a 21:9, i recently got a u3415w, very happy with it

pallid oasis
#

sounds good!! decent price range? 😄

quick terrace
#

i paid 900EUs for it...

#

with VAT that is

pallid oasis
#

seriously, I'll look into that, thanks

quick terrace
#

no worries

pallid oasis
#

fuck me, I just googled that, what a beast!!!

quick terrace
#

best piece of hardware i spent money on recently

pallid oasis
#

Tanoa will look awesome on that bad boy!!

quick terrace
#

tanoa does look awesome on it yes 😉

pallid oasis
#

Hahahaha

#

will I need to buy a blisterring GPU?

quick terrace
#

cheeky..cannot comment on that

pallid oasis
#

hahahaha no worries anyway, look forwards to the next release of RHS stuff time for bed for me, take it easy and thanks for the monitor plug 😉

tacit karma
#

@wise coral Because the USAF is a public service (Yes, it is!) you can use logos eca. w/o any allowance....

wise coral
#

Hmm I just read the website and thats not the case. But I can't ignore this channel anymore so please don't tag me anymore.

#

The U.S. Air Force Symbol is a registered trademark. The Army Air Corps symbol (Hap Arnold Wings) and Air Force Emblem are two of many Air Force trademarks. Permission to use them for commercial use, in marketing materials, in advertising (free or paid), or by any non-federal organization/activity, including non-profit organizations, is required. The use of these trademarks for commercial purposes, including reproduction on merchandise, is expressly prohibited unless the producer completes a license agreement with the Air Force. Use is governed by the terms of the agreement.

woeful viper
#

@wise coral where is microsofts statement?

wise coral
#

i cant go to the link because it involves games

woeful viper
#

well just send the link here

wise coral
#

I'm at the office

#

I can't find the wording or which link it was

#

so I said I would find it.

#

I'm at work right now

oblique vapor
#

God, what have I started

last spindle
tacit karma
#

yeah

terse elm
#

Thought this was the model makers channel? i must of stumbled into the unessesary dr(arma) channel

#

by mistake

woeful viper
#

it's model drama

oblique vapor
#

lmao

#

Does anyone know a good tip to properly and correctly rigging a model (selections) ? Like for exemple a backpack, assigning vertices to bones. Do we have to do it vertex per vertex, or are there any documentation / tools / tuts about it anywhere ?

woeful viper
#

it's called weightpainting

#

if you are a masochist and want to do it in OB there is a thread about it (should be findable on google)

oblique vapor
#

lmao

#

Are there any docs on how to do it nicely ?

#

I'm not really a masochist

quick terrace
#

there is a tut on BIForums made by StalkerGB

#

best thing you'll find on the subject

polar fiber
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Alwarren had a video on weighing units in Blender as well

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I'll have a look if I can find it

oblique vapor
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Thanks guys, reading StalkerGB's post

quick terrace
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yeah you can find info about weighting outside of O2, for max, blender whatever

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it doesn't necesary need to be for Arma characters

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it can be for any other just as well

oblique vapor
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Hmm I see

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So you paint the vertices you want, then add it to the proper selection ?

polar fiber
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@quick terrace - bit OT, but RHS aren't planning on altering the M240's ballistics any time soon are you?

quick terrace
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not that i know of

polar fiber
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okay, good

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Was using it to calibrate the XR308 reticle on my EOTech is all

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works with other 7.62mm weapons addons out to about 900m, but the 1.2km hash is where it starts to have some discrepancies depending on what addon you fit it to

quick terrace
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😛 glad to hear that

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yeah, well, there is future plan

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to change some of the bullets values

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but more in terms of penetration than anything else

polar fiber
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Sounds reasonable since you have the whole armour system thing going on

oblique vapor
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holy sh

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nice

terse elm
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NOBODY DARES ASK A QUESTION NOW

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woops caps

quick terrace
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@polar fiber naise

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real naise!

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@terse elm if no one dares to ask a question i can only assume it is because of some ripped content rather than bespoke

terse elm
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maybe they hant got thru the vetting process yet

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lol

quick terrace
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always available for vetting

terse elm
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iv noticed lol

past canopy
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@wise coral I'm just absolutely dead hahahaha thank you to everyone who was involved that was quite the read.

last spindle
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Do we get a badge or logo or something we can use to display that we have been vetted?

jaunty rune
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+1 @last spindle

last spindle
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and I didn't even ask about the fee involved, probably not cheap

oblique vapor
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what's vetted ?

past canopy
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Hello greetings @quick terrace I am wondering if it is possible to help me with problem. I have ripped AS VAL from RHS RUSSIAN MILITARY and am using on my donator slot for severs (25$ month is good deal for you if wanting to play) yes but .paa textures not showing inside Arma? Please help

last spindle
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Dear ZEUS.....help us

pallid oasis
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He's joking !! 😉

tacit karma
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You sure? ( ͡° ͜ʖ ͡°)

pallid oasis
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yeah 😉

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He's a contributor to RHS

tacit karma
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😄

quick terrace
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@past canopy that is fine of course i can help 😉

quick terrace
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related the the drArmA of yesterday, of course the bloke never linked here the permission Microsoft supposedly released regarding the Forza meshes

white jay
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Don't make me go grab my popcorn again @quick terrace 😛

halcyon wren
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Oh wow, that was indeed some drama. 😮 I found that actually releasing your work on some model-file-shop like Turbosquid or Unity Vault helps with establishing that you are the original author of a mesh in disputes. But it sucks if someone else uploads your stuff first and you can't prove the model creation process. It's a sad topic and super annoying that the original creator is usually having to provide the proof of ownership instead of the malcontents having to do that. It's very tiresome and I know of some people who stopped releasing content to the community purely because of this.

quick terrace
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@halcyon wren - LOL what? everyone i know in the 3d modelling world can provide proof that the work is his. It is actually pretty simple to do so, simply because the original author has all the raw original files (i actually have the entire modelling process saved, since i save incrementally anyhow...)

halcyon wren
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Sure, but putting it up for 10000€ on TS is a nice shortcut. 😄

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However what would be nice topic is the legitimacy of your own IP if it was created with unlicensed/cracked software.

tacit karma
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since i save incrementally anyhow

It would be purely stupid not to do so 😄

halcyon wren
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Incremental saves on a 8gb satmap .psb files however are less than fun. 😦

quick terrace
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yeah well, that leads to me buying at least a new additional HDD every year...;)

halcyon wren
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External?

quick terrace
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yeah i am talking about meshes not textures....although

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most are externals yes, but some are also raid internals

halcyon wren
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Running through true-/veracrypt?

quick terrace
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?

halcyon wren
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I'm using multiple Truecrypt containers that I mount as P:. Saves me the subst shenanegans and allows me to have separate but easy to access P-drives for A2, A3 and VBS.

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Only flaw is that you need to remember the passwords. 😄

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Even makes backups rather fast as you're just copying over one single large file instead of bazillion individual files.

quick terrace
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P drive is really my last concern

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😃