#arma3_model
1 messages Β· Page 64 of 1
why bother with subst and Truecrypt, just take a old/new hard drive, set the drive letter to P: you then have a permanant P: drive
better yet, make a share on an external NAS that creates backups nightly at 4am, and map it to p:/ drive and never worry about losing anything ever again
I just chant Insha'Allah while I'm modelling and hope nothing bad happens
do you also model inside a burning ring of fire?
You mean changing the drive letters (of your partitions) in windows?
No, I draw a pentagram with salt and sit inside that
ahhh, smart move
I see you enjoy working in Oxygen2. π
O2 was a charming bit of software...
It forces a unique modeling style that shows even later on when moving on to more well-rounded off suites. I started modeling in O2 actually, and I still am super accurate about closed mesh and verts, while I notice others who come from a VFX background are more liberal with the mesh's "tidyness".
But when it comes to organic models in Oxygen... utter respect for anyone who pulls that (still) off.
Comparable to the people who speed-paint the mona lisa in MS paint. π
Yeah, I still can't do organic models for shit.
Each molecule... one after the other. π
i thought that would wake you up :p
well, i use autocad together with revit and max at work...
ACad FTW!
same...... but no Max..... sad face
revit for organix is...simply not...not
Sounds like a revit challenge for charity: Model a bonsai tree.
in my head i can get to the base down, but any of the sort of leaf crap, that would be a pain
You are all so dumb
I simply save backups of all my files into my brain
When someone claims your model as you own you simply hire a hitman
no more problem
mudbox and zbrush are okay modeling programs but Oxygen is truly one of the best and has been for years.
You mean sculpting software. π
I personally sculpt entirely and only in O2. Anything else is cheating. /s
I feel more inside my comfort zone using O2 than I ever have with zbrush to be fair
zbrush makes me want to cry because it reminds me how cack-handed I am
challange accepted, Bonsai :p http://i.imgur.com/zMaIqMK.png
looks more like a foam cup with some straws and funny hats, but i know what it is meant too look like.... π
@last spindle 4 u my friend
oh nbm
nvm
wont let me upload
thats dumb
shows the power of oxygen modeller π
I'm just glad that real problems are being solved.
I dont think so, I thought it was a fairly conservative estimate of the girth
either way lets get back to what matters.... making sure orgo andy has enough help fixing stolen models
well, to get the channel back on track.........http://imgur.com/a/vY8qF
just need to figure out the optic mount, and then do a detail pass over it
Pretty nifty
Do the yanks use the same dovetail optics mount on the M252 as is used on the original L16 mortar?
If so, you can use the mount on the L7A2 gpmg as a reference
ah, seems like they have a spacer/adapter between the original dovetail and the M64 sight http://www.inetres.com/gp/military/infantry/mortar/M252/M252_1.jpg where the C2A2 for the l16 just clips straight on https://upload.wikimedia.org/wikipedia/commons/d/d8/L16_sight.png
This looks pretty great @last spindle , we have a very high quality M67 sight unit coming into ACEΒ³ pretty soon, the two would pair great
@last spindle I think I love you
@frozen stirrup This i know. I be working on ACE_Artillery in the shadows.......
Makes two of us
is it possible to make hidden selections on weapons?
ie have different butt stocks, vertical grips etc as hidden selections?
should be yes
but for vertical grips, you'd need a new handanim, which requires a new weapon class
that makes sense
in model.cfg, if I use the "user" controller, do I NEED an animationsource class in my config.cpp?
im looking for a way to avoid having an animationsource class
I thought maybe using "direct" for the controller would work but it appears that's been deprecated
how do you intend to execute the animation?
with the hideValue
you cant execute an animation with hideValue.
its either script or an animationsource
so I need animationsource in config to use the animate command?
with "user" as the controller?
no it works without
I'm getting a popup and rpt error without it
it was something along the lines of "error no AnimationSource hideDivider (the name of the animation) in config.bin or something similar
then just add an animationsource in the config, its not like this is a big deal to write
Anyone here got any experience with putting compeltely custom drone models in the game?
I know, I've been doing the animationsource in the config thus far, I just wanted to know if it was possible
i just did a quick headgear item but for some reason the item is not where it should be
i can't find it although the model is there if i lay it on the ground
nevermind forgot autocenter = 0
Too bad weapons don't have their own ID on a server
what would be maximum amount of polys for weapon model?
Absolute limit depends on how many smooth/sharp edges you have
But most weapon models are well below the absolute limit. Typically they're in the region of 10k
makes sure you make good LODs though
Like you only really need nice round sight apertures in the pilot LOD. Waste of polygons having them in the external resolution LODs
ok ill propably then take of some details that player cant see
Anyone know why Addon Builder wouldn't be able to find buldozer despite it appearing to be setup correctly?
it just says no external viewer found
p: drive mounted?
yea
er i meant object builder obviously too
π
P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg
Addon Builder or Object Builder?
er i meant object builder obviously too
sorry, was typing when you wrote that. Steam is running when you open Object Builder?
oh shit, one sec
And how are you launching Object Builder? Through the .exe or from Steam?
from double clicking on a model
Okay, that's normally how I do it too. So I guess it's not that
I start Steam, run the main A3 tools app thing so that it mounts the P:\ drive, then close the tools app but keep steam running
yea steam is running for me
arma launches fine
p drive is mounted
im on dev branch of arma
btw
Same, dev tools too
its worked in the past, not sure when it stopped
Tried running the "Work Drive Management" app and reinstalling Buldozer?
a recent tools update did require reinstalling buldozer IIRC so that it could load v70 .p3ds
i just deleted buldozer and it recopied it from the latest arma3.exe
but its like OB is just not seeing it
π
I'd give the installer method a try. Check the settings.ini info is correct for your Arma 3 installation folder (under Preferences in the tools app) then try the Work Drive Management app
finally, i uninstalled reinstalled, changed all the paths manually, now it starts
so annoying
we seriously need a ctrlAnimate command
to animate custom animation sources in 3d dialog models
also an extension of the animate command to animate proxies
like _veh animate ["proxy_path:anim_name", 1];
@honest galleon if you update the exe you also need to get update dta, bin folders/pbo on p:
Ohh wait, I see what yeah mean by 3D dialog now....
wow that command is nice, its doing what it made it seem like was possible to do since day 1 but wasnt
Yeah
Might just ask this here as well; Hey guys, how does Arma 3 mass work in configs for items? So if I have class ItemInfo { mass = 1; }; Would that be 1kg in game?
there is no kg - mass is a generic unit only for game purposes
it represents both volume and weight... which is not ideal but thats how it is
is there any reason why a vehicle would lose all collisions once destroyed? im not using a proxy, just regular destruction effect, vehicle has validating geometries and all
when it's alive all collisions work, as soon as it assplodes you can walk right through
Not sure about that one
@shadow matrix MIA?
Likely
π
Hey guys, is their a way to copy a UVmap to duplicate elements of an object, for eg I have a box with a sphere at each corner of the box and the spheres are attached to the box, is it possible to uvmap 1 sphere and make is so the rest of the spheres inherit the uvmap from the first sphere witout using aditional space in the uv map ? I am Using 3ds Max.
NVM tried edit>copy and edit>paste, selected the uv that I wanted to use for the rest of the elemets and then selected the elemets that I wanted to change and clicked edit>pate π
@past canopy ^ yes
ah cool π always loved his youtube videos
π
im trying to add this [\A3\Roads_F\Runway\RunwayLights\Flush_Light_green_F.p3d] as proxies on my model, but it doesnt show up,, i have put that path in Object Builder, and i have it on the right lod, which currently is 1.000.. i have mamaged to add other p3d models i made as proxies though, but when i try to add a3 objects as proxies they dont show up, any clue?
i have tried both with and without the .p3d extension.. it somehow seems related to that particular stock arma model
im currently creating belt fed machinegun and i was wondering what would be the best way to create this in arma
meaning should i make gun magazine and belt as different models?
tex/maps and so on
The magazine, belt and gun will be part of the same model ingame. Whether you decide to UV map and texture the magazine separately to the weapon is up to you, but generally the game runs better the fewer texture+material groups a model has (in Arma-speak these are called sections)
Creating a separate magazine model is only really for when you discard the mag on the floor
those models are probably better off having their own small texture (like a 512*512)
ok so one model it will be then
anyone have an answer to my previous question?
do you extracted the arma 3 content into your p drive?
anyone got experience making custom road segments? more specifically intersections...
i see how they did them with the a3 road models but, they seem to use the same textures as the normal road peices so im not sure if thats due to something in the rvmat or the model
im trying to just add a existing a3 model as a proxh to my model, which resided in roads_f. pbo
@kind lion I may be dead wrong hehe but I thought destroyed vehicles used a destruction model?
@fervent steppe not all vehicles have that
some vehicles just hide some bits like railings and lights and change rvmats to rusty stuff
Yea but I mean when totally destroyed
others (usually planes and helos in a2) had separate wreck models
even in a3 as far as i can tell all land vehicles still use the damagehide stuff
but only for damaged components, not for the entire vehicle when it has blown up
^ that's what I meant too
otherwise you would take big performance hits if you put wrecks on the maps for scenery
I wonder if your main geo component shares the same name as a component being hidden?
i thought that too but some vehicles have no selections except for componentXX and still lose collisions
hm? not sure if i follow
when the vehicle blows up some selections are hidden
do you have an example?
milkman said "what if the components have the same name of a selection being hidden"
What are you trying to achive?
trying to get collisions to work with destroyed vehicles
Ordinary GeoLod
so you try to hide stuff when a vehicle is destroyed instead of using a wreck model?
uhm no? if geo lod was broken i wouldn't have collisions always
instead i lose collisions only when the vehicle is destroyed
@woeful viper that's how most wrecks always worked
even in a3 many land vehicles dont have separate wrecks
for example?
yet still retain collisions when destroyed
π it's what im telling you lol
but the thing is, when my vehicle blows up the collisions dont work anymore
@woeful viper the hunter mrap doesnt have a separate wreck when destroyed
yes that much im sure of π
the sample car too doesn't have any wreck proxy or wreck LOD
shrugi would just make one...
maybe some named property in geo LOD ?
just copy the geoLOD to first visual LOD, so you can see what's going on with it
if it's doing nothing - it has to be a flag in the config or named properties. If it does something, it's model.cfg and p3d fault.
thats a good idea
@wise coral where is the microsoft announcement that forza models are free to use, that you wanted to post?
free to use? lol
trying to create another scene?
no, i'm just reminding him of things he wanted to proof
im pretty sure it was like 'Screw You Guys, I'm Going Home, and Never Coming Back'
π
Question for you all. How does one work out the scale by which to model too. I'm having a crack at modeling a building, need to know how big windows and doors need to be
Open the sample building and take the dimensions from there.
there are national standards for building stuff usually... like stairs, doors, etc
other way is ... using a folding rule and measure your own home
Thanks. Im not concerned about the real world scale. More that a player can fit in the doorways
Is there a model of a human that you can get to drop in to blender?
yes in the sample files
Is that on the P: drive?
I think it's moved to the Arma3Samples "tool" on steam.
Thank you all. Here I go
When I try to run them I see a couple of windows pop up and immediately close and then the "ARMA Asset Samples" stops running, any clues?
check your steamapps/common folder
all launching it from steam does is just install it
there's no actual program that comes with them
thanks, found them, anyone following along; you can add these models into blender in order to work out the scale by which to build to. thanks everybody
Hey everyone, I have a vehicle in the works, but the UI in the top right for my M2 machine gun does not display
Other then that the weapon functions correctly, the only issue is the ammo count, wepaon name is not present. the Zeroing numbers are present.
weapon name missing might be a missing string
@RichardsD were the weapon/s configured for the vehicle?
It may have to be configured in the model.cfg, I'm not sure.
Yep, the weapon operates fine, it just doesn't have the UI except for zeroing.
Is there a way in the UV editor to set the UV to "fit" an image?
aka snap to the bounds
@civic stratus load the image into the editor and then adjust it manually i guess, if it aint too complex
I know, that's what I've been doing thus far. I was just hoping for a way for the corners to snap to the bounding edges
if you just want to use simple rectangular shape UV's
Hey guys, I'm going to try out Maya for a while from 3DS Max. But I'm just wondering if Maya is somewhat better than 3DS Max. What are the benefits for using 3DS Max or Maya for ArmA 3? Thanks π
Also to give extra info to my question: I plan to make a xenomorph from the Alien movies for ArmA 3. (which will involve a new rig and animations)
doesnt matter eitherway. Skill is more important than the difference in those packages, and skill is gained by doing tutorials and practising
^ great artists can make great things in anything
@civic stratus You can turn on Grid Snap in 3DSMax UV Editor, which will allow you to snap vertices to grid lines and other verts, but it can also be a pain in the ass sometimes
bottom right corner of the window, there is a magnet like icon
@woeful viper I'm very good at modelling, but there has been other artists out there commenting that both programs feel different. But mainly I want to create a model, set up a rig, and successfuly get it into ArmA with animations (adjusting to different programs are fine by me).
Article here about it as well: http://blog.digitaltutors.com/3ds-max-vs-maya-is-one-better-than-the-other/
What are the benefits for using 3DS Max or Maya for ArmA 3?
There are no benefits to using anything over anything, it is all about the output, if you are comfotable in Softimage or Rhino, or Cinema4D you can use them just the same as you could Maya or Max
k
But how do I setup a rig and make animations for it into ArmA 3?
there's little docs about it, that's all π¦
well I know how to animate, of course. But setting up a rig sounds iffy for Object Builder
on the modelling program side it is the same as any other game, make a model, create a skelton, skin the model to the skeleton, export as FBX
I'd start with importing the character sample FBX into mata
k
providing the skeleton you export at the end is the same as that, you shouldn't have issues getting it into OB
Alright, cool. Yeah I thought there was some weird process to get a custom rig into ArmA 3. But now that you have assured me it is the same for any other game, I should be a lot more content experimenting my first go. π
Well, I wouldn't go so far as to say ANY other game... Arma does have some real quirks, but it's not AS terrible to do as it was for say Arma2
and at least with character samples and FBX importing, the pipeline's been streamlined a HELL of a lot
That's good, @unborn widget . Yeah I think that what was scaring me, as ArmA 2 had very little docs on custom rigs. But since there is a dinosaur mod (author said he used Maya for development), again I should be a lot relaxed with my project. π
Also, how is your new reload rig coming along @unborn widget ? π
i made a Kanagaroo in Max, custom rig, it is not that difficult, but if you are doing a custom rig, you also need to have a model.cfg
k
that was just me messing around, the anims work, but i was never really able to figure out how to get it to behave like a kangaroo, it would often just slide along the ground and not hop
it might have to do with the animation steps? I do recall somewhere in the FBX2RTM tool they had an option for movement. But that's awesome! As soon as I get a test creature (obviously something like an alien such as a xenomorph) up and running, I'll be sure to give you guys a video link to it in-game. π
@thorn geyser Note that Bohemia's Take On Mars has a tool for importing from FBX to TKOM's own proprietary model format ( https://www.youtube.com/watch?v=4s5CQ8YL-sA#t=227 ) and DayZ's seeming lead Brian Hicks mentioned back in October an intent to eventually transition from P3D to FBX, so Bohemia seems to be onboard with the FBX format
@carmine gull SWEET! π
Alrighty, well I'd better read the Autodesk docs on rigging then. Cheers all! π
Another 2 questions. Would I need to add a CoG (centre of gravity) to the rig? And would dummy boxes help keep the pivot points centred? Thanks π
@unborn widget - quick question, since so far i only used the blender rig for hand anims
but that exports directly as rtm
how is with the max export process then?
i mean i am a max user but i couldn't figure that one out, and for simple handanims i can use blender
for real anims i won't...
for me, it used to be Export as 3ds> Import into OB > Exoprt RTM > RTMtoolbox component manager thingy
nowadays though, I've got a nicer rig, I can jsut export FBX, make sure the scaling and orientation is right, export RTM
yeah i wanted to create a new rig altogether. checking yours and kiory i was able to figure out what is what
i already have one, but would have wanted to have the mesh in as well
mind if we move to #arma3_animation
@thorn geyser Mind you that catering to FBX for TKOM and DayZ doesn't have immediate ramnifications for Arma 3 directly but OB does support importing from FBX so you can follow the more specialized advice others give here and in #arma3_animation π
Does anyone have a guide on porting models into ArmA as buildings?
Like police stations?
ported police stations are special... they usually don't work in arma. Mysteries.
I'm totally out of ideas right now....any ideas for some cool weapon I could model for ArmA?
@unborn widget ive been looking into animations for arma for awhile, and i know motionbuilder better than i do any other app for animations but i cant seem to figure out exactly how to setup my gun where the default weapon meshes are (with the constraints and everything) the file is just too confusing.. too many groups and layers...
I wanted to do an AN-94 but there are literally no good reference pictures
MSR β€
dont rely so heavily on reference images as backgrounds.. cause you wont find em for everything
or just look for a sketchup model with the basic outlines.. use that as a reference and model a new mesh around it
best gun on overpoch http://puu.sh/nNCuK/408cbcdc47.jpg
im going to be doing a C-15 LSRW (aka the tac-50) at some point when i have the time and when im done my C8/C7 project
i may just have to do a variant with a Cadex defence chasis
i currently have a the tac-50, a SRS-A1 and an enhancement for the m14 which adds a rail in my unreleased mod
you wouldnt be interested in contributing that towards ONS (operation north star)? full credits for you ofcourse but it would save us time modeling our own.
I'm interested in doing so but I first want to publish it....this will probably happen in the next 2 weeks or so
ok sounds cool.. you got an email or some other way to contact you?
You can always private message me on discord if you want π
alright will do.... BTW a rifle id like to see is a nicer AS-50 or M107 than what is in CUP
suprised i havent seen any nice ones yet (though maybe im just not looking hard enough)
the bwmod does have one named as the G-82 if I'm correct....but I don't think that you want to use it just for one rifle?
and I think RHS is working on one, arent't they?
hm didnt hear about that but i have not checked on the development of RHS in awhile.. and yeah we already have so many mods in our repo that while i and others would enjoy bwmod i doubt our server team would..
haha yeah our repo is around 35GB
but we are a cooperation of 5 communities
and everyone of these communities represents something different
ahh... yeah whenever we did joint ops in the past our repo for the op would be another couple GB's..
and that was just like 2 different units
we got a german special forces team, 75th Rangers, Marines, AFSOC and a PMC
lol a good variety
to get back on topic: I know what I'm modelling: https://www.youtube.com/watch?v=q1ADyl4JRU0
no idea why I'm so much into airsoft without even owning a gun lol
gear pr0n... that's why
haha yes that may be it π
is there a native "align UV island horizontally/vertically by edge " function in max now? can't see anything like that... or do i still need textools for this ?
I don't think the native UV tool has changed at all, I went for 2014 to 2016 and it is the exact same
sigh
im hoping the 2017 release has some serious improvements... kinda feel like they arent giving max the proper love and attention it deserves.. if they stop supporting max id rather learn modo than switch to maya
@burnt comet - https://www.facebook.com/redhammerstudios/photos/a.585221418157522.1073741825.478330008846664/1145564205456571/?type=3&theater
Our 3D Artist Zeealex has been hard at work to provide the heavy guns, because she knows how much blokes love to measure their toys...;)
@fast topaz - so you plan doing an airsoft helmet?
well it will not fill the role as one but its design will be inspired by one π
for these kind of fun projects i mainly use some of the arma 2 sample models and stick some parts together and then model the missing parts π
well fuck... just noticed 3 of my most important scenes broke with the new version and crash max on loading
yeah im kinda sick of 2016... thinking of going back to an older version since im using a student license anyways..
wonder if they still distribute 2012...
in 2016 they added a massive rework to scripts, that was the big thin gin 2016
http://img5.fotos-hochladen.net/uploads/helmetmi73hneqvu.png <- there it is π
Nice @fast topaz π . Yeah I'm working on something too for ArmA 3 π http://i.imgur.com/7t5Laxk.png
what is it?
Something from Alien?
thats an earpiece! what did I win?
if you are right it looks nice π
if you are in Switzerland, go there it's worth it
wrong chat
never had this before, max just disappeared from the screen, crash i guess, but no windows message, just disappeared instantly
mem test error?
@north sundial nope its a chestburster π (Working on completing it, then I'll set up the rig and animations for testing)
Update on the Chestburster. Just need to rig the alien and it's ready for animating and importing π http://i.imgur.com/7lTRswD.png
What seems to be the best rigging method in 3DS Max for ArmA 3? There seems to be a lot out there, I'm not sure which one works or doesn't. π¦
@unborn widget ?
rigging or weighting?
do you think the model.cfg of a vehicle could cause issues to the model.cfg of another vehicle if something like a base class is accessed or modified?
like a modded car modifying the model.cfg of a vanilla car?
(or viceversa)?
afaik the model.cfg is baked into the model so nothing will change it after packing.
if you have a model.cfg in a parent dir in your p drive then some stuff will be inherited from that while packing
no it's not that
basically when i test stuff in the editor everything seems to be working fin
*fine
but when multiple models are loaded it seems that crazy stuff starts happening
sunday someone said during an MP session that when he boarded the mi8 he started seeing the passengers tilt with the rotor
but now that i check it in the editor everything is fine
lol π
this game is crazy
could be a MP issue with syncing animations and proxys etc so everthing goes wierdo on some clients...
@quick terrace rigging
The devs have done a special way in their character template for 3DS Max, but I cannot seem to find the bone or helper object they used. π
Here is my character I'm trying to rig (green boxes are helper objects, which were recently removed because they did not work with the tail) http://i.imgur.com/itDwyyp.png
no, the devs did nothing out of ordinary for max character template - max can replace with dummys or keep the bones from an imported fbx file
but they still act as bones
Ok. So what would be the best helper object I should use? My tail acts as one mesh, so helper object boxes don't work with it.
in short, for what you have there, just create a few bones, weight them in (skin modif)
alright, cool π
ok
not now anyways, you can use them to control your skeleton rig later on
you can also use CAT if you prefer that
just search for snake rig, there should be a couple of tuts on that
ok π
One more thing, do I need to change any settings for a bone, or leave as is?
the dimensions of the "fins" leads to bigger or smaller default envelopes, but you can adjust that later on anyways
@white jay i had the same idea, something like model not being initialized correctly
Hey guys. I got up to the part where you apply the Physique modifier to attach the vertexes to the bones. But when I select a vertex they act as if they are locked? π
Okay, I have a very weird problem with my rig, lol. I have placed all the bones, used a Skin modifier for my mesh and added the bones, tried moving a bone and this happened: http://i.imgur.com/sCuyVkc.png
dafuq? π
Overall, it still doesn't move the mesh, but only a tiny thread of it.
you need to paint the weights
click edit envelopes
and see to what degree and how many verts each bone affects
ok
do google it, it is not complicated process, just tine consuming
i also recommend you make a small anim so you can check rt while weighting
btw, this might actually belong to
alright, I'll move there. π
First proper attempt of doing hardsurface modeling HP to LP bakedown http://i.imgur.com/N1XyKmt.png
could do better but im pretty pleased with that
260k down to 3k
looks totally fine
3k too much?
look out of ordinary, mainly because it is an arma life asset, that for the first time is made and not stolen!
well done, i think you're the first!
π
- not yet stolen, because yet unreleased π
haha true
im gunna add a dildo to it as a hidden section so those simple ppl that do steal it will be like "oh shit"
and will look like bellends haha
nit what i meant but anyway π
so if i get it correctly, those assets from https://www.humblebundle.com/cryengine-bundle can be incorporated into any engine / game / mod project:
Plants and Shrubs
Trees
Environment Props
Prototyping Kit
Textures, Decals, & Visual Effects
Audio Kit
Vehicle Pack SE
City Pack SE
Weapons Pack
Vehicle Pack HQ
City Pack HQ
Character and Animals
Looks like it. But I'll read their T&C for more info
There was a statement at the very bottom of this(https://www.humblebundle.com/terms ) : "You also may be subject to additional terms and conditions that may apply when you use affiliate services, third-party content, or third-party software. "
Also, @quick terrace . I tried painting the weights but the verts only change colour at the tip of the tail (as seen here: http://i.imgur.com/kKouUGt.png ). Still no success in getting the whole tail to move with the bones. π¦
This is the license for those content packs: http://pastebin.com/LYNJNCEX
@surreal cloud do you have the original link to the license? You know pastebin files can be modified? π
k
I think if it was modified, it would change the url?
k
I also found this to support your link: https://forums.unrealengine.com/showthread.php?104278-CryEngine-Humble-Bundle
π
Ok. @quick terrace I think I found a problem within Autodesk 3DS Max. I have tested the bones on different parts of my creature and they work PERFECTLY. But if I test it on my tail, nothing happens. But what I suspect, is that a modifier called "Connect" may have stuffed it up. Earlier while making the mesh, I wanted to bridge and connect 2 meshes together as one, so I went to Create >> Compound Objects >> Morph to combine the 2 meshes. So I believe the Morph/Connect modifier has stuffed up the bone setup.
praise be
I knew it. It was to do with a cylinder I morphed onto the tail, that caused the issue.
I might have to report the bug to Autodesk
I feel like a free man all over again π
30 bones now fully control the tail. Now to do the jaw. @unborn widget should I use one bone to control the jaw's rotation? π
Hey @quick terrace , should I make a bone for the jaw to rotate? I'm not sure. π
PuFu did it. π π«
@everyone To add to the talk about the Humble CryENGINE Bundle, apparently it's not just the mo-cap anims but also the FPS Paintball Project and Illfonic tutorial at least that are CryENGINE-exclusive: http://www.gamefromscratch.com/post/2016/03/15/Inside-The-CryEngine-Humble-Bundle.aspx
Pls, dont use @ev...eryone
@quick terrace
Oi! Just read that:
PuFu - Yesterday at 9:10 PM look out of ordinary, mainly because it is an arma life asset, that for the first time is made and not stolen!
π¦ You are cruel
care to disagree?
he can use everyone all he wants but it will not work for him π
@carmine gull plz don't use everyone. I literaly failed a long mission in the East Wind because of it π
@thorn geyser wait, did his everyone alert you ? that should not be possible ...
@quick terrace
https://forums.bistudio.com/topic/178588-truck-and-trailer-arma-3-standalone-released-22102015/
Thats my disagree.
BUT still: about 95% of them are, as you said.
Page 1 of 6 - Truck and Trailer - Arma 3 - Standalone Released (22.10.2015) - posted in ARMA 3 - ADDONS & MODS: COMPLETE: *UPDATE - 22.10.2015 (or: 10/22/15)*Okay, finaly i found some time, to make a Standalone Version of that wobblewobblething (aka Truck and Trailer):Β 1st of all: Keep in mind, that the Truck and Trailer are just a Test-Objects! There are Textures missing, Wheels are not 100% perfect, etc. blabla. But for most of you guys, it should be enough to play around with and g...
@wraith tendon - still a drop of water in an ocean
Sadly, yeah.
@woeful tartan yeah the everyone tag alerted me, apparently.
btw, guys. Working on the next alien creature, the Facehugger π http://i.imgur.com/qJ3OTZ8.png
hi, i would like to know if you guys can link me to a tool that can create multiple convex collision hull from a mesh (let's say a complex building) so I don't have to manually create and place stupid boxes ?
And i'm using Maya btw
@cosmic stream - there was a script for max, but i prefer to create these manually
for a building should be rather simple tbh
but very tedious, i usually don't do tasks a program can to for me
but i guess, till BI implement concave mesh colliders, tis is the way i'll make them
bwaaahahahahahahahahaam That was a good one!
i am pretty sure there is also a mel script someplace
@cosmic stream what you want is something along the lines of Volumetric Hierarchical Approximate Convex Decomposition
works ok for buildings etc, not so much for other things like weapons.
if you want to try V-HACD and know enough about maxscript to do some simple edits you can try this.....
https://www.dropbox.com/s/imd7aekfeweg9uq/maxV-HACD.zip?dl=1 it comes without instructions, was something i was working on with Hatchet, but we never really used it enough to finish
it has a dialog box as part of the script, but i never hooked it up to the script, so you have to edit the script to control the V-HACD executable
well V-HACD is nothing to do with max, so if you are competent you can just pass an OBJ file into it via command line, and it will spit out a convex decomposition, i thought i read max somewhere up the page, so mentioned my script, but V-HACD is universal
it is also what is now default in UE4, you can use it in the editor to generate convex hullls
THanks, i'll try that later, bookmarked
Hey guys. I have finally created the bones and weight painted my Chestburster, but I have 2 questions. 1. When I create an animation for my model in 3DS Max, what special process should I do to get it from 3DS Max to ArmA 3? 2. Since it is a new skeleton (only bones that animate is the tail, as it is snake-like), how should I configure it in the config.cpp and/or model.cfg? (References/pointers are appreciated :) )
@last spindle can you explain me how this is supposed to work as a standalone tool ?
if you go through the posts on the original authors homepage there are a few examples of how to use it http://kmamou.blogspot.com.au/
has anybody info about performance impact of the amount of animation classes of a model (vehicle in this case) ? I'm consindering making some number displays for my vehicle like this https://upload.wikimedia.org/wikipedia/commons/c/c6/DMM_Ziffernrollen.jpg , which would require every digit to have a seperate animation. They wouldn't operate continually - only on demand, but still. It's quite a lot of animation for 4 displays @5 to 6 digits
Well its safe to say I screwed up... https://i.gyazo.com/4d834f9a72cfc68a2bb761259f28a4ce.png
any ideas what parts I could add to this helmet: http://imgur.com/a/tMSah
@fast topaz well whats it for?
for protecting your head from bullets π
on a serious note: it's just because I'm bored lol
I mean what kind, is there anything you based it off
maybe make it slightly less black, like give it a plastic grey sort of feel. No airsoft company gets a product that black
but it is intended to be a real protective helmet
I know but I mean it needs a bit more texture to it to make it more life like
sort of like the dotty detail on this https://s-media-cache-ak0.pinimg.com/736x/03/8d/24/038d2418972ab47c2d92d436cb628152.jpg
And if you are that bored I always have some models you can whack together for me Kappa
(I hate texturing :D) I'll look into the texture part but what I was thinking of was more like adding things like patches or battery packs but I don't know what would be cool
also I think the idea of putting an awesome facemask on there is cool but I don't like the one I did that much ^^
well I guess I found what to do π
@woeful viper Yeah, we (2017) are working working currently with alot of anims on a Car/Object.
Lets take the example: Offroad.
Bullcatcher, Lights, Doors (3x) -> 5 anims (if i didn't forgot anything)
Next example: Houses with glasses
each window has an Anim -> Can easily go up to 15.
We didn't noticed any Probs with it, so far.
@kind lion if model a) use same skeleton as model b) but have different bones baked in then expect problems
it's kind of crucial to make unique names for skeletons otherwise problems can be expected
i kind of suspected that, thanks for confirming it @rough idol
http://imgur.com/X6uhGzg <- still no idea what to add to cover the face :/
nothing - it would look silly
@wraith tendon well this is a Tank - so ontop of the 18 wheels and the 2 turrets (Com +Gunner) there would be 60 animations just for Gunner and Commander 3D Controll elements
add to that a fully modelled interior for a Driver (~20 anims)
that's quite a lot
Interior?
yes interior
Just a guess, but i think that shouldn't be a prob.
If you think about it, how many Animations you have around you on Altis
my guess too, but i still would like to know for real^^
yes... and mine go on top of all that
@woeful viper why would it look silly?
I can tell you more, when 2017 is released ^^
well your 5 extra animations on the car won't hurt anybody, thats for sure
but i'm basically modelling an interface via 3D objects with animations...
- interface of fire controll equipment
So, just local?
animations are always global for what i know
only the respective seat sees it, but the "states" are still there and have to be synchronised over network if this is the case
Following is just a guess:
Even when there are 50 Anims on a veh, i don't think they transport the whole AnimName + State to it. I think just the state is beeing transported over the net (means: 1 Number/Anim).
@BIMINIONS ? (i wish we could highlight Groups)
@woeful tartan might do ^^
Asked @woeful tartan before π
Another option would be using hiddenSelections, but that wouldn't look as good as rotating animations, and then you run into raising the section count
hiddenselection is out of question - that's 1 drawcall for every unique number. And it has to be synchronised as well
Hey guys. I found a neat little tool that was included in the Test_Character_01 folder, called "VM_s-P3D_Export.mcr". Has anyone tried it in 3DS Max yet? If not, then I don't mind being the first tester of the plugin. π
@BIMINIONS ?
If it was included in the Test_Character_01 folder, then I would assume it configures stuff OB/O2 would do? π
http://www.ilikeairsoft.com/wp-content/uploads/2011/12/bravo_mesh-mask_700.jpg <- whats the best way to achieve the look of the metal grid on my model?
using a texture with alpha I guess?
but when I used transparent textures I always had some strange blue color behind it in the past
If you get the blue occlusion effect on faces behind one of your alphas, you need to select the parts of your model that have the alpha texture and Faces\Move Top
Or use the [Ctrl+Shift+Home] keyboard shortcut
@wraith tendon one day Discord may allow it
make sure the parts of the model that need the alpha texture have their own UV set for the _ca.paa and the solid parts have their own _co.paa texture
thanks I'll try that π
But if it fails to solve the blue problem, you might need to include RenderFlags[] = {"NoZwrite"}; in the .rvmat you apply to the alpha texture
but it's usually the alpha sorting
Guys, where can I find a list of the default hand animations for the stock A3 weapons?
there isn't such a list irc
Okay thanks I wasn't sure, it's fine I found alternatives
can someone help me with my maya 2016, problems: https://youtu.be/nQIOgR56Ip4 ?
can't really do anything until i figure out how this works...
soft selection active?
π
Ah feck, I hate soft selection in Maya. Constantly turning it on by accident because the B key is next to the V key for vertex snapping
I should unbind it really
always run custom keysets mate...
heads up on my little sem 52 sl project http://imgur.com/Hp17H7Q
Any ideas why my sound files would stop working on binarisation? They work fine if I leave the models unbinarised but as soon as A3 addon builder gets them, they stop working !
time for a little p0rn before i crash after a long weekend.......M67 mortar optic low poly
http://i.imgur.com/TEzvQVh.png
Looks mega, P1NGA
indeed it does! really cool
nice
revival of the dead : http://i.imgur.com/iPxkD6K.jpg , i found some motivation into modeling : https://forums.bistudio.com/topic/143493-em-buildings-new-buildings/?p=3001141 here is a call to scripters π
looks very nice
It loaded the lowest LOD @round bloom
Check your Config again, something is wrong in there, had the same Problem with a Car and a Vest long long time ago. (means: Can't remember the Fix)
wat the shit? I have one island in my UV window (max), that always resets it's size when i want to rescale it
actually, no, it's all islands... %!)/(&$Β§)(&%$
@woeful viper Yeah, i meant model -.-
ok after restarting max it is back to normal ... sigh ... max
@woeful viper wait what do you mean? What do I need to do? Explain it in simple terms I am a pleb π
according to you, i'm an asshole, remember? So go look for your solution on the forum... plenty of threads of this issue.
What? Where did I ever call you an asshole?
skype
I have no idea what your on about
but i do, because i don't forget.
How do you do weights? I am not sure if this is the right term but I am not sure and am unable to figure out how to do these: https://i.gyazo.com/28eb2b640819f584242634ad1a8a9db3.png
dont mind him he hates everything in life and survival
what me? no not in general... but when people who are new and seek help just insult persons who may be me more knowledgable then them - that's pretty stupid if you ask me. Don't bite the hand that feeds you and complain later.
i know, you just seem to be that way sometimes
you hated me from what i read when i first became a memeber of this chat
i hate people who steal shit... and your request for help may have raised suspicion of you stealing stuff. I dont remember. You can blame all the assholes who actually do steal shit for this attitude
because most of the time i was right on the money when it came to that...
I was "affiliated" hollow who came in waving money around looking for modelers for a mod that then when exile said he couldn't edit there base frame said it was to much work and not "worth it"
oh thanks for reminding me. Mr. Hollow clearly stole code from Epoch from what i remember and thought it was no big deal. Which is stealing.
i know, he has a history with the team, but i was getting sketched out with his motives so i left
good for you
see where i'm coming from? lots of assholes around ... beeing associated with them (knowingly or unknowingly) doesnt help
i know, thats the main reason I left. as being someone farily new to the community last thing I want is some one tarnishing my image by association to others in the future
so what do you do now?
nothing really, just trying to build my protfoilo doing some models for one of icebrakrs new maps
you wanna become a game dev then?
no its more of a hobby, im a apprenticing cabinet maker currently
my brother taought me how to model when i was younger always enjoyed it
Hey guys (won't be online for a while, as I need to sort out internet plans this week). Here is my latest work on the Facehugger and USCSS Sulaco for my WIP Alien mod π http://imgur.com/a/aQYxa
Anyway anyone able to answer my question? I have tried searching but I can't find any information.
How do you do weights? I am not sure if this is the right term but I am not sure and am unable to figure out how to do these: https://i.gyazo.com/28eb2b640819f584242634ad1a8a9db3.png
@round bloom - i do weights in MAX
because i see the results real time
in O2, you need to load unload the RTM anim to figure it out
plus you don't have face weight display, only vert gradients
which is a real minus
i am not saying it cannot be done
@quick terrace ok but how do I do them in O2? Im new to it.
there is a thread about it on BIF made by stalkerGB, it is in A2 section IRC
do use the search
yup, the thread is literally called "StalkerGB's weight painting tutorial" or something like that
Anybody here ever encountered too aggressive mipmapping on particles? http://anzp.de/upload/20160329184849_1.png
hey, another quick questions :
A : is it possible to use 3 uvset ? uv1 for regular textures, uv2 for ambientshadow map and uv3 for masking RGB ?
B : some of my textures are very bright ingame, i guess it has something to do with linear values, is there a way to check in photoshop if the values aren't too bright are too dark for A3 engine ?
thanks
A. yes, but not sure why you'd like that. Define masking RBG into texture type readable by Arma. You mean _Mask (only used in multimats)?
B. no way to check directly outside of game engine, i'd say that is because your missing ADS and MCs (if you are doing buildings bia multimat anyways)
A : Well, for a big object (like a building) with a lot of uv islands, for my first test I had a lot of color blending from the _mask texture due to proximity of uv islands, compression and mipmapping... My idea was to dedicate a special uv for colors that would allow me to use a lower resolution _mask... But you ared right, that's maybe a bit overkill. I should simply split my building into few parts and try to avoid the mistakes i've made in the past.
B : that could the over-britghness, my rvmat wasn't complete ^^I'm not reallly sure what is the purpose of those 2 textures _ADS and _MC. I'm just currently using an _AS texture.
Also, I have one more question regarding fbx import into O2 : do you know why it returns me an error when I try to import a fbx ?
edit : i'm working with maya
Does anyone here know how to make MFDs be illuminated?
You can generally have a UVSet for every map.
Multimat uses one for high resolution CO's with lots of overlap and many different textures on the same UVset and a low resolution one that every polygon is uniquely mapped on for the mask and macro/shadow maps.
You want a decent gap and islands for sharp edge components too, for when you bake.
Ok, can you tell me how I can call that thrid UV in my supermat rvmat ?
right now I have :
// MASK, MC, AS/ADS
class TexGen4 {uvSource="tex1"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
class Stage4 {texture="EMOGLOBINSKY\Test_building\Data\brickhouse_a_MASK_CO.paa"; texGen="4";};
class Stage9 {texture="EMOGLOBINSKY\Test_building\Data\brickhouse_a_MC.paa"; texGen="4";};
class Stage10 {texture="EMOGLOBINSKY\Test_building\Data\brickhouse_a_AS.paa"; texGen="4";};
that use the second UV set, but I want only MASK_CO to use that 3rd uvset
I have to create a new : class Texgen5 {uvSource="tex2"; class uvTransform{aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,0};};};
then call it in :
class Stage4 {texture="EMOGLOBINSKY\Test_building\Data\brickhouse_a_MASK_CO.paa"; texGen="45";};
?
(that seems logic now that I write it)
tex2 for 3rd
but why you using super for buildings?
the end result resolution will be less than optimal
i mean yeah use super for things you need super for, not for every other stuff
Oh, my bad, i meant "multimat" not "supermat" ... And i don't know, the docs isn't super precise : i thought it would be more opti to make muliple multimats for a big object, that way it call less RVmats ? I could post some images of my progress, any input will be welcome ^^
http://i.imgur.com/PTh3IyU.jpg here a pic to explain my plan : make multimat for walls, for floors, and other stuff
but i'm not sure we can draw 4 textures per multimat (if i reckon right, it's possible, but my old test wasn't drawing the texture udner the black _mask)
you can have a maximum of 4 textures per multimat (RGB + black - based on the mask)
i would split it per interior/exterior (that is 8 textures)
and eventually an aditional one for accesories - this can be a supermat
i did a small model to explain the use of the shader some time ago
hehe, I already visited this post some months ago, there is still some arcanes of arma modding knwoledge that I need to learn π
@cosmic stream Gotta love your buildings.. Im trying to make scandic ones myself in max, would like to know your modelling process.
Do you make them from modular pieces or? Struggling with walls and connecting the verts myself
@thorn spire for this one I started from a blueprint map, then I extruded walls, then cutting holes for windows and doors... Once i'm was happy with the shape, I tried a dirty import in A3, made some changes and finaly worked on collisions and shadowlods. Right here, i'm planning the texturing progress (all the UV's are almost done), i'm looking for a rvmat exporter from maya > fbx to ObjectBuilder.
So, not really modular, except windows and doorway. I like to connect each vertex so my AO map should be smooth and without black area
guys please save my sanity from sinking by having a look at this problem please: https://forums.bistudio.com/topic/189550-odd-error-with-multimaterial-shader/
Yes as + Mc + mask
I'll upload them to the thread once I get home, the point is that it works in buldozer but it doesn't once binarised.
As a side note, to turn an ambient occlusion bake into_ads texture, just editing the green channel will do or does texview do it for me if I save it as_ads?
send me the entire package file if you want to i'll have a look over, see what the issues is
For a holster the selection you make to get a holstered pistol to show is just Holster right?
There's an example of a vest with holster in the sample models on Steam
The only vest is A3_vest_example and that does not have a holster
Hey, still strugling with pipeline. Do you have any idea why fbx doesn't import textures in OB ? Or if they is any way to configure the fbx exporter to convert a material attribute to a rvmat "input", so OB understand it has to link a RVmat automatically ?
( I tried modo and Maya)
it doesn't have a physically modelled holster, but it is set up to have one regardless
with the proxy: \A3\Characters_F\Proxies\pistol_holstered
@celest arch , for my AS map, my TGA is already pinkish before convert to .PAA, so i guess you should try to edit the channel before.
@cosmic stream - i never import via whatever format with textures
simply because setting these up manually is far easier and less error prone than via FBX/OBJ
Hum, yeah, , i'm dumb, i can use auto selection to assign my 3 rvmats. But in the case of just using several "raw textures", this might be a problem
I have a strange bug, whatever I try to place into texture or rvmat inputs in ObjectBuilder, the object steal appear untextured in bulldozer... I checked the path, but it seems okay... I hadn't notice that before, but It might been here for a while...
Honestly I've always used a straight AO bake fed into texview to create the "pink" _AS texture. never done _ASD textures but I'll try in the future
@quick terrace thank you very much, I'll give you the entire folder in a couple of hours when I get back home
no hurry i'm at my offce as well
last thing I forgot to check is if there's some missing chunks in the .pbo -> I'll also try to extract it later
that might explain why the error is just in-game
but honestly I packed around 11GB of data including 40+ buildings that use multimat textures and the only problem is with this one
lol, i just broke Arma 3 with my model, the game wont let me place my model in editor... Memory can't be read, and all that bad stuff. I'm done for today Arma, you may win this battle but the war will continue.
Too many vertices ?
Shouldn't be, maybe the fbx exporter messed up some things... I don't know, i'll investigate later, this process is boring. i'm use to work with Unity : you import anything it works from the first try.
#JustDeliciousArmaThings
if it crashes when loading the model -> model.cfg error; check rpt in any case
Thanks X3KJ, i checked the rapport and i got these lines :
17:58:18 Warning Message: Cannot load texture emoglobinsky\test_building\data\mansion_01_icon_co.paa.
17:58:20 invalid center
17:58:20 Warning Message: Cannot load texture emoglobinskyemoglobinsky\test_building\data\concrete_bare_co.paa.
17:58:20 Warning Message: Cannot load texture emoglobinskyemoglobinsky\test_building\data\concrete_bare_co.paa.
17:58:20 Warning Message: Cannot load texture emoglobinskyemoglobinsky\test_building\data\concrete_bare_co.paa.
17:58:20 Material load failed
17:58:20 Material load failed
Exception code: C0000005 ACCESS_VIOLATION at 00D124A7
graphics: D3D11, Device: AMD Radeon HD 7900 Series
resolution: 1920x1080x32
seemes like a / isn't read in the rvmat...
But I don't think a missing texture could crash the game, is it possible ?
shouldn't crash doesn't mean it wouldn't
I have some troubles figuring out how the paths works in config.cpp, rvmats and stuff.
I think I've made some mistakes, but would like some light on my settings :
My P drive is the folder of 3A tools, within this P drive I have my user working folder (Emoglobinsky), then the addon I'm working on (EM_buildings)
what should i use as path in the config.cpp ? And in the rvmats ? What's my root folder ?
" model = "EMOGLOBINSKY\EM_buildings\mansion_01.p3d"; " is this OK in my config.cpp ? What folder should I select when I use AddonBuilder ? (so many questions... π )
OK, i've made some cleaning in my folders, no more crash and no more rpt errors. But my model is still unshaded... Seems like he don't draw the rvmats, or can't find them... I just have a blank model in both Bulldozer and A3.
Can anyone help with the making of some Melee weapons like an axe
+1
hey guys, thanks for all the help : https://www.youtube.com/watch?v=U7MVWaITWf8&feature=youtu.be my building looking good, now time for ladders/doors, gonna be a pain in the ass
also, do you know how to tell arma to draw smooth shaows instead of stencils ?
IIRC it's the named properties: prefershadowvolume = 0
and maybe set sbsource = shadowvolume
though the sbsource one might not be needed now, or it's preferable to use sbsource = visual after BIS updated the shadow generation
those should be in the Geometry LOD btw
Where should i specify those ?
In the Geometry LOD, in the Named Properties window
press Ctrl+1 to toggle the window if you can't ID which one is properties
then right-click, New
Thanks, in the geometry LOD, the one that serves for collisions ?
Yes, that one. The Geo LOD generally seems to be the one where you place properties that will effect the model in all LODs
hm, that's not working. I have to just set the property ? or select the whole mesh and set property ?
Should just have to write prefershadowvolume in the "name" field and 0 in the "value" field when creating a new property in the LOD
shoudln't be shawdovolume = 1 ?
Do i still need a shadow lod ?
because it's really not doing anything
No, it's a bool - 1 tells it to use shadowvolume and 0 tells it to use shadow buffer
You don't need a shadow LOD if you're not telling the sbsource to use the shadowvolume LOD, no
sbsource = shadowvolume + prefershadowvolume = 0, not casting any shadows
you don't accidentally have LODNoShadow in there do you?
I don't think so, how could i check that ?
it'll be in the same named properties window
named properties aren't selection based
that's why they're in a different window to named selections
^^
Does it work if you delete the sbsource property or set it to sbsource = visual?
i tried each : prefershadow=0 alone, then with sbourse=visual, then with sbsource=shadowvolume, then all 3 together
does the order matters ?
shouldn't matter
seems like it's named listed
well sbsource = shadowvolume wouldn't have worked since you don't have a shadowVolume LOD, but I'm not sure why it's not working now you have it set to visual
:/
As far as I can tell reading the text strings in the .p3ds for BIS' house models, they are set up to have prefershadowvolume = 0 and sbsource = shadowvolume
Only other properties in the Geo LOD are class = house, map = house and damage = building but those are unrelated to shadows
Kinda reminds me of the Rainbow Six Siege house
how can I export my model from blender and keep the sharp edges
applying the edge split modifier doesn't help
@polar fiber many thanks ! I copy the same properties from BI sample and now it's working
@fast topaz Export as OBJ or fbx should keep the smoothing, but you can still force the sharp by selecting your faces and pressing U in ObjectBuilder
but that is very time consuming π
@fast topaz I think applying the edge split modifier is your problem, you may want to add the modifier and then not apply it. Look at the smoothing and sharp edges section on here http://friedenhq.org/?page_id=236
I'm not using the toolbox.....but I guess I should lol
Oh sorry I thought you were, but I'd highly suggest it as you can handle nearly everything in Blender for use in Arma
I pretty much only go into OB to validate geometries and "Find Components" because I'm lazy
@cosmic stream nice work
Hey guys. Is there any documentation on getting a custom skeleton (with a custom character) into ArmA? I know the only mod out there that has done this, is the Jurassic ArmA and Raptor Mod. I tried using the examples and templates from the ArmA samples and Public Data, but my model ended up invisible in-game. Any ideas? Thanks
I'd suggest trying to make sure you can get the model in game first, and then worry about animations
@pennyworth Animations are not of importance right now (like as you said, I will worry about that later), as I need to figure out why my model is invisible in-game (the configuration code looks fine, so I believe it must be a model or LOD issue). But I have set up the bone placement on each of my models, mainly to reduce hassle after testing it in-game. So here's what I'm doing, atm. I am currently creating an Alien mod which consists of custom skeletons and characters, as well as vehicles, weapons, etc (and yes, I mean a mod based off from the actual movie and game franchise, "Alien"). My current goal is to create and implement 3 Aliens into ArmA 3: the Facehugger, Chestburster and Xenomorph Drone (once my goal is complete, a BISTUDIO thread will be opened up in probably Discussions or Complete, depending on player expectancy). All 3 models have been created, one of which has been fully textured and mapped for OB/O2. I have carefully followed the character example provided in the ArmA Samples, so that I can learn and understand the process of getting a custom character into the game. However after getting my facehugger in-game, it appears to be invisible for some reason. The facehugger configuration in OB/O2 is of similar appearance to the character example (except that it does not have 4 LODs, but 1 LOD). It would be great if anyone could help solve this issue, as this has been ongoing for about 6 days.
Nobody can help without some technical information, all of the above was a nice read, but provides zero useful information, conifgs, model.cfg, RPT files
get that facehugger in as a prop before anything else. just make sure it shows in the game.
I would put money on the RPT saying it cannot find the p3d, and the path been wrong in the config..unless you did something crazy like used to ....
i am also pretty sure the weights are off
and since i don't think you defined your new bones, i am not sure how that is suppose to work
I ran into an issue with custom skeleton.
I was able to use createSimpleObject (dev build) to load the model into game fine
But it wouldn't appear when the simulation class = soldier.
In the end i was just missing some memory points to get it to work correctly.
hey guys, can you link me a page or tell me how to configure skins ? For example, if I have 2 sets of textures for 1 model, and I want to change the skins randomly ? Is it simplier to make 2 different p3d ?
Anyone has an idea how to make three lights on an airplane?
I have currently the problem that the third light that is not named svetlo doesnt hide when retracting the gear
kk
Hey guys, does anyone know how to get the UV mapping from custom vehicles. Right now I am just putting random color spots all over the car to figure out where things go lol. Any thanks would be appreciated!
I will link my model.cfg and config.cpp shortly.
model.cfg: http://pastebin.com/wNPw46Mr
config.cpp: http://pastebin.com/DDNKJ0Ea
@quick terrace I tested it as a prop just now, and it appears in-game. Also with regards to the bones and weights, the weights seem to be fine as I did a short animation test in 3DS Max. As with the bones, there are 36 bones that make up 8 legs and 25 bones that make up the tail. All bones at a total of 61 bones. The LODs that I have in OB/O2 are: 1.000, View - Pilot, ShadowVolume 10.000, Geometry, Memory, LandContact, and Hit-points. LOD 1.000 contains my model and mapping, whereas View - Pilot is left empty (mainly because a facehugger is never going to be able to see his own body in 1st person). LOD ShadowVolume 10.000 contains a triangulated model of the facehugger that has less complexity. Geometry contains a simple cylinder defined as "Component01". LandContact has one point created in the very centre of the viewport/pin. Hit-points contains only 1 point atm, defined as "facehugger_hp". And finally the Memory LOD contains 62 points, one of which is defined as "camera" (the rest are pivot points for the legs and tail).
\o/ IA can now walk in my building, but they don't know how to use ladders, and simply go throught doors without using them...
Do you know if the model.cfg HAS to be named model.cfg, or if I can renamed mansion_01.cfg, mansion_02.cfg, etc ? I don't like to handle several objects in the same file (it's already a mess IMO, with doors + windows for one building)
So long as it is the same name as the p3d
So the game understand where it should get the file.cfg by itself ? Or should I write somewhere the path/name ?
they need to be in the same folder as the p3d
you can define several p3ds inside that model.cfg. there is no reasob to have more than 1 tbh
@quick terrace the reason is i'm not a scripter / coder, I like clean stuff : one config file per model is already hard for me to manage, so 10 model per file i'd be completly lost π¦ ....
the purpose is to use the same naming convention (selection sets) once and define all anims at once for all files
if you want to have it separated for whatever reason you can do that. It is cleaner to have everything setup as i said rather than as you wanna do it. But whatever floats your boat i suppose
i was simply trying to point out that there is a reason WHY it is easier to mantain a single model.cfg file for N buildings in your case
than N .cfg files for the same N number of buildings
you can always use #include "something.hpp"
Hum, ok, I think I understand, but my building right now have more than 10 doors and 30 windows (i don't even plan to make breakable glass at this point :/ ) so I losing control on things quite easily. i'll try to stick to the usual method
@rough idol so, I could write #include "mansion_01.cfg" in the model.cfg ? :p
wonderful π I'll keep that in mind
class CfgModels
{
#include "mdl.hpp"
class rhs_btr80 : rhs_btr80_base
{
in mdl.hpp I included base clases but I guess you would like to have something the other way around
and that is possible to
yes, but if your building has 10 doors and 30 windows you will still need at least one model.cfg, won't you?
and if you define these once, same for mem points
again, you asked, you got answers for some who have done this before (reyhard many times more than most A3 modders combined)
what and how you do it is up to you
thanks for your wise advices, as said, i'll try to stick to the method, then see if I can handle this pipeline
I'm adding firemodes to my gun, but whenever I try making them up for myself Arma asks me for a displayname. I guess its an inheritance error, but I cant get rid of it :/
@quick terrace I tested it as a prop just now, and it appears in-game. Also with regards to the bones and weights, the weights seem to be fine as I did a short animation test in 3DS Max. As with the bones, there are 36 bones that make up 8 legs and 25 bones that make up the tail. All bones at a total of 61 bones. The LODs that I have in OB/O2 are: 1.000, View - Pilot, ShadowVolume 10.000, Geometry, Memory, LandContact, and Hit-points. LOD 1.000 contains my model and mapping, whereas View - Pilot is left empty (mainly because a facehugger is never going to be able to see his own body in 1st person). LOD ShadowVolume 10.000 contains a triangulated model of the facehugger that has less complexity. Geometry contains a simple cylinder defined as "Component01". LandContact has one point created in the very centre of the viewport/pin. Hit-points contains only 1 point atm, defined as "facehugger_hp". And finally the Memory LOD contains 62 points, one of which is defined as "camera" (the rest are pivot points for the legs and tail).
model.cfg: http://pastebin.com/wNPw46Mr
config.cpp: http://pastebin.com/DDNKJ0Ea
This is not a place to request someone to do work for you...
@white jay what memory points did you have when your custom skeleton finally worked? I might have the same issue you had as well.
hey, have IA now using doors and ladders : https://forums.bistudio.com/topic/143493-em-buildings-new-buildings/?p=3005067 > video https://www.youtube.com/watch?v=9RvfRXgzPAg
but for some reasons, doors collisions are not working anymore and i can't figure out why... Any idea ? (geometry is hard edge, triangulated and has a mass of 25000)
very sexy
geometry shouldnt be triangulated afaik
has to be closed, convex and each section must be named (structure-> find components) + must have a mass
@thorn geyser Sent you the list of memory points in PM
@celest arch they are named (Door1, etc...) they were working , then they stopped... And I don't know why, at all. Triangulation shouldn't have any effect, beside just being opti
I'll try to reimport all the meshes in that LOD
Hey Guys
Can somebody explain me for SoundBegin the values. First is the sound file, then volume, then speed of playing, and after that what is the last value pls ?
Fourth value was for how far away a sound could be heard. But since Eden there's the soundshader to do things like that
@Schultz I found the problem : the geometry doors need 2 name selection = Door_1 for animation, and ComponentXX for engine
@polar fiber Thx a lot
I'm calling this first building done : http://imgur.com/ZS713Tl , I made a flipped version quite easily (scale -1, inverted face for all LODs) and figured out that I could call the list in : A3/data/perforance/ .rvmat
I have a question tho, regarding the config : is there a way to shorten the class in model.cfg and config.cpp as it's simple dupplicate of the whole item classes ?
inherit from the original
Gents! what part of the model controls blocking out the sun effects?
having a strange issue iv never encountered before where the sun and its rays are visable thru a wall
Mike I'm not 100% sure but I think it's either geolod or res lods
definitely not the shadowvolume
res lod
@white jay thank you for the PM, it worked!!! :D (Now I need to figure out how to import an animation into the OB/O2 model, lol. But I am grateful that the model now appears in-game as a character)
hi everyone! I'm porting a tank model from A2 to A3 and i've some problems setting up the physX.
I've managed to make the tank moving and turning, but its maximum speed is 4km\h. What could it be?
Bad gearbox or engine config, need too load it in the ARMA3Diag.exe in dev branch, it should allow you to see why
https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe turn EPEVehicle on and do some driving abd watch the dialogs
i've tried it, basically the rpm wont rise up
Look into the gearbox ratios. But this is what I do.....forget about a custom physX setup, take a comparable BI vehicle, find its weight with eliteness, make your vehicle the same weight in geolod, then copy that BI vehicle confug, and tweak slightly if you want too
How do I stop the FBX export from excluding the last bone (e.g. fingertip) π
God I hope no one hijacks my question... again...
You need extra bones on the end, terminators that get eaten on import because they have no children
Either that or write your own FBX.DLL that imports with out ignoring said terminators
But if FBX export gets rid of the terminators/end bones, then how does BIS cope with the problem for their MoBu character?
Just a question, did Object Builder can't handle Quads? I was need to convert my last object to Tries in cause of import Problems by OB.
@eager folio yes, you can import objects with quads ; that's what I do since the fbx exporter is bugged when triangulation is checked (reverting uv and materials in my scenes). Just make your to have zero ngon or 5-edges faces. You can still triangulate inside OB using "/" key.
If I was to model a new suppresor for my addon, what proxies does it need ? and what info would be needed in the model.cfg? do I treat it like a weapon?
@cosmic stream thanks, but i found my mistake, i was have a cylinder and forget to triangulate one of the flat side.
@pallid oasis proxies inside the suppressor model itself? It doesn't need any in there.
doesn't need a model.cfg either. Any muzzle flash proxies given to suppressor/muzzle attachments are defined by the config
you just need a memory point to attach said muzzle flash to
thanks mate, wasn't sure as it's a new realm of attachment for me
in the suppressor's iteminfo (config) there are two parameters: muzzleEnd = "XYZ"; where XYZ is the name of the memory point in the suppressor model that the muzzle flash will spawn from
and alternativeFire = "ABC"; where ABC is the class of the muzzle flash model
ahhhhhh that would make sense as to why some 3rd part addons are not sittin in the correct position
either one is too far forward, and the other too far back
The model itself will sit on the weapon so that the [0,0,0] grid point in the suppressor .p3d snaps to the vertex that is in the right-angled corner of the MUZZLE proxy triangle in the weapon
might require autocenter = 0 properties in both the suppressor and weapon model as well
so it doesn't really matter the position of the model in O2 then?
yes, I think autocentre isn't set on the weapon itself.
Yes, you align the suppressor model relative to the [0,0,0] gentre of the grid, since that will be its "origin" from the MUZZLE proxy in the weapon
so positioning in the suppressor matters somewhat
ahhhhh fucking every day is a learning day
I guess this is the importance of the geometry LOD ?
attention to details like this is why things don't line up, so the next question is, how do you autocentre so that I can learn from this mistake?
The Geo LOD is the one that holds properties like autocenter = 0, since it's one LOD that is drawn the whole time I guess. IIRC it's also needed for some physics calculations - the game used to crash if you dropped a weapon with no geometry LOD
The autocenter property gets written in the Named Properties window, inside whichever LOD you apply the property to (in this case Geometry)
IIRC the toggle for the Named Properties window is Ctrl+F1
or Ctrl+1
one of the two
yeah never had the window showing π¦ it saus aotcocentre=0
You right-click that, then click "New" and it'll bring up a windo where you write "autocenter" (american spelling π¦ ) in the name field and "0" in the value field
really appreciate this mate, thanks
Then misalignment with the suppressor positions is likely down to people being inconsistent in where they place their suppressors relative to the [0,0,0] grid in their .p3d for the suppressor model
It wound me up, as I would keep moving the muzzle proxy to try and compensate and it would make it worse!!
here what about that Gucci 552 you're making, is that for RHS ?
beware. autocenter is somewhat of a quantum thing, as it has three states that do things:
autocenter = 1
autocenter = 0
undefined
not having the parameter autocenter in your model affects boat simulation, for example.
The 552 is ready for the RKSL Attachment Pack. I've said to RHS they can have it if they want but I suppose it depends on their feelings about replacing their current 552 (pre-2009 shape). I want to finish my ACOG TA648RMR-UKS before I release an update to the RKSL pack. http://da12thmonkey.rkslstudios.info/A3/IMG/TA648_2.png
damn that's nice!!
Tah. Still need to do the ingame low-poly model. Got the RMR with the alternative mount ingame already as a little extra to add to the pack though. So now there are like 6 of the bloody things
LOL, so what other scopes/sights have you planned for the next pack?
just the EOTech and the ACOG and minor config changes to the existing stuff. I'm too slow at modelling to try and put anything else in and have other things to do now. So probably wont start another new optic for a while
well both look pretty awesome
I have 6 points in the shadow LOD that refuse to close, and they cast tiny little string type shadows that go off into infinity, how do I close these little fuckers
make sure they are not overlapped
or overlapped faces
i always do my SV lods in max and STL check (yeah i know, old school) before export
they don't appear to be overlapping anywhere, would maybe exporting it into Max and try your old school method?
you asking me to do it, or you ask me how you would do it?
asking how you would do it lol sorry
I have the model in max, just run the STL check, says 41 errors, which is what the P3d originally gave before I ran the close faces command
The normals are facing the correct direction right? i.e. it's not a backface (i.e. doesn't appear as a hole in buldozer)
check which way the faces are....facing
any ideas what is the best way to uv map a car?
The same way as any other object? Seams on hard edges and in obscured places if you need more to flatten it neatly?
@polar fiber and PuFu, no holes in bulldozer, and faces don't appear dull red, in 3ds max, the same, textures showing just fine.
bed time for me, thanks for the help today guys
@pallid oasis Maybe you have 2 faces on the same safe, export in your 3D software and run a checkup (maya > mesh > cleanup)
Argh, I cannot seem to solve why my FBX export excludes bones such as fingertips or end bone of a tail. π
I don't want to add additional bones, as it might effect the weights or some other issue.
you need to add extra bones, either that or dont use FBX, i explained why above, and there is no issue adding termination bones on the end of your skeleton
yeah termination are not exported but are needed
Hello guys, i need some help to test a model in game, the model in question is a c4 Charger. My fried made the config.ccp. but when i will test, i get this error: cannot open object: rsv2\breachcharger\breachcharge.p3d and the model dont show up when i deplay/plant the c4 charger.
this is the pbo file. i dont know if is the path in config.ccp or is the p3d is wrong.
Well you seem to have some very odd structuring here, you have a @Test.pbo which inside of it has an addons folder with a rsv2_explosives_test.pbo
That was a mistake, I believe he left before he could change it.
The actual strucure would be the standard @Test/addons/rsv2_explosives_test.pbo
Are you working with him? The folder structure is still very odd, it cannot open object rsv2\breachcharger\breachcharge.p3d because that folder doesn't exist and thus the p3d isn't there
I am working with him yes.
He didn't copy the error exactly
I think he did it from memory
The path I would imagine was coming up was the one defined under model in the config.cpp
Which I thought would be correct since it's using the path created by the $PBOPREFIX$?
model = "rsv2\breachCharge\BreachCharge"; is what's in the config
which would end up in the root of the pbo with the PBOPREFIX being rsv2\breachCharge right?
but from the pbo he posted it just would be rsv2_explosives_test\breachcharge
It's probably better if you don't worry about the pboprefix for the time being, as it usually requires creating a symlink and that can be confusing when you're getting started
Understandable, so the path would just be the pbo name
then subfolders inside the pbo?
Yes, the pbo he posted didn't even have a pboprefix
Here are two decent forum posts with some more information about it https://forums.bistudio.com/topic/121921-pboprefix-development-setup-issues/ https://forums.bistudio.com/topic/121796-pboprefix-configcpp-and-include-woes/, for all I know the information should still apply
Would this apply to the rvmat as well though or only the config.cpp
It would have to be matching to the config.cpp
rvmat handles materials ONLY, whereas the config.cpp handles the configuration of such things (similar to the description.ext)
Yea I mean the paths to the materials
^ while that is true it is not really relevant...
config.cpp directory paths handle the same to rvmat directory paths
in the rvmat the texture path would be rsv2_breach_charge\data\
yes
ok thanks
CUP uses symlinks, so for example if you were to pack the cup_terrains_ca_buildings folder you would get a cup_terrains_ca_buildings.pbo, but the paths in configs, models, and rvmats are pointed to ca\buildings
Just for simplicity it's easier for you to point straight to the folder name, which is also the pbo name
And of course no paths should be to P:\rsv2_breach_charge\data
I believe I saw that the textures on one of p3ds was setup like that
Yeah here is one f:\steamlibrary\steamapps\common\arma 3\@test\addons\rsv2_explosives_test\data\breachc4.rvmat
where was that?
The textures and materials in the breachcharge.p3d have it
Ah gotcha from linking to them in the object builder most likely.
I don't do modelling at all personally
I'm trying it right now with all the modified paths
I'll create the p3d again the way he told me and change the paths to the pbo name
You should also rename the objects to have atleast a tag in front of them
well pboname\data\breachc4.rvmat
etc
I restructured all the names
while we were talking about this
BreachCharge_F is probably what the BIS charge is named
He made the names the first time around
I put the rsv2_ tag in front of all the names
π
To stop the risk of conflicts
That did it guys
Thanks for the help, It's much appreciated
Good to hear, I might have not explained this well so perhaps one of the knowledgeable Europeans will come along in a few hours and yell at me
hm?
@bleak tangle I got no issues with you. π (I'm an Aussie, so I live outside of EU)
Anyone an idea what could cause this? http://abload.de/img/2016-04-0909_39_00-mog7sgh.jpg
Checked everything from normals, to soft edges, albedo eca....
Whats that?
basically just a hemisphere
and edges dont smooth?
any1 have a clue why my weapon has it's muzzleflame always visible and not only when I fire with it in game?
@wraith tendon nah, tey dont :/
i had the same prob some days ago... crap...
@wind belfry have you added it to your model.cfg?
i have literally no idea, i just inherited project from one of my mod team's member
but i guess so, as it shows up in game, it wouldn't be there if it weren't in model.cfg, right?
@tacit karma it's a bug in ObjectBuilder - it locks vertex normals on faces with very small surface area to hard and it's impossible to average them out unless the faces get larger. I've asked Julien from BIS to have a look at it
lol...
You can literally scale the same model up a bit, and above a certain threshold you will suddenly be able to smooth those faces out just fine. It's a really frustrating little bug
in the thread I linked to in that post, giallustio removed some edge loop/rings from a similar part of his model in order to make the faces bigger
@tacit karma & @polar fiber i have seen a tools update log that says that should be fixed
i assume it is only for the dev branch of the tools
let me dig
@wind belfry - make sure you don't have that muzzle proxy in any other named selection set
IIRC that was the issue with locked normals being recalculated when saving the file or copy&pasting the mesh after import, which was fixed. The small surface area problem was still there last I checked
but I'm on tools dev branch, so I'll check it now with the affected part of the LDS
hmmm, yeah it was related to ob recalculating normals after save
maybe reducing polycount for this little nob would help? based on the surrounding texture density and circle edges this propably isnt noticeable to reduce it- that way the faces would be larger and hopefully large enough
did that already
for some reason my geometry lods aren't working correctly. I haven't changed anything since the last Elevator Video Update I did. Now I can't walk in or out of the elevator without some sort of invisable wall stopping me.
Guys, i'm having a problem with pivot/center in arma. there is some "autocenter" in arma 3? im changing the center/pivot of my model in 3d software and in Object builder but im getting nothing.
This my model in modo 902: http://i.imgur.com/FslUm7C.png
In game: http://imgur.com/a/T2wsw
So i made it a "debug" model to see what was happening. and i got this:
Model in ObjBuilder: http://i.imgur.com/jViq9sR.png
Midel in game: http://imgur.com/a/c0jbk
I'm not positive about this, but you can try adding autocenter=0 in the named properties of the geometry LOD
It doesn't look like you have that window on your object builder though so you will have to go to window > check named properties, or you can hit ctrl + 1
( i still have no idea what this is)
I'd assume they are flying mines? π±
selbstschussanlage?
Do shadow LODS have to have their faces "inverted?
no
Some models it can help if you invert the shadow LOD, or at least certain parts of it (by "parts" I mean whole closed, convex components, not just certain faces).
but it really depends on the model
Would anyone have an idea of how to optimally unwrap this http://i.imgur.com/W1Nx3oL.png model?
The mesh is messy, but I just need ideas of how to unwrap it without fun things like distortion
thanks mate (y)
@jaunty leaf UVmap outside and inside seperately, make the sceam as sepearate or attach to inside's UVs, maybe?
ye, planar all the way although some automatic planar mapping would save you time
Hey, thinking about the tons of doors I have in my building. Can i load multiple time the same door proxy (a .p3d with allLODS containing only an animated door, orient them and having them fully functionnal (shadow, animation, etc...) That would be a huge gain of time in the config process... What do you think ? Would that be a problem for AI ?
Anyone else having issues with their geometry lod(s)? I added a function to my elevator to play music and when I went to pack it and try in-game my geometry lod no longer work correctly. I didn't change anything in the model or script itself, just added the playMusic ""; and 5 fade 0 command lines to the script. I've even commented out the two commands and still no luck. For some reason the geometry lod isn't updating when the doors open in-game. So I can't walk into or out of my elevator, I've even tried older versions/varients of my elevator and still the same issue.
I'm not sure if it's something to do with the recent update BI pushed out to the public and broke the geometry system for me or what.
Where's the model.cfg for BI's hospital? I'm trying to see what they used to get the sliding doors to work. Both M1lkm8n and I are having issues with the translation value for animating our doors. The door animate, but the geometry lod(s) don't update with the door animation, so that way we can walk through the open door.
@hollow talon Tried Eliteness?
You can either look at the hospital in it, or compare your model binaraized vs the hospital binarized to look for what might be different.
As in the pbo in eliteness
As in the .p3d
I'm unable to unknown odol format error comes up when i do that
Ah, you need an older version of the ARMA files then or a paid version of Eliteness.
that's what I meant, lol the .p3d of the hospital
What's the .p3d of the hospital you're looking at?