#arma3_model

1 messages Β· Page 64 of 1

thorn geyser
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Hey guys (I'm back...ish), just wondering if sculpting in 3DS Max is a good option than constantly moving vertexes. I'm currently modelling a xenomorph...the one in Alien. :P (already aware ArmA doesn't let you climb around walls freely, but it's just for fun)

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:)

last spindle
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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

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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

polar fiber
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I just chant Insha'Allah while I'm modelling and hope nothing bad happens

last spindle
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do you also model inside a burning ring of fire?

halcyon wren
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You mean changing the drive letters (of your partitions) in windows?

polar fiber
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No, I draw a pentagram with salt and sit inside that

last spindle
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ahhh, smart move

halcyon wren
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I see you enjoy working in Oxygen2. πŸ˜„

polar fiber
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O2 was a charming bit of software...

halcyon wren
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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".

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But when it comes to organic models in Oxygen... utter respect for anyone who pulls that (still) off.

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Comparable to the people who speed-paint the mona lisa in MS paint. πŸ˜„

polar fiber
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Yeah, I still can't do organic models for shit.

last spindle
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i do organic models in Revit ......... lol

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no i dont. but that would be impressive

halcyon wren
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Each molecule... one after the other. πŸ˜„

quick terrace
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@last spindle - lol

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@halcyon wren - ms paint is for newbs

last spindle
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i thought that would wake you up :p

quick terrace
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well, i use autocad together with revit and max at work...

halcyon wren
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ACad FTW!

last spindle
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same...... but no Max..... sad face

quick terrace
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revit for organix is...simply not...not

halcyon wren
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Sounds like a revit challenge for charity: Model a bonsai tree.

last spindle
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in my head i can get to the base down, but any of the sort of leaf crap, that would be a pain

past canopy
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You are all so dumb

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I simply save backups of all my files into my brain

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When someone claims your model as you own you simply hire a hitman

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no more problem

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mudbox and zbrush are okay modeling programs but Oxygen is truly one of the best and has been for years.

halcyon wren
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You mean sculpting software. πŸ˜„

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I personally sculpt entirely and only in O2. Anything else is cheating. /s

polar fiber
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I feel more inside my comfort zone using O2 than I ever have with zbrush to be fair

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zbrush makes me want to cry because it reminds me how cack-handed I am

last spindle
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looks more like a foam cup with some straws and funny hats, but i know what it is meant too look like.... πŸ˜„

past canopy
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@last spindle 4 u my friend

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oh nbm

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nvm

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wont let me upload

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thats dumb

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shows the power of oxygen modeller πŸ˜ƒ

wraith tendon
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i ... erm... its

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erm...

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a Masterpieve ❀

halcyon wren
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I'm just glad that real problems are being solved.

past canopy
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^

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@wise coral please dont RIP that model

last spindle
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that is taking it abit too far

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πŸ˜‰

past canopy
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I dont think so, I thought it was a fairly conservative estimate of the girth

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either way lets get back to what matters.... making sure orgo andy has enough help fixing stolen models

halcyon wren
last spindle
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just need to figure out the optic mount, and then do a detail pass over it

past canopy
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Pretty nifty

polar fiber
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Do the yanks use the same dovetail optics mount on the M252 as is used on the original L16 mortar?

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If so, you can use the mount on the L7A2 gpmg as a reference

polar fiber
frozen stirrup
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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

white jay
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@last spindle I think I love you

last spindle
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@frozen stirrup This i know. I be working on ACE_Artillery in the shadows.......

frozen stirrup
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Makes two of us

pallid oasis
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is it possible to make hidden selections on weapons?

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ie have different butt stocks, vertical grips etc as hidden selections?

quick terrace
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should be yes

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but for vertical grips, you'd need a new handanim, which requires a new weapon class

pallid oasis
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that makes sense

civic stratus
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in model.cfg, if I use the "user" controller, do I NEED an animationsource class in my config.cpp?

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im looking for a way to avoid having an animationsource class

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I thought maybe using "direct" for the controller would work but it appears that's been deprecated

woeful viper
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how do you intend to execute the animation?

civic stratus
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with the hideValue

woeful viper
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you cant execute an animation with hideValue.

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its either script or an animationsource

civic stratus
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so I need animationsource in config to use the animate command?

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with "user" as the controller?

woeful viper
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no it works without

civic stratus
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I'm getting a popup and rpt error without it

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it was something along the lines of "error no AnimationSource hideDivider (the name of the animation) in config.bin or something similar

woeful viper
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then just add an animationsource in the config, its not like this is a big deal to write

round bloom
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Anyone here got any experience with putting compeltely custom drone models in the game?

civic stratus
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I know, I've been doing the animationsource in the config thus far, I just wanted to know if it was possible

fast topaz
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i just did a quick headgear item but for some reason the item is not where it should be

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i can't find it although the model is there if i lay it on the ground

fast topaz
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nevermind forgot autocenter = 0

oblique vapor
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Too bad weapons don't have their own ID on a server

dim mica
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what would be maximum amount of polys for weapon model?

polar fiber
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Absolute limit depends on how many smooth/sharp edges you have

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But most weapon models are well below the absolute limit. Typically they're in the region of 10k

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makes sure you make good LODs though

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Like you only really need nice round sight apertures in the pilot LOD. Waste of polygons having them in the external resolution LODs

dim mica
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ok ill propably then take of some details that player cant see

honest galleon
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Anyone know why Addon Builder wouldn't be able to find buldozer despite it appearing to be setup correctly?

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it just says no external viewer found

dim mica
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p: drive mounted?

honest galleon
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yea

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er i meant object builder obviously too

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πŸ˜›

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P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

polar fiber
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Addon Builder or Object Builder?

honest galleon
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er i meant object builder obviously too

polar fiber
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sorry, was typing when you wrote that. Steam is running when you open Object Builder?

honest galleon
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oh shit, one sec

polar fiber
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And how are you launching Object Builder? Through the .exe or from Steam?

honest galleon
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from double clicking on a model

polar fiber
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Okay, that's normally how I do it too. So I guess it's not that

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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

honest galleon
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yea steam is running for me

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arma launches fine

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p drive is mounted

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im on dev branch of arma

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btw

polar fiber
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Same, dev tools too

honest galleon
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its worked in the past, not sure when it stopped

polar fiber
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Tried running the "Work Drive Management" app and reinstalling Buldozer?

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a recent tools update did require reinstalling buldozer IIRC so that it could load v70 .p3ds

honest galleon
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i just deleted buldozer and it recopied it from the latest arma3.exe

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but its like OB is just not seeing it

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😐

polar fiber
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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

honest galleon
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finally, i uninstalled reinstalled, changed all the paths manually, now it starts

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so annoying

honest galleon
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we seriously need a ctrlAnimate command

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to animate custom animation sources in 3d dialog models

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also an extension of the animate command to animate proxies

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like _veh animate ["proxy_path:anim_name", 1];

last spindle
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@honest galleon if you update the exe you also need to get update dta, bin folders/pbo on p:

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Ohh wait, I see what yeah mean by 3D dialog now....

honest galleon
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wow that command is nice, its doing what it made it seem like was possible to do since day 1 but wasnt

last spindle
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Yeah

gilded flume
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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?

woeful viper
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there is no kg - mass is a generic unit only for game purposes

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it represents both volume and weight... which is not ideal but thats how it is

kind lion
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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

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when it's alive all collisions work, as soon as it assplodes you can walk right through

last spindle
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Not sure about that one

last spindle
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@shadow matrix MIA?

dusky dragon
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Likely

terse elm
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😞

visual thicket
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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.

visual thicket
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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 πŸ˜ƒ

past canopy
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@honest galleon are you the Nou from ACE?

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noubers?

quick terrace
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@past canopy ^ yes

past canopy
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ah cool πŸ˜ƒ always loved his youtube videos

honest galleon
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πŸ˜„

bold lily
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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?

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i have tried both with and without the .p3d extension.. it somehow seems related to that particular stock arma model

dim mica
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im currently creating belt fed machinegun and i was wondering what would be the best way to create this in arma

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meaning should i make gun magazine and belt as different models?

dim mica
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tex/maps and so on

polar fiber
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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)

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Creating a separate magazine model is only really for when you discard the mag on the floor

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those models are probably better off having their own small texture (like a 512*512)

dim mica
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ok so one model it will be then

bold lily
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anyone have an answer to my previous question?

white jay
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do you extracted the arma 3 content into your p drive?

burnt comet
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anyone got experience making custom road segments? more specifically intersections...

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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

bold lily
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im trying to just add a existing a3 model as a proxh to my model, which resided in roads_f. pbo

fervent steppe
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@kind lion I may be dead wrong hehe but I thought destroyed vehicles used a destruction model?

kind lion
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@fervent steppe not all vehicles have that

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some vehicles just hide some bits like railings and lights and change rvmats to rusty stuff

fervent steppe
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Yea but I mean when totally destroyed

kind lion
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others (usually planes and helos in a2) had separate wreck models

fervent steppe
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Ahh

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Then it would be weird that the model would loose the geometry

kind lion
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even in a3 as far as i can tell all land vehicles still use the damagehide stuff

woeful viper
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but only for damaged components, not for the entire vehicle when it has blown up

fervent steppe
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^ that's what I meant too

woeful viper
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otherwise you would take big performance hits if you put wrecks on the maps for scenery

fervent steppe
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I wonder if your main geo component shares the same name as a component being hidden?

kind lion
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i thought that too but some vehicles have no selections except for componentXX and still lose collisions

woeful viper
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hm? not sure if i follow

kind lion
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when the vehicle blows up some selections are hidden

woeful viper
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do you have an example?

kind lion
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milkman said "what if the components have the same name of a selection being hidden"

wraith tendon
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What are you trying to achive?

kind lion
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trying to get collisions to work with destroyed vehicles

wraith tendon
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Ordinary GeoLod

woeful viper
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so you try to hide stuff when a vehicle is destroyed instead of using a wreck model?

kind lion
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uhm no? if geo lod was broken i wouldn't have collisions always

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instead i lose collisions only when the vehicle is destroyed

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@woeful viper that's how most wrecks always worked

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even in a3 many land vehicles dont have separate wrecks

woeful viper
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for example?

kind lion
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yet still retain collisions when destroyed

wraith tendon
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Because they just hide some parts.

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And still use the existing geoLod

kind lion
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πŸ˜„ it's what im telling you lol

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but the thing is, when my vehicle blows up the collisions dont work anymore

wraith tendon
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Didn't read the whole Convo before πŸ˜›

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THEN, you did something wrong .D

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πŸ˜„

kind lion
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@woeful viper the hunter mrap doesnt have a separate wreck when destroyed

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yes that much im sure of πŸ˜„

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the sample car too doesn't have any wreck proxy or wreck LOD

woeful viper
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shrugi would just make one...

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maybe some named property in geo LOD ?

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just copy the geoLOD to first visual LOD, so you can see what's going on with it

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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.

kind lion
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thats a good idea

woeful viper
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@wise coral where is the microsoft announcement that forza models are free to use, that you wanted to post?

wraith tendon
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free to use? lol

last spindle
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trying to create another scene?

woeful viper
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no, i'm just reminding him of things he wanted to proof

last spindle
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im pretty sure it was like 'Screw You Guys, I'm Going Home, and Never Coming Back'

kind lion
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πŸ˜„

quick kelp
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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

obtuse rain
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Open the sample building and take the dimensions from there.

woeful viper
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there are national standards for building stuff usually... like stairs, doors, etc

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other way is ... using a folding rule and measure your own home

quick kelp
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Thanks. Im not concerned about the real world scale. More that a player can fit in the doorways

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Is there a model of a human that you can get to drop in to blender?

woeful viper
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yes in the sample files

quick kelp
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Is that on the P: drive?

unborn widget
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I think it's moved to the Arma3Samples "tool" on steam.

quick kelp
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Thank you all. Here I go

quick kelp
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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?

unborn widget
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check your steamapps/common folder

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all launching it from steam does is just install it

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there's no actual program that comes with them

quick kelp
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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

potent socket
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Hey everyone, I have a vehicle in the works, but the UI in the top right for my M2 machine gun does not display

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Other then that the weapon functions correctly, the only issue is the ammo count, wepaon name is not present. the Zeroing numbers are present.

kind lion
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weapon name missing might be a missing string

thorn geyser
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@RichardsD were the weapon/s configured for the vehicle?

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It may have to be configured in the model.cfg, I'm not sure.

potent socket
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Yep, the weapon operates fine, it just doesn't have the UI except for zeroing.

civic stratus
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Is there a way in the UV editor to set the UV to "fit" an image?

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aka snap to the bounds

last spindle
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@civic stratus load the image into the editor and then adjust it manually i guess, if it aint too complex

civic stratus
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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

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if you just want to use simple rectangular shape UV's

thorn geyser
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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 πŸ˜ƒ

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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)

woeful viper
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doesnt matter eitherway. Skill is more important than the difference in those packages, and skill is gained by doing tutorials and practising

last spindle
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^ great artists can make great things in anything

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@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

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bottom right corner of the window, there is a magnet like icon

thorn geyser
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@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).

last spindle
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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

thorn geyser
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k

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But how do I setup a rig and make animations for it into ArmA 3?

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there's little docs about it, that's all 😦

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well I know how to animate, of course. But setting up a rig sounds iffy for Object Builder

last spindle
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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

unborn widget
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I'd start with importing the character sample FBX into mata

thorn geyser
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k

unborn widget
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providing the skeleton you export at the end is the same as that, you shouldn't have issues getting it into OB

thorn geyser
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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. πŸ˜„

unborn widget
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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

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and at least with character samples and FBX importing, the pipeline's been streamlined a HELL of a lot

thorn geyser
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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. πŸ˜ƒ

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Also, how is your new reload rig coming along @unborn widget ? πŸ˜„

last spindle
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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

thorn geyser
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k

last spindle
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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

thorn geyser
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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. πŸ˜„

carmine gull
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@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

thorn geyser
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@carmine gull SWEET! πŸ˜„

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Alrighty, well I'd better read the Autodesk docs on rigging then. Cheers all! πŸ˜ƒ

thorn geyser
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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 πŸ˜ƒ

quick terrace
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@unborn widget - quick question, since so far i only used the blender rig for hand anims

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but that exports directly as rtm

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how is with the max export process then?

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i mean i am a max user but i couldn't figure that one out, and for simple handanims i can use blender

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for real anims i won't...

unborn widget
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for me, it used to be Export as 3ds> Import into OB > Exoprt RTM > RTMtoolbox component manager thingy

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nowadays though, I've got a nicer rig, I can jsut export FBX, make sure the scaling and orientation is right, export RTM

quick terrace
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yeah i wanted to create a new rig altogether. checking yours and kiory i was able to figure out what is what

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i already have one, but would have wanted to have the mesh in as well

carmine gull
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@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 πŸ˜ƒ

cerulean ice
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Does anyone have a guide on porting models into ArmA as buildings?

obtuse rain
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Like police stations?

woeful viper
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ported police stations are special... they usually don't work in arma. Mysteries.

fast topaz
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I'm totally out of ideas right now....any ideas for some cool weapon I could model for ArmA?

burnt comet
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@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...

fast topaz
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I wanted to do an AN-94 but there are literally no good reference pictures

tribal vigil
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MSR ❀

burnt comet
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dont rely so heavily on reference images as backgrounds.. cause you wont find em for everything

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or just look for a sketchup model with the basic outlines.. use that as a reference and model a new mesh around it

tribal vigil
burnt comet
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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

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i may just have to do a variant with a Cadex defence chasis

fast topaz
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it's almost finished

burnt comet
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my god

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you bastard (not really... i might have to hug you)

fast topaz
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i currently have a the tac-50, a SRS-A1 and an enhancement for the m14 which adds a rail in my unreleased mod

burnt comet
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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.

fast topaz
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I'm interested in doing so but I first want to publish it....this will probably happen in the next 2 weeks or so

burnt comet
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ok sounds cool.. you got an email or some other way to contact you?

fast topaz
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You can always private message me on discord if you want πŸ˜ƒ

burnt comet
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alright will do.... BTW a rifle id like to see is a nicer AS-50 or M107 than what is in CUP

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suprised i havent seen any nice ones yet (though maybe im just not looking hard enough)

fast topaz
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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?

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and I think RHS is working on one, arent't they?

burnt comet
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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..

fast topaz
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haha yeah our repo is around 35GB

burnt comet
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oh god thats bad

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ours isnt that bad anymore

fast topaz
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but we are a cooperation of 5 communities

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and everyone of these communities represents something different

burnt comet
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ahh... yeah whenever we did joint ops in the past our repo for the op would be another couple GB's..

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and that was just like 2 different units

fast topaz
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we got a german special forces team, 75th Rangers, Marines, AFSOC and a PMC

burnt comet
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lol a good variety

fast topaz
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no idea why I'm so much into airsoft without even owning a gun lol

woeful viper
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gear pr0n... that's why

fast topaz
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haha yes that may be it πŸ˜„

woeful viper
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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 ?

last spindle
#

I don't think the native UV tool has changed at all, I went for 2014 to 2016 and it is the exact same

woeful viper
#

sigh

burnt comet
#

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

quick terrace
#

@fast topaz - so you plan doing an airsoft helmet?

fast topaz
#

well it will not fill the role as one but its design will be inspired by one πŸ˜„

#

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 πŸ˜„

woeful viper
#

well fuck... just noticed 3 of my most important scenes broke with the new version and crash max on loading

burnt comet
#

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...

jaunty rune
#

in 2016 they added a massive rework to scripts, that was the big thin gin 2016

fast topaz
thorn geyser
fast topaz
#

what is it?

fast topaz
frozen stirrup
#

Something from Alien?

celest arch
#

thats an earpiece! what did I win?

fast topaz
#

if you are right it looks nice πŸ˜„

celest arch
#

if you are in Switzerland, go there it's worth it

woeful viper
#

wrong chat

last spindle
#

never had this before, max just disappeared from the screen, crash i guess, but no windows message, just disappeared instantly

jaunty rune
#

mem test error?

tacit karma
#

Happened to me once too.

#

No clue, it didnt even produce an autosave

thorn geyser
#

@north sundial nope its a chestburster πŸ˜‰ (Working on completing it, then I'll set up the rig and animations for testing)

past canopy
thorn geyser
thorn geyser
#

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. 😦

#

@unborn widget ?

quick terrace
#

rigging or weighting?

kind lion
#

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)?

white jay
#

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

kind lion
#

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

white jay
#

lol πŸ˜‚

kind lion
#

this game is crazy

white jay
#

could be a MP issue with syncing animations and proxys etc so everthing goes wierdo on some clients...

thorn geyser
#

@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. πŸ˜•

#

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

quick terrace
#

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

thorn geyser
#

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.

quick terrace
#

in short, for what you have there, just create a few bones, weight them in (skin modif)

thorn geyser
#

alright, cool πŸ˜ƒ

quick terrace
#

and then make sure you define these someplace

#

don't use helper objects

thorn geyser
#

ok

quick terrace
#

not now anyways, you can use them to control your skeleton rig later on

thorn geyser
#

Ok, cool. πŸ˜„

#

Thanks @quick terrace πŸ˜ƒ

quick terrace
#

you can also use CAT if you prefer that

#

just search for snake rig, there should be a couple of tuts on that

thorn geyser
#

ok πŸ˜ƒ

#

One more thing, do I need to change any settings for a bone, or leave as is?

quick terrace
#

the dimensions of the "fins" leads to bigger or smaller default envelopes, but you can adjust that later on anyways

kind lion
#

@white jay i had the same idea, something like model not being initialized correctly

thorn geyser
#

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? πŸ˜•

thorn geyser
#

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? πŸ˜•

#

Overall, it still doesn't move the mesh, but only a tiny thread of it.

quick terrace
#

you need to paint the weights

#

click edit envelopes

#

and see to what degree and how many verts each bone affects

thorn geyser
#

ok

quick terrace
#

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

thorn geyser
#

alright, I'll move there. πŸ˜ƒ

terse elm
#

could do better but im pretty pleased with that

#

260k down to 3k

tacit karma
#

looks totally fine

terse elm
#

3k too much?

quick terrace
#

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!

#

πŸ˜›

woeful viper
#
  • not yet stolen, because yet unreleased πŸ˜›
terse elm
#

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

quick terrace
#

nit what i meant but anyway πŸ˜‰

woeful tartan
#

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

Humble Bundle

Create your own game using CRYENGINE with loads of environment and character assets!

thorn geyser
#

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. "

thorn geyser
#

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. 😦

surreal cloud
thorn geyser
#

@surreal cloud do you have the original link to the license? You know pastebin files can be modified? πŸ˜•

surreal cloud
#

i got the license when i bought the pack

#

and pasted it just now

thorn geyser
#

k

surreal cloud
#

I think if it was modified, it would change the url?

thorn geyser
#

k

#

πŸ˜ƒ

thorn geyser
#

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.

thorn geyser
#

IT WORKS!!!!!!!!!!!!!!

#

ITS ALIVE!!!

#

WAHOO!

unborn widget
#

praise be

thorn geyser
#

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 πŸ˜›

#

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? πŸ˜ƒ

thorn geyser
#

Hey @quick terrace , should I make a bone for the jaw to rotate? I'm not sure. πŸ˜•

quick terrace
#

yes

#

i mean for every part that you want animated you need a bone

vital lagoonBOT
#

PuFu did it. πŸ˜’ πŸ”«

thorn geyser
#

thanks @quick terrace πŸ˜ƒ

#

wtf @vital lagoon

carmine gull
wraith tendon
#

Pls, dont use @ev...eryone

quick terrace
#

+1

#

not to step down from my high horse, but the cry bundles are mediocre at best

wraith tendon
#

@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!
😦 You are cruel

quick terrace
#

care to disagree?

terse elm
#

lol

#

some of us life ppl do make our own stuff haha, untill now its been a myth

woeful tartan
#

he can use everyone all he wants but it will not work for him πŸ˜ƒ

thorn geyser
#

@carmine gull plz don't use everyone. I literaly failed a long mission in the East Wind because of it πŸ˜›

woeful tartan
#

@thorn geyser wait, did his everyone alert you ? that should not be possible ...

wraith tendon
#

@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.

Bohemia Interactive Forums

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...

quick terrace
#

@wraith tendon - still a drop of water in an ocean

wraith tendon
#

Sadly, yeah.

thorn geyser
#

@woeful tartan yeah the everyone tag alerted me, apparently.

cosmic stream
#

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

quick terrace
#

@cosmic stream - there was a script for max, but i prefer to create these manually

#

for a building should be rather simple tbh

cosmic stream
#

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

wraith tendon
#

bwaaahahahahahahahahaam That was a good one!

quick terrace
#

i am pretty sure there is also a mel script someplace

last spindle
#

@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.

#

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

cosmic stream
#

thanks, wil check that

#

even tho i'm not that familiar with max

last spindle
#

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

cosmic stream
#

THanks, i'll try that later, bookmarked

thorn geyser
#

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 :) )

cosmic stream
#

@last spindle can you explain me how this is supposed to work as a standalone tool ?

last spindle
woeful viper
#

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

round bloom
fast topaz
round bloom
#

@fast topaz well whats it for?

fast topaz
#

for protecting your head from bullets πŸ˜›

#

on a serious note: it's just because I'm bored lol

round bloom
#

I mean what kind, is there anything you based it off

fast topaz
#

yeah it's based off some airsoft designs

#

because it looks awesome

round bloom
#

maybe make it slightly less black, like give it a plastic grey sort of feel. No airsoft company gets a product that black

fast topaz
#

but it is intended to be a real protective helmet

round bloom
#

I know but I mean it needs a bit more texture to it to make it more life like

#

And if you are that bored I always have some models you can whack together for me Kappa

fast topaz
#

(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 πŸ˜„

wraith tendon
#

@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.

rough idol
#

@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

kind lion
#

i kind of suspected that, thanks for confirming it @rough idol

fast topaz
woeful viper
#

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

wraith tendon
#

Interior?

woeful viper
#

yes interior

wraith tendon
#

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

woeful viper
#

my guess too, but i still would like to know for real^^

wraith tendon
#

So many Doors, Windows, etc

#

Easily more than 2-300 in a 100m radius

woeful viper
#

yes... and mine go on top of all that

fast topaz
#

@woeful viper why would it look silly?

wraith tendon
#

I can tell you more, when 2017 is released ^^

woeful viper
#

well your 5 extra animations on the car won't hurt anybody, thats for sure

wraith tendon
#

Nah, its not only 5.

#

A bit more, for each Car.

woeful viper
#

but i'm basically modelling an interface via 3D objects with animations...

#
  • interface of fire controll equipment
wraith tendon
#

So, just local?

woeful viper
#

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

wraith tendon
#

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 viper
#

@woeful tartan might do ^^

wraith tendon
#

Asked @woeful tartan before πŸ˜›

bleak tangle
#

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

woeful viper
#

hiddenselection is out of question - that's 1 drawcall for every unique number. And it has to be synchronised as well

thorn geyser
#

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. πŸ˜„

#

@BIMINIONS ?

#

If it was included in the Test_Character_01 folder, then I would assume it configures stuff OB/O2 would do? πŸ˜ƒ

fast topaz
#

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

polar fiber
#

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

woeful tartan
#

@wraith tendon one day Discord may allow it

polar fiber
#

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

fast topaz
#

thanks I'll try that πŸ˜ƒ

polar fiber
#

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

pallid oasis
#

Guys, where can I find a list of the default hand animations for the stock A3 weapons?

quick terrace
#

there isn't such a list irc

pallid oasis
#

Okay thanks I wasn't sure, it's fine I found alternatives

wind belfry
#

can't really do anything until i figure out how this works...

quick terrace
#

soft selection active?

wind belfry
#

how do i check that?

#

ah, found it

#

you saved my day, @quick terrace

quick terrace
#

πŸ‘

polar fiber
#

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

quick terrace
#

always run custom keysets mate...

white jay
pallid oasis
#

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 !

last spindle
polar fiber
#

Looks mega, P1NGA

quick terrace
#

indeed it does! really cool

jaunty rune
#

nice

cosmic stream
frozen stirrup
#

looks very nice

round bloom
#

What would cause this to happen? I used the character template and everything

wraith tendon
#

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)

woeful viper
#

nothing with LOD or config

#

autocenter=0 in geo

woeful viper
#

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... %!)/(&$Β§)(&%$

wraith tendon
#

@woeful viper Yeah, i meant model -.-

woeful viper
#

ok after restarting max it is back to normal ... sigh ... max

round bloom
#

@woeful viper wait what do you mean? What do I need to do? Explain it in simple terms I am a pleb πŸ˜ƒ

woeful viper
#

according to you, i'm an asshole, remember? So go look for your solution on the forum... plenty of threads of this issue.

round bloom
#

What? Where did I ever call you an asshole?

woeful viper
#

skype

round bloom
#

I have no idea what your on about

woeful viper
#

but i do, because i don't forget.

round bloom
jaunty rune
#

dont mind him he hates everything in life and survival

woeful viper
#

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.

jaunty rune
#

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

woeful viper
#

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...

jaunty rune
#

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"

woeful viper
#

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.

jaunty rune
#

i know, he has a history with the team, but i was getting sketched out with his motives so i left

woeful viper
#

good for you

#

see where i'm coming from? lots of assholes around ... beeing associated with them (knowingly or unknowingly) doesnt help

jaunty rune
#

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

woeful viper
#

so what do you do now?

jaunty rune
#

nothing really, just trying to build my protfoilo doing some models for one of icebrakrs new maps

woeful viper
#

you wanna become a game dev then?

jaunty rune
#

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

thorn geyser
#

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 πŸ˜„ http://imgur.com/a/aQYxa

round bloom
#

Anyway anyone able to answer my question? I have tried searching but I can't find any information.

quick terrace
#

@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

round bloom
#

@quick terrace ok but how do I do them in O2? Im new to it.

quick terrace
#

there is a thread about it on BIF made by stalkerGB, it is in A2 section IRC

#

do use the search

polar fiber
#

yup, the thread is literally called "StalkerGB's weight painting tutorial" or something like that

blazing meadow
cosmic stream
#

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

quick terrace
#

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)

cosmic stream
#

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

tacit karma
#

Does anyone here know how to make MFDs be illuminated?

obtuse rain
#

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.

cosmic stream
#

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)

quick terrace
#

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

cosmic stream
#

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 ^^

#

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)

quick terrace
#

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

white jay
#

There is also the dl link to pufus multimat sample in there

cosmic stream
#

hehe, I already visited this post some months ago, there is still some arcanes of arma modding knwoledge that I need to learn πŸ˜ƒ

thorn spire
#

@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

cosmic stream
#

@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

celest arch
quick terrace
#

do you have AS/ADS maps?

#

do you have MC maps?

#

can you show me these maps?

celest arch
#

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?

quick terrace
#

send me the entire package file if you want to i'll have a look over, see what the issues is

round bloom
#

For a holster the selection you make to get a holstered pistol to show is just Holster right?

polar fiber
#

There's an example of a vest with holster in the sample models on Steam

round bloom
#

The only vest is A3_vest_example and that does not have a holster

cosmic stream
#

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)

polar fiber
#

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

cosmic stream
#

@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.

quick terrace
#

@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

cosmic stream
#

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

cosmic stream
#

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...

celest arch
#

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

quick terrace
#

no hurry i'm at my offce as well

celest arch
#

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

cosmic stream
#

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.

oblique vapor
#

Too many vertices ?

cosmic stream
#

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.

oblique vapor
#

#JustDeliciousArmaThings

woeful viper
#

if it crashes when loading the model -> model.cfg error; check rpt in any case

cosmic stream
#

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 ?

quick terrace
#

shouldn't crash doesn't mean it wouldn't

cosmic stream
#

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... πŸ˜ƒ )

cosmic stream
#

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.

gilded ibex
#

Can anyone help with the making of some Melee weapons like an axe

white jay
#

@cosmic stream use pboProject instead of addonbuilder

thorn spire
#

+1

cosmic stream
#

also, do you know how to tell arma to draw smooth shaows instead of stencils ?

polar fiber
#

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

cosmic stream
#

Where should i specify those ?

polar fiber
#

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

cosmic stream
#

Thanks, in the geometry LOD, the one that serves for collisions ?

polar fiber
#

Yes, that one. The Geo LOD generally seems to be the one where you place properties that will effect the model in all LODs

cosmic stream
#

hm, that's not working. I have to just set the property ? or select the whole mesh and set property ?

polar fiber
#

Should just have to write prefershadowvolume in the "name" field and 0 in the "value" field when creating a new property in the LOD

cosmic stream
#

shoudln't be shawdovolume = 1 ?

#

Do i still need a shadow lod ?

#

because it's really not doing anything

polar fiber
#

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

cosmic stream
#

sbsource = shadowvolume + prefershadowvolume = 0, not casting any shadows

polar fiber
#

you don't accidentally have LODNoShadow in there do you?

cosmic stream
#

I don't think so, how could i check that ?

polar fiber
#

it'll be in the same named properties window

cosmic stream
#

well, nope πŸ˜ƒ

#

maybe I have to create a selection of the mesh rΓ©solution ?

polar fiber
#

named properties aren't selection based

#

that's why they're in a different window to named selections

cosmic stream
#

^^

polar fiber
#

Does it work if you delete the sbsource property or set it to sbsource = visual?

cosmic stream
#

i tried each : prefershadow=0 alone, then with sbourse=visual, then with sbsource=shadowvolume, then all 3 together

#

does the order matters ?

polar fiber
#

shouldn't matter

cosmic stream
#

seems like it's named listed

polar fiber
#

got a pic of your named selections window?

#

sorry, named properties

cosmic stream
polar fiber
#

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

cosmic stream
#

:/

polar fiber
#

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

oblique vapor
#

Kinda reminds me of the Rainbow Six Siege house

fast topaz
#

how can I export my model from blender and keep the sharp edges

#

applying the edge split modifier doesn't help

cosmic stream
#

@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

fast topaz
#

but that is very time consuming πŸ˜„

bleak tangle
#

@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

fast topaz
#

I'm not using the toolbox.....but I guess I should lol

bleak tangle
#

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

jaunty rune
#

@cosmic stream nice work

thorn geyser
#

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

bleak tangle
#

I'd suggest trying to make sure you can get the model in game first, and then worry about animations

thorn geyser
#

@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.

last spindle
#

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

quick terrace
#

get that facehugger in as a prop before anything else. just make sure it shows in the game.

last spindle
#

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 ....

quick terrace
#

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

white jay
#

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.

cosmic stream
#

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 ?

tacit karma
#

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

wraith tendon
#

added "hide" to the model.cfg?

#

+as source -> GearAnim Sourcename

tacit karma
#

nah, it was probably some other naming thing

#

"somehow" it got fixed....

wraith tendon
#

kk

white jay
#

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!

thorn geyser
#

I will link my model.cfg and config.cpp shortly.

thorn geyser
#

@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).

cosmic stream
#

\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)

last spindle
#

So long as it is the same name as the p3d

cosmic stream
#

So the game understand where it should get the file.cfg by itself ? Or should I write somewhere the path/name ?

last spindle
#

they need to be in the same folder as the p3d

quick terrace
#

you can define several p3ds inside that model.cfg. there is no reasob to have more than 1 tbh

cosmic stream
#

@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 😦 ....

quick terrace
#

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

rough idol
#

you can always use #include "something.hpp"

cosmic stream
#

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

rough idol
#

yes

#

preprocessor will handle that during binarization

cosmic stream
#

wonderful πŸ˜ƒ I'll keep that in mind

rough idol
#

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

quick terrace
#

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

cosmic stream
#

thanks for your wise advices, as said, i'll try to stick to the method, then see if I can handle this pipeline

tacit karma
#

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 :/

thorn geyser
#

@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).

bleak tangle
#

This is not a place to request someone to do work for you...

thorn geyser
#

@white jay what memory points did you have when your custom skeleton finally worked? I might have the same issue you had as well.

cosmic stream
#

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)

loud wadi
#

very sexy

celest arch
#

geometry shouldnt be triangulated afaik

#

has to be closed, convex and each section must be named (structure-> find components) + must have a mass

white jay
#

@thorn geyser Sent you the list of memory points in PM

cosmic stream
#

@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

sharp folio
#

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 ?

polar fiber
#

Fourth value was for how far away a sound could be heard. But since Eden there's the soundshader to do things like that

cosmic stream
#

@Schultz I found the problem : the geometry doors need 2 name selection = Door_1 for animation, and ComponentXX for engine

sharp folio
#

@polar fiber Thx a lot

cosmic stream
#

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 ?

woeful viper
#

inherit from the original

terse elm
#

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

celest arch
#

Mike I'm not 100% sure but I think it's either geolod or res lods

#

definitely not the shadowvolume

quick terrace
#

res lod

thorn geyser
#

@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)

zenith quartz
#

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?

last spindle
#

Bad gearbox or engine config, need too load it in the ARMA3Diag.exe in dev branch, it should allow you to see why

zenith quartz
#

i've tried it, basically the rpm wont rise up

last spindle
#

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

zenith quartz
#

oh, thanks! I'll give it a try

#

i hope it's not a p3d problem

zenith quartz
#

sadly i can't check it with eliteness

#

unknown odol format

thorn geyser
#

How do I stop the FBX export from excluding the last bone (e.g. fingertip) πŸ˜•

#

God I hope no one hijacks my question... again...

last spindle
#

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

thorn geyser
#

But if FBX export gets rid of the terminators/end bones, then how does BIS cope with the problem for their MoBu character?

eager folio
#

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.

cosmic stream
#

@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.

pallid oasis
#

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?

eager folio
#

@cosmic stream thanks, but i found my mistake, i was have a cylinder and forget to triangulate one of the flat side.

polar fiber
#

@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

pallid oasis
#

thanks mate, wasn't sure as it's a new realm of attachment for me

polar fiber
#

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

pallid oasis
#

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

polar fiber
#

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

pallid oasis
#

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.

polar fiber
#

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

pallid oasis
#

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?

polar fiber
#

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

pallid oasis
#

yeah never had the window showing 😦 it saus aotcocentre=0

polar fiber
#

You right-click that, then click "New" and it'll bring up a windo where you write "autocenter" (american spelling 😦 ) in the name field and "0" in the value field

pallid oasis
#

really appreciate this mate, thanks

polar fiber
#

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

pallid oasis
#

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 ?

halcyon wren
#

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.

polar fiber
#

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

pallid oasis
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damn that's nice!!

polar fiber
#

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

pallid oasis
#

LOL, so what other scopes/sights have you planned for the next pack?

polar fiber
#

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

pallid oasis
#

well both look pretty awesome

pallid oasis
#

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

quick terrace
#

make sure they are not overlapped

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or overlapped faces

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i always do my SV lods in max and STL check (yeah i know, old school) before export

pallid oasis
#

they don't appear to be overlapping anywhere, would maybe exporting it into Max and try your old school method?

quick terrace
#

you asking me to do it, or you ask me how you would do it?

pallid oasis
#

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

polar fiber
#

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)

quick terrace
#

check which way the faces are....facing

fast topaz
#

any ideas what is the best way to uv map a car?

flat moss
#

The same way as any other object? Seams on hard edges and in obscured places if you need more to flatten it neatly?

pallid oasis
#

@polar fiber and PuFu, no holes in bulldozer, and faces don't appear dull red, in 3ds max, the same, textures showing just fine.

pallid oasis
#

bed time for me, thanks for the help today guys

cosmic stream
#

@pallid oasis Maybe you have 2 faces on the same safe, export in your 3D software and run a checkup (maya > mesh > cleanup)

thorn geyser
#

Argh, I cannot seem to solve why my FBX export excludes bones such as fingertips or end bone of a tail. πŸ˜•

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I don't want to add additional bones, as it might effect the weights or some other issue.

last spindle
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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

quick terrace
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yeah termination are not exported but are needed

cerulean flame
#

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.

bleak tangle
#

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

radiant vale
#

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

bleak tangle
#

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

radiant vale
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I am working with him yes.

#

He didn't copy the error exactly

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I think he did it from memory

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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 $PBOPREFIX$?

bleak tangle
#

model = "rsv2\breachCharge\BreachCharge"; is what's in the config

radiant vale
#

which would end up in the root of the pbo with the PBOPREFIX being rsv2\breachCharge right?

bleak tangle
#

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

radiant vale
#

Understandable, so the path would just be the pbo name

#

then subfolders inside the pbo?

bleak tangle
#

Yes, the pbo he posted didn't even have a pboprefix

radiant vale
#

Would this apply to the rvmat as well though or only the config.cpp

bleak tangle
#

It would have to be matching to the config.cpp

thorn geyser
#

rvmat handles materials ONLY, whereas the config.cpp handles the configuration of such things (similar to the description.ext)

radiant vale
#

Yea I mean the paths to the materials

bleak tangle
#

^ while that is true it is not really relevant...

radiant vale
#

in the rvmat

#

like with the pbo name being rsv2_breach_charge.pbo

thorn geyser
#

config.cpp directory paths handle the same to rvmat directory paths

radiant vale
#

in the rvmat the texture path would be rsv2_breach_charge\data\

thorn geyser
#

yes

radiant vale
#

ok thanks

bleak tangle
#

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

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Yeah here is one f:\steamlibrary\steamapps\common\arma 3\@test\addons\rsv2_explosives_test\data\breachc4.rvmat

radiant vale
#

where was that?

bleak tangle
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The textures and materials in the breachcharge.p3d have it

radiant vale
#

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

bleak tangle
#

You should also rename the objects to have atleast a tag in front of them

radiant vale
#

well pboname\data\breachc4.rvmat

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etc

#

I restructured all the names

#

while we were talking about this

bleak tangle
#

BreachCharge_F is probably what the BIS charge is named

radiant vale
#

He made the names the first time around

#

I put the rsv2_ tag in front of all the names

bleak tangle
#

πŸ‘

radiant vale
#

To stop the risk of conflicts

#

That did it guys

#

Thanks for the help, It's much appreciated

bleak tangle
#

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

wraith tendon
#

hm?

thorn geyser
#

@bleak tangle I got no issues with you. πŸ˜› (I'm an Aussie, so I live outside of EU)

tacit karma
wraith tendon
#

Whats that?

tacit karma
#

basically just a hemisphere

wraith tendon
#

and edges dont smooth?

wind belfry
#

any1 have a clue why my weapon has it's muzzleflame always visible and not only when I fire with it in game?

tacit karma
#

@wraith tendon nah, tey dont :/

wraith tendon
#

i had the same prob some days ago... crap...

tacit karma
#

@wind belfry have you added it to your model.cfg?

wind belfry
#

i have literally no idea, i just inherited project from one of my mod team's member

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but i guess so, as it shows up in game, it wouldn't be there if it weren't in model.cfg, right?

polar fiber
#

@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

tacit karma
#

lol...

polar fiber
#

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

quick terrace
#

@tacit karma & @polar fiber i have seen a tools update log that says that should be fixed

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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

polar fiber
#

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

quick terrace
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hmmm, yeah it was related to ob recalculating normals after save

woeful viper
#

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

tacit karma
#

did that already

hollow talon
#

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.

cerulean flame
#

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.

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So i made it a "debug" model to see what was happening. and i got this:

bleak tangle
#

I'm not positive about this, but you can try adding autocenter=0 in the named properties of the geometry LOD

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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

cerulean flame
#

?

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Yeap. worked πŸ˜ƒ ty man

cerulean flame
wraith tendon
#

( i still have no idea what this is)

thorn geyser
#

I'd assume they are flying mines? 😱

woeful viper
#

selbstschussanlage?

pallid oasis
#

Do shadow LODS have to have their faces "inverted?

polar fiber
#

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).

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but it really depends on the model

jaunty leaf
#

The mesh is messy, but I just need ideas of how to unwrap it without fun things like distortion

pallid oasis
#

thanks mate (y)

wind belfry
#

@jaunty leaf UVmap outside and inside seperately, make the sceam as sepearate or attach to inside's UVs, maybe?

jaunty leaf
#

I've had suggestions of planar mapping both sides

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So I might try that

wind belfry
#

ye, planar all the way although some automatic planar mapping would save you time

cosmic stream
#

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 ?

hollow talon
#

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.

hollow talon
#

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.

obtuse rain
#

@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.

hollow talon
#

As in the pbo in eliteness

obtuse rain
#

As in the .p3d

hollow talon
#

I'm unable to unknown odol format error comes up when i do that

obtuse rain
#

Ah, you need an older version of the ARMA files then or a paid version of Eliteness.

hollow talon
#

that's what I meant, lol the .p3d of the hospital

obtuse rain
#

What's the .p3d of the hospital you're looking at?