#arma3_model

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obtuse rain
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(Do you have the path handy?)

hollow talon
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structures_f/dominants/hospital

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or structures_f/a3/structures_f/dominants/hospital

obtuse rain
hollow talon
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hospital_f.p3d, hospital_main_f.p3d

obtuse rain
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Yeah, hospital_f.p3d is the dud one I think.

hollow talon
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thanks

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when I get back from work I'll take a look at it and see if I can get my elevator door geometry to work again

obtuse rain
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The X-Cam map had an elevator, by the way, you might be able to hunt down where that model came from and check with the author if you're still having issues.

thorn spire
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Whats wrong with this topology

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Cant get my head round it

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Should I just weld the crotch area

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Lol

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Fixed it

flat moss
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Yeah, for anyone else's future reference: couple of 5-vertex polygons in the middle.

cosmic stream
quick terrace
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๐Ÿ‘

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just my 2 cents here, make sure the terraces have an higher perimetral border

cosmic stream
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the ground of the floor zero you mean ?

quick terrace
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top floor terrace

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it is a minimum of 25-30 cms if it is not walkable, more if it is

cosmic stream
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oh, yup, That's what I've done for the roof of my first building, so players don't fall

quick terrace
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yeah not only that, i am talking from a legal pov ๐Ÿ˜‰

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i'm an architect me, just saying...:P

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also, you can save some polys here and there,

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also, just for "realism sake"

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there is always some sort of plinth (usually same material floors) between floor and walls

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if it is plasterboards, then you have other options as well ๐Ÿ˜ƒ

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overall really nice, i also have some plans for buildings, but sometimes it gets really nasty to work on the same shit when that's what i do at the office as well ๐Ÿ˜ƒ

cosmic stream
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hehe, you are right, i'll try to add a small wall for terrace

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for plinths, I plan to add some others details such as pipe, vents , etc... some small details that wont affect the geo lods

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buildings are not really fun to make : mostly the same repetitive task again and again

quick terrace
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yeah but i already have a ton of buildings and plans already made

cosmic stream
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for what mod ?

quick terrace
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for work ๐Ÿ˜ƒ

cosmic stream
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Oh, you work for BI ?

quick terrace
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i did/do yes, but not that work i am talking about ๐Ÿ˜ƒ

cosmic stream
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ok ok

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can you tell me in which studio are you working ?

quick terrace
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my own ๐Ÿ˜‰

thorn spire
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Looks great @cosmic stream

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No balconies though :D... Would really like to do some scandic buildings. Been gathering blueprints from web

cosmic stream
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Thanks Anndy, what you mean by scandic ? (never heard of this word and google isn't helping me that much :D)

quick terrace
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nordic / scandinavian buildings

halcyon wren
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wooo, more people finally making buildings! ๐Ÿ˜ƒ

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Whats really needed though is furniture. Seems like Altis and Startis missed out on Ikea entirely.

cosmic stream
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Opteryx have made a lots of furniture that he can load throught proxies, I've thought of making some but it's already time consuming that I prefer to focus on building and gameplay inside ^^

quick terrace
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in order to allow both the ai and humans to navigate buildings, you need bigger than rl rooms

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issue with it relates to geo lod once again

frozen stirrup
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@cosmic stream Are you making buildings for a specific purpose or within a certain architectural theme?

wraith tendon
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@halcyon wren Better not... Also thinking about Performance... meh...

halcyon wren
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Proxies are instanced if they exist more than once in the same model, so it's not a super big deal.

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Yeh, room architecture changes for A3, you'll basically have to make doorways barrier free. I used to stick to 1.10m width and 2.3-2.4m height IIRC.

cosmic stream
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@frozen stirrup I'm doing this for me and for the community. I just want to make buildings with interesting interior gameplay, and if possible for SWAT / terrorist hunt missions ๐Ÿ˜‰

thorn spire
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@cosmic stream Yeap what Pufu said, particalry Finnish houses.

frozen stirrup
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@cosmic stream That is pretty cool.

tribal vigil
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@cosmic stream nice one, is that the coast guard office I was on about ? ๐Ÿ˜„

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(just checked a video) yes it is!

cosmic stream
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it is ๐Ÿ˜ƒ Kind of, i just took the visual style and added my special recipe

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if I had props , would be better, but Arma engine sin't unity one

thorn spire
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@cosmic stream How about this ๐Ÿ˜„

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Swimming hall

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Heck, time to try it myself

tribal vigil
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it looks damn good tho ๐Ÿ˜ƒ

hollow talon
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Ugh, BIS!!! why did you have to break the geometry system for custom made addons with type translation animation? (shock) ๐Ÿ˜ฑ

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I've tried everything, and no luck!!!

past canopy
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``@emoglobinksy

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are you making the rainbow six maps in A3?

dim cargo
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I have a question about collision meshes and making it to where the door opens when a key is pressed

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Oops wrong chat

cosmic stream
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@past canopy yup, that's was the main inspiration for this building.

thorn geyser
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Hey guys, I have a question out of curiosity. Would a biped skeleton work for ArmA 3? ๐Ÿ˜ƒ

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And also. My xenomorph is almost similar to the A3 human skeleton (the only differences are the 6 fingers and tail), and I am wondering if there's some way I can make it work with the A3 skeleton? (If there is a way to make the tail constantly ragdoll, that would also be awesome)

quick terrace
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biped might work, just check how it gets exported as fbx bones

halcyon wren
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A custom skeleton can contain any setup really. You are trying to re-use existing animations by targeting the A3 Soldier skeleton?

vivid bane
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@dim cargo I think I'd be right in saying that it had nothing to do with anything in the model itself, you can manipulate doors etc via script though, you'd need a custom "KeyDown" EventHandler to do it

thorn geyser
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@halcyon wren If it is possible, yes (Although, if I manage to get it to work with the A3 animations, then the human characters would have to walk as xenos. So I guess I'll just create my own then ๐Ÿ˜‚ ). But it would be even more amazing if I can have the tail ragdoll on certain animations. ๐Ÿ˜ƒ

thorn geyser
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Also. I want to avoid the issue of resizing a model with animations on import in OB. So what scale should I have for my character in 3DS Max? (The Xenomorph is a little bigger than the A3 character, according to the films)

white jay
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Import the arma 3 sample character into your scene and use it as a reference

thorn geyser
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ok

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thanks ๐Ÿ˜ƒ

thorn spire
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Testing a zipper stamp

thorn geyser
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@thorn spire , nice!

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Also guys, quick question. How would I link/connect my bones to another? (e.g. link the leg to the pelvis). I have used Bone Editing Tools to connect one bone to another, but not sure if it is the correct method. - Thanks ๐Ÿ˜ƒ

halcyon wren
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Animating the tail... depends on what you want to achieve. I'd make it a phsyics "dangling" object that is driven by the first bone connected to the pelvis. You'd have to bake that entire animation, I doubt you could use the ragdoll sim for a single limb in arma3

thorn geyser
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yeah.

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I managed to find a solution, by adding an IK Solver (HI Solver, I think) from the tip to the start of the tail (bends like a tail, but might need more IK solvers).

halcyon wren
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You working in Blender?

thorn geyser
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3DS Max

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2015

halcyon wren
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Spline IK might be a way to go. I made snake anims using spline IK and a nurbs curve as path. Try making the IK target follow a curve in the shape of an infinity symbol. That may yield some loopable results. Also, tweak them f-curves ๐Ÿ˜ƒ

thorn geyser
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Nice, I'll try that tonight with that option to see if I can get a better result ๐Ÿ˜„

halcyon wren
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You'll likely experience trouble with the direction change of the tail. Compare it to a pendulum swinging to the peak and then back. Also, this should problably go to #arma3_animation ๐Ÿ˜„

thorn geyser
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Alright cool ๐Ÿ˜„

honest galleon
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Did the samples models folder in the A3 tools dir go walk about?

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mine is no longer there

unborn widget
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rolled into the Arma 3 Samples package

polar fiber
honest galleon
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thaaank you

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attempting to calculate the backpack alignment in game again, need character model as reference... preparing myself for much agro

quick terrace
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@honest galleon what's wrong with the one from \SteamLibrary\SteamApps\common\Arma 3 Samples\Addons\Test_Character_01\

honest galleon
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nothing, i just didn't have the samples checked out yet

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i was looking in the tools dir

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where they used to be

quick terrace
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yeah they were moved some time ago from the tools instalation

timber cobalt
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Is it possible to make giants i A3? say if I were to scale up a regular soldier to be 10m tall. Would that work? Anybody tried this before?

halcyon wren
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Won't work. The anims will not deal with it.

timber cobalt
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so, I would have to make a soldier from scratch with all animations etc?

halcyon wren
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If you scale a character model by 100%, you can re-use the same skeleton hierarchy, but you will require a new cfgMoves that reference .rtm files which contain data that has been "offset" to match the 100% increase.

timber cobalt
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ok

halcyon wren
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It can be done fairly easy with a bit of O2 script and batch processing.

timber cobalt
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Ok good to know that its possible

civic stratus
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if I want to add mass to the front of an object, would this be the right way to do it?

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cursortarget setCenterOfMass [(getCenterOfMass cursortarget select 0) - 1, getCenterOfMass cursortarget select 1, getCenterOfMass cursortarget select 2];

bleak tangle
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Maybe translationx is broken, but translation works perfectly fine

civic stratus
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i don't have the source to compare at this time

vivid bane
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Hey, I'm having some issues with what I presume is geom on my model, In-game I'm currently able to vault into my object, heres a screen of my geo lod in OB, in case theres any issues anyone can spot http://puu.sh/ojvzU/d59f838bd2.png

bleak tangle
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Mass

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Do the checks for non-closed, non-convexities and using find components probably wouldn't hurt

vivid bane
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Mass is at 5000, I haven't selected the objects in the LOD but I may assure you it is at 5k, Im still picking this all up but I presume highlighting it all in one and setting mass to 5k isnt what I should be doing?

bleak tangle
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That'll probably just split the mass across the components

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I don't know about it determines ratios for those things though

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But for the purpose of your issue it shouldn't be the issue

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Your geometry probably shouldn't be triangulated either

vivid bane
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Didn't realise that convex hull would un-triangulate it

bleak tangle
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Yeah the component convex hull can work

vivid bane
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Did not realise that, I can fix some of my other "broken" objects too

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I'll test this out quickly

bleak tangle
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Whenever I've had things that had no collision it was always solved by finding non-closed, non-convexities, adding mass, or adding components

vivid bane
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You can walk into it and you do collide however running vault allows you to glitch inside

bleak tangle
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Through the walls or the window?

vivid bane
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Anywhere but its easier through the window as its just an open hole

bleak tangle
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Are all of your walls rectangles?

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Or do you have some that are planes?

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Because things need to have a thickness for geometry

vivid bane
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I honestly couldn't tell you that, I'm not clued in on the modelling process, I'm just the only person with any clue on what does what in OB to some extent

bleak tangle
vivid bane
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Thats a thick box if you look further along the front of the hut you can see the opposite edge of it

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Top-down view

hollow talon
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@bleak tangle thanks, I'll take a look, I deleted my spam, had a bit of an attitude there when I did that.

bleak tangle
vivid bane
bleak tangle
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Ah so it is, so everything is closed and convex?

vivid bane
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Now it is, I'm going to test it out shortly

hollow talon
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@bleak tangle where does statement = "this animate ['Door_1A_rot', 0]; this animate ['Door_1B_rot', 0];"; come from?

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it's not defined in the model itself? is that an engine requirement?

bleak tangle
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Door_1A_rot is in the model.cfg under animations

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The _rot suffix is bad naming convention for that though as it's not rotating

hollow talon
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oh, I see it now, does it have to have an _rot at the end of it in the model for it to work in-game?

bleak tangle
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No that shouldn't matter, it's just how BIS names their doors in the samples

hollow talon
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would you possibly be able to look at my model?

last spindle
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@vivid bane what is the thickness of the walls? do a quick measure

hollow talon
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does the minValue go side by side with offset0? As in I have offset0=-1.1; so does offset0 have to equal -1.1?

last spindle
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below a width of 0.5m you will not be able the guarantee that you can never glitch through it, 0.2-0.25m is usually enough to stop vaulting through, but it may be possible to find extreme edge cases where an animation will still get you through the wall

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anything below 0.15m i think it is possible to vault into it from memory of working on houses

vivid bane
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I'd say around 30 cm but its not a now and then thing, its guarantee'd run up to it, vault and you're through

fast topaz
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how can I animate antennas deforming when driving

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to simulate real antenna behaviour lol

last spindle
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you cant. you can do crappy hacky things like connect them to the suspension and steeringwheel

fast topaz
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hmmmm :/

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thanks ๐Ÿ˜„

hollow talon
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@bleak tangle thanks for your example, I've been able to get the sliding doors to work once again. And sorry BI and the ArmA Community for my spamming I did last night in both the skype and discord channels. I was very irritated with not being able to get the doors to work correctly. I was able to delete the spam in discord, but wasn't able to do so on skype, again I'm sorry for the spam last night.

civic stratus
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Glad to hear it wasnt a bug, but modder ineptitude ๐Ÿ˜›

civic stratus
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Where can I find a template for simple diffuse, normal and specular map stages

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Can I just remove the stage with SMDI if I don't have an appropriate smdi map, and then reorder the stages that come after, or does each stage expect certain attributes?

polar fiber
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Supershader expects every stage. If you don't have a particular map, write a procedural texture in its place

civic stratus
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super shader might not be what I want then

polar fiber
civic stratus
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Nvm I managed to get something half decent, thank you

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was intimidated by procedural textures

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I'm not sure if this is right but this is my stage 5's texture path

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texture = "#(argb,8,8,3)color(1,1,1,1,SMDI)";

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I'm probably wrong but it doesnt look half bad

polar fiber
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1,0,1,1 is probably better for you to start with, for the base glossiness. And if you need it to be more intense, increase the G value

civic stratus
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no green?

polar fiber
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sorry, I meant 0.5

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that'll give you the average pink value you see in plain _smdi textures

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white is when you have the full intense shine so is normally used for picking out details

civic stratus
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thats better thanks

polar fiber
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but the intensity will be determined by your specular[]={R,G,B,A} array anyway. The G channel acts as a per-pixel scalar to that

civic stratus
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how about specularPower?

polar fiber
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the B channel in the SMDI scales that

civic stratus
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ah, alright

polar fiber
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but it's only one value, so it's easier to keep B at 1 in the procedural and tweak the specularPower itself

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where if you're trying to scale the specular[]= array you have to adjust 3 values, so it's easier to just adjust the G in the procedural

wind belfry
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what proxies do i need for a scope?`

quick terrace
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in the weapon p3d? \a3\data_f\proxies\weapon_slots\top

wind belfry
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thanks!

round bloom
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Anyone know how to fix a .obj being flipped when imported to OB? As an example when I import a belt the holster is on the wrong side and so is every other part of it

polar fiber
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select the invert X-axis option in the .obj importer in O2. It's a pretty common thing.

round bloom
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ty, why the hell does it reverse X-axis

polar fiber
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Fuck knows. It just does. Most people only notice that their face normals get flipped, because they have a model that's symmetrical. So on the forums you see a lot of advise to just press W to reverse the faces after using .obj export, but checking the Invert X option is the real solution to it

fast topaz
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any idea why I can't open the p3d I export with blender in OB? or better question: why does it have 0 KB?

quick terrace
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do not export as p3d?

fast topaz
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i am actually looking for a way to keep the sharp edges I got through the edgesplit modifier

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even if I apply the modifier it doesn't work O.o

celest arch
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you have to set each mesh as a lod

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either resolution lods or other lods,giveme a second for a screenshot

fast topaz
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ahhhh okay

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thanks ๐Ÿ˜„

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no blender crashes during export

celest arch
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did you set the path to o2script.exe?

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also, what version of blender and toolbox u running?

fast topaz
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it just stopped responding for a minute or so ๐Ÿ˜„

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then it worked lol

celest arch
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that means you are exporting a shitload of polies arent you?

fast topaz
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30000 vertices

celest arch
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for normal objects its usually almost instant

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30k vertices thats indeed a lot

fast topaz
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yeah it's mostly because of my workflow

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I make ONE model+

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and then delete parts for each lod

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so these 30k are like 1.000 and View Pilot combined

celest arch
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ah kk

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split em up in blender already

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assign various lods there, named selections, it works very well

cedar rock
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Anyone have a good link to modeling start to finish? I had one that was over an hour long video but I lost it.

past canopy
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Caiden is back

thorn spire
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Gotta love the real ARMA

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๐Ÿ˜„

unborn widget
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Well, on the flip side, the site looks pretty

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but yeah, content makers be ready to get out the stinger strips.

round bloom
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@past canopy about ten years late to that news but sure ๐Ÿ˜ƒ

past canopy
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He should make a discord, I'm sure he'd have a ball on here.

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Tons of content he can anticipate stealing.

oblique vapor
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lol

woeful viper
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propably already has, like many scummy life server owners. Tis why i'm very selective in who i help.

round bloom
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@past canopy I was permed from A3L for pointing out that him threatening to sue people streaming Fakeside servers was hypocritical as shit ๐Ÿ˜ƒ

past canopy
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He's just a kid who doesn't understand how anything legal works. Albeit a smart kid who made thousands of dollars off of unsuspecting naive newcomers to Arma.

halcyon wren
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I know a handful of great content makers who stopped public releases because of the giant change in community mentality that these parasites made happen. Before them, there was a sense of "good faith" in the community between creators and users. These people introduced "abusers", which toppled the balance that was established in the early OFP days.

last spindle
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๐Ÿค”

wraith tendon
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And i can agree with most of them. Why should i release some work, for free, when some other retards gets money for it?

frozen stirrup
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Because people in this community have always understood that mutual sharing provides the greatest total benefit. Without mutual help of those that create content, and tutorials that help those new to creating content with getting it started, there would be no ArmA modding scene, its what has made this community great since OFP. Unfortunately some people seem to forget that too easily.

wraith tendon
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money money money money money money money money money money money

fast topaz
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what is the best way to model a shadow lod for a vehicle?

quick terrace
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it needs to be inside the main mesh. it also all meshes needs to be closed, faces triangulated and sharped edged

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it is also advisable to heep it as close as 1000 vertices as possible

fast topaz
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do I need to make shadows for the vehicle walls or can I make a lod for the vehicle as a whole?

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better asked: do I need to include my interior into the shadow lod?

quick terrace
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and under 3000

fast topaz
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or can I ignore it?

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oh wait

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they don't need to be convex?

polar fiber
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doesn't need to be convex, but concave details don't always show particularly well anyway unless they're quite large, so sometimes it's easier to just "blank over" small holes and stuff

fast topaz
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ok thanks ๐Ÿ˜ƒ

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for some reason my wheel shadows are weird

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even though they only are cylinders lol

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the easiest object doesn't work

woeful viper
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"weird" is not a good description if you need help...

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@halcyon wren Amen

fast topaz
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yeah I'll make a picture real quick

fast topaz
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this is what I mean

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wait I guess I found it lol

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yeah I forgot to triangulate the cylinders -.-

thorn geyser
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Structures >> / Triangulate

cosmic stream
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Hey, do you know if it's possible to load proxy like breakable glass in a .p3d ? I manage to have a single model glass, that I tried to call as a proxy in another .p3d but it only show the "0.000 resolution"... If it manageable, i plan to make a proxy door and load it several time in each building ... So, anyone tried ? Or knows anything that can help me ?

white jay
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afaik you cant animate a model inside a proxy just the proxy itself
and every proxy you have will add to the section count in your model which makes it less performant.

you would be better served if you have the door and window model in your building p3d and copy move it to the wanted locations

cosmic stream
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:/ That's was i feared

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hum, do you know a way to optimize that very time consuming task that is hidding animation in O2 ?

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for a building with +40 windows

white jay
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i think you could have a macron in the config.cpp and in the model.cfg
isn't there one in the sample building?

cosmic stream
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There is one, but still, I have to manually name all glass show/hidden selections, + geometries, etc...

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Not really straight forward and very time consuming

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right now, I spend 3 days modeling and 2 weeks configuring stuff

white jay
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just create one set completly with named selections and copy paste, i think in the end you can just rename the named selections one by one

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yea well, welcome to arma... ๐Ÿ˜„

cosmic stream
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๐Ÿค“ i would pay for a dlc of upgraded tools and support for some new tech

white jay
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if you work with blender you could arrange all your lods and named selections in blender and export a p3d directly from it with the arma 3 toolbox (not sure about the name^^)

quick terrace
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it is the same with any other software, minus the fact that you export directly as p3d, so it takes a bit more time. but surely not 1 week

cosmic stream
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Well, if you know what you are doing and have some support, maybe not, but for an amateur modder, honestly this is silly. 3 hours I'm trying to have my windows breakable in game, I copied the House sample but couldn't have it working... I managed to have "clean" windows shown, but couldn't get the "damaged windows" to unhide and break... At this point I desesperatly looking for someone to check my files and tell me what is wrong.

Rpt spams :

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"19:17:43 Warning Message: No entry 'bin\config.bin/CfgVehicles/building_02/HitPoints/Hitzone_1_hitpoint.name'.
19:17:43 Warning Message: '/' is not a value
19:17:43 class HitPoints::Glass_9_hitpoint not found in building_02"

for all hitpoints from 9 to 41 count

wraith tendon
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name = not given /assigned

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Example:

class HitPoints
{
    class HitGlass1
    {
        name = "glass1";
        visual = "glass1";
        armor = 0.1;
        material = -1;
        passThrough = 0;
        explosionShielding = 2;
    };
};
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@cosmic stream

cosmic stream
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in config.cpp ?

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I can't find this line in the sample house files.

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I have a new line now :

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20:26:44 class HitPoints::Glass_10_hitpoint not found in building_02
20:26:44 unable to connect anim. source "Hit" to hitpoint "Glass_10_hitpoint" in building_02

cosmic stream
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seems like i have an error with the config_macro_glass.hpp : it is displayed like that =
class BrokenGlass1
{
simulation = "particles";
type = "BrokenGlass1ND";
position = Glass_##glassID##_effects;
intensity = 0.15000001;
interval = 1;
lifeTime = 0.05;
}; \

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and I tried to add some glass from 2 to 41 :
class BrokenGlass2S: BrokenGlass1 { type = "BrokenGlass2SD"; };
class BrokenGlass3S: BrokenGlass1 { type = "BrokenGlass3SD"; }; \

Could that be causing this error : "ErrorMessage: File EMOGLOBINSKY\em_buildings\config.cpp, line 498: /cfgVehicles/building_02/HitPoints/Glass_1_hitpoint/DestructionEffects.BrokenGlass1: Member already defined. " ?

bleak tangle
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It would probably be easier if you put the whole config on pastebin for us to see

cosmic stream
bleak tangle
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So just as a recap...
In the model
1) Every window in the resolution LODs should have a Glass_x_hide and a Glass_x_unhide which are two separate sections with no vertices shared, located in the same place on the mesh. The Glass_x_hide is the glass you are able to see initially and the Glass_x_unhide is shown when the window is damaged. So the Glass_x_hide section has your default window texture and Glass_x_unhide as the broken window texture.
2) If you want the geometry from that window to be gone when it is destroyed you should add that Glass_x_hide to the geometry LOD.
3) In the memory LOD you should have a single vertex for each Glass_x_effects.
4) In the hit-points LOD you should have a set of vertexes named Glass_x for each window.
5) In the fire geometry each window should have a Glass_x_hide selection.
In the model.cfg
1) There should be an entry for YourHouse_skeleton in the CfgSkeletons, in the skeleton bones each Glass_x_hide and Glass_x_unhide should be defined. If you have a door that contains glass the Glass_x, Glass_x_hide, Glass_x_unhide, and Glass_x_effects should all have that Door_x as their parent.
2) In the CfgModels you should have an entry for YourHouse (matching your p3d named). In the skeletonName property you should have skeletonName = "YourHouse_skeleton";.
3) In the sections[] you should have each Glass_x_hide defined.
4) In the Animations you should have an entry for every Glass_x_hide and Glass_x_unhide. The source is the Glass_x_source which is defined in the config.cpp, and the selection is the name of the entry you are making (i.e. Glass_x_hide, Glass_x_unhide, etc)

#

In the config.cpp
1) For your Land_YourHouse you should have a HitPoints entry which contains your hit points. Assuming you are using the config_macros_glass you should have those entires here such as NORMAL_GLASS_HITPOINT(8,0.01,0.175), if you place a semicolon after this pboProject might get mad at you.
2) In the AnimationSources you should have an entry as Glass_x_source for all windows, with their hitpoint being the corresponding Glass_x_hitpoint, which is defined by the glass macro.

#

I'll take a look at the configs now. One thing I'm not sure about though is if you use the glass macro from the sample, you may need to also use the same number of hitpoints as the ample uses

bleak tangle
#

@cosmic stream I'm in a numbered list kind of mood so here are some general things from those configs.
1) No need to define the whole world on lines 21-27, this can be simplified to something like this
class House; class House_F: House { class DestructionEffects; }; class Land_YourTag_mansion01: House_F { ...rest of config
2) Your building class names should all begin with Land_, they may work currently but if they were placed in a terrain they wouldn't.
3) The class names should include your tag to prevent conflicts.
So an example combining those two things, in your config.cpp you would have Land_em_mansion_01, the p3d model would then be called em_mansion_01, and in the model cfg your entry in CfgSkeletons would be em_mansion_01_skeleton and then in CfgModels as em_mansion_01.
The entry in CfgModels should always match the name of the p3d, and whatever comes after Land_ should also match the p3d name.

In respect to the glass errors, from lines 502-509 you have defined the Glass_1_hitpoint to Glass_8_hitpoint using the glass macro, so the Glass_9_hitpoint through Glass_41_hitpoint are not defined. It might be more simple for the time being if you keep the config_macros_glass.hpp as it is in the samples, you've added way more destruction effects than are needed.

It's a bit tedious to copy and paste all of those entries and increment the number by 1, so if you are using notepad++ you can use the column editor to do it for you. You can see an example of this in the first 45 seconds of this video https://youtu.be/1p7rMCGt_30. Hopefully that video doesn't show up with a large preview in this channel.

quick terrace
#

@bleak tangle ๐Ÿ‘ great detailed post

wraith tendon
#

@bleak tangle Sweeet N++ Function oO Didn't knew, it does exist.

bleak tangle
#

Yeah I sadly only found out about that feature a couple of weeks ago, so much time wasted copy and pasting :(.
Thanks PuFu, I might clean it up a little and throw it on the forums or wiki with samples and pictures since there doesn't seem to be a ton of info out there on it. That way people can also add/correct things as they see fit.

cosmic stream
#

Sadly, All i'm reading right now is already done (as I copied the sample file), except for the glass_macro that I didn't understand right and the "Land_" naming tag.
Thanks for the detailled explaination.

#

I think I've found the issue : NORMAL_GLASS_HITPOINT(8,0.01,0.175) the "8" needs to be my range windows from 1 to 41. Will try that, revert the glass_macro to the sample's one and see if it works ! :p

cosmic stream
#

well, at least my addon is compiling and game launching, but still no breakable glass... damn

cosmic stream
#

NVM, it is working, but I have to use an armored vehicle with big caliber to break it XD

cosmic stream
#

Any idea why I need 200 bullets of the heaviest gun on armored vehicles to destroy glasses ? I checked everywhere it could be class "armor" below 0.01 but nothing change.

bleak tangle
#

How thick is the window in the fire geometry and what material are you using?

#

Also how many vertexes make up that piece of glass and are they definitely all selected in that corresponding Glass_x?

#

While looking at the building you can also execute this command https://community.bistudio.com/wiki/getAllHitPointsDamage using cursorTarget as the object while you're looking at it. You'll have to figure out which window you are shooting but that should tell you the damage to that specific part. So you can see whether it's a problem with not dealing enough damage with each shot, or the bullet not hitting a hit point

cosmic stream
#

I copied the sample : almost same thickness for geom "Glass_x", I never manipulate the command system in Arma : how is it supppose to work ? Let's say I'm ingame, I type "getAllHitPointsDamage cursorTarget" facing the glass and that's all ?

#

And rvmat on fire_geom = a3\data_f\penetration\glass_plate.rvmat, same as sample...

bleak tangle
#

You would have to throw a "hint str" in front of the getAllHitPointsDamage cursorTarget for it to appear in the top right.

#

We can rule out the thickness of the fire geometry being the issue if you are using glass_plate, since that ignores the thickness of the component and uses a predefined thickness in the plate material which is usually 30 mm.

#

I'm unfortunately not at my computer so I can't write something that'll make the output of that command look nicer. For simplicity sake it may be easiest if you shoot the Glass_1 section so when you look at the output of that command it's the first index in each array

#

Also, do you have an armor value for the building and if so what is it? If you don't, try matching the value from the sample building, as from my understanding the armor value for that window is the buildings armor value multiplied by that hit points armor

cosmic stream
#

armor set to 20000 on em_building_02 indeed, i'll pack and see if that change anything

#

OMFG it's working !

#

Thanks so much for all your time, really appreciate your teaching !

bleak tangle
#

Awesome! I was just about out of ideas ๐Ÿ˜› I'm glad I could help and like I said last night, I'll try and make a detailed post on the wiki/forums about this since information is a bit scattered.

cosmic stream
#

he he, It's not easy for an art guy to understand what each line and class is doing, you were a great help !
Now i have to figure out why the whole building fall appart after 200 bullets XD

bleak tangle
#

Do you have a damaged model of the building or did it do a generic sinking into the ground? Do you have any other hit points in the building? Did it collapse after all windows were shot or just after shooting the building?

cosmic stream
#

It just sinks into the ground (I don't want it to be destroyed at all)... First time I notice, I thought it was once every windows was down, but after further test it's also when the armor value is broken. With a value of 300 armor, it takes 3 shots to explode a windows and several mortars to wipe the buliding.

crimson zodiac
#

Hi sorry to interrupt, but could anyone please tell me how I could add texture to a custom p3d model?

cosmic stream
crimson zodiac
#

Thank you ๐Ÿ˜ƒ

bleak tangle
#

I'm not too familiar with the actual building destruction but I'll check it out when I'm home in a few hours. In the meanwhile you could try adding destrType = "DestructNo"; to the config, I'm not sure if that'll have an effect on the glass destruction though.

#

Did you have any other hit points on the building? One thing I'm not sure about is if there are only window hit points defined and all of them are destroyed if that causes the while building to be destroyed. The windows should have a passthrough of 0, which from my understanding should mean that damage to the window does not pass on damage to the building.

cosmic stream
#

In macro_glass, windws are passthrough=0

#

I'll try the "DestructNo" value later

#

Time to add doors ๐Ÿ˜ƒ

fast topaz
#

what's the best way to make hitpoints for a vehicle?

gilded ibex
#

Anyone know how to make a vehicle to stop the distruct animation only. I have made a car trailer, when the geo lod trailer (pin) enters the slot on the mover, the sprays of damage appears. I have tried collisionEffect = ""; which did not fix the issue

quick terrace
#

you mean the particle effects?

gilded ibex
#

yeah thats right

civic stratus
#

What would be the reason for not being able to see an open door action?

wraith tendon
#

condition = "( ((this animationPhase 'GateOpen') < 0.5) && ((this getVariable ['bis_disabled_Door_1',0]) != 1) )";

#

missing ( and )

civic stratus
#

that wasn't the reason, I have to look at the door's axis points to get the action

#

sorry, fixed gyazo image

#

I have to look at either axis point on the side slol

wraith tendon
#

So like the A3 Gates before (just accessible, when haveing the cursor at a GeoLod Part)

civic stratus
#

I'm not folllowing, sorry

wraith tendon
#

iirc, there was(?) a prob with the "fence"gates. So just get the option, when watching at the bars.

#

erm... i hope you get me^^

civic stratus
#

its not an issue of point at "empty space" if thats what you mean

#

I'm actually relaying this info from a friend ๐Ÿ˜›

civic stratus
#

I dont think its the same issue

#

would you care to look at it dscha?

thorn geyser
#

maybe have the character that opened the door/gate play an animation? That might work.

fast topaz
#

is there a way to visualize hitpoints ingame?

thorn spire
#

Virtual Reality?

fast topaz
#

for vehicles?

celest arch
#

Virtual garage inside the arsenal

fast topaz
#

how can I do that?

polar fiber
fast topaz
#

hmmm thank you ๐Ÿ˜„ unfortunately I'm not able to download the dev branch because my internet won't make it until this evening where I need to play a mission but what am I forgetting if my car isn't getting damaged at all?

#

I have fire geo, hit points

#

class HitPoints in config.cpp

wraith tendon
#

sry @civic stratus went to sleep ๐Ÿ˜‰

oblique vapor
#

Hey buddies, can someone help me with uniform rigging ? I have my uniform set up, I did basic weighting in O2, but it's crap. I'm not used to this arma skeleton nor rigging in general, does someone has some tips / free time for this ?

quick terrace
#

tips: use a proper software for weights (as in anything but o2)

#

use the FBX BI provided

#

for characters

oblique vapor
#

Thanks

wraith tendon
#

Okay, what could be the reason, that a bigger model "disappears", when the center is out of sight? (Rest WOULD be still visible, but just... yeah... its gone).

frozen stirrup
#

there used to be the 50mx50mx50m size limit for large objects that has been named since OFP, dunno if it still applies in A3

carmine gull
#

apparently the limit @frozen stirrup describes is in the horizontal; I've heard conflicting reports about how 'fixed' or not it is in A3

bleak tangle
#

@wraith tendon View geometry?

frozen stirrup
#

In some threads people wrote that is is now 80x80x80 ms

wraith tendon
#

@bleak tangle Is it needed? idk, haven't done modelstuff in a while. Gonna add it, then trying it.

bleak tangle
#

Well if you only had a geometry LOD it should use that a view geometry

bleak tangle
#

But now that I'm messing around with it, I can't get the results I was expecting

#

I tried making a large object with a very small view geometry and wasn't able to get it to disappear. But I was placing it in the editor and I have a feeling the occluding works differently for terrain objects vs editor placed objects

cosmic stream
#

You can place them in Eden editor right now (haven't check for Zeus, might need some more config)

quick terrace
#

i might have a look

#

what are the class names?

cosmic stream
#

you can load them in Eden editor, em_mansion_01 (in empty / village / structures), em_mansion_01_reversed and em_building_02

tribal vigil
#

looks great so far @cosmic stream ๐Ÿ˜ƒ

#

any idea what the next building is gonna be ? ๐Ÿ˜‰

cosmic stream
#

maybe an hospital

quick terrace
#

tried to spawn them and didn't work, i'll see if i can add them manually

#

hence why i asked

cosmic stream
#

not that advanced into modding to know what you are trying to do ๐Ÿ˜„

quick terrace
#

don't worry about it

#

a few things to consider:

  1. box_mc.paa is missing - seen you had a look at that mc in my example. most likely left over
cosmic stream
#

yeah, don't know why it says that

quick terrace
#

building 02 ^

cosmic stream
#

not using it, i should just delete the example folders

quick terrace
#

you have it attached to something

#

no, if that shows it means it is using it

cosmic stream
#

I'll check

quick terrace
#

no matter if you deleted it or not (the actual folder), it is linked someplace

cosmic stream
#

I think it's because I have my addon and you example in same folder

#

so even if i added the folders into exclusion list, they somehow are used in texheader.bin

#

but i'll checked building_02

quick terrace
#

you are missing some textures

#

on the mansion

cosmic stream
#

which ones ?

quick terrace
#

also, AO is way to big (spread), the tex res seems to be to low res (running it on ultra)

#

and it might be good to prep all your textures for vis upgrade

cosmic stream
#

really strange :/

quick terrace
#

and windows should break from first shot

#

๐Ÿ˜ƒ

cosmic stream
#

the Ao is 3 1024

quick terrace
#

no, when you bake it, is way to spread out

cosmic stream
#

i know ^^

#

I should tweak some AO

quick terrace
#

do you have a shadow lod?

cosmic stream
#

not for the building_02

quick terrace
#

it doesn't seem you have for the mansion either

#

i know i am running dev branch, but doesn't change the fact

cosmic stream
#

walls are casting shadows...

#

but i agree that the render of shadows casted on are strange too, very bright

quick terrace
#

yeah that is because vis upgrade, no worry about

#

yeah but not casting inside

cosmic stream
#

thanks for the screen, I have no idea why .paa texture are not packed

#

and for windows, I haven't found how to lower the armor value without lowering whole building value (class armor is multiplying, Penny said)

quick terrace
#

to give you an idea:

#

do you have destruct effects on these buildings?

cosmic stream
#

No, i don't plan to make one

quick terrace
#

then have no destruction at all instead

#

minus the windows of course

cosmic stream
#

Hum, I don't have any, I just thought by default the building sinks into ground if once armor is breached

#

I mean I don't think I have one

quick terrace
#

in your geo lod

#

add property name

#

name = damage value = no

cosmic stream
#

oh thanks, i will try

cosmic stream
#

@quick terrace I tested my addon from steam workshop, and I'm seen my textures everywhere... The pbo from steam and the one from my workfile are exact same size.

quick terrace
#

i'll recheck then

cosmic stream
#

I also have shadow in (but I know I have warning in RPT rasying too many vertices or smt)

#

I'll come back tomorow, thanks again for the support, really appreciate to learn here

#

++

noble veldt
#

does anyone have experience with geometry and roadway LODs?

#

i have a couple of models that refuse to work properly in-game, especially with player collision

#

the problem is, that you can run through parts of the model, but only when the model itself is rotated (dir != 0)

#

i made sure, that

#

All components are named ComponentXX

#

It has no de-generated faces

#

It has no non-convexities

#

All components are set to autocenter=0

#

All components are closed

#

It is pre-triagulated

#

All components have a mass in the geometry LOD

#

All surface normals are sharpened

#

It has correct roadway LOD surface textures

#

It has correct fire LOD surface materials

#

No faces are flipped

#

i have wasted 13 hours on this already. i cannot figure out why arma thinks that a player can run through parts of a single box

#

it literally just is a box

#

any help would be highly appreciated ๐Ÿ˜ƒ

#

also, no errors in RPT or during binarization process

#

i dont know if it helps, but the place where the player can run through the box has also no collisions in the fire LOD

#

you can shoot through the model at this spots

oblique vapor
#

Have you tried deleting the collision mesh you have and create a simple box using Object Builder and see what happens ?

noble veldt
#

yes

#

in fact, the geometry LOD is just a box ๐Ÿ˜ฆ

#

but i have found someone else from Arma: Resist who had the exact same problem

#

writing a forum post atm

#

he didnt mention a solution though

#

it is extremely weird

oblique vapor
#

Have you convex triangulated your geometries meshes under OB ?

#

Also, does your Geometry LOD has correct mass setted-up ?

loud wadi
#

Does anyone have or know where I can get ObjectMover from mikeros tools?

bleak tangle
#

The subscriber version of his tools ๐Ÿ˜›

#

I know it use to be on the public version but it looks like he made it exlcusive

loud wadi
#

Ahh yea I remember seeing it on my pc before

#

But reformat and cant find anymore ๐Ÿ˜ข

bleak tangle
#

If it's only a couple of things I'll do it for you, but I'm not volunteering to spend the rest of my life doing so

loud wadi
#

pm'ed! ๐Ÿ˜ƒ Thanks

spare violet
cosmic stream
#

@quick terrace I tried "damage=no" and "dammage=no", but nothing worked, buildings are still sinking even when I have no armor

white jay
#

Textures are placeholders

quick terrace
#

@cosmic stream no idea atm

noble veldt
#

@oblique vapor yes and yes

#

it is extremely weird that the player can run through this box only when the model is rotated via setDir

noble veldt
#

i have now created a box in object builder

#

triangulated it properly

#

copied it to geometry and fire and shadow lod

#

same result

#

rage quit incoming ๐Ÿ˜„

#

oh lord...

noble veldt
#

yepp, fuck this shit. i am quitting this crap now

native garnet
#

@noble veldt Eichi: it is extremely weird that the player can run through this box only when the model is rotated via setDir I've had something similar in a object someone quickly made for me to stop only bullets (As a base protection box)... worked fine when it was between certain directions either north and south. When it was facing east or west it wouldn't stop bullets ๐Ÿ˜„

#

I think that was related to the size of the object though, but it seems like it's something similar to this

noble veldt
#

its is driving me crazy

#

i have also tried making the box larger

#

even 5m thickness doesnt change a thing ๐Ÿ˜ฆ

oblique vapor
#

The beautiful joy of ArmA 3 Modding

noble veldt
#

you say it

#

i must be doing something wrong, but there is no way to find out. i have made sure everything is correct according to the docs

#

compared it with similar models

#

showed it to three people

#

the amount of time wasted on this is just hilarious. its a stupid box

#

the artwork took us 30 minutes to create

#

now it takes 16 hours to get it into arma. still not working as it should

native garnet
#

Arma modding, where super complex stuff somehow magically works but the basic stuff you spend hours on for no real reason

noble veldt
#

just for fun, it took us exactly 20 seconds to get it to work in our other project

#

drag and drop. gg done

#

this really requires a pain compensation fund ๐Ÿ˜„

cosmic stream
#

I feel you, so many thing that can make you stop... Keep going, you'll find maybe a solution soon or late. Maybe check property name in ObjectBuilder, I read somewhere that some property are required (for example, map=house and class=house are required to have door and windows animations)

#

And I have been a unity user for 3+ years now, so i totally understand your distress

noble veldt
#

A: "hey! what have you done today?" B: "well, i have painted my windows, did the regular garden stuff, been to the car wash, cooked a nice dinner and made my family happy. and you?" A: "well, i am failing to get a fucking box to work in a video game."

keen tundra
#

#ArmaDrama ๐Ÿ˜ƒ

noble veldt
#

dear players, please stop rotating your base parts in the future. only build in 90ยฐ angles or others can run through your walls

#

argh

oblique vapor
#

That's insane

noble veldt
#

it works fine until you use setDir

#

as soon as the model rotates, it spasms out

oblique vapor
#

How is your model.cfg done ? Might be selections or model.cfg

#

I don't really know what causes this so I randomly throw things to look at because that's bizarre

noble veldt
#

i dont use a model.cfg for that one

#

but i think i have identified the issue

#

not 100% sure though

#

its the memory LOD fucking up the bounding box of the model

#

if i just create a stupid box in resolution, fire, shadow and geometry it doesnt work

#

if i add an empty memory lod, it doesnt work

#

if i add a vertex to the memory lod, it doesnt work

#

if i add two vertices to the memory lod, it works

#

WHAT

#

THE

#

HELL

#

the boundingBoxReal command is also fucked if there is no memory LOD

oblique vapor
#

lol

#

Glad you found out the solution

noble veldt
#

its just the most unlogical thing ever

vivid bane
#

Excuse the green ๐Ÿ˜„

quick terrace
#

it is not the proxies causing the shadows but the triangle proxy representation

#

do you have textures assigned to these?

#

or proc colors?

wise coral
#

did you copy and paste a bunch of properties to the shadowvolume?

#

Hey guys I'm looking at the headgear sample and i have the p3d working but unfortunately it doesnt move with the head of the player. It just stays static. What am I missing ?

bleak tangle
#

Head as a named selection and then an entry in the model.cfg as thep3dname: ArmaMan{};, like the sample has

#

And the head named selection should have the vertices selected that should move with the player's head

wise coral
#

got it! thanks pennyworth

wise coral
#

secondly is there a way I can fit the helmet on the player in buldozer rather than packing and starting the game?

bleak tangle
#

Best way I've found to do that is to grab one of the LODs from the character example that has a head and bring it into the headgear, then align it with that head and delete it once you are done

wise coral
#

good idea

civic stratus
#

how do I select all components in the component window in object builder?

cosmic stream
#

shift clic ?

round bloom
#

@civic stratus as @cosmic stream said, just click on the first one then hold shift whilst you click on the last one

civic stratus
#

thanks

civic stratus
#

is it possible to do a massive split topology in object builder?

#

ive got 80 faces or so and I just wanna split em all

thorn geyser
#

Not sure. I do that you can do a splice cut in 3DS Max, but so far I haven't come across something like that, yet. :thinking:

wraith tendon
#

gnaahhhhh...
Y u model always dissapear, when i dont look at you

#

canOcclude & canbeoccluded (in Geo + ViewGeo) is already added. Is there anything else i miss?

#

nvm... added single points further outside (ViewLOD), works now -.-

white jay
#

Those weird shadows on the backpack

civic stratus
#

looks like an rvmat issue

white jay
#

The model looks just fine in object builder

#

*buldozer

#

allright it also looks fine in any other map than virtual reality?!

polar fiber
#

Might be because the textures aren't properly named

civic stratus
#

that wouldnt explain why it only happens in the VR map

#

are you simulating some kind of reflection?

#

like a silver chrome or something?

polar fiber
#

looked like the unit's AO passing through the backpack to me

#

that happens if the _co isn't properly formatted

quick terrace
#

see if you don't have a 32bit co texture by any chance

#

instead of 24bit

polar fiber
#

shouldn't be 32-bit if it's saved as _co.tga anyway - the tools automatically convert the alpha to 1-bit so long as it has the _co suffix on the filename before converting to .paa. I always save my _co from photoshop as 32-bit even if it doesn't have an alpha, and let Image2Paa make the 24-bit .paa under conversion

quick terrace
#

i am aware the tools convert as they should if the suffixes are correct

#

that said i am not sure how it was converted ๐Ÿ˜› and yes, i've seen this before

polar fiber
#

Ah yeah, I suppose there could be people still converting using something like the .paa plugin for PS even though it's been incorrectly formatting .paa files for like 7 years now ๐Ÿ˜„

quick terrace
#

or manually converting via textools and choosing the wrong compression

last spindle
#

usually happens if there is an alpha channel in one the the textures that should never have alpha, normally, the NOHQ, but also SMDI

white jay
#

i had a 32-bit CA.

#

Problem fixed. Thanks guys!

white jay
#

This was my first Substance Painter project. Very pleased with the software. Makes your work that much easier.

cosmic stream
#

new wip : http://i.imgur.com/Zah4QpG.jpg
Still looking for help about forbiding destruction (and sinking) and a missing ghost texture in some p3d that I can't find in any LODs... If you have an idea, tag me ๐Ÿ˜‰

quick terrace
#

i will have a look tommorow, send me the p3d file in PM @cosmic stream

white jay
#

Hey guys I have another question. How do I aplly a hiddenselection texture on my LOD2?

#

I'm an idiot nvm ๐Ÿ˜ƒ

cosmic stream
#

I still have issue with destruction (grrrrr) and a weird UV problem, a texture seems to clamp (=no repeat itself only in y), will upload some pic tomorow

civic stratus
#

Looking good ๐Ÿ˜ƒ

#

Was hoping someone could point me to a guide for destructable windows?

wraith tendon
#

@civic stratus Samples.

#

The House Sample works (at least, last time i checked) with a proper Explaination

bleak tangle
#

I'll send you the message I typed in here for Emoglobinsky, like I said then, I plan on adding it to the wiki

wraith tendon
#

lmao @quick terrace (Rope Thread in BI-Forums :D)

civic stratus
#

time for some updated samples me thinks

cosmic stream
#

The house covers pretty much everything need to start learning : windows animation (break), door anim (opening), shadow, geometry (fire, view), hit points and memory points (for actions, ladders, triggers, etc), destruction (ruine)

#

But it requires to beg the elders for their unvaluable knowledge ! :p A lot of stuff isn't written in a single place and you'll have to google search intensively and guess/try a lot

civic stratus
#

I managed to nail down most of it

#

sample's using window_set_ca.tga and destruct_full_window_set_ca.tga for glass dmg

#

nvm, changed to .paa and its good

cosmic stream
#

seems like you are missing rvmat

#

or textures

#

very nice model btw ๐Ÿ˜‰

civic stratus
#

i set it up the same way the sample is =/

cosmic stream
#

you assigned rvmat AND texture ?

civic stratus
#

yes

cosmic stream
#

did you extracted A3 content ?

#

hide selection :

civic stratus
cosmic stream
#

a3\structures_f\data\windows\window_set_ca.paa
a3\structures_f\data\windows\window_set.rvmat

unhide selection :
a3\structures_f\data\windows\destruct_full_window_set_ca.paa
a3\structures_f\data\windows\destruct_full_window_set.rvmat

civic stratus
#

thats how its set, yes

#

do I have to uvmap them lol?

cosmic stream
#

did you extraded "data_f" folder in P:\A3

civic stratus
#

thought maybe the rvmat selected the coords

#

yes

cosmic stream
#

lol, of course you have to uvmap glasses ๐Ÿ˜„

civic stratus
#

used mikeros a3p tool just recently

#

would the rvmat not select the coords for random effect?

cosmic stream
#

the texture is an atlas of 5 different glasses

#

that way you can always find a glass texture that suits your 3d model

wraith tendon
#

erm... is the door wide enough?

civic stratus
#

havnt finished scaling ๐Ÿ˜›

#

I have 24 glass selections so this mght take a bit XD

cosmic stream
#

I've found a quick trick in maya to add all those windows very quickly, I might record a video for my next building. It takes less than 1 hour to create windows and import them correctly on OB

civic stratus
#

Can I view window dmg in buldozer?

cosmic stream
#

yes, If you correctly wrote config.cpp and model.cfg for your model

#

you can press enter to cycle the animations of your model and scroll mouse up/down to play your anim between 0-1 (0=clean, 1= damaged)

civic stratus
cosmic stream
#

in this lod, check that you have Glass_1_hide and Glass_1_unhide selections

#

and check what vertices are in each selection

civic stratus
#

8 points and 2 faces per

cosmic stream
#

this looks wrong

#

you need 2 selections : Glass_1_hide for clean state, and Glass_1_unhide for damaged state (animation hide first, and show sedond)

civic stratus
#

I do

#

you cant see Glass_1_unhide in the screen cap

cosmic stream
#

ok ^^

#

what's ur problem exactly ?

civic stratus
#

thinking it might be this

#

cant see the giant black triangle lol?

cosmic stream
#

when u scroll in buldozer, do you see an animation ?

civic stratus
#

yes

#

all my windows destruct, but they spawn this black triangle to the center of the model

cosmic stream
#

ah

#

you need one selection per glass

#

glass_1_hide, glass_2_hide etc

civic stratus
#

im just gonna use the destructioneffects from a current config

#

not the sample

cosmic stream
#

the macro_glass.cpp is just a script that say :
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
NORMAL_GLASS_HITPOINT(2,0.01,0.175)
NORMAL_GLASS_HITPOINT(3,0.01,0.175)
NORMAL_GLASS_HITPOINT(4,0.01,0.175)

#

NORMAL_GLASS_HITPOINT(1,0.01,0.175) = grab that macro script for a normal glass ( with ID glass_1_hide, with armor 0.01, with hitpoint radius 0.0175)

#

So you don't have to touch this macro file, but add as many line as you have windows in your config.cpp

civic stratus
#

Id rather not use the macro file if a3 isnt using it

#

well i guess its fucked the other way anyways

#

so its not the macros

cosmic stream
#

yeah, i think it's a selection issue

civic stratus
#

would you care to take a look?

cosmic stream
#

sure, send me your folder

civic stratus
cosmic stream
#

I checked his model, make no sense : the same faces, copied from a lod to another haven't the same uv mapping. Haven't seen that before ^^

civic stratus
#

:<

wind belfry
#

is it possible to move model to certain coordinates in Object builder?

polar fiber
#

It's possible to move individual verts to a specific coordinate. To offset a whole model to a specific point though I think you'd have to do a bit of maths

cosmic stream
#

can someone explain me how to have my own cfgvehicleclass for my addon ? right now, everything is listed under "structure / village" and i would like to have something like "structure / em_buildings"
class CfgVehicleClasses
{
class Em_Building_class
{
displayName = "Em building v0.2";
};
};
class cfgVehicles {
class Land_em_building_02: TargetGrenade {
vehicleClass= "Em_Building_class";

not doing anything

polar fiber
#

In eden editor?

#

It uses class CfgEditorCategories and CfgEditorSubcategories instead of factions and vehicle class now

cosmic stream
#

oh sweet

#

works like a charm !

dark cobalt
#

does anyone have a model of the hunter or a jltv?

#

I want to make a hunter like vehicle, with the actual manned 50 cal on the top instead of the remote controlled one

thorn geyser
#

This is not a request channel. If you want to create another version of the Hunter, then you are better off requesting special permission from the Bohemia Interactive developers.

dark cobalt
#

roger, id be surprised if they give that out

quick terrace
#

which you won't get btw, they don't give out sources

civic stratus
#

Would someone like to take up the challenge of diagnosing my damage glass problem? I described it yesterday

cosmic stream
#

have you tried deleting those polygons, make a fresh model in a new doc and reimport ?

civic stratus
#

i tried deleting the door1 from lod 0 and copying from lod 1 back to 0

#

i didnt reimport the geometry compltely, no

#

would be a lot of effort to rescale

#

but im headed to bed again so ill try again later

cosmic stream
#

just delete the mesh windows that have issues

#

no neeed to reimport all your object

terse elm
past canopy
#

what mod team are you on mike

#

HITP?

tacit karma
terse elm
#

Very nice @tacit karma looks familiar haha, @past canopy not really part of any team atm, doing a bit for 2017 mod and helping a few friends set something up, the rifle started as a personal development project, but might end up making a little WW2 pack as I'm very fond of the genre

tacit karma
#

Thanks

#

I'm modeling after blueprints

#

also I am doing it very slowly but with a lot of care

terse elm
#

couldnt find any decent blue prints

#

did mine all of refrencing rom images

#

u done the receiver yet?

tacit karma
#

not yet

#

I'm planning on buying a deactivated rifle tho

terse elm
#

nice

#

thats mine so far

#

was a bitch to do

tacit karma
#

yep

terse elm
#

call me sad but the bit im most looking forward to doing is making it go ping when the magazine is empty

tacit karma
#

lol

cosmic stream
#

@terse elm hey nice model, i think you should smoother the edges, it will render better when you'll bake normalmap

terse elm
#

thx, it needs a once over as theres a bit of pinching going on in certain areas

#

im still new to hard surface moddelling so im gunna make mistakes/find better ways of doing things

cosmic stream
cosmic stream
#

๐Ÿค—

#

cool model

noble veldt
#

10:10 would hire ๐Ÿ˜ƒ

tacit karma
#

thanks

terse elm
#

Looking good red

tacit karma
#

as said

#

progress is slow as I want to get all the parts done correctly

queen estuary
#

anyone willing to help me setup my buldozer

slate epoch
quick terrace
#

@slate epoch Pron!

sullen oasis
#

hey guys does anyone know how to fix the "External Viewer: Unable To Create" problem of buldozer in oxygen 2?

wind belfry
#

@sullen oasis see that you have P drive mounted and that you have installed buldozer

sullen oasis
#

ok I have

rich scroll
#

what's the general workflow for retexturing a vanilla A3 building? and is this a #arma3_texture question?

quick terrace
#

you cannot retexture a vanilla A3 building

rich scroll
#

whaaaaat

#

when i signed up for arma 3 modding they assured me that nearly anything is possible

#

what about inheriting from an existing A3 building and doing a new version with an altered texture, possible?

quick terrace
#

you haven't signed up for A3 modding mate...not one is forcing it uppon you

#

sure, everything is possible as long as you do it from scratch

#

buildings don't have hidden selection sets

#

mainly because they use multimats

#

but that said, they don't use hiddenMaterials either (which is broken either way)

rich scroll
#

so would it be something like: copy rvmat and relevant textures from a structures*.pbo, write a class inheriting from original object, but then what? can't you only assign a model's materials when the file is unbinarised?

rich scroll
#

oh thanks very much, that simple yeah?

#

is that the only one solution though, there's no cfg based way to do such a thing?

polar fiber
#

hiddenSelectionsMaterials[] in the config is supposed to do that. Though there does seem to be an issue with it on some types of models where the game wont load the .rvmat

quick terrace
#

afaik, there are no set selections for the buildings

#

without named selection there is no way to use that

rich scroll
#

i can't get set or getObjectMaterial to work with any buildings

quick terrace
#

i have already told you that you won't be able to retexture buildings, have i not

rich scroll
#

oh right. no you kind of just pasted a link to a function on the wiki and sneered at me a bit

#

but thanks anyway

quick terrace
#

i said that if a building would have these sets ready, you COULD change the multimat and hence the textures

oblique vapor
#

Question here: is it possible to provide protection using backpacks ? Like the vests does, armor values on hitpoints infos

#

Nor fire geometry protection, I don't know how this could work

oblique vapor
#

Adding armor_plate100mm.rvmat on the Fire Geometry doesn't seem to work, nor adding armor to the backpack in configs

woeful viper
#

there is no fire geometry for vests and i highly doubt for backbacks either

oblique vapor
#

Vests are under cfgWeapons, Backpacks tho are under cfgVehicles, basically setting Armor and a proper Fire Geo would make it a protection

#

But no

celest arch
#

Hello gentlemen, I have a problem with the cargo of my vehicle

#

Cargo proxies 1, 2, 4, 5 are regular passengers

#

proxies 3 and 6 are FFV turrets

#

for some reason, in game I can enter proxy 3 turret but also proxy 3 passenger seat

#

any idea how to prevent a cargo proxy ID from becoming a passenger seat and force it as turret only?

#

transportSoldier=6;
cargoProxyIndexes[] = {1,2,3,4,5,6}; maybe removing them from that array? just checking in game

bleak tangle
#

That might do it, the offroad has

transportSoldier = 1;
cargoProxyIndexes[] = {1};
getInProxyOrder[] = {1,2,3,4,5};
celest arch
#

so for the offroad, the only passenger is the acrtual front passenger

#

others count as turrets

#

yes I adjusted transportSoldier and its fine now, thanks ๐Ÿ˜‰

hollow fulcrum
#

so umm, wheres the porn?

#

๐Ÿบ

tacit karma
hollow fulcrum
#

f'n sweet! one of my all time favorite weapons. ๐Ÿ‘

tacit karma
#

thanks

hollow fulcrum
#

the rest of you lazy wankers better get to it! ๐Ÿ˜„

woeful viper
#

trying to create a realistic drive model for tracked vehicles using multi body simulation

hollow fulcrum
#

hahaha, hey buddy! looks like you're in deep ๐Ÿ˜†

woeful viper
#

i've had enough of wonky nvidia cars disguised as tanks ๐Ÿ˜„

hollow fulcrum
#

@woeful viper lol, i kinda figured it was physx frustration driven. i'll be waiting on the new book on 'how to make physx act properly'.

woeful viper
#

without custom drive model (either with or without physx) tanks will never behave properly. Just using car simulation and adding wheels cant fix the fundamental issues.

#

there are some things that could help modders to make it a bit easier to get the best out of the flawed drive model though

hollow fulcrum
#

im happy to lash out at those responsible if needed.

woeful viper
#

not yet - i first need cooperation...xD

hollow fulcrum
#

๐Ÿ˜†

tacit karma
#

there are some things that could help modders to make it a bit easier to get the best out of the flawed drive model though

I can only advise taking a look at that simplistic physX I made a while ago. Simple to say: it basically copies the standard behavior of electrical engines with one or max. two gears

woeful viper
#

if you want to have a moving vehicle by any means possible... ok. Not if you want to have good simulation and realistic behaviour however.

#

i tried the RHS tanks where it was implemented like this, it is putting me off. Other people may not care, i do.

tacit karma
#

good simulation =/= tankX ๐Ÿ˜›

#

It's the best you can do without having a too much fucked up physics

woeful viper
#

thats not true

#

the only main fuckery regarding gearbox and engine is the clutch, and that can be mitigated to a certain extend by giving more torque at idle rpm. Cutting out all gears is 2 steps backwards imo. By that you even degrade the sound simulation

#

It takes less time to set up, certainly. But it's by no means better.

hollow fulcrum
#

lets see.. where is @terse elm ? he's usually doing something useful and has porn for me i know..

terse elm
#

haha

#

welcome back buddy

hollow fulcrum
#

deliver the porn, or else!

terse elm
#

there a few of my most recent stuff

hollow fulcrum
#

โฃ thanks buddy!

polar fiber
#

Is that a coke can muzzle-brake? ;0

#

wait, no, it's got a fucking spatula bipod - that's even more amazing

terse elm
#

haha

#

spirised u didnt pick up on the crutch stock haha

celest arch
#

I call intellectual property for that crutch ๐Ÿ˜›

jaunty rune
#

how well does substance painter work in the context of arma, thinking of bitting the bullet and investing

hollow fulcrum
#

meh.. it's worthwhile. there are some community addons that make working with ArmA foo easier also. (related to substance)

jaunty rune
#

so far what im seeing is that it makes it alot easier to make a better texture faster

#

life mods could take lessions

hollow fulcrum
#

well, there are a number of programs that make 'making textures' easier. the two i use the most are QuixelSuite/Substance. both are effective.

#

honestly, if you're not that familiar with things. QuixelSuite might be a better route for you. And if the money is of concern, you'd probably get better use out of it. granted i'm slightly biased.

past canopy
#

@jaunty rune if you use it properly it is extremely helpful in any setting

#

quixel v substance is pretty balanced at this point

#

Quixel: UI is bad, textures and materials are incredible and 3D viewport window is great.

#

Substance: UI is bad but not as much as quixel, textures and materials are not remotely as nice as quixel, 3D viewport is good but not as nice as quixel imo, it makes up for it by being super helpful for baking and having an extensive substance/material library for free online where everyone can upload stuff so I would say that is slightly better than the limited selection quixel has.

#

All in all they are basically really similar at this point and so if you cant afford substance I would go with quixel, or you are very good with photoshop go with quixel. Either way you should have photoshop (though it isnt required for substance) and a basic understanding of how baking, normals and texturing works.

#

fwiw I own both and use both for different purposes, though most of my work is done using substance

celest arch
#

I use Quixel, but yeah there's pros and cons

#

one big pro is @last spindle 's RV4 calibration for quixel

#

on the other side, Substance integrates pretty well with gametextures.com materials, adding them in quixel is not fast at all

#

plus I never managed to import the height map in quixel, maybe someone could shine some knowledge upon me

quick terrace
#

@celest arch / @last spindle is that RV4 exporter just an export, or does i callibrate textures for RV lighting condition just as well. The one i have tried was simply making SMDI texture automaticaly from spec and gloss map using them as channels, same for AO to AS

last spindle
#

no calibration, it just does the basics to turn PBR into RV4 compatible

#

i have being using them straight in the engine though, with a default RVMAT i have and just mess with the rvmat a little bit if needed

celest arch
#

yeah same, some work is needed but it works great

#

an rv4 3do preset would be amazing

quick terrace
#

that's something it would be indeed lovely: 1:1 (or closer than current) visual to RV engine would be indeed a real PLUS

#

not sure if it is possible though

#

that said, one would wait for the vis upgrade bound to happen in 1.60 or later to do that

celest arch
#

yeah thats what I meant

quick terrace
#

[2:46 PM] P1NGA: i have being using them straight in the engine though, with a default RVMAT i have and just mess with the rvmat a little bit if needed
yeah i am aware, i just create the SMDI manually since i do some changes to these textures before i turn them into channels

woeful viper
#

i think kiory raised the issue in quixel's channels, but RV engine is just too insignificant for any tool developer to seriously consider it xD

quick terrace
#

yeah, but at least some direction towards how to do it would be indeed lovely

hollow fulcrum
#

i'd have to harass the quixel guys to see where things are at currently. but last i heard, the intent on the quixel side is to open up 3DO (in an opensource manner). i wouldn't be surprised if they've formed a private group for that already. at a minimum they are very open to helping do what we need to do. i've had very specific conversations with them regarding RV. hopefully it all works out at the end of the day.

#

for what it's worth there is also a plugin/extension for substance. mr. rampling put that together some time ago. granted i've never found the time to play with it properly, i know a few guys find it really useful.

quick terrace
#

do harass!

fast topaz
#

how are brakelights on vehicles working?

oblique vapor
#

@fast topaz This is something you set up in the model.cfg of your car. When you hit the brakes, it unhides the selection of your brakelights. Take a look at these files :

#

Also, you should take a look at the Arma 3 Car Sample, everything is detailed

fast topaz
#

ah thank you

#

so I guess in order to have an emissive effect on my lights I need to apply a fitting rvmat to them?

oblique vapor
#

Yes

#

One would just copy/paste the breaklights faces, apply a glowing RVMAT to these and add these to the proper selection

fast topaz
#

then I'm almost done ๐Ÿ˜„ I just have to apply the rvmat

#

thanks

fast topaz
#

it seems like brakelights are no brakelights

#

or am I doing something wrong

#

they are instantly lighted as soon as I turn on the lights at night

terse elm
#

then u have the wrong selection name

oblique vapor
#

There are that kind of lights that turns on when you activate the lights (it's on all cars), then you have brakes lights

fast topaz
#

i thought brzdove means something like brake lol

#

the selection is called brzdove svetlo

fast topaz
#

ahhh

#

i had the light have 2 selections

#

brzdove and zadni svetlo

hollow fulcrum
#

once you're familiar with how it all works, feel free to rename things. ๐Ÿ˜‰

oblique vapor
#

I don't understand why an internationally modded game has still some Czech in it

hollow fulcrum
#

so quiet in here, you guys must have worked yourselves to death..

last spindle
#

Quite is good, quite means work is happening

hollow fulcrum
#

i have seen no evidence of work happening!

last spindle
#

super secrets

cosmic stream
#

jesus, i can't figure out why textures and rvmats are so bright : http://i.imgur.com/8cet3dv.jpg i just copied rvmats from A3 (you can see 2 LOD in this image)

hollow fulcrum
#

looks almost like they are 'emitting' light.

quick terrace
#

why is emmisive (1,1,1,05) /(1,1,1,0.7)?

#

@hollow fulcrum because they are

hollow fulcrum
#

๐Ÿ‘ Pufu wins

cosmic stream
#

i copied A3 files, so, it should be identical :/

#

will check ๐Ÿ˜„

quick terrace
#

might be wrong here, but i really doubt BI uses emissive RVMATs for their vegetation

cosmic stream
#

well, at least that's what contain the rvmat the sample tree was using

hollow fulcrum
#

in the Armaverse, sample files should never be considered 'working examples'.

#

i haven't mucked about with plants in years. they are probably the most special of the special BIS children. and while nothing would suprise me, i also doubt they use emissivity in those mats.

bleak tangle
#

They seem to be using similar values in the rest of the trees, t_pinuss2s_b_f has emmisive[] = {1.3,1.2,1.0,0.5};

quick terrace
#

then i really have no idea

hollow fulcrum
#

if i recall correctly, the model itself has to be setup properly also. i want to say there are important named properties and the like. wish i could be more useful, but all i can think of at the moment.

#

and shadowLods are particular maybe? meh.. (plants are evil.)

cosmic stream
#

i copied properties from sample too

#

my shadowlod is'nt working btw, no idea why : triangulated, hard edge, etc...

wraith tendon
#

everything closed?

cosmic stream
#

yep

wraith tendon
#

Then: You broke it. Congratulations. applaus

#

๐Ÿ˜„

cosmic stream
#

In can even preview it in res 1

wraith tendon
#

There was something, that i always forgot... hmpf... i need to write it down one day...

hollow fulcrum
last spindle
#

caught up in a Musket Model Off on another discord atm

cosmic stream
#

btw, you were right : sample tree isn't fully working . But at least, it's not self illuminated. And shadows are strange.

#

So i really don't know what's im doing wrong (my textures are still looking very bright / illuminated), shadows still not showing (close geom, hard edge, triangulated, no textures, no uv ((excepts for leaves in special lod))

polar fiber
#

Do BIS trees have any special properties turned on in the Face Properties window? 'always in shadow' etc? I assume your .rvmat has the same render flags and the model has the same named properties like hybrid shadows etc.

cosmic stream
#

I don't know how t ocheck faces properties :/

wraith tendon
#

" E "

polar fiber
#

E for face properties (it's where you assign textures) and Shift+E for vertex properties (tells you coordinates and allows you to move points to specific places, also allows you to lock normals etc.)

cosmic stream
#

oh, those properties, well, haven't found anything. I have the exact same settings as the sample one

hollow fulcrum
#

โ˜•

zenith quartz
#

Did you check the a2 veg?

last spindle
#

Whisky in that coffee?

woeful viper
#

there is no guarantee that samples are 100% correct... just saying

quick terrace
#

well, one can pack these samples and see if they work corectly

oblique vapor
#

Samples are not correct I'm affraid

#

This more looks like a .pdf converted to a .p3d than anything else

white jay
#

@obtuse rain did experiment with veg recentely, he said the sample tree is missing a lot of stuff.
he surly has some info for you

woeful viper
#

you can use eliteness from mikero to check flags, lod composition etc (just not view the model) on actual tree models

obtuse rain
#

It's missing LOD's, which for plants is a pain since LOD'ing of plants is atypical.

cosmic stream
#

yeah i noticed the missing lods... But without proper doc, it's hard to find or understand what is not working

fluid ocean
#

@hollow fulcrum damn that SOCR looks sexy! A twin 50 sure would look nice back aft!

hollow fulcrum
#

@fluid ocean thanks buddy! it wont have a twin .50, but it will have a .50 in the rear. a pair of mini-guns up front, and a pair of twin M240's in the mid ๐Ÿ˜‰

#

actually forgot to do the mounts so meh.. do those a bit later in the day hopefully. then i might actually paint it. added a few more things.

quick terrace
#

@hollow fulcrum how much poly ๐Ÿ˜‰

#

lovely job

plush coral
#

awesome model

hollow fulcrum
#

all that is around 21k, and i have not removed any edges. so it'll probably trim down 3-5k.

#

console is around 10k alone currently. but thats intentional.

near fjord
#

Hey, switching over from C4d to 3ds max. Any suggestions on the best version(ie year)?

#

I hated c4d r13 so much compared to 12

quick terrace
#

best max will always (or almost always) be the last release

#

although there certain issues with amd gpu drivers in 2017

near fjord
#

Ah cool. Ill go with 2016 to be safe.

#

A few years ago maxon decided to change a bunch of the keyboard shortcuts and changed some of the menus. Was a real pain

#

Dont try to fix what aint broken

quick terrace
#

same goes for max, they sort of made some of the default keybinds

#

work the same across

#

that said, my 2015 custom keybinds works just fine in 2017

#

and you can toggle between default and custom

tranquil moth
#

guys could anyone help me with the custom model shadows? i did a model from scratch in blender, everything works perfectly, geometry, hitpoints n stuff, everything is fine but shadows, they keep glitching and i can see em through other objects aswell, now i guess that's cuz a model itself made in blender and it's a competabillity issue but i really need it to work soo i came here and yes, i've googled it but had no results

plush coral
#

hi Forward, are you using a shadow LOD or are you letting the engine render your model with soft shadows?

polar fiber
#

shadow model must be closed (no holes in mesh, all vertexes welded), must be trinagulated and must have hard edges

plush coral
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^

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Also, are you using the ArmA Toolbox for Blender?

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I know some things don't export correctly from it

tranquil moth
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yes, i am using 2 lods actually

plush coral
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such as normals

tranquil moth
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yes i do use a toolbox

plush coral
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do you want stencil shadows or would you prefer soft shadows?

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because the engine applies soft shadows if no shadow LOD is present, may look better and should fix your shadow issue as well

tranquil moth
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hmm is there an easy way to make shadows without using stencil ones? i'm confused, i'm kinda new to modeling ๐Ÿ˜„

plush coral
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yea

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just don't make shadow lods

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the engine will automatically apply soft shadows

tranquil moth
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really? huh

plush coral
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At least that's what I noticed

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I'm a beginner with the whole modeling scene though, so take what I say with a grain of salt

tranquil moth
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i keep the LODNoShadow on the distance views right?

plush coral
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these are just things I've noticed through trial and error

tranquil moth
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yeah ikr i've made a model using only blender and bohemia samples

polar fiber
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depends on the object. shadowbuffer generally doesn't look good on units, weapons and vehicles in first person views

quick terrace
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zoo, you are really writting down just hits and miss

polar fiber
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stencil shadows are better for those types of things

tranquil moth
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the model is extremely, how do you say it, spiky, so i can't make simple stencil LODS

plush coral
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My apologies then

quick terrace
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there will be a shadow generated from first view lod if lodnoshadow named pref is bot there

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that said, there are artefacts

plush coral
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It's a bit hard to find up-to-date documentation on this stuff

quick terrace
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and there are other ways

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to deal with softshadows

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using svlods

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plus the performance is gonna take a beat

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@tranquil moth can you post an image?

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of your vis err

tranquil moth
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sure, give me a sec

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i'll try no stencil LODs

quick terrace
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there is no such thing

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the svlod is the same

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rendering the shadow (soft or hard) depends on names properties

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the rules for svlods remain: triangulated, hard edged, closed geo

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lodnoshadow named prop should only be present in your visual lods

tranquil moth
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yeah, i see lol, aight let me make a screenshot, may i contact you in pm?

quick terrace
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lod0 to lodN

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yeah you may, i'm on ios though

tranquil moth
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@quick terrace did you get em?

quick terrace
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i told you that i was on the phone...

hollow fulcrum
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if there is no shadowLod the engine will default to attempting to use the geoLod for shadows.

quick terrace
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nope

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it will use first visual LOD

hollow fulcrum
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since when?

quick terrace
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there are meshes that have really primitive geo lods

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there are also meshes without geo lod

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i guess since some time now

hollow fulcrum
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my understanding is that if no shadowLod it defaults first to geoLod, i believe it will do res lod now, but i think it's still secondary. i might be wrong.

quick terrace
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haven't tested tbh

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since A3

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ahh shit i did

hollow fulcrum
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been years since i did. either way, peoples should have proper shadowLods