#arma3_model

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quick terrace
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yeah, vis lod takes prio

hollow fulcrum
#

hmm

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thats interesting, and its res0?

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that seems maybe not so bright.. but considering mass lack of performance lods anyway. /shrug

quick terrace
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if there is no lodNoshadow present

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it will use vis lods (and will actually change to the next one)

hollow fulcrum
#

i see

bleak tangle
#

This is the sitrep where they mentioned it https://dev.arma3.com/post/sitrep-00138

Our programmers have decided to make the lives of content creators easier, mainly for those creating new models. They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD.
plush coral
#

Awesome

bleak tangle
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I haven't seen any clarification past that though

plush coral
#

At least I now know that I'm not just doing something wrong.

hollow fulcrum
#

ah

quick terrace
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the behavior is before that

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announcement

tacit karma
plush coral
#

whatcha making there buddy?

#

a fancy gun? ๐Ÿ˜ƒ

tacit karma
plush coral
#

It's beautiful

terse elm
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red where did u get the scemamtic from?

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@tacit karma

tacit karma
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google

terse elm
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man i missed it lol

tacit karma
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haha

terse elm
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done mine purley of refrence images so far

zenith quartz
#

does anyone know how to edit the flotation level of a ship?

last spindle
#

Buoyancy LOD

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or changing weights of Geo lod

zenith quartz
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"Buoyancy LOD" how exactly?

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this is what i've

kind lion
#

reducing the size of the buoyancy lod

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better put, the size of the components in the buoy lod

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either that or raise mass in the geo lod

hollow fulcrum
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@zenith quartz you'll want to try and keep the bouyLod in the same general shape of your hull. it does not need to be the full height, just whatever is going to be touching the water. basically the engine calculates the volume of the bouyLod as displacement. so you have to weight things against that.

zenith quartz
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it's a LCVP, basically i should resize the bouy lod and cut off the side wall?

hollow fulcrum
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cut the top off is what i would do.

zenith quartz
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ok ty, i'll try

hollow fulcrum
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the goal is simply to make it smaller, so it doesn't 'weigh/displace' so much. if you get to a point where water is hitting the top of your bouy lod, then your best bet is to add more weight and compensate with engine power.

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@zenith quartz the more i look at it, you might want to consider making it so it can't take on water. it's a config settting, forget which one.. but you almost need the top of your bouyLod in the water. tis a bit of a special case.

zenith quartz
#

something went wrong lol

wraith tendon
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Looks good. Hoverboat

hollow fulcrum
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how much weight you have on it?

zenith quartz
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1792.308

hollow fulcrum
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oh no no, need much more.

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try something like 15000

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and i would use the 4 box solution for weighting. much easier to tweak otu the physx.

zenith quartz
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mass is not real mass right?

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yeah, already using it

hollow fulcrum
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it is. sort of.

wraith tendon
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@hollow fulcrum Nah, not soooo much (1.8k should be enough).
(I wish my fkn HDD wouldn't have died... i could have watched my testmodel)

hollow fulcrum
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you bouy lod is being calculated as water in kg's

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so you can calculate it yourself

wraith tendon
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Speed/Acceleration comes in play, iirc when the Weight was too high, it took ages to accelerate

zenith quartz
hollow fulcrum
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looks better

zenith quartz
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i want to pull up a bit the bouy

hollow fulcrum
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back to gun mounts for me!

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assuming the phone stops ringing..

zenith quartz
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ty @hollow fulcrum

hollow fulcrum
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๐Ÿ‘

zenith quartz
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i can fix that with antiwater texture ?

hollow fulcrum
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yep

zenith quartz
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๐Ÿ‘Œ ty again!

outer condor
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can someone please send me this file: ca\weapons\RPG7_proxy.p3d (MLOD or ODOL) or suggest what A3 file to replace the reference to this file with

bleak tangle
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Is that the exact p3d name? I can't see it anywhere

tranquil moth
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hey huys what does the stencil shadow 2 lod stands for? it's a distance view right?

outer condor
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yep thats the exact name. it could be an old A1 proxy if its not in A2/OA data

outer condor
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mikero just explained to me that p3d doesnt exist - was just a hacky way to add an attachment point to soldiers

tranquil moth
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ah ok, so it can be as simple as possible got it

zenith quartz
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dunno if it's more a cfg issue or model.
I'm trying to enable\disable a FFV position by an action but enabledByAnimationSource seems to not work, here the cfg:
http://pastebin.com/WNLs4tJt

The animation works in game

kind lion
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they should not be simple animations but doors

zenith quartz
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mmh, i'll give it a go

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i've tried yesterday that too, but it didn't seem to work

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it was late tho ๐Ÿ˜„

frozen stirrup
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wasnt there a model in the sample models with a generic face/head for when modelling helmets/headgear? I can't find it anymore

polar fiber
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\Arma 3 Samples\Addons\TemplateRTM\bust.p3d

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the .fbx character example also has its head

frozen stirrup
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thanks

zenith quartz
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@kind lion
model.cfg:
class windshield
{
type="rotation";
source="Doors";
animPeriod = 1;
initPhase=0;
selection="windshield";
axis="windshield_axis";
memory=1;
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -105";
};

Config:
class AnimationSources
{
class windshield
{
source = "door";
animPeriod = 1;
initPhase=0;
};
};

The game still reads it as an user animation -> animate ["bla",1] works, animateDoor doesnt

kind lion
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uhm if i remember correctly CUP merlin helo should have that working

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this is the model.cfg bit for the door

#
            class dvere_l
            {
                type="translation";
                source="dvere_l";
                selection="door crew";
                axis = "axis_door_crew_slide";
                offset0=0;
                offset1=-0.91000;
                minValue=0;
                maxValue=1;
                //initPhase=1;
            };```
#

config:

#
        class AnimationSources: AnimationSources
        {
            class dvere_l
            {
                source="door";
                animPeriod=1.3;
                initPhase=-1;                
                sound = "MetalOldBigDoorsSound";                
            };
some other stuff
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more config (useractions)

#
            class OpenLdoor
            {
                displayName= "<t color='#FF0000'>Open Crew Door</t>"; //Red
                position="doplnovani";
                radius= 12;
                onlyForplayer=false;
                condition="this doorPhase ""dvere_l"" > 0.5 AND ((this getCargoIndex player) isEqualTo 1)";
                statement="this animateDoor [""dvere_l"",0];this animateDoor [""dvere_l_pop"",0];";
            };```
#

@zenith quartz

zenith quartz
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@kind lion yep it worked! basically in the "source" you need to put the same name of the class and of the animSources, thank you!

kind lion
#

np

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how's IF going?

zenith quartz
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it's going, but that's for FOW ๐Ÿ˜ƒ

kind lion
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fow?

kind lion
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oh i see, gg!

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are you using stuff from IF or is it all brand new?

zenith quartz
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brand new

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we can't use IF stuff out of it

hollow fulcrum
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what are you guys up to? you must all be playing dayz or something.

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the lack of porn is saddening. ๐Ÿ˜ฆ

celest arch
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Nothing much to show here as porn for me ๐Ÿ˜ฆ

hollow fulcrum
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heya @celest arch hahaha, thats awesome!

dark crow
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hello I would like to know if there is a guide to begin to take the first steps for creating vehicles for Arma 3

placid bough
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the first step you mean installing tool or alreadyy to open object builer ?

dark crow
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there i got them models .... I just need to start the config

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and even the tools

placid bough
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for config i followed this tutorial

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yyou can set a real car into arma 3

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if you have a diagram spec

dark crow
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Thank You ๐Ÿ˜„

placid bough
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๐Ÿ˜‰

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with that you can make awesome suspension and engine

celest arch
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thanks @hollow fulcrum , if only quixel would behave.... ๐Ÿ˜›

hollow fulcrum
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ha! i've been avoiding texturing things for a couple/few days now because i hear there is quixel buffoonery about. whats it doing to you?

celest arch
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Tonight, setting up my project, 3do does its bakes then the 'ok! Ready to start!' pop-up but the project isn't actually created

hollow fulcrum
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and no errors?

celest arch
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Nope

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I'm trying a reboot

hollow fulcrum
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thats an odd one. shouldn't require a reboot. but the process might be hung. restarting wont hurt anything though.

celest arch
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nope it wont do it

hollow fulcrum
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which PS?

celest arch
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2015.0.0 20150529.r.88

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first time it does this

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but I'm doing something new

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I converted an a2 mlod nohq to tga, then processed it with NDO and feeding that as normal in DDO

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ahhhh just got a new popup

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never had it

hollow fulcrum
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i dont think that would be problematic. the nature of issue seems to be access related.

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and yeah that pop up would make sense. lemme know if it persists.

celest arch
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no idea what happened here, might be related to the wednesday-night windows update

hollow fulcrum
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i generally blame windows regardless. so that sounds good to me.

celest arch
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nope not working ๐Ÿ˜

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also tried running quixel as admin, no luck

hollow fulcrum
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side note: seems quixel suite conflicts with particular naming conventions within model files (001,002,003). this will cause the app to fail on output, on project build. they will however load into the viewer standalone.

#

๐Ÿ˜ฌ

oblique vapor
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Hey guys. I made a ballistic shield, and the ballistic protection is weird. We connected to our server, and we tried to shoot a friend that had the shield, shield was deflecting bullets. But after a certain time, the shield doesn't provide any protection anymore. It's like the shield weren't there, literraly, same amout of damages with or without the shield. After that, I get back in the Virtual Arsenal to try it out, and bullets are being deflected again... Any ideas ?

hollow fulcrum
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so it works for a bit, then stops working after being shot. is it dying?

last spindle
#

Anything with armour takes damage, eventually it's armour value becomes 0 and it provides 0 protection

oblique vapor
#

@hollow fulcrum yes

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I even re-added him one shield, not working

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Relaunched game, it's a no no

hollow fulcrum
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see what @last spindle said, he caught the drift.

oblique vapor
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But it works fine in Virtual Arsenal

hollow fulcrum
#

?

last spindle
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Wait a minute.....how are you attaching/equipping it to the player?

oblique vapor
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Primary weapon

last spindle
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I'm going to guess that it has something to do with locality and the collision calculations ignoring primary weapons in situations

hollow fulcrum
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sorry, not ignoring you, real world children are running amok..

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hrmm, thats a fair bit o armor there.

oblique vapor
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Yeah, it's just an experimental thing tho. If that worked, would do more testing to have correct values and block certain calibers

hollow fulcrum
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oh its all good, but kinda negates the first thought.

oblique vapor
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I think you got a point @last spindle, Arsenal is local and works fine, but once in the server, works in a weird way.

hollow fulcrum
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empty mission or something significant?

oblique vapor
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Well that's fairly significant and has alot of traffic between players / server

hollow fulcrum
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just thinking it would be best to eliminate all other possibilities. especially if/when dealing with MP things.

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so clean mission, a box, and some shields.

oblique vapor
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Will do, thanks !

hollow fulcrum
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if it doesn't do it then.. i hate life for you.

oblique vapor
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The fact that the server handles all the traffic concerning shots and damages is basically a joke actually

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But yeah, will try to find a solution

last spindle
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Not really, no other way to handle it effectively in multiplayer

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Imagine the exploits if projectile collisions were on the client and not confirmed at all by the server

hollow fulcrum
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so buildings have occlusion lods now?

bleak tangle
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Not an occlusion LOD, in the view geometry you can specify an occluder

hollow fulcrum
#

i see

bleak tangle
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There is not a lot of information about it and I don't even think the sample model has been updated

hollow fulcrum
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yeah i just read what i could find

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yeah, straight render blockers.

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that might actually be really useful with a couple of larger assets im dinking around with though.

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and if the bring they resolution LOD based shadow casting foo..

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i might be happy for a bit

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would like the roadways on ShipX to work and a couple animation sources, but meh.. ๐Ÿ˜†

bleak tangle
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Yeah it could be, I'm just not sure what the best way to test it is other than just comparing FPS with 100s of the building spawned with/without occluders. I'm hesitant as well because you can hurt performance by not doing it properly

hollow fulcrum
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shouldnt be too hard to test out. im curious how or if it works properly when i go hooking 20 something odd buildings together. would not be suprised if thats a fail scenario.

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really more curious about the shadow stuff.

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as that can reduce workload significantly haha

still folio
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Okay, someone needs to make a model mod that changes Bunnies and Snakes into Pikachus and Ekans

celest arch
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@hollow fulcrum Hatchet - Today at 5:00 AM
sorry, not ignoring you, real world children are running amok..
hrmm, thats a fair bit o armor there.

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are we meant to be the virtual children then? ๐Ÿ˜›

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btw I started implementic geometric occluders in my buildings, had some interesting results in terms of fps

hollow fulcrum
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Well that's significant. I still need to test it with things like the oil rigs, seems promising though. Thanks for info @Schultz

bleak tangle
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@celest arch Question time if you don't mind then. How many occluders? Is it only covering walls, or a cube in the shape of the building? Did you do a proxy occluder as well or no interior?

celest arch
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Those towers are a bit unique

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They have the base plus roof model, then separate staircase shaft and each floor is another model

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So I added a big occluder to each floor

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For now, it works fine at the end of the day it's a big 40x40x30 meters occluder

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I was also wondering if adding an occluder to trees would improve performance, as trees are usually the most used objects on a map

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Trees, walls also

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Walls will have a big impact

frozen stirrup
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I guess it should work with walls, but wouldnt that lead to strange results with trees?

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"[...] there must be as few of GOs in scene as possible and they should be as big as possible. When there is too much small GOs it may happen that computing occlusion will be more consuming than to render those occluded objects."

celest arch
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JUST TO THE TRUNK OF THE TREE

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whops caps sry

last spindle
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not worth it, how often is something 100% behind a tree, and calculating a forest worth of occluders is going ro cost more than just drawing them probably, they talked about it when releasing info on the occluder tech

wraith tendon
plush coral
#

Hmm, what about a "wall" of trees?

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Trees staggered and grouped closely together with one big occluder behind it

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Could be used to break up different scenery in a map and to possibly get better performance

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Essentially a tree line model

hollow fulcrum
#

@wraith tendon new and improved hypercolor paint!

wraith tendon
#

Thats nice ๐Ÿ˜„

carmine gull
#

@hollow fulcrum would like the roadways on ShipX to work and a couple animation sources, but meh.. ๐Ÿ˜† Too bad this one's a 'not in time for Apex' item according to an official Twitter account

hollow fulcrum
#

i doubt it will ever get done. we'll see though. might be a lot more feedback here soon. ๐Ÿ˜

oblique vapor
#

@shadow matrix Wait, Res LOD casting shadow is coming ?

polar fiber
#

you've always been able to cast shadows with the res LOD, using the shadow buffer. Just shadow buffer isn't good for certain types of objects

oblique vapor
#

Are there any doc on that ?

polar fiber
#

it's a matter of how you set up the LODNoShadow, sbsource and prefershadowvolume named properties

oblique vapor
#

Oh I see. So I might get rid of those ugly hard harpened shadows ?

polar fiber
#

yes, shadowbuffer is the shadow type used for buildings etc. But like I said it's no good for certain types of model like weapons, units and vehicles because they they don't have enough fidelity for certain close details

#

BIS mentioned it in a sitrep

oblique vapor
#

Alright, so buildings and objects = shadowBuffer, and anything else detailled = shadowLOD. Didn't heard of it until now. Will experiment things !

polar fiber
oblique vapor
#

Thanks

#

I see

oblique vapor
#

Are there additionnal config lines to add in the model ? Added the correct named properties, no shadows in game

cosmic stream
#

check the properties in the sample, in each LOD, also I may be wrong but in order to have those shadowbuffer i still needed a shadow LOD

polar fiber
#

yeah, I just checked the BISIM guide and it states that building type objects need a shadowLOD for shadowbuffer. It's units etc. where you can force it from the vis LOD

hollow fulcrum
#

gheyness.

#

i really didnt want to make shadowLods for 3 very large models that are effectively 20 something odd buildings each. but, such is life.

civic stratus
hollow fulcrum
#

@civic stratus model.cfg?

wraith tendon
#

@civic stratus It looks like, the dampener are reversed (moving down, instead of up)

placid bough
#

how many is the max point in Hit-Points LOD

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i know its around 25 000in LOD resolution 0

bleak tangle
#

What is it for? Looking at the samples the house has 739 and the car has 246

#

I'm sure there are other buildings and vehicles that have more

last spindle
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as few as possible to get the job done, 25,000 is like 25,000 times to many for hitpoints

placid bough
#

more point you have more precision for hit, i try to set thickness of 100mm .I want create a monster truck . for the start i begin with the wheels . wheel have 1 meter radius i got 2808 points for 1 wheel

#

all point are inside the size of wheel with a space of 100mm between the points close of the FireGeometry and the FireGeometry

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and sorry i forget to said i have 2808 point in Hit-Point LOD

last spindle
#

more hitpoints will not make your hit detection any better, if anything it will probably make it worse

#

please tell me you do not have 2808 hitpoints for a wheel?

wraith tendon
#

He does

last spindle
#

๐Ÿ˜ญ

tacit karma
#

lol

tacit karma
torn pilot
#

I've no idea how you lot can face the niggly detail inherent in any 3D content. I've just got my head around how to re-UV a model over a different skin but blanched when I thought about having to repeat the process for every LOD (admittedly I was using Object Builder). Programming offers far more instant gratification.

thorn spire
#

Cause real stock making is much more easier

bleak tangle
#

In what program were you doing the UV in?

#

Oh just saw your edit

polar fiber
#

Editing other peoples' models is normally more of a pain in the ass like that than making something yourself

torn pilot
#

I figured that was a factor but got to start somewhere.

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(Hopefully not with modelling a box).

bleak tangle
#

I don't know how anyone can work with Object Builder after using another modeling program

polar fiber
#

Indeed. Generally the process you'd go through when creating your own model would be to do the most detailed LOD, then unwrap it. Then when you generate the lower LODs by removing edges and vertices, the UV coords for the vertices that remain, are still in the maps for that LOD

#

To do it with en existing model I suppose you'd have to repeat the proces to reproduce that lower LOD in a way that matched the original

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But then it becomes excessive compared to simply moving the UVs to match what you did to the first LOD

torn pilot
#

Just wanted a nice M16A2 to go with Delta Hawk's units. Quite like the BIS model but the skin/UV is a mess. Way beyond my skills or ambition to create something like that from scratch.

frozen stirrup
#

Yeah, a nice M16A2 would combine great with those units

polar fiber
#

Nah, it's cool mate. As you say we all have to start somewhere. I certainly did the same as you were doing, back in the day

thorn spire
#

Going from Topogun to Mudbox and Max, it exports the OBJ fine but scales it down big time

pearl flume
#

after assigning a texture in object builder the texture appears to be blue in color, all the texture detail but just blue. any ideas?

#

the texture appears correctly in object builder but not in game or bulldozer

past mesa
#

@pearl flume make sure your texture is 512x512 or 1024x1024 etc

pearl flume
#

thanks Sniper that was my mistake ๐Ÿ˜ƒ

past mesa
#

np

outer condor
#

is there a good way to create an overview of reskin possibilities for models?

like dep3d can extract selections, yet it dumps all and not only those meant to be used/possible to use for hiddenSelections[Textures] (not much clue about this, so no idea if one can make the distinction with tools at a all, or if human judgement is needed)

so is hiddenSelections[Textures] definitions overview from configs the best that can be done?

last spindle
#

you are probably better to use the model.cfg because hiddenSelections can be defined and present, but not used at all in a config.cpp

#

but the array from the mode.cfg also contains things like headlights and crap

outer condor
#

yup ๐Ÿ˜ƒ

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the problem for me is to determine what is intented selections for reskin and which arent (without looking at each p3d in o2 to figure it out the hard way..)

last spindle
#

but you cannot, any modder can name there selections anything and use them in what ever way they choose, you just have to get the lists and try

outer condor
#

alright. i guess going with the current config definitions is the best way to start with

echo rain
#

ye would make more sense pulling them from the config

#

or do you want to make use of unused sections from the model.cfg?

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by defining those in the config

outer condor
#

the overview is to allow ppl make reskins for IFA3

#

plus complete overview for us ourselves would be useful to know whats still missing, and which selections havent been used so far (arm patches, etc)

torn pilot
#

you could maybe try and automate a selection list using the HitPart EH, presume the selection list it provides refers to the same thing

outer condor
#

interesting idea. worth a try i guess

torn pilot
sturdy parcel
#

the thing is, if you have a hippopotamus, which nostril do you want to reskin? how do you know it even has nostrils? You have to know the model in each instance. what are the ears called, does it have a trunk, are there any ski's attached at the bottom, what are they called.....

#

since you're in command of the ifa mod, it's entirely up to you to call sections as reskin_blah and stick to a list of labels for what blah is. A canopy, a door, a hood, a trunk.

white jay
#

Hey guys, I'm hitting a wall right now. I must be either blind or stupid. I'd like to write a config for a simple item. That's what I have so far:

#

class CfgPatches
{
class tfw_ilbe {

    units[] = {
        "tfw_whipItem"
    };
    weapons[] = {
        "tfw_whip"
    };
    requiredVersion = 1.0;
    requiredAddons[] = {"task_force_radio", "task_force_radio_items"};
    author[] = {"Raspu"};
    version = 1.1;
    versionStr = "1.1";
    versionAr[] = {1,1,0};
};

};

#

class CfgVehicles {
class Item_Base_F;
class tfw_whipItem: Item_Base_F {
scope = 2;
scopeCurator = 2;
displayName = "VHF Blade Antenna";
vehicleClass = "Items";
class TransportItems {
class tfw_whip {
name="tfw_whip";
count=1;
};
};
};
};

#

class CfgWeapons {

class ItemCore;
class InventoryItem_Base_F;

class tfw_whip: ItemCore {
    scope = 2;
    scopeCurator = 2;
    model = "\tfw_ilbe\data\model\whip\tfw_whip_item.p3d";
    picture="\tfw_ilbe\data\icons\ilbe_icon.paa";
    displayName="VHF Blade Antenna";
    descriptionShort ="Test";
    class ItemInfo: InventoryItem_Base_F {
        mass = 15;
        allowedSlots[] = {901};
    };
};

};

#

The model just won't show up in arsenal and i can't add it via additem as well. Does somebody spot my error?

sturdy parcel
#

where is the model.p3d for cfgVehicles?

white jay
#

if I add a model there i only see it in eden. as soon as i start the mission the model is gone

outer condor
#

: Item_Base_F might be a problem

#
  1. check BIF via search - someone had used the wrong base class
  2. check how BI has done it for A3 content
thorn spire
#

ANybody have an idea why Topogun export scales the mesh way down

cosmic stream
#

scale issues between software grids are often easy to solve : scale x100 or 0.1 usually, check if it works

#

(some software are using differents rules for their unit measure, for example iirc zbrush has it's own way to handle units)

fast topaz
#

is there any software out there which generates plants? so that I can make a tiny weed plant?

white jay
#

ok it turns out you can't just have an item in arma without a function

#

class tfw_ItemCore: ItemCore {
type = 131072;//4;
detectRange = -1;
simulation = "ItemMineDetector";
};

class tfw_whip : tfw_ItemCore {
    scope = 2;      
    scopeArsenal = 2;
    scopeCurator = 2;
    model = "\tfw_ilbe\data\model\whip\tfw_whip_item.p3d";
    picture="\tfw_ilbe\data\icons\ilbe_icon.paa";
    displayName="VHF Blade Antenna";
    descriptionShort ="Test";
    class ItemInfo: InventoryItem_Base_F {
        mass=10;
    };
};
#

this works but only because i inherit from minedetector

#

this solution is fine for me BUT when i put the item on the ground now the model is rotated 90ยฐ

#

im gonna go eat a broom

sturdy parcel
#

all the same, nice detective work.

#

i don't think providing a cfgVehicles class serves any purpose btw.

#

perhaps being overly pendantic but, inheriting is a naughty word. you def ain't doing that. you are using an engine animation.

#

and you might try other types of simulation to see if the 90 degree problem goes away.

polar fiber
#

@white jay, yeah, that's why people often use dummy cfgMagazines objects as "inert" inventory items that don't have a function like a toolkit, medkit, mine detector etc. does. But the drawback of that is that they're not directly selectable in Arsenal

white jay
#

yep, i think im actually gonna go the cfgMagazines way rather than to have the item available in arsenal

#

tbh i just don't understand how such a simple task is so god damn hard to implement in arma

#

inconvenient to say the least

#

@sturdy parcel cfgVehicles is for having the item availble in the editor

sturdy parcel
#

i honestly can't see how that's possible without a model=

#

depending on the inherited class of course, you run the risk of a ctd.

celest arch
sturdy parcel
#

start with three goats

celest arch
#

remaining two only at the God of Loot's willing

hollow fulcrum
#

haha, i've got to run out this morning and do this work crap. if nobody helps you out sooner, i'll be around in a half dozen hours or so.

zenith quartz
#

@celest arch if i remember correctly you're using Blender with the Arma Toolbox plugin, right?

#

you can export directly the rtm

celest arch
#

yes I am

#

ahhh thats cool!

#

I'll give it a try, if I fail I'll report here with the second goat

zenith quartz
#

when exporting, make sure to select "static"

celest arch
#

thanks Giallustio ๐Ÿ˜›

white jay
#

Finally got the items working the way i like. Went the CfgWeapons way and ended up doing a extra model for the inventory item which is rotated by 90ยฐ

hollow fulcrum
#

looks good ๐Ÿ‘

#

im very happy you are doing those ๐Ÿ˜€

white jay
#

I'm pretty sure I've seen them from you as well ๐Ÿ˜‰

#

let's see how it works out

hollow fulcrum
#

im sure it'll be great, there is another one i wanted to do.. i'll have to find it later this evening.

echo rain
#

@polar fiber: interesting. so the arsenal gathers magazines through the references inside the weapon classes huh?

#

good to know

polar fiber
#

@echo rain Yes, it seems to filter out magazines that aren't compatible with the various weapons and muzzles that the player is currently equipped with. Does the same for compatible attachments

oblique vapor
#

So i see that airFriction is calculated using real world acceleration, but where to find that value ?

#

I found the Dust2Dust sheet calculator, but is that accurate / correct ?

dark crow
#

Hello I would like to have an information, these days I have fashioned a vehicle ... now I want to know how can I import it on ArmA 3 ?

#

I recommended some guide in particular ?

sturdy parcel
#

Yes, it seems to filter out magazines

#

hardly surprising why would an author state

#

class cfgWeapons

#

{

#

class myGreatRifle

#

{

#

magazines[]={this_one,that_one,another_one};

#

if it were ignored?

hollow fulcrum
plush coral
#

Heyzeus Christ

#

so much detail

woeful viper
#

we are unworthy

celest arch
#

"I have a vehicle.... import to arma"

#

grabs popcorns

#

@hollow fulcrum wow

oblique vapor
#

lol

terse elm
#

Wow @shadow matrix that looks the monkeys nuts!!

white jay
#

first antenna mounting

hollow fulcrum
#

๐Ÿ˜ƒ thanks guys

#

@white jay's work on the radio foo is excellent also. much detail ๐Ÿ‘

white jay
hollow fulcrum
#

haha, sweet!

tacit karma
#

Only missing the front sight and the caps as well as some details, and it should be good.

foggy finch
#

nice

white jay
#

what is it?

#

I can obviously see that it is a AT weapon of some sort but what type?

tacit karma
#

RPG-75

#

Just found out the rear sight is... tiny... compared to the rest of the gun ๐Ÿ˜„

wind belfry
#

any idea why does my vest's pockets drop to the ground floor and don't hang on from vest?

#

geo lod is empty and has autocenter = 0 in named properties

#

i have tried everything that has come in my mind

bleak tangle
#

Do they have a named selection? And do you have an entry for the vest in your model.cfg?

cerulean flame
hollow fulcrum
#

๐Ÿ˜•

#

i am weak with the ways of the modo

#

looks like creases.. maybe some sort of vert normal setting. not sure.

wind belfry
#

@bleak tangle yes and yes

#

the vest is on right height, just the pockets aren't

bleak tangle
#

Are the pockets definitely within a named selection?

#

In my experience, if something is at your feet it's because it doesn't have named selection or an entry in the model.cfg.
Since you say the vest is on correctly that means it's probably not model.cfg related as I don't think only part of a model.cfg can be broken with clothing items

wind belfry
#

will double check the model.cfg in that case, might have some typos in there or in named selection

#

thanks!

dark crow
#

Hello

#

I need help

pallid oasis
#

Suanatyyny, are the pockets on the vest weighted/linked to one of the spines at all?

wind belfry
#

@pallid oasis they are not, any idea how i could do that?

pallid oasis
#

highlight the pouches/pockets and then go to the spine selection you want them to be linked to and then right click the selection and "redifine"

#

that will then tie the pouches to that portion of the skeleton

#

I normally associate any attachments to spine2

#

did it work?

wind belfry
#

give me a sec

#

@pallid oasis where do i find that spine selection?

pallid oasis
#

it should be in the selections box

wind belfry
#

ah

#

found it

pallid oasis
#

if you used the samples vest you will see it there

#

what I actually do is highlight my whole vest, and asign it to spine2

wind belfry
#

do i have to do this for every lod?

pallid oasis
#

it would be best to do that yes

wind belfry
#

it works!

#

thank you so much @pallid oasis !!

pallid oasis
#

you're welcome

oblique vapor
#

@tacit karma So much porn

tacit karma
#

Thanks

oblique vapor
#

How do you do the re-topology work to get a low poly model ? You just model within the high-poly polygons ?

tacit karma
#

it depends on the part of the mesh. Usually I already model in a mid-poly workflow, and for some parts it's enough to simply remove excess edges or optimize. Some parts are remodeled.

oblique vapor
#

I see. And concerning the UV Map, how do you even apply the high poly bakes on the low poly one ? Must be a pain in the ass

tacit karma
#

Well, that's baking in a nutshell.

#

Usually tho, the more time you spend on your hghpoly, the better your final model looks. And that equation works exponentially IMHO

white jay
#

Hey folks, I got hit up by a friend who is on the look out for environment artists who can work in UE4. Project will last 6 months and would be a fulltime position. Just thought I would reach out there and see if anyone was interested.

thorn spire
#

Anyidea what causes this

#

AO turns ugly also normals

celest arch
#

ok I might require some extra help with my weapon animations ๐Ÿ˜ƒ

#

it seems like the actual weapon p3d location prevails no matter how I set my weapon bone

#

I need some wisdom to shine upon me

polar fiber
#

If it's just done with handanim, the weapon bone doesn't move. The animation IK part for handanim is done from the relative position of the hand bones to the weapon bones, not the other way around.

sturdy parcel
#

similar to volant, right?

polar fiber
#

You'd need to make a new gesture or something for the unit to hold the weapon in a different position. Or possibly offset the weapon model position inside its .p3d and produce a new handanim relative to that, though it'd maybe look a bit odd. I did something of the like in the past for Arma 2. Was for an MG, positioned like it was hip-shooting from the waist - but you kind of got gibbon arms during the sprint animation

celest arch
#

yeah thats what I was fearing

#

thanks, I'll try and fiddle around with the p3d positioning

#

pack-> check in game -> adjust rinse and repeat

polar fiber
#

@sturdy parcel for the hands following the steering wheels you mean? In a way that's kind of different, but the animation is applied relative to axis set up in the vehicle model (i.e. the position of the bone that the hands move relative to is described by model.cfg transpose rather than .rtm), so yes they are kind of fixed positions

sturdy parcel
#

k. thank you for the explanation.

white jay
#

LP at 2000 verts

hollow fulcrum
#

@white jay ๐Ÿ‘ all pro

tacit karma
oblique vapor
#

Is there an efficient way to block players to enter a model ? e.g. a building. In the geometry LOD, is it better to double the amount of wall geometry ? Like instead of 1 block for a wall, it would be divided in two blocks. I don't know, players can glitch thrugh byu vaulting over...

bleak tangle
#

How thick is the wall?

oblique vapor
#

How to measure it ?

bleak tangle
#

I'm not exactly sure in object builder lol

#

Worst case you can select the points, then go to Points > Properties and then calculate the distance ๐Ÿ˜›

errant pumice
foggy finch
#

They are M1151, not M1114

#

up armoured editions

oblique vapor
white jay
#

it's so tiny! ๐Ÿ˜ฑ

terse elm
#

@oblique vapor just make ur geo walls thicker

#

Also make sure there aren't any gaps

#

I usually make my walls get larger than than the actual wall, it also stops ppl looking thru walls

placid bough
#

i always get problem with the PhysX Geo LOD

#

my car dont slow when he hit the water at high speed

#

some time with luck i set the physX perfectly but i dont have ieda what i have done for this work

#

my Geo Lod is fine i cannot walk inside the object but on water at hight speed thats continue at the same speed ... ๐Ÿ˜ฆ

foggy finch
placid bough
#

can we only create a box and then structure > convexity > component convex hull ?

#

lol

#

im making a kind of that

foggy finch
#

I'm afraid I can't help you with vehicles, but some light hearted humour never goes amiss

oblique vapor
#

@terse elm Will try, thanks !

placid bough
#

im making 3 vehicle 1 land 1 boat 1 flying ... the 3 will have the same model 3d im creating with object builder (all ugly im not pro designer) but the 3 vehicle will have script that can handle the 3 vehicle and some animation you will feel drive a wheeling car transforme to boat and able to transforme to flying

#

๐Ÿ˜„

#

but i need to succes full the PhysX

#

my config are very wells , funny and no problem

#

but i got difficult to make my own PhysX Geo LOD

#

i see some post about thickness , where i set the thickness of geo Lod?

errant pumice
#

Uro tnx, but we dont have M1151s

foggy finch
#

you can only set the mass in the geolod, unless you mean the actual geometry of the objects in the geolod

#

@errant pumice afaik they are modified m1114's to have more armour

#

the woodland version looked very similar to the pic you posted

placid bough
#

yes for mass is all fine .. the damper and wheel are really nice

errant pumice
#

yeah we dont have reinforced steel doors

foggy finch
#

ahh

#

just shoot em off then ๐Ÿ˜‰

#

@errant pumice nothing in RHS like it?

#

havent checked it out in a while

placid bough
#

does the property name is important for the Gemoetryy phys LOD ?

#

i want to have collision when the car hit the water. like vehicle arma3

#

but i create a empty blank Geometry, and Geometry Phys when i walk the Geometry is fine i cannot walk inside the object but when the car was moving to the water , thats continue at the same speed until i'll been ejected of the car

#

and the geometry is really simple

#

segment radius 32 all other size and radius all is 1 , so i have 4 cylinder like it and 1 square for the body of car

#

and its supposed to be simple geometry lod : wheel_1_1_damper ,wheel_1_2_damper , wheel_2_1_damper ,wheel_2_2_damper + componnent names (structure>convexity>component convex hull)

#

i do same for Geometry Phys LOD created a empty box (structure>convexity>component convex hull) ... and this is supposed to be fine.. i have creat some vehicle in the last 2 years and i had already succesfull a geometry Phys LOD , but i just dont understand how i maked it , i make so many test like it : test then error , test then error , test then error ,test then oh my god succes but i dont memories on all i make

dark crow
#

Hello

#

I would like to know how do I activate the lods panel of Object Builder

#

I would like to open this panel on my Object Builder

#

someone help me would know

celest arch
#

that's the named selections box

#

ctrl+L or from the window menu

#

but given the names I see there I smell a dodgy car model ๐Ÿ˜›

#

as usual....

#

grabs popcorn

dark crow
#

schultz

#

?

quick terrace
#

@celest arch - lol

#

@dark crow - lovely rip

dark crow
#

-.-

celest arch
#

starts munching

fast topaz
#

haha @quick terrace

quick terrace
#

@celest arch - neah, he didn't bit on my bait...it is not a rip, i actually made it myself you rude internet person!! i don't like what you are trying to imply here, i have my good name to protect

#

pity

cosmic stream
#

This more looks like a screen from a tutorial video honestly than a screen of his model, i don't understand the flame...

quick terrace
#

yeah because names of individual meshes in tutorials files have vert numbers

#

because that stays put along the modelling process...

#

good call @cosmic stream dunno how i could not see that

woeful viper
#

statistically pufu is right to assume it's a rip.

fast topaz
#

haha "statistically"....it COULD be a screen from a tutorial video though

#

don't believe a statistic you didn't manipulate yourself

#

i was told once haha

#

but I'm still believing

cosmic stream
#

hey, i have a question

#

in OB, is it possible to "move" a selection into an existing section ?

#

let's say I have glass_1_hide, and glass_1_unhide selection and I want to move them into a Door_1 selection that already exists

fast topaz
#

select your door_1 selection and your other selections then rightclick your door_1 selection and click redefine

cosmic stream
#

thanks, any reasons why the glass isn't following the door rotation ?

#

even if it's in the door_1 section

bleak tangle
#

What does it look like in your model.cfg?

#

Based on the sample house

            "Glass_3",                "Door_1",
            "Glass_3_hide",            "Door_1",
            "Glass_3_unhide",        "Door_1",
            "Glass_3_effects",        "Door_1",
#

That's an entry in skeletonBones and should allow the glass to move with the door

cosmic stream
#

oh, ok

#

not very familiar ๐Ÿ˜„ i'm still copy pasting my value

#

seems to work , thanks Pennyworth !

cosmic stream
#

is think i went a bit overkill on this building... 45 doors, 63 windows... http://i.imgur.com/Corv6aj.jpg never again doing a big structure like this ๐Ÿ˜ฆ

#

still need to make proper collision, shadows and IA path

#

oh, and btw, maybe someone already seen this bug : i have weird artifacts on surfaces, like a texture flikering on top of rvmat, kind of a ghost UV multiplying with other rvmat... You can "see" on the front pillars, the "tiled black lines" should be there... When i move camera, it flicks randomly (seems like a MC or AS texture projected).

bleak tangle
#

Could there be two parts of the mesh overlapping there?

#

Looks good though ๐Ÿ‘ I dread doing so many windows

hollow fulcrum
#

@white jay that looks fantastic man!

#

the rest of you..

#

sigh..

#

๐Ÿ˜ˆ

tacit karma
#

@Uro#2630no, we don't have the uparmored hmmwvs yet:S

foggy finch
#

@tacit karma ahh, yet ๐Ÿ˜„

#

@hollow fulcrum amazing work dude

hollow fulcrum
#

@foggy finch thanks brother! I quite enjoy the endless game of connect the dots.

foggy finch
#

hehe

#

clearly!

hollow fulcrum
#

So it's not so much like work.

#

I'd probably shoot myself otherwise.

#

๐Ÿ˜

cosmic stream
#

@bleak tangle No overlaps, I had also this bug on a previous building and thought i could fix that later ^^ I'll try to capture the bug and show you

woeful viper
#

that elephantine-optic makes the weapon look tiny hatchet ^^ very nice though

hollow fulcrum
#

It's massive isn't it? Very functional though I imagine. 120x70mm window on it.

woeful viper
#

i guess... if it was any smaller you propably couldnt use it the way US army intends to shoot the M2 on tripod (with stretched arms)

hollow fulcrum
#

Well, the tripod is optional.

#

Ideal for gun trucks and helos was the original thought though. M134 in particular.

wraith tendon
#

Can you blow it up Hatchet? ๐Ÿ˜ƒ

hollow fulcrum
#

Lol, I don't know if it's safe to answer that.

wraith tendon
#

๐Ÿ˜„ nope

hollow fulcrum
#

Oh sweet, looking

#

Very cool

#

Need boat trailers!

wraith tendon
#

If he adds more Mass to the Trailer, it would look way better ๐Ÿ˜›

#

Create them

hollow fulcrum
#

How is multiplayer sync and physx?

wraith tendon
#

We got it running since... erm... i think for about a year.

#

Works fine in MP

hollow fulcrum
#

Boat trailer would be quick.

#

Curious how the physx would play out. It should just sit on it.

wraith tendon
#

Ah, that must be done with AttachTo :/

hollow fulcrum
#

#sadface

#

But still.. something to move around.

wraith tendon
#

Yeah, PhysX is a bitch -.-

#

at 1:45 you see why i mentioned the "Mass". After adding it -> Not that bouncy anymore.

hollow fulcrum
#

Ah chit, sry about the MP question, that is what I remember. I was thinking about playtime with other physx toys.

#

Boxes and things..

wraith tendon
#

Locality is the biggest bit** in MP ๐Ÿ˜ฆ

hollow fulcrum
#

Yeah, it's annoying

oblique vapor
#

Hatchet, why you do this ?

hollow fulcrum
#

Which part?

oblique vapor
#

Everytime you post WIP screens, I have to change my pants twice. My pants budget has exploded man

wraith tendon
#

lol

hollow fulcrum
#

Lol

#

It's porn man. Don't know what to tell ya.

wraith tendon
#

prematurely ej... you know

hollow fulcrum
#

I'd say suck it up and drive on. But..

#

Sorry. :)

oblique vapor
#

Np, nice work man

hollow fulcrum
#

Much appreciated. Hopefully they'll be useful for all who need such.

oblique vapor
#

Please create anti life-servers rounds

celest arch
#

@cosmic stream nice work man! I had something similar, ghost windows texture appearing thru walls

#

The faces where the _ca textures and rvmats were applied to, weren't even there

wraith tendon
#

Suddenly, a wild Tortellini appeared ๐Ÿ˜›

celest arch
#

notice the window texture stretching in the space between the windows?

white jay
#

regarding the trailer, mass could be dynamicaly added and removed based on the attached objects mass

celest arch
#

plus @cosmic stream are those front trees proxied in? Don't you lose the trees properties that way?

wraith tendon
#

Thats what i did @white jay

white jay
#

๐Ÿ‘Œ

wraith tendon
#

Still: The Trailers needs a basic/Min mass, so the ropes react properly

hollow fulcrum
#

This phone app and acronyms... ffs

#

I give, going to sleep. Later guys

wraith tendon
#

good luck.

cosmic stream
#

@celest arch na, trees are models, and they arent workign well ^^ could'nt find what was going on with shadows and illumination

#

So you are telling me a texture might still be applied to faulty faces ? I'll chcck too, but i think the faces are clean (only rvmat)

celest arch
#

not even that, there's absolutely no faces where the ghost texture is

wraith tendon
#

๐Ÿ˜„

celest arch
#

hehe

#

looks a bit like our tribute to our mate @foggy finch

#

and yeah, I also have a fetish for billboards ๐Ÿ˜›

foggy finch
#

gits ๐Ÿ˜„

oblique vapor
#

lol

#

easter eggs are gold

sturdy parcel
#

so are goats at the moment.

oblique vapor
#

Glad we can feed them man

#

That's a noble cause

sturdy parcel
#

she thinks so too.

hollow fulcrum
#

haha, i like the billboards

gilded bane
#

Yo @wraith tendon why nto try the other method of Trailers?

terse elm
#

nice billboard haha

wraith tendon
#

@gilded bane "Other Method" is either PhysX Pin&Hole (Terrible...) OR setPos/setVelocity/SetDir via Constant (While/PerFrameEH) Scripts. Both = No way + not MP Friendly.

cosmic stream
#

Hey, btw, anyone has info on the preview image on objects in Eden editor ? How to add them to config.ccp ?

polar fiber
sturdy parcel
#

ok. so the essential detail here is editorPreview = in the config.cpp

cosmic stream
#

Thanks ! ๐Ÿ‘Œ

thorn turret
#

Hey! Is it allowed to pay people for small edits in models? I was thinking that it could be OK if you paid people for the work, not the results.

#

We would have a small job for capable model creator (slight edits of few models that we have). We're willing to pay for the job.

cosmic stream
#

I think it's your money, you are free to do whatever you want with it. But I doubt you'll find a 3D modeler, or a modder to edits file for a cheap pay.

thorn turret
#

@cosmic stream I mean that we don't want to break BI EULA. What comes to edits, they're quite small (so the pay won't be that big, but it's good compared to the time that making these edits take).

foggy finch
#

how much you paying and what type of models?

thorn turret
#

Depends on how much you ask ๐Ÿ˜ƒ I can tell about the models in PM

#

@foggy finch

foggy finch
#

usually if your requesting something you say what it is they will be required to do in your advertisement

#

aside from "small edits in models" - that could be anything from small items like FAK's, larger items like vehicles, structures et al, each requires differing skillsets

thorn turret
#

Well, the job is to replace external blue lights of a couple of emergency vehicles to integrated lights (we'll show examples from real life)

foggy finch
#

lights, emergency vehicles,. although not outside my abilities, I'll have to decline it just doesnt interest me ๐Ÿ˜ƒ

#

although now you've said what it is, someone else may pick it up

placid bough
#

hi Ezcoo

thorn turret
#

Hey @placid bough

thorn turret
civic stratus
#

has anyone sucessfully animated a fish?

placid bough
#

i animated a shark

#

why ?

civic stratus
#

I was hoping to do the same thing haha

#

did you have a sample for the bones?

placid bough
#

i dont have bones

#

i just take a 3d model on web and paint the weight and named some selection and then all in script

civic stratus
#

how did you know which names to assign each part?

placid bough
#

i maked my own skeleton

#

i imagine what it should move or not and create a selection for the part i want to mouve you need a second selection with painted vertige of a % desired (like if i want move the tail i will devise it on 3 part the bacl of the taill move at 100)

#

5move at 100% of animation the midle move at 50% of the animation and thefront of the tail move at 15 % of the animation

#

but you must adapte your painted vertige to your desir

#

for painted press "N"

#

completly red = 100% completly blu = 0%

foggy finch
#

@civic stratus do you have eliteness from mikeros tools? you can open the a3 fish in animals_f with ti and checkout how it is built

civic stratus
#

I do, ill give t a try

#

my tuna's skeleton is named shark, usual BIS logic

#

okay, just 4 bones, body,head, tail1 and tail2. wth is tail2

foggy finch
#

to hazard a guess i'd say the tailfin part

civic stratus
#

you may be right

#

wish I could see the cfgModels structure

placid bough
#

same as vehicle

#

you just change the external cclass

#

class Animal_Base_F;
class Fish_Base_F: Animal_Base_F

#

is fine ?

#

is it fine * ?

civic stratus
#

checking now

placid bough
#

does anyone have make a motorcycle ?

keen tundra
placid bough
#

does its a quad physX or yyou tryed to hit a motorcycle physX

oblique vapor
#

Are there any bicycle / motorbike that is not broken in ArmA 3 ?

hollow fulcrum
#

not really. does not really work under physx properly. you can rig it, kinda.. and i think they removed the old simulation. not 100% on that.

sturdy parcel
#

can't say i had any trouble with porting cwr2_kolo (a bicycle). i used MMT_driver for the animation and inherited the class from a3's bicycle.

#

ditto the jawa, but not thouroughly tested.

#

i the case of the jawa of course, it inherited from motorcycle.

#

perhaps the fault is not the simulation= which prolly still works just fine, but the there's no suitable rtm in a3 for the human.

#

again, for the kolo, i used TT650_Driver.rtm

#

and both rtms were modified to strip their headbones

hollow fulcrum
#

i actually never thought about stripping the old animations, that might have been why i didn't pursue it further at the time. dont think we knew about removing the heads then.

placid bough
#

why dont make your own rtm ?

#

so easy ๐Ÿ˜ƒ

sturdy parcel
#

because this is an issue of porting, you are trying to emulate the intention of the original author, not create an rtm that rotates a pink parasol above your head.

placid bough
#

ah never mind i forget you mentionned porting

sturdy parcel
#

in additon there's no point re-inventing a wheel. if it aint broken... (well, actually it is <grin> )

last spindle
#

just to satisft @hollow fulcrum

hollow fulcrum
#

aww snap!!!

#

haha, thats very nice

#

๐Ÿ‘ i want to shoot it.

#

that buttstock, haha.. love it.

last spindle
#

yeah needs some tweaking, firearms in those days had some messed up stock profiles

hollow fulcrum
#

wow

#

thats fun ๐Ÿ˜€

last spindle
#

the good thing is in research i found atleast 5 different variants, obviously produced by different craftsmen or in different places, so no real right or wrong way

#

and the fact it is old, i can get away with it not having to be perfect,

hollow fulcrum
#

haha

#

those materials will be fun

last spindle
#

have not decided / had instructions if it will be factory new, battle tested or relic yet, so.....

hollow fulcrum
#

aww man

#

thats kind of rough. what are you doing it for again?

lime valve
#

Quick question,
I'm currently having trouble with my model.cfg
I've setup the magazine_hide animation to have a hideValue and unhideValue
But it appears that the magazine stays hidden from the hideValue untill the end of the animation.
Anyone familiar with this?

oblique vapor
#

I assume you declared your magazines selections both in the Skeleton and Sections. This is what I have for a pistol: http://pastebin.com/9WJLMdm6

lime valve
#

aah Its not defined in Sections! Only in SkeletonBones[]

#

I'll try adding it there.

oblique vapor
lime valve
#

i'll test it with it named in Sections too. I'll ket you know if it works in a minute

#

First try no effect. Still the same problem where it does hide at the hideValue but the unhideValue does not seem to work. i can copy paste my model.cfg if someone can take a look at it.

#

Here you can see what i mean.

oblique vapor
#

Yes, send me your model.cfg

lime valve
#

Send it.

lime valve
#

Thanks alot for the help @oblique vapor I'm going to do the things you've explained and i'll post my results here.

#

I've setup the P: Drive and setup pboProject now when i press crush it comes up with a failed warning talking about missing files
The files are reffrencing to Arma 3 standards.
What should i do with this?

#

e.g.
Warning: DLC_C7NLD\config.cpp Line 98: A3\sounds_f\weapons\closure\firemode_changer_2

#

changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_2",0.25118864,1,20};

sturdy parcel
#

extract the game data using arma3p.

lime valve
#

@sturdy parcel Roger! Doing so.

sturdy parcel
#
  1. pboProject is not going to take your word for it that you spelt it right.
#
  1. under the covers, bis binarise needs the binarised asset from the game in order to build maps.
lime valve
#

Awesome! Thanks to the help @oblique vapor gave me and the tools @sturdy parcel made.
I've uninstalled binPBO and now packed the mod with pboProject and its finaly working!
I'm off to tackle the new problem that is the eye positions of the underslung sights!

cosmic stream
lime valve
#

Hey guys, in advance sorry for all the questions.
Hopefully any of you knows the sulution to my last problem.
I'm currently working on a weapon named the Colt C7/C8 NLD.

The problem is that the sighting of the undersluck does not seem to work to how i've set it up.
I've added the memory points like gl_eye_x and gl_look.
I've added them to the config.cpp in class AG36 : UGL_F like this:

{
    useModelOptics = 0;
    useExternalOptic = 0;
    reloadAction = "GestureReloadKatibaUGL";
    cameraDir = "gl_look";
    discreteDistance[] = {50,100,150,200,250,300,350,400};
    discreteDistanceCameraPoint[] = {"gl_eye_50","gl_eye_100","gl_eye_150","gl_eye_200","gl_eye_250","gl_eye_300","gl_eye_350"};
    discreteDistanceInitIndex = 1;
};

Current situation the look seems to be from the center of the model looking straight ahead and not changing on zeroing.
Anyone familiar with this issue or knows what i did wrong?

oblique vapor
#

Try using memoryPointCamera = "gl_look"; instead of Camera Dir

#

I don't know, never made weapons with GLs

#

Does anyone know if it's possible to change the weapon's hands animations on the fly ? For exemple, creating a vertigrip accessory, equiping it on a weapon, and therefore it changes the hands position

cobalt halo
oblique vapor
#

Nice, thanks

sturdy parcel
#

class AG36 : UGL_F

#

do not use FULL_UPPER_CASE

#

MIxED_uppEr_CasE is fine

#

full_lower_case is fine

#

FULL_UPPER_CASE is a disaster waiting to happen.

#

do not copy bis mistakes. they should have known better.

#

it is an industry wide 'convention' that full upper case is the domain of #defines. ignore that convention at your peril.

#

You are shouting to any coder worth paying a salary that AG36 actually means:

#

#define AG36 pink_elephant

torn pilot
#

widely used convention yes, but somewhat overstated as a 'disaster', makes no functional difference and merely the product of its 'Proper/Title Case' (if acronyms are capitilized, as is also widely done) being all upper case. if you adopt a convention (like Title Case) it should be applied consistently even if that sometimes yields all caps

sturdy parcel
#

I know where you're coming from Defunct, as much as you know and understand my comment too. This is bis we are dealing with, and this is users who do make noob mistakes not appreciating the subtleties. I've seen too many #define errors caused by above to be anything less than adamant about this. If i could exagerate it more, I would.

lime valve
#

I've changed my configs to be MIxED_uppEr_CasE, to advoid conflicts.
Wich at first did not fix the issue.

I've changed from gl_look to OP_look and gl_eye_50m to OP_eye, OP_eye1, ect
Wich i beleive has helped to fix the issue because with the gl_look it doesn't seem to be working

Eventually after digging trough the sample models BI released for Arma 3 i've saw the part i was missing.
Its weaponInfoType = "RscWeaponZeroing";

Now my sight are working ๐Ÿ˜ƒ ! Yay.

Thanks for the advice guys.

civic stratus
#

Is it possible at all to change the origin position for the 3d camera in a p3d?

lime valve
#

Are you talking about the underslung or the weapon itself? or in Oxygen? @civic stratus

civic stratus
#

oxygen

#

object builder

#

for a vehicle

lime valve
#

Alt + Left mouse click and drag.

civic stratus
#

sorry I didnt specify

#

are you talking about rotating the camera while in game, crabz?

lime valve
#

I believe we're talking two difrent things, Sorry ๐Ÿ˜ƒ I explained how you can move aroun the camera in the 3d preview in Oxygen 2.

civic stratus
#

ah lol

lime valve
fallow sapphire
#

Is there a way to make a model that conforms to the ground? I'm trying to make a road sign that is painted onto the road

civic stratus
#

I think it's possible if you have landcontact points at the corners and make it a road class

#

i vaguely remember doing something in A2 involving roads

#

4+5 years ago

#

dont take me at my word though

celest arch
#

named property in the geolod placement = slopeLandContact and u need a landcontact lod of course

fallow sapphire
#

Thank you ๐Ÿ˜ƒ

#

@celest arch Nice pic btw

hollow fulcrum
#

โ˜•

celest arch
#

thanks @fallow sapphire

marble wyvern
#

sorry if i am in the wrong section, is this the section for asking for editing on buildings interior and such (paid ofc)

jaunty rune
#

this would be the right sectioon, its just a matter if most of the active memeber are interested in doing paid work

dense steeple
#

Hey, I forgot how to make it so you cant walk through models, could someone re-enlighten me? (Haven't done models for probs half a year)

bleak tangle
civic stratus
last spindle
#

Not say strange it explains it clearly, Error Type Not a Number, expected Number

#

Check for where it is possible that it may return something other than a number when it should be a number

wise coral
#

so i have an issue with geometry, even though theres nothing in the way im being blocked in several spots inside a building im working on. If theres nothing there what else could it be?

#

its a 2 story building

#

is there a setting that makes blocks bigger than they actually are?

oblique vapor
#

try the named property autocenter = 0

#

in your geometry LOD

wise coral
#

already have that in there if i remember correctly

#

maybe i missed it

#

he says he's trying out for your community but he's just there to take your stuff.

#

he even goes as far as telling you that they're just bad rumors and such

fast topaz
#

what's the best way to place proxies accurately? eg the pistol holstered proxy on a vest

#

place = rotate ๐Ÿ˜„

oblique vapor
#

place proxy (linked to your pistol) => adjust with viewing it in buldozer => ??? => profit

fast topaz
#

ohhhh

#

if only my buldozer would work lol

#

thanks ^^

woeful viper
wise coral
#

@oblique vapor I didnt have autocenter = 0 so i added it and still something is blocking me. its driving me nuts lol

#

its just on the geometry lod

wise coral
#

is it possible a wall from above is falling down somehow ?

oblique vapor
#

model.cfg

bleak tangle
#

I don't think it's related to autocenter or model.cfg

oblique vapor
#

Oh, I thought he wanted to make a ceil fall animation

#

Well, do you have a Geometry LOD and Fire Geo LOD @wise coral ?

#

If you only have Geo LOD, engine will use Geo LOD for Fire Geo LOD info, and vice-versa.

wise coral
#

no i dont have a fire lod

oblique vapor
#

Can you provide screenshot of your Geo LOD ?

#

With selections and properties

wise coral
#

i cant get into any of the front doors

#

im blocked about where the outside walls start

oblique vapor
#

Weird

#

Did you apply mass to all components ?

#

Did you triangulated convex all components ?

wise coral
#

i thought i only triangulated on shadowvolumes

oblique vapor
#

For you Geo LOD to work you need to Triangulate Convex all elements

wise coral
#

wow ive never done that

#

ill try that now thanks

wise coral
#

just on geometry or all lods?

oblique vapor
#

Geo

#

For shadowVolumes, use Triangulate \

bleak tangle
#

You don't need to triangulate geometry LODs, it needs to be closed, convex, have mass, and all pieces need to be part of a named selection with the naming convention of Componentxx

oblique vapor
#

Always did that, and worked pretty fine so far. It helps if you are not sure about nature of certain components

last spindle
#

only happens at several? To me sound and looks like some walls with door after not done properly? Hard to tell without ability the view in 3d

#

First port of call should always be, copy geo lod to res lod and see what's happening visually

lime valve
#

@last spindle I was wondering if I can use your grippod model and preferably with a tan camo

pearl flume
#

im not sure if this is the correct place to ask but does a proxy object have to be binarised before i can add it as a proxy? i have two new objects in the same object pack but binarising fails if i add one of them as a proxy to the other

quick terrace
#

no it doesn't have to be binarized

#

you also might end up with errors if you bin it twice

oblique vapor
#

How can I make the scope on my rifle Picture in Picture ? Like it's a built in scope, and I'd like to zoom only in the scope reticle, just like the scope glass would zoom, not entering a "scope mode"

fast topaz
#

like every other picture in picture thing I'd guess...

#

no idea if config is the same though

oblique vapor
#

Or maybe built-in scope, never did that kind of stuff

pearl flume
#

@quick terrace is there something I have to do in the config.cpp for a proxy to work

polar fiber
#

Yeah, usually you need to make a cfgNonAIVehicles class for the model you are proxy-ing

tacit karma
#

Cheap chinese Trijcon replica hehe

lime valve
#

Very nice details!

tacit karma
#

Thanks

tacit karma
wind belfry
#

can some1 tell me why my vest is on ground when i do have autocente = 0 in geo lod?

tacit karma
#

added it to memory.cfg

wind belfry
#

memory.cfg?

tacit karma
#

well you need a memory.cfg for the vest

wind belfry
#

how could there be no such file in sample vest?

bleak tangle
#

I think he might mean model.cfg

wind belfry
#

fair point

bleak tangle
#

I believe if the vest is on the ground that means that you either don't have any named selections on the p3d for body parts (e.g. pelvis, spine, spine1), or you don't have an entry for the vest in the model.cfg

wind belfry
#

heyyy, it works

#

Thank you!

bleak tangle
#

Which one was it?

wind belfry
#

model.cfg

bleak tangle
#

Did you have a model.cfg but no entry for the vest?

wind belfry
#

had typoed it there ๐Ÿ˜„

#

y

#

had typoed it there ๐Ÿ˜„

#

looong time since last vest i made into game, had it there ready but the name was diffrent for the armaman

tacit karma
#

oh damn, yeah, sorry

#

I'm tired

#

need some โ˜•

bleak tangle
#

A quick note about a couple of issues like these, it's easier to spot with helmets, but if in game the item is at your waist and following the body part correctly (follow head turns) but not placed correctly it's likely missing autocenter = 0 in geometry LOD and possible height adjustment in the p3d from there. If it's on the ground and not following the character's animations it is most likely missing a bone which comes down to missing named selection in the p3d or no/wrong entry in model.cfg

wind belfry
#

y, will keep that in mind

wise coral
#

Ya I've missed armaman a couple times in my model.cfg

bleak tangle
#

Poor ArmaMan, always getting left out

wise coral
#

Yep sad

oblique vapor
#

I have a weird issue with my weapon. It basically has a mag with only one bullet in it. When operating the weapon, trigger and bolt don't move, like if I have 2 bullets to fire, the moment the mag reaches 0 bullet the animations don't play.

quick terrace
#

no one can guess how your model.cfg looks like

oblique vapor
#

class trigger
{
type="translation";
source="reload";
selection="trigger";
axis="trigger_axis";
sourceAddress = clamp;
minValue = 0;
maxValue = "1";
offset0 = 0;
offset1 = 0.5;
};

#

It's a basic model.cfg

#

Once you run out of ammo, when you fire the last bullet, the animation don't play

#

But other bullets works fine (don't know if that's clear)

lime valve
#

Have you defined all you important selections in model.cfg

oblique vapor
#

Yes

#

As I said, the animation works

#

But not when you only have 1 bullet in your magazine

fast topaz
#

i think that is normal

#

and has to do with soruce = "reload"

#

because reload is like everytime a new bullet gets chambered

oblique vapor
#

If I use it with revolving, well I get bad results

#

Has anyone used "trigger" source animation so far ?

#

Well guess I found my solution

polar fiber
#

I've updated the RHS weapons to use trigger.0, trigger.1 etc for v.160

#

you should use isEmpty or isEmptyNoReload to move the bolt back after the final round

lime valve
#

Also lovely m3 grease gun!

#

And a well done sight!

lime valve
#

@shrewd jay Hey Alwarren. I've had alot of issue's with my ColtC7's Shadows that were being cast very weirdly. After alot of research i figured out its the Aimpoint + 3x magnifier that does this.
I beleive on LOD 3.0 the shadows are off.
Perhaps you could help me on this issue or perhaps you're already aware of it?

shrewd jay
#

Hm, they only have 2 shadow lods

lime valve
#

I can provide screenshots if nesseccary, It only seems to occur on a specific LOD. (tested on multiple weapons)

shrewd jay
#

I'll check it, maybe the 10.0 shadow lod has issues

#

Thanks for the heads-up

lime valve
#

Copy. I've only tested it on the Aimpoint + 3X As said.

shrewd jay
#

Roger... I need to update that pack anyway ๐Ÿ˜ƒ

lime valve
#

Sweet. Perhaps. If you feel the urge. I have a request if you can make that. Its a Aimpoint Comp M4 combination with a Aimpoint 3X magnifier on a twist mount. That would Dissapear and appear when you switch.

shrewd jay
#

Pretty unlikely to be honest right now I have too much stuff else to do

lime valve
#

I understand,
I can give it a shot to model it, Just need your wonderfull config to do the magic if posible? Will be my new project once if finish the weapon.

shrewd jay
#

Sure

#

Config for that is pretty easy anyway

jaunty leaf
#

-Any ideas on how to greeble up a rocket launcher-

jaunty leaf
celest arch
#

first weapon with optics slots that I make, do I need a special memory point for the aim down sights position? atm it looks like it's set at 0,0,0 -> I just see the inside of my weapon

polar fiber
#

yes, you define the place where you look through the sights in the memory LOD. When you attach a scope it uses the memory points assigned in the attachment model rather than the weapon

celest arch
#

mmm odd, I attached one of the standard a3 scopes to it

polar fiber
#

have you got the autocenter property in the model?

celest arch
#

in the weapon no I dont, bingo

#

thanks

polar fiber
#

Cool. I think that'll probably be it - it tends to be what makes memory points go off wandering around space

celest arch
#

since we're here, what about switching optics/ironsights?

#

if I mount a scope, I'm stuck to it

#

or is it still defined in the scope?

polar fiber
#

You mean the ability to use the weapon's ironsights when a scope is attached?

celest arch
#

yes

polar fiber
#

it's not really supported by the game engine

celest arch
#

so you just switch the scope sights, not to the weapon "eye" memory point?

polar fiber
#

you have to make a custom scope attachment with the memoy points aligned to where they would be in the weapon as a kind of trick workaround

celest arch
#

ok I see, thanks

polar fiber
#

basically, any optics attachment will overwrite any optics modes the original weapon had, so long as the scope is attached to the weapon

celest arch
#

yup

polar fiber
#

the only exception is you can limit the maximum zero setting for scopes, based on the weapon

celest arch
#

yes I've seen that

#

another question if you don't mind, but maybe it's related to the autocenter one, I didnt test yet

#

looks like the bullet exits the barrel at a 20 degrees angle, not straight parallel to the barrel as it should be

polar fiber
#

might be the autocenter offsetting the usti hlavne etc. type memory points, but if your bullets are slow they will leave the barrel at a high angle depending on the zeroing distance

celest arch
#

no this one is slightly faster than the russian 7.62 (just for testing)

#

well I test now and see

#

yes solved with autocenter = 0 thanks

#

lol the mrco on a post apo gun looks wierd as fuck

oblique vapor
#

Any info on this ? : Tweaked: Weapon animation sources were improved

polar fiber
#

yeah

#

read the bulletpointed paragraph

#

seems like the zeroing2 source isn't backwards compatible (so needs updating to zeroing.1), but everything else works more or less without changing things

#

especially if your weapon only has one muzzle (i.e. no UGL)

#

but I'm updating stuff to the new names for the sake of consistancy

oblique vapor
#

Neat

#

I assume Buldozer will render the same "light" rendering as in game now ?

polar fiber
#

dunno, haven't re-run the buldozer installer

#

seems like the old lighting still to me

#

having just run the installer again

oblique vapor
#

Fack

#

That's really dumb

polar fiber
#

I might be wrong, or not updating it properly though. So...

oblique vapor
#

I wouldn't be surprised if buldozer isn't up to date with current lighting

polar fiber
#

Would ask @rich blade if he was here

#

but it could be my buldozer.cfg setup too

oblique vapor
#

Didn't see antyhing about this in the latest TECHREP

#

0x30098001 STARTUP_ELEVATED_NO_PARENT: Elevated process without parent.

#

Error while trying to mount P: drive

polar fiber
#

paths in your settings.ini are correct?

#

Bear in mind you can't have P:\ located in the same place as your tools install folder now

oblique vapor
#

All my project files are in ArmA 3 Tools folder

polar fiber
#

then you'll need to move them

oblique vapor
#

Any folder is ok if I set the .ini correctly ?

polar fiber
#

yes, by default I think the folder it uses in your Documents Folder (called A3 work or something)

#

but you can put it anywhere so long as the path is defined in settings

oblique vapor
#

SO I assume I have to define all paths in the .ini, and then copy the "a3" game data files from my Tools folder to my new Arma work folder ?

polar fiber
#

Run the main tool thing

#

Click preferences

#

options (or Ctrl+e)

#

and define "path to your P drive"

#

and uncheck the "use default", then click to Register it in the settings.ini

#

your P drive will now be linked to that folder when you mount it, so just move all the contents of your current P to that folder

oblique vapor
#

Will do

#

Woohoo, I can get back to work now

#

Thanks mate

pearl flume
#

hi guys, when i add a proxy to a model i can walk through the proxy. is that correct?

sturdy parcel
#

I wouldn't be surprised if buldozer isn't up to date with current lighting

#

if you run arma3p there is no 'buldozer'. so the answer is yes. it's up to date

#

my new Arma work folder

#

arma3p will make a p: drive (or any other) for you, automatically

quick terrace
#

i'd rather so it manually

#

anything else besides arma.exe that needs to be copied

#

@sturdy parcel i know i've asked before, can i has arma3p NOT unbinned a3 vanilla content?

polar fiber
#

Yeah, I'd prefer if it and workdrive didn't fill my P:\ drive with a load of sound files and other formats that I never need to reference

#

I end up manually deleting pretty much everything apart from .paa, .rvmat and a few models

woeful viper
#

yeah that's pretty off-putting...

gilded bane
#

the fuck is this ArmA 3 Projects nonsense??

polar fiber
#

it's the new default folder for P: drive

#

needed to make a new default location since installing it in the root tools folder (old default) was apparently causing problems

dense steeple
#

any idea why my character wont show when I place a proxy in (bulldozer /object builder), only happening since new update

bleak tangle
#

P drive mounted correctly?

#

Tools probably wouldn't have let you mount it if your P drive is coming from your Arma 3 Tools installation

dense steeple
#

u talking to me? Maybe because I haven't tried the new 'ArmA 3 Projects' thing

dense steeple
#

Sigh.. still doesnt work

white jay
#

regarding buldozer and "lighting", buldozer does only read "some" configs of the game data, cfgWorlds is not one of them so the new lighting config is only seen ingame.

polar fiber
#

Makes sense. Tom did mention in the past weeks that Buldozer would be updated though, so there's reason to be confused about whether it should work now or not

quick terrace
#

i am a bit confused here

#

do i need to reinstall buldozer

#

manually change it

#

full p reintall (not an option)

#

@rich blade - if i wanna get vis update manually, what files do i need to copy over

hollow fulcrum
#

i just reinstalled it, all is fine. my p:\ is not default though.

quick terrace
#

neither is mine

#

and i don't want work drive to replace by existing unpacked data

#

or the contents on my p drive where all the svns are located

hollow fulcrum
#

all it did was update buldozer for me, no unpacking moving of data. i think we're fine with the 'custom' paths. it's the default stuff that gets moved around. (granted i've only looked at this for about 5mins)

quick terrace
#

yeah need to have a looky myself

#

although i'd appreciate an answer from tom