#arma3_model

1 messages Β· Page 67 of 1

hollow fulcrum
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πŸ‘

oblique vapor
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and yet hatchet, you have the visual upgrade inside buldozer ?

white jay
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@quick terrace may i ask why rerun of arma3p is not a option for you?

quick terrace
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because, afaik (might be wrong here)

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@white jay it forces a complete unpack of the A3 data

white jay
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yes, it does. but i don't see any problem with that

quick terrace
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well, i do

polar fiber
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Apart from gigabytes of HDD space being taken up by sounds and binarised models you'll never need to reference?

quick terrace
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not it is not that

polar fiber
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And yea, also sometimes I have standin models in place of the BIS data

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like the sample head

quick terrace
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HDD space is something i got plenty of.
i got shit in A3 folder connected to SVN

white jay
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uhg, yea ok πŸ˜„

quick terrace
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hence manual unpack is something i can do, but not the entire thing

white jay
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try to make a backup of the bin folder and unpack the one from arma 3
there should be most of the shader stuff configured

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but if it needs some other new stuff you would need to hunt down the chain...

polar fiber
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arguably you could temporarily change your path to P: in the settings temporarily, unpack the data and take what you need (though we don't know what we need really) and then change it back

quick terrace
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yeah, hence the question for the manual labour

polar fiber
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without messing up the old work environment

quick terrace
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which i don't really mind, but i need to know what to do

polar fiber
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But I ran the workdrive unpacker yesterday and I'm not seeing any real change in how Buldozer looks

white jay
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thats why most of the new stuff is based on islands lighting config

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buldozer ignores cfgWorlds, like it does for 99% of the game configs

polar fiber
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only thing I noticed is that the square cursor thing that shows up before the model loads, is now black

white jay
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that is the buldozer cursor for terrains, there was a issue with it's textures in one of the last updates, so it's now black πŸ˜„

white jay
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intresting, so defaultworld is read then!

oblique vapor
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Did you manage to get the vis update to buldozer Pufu ?

quick terrace
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by the looks of it no

white jay
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but thats good

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i assume you replaced the bin folder

quick terrace
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the error is after i manually copy pasted the unpacked bin.pbo files

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yeah

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i did

white jay
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now you need to find in what pbo the class DefaultWorld is defined

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(thats what i ment by hunting down the chain)

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sadly i'm in the office, so i cant look it up on my pdrive...

quick terrace
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no worries, also at the office, i am RDC home to try and fix it in some downtime

white jay
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πŸ˜„

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if you have the new class DefaultWorld you "should" be good to go

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could be possible that you need CAWorld

quick terrace
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i really don't feel like hunting around all the pbos

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and i doubt allinoneconfig was updated

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@outer condor, ideas?

white jay
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your pdrive already has it, so if you find it on your p drive you should be able to find the pbo where it comes from

quick terrace
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ahh yeah, doooh

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πŸ˜„

polar fiber
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defaultworld should be defined in the config.bin in the bin folder

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at least that's what I'm seeing unRAP-ing it

white jay
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i'm not sure if the config in bin must be binarised or unraped e.g cpp :S

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what is it on your working p drive?

quick terrace
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yeah the existing one was .bin

white jay
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could be that pufu now has a config.cpp

quick terrace
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on unpack it turns to .cpp obviously

polar fiber
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mine didn't appear to convert to .cpp

quick terrace
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yeah mine is a .cpp

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the one i deleted was .bin

polar fiber
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I had to manually drag it to BINtoCPP.bat in the tools

white jay
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hmm could you unpack the bin folder with a diffrent unpacker that does not automatilcy unrap .bins?

quick terrace
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like what?

white jay
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pbomanger or hmm

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yes i think pbo manager does not unrap bins automaticly

polar fiber
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bankrev doesn't convert it to .cpp

white jay
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whats bankrev?

polar fiber
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the BIS tool

white jay
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is that new?

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never heard from it

polar fiber
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no

white jay
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uups πŸ˜„

polar fiber
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well, it's new for Arma 3 AFAIK

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but it's been out for a while

white jay
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@quick terrace then better use bankrev since pbo manager was a tool for arma 2 afaik

quick terrace
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yeah that's what i am doing

polar fiber
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Bankrev should be what Workdrive uses to unpack stuff anyway I imagine

quick terrace
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yeah, that did the trick

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in fact there is an error if you try to open O2 and there is no config.bin present in the bin folder

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although just a note, i am talking about the P:\ drive location rather than the tools bin location

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anyways cheers for the help @white jay + @polar fiber

white jay
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that confuses me, you now have the new config.bin but OB/O2 tells you you don't?

quick terrace
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everything works fine

white jay
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πŸ‘Œ

quick terrace
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i have 2 work drives, one legacy i don't really use (default P drive install)

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and custom on an external drive so i can use it at my office if i need to)

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i mean it works fine (no errors)

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still need to check if vis update works in buldozer

outer condor
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@quick terrace what is the question?

quick terrace
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nevermind, you are too late πŸ˜›

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was about allinoneconfig update to 1.60

outer condor
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will be uploaded soon

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@white jay use procmon to see what files are read by buldozer on startup

white jay
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looks intresting! thanks πŸ˜„

quick terrace
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what's procmon?

outer condor
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Process Monitor is an advanced monitoring tool for Windows that shows real-time file system, Registry and process/thread activity

quick terrace
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ahh cool, wasn't aware. might come in handy

sturdy parcel
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heads up people

wraith tendon
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oh oh

sturdy parcel
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there is never an occasion where you need a config. BIN

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the messages you sometimes get from bis tools are wrong. they mean, config.cpp

quick terrace
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sure sure?

white jay
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but isn't the config in p:\bin a config.bin?

sturdy parcel
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def not

quick terrace
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because default instalation has no confing.cpp and works "fine"

sturdy parcel
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binarise would not have a clue what to do with it.

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in the bis world 'works fine' means no errors are shown.

quick terrace
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yeah i know

wraith tendon
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πŸ˜„

quick terrace
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in my case i have both config.bin and config.cpp

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in the bin folder

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so i don't have "bi errors" shown

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any downside to that

sturdy parcel
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when running, the game will choose a text file over a bin

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it looks in BOTH to see which one is the text.

quick terrace
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and to answer your reply on the BIF (if that was aimed at me)

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i have no buldozer.exe in my πŸ˜› drive btw

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or dlls or whatever other shit

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everything is in tools

sturdy parcel
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no pufu def not a stab at you.

quick terrace
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and my P drive is someplace else

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neah, i didn't mean it as a stab

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but yeah the guy who made that tut copy pastes everything from tools

white jay
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@quick terrace so you have a buldozer.exe and the game dlls in the tools directory?

quick terrace
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talking about this one

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Bohemia Interactive Forums

[HowTo] Work Drive Setup + Buldozer - posted in ARMA 3 - BI TOOLS - TROUBLESHOOTING: Hi communityΒ - DisclaimerΒ - I am not the best when it comes to explaining things to others. So please forgive me.- What is explained here is subject to change (this tutorial will be updated accordingly).- When a tools update is available (on main branch), after having installed the update be sure to verify game cache, extract game datas, and re-install buldozer before trying to do anything else.-...

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i have my P drive on I:\A3_PDrive (external drive this one)

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and i have game and tools installed in G:\SteamLibrary\steamapps\common\

white jay
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and whats the budlozer path in O2/OB?

quick terrace
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sec

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dll folder

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G:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder

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G:\SteamLibrary\steamapps\common\Arma 3 Tools\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

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path ^

sturdy parcel
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is that bis doing that to you?

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because of so, they've got it monstrously wrong

quick terrace
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why?

sturdy parcel
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the above is brilliant for THEIR dev environment and utterly hopeless for ours

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there is only one 'buldozer' that works for us, arma3.exe

quick terrace
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indeed

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and?

white jay
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you should probably use the arma3.exe -buldozer.... to make sure you have everything from 1.60 in buldozer

sturdy parcel
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there you go.

oblique vapor
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Vis upgrade is not within this arma3.exe

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Doesn't change anything in buldozer

white jay
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you also need the new P:\bin

quick terrace
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that i have

white jay
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but it's easyest to just rerun arma3p if you can (not like pufu)

oblique vapor
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Same here

sturdy parcel
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new p drive is only required for ppl who formerly used steam tools folder

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for the rest of us, it's irrelevant

quick terrace
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i do NOT use steam folder

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so i don't get why it is irelevant

white jay
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@sturdy parcel so if one uses arma3.exe as buldozer P:\bin is ignored?

quick terrace
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i assume when i used "install buldozer:

sturdy parcel
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def not lappi

white jay
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ok

quick terrace
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i am really lost here

white jay
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πŸ˜„ yea its confusing atm

quick terrace
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my current setup is via arma3p

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which i ran like 5-6 month ago

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no, even more

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today, what i did is unpacked the bin.pbo

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and moved that in my folder

sturdy parcel
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arma3p will do that for you automatically

quick terrace
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i know, but i do not wanna run it

white jay
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yes but he cant as he has svn repositorys inside A3

quick terrace
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because it will also unpack data on top of shit i have in my a3 folder

sturdy parcel
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oh dear

quick terrace
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so i need to do manually

sturdy parcel
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understood

quick terrace
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we had this discussion before mikero

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so it's not being elitist or whatever

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or i hate arma3p, quite the contrary

white jay
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@quick terrace if you do not have the vis upgrad in buldozer i think th only thing you need to do is pointing OB to arma3.exe as buldozer

sturdy parcel
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yes

quick terrace
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that, but i think by using install buldozer from the project drive management shit in bi tools

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it copy pasted arma3.exe

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from arma instalation to tools drive

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or so i assume since i have no clue what it does

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πŸ˜ƒ

white jay
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i think your problem is, that your buldozer.exe in your tools directory is a old arma3.exe and old dlls you can simply change the path to the actual game arma3.exe and you have the same in buldozer as when you start the game

quick terrace
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it works as i said before

sturdy parcel
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it will work until it doesn't

quick terrace
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why would it fuck up?

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not sure if i got vis update in buldozer though, because i would actually need to compare it to the former state

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which i can't πŸ˜ƒ

white jay
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ok sry pufu i tought the you are still missing the vis upgrade stuff ^^

quick terrace
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no, everything seems to be working, but as i said, i am RDC home and i can't really tell

sturdy parcel
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there is NO relationship between buldozer.exe and the game you are playing on YOUR pc.

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it's entirely up to bis what they put there as 'buldozer.exe' or forget to.

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there is NO relationship between p:bin\config.cpp (and it's shaders) and pinkelephant.exe

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there IS 1:1 correspondemce between arma3.exe and dta\bin.pbo

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it is the last comment that's critical

quick terrace
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πŸ˜›

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ok, i changed my path to
"G:\SteamLibrary\steamapps\common\Arma 3\arma3.exe" -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

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dll folder is still
G:\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder

sturdy parcel
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i would tend to avoid that too. but i'm not familiar with what they are trying to break now.

quick terrace
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ok, so how do you recommend i do it

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the default behaviour is having arma3.exe renamed as buldozer.exe directly in :p\ drive

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plus all the dlls and steamappid and shit

white jay
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i think the dll folder is not for buldozer but dlls for OB but i could be wrong..

quick terrace
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which so far i managed to stay away from

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yeah it is ^^

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hence why it points where OB is installed

sturdy parcel
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a3.exe will use it's own dlls by default

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@quick terrace you are 100% right about the renaming of buldozer and dlls and p drives etc etc.

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it is so prone to error and forgetfillness, that it's no longer tolerated by arma3p

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yes, ok, you don't / can't use arma3p. the principle is the same.

quick terrace
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yeah what i wanted to do is what arma3p does

sturdy parcel
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the entire bucket of bullshit is removed forever by pointing to arma3.exe

quick terrace
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but manually (so i can choose what to unpack and copy over and what not)

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fair enough and thank you for the help

outer condor
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CMB updated

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you guys might be interested especially in the rvmat changes

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seems massive changes in diffuse values

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(sadly BI also changed case of path+file/ext inside rvmat, so lots of other files affected too / makes it harder to see the changes related to the lighting)

quick terrace
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cheers @outer condor

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they said they'll release some sort of docu on the matter

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indeed i am quite interested in the rvmat changes

foggy finch
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cmb?

wraith tendon
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wow... rly? @outer condor ?

outer condor
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basically a lot seem to be set to:

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};```
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(could be also not intentional / faulty changes - you never know πŸ˜‰ )

foggy finch
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surfaces rvmats are same scenario

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a lot of stuf fin the new lighting configs have been altered to 1,1,1,1 also

woeful viper
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i would guess that this is intentional, because that should mean that all colors are true to what you see in your model/texture editor

lime valve
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My ShadowVolume 0.0 has some weird graphical glitches. anyoneknow how to solve this?

quick terrace
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yes, make sure all the meshes in your SVL are closed

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all hardedged and all triangulated

noble hatch
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Got a question about a messed up UV map, best to go here or in texture makers?

polar fiber
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probably here since UV mapping is generally done in modelling software

noble hatch
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thought as much, here is a screenshot from Object builders UV editor: https://gyazo.com/c074eda460639f334b78b291a367b94b

you can see the paa in the background but the face outlines are a complete mess, out of scale and bear absolutely no relation to the image they are referencing. Meaning that the textures simply dont work. Note: These are from a vehicle that we are porting from A2 to A3

I would like to ask if anyone has seen this before, or if there is any fix. If not I presume I will have to go and redo the textures from scratch?

polar fiber
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Is that filtered by texture?

noble hatch
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ah, whoops! here is updated screen: https://gyazo.com/259cecebaf01f975d63684fa383d84de

thats the scale issue sorted, but the arrangement of the faces is clearly not the same as the arrangement on the original texture. Has that been caused by the porting process perhaps?

quick terrace
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you certain that one is the textured used?

polar fiber
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if it was an MLOD model I doubt porting would have done shit to the UVs

quick terrace
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because it seems to be 1 x 2 format

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are the UVs fubared for all vis LODs?

polar fiber
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The UVs there seem flipped horizontally, scaled by 1/2 in the U axis and possibly by 2 in the V axis

noble hatch
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thankyou both for your help, It seems to me like it has be unwrapped into a new 2d layout that would of course not relate to the original images

wise coral
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I'm trying to animate a car lift, would I use type = rotationY

hollow fulcrum
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translation

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i personally prefer to use defined points for movement.

wise coral
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hmm ok

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i just started animating doors with axis so this will be alot different.

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are there any examples out there?

woeful viper
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there is a whole package of A3 samples if you hadnt noticed...

wise coral
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I'm aware. Know any similar to a car lift?

woeful viper
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what does it matter what object it is? Only importance is the type of animation and the source used

polar fiber
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yes, just look at the weapon bolt for a simple translation anim

woeful viper
wise coral
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thanks da12thmonkey

polar fiber
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one thing you may want to be aware of though, is that the bolt anim has offset1=0.5; this means it will only move 1/2 the length of the bolt_axis memory LOD selection

wise coral
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awesome thanks ill keep that in mind

polar fiber
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just need to set it to offset1=1; then any animation will move from point A to point B.

noble hatch
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following on from my previous post, with a bit of scaling and a flip in U the UV makes sense now:
https://gyazo.com/73683ff41cdf97a9c4053f8c851a3994

However, when previewing in buldozer it behaves oddly: https://gyazo.com/12af1ec8212cf65aaeb508664bdb23fc
Thats a top down view of the turret, the texture for which is central in the first pic. The textures dont match the UV view and the lines between area which are smooth on the UV are defined by a change in texture in buldozer?

If anyone has any idea what might be causing that, this noob would be very grateful!

dense steeple
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Hey, Anyone got Debinarized Proxies I could use? Mine are binarized and I cant debinarize them, meaning I cant view them in Bulldozer (Offroad Driver Proxy)

quick terrace
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you can see binarized proxies in buldozer

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you cannot see them in O2 though

dense steeple
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I cant see them?

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only since new ArmA Update

quick terrace
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make sure the path is correct

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i have no checked since 1.60 though

dense steeple
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Fixed it... I forgot to port the a3 folder to this new 'projects' drive

quick terrace
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πŸ‘

oblique vapor
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Looks like shadow buffer for vests and headgear makes binarize.exe go nuts hehe

polar fiber
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don't they look like a horrible, blurry shimmering mess ingame anyway?

quick terrace
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...especially with the characters' shadows looking sharp and crisp

oblique vapor
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They look fine with objects

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Saves time, especially for these little vehicles

woeful viper
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question is if it saves performance

oblique vapor
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Didn't notice any issues regarding performance

woeful viper
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you are not going to from 5 vehicles

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such issues matter at a large scale (i.e. entire terrain, esp. town). And when such a "small performance flaw" per asset is present in a buttload of models, it's a gigantic pain in the arse if you notice it (if you even can)

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chances are, you just get bad performance and you will never really find out why

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that's why these little performance things are so dangerous for total conversions/ custom-everything-maps

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after having to fix 150+ models including LOD's once i will not take any chances with such things ever again

sturdy parcel
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as a matter of historical interest only, this was the problem with ofp sandbag walls. one or two, fine. An entire line of them = goodnight and thank you for playing.

woeful viper
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i think if you spam sandbag bunkers in arma3 you should also get a very good chunk of fps drop

sturdy parcel
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i believe you.

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and, as you've mentioned, it's hard for someone to understand how such primitive, un-animated, quite small, objects, could cause any issues at all, so it's the last place they look.

woeful viper
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and if you use many smaller mods (as user) from different places - it can accumulate and cause the same issues. Then BI get all the flak for "omg worst performance evar"

civic stratus
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what's the named property in the geo lod for landcontact? I remember it being mentioned here a few weeks ago

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is it placement > SlopeLandContact ?

oblique vapor
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who talked about 5 vehicles @woeful viper

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I have the same scene in Kavala and Pyrgos, yet 70 FPS

wraith tendon
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Don't tell me, you want to load that in a Missionfile?

last spindle
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Shadows are not going to have that much of an impact, unless they are ridiculous......50m shadows pretty much gone....you will notice impacts if you try to use a stencil shadow and from a LOD with around 5000+ verts

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one model with a bad stencil lod, lots of impact, lots of models with shadow volumes....who cares

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If you are really performance conscious you would use shadow volumes, but take the time to make a shadow LOD is optimized to generate the desired result

quick terrace
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in any case, even if one uses shadow buffer, bi uses svlods anyways
mainly because of what @last spindle said: poly number for the mesh that creates the shadow. Idealy 1000 verts, max 3000 verts, above that there is a performance decrease

cobalt halo
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hi guys...I am trying to open some mlods in OB but it gives cant load file load error? Help pls?

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@quick terrace its mlod from SAF

quick terrace
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there is no such thing

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where did you get the mlod files for SAF? @cobalt halo

cobalt halo
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Its legit dont freak out

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I work on configs for SAF

quick terrace
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alrighty

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what's the error?

cobalt halo
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cant load file load error?

quick terrace
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send me the file in private then, and an image of your OB options

cobalt halo
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just get it from repo any SAF p3d I hadnt touched files

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lets do this in pvt ok?

quick terrace
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ok

cobalt halo
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fixed need to reinstall buldozer and p3d now has to be in workspace it wont open if its not...weird but thats how it works

oblique vapor
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Dscha This is actually in a mission file, with no performance decrease at all

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Congrats on your M3A1 @tacit karma, Looks great !

tacit karma
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@oblique vapor Thanks!

sturdy parcel
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weird but thats how it works

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the only wierd thing is you are using buldozer at all!. it's an accident waiting to happen and you just discovered one of them.

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there is only one buldozer on your pc, it's called arma3.exe

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it isn't copied and renamed to p:\pinkElephants.exe. it lives in steam\arma3

pearl flume
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in my geolod all components should be closed and convex corect?

quick terrace
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y

pearl flume
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do i have to select each component and apply it?

quick terrace
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apply what?

pearl flume
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sorry not apply, i mean do i have to select each component separately and use component convex hull?

woeful viper
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use topology->find noncenvexities - it will show you all issues

pearl flume
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ah there can only be 99 components?

woeful viper
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no there can be more

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at least i had no issue so far with more then 99 ...

pearl flume
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ok

woeful viper
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though for geo LOD you definitely should stay lower then that.

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fire geo LOD is usually where you need a couple more - and there it isn't that critical as with geo LOD

pearl flume
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will read that info thanks. im just not sure what convex option i should be using tbh

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right thanks

gilded bane
cinder pivot
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10/10

quick terrace
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inspiring indeed, from model to textures, including that awesome car in the background that i am sure you modeled yourself! ^^

woeful viper
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my eyes...

oblique vapor
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watch out, smoothing groups have been kidnapped

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f*ck the police, please create a flyable rocket

civic stratus
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first time running buldozer after the update, getting an external viewer error now

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this is my external viewer path: E:\Games\Steam\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

polar fiber
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Is steam running?

civic stratus
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yep

polar fiber
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Okay, just checking since that's the only time I get the error

civic stratus
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not doing anything out of the ordinary I don't think

sturdy parcel
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this is my external viewer path

civic stratus
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it worked fine before the update, then POOF

sturdy parcel
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is it telling the truth?

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  1. have you 'played' steam tools once
civic stratus
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not to my knowledge

sturdy parcel
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your registry settings are altered to sanity when you play steam tools

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(after an update)

civic stratus
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not entirely sure what that means but I'll take your word for it

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how do I remedy

sturdy parcel
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'play' steam tools

civic stratus
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I did that a moment ago, still having the error

sturdy parcel
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external view error is caused by arma3.exe not starting (or crashing).

civic stratus
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it is most certainly crashing πŸ˜›

sturdy parcel
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then there's nothing to be surprised about.

civic stratus
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I'm a little surprised when arma3 crashes while loading a 6 sided box

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I tried to run the "install buldozer" option from the steam tools, and it remapped my path in object builder to p:'buldozer, but didnt install an exe there

sturdy parcel
#

that's right, they now shovel pinkelephant.exe in steam tools proper

#

but you have a straightforward and simple issue. your game is crashing.

#

nothing to do with 'extenra; viewer' really. that's just a by product of the obvious

civic stratus
#

issue resolved

#

I ran workdrive.exe to re-install buldozer

gilded bane
#

@quick terrace never claimed to have done THAT lol when someone gives you over 2 grand worth of custom-built models, you gotta oblige them eh

civic stratus
#

lol, ran a3p to get my a3 folders back and it deleted my buldozer XD

sturdy parcel
#

damn right it will

civic stratus
#

the last prompt of a3p to path object builder/terrain builder to arma3 didnt work when I entered "k", not sure if thats a bug or not

sturdy parcel
#

never heard of 'k' causing an issue.

civic stratus
#

repathed OB myself and its working again apparantly so no biggie

sturdy parcel
#

sorry i misread you.

#

the reason for the 'k' is bcause you do indeed need to do it manually.

civic stratus
#

oh, alright. I msunderstood the prompt then

#

thought it was asking for my permission πŸ˜›

sturdy parcel
#

reason? bis move goalposts

civic stratus
#

I do have to say, I prefer the buldozer in the p drive. quicker to start and to shut down

sturdy parcel
#

it shuts down real fast when it can't read the incompatible bin\config.cpp, and quite slowly if you have to answer the tetrahedron bug

#

but i am also surprised by that comment. hard to imagine there could be much difference.

#

ah. no i am not.

civic stratus
#

i wouldnt expect there to be a difference either but there is, I had it in my p drive for a year or 2 and when i went to having it point to arma3.exe in the a3 dir i noticed it pretty quickly

hollow fulcrum
#

whats going on guys, anyone working on anything this week? whos got stuff?

oblique vapor
#

I'm basically re-doing all the sound shaders and shaders config for my weapons cuz 1.60

hollow fulcrum
#

thats fun

oblique vapor
#

yeah

#

especially when it's 5am and that I'm on it since 11pm

hollow fulcrum
#

sleep is for the weak

oblique vapor
#

absolutely

#

what you up to ?

hollow fulcrum
#

ermm not much. been busy the last couple weeks with normal foo. did make some progress on a few things though.

oblique vapor
#

Why rails on an accessory that is mounted itself on a rail ?

hollow fulcrum
#

lol, it is not a small accessory. most common are IR pointers/flashlights.

#

but in case you didn't know, we like rails.

oblique vapor
#

holy f

#

I get the point now lol

#

Pretty neat maps btw

hollow fulcrum
#

maps?

oblique vapor
#

spec maps, normal maps

hollow fulcrum
#

oh on the optic. aye thanks. that was a pretty brief session actually. turned out pretty well. still needs some love though.

oblique vapor
#

Using substance ?

hollow fulcrum
#

nah thats quixel

#

i built the mats though

oblique vapor
#

I'm thinking about buying Quixel at some point

hollow fulcrum
#

they both are good solutions. pro's and cons with both. i tend to lean towards the quixel side of things. but i use substance also.

oblique vapor
#

Woohoo, finally finished soundShaders

#

This render goods and sounds awesome

tacit karma
#

@hollow fulcrum me thinks is fine

#

and the holes now look propper πŸ˜›

hollow fulcrum
#

i have a few different shrouds. i dont think i've exported the actual M2A1 shroud yet. it's a bit different, has lever in it and things. πŸ˜‰

tacit karma
woeful viper
#

if BIS would fix the .ca texture shadow bug one could also think of using an alpha map for a barrelshroud (as long as it's relatively close to the barrel)

oblique vapor
#

oh my god what have I done

hollow fulcrum
#

i do not know. but you have done it wrong, whatever it is.

#

β˜•

oblique vapor
#

I just messed with Substance a bit

#

Dat uv tho

hollow fulcrum
wraith tendon
#

Can of Beans!

hollow fulcrum
#

hahaha!

#

negative.

hollow fulcrum
#

❓

wraith tendon
#

3 can of Beans with a grip, so you can hold it, while eating?

hollow fulcrum
#

lol

wraith tendon
#

So, its a yes? πŸ˜„

hollow fulcrum
#

so close

wraith tendon
#

dang

#

Sausage? πŸ˜„

#

Okay, lights?

#

or Infrared-type-like-wizard-magic

hollow fulcrum
#

light is correct πŸ‘

#

few more pieces to go

wraith tendon
#

looks good so far

hollow fulcrum
wraith tendon
#

Thats... erm... big

hollow fulcrum
#

you know you like it

oblique vapor
#

hahaha

#

nice model

wraith tendon
#

aw yeah

hollow fulcrum
#

thanks Sam

hollow fulcrum
white jay
#

looking great hatchet!

hollow fulcrum
#

@white jay thanks man! you been doing anything recently?

white jay
#

do you want to put me under pressure πŸ˜‰

#

nah nothing new. got my ilbe pack released tough

hollow fulcrum
#

πŸ‘€

#

very cool. πŸ‘

#

i cant believe i missed that. you made any more antennas?

white jay
#

only those 4

hollow fulcrum
#

well, those are excellent. you looking forward to the expansion?

#

i haven't actually spent much time in game checking textures and things. but i quite like the new lighting solution. seems very promising.

woeful viper
#

drama people be like "but it doesnt look like before mehmehmeh"

hollow fulcrum
#

lol

sturdy parcel
#

@woeful viper, because of you're religious intolereance, am relasing a video of the mikero shrine πŸ˜‡

#

it contains goats for the true believers.

hollow fulcrum
#

😯

woeful viper
#

beeing god, prophet and believer in one person doesnt mix up though πŸ˜›

sturdy parcel
#

burp

hollow fulcrum
#

lol

woeful viper
#

3000 lumen on that lamp... bet arma can't handle the power πŸ˜„

hollow fulcrum
#

i know right. i still need to get in and see just how much it can handle. πŸ™„

#

if you are out there, and you can see us...

woeful viper
#

...then please don't eat us nor build a bypass through our planet

sacred grail
#

Hey, anybody here?

#

Can anybody help me export from substance painter to rvmat?

cobalt halo
#

Hi. Is there a way to copy hitpoints, memory points and thing like that from one model to another? ( p3d to p3d ) Or it has to be done manually...

sacred grail
#

thanks, I have already looked at that page though

#

I just need a somewhat simple explanation (or guidance) through setting up the textures for export in substance painter

sturdy parcel
#

dep3d.exe only changes the geolod properties.

cobalt halo
#

not sure if you were talking to me @sturdy parcel but I dont really know to work with OB at all. I got one model that got hitpoints done right and other which is variation of first doesnt have that. Now I need to copy values missing in the alt version from the first one. Seen manual but it just says CTRL+C, CTRL+SHIFT+C and that is all. Not quite helpful.

sturdy parcel
#

in theory you should be able to cut 'n paste anything to anything.

woeful viper
#

why is it not quite helpfull? have you tried?

cobalt halo
#

CRTL+C to what? Open model and do CRTL+C and then what. See my point?

#

actually nvm I got modeller on it...

oblique vapor
woeful viper
#

CTRL+C and then CTRL+V where you want it to have. Really difficult, i know

gilded ibex
#

Can anyone help out with a truck and trailer model i am working on. I have used the pin and hole method everything works great going forward. When reversing the trailer is like a brick and will no move, unless i move forward and then back. Its almost like after 5 seconds the physix connection between the hole and the pin is reset, is that the right way of thinking?

#

In my head, I was going to loop the animation of the pin up and down to keep the connection persistant however i feel thats going to also come with a lot more problems. there has to be a better method

woeful viper
#

best method: dont try trailers... very efficient and trouble free

celest arch
#

@wraith tendon 's method works quite well...

#

pin and hole: stay away avoid avoid

gilded ibex
#

I see your point however with what he have already, scripting wise is MP compitable everything is working really well, the cargo and loading ect. All but the reversing

#

Did @wraith tendon go with the ropes method?

celest arch
#

it's on the forums

gilded ibex
#

I will go and check out but if its the rope method, you lose a lot visually with realism I can only imagine, although I have not seen

gilded ibex
#

I managed to do with pin and hole by writting a script to support reversing

outer condor
#

is that optimization or just more strict LOD reduction and less objects drawn?

foggy finch
#

looks like more strict lod reduction, but who knows BI dont document thier changes very well

bleak tangle
#
A set of rendering optimizations by Senior Programmer LukÑő BÑbíček has now come online, covering areas like preparing the scene for rendering in smarter ways, aggregating the terrain grid, drawing distant objects that have become reduced to mere pixels, LOD-handling, calculating terrain shadows, etc.
sacred grail
#

Can i send somebody 2 models and they convert them into A3 mods? just meshes with textures.

hollow fulcrum
#

β˜•

oblique vapor
#

You seem to drink a lot of coffee, even when we were still all on Skype

hollow fulcrum
#

i live mostly on pure hate and coffee.

oblique vapor
#

I like this πŸ‘

polar fiber
#

It's currently Assam tea from a Superman mug, for me

hollow fulcrum
#

i should try more tea's. my whole life though, it's been iced, sweet tea. which is actually much more important to me than the coffee. there will be conflict should anyone attempt to take the tea from me.

#

if you're wondering how this is relative to modeling ... well, i was driving a boat around Altis yesterday thinking it would be cool to have a large cup of something on the dash as a space filler. just do a simple set of animations so the liquid moves against the pitch/roll of the ship.

foggy finch
#

how would you simulate rough seas? empty cup?

hollow fulcrum
#

actually.. now that i think about it. you could just move the plane (liquid texture), down a bit in increments if in rough see's. maybe a little particle effect to go with it. not that i would spend the time doing that (i dont think..).

#

might have to scale it a bit also, but meh.. would probably be effective.

foggy finch
#

Well when you have an idea, run with it Hatchet, you could be the next essential mod, lke marshun cigs

hollow fulcrum
#

hahahaha

#

i was actually kind of throwing it out here hoping someone would try it before i get to it. saves me time and whatnot. πŸ˜‡

sacred grail
#

can i pay somebody to convert 2 models into arma 3 models?

#

just meshes and textures

#

no need for collision/lods anythign

hollow fulcrum
#

sure.

sacred grail
#

pm me

#

infact add me on steam @ hololand

hollow fulcrum
#

you asked if you can pay somebody to convert a couple models. to which i replied, sure. as there really is nothing physically preventing you from doing that. the chances of me sending you a PM for paid work, for ArmA assets, very slim.

sacred grail
#

so you dont want to get paid to do a veryeasy job?

oblique vapor
#

why can't you do it if it's that easy

sacred grail
#

because im not good with A3 tools

#

cant get the textures into RVmats

#

but i assume for somebody with experience it would be trivial

#

i just lack that experience

jaunty rune
#

everyone is to savage for me in this room

terse elm
#

Think of it more of a place where ppl come to learn how to do stuff and not a place to get ppl to do the work for you! Most of the ppl here are already attached to large projects.

celest arch
#

being savages is wrong?

quick terrace
#

sauvage

sturdy parcel
#

ah oui ca vas

#

and i thought you ppl were being polite to parasites.

quick terrace
#

i don't always get the definition of "polite" mate, there are times when it eludes me

hollow fulcrum
#

β˜• i was being polite 😐

hollow fulcrum
oblique vapor
#

Sauvage - Eau de combat

wise coral
#

My admins say I'm savage. Does that count

foggy finch
#

@hollow fulcrum, and there I was expecting a cup of tea 😦

oblique vapor
#

*coffee

wraith tendon
#

@hollow fulcrum Toiletpaper holder?

hollow fulcrum
#

haha, so close!

wraith tendon
#

crap, again, soo close

#

πŸ˜›

tacit karma
#

I dont wanna know for what size of ass you'd need one of those

wraith tendon
foggy finch
#

lol

hollow fulcrum
#

alright fack, you got me. it is indeed a portable can-o-beans heater.

wraith tendon
#

I KNEW IT! I FKN KNEW IT!

hollow fulcrum
#

with wall mount and charger.

polar fiber
#

To be fair, you probably could heat up a can of beans with it given the output

hollow fulcrum
#

haha, this is true

wise coral
#

I was thinking feed horn from a satellite dish at first glance

hollow fulcrum
#

lol, i can buy that

oblique vapor
#

Anyone know anything about the "modelSpecial" in CfgMagazines ?

bleak tangle
#
  1. What's the process of creating an ADS texture from a baked AO? If I'm understanding what PuFu said here https://forums.bistudio.com/topic/185296-multimaterial/?p=2922751 an ADS texture is compromised of white in red channel, AO in green and blue channels. He also specified that you need to create the AO from 50% grey to white, rather than black to white, which I don't exactly know how to do in blender.

  2. If an object has a moving component (sliding door) that would change the shadows depending on where it is, should you then bake the AO without the moving component on the object?

polar fiber
#

@oblique vapor modelSpecial replaces the current weapon model with a static proxy model, based on the magazine loaded in to the weapon. It's pretty obsolete now such that people only really use it for switching RPG warheads

#

The fact the models act like proxies in the modelSpecial state means that you can't animate them, so it's not desirable in 99% of cases

oblique vapor
#

aw shid

#

I see

#

yeah, just saw that parameter on the a2 RPG

polar fiber
#

Yeah. Originally it was used in OFP so that things like the LAW tube would extend when the weapon was taken from the shoulder ready to be fired, and collapse again when the magazine emptied

#

Nowadays we have the isSelected animation source for that sort of thing

oblique vapor
#

that is a dirty road to adding magazines as proxies

#

Yes, used that for my shield when on the back. Works like a charm

polar fiber
#

Since Apex aparently has an RPG-7 I'm wondering how they might handle different warheads

#

if there are any

oblique vapor
#

Let's wait a few days for E3

#

Bringing back those old allah akbars

polar fiber
#

@bleak tangle can't you get a 50% grey AO just by adjusting the output levels slider in photoshop?

outer condor
#

does the buldozer environment support sounds at all? if so to what degree?

quick terrace
#

doubt it tbh

outer condor
#

me 2, yet in the back of my mind i somehow the faint memory that -noSound was primarily meant to be used with tools and not the game initially. in visitor it wouldnt make even less sense i guess

polar fiber
#

I'm not aware that Buldozer can retrieve any kind of info from config.cpp or something where you would have sounds encoded

#

only model.cfg and .rtm

#

If it could read from a .cpp it'd make setting up crew proxies and anims much easier at least

outer condor
#

yeah good point. i guess i will do some procomon tests to see what it actually loads in terms of data

white jay
#

it loads the config in bin

#

afaik

#

P:\bin

#

but it would be very nice if we could have a optional config.cpp in our P:\scripts where we could define our custom island or vehicle configs to have them in buldozer

#

just a idea...

#

maybe @rich blade would be intrested in this πŸ˜‰

outer condor
#

just to make sure i am not confused - recommended is nowadays to use the arma3.exe with -buldozer and bin.pbo from the game anyway instead of the buldozer.exe from tools?

hollow fulcrum
#

that is how i do it

quick terrace
#

not really, according to mikero, that can lead to fuckups

#

i mean using the latest pushed arma3.exe

#

especially if you plan switching from stable to dev

outer condor
#

switch in the dev env (tools) or using/testing the assets?

quick terrace
#

if the arma3.exe gets modified, you might end up with non working or half working tools

hollow fulcrum
#

well yeah

outer condor
#

does keeping older exe as backend do the job, or really the actual modified data is the problem?
i mean i would expect it also be a good early warning to see what BI introduces new problems/issues, or not?
like eventually the asset has to use the more recent arma3.exe at the players end

sturdy parcel
#

there is only one buldozer on your pc, it's called arma3.exe.

outer condor
#

from stable branch only or also from dev branch? (btw anyone tried the diag.exe yet?)

white jay
#

yes

#

i have issues loading up a terrain with the diag.exe

#

tom was able to do so but he might have a internal diag.exe...

outer condor
#

diag.exe could be quite useful due to the additional logging in rpt and especially debug.log

hollow fulcrum
#

i find it very useful for a number of things honestly

#

and regarding the arma3.exe foo, yes of course if they change something, there can be conflict. the way i look at it is thats a clear sign something changed, and i really need to update things. when im actually on top of things. when there is update (stable/dev), i update my P:\

#

with @sturdy parcel 's tools it's fairly trivial.

sturdy parcel
#

fyi folks, when the engine loads, it always loads the config text file in preference to the bin when the choice is there to make. text can be in config.BIN and bunarised can be in config.CPP the engine does not care, it will chose whichever one has TEXT.

#

this and other, imaginative cleverness has been in the engine since the first demo release. it's buried so low down in the engine drivers that bis have been unable to bugger it up.

hollow fulcrum
#

lol

sturdy parcel
#

until recently, the same held true for mission.sqm. now, some genius decided that they must be TEXT when placed in an addon. You could sortof kind of live with it if prebinarised were needed instead.

outer condor
#

well the funny part is that Karel actually introduced rapified/binarized sqm in Eden editor

#

i guess this is where they broke the support for addon mission

hollow fulcrum
#

hmm

oblique vapor
#

Hey friends

#

Is there a way to simulate my RPG-7 rocket to simulate its real life random trajectory ? Like right now, it's just dropping over distance like a normal rocket. What I want to simulate is the rocket going nuts after a certain distance

wraith tendon
#

setVelocity setVectorUp PFH πŸ˜ƒ

oblique vapor
#

Via scripting ?

wraith tendon
#

idk, should be possible

#

No idea, tbh

outer condor
#

ACE has proper rocket path AFAIK

#

you have to check if its still scripted or can be done config based nowadays

woeful viper
#

rpg 7 is basically almost like a normal bullet. the charge burns for milliseconds

hollow fulcrum
#

lol

wraith tendon
#

uh uh uh! A Can of Beens holder for your Can of Beens with a holder?!!!!1111oneone

hollow fulcrum
#

Can of Beans Stabalizer!

#

but really only used on the big cans

split ore
#

Heya! I'm hoping someone in here can help me. I've been messing with dogs for a long time, and while I have a bandaid scripting solution, I'd love to be able to make a config mod (ala Deadfast's 3P) to change the internal camera position. Is there a variable that I would be able to put into the config to change the internal position, or is that set somewhere else?

oblique vapor
#

Please define Internal Position @split ore

split ore
#

The 1st person perspective camera, where the external camera position is the 3rd person perspective camera, set in the config using extCameraPosition[]. I don't do much modeling, so I was hoping it would be in the config for the model that I could overwrite rather than hardcoded into mempoints.

oblique vapor
#

class CfgVehicles { class Man; class CAManBase: Man { extCameraPosition[] = {0.4,-0.1,-1.2}; }; };

#

Just put this in a config.cpp and play with that

sturdy parcel
#

but be aware that the above changes for all soldiers for all users whether they are using your mod or not. if your mod is present the change is universal.

split ore
#

I know how to do the external camera, I meant for the internal one.

#

I believe it's initially connected to the camera mempoint? I'm not very good at modeling, like I said.

#

And that shouldn't be an issue- it would be for Dog_Base_F.

#

I guess, to clarify, external camera is the 3rd person PoV camera, correct? Or have I misunderstood it?

oblique vapor
#

So to clarify your project, you wanna adjust the position of the camera so players could be dogs

split ore
#

Correct. I have a script that "works," but the camera jitters as the attached object doesn't 100% keep up with the player. I figured that changing the internal camera would be the next best thing.

#

I have a friend who tried to get into the dog's model before, but I think he said that it was binarized and he couldn't do much with it, so I'd assumed I couldn't change anything of the model outside its config.

#

In an ideal world, I was hoping I'd be able to change the internal camera's mempoint from (I'm assuming) "camera" to "head," since the dog's current mempoint seems to either be uninitialized or just left at ground level.

oblique vapor
#

So wassup with the hiddenSelectionsMaterials ? Is it broken ? Do we have to use black magic ?

quick terrace
#

last time i checked it was borken yes (and yes borken is mix of borked and broken)

oblique vapor
#

nice

split ore
#

Solved my issue! Turns out there's a memoryPointPilot variable you can override within the config, with a memory point. I overrode it with the "head" mempoint. Thanks for the help! Sorry I didn't ask well, I'd been at it for awhile and was fed up with it haha...

oblique vapor
#

Hey, is there any solution for preventing players to glitch thru walls ? Like I already made my Geo Mesh bigger than the actual model, but they keep on trying to get thru, and they succeed.. What should I do ?

bleak tangle
#

How thick is the geometry?

oblique vapor
#

How to precisely measure it ?

#

0.242

hollow fulcrum
#

hrmm

#

when they 'get through it', you mean completely or just getting the head through? i'd think that is adequate.

#

if getting all the way through, then the lod is just broke.

wraith tendon
#

@oblique vapor They only solution: KeyHandler -> Check when actionButton StepOver (or however its beeing called) is press -> Check if it has a CursorObject

#

BUT that might also fk up some other stuff... soooo...

bleak tangle
#

The wiki says it should be atleast 0.5 m thick, but that's been there since 2006...

oblique vapor
#

@hollow fulcrum The lod do makes collision. Retarded people just keep on pressing the StepOver key and at some point, succeed to go thru

wraith tendon
#

@hollow fulcrum 3rd Person, Look down, "StepOver", let the anim go through, move mouse to left and right (while still looking down), You are in.

hollow fulcrum
#

ah that

wraith tendon
#

Yerp

hollow fulcrum
#

well if it's that kind of 'getting through' meh.. dunno on that one.

oblique vapor
#

@wraith tendon Sounds like a good idea about the KeyHandler one

wraith tendon
#

It still fks too much up

bleak tangle
#

Can you really get through a wall that thick with that technique?

oblique vapor
#

Yes

wraith tendon
#

Yes @bleak tangle

hollow fulcrum
oblique vapor
#

Most patient (yet most retarded) person can achieve that special technic

wraith tendon
#

But its a known bug since.. erm... ofp? πŸ˜„

hollow fulcrum
#

^^ indeed

oblique vapor
#

Yeah, it has been there for a long time.

#

Don't know why they just don't block the player from colliding with other objects, like they are doing for the ground (prone -> try aim under the ground -> can't)

hollow fulcrum
#

this is ArmA!

oblique vapor
#

ArmA: Eau de Glitch

hollow fulcrum
#

πŸ‘€

#

goes looking for a can of flammable liquid..

tacit karma
#

No

white jay
#

i smell a troll πŸ˜„

wind belfry
#

how can i flip faces of object in object builder?

bleak tangle
#

As in invert normals?

#

W

wind belfry
#

thank you!

woeful viper
jaunty rune
#

boy you don f'ed up

#

discord lag

#

what is this

sharp folio
#

@hollow fulcrum Well... That escalated quickly

wheat shoal
#

I have some dangly things (aiguillettes) on my character mesh, is there anyway to make these flop around i.e. physx object?

terse aspen
#

for some reason, the shadows looks like they are flatshaded

#

anyone any idea what could cause this?

woeful viper
#

@wheat shoal no, cloth physx is not in arma.

tacit karma
#

You can fake it, but it's a pain to set it up

oblique vapor
#

smoothin group ?

quick terrace
#

vertex weights ^

dusky dragon
#

Sure, its a Life mod

#

@woeful viper Basicly πŸ˜„

woeful viper
#

aye

tacit karma
#

@woeful tartan wanna hand him a kick? its a forza car from what I can tell

woeful viper
#

for some reason this invokes images of some comic dog character head in my brain...

dusky dragon
#

@tacit karma is that the E-2C Hawkeye??

tacit karma
#

No, its the Cargomaster again

#

but this time more detailed and closer to refs

dusky dragon
#

ooh, nice

woeful viper
#

sure

#

then ask them to fix your issues with their models

quick terrace
#

DEADdem: Oh and Turn10/MSGS Don't own the IP over the models they made for forza since they are replications of products from places like Dodge, Chevrolet, Lamborghini etc. Had a nice chat with one of their PR team members at MSGS
really? They don't own the brand, they OWN the content...as the 3d model. It's like saying bburago doesn't own IP rights for their metal toys, because they represent real cars

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@woeful viper +1

woeful viper
#

This is model makers channel. Not model takers channel.

sturdy parcel
#

damn, i was waiting for him to offer to pay us to do the conversion for him. it's very easy when you know what you're doing. right? well that's what they tell us.

oblique vapor
#

Damn, you really are retarded DEADdem

hollow fulcrum
#

πŸ‘€

oblique vapor
#

Oh my god

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Goddamn balloons

proud glacier
#

You're just blatantly trolling at this point

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Grow up Kane, you are like 16

tacit karma
#

@woeful tartan Please do some weeding here πŸ˜›

proud glacier
#

a) You are not old enough to take legislative action

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b) You can't take legislative action on something you do not own

#

Stop trolling or I'll give Ms. Barber a call

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On second thought I won't do that, calls to New Zealand are expensive

tacit karma
#

Our files will be encrypted upon release, meaning it won't be a simple thing to just open the PBO up and have a peek.

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I call BS

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lol....

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Yeah, because pesky little people like you violate other content creators license and work.

terse aspen
#

so i come here to talk with model creators about creating models for arma and to find out why the shadows on my models look like they flatshade the geometry and what i get is some underage life modder asking how to steal models and then insulting people for not wanting to help

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only

#

in

#

arma

tacit karma
#

πŸ˜„

#

Pufu gave you an answer btw

#

It's vertex weights

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But it might also be a poorly baked normal map, looking back at it

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I had a similar problem once

terse aspen
#

thanks

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must have skipped his answer

#

the channel moves pretty fast as soon as i leave my pc

tacit karma
#

np

foggy finch
#

@gilded bane you know just about every "gta community" models are ripped/stolen from other games right? repackaging stolen content you recieve from someone else as as bad if not worse than stealing that content yourself

#

which are usually modified from other source data, but hey-ho knock yourself out

tacit karma
#

so?

foggy finch
#

I'm anything but ignorant, but without being able to openly prove your sources of data, then people will continue down the same path

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I have nothing against life-mods in principle, its thier behavior and effect it has on the arma modding community at large im against

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and as I said, without being able to verify the original sources of your data you will continue to be tarred with the same brush

#

Have you asked them for permission to use thier Intellectual Property?

tacit karma
#

@foggy finch Why should he, they are freely available on the interweb sarcasmoff

terse aspen
#

what is that even supposed to mean?

tacit karma
#

yeah lol

terse aspen
#

only because they don't freak out at you doesn't mean they give you permission

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if you don't have express permission, you don't have permission

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we can't stop you from anything as long as we're not the ones holding the copyright. what we can do is blacklisting you from any and all support we could give

last spindle
#

this shit just never ends, please just stop. it is worse than a b grade midday soap

terse aspen
#

why should i ask a life modder what he thinks of me? the moment i see my models ripped out of my mods and used in a life mod he can think about what he thinks of my C&D

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is that why you're here, asking for help how to rip models out of forza and "port them to arma 3"?

tacit karma
#

Wow... What an explanation

terse aspen
#

"i steal because creating is hard"

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got it

tacit karma
#

I'm a student to, but instead of beeing a selfish dick, I create my own content in the time I have.

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Very mature, lol.

terse aspen
#

i didn't expect anything else. and there goes the credibility to the "i'm a student" claim. this dude didn't leave high school

tacit karma
#

haha

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Anyway, for those interested. Just wrote a mail to the Turn 10 legal department. Let's actually see what they say.

terse aspen
#

keep us updated

tacit karma
#

will do

woeful tartan
#

so, what's happening there?

#

another person taking stuff from forza thinking is 'ok' ?

tacit karma
#

Yup

terse aspen
#

his explanation about copyright was pretty funny though. i bet that wouldn't even fly in china

woeful tartan
#

well it's not ... end of the line ...

terse aspen
#

and china usually doesn't care much about copyrights

tacit karma
#

πŸ˜„

terse aspen
#

in forza quality that's roughly half a car πŸ˜„

quick terrace
#

@woeful tartan , can you please ban this prick @gilded bane from this server? he surely is not gonna get any help for ripped content, and trolling this channel means that other people who actually have questions cannot really get an answer. we don't really need more inflammatory cancerous underaged thiefs

#

i am pretty sure most ppl here will agree with me on this subject

foggy finch
#

+1

terse aspen
#

+1

foggy finch
#

your take on the english language is astounding

quick terrace
#

if i block you i cant point you out to others

celest arch
#

this is too much even for popcorns

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I guess this is why there's a muted trolls role, time to fill it up @woeful tartan πŸ˜›

woeful viper
#

loving the contradictions... "have some models from forza, want to import them" - later: "i own all of these, they where specifically made for me". Earlier "Help me fix my problems with the imported car". Later: "I can make my own high quality models". http://goo.gl/19QptS Yeah, no, DEADdem, you are a wanker. You will not get any help from us (those that actually DO make models).

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lying isn't sarcasm... a student should know

quick terrace
#

it matter less, since the emphasis is on "prick"

woeful viper
#

Neither selfdeprecation nor sarcasm will confuse us to what BS stunt you want to pull here. You are not the first and you will not be the last (though one can always hope...). So just fuck off. You are wasting everybodies time.

celest arch
#

what are you contributing to the MODEL MAKERS channel with some liquid poop-looking stolen models that you didnt even do?

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and? Wrap your insults and get the fuck out of here

quick terrace
#

leave the little attention whore be, he is only looking for attention and trying to put himself in the middle

celest arch
#

he's muted now

quick terrace
#

sad little kid

sturdy parcel
#

I am grinning at the thought of what 'all those lifers' think of us and the poor reputation we have among the thieves.

woeful viper
#

"what a bunch of asseholes" ... "they dont answer how to fix our shitty ports that we try to make money off"

sturdy parcel
#

aaaaaw be fair, they paid $60 to steal everythig else that was NOT bis and who's authors have never seen a red cent.

#

amazing justification that because someone bought the game they have every right to theive and plunder from everyone else.

quick terrace
#

@sturdy parcel - did i say i sort of utterly kind of like you before, didn't i?

sturdy parcel
#

haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

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you will never replace my goat. sorry.

foggy finch
#

thats why you have a monetized server..

quick terrace
#

πŸ˜› ^

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i have yet to see one of this cancerous servers that is not about money

foggy finch
#

yep

quick terrace
#

and unlike you, i've been around for the past 16 years

#

yeah, i am pretty sure you were playing OFP back when you were 2yo

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no question there

sturdy parcel
#

there's nothing at all, illegal immoral or wicked about monetised servers. good on the people with the capacity and brains to do it. but thieves, are thieves.

foggy finch
#

if your not monetized, why do you have a donation page on your website?

#

wow more rhetorical bullshit

quick terrace
#

you are also welcomed to try and have anyone here help you out...but you being a star and all, i'm sure you will figure everything out by your own

foggy finch
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and what does that show you? that we dont like thieves, nor people who pillage others IP for the sake of money.

#

nope, you just a little bit retarded

white jay
#

why is the model channel spammed by that bullshit? gtfo

#

more sceenshots from stuff you did

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less ripp offs!

sturdy parcel
#

Deadmem, i admire your enthusiasm to set up a server, many try, many fail, and some succeed. Of the succesfull ones, they learned, sometimes the hard way, to respect the rules. Your responses here indicate you've gone about it the wrong way. If so, you'll discover soon enough how costly that bargain was. But, everyone learns, and I wish you success.

last spindle
#

🏁 will that be the finish line? i think case closed. move one, forget about it.........grow up, people on both sides ffs

woeful viper
white jay
#

allright to start things off. I was told that the supposed to be coyote brown backpack is not brown but green. I'm having a hard time judging it correctly since im red-green blind. Old color on the left, new on the right. My aim is to fit the rhs coyote brown scheme http://i.imgur.com/61BmTIZ.jpg

#

is that better?

woeful viper
#

yes that looks very close

foggy finch
#

yeah looks much more of a match

white jay
#

great thx!

sturdy parcel
#

a little <ot>, but does anyone have an opinion on Kapersky anti virus?

wraith tendon
#

@quick terrace You are 15 Years here. OFP Release in a Hot Summer in 2001 πŸ˜„

#

Running Avira, works well (just spamming me, when i update MikeroTools :P)

quick terrace
#

15 then

woeful viper
#

busted gg

#

ok so real talk now - do any of you bake AO in max? And if so, how do you handle baking AO maps for interiors? Currently, i have a bit of a problem with my vehicles that are open-topped. The AO comes out way too dark when baking it into a texture (e.g. http://goo.gl/j4hRHZ) Do you use some extra lightsources, or change the global lighting settings, and if so, any preferred light settings that you use?

fossil obsidian
#

Hey guys!

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does any one know how to make fake weapon? I need to add it to player and shoot by it, but keep his real weapon in hands

woeful viper
#

let me guess - bayonett.

fossil obsidian
#

something likes this

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@woeful viper i did mocap melee&takedowns mod, now we looking for how to make fake weapon ad kill target by it

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if someone can help us with weapon cfg, i give u cudos πŸ˜‰

wise coral
#

if im putting textures on my model but in buldozer they show up as a simple solid color what have i done wrong?

sturdy parcel
#

you cheap bastard. you used chicken feet, didn't you, instead of a goat.

wise coral
#

damnit mikero that was a private conversation

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way to let the chicken feet out of the bag

oblique vapor
#

w t f did i just read

wise coral
#

heh

oblique vapor
#

I go to sleep, then come back, and all those messages

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"This is war"

wise coral
#

i wouldnt continue it

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its a new day

oblique vapor
#

I'm not

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I'm just laughing at noobs

wise coral
#

its goats or chickens sam

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pick one

oblique vapor
#

Well

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One would say chicken cuz i'm french

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But on the other side, I'm adoring my lord and savior mikero, so it's a goat for me

wise coral
#

european french or french canadian

oblique vapor
#

I live in france

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French canadian are fakes

wise coral
#

so youre a real frenchmen

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good to know

#

we can move on now

#

did you see my texture issue? mikero seems to think its cause of the chickens feet

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i beg to differ

oblique vapor
#

You mean

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Dan Bilzerian's legs ?

sturdy parcel
#

ssshhhhhhhhh don't tell him anything.

wraith tendon
#

Baguette, Baguette!

oblique vapor
#

Omelette du fromage

wraith tendon
#

FROMAGGGEEEE

sturdy parcel
#

coucou

wise coral
#

lol dscha

oblique vapor
#

ich liebe kartoffel salat

wraith tendon
#

Ich mag Schnitzel.

oblique vapor
#

huehue

wraith tendon
#

= )

wise coral
#

i hate potato salad

#

gawd

sturdy parcel
#

il ne'st pas fromage ici, nous some avais *lichterblinken'

oblique vapor
#

Is it better to use 3D Max or zBrush to create something like vests or ghillie suits ?

wraith tendon
#

Gesundheit @sturdy parcel

sturdy parcel
#

und ze gerfingerpoken. (just ask andy)

fossil obsidian
#

@oblique vapor for cloth use zBrush

wraith tendon
#

Are you ill @sturdy parcel or do just randomly type on your Keyboard? πŸ˜„

sturdy parcel
#

i've run out of pillz

wraith tendon
#

πŸ˜„

hollow fulcrum
#

πŸ‘€

#

β˜•

soft crypt
#

Does anyone have any soldier reference models/pictures? Specifically for modeling hats/backpacks onto

woeful viper
#

google for kiory 's backpack sample

#

rest is in arma 3 samples (steam tools library)

soft crypt
#

duh facepalm how did I forget about the samples

hollow fulcrum
#

meh, for quite a while 'forgetting about the samples', was not really such a bad thing. i think i noticed them fixing things with those recently actually.

woeful viper
#

they have still issues here and there

hollow fulcrum
#

note: the character ref is just fine though for these things. πŸ‘

#

@woeful viper how much AFM tinkering have you done?

soft crypt
#

Correct me if I'm wrong, but Arma doesn't like ngons, correct?

hollow fulcrum
#

most engines do not

woeful viper
#

@hollow fulcrum Helicopters? None... my mod doesn't have roto-wing vehicles 😦

hollow fulcrum
#

its probably best for your own sanity, is how it's looking. 😐

woeful viper
#

i suppose it will make more sense then physx though.

#

hopefully...

hollow fulcrum
#

haha, umm... maybe.

woeful viper
#

seeing that there are quite a bunch of tables i would suggest that, if you want to modify it, plot the curves in excel. Then normalize them (highest value 1, lowest 0) - and then apply your custom modifier to the normalized curve.

#

doing custom curves without knowing the real physics and data behind it is propably recipee for disaster/ leads to UFO behaviour

hollow fulcrum
#

yeah, its just an involved, tedious process

#

as is most things in the armaverse. granted much of it is getting easier these days.

fossil obsidian
woeful viper
#

tanoa is basically finished... you are a little bit late...

hollow fulcrum
#

i'll save my commentary for a time when i feel like being banned.

woeful viper
hollow fulcrum
#

ooof, dat not pro.

wraith tendon
#

Erm, that looks more like a wrong LOD loaded

hollow fulcrum
#

and man, you need some lotion for those hands.. geezus.

wraith tendon
#

^^

fast topaz
#

yeah looks like wrong lod because the containers on the other side look better

hollow fulcrum
#

they all look the same to me

#

the lod switching is being odd for sure though

woeful viper
#

no thats not LOD issue. What do you expect from a container model? Detailed modelling of the "ripples" ? For an entire container storage harbor?

wraith tendon
#

Yeah, they also have the sign on the ground

#

@woeful viper Check the A3 one, iirc they are all modelled out

fast topaz
#

uhhmmm....it really looks like they're moddeled on the other ones

#

i mean it is clear

#

if you look you can see it on the picture

hollow fulcrum
#

πŸ‘€

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i dont see it

#

i see very basic boxes with normals

wraith tendon
#

Cause you are old. And you model Beancans with Holders πŸ˜„

hollow fulcrum
#

and the same highlight on the bottom lip on all of them. #shrug

#

i am old, relatively speaking.

#

there is that.

wraith tendon
#

"relativ" πŸ˜„

fast topaz
#

in my eyes you can see it at the top of the "ripples"

hollow fulcrum
#

yeah, i see that, but still looks like normals to me.

woeful tartan
#

gone, enough ... any other person want to argue if steal is morally right ?

hollow fulcrum
#

@woeful tartan thanks man

wraith tendon
#

Who is gone?

hollow fulcrum
#

the one missing from the conversation

wraith tendon
#

Ah, i miss Deadmens posts πŸ˜„

woeful viper
#

now he will go back to his circlejerk community where he celebrates himself as a hardcore martyr "they even banned me, because i'm so badass they couldnt handle me" ...

hollow fulcrum
#

πŸ˜‚ im all for people doing whatever makes them feel better about themselves

woeful viper
#

as children tend to do (in ref to my post, not hatchets xD)

soft crypt
hollow fulcrum
#

blur out that noise for starters

woeful viper
#

looks like a perfectly fine concrete hat

soft crypt
#

@woeful viper Yusss, that's what I'm going for

woeful viper
#

agreed with hatchet

#

noise should be subtle

soft crypt
#

Is there a tool in object builder for that, or should I apply something akin to a gaussian blur in photoshop?

hollow fulcrum
#

just make a selection and apply a blur filter to it. in your particular case, applying it to the whole image is probably fine.

#

what you can do, once you mash that down (very subtle), you could use nvidias* normal plugin for PS and get some normals helping out.

soft crypt
#

Ooh, good idea. Thanks @hollow fulcrum I'll report back once I have something pretty to show off...or hideous. Depending on how this goes

hollow fulcrum
#

gotta start somewhere πŸ˜‰

polar fiber
#

photoshop's digital noise never looks as good as making noise from a real world source

hollow fulcrum
#

tis very true

polar fiber
hollow fulcrum
#

it can get deep rather quickly. i almost fired off with, go buy quixel or substance.

tacit karma
#

(took me just two hours I think)

hollow fulcrum
#

those ortho shots..

tacit karma
#

❀

hollow fulcrum
#

looks good though. what is it?

tacit karma
#

russian WW2 radio

polar fiber
#

Nice box, Apple should sue

soft crypt
woeful viper
#

watch out, we've got a criminal over here

hollow fulcrum
#

πŸš“

#

in reality, it'll probably just be us answering there also. so it's all good.

woeful viper
#

yeah, thats why i've never undestood why we need model makers + texture makers channel seperated. But Mr. D likes his channel spam apparently πŸ˜›

terse aspen
#

@wise coral have you found the reason for your texture problem? if not, check the texture maps and filter them by texture in the UV editor.

terse aspen
#

when creating a vest, what's the absolute maximum polycount i could go for?

wise coral
#

interesting ill check that skellington

crimson zodiac
#

when creating a model's collision lod in ob is putting it under the "Geometry" tag enough?

woeful viper
#

maximum possible? 4.3 billion vertex normals

bleak tangle
#

If you want to base it off the A3 vests first resolution LOD...
Tactical vest has 2k verts, 2.6k faces
Plate carrier vest has 4.2k verts, 5k faces
Chest rig has 2.3k verts, 2.2k faces
LBV Harness has 3k verts, 2.5k faces

terse aspen
#

alright

#

i am aiming for 4500triangles

#

but i may get as high as 5k

#

was worried that is overdo it and have to break down the retopo even more, sacrificing detail and make it look shit

tacit karma
#

jna its fine

soft crypt
hollow fulcrum
#

moar blur!

#

does look better though πŸ‘

terse aspen
#

i settled for 5.3k tris now

#

can'T go lower without sacrificing detail

hollow fulcrum
#

that is only ok if you have an image to go with that statement. and it has to look good. πŸ˜›

terse aspen
woeful viper
#

looks noice. Although, the pistol pouches look a little bit too wrinkly (->too thin cloth) #nitpickingΒ²

terse aspen
#

yeah i was thinking about resculpting them

#

shouldn't take too long

#

hardest thing about sculpting is not overdoing it

#

i always fall into that trap

snow gulch
#

looks prety good πŸ˜‰

#

i dont know i have softsurface models i totaly fuck up everytime i try it

terse aspen
#

why what are you doing wrong?

hollow fulcrum
#

aye, very nice. πŸ‘

terse aspen
#

thank you

sweet relic
#

Hey guys, I have a cockpit for a project that is about 75% unwrapped, I was wondering if anyone would be kind enough to help me finish it

#

If you can, or can just send me some pointers/tips thatd be awesome and very helpful

terse aspen
#

what's the problem?

woeful viper
#

lack of patience

sweet relic
#

Lack of patience is part of it, lol, probably a big part too. Ive gotten it down unwrapping big simple parts, its the complex parts that are a bitch and I just cant get em right