#arma3_model

1 messages Β· Page 68 of 1

hollow fulcrum
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like what?

sweet relic
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small knobs, but once I get one down, I can use the same map for each of the same knobs. But some of the knobs are complicated, with 2 or more objects attached to one knob. I just started doin this recently

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Trial and error seems to be the key

hollow fulcrum
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what software?

sweet relic
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max

hollow fulcrum
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you selecting faces and utilizing the flatten tool?

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just trying to gauge where you are at with things. i honestly haven't used max for these things in many years.

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i do use it for simple things, edits and whatnot. shuold be fairly easy to unwrap a cockpit with it.

sweet relic
hollow fulcrum
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if dealing with something like a flight stick, maybe try pelt mapping

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haha, i know they've added a fair bit of stuff since i used it for anything productive 😐

sweet relic
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What do you use now a days?

hollow fulcrum
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i use headus uvlayout

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but if you're new to this, maybe not the best option. you should know how to use max effectively

sweet relic
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X3KJ has given me a lot of advice and samples which has been really helpful and some advice from a few others, and yea I figured

hollow fulcrum
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lol

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this whole thing, is a labor of love. πŸ˜‰

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and much hate.

sweet relic
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Ive gotten the hate part for sure

hollow fulcrum
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my best advice is just keep doing. if it's fail, show us, we can help.

sweet relic
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yeah, im gona take a break for the night with it. Patience is empty from the day lol

hollow fulcrum
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all good man, come back swinging

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never, ever, let the geometry win.

sweet relic
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ill try lol

foggy finch
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little something i've been working on, have a few more bits n bobs to do but its almost there

hollow fulcrum
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ah, very nice @foggy finch πŸ‘

foggy finch
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will be ~12.5 - 13k polys once I finish what I have planned

hollow fulcrum
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thats a full on trailer there

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i assume it will have devices and such

foggy finch
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well im sorta 50/50 on whether its really worth modelling all the fuel pumps in the rear for arma, they would be aestheticly nice, but other than an animation for the rear roller door, what would be the purpose? πŸ˜ƒ

woeful viper
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at least a pintle mounted 100mm cannon for fending of those pesky model thiefs would be advisable

foggy finch
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destrType = engine should suffice with some of the explosion stuff I have cooked up πŸ˜„

hollow fulcrum
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was thinking lights, lift, air lines and the like

foggy finch
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yeah possibly for a future iteration, this was initiated as more of a prop for an airfield lol

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we'll see

hollow fulcrum
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ah gotcha

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still looks good either way πŸ˜ƒ

foggy finch
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thanks, much appreciated

wraith tendon
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no "prop"

foggy finch
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it does have real suspension already, minus the airbags πŸ˜„

hollow fulcrum
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it'll be towable right?

wraith tendon
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omnomnom

hollow fulcrum
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need more like that

foggy finch
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heheh

hollow fulcrum
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speaking of, hmm...

wraith tendon
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hmm....?

hollow fulcrum
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goes file digging

wraith tendon
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no, not the Truck&Trailer from OFP πŸ˜› (FAUN Franziska)

foggy finch
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the prop version will be just as that, and when I have time i'll get the rest operational, need some static props for raf bamburgh ya-see

hollow fulcrum
foggy finch
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nice, a low-loader πŸ˜„

wraith tendon
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Finaly finish it, we spoke about it... erm.... idk, a year ago or so πŸ˜›

hollow fulcrum
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yeah but i was obviously confused about the status of towing things. and then life. lol

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i'll paint it up if someone wants to make it work.

hollow fulcrum
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i bet its the same model

wraith tendon
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prolly

hollow fulcrum
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i have some hp tires i can throw on it

foggy finch
hollow fulcrum
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oh wow

wraith tendon
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Uros Playground

foggy finch
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πŸ˜„

hollow fulcrum
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lol you sure you want a 13k prop out there πŸ˜›

foggy finch
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yeah that area is huge!

hollow fulcrum
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yeah it is

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thats really cool

wraith tendon
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(he needs something, that fits to his belly)

foggy finch
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finished off the runways a few weeks ago, like a little jigsaw getting thos emodelled+matched to the sat texture

hollow fulcrum
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that easier with the new tools?

foggy finch
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new tools?

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where?!!

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πŸ˜„

hollow fulcrum
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well, for me new. i just flat stopped playing with maps a couple/few years ago. was just overly costly on time for me then. i've yet to actually attempt anything in the 'new' tools.

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i was hopeful that life was a bit easier (granted still very time consuming) than before.

foggy finch
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its pretty much same ol same ol, terrain processor is helpful though

hollow fulcrum
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i gotcha

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you have fun with that πŸ˜›

foggy finch
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haha

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I do, most of the time

hollow fulcrum
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i would like to do a map some day. with some water ways, looks like BIS just dropped a whole bunch of assets.

foggy finch
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if they would fix the calmwater shader you would undoubtedly see more

hollow fulcrum
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oh man, dont even tell me about that.

foggy finch
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those black blobs in the runway overview image ^^ are due to ponds & fog & the calmwater shader

hollow fulcrum
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i haven't actually looked at it in months. but i have several rigs

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just for that crap

foggy finch
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unfortunately the sea shader just doesnt work in any way that would be useful for ponds

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I trialled a bunch with dev branch when the new shaders stuff got pushed there

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some were so-so, some were utterly awful, nothing as nice and fitting as the a2 derived ponds though

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but its something with the way the calmwater shader and volumetric fog react to each other

hollow fulcrum
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yeah

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are the mechanics still broken?

foggy finch
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they still work in the same manner as dbo's ponds, but I dont think there is anything we can do without something being done with the shader

hollow fulcrum
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just curious if the character interaction is still unpredictable

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i've taken a many water propelled flights

foggy finch
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yeah it's fine,. can be a little bit derpy with too large a pond in too small an area - go into swim anim 10m from waters edges for ponds sunk into the gorund etc

hollow fulcrum
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hmm

foggy finch
hollow fulcrum
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you can fake water without the shader, can even animate it (textures and verts), but i dont know that it is functional on a large scale by any means.

foggy finch
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the one on the right is about as close to "decent" as I could get them

hollow fulcrum
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certainly not look as nice overall.

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but not completely broken either.

foggy finch
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and the sun, ignored the fog πŸ˜„

hollow fulcrum
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sweet

foggy finch
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heheh if you like big yellow suns on your water when its foggy

hollow fulcrum
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tis a sad thing

foggy finch
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googlava was going to see if they could have a look with the visual update, but I dunno if they had spare time/resources

hollow fulcrum
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looking at the current map and the time table, im going to assume, no.

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you never know though, i hope they fix it. kind of a big deal

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while they are at it, give us multiple sea levels, like those other guys do πŸ‘€

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and the sea states, and i'll be happy. πŸ˜‡

foggy finch
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watermap and i'd be happy

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wouldnt need ponds then πŸ˜„

hollow fulcrum
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i made a pretty decent non-water shader pond before. i dont think i have any video of it. works better for flowing water.

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there is video of that, but its not a good example.

foggy finch
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hehe

hollow fulcrum
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makes proper sounds and you can swim in it..

foggy finch
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I did play with sprites etc in a2 for waterfall type stuff, but it had mp issues

hollow fulcrum
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just a pair of animated textures is all they were

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the _ca stuff has it's normal issues but meh..

foggy finch
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nice, I might give them another look sometime,. got too much other stuff on backlog atm though

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i.e. I have another runway to finish the link sections of, that trailer and map stuff

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one day soon, i'll test out the tupolov bear on raf bamburhgs runway, always wanted a fly in that beast

hollow fulcrum
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haha

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you do have the runway for it

foggy finch
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russia flies them into uk airspace near me all the time heheh

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they soon leave with eurofighter escorts however πŸ˜„

hollow fulcrum
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lol

foggy finch
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anyways gotta run, catch you later dude

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just noticed the time, almost 4am oops

hollow fulcrum
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laters!

soft crypt
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Also, @hollow fulcrum I blurred it more just for you πŸ˜ƒ

hollow fulcrum
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how is the model sitting in OB?

soft crypt
hollow fulcrum
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that is your issue

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uno sec

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ha, dont have a good example on hand.

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anyway, the horizontal line is the ground

last spindle
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pretty sure you wont fix it, you will notice that even if you do manage to think you have fixed it, it wont be fixed.........

hollow fulcrum
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also depending on how configured..

last spindle
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things will be on the ground when they are spaned on the ground, but if you drop things from invetory, they will be rotated

soft crypt
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@last spindle no way to fix that?

last spindle
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not that i know of, i havent kept up with arma updates in the last few months though, so no idea

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i think it depends on the type of object aswell

soft crypt
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thanks @last spindle

hollow fulcrum
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i think i had this issue with the bipod, dont recall what i did.

last spindle
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just move on the making more p0rn?

hollow fulcrum
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thats still looking smexy

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baked down nicely

last spindle
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yeah, done abit of hand painting though to clean up, that was the frist bake aswell.....didnt have to mess about with it, just cleanup and additions after the first 8k attempt

hollow fulcrum
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its always nice when you can run with the first batch

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flint looks nice also

last spindle
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ahahah that is sooo dodgy at the moment, normal map from google overlayed, not sure i want to zbrush it, see what i decide on in the end

hollow fulcrum
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lol

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i've done more than one dodgy thing thats passed

last spindle
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the good thing is, the hammer blocks most of it in first person, so i probably get away with it being dodey so long as it looks like a rock

hollow fulcrum
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πŸ‘

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it is the end result that matters. and if they can't see it. well, it really doesn't matter.

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still mostly looks like a piece of rock to me

bleak tangle
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Any suggestions on creating ADS textures after baking the AO? I'm trying to recreate PuFu's texture from is multimat example and I can't get it exactly right

hollow fulcrum
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ermmm shot in the dark..

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unless @last spindle knows for sure. lol, i can guess on the colors i see

last spindle
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look at the channels individually, makes it easier to see what each one should look like, that is my suggestion

hollow fulcrum
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i'd venture to guess, it is AO in green and blue

bleak tangle
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Yeah I have that and then white in red

hollow fulcrum
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invert blue

bleak tangle
last spindle
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as i said, look at each channel individually, otherwise it is stabs in the dark

hollow fulcrum
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^^ tis why i claimed it. i haven't done it in forever lol

bleak tangle
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His green channel is lighter than his blue so I'll mess around with that

hollow fulcrum
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not really anything special that i recall. simply how its in the channels and at what values.

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me and recalling things though ... questionable.

bleak tangle
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But I don't exactly know how to do that in blender

last spindle
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you use photoshop i assume? use Image -> Adjustments -> Levels to change white to gray

bleak tangle
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I'm all about those free programs so I'm using gimp πŸ˜›

hollow fulcrum
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haha, he wants to be super special.

bleak tangle
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But I messing with the levels there

hollow fulcrum
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that should do it

bleak tangle
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On a different note, any idea what causes the banding? I know it's shadow related because if I turn shadows off it disappears

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From my reading people said it was shadowvolume related, but it shows up on a a lot of objects

hollow fulcrum
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yeah, i want to say it's just one of those things.

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what kind of shadows you utilizing?

bleak tangle
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Cash desk is just a base A3 object, PuFu's object for the multimat example has prefershadowvolume = 0 and sbsource = shadowvolume with a shadowvolume LOD that's closed, triangulated and has sharp edges

hollow fulcrum
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yep

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that is proper

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what does the shadowLod look like against the res lod?

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or with it turned on in OB or whatever

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(note, still leaning towards just a shader thing..)

last spindle
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the banding is just a side affect of the shadowbuffer

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with faces that are in the shadow of a shallow negative extrusion

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usually, but in general, just issues of low a lowish quality shadow buffer

hollow fulcrum
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ha, see. im not crazy.

last spindle
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what am i talking about, actually, it also has to do with AO, pretty sure you can almost elimnate it with certain AO settings

hollow fulcrum
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well, damnit.

bleak tangle
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The shadowvolume looks almost identical to the resolution LOD

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By AO settings do you mean in the engine or something else?

last spindle
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no in the graphics settings, FXAA, FSAA, SMAA, CMAA etc

hollow fulcrum
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notes those are AA settings

last spindle
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omfg, im going insnce

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insane

hollow fulcrum
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ha! we are both crazy!

last spindle
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very

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HDAO, HBAO etc i mean :p

hollow fulcrum
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what i wanted to say, and this might also be crazy. is that if the shadowLods geometry is too tight to the resLods, this is magnified.

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much tighter calculation for the engine, thus fail.

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sounds good anyway.

last spindle
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cant believe substance painter still doesnt have a viewport that displays 1x2 / 2x1 ratio textures

terse aspen
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am i the only one having trouble with iray renderer and a non pbr spec gloss workflow in substance painter 2?

bleak tangle
hollow fulcrum
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should i roll the quixel propaganda?

bleak tangle
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To fix it I selected the faces with banding in the shadowvolume LOD and flip their normals (W)

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So I think you were on the right line of thinking @hollow fulcrum, it was probably trying to calculate shadows for a surface that overlapped with a texture and that's what creates the banding

hollow fulcrum
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lol no, i was way off apparently, but im ok with your proposal.

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model looks good btw πŸ‘

bleak tangle
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It's PuFu's πŸ˜›

hollow fulcrum
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well i mean the overall doings

bleak tangle
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I'm just making sure I'm getting the process right for ADS

hollow fulcrum
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i have so much of that i need to do 😐

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should at least finish one of the rigs for apex..

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cuz, so much water.

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the ports are actually deep enough to hold a full sized ship. im happy with that

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but so many multimats, so many structures..

bleak tangle
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Nice, did you do the big boat for RHS's last update?

hollow fulcrum
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the MkV did go into RHS for now

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still much going on with that one, and another. hopefully do stand alones once i get the weapons done for all.

bleak tangle
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Very few water assets so I'm sure they will be welcomed with open arms

hollow fulcrum
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yeah.. im still confused on the whole open the waters, lets not make anything for it approach. but meh, something for me to do i guess.

bleak tangle
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My body is ready

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I'm off though, thanks for the help and have a goodnight

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/morning πŸ˜›

hollow fulcrum
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aye, almost morning here πŸ˜›

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have a good one

soft crypt
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@hollow fulcrum are you someone who's worked on RHS?

terse aspen
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decided to resculpt the vest and unwrapped the low poly

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while unwrapping i found a lot of unnecessary topology so i am down to 5k triangles

soft crypt
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Looks really nice @terse aspen. Two questions: what are you sculpting in & did you just use a3 samples as a body reference or?

terse aspen
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it'a tactical vest for a cbrn defense mod and i used one of the uniforms i built which used the a3 samples body reference

soft crypt
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Nice, is that max or maya?

terse aspen
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Blender

soft crypt
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Ah okay, you've customized the aesthetic a little

terse aspen
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it's a preset that came with 2.76 i think. couldn't stand the grey on grey

hollow fulcrum
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@terse aspen looking good πŸ‘

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@soft crypt i am somewhat familiar with RHS doings

soft crypt
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Ah, just wondering you seemed knowledgeable about them

hollow fulcrum
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those guys mostly have no idea what they are doing

soft crypt
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Does anybody?

tacit karma
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Thats unfair, Hatchet 😦

hollow fulcrum
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lol

tacit karma
hollow fulcrum
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see what i mean?

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πŸ˜›

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looks very nice man

tacit karma
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This one is actually a box tho

hollow fulcrum
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i thought you were going to show something else πŸ‘€

tacit karma
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huh?

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ah damn lol

hollow fulcrum
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uh huh

tacit karma
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this was actually meant to be a PM to you lol

hollow fulcrum
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im with you now πŸ‘

fossil obsidian
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Looking for zBrush/Mudbox/3D coat sculptor, we have job for you!

quick terrace
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lol, wrong channel

woeful viper
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"we have a job for you and pay our gratitude" - Kol9yN in his element

white jay
wraith tendon
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Cool. Mobile Ventilator

hollow fulcrum
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@white jay very nice addition! looks great as always πŸ‘

hollow fulcrum
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very nice πŸ‘

foggy finch
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think it needs some mud-guards over the wheels, something just doesnt look right there imo

hollow fulcrum
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aye, those a couple side marker lights, and placards would be cool

foggy finch
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placards?

hollow fulcrum
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mounts for those

foggy finch
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have a couple on the rear

wraith tendon
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(he is not talking about the model atm)

foggy finch
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rofl

wraith tendon
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πŸ˜‰

hollow fulcrum
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lol

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in the US they are required on all 3 sides was the thought

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same with the lights, military equipment also

foggy finch
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yeah might stick a couple of placards near to the front of the pipe decks

wraith tendon
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On the Uniform? 3 Signs? oO Wow

foggy finch
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@wraith tendon 's mind = gutter πŸ˜›

hollow fulcrum
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im aware

wraith tendon
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liar

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you like Haggis Pizza, we can't trust your word.

foggy finch
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UK is front of tractor unit and rear + sides on trailer

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its seriously good though πŸ˜ƒ

tacit karma
woeful viper
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the pointy turn knob had barely any normals in your last pic (too tight), now it's def. better

foggy finch
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yeah

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nice work @tacit karma

tacit karma
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Yeah, I forgot to adjust it to the HP

hollow fulcrum
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puts the stick away..

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πŸ‘

woeful viper
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but seriously RP, you need to clean your room. There's even debris on the floor.

vivid bane
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Hey everyone, I'm having in a issue with a external dependency resources in OB, I've been re-working this ArmA 2 vehicle for a while now and finally I'm trying to get rid of most of the ArmA 2 files and replacing them with the ArmA 3 version.

Currently I'm trying to rename/replace one listed in the resource library and it doesn't seem to actually change to what I'm trying to replace it with resulting in pboProject bailing out and complaining about missing files, I've checked the relevant rvmat's etc for the model and replaced them there to no affect.

The file isn't physically applied to anywhere in the model so I assume it is a reference in a RVMAT or something? However it I have already replaced those if it is that, anyone got any ideas as I'm baffled.

woeful viper
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what about special lods like shadow and geo? the reference might be in those ones

vivid bane
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I have checked those and I can't seem to find it anywhere, I'm just going to double check my temp isn't being cleared one last time as I have just removed the file being referenced from my project and it seemed to pack fine

woeful viper
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in some cases i had information show up, after restarting OB, different information was showing (in my case sections) - so might be the same for ressources occasionally

vivid bane
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I did suspect it could be a OB derp everytime I re-opened it but it was still failing to pack, howerver it is now packing even though it is still being listed in dependencies, I have no idea what I did but it seems to be working all of a sudden o_O

woeful viper
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magik

vivid bane
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ArmA sorcery!

woeful viper
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enjoy for while it lasts, tomorrow it might stop working again xD

vivid bane
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I'm expecting so, oooh the joys!

hollow fulcrum
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lol

wise coral
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ok so i got this car lift and i can drive the car up on it and it moves up and down but doesnt pick up the car what am i missing?

vivid bane
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Roadway or a high enough geometry mass I'd guess but could be wrong

hollow fulcrum
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phsyxLod? @wise coral

wise coral
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Oh I don't have a physx lod. That must be the problem

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I do have a roadway yes. It drives up on the rails

hollow fulcrum
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πŸ‘

wise coral
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Am I safe to copy the geometry lod ?

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Or does it need some different paramters

hollow fulcrum
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generally speaking yes. you want geometry wherever you expect tires contact in this case i assume.

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and in general everywhere you have collision.

wise coral
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I do have geometry I didn't know if I could copy it over to geometry physx

hollow fulcrum
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sure, just make sure its validated.

wise coral
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Ok cool ill try that thanks for the help

oblique vapor
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Hello lads

hollow fulcrum
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β˜•

quick terrace
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@hollow fulcrum

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each time you put that coffee mug

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i have an entire desire to make a new coffee for myself

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and by 17:00 local time i usually already have 2

woeful viper
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glad he doesn't post pizza's

hollow fulcrum
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lol, im just here to help. i can hit a couple more mutal channels if you need moar!

oblique vapor
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The coffee is everything I need, Hatchet Survival Pack confirmed

wraith tendon
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hmm... now a Schnitzel

tacit karma
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@wraith tendon DΓΆner?

wraith tendon
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aawww yeah

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Kohldampf

fast topaz
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Flammkuchen?

keen tundra
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Schnitzel is food sex

wraith tendon
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!!!

tacit karma
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Could eat some Bouletten 😦

terse elm
woeful viper
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bubblegum skin

quick terrace
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lol

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i am also extactic

terse elm
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im suprised u havnt accused me of ripping models

quick terrace
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so you telling me you made that model all by yourself?

terse elm
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yes 100% all my own work

quick terrace
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great then, you have plenty of shading issues

terse elm
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yep its a very old model

white jay
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Pufu became very cynic since he has to deal with so many lifers πŸ˜„

terse aspen
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understandable

quick terrace
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@white jay - yeah, mostly, too many high pitched voices i have to deal with each week

terse elm
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iv noticed lol

woeful viper
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"i just came here to see how fast i get banned" topkek

wise coral
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@hollow fulcrum didnt seem to fix my problem. Still doesnt raise my car into the air :\

hollow fulcrum
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ermm, two thoughts, the physxLod is not validated properly and/or not included in the selection of moving objects.

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i suppose there could be some lack of collision going on, if no player in the vehicle. dunno, been quite a while since i've played aroud with these things. leaning towards it just not being proper though.

wise coral
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Pennyworth gave me an idea. im gonna try it when i get home.

thorn spire
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Some WIP 0.0.0.0.10 try
With dirty clothes like they should be WW2

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missin pouches, just figuring out the texturing part what I will use in final

hollow fulcrum
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looking good man, kind of hard to see the normal details, but they are for sure there. πŸ˜ƒ

oblique vapor
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So is 4K really useful on ArmA 3 ?

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Texture wise, I mean

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Like, does someone even use 4K at all in their assets in A3 ? For exemple 4K in viewPilot, lowRes in other LODs, etc.

hollow fulcrum
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sure, there are lots of 4k textures in the game. from buildings to vehicles.

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graphic settings and the like play directly into whether or not you see that. but there are plenty of reasons to utilize them. they can also and equally be utilized in not so proper fashion.

bleak tangle
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What has a 4096x4096 texture? I haven't seen any

hollow fulcrum
#

maybe i is crazy #shrug

oblique vapor
#

That's my philosophal question of the night

polar fiber
#

4096*4096 only show on Very High and Ultra graphics settings

#

for users with lower settings, they will see a mipmapped version of the texture that usually seems to be lower res than 2048*2048

#

Even for users with V-High settings though, the game will quite readily mipmap the textures down to a similar blurry mess whenever it needs to free up VRAM

#

So in several circumstances, making your textures 4096*4096 is often a complete waste of time

oblique vapor
#

I just made a quick comparison with a 2048Β² and a 4096Β² (just the albedo tho)

#

It's way more neat and sharp, but yeah, if the game mipmaps everything

polar fiber
#

Yeah, one of my scopes I had to make 4096*2048 in order to make the text readable

#

But I think if I'd have done it now, I'd have used a _MC texture

oblique vapor
#

I have read somewhere in this channel that it has something to do with, like "overlays" or "decals" ?

polar fiber
#

yeah, @quick terrace knows more about it than me. He did an example object somewhere

#

I'd imagine it works on scopes as well as it does on any other object

bleak tangle
#

Yeah he sent me it the last time this came up, I'll see if I can find it

oblique vapor
#

Thanks Penny

bleak tangle
#

(I sent him the example PuFu sent me)

polar fiber
#

Basically you'll see that the .rvmat has the _MC set with uvSource="tex1";

#

and tex1 corresponds to a second UV set in Object builder where the parts that you want to display the colour overlay, are scaled up

oblique vapor
#

Oooh, I see

#

And so the normal and smdi applies onto that

#

That's nice

bleak tangle
#

It came up in a very similar situation. Someone had text they wanted on a plane to be readable and to solve it they were going to make the texture 4k, but PuFu explained why this method was better and provided an example

woeful viper
#

the question is how Arma decides to mipmap a texture - what parameters go into that

#

if i have a large tank or ships for example, having 1x 4k would be strategically better than having 4x 2k. But if 4k always switches earlier than 2K that would make it look worse

polar fiber
#

I don't get why the game doesn't prioritise textures in the player's view LOD as ones that are off-limits to mipmapping

hollow fulcrum
#

aye, you'd think

polar fiber
#

it's so jarring when your rifle suddenly looks blurry but you're looking at a building a few meters away that's popped up to its most detailed mipmap as you approached

#

it even mipmaps reticles in modeloptics

oblique vapor
#

lol

#

I have another question. How does one calibrate a 2D reticle scope with the game zeroings ? Like the HAMR does

polar fiber
#

the zero setting ingame will make rounds strike the middle of the modeloptics automatically. So long as your crosshair is centred in the texture, and the texture is centred in the model, it should zero

#

zeroing bullet drop marks for fixed zeroes is another matter though

#

have to do that manually

#

same with scaling mil-dots based on your magnification settings

oblique vapor
#

I'm kinda lost here on setting it up correctly

polar fiber
#

Nice. I did the calibration for the ones in RHS πŸ˜„

thorn spire
#

@oblique vapor thats 2K on the viewport

#

@hollow fulcrum thanks man, yea have to figure out the CAGE most likely, though they seem fine in normal PBR material, they get lost after the texture and import into armaverse πŸ˜„

hollow fulcrum
#

@thorn spire i just meant the resolution was a bit small. so you get the artifacting is all πŸ˜›

polar fiber
#

@oblique vapor what I normally do is make a small config to set dispersion to zero for the weapon I want to calibrate the reticle to e.g. the RHS M4A1, then in the editor I have a mission set up in VR where I use the debug console to setpos targets at specified ranges

oblique vapor
#

So I have to make a basic reticle, then compile, shoot and test all over again until it's good ?

polar fiber
#

I also turn off sway and recoil

#

kind of yeah, but it's faster if you make a bunch of extra stadia lines and simply count how many more lines you have to move the proper mark down by

#

then delete the extra lines when you're done

oblique vapor
#

Smart

polar fiber
#

I'll see if I can set up the editor mission I have to remove any mods, then send you a copy

oblique vapor
#

Ooh man that would be awesome

polar fiber
#

just change the value of the _range parameter and it'll move all the targets to that distance from the sandbag wall

thorn spire
#

@hollow fulcrum ahh.. gotch'ya

oblique vapor
#

Aw that's nice, thanks !

polar fiber
oblique vapor
#

Are there really in-depth guide on scopes ? Like how to accurately calculate the magnification, etc. ?

woeful viper
#

nah, but there is info on the forum if you can find it

oblique vapor
#

Wilco, thanks for the help so far guys

polar fiber
#

magnification in Arma is based on the zoomed in naked eye view which has an FOV of 0.25

quick terrace
#

@oblique vapor do you still need these files?

polar fiber
#

so a 4x scope would have an FOV of 0.25/4

oblique vapor
#

Oooh I see

#

@quick terrace Nope, Pennyworth sent your example to me πŸ˜‰

quick terrace
#

alright

thorn spire
#

Should I retopo the whole charecter as whole

#

Or do the jacket and pants, boots seperatly

hollow fulcrum
#

shirt/pants/boots/gloves all part of the singular uniform model.

lethal wadi
#

question guys i am using a BI explosion for when my AC-130 fires..when it fires the explosion is in the middle of the plane instead of the front of the cannon..what am i doing wrong

hollow fulcrum
#

it would seem the explosion does not know it needs to be at the end of the barrel. which means there is a configuration issue. these things are generally attached to memory points via config entry.

lethal wadi
#

ok do you happen to know that particular config entry for it?

#

im putting the mem point down now

hollow fulcrum
#

should be able to use whatever is there for the muzzle flash

#

or gunEnd

#

zaleash or wth ever it is

#

this a new model?

lethal wadi
#

AC-130 thats been in my pack

hollow fulcrum
#

ah, gotcha

#

let me look at a config quick, i'll be more specifc

lethal wadi
#

ok thanks brother

#

i got my gunend as the muzzle _m102

#

i dont have a zaleash or anything

hollow fulcrum
#

yeah.. me either πŸ‘

#

so which effect are you using?

lethal wadi
#

the new one from the Apex gun ship

hollow fulcrum
#

is it a gunParticle?

lethal wadi
#

I couldnt find the gunparticle itself i used the actual weapon in the magazines

#

i mean in weapons and the magz in magazines

hollow fulcrum
#

CfgWeapons class YOUR_FOO class GunParticles { class effect1 { positionName = "m2_p_muzzle"; directionName = "m2_p_endBarrel"; effectName = "MachineGunCloud"; };

lethal wadi
#

Yep im looking at it right now

#

i see exactly what you were talkiing abou now i just have to get the one from there and im set

hollow fulcrum
#

πŸ‘

lethal wadi
#

thanks so much..idk if im gonna be able to find that though

hollow fulcrum
#

ermm..

lethal wadi
#

configs not ready atm have to be viewed with ingame config viewer

#

i dont remember seeing it

#

but if i inherited from it that should work you think?

hollow fulcrum
#

i would like to think so, yes.

lethal wadi
#

welp here is to trying

hollow fulcrum
#

indeed. let me know, im curious.

#

i'll glance and see what i see

lethal wadi
#

roger that. If i can get that to work next thing is to combine all the weapons into one seat instead of 3

hollow fulcrum
#

lol

lethal wadi
#

lol gotta make it fun

#

and not a henderance

hollow fulcrum
#

i like splatter

lethal wadi
#

lol

#

when is apex scheduled to go live to main branch

hollow fulcrum
#

11th next month

#

i think, i've been known to be wrong.

bleak tangle
#

July 11th is correct

lethal wadi
#

ok so far away lol

#

ill be off leave by then

#

but the update will be out around that time i hope

#

the pace im going right now it will be out by then

hollow fulcrum
#

all we care about is you giving us your stuff before you leave. so that sounds great!

lethal wadi
#

lol

hollow fulcrum
#

haha

lethal wadi
#

ok so the inhertance didnt work out

hollow fulcrum
#

hmm.. yes, let me go look at least.

lethal wadi
#

ok

#

if we can get that effectname we are golden

hollow fulcrum
#

aye

lethal wadi
#

while im here is there anything yall would like to see in the USAF mod..besides adding in planes i have one im adding in and its a doozy but features

#

selectionFireAnim = "Howitzer_muzzleflash"; you think?

hollow fulcrum
#

indeed

#

well, that is the selection in the model for the muzzle flash

#

ie.. not zalesh

lethal wadi
#

right so not what were looking for

hollow fulcrum
#

quick question, just to back up a second. have you tried fully inheriting the weapon?

lethal wadi
#

what do you mean?

hollow fulcrum
#

just base yours straight off the new one.

#

you can then pick about and find the memorypoints and rename them accordingly.

wheat shoal
#

hey guys
I've made a house in Maya and textured it via faces, so I have about a dozen different textures. What I'm trying to do is bake all the textures into one (one UV and one colour map). I've tried tinkering around with MR Batch Bake Light + Colour but there's 2 problems
the bake: http://imgur.com/co937MV

  1. textures too small - seperate out some meshes I don't need for AO and bake them seperately?
  2. weird fading to black of textures - I think MR is trying to bake shadow detail as well and it's basing it off the camera perspective/orthographic

also tried transfer maps but that messed it up even more

hollow fulcrum
#

honestly

#

i'd probably be looking at utilizing multimats. however, seeing as how it's already textured. thats probably not a joyful thought

#

regarding AO though, generally i'll just bake the shell as it were. and other parts as needed. sometimes the overcast is not wanted.

#

im not a maya pro, so my knowledge there is limited on specifics.

bleak tangle
#

I agree with multimats being your best option, it essentially allows you to keep the texture quality while still keeping the section count down

#

So it looks like you'd be able to keep your current one large UV, which can be used for your MC, ADS, and MASK texture

#

You'd break your large texture into a maximum of 4 separate textures that would use one UV "set", and then your MC, ADS, and MASK would use another UV "set"

#

I'm not sure if there is a better term for UV "set", as you probably know more about modeling than I do. I just have a basic understanding of it in Arma

hollow fulcrum
#

that is actually the proper term

wheat shoal
#

thanks for the help guys, but it's just such a clusterfuck, especially my UVs. I'm UV mapping everything properly right now and I'll try and bake it out as a colour map. hopefully it works, better than trying to learn multimats for a few hours IMO... those wiki pages read like a Paradox game guide to me

solemn cedar
#

Hi all, im looking for a Ural truck stand alone mod (or any decent truck mod). Any suggestion ? (my apologies if this is the wrong place to ask)

cobalt halo
#

any reason why would hands in 1p be textured like the uniform and in 3p not? Its an uniform issue, no idea where to look...

wheat shoal
#

@cobalt halo viewpilot/0.00 lods are different

cobalt halo
#

viewpilot camo selection includes hands...damn yep thats it

fallow sapphire
#

How do you make an object where it shows roads in map

hollow fulcrum
#

are you building a map?

fallow sapphire
#

Yes

hollow fulcrum
#

ah k, let me see if i can find it.

fallow sapphire
#

ty

celest arch
#

do you mean this?

fallow sapphire
#

Im not sure

hollow fulcrum
#

that is functional i think, i was gonna check the model also though. i seem to recall, something..

celest arch
#

that named property will control the 2d icon you see on the map

hollow fulcrum
#

think he means on the actual map

fallow sapphire
#

I am making a bridge and I want it to show up as a road on the map im making

#

Sorry if im asking dumb questions lol

celest arch
#

ah, then your best bet is to set the bridge as map = road and add an invisible shp under it

#

so in your roadslib.cfg copy the definition of the road leading to it, with different textures (and textures need to be blank, you dont want to see that in game

#

then create a polilyne under the bridge, like the orthogonal shadow of the bridge. The only downside is that if it's a tall bridge, it will look odd as there will be no clutter

#

is this what you mean?

fallow sapphire
#

yeah

#

ty

celest arch
#

np

fallow sapphire
#

but is there a work around the downside?

hollow fulcrum
#

could manually place clutter objects i suppose

celest arch
#

not that I know of. All my bridges are set as map = house, the 2d map effect is good enough plus there's the tooltip with the bridge name on mouseover

#

yeah manual cluttering could work

sturdy parcel
#

for the 2d map, it's automatic simply by being 'there'. For the look down 3d'ish map it requires a road shape file to be placed as a texture (alias ribbon) on that map

fallow sapphire
#

whats the 3d map? im talking about the map when you press m

sturdy parcel
#

for a ribbon to be created it needs to be in roadslib.cfg

fallow sapphire
#

very dumb question, pls excuse my ignorance

sturdy parcel
#

m is the 2d map. it should display an icon in much the same way as all houses have icons.

#

the type of icon displayed is determined by the geolod property map= of each p3d

#

the list of icons avalaible was given to you in the url above

celest arch
#

There's also a way to use custom icons, I just cannot find the thread by Bushlurker now

fallow sapphire
#

why is roadslib.cfg needed for this if its in named properties

celest arch
#

it involved editing kptypes if I'm right

sturdy parcel
#

roadslib.cfg is not relevant

#

alll you wantis what any sane person wants, your object to be displayed on the 2d map

fallow sapphire
#

If you use the named property you don't need invisible roadslib?

sturdy parcel
#

correct

fallow sapphire
#

That is good to know

celest arch
#

what you asked in the beginning was different, thats why I pointed you to the roadslib solution

sturdy parcel
#

you will need them for very different reasons, but nothing to do with your current problem

hollow fulcrum
#

i honestly only thought it was a model tag

fallow sapphire
#

I'm kind of confused now lol

hollow fulcrum
#

but i liked Schultz explanation so much πŸ™

celest arch
#

he wanted the bridge not to be shown on map, and he also wanted the road on it

sturdy parcel
#

it's whatever he puts in map= will be shown. period

celest arch
#

yes but we're talking about different things here

sturdy parcel
#

i'm not

celest arch
#

you are, let me draw a sketch my keyboard is almost broken and its a pita to type

sturdy parcel
#

all you will do is confuse the crap out of diluted salt to no benefit

#

all the guy wants is an icon on his 2d map!

fallow sapphire
#

All I need is for my bridge to show on the "m" map just as if it were a road I placed down normally

sturdy parcel
#

there u go

fallow sapphire
#

and named properties are the solution?

sturdy parcel
#

i won't keep repeating myself here

fallow sapphire
#

lol

sturdy parcel
#

geolod map =

fallow sapphire
#

Thanks for your help, sorry for being a bit of a pain

hollow fulcrum
#

you're fine man, hang around you'll see an actual 'pain/sore/etc' sooner or later.

#

whole different ball game. πŸ˜„

celest arch
white jay
#

πŸ˜„

hollow fulcrum
#

you're right, that is terrible.

celest arch
#

he asked for the first solution in the 1st place, thats why I told him it was possible but a bit of overcomplication

#

how u dare @hollow fulcrum

hollow fulcrum
#

for what it's worth, i understand what you were saying πŸ˜ƒ

celest arch
#

good πŸ˜ƒ

sturdy parcel
#

no one understands Italians, not even Italians.

hollow fulcrum
#

lol

celest arch
#

hehe

sturdy parcel
#

if it isn't Bushie is always so close to being right that a mere tweak will probably work.

celest arch
#

I'll try that now, always worth having a steaming pile in Bamburgh

oblique vapor
#

Hey guys, is the _as map really useful in RVMATS ?

foggy finch
#

for structures?

#

iirc @quick terrace said some while back that we should really be using _ads instead of _as for structures

#

@oblique vapor ^^

oblique vapor
#

No, for weapons

foggy finch
#

no idea then πŸ˜„

oblique vapor
#

So _ads is better used for structures than _as ? Why that ?

celest arch
#

blue channel contains shadow info for distant lods from what I know about it

#

thats the advantage of having an _ads for building

quick terrace
#

yeah ^

white jay
sweet relic
#

Hey guys, I opened up max and went to select a modifier, only to see the list is completely blank. Any ideas?

quick terrace
#

screen

sweet relic
#

Just me being stupid, I had no object selected

dusky dragon
#

@white jay is that for a new radio mod, or is it for TFAR or ACRE?

quick terrace
#

@white jay nice mesh + textures

last spindle
#

Very Nice, the only thing I would pick, is the edge wear seems abit strange, maybe to random and uninformed

cosmic stream
last spindle
#

nice, lots of geometry

cosmic stream
#

yeah ^^ hope i wont get lost in detail ^^

agile flint
#

@white jay that radio panel looks bloody mint!

hollow fulcrum
#

@white jay indeed looking good πŸ‘

#

@cosmic stream very nice looking building there πŸ˜ƒ

fossil obsidian
#

in Marmoset all looks cool, but not in arma πŸ˜‰ πŸ˜„

hollow fulcrum
#

πŸ‘€

#

only when you don't know what you're doing.

fossil obsidian
#

tell me where i can wrong? i will so appreciated to do, im seriously

celest arch
#

.... my young padawan (couldnt resist πŸ˜„ )

white jay
#

i actually read that with the yoda voice in my head πŸ˜„

celest arch
#

same lol

quick terrace
#

@fossil obsidian the day you gonna get some help is gonna be one to be remembered

#

you are liked beyond belief around here

#

but your presence did remind me of this new feature discord has

#

which is blocking twats

fossil obsidian
#

what u mean Pufu?

woeful viper
#

< remembers a certain someone who was very salty about not beeing winner of manw instead of RHS πŸ˜„

fossil obsidian
#

im not πŸ˜ƒ

oblique vapor
#

So wassup with objects with inventory ? What's the memory point magic for defining the points where the player can access its inventory ?

hollow ferry
#

Anyone know how BIS makes their textures for all the models in arma?

celest arch
#

yes

hollow ferry
#

How?

celest arch
#

yes

#

seriously, your best bet before googling, watching tutorials, experimenting is coming into this channel and ask such a generic question?

#

Google for Quixel Suite or Substance Painter, experiment a lot and get back here with specific questions which I'll be more than happy to read and reply to

foggy finch
hollow ferry
bleak tangle
#

Probably photoshop

foggy finch
#

yeah looks like it

#

@bleak tangle I liked my answer better

celest arch
#

looks a bit like substance painter with a different layout?

#

no, photoshop

hollow ferry
#

Phoshop does not have that titlebar though

#

But thanks for the help, I'll try Substance painter

quick terrace
#

@hollow ferry - by hand in photoshop

cosmic stream
#

That's also what I use for making _MC dirt maps

quick terrace
#

indeed it seems to be

lethal wadi
#

hey all

oblique vapor
#

Are there any easy way to render material ID map ?

hollow fulcrum
#

what app

quick terrace
#

apps are for fones hatchet

oblique vapor
#

lol

#

found it

#

i'm a baws now

hollow fulcrum
#

i was trying to be cool πŸ™

oblique vapor
#

u're always cool πŸ‘

hollow fulcrum
#

lol thanks Sam

polar fiber
bleak tangle
#

Those are disgustingly beautiful

polar fiber
#

Well they're in Sabre's hands now, so hopefully they'll be even more beatutiful, even after scaling down to 2048 textures for the game

hollow fulcrum
#

that is how all pro rolls πŸ‘

oblique vapor
#

Brb, changing my pants πŸ‘€

terse aspen
#

found the reason for my shadow problem, after reweighting the verts and rebaking the textures didn't do anything and i saw the same problem on BI models i simply switched from HBAO+ Ultra to HADO Very high and the problem vanished

#

seems like the shader is buggy

bleak tangle
#

Yeah something seems off about HBAO+ Ultra, it seems like it's tried too hard to created shadows

#

On the player model with HBAO+ Ultra, it almost looks like you have a black haze following you around

terse aspen
#

on bright, round models you get some nice flat shading

#

it's best visible on the VR units used in vehicles

#

when they're in the shadows they get blocky

fossil obsidian
#

Hey guys! Who good with explosives? Can i make own c4 but without planting animation?

cinder pivot
#

yes

sacred grail
#

Can anybody port two models into arma please for me? One is a blender file and the other can be any format you like. I have associated texture files too. All i need is the textured model placeable in the editor. I am willing to pay.

white jay
#

uuuuuuuuuuuuuiiiiiiiiiiiiiiii

terse aspen
#

wat los?

white jay
#

is it a car?

#

10.000 cash and I'll do it within a year

terse aspen
#

lol

snow gulch
#

i would make it for 9.999 cash

#

πŸ˜ƒ

#

but in 2 years

sturdy parcel
#

I would charge 1 cent but never be able to make it.

quick terrace
#

nice mikero

tacit karma
#

come on @sacred grail

#

I told you how to do it man

#

its fucking simple...

sacred grail
#

okay

#

I am looking for somebody to help me with setting up the config

#

I had the .p3d and rvmat's

tacit karma
#

Just ask whatever question you have openly here

#

But first of all, if its still for the frag

#

check the A3 config

#

Grenades are a bit tricky as you need 3 configs (cfgVehicle, cfgAmmo, cfgMagazine)

sacred grail
#

yes, I really want just the prop though

#

I need to be able to place it on a table for example and view it

tacit karma
#

just as a porp?

sacred grail
#

yes

#

currently i have this //Class grenade : config.bin{
class CfgPatches
{
class hololand_mk2
{
units[] = {};
weapons[] = {};
magazines[] = {};
requiredVersion = 1.32;
requiredAddons[] = {"A3_Weapons_F"};
version = "VERSION";
name = "";
author = "";
url = "";
};
};
//};

tacit karma
#
cfgVehicles
{
    class Item_F;
    class YourClassName : Item_F
    {
        scope = 2;
        model = "\rhsusf\addons\rhsusf_weapons\grenades_thrown\m67\m67_frag";
        displayName = "M67 Fragmentation Grenade";
    };
};
sacred grail
#

will try that

#

thanks

#

I actually tried looking at the rhs configs, couldnt find em :l

#

I don't need to change the Item_F right? noob Q srry.

#

Like to Static or something?

sacred grail
#

thats giving me an error on line 2

#

expected = got {

agile flint
#

May or may not be the right place to ask, however, is it possible to add gloves the the BI Vanilla Heli Pilot Coveralls? I love the RHS Mechanix gloves, and would love to see what they look like on the Vanilla Heli Coveralls, is that possible with some quick config stuff, or would I have to make it as a new clothing model? I've never modelled or anything before, hence the dodgy af question.

tacit karma
#

@sacred grail what does your complete config look like?

#

@agile flint no, gloves are tied to the uniform model

bleak tangle
#

da12thMonkey pointed out to him in the #arma3_questions that he was missing class on the CfgVehicles

tacit karma
#

@bleak tangle but I'd that's line 2 in his config he is missing cfg patches

agile flint
#

@tacit karma Cheers for the info. Dissapointing but ahh well 😦 Need some HD current era pilot gear! I'd make it myself if I could but that aint going to happen haha

white jay
#

ah you got to hate dialogs in arma

#

i might be doing it wrong...

dusky dragon
#

Oooh, sexy

cinder pivot
#

@white jay I would suggest using ctrl create then reloading the script over and over to reposition. Then when its set translate it to a hpp file

#

Much faster and you avoid CTD if you have an error

woeful viper
quick terrace
#

πŸ‘

outer condor
#

good stuff @woeful viper

hollow fulcrum
#

@woeful viper aye, very nice πŸ‘

sacred grail
#

@tacit karma class CfgPatches
{
class hol_grenade
{
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};

class cfgVehicles
{
class Static;
class hol_grenade : Static
{
scope = 2;
model = "\hol_grenade";
displayName = "HololandNade";
vehicleClass = "junk";
};

};

tacit karma
#

dunno if junk would work, but worth a try

sacred grail
#

It shows up on the editor

#

but when i place it

#

nothing is there

white jay
#

model = "\hol_grenade";
thats the problem...

you need to specify:
model = "\path\to\my\model.p3d";

sacred grail
#

is the .p3d necessary?

#

i had it as hol_grenade\addons\hol_grenade

#

but that didnt work.

#

what would the correct path be?

white jay
#

you got granate twice in your path in that screenshot...

#

you should better set up a p drive

#

and no .p3d is not necessary but good practise

cobalt halo
#

what makes model of the optics "stick" to a proxy in the model... is there a point defined in either of those which makes the center point where optics should be aligned with proxy?

#

I have a proxy which I called side_mount but I am getting weird behaviour with some custom made model optics like this > http://puu.sh/pxhd7/8e93819c47.png while BI PSO from arma2 fits actually good without even alinging proxy with side rail

outer condor
#

path to model missing/model name missing

cobalt halo
#

nope all there but some third party optics are just off...dont fit right

bleak tangle
#

autocenter = 0 in geometry LOD for yours?

cobalt halo
#

if I adjust this for say rhs_acc_pso then cup pso wont fit right

#

in rifle model?

bleak tangle
#

Oh nevermind, I thought it was your custom optic model

cobalt halo
#

nah just empty proxy

#

but to be on right track tell me more

#

autocenter = 0 in optics model then?

#

looking at sample model it does have autocenter = 0 on geo lod..

#

let me see on my ported pso from a2 and prolly ofp ( fugly as fuck )

#

poor thing got none of those but it fits like a pro

#

oh well I can have it all... make some fit and for the rest what can I do eh

void mural
#

Hey guys, i'm trying to get into vehicle modelling, any tips or good tutorials out there? I've looked around but there isn't heaps (though i've probs been looking for the wrong things)

soft crypt
#

@void mural cgcookie has some excellent resources for blender, but you'll be paying $20 per month for it

void mural
#

ehhhh that might be problematic :/

soft crypt
#

Worth it IMO

#

As far as free go...not seen too many tutorials for vehicles that even come close to cgcookie

#

Sorry I can't be of any help :/

void mural
#

That's fair enough. Cheers for the help though, I do appreciate it!

soft crypt
#

No problem, what sort of modeling have you done before? Hardsurface?

void mural
#

I've done super basic Blender

#

Yeah hard surface

#

@soft crypt

soft crypt
#

Nice! Goodluck man

tacit karma
#

@void mural vehicle modelling is a every intensive job

#

If you just started hard surface modelling in general, you should do other stuff first

void mural
#

Like what? @tacit karma

tacit karma
#

props, weapons, accessorys....

void mural
#

I'll get into it. Thanks for the adivce!

#

*advice

versed escarp
#

Anyone made any good looking houses that i could use ?

#

Credit would be given πŸ˜›

versed escarp
#

I might try to do, the interiors for santa cantalina houses instead i geuss, probably wont work out to good lol , First time trying.

woeful viper
#

@void mural no need to spend money on tutorials, there are tons of tutorials for blender (and all the other modelling tools) on youtube, or in written form. You don't need to make other stuff first. The only thing you should remember is to take small steps. Make a very simple box-shaped vehicle, learn how to work with that. After that step it up a notch and so on.

void mural
#

@woeful viper That's actually great news. Do you know of any good tutorials? I've found some ok ones online but they don't quite focus on what i'm after it would seem.

woeful viper
#

i dont use blender, so i don't know any for you. Do not focus on "make vehicles". This is irrelevant. Look for tutorials that teach specific techniques (poly modelling for example). Once you have learned enough techniques you can make whatever you want

sacred grail
#

is it normal for an RvMat to be 2kb?

quick terrace
#

yes

sacred grail
#

okay

#

if textures dont load on a model it defaults to white correct?

cobalt halo
#

like ones from rvmat?

#

path\to\texture.paa - no leading slash

quick terrace
#

texture maps from rvmat do NOT control diffuse, unless multimat

cobalt halo
#

..hiddenselectiontextures then.. for his problem probably leading slash in rvmat or broken path even missing texture for hiddenselections

woeful viper
#

if you want to debug missing rvmats/ textures, look into your rpt

cobalt halo
#

yeah out of 200 lines of crap errors, one or two might be yours πŸ˜„

versed escarp
#

xD

woeful viper
#

filtering out the useless ones is easy...

sacred grail
#

would really help me if you could take a look here

#

scroll to bottom first

cobalt halo
#

Static ... what kind of grenade is it?

#

why inherit from static elements?

versed escarp
#

xD

sacred grail
#

its just a prop

#

i just want to put my model in game :3

#

why what would you suggest?

cobalt halo
#

do you want this to be an object or a weapon?

sacred grail
#

object

cobalt halo
#

well then, hadnt worked much with those let me see... is it small cause we could use items

sacred grail
#

yes

#

its 1:1 scale to real life

#

so i shall use items instead of static?

cobalt halo
#

no I guess you can use static but its too much robust for this maybe...use Thing for now

sacred grail
#

okay

#

is there a list of these classes somewhere?

cobalt halo
#

where have you defined textures for it?

sacred grail
#

oh

#

i have not :l

#

what do i name it as?

#

just textures = ?

cobalt halo
#

noo it snot going that easy

sacred grail
#

oh bruh.

#

i have them all in a folder called data in the same directory.

cobalt halo
#

do you know working in object builder, have the mlod of it?

sacred grail
#

didn't realise was necessary in config too.

cobalt halo
#

Arma 3 Tools and Samples, get that from steam

#

see examples try from there

sacred grail
#

sorry im really new to this whole thing.

cobalt halo
#

well a good point to start is to get what I said above and scorge Youtube and forums for tutorials

#

we cant guide you from point blank here, sorry

sacred grail
#

Yeah i looked at some video's by gamedev byrne. Thing is all videos are so outdated now.

#

so Arma 3 Samples is relatively comprehensive then?

quick terrace
#

why don't you have a look

sacred grail
#

aaaaaaaaaah............

tacit karma
#

open the file

#

select the faces with drag and drop

#

press E

sacred grail
#

okay, just done that and set the textures

#

and material

tacit karma
#

now open buldozer and check how they look

sacred grail
#

external viewer: unable to create viewer

#

0_0

#

ill load up ingame 1 sec

#

IT WORKS

#

omg

#

thanks for putting up with my stupidity :D.

sacred grail
#

if anyone is interested

cinder pivot
#

Does anyone here know how one can view and modify old arma 2 models? For example the old moto? I would like to at least be able to add proxies to it to modify it at the least, are they all on armas released models?

tacit karma
sacred grail
#

Anyone that can give me substance painter settings for an A3 export?

bleak flame
#

it's pretty straightforward, DirectX normal map is your _nohq, pack specular into G of _smdi, gloss into B of _smdi

sacred grail
#

so i am using specgloss non pbr

#

apparently that works.

sacred grail
#

Need help with SP2, please

quick terrace
#

dude can you be any less specific?

foggy finch
#

I'm sure he means service pack 2

hollow fulcrum
#

lol

sacred grail
#

substance painter 2

#

i need somebody to give me export settings that work with A3

foggy finch
#

oh no idea, I dont use substance painter

sacred grail
#

do you know somebody that does?

foggy finch
#

um probably plenty here if you wait for someone to reply

polar fiber
#

You just showed a pic or the export settings and they are the same answer that Bek gave you. What else do you want?

sacred grail
#

how to i replicate the settings in that picture?

polar fiber
#

Isn't there a manual for SP2?

sacred grail
#

not a comprehensive one that i am aware of

#

do you know how to do it?

polar fiber
#

I'd say first, you click "Create RGB", for the ones that have a single box called "RGB" and "Create R+G+B" for those that have separate maps for each channel (like the _smdi)

#

then drag and drop from the different maps

#

like it tells you to

#

I've never even looked at SP2 before, but it seems like common sense is sufficient

sacred grail
#

nope

polar fiber
#

seems to be exactly what I said

sacred grail
#

Whats the best way to generate .rvmats?

polar fiber
#

notepad, then lots of trial end error on the specularpower and fresnel values

sacred grail
#

okay

#

if its a concrete should i just set everything to 0?

polar fiber
sacred grail
#

thanks

foggy finch
#

this might come in useful also

sacred grail
#

is a 1 stage rvmat okay?

wraith tendon
#

Instead of testing it out -> Asking for it.
Generation Internet arrived once more.

sacred grail
#

not necessary Dscha

celest arch
#

Lol

sacred grail
#

I am asking perhaps because I do not know? It may work but not be good practise.

#

rather than being sarcastic... how about be helpfull.

#

πŸ˜‰

woeful viper
#

just look at the A3 game data... plenty of rvmats to learn from for all types of objects

wraith tendon
#

How about -> Test around?
Thats how you learn it, on your own.

#

Also

celest arch
#

And that's the perfect path that will lead to helpful answers gg

wraith tendon
#

πŸ˜ƒ

woeful viper
#

how many stages you need depends on what shader you use

#

what shader you should use depends on object type. Weapons/Vehicles -> SuperShader , Buildings usually Multi. as said, check vanilla rvmats of the objects

sacred grail
#

Thankyou

#

Just me or do extracted p3d's never work?

bleak tangle
#

What is an extracted p3d?

sacred grail
#

from a pbo

#

depbo'd

bleak tangle
#

They are binarized, which means OB can't open them

sacred grail
#

oh yeah.... silly me

bleak tangle
#

Or atleast they should and will be binarized unless the creator didn't binarize them for some strange reason

sacred grail
#

also whenever I try and launch bulldozer to view the model

#

i get External Viewer: Unable to create viewer

bleak tangle
#

What did you use to setup your P drive?

#

(e.g. Arma3P (mikero's) or Arma3Tools)

sacred grail
#

Arma 3 Tools

bleak tangle
#

Well is your P drive mounted and setup correctly?

sacred grail
#

yep

bleak tangle
#

So does P:\buldozer.exe exist?

#

It probably wouldn't hurt to go to Arma 3 Tools > Project Drive Management > Install Buldozer

sacred grail
#

will do that now

#

A3\ui_f_curator\UI\defineResincIDesign.inc not found

#

lel

bleak tangle
#

Extract the game data again

#

Assuming you have done it once, it should be fast since it only extracts changed data

sacred grail
#

k

#

same error

#

:l

#

Arma.....

polar fiber
#

Steam is running, right?

sacred grail
#

yes... -_-

polar fiber
#

just making sure, since I often get that error because I just click a .p3d to open it without running steam first, so Buldozer wont start

sacred grail
#

hmm

#

classic arma. always gotta be something :l

bleak tangle
#

So you are getting A3\ui_f_curator\UI\defineResincIDesign.inc not found when launching Buldozer?

sacred grail
#

ye

bleak tangle
#

Are you just opening buldozer by itself?

#

I get that error when I literally click buldozer.exe and try and open it

sacred grail
#

oh

#

bruh.

bleak tangle
#

But if I'm in OB and click start it shows buldozer fine

sacred grail
#

okay it works now for me

#

so there is literally no hud?

polar fiber
#

in buldozer?

sacred grail
#

ye

polar fiber
#

there's info for when you do model.cfg animation, but that's about it

bleak tangle
#

It'll tell you the basic keys

#

It is just meant to be a preview without requiring you to repack the data and launch the game

sacred grail
#

ah i see

#

lettuce pray this works.

#

cani send somebody a .obj or .fbx and they send back the .p3d? pls

#

or a 3dsmax file

woeful viper
#

jeez...

sacred grail
#

sorru

#

my plugin is bugged

#

its been a rough day.

#

okay... Has anyone got a 3ds max p3d exporter?

agile osprey
#

you can import fbx into oxygen

sacred grail
#

it was giving me an error when i did that

#

nvm

#

could somebody take a look at this please

#

pls?

cinder pivot
#

Whats it supposed to do? Plus it seems you call a file thats not there

uneven elm
#

excuse me, i'm new to arma generally, what is 'model makers' about? Making mods, or by 'models' do you mean something different, like new weapons, vehicles, etc?

foggy finch
#

creation of 3d models used in arma, vehicles, weapons, items, buildings et al

uneven elm
#

so I could potentially make a new helicopter that actually flies like the existing ones?

foggy finch
#

potentially yes

uneven elm
#

fantastic

#

is it possible to simply take an existing vehicle, copy it completely, then just change a few things?

foggy finch
#

and by make, you mean using your own created model,. nobody here is a fan of people who use IP from other games

uneven elm
#

IP?

foggy finch
#

if you have the source mlods and permission from the original author, then there shouldnt be a problem with that

#

IP = intellectual property

uneven elm
#

Well what I would like to do is take an existing Arma 3 heli and redo it a little for fun

#

and perhaps to use it, if successful, to suggest changes to developers, in an orthodox manner

agile osprey
#

you cannot take existing (vanilla) models, they have been binarized (protected in a way).

uneven elm
#

oic

#

What I want to do exactly is very small in fact. There is one flight control in all helis called the Collective. When you press your up or down collective key, there is a pause, then it moves rather slowly up (or down). I want to speed that process up quite a bit

#

make the rate of change controllable

#

how would such a tweak be accomplished?

fresh shadow
#

I have now installed the A3 tools after a long break, and the handanims for weapon don't work, the player looks like a monster with huge arms and hands. I guess there is a simple solution for this?

#

Would be great if someone could help me

quick terrace
#

do you have a model.cfg

#

in the same folder as the hand anims rtms?

fresh shadow
#

yes

quick terrace
#

with the new skeleton setup?

fresh shadow
#

I didn't know that there is a new skeleton setup

#

maybe that is the problem

quick terrace
#

do you have your class defined?

fresh shadow
#

It also won't work with the model.cfg you posted

#

What class should I define?

#

It worked about half a year ago, but when I build it now using Addon Builder I get these animation problems

bleak tangle
#

So as an example you'd have your_class.p3d in the model.cfg as

class your_class : ArmaMan {};
quick terrace
#

it is right at the bottom

#

it surely won't work if you don't add it there

#

hmmm...in fact it should...

fresh shadow
#

I don't have a skeleton p3d in the folder which I could add

#

Do I have to?

sturdy parcel
#

armaman has the skeleton

#

but since when has anyone ever called thier p3d your_class.p3d ?

#

sorry pufu , thought that url above was from blackbixel

fresh shadow
#

Do I really need a p3d for the skeleton for the hand animation? I thought .rtm is enough

woeful viper
#

no you dont need a p3d, but you need to have a model.cfg with the arma man skeleton in the same folder as the .rtm

fresh shadow
#

Looks like it was more an issue with the addon builder. With mikeros pboproject the handanim works fine

woeful viper
#

lol, addonbuilder still builds faulty anims? that was an issue many months ago already