#arma3_model
1 messages ยท Page 69 of 1
@sturdy parcel - i do ๐
@fresh shadow - well, use proper tools ๐
although indeed animation issues was supposed to be fixed
I know I know, never use addon builder
pufu. sorry. total misquote reply on my part. Ignore.
@sturdy parcel not quite sure how these error codes for PboProject work (do you have a list of all the possible error outputs in an excel spreadsheet?), but I'm getting "binarise crashed with error status 90456192. while processing (null)". The content I'm trying to pack are weapons and characters - I'm suspicious it has to do with the ShadowLODs of the characters since that's what I last changed however I'm going through them now and they look perfectly fine - tris under 1k, closed, triangulated & sharp edges, no texture calls
I am failing to understand why is this happening > http://puu.sh/pz9bC/58c58d490e.png I have top proxy alinged to side and am using asdg_jr...config is fine, proxy is fine yet some optics just wont fit
we have various p3ds in IFA3 binarized in old ODOL format - should we rebin them all with the latest binarize?
or is it likely to cause issues due to new engine tech from A3
we have the MLODs too. this is completely unrelated what you are suggesting Jastreb
wait for mikero then he should know better
@outer condor i don't think you need to rebin them unless you want to add new features like ocluders
if it ain't broke don't fix it
+1
so no optimization magic done by binarize on p3d or proxies, not useful to merge the latest rvmat data into p3ds, or new model.cfg standards?
nope
the latest rvmats are only text changes, there are no improved shaders etc etc
indeed, unless you wanna get some ocluders in (just for structures)
there is no point
of course, you might want to restrict p3ds to 71 version
which would require 1.60+ game version
one small hint, if you have the floating pond bug, you can rebin the pond models and it will be fine but there still remains the water shader issue...
@cobalt halo Position of a proxy model on a weapon depends both on the position of the proxy in the weapon model, and the offset of the sight model in its own .p3d.
The corner of the proxy in the weapon relates to the 0,0,0 coordinate in the attachment's .p3d
So if your sid rail attachments don't have consistent offset positions, they wont attach to the same place
@wheat shoal the answer is know one knows. Not even bis. Binarise does not issue any messages about what it's doing and hence no one knows the cause of one of a dozen known crashes. The status you mention above is 1) a meaningless number 2) simply caused by the crash itself and 3) happens to be totally illegal in value (range is 0..255). Run it again, you will probably get a differant random number. All my error codes btw are listed in the appropriate documention, but i save you the trouble by always spelling it out as text anyway.
bis binarise does not return good or bad status, nor does it provide (nowadays) ANY logging information. Thank god you do get a crash because most ppl don't and they have no idea their binarised results are crap (nor does pboProject)
the only thing you can do, just like everyone else, is revert back to a known 'working' state, and progressively add back stuff till it crashes again.
Experience suggests it's a faulty p3d. Which p3d? Yes.
god damn this auto type speller inserter god damn )*()@+@%@%
@wheat shoal I had the same issue with a .p3d
If you can identify the faulty .p3d, just create a new one, and copy all LODs into this new one. I don't know why, but your original .p3d is corrupted and causes pboProject to not compile, had the same issue.
just to be accurate here, it's bis binarise crashing that pboPro detects and refuses to continue.
but yes, in addition it would also detect (most) p3d faults
@polar fiber I guess I cant really do anything there. On that picture is cup optics and none of them fit, and I do use asdg_jr... I take it, other mods with optics would not fit then either? It is so strange thing with this side optics while top ones ( picattiny rail ) fit most of the time fine....
If I for example reposition proxy ( top ) to fit scopes from one mod it would not work with others..
Do you have the side rail proxy in the same place as the proxy in the picatinny rail version?
The side rail and pic rail versions would need to be separate models really, with their own proxy placements
but yeah, if two mods with their own side rail attachments, don't use the same offset for their optics then they wont be in the same position
I haven't tried running RHS and CUP together to see if they use the same placement
the side rail is modelled on the weapon itself... there is just proxy ( in this case vanilla top used with asdg_jr ) which is actually empty and is positioned on side where rail is on the model... some optics work perfectly from one mod but others fail
RHS ones are fine, CUP is not, and if you try RHS weapons and CUP optics they dont play together either and vice versa
Then yeah, it'll be down to RHS and CUP having a different offset for the origin of their Russian side-rail optics
damn shame relly kind of kills the purpose of asdg_jr at least for dovetail optics...
i told you this yesterday: asdg only allows allows the use across via config, position is model based
yeah I know I just couldnt stop trying... would that mean that some picattiny optics wouldnt fit? I actually did not see ones that dont fit, although didnt test
Generally most picatinnys all fit because people have the BIS models to work as a template for standardising the position of proxies and rail attachments
there was nothing to use as a standardized reference for such side rails
ah I see... if BI had ones it would be different, oh well ( time to give up )
yeah, maybe they should add some side rails to their new AKs
i doubt that will happen ^^
hrhrhrhr
@sacred grail - dude, you know in this community
people like myself love to point people like you out
from here
Modding issue. - posted in ARMA 3 - ADDONS - CONFIGS & SCRIPTING: If this is in the wrong place can a mod move it.
ย
I am making a simple model to mod into Arma however I just cannot get any sufficient working help on how to do this. Everyone tells me something different.
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My mod folder (pre-compiled looks like this).
My config is as follows.
class CfgPatches
{
class hol_grenade
{
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};...
Full Tutorial and project files on creating this little fella over here: https://gumroad.com/timb
do you happen to see the resemblence?
it's not an issue per see, but you could at least give the lad some credit, don't you think?
Hey guys,
Here is something that I had a lot of fun working on. A compact and short tutorial about modeling a grenade with 3Ds Max and texturing it in Substance Painter.
You can download the 1080p versions on my Gumroad page https://gumroad.com/timb or watch it on youtube.
I hope you're going to enjoy it! You can support me by spreading this tutorial among your friends.
Also as some of you know, I am currently working on another full commentary tutorial which will be up for sale very shortly. In t...
i'm suspicious of anybody who just straight off comes with a porting issue in this chat -.-
he never said anything about porting
he said he can't get the config working for that model he did
rephrase that to: anybody who comes without modelling question before O2/config question ...
the other dude on BIF with the skinning issue seems also a bit fishy...
which one?
http://i.imgur.com/cSXFoIx.jpg ... i'm gladly proven wrong though
I was thinking it was a model from some other game.. thought it might be BC2 grenade model, but its not
when trying to add my own object in the editor I get "cannot open object thing\thing.p3d"?
p:\thing is the folder== the prefix that the pbo uses to 'get at' thing.p3d. either you have it in P:\thing\ or, you don't
if you don't have a virtual drive (such as p:) you don't pass go, you don't collect $200, and you don't make addons
I am a bit confused but yes, i do have it in my P: drive
the path inside your pdrive is what the engine sees when its packed properly in a pbo so that path must be reflected in the config to your p3d
I am a bit confused but yes, i do have it in my P: drive
which is nowhere near the same as saying you have it in p:\thing\thing.p3d
@sturdy parcel Huh? It's in that path, yes. That's what I meant
then when you pack 'thing,pbo' that's where the config is looking.
assuming of course that the config.cpp is in p:\thing
no.
and be a liitle but cautious saying 'cfg' it may sound pedantic to you but most ppl will assume you mean model.cfg
what tool are you using to make your pbo?
and paste your config.cpp somewhere.
class CfgPatches
{
class Thing
{
units[] = {"Thing"};
weapons[] = {};
requiredVersion = 0.1;
requiredAddond[] = {};
};
};
class CFgVehicles
{
class Static;
class Thing : Static
{
scope = 2;
model = "\Thing\Thing.p3d";
displayName = "Red Cube";
vehicleClass = "small_items";
};
};
the pbo is built with addonbuilder
(I really appreciate you helping btw)
use pboProject it will refuse to pack a pbo until you fixed all the errors and it will try to tell you every error you have
requiredAddond[] = {};
and
class XXX;
dont go well together
(plus spot your typo there)
@outer condor wow it was that simple. It works now. Cheers!
it's a good idea if you bite the bullet and start looking at the (dot) rpt . This is generated every time you start the game. It is noisy as hell, bordering on useless. but will contain a message about your addon and what it's upset about.
you need to make that rpt part of your religion and start early so that your eyes don't water every time you try and read it.
you quickly learn to skip 649 useless rubbish messages to home in on the parts that affect you.
simple sounds good ๐
if you deal with objects, you should spawn in the object in the mission and then tab-out -> your issues will be at the end of the rpt
i filter rpt with regex; wasnt there a tool that does more or less the same?
how do I adjust the position of the hands of the driver on the drivingwheel
you make a new animation
sh*t -.- thanks ^^ I guess changing the drivewheel would be faster then?
โ
dammit there are a few things that i can not for the love of me wrap my head around
pistol magazine pouches are one of these things
Depends, it can be easier to change the hands of an existing animation if you have the steering wheel exactly where you want it too match real life
I usually try to think of all the crap that needs to be aligned before I really start a model, make a box out that positions everything and tweak it all to match the animations I plan to use. But if it comes to it, I have debined rtm files imported them over the skeleton adjusted the bones and re exported them
Does work, used it alot
Ahh 3 times Ive build the model again
Now time to learn retopology with 27 million polygons D
๐
hey guys
quick question
I have a source file of a car, but quick question. As for adding a text on it (Not graphic, but like a model text..) I have the text converted to a .obj, but what would be the best place to add it? Blender or Object Builder
because, its a unique car.. so It's be stolen.. but if somebody trys stealing it, it'll have community print on it
text uses an incredible amount of polygons
but @terse aspen when I try adding it in Blender, I export it as p3d, open in object builder.. and the whole model is gray (Not light gray, you can't see anything). pretty much the whole model is fucked after I add it
how many polygons does it have?
I;m trying to attach a community logo (converted to obj) to a car. When I attach it in blender, export as .p3d and import to .obj, it fucks up my texture. when I hit f5, it fixes it... but the logo disspears
I don't understand how you cannot figure that out if you modelled a whole car, if you didn't model the car why are you trying to watermark it as your own ..... channelling my inner @quick terrace
@remote pewter - so you use a mesh you didn't do yourself, but you wanna brand it as such
do you happen to see the fucking stupidity of that?
@last spindle summon me and i'll be about to slap sense into lifers
here we go again lol
hence most old farts don't really answer questions here anymore
had my fair share as well
holo bloke would be a good example
even if u do model ur own stuff u still get grief lol
no one is safe from @quick terrace ๐
unlikely
well uv given me a hard time recently lol
i said yo have smoothing issues
which i think is the point of this channel
don't want criticism just praise, post someplace where people don't know what vertices are
^^ uneeded
Criticism.....is constructive I like it, but sometimes it does piss me off, but makes result better and next result betrer
i guess i get tired of the linch mob mentality in here sometimes
if i had that metality you accuse me of
i wouldn't have 60% post count in the editing section on Bif
and i would create and share example models about
I agree with @terse elm on that last bit though
Not anyone in particular, it is just the channel seems to be about not what it should be most if thr time, guess that's why as you say people of the older vintage are around less and less
maybe so, although ny 2 cents on the subject
no one wants to do the walk and work no more
most questions are about shortcuts
and easy ways to get from a to b
I was going to say, I get tired of people not trying and just wanting others to walk them through it step by step holding hands
i would post a conversation i've seen yesterday regarding ripping shit, but due to its delicate nature i'll refrain myself
yeah well, even holding hands to some degree turned to "fuck you and these forums" remark
what
so yeah, guess i expect decency in terms of the way people think
which is unlikely to happen anyhow
i really hate ungratefulness, even if my problem can't be helped i'll not make the person trying to help responsible for my own failings
Nah, it just comes in waves folks. you get a whole rash of parasites, followed by a month or so of genuine enquiry. Never been any different. Skype, or here, or forums.
@quick terrace is always an ass towards me. even if I tell him ncie things ๐
wisper nice thing to me mate
haha
Mornin
Thanks @quick terrace started my day rofling "post someplace where people don't know what vertices are"
๐
Irony that the Object builder doesnt properly support the OBJ format
it kinda does but in very lame outdated way
@thorn spire anytime
@twin urchin - same with FBX
and .3ds is legacy at best (seen that most recent packages have the importer turned off by default if not removed altogether)
yeah i still use .3ds because that works the best
which is so outdated format that is not even funny
Ive always used fbx
Mhmhmhm would want to to open and freeze my pc with my 26 MIL object again ๐
I always use obj ๐
I found that OBJ adds more vertices for somereason
fbx goes tits up
for anything above 1 single UV set
it's been 1 year since i reported that
i only import bi text files
whats with 3dsmax arma tools from soul assasin?
does it produce faulty p3ds?
instead of importing external formats to OB it could be better to import p3ds produced by the 3ds max plugin
that arma toolset is absolete from what i can tell
again. best workflow is bis text tool format via their own provided exporter
the only small issue is about the fact that it only exports 1:1 if max is set to mm
and i ussually work in cm, so i need to rescale on import
thanks for the info, but may i ask where do i find that p3d exporter from bi?
can't find it via google...
Funny thing i requested the OBJ update for Object Builder back in 2013 and somebody from BIS told me that he gonna do update for it
and still nothing
@quick terrace thanks for clarifying, I wondered why my objects were too big
oh ok thanks ๐
VM_s-P3D_Export.mcr
\SteamLibrary\SteamApps\common\Arma 3 Samples\Addons\Test_Character_01\
lol
Can anyone help me im getting problems with this model, ive tried flipping the normals but it didnt work? - http://steamcommunity.com/sharedfiles/filedetails/?id=707976643
otherwise, in blender, make sure backface culling is active, that way you can see if there will be problems
somebody give me magazine proxy ๐
is there some kind of guide how to add ACE system to another mod?
do you know if it's possible to use turbosquid models in arma?
yes unless they are 200K ๐
i remember there was some clause in their license that forbid use in games and public distribution
how do you mean @twin urchin
?
well i meant like 200k polys in detail
oh i see ๐
@kind lion btw i looking forward to those CWR islands ๐
๐
ABEL EDEN CAIN!
depends on license of the model... also, if you use a turbosquid model you still need LOD and all the rest, so if you have no idea how to deal with that, you are just wasting your money on something you can't use properly
well obviously
<ot> i'd really love the possibly next arma to be some alternate history 1950/60s stuff. or real scifi (unlikely though)
ideal setting would be to go back to the Cold War or to late 90s to early 2000s
pls not USA vs russia again
the senseless slaughter of slavic populations must find an end
๐
90s and 2000 been never been a official setting - maybe some other games
yes other games, and arma 2 indirectly
arma 2 was 2009
thats close enough to 2000...
i meant something 93-2003 max
i dont really see the difference there
no? lol it is the middle ground between old tech and new
in terms of weaponry and vehicles, what was different between 95 and 2009 ? Not really much, apart from maybe more widespread availability of NV for infantry?
there was still tons of old stuff used , not just new vehicles
but they where pretty much obsolete, which is boring
future stuff isnt boring?
it is boring
thats why i said real scifi (no 2035... 2200 or something like that) or early stages of CW
if the style goes near starcraft 1 i'd be on board with sci fi
well arma never will be in far future - look at Carrier Command heh
also mainstream is getting old by all the future stuff
good example is the Cod future shit
well... it's cod. I ignore cod, so all good to me ๐
problem with mainstream shit is that the gameplay never changes
battlefield 1 looks like it plays exactly like battlefront and battlefield 4
and if you can have these 3 genres and they feel exactly the same, you're doing it wrong
that is true , reason is that the kids or youngsters will be not interesting in any new thing
so they reusing the same formula
i marked it with <ot> bracket - it's ok ๐
you know how it goes, when the cat looks away, the mice dance on the table
๐
is this a forza model? ๐
life moders gonna ask for permission
life modders gonna ask how to port that into arma
and then sign it with their own name
forza indeedly
true true
@quick terrace sorry what are you pointing out?
@quick terrace I made that model myself, The video's you linked are tutorials. Of which I followed.... The reason I did not ask you for "modelling" help is because I asked the people who made the video for the help? Why would I ask you for help that is something completely unrelated....
@quick terrace If you do not believe me I can even send you the .max folder and you can see the differences in the model and how it was made. Personally I will choose to take it as a complement that you cannot tell the difference between his and mine. But seriously, Before you try and "expose" somebody with drama. Please. Get some facts or at least PM me.
๐
Im a freindly guy
Really I am....
Just don't want to get off on the wrong start with people here
don't sweat it, all fine
you saw that from that one car picture? wow amazing
porting my max model, into arma yeah :l and the substance painter textures into the correct formats.
in any case doing models after ttuts is all good
still a bit confused with the textures, but the rest is all good.
whats the difference?
pain
Yes
lol
@quick terrace dude like stfu? no offense, but everybody does it. It's called I bought that model, so I'm allowed to do as I please.
you clearly should learn about licensing
I know about it, I have rights to edit the car as I please.
learn about licensing. just because you payed money means jack shit
@woeful viper Once again... I bought it. I have the right to edit it and watermark it.
is that what the license you bought clearly states?
because i would never include something like that in a license
i would perhaps include the opposite
stating that you have no right to claim it's yours
but that's just me
"If your name is tyler, you have no right whatsoever" <- would totally add that to my license condition.
i also take offense to "everybody does it"
i never tried to bring a model in game that i didn't create myself
one of the reasons why i am so slow
i'm not even porting Arma 2 content.
ah Masks right?
Cameralauncher?
yes
cool
very good
I like the suit
NBC stuff โค
do you plan on military suits as well, or just masks atm?
military suits come later
i was thinking about giving the suits i have some camo patterns
but i was shortsighted when i built them
and the the UV maps wouldn't support patterns
the seams would be extremely visible
but i've multiple diffuse textures for different colours so i'll start by giving the army variants an olive tint
then i can build some suits that look more in tune with the military
olive was used in many militaries i think
yes
many militaries also used some camo pattern
and i have a lot of camo patterns for substance painter already when i got the free moodpack
i want to use them for once ๐
hehe - when i see Woodland NBC guys , it always reminds me the movie Outbreak
I have a question for those who make buildings, UVMap can it be seperated in different groups as long as it's in the same uvmap?
Let me explain better, I use 3ds max and I have several groups and I split up doors walls and inside etc floor and roof but they are all in the same uvmap would that work?
yes that should work
@remote pewter - stfu = really impressive indeed, you got me so shocked there that i'm gonna chicken out and hide under a rock
in any case:
- everybody does - very childhish way to self justify it
sorry to burst you bubble but no, not "everybody does it"
except when by that "everybody" you mean you and the other "communities" you wanna "brand it" against/from
then yes, that might be true
secondly, you bought a 3d model, i'm am 100% certain in that eula it says no distribution
so yes, you can render it, edit it etc, you simply cannot distribute it
in any case, lovely to hear some mature argumensts like stfu, i've bought so i'm allowed to do as i please
@terse aspen - looks pretty, i'd have some feedback but last bloke who i gave feedback to was expecting just praise so i'll refrain
i'm ok with feedback
i want to get better
i'll never will when nobody tells me where i made mistakes
@elfin bone - if by groups you mean seperate objects based on ID map (or whatever reason you got the split) yes
if by groups you mean 3ds max grouping objects system - same, although i'd be a bit warry about edting all UVs under the same group....let me say i had issue in the past
@terse aspen well on the blue one the folds are abit too rough
not sure how the mesh is beneath it
cloth folds are a bitch to make to look corectly
especially when an abnormal type of fabric is used
yeah
still
i used screenshots from rainbow six siege and random pics from the internet as reference
but yeah the folds are a bit extreme, i tried to recreate the rainbow six look
if you ask me, try NOT to create content using another game as reference
mainly because there will always be the "artist touch" in any of it
yeah that's what i realized afterwards
that my style deviates too much from the reainbow six style
the yellow suit is done with only a few pics from the internet
it's more my own style
or if you, have a look over sculpts not bakes
pinterest is a pretty good source for this sort of stuff
@quick terrace I used all the groups and mapped them under the same uvmap so all the items are in the uvmap and not overlapped
but at the moment I'm having issues
the texture is having issues being blurry
only one part so far
hold. UV groups or object groups?
is the texture showing blurry in O2, game or 3ds max?
the texture program substance painter
you said you are doing a building
yes
You mean multi uvmaps?
what do you suggest?
that you use multimat system instead
keep your UVs
just move them to UV set 2
multimats uses a 4 different texture sets (co, nohq, (dt)smdi)
per model
seamless tilable textures
you can create your own texture library or use BI's
or both
besides the texel resolution is way way better than what you could achieve using the standar technic
but of course, feel free to do as you see fit
I'll look into it sorry on overwatch
sorry on what?
the second uv map is meant in OB
the multi mat uses two uvmaps one for a color mask and some other stuff and one for scaling of the seamless tilable textures
PuFu made a good sample model
let me digg it out quickly
the rest of the thread is also a good read about that subject
Thanks for the thread I'll read it
did you decimate that prior to import?
nope
๐
Had PC crashing 3 times before finally got them all objects attached
with edit poly, but with editable mesh had no problem.
Im using Mudbox, couldnt find tool to decimate it
use decimate tools
unless you want to retopo some of it in a sculpting soft
yep
I feel like you first sculpt high detail mesh, then you still gonna decimate it and losing some detail maybe
Why even subdivide that high ๐
i assume you gonna bake into something that doesn't need to display 30mil polygons while baking as well
like xnormals
knald etc
so the decimated thing is just for retopo
true
But thanks for that, Ive been looking all the wiki's and stuff. Forgot to check Autodesk's own ๐
bible
those boots are the worst >D
to retopo
@quick terrace BTW, have you decided will you make structures or veg?
structures is easier for me
a lot easier actually
vegetation, maybe only winter (no foliage) ones
in any case the thread on bif was not about me deciding
but looking into community interest on the matter
ah
Any thoughts on Opteryx's stuff?
Scandinavia needs building
s
Yea... What I would like to see would be just tree objects as an obstacle
Cut 100m trees on the road and that put end to any tanks on that road... for sometime atleast
not 100m tree's but 100m of trees ๐
lol that's true, I'm going to try and fix some of it up
He really put a lot of effort into them
There really aren't many buildings outside of A2 ports, so it'd be good to get some more variety
whats the percentage of the ones withbinteriors
i know, but for structures there are only so many who know how to do it
Oh yeah for sure. I'd say a few dozen atleast with interiors but no objects inside
Every building I've seen that could have an interior, does have an interior
I'm very impressed with the quality and variety. From what I've seen it's all in the middle eastern genre
You may have higher standards though ๐
ill def have a look
it would be actually pretty nice if a couple of peeps would actually get about and finish these
I'm getting started on that now
I would feel guilty releasing these without his tag... he must of put so much time into them
But obviously it's his tag, and he specifically stated not to release them with the opx prefix still on them
Yeah I saw him on the list for discord, but I think he mainly hangs out in skype
so how many buildings are there?
as a side note, in general terms it is way easier to plan buildings if you have a terrain planned
makes more sense that way
quick question - is there a weapon animation source that changes depending on if your sidearm is holstered? I want to build a holster for 2 weapons, but i can only do it if i can disable the magazines on the weapons. Otherwise they won't fit into one holster model
i am not aware of such a source
does "isSelected" work for handweapons?
yep, works - perfect
that means folding stocks are possible too (though transition could look arkward)
think we need a "porters" channel lol
@quick terrace He gave two folders, OPXBuildings2 and OPXmisc2. The buildings folder has 81 p3ds, of which I'd say 70+ are buildings that are enterable, others are themed structures. OPXmisc2 has 171 p3ds with a large amount of variety of props and assorted things.
Here is a list of all the p3ds http://pastebin.com/64an1nLF
Here is an album of pictures of the buildings from editor previews that I quickly just had it run through, so excuse the ones off center and missing textures http://imgur.com/a/7eagC
I just did the editor preview pictures as it's an easy and automated way to grab quick pictures for things
damn nice collection
Something really upsets me about modders, Purchasing models of turbosquid for example. Applying almost flat colours for textures, Callling them their own creations and turning them into a shoddy life mod.
sorry.
had to get tht off my chest ๐
Yeah it really is a great collection. I'm very impressed that he would be happy to release the MLODs because he was no longer working on them.
He did say that some of the models date back to Arma 1, but I think they still look great thanks to the type of materials used on middle eastern style buildings
Opteryx is a hell of a guy! I've been conversing with him for many years.
Anyone got anything bad to say about modelling buildings in Revit?
i looked into it and came to the same conclusion
Ah man but it's so easy
sure you can do it, if you are just talking about the bulding, it will let you do the basics very fast, but things need lots of work to make them game ready, and any sort of fixtures or fancy shit you place around will usually be no good at all for a game model
i use revit at work, and we do some revit to UE4 which is pretty quick, but Revit to A3 would be a pretty big pain in the ass, atleast with ArchViz we dont have to care at all about vertex count, we can have a 1million vert building
same here
revit + acad at work, it is fast indeed for prototyping
or boxing stuff out
but you will need to get it done in polygon modeling software in the end
same could be said about all the other bim software out there
yeah for sure, but if you have modern houses in mind, you could easily go about and draw some floor plans, add roofs, doors and windows in revit, export them out, and have some pretty good starting points for game models
yeah surely you can do that
hell, a friend of mine has even made a little program that can take a 2D floor plan drawn in paint with black lines, and turn that into a UE4 BSP house
but since i do most archviz in max, i already have quite a few things like doors, knowbs, windows already done
link?
@bleak tangle - nice
private, wip, think maybe at some point he will release it, but he was just showing it to me recently, i was talking about a revit -> UE4 tool that would automatically setup doors with blueprints to make them open / close, and connect lights to switches and stuff,
pretty cool
apply substance designer materials to your objects based on a linked list of what the material is in revit etc.....pretty much a way to export a revit model and get instant / bulk of the labour done so all you have to do is make it look pretty
Whats everyone working on atm? been more of a bitch fest than a WIP fest lately haha
So, I am thinking I will get into making a little more complicated a mod now. Still wan't to keep it simple. Any suggestions?
heres one of mine, working on a snatch landrover for my millsim unit https://images-ext-2.discordapp.net/eyJ1cmwiOiJodHRwOi8vaS5pbWd1ci5jb20vdzNDcmF4Uy5wbmcifQ.A-276T7zxeolI79TQDkB7N193nE.png?width=399&height=184
Blender
max / zbrush / maya in that order
Blender is popular amongs modders in general because it's free and works well
fair point.
Would a weapon like a rifle be a good starting point for me to create a mod?
http://i.imgur.com/zfd7I7v.png fucked up my link
and max is just as popular between modders because there is an edu version for it, and most aspiring ppl wanna learn one of the software that is most used in game developing studios
yep. Personally i use max.
you said it 2 times before ๐
a box
I have done that already.
props
start with props
i tried to start with a car
you can guess how well that went
haha
I can get a mesh and textures into the game now, So i think i shall make a car "prop" and i can turn it into a working mod later.
tbh, starting out i made so many models that wouldnt see the light of day
more important to practice ur workflow
okay, will do that then. Just get spewing the models out ๐
you make a car as your first reall attempt at something complex, it will be 6months of regret
okay haha
ul always find a better way u can do things in the next model u make
yeah
even if it isn't you first thing to do, a car can take (if you have 2-3h per day to work on)
a considerable amount of time
for starters
it is best to make shit that you can get ingame fast
as in faster gratification
Okay, well I'll stick to props for now, such as small items and houses (no doors).
houses takes time....quite a bit actually
yeah, bushmaster was 6-12months of work, because of ARMA the first time around.......i then did some contract work on vehicles, 6 weeks to produce, lowpoly models with bake, all lods, textured with variants and interior..........learned alot from that experiance
even without doors?
yeah mine too, 1971 dodge charger, ended up being a complete topology nightmare and looked like crap
if you want one Bi quality, it needs to have doors, windows and some wreck
if you want a simply one, just aim for the wreck
okay.
thats something actually, Is it just me or are all tanoa buildings indestructable?
for instance, something that is missing and it was someplace on my list somehwere
a drone control center
not really a house
but a container
it has interior, it has exterior, it has some organicsly shapes, it also has some hard surface, it should have some working display
okay.
good luck finding more than a couple of of ref images though
lol
also, ammo boxes are ussually high demand, and they can come in all sort of shapes and sizes
i dunno, pick something you can do in 2 weeks max at first
inside images are plenty
outside, less so
my millsim unit want me to do some fortifications, ie fox hole type stuff
not much of those around
i always assumed they'd just look like a genuine office container to not make a good target
Yeah, I believe they just use a shipping container.
I would be up for creating some fox hole type stuff too.
looks a bit like the container buildings in Arma
of one though
@sacred grail Been there done that
in that case you can just use that to have some general orientation
Do you think those what go inside ground or just above like the ramparts
id imagine them to be not so different form an ROV control container, might be worth looking at some of those for inspiration http://www.seascape.nl/wp-content/uploads/Rov_control_container-4.jpg
a lot different the layout is standardized
wow
so it can be on the ground, in some CIA building etc
at least 2 of the screens should allow PIP
hahahah PIP.
is it possible to pump a feed to PIP from a drone in arma?
yes ^
If I make the model I would gladly give it to somebody to add PIP too.
I am very new to the modding scene, wouldn't have a clue
nope, but afaik it can be done to some degree
I imagine it would be similar process to the PIP in the strider / hunter weapon cams?
but with the drone camera rather than weapon?
there is a difference to how you get a feed from a secondary obhect
ah.
one for the coding wizzards lol
I'll get started working on the container model then.
whats a good dimension for doors in Arma?
๐
what i tend to use for a guide is a 2 X 1 X 1 block
doors in arma should NOT be less to 90 cm width
a normal door is usually about 205/ 210 heigh, 70/ 80/ 90 / 100 /110cm width
DIN18101 says 112,5 x 200,0
character in arma is 1.81 cm height with no helmet or ncg mounted on it
tall bastards aint they
lol 7:51 dat car just got rekt
Is the issue with gates being invisible at certain angles caused by thin view geometry? And would it be resolved by thickening the view geometry or adding "canBeOccluded = 0"?
nice spot pennyworth. canBeOccluded fixed the issue for me in the past. maybe the same now.
You wanna know a fix for dissapearing stuff in certain angles? ๐
canBeOccluded didn't seem to do anything. I think the issue comes from the animation extending outside of the boundingBox
I'm adding a rotating animation to a boom gate, and when it is opened the arm loses its collision 1/3 of the way along it
The whole arm is one component that works perfectly fine when the gate is closed. It also definitely has a named selection and a corresponding entry in the model.cfg, as you can see the component moving when looking at the geometry LOD in buldozer
lemme guess: You are inside the Building, you open the Door, You walk out slowly -> The Door/Building dissapears?
I'll get a gif, one second
k
Yeah that's what I was thinking about doing
Sorry, didn't mean to enter, wasn't finished.... lol
Buy yeah, I have added verts before to trick the bounding box to make small objects lod at different distances
Same principle
Is the boundingBox calculated just from the geometry LOD?
Dont think so, res lod
It was better as a video, the gif would have been too short https://youtu.be/XGEh87yUCWU
The blue box is boundingBox and green is boundingBoxReal
And the giant white block is the size of gate in the geometry LOD... I was getting desperate
Thanks guys, adding a single vertex at the furthest point of the open animation fixed both issues
๐
I learn something new, every day.
It is a hack, and I felt dirty doing it when did, but....
But since there is no other chance -> Do it
Does someone has a rigging tutorial / template for A3 ?
character sample is not template enough?
You must be fun at parties
he's right though, character sample to copy weights works pretty well
but you usually need to tweak the shoulders a bit
are there any tutorials for making optic models? the ones that actually make the optic view?
just change the textures in this https://www.dropbox.com/s/kw1l1053lls98mj/A3_2D_Optic.zip?dl=0
or from one of the old BIS sample models
thanks will try that ๐
so for NV Goggles I will replace the reticle texture with a fully transparent texture, right?
just delete the texture plane with the reticle on it
oh ok
yeah I got it how I want it and it looks kinda cool but how do I get rid of transparent space to the right and the left?
@fast topaz the transparent part at the edge of the aperture texture, or the border of the model?
on the texture you'd need to fill in that part of the alpha, or make your own aperture texture
the transparent part of the model you can do with a procedural texture
replace #(argb,8,8,3)color(0,0,0,0.58,ca) with #(argb,8,8,3)color(0,0,0,1,co)
@twin urchin hey, just a quick question regarding your weapon packs - - have you updated them to the new configurations? Correct me if I am wrong, but if I remember correctly there have been changes in the engine since you have released your mod. :)
@little valley well they still work fine and no they are not yet updated to Apex version
Right, but the new features like different barrel lengths aren't implemented?
what do you mean by that? - there are variants with different barrel lenghts if you mean that
I'm sorry I don't really know arma that well, so I might be asking dumb questions. :)
Never mind. Anyway, I love your mod. :)
you can't change barrel lenghts on the fly in arma , while that would be a nice feature on some weapons but still maybe kinda useless , because arma doesnt have a proper weapon occlusion system
no, what i actually had in mind was different balistics according to barrel length. but your guns still work like a charm, so it's not like it really matters
oh that , yeah thats been there for ages
thanks @polar fiber it's working now ^^
I will gladly texture your models if you know what i mean ( อกยฐ อส อกยฐ)
you'll have to fight it out with @celest arch ๐
hahah
just curious, with regards to that drone control center mentioned earlier. If I provide a textured model, would somebody be willing to colab and add the details such as PIP, Working doors etc?
aww thats the fun part of modelling I like to keep to myself ๐
@sacred grail as in doing the shitty part of modding (at least from an 3d artist pov)
I was being sarcastic PuFu ๐
i am still brexed
That's pretty much all that I'm good for ๐ฆ
@foggy finch all cleaned up? So you mean you really want blocky wheels to look like that? If not you should look at smoothing groups...
they have sg's just not in that render ๐
if your render shows no smoothness then you likely have done something wrong with the groups
unless you fixed them after the renders, in which case, shame on you for showing unpolished porn ๐
Hey guys, if you haven't noticed - modellers are responsible for stagnation of the BI series. Just wanted to let you know. ๐ฉ
sorry ๐ฆ
how dare modders take contracts from BI to help them build models so BI can get more manpower that doesn't need to be relocated
these monsters ๐
the logicsection of my brain folded over backwards into a penrose tribar when reading that post on BIF...
you know that LOD issue ain't artist fault ,but it is the engine fault
i did wish , i could set my LOD distances for better changes instead of being automatic
you dont have to tell me robert...
yeah well, i really dunno why o bother anymore
should let the ones that "needs to be explained, because google is not an option, my filtering is not working"
trow out opinions as facts
and leave it at that
about LOD set to distance
that would turn quickly is such a cluster fuck
i've seen addons where the guy had 5 lods, but the first 3 were exactly the same
those are lazy people heh
what's the point in duplicating the lods and leaving it at that?
if i was a server owner i wouldnt install any mod that i havent checked it's model content via eliteness
could've spared some discspace if he's gonna half ass it anyway
no, not lazy, the answer i got from the bloke was:
"but it's gonna keep resolution to larger distances"
well done there
in any case, it seems that BI is trying to mitigate some performances using a earlier LOD transition
and a bigger difference in terms of polycount
than it used to
between 1st and pilot lod
at least that's how it is for all the apex new weapons
almost 50% difference in mesh detail, when it used to be about 10-15% at most
thats odd
in source engine you can nicely set them , like in very close nice detailed mesh and then few steps away it will change to lod 1 and so on
other engines have some very close draw distances anyway
dead island for example had objects pop in 50m ahead of you
that is correct ^
no matter what LOD definition, there will always be people who have wrong ideas or understanding how things work
"i meke UHQ content, my weapons are visible to 2000m"
lol
source engine - yeah but you cannot have lod 1.2 and lod 1
and pilot
a bit stupid to have 50% of mesh detail from pilot in lod 1 tbh
yes but you do have some control of it
why do you think that?
while in arma you dont
you will never see a transition between pilot and 1st lod
and average minimum amount of distance to view the weapon in non-firstperson is 1-2m. So imo, 50% difference between lod1 and viewpilot shouldnt be a big deal (as long as lod1 has sufficient quality for the range)
is the mesh detail in lod1 for tanoa weapons lower than vanilla/marksman weapons?
yes ^
wouldn't it make more sense to do it the other way around?
have the lod1 as detailed as the vanilla weapons
but get more details into viewpilot because it's only rendered once and so close to the players eye?
example: apex AKM:
- lod1 1914/3342 (verts/faces)
- pilot 3666 6571 (verts/faces)
well, with very few exceptions, all weapon models i did so far
have the same detail for lod1 and pilot
shit that might be missing are some rivets and bolts from lod1
A3 vanilla stuff (and marksmen afaik) have a lower difference in terms of polycount
again, not sure since when polycount matter all that much in arma
sure, don't go overtop
but otherwise it is one of the least concerns
surely it adds up
maybe due to the denser terrain you end up with higher total scene polycount? I really would like to see what metrics caused these decisions / how total polycount of the scene affects performance in A3
most likely yes
hence the LOD faster transitions as well
from my own trials, it seems the performance drops comes from loading textures
not vertices
can confirm
especially when most are loaded directly of hdd
with very little buffer to talk about
since tanoa the textures even take time to load from SSD
in any case, for instance
although the completely bloated modset from my clan makes that worse
1 single multimat counts as a single section
so basically from a texture handling perspective
comparing to diffuse + rvmat approach
a single draw call (will remove other fluff and mesh from the draw call counts)
that said, the engine now needs to load 4x3 textures at the same time + another 3 (mask, ads, mc)
per multi
so that is 15 textures instead of the average 5 per mesh
so while the draw call is minimal
the buffered data is not
hence the reason why towns and city kicks FPS in the teeth
i am pretty sure it is not because of aditional geometry (especially since a single house has less polygons than an MX rifle)
that said, a single house never has a single multimat
has at least 2 if not 3
or 2 plus a supershader
do the math in terms of textures that needs to be loaded
even when a lod of assets are instanced
that should mean that if you stand still, the fps should go up then, or not?
not even sure how instancing works in arma to be honest
i know it is in though
@woeful viper - not go up, but at least be stable
or stabilize itself
also, have no real idea how the buffers work
in theory you could stick all that data into ram
but there is a reason why A3 is not 64 just yet
I noticed that in the Apex Sneak Preview, most of content is now casting shadows using Shadow Buffer
becayse it wouldn't matter for the way the engine handles data
@oblique vapor - when you say most content, do you refer to what? characters and weapons and vehicles as well?
Well, seen that on the famous Radio Com Tower, and also on the vanilla Offroad
i'd imagine that RV stores the loaded data in the memory, but kicks out unnecessary data alot more rigorously, than other engines
It is also the case for the new 4WD
i remember arma 2 where the kicking of data didn't always work
ram was scarce
HDD was plenty
at least in terms of data needed
so it was loading the data more or less on the go
you can check your HDD activity during A3 yourself
then compare it to other games out there
HDD or SSD
so the fact tha nowadays 8+ GB is norm (have 24 and 16 gb on my pcs)
doesn't matter all that much, since the engine is set to "stream" all that daya
wouldnt it still need to be stored somewhere? it be insane if for every frame the data is loaded almost entirely of the hdd
when i first built my PC i was one of the first people i knew with more than 8GB ram, now everyone has 32GB
also, the amount of textures and their size increased by a multiple of 4
@woeful viper - it is stored alright
hence the use of ram ๐
but i am really not sure how much of that data is stored
as in what is the buffer size
surely not per frame
more limited ram -> earlier kick out of not used data
yes, but the ram is there to buffer more than just textures
of course
you can see the kick out effect
when you teleport across the map
shit like grass and some trees are not loaded again
while the rest is
also, it is important to note that most other games
use atlases for a lot of the repeating textures
easiest way to see the kickout effect is opening the map on ALTIS and zooming all the way out
every time you do that you see satmap tiles reload
zooming all the way out
is not actually the best way to check it
at least in terms of assets
because last lods
that's true
ok
i didn't know that
guess i should get rid of thr rvmats of the last lods of my models then
yeah it is advisable
and it does makes sense overall
it is even suggested here https://community.bistudio.com/wiki/LOD#.3Cresolution.3E ๐
i'd take that 2^32 information with a lot of salt
that's the absolute limit of DX11 btw ๐
i still didn't get to push a 1mil object in
well, you wanted to edit it ๐
yeah i know,
but i'd edit it when i'd have some data
i was able to push more than 2^16 via buldozer
so that is not a hard limit
@terse aspen it was changed with new p3d version
only because i can doesn't mean i should
precisely
also mentioned in the article for a reason^^
BH?
black hawk
ah ok
Stealth Hawk - Ghost Hawk or whatever it is called
ghost hawk
cock hawk
stealth ghost
whatever
stealth cock
speaking of witch, how much the new VTOLs got?
which isn't even stealthy, because arma ๐
@twin urchin haven't checked
many things don't work as they should. my clan does house sweeps with M60s because why not ๐
btw 33k for the new apex jeep http://velebny.net/offroad.html
also are those variants even in the game?
pbr textures
how would export from a pbr shader? arma 3 specular maps don't take colour
pbr metals have black diffuse channels
one of the bigger problems i ran into at first
Pufu do you remember when the p3d format was updated (aproximately)? Start of 2016 or was it already late 2015?
k thx - precise is not necessary
maybe because of Apex
my money is on general future-proofing
@twin urchin it is not 33k
well he says that on his site
marmoset viewer says - 33k triangles aswell
33k triangles, but not vertex normals
also, this is with full interior. Lod1 likely has cut some corners with interior
well obviously
i'm not gonna argue with you, i am simply saying i am giving you the A3 data
that doesnt matter anyway but are these variants used in them game? - i have seen 2 of them
but not all of them
go to virtual arsenal
and you can edit it as you please
which is really nice actually
oh so tune it as i want it eh, gotcha
the power of hide...
๐
yes i know it uses Hide lol , best friend since ofp
also have you got an idea who actually did AK-12 or the SPAR rifles models?
no idea, but were made in house (as in BI 3d artist did these)
having tha same bit of dirt on all the jeeps just looks weird when you have like 6+ on screen
the same exact dirt that is near the doors
i would say it still looks better then having no dirt at all ๐
like most of the vanilla stuff
sure, was just a comment
having 6+ on screen is not quite the order ^^ apart from life modes maybe...
with all the different colors variants, i would of just editied the dirt layer aswell when switching the color
that would be nice yea
i know i wouldnt^^ couldnt be arsed
cmon, substance painter, it would take literally a few moments to duplicate dirt layers and probably click the random seed button on the generators, depends if it was hand painter in that case though
was that made in substance though?
yes
well, tbh, changing the color can be done using an MC map ๐
which i am sure it is not the case here
lol, the dirt could also be a MC mask
neah because no more normals
but it looks like it has some reaised normals ^
i wonder if this works in arma http://i.imgur.com/c60eVBQ.jpg
yeah? good , gonna test that someday
http://imgur.com/a/0XtYO look what I just began modelling ๐
Wiesel?
yes
nice
it's just a very early WIP model
i know
I'm just trying to get the base hull and then I'll add detail
I plan on doing 3 versions
very cool
one with 20mm cannon, one with a TOW launcher and one with Stinger rockets
is there any sample configs and models for explosives (ie. mines)
no, no sample configs... but you can easily look up actual ingame configs
as for models, there is nothing special about them
weird, copying configs from there and they don't show up in virtual arsenal
no memory points?
you can use A2 samples models if you need an idea - the smoke grenade for example is in there
no, no special memory points
not showing up in virtual arsenal - you need proper cfgPatches, and also scope=2 in your explosive class
for some reason, arma doesn't give me any rpt fiels...
wat? strongly doubt that
maybe you have turned off logging in your arma launcher or 3rd party launcher?
idk if logging disabled turns of rpt
hm.. might be a problem
@woeful viper memories of what? ๐
Drug running
@fast topaz of the little rodent https://abload.de/img/dscf1655l0ynr.jpg
nice camo you got there ๐
Thats pretty cool ๐
needs to be replaced after 1 day at max though, and if you drive too fast, half the bush will be gone.
hmmm...I might need pictures of a Wiesel interior
wondering if there's even place to take pictures lol
i have only a couple ... in dresden there is a TOW wiesel (without the launcher) outside of the military museum. You are unfortunate though, i don't live there anymore since 3 weeks
or is it okay to make it without interior?
I mean....its kinda small xD
sucks that the only thing I see daily is the civilian Eurocopter rented by the Navy pilots to get some flight practice lol
if this is your first project i would advise not bothering with interior / only as much as really necessary