#arma3_model

1 messages ยท Page 69 of 1

fresh shadow
#

oh ok

quick terrace
#

@sturdy parcel - i do ๐Ÿ˜‰
@fresh shadow - well, use proper tools ๐Ÿ˜ƒ

#

although indeed animation issues was supposed to be fixed

fresh shadow
#

I know I know, never use addon builder

sturdy parcel
#

pufu. sorry. total misquote reply on my part. Ignore.

wheat shoal
#

@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

cobalt halo
#

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

outer condor
#

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

outer condor
#

we have the MLODs too. this is completely unrelated what you are suggesting Jastreb

cobalt halo
#

wait for mikero then he should know better

white jay
#

@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

quick terrace
#

+1

outer condor
#

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?

quick terrace
#

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

white jay
#

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...

polar fiber
#

@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

sturdy parcel
#

@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 )*()@+@%@%

oblique vapor
#

@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.

sturdy parcel
#

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

cobalt halo
#

@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..

polar fiber
#

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

cobalt halo
#

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

polar fiber
#

Then yeah, it'll be down to RHS and CUP having a different offset for the origin of their Russian side-rail optics

cobalt halo
#

damn shame relly kind of kills the purpose of asdg_jr at least for dovetail optics...

quick terrace
#

i told you this yesterday: asdg only allows allows the use across via config, position is model based

cobalt halo
#

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

polar fiber
#

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

cobalt halo
#

ah I see... if BI had ones it would be different, oh well ( time to give up )

polar fiber
#

yeah, maybe they should add some side rails to their new AKs

quick terrace
#

i doubt that will happen ^^

polar fiber
#

of course not

#

then they'd have to port some sights from DayZ too

quick terrace
#

hrhrhrhr

quick terrace
#

@sacred grail - dude, you know in this community

#

people like myself love to point people like you out

#

from here

#
Bohemia Interactive Forums

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.
ย 
My mod folder (pre-compiled looks like this).
My config is as follows.

class CfgPatches
{
class hol_grenade
{
units[] = {};
weapons[] = {};
requiredVersion = 1.0;
requiredAddons[] = {};
};
};...

#

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?

#
woeful viper
#

i'm suspicious of anybody who just straight off comes with a porting issue in this chat -.-

quick terrace
#

he never said anything about porting

#

he said he can't get the config working for that model he did

woeful viper
#

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...

quick terrace
#

which one?

woeful viper
cobalt halo
#

I was thinking it was a model from some other game.. thought it might be BC2 grenade model, but its not

void mural
#

when trying to add my own object in the editor I get "cannot open object thing\thing.p3d"?

sturdy parcel
#

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

void mural
#

I am a bit confused but yes, i do have it in my P: drive

white jay
#

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

sturdy parcel
#

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

void mural
#

@sturdy parcel Huh? It's in that path, yes. That's what I meant

sturdy parcel
#

then when you pack 'thing,pbo' that's where the config is looking.

#

assuming of course that the config.cpp is in p:\thing

void mural
#

My cfg references: "\thing\thing.p3d";

#

Should there be a P: there?

sturdy parcel
#

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.

void mural
#

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)

white jay
#

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

outer condor
#

requiredAddond[] = {};
and
class XXX;

dont go well together

#

(plus spot your typo there)

void mural
#

@outer condor wow it was that simple. It works now. Cheers!

sturdy parcel
#

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.

outer condor
#

simple sounds good ๐Ÿ˜ƒ

woeful viper
#

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

outer condor
#

i filter rpt with regex; wasnt there a tool that does more or less the same?

fast topaz
#

how do I adjust the position of the hands of the driver on the drivingwheel

woeful viper
#

you make a new animation

fast topaz
#

sh*t -.- thanks ^^ I guess changing the drivewheel would be faster then?

hollow fulcrum
#

โ˜•

terse aspen
#

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

last spindle
#

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

thorn spire
#

Ahh 3 times Ive build the model again

#

Now time to learn retopology with 27 million polygons D

#

๐Ÿ‘

remote pewter
#

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

terse aspen
#

Blender

#

why no texture?

remote pewter
#

because, its a unique car.. so It's be stolen.. but if somebody trys stealing it, it'll have community print on it

terse aspen
#

text uses an incredible amount of polygons

remote pewter
#

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

terse aspen
#

press F5 to recalculate normals

#

i know that export bug, i have it too

remote pewter
#

let me try it, brb

#

so i did it, but... now I don't see the text :/

terse aspen
#

how many polygons does it have?

remote pewter
#

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

last spindle
#

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

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

terse elm
#

here we go again lol

terse aspen
#

i need to stop assuming the good in people

#

it leads to dissapointment way too often

quick terrace
#

hence most old farts don't really answer questions here anymore

#

had my fair share as well

#

holo bloke would be a good example

terse elm
#

even if u do model ur own stuff u still get grief lol

#

no one is safe from @quick terrace ๐Ÿ˜ƒ

quick terrace
#

unlikely

terse elm
#

well uv given me a hard time recently lol

quick terrace
#

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

terse elm
#

^^ uneeded

last spindle
#

Criticism.....is constructive I like it, but sometimes it does piss me off, but makes result better and next result betrer

terse elm
#

i guess i get tired of the linch mob mentality in here sometimes

quick terrace
#

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

last spindle
#

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

quick terrace
#

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

last spindle
#

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

quick terrace
#

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

terse aspen
#

what

quick terrace
#

so yeah, guess i expect decency in terms of the way people think

#

which is unlikely to happen anyhow

terse aspen
#

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

sturdy parcel
#

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.

tacit karma
#

@quick terrace is always an ass towards me. even if I tell him ncie things ๐Ÿ˜›

quick terrace
#

wisper nice thing to me mate

tacit karma
#

haha

thorn spire
#

Mornin

#

Thanks @quick terrace started my day rofling "post someplace where people don't know what vertices are"

#

๐Ÿ˜„

twin urchin
#

Irony that the Object builder doesnt properly support the OBJ format

#

it kinda does but in very lame outdated way

quick terrace
#

@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)

twin urchin
#

yeah i still use .3ds because that works the best

#

which is so outdated format that is not even funny

thorn spire
#

Ive always used fbx

#

Mhmhmhm would want to to open and freeze my pc with my 26 MIL object again ๐Ÿ˜„

tacit karma
#

I always use obj ๐Ÿ˜„

thorn spire
#

I found that OBJ adds more vertices for somereason

quick terrace
#

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

white jay
#

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

quick terrace
#

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

white jay
#

thanks for the info, but may i ask where do i find that p3d exporter from bi?
can't find it via google...

twin urchin
#

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

thorn spire
#

@quick terrace thanks for clarifying, I wondered why my objects were too big

quick terrace
#

it is your tools

#

no, in your samples

#

works only for 3ds max

white jay
#

oh ok thanks ๐Ÿ˜„

quick terrace
#

VM_s-P3D_Export.mcr

#

\SteamLibrary\SteamApps\common\Arma 3 Samples\Addons\Test_Character_01\

thorn spire
#

Do I dare

#

I use 3ds Max for modelling but been using Blender Arma tools

quick terrace
#

lol

queen estuary
tacit karma
#

Recalculate the normals

#

I think it's F5

terse aspen
#

otherwise, in blender, make sure backface culling is active, that way you can see if there will be problems

twin urchin
#

somebody give me magazine proxy ๐Ÿ˜

wind belfry
#

is there some kind of guide how to add ACE system to another mod?

kind lion
#

do you know if it's possible to use turbosquid models in arma?

twin urchin
#

yes unless they are 200K ๐Ÿ˜„

kind lion
#

i remember there was some clause in their license that forbid use in games and public distribution

#

how do you mean @twin urchin

#

?

twin urchin
#

well i meant like 200k polys in detail

kind lion
#

oh i see ๐Ÿ˜›

twin urchin
#

@kind lion btw i looking forward to those CWR islands ๐Ÿ˜›

kind lion
#

๐Ÿ˜‰

wraith tendon
#

ABEL EDEN CAIN!

woeful viper
#

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

twin urchin
#

well obviously

woeful viper
#

<ot> i'd really love the possibly next arma to be some alternate history 1950/60s stuff. or real scifi (unlikely though)

twin urchin
#

ideal setting would be to go back to the Cold War or to late 90s to early 2000s

woeful viper
#

lost all interest in 90's / 2000

#

done to death by now

terse aspen
#

pls not USA vs russia again

#

the senseless slaughter of slavic populations must find an end

#

๐Ÿ˜„

twin urchin
#

90s and 2000 been never been a official setting - maybe some other games

woeful viper
#

yes other games, and arma 2 indirectly

twin urchin
#

arma 2 was 2009

woeful viper
#

thats close enough to 2000...

twin urchin
#

i meant something 93-2003 max

woeful viper
#

i dont really see the difference there

twin urchin
#

no? lol it is the middle ground between old tech and new

woeful viper
#

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?

twin urchin
#

there was still tons of old stuff used , not just new vehicles

woeful viper
#

but they where pretty much obsolete, which is boring

twin urchin
#

future stuff isnt boring?

woeful viper
#

it is boring

#

thats why i said real scifi (no 2035... 2200 or something like that) or early stages of CW

terse aspen
#

if the style goes near starcraft 1 i'd be on board with sci fi

twin urchin
#

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

woeful viper
#

well... it's cod. I ignore cod, so all good to me ๐Ÿ˜ƒ

terse aspen
#

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

twin urchin
#

that is true , reason is that the kids or youngsters will be not interesting in any new thing

#

so they reusing the same formula

quick terrace
#

ofp2 nam era would do for me

#

in any case not for model chnl

#

๐Ÿ˜‰

twin urchin
#

who cares

#

๐Ÿ˜„

#

Vietnam wouldnt be a bad setting but still i cant imagine it

woeful viper
#

i marked it with <ot> bracket - it's ok ๐Ÿ˜„

quick terrace
#

damn newbs

#

๐Ÿ˜„

woeful viper
#

you know how it goes, when the cat looks away, the mice dance on the table

quick terrace
#

๐Ÿš“

terse aspen
#

is this a forza model? ๐Ÿ˜„

woeful viper
#

i hope that police car model is legit

#

damn, beaten to it xD

twin urchin
#

life moders gonna ask for permission

terse aspen
#

life modders gonna ask how to port that into arma

#

and then sign it with their own name

quick terrace
#

forza indeedly

twin urchin
#

true true

sacred grail
#

@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.

quick terrace
#

๐Ÿ‘

sacred grail
#

Im a freindly guy

#

Really I am....

#

Just don't want to get off on the wrong start with people here

quick terrace
#

don't sweat it, all fine

twin urchin
#

you saw that from that one car picture? wow amazing

quick terrace
#

you asked help for porting

#

did notice diff textures

sacred grail
#

porting my max model, into arma yeah :l and the substance painter textures into the correct formats.

quick terrace
#

in any case doing models after ttuts is all good

sacred grail
#

still a bit confused with the textures, but the rest is all good.

quick terrace
#

my bad, most ppl call it injecting

#

not porting

sacred grail
#

whats the difference?

woeful viper
#

pain

wraith tendon
#

Yes

hollow fulcrum
#

lol

remote pewter
#

@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.

terse aspen
#

you clearly should learn about licensing

remote pewter
#

I know about it, I have rights to edit the car as I please.

woeful viper
#

learn about licensing. just because you payed money means jack shit

remote pewter
#

@woeful viper Once again... I bought it. I have the right to edit it and watermark it.

terse aspen
#

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

woeful viper
#

"If your name is tyler, you have no right whatsoever" <- would totally add that to my license condition.

terse aspen
#

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.

twin urchin
#

what you do if i can ask you?

#

๐Ÿ˜›

terse aspen
#

๐Ÿ˜„

#

currently working on finishing my first mod

#

NBC units

twin urchin
#

ah Masks right?

wraith tendon
#

Cameralauncher?

terse aspen
#

yes

twin urchin
#

cool

terse aspen
#

older screenshot

twin urchin
#

very good

terse aspen
wraith tendon
#

I like the suit

twin urchin
#

that first blue guy its the pyro

#

from tf2 heh

terse aspen
#

lol

#

i used an S10 with balaclava

woeful viper
#

NBC stuff โค

terse aspen
#

but i thing i'll include a bare S10

#

think*

woeful viper
#

do you plan on military suits as well, or just masks atm?

terse aspen
#

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

woeful viper
#

olive was used in many militaries i think

terse aspen
#

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 ๐Ÿ˜ƒ

twin urchin
#

hehe - when i see Woodland NBC guys , it always reminds me the movie Outbreak

elfin bone
#

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?

twin urchin
#

yes that should work

quick terrace
#

@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:

  1. 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

terse aspen
#

i'm ok with feedback

#

i want to get better

#

i'll never will when nobody tells me where i made mistakes

quick terrace
#

@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

terse aspen
#

yeah

quick terrace
#

still

terse aspen
#

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

quick terrace
#

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

terse aspen
#

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

quick terrace
#

or if you, have a look over sculpts not bakes

#

pinterest is a pretty good source for this sort of stuff

terse aspen
#

nice

#

thanks

quick terrace
#

get the idea were folds forms

#

on a body, then look into specifics for materials

elfin bone
#

@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

quick terrace
#

hold. UV groups or object groups?

#

is the texture showing blurry in O2, game or 3ds max?

elfin bone
#

the texture program substance painter

quick terrace
#

you said you are doing a building

elfin bone
#

yes

quick terrace
#

are you using multimats?

#

or well, plan to

elfin bone
#

You mean multi uvmaps?

quick terrace
#

or have you unwrapped the thing into the 0-1 UV space?

#

no, i mean multimats sorry

elfin bone
#

normal and all that yes

quick terrace
#

yeah you are doing it wrong if you ask me

#

unless it is a doghouse or alike

elfin bone
#

what do you suggest?

quick terrace
#

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

elfin bone
#

I'll look into it sorry on overwatch

quick terrace
#

sorry on what?

elfin bone
#

game

#

what did you mean use uv 02

#

a second uvmap?

#

I'm not an expert with 3ds max.

white jay
#

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

elfin bone
#

Thanks for the thread I'll read it

thorn spire
#

Anybody wanna help newbie retopoing this ๐Ÿ˜„

quick terrace
#

did you decimate that prior to import?

thorn spire
#

nope

#

๐Ÿ˜„

#

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

thorn spire
#

never attach such hihgpoly meshes, or use decimate tool ๐Ÿ˜„

#

?

quick terrace
#

use decimate tools

thorn spire
#

But yeh, thats somewhat 30 mil

#

(Y)

quick terrace
#

unless you want to retopo some of it in a sculpting soft

thorn spire
#

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 ๐Ÿ˜„

quick terrace
#

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

thorn spire
#

true

#

But thanks for that, Ive been looking all the wiki's and stuff. Forgot to check Autodesk's own ๐Ÿ˜„

#

bible

#

those boots are the worst >D

#

to retopo

#

@quick terrace BTW, have you decided will you make structures or veg?

quick terrace
#

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

thorn spire
#

ah

bleak tangle
#

Any thoughts on Opteryx's stuff?

thorn spire
#

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 ๐Ÿ˜„

quick terrace
#

@bleak tangle haven't checked it tbh

#

not enough hours in a day

bleak tangle
#

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

quick terrace
#

whats the percentage of the ones withbinteriors

#

i know, but for structures there are only so many who know how to do it

bleak tangle
#

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 ๐Ÿ˜›

quick terrace
#

ill def have a look

#

it would be actually pretty nice if a couple of peeps would actually get about and finish these

bleak tangle
#

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

quick terrace
#

i see no issue with that

#

@strong plaza is about btw

bleak tangle
#

Yeah I saw him on the list for discord, but I think he mainly hangs out in skype

quick terrace
#

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

woeful viper
#

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

quick terrace
#

i am not aware of such a source

woeful viper
#

does "isSelected" work for handweapons?

#

yep, works - perfect

#

that means folding stocks are possible too (though transition could look arkward)

terse elm
#

think we need a "porters" channel lol

bleak tangle
#

@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

woeful viper
#

damn nice collection

sacred grail
#

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 ๐Ÿ˜„

bleak tangle
#

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

fluid ocean
#

Opteryx is a hell of a guy! I've been conversing with him for many years.

quick kelp
#

Anyone got anything bad to say about modelling buildings in Revit?

quick terrace
#

for games?

#

yes

terse elm
#

i looked into it and came to the same conclusion

quick kelp
#

Ah man but it's so easy

last spindle
#

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

quick terrace
#

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

last spindle
#

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

quick terrace
#

yeah surely you can do that

last spindle
#

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

quick terrace
#

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

last spindle
#

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,

quick terrace
#

pretty cool

last spindle
#

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

terse elm
#

Whats everyone working on atm? been more of a bitch fest than a WIP fest lately haha

quick terrace
#

yeah, especially since you've been pushing so many wip screens out yourself

sacred grail
#

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?

terse elm
sacred grail
#

What program do you all use?

#

im using 3ds max

terse aspen
#

Blender

quick terrace
#

max / zbrush / maya in that order

sacred grail
#

I see, that seems pretty popular amongst Arma modders i have seen.

#

ah right

terse aspen
#

Blender is popular amongs modders in general because it's free and works well

sacred grail
#

fair point.

#

Would a weapon like a rifle be a good starting point for me to create a mod?

terse elm
quick terrace
#

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

sacred grail
#

yep. Personally i use max.

quick terrace
#

you said it 2 times before ๐Ÿ˜‰

sacred grail
#

shhhhsss :3

#

So a rifle is a good simple starting point for a mod? or nah?

last spindle
#

a box

sacred grail
#

I have done that already.

terse aspen
#

props

#

start with props

#

i tried to start with a car

#

you can guess how well that went

sacred grail
#

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.

terse elm
#

tbh, starting out i made so many models that wouldnt see the light of day

terse aspen
#

yeah

#

story of my life

terse elm
#

more important to practice ur workflow

terse aspen
#

3 years now and never published anything

#

never satisfied enough

sacred grail
#

okay, will do that then. Just get spewing the models out ๐Ÿ˜„

last spindle
#

you make a car as your first reall attempt at something complex, it will be 6months of regret

sacred grail
#

okay haha

terse elm
#

ul always find a better way u can do things in the next model u make

terse aspen
#

yeah

quick terrace
#

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

sacred grail
#

Okay, well I'll stick to props for now, such as small items and houses (no doors).

terse elm
#

i started out with a car, it was a fucking mess haha

#

never saw the light of day

quick terrace
#

houses takes time....quite a bit actually

last spindle
#

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

sacred grail
#

even without doors?

terse aspen
#

yeah mine too, 1971 dodge charger, ended up being a complete topology nightmare and looked like crap

quick terrace
#

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

sacred grail
#

okay.

#

thats something actually, Is it just me or are all tanoa buildings indestructable?

quick terrace
#

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

sacred grail
#

okay.

quick terrace
#

good luck finding more than a couple of of ref images though

terse elm
#

lol

quick terrace
#

also, ammo boxes are ussually high demand, and they can come in all sort of shapes and sizes

sacred grail
#

true :l, pretty sure camera's are not allowed inside them.

#

okay.

quick terrace
#

i dunno, pick something you can do in 2 weeks max at first

#

inside images are plenty

#

outside, less so

terse elm
#

my millsim unit want me to do some fortifications, ie fox hole type stuff

#

not much of those around

terse aspen
#

i always assumed they'd just look like a genuine office container to not make a good target

sacred grail
#

Yeah, I believe they just use a shipping container.

sacred grail
#

I would be up for creating some fox hole type stuff too.

quick terrace
#

no, these are not iso containers

#

just the structure

terse aspen
#

looks a bit like the container buildings in Arma

quick terrace
#

of one though

thorn spire
#

@sacred grail Been there done that

terse aspen
#

in that case you can just use that to have some general orientation

thorn spire
#

Do you think those what go inside ground or just above like the ramparts

terse elm
quick terrace
#

a lot different the layout is standardized

terse elm
#

wow

quick terrace
#

so it can be on the ground, in some CIA building etc

terse aspen
#

at least 2 of the screens should allow PIP

quick kelp
#

hahahah PIP.

terse elm
#

is it possible to pump a feed to PIP from a drone in arma?

quick terrace
#

yes ^

sacred grail
#

If I make the model I would gladly give it to somebody to add PIP too.

terse elm
#

interesting

#

do u know if there is any info on how to do it?

sacred grail
#

I am very new to the modding scene, wouldn't have a clue

quick terrace
#

nope, but afaik it can be done to some degree

sacred grail
#

I imagine it would be similar process to the PIP in the strider / hunter weapon cams?

#

but with the drone camera rather than weapon?

quick terrace
#

there is a difference to how you get a feed from a secondary obhect

sacred grail
#

ah.

terse elm
#

one for the coding wizzards lol

sacred grail
#

I'll get started working on the container model then.

#

whats a good dimension for doors in Arma?

quick terrace
#

๐Ÿ‘

terse elm
#

what i tend to use for a guide is a 2 X 1 X 1 block

quick terrace
#

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

terse aspen
#

DIN18101 says 112,5 x 200,0

quick terrace
#

character in arma is 1.81 cm height with no helmet or ncg mounted on it

terse elm
#

tall bastards aint they

quick terrace
#

so anything below 200 will result in clippings

#

above european average

sacred grail
#

okey dokey.

#

7:01

#

good reference there.

oblique vapor
#

lol 7:51 dat car just got rekt

bleak tangle
#

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"?

sturdy parcel
#

nice spot pennyworth. canBeOccluded fixed the issue for me in the past. maybe the same now.

wraith tendon
#

You wanna know a fix for dissapearing stuff in certain angles? ๐Ÿ˜›

bleak tangle
#

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

wraith tendon
#

lemme guess: You are inside the Building, you open the Door, You walk out slowly -> The Door/Building dissapears?

bleak tangle
#

I'll get a gif, one second

wraith tendon
#

k

bleak tangle
#

Yeah that's what I was thinking about doing

last spindle
#

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

bleak tangle
#

Is the boundingBox calculated just from the geometry LOD?

last spindle
#

Dont think so, res lod

bleak tangle
#

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

wraith tendon
#

Yerpp

#

Go to O2

#

Add 1 Point to the outer Angle

#

In ResLOD

#

Check PM

bleak tangle
#

Thanks guys, adding a single vertex at the furthest point of the open animation fixed both issues

wraith tendon
#

๐Ÿ˜‰

sturdy parcel
#

I learn something new, every day.

last spindle
#

It is a hack, and I felt dirty doing it when did, but....

wraith tendon
#

But since there is no other chance -> Do it

oblique vapor
#

Does someone has a rigging tutorial / template for A3 ?

woeful viper
#

character sample is not template enough?

oblique vapor
#

You must be fun at parties

terse aspen
#

he's right though, character sample to copy weights works pretty well

#

but you usually need to tweak the shoulders a bit

quick terrace
#

@oblique vapor define "template" then

#

for rigging

fast topaz
#

are there any tutorials for making optic models? the ones that actually make the optic view?

polar fiber
#

or from one of the old BIS sample models

fast topaz
#

thanks will try that ๐Ÿ˜ƒ

#

so for NV Goggles I will replace the reticle texture with a fully transparent texture, right?

polar fiber
#

just delete the texture plane with the reticle on it

fast topaz
#

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?

polar fiber
#

@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)

little valley
#

@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. :)

twin urchin
#

@little valley well they still work fine and no they are not yet updated to Apex version

little valley
#

Right, but the new features like different barrel lengths aren't implemented?

twin urchin
#

what do you mean by that? - there are variants with different barrel lenghts if you mean that

little valley
#

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. :)

twin urchin
#

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

little valley
#

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

twin urchin
#

oh that , yeah thats been there for ages

fast topaz
#

thanks @polar fiber it's working now ^^

foggy finch
#

have some friday model porn

#

all cleaned up, uvmapped and ready for texturing ๐Ÿ˜ƒ

sacred grail
#

I will gladly texture your models if you know what i mean ( อกยฐ อœส– อกยฐ)

foggy finch
#

you'll have to fight it out with @celest arch ๐Ÿ˜‰

sacred grail
#

Threesome? There is plenty of model to go around.

#

I'll stop now...

foggy finch
#

hahah

sacred grail
#

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?

foggy finch
#

aww thats the fun part of modelling I like to keep to myself ๐Ÿ˜›

quick terrace
#

@sacred grail as in doing the shitty part of modding (at least from an 3d artist pov)

foggy finch
#

I was being sarcastic PuFu ๐Ÿ˜„

sacred grail
#

well, just a suggestion..

#

I shall take that as a nooooo....

quick terrace
#

i am still brexed

bleak tangle
#

That's pretty much all that I'm good for ๐Ÿ˜ฆ

woeful viper
#

@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...

foggy finch
#

they have sg's just not in that render ๐Ÿ˜‰

woeful viper
#

if your render shows no smoothness then you likely have done something wrong with the groups

woeful viper
#

unless you fixed them after the renders, in which case, shame on you for showing unpolished porn ๐Ÿ”ž

woeful viper
#

Hey guys, if you haven't noticed - modellers are responsible for stagnation of the BI series. Just wanted to let you know. ๐Ÿ’ฉ

terse aspen
#

sorry ๐Ÿ˜ฆ

woeful viper
terse aspen
#

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 ๐Ÿ˜„

woeful viper
#

the logicsection of my brain folded over backwards into a penrose tribar when reading that post on BIF...

twin urchin
#

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

woeful viper
#

you dont have to tell me robert...

quick terrace
#

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

twin urchin
#

those are lazy people heh

terse aspen
#

what's the point in duplicating the lods and leaving it at that?

woeful viper
#

if i was a server owner i wouldnt install any mod that i havent checked it's model content via eliteness

terse aspen
#

could've spared some discspace if he's gonna half ass it anyway

quick terrace
#

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

twin urchin
#

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

terse aspen
#

other engines have some very close draw distances anyway

#

dead island for example had objects pop in 50m ahead of you

quick terrace
#

that is correct ^

woeful viper
#

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"

twin urchin
#

lol

quick terrace
#

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

twin urchin
#

yes but you do have some control of it

woeful viper
#

why do you think that?

twin urchin
#

while in arma you dont

woeful viper
#

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?

quick terrace
#

yes ^

terse aspen
#

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?

quick terrace
#

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

woeful viper
#

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

quick terrace
#

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

terse aspen
#

can confirm

quick terrace
#

especially when most are loaded directly of hdd

#

with very little buffer to talk about

terse aspen
#

since tanoa the textures even take time to load from SSD

quick terrace
#

in any case, for instance

terse aspen
#

although the completely bloated modset from my clan makes that worse

quick terrace
#

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

woeful viper
#

that should mean that if you stand still, the fps should go up then, or not?

quick terrace
#

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

oblique vapor
#

I noticed that in the Apex Sneak Preview, most of content is now casting shadows using Shadow Buffer

quick terrace
#

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?

oblique vapor
#

Well, seen that on the famous Radio Com Tower, and also on the vanilla Offroad

woeful viper
#

i'd imagine that RV stores the loaded data in the memory, but kicks out unnecessary data alot more rigorously, than other engines

oblique vapor
#

It is also the case for the new 4WD

quick terrace
#

well, my logic is as follows

#

at the time RV was made

terse aspen
#

i remember arma 2 where the kicking of data didn't always work

quick terrace
#

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

woeful viper
#

wouldnt it still need to be stored somewhere? it be insane if for every frame the data is loaded almost entirely of the hdd

terse aspen
#

when i first built my PC i was one of the first people i knew with more than 8GB ram, now everyone has 32GB

quick terrace
#

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 ๐Ÿ˜ƒ

#

but i am really not sure how much of that data is stored

#

as in what is the buffer size

#

surely not per frame

woeful viper
#

more limited ram -> earlier kick out of not used data

quick terrace
#

yes, but the ram is there to buffer more than just textures

woeful viper
#

of course

quick terrace
#

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

terse aspen
#

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

quick terrace
#

zooming all the way out

#

is not actually the best way to check it

#

at least in terms of assets

#

because last lods

terse aspen
#

that's true

quick terrace
#

ussually have no rvmats

#

so that 4 less textures to worry about

terse aspen
#

ok

#

i didn't know that

#

guess i should get rid of thr rvmats of the last lods of my models then

quick terrace
#

yeah it is advisable

terse aspen
#

good to know

#

thanks

quick terrace
#

and it does makes sense overall

woeful viper
quick terrace
#

i'd take that 2^32 information with a lot of salt

#

that's the absolute limit of DX11 btw ๐Ÿ˜›

#

i still didn't get to push a 1mil object in

terse aspen
#

lol

#

i always though 20k is maximum

woeful viper
#

well, you wanted to edit it ๐Ÿ˜›

quick terrace
#

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

woeful viper
#

@terse aspen it was changed with new p3d version

terse aspen
#

oh, ok.

#

well

quick terrace
#

which is not to say

#

go wild

terse aspen
#

only because i can doesn't mean i should

quick terrace
#

precisely

woeful viper
#

also mentioned in the article for a reason^^

quick terrace
#

but then again, people always pushed that higher

#

via proxies

#

BI included

terse aspen
#

yeah i remember the Land Rover Defender

#

that went way beyond 20k for some reason

quick terrace
#

the current stealh BH in A3 is close to 60k

#

or alike

terse aspen
#

BH?

quick terrace
#

black hawk

terse aspen
#

ah ok

twin urchin
#

Stealth Hawk - Ghost Hawk or whatever it is called

terse aspen
#

ghost hawk

quick terrace
#

cock hawk

woeful viper
#

stealth ghost

quick terrace
#

whatever

terse aspen
#

stealth cock

twin urchin
#

speaking of witch, how much the new VTOLs got?

woeful viper
#

which isn't even stealthy, because arma ๐Ÿ™ƒ

quick terrace
#

@twin urchin haven't checked

terse aspen
#

many things don't work as they should. my clan does house sweeps with M60s because why not ๐Ÿ‘Œ

twin urchin
#

also are those variants even in the game?

terse aspen
#

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

woeful viper
#

Pufu do you remember when the p3d format was updated (aproximately)? Start of 2016 or was it already late 2015?

quick terrace
#

start 2016 for version 70 irc

#

@sturdy parcel might know more precise

woeful viper
#

k thx - precise is not necessary

twin urchin
#

maybe because of Apex

woeful viper
#

my money is on general future-proofing

quick terrace
#

@twin urchin it is not 33k

twin urchin
#

well he says that on his site

quick terrace
#

i'm telling it from the model

#

๐Ÿ˜‰

twin urchin
#

marmoset viewer says - 33k triangles aswell

woeful viper
#

33k triangles, but not vertex normals

#

also, this is with full interior. Lod1 likely has cut some corners with interior

twin urchin
#

well obviously

quick terrace
#

i'm not gonna argue with you, i am simply saying i am giving you the A3 data

twin urchin
#

that doesnt matter anyway but are these variants used in them game? - i have seen 2 of them

#

but not all of them

quick terrace
#

go to virtual arsenal

#

and you can edit it as you please

#

which is really nice actually

twin urchin
#

oh so tune it as i want it eh, gotcha

woeful viper
#

the power of hide...

quick terrace
#

๐Ÿ˜›

twin urchin
#

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?

quick terrace
#

no idea, but were made in house (as in BI 3d artist did these)

last spindle
#

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

white jay
#

i would say it still looks better then having no dirt at all ๐Ÿ˜„

#

like most of the vanilla stuff

last spindle
#

sure, was just a comment

woeful viper
#

having 6+ on screen is not quite the order ^^ apart from life modes maybe...

last spindle
#

with all the different colors variants, i would of just editied the dirt layer aswell when switching the color

white jay
#

that would be nice yea

woeful viper
#

i know i wouldnt^^ couldnt be arsed

last spindle
#

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

quick terrace
#

was that made in substance though?

last spindle
#

yes

quick terrace
#

well, tbh, changing the color can be done using an MC map ๐Ÿ˜ƒ

#

which i am sure it is not the case here

last spindle
#

lol, the dirt could also be a MC mask

quick terrace
#

neah because no more normals

last spindle
#

but it looks like it has some reaised normals ^

twin urchin
quick terrace
#

just the same actually

#

did a test a while back

twin urchin
#

yeah? good , gonna test that someday

fast topaz
terse aspen
#

Wiesel?

fast topaz
#

yes

terse aspen
#

nice

fast topaz
#

it's just a very early WIP model

terse aspen
#

i know

fast topaz
#

I'm just trying to get the base hull and then I'll add detail

#

I plan on doing 3 versions

terse aspen
#

very cool

fast topaz
#

one with 20mm cannon, one with a TOW launcher and one with Stinger rockets

wind belfry
#

is there any sample configs and models for explosives (ie. mines)

woeful viper
#

no, no sample configs... but you can easily look up actual ingame configs

#

as for models, there is nothing special about them

wind belfry
#

weird, copying configs from there and they don't show up in virtual arsenal

#

no memory points?

woeful viper
#

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

wind belfry
#

y, it's there

#

well, don't have to worry about the p3d then

woeful viper
#

checked rpt?

#

@fast topaz ... ahh memories ...

wind belfry
#

for some reason, arma doesn't give me any rpt fiels...

woeful viper
#

wat? strongly doubt that

wind belfry
#

C:\Users\User\AppData\Local\Arma 3

#

those should be there, nothing since june 15th

woeful viper
#

maybe you have turned off logging in your arma launcher or 3rd party launcher?

#

idk if logging disabled turns of rpt

wind belfry
#

hm.. might be a problem

fast topaz
#

@woeful viper memories of what? ๐Ÿ˜›

cinder pivot
#

Drug running

woeful viper
fast topaz
#

nice camo you got there ๐Ÿ˜›

cinder pivot
#

Thats pretty cool ๐Ÿ˜›

woeful viper
#

needs to be replaced after 1 day at max though, and if you drive too fast, half the bush will be gone.

fast topaz
#

hmmm...I might need pictures of a Wiesel interior

#

wondering if there's even place to take pictures lol

woeful viper
#

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

fast topaz
#

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

woeful viper
#

if this is your first project i would advise not bothering with interior / only as much as really necessary