#arma3_model
1 messages ยท Page 70 of 1
well, I made some weapons and this: http://i.imgur.com/yW9iOc9.jpg
but interior work sucks I'll admit
especially with lack of reference
actually on the picture you see one of my weapons AND the vehicle ^^
how much is the interior different between the variants of the Wiesel?
the TOW variant has a 2 people in the back, the Autocannon one only 1. I don't really recall the 20mm wiesel interior.
the rear upper part of the hull of the TOW version can be hinged backwards, which is required to access the missile storage. For shooting that part must be closed
hmmm....so I'll make no interior and just do it like BI did it with the vanilla tanks I guess
well, the TOW launcher is open topped, you can't access launcher or machinegun from interior
The gunner&loader in the TOW can either stand in it (for weapon usage), or sit in it (head looks out) or completely buttom up
yeah, so I'll definitely have to make slightly different exteriors already....no place for interior lol
I'll go to bed now and will continue work on the model tomorrow (I'm recording it btw so I can make a timelapse video) thanks for your help btw ๐
Ok guys, I'm looking for the saint graal
Are there any proper shotgun reload anim anywhere ? The BI one is, well.. cough
holy grail en anglais
@sturdy parcel - hr hr
@oblique vapor - RHS has some, but they would require some work based on model used
hehehe, thanks @sturdy parcel
which in fact is not possible because you cannot export RTMs from O2 ๐
Well the BI one is good, but it's seriously broken when prone
or import them in some...better animation when prone
well, unless they plan to get shooties in (and they don't), don't expect a fix
are you sure about that pufu ? I am very ignorant on how people get rtm back to fbx, but i thought that was how it was done
Yes, I tried to export BIs RTMs once as an experiment, turned out it failed
well people are using deRtm to convert binarise back to plain jane, i thought o2 was part of the process to get ithat, back to fbx.. Shows how much I know.
@sturdy parcel - FBX is half flawed if you ask me
the workflow
still needs an extra step
which is FBXtoRTM...thing
can't really call it tool
i know toadie is using the FBX method, i am either retarded or getting old
since i wans't able to make that work
hence i use blender + alwarens tools
which is a pain because i don't use blender ๐
ok. my ears only stood up because rtm was mentioned.
in any case, RTM to 3ds max for instance, or maya
is something is something that i wasn;t able to do
FBX can store animations without any mesh information (so just the animations)
which are loaded into a skeleton and framed on import
I understand now
you can deRTM a BI RTM file, open it on O2, edit it as needed and reexport that that RTM file, exporting a imported RTM file in FBX is not as easy, but well it should be possible, 3DSMax anim to O2 and then RTM is not that hard, you just have to have the right skeleton, obv toadie has one, and i made my own aswell which mostly worked, im just horrible at animating
it definatley works, because i did FBX anims for a custom animal model/skeleton and it worked pretty damn well
so @last spindle
max to o2 - i'm sure it works via FBX, i for one wasn't able to do it, although toadie sort of tried to help out
o2 to max - please let me know if it is possible, i doubt it due to how the animation is o2 is set
are doors difficult for a noob to mod?
i wouldnt know how it would get more easy...
okay nice
what are good door dimensions? sorry it was mentioned a while back I know but i have forgotten
1m x 2m at least
quick Q, If i am adding details such as vents or handles to a model, It is better to keep them as seperate objects correct?
to keep it lower poly
y
๐
Could somebody identify what these are? http://imgur.com/B3h6RGE
ohh, you are doing it ๐
yeah ๐
good lad, i'd say some sort of pipes
what for, not sure
do you have a pic with door closed?
yeah nvm, just seen there are 2 on the other side as well
looks more like bushes to stop the containers colliding when they are placed back to back, or linked etc
unlikely ^
I dont see them on the ends though
oh yeah
2nd pic they are holding telemetry stuff, wind speed, aerials etc
well spotted
๐ good spot, didn't bother to check the other one
so yeah, @foggy finch has the answer for you
indeed the first is in the UK in some sort of warehouse
or you had the answer already, fresh set of eyes sometimes helps
yep, shall get to work modelling then ๐
I have been having this lighting issue occasionaly with max, http://imgur.com/FWof4QX
I think the geometry is fine. should i just ignore it?
face more edges than 3 -> tool decides on it's own how it's devided
so i could fix this with a cut?
for example
nice, I think you should add some wear on the decals though to match the wear on the trailer.
blank metal looks weird. either too much chrome, or too much wear/rust
yeah, reduce the metallic if you are using SP2
quixel ๐
@woeful viper how can i fix this again?
@foggy finch should make the metal less shiny then :3. Rusty old metal isn't very shiny.
lookin good tho
yeah I'm gonna get everything rigged arma side and see how it looks in-game
since the terrian lighting settings greatly effect objects now
fix it with cut or connect... you suggested it yourself, why are you asking me? o0
its more dependent upon the rvmat than the quixel anyways isnt it :l
okay. wasn't sure ๐
just experimentate ... otherwise you will be never proceed, if you ask for every step
okey ๐
also make sure you have incremental saves enabled in max if you dont already
yeah i do
How to prevent trolling vertices ?
easy, kick them in the face
What are trolling vertices?
vertices that make fun of you
i bully them into submission
for me it is ussually polygons really
trolling vertices/ polygons -> pull the vertices apart. Most of the time, there is a either a hidden face, or 2 verts are not connected properly
i also sometimes have weird deformation issues (certain operations does not perform uniformly, like chamfer, and are skewed). In this case i create a new box, convert it to editable mesh. Then i attach my real model to this box, delete the box, convert back to editable poly.
this can solve skewed information and weird smoothing behaviour on imported geometries for example
i was kidding btw:
https://i.gyazo.com/ce249ac8317bb3adcb367f49c1692aa3.png
already had a chuckle on that ๐
@foggy finch Looks awesome though as a Trucker in EU I have to say that the Back also needs markings
Then the class 3 Plate seperate
ly
But... Im kinda curious of the end project ๐
Model itself looks great
I have a technical question here. How one would model this. Not the actual "sphere" above the head, but the "curvy plate" chips looking like.
with patience
simple geometry + turbosmooth modifier and twiddling until it fits
or model it from front, after that model a curved plane that fits the frontal curve, boolean cut, cleanup
start with a box turbo 3 times collapse spheriphy
Yay ! Combined with Soft Selection, I accomplished what I wanted to. Cheers @quick terrace ๐
@woeful viper Would reset X-Form not be easier?
@last spindle I was just about to say that :D, I too had that problem with extrude / bevel and reset X-Form fixed all.
If you scale an object by scaling the 'Object' you will always have to reset the xform, instead when scaling your mesh, you should go into 'element selection' mode and scale the elements inside the 'object' otherwise as above, reset xform.... was what i was also going to say
aooh i see
Yo, when I have a shell modifier on a shape (its been collapsed). But when i try to cut a hole in it with ProBoolean it removes the shell. and cuts as if it were not ther
rule number of in modellign
never use booleans
unless you wanna use zbrush's dynamesh
at least don' use max booleans prior to 2017
I am using the 2017 one
Seems the old boolean operation works fine
the new one was just bugged
easier than booleans in blender: surface snap, delete surface face, bridge edge loops between snapped mesh and edges of the deleted face
@quick terrace what do you mean never use booleans?
used to do it this way before boolean modifier became actually usable
ah
i mean precisly what i wrote - booleans fucks topology
so if you wanna make a cut
detach parts
cant you just clean afterwards?
and use booleans
k
I isolate what i apply boolean too yeah
unless its a very simple shape
for simple wholes, instest, loops, rings and cuts
at least where max is concerned anyways
both modo and blender have much better boolean tools
still, these are used for HP modelling
not low poly cuts
sec
yeah well, you have no edges between the cut and the edges
if you you were to simply connect
it would work for LP
for HP would be a total and utter mess
This is an early sneak peek at MODO's procedural modeling tools working in conjunction with MeshFusion. In this video Darrel Anderson demonstrates a Profileโฆ
blender (if you ask me absolutly necesary plugin)
https://www.youtube.com/watch?v=n8tIqa-Qapw
blender looks like it has a much faster easier workflow tbh
yeah.
i can achieve the same result in max using OSD without a sweat though
OI russian modernization kit ๐ฎ
might take a bit longer, but if you know what you are doing, it can be just as fast
yeah true
well I should have the exterior done on this drone think tommorow, Then to work on the interior
@quick terrace wow, that Video looks amazing
@last spindle in these cases reset xform doesn't work for some reason. It's not the entire mesh for example, it's just one or 2 edges that behave weird (in case of edge chamfer for example only 1 face gets the chamfer effect, the other connecting edge stays as it is. With correct topology)
I'm sorry, but i can't agree on the boolean thing. It can mess up topology, yes, but that topology can be fixed, and boolean+ topofix is sometimes way faster than doing it any other way. If somebody has no idea how to topology then it's obviously a bad idea to suggest boolean, i agree with that.
@quick terrace AK from Space?
booleans only apear to save time
doing it without knowing what you you do will only create issues, not solve them
there are very few moments when booleans would be unavoidable tbh
i have nothing agains booleans, but max handles them pretty poorly
if you dont know what you do, yes. But i found that especially when creating interior for highly angled geometry booleans are invaluable to me to create clean and uniform "hull"-thickness
and no, not ak from space
pity
no underbarrel flux accelerator ... :/
too much damon no
@woeful viper - http://imgur.com/gallery/TjyOh - here you got AK from Space
lel... first looks like cgi
triggerguard/magazine and receiver look super impractical and unergonomic -> must be from a designer ๐
looks like it, yes
if you want a real AK from Space > http://www.ammoland.com/2016/01/the-ak-alfa-rifle-to-debut-at-the-2016-shot-show/#axzz4Cnmso5i4
๐
coming to your toys'R'us store soon(tm)
oh wow, interesting weapon there
http://i.imgur.com/eD3r11Z.png it's getting better ๐
Can you control which direction the player faces while climbing a ladder? Or do you need to proxy the ladder and the direction of the proxy dictates the direction you climb?
The top memorypoint need to be offset a bit and that dictates the direction the player is heading
That did the trick, thanks
can someone take the damn bratwurst of the LOD dev thread grill? it's already burned black
Wow I haven't seen his posts until now. You can just tell he knows nothing because his justifications are "because I know" and "it's wrong"
@woeful viper - why the fuck does the wurst huy post when he has no fucking clue what he talks about is being my comprehension. I also can't seen to be able to follow the train of logic of the other fuckwit - chrisb
i has 15 years of gaming dx11 games... haven't you heard of tessellation? It's the bestest thing, throw out the dx9 LODs.
also, i have a small wurst that i try to compensate with mentioning my expensive hardware over and over again
Where is that drama? Currently on the phone so browsing the forums kinda sucks
that chrisb on the slow side as well. Just because there are tons of former modders working for BI (mostly in the 3d art part and mission design btw) doesn't mean people there are dumbfucks unprofessional enthusiasts....
iirc he's also one of the strongest enemy in that old mod monetization thread thing "mods are a hobby therefore you should not get money"
yeah well, i hope he is not gonna cut his wrists in about 1 year from now then
y got something to announce then hehe?? ๐
i don't no ๐
secretz
but while the whole skyrim fiasco closed a chapter, the book is far from over
no secretz really, but in general mods do turn to paid products
and i doubt there aren't quite a few who wanna earn a buck out of it somehow
dude, making hats for TF2 and skins for CS is a thriving bussines
i am sure valve noticed that long ago
the F2P (/microtransaction riddled) games have it quite easy there
yeah but while at the start a lot of the F2P was made in house
or at least paid directly by the developer/producer etc
valve did change it to user made
again, i do expect that to turn into a commercial thing rather sooner than later
a lot of games did it on smaller scale
it could work well for arma as well, if BI decide to compile a bunch of high quality usercontent together (with permission), iron out issues/ do QA (with author help) and offer it as a package for a fair price
particulary with the DLC system they implemented now
OA BAF rings any bells?
๐
in any case, one of the issue there is IPs. Hence it might be easier to transfer all that responsability directly towards the author from the get go
over time = about 1 year | not bad if you ask me
problem is amount of content users would have to download if all those user DLC where optional buyable, but available anyway (otherwise using the DLC system would not work, currently i think)
still better than a kick in the arse ๐
well, not gonna go there, i have no idea what BI intends to do about that particular part tbh
but since they sort of seem to be keeping up the monetization schemes
and they are well aware about the issues they are having with mods
they either cut it
yea its a big hornets nest of nastyness imo
(i did send about 9 infrigments in just a week, haven't checked them all manually in some time)
or they allow monetization on a different scale
Are there any games that have something like that other than valve games?
as you said, the current DLC systems allows it
valve or steam games?
@bleak tangle - DCS (some of it is user made)
FSX
just to name a few from the top of my head
Warthunder has implemented 1 premium plane that a user created...http://warthunder.com/en/news/3775-news-he-219-a-success-story-for-revenue-share-en/
I just wouldn't think hats and cosmetic things have the same complexity and upkeep as a large Arma mod would have
yep zero upkeep
they are validated by valve prior to selling em
you can propably squeeze out a bunch each day (saturating market with even more... good luck getting noticed)
so not everything that is made makes the market
yeah or else everybody would be doing it, it would be interesting to see some stats on just how many valve have rejected
re: tf2
think of it as Steam greenlight
the TF2 validation relax
How do you get paid by Valve for those?
valve sends you a % of the sales
Like flat amount, or % of sale
you get a percentage of the sales price
so making 120k out of shit that costs 99 cents
and you most likely get 60% of that
it's not a super high percent after steam/valve take thier cut, but still decent for a 'mod'
I did look into it a while back, cant recall the exact figures
you get 60%? that is a lot... Warthunder gives 25 lol ...
That's such a good model for valve
@woeful viper - that is what i heard
no one really tells the real % in any case
some have different deals
but i remember reading about it, and it was something like "more than half"
well thats for valve games... when another developer does it (Bethesda) they want something, valve wants something and you get poop
considering your helping to prop up thier game at zero dev cost to them its not a bad deal for valve games
not 0 but miniscule (QA checking though that can be partially automated)
They basically just print money themselves. They can create an infinite amount of an object at no cost and then take a fee on top of that if it's sold on the marketplace
yeah it could be the proposed skyrim rates I was thinking of
steam store cut >> bethesda cut >> you get whats left
shit sells best, when it is cheap and small
seen some prices for some stuff for CS:GO
40$ for some very limited knife skin
really?
yeah I got a knife (skin) sold it for ยฃ70 on marketplace
lol, even better
random crate drop, only had to stump up ~ยฃ1.20 for the key to open it
arbitrary scarceness and kids with too much money = money printer
there's tons of videos on youtube of people doing cs-go case openings - bulk purchasing cases + keys, and most of the time they end up with worthless crap.
since i don't really play all that often anymore anyways, A3 included
it's like lotto scratchcards, only people who win are the lotto people
some of the stuff i've seen for sale in cs-go is crazy though, $100's for a rifle skin, valve know thier onto a winner though, since you cannot redeem money out of steam
anyways, got the geometry & fire geometry done on my trailer tonight, bunch more lods to do yet, progress though ๐
Nice, what do you have left?
more resolution lods, view geo (pretty much carbon copy of other geometry lods), memory lod, physx lod, roadway lod
oh and shadow lods ๐
textures look fine in buldozer, minus a few rvmat tweaks I have yet to do
so thats a plus
๐
What is View Geometry btw ?
the LOD used to block or not AI from seeing through the geometry
i believe it also stops the 3rd person view from clipping through walls too? correct me if im wrong
kinda wrong
well im my experience when making buildings at first i used to copy the geo and use it as my view geo, then when going in game the 3rd person cam would clip thru the floor abouve
and when i added the floor into the view geo the cam would not clip through the floor
forgive me for just skimming over the the whole article but i cant see in geo where it mentions anything to do with camera views
anyone else care to throw some knowlege into the mix to answer sams question fully
??? Did you even open the link? It skips directly to ViewGeom
The visible geometry of the model.
As an example: If you have an object with this LOD properly configured, you will not be able to spot other units through the model. AI will not be able to spot other units through the model.```
yes i did open the link, read the section mentioned, then skimmed over the rest of it. came to the conclusion that it does not mention anywhere about camera control
so at this point unless i missed it the answer is not contained on that page
MikePhoeniX - Today at 10:29 AM if not view geo then what controls that then?
Yeah, its not
BUT -> Geom should be the one, that affects the Cam
Should is a vague term
Can't you make a small Test Object?
not atm im at work
currently fighting with the groups ๐
but will be glad to do so later
well depends which way u look at it, View/Camera), anyway lets test it unless anyone can shed some light into the matter
Yep
@quick terrace I earned 10โฌwith selling some default skins :D... Actually had one guy begging me to give him those Steam badges I have been getting for years ๐
But dont want to hustle 14 yo giving all his juice money
lol
There are skins worth up to $10k usd on csgo, highest sale was $23k usd.. Its nuts
Glad BI has some strict monitization rules
Otherwise all the backdoor shady stuff that somepeople/servers do would really come to light
Well... earning 10K with subscriptions to A3 server ๐ kinda same thang, but slower
True I guess
But you could do stuff to speed up getting there that could be shady I guess
Morning all
according to timdittmar (on skype) there are additional (currently undocumented) animation sources:
timeRndOffset (=time+random offset); objRandom (random value); exhaustIntensity; propeller; primaryWeaponZeroing; primaryWeaponMode; waypointDirection; gmeterx & gmetery & gmeterz (for transport)
Morning pals
I'm trying to use animateDoor but having some difficulty. The wiki https://community.bistudio.com/wiki/animateDoor says to use source = "door";, but I get this error:
9:26:21 Land_aus92_elevator01: floor_1_door_l_1 - unknown animation source door (defined in AnimationSources::floor_1_door_l_1)
this is my Animations class in model.cfg: class floor_1_door_l_1 { type="translation"; source="floor_1_door_l_1"; selection="floor_1_door_l_1"; axis="floor_1_door_l_1_axis"; minValue=0; maxValue=1; offset0=0.0; offset1=-1; //animPeriod = 5; initPhase = 0; };
this is my AnimationSources class in config.cpp class floor_1_door_l_1 { source = "door"; animPeriod = 5; };
cursortarget animateDoor ["floor_1_door_l_1",1] is doing nothing
cursortarget animate ["floor_1_door_l_1",1] opens all the doors (included onces using inheruitance) instantly
The animations work in buldozer
I took a look at an A3 car that uses "door" source, but I cant see any difference
if you do building doors why do you look at a car?
model.cfg
class >>someAnimClass<<
{
selection= BoneName; // stated in skeleton
source="USER";
......
};
config.cpp
class AnimationSources
{
class >>SomeAnimClass<< { animperiod = whatever; source=USER;};
}
class useractions
{
class OpenWidget
{
statement= "this animate['>>SomeAnimClass<<',1]";
...
};
};
because the car uses animateDoor
which is what this issue is about
I had it all working properly with the animate command and using the "user" source
animateDoor is FOR CARS not for buildings
thats not specified in the wiki
new animation sources added https://community.bistudio.com/wiki/Model_Config#Animation_sources
read samples dude
I couldn't find "door" on that entire page
I havn't found anything that's said that animateDoor is only for cars
seen any buildings with animateDoor? No.
the above code works. it illustrated for you where someAnimClass is needed
does anybody have any reference to class SimpleObject in CfgVehicles?
it's not on biki, I see the a3 wind turbine uses it for the anims
why not take the wind turbine as reference then ? o0
a good reason not to include tank barrels in geometry phys lod https://www.youtube.com/watch?v=_2z1Mff41sY
well, seen that....pity about the physx in a3...
Here is a funny story. Yesterday, I made heagears. Compiled it, worked great in-game. I also have a weapons pack for my mod, I wanted to extract a few weapons to make them a standalone version, made this all good, corrected the paths and compatibility, worked great. Yesterday.. I made the ~2.9Gb ArmA 3 Dev Branch update today, and after that here is funny part. The skeleton I used for months for all my assets (e.g: vests, headgears, backpacks, etc.) stopped working after that update (have "Obsolete skeletonSource OFP2_ManSkeleton" in my RPTs for ALL my assets). Binarize reads the model.cfg, but still, it doesn't work in-game. Opened the .p3d with eliteness, no skeleton at all. And concerning my weapons, I have some "No Entry ItemInfo ... / ... GunParticles" errors for absolutely no reasons. Please help
small correction. you have a skeleton. there's just no bones in it!
new skeleton? doesn't this breake any and all backwards compatibility? or is it just a bug?
nah the sekeleton appears to be the same, it's just for headgear, vests, and backpacks (which in fact don't actually have a modelCfg section baked in because there aren't any anims to bake in) now don't have the skeleton bones baked in either.
@woeful viper I did use them as reference, I just wanted to mess with that class and have an idea of what the array does
i noticed the numbers were funny too, thats just the phase for the animation I'd imagine. i don't know what else it could be
I'll test around with my small turbine
you dont really need that class unless you're using the makesimpleobject command or whatever it is
didnt even know you could use: ```_tank hideSelection ["zasleh", true];
_tank hideSelection ["zasleh2", true];
_tank hideSelection ["clan", true];
_tank animate ["Wheel_podkoloL3", 1, true];
_tank animate ["Wheel_podkoloL6", 1, true];```
so the arrays aren't really necessary it seems
@woeful viper thanks for info ๐
good thanks
any idea why my ammunation sticks in air and doesn't fly at all?
like this: http://i.imgur.com/Ta23MN8.jpg
Context ? What purpose ? When doing what ?
when firing, the gun is supposed to be grenade launcher
cfgammo inheritates the configs from vanilla, so it seems weird that the ammunation doesn't move a bit
Paste your cfgAmmo config pls
sec
For others info: Using vanilla model for projectile works. Is a problem related to model, not the actual config
Can someone tell me why my model turns invisible once I get to close to it?
Does this happen when you rotate your camera to certain angles ?
only when Im close, and looking a bit down
at first I thought I had multiple visual lods
but thats not the case
What kind of object and shape is it? I recently asked something similar in here the other day and it was an issue with the the object being outside of the original bounding box when it was animated
its an aircraft that transforms
that may very well be the case!
the legs in the picture gets way outside after transformation
how did you fix it?
Adding a single vertex at the edge of where the animation ended
Here is what my issue looked like, ignore the giant box as I was just showing how big I made the geometry to make sure it wasn't an issue with that. The blue box was the boundingBox and the green box was the boundingBoxReal https://youtu.be/XGEh87yUCWU
And this is the script I used for drawing the bounding box http://killzonekid.com/arma-3-bounding-box-utility/
You should be able to just replace the vehicle player call with something like (nearestObject [player, "YourClassname"]) call
the single vertex you placed in the visual LOD I presume?
Yes, I only placed it in the first resolution LOD
ok I will try now
I think its the exact same issue you had
You sir are a God
you saved me alot of frustration I gotta tell you. thanks
Good to hear, glad I could pass along the help other's gave me
I also have another question if you dont mind... Can you take a look at the video file in this link? do you know why the model wont stand still after I've exited the vehicle? the feet and flaps keep moving
It kinda slides a tiny bit on the ground and moves on its own
the second video I added it's a bit easier to see..
how do i specify what model i use when i drop item to ground in game?
so you modelling folks are also up to rally your fans to make BI focus on that post APEX too? ;)
https://www.youtube.com/watch?v=Ecz4F4CcwwQ
not holding my breath. but anything that improves upon the sub standard tool set is good with me.
โ
not holding my breath, but anthing that improves upon the sub standard tool set is bad for me. ๐
lol
wow - confirmed! mikero is working in hiding on live loading ๐
^^ ๐ ๐
This is the ultimate model porn
tbh, thats a "must have". How much time was wasted with Packing -> Restarting -> Testing for 10s -> change 1 Number -> Repeat from start ?
you can merge configs with diag right now, but you have to respawn your vehicle, which is annoying
it's not quite that bad today. whole lot closer to live than we were. still though, lots of time wasted over the years. i agree. i will go collect tools.
goes looking for large sticks and flammable liquids..
@woeful viper Hu?
@wind belfry try giving the ammunition a pilot LOD
@wraith tendon ho? https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe
@woeful tartan How much money needs to be thrown to have this in arma 3? https://www.youtube.com/watch?v=Ecz4F4CcwwQ
@cinder pivot irony, i was looking on it like 5m after they released the video and was like 'oh, community would gladly sacrifice me to get this' ๐
i fear the rewrite would be nasty a really complex as VBS3 engine is way too different to Arma 3 (and thus change to one will not work with other in most cases)
the alternative you can go for @woeful tartan is to get "buldozer mode" upgraded to fully equivalent to launching A3 in normal mode (or better diag.exe -buldozer as equivalent)
that would reduce the load times probably enough to make people happy
i can't imagine there would be much of a difference between loading a buldozer that is equivalent to A3 vs loading A3 directly with a mission on an empty ( VR) map
you still have to relaunch all the time
buldozer directly loads a world without other stuff in between; also its easier to not load all the A3 data and just what you need
it also works on unpacked data directly - not trying to read pbos if i am not mistaken
yes, it uses filepatching by default
well and that data is enough to check the model and animation classes, but that's it. Everything that happens at config level is ignored. And if you want that, you also need to load all the other arma configs, which is likely the same as if you load the game with an empty map mission.
arma3diag.exe in -buldozer does reread data in realtime diag_mergeConfig could be used to update configs and diag_draw "xyzmode" for diffrent LOD/wireframe representation ingame
there is much potetioal ๐
yeah, I used it a whileback to play around with lighting configs pre1.60 to save an assload of reloads
@woeful viper Thx alot o7
as far as i can tell the largest time is taken on reading the actual data, or at least their headers, plus initiating the AI/player routines
so for example if you launch a mission without a player entity or AI, its considerably faster
also if you launch the game without .\addons, the same is true
just reading configs should not matter much in terms of loading time - especially if you use an AIO config
and its likely easier for BI to just adjust the buldozer mode than to change the engine in normal mode
I would just like to see a complete overhaul of the pipeline behind modding in this game. But of course.. that would never happen. One can only dream :3
well if they add PBR in their next ArmA game then you surely get a new pipeline
would also be nice to see some more modernised user freindly tools.
but i understand how large a project it would be. maybe in arma 4 ๐
true anything than these outdated tools for A3
So without, Boolean how would I create this 1x2 cutout for a door in my model http://imgur.com/P51nScS
inset tool?
both on the inner and outer faces, then fill the open geometry
not sure how its called in 3ds
But how would I cut out the shape in order to cap it? other than using boolean
yeah I guess its the cleanest way
example: all done with inset in 10 mins: http://i.imgur.com/zqTHnof.png
Anyone have any tips for starting model making?
start very simple
I just finished the exterior on my second model in 3ds max
@pure rivet This is a good tutorial to start with if your using 3ds max https://www.youtube.com/watch?v=Y83FLL6TqF0
Ok great
I have finished the exterior on my drone control center model
Time to start the interior ๐
Awesome man ๐
Finished my first organic-ish kinda asset ๐ https://i.gyazo.com/6be02f9a68a0e8f2b76e5483014de3e8.png
Looks cool ๐
looking good holo
http://i.imgur.com/HtyWLcl.png theres mine as it stands
sam that looks ace fella
@terse elm Is it a Vixen, or one of the earlier Snatch versions?
I ask since it has a Vixen/WMIK grille, but the older model wheels
going for the Snatch-2A
Okay. Well the standard Land Rover horizontal slatted grille would probably be more appropriate for the 2A as it was in-service. But the lightweight grille is a pretty universal aftermarket part, so it'd fit on any variant even if they weren't really used on Snatches until the Mk3/Vixen
Anybody know if the source files for Catalina Objects got released? The version with the inside of McDonalds is labeled with is annyoing
or if theirs a version not labeled
@polar fiber u got a pic of the grill i need? not sure which u mean at this point
Just the standard grille you'd see on a Wolf TUM mate. http://landrover110.tripod.com/sitebuildercontent/sitebuilderpictures/lr59.jpg
thx, any other stuff that shouldnt be there on it?
Clearer pic I guess, showing it on a 2A - this was a 2A that was converted to a "Panama" vehicle: https://cdn.globalauctionplatform.com/5ca7aa25-f015-42bc-8d7a-a41a00bd26da/763cfc47-3c33-4061-af53-a55400d591ff/540x360.jpg http://hmvf.co.uk/forumvb/attachment.php?attachmentid=110194&stc=1&thumb=1&d=1447924355
The ECM projectors you have look like the later version used on Vixen. There was a slightly bigger box used on later Snatch 2s https://t2.ftcdn.net/jpg/00/04/61/31/500_F_4613182_SpVUZP29rXMCn1o7yF9YJpGBrC3jZpFr.jpg
As you see, they weren't all that common on Snatches anyway until quite late on in the Iraq war
That antenna base you have at the rear-left, I'm not sure is right either for a 2A. IIRC this was mostly used for a GPS blu-force-tracker transponder
the whip antennas were bracketed off from there rather than sitting on the dome http://hmvf.co.uk/forumvb/attachment.php?attachmentid=101416&d=1423312896&thumb=1
But I mean that's all nitpicky stuff
Yeah but nit picky is good as all iv had to work with is a side vector and very few reference images
Ur input is appreciated
If you'd have asked like 5 years ago I'd have a ton of ref pics, but alas I don't have much left ๐
But if you go searching for pics, the basic difference between the three main snatch versions is that the Mk3/Vixen has these spoked alloy wheels (made by an Italian company called Blindo), and an armoured plate under the chassis: http://i43.photobucket.com/albums/e386/cheffy21/Snatch20owq-213_zps8870b490.jpg plus the funky lightweight grille at the front that I mentioned before
The 2A had diamond-plate on the bonnet and the sand-filters go in the side http://media.defenceindustrydaily.com/images/LAND_Land_Rover_Snatch-2_lg.jpg but normal wheels
And the original Mk1 Snatch that was used in NI in the 90s and the first couple of years of Iraq, has the sand filter running through the top of the fender http://cdn.c.photoshelter.com/img-get2/I0000S4JErzTErLc/fit=1000x750/Iraq-british-army-patrol-0418.jpg
The Mk1 had a nice V8 petrol engine though, where the later models are all 300 TDi like the rest of the British Army's "Wolf" land rovers
does anyone know the issue with the water caustics being visible through the drydock on tanoa that was fixed after a few days? Weยดve got the same problem on our highway and pedestrian bridge pieces. Does anyone know a fix for that?
how often do you guys rerun arma3p to make sure you got the latest files?
like i assume it doesnt matter often, yet it should when BI changes rvmat one makes use of, or bisurf/penetration definitions?
they don't really change them
so unless there are data changes in the changelongs
it really doesn't make and difference
where surf or penetration materials ever changed? I don't think they did
maybe between alpha and gold
fairly sure they were early on as we reported issues to BI, zGuba also added some additional ones
not since afaik
yeah well, so soonish after gold
it didn't change since then, and such a change would most likely break the already broken penetration to some degree
cant tell if BI did anything with them during the infantry damage system redesign, or when they added more hitpoints in the infantry models
i guess i will consult the CMB
broken penetration? What do you mean pufu? (out of curiosity)
they sort of fixed it by pushing the values
so if you use real word data
and compare to vanilla data
you'll find realy strange things in terms of the damage done to stuff by bullets
really high
and bisurf is adjusted to that
in what way? i was trying to find out a few days ago how the damage behaves :/ really wonky damage stuff. I wrote it down in the damage description biki page
that would help
basically all the values are scaled up
and so are the bisurf
so in short if you feed real world data (what spartan has been trying to do)
you will see that your resulting bullet class
won't be able to penetrate most of the thinest metal sheet defined
and i am talking about 5.56, 5.45 and even the default 7,62x31 rounds
so they did some values and adjusted everything around these...the short storry
everything in vanilla works in 90% of the cases actually alright
but for instance RHA values are way way up and so on and so forth
hm well, as long as you accept that caliber is an arbitrary value (and not based on realworld... which was propably a shock to spartan ^^) i don't really see an issue with the penetration itself.
The biggest issue imo is the arkward behaviour of hitpoint damage and that (to my knowledge) can't be fixed with changing bisurfs - caliber does not seem to have any importance in the hitpointdamage, other than how much it slows the penetrator in relative terms
you can't accept it as an arbitrary value
if it would be 4x real world data
you wouldn't know that everything needs to be scaled liniarly
but it isn't like that
especially when some bullets types are not defined anyways
i just accepted caliber 1 as 15mm RHA penetration, and it works if you base everything off of that. So i have no complaint regarding penetration itself
if caliber was a value for projectile diameter, they would have to include a formula that calculates penetration from diameter and that's not really possible. Realworld Diameter is useless, no point in having it in configs. Penetration is not useless. They could have named caliber "penCoef" instead.
a much bigger issue is that the hit value is highly dependant on if the bullet terminates inside an object, or not, and also that there is a hardcoded damage-area based on how much hit-value the ammo has
does anybody know of an issue with falling through maps when creating them?
to visualize the water caustic problem we have: http://images.akamai.steamusercontent.com/ugc/262714717783322784/6C9500B88A4EF40576BD1A4A1218836273594453/
anyone got any idea what could be wrong with it?
is the floor an alpha map?
I think so
alpha maps behave arkward - if you do not absolutely have to use one, don't do it
hm, I will investigate that thx
reporting back as soon as Iยดve got more information
@woeful viper nope, alpha layers arenยดt causing this. There is no alpha layer on the road :/
i assume the road piece is an object together with the railing? DXT5 alpha's (_ca textures with 8bit alpha channel) can influence the entire object, not just the alpha itself. For example, you can see through the Ambient occlusion of other objects if you have a dxt5 alpha. this https://www.youtube.com/watch?v=3sFtMbyLLpg for example is caused by the dxt5 alphamap on the tracks of the tank
so remove all alpha textures from the p3d and test - to exclude alpha's causing the issue
you could try "move top" for these faces but i'm not sure if it will fix your problem...
seems a bit strange
sort alpha would be easier. Doubt that's the issue however, since the water is not within the object itself (where you would normally have these priority blending issues
water and alpha's are each other's arch enemy...
i remember how hatchet struggled with it on his transparency parts on the boat
@woeful viper thanks a lot for the advice. Maybe I should try contacting Hatchet?
i doubt he had your issue. first remove/replace all alphas on your p3d, then see if the problem is gone (-> alpha problem -> further investigation required), or if it persists -> other cause than alphas
any idea why a model would appear fine in editor, but not in a server?
appear fine as in?
Anyone know where I can get my hands on a mortar and/or artillery sample/reference model?
A2 samples
Cheers
I have started work on the interior of my drone project
now for the enjoyable process of uvw unwrapping ๐
Hello I am new in the modeling industry for ArmA III , I would like to know there is some video or driving to start modeling a vehicle for ArmA 3 ? ah I state that model 3dsmax but my difficulty is then import all with Object Builder
*guide
modelling industry? lol... First you need to create a model and textures. After that you can import them into arma. So start with learning modelling (most important step) before you try anything with arma
3d model I imported .3DS extension .... I also textures but do not know how to move as a result in the creation of the various LOD
once the amount of the 3d model of Object Builer would like to know how to then continue with the various lod
can you show what you have? it makes it easier to help
modelling industry for Arma III...... DAYUMMM SON
sorry but I do not know English very well
small but great careless mistakes
not all are perfect
hey quick question, Can a static object be ported into arma without any modifications, or do you need to add "lods?"
yes
just put the p3d, textures and config in a folder and compile with addon builder
put textures in a seperate folder called data
there will be no collision model though
no lod? Oh let me guess, it's ripped.
lel
mr. frederik also wants to import a downloaded car...
I really think there should be a ban on using somebody elses assets.
it shouldn't really
if there is permission there should be no issue
see Roberts pack(s) for instance
I suppose. I probably have a rather biased opinion ruined by the life mods.
when i spend 100s of hours working on a vehicle, butchering it for res LODs is very painfull... "but this looks so bad" ๐ฉ
that's quite expensive
i just downloaded the lite version of antangeo balancer and will test it soon
its free if you agree that they save and publish your models ...
not going to happen
lolwhut
i dont quite understand how that free thing and the model publishing is supposed to work... do you have any info on that @quick terrace ?
they are not really publishing anything afaik
they could use that for advertisments
and there is a 3mil poly limit
been using it for quite some time now
NOT gonna do manually the res lods
for unpaid work ๐
i only do first 2 (for vehicles) and propably only first 1 for handweapons to make sure they are proper. Then i planned on using proOptimize for the rest
So long as you don't just select the whole thing and optimise/decimate, it's not too bad to use after the 2nd/3rd LOD.
People who just apply it to the whole mesh so all the bones/selections are merged though...
even worse, people who use it to make shadow LODs
well, pro oprimizer doesn't allow one to keep the overall shape,uv borders currectly eyc
it does
i mean the maxmodifier of course (i think it was a standalone tool back some time? ... or maybe not)
where it does not work that well, is with objects that consist of less detailed large parts (tank hull) and highly detailed small parts (tank detail stuff). I always seperate the smaller details and reduce them seperately
but thanks for mentioning simplygon, i will keep it in mind
And simplygon doesn't mess with the UV? I've found Blender's limited dissolve and planar decimate features good because you can specify the angle for merged edges and faces, but also delimit by UV.
stop making this sound like a good deal, or i'll regret doing it manually ๐
@woeful viper first off.. It's called buying a model? Okay. so stop thinking everybody rip's shit. Thanks
i heard that excuse before...
๐
102,354 polies. wew
lol
ok dont worry about LOD then, that should work fine
http://www.turbosquid.com/3d-models/subway-restaurant-3d-model/790312?referral=3d_molier check the texture dimensions and stuff too
1195 x 1698 ... i dont see the problem
Yeah sure, if you like everything a nice shade of blue and section count out the arse
arma engine will blow up with that
i like shades of blue
"welp rip that one" YOU where the one who linked it suggesting that you bought that...
you think we are fools?
also those crappy texture dimensions - that guy must be stuck in 2001
its not for gameusage obviously
yes for rendering it doesnt matter
I will never understand the desire to "purchase" models.
You could make just the same and probably better and far more suited to arma if you dedicated some time.
is maya or 3d studio max better suited for arma modelling?
alright. and what in terms of importing MLODs and getting it back to Arma later - still doesnt matter?
no , they are still 3D models
ok bit confused now. i thought i read in the past that some have more or less issues with the arma specific LODs, named selections, mass and other more specific things
.3ds files work best for geometry (for importing). .fbx work best for weighted characters and also for memory LOD's (as .3ds only allows objectnames up to 8 characterlength)
i meant it in general with 3D models - you still have to do those things in Object Builder
anything that can produce these files is suited for arma
you can, to a certain extend, do named selections and memory LODs in blender/3dsmax/maya
1 object can have 1 named selection (=objectname). You can't have 2 named selections for 1 object within the modelling tools, thats the limitation
thats the case for 3dsmax, no idea about blender
the background for asking is we got this offer:
My bro is staying with me for a while and he is 20yrs proficient in maya, 3dstudio max and adobe photoshop and mentioned he could make some models for me. I figure if we can get him a model he can poke around with he can use that as a template to make further models, possibly do interiors as well.
he is retentive when it comes to making things as well. doing shitty models is a reflection on him and he doesnt like to be associted with subpar work
has he worked on models for gaming usage before?
good point. i dont know. will ask this
learning how to make nice models is one thing. But making models for games also requires some knowledge (since you cant just take any model ingame). It's mostly to do with efficiency of polygons/UVmaps and textures. It's not rocket science though.
well we will give him one of each type of our models as reference
as in for archiviz i don't really give a fuck about polycount of topology since most stuff these days is mesh not textured
well, i keep everything as quads and a long list of modifiers
not the same thing
quick 2 test bakes, love OSD....i know robert will like it
https://cdn.discordapp.com/attachments/106016548992356352/198830521701105665/screenshot202.png
https://cdn.discordapp.com/attachments/106016548992356352/198830517678768129/screenshot203.png
4k or 8k?
damn , thats wonderful , can't wait to see the Zenit parts ๐
2k
oh right, just the extra stuff and not the whole weapon
everything but the black parts yeah
@quick terrace looking very tacticool indeed ๐
wow... note to self: never ever fucking ever use quadify modifer again
not only does it split every UV border, it also shifts some vertices around on UV space
does anybody have a max script to count vert normals? gamefomizer does not calculate the total, it only shows it seperate for smoothing and UV and material - not the combined value.
ermm.. don't know that i've ever had one of those.
looking good there @fast topaz
thanks ๐
is this a wiesel?
yes
looks good. I would make the track a bit thinner and also more rounded - looks better when the alphatexture moves on it
yeah the track is still a rough blockout only
time for me to go to bed, first sketch of my fire truck is done (based on the kamaz) any thoughts?
http://i.imgur.com/T8JyAjn.png
http://i.imgur.com/OwiAULV.png
http://i.imgur.com/5xtigjA.png
still need to work a bit on the texture
that texture is awesome ๐ฎ
Simplygon is awesome
it's good, for sure. honestly though, if i want things proper, i do it manually. tis usually a question of how proper i want things to be, and how much im willing to invest in it. simplygon is good for filling the gap when it's not worth the investment to do it manually.
why does all of a sudden none of my models have textures on them in buldozer
did i hit a hotkey or something
standard reason is the paa files are available at engine time.
ya i cant start buldozer without P attached
just started last night and tried the usual reboot and such
I would verify everything with your P drive is setup again. Check that the texture actually exists at P:\some\where\texture.paa and from within OB check Tools > Mass Texture Rename > for the texture path being missing (red). If that still doesn't work screenshot your OB settings for us from File > Settings
created this for someone's terrain, fits in nicely as replacement canal walls on stratis ๐
The second of three radios for IFA3/WW
https://abload.de/img/render01cbsdi.jpg
https://abload.de/img/render02nqstz.jpg
ahh superb work on the hand strap dude
yeah
some day I'll venture into the realms of high-poly,. quite happy sticking at low-mid range atm ๐
hehe
Just a little something i made for my millsim unit http://i.imgur.com/W0hrLDu.png
just a simple BFA
For a Minimi?
Looks good, are the grids just done with a normal map?
yeah
whispers, 'knurling'
haha i went with grip lol
@bleak tangle indeed theres alot of reds in that list but theyre definitely correct paths
General question about porting an ArmA 2 model into ArmA 3: Do you need to change something with to the model to make it work?
It depends. What type of object/model?
It's the model for a uniform
hands and proxy paths need changing
need to binarise with the updated character model.cfg
well, would the main issue I'm having is that whenever I try to load up the model in arma 3, it is invisible.
Ah, alright!
This might be helpful http://wiki.cup-arma3.org/index.php?title=From_2_to_3_Infantry
Will watch it now!
my head.... it hurts lol
โ
do yourself a huge favour van Gastel and grab a copy of the free toolset here
Redmine
it will sahve you hours of loading game, testing, fail, loading game, testing fail.... by telling you the errors you have right there and then (as you make the pbo)
There's a reasonably steep learning curve no matter which way you want to proceed, but once mastered, you will no longer make the mistakes that those tools will shout at you about.
mikero you need a tool that adds PBR shading into arma engine ๐
haha
pbr shading doesn't inherently improve graphics - just saying. Warthunder actually looked worse after it received pbr
F4 what?
let me say it differently - when you properly utilize PBR shading then there is no way that it will look worse than A3
yes it will , because PBR is much powerful than the old shaders
ten times than those shaders in Arma
so? what's the formula you calculated this with?
what formula
how do you determine it will be 10 times more powerfull?
and what does powerfull actually mean than just beeing a buzzword?
i determine it by looking at it and yes it is powerful , just google PBR shading for more info
i know what it is and what the idea behind it is
dont tell me that you dont like PBR
i do not not like pbr. I do understand however that it's not a holy grail or some revolutionary thing that will blow out current graphics out of the water.
especially not if certain pbr methods are used. PBR just means energy conservation law for light is fulfilled. That's all there is to it. Some pbr methods dont even allow colored specular reflection
arma doesnt support the basic color specular ...
I know that. Warthunder with PBR rendering doesnt support it either.
tldr - it all depends on implementation, execution and balancing of lighting settings.
IMO Arma doesn't need PBR per se, it just need specular/gloss that actually works
im not overly disappointed with current rendering. i am however in favor of anything that enhances or reduces workflow. and in that regard, im all for PBR workflow, and not having to jump through hoops to get things in-game.
but in next arma , it would be logical to have PBR
actually aligning to the current industry standards wouldnt be bad...
because it will be used more and more
why pbr is actually good, is because artists have it alot easier to guarantee a coherent look regarding to reflection etc. It can be calibrated alot easier. THAT is why PBR is powerfull. Not because it makes graphics look alot better.
it would be ssomething appreciated first by the addon makers, then maybe by users
the users wouldnt see any benefit over it. require proof? just look at the reactions of the lighting setting changes they did for tanoa
yeah I'm totally with you on this, on the other hand, addon makers would see their workflow slightly simplified
well arma tech is outdated so users in arma will say wow even to cheap Sweet FX mod
yes... users like high contrast. When warthunder introduced pbr, contrast went down ALOT. So all people first complained and then started to use the internal "graphic injector" (with certain problems - like beeing completely blind in night-time scenarios xD )
pbr is as much to do with simulating the virtual "lens" effects anyway isn't it. Rather than just being how the material shaders work?
if it was that case then WarThunder devs screwed up
@celest arch - it would be appreciated by BI's own devs just as well
@twin urchin no. It's just that real lighting doesn't look as overly saturated and constrast rich as we are used to from games
it is easier and easier these days to see your result in PBR in your own software of choice
I guess an outsourced asset creation also costs less to BIS if its requirements are the industry standards
dont think that makes much difference, however, coherence between graphical assetts is very important for the game
arma 3 lacks coherence ->and the new lighting settings just exposed that.
yup exactly
that's why so many people complained
even them unity and unreal and CE3 have different PBR way of maps setupt
@woeful viper you saying that like A3 tomorrow will get PBR heh
A3 will surely not get PBR
yeah
i know that
that would be silly for them (economical). They would have redo all textures basically
i think their next enfussion game will do it though
arma 4 all the way
lol
in 5 years ๐
i thik there is gonna be another game between A3 and A4 tbh
how you know? it will take 5 years?
i calculated it with my crystal-ball-powered calculator
not sure if 5, but i am pretty sure BI is not in a rush
5.34 years to be precise
plus two moon cycles, remember the brexit distorted time
im thinking somewhere between 3-5, and probably another in between like @quick terrace said.
mainly because Pufu is always right ๐
good, i still have a totalconversion to finish ๐
dunno know, kinda doubt it. but maybe..
perhaps systems stuff if they actually go in and start cleaning the engine up like they say they are going to do.
well what they said in on of their ยดreps that development for A3 is not over and will continue
maybe it will serve as another "engine test platform" (like i think DayZ is currently)
thats usual talk and they mostly mean fixing bugs , sometimes some small new feature
idk, sounded to me like they are open to still do some content (so maybe 1-2 smaller dlc).
they have to push something out, to keep the cashflow active, bugfixing sadly isnt exactly something that would do that for an almost mature game
like porting Chernarus Plus ๐
to the best of my knowledge, the intent is to clean up RV and perhaps blend it with the other engine. and i think they think, that will take a few years. but in that process, i wouldn't think it unreasonable to expect 'engine' updates, perhaps as DLC's with some minor content. and in that regard it is continued development, just not at the same pace it usually is at.
dayz fan boys will scream like a anime fan after prom night
the one fan there still is ๐
also if the Chernarus plus was in A3 like 5 min - then some life mod mission will spawn instantly
it's ok, i made some hot air balloons for lifers. as an added bonus, the propane tanks explode randomly. ๐
they've confused the crap out of themselves with ch+, it claims to be an arma2 wrp24 but neither the arma2 nor arma3 engine can read it. so 'porting' will be problematic.
well i'm sure that is deliberate to prevent that from beeing possible
well i meant it officially ofc , BIS can surely do that
yes, X3kj, it's the only real explanation, apart from their general stupidity.
also, with this: https://forums.bistudio.com/topic/192111-vbs3-grabbed-their-dayz-chernarus-then-how-a3-could-do-that/
they could have agreed to not give it to Arma3 , otherwise "customers" could simply take that from A3 possibly - or whatever.
well when VBS bought it now , it doesnt matter when it gets to A3 ๐
it's very unlikely that they release chernarus+ for A3 while it's still under heavy development
i wouldn't personally say that when the island havent been changed a long time
i took a quick peek after the last dayz update, it has changed a lot
maybe object placements thats all
Cherno isn't even recognisable
from what i have seen they changed a lot of the city layouts, but w/e a bit offtopic for this channel ^^
yes
i didnt meant the A2 Cherna vs Dayz Cherna plus tho
i know there changed stuff but that was done in Alpha - if dayz is still alpha?
idk...
Ok so im working on my second car now, and im wondering how people go about the licence plates, such as the ones on CG's A3L that say CriticalGaming, etc and if you look into the files its not actually a texture and if it is i cannot find it at all, ive personnaly asked them and they cant help as there Car dev is no longer there or not on, so if anywone could tell me how to do this it would be great, and plus people cant steal them and just change the texture thatway, thats why i want it pretty much.
@versed escarp you are not really gonna get an answer about it here....A3L shit is simply ignored ๐
Its not for a3l, it was used as an example !
A3L , Project Life or whatever Life mod - it is the same thing
shit robert, let the guy speak
maybe is for a tank's mod where he needs randomizd plates
๐
yeah like "2FAST4U" or "EATMYDUST"
๐
btw is there any way using A3 uniform patches and use rvmat? mainly the normal map use?
since usual ones dont use rvmat at all
meaning via "Arma 3 Unit Insignia"
don't think so
otherwise it is possible
with the sole mention that i am not sure if setmaterial works as it should
last i checked it wasn't
Im making civillian cars to be released to the public, it not for any community in specific, and im not making them for a3l or any other lifemod in that case, if people use them then can i dont really care but right now im learning and just want to give stuff back to the community, all life mods are crap nowdays, in fact have allways been...
The only person i give respect to for the life mod aspect is Tonic and he will be the one and only i ever respect because of what he done for the community yet every wannabe populated server just rips his shit hense why he quit.
Sorry for spelling mistakes, typing to fast lol
.
sounds really nice
can you post an image of such a custom care you made and plan to release to the public?
Can anyone help? I am trying to change the extcamera (3rd person view) in a large vehicle. Currently the 3rd person camera is at the center of the vehicle and rises up to what I have this defined to in my config (extCameraPosition[]={0.20000000,4.50000000,-1.50000000};) I want to alter this so the camera does not rise up
Why do you not change the numbers and see what happens?
Yeah its to the same result
the camera will alter but this does start from the middel bottem of the vehicle and rises up. For example, when you get into a plane the ext camera is way back of the model and not glitching into the model, so I really want to use the same method however slithly higher
a gta type externa camera is what I am trying to replicate
not going to happen. external camera focuses on the center of the model.
ive rechecked and rechecked and still buldozer wont even show argb colors on my models? any more ideas?
in dx mode?
I think I figured it out. View > Show Grid seem to turn it off and on.
I'm trying to fix Arma 2 MQ9 Reaper laser designator, it seems to be broken in both A2 and OA, I managed to make both gunBeg and gunEnd to rotate with sights station but apparently laser comes out of center of UAV, what defines muzzle\starting point for the laser in the turret?
Not sure if I should post this, but some feedback would be great
can you post some pics with smoothed faces?
I dont have the creasing done for subdivions yet, i can here in a few hours
Its still early WIP
and i wonder why you choose floaters over real holes in the geometry
Just place holder
Ill get the holes eventrually, see my M4 has them once i take a pic
fair enough then
@white jay nice Toys ,but please check the references more since i see some scalling issues with the M4 and M203 isnt quite accurate
also which mod you doing?
also interesting choice of M4 that has a modern rails but still using carry handle that has a rail on top of it heh
with A2 apper it would look better imho
aha yes the guy with the sliding caliper with four digital decimal places
hello guys I have problems with my model I bet its proxy thing but I need some advices to be sure
so generally my Landrover gives weird shadow
it looks like it
well you can remove the proxy in the shadow lod of that Landrover
the weird thing I dont have any proxy in shadow lod
are you sure about that ? lol - i see the typical proxy flag shape in there
all of these ShadowVolume 0, ShadowVolume 100 View Pilot and View Gunner are free of proxies
maybe some hidden piece of mesh?
in OB - look into View tab
well that shadow lod 0
Thank you Robert and PuFu We'v just fixed it !
np ๐
@twin urchin Hey bud sorry was asleep when you sent that message. This is just for a private mod for my community. Currently I had to take the rails off since ingame they limited the view quite a bit and go with a standard sight. Screenshot here http://imgur.com/FggOlUK
looks good so far
@white jay nice , btw if you wanted the carry handle rail version then you can easy do the A2 upper - https://s3.amazonaws.com/mgm-content/sites/armslist/uploads/posts/2010/03/14/25985_01_colt_ar_15_a2_upper_receiver_640.jpg
Yeah I will eventually, im working on a few more models before going back to the m4
Setting it up to bake is still a nightmare im not ready to revisit lol
I do quite a bit anything from character and organic modeling to hard surface.
I use Zbrush so im pretty flexible
great , it is not often to see weapons works in zbrush while i know the Ubisoft and others does that heh
Some examples
Zbrush is honestly great for hard surface now. I prefer it over 3ds max or blender
Only problem is with zbrush being perfectly accurate isnt a thing.
Thanks bud. If you have 4r7 Zmodeler is super powerful. I didnt the entirety of the m4 in zbrush including the low poly
Is anyone needing any quick models done? Got nothing better to do
@late root a deployed radio link might be cool - turn a TFAR backpack into a deployable vehcile like a mortar and give the radio a bigger range when deployed. Might be something nice for the JTAC's in MilSim communties.
http://techcrash.net/wp-content/uploads/2012/12/13377_US-Army-Antenna.jpg
All the splines for those wires lol
Yeah i may be able to
haha yes well a simplfied version maybe, a friend did one a couple months back but I don't think i ever got it off him i may try and dig it up
It probably just be the dish thing since im not up to remaking every radio
Somebody was working on one of those Satcom antennas. They posted pics in this channel
Could it have been Rabidus?
Can't remember. I just remember they did some nice bakes for it and was texturing it in Substance
If someone is doing it Im not about to step on their toes
I think it is @white jay
Not a problem, anyone else need something?
SRC356 for IFA3 and WestWall https://abload.de/img/screenshot006yfu1i.png
Found the one i used to have, even found the config too... https://gyazo.com/b978d71e82ccba02ef1b143355dc49f7
@late root what dimensions are you thinking in? I got tons of ideas ๐
Yeah pretty much
I have some non arma related stuff. What you have in mind?
would like some helmet like this ๐
@tacit karma coming along nicely
Well not out of the question just would need a bit longer to work on it then Id want. Currently already making a helmet https://gyazo.com/cb3f37e37b3088aa79bb08aad46edfc8
looks good ๐