#arma3_model

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woeful viper
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because making 1 interior is almost the same work as making one entire vehicle exterior often...

fast topaz
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but interior work sucks I'll admit

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especially with lack of reference

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actually on the picture you see one of my weapons AND the vehicle ^^

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how much is the interior different between the variants of the Wiesel?

woeful viper
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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

fast topaz
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hmmm....so I'll make no interior and just do it like BI did it with the vanilla tanks I guess

woeful viper
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well, the TOW launcher is open topped, you can't access launcher or machinegun from interior

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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

fast topaz
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yeah, so I'll definitely have to make slightly different exteriors already....no place for interior lol

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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 ๐Ÿ˜‰

oblique vapor
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Ok guys, I'm looking for the saint graal

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Are there any proper shotgun reload anim anywhere ? The BI one is, well.. cough

sturdy parcel
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holy grail en anglais

quick terrace
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@sturdy parcel - hr hr
@oblique vapor - RHS has some, but they would require some work based on model used

oblique vapor
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hehehe, thanks @sturdy parcel

quick terrace
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which in fact is not possible because you cannot export RTMs from O2 ๐Ÿ˜ƒ

oblique vapor
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Well the BI one is good, but it's seriously broken when prone

quick terrace
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or import them in some...better animation when prone

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well, unless they plan to get shooties in (and they don't), don't expect a fix

sturdy parcel
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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

oblique vapor
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Yes, I tried to export BIs RTMs once as an experiment, turned out it failed

sturdy parcel
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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.

quick terrace
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@sturdy parcel - FBX is half flawed if you ask me

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the workflow

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still needs an extra step

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which is FBXtoRTM...thing

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can't really call it tool

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i know toadie is using the FBX method, i am either retarded or getting old

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since i wans't able to make that work

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hence i use blender + alwarens tools

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which is a pain because i don't use blender ๐Ÿ˜›

sturdy parcel
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ok. my ears only stood up because rtm was mentioned.

quick terrace
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in any case, RTM to 3ds max for instance, or maya

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is something is something that i wasn;t able to do

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FBX can store animations without any mesh information (so just the animations)

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which are loaded into a skeleton and framed on import

oblique vapor
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I understand now

quick terrace
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maybe others know more about it

last spindle
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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

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it definatley works, because i did FBX anims for a custom animal model/skeleton and it worked pretty damn well

quick terrace
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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

sacred grail
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are doors difficult for a noob to mod?

woeful viper
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i wouldnt know how it would get more easy...

sacred grail
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okay nice

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what are good door dimensions? sorry it was mentioned a while back I know but i have forgotten

terse aspen
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1m x 2m at least

sacred grail
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okay

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ty

sacred grail
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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?

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to keep it lower poly

woeful viper
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y

sacred grail
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๐Ÿ‘

sacred grail
quick terrace
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ohh, you are doing it ๐Ÿ˜›

sacred grail
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yeah ๐Ÿ˜„

quick terrace
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good lad, i'd say some sort of pipes

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what for, not sure

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do you have a pic with door closed?

sacred grail
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ah right, perhaps ventilation or something?

quick terrace
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yeah nvm, just seen there are 2 on the other side as well

foggy finch
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looks more like bushes to stop the containers colliding when they are placed back to back, or linked etc

quick terrace
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unlikely ^

sacred grail
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I dont see them on the ends though

quick terrace
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there are 4 on the long side per unit (so 8 in total)

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and 2 more on the ends

sacred grail
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oh yeah

foggy finch
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2nd pic they are holding telemetry stuff, wind speed, aerials etc

sacred grail
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well spotted

quick terrace
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๐Ÿ˜‰ good spot, didn't bother to check the other one

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so yeah, @foggy finch has the answer for you

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indeed the first is in the UK in some sort of warehouse

foggy finch
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or you had the answer already, fresh set of eyes sometimes helps

sacred grail
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yep, shall get to work modelling then ๐Ÿ˜„

sacred grail
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I think the geometry is fine. should i just ignore it?

woeful viper
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n-gons

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no you should not

sacred grail
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okay

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its a result of a chamfer, what does that mean?

woeful viper
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face more edges than 3 -> tool decides on it's own how it's devided

sacred grail
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so i could fix this with a cut?

woeful viper
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for example

sacred grail
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nice, I think you should add some wear on the decals though to match the wear on the trailer.

woeful viper
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blank metal looks weird. either too much chrome, or too much wear/rust

sacred grail
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yeah, reduce the metallic if you are using SP2

foggy finch
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quixel ๐Ÿ˜ƒ

sacred grail
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@woeful viper how can i fix this again?

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@foggy finch should make the metal less shiny then :3. Rusty old metal isn't very shiny.

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lookin good tho

foggy finch
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yeah I'm gonna get everything rigged arma side and see how it looks in-game

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since the terrian lighting settings greatly effect objects now

woeful viper
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fix it with cut or connect... you suggested it yourself, why are you asking me? o0

sacred grail
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its more dependent upon the rvmat than the quixel anyways isnt it :l

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okay. wasn't sure ๐Ÿ˜„

woeful viper
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just experimentate ... otherwise you will be never proceed, if you ask for every step

sacred grail
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okey ๐Ÿ‘

foggy finch
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also make sure you have incremental saves enabled in max if you dont already

sacred grail
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yeah i do

oblique vapor
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How to prevent trolling vertices ?

woeful viper
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easy, kick them in the face

bleak tangle
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What are trolling vertices?

quick terrace
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vertices that make fun of you

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i bully them into submission

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for me it is ussually polygons really

woeful viper
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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

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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

quick terrace
woeful viper
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already had a chuckle on that ๐Ÿ˜„

thorn spire
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@foggy finch Looks awesome though as a Trucker in EU I have to say that the Back also needs markings

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Then the class 3 Plate seperate

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ly

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But... Im kinda curious of the end project ๐Ÿ˜„

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Model itself looks great

oblique vapor
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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.

woeful viper
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with patience

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simple geometry + turbosmooth modifier and twiddling until it fits

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or model it from front, after that model a curved plane that fits the frontal curve, boolean cut, cleanup

oblique vapor
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Don't know if I should start with a simple box nor a cylinder

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The shape is weird

quick terrace
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start with a box turbo 3 times collapse spheriphy

oblique vapor
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Yay ! Combined with Soft Selection, I accomplished what I wanted to. Cheers @quick terrace ๐Ÿ‘

steep crest
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how can i edit the model mass in Object Builder?

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ok, 3 seconds later I found it.

last spindle
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@woeful viper Would reset X-Form not be easier?

sacred grail
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@last spindle I was just about to say that :D, I too had that problem with extrude / bevel and reset X-Form fixed all.

last spindle
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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

sacred grail
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aooh i see

sacred grail
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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

quick terrace
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rule number of in modellign

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never use booleans

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unless you wanna use zbrush's dynamesh

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at least don' use max booleans prior to 2017

stuck oyster
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Love booleans!

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But I use Blender.. so ill go back to imgur

sacred grail
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I am using the 2017 one

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Seems the old boolean operation works fine

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the new one was just bugged

terse aspen
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easier than booleans in blender: surface snap, delete surface face, bridge edge loops between snapped mesh and edges of the deleted face

sacred grail
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@quick terrace what do you mean never use booleans?

terse aspen
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used to do it this way before boolean modifier became actually usable

sacred grail
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ah

terse aspen
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it's blender specific though

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i have no clue about max

quick terrace
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i mean precisly what i wrote - booleans fucks topology

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so if you wanna make a cut

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detach parts

sacred grail
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cant you just clean afterwards?

quick terrace
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and use booleans

sacred grail
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k

quick terrace
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cleaning an entire contiguous mesh

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is soemthing no one wants to do

sacred grail
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I isolate what i apply boolean too yeah

quick terrace
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i know booleans got some upgrades with 2017 in terms of code

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but never tried it

sacred grail
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unless its a very simple shape

quick terrace
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but even if it is a simple shape

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why use booleans is beyond me

sacred grail
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what do you do?

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cut tool?

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and extrude

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okey

quick terrace
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for simple wholes, instest, loops, rings and cuts

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at least where max is concerned anyways

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both modo and blender have much better boolean tools

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still, these are used for HP modelling

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not low poly cuts

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sec

sacred grail
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thats what i did it on

quick terrace
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yeah well, you have no edges between the cut and the edges

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if you you were to simply connect

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it would work for LP

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for HP would be a total and utter mess

sacred grail
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oh

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i see.

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so just avoid boolean when possible

quick terrace
sacred grail
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blender looks like it has a much faster easier workflow tbh

quick terrace
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depends on needs, but yeah blender is a pretty good software

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and free

sacred grail
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yeah.

quick terrace
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i can achieve the same result in max using OSD without a sweat though

twin urchin
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OI russian modernization kit ๐Ÿ˜ฎ

quick terrace
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might take a bit longer, but if you know what you are doing, it can be just as fast

sacred grail
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yeah true

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well I should have the exterior done on this drone think tommorow, Then to work on the interior

wraith tendon
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@quick terrace wow, that Video looks amazing

oblique vapor
woeful viper
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@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)

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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.

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@quick terrace AK from Space?

quick terrace
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booleans only apear to save time

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doing it without knowing what you you do will only create issues, not solve them

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there are very few moments when booleans would be unavoidable tbh

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i have nothing agains booleans, but max handles them pretty poorly

woeful viper
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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

quick terrace
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and no, not ak from space

woeful viper
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pity

quick terrace
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universal upgrade kit

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yeah well, pity indeed

woeful viper
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no underbarrel flux accelerator ... :/

quick terrace
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too much damon no

twin urchin
woeful viper
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lel... first looks like cgi

twin urchin
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because it is

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๐Ÿ˜„

woeful viper
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triggerguard/magazine and receiver look super impractical and unergonomic -> must be from a designer ๐Ÿ˜„

twin urchin
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you know that concept was made by Russian Students

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just for fun

woeful viper
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looks like it, yes

twin urchin
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๐Ÿ˜›

woeful viper
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coming to your toys'R'us store soon(tm)

hollow fulcrum
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oh wow, interesting weapon there

fast topaz
bleak tangle
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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?

white jay
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The top memorypoint need to be offset a bit and that dictates the direction the player is heading

bleak tangle
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That did the trick, thanks

woeful viper
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can someone take the damn bratwurst of the LOD dev thread grill? it's already burned black

white jay
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Its way to easy it can't be arma ๐Ÿ˜„

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I take a currywurst

bleak tangle
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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"

quick terrace
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@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

woeful viper
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i has 15 years of gaming dx11 games... haven't you heard of tessellation? It's the bestest thing, throw out the dx9 LODs.

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also, i have a small wurst that i try to compensate with mentioning my expensive hardware over and over again

white jay
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Where is that drama? Currently on the phone so browsing the forums kinda sucks

foggy finch
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๐Ÿ˜„

quick terrace
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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....

woeful viper
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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"

quick terrace
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yeah well, i hope he is not gonna cut his wrists in about 1 year from now then

woeful viper
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y got something to announce then hehe?? ๐Ÿ˜„

quick terrace
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i don't no ๐Ÿ˜‰

woeful viper
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secretz

quick terrace
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but while the whole skyrim fiasco closed a chapter, the book is far from over

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no secretz really, but in general mods do turn to paid products

foggy finch
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I havent played that yet

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had it for about 1y

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๐Ÿ˜„

quick terrace
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and i doubt there aren't quite a few who wanna earn a buck out of it somehow

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dude, making hats for TF2 and skins for CS is a thriving bussines

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i am sure valve noticed that long ago

woeful viper
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the F2P (/microtransaction riddled) games have it quite easy there

quick terrace
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yeah but while at the start a lot of the F2P was made in house

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or at least paid directly by the developer/producer etc

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valve did change it to user made

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again, i do expect that to turn into a commercial thing rather sooner than later

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a lot of games did it on smaller scale

woeful viper
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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

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particulary with the DLC system they implemented now

quick terrace
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OA BAF rings any bells?

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๐Ÿ˜›

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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

foggy finch
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TF2 hats have netted a few people 6 figure sums btw

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over time of course

quick terrace
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over time = about 1 year | not bad if you ask me

woeful viper
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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)

foggy finch
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still better than a kick in the arse ๐Ÿ˜ƒ

quick terrace
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well, not gonna go there, i have no idea what BI intends to do about that particular part tbh

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but since they sort of seem to be keeping up the monetization schemes

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and they are well aware about the issues they are having with mods

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they either cut it

foggy finch
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yea its a big hornets nest of nastyness imo

quick terrace
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(i did send about 9 infrigments in just a week, haven't checked them all manually in some time)

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or they allow monetization on a different scale

bleak tangle
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Are there any games that have something like that other than valve games?

quick terrace
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as you said, the current DLC systems allows it

foggy finch
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valve or steam games?

quick terrace
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@bleak tangle - DCS (some of it is user made)

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FSX

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just to name a few from the top of my head

woeful viper
bleak tangle
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I just wouldn't think hats and cosmetic things have the same complexity and upkeep as a large Arma mod would have

quick terrace
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yeah of course not

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hats and cosmetics in TF2 don't have upkeep

foggy finch
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yep zero upkeep

quick terrace
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they are validated by valve prior to selling em

woeful viper
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you can propably squeeze out a bunch each day (saturating market with even more... good luck getting noticed)

quick terrace
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so not everything that is made makes the market

foggy finch
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yeah or else everybody would be doing it, it would be interesting to see some stats on just how many valve have rejected

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re: tf2

quick terrace
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think of it as Steam greenlight

foggy finch
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oh god

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please no

quick terrace
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the TF2 validation relax

bleak tangle
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How do you get paid by Valve for those?

quick terrace
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valve sends you a % of the sales

bleak tangle
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Like flat amount, or % of sale

foggy finch
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you get a percentage of the sales price

quick terrace
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so making 120k out of shit that costs 99 cents

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and you most likely get 60% of that

foggy finch
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it's not a super high percent after steam/valve take thier cut, but still decent for a 'mod'

quick terrace
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explains it

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valve uses 40% i hear

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used to be 30% for steam games

foggy finch
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I did look into it a while back, cant recall the exact figures

woeful viper
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you get 60%? that is a lot... Warthunder gives 25 lol ...

bleak tangle
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That's such a good model for valve

quick terrace
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@woeful viper - that is what i heard

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no one really tells the real % in any case

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some have different deals

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but i remember reading about it, and it was something like "more than half"

woeful viper
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well thats for valve games... when another developer does it (Bethesda) they want something, valve wants something and you get poop

foggy finch
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considering your helping to prop up thier game at zero dev cost to them its not a bad deal for valve games

woeful viper
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not 0 but miniscule (QA checking though that can be partially automated)

bleak tangle
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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

foggy finch
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yeah it could be the proposed skyrim rates I was thinking of

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steam store cut >> bethesda cut >> you get whats left

quick terrace
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shit sells best, when it is cheap and small

foggy finch
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look at cs-go

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๐Ÿ˜ƒ

quick terrace
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seen some prices for some stuff for CS:GO

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40$ for some very limited knife skin

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really?

foggy finch
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yeah I got a knife (skin) sold it for ยฃ70 on marketplace

quick terrace
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lol, even better

foggy finch
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random crate drop, only had to stump up ~ยฃ1.20 for the key to open it

woeful viper
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arbitrary scarceness and kids with too much money = money printer

quick terrace
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reason i don't play CS type games

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hell, that wurst guy has me these days

foggy finch
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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.

quick terrace
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since i don't really play all that often anymore anyways, A3 included

foggy finch
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it's like lotto scratchcards, only people who win are the lotto people

quick terrace
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that happens with lotto just as well

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not only CS crate lotery

foggy finch
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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

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anyways, got the geometry & fire geometry done on my trailer tonight, bunch more lods to do yet, progress though ๐Ÿ˜ƒ

bleak tangle
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Nice, what do you have left?

foggy finch
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more resolution lods, view geo (pretty much carbon copy of other geometry lods), memory lod, physx lod, roadway lod

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oh and shadow lods ๐Ÿ˜ƒ

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textures look fine in buldozer, minus a few rvmat tweaks I have yet to do

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so thats a plus

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๐Ÿ˜„

oblique vapor
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What is View Geometry btw ?

quick terrace
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the LOD used to block or not AI from seeing through the geometry

terse elm
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i believe it also stops the 3rd person view from clipping through walls too? correct me if im wrong

wraith tendon
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kinda wrong

terse elm
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if not view geo then what controls that then?

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in my experiance it does effect it

wraith tendon
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Geo is affecting the Cam

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ViewGeo is just for AI iirc

terse elm
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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

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and when i added the floor into the view geo the cam would not clip through the floor

wraith tendon
terse elm
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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

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anyone else care to throw some knowlege into the mix to answer sams question fully

wraith tendon
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??? Did you even open the link? It skips directly to ViewGeom

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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.```
terse elm
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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

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so at this point unless i missed it the answer is not contained on that page

wraith tendon
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MikePhoeniX - Today at 10:29 AM if not view geo then what controls that then?

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Yeah, its not

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BUT -> Geom should be the one, that affects the Cam

terse elm
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Should is a vague term

wraith tendon
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Can't you make a small Test Object?

terse elm
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not atm im at work

wraith tendon
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currently fighting with the groups ๐Ÿ˜›

terse elm
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but will be glad to do so later

wraith tendon
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o7

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Okay, lets say it this way: Anything else wouldn't make much sense ๐Ÿ˜ƒ

terse elm
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well depends which way u look at it, View/Camera), anyway lets test it unless anyone can shed some light into the matter

wraith tendon
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Yep

thorn spire
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@quick terrace I earned 10โ‚ฌwith selling some default skins :D... Actually had one guy begging me to give him those Steam badges I have been getting for years ๐Ÿ˜„

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But dont want to hustle 14 yo giving all his juice money

terse elm
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lol

cinder pivot
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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

thorn spire
#

Well... earning 10K with subscriptions to A3 server ๐Ÿ˜„ kinda same thang, but slower

cinder pivot
#

True I guess

#

But you could do stuff to speed up getting there that could be shady I guess

civic stratus
#

Morning all

woeful viper
#

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)

oblique vapor
#

Morning pals

civic stratus
#

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

civic stratus
#

The animations work in buldozer

civic stratus
#

I took a look at an A3 car that uses "door" source, but I cant see any difference

woeful viper
#

if you do building doors why do you look at a car?

sturdy parcel
#

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]";
...
};
};

civic stratus
#

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

woeful viper
#

animateDoor is FOR CARS not for buildings

civic stratus
#

thats not specified in the wiki

woeful viper
#

read samples dude

civic stratus
#

I couldn't find "door" on that entire page

#

I havn't found anything that's said that animateDoor is only for cars

woeful viper
#

seen any buildings with animateDoor? No.

sturdy parcel
#

the above code works. it illustrated for you where someAnimClass is needed

celest arch
#

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

woeful viper
#

why not take the wind turbine as reference then ? o0

quick terrace
#

well, seen that....pity about the physx in a3...

oblique vapor
#

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

sturdy parcel
#

small correction. you have a skeleton. there's just no bones in it!

terse aspen
#

new skeleton? doesn't this breake any and all backwards compatibility? or is it just a bug?

sturdy parcel
#

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.

celest arch
#

@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

civic stratus
#

which array?

#

I can provide some insight

#

the animate[] array?

celest arch
#

yes, the parameter after the animsource

#

{"top",597.995}

civic stratus
#

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

celest arch
#

I'll test around with my small turbine

civic stratus
#

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

hollow fulcrum
#

@woeful viper thanks for info ๐Ÿ‘

celest arch
#

good thanks

wind belfry
#

any idea why my ammunation sticks in air and doesn't fly at all?

oblique vapor
#

Context ? What purpose ? When doing what ?

wind belfry
#

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

oblique vapor
#

Paste your cfgAmmo config pls

wind belfry
#

sec

oblique vapor
#

For others info: Using vanilla model for projectile works. Is a problem related to model, not the actual config

timber cobalt
#

Can someone tell me why my model turns invisible once I get to close to it?

oblique vapor
#

Does this happen when you rotate your camera to certain angles ?

timber cobalt
#

only when Im close, and looking a bit down

#

at first I thought I had multiple visual lods

#

but thats not the case

bleak tangle
#

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

timber cobalt
#

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?

bleak tangle
#

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

timber cobalt
#

the single vertex you placed in the visual LOD I presume?

bleak tangle
#

Yes, I only placed it in the first resolution LOD

timber cobalt
#

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

bleak tangle
#

Good to hear, glad I could pass along the help other's gave me

timber cobalt
#

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..

wind belfry
#

how do i specify what model i use when i drop item to ground in game?

outer condor
hollow fulcrum
#

not holding my breath. but anything that improves upon the sub standard tool set is good with me.

#

โ˜•

sturdy parcel
#

not holding my breath, but anthing that improves upon the sub standard tool set is bad for me. ๐Ÿ˜Ž

hollow fulcrum
#

lol

outer condor
#

wow - confirmed! mikero is working in hiding on live loading ๐Ÿ˜Ž

hollow fulcrum
#

^^ ๐ŸŽ‚ ๐ŸŽ†

oblique vapor
#

This is the ultimate model porn

wraith tendon
#

tbh, thats a "must have". How much time was wasted with Packing -> Restarting -> Testing for 10s -> change 1 Number -> Repeat from start ?

woeful viper
#

you can merge configs with diag right now, but you have to respawn your vehicle, which is annoying

hollow fulcrum
#

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..

wraith tendon
#

@woeful viper Hu?

jaunty leaf
#

@wind belfry try giving the ammunition a pilot LOD

woeful viper
cinder pivot
woeful tartan
#

@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' ๐Ÿ˜‰

#

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)

outer condor
#

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

woeful viper
#

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

outer condor
#

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

sturdy parcel
#

yes, it uses filepatching by default

woeful viper
#

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.

white jay
#

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 ๐Ÿ˜‰

foggy finch
#

yeah, I used it a whileback to play around with lighting configs pre1.60 to save an assload of reloads

wraith tendon
#

@woeful viper Thx alot o7

outer condor
#

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

sacred grail
#

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

twin urchin
#

well if they add PBR in their next ArmA game then you surely get a new pipeline

sacred grail
#

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 ๐Ÿ˜„

twin urchin
#

true anything than these outdated tools for A3

sacred grail
celest arch
#

inset tool?

#

both on the inner and outer faces, then fill the open geometry

#

not sure how its called in 3ds

oblique vapor
#

Cap

#

Cap the borders

sacred grail
#

But how would I cut out the shape in order to cap it? other than using boolean

oblique vapor
#

Edit Poly => Select face => Inset

#

Basically what Schultz said

celest arch
#

yeah I guess its the cleanest way

celest arch
pure rivet
#

Anyone have any tips for starting model making?

sacred grail
#

start very simple

#

I just finished the exterior on my second model in 3ds max

pure rivet
#

Ok great

sacred grail
#

I have finished the exterior on my drone control center model

#

Time to start the interior ๐Ÿ˜„

oblique vapor
#

Awesome man ๐Ÿ‘

vast tinsel
#

Looks cool ๐Ÿ˜ƒ

terse elm
#

looking good holo

#

sam that looks ace fella

hollow fulcrum
#

very cool @sacred grail

#

and that looks great there @terse elm ๐Ÿ‘

polar fiber
#

@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

terse elm
#

going for the Snatch-2A

polar fiber
#

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

remote pewter
#

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

terse elm
#

@polar fiber u got a pic of the grill i need? not sure which u mean at this point

polar fiber
terse elm
#

thx, any other stuff that shouldnt be there on it?

polar fiber
#

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

#

But I mean that's all nitpicky stuff

terse elm
#

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

polar fiber
#

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 ๐Ÿ˜ƒ

#

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

strange yacht
#

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?

outer condor
#

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?

quick terrace
#

they don't really change them

#

so unless there are data changes in the changelongs

#

it really doesn't make and difference

woeful viper
#

where surf or penetration materials ever changed? I don't think they did

quick terrace
#

maybe between alpha and gold

outer condor
#

fairly sure they were early on as we reported issues to BI, zGuba also added some additional ones

quick terrace
#

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

outer condor
#

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

woeful viper
#

broken penetration? What do you mean pufu? (out of curiosity)

quick terrace
#

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

woeful viper
#

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

quick terrace
#

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

woeful viper
#

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

quick terrace
#

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

woeful viper
#

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

sacred grail
#

does anybody know of an issue with falling through maps when creating them?

strange yacht
#

anyone got any idea what could be wrong with it?

woeful viper
#

is the floor an alpha map?

strange yacht
#

I think so

woeful viper
#

alpha maps behave arkward - if you do not absolutely have to use one, don't do it

strange yacht
#

hm, I will investigate that thx

#

reporting back as soon as Iยดve got more information

strange yacht
#

@woeful viper nope, alpha layers arenยดt causing this. There is no alpha layer on the road :/

woeful viper
#

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

white jay
#

you could try "move top" for these faces but i'm not sure if it will fix your problem...

#

seems a bit strange

woeful viper
#

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

strange yacht
#

@woeful viper thanks a lot for the advice. Maybe I should try contacting Hatchet?

woeful viper
#

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

strange yacht
#

will do, thx

#

does that include just the diffuse or removing whole rvmats?

remote pewter
#

any idea why a model would appear fine in editor, but not in a server?

wise coral
#

appear fine as in?

dull copper
#

Anyone know where I can get my hands on a mortar and/or artillery sample/reference model?

quick terrace
#

A2 samples

dull copper
#

Cheers

sacred grail
#

I have started work on the interior of my drone project

#

now for the enjoyable process of uvw unwrapping ๐Ÿ˜–

dark crow
#

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

woeful viper
#

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

dark crow
#

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

woeful viper
#

can you show what you have? it makes it easier to help

sacred grail
#

modelling industry for Arma III...... DAYUMMM SON

dark crow
#

sorry but I do not know English very well

#

small but great careless mistakes

#

not all are perfect

remote pewter
#

hey quick question, Can a static object be ported into arma without any modifications, or do you need to add "lods?"

sacred grail
#

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

woeful viper
#

no lod? Oh let me guess, it's ripped.

sacred grail
#

lel

woeful viper
#

mr. frederik also wants to import a downloaded car...

sacred grail
#

I really think there should be a ban on using somebody elses assets.

quick terrace
#

it shouldn't really

#

if there is permission there should be no issue

#

see Roberts pack(s) for instance

sacred grail
#

I suppose. I probably have a rather biased opinion ruined by the life mods.

woeful viper
#

when i spend 100s of hours working on a vehicle, butchering it for res LODs is very painfull... "but this looks so bad" ๐Ÿ˜ฉ

quick terrace
#

simplygon...

#

no manual butchering

woeful viper
#

how much?

#

100$ a month for "no visibility to others" lel... no thanks

terse aspen
#

that's quite expensive

#

i just downloaded the lite version of antangeo balancer and will test it soon

woeful viper
#

its free if you agree that they save and publish your models ...

#

not going to happen

terse aspen
#

lolwhut

woeful viper
#

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 ?

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 ๐Ÿ˜ƒ

woeful viper
#

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

polar fiber
#

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

quick terrace
#

well, pro oprimizer doesn't allow one to keep the overall shape,uv borders currectly eyc

woeful viper
#

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

bleak tangle
#

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.

hollow fulcrum
#

โ˜•

#

i use simplygon on occasion. they have yet to offend me in any way.

woeful viper
#

stop making this sound like a good deal, or i'll regret doing it manually ๐Ÿ˜›

remote pewter
#

@woeful viper first off.. It's called buying a model? Okay. so stop thinking everybody rip's shit. Thanks

woeful viper
#

i heard that excuse before...

remote pewter
#

.

hollow fulcrum
#

๐Ÿ‘€

polar fiber
#

102,354 polies. wew

hollow fulcrum
#

lol

woeful viper
#

ok dont worry about LOD then, that should work fine

polar fiber
woeful viper
#

1195 x 1698 ... i dont see the problem

polar fiber
#

Yeah sure, if you like everything a nice shade of blue and section count out the arse

remote pewter
#

welp rip that one

#

102k pollys

twin urchin
#

arma engine will blow up with that

woeful viper
#

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?

twin urchin
#

also those crappy texture dimensions - that guy must be stuck in 2001

woeful viper
#

its not for gameusage obviously

twin urchin
#

yes for rendering it doesnt matter

sacred grail
#

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.

outer condor
#

is maya or 3d studio max better suited for arma modelling?

twin urchin
#

anything that does 3d modelling , works fine

#

maya , max , blender , modo etc

outer condor
#

alright. and what in terms of importing MLODs and getting it back to Arma later - still doesnt matter?

twin urchin
#

no , they are still 3D models

outer condor
#

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

woeful viper
#

.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)

twin urchin
#

i meant it in general with 3D models - you still have to do those things in Object Builder

woeful viper
#

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

outer condor
#

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

woeful viper
#

has he worked on models for gaming usage before?

outer condor
#

good point. i dont know. will ask this

woeful viper
#

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.

quick terrace
#

+1

#

i'll see if i can show you the topology i use when archviz

#

compared to games

outer condor
#

well we will give him one of each type of our models as reference

quick terrace
#

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

woeful viper
#

4k or 8k?

twin urchin
#

damn , thats wonderful , can't wait to see the Zenit parts ๐Ÿ˜„

quick terrace
#

2k

woeful viper
#

oh right, just the extra stuff and not the whole weapon

quick terrace
#

everything but the black parts yeah

hollow fulcrum
#

@quick terrace looking very tacticool indeed ๐Ÿ‘

woeful viper
#

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

woeful viper
#

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.

hollow fulcrum
#

ermm.. don't know that i've ever had one of those.

fast topaz
#

still some minor details and then I can start modelling the 20mm cannon ๐Ÿ˜„

hollow fulcrum
#

looking good there @fast topaz

fast topaz
#

thanks ๐Ÿ˜ƒ

snow gulch
#

is this a wiesel?

fast topaz
#

yes

woeful viper
#

looks good. I would make the track a bit thinner and also more rounded - looks better when the alphatexture moves on it

fast topaz
#

yeah the track is still a rough blockout only

celest arch
#

still need to work a bit on the texture

fast topaz
#

that texture is awesome ๐Ÿ˜ฎ

oblique vapor
#

Simplygon is awesome

hollow fulcrum
#

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.

wise coral
#

why does all of a sudden none of my models have textures on them in buldozer

#

did i hit a hotkey or something

sturdy parcel
#

standard reason is the paa files are available at engine time.

wise coral
#

ya i cant start buldozer without P attached

#

just started last night and tried the usual reboot and such

bleak tangle
#

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

foggy finch
#

created this for someone's terrain, fits in nicely as replacement canal walls on stratis ๐Ÿ˜„

tacit karma
foggy finch
#

ahh superb work on the hand strap dude

tacit karma
#

more or less winged that part lol

#

but it seems to fit near perfect

foggy finch
#

yeah

#

some day I'll venture into the realms of high-poly,. quite happy sticking at low-mid range atm ๐Ÿ˜„

tacit karma
#

hehe

terse elm
#

just a simple BFA

polar fiber
#

For a Minimi?

bleak tangle
#

Looks good, are the grids just done with a normal map?

terse elm
#

yeah

hollow fulcrum
#

whispers, 'knurling'

terse elm
#

haha i went with grip lol

wise coral
#

@bleak tangle indeed theres alot of reds in that list but theyre definitely correct paths

sudden radish
#

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?

bleak tangle
#

It depends. What type of object/model?

sudden radish
#

It's the model for a uniform

polar fiber
#

hands and proxy paths need changing

#

need to binarise with the updated character model.cfg

sudden radish
#

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!

bleak tangle
sudden radish
#

Will watch it now!

sudden radish
#

my head.... it hurts lol

hollow fulcrum
#

โ˜•

sturdy parcel
#

do yourself a huge favour van Gastel and grab a copy of the free toolset here

#

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.

twin urchin
#

mikero you need a tool that adds PBR shading into arma engine ๐Ÿ˜›

sturdy parcel
#

haha

woeful viper
#

pbr shading doesn't inherently improve graphics - just saying. Warthunder actually looked worse after it received pbr

twin urchin
#

only a fool can do that

#

look at F4

woeful viper
#

F4 what?

twin urchin
#

let me say it differently - when you properly utilize PBR shading then there is no way that it will look worse than A3

woeful viper
#

but will it actually look much better?

#

the answer is: not necessarily

twin urchin
#

yes it will , because PBR is much powerful than the old shaders

#

ten times than those shaders in Arma

woeful viper
#

so? what's the formula you calculated this with?

twin urchin
#

what formula

woeful viper
#

how do you determine it will be 10 times more powerfull?

#

and what does powerfull actually mean than just beeing a buzzword?

twin urchin
#

i determine it by looking at it and yes it is powerful , just google PBR shading for more info

woeful viper
#

i know what it is and what the idea behind it is

twin urchin
#

dont tell me that you dont like PBR

woeful viper
#

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

twin urchin
#

arma doesnt support the basic color specular ...

woeful viper
#

I know that. Warthunder with PBR rendering doesnt support it either.

#

tldr - it all depends on implementation, execution and balancing of lighting settings.

polar fiber
#

IMO Arma doesn't need PBR per se, it just need specular/gloss that actually works

hollow fulcrum
#

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.

twin urchin
#

but in next arma , it would be logical to have PBR

celest arch
#

actually aligning to the current industry standards wouldnt be bad...

twin urchin
#

because it will be used more and more

woeful viper
#

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.

celest arch
#

it would be ssomething appreciated first by the addon makers, then maybe by users

woeful viper
#

the users wouldnt see any benefit over it. require proof? just look at the reactions of the lighting setting changes they did for tanoa

celest arch
#

yeah I'm totally with you on this, on the other hand, addon makers would see their workflow slightly simplified

twin urchin
#

well arma tech is outdated so users in arma will say wow even to cheap Sweet FX mod

woeful viper
#

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 )

polar fiber
#

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?

twin urchin
#

if it was that case then WarThunder devs screwed up

quick terrace
#

@celest arch - it would be appreciated by BI's own devs just as well

woeful viper
#

@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

quick terrace
#

it is easier and easier these days to see your result in PBR in your own software of choice

celest arch
#

I guess an outsourced asset creation also costs less to BIS if its requirements are the industry standards

quick terrace
#

not really ^

#

mainly because there are no real industry standards besides PBR

woeful viper
#

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.

celest arch
#

yup exactly

woeful viper
#

that's why so many people complained

quick terrace
#

even them unity and unreal and CE3 have different PBR way of maps setupt

twin urchin
#

@woeful viper you saying that like A3 tomorrow will get PBR heh

quick terrace
#

A3 will surely not get PBR

woeful viper
#

yeah

twin urchin
#

i know that

woeful viper
#

that would be silly for them (economical). They would have redo all textures basically

quick terrace
#

i think their next enfussion game will do it though

twin urchin
#

arma 4 all the way

hollow fulcrum
#

lol

woeful viper
#

in 5 years ๐Ÿ’ƒ

quick terrace
#

i thik there is gonna be another game between A3 and A4 tbh

twin urchin
#

how you know? it will take 5 years?

woeful viper
#

i calculated it with my crystal-ball-powered calculator

quick terrace
#

not sure if 5, but i am pretty sure BI is not in a rush

woeful viper
#

5.34 years to be precise

twin urchin
#

more like 2-3

#

if the Dayz will be still alive haha

celest arch
#

plus two moon cycles, remember the brexit distorted time

hollow fulcrum
#

im thinking somewhere between 3-5, and probably another in between like @quick terrace said.

quick terrace
#

mainly because Pufu is always right ๐Ÿ˜ƒ

woeful viper
#

good, i still have a totalconversion to finish ๐Ÿ˜„

twin urchin
#

also you think there will be another DLC for A3 after Apex?

#

i kinda doubt

hollow fulcrum
#

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.

woeful viper
#

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)

twin urchin
#

thats usual talk and they mostly mean fixing bugs , sometimes some small new feature

woeful viper
#

idk, sounded to me like they are open to still do some content (so maybe 1-2 smaller dlc).

celest arch
#

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

twin urchin
#

like porting Chernarus Plus ๐Ÿ˜›

hollow fulcrum
#

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.

twin urchin
#

dayz fan boys will scream like a anime fan after prom night

woeful viper
#

the one fan there still is ๐Ÿ˜„

twin urchin
#

also if the Chernarus plus was in A3 like 5 min - then some life mod mission will spawn instantly

hollow fulcrum
#

it's ok, i made some hot air balloons for lifers. as an added bonus, the propane tanks explode randomly. ๐Ÿ‘

sturdy parcel
#

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.

woeful viper
#

well i'm sure that is deliberate to prevent that from beeing possible

twin urchin
#

well i meant it officially ofc , BIS can surely do that

sturdy parcel
#

yes, X3kj, it's the only real explanation, apart from their general stupidity.

woeful viper
twin urchin
#

well when VBS bought it now , it doesnt matter when it gets to A3 ๐Ÿ˜„

white jay
#

it's very unlikely that they release chernarus+ for A3 while it's still under heavy development

twin urchin
#

i wouldn't personally say that when the island havent been changed a long time

white jay
#

i took a quick peek after the last dayz update, it has changed a lot

twin urchin
#

maybe object placements thats all

white jay
#

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 ^^

woeful viper
#

yes

twin urchin
#

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?

white jay
#

idk...

versed escarp
#

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.

quick terrace
#

@versed escarp you are not really gonna get an answer about it here....A3L shit is simply ignored ๐Ÿ˜‰

versed escarp
#

Its not for a3l, it was used as an example !

quick terrace
#

bad bad example

#

what is it for then if you don't mind me asking?

twin urchin
#

A3L , Project Life or whatever Life mod - it is the same thing

quick terrace
#

shit robert, let the guy speak

#

maybe is for a tank's mod where he needs randomizd plates

#

๐Ÿ˜„

twin urchin
#

yeah like "2FAST4U" or "EATMYDUST"

#

๐Ÿ˜›

#

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"

quick terrace
#

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

versed escarp
#

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

#

.

quick terrace
#

sounds really nice

#

can you post an image of such a custom care you made and plan to release to the public?

gilded ibex
#

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

woeful viper
#

Why do you not change the numbers and see what happens?

gilded ibex
#

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

woeful viper
#

not going to happen. external camera focuses on the center of the model.

wise coral
#

ive rechecked and rechecked and still buldozer wont even show argb colors on my models? any more ideas?

quick terrace
#

in dx mode?

wise coral
#

I think I figured it out. View > Show Grid seem to turn it off and on.

pseudo elbow
#

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?

white jay
tacit karma
#

can you post some pics with smoothed faces?

white jay
#

I dont have the creasing done for subdivions yet, i can here in a few hours

#

Its still early WIP

quick terrace
#

and i wonder why you choose floaters over real holes in the geometry

white jay
#

Just place holder

#

Ill get the holes eventrually, see my M4 has them once i take a pic

quick terrace
#

fair enough then

twin urchin
#

@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

woeful viper
#

aha yes the guy with the sliding caliper with four digital decimal places

topaz sail
#

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

twin urchin
#

well you can remove the proxy in the shadow lod of that Landrover

topaz sail
#

the weird thing I dont have any proxy in shadow lod

twin urchin
#

are you sure about that ? lol - i see the typical proxy flag shape in there

topaz sail
#

all of these ShadowVolume 0, ShadowVolume 100 View Pilot and View Gunner are free of proxies

quick terrace
#

maybe some hidden piece of mesh?

twin urchin
#

well as well might be some hidden proxy

#

or something

topaz sail
#

how to unhide/delete it?

#

Im not so advanced tbh

twin urchin
#

in OB - look into View tab

topaz sail
#

just know how to change path make some configuration and stuff

#

ok

twin urchin
#

and Lock/Hide > then select unhide

#

but before that select everything

topaz sail
#

in which lod?

#

Shadow one?

twin urchin
#

well that shadow lod 0

topaz sail
#

okay I think I got it

#

but I need to test in game

quick terrace
#

ctrl+a

#

ctrl+shift+h

topaz sail
#

Thank you Robert and PuFu We'v just fixed it !

twin urchin
#

np ๐Ÿ˜ƒ

white jay
#

@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

late root
#

looks good so far

twin urchin
white jay
#

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

twin urchin
#

what other models you do?

#

other than the SAW

white jay
#

I do quite a bit anything from character and organic modeling to hard surface.

#

I use Zbrush so im pretty flexible

twin urchin
#

great , it is not often to see weapons works in zbrush while i know the Ubisoft and others does that heh

white jay
#

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.

twin urchin
#

yeah , zbrush can be sometimes very messy

#

also cool stuff

white jay
#

Thanks bud. If you have 4r7 Zmodeler is super powerful. I didnt the entirety of the m4 in zbrush including the low poly

late root
#

Is anyone needing any quick models done? Got nothing better to do

feral yew
white jay
#

All the splines for those wires lol

late root
#

Yeah i may be able to

feral yew
#

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

late root
#

It probably just be the dish thing since im not up to remaking every radio

polar fiber
#

Somebody was working on one of those Satcom antennas. They posted pics in this channel

feral yew
#

Could it have been Rabidus?

polar fiber
#

Can't remember. I just remember they did some nice bakes for it and was texturing it in Substance

late root
#

If someone is doing it Im not about to step on their toes

white jay
#

I think it is @white jay

late root
#

Not a problem, anyone else need something?

tacit karma
feral yew
fast topaz
#

@late root what dimensions are you thinking in? I got tons of ideas ๐Ÿ˜›

white jay
#

Lol a misc item or two.

#

Knowing her shes got a ton of shit right zeph?

late root
#

Yeah pretty much

late root
#

I have some non arma related stuff. What you have in mind?

fast topaz
#

would like some helmet like this ๐Ÿ˜„

foggy finch
#

@tacit karma coming along nicely

late root
fast topaz
#

looks good ๐Ÿ˜ƒ