#arma3_model
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maybe some kneepads ^^
Possibly, I wouldnt have time for rigging and skinning
no problem ๐ the models would be cool enough ^^
any particular ones in mind? Most uniforms ive seen have them actually like sewn into the cloth
Maybe some small items for mission makers? Some jungle drug lab related items for Tanoa would be cool.
@foggy finch Well for know its done. Don't really want to texture it today. Maybe tomorrow
yeah know that feeling dude
then usually at about 11pm I think screw it and start texturing ๐
but actually @feral yew has a good idea ^^ I need some colorful mushrooms for a Tanoa campaign ๐
what do blue points signify on animals in object builder?
@wise coral The blue points are part of how OB shows vertex weights on each selection. Color goes from blue to red depending the strenght of the bone weight.
https://forums.bistudio.com/topic/109501-stalkergbs-weighting-overview/
Would recommend reading this topic as it explains a lot how weighting works in Arma. Would not however recommend using OB for weighting since its quite hard to do in it in my opinion.
btw is there anybody that does weighting?
just trying to get a bear functional as the rabbit sample
so i suppose if object builder cant do it ill move on to something else
thanks HorribleGoat
i'd be happy with drugs/trafficing stuff for Tanoa. seems like a legit thing there.
@wise coral Have not made animals myself yet, but other man/animal like units so I would say you would also need completely new skeleton, movecfg, and rtm animations to get a bear to actually move. Not sure if theres any animal in game that would have fitting form and animations for a bear. Don't know what animations the rabbit has but I would guess it would not work with bigger mesh anyway.
@hollow fulcrum im sure most life persons would appreciate (and gladly steal) ๐พ
im kind of almost betting on it. ๐
Ah I didn't even think of the life applications, I just want to blow up a couple tonnes of cocaine....
yeah, i couldnt imagine something more exciting than blowing up flour-like substances
fair play
Lol
I got the animal from turbosquid.
so the same worn out shit talk about life persons is getting old as nursing home diapers
I figured id test by using a goat cfgmoves to see if i could even shoot it but that didnt work either
so im guessing im missing more than the usual
I have a mod with a variety of scopes, I tried to use it on Apex but the new accessories didnโt show up, only the original ones and the scopes on my mod. How can I update my mod to make it compatible with Apex?
Or there is some working mod with scopes that do not have this issue that I can have a look?
what mod of scopes?
@wise coral what you want to do sounds simple enough but it is actually maybe the most hardest thing one can mod for arma and it is really not much documented. You would need to be familiar with skeletal animating and mesh weighting to do it properly. No shortcuts available for something like a custom animal so just having the model is not nearly enough.
I followed the sample rabbit to a T but unfortunately couldnt replicate the blue weighted points as you spoke of. Since im new to this ill just go back to buildings. thanks for your input.
@twin urchin A3CN scopes
are those even public?
how do i test my animations in bulldozer?
Yep, i published it in Steam and withsix
can you share a link?
Wait one
yeah , i just googled that
but you know what i hate the most? - a new addon that doesnt show the actual content in the screenshot ๐
@rich nacelle ok so the problem is that you cant mount them on the new Apex guns?
but on old A3 weapons you can?
The problem is the new accessories didnโt show in virtual arsenal when the mod in loaded
A can mount all of it in the new weapons and on the old ones
now i am confused
When I load my mod, the new scopes that came with apex don't show up on virtual arsenal, just the old scopes and thw scopes on my mod
Better?
Apex weapons aren't joint rails compatible (yet)
same reason you can't mount Apex optics on custom weapons, only BIS ones or those that inherit item slots directly from BIS weapons
need to wait for CBA to be updated
It's not i can't mount the new ones, it doesn't shows on accessories list on virtual arsenal
They wont show in the list for weapons that aren't compatible
I tried in all weapons, and even on the new ones it doesn't show on the list
so the apex scopes don't show in e.g. the SPAR-16 Arsenal menu?
It's probably to do with how JR reconfigures the default COWSslot
I haven't checked Apex stuff with my own scopes (i.e running CBA)
I run cba too, but in my last trya couple of days ago it didn't worked yet
Now i will wait for either cba and ArmA to move on Apex
is anyone able to re-texture a default uniform for me i will pay
@cobalt forge did you really just spam this message in a bunch of channels and still not post it in the correct one?, you just failed at the internet
I'll do it. $500/hour minimum charge two weeks.
sighs.. just undercut by mikero...
lol
damn sorry. i made $80k last time.
for that sum I'd expect your goat to be running around in an armour plated suit
I saw some feral goats today and it reminded me of you mikero
For just 9 cents a day you can help one less goat be feral
and as soon as you hand over your payment details someone in a place you've never heard of is 80k richer
๐
experiments show that it takes 1 feral goat or 3 domestic goats or 9 chicken feet to stop bis moving goalposts. however you must not forget to stand on one toe and sing your favorite nursery rhyme while sacrificing them, otherwise bis remove the goalposts altogether.
so by your reckoning pennyworht 1 chicken foot = 1 cent sounds about right.
@feral yew Allready done http://i.imgur.com/Sb55CDQ.jpg The mod is also released
nice
@white jay what's the name of the mod?
Aww, too bad, I'm using ACRE over TFAR
Really cool looking mod though
Things like this make me want TFAR
๐
Thanks Raspu, looking forward to using it.
btw anybody here doing gloves?
Does someone have a nice tutorial/ series on how to get a model into arma? Model is newly made, no skeleton and such so far and I'm using blender.
Is it a player model?
=uniform
Uniform yeah
Also, how does one make a spot in blender to apply the clan logo and insignia? As I already found the cfg info to do it.
@sudden radish Rule #0 Dont use Blender for modeling...
@fossil obsidian Rule #1 Don't talk shit about things you don't know about
That's a little late innit?
regarding the question: it mostly is just a plane above the surface you want to have it on
and the plane will have the texture on it
@fast topaz im doing models and anims 15 years... so u miss something, kid...
yeah but you literally talked shit regardless
blender is a very good tool
it's freeware and it has all features that other programs do have
Anyhow, I didn't ask for what to use instead of blendern, nor people going apeshit about the stuff they hate or like. I asked if someone has acces to tutorials on how to do it
did you ever geta very base model in game?
try getting a textured cube crate in game before you try anything else
I did get a helmet in there via config, and that's about it
"regarding the question: it mostly is just a plane above the surface you want to have it on
and the plane will have the texture on it"
did you make the model and textures also?
do you have access to the source files of the helmet?
if not, try getting a cube crate in game first
learn the principles
in the way of a "helmet" then?
id recommend as a vehicle, placeable in the editor
just get the workflow 100% on a very simple object so you understand all the steps
then step up
thank you kindly, will do
oh yeah @agile osprey do you know how to "reserve" 2 spots for showing off the squad xml isignia and clan on left and right shoulder respectively?
look at the uniform sample in the arma 3 sample files
Where are those located?
just found it on steam, thank you!
@fast topaz - don't bother with the retard
he couldn't do a model or an animation if his life depended on it
too long to explain
bastically, ignore him
most people i know have his sorry ass blocked everywhere able to block
yeah I think I saw him multiple times basically writing unproductive shit ^^
so "im doing models and anims 15 years... so u miss something, kid..." is a misinformation? aka a lie
most likely
i mean about 4years ago, he was spamming everyone on the former skype modelling channel with very basic questions.
Giv armata
how do I create an smdi in photoshop, I recall adujusting levels but I cant figure out witch ones?
yes
there is no correct way, because creating an smdi from diffuse map is stupid - they have nothing to do with each other
+1
in short, you could just use diffuse as a guide to set the areas for both spec and gloss...
Is it possible to change the reload animation based on the ammo loaded in the gun ?
I have my shotgun with 8 shells Pellets and 1 Shell Slug, and reloading 8 shells for the 1 Shell pellet is, well.. not appropriate
no
unless the different ammo only fires from a seperate muzzle (basically treated like a UBGL)
you used to be able to define reload naimations per-magazine but I'm not sure that you still can
initially that was how BIS handled UGL reloading in Arma 3, before they moved it to the muzzle
in Default magazine class there is reloadAction = ""; still
As een on the A3 unit insignia wiki post, https://community.bistudio.com/wiki/Arma_3_Unit_Insignia, I clearly see no indication on how to get the insignia location other than that it has to be a square, also looked through the sample files but I can't determine on how to get it in my model..
i already told you 2 times
either I'm not getting your question right or you don't understand me
Well looks like I'm retarded then ๐ฆ
"regarding the question: it is just a plane above the surface you want to have it on
and the plane will have the texture on it"
But, how does the model/game/ whatever controls it determine where the patch goes? just by going all over the model and finding 'a square'? seems rather strange
no by the namedSelection
you need to make a selection in Ojbject Builder that contains the square and is named "insignia"
So if I'm getting you right I need to just make the model, get it into Oxygen and there name it "Insignia" and thats it?
well, the part where the insignia goes ofcourse
yes
does that also go for "clan"?
yes I think so
Now I understand lol, sorry for being a slowpoke ^^
no problem ^^
check the sample models... they should have exactly what you are looking for
https://gyazo.com/d961616b714e821d81a6680359cf593a Any idea why this happens, it send me to the temp folder?
It sensed a life mod. Access denied. Works as designed ๐ค
lol
what @woeful viper said, pretty sure of it
well i just tried packing one of the arma 3 sampel files, and got the same error. so would any of you have any idea, all joking aside?
I found the error
There was no hiddenSelections for that big sign on Tanoa. So I decided to make my own sign ๐
what happened to tanoa? where are all the trees?
imperial colonists apparently... they have a tendency to deforest entire islands and turn them into barren rocks
Does anyone know how to hide faces "ex: interior lighting" and have them un-hide when the cars lights are turned on?
now you are just beeing lazy
I'm currently trying to get a correct damage model into my vehicle and I created a fire geometry that is 2cm thick
and it seems like it is very easily penetrated because bullets come out on the other side
but for some reason there are no injuries to the crew
Are the proxies in the fire GEO lod?
yes
What type of vehicle is it? I may be able to start with the samples damage and edit that from there
it's a wheeled vehicle ^^
Yeah did u use the samples, as a template? I always start with that then can edit it from there.
difficult...how would I use a fire geo that doesn't even fit my car
it's also kinda weird because sometimes the people inside die
but that happens rarely
dont listen to him...
^
copy your firegeom into the visible LOD temporarily and load a mission with bullet tracing enabled. Use most accurate option and also slow down time for most accurate bullet paths
then you'll see exactly what happens
also helps if you make the firegeom transparent (apply quick procedural color with alpha value) in the view lod, or at least some of it
more faulty neck
good point, damnit im stupid ๐
autocenter = 0, proper mass
can't locate my proxies though, for some reason
could it be the proxies tho?
oh well, looks like no one's up or so for helping so i'll just remake the model :3
that looks more like the missing model.cfg
or just the cfgmodels class isn't named properly
e.g. doesn't have class nameOfMyP3D : ArmaMan{}; added to the model.cfg
Well I just noticed that inside blender my skeleton glitches out... Only the hands seem to respond. Any way to fix this or?
I'll definitely try out though, but just want to check if this might be the issue
seen on this image: https://i.gyazo.com/2af55d600aa51659b7a836ceeee6a0eb.png
a nice ingame view insert facedesk here https://i.gyazo.com/43d51f49025f411334a330e439e179f8.png
Hands copied over from the character template?
Yep
So that would rule out a skinning issue with the hands at least. Model.cfg also from the template/sample?
(I mean hands copied from p3d to p3d, not into blender)
Yeps and I used the hands from the p3d that I appended to the main model using the first LOD from the template blender file.
So I first imported that p3d, saved it as a blender file and then the append stuff with the model I made
Open the .p3d, delete the hands, copy the hands from the template file into your p3d, save, pack, preview. If it's still broken, then it might be either something with the skeleton/model.cfg, or somehow you managed to make binarize unhappy.
(this test is purely focused on the hands to rule out it's just bad skinning)
in oxygen then I suppose?
Yep.
Roger, gimme a few
if the hands then are uncorrupted ingame you know the issue lies within bad skinning through blender. IMO that's likely it.
Okay
how can I fix it if it might be the binarizing stuff? ๐ฆ
after swapping the hands
Seems arma with apex now really likes to have a res 0 lod in a p3d. The nimitz had two p3ds with just mem lod in it, and this caused arma with apex to crash to desktop. Details are in https://feedback.bistudio.com/T118956
Ok, now next step: make sure your sample character is pristine (unmodified). Simply pack that addon and see if any of that shows up correctly ingame.
If even the sample model is messed up then it is something quite bad, possibly binarize, tho the binarize version with the tools works arguably well for others, so it's something local with your setup.
does anybody know what the diameter of BMP-2 AK firing ports is ? (https://harveyblackauthor.files.wordpress.com/2013/07/cold-war-kit-0931.png?w=627)
If you dare interpolate/measure from your picture:
can anyone shed some light on this error? im a noob to modeling/config editing https://i.gyazo.com/65986bfc9192e45daebdd18edb2c7f09.png
How would i make it so that you dont get a user action untill on is complete?
@pearl flume Could you paste your model.cfg? If you don't have one that would also be your issue
@stiff egret What do you mean by "on"?
One* sorry
Is there an animation associated with the action? Because if there is you can check the value of that animation in the condition field of user actions
I have a sign that has a rotation animation on it, plus it has hidden selections for flashing lights, but the hidden selections won't animate in the rotating animation, so I figure I could just putt he lights in position and since they are hidden no one would see them, then if I make it so that u have to rotate the light before u see the option to turn them on. Think that would work?
Or is there a better way?
@bleak tangle sorry was afk. here is the sample config im using http://pastebin.com/wQfFy6wE
also when i try to compile the model i get this error "model.cfg cannot have externs"
but i dont know what that means
So in this case the error "model.cfg cannot have externs" is because of the usage of class Default; on lines 3 and 29. By doing that you are telling it to inherit Default from an external source, but it is never defined externally. To fix that you can just give a basic definition for Default. You can check the model.cfg for Test_House_01 in the samples for it as well.
Just for the sake of cleanliness I removed the WallSkeleton entry and renamed the skeleton entry for the gate. I see you are playing around with a gate from A2, so I would stress the importance of tagging your objects with a prefix. Otherwise you or someone else could unintentionally break each other's objects by having conflicting names. It is also important that the entry in CfgModels matches the name of the p3d for the animations to work correctly, if it will be placed on terrains. Then the classname in the config would be Land_yourTag_Gate_IndVar2_5.
So after making those changes it comes out like this http://pastebin.com/0eAKUQKT
Im having an issue of a room inside a building being able to be seen since the front of the building is mostly glass. its quite ugly to look at, is there any way to keep the room inside from sticking out like a sore thumb?
Could you post a picture? It might be fixed by selecting the glass and doing faces > move top
ok just a moment
be advised the room inside is made up of xcam walls http://imgur.com/r6xLarH
if that helps
do I smell a Life mod?
Orgo has never hidden the fact that he was in a Roleplay Community, he is one of the most sensed Life freaks around
He is just meming
we're a roleplay mod
I'm part of a small team working on a mod. (Not a life mod) we have the coding side handled, plenty of experience with creating mod. We are however looking for people with model creation experience. If you would like more info, please pm me. Thanks
good luck
@wise coral I'm sorry then ๐ I was just asking
was not supposed to be funny
It would be a good ROFL session coming from PuFu
i know it was to drum up drama
luckily discord came out with the block function for rofl sessions like those
Anyway. Ass anyone ?
my wife is out of town for the weekend
so none this weekend for me
๐
no kids this weekend either so i might do some streaming if i can finish this quick repo update
Andy has the only street cred that counts with me. He supplies assets and examples BACK to the community for others to learn from or simply enjoy.
as I said: sorry then
apology accepted
I'd actually like to help you with your problem but I don't know how :/
lot of glass -> lot of pain
then instead of a bad attempt at stoking up drama just dont say anything
First time I saw mikero using the term "street cred", so thug
you're not being fair Andy, we do get smothered in parasites here.
hes straight goatster ok
i understand but treating every bug like a cockroach isnt fair either
biggest turn off to the community
You're still the biggest pain in the *rse to me, finding 'undocumented features' in my code.
I have a question?
sure
can you animate a hidden selection to rotate?
cause i am having trouble with it, mine wont rotate?
@quick terrace do you know if ShadowVolume Gunnerview is still supported? It doesn't seem to work in my case, or i'm missing something...
a lot of help here guys, only the 3rd time i have to ask this question...
sorry man i dont know
ok
im new to animations
I am sure someone can help
yes iam sure... i dont want to though
im sure they can once someone reads it
ok awesome thanks @woeful viper
use the block option dont feed them
What's to stop you from using the same named selection for the animation and hiddenSelection?
why is everyone posting 2 times ? o0 discord bug?
@bleak tangle I have tried that I have it slected in the animation but it wont rotate with it for some reason?
Do I smell some connection issues on Discord nor DDOS ?
I read your response to my comment but didn't really understand what you meant. Then there was an easier question to answer
need help with getting my modified model back in game could some one help pack p3d's ill will help you in return https://gyazo.com/1b151c1539fcecdc3ded7a31b98b9be9
I smell unbinarized stuff
will you help?
packing models into p3d format is way over my head it may be easy but i havnt learned it yet.
If that's ripped / unbinarized content, no
how_not_to_break_the_rules.com does have some good ones
To be clear: unbinarizing models (from Bohemiainteractive or other modellers) is not allowed. That's why we will not help you.
lol there watching.
I hope you choke in your own vomit
but there are mods out there and big mods that use modified arma content and they are still around.
i just removed the knee pad bumps fron blufor content
Well it depends. Did you take a binarized p3d, unbinarize it, make edits, and now you are trying to pack it?
nope download a obj
"modified arma content" - no, only Arma 2 and previous titles. Not Arma 3.
And where did you download this obj from?
you downloaded it from some model side blabla, doesnt change the matter of the fact that it's not allowed
lol...
lol yup but ill try anyway
you can do that in the IP_Rights_Violations channel to get b& by dwarden
or i just summon him here
@woeful tartan someone wants to ask you about using debinarized A3 content ๐
oh @woeful tartan i summon thee
ah ill talk to him
Your name is now displayed on the wall, you'll always be known as "The one who ripped models" http://image.noelshack.com/fichiers/2016/27/1468026860-screenshot023.png
any ideas on that building penny?
Hey guys I found this unlocked police car on the side of the road. The rims were 16" so I fixed that by putting on some nice chrome 22" ones. Does anyone know how I can get rid of this lightbar and police paint?
I guess I'll just go down to the station and see if they can help
I'll take a look at it in a little again Andy, I'm not at my PC and the picture is rather small on a phone
Hahahahaha
There is actually a site for that. Just pop in and give your info, they will hook you right up. Chp.gov very friendly guys
for german police, internet is still neuland ๐ฆ
for german bureaucracy too
i can download most forms online
then i need to go there in person to give them to the case worker
someone really didn't think this through
@woeful viper - dunno by heart, should be working i guess...how have you defined that?
and cock, i missed the ripper ๐ฆ
all i did was create a lod with "Shadowvolume - Gunner View" , not sure if i need to set up anything else
is there any documentation on creating 3D UI elements with areas, like BI did with A3\ui_f\objects\radio.p3d?
BI did radio UI? that's a new one...
do you want to know the model specifics or how it's done?
You could also check out how TFAR did theirs, as it should all be on their github https://github.com/michail-nikolaev/task-force-arma-3-radio
those radios aren't actually 3d - the interface you see with the radios are just 2D images that where rendered with high quality models
And what about the ACRE ones? Can't they rotate
no idea
i would love to make a 3d radar screen though... blips and blops... and jam https://www.youtube.com/watch?v=FcArnepkhv0
@woeful viper https://youtu.be/-KDviXJCfHg
meh spaceballs wins
heheh spaceballs always wins though ๐
@rich scroll what do you mean by with areas?
I'm confused, are people aware you can do this? https://gfycat.com/SourParchedKomododragon
(that's a model used in a dialog)
Is there a good guilde on putting on head/rear lights on vehicle? I see that the samples have it not sure on the config specific to the hatchback. ๐
@bleak tangle now have fun getting numbers on that properly
@bleak tangle oh thats cool , can you use that thing on anything? for example like inspecting the weapon
kinda like Dayz SA does in the inventory
@woeful viper is this what you mean? https://gfycat.com/BareIncompatibleHartebeest
Jesus what is with the quality of that freeze frame
It didn't look anywhere close to that bad in movie maker
okay, I notice that in the hatchback car sample that the rear lights in config are not there? Should I just look at a depbo'd version of it?
samples are samples. Quite often they are not what has actually been released (or subsequently revised)
use eliteness to look at the real model.cfg that's actually been employed in the p3d
Here it is without the hideous freeze frame https://gfycat.com/BareIncompatibleHartebeest
@sturdy parcel Thanks, I think I will do that. ๐
@twin urchin Look familiar? https://gfycat.com/MistyLateChickadee
The rotation is just scripted at the moment as the math for rotating it with user input is probably a little complex
oh ok
because its not your own model, thats why
I didnt say it was my own model !
then why do you use it
@bleak tangle can you also use fade in/out of images ontop of that 3d UI element?
to port into game and use obvs!
where did you get the model?
I swear you can't make this stuff up
inb4 forza
yeah of course, dozends of some game level models for free by an author who uploaded all models on a single day. Supposedly made in sketchup ... And i'm the king of the hill...
Dude, you have got some attitude dont you ?
Thats the model im using and want to get in game i asked a question in the hope of an answer not some Straight Up Fu*king Scrub to be a complete utter prick, KYS !
here we go.......
spoken like a true teenager who wants to make a life mod
1 im not a teen, and im not making a life mod im making cars to be used in scenarios by which to make good cinematic's !
Telling someone to kill themselves is really not a nice thing to say
And i dont wish to use other people shit !
I dont see why not when the whole of the arma 3 modding community gives the intent of help yet they all try to fuck you over, and the only reason this all happend was because life mods, hence why i do not support them, many of them dont give 2 shits about their community and just have a goel to make money !
goal*
we help people who do make their own models. We are sick of people who just take whatever they get their dirty hands on and want to throw it into arma. What does your name stand for? Razorgaming roleplay incidentally?
No, and if i could model then i would, but i cant and maybe one day in the future i may start too, but as of now i just want to port stuff in.
and tbh i have never heard that community in my life !
My name has no meaning its just what i go by, just like you go by X3Kj, what does someones name have to do anything !
with anything*
in context alot...
Well either way i came here in the request of help, if you wish to offer it then do, if not then dont, simple dont make things a ball ache for everyone !
If Anyone could help, it would be much appreciated, and appropriate credit will be given !
@versed escarp Just get your own cancer and die
Or maybe you could rip off HIV from someone and die. Don't forget to give credits
Summon @quick terrace for ripper battle
can't be bother
let the rippers help each other if they want to
surely can't educate the cunts
but i can surely hold helping.
@oblique vapor Please ask your mother, Which Sexual Position produces the most Retarded Child for me, thanks
RGRP you need to look at the license on the model.
if you posted a model that had no restrictions but it distinctly says its for editorial uses only.
Content published with the Editorial License label may only be used in an editorial manner and may not be used for any commercial, promotional, advertising or merchandising use.
1 im not using it to make profit, im not using the model commercially and neither am i using it for advertisement !
are you going to make a promotional video of the cars on your server?
@woeful tartan what's up? weather is beautiful and model makers channel is a battleground as usual
:^)
xD
i would just find cars free that have no restrictions. thats legit
then you can complain about people's attitude
even if i had a model with no restrictions everyone would still forefill there dream of being a tart because thats just how The A3 Modding community goes now.
i would just find cars free that have no restrictions. thats legit then you can complain about people's attitude
For example, those in the Arma 2 Sample Models...
@versed escarp That isn't an across-the-board case
Im sure im probably going to become one of them because what i have said ๐ฆ
then so be it
ive been here not stealing shit for over a year and some people still treat me like i just started here yesterday
can we get a "i downloaded a model how do i port" channel?
I undersatnd that im in the wrong im just annoyed about some of the people in the community now a days, because lets be honest the game without mods would not be enjoyable as it is.
dont come here looking for friends. if you need help post it and some people will answer. dont get butthurt when elitist shitbags answer back with stupid comments.
i know how to port them in its just ive never had a model look like that before in model viewer @woeful viper
ok well i would look how textures work
to me it doesnt look like it has any or the paths are wrong
no it currently doesent have any texture set but the model should be solid grey and not like that.
textures*
i cant help with that. put some textures on it and dont look at buldozer and think its going to look exactly like that
Ok.
^^
Personal use.
oh well just go play a server with that model and use the editor
then you dont have to make it yourself
I dont get it, most people create cinematics to show off thier abilites and/or a game
As im currently using this in the attempt to get better, and hopefully in the end to make my own models.
easiest way to make your own models, is to start with soemthing simple, and gradually build up your skillset
and to get better at editing vids etc, and modeling, and car creation in arma.
well your not going to get better at modelling by importing stuff created by other people, free or not
No, but this is for the other things currently i have not attempted to model anything hence why i stated in the future .
Uro is a good source of how you should start. if he says dont start by porting its probably a good idea.
you'll learn how all the named selections, model.cfg , config.cpp et al work together to make your model work the way you want in-game
I actually utterly hate having to edit other peoples models, even just for aesthetic reasons
plus when you have your own models, you have the original sources/saves etc, so if something does need altered or fixed it's a synch to do
True, i suppose.
lol @versed escarp please God don't tell me that RP stands for Role play
Apologies then RGRP
Nice punchline tho, made me laugh ๐
Role playing in general isn't to be treated like a disease, rippers are
NO it does not stand for RP xD
Life mods are mostly cancer
Also don't use those models please
They are clearly ripped from anther game
You can buy some decent ones on humster3D
That are not stolen and will have a license that allows you to use them in Arma as long as you don't release the model files for free
It's not because a handful of people are faulty that everyone has to be. That's how stereotypes and misconception of things are made nowadays
Tho I agree on the fact that 80% of these mods are cancerous
a handfull? more like a bag. The "normal" are far and few between. And everyone who takes models from somewhere else is suspicious to me, no matter what their stated intention is
idc if its a life mod or a banana mod. No selfmade model? No help.
I get that point of view, fair enough
What if it's an A2 model? ๐ฆ
Well im sorry for being a prick towards you, but not everyone can model like you im afraid, and therefore its just another thing they have to do/learn.
A2 models are officially ok to port
Then the whole cup team would be suspicious I guess lol
@versed escarp imo sooner you start learning how to model, the faster you pick up tips'n'tricks to make modelling life easier, I only started modelling a few years ago after many years toying with various 3d tools before I finally dug my heels in and forced myself to get something ported into arma
well if you want to learn modelling, have a go at it. Then you will get help (or at the very least pointers in the right direction). Porting models from <dubious source> however - na ah
What if you pay for the model ?
For real though @versed escarp just download a program like 3DS or blender and watch YouTube tutorials
If you pay for the model from a credible source or someone who made it themselves it's okay as long as the license allows for it
Ok, Coolio, looks like i will be back here in like a year when i get decent at modeling, but am i Fu*k modeling a car thats to much detail lol.
we've had more than one dubious person who claimed to have bought something and yet didnt
if you start with parkour you dont start with jumping from a 2 story building. You start small.
True.
god bless the darwin awards
but that would mean that god would accept darwins theory...
Also like when you are starting a life of crime, you don't want directly into the Louvre and take the Mona Lisa
๐
lets not start with crime... thats too close to "home"
But I like analogies ๐ฆ
xD
I thought you would like my one from last night
im sure every life person can relate to your analogy...
The police car or the life of crime? ๐
rhetoric question
Oh yeah and in response to
can you also use fade in/out of images ontop of that 3d UI element?
I have no idea
That dialog for that radio you can type on is here https://forums.bistudio.com/topic/167884-dialog-controls-on-3d-object-surface/?p=2625089
And then i was rotating with this command https://community.bistudio.com/wiki/ctrlSetModelDirAndUp
can you animate the UI 3D model (as in model.cfg animations)?
I think so
Let me find this example somewhere
Though someone did say that first one made their game crash, but I'll try it
i would love to have a radar screen at some point , but i couldnt be arsed to render all the images that would be required for having different buttons in different positions (like you would need with 2D GUI)
Yeah that'd be cool
I'm guessing the objects in a3\ui_f\objects are intended for 3D dialogs
Makes sense that the watch and compass are dialogs with models
certainly
i better not think about all the possibilities again... only ends in a large puddle of drool, lost time and no progress #pipedreams
@bleak tangle sorry i fell asleep right after asking that question
you got it right with the gif of the radio with text on the screen - how is that accomplished?
Check the post I linked to the forums
i mean, i've put dialogs on the radio, but can you do it with other objects? and how to do it with a custom model?
And more importantly how was your sleep?
it was pretty good but the cat was on my chest the whole time
Interesting
If you scroll down in that thread they sort of discuss what is necessary for a custom model
But the radio doesn't exactly follow those rules itself
is the radio the only vanilla object with these capabilities?
No, there are other models in a3\ui_f\objects\
Some prime examples are compass, gps, and watch
Even the face preview when creating your profile is a 3D dialog
i mean specifically being able to put a dialog ON to the object
i've ctrl3dcreate'd a ton of models, that's no biggy
Oh, I'm not sure
shame BI didn't think to document any of this stuff
Have no fear, Pennyworth is here
you da man
i have some doubts that you can execute custom animations - only animations with sources that are world-dependant (time) and hardcoded stuff (compassdirection) i fear
Really? The model.cfg eliteness is showing for the watch has a pretty basic rotation animation
But those are all based on the clock like you suggested
Compass rotations are using the sources of compassPointer and compassArrow
rotation animation, but i'm talking about animationsource - time is constantly chaning, you don't have to do anything to get the animation running. But let's say you have a switch that you want to flip - how would you do that? youl would have to call an animation, but how?
Good point
It doesn't seem like you can refer to the model being used as an actual object, only references to the path
unfortunate
that means it's not really usefull for modelled interfaces - you would have to resort to scripted trickery as well
if only there was a way to not broadcast animation status to the entire server -.-
Grr, freakin trolling vertices are at it again
Hey, how to handle flat surfaces with turbosmooth ?
you mean hard edges? or what do you mean?
I basically have a flat screen on this one
And turbosmoothing gives this: http://image.noelshack.com/fichiers/2016/27/1468111105-screenshot030.png
Is it normal ? Should I ignore it ? If not, how could I improve / fix this ?
Not much of a modeller, but why is your turbosmoothed mesh made out of tris?
Shouldn't it always be quads?
I don't really know, when I exported to FBX, Max told me that Turbosmoothed meshes will be tesselated
as long as there are no visual artifacts the turbosmoothed mesh can be shitty. there is always a problem of having large n-gons (such as your flat face in the middle). The only way to get rid of that is to manually divide it all up into quads.
Problem is angles are rounds
well i thought your problem was the "weird star in the middle" i thought you wanted it round ๐
What is this btw?
Looks like a tactical tupper to me ๐
haha well that's actually the problem here. it's a rectangle with round corners
i don't really know yet, I thought about a beeper for some IEDs, idk yet
will try to isolate the corners by cuttin, see how this goes
if you want to have less curve, add extra edgeloops to controll the curving
still no idea what you actually want to create
Looks like you bought your kid a leap frog
well, is that "weird star" a problem texturing-wise ?
I don't know if they have leap frogs in France though
Like a more sturdy iPad for kids that teaches you counting and the alphabet, or something like that
I'm not being helpful so I'll be quiet
Isolated corners and added some loops, looks more appropriate ๐ https://i.gyazo.com/f93b38167358a153e8d13344c22432b3.png
swift loop only works with quads, and proper "edgeflow" so thats propably your problem
I see
last part of the tutorial you will see him do a HP object - notice the edge "flow" - no triangles or ngons, always quads (and preferably 90ยฐ corners) in the high poly
making an entire object out of just 1 HP mesh is usually possible, but imo not worth the trouble. Using multiple HP objects is often more economical
Yeah, it can break everything if you are based just off one mesh
Tho how can I make those buttons quad ? https://i.gyazo.com/ac5241c50ef66f25ae41e1c16194e715.png
I mean the tip of them
by chamfering the tip edge a little bit
though i have to say, the tip looks a bit arkward. I would have just made it flat
Re-worked the topology https://i.gyazo.com/0da2dabce5b5c3e6a7fe3b3c96463fbb.jpg
Well thanks for the tips anyway, I love to learn new things ๐
@rich scroll Here is an example for the model in the 3D dialog https://drive.google.com/open?id=0BwA-UohiwA7CN0Y4MnkwVWFFeEU You would have to pack my provided model before you used it in game, but once you do that you can just load up that mission and execute createDialog "Monitor3DTestDialog"; in the debug console.
So you need to decide what you will be calling your memory points, I called my screen, and the radio called them papir. Then in each corner you have corresponding vertex with a name for where it is.
From what I can tell the four vertexes need to have their named selections in the format of "yourMemoryPointName bl" (bottom left), "yourMemoryPointName br" (bottom right), "yourMemoryPointName tl" (top left), "yourMemoryPointName tr" (top right).
For the corner named selections mine were "screen bl", "screen br", "screen tl", and "screen tr". The radio's were "papir bl", "papir br", "papir tl", and "papir tr". Then all four of those points were included into a named selection with whatever you decided to call your memory points. In my case "screen", and for the radio "papir". So to recap, from my example there were four points in the memory LOD at the corners of where the dialog will be, with the respective named selections for where they are. Then those four points are also included into the general named selection for those memory points.
That chosen name for your named selections in the memory LOD is now used in the dialog config for the selection field. You'll probably have to play with the direction and up fields, depending on how your model is oriented within the p3d itself.
Hopefully my explanation makes sense, but it's getting late so I'm sure my wording was not the best
@woeful viper I think your radar idea might be possible, you could just have a selection rotating on the clock second that was a transparent gradient like this http://media.gettyimages.com/videos/two-screens-of-a-radar-video-id472458957
The blips on the radar seem a little more difficult so I'd have to think about it more
"model hacking" is even allowed in arma? because i have seen couple of guys showing stuff and they somehow reusing the A3 model parts on new models
@woeful viper N-Gons are only a problem on non-flat surfaces.
@oblique vapor collapse the modifier before exporting
thanks for confirming what i said
@bleak tangle the blips are actually where one would need fadein/out. And also for jamming patterns. http://www.radartutorial.eu/16.eccm/ja10.en.html The rotating part is the easy thing. You could propably do the screen itself if you decide you permanently want it to be turned on. Problem is when you want to have controlls/buttons and so on.
@twin urchin maybe just proxies..?
@celest arch lets say a example of using A3 uniform pants but somebody would take those pants and pasted them in new T-shirt top?
would be that ok?
this is just a example - not actual thing
that would require debinarizing, which is definitely not ok - if you proxy those pants I'm 90% its ok
like for example, proxying the altis airport bench into a custom made airport
well none of those pants or some bits arent separate thus cant be proxy
exactly, that would require debin which is not ok
ok i wanted to be sure tho , since i saw some guys doing that
mmm interesting, report in #ip_rights_violations
anyone got an idea what might be faulty here: https://i.gyazo.com/230b70f8cf7b18362513f7d8dbab231c.png
I kinda gave up after searching and remaking my model/skeleton constraints and the model itself after 5 hours
quick&dirty interior AO test https://abload.de/img/20160710145017_1tcuwv.jpg
@sudden radish when your model doesnt follow the skeleton, you haven't weighted the uniform to the skeleton properly
How come those hands follow perfectly but the other limbs and such don't? Weight aswell?
Disregard, stupid question
@woeful viper Sweet!! thank you for that info! Fixed it ๐
Do you know what could cause faulty curvature bake ? Like I have quads, and on some faces it just creates curvature not properly around the mesh but PER polygons
See on the right: https://i.gyazo.com/ac6c63d0ae3921c7243ebcdf924cedcf.png
@woeful viper Looks great, what vehicle is that?
Well atleast some steps forward... now I'm camped with this: https://gyazo.com/8378909f4321522c35f516a37d4abcaa
some more weight tweaks needed?
what's also bothering me is that the head is gone
without a weapon
the head is implemented via a proxy (check the character sample - the name of the proxy begins with "by"-something")
No wonder it's not working - facepalm -
any explanation on why the arms might be going a bit derp?
with a custom animation or with a vanilla animation?
its a vanilla one, just holding the weapon
@frozen stirrup a scifi vehicle (chimera apc)
hm i dunno then... blender produces p3d directly, correct? If you where using max i could tell you that fbx ignores bones without child, but i have no idea if that applies to the blender plugin as well
Aah fair enough, thank you already though! I'll continue the search
Quic question if I have a M4 with a m203 and another WITHOUT a m203
do i make two p3ds?
or just one?
yo @bleak tangle you're the man, i'm gonna check that out shortly
@fast topaz making 2 .p3ds is more sensible. Technically you should be able to hide the M203 with hiddenelections now, but it's a bit redundant having those extra polys in the model when only 1 in 4 or so guns used by the fireteam will need the M203 there
The only negative that having 2 models will do is make the filesize slightly bigger
yet more optimized as you said
#cry why does cargolight have to shine through the model? It would look so cool if it didnt ... https://abload.de/img/20160710233934_1epu8z.jpg https://abload.de/img/20160710233946_1eou5x.jpg https://abload.de/img/20160710234050_1kwu6x.jpg
#in5yearsmaybe
hahaha
I still don't understand why shadows are not casted properly and why lights go through walls
Hey, I have a sign with a light spot on it. tho when I go around ~30 meters away from it, light disappears. is it because of the dynamic light in video settings, or can I tweak this in the config ?
doubt you can via config
I see a "flareMaxDistance", not sure if that's for the sprite of the flare emitting from the spot or the actual displaying distance
flare is the sprite
tho it happens in high populated cities (e.g: Georgetown, Tanoa) where there are a lot of lights. I'm afraid there is no fix for that then
yes sounds likely
looks like imma crawl under my bed and start crying ๐
if you only need to illuminate the sign itself and not the environment you can bake the lighting information into an alpha texture
oh really ?
ye
but how could that brighten the sign ? like, it would only brighten it with white color, and even happen during daytime
if the daylight is stronger you will barely see the emissive alpha
you could hide it in daylight though if thats a concern
yeah, with a model.cfg. is it the same process as for the car interiors lights ? (buttons, etc. emissive parts) ?
yes
@woeful viper how did you render that interior AO? Just one light source or multiple ones?
@celest arch i think normally how you bake stuff - HP to LP or it was just a regular LP AO?
HP to LP for normals I guess, but baking an AO on LP for interiors requires a particular lighting setup and I couldnt find the perfect one yet
for baking AO you can use the same thing as on HP to LP
but ofc you need the mesh exploded
or he basicly took the interior lod and do simple AO bake on it
depends a lot on what you wanna achive really...
if by interior you mean buildings
do not explode it
same for vehicle interiors.
you can choose to bake a limited falloff if needs be
if you want that sort of effect
stick a light inside, besides the normal baking sky dome or whatever method of dome you use for baking AO
for that sort of bake, you surely don't want shit exploded, because the lighting informaiton would not fit, unless you duplicate the light source about
which makes things way more complicated than it needs to be
plus exploding is soooooooo 1999s
you can choose to bake based on matIDs
max and maya at least
@celest arch mental ray in max - no light source required
Never used max unfortunately, I have access to modo and ofc blender
no idea then
For buildings I usually bake it then edit levels in photoshop
@quick terrace "based on matIDs" - i've never done that. How does that work/ what is the workflow?
for the interior i baked the AO based on LP only. Then i added extra detail i baked seperately in PS (because working in small enclosed spaces and with cages is infuriating...)
@woeful viper what i do is create a multimat, it is easier to keep track of things - 4 to 6 matIDs ussually are enough - i color them differently for this purpose
the assigned different ids to different parts
in the projection options in the render to texture dialog in max
there is an option called hit only matching material ID
tick that, make sure matIDs match between LP and HP
and you are good to go, without breaking shit appart
@celest arch have you tried changing the distance for AO bake? Less distance will result in lighter colors
That also, but it's faster to tweak it in ps for me
my tank doesnt want to float ๐ฆ it's 30t but has a volume of 35mยณ so it should float... also tried increasing the volume alot, no difference. canfloat=1 in config and buoyancy=1 in named property of course
there is no realation between cubic meters and tons in a3 btw
and how does the engine determine how deep the thing sinks?
what did it take to get the rhs bmp's to swim? any special tricks? highly increased buoyancy lod size?
o idea, @rough idol is the one to ask, but he's on vacation
i'll have a look when i get home
thanks
@woeful viper for matids example
this overpose, moved them to get you to understand how it work *hp in background
doesnt look too complicated, will try it next time i render something
moving stuff apart is a bit of a pain for AO baking...
can't you just deactivate rendermodes for single parts of the model?
work for everything, with or without a cage
for AO, you sort of need most of the time too keep things together
only trouble is with parts that move in relation to each other...
yep
So for buildings do you just bake as if there was no door?
for example yes
yes
[BETA] ODOL Web Converter - Debinarize P3Ds for educational purposes - posted in ARMA 3 - COMMUNITY MADE UTILITIES: I want to present and test a little web service I made that allows you to convert binarized p3d files in ODOL format to editable p3ds in MLOD format.
Before anybody starts crying: This service is intended for educational purposes, so people can learn how stuff is done from examples. It specifically is not made to make stealing of content of others easy. Hence, the conversion...
great, exactly what we didnt need
That's not exactly kosher
percentage stealing vs learning - 95 / 5
It does distort complex topology
hm
and what is the "limit" for complex geometry?
I'm guessing around 2k faces or verts but he can probably give specifics. I just noticed on the goat with less than 2k faces it looks normal, but then the sheep with 2.5k is distorted
hm ok... guess its not so bad after all
the shadow lod is not distorted however. And that can be higher detail as well. I tried the T90 from A2 and the shadowvolume is 4k points.
It doesn't help you much anyway if ShadowLOD has no UV info
depends on what you want to achieve...
That's true
I do think it could be abused, but I'm sure it will save people work who couldn't figure out how a model was using a uncommon selection
with the shadowlod of my apc i could easily reconstruct the entire vehicle, because everything is there.
Better get to convincing T_D to distort that as well then ๐
why do you need to debinarize something STILL, with all the A2 samples and the A3 samples? The only reason i can think of is lazyness
I'm sure there are some niche things
It would have been nice for that radio model for the 3D dialog
VERY niche ...
Yeah it could definitely give you a lot less
eliteness could have sufficed in case of the radio as well
Yeah that's what I ended up doing
does buldozer now have script support?
sweet how do i run it
short answer - nothing you could not have learned with the samples and information already publically available
I just created the file in P:\scripts\initBuldozer.sqf
sweet i can finally snag all those models kj made ๐
3v1l h4ck3r!!11oneoneeleven
@woeful viper stop disrespecting other members!
?
@stiff egret aren't you an Arma Life dude? You would do good to watch who you talk back to as KJ is a very talented member who you will no doubt need help from in the near future.
It just came out of the blue ยฏ\_(ใ)_/ยฏ
nah, it was partially egged on by @woeful viper since he tired of putting up with Cole's daily questions that are things he could google or learn himself
I do enjoy KJs method of dealing with this kid ๐
I don't think that comment was in regard to that at all
Cole's question today had to do with a feature added today that would not be in samples
It seemed to me X3KJ was referring to the ODOL converter, and saying that it's not needed because nothing you could not have learned with the samples and information already publically available
Oh there's plenty that isn't in the samples....
imoh a modelviewer in Eliteness would have been a better solution for learning purpose..
but well also more work to provide such a viewer...
a viewer would have achieved what precisely
?
that web converter allows one not to open up meshes, export and sale them, but at least you can grab some info out of it
for smaller stuff the amount of noise is enough to break the entire mesh, but well..
@woeful viper maybe you dont know that there are already completely unrestricted ODOL to MLOD converters out there in the wild (and quite easy to find)
so T_D's effort to avoid or reduce abuse can only be applauded and this is helpful for many people not wanting to waste a lot of time to learn or find out specifics
@white jay mikero doesnt want to bother with P3d (he cooperates heavily with T_D though since many years)
@quick terrace the viewer to see where selections or memorypoints are but not actually be able to export the model to any format.. but anyway, its a sensible subject
@tacit karma like what?
@outer condor i know, and my impulse reaction was a bit over the top. Still - if somebody wants to learn how stuff works - i'm of the opinion that a model debinarizer it's not required anymore.
yeah its a fair point of view and its fine to have different too of course
personally to me time investment (and enjoyment/frustration) is the most important aspect to modding
arma is still pretty bad there for new guys or people still learning (even for very experienced certain types or topics of modding are still really bad)
looking at concrete examples (together some basic docu) is still often the most effective way
as long as BI doesnt put more emphasis on it, i am strongly supportive of all community efforts in those regards (as long as they dont are or cause abuse, or other malpractice)
@stiff egret that response wasn't even adressed at you. this one is though: http://i.imgur.com/YerMZYY.png ...
the reason why eliteness has never had a viewer for p3d's is because I am truthfully too damn stupid to even begin to know how to implement it.
@sturdy parcel - lol > a bit too harsh about it. Not sure how hard would be to be able to show/highlight vertex/face selections in itself
but writting the viewer itself is a task in itself
if either BI expands selectionPosition or mikero deP3d to dump the info, i would finish the debug and visualization mission quickly ๐
@white jay + @outer condor - do you happen to know what is the limit after that odol convertor uses noise?
verts ^
I am not one of them but I observed it happening first around 2k faces
used to be 3k IRC while it was in close testing
hence why i asked, since you said 2k
@quick terrace it is 2k. This number could be discussed of course. it's a start
i think it is low enough to be honest
I probably should do the distortion range depend on the model size
if that would be possible would be an mporvemnet
not sure how you would do that when you have denser topology (as in pilot lods versus general lods)
What about distortion in detailed shadow LODs? Obviously someone would have to UV map it, but still
who gives a jizz about shadow lods
That's a new expression ๐
X3KJ was just saying yesterday that with the shadowlod of his APC he could reconstruct the entire vehicle
that takes some skill to do
the idea is to limit access to newcomers that have no skill to copy paste and eventually sell models (or comerciallize it)
no, someone with skill doesn't need to do it
a proper shadow lod doesn't fit the geometry, because of the existing shadow bias
in any case, rather than doing a mesh on top of a shadow lod, i would much rather start from scratch
in any case, i do believe that is a tool that can answer some of the modding questions
I agree, it will take away some guess work for sure
For example the geometric occluders
with little to no chance for ppl to use the resulting meshes for anything else but edu reasons
I think that's the key to focus on. How best to give people some 3d visualisation of the model without the ability to create something from it.
in any case, any mesh that is translated to dx or opengl can be reversed enginer anyways (even from websites such as artstation and sketchfab)
@sturdy parcel - yeah 100% agree with it
but the visualization needs to happen in the tool that you gonna use for getting it in the game
rather than in some openGL visualizer
unless that 3d window mimicks O2 (which would be a waste of time and resource if you ask me)
Mind you, it won't take too long now for some bunny to put his hand up in here ask how to fix broken mesh from a model he's made 'all by himself'
๐ ping me when it happens
๐
@quick terrace either some skill or some good shadow lods
well, i am not saying that your svlods
are bad or anyhinf
i am saying that no matter, from a 1000 ver svlod
to final mesh is still a long way
3k sv ... i oriented on what is in vanilla, which is around 4k for the MBT
i dont need wheels in my sv due to the vehicle "design", so the 3k leaves alot of geometry intact - which is perfectly suited to build on it
in contrary to that, it appears that the kuma has 4.5k verts, of which 2.3k are wheel related
yeah well you can test it out
i mean td could indeed check for meshes above 2k and screw them
no matter of lod
i am in support of that
i an sure he is open to suggestions @white jay
whats the defualt wheel circumference in arma?
class All {
wheelCircumference = 1;
};
@white jay ๐ cool deal, still seems to be working just fine. i dont think distortion on shadowLods is a bad idea. would also agree with not doing that to the geoLods.
excellent, and all pro
Perhaps you would still want it for cases where some of the named selections were only present in some of the first LODs
as good (and effective) as that looks, it's a shame if it's generalised so the person can't see the model as it is.
that's 2 cents deposited btw
ts a shame people steal... 2 more cents
it's actually fairly functional. i ran a few different models through it. im good with the distortion. although i would say that on smaller geometry it's makes it very difficult to relate things. on the larger models (10's of meters long), it's actually quite acceptable as you can still generally make out what you're looking at. on the smaller ones, not so much the case. granted i haven't tried it in a hour or so.
yeah I am still fiddling with the distortion. in the example I think it is too much because the helmet is small
For example with something like this if you didn't have some of the first LODs you wouldn't know what's going on with the selections https://youtu.be/VP7Taj9UBLw
calculate the smallest dimension (x y z) of the bounding box and apply distortion based on that size
putting foot in mouth, would this technique still be effective if it only applied to lower (or higher) resolutions?
if it wouldnt apply to lower detail resolutions, a modeller gets punished for making good LOD's. Because those you can just take and use elsewhere (not arma but anywhere else... like mobile games or whatever). People who just use automatic decimation are better off, because the low resolutions look shitty
its not like a certain crowd of arma players would be really bothered by quality (judging by what i've seen in terms of quality so far...)
i think the trouble in that is predicting what will actually be in the LODs. there could be fairly detailed geometry in a 2nd or 3rd LOD. granted best practices might make one think or hope otherwise.
i imagine it will be difficult to make the distortion work on all models, vehicles probably being the most annoying. as you have models within models in most cases. i lean towards making it as reasonably viewable/recognizable as possible though.
i dont. What do you want to see from the model? If you want to view it you can go ingame. If you want to see selections you can get the idea without precise model
I am disturbed by this lack of visualisation. in my ignorance, i fail to see what benefit the user is going to get looking at this thing in 02 versus what eliteness supplies him.
i did use the word 'reasonably', intentionally.
ummm but if the model is distorted, how would 'seeing' the position of a mempoint be any use?
and it's not in my mind a matter of what they could or could not aquire from someplace else. for me this is a tool that might make things easier for those who* do benefit greatly from 'seeing' things. the distortion is not such that you couldn't conclude things like the shape of a physxBouy LOD, or where mempoints should be placed for various things. actually don't think those lods are touched anyway.
on the flip side of the coin, i like most others here do have the same valid concerns regarding the wankers in the world. and to that point, i think the distortion is really decent way to address that.
granted it does obvioysly take away from the visual aid.
damn shame. it's a catch22. the very benefit you want for the modeller, you have to deny him.
indeed, but i commend T_D on his efforts to find some sort of reasonable middle ground.
in spades
is another (potential) solution to simply (HA!) not produce an important lod like geo? yes. ok, geo is almost essential. but how about tough sh*t ?
creating geo lod takes 5 min
it also doesnt stop people from uploading the models on free sites, or using them in other games
to the best of my knowledge, nothing currently prevents people from doing that who have the will to do so.
not sure what you would sell something like this as:
https://gyazo.com/140ad7a4c25cd3896685700f68bfbf5e
probably some wanker who will call it a 'split seam anti radar curvature boat' and try to sell it anyway though.
such is the world today.
so what you ladies are saying is it's the visual lods that are the holy grail and the shadowlods cargolods geolods either 'take 5 minutes' or are not necessary for a sale?
@sturdy parcel the thought of just not including the higher definition geometry was there, but meh.. kinda kills the honest intent behind things and overall usefulness in visual aid foo.
@sturdy parcel everything that has enough detail. Resolution LOD (including gunnerview cargoview etc) and ShadowLOD's
got it.
t_d already supplies us genuine honest-to-goodness real mlod roads because we have to have them. If it were me (thank god for you guys it isn't) i would supply one and one only visual lod and refuse to output the other visible ones. To my mind, that would be the equivalent of hatchett's rather nice url above explaining what the idiots try and get away with. if they want fame from producing a crappy looking p3d or model, no point stopping them.
yes, but if that visual lod you choose to give them is the res0 (like many models 'only' contain... (sad, but true)), or if it was a viewpilot/gunner/cargo on something like that boat above (as boats are kind of a special case), you would then be supplying them with exactly what someone would want to sell. and they would have what they need. and in my mind, that is not reasonable. as that would then create an 'expedited' means of obtaining that model, that does not exist today.
@)$*)*%)@#)(@)!
its annoying anyway you look at it honestly. but i think this way, with the distortion, people have the ability to correlate things between the visual and functional lods, albeit not perfect, it does acheive the goal of providing a visual aid.
just shows you. Unlike moi, t_d has put some thought into this. Hoepfully he can tone it down a little so i'm looking at an elephant and not an apple tree.
haha, for those who may not know, @white jay did ask around and take a lot of input from many people. all of who have the same concerns any reasonable person would have. im sure he'll tweak it out the best he can.
A bit late to the convo, but all this is related to an ODOL previewer that is being worked on? Or is this actually something done to the .p3d before packing the content?
@halcyon wren only the odol converter (it's not a viewer... it converts odol to mlod and you get to download them)
I see. So some web-service?
Ah, thanks for the link!
Apologies if this has been asked before or is obvious...But is mesh penetration when combining objects perferred to making the object exactly flush with the other?
I get the feeling making mesh flush might cause issues with lighting, but penetrating mesh I know causes weird results too.
Is it possible to rescale something after the initial import into O2? I scaled my model wrong and didn't realize it until I loaded it in game for the first time. Lol
yes u can scale the whole p3d, if u click the scale tool on the top bar then make sure "apply to all lods" is checked
this will keep everything in proportion
its better to rescale in the modelling tool and reexport
Works best if you activate the pin at [0,0,0] (just press Shift+C if you haven't moved the pin since opening O2) and set the scale tool to be "relative to pin" so that all LODs use the same point of reference for scaling in world space
@woeful viper @quick terrace
after rebinning our tanks (IFA3) can no longer get in as driver or gunner (or for one not even as commander but still as loader) - any idea what to check/verify?
config, or model.cfg or p3d
@outer condor well first thing to check would be if getin memory points names p3d & config match
also check compartments in the config.cpp especially if they are inherited. each compartment is effectively a different vehicle to the units inside them.
but beeing different compartments doesnt stop from entering the vehicle from outside entirely
yep. spotted that AFTER I wrote above. ๐ต
Is the getin action still valid? If getin action has a typo or is missing it does not work?
is there a way to do a "cage deform" in max? The only thing i find is path and surface deform... I have a HP clothing (sculpted) but it doesnt fit my updated character model. So i wanted to continue use the sculpt but deform it to fit the character. Rather than deforming the HP, i would like to deform it using a LP mesh (basically FFD, just with a custom controll mesh)
Does anyone know if there is a list of the mempoints for the man's skelton - such as lfemur, rfemur etc? No worries found it
is it possible (and recommended) to use one memory point as getIn for multiple vehicle positions (driver, gunner, commander, 2nd turrets)?
should be possible by having it in multiple named selections
@quaint otter yes, just define the https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#memoryPointsGetIn... for all to be the same selection. And the same for all the turretclasses
well we had this in IF(A3) - my problem as mentioned before in here is that after rebinning the driver+gunner pos can no longer be entered
you could try to make unique mempoints for each (gunner, driver, ...) and have one selection for each, just to check if there is a problem with multiple selections for one mem point or if the problem lays somewhere else
the problem is actually missing driver[in]Action/missing animations
fixed it for drivers at least
ya or na? https://abload.de/img/2016-07-1800_09_53-augal72.png https://abload.de/img/2016-07-1800_10_06-aunay4i.png wrinkles too strong?
looks good ๐
Looks awesome!
Not sure about the wrinkles on the butt, i guess the trousers would be tight on the skin (kinda hard for me to explain)
le sigh ... more staring at man butts for the sake of accuracy -.-
why am i not modelling skimpy girl clothing for FO4?
because the super mutants dress their dogs with them, and mama murphy wouldn't look good in them.
@woeful viper what material are the pants? There are a ton of wrinkles all of roughly the same size... Usually doesn't happen like that for many types of fabric
well idk something durable, cotton -ish? The clothing has no realworld equivalent per se, it's just "some combat trouser".
used one of my "work trousers" as inspiration https://abload.de/img/img_0905sdq95.jpg
i tried a cloth simulation tool, the problem is that this simulates a static pose. It looks realistic - BUT only for a static T-pose i have. means no wrinkles that would appear if the guy would move. (and also the export mesh sucks) So i went back to my previous sculpted attempt and finished that
certainly no masterpiece... it's my second attempt at sculpting clothing :/
avira could you just shut the fuck up about mikero tools installers thankyou POS
@woeful viper You might want to look at this tool - http://www.marvelousdesigner.com/
Marvelous Designer / 3D Design & Entertainment Software
It is used as a 3D modeling tool to create high-resolution 3D clothes such as intricately pleated dresses and rugged uniforms. It allows you to enhance quality of 3D clothes and save your time.
thats what i was talking bout
It takes a bit of getting use to. But it really helps a lot...
thats what i got out of it (the clothing, not the armor obviously) using the A3 character as "avatar" http://abload.de/img/bodyarmor2wboi4.jpg http://abload.de/img/bodyarmor3vbqbs.jpg - yes wrinkles look believable but only for something static
the clothing has a loose cut, so it just falls down
You can pin points to prevent that.
Take a look at this video https://www.youtube.com/watch?v=DJXtvrsujl0 Lori explains about the issue you are having.
the export i got out of it is a major pain in the arse to handle...
Not sure what to say about that statement?
shadowing issues on baking, having to weld stitches, remove backsides of cloth with thickness, ...
it's an embarrasment to me that some antivirus programs are a little too enthusiastic about finding trojans. They work on pattern recognition. i can make the most minor of tweaks in the exe and they no longer complain, but are back again when i alter them again for some other update.or improvement. I use Kapersky here, which is probably the most aggressive of all the virus checkers. Needless to say, nothing goes out the door if Kapersky doesn't like it.
BUT please, please, please treat all virus warnings as valid until you can prove otherwise.
There's a genre of worms that sit on your pc monitoring internet traffic and will infect exes coming down the pipe.
then they would have infected other non-mikero exes i loaded as well
yes indeed.
some, obviously? not all. They decide if they can wedge themselves into a suitable candidate.
one thing i know for sure is that i will wedge myself into my bed now ๐ later guys
@sturdy parcel Wouldn't hash checking the download help w/ checking that [i]something[/i] was up?
yes. an md5 would verify wyswig
but i have to find the extra time in my day to implement it in the mikeroupdater. I'm not stupid enough to claim my installers will always be virus free. Even if i implement md5, if it's infected to start with, all wiil achieve is the is the file as sent is correct. My installers are issued in good faith and only as good as my defences here prevent me being infected.
@x3kj those issues you had with marv are all export options and settings related with marvelous just FYI.
Yo
How to make the "bullet" of a weapon appear, like a rocket appearing when fired from a launcher ?
model = "xx" doesn't work
waht do you want to make?
When firing, the ammo is visible
firing what exactly
I have some crossbows or harpoons in mind
Something similar to this in the global idea
grenades are visible at least, just like rockets and missiles.
"global idea" nice dodge
Dodge ?
tracer model could look like anything
tracer model keeps its orientation and scales based on speed
(and propably hit value too)
maybe a grenade then?
what is the rof of the weapon? singleshot, slow reload like a real crossbow or something silly?
The rof ? I'm not following you there haha
rate of fire
how fast it shoots
is it a stationary weapon or man held?
and how fast projectile you want?
arrows in general are pretty hard to see in flight
theyre fast
because if its very slow reload/rate of fire one could define it as missile. However, they eat more performance than bullets which is why you definitely not want to use it if it has high rof
Never operated a harpoon nor a crossbow IRL. Thought it would be better to see the actual arrow flying instead of an invisible projectile