#arma3_model

1 messages ยท Page 71 of 1

late root
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@fast topaz Anything else maybe a bit smaller in scope?

fast topaz
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maybe some kneepads ^^

late root
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Possibly, I wouldnt have time for rigging and skinning

fast topaz
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no problem ๐Ÿ˜„ the models would be cool enough ^^

late root
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any particular ones in mind? Most uniforms ive seen have them actually like sewn into the cloth

feral yew
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Maybe some small items for mission makers? Some jungle drug lab related items for Tanoa would be cool.

tacit karma
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@foggy finch Well for know its done. Don't really want to texture it today. Maybe tomorrow

foggy finch
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yeah know that feeling dude

foggy finch
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then usually at about 11pm I think screw it and start texturing ๐Ÿ˜„

fast topaz
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but actually @feral yew has a good idea ^^ I need some colorful mushrooms for a Tanoa campaign ๐Ÿ˜„

late root
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XD

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Lol PM me and ill see what i can do in regards to some misc items

wise coral
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what do blue points signify on animals in object builder?

stuck oyster
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@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.

twin urchin
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btw is there anybody that does weighting?

wise coral
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just trying to get a bear functional as the rabbit sample

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so i suppose if object builder cant do it ill move on to something else

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thanks HorribleGoat

hollow fulcrum
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i'd be happy with drugs/trafficing stuff for Tanoa. seems like a legit thing there.

stuck oyster
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@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.

woeful viper
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@hollow fulcrum im sure most life persons would appreciate (and gladly steal) ๐Ÿ’พ

hollow fulcrum
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im kind of almost betting on it. ๐Ÿ˜‡

feral yew
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Ah I didn't even think of the life applications, I just want to blow up a couple tonnes of cocaine....

woeful viper
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yeah, i couldnt imagine something more exciting than blowing up flour-like substances

feral yew
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fair play

hollow fulcrum
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Lol

wise coral
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I got the animal from turbosquid.

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so the same worn out shit talk about life persons is getting old as nursing home diapers

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I figured id test by using a goat cfgmoves to see if i could even shoot it but that didnt work either

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so im guessing im missing more than the usual

rich nacelle
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I have a mod with a variety of scopes, I tried to use it on Apex but the new accessories didnโ€™t show up, only the original ones and the scopes on my mod. How can I update my mod to make it compatible with Apex?

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Or there is some working mod with scopes that do not have this issue that I can have a look?

twin urchin
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what mod of scopes?

stuck oyster
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@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.

wise coral
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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.

rich nacelle
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@twin urchin A3CN scopes

twin urchin
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are those even public?

pearl flume
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how do i test my animations in bulldozer?

rich nacelle
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Yep, i published it in Steam and withsix

twin urchin
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can you share a link?

rich nacelle
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Wait one

feral yew
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@twin urchin ^^

twin urchin
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yeah , i just googled that

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but you know what i hate the most? - a new addon that doesnt show the actual content in the screenshot ๐Ÿ˜„

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@rich nacelle ok so the problem is that you cant mount them on the new Apex guns?

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but on old A3 weapons you can?

rich nacelle
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The problem is the new accessories didnโ€™t show in virtual arsenal when the mod in loaded

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A can mount all of it in the new weapons and on the old ones

twin urchin
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now i am confused

rich nacelle
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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

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Better?

twin urchin
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ah

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thats weird

polar fiber
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Apex weapons aren't joint rails compatible (yet)

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same reason you can't mount Apex optics on custom weapons, only BIS ones or those that inherit item slots directly from BIS weapons

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need to wait for CBA to be updated

rich nacelle
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It's not i can't mount the new ones, it doesn't shows on accessories list on virtual arsenal

polar fiber
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They wont show in the list for weapons that aren't compatible

rich nacelle
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I tried in all weapons, and even on the new ones it doesn't show on the list

polar fiber
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so the apex scopes don't show in e.g. the SPAR-16 Arsenal menu?

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It's probably to do with how JR reconfigures the default COWSslot

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I haven't checked Apex stuff with my own scopes (i.e running CBA)

rich nacelle
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I run cba too, but in my last trya couple of days ago it didn't worked yet

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Now i will wait for either cba and ArmA to move on Apex

cobalt forge
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is anyone able to re-texture a default uniform for me i will pay

foggy finch
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@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

sturdy parcel
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I'll do it. $500/hour minimum charge two weeks.

hollow fulcrum
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sighs.. just undercut by mikero...

foggy finch
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lol

sturdy parcel
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damn sorry. i made $80k last time.

foggy finch
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for that sum I'd expect your goat to be running around in an armour plated suit

bleak tangle
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I saw some feral goats today and it reminded me of you mikero

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For just 9 cents a day you can help one less goat be feral

foggy finch
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and as soon as you hand over your payment details someone in a place you've never heard of is 80k richer

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๐Ÿ˜„

sturdy parcel
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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.

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so by your reckoning pennyworht 1 chicken foot = 1 cent sounds about right.

white jay
twin urchin
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nice

feral yew
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Oh wow nice one Raspu

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Looks great

river wedge
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@white jay what's the name of the mod?

river wedge
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Aww, too bad, I'm using ACRE over TFAR

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Really cool looking mod though

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Things like this make me want TFAR

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๐Ÿ˜„

feral yew
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Thanks Raspu, looking forward to using it.

twin urchin
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btw anybody here doing gloves?

sudden radish
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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.

bleak tangle
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Is it a player model?

woeful viper
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=uniform

sudden radish
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Uniform yeah

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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.

fossil obsidian
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@sudden radish Rule #0 Dont use Blender for modeling...

fast topaz
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@fossil obsidian Rule #1 Don't talk shit about things you don't know about

sudden radish
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That's a little late innit?

fast topaz
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regarding the question: it mostly is just a plane above the surface you want to have it on

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and the plane will have the texture on it

fossil obsidian
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@fast topaz im doing models and anims 15 years... so u miss something, kid...

fast topaz
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yeah but you literally talked shit regardless

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blender is a very good tool

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it's freeware and it has all features that other programs do have

sudden radish
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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

agile osprey
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did you ever geta very base model in game?

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try getting a textured cube crate in game before you try anything else

sudden radish
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I did get a helmet in there via config, and that's about it

fast topaz
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"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"

agile osprey
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did you make the model and textures also?

sudden radish
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Yep

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of the helmet, only the textures

agile osprey
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do you have access to the source files of the helmet?

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if not, try getting a cube crate in game first

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learn the principles

sudden radish
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in the way of a "helmet" then?

agile osprey
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id recommend as a vehicle, placeable in the editor

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just get the workflow 100% on a very simple object so you understand all the steps

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then step up

sudden radish
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thank you kindly, will do

sudden radish
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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?

agile osprey
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look at the uniform sample in the arma 3 sample files

sudden radish
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Where are those located?

agile osprey
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its a steam app that contains some unbinarised A3 standard p3ds

sudden radish
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just found it on steam, thank you!

quick terrace
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@fast topaz - don't bother with the retard

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he couldn't do a model or an animation if his life depended on it

fast topaz
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so he's a troll

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?

quick terrace
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too long to explain

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bastically, ignore him

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most people i know have his sorry ass blocked everywhere able to block

fast topaz
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yeah I think I saw him multiple times basically writing unproductive shit ^^

quick terrace
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worst sort of idiot i've seen about

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as in ever

fast topaz
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so "im doing models and anims 15 years... so u miss something, kid..." is a misinformation? aka a lie

quick terrace
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most likely

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i mean about 4years ago, he was spamming everyone on the former skype modelling channel with very basic questions.

tacit karma
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Done

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Next one is German radio Dorette

quick terrace
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0/10

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no tank interiors

tacit karma
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Giv armata

stiff egret
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how do I create an smdi in photoshop, I recall adujusting levels but I cant figure out witch ones?

quick terrace
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create a smdi in photoshop from what?

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using diffuse as base?

stiff egret
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yes

woeful viper
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there is no correct way, because creating an smdi from diffuse map is stupid - they have nothing to do with each other

quick terrace
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+1

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in short, you could just use diffuse as a guide to set the areas for both spec and gloss...

oblique vapor
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Is it possible to change the reload animation based on the ammo loaded in the gun ?

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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

woeful viper
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no

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unless the different ammo only fires from a seperate muzzle (basically treated like a UBGL)

polar fiber
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you used to be able to define reload naimations per-magazine but I'm not sure that you still can

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initially that was how BIS handled UGL reloading in Arma 3, before they moved it to the muzzle

woeful viper
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in Default magazine class there is reloadAction = ""; still

sudden radish
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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..

fast topaz
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i already told you 2 times

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either I'm not getting your question right or you don't understand me

sudden radish
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Well looks like I'm retarded then ๐Ÿ˜ฆ

fast topaz
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"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"

sudden radish
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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

fast topaz
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no by the namedSelection

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you need to make a selection in Ojbject Builder that contains the square and is named "insignia"

sudden radish
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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?

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well, the part where the insignia goes ofcourse

fast topaz
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yes

sudden radish
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does that also go for "clan"?

fast topaz
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yes I think so

sudden radish
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Now I understand lol, sorry for being a slowpoke ^^

fast topaz
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no problem ^^

woeful viper
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check the sample models... they should have exactly what you are looking for

stiff egret
woeful viper
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It sensed a life mod. Access denied. Works as designed ๐Ÿค‘

foggy finch
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lol

stiff egret
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haha

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any ideas!?

quick terrace
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what @woeful viper said, pretty sure of it

stiff egret
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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?

stiff egret
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I found the error

oblique vapor
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There was no hiddenSelections for that big sign on Tanoa. So I decided to make my own sign ๐Ÿ˜„

woeful viper
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what happened to tanoa? where are all the trees?

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imperial colonists apparently... they have a tendency to deforest entire islands and turn them into barren rocks

oblique vapor
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That is so 2016

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2035* < fixed

stiff egret
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Does anyone know how to hide faces "ex: interior lighting" and have them un-hide when the cars lights are turned on?

woeful viper
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now you are just beeing lazy

fast topaz
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I'm currently trying to get a correct damage model into my vehicle and I created a fire geometry that is 2cm thick

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and it seems like it is very easily penetrated because bullets come out on the other side

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but for some reason there are no injuries to the crew

stiff egret
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Are the proxies in the fire GEO lod?

fast topaz
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yes

stiff egret
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What type of vehicle is it? I may be able to start with the samples damage and edit that from there

fast topaz
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it's a wheeled vehicle ^^

stiff egret
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Yeah did u use the samples, as a template? I always start with that then can edit it from there.

fast topaz
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difficult...how would I use a fire geo that doesn't even fit my car

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it's also kinda weird because sometimes the people inside die

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but that happens rarely

woeful viper
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dont listen to him...

stiff egret
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^

woeful viper
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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

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then you'll see exactly what happens

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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

fast topaz
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ok yeah I'll try that

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can you recommend a mission with bullet tracing?

sudden radish
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faulty model.cfg?

celest arch
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more faulty neck

woeful viper
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autocenter=0 (geo lod) ?

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proper weighting?

sudden radish
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good point, damnit im stupid ๐Ÿ˜„

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autocenter = 0, proper mass

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can't locate my proxies though, for some reason

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could it be the proxies tho?

sudden radish
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oh well, looks like no one's up or so for helping so i'll just remake the model :3

twin urchin
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that looks more like the missing model.cfg

polar fiber
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or just the cfgmodels class isn't named properly

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e.g. doesn't have class nameOfMyP3D : ArmaMan{}; added to the model.cfg

sudden radish
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Well I just noticed that inside blender my skeleton glitches out... Only the hands seem to respond. Any way to fix this or?

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I'll definitely try out though, but just want to check if this might be the issue

halcyon wren
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Hands copied over from the character template?

sudden radish
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Yep

halcyon wren
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So that would rule out a skinning issue with the hands at least. Model.cfg also from the template/sample?

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(I mean hands copied from p3d to p3d, not into blender)

sudden radish
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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.

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So I first imported that p3d, saved it as a blender file and then the append stuff with the model I made

halcyon wren
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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.

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(this test is purely focused on the hands to rule out it's just bad skinning)

sudden radish
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in oxygen then I suppose?

halcyon wren
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Yep.

sudden radish
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Roger, gimme a few

halcyon wren
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if the hands then are uncorrupted ingame you know the issue lies within bad skinning through blender. IMO that's likely it.

sudden radish
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Okay

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how can I fix it if it might be the binarizing stuff? ๐Ÿ˜ฆ

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after swapping the hands

wispy orchid
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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

halcyon wren
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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.

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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.

woeful viper
halcyon wren
pearl flume
stiff egret
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How would i make it so that you dont get a user action untill on is complete?

bleak tangle
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@pearl flume Could you paste your model.cfg? If you don't have one that would also be your issue

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@stiff egret What do you mean by "on"?

stiff egret
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One* sorry

bleak tangle
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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

stiff egret
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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?

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Or is there a better way?

pearl flume
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also when i try to compile the model i get this error "model.cfg cannot have externs"

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but i dont know what that means

bleak tangle
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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

wise coral
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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?

bleak tangle
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Could you post a picture? It might be fixed by selecting the glass and doing faces > move top

wise coral
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ok just a moment

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if that helps

fast topaz
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do I smell a Life mod?

wise coral
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please stfu

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before everyone goes on a shitfest about rp mods for an hour

oblique vapor
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Orgo has never hidden the fact that he was in a Roleplay Community, he is one of the most sensed Life freaks around

bleak tangle
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He is just meming

wise coral
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we're a roleplay mod

stark dagger
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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

wise coral
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good luck

fast topaz
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@wise coral I'm sorry then ๐Ÿ˜„ I was just asking

wise coral
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its funny if schultz or mikero says it to me

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i dont know you so it wasnt funnyt

fast topaz
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was not supposed to be funny

oblique vapor
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It would be a good ROFL session coming from PuFu

wise coral
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i know it was to drum up drama

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luckily discord came out with the block function for rofl sessions like those

oblique vapor
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Anyway. Ass anyone ?

wise coral
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my wife is out of town for the weekend

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so none this weekend for me

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๐Ÿ˜‰

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no kids this weekend either so i might do some streaming if i can finish this quick repo update

sturdy parcel
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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.

fast topaz
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as I said: sorry then

wise coral
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apology accepted

fast topaz
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I'd actually like to help you with your problem but I don't know how :/

woeful viper
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lot of glass -> lot of pain

wise coral
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then instead of a bad attempt at stoking up drama just dont say anything

oblique vapor
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First time I saw mikero using the term "street cred", so thug

sturdy parcel
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you're not being fair Andy, we do get smothered in parasites here.

wise coral
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hes straight goatster ok

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i understand but treating every bug like a cockroach isnt fair either

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biggest turn off to the community

sturdy parcel
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You're still the biggest pain in the *rse to me, finding 'undocumented features' in my code.

wise coral
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hey i stopped

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speaking of i need to update

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thanks for reminding me

stiff egret
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I have a question?

wise coral
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sure

stiff egret
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can you animate a hidden selection to rotate?

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cause i am having trouble with it, mine wont rotate?

woeful viper
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@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...

stiff egret
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a lot of help here guys, only the 3rd time i have to ask this question...

wise coral
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sorry man i dont know

stiff egret
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ok

wise coral
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im new to animations

stiff egret
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I am sure someone can help

woeful viper
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yes iam sure... i dont want to though

wise coral
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im sure they can once someone reads it

stiff egret
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ok awesome thanks @woeful viper

wise coral
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use the block option dont feed them

bleak tangle
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What's to stop you from using the same named selection for the animation and hiddenSelection?

woeful viper
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why is everyone posting 2 times ? o0 discord bug?

stiff egret
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@bleak tangle I have tried that I have it slected in the animation but it wont rotate with it for some reason?

oblique vapor
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Do I smell some connection issues on Discord nor DDOS ?

bleak tangle
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I read your response to my comment but didn't really understand what you meant. Then there was an easier question to answer

crystal estuary
oblique vapor
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I smell unbinarized stuff

crystal estuary
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will you help?

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packing models into p3d format is way over my head it may be easy but i havnt learned it yet.

oblique vapor
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If that's ripped / unbinarized content, no

crystal estuary
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oh that bad ok

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ill just learn know of any good tutorials?

woeful viper
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how_not_to_break_the_rules.com does have some good ones

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To be clear: unbinarizing models (from Bohemiainteractive or other modellers) is not allowed. That's why we will not help you.

crystal estuary
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lol there watching.

oblique vapor
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I hope you choke in your own vomit

crystal estuary
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but there are mods out there and big mods that use modified arma content and they are still around.

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i just removed the knee pad bumps fron blufor content

bleak tangle
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Well it depends. Did you take a binarized p3d, unbinarize it, make edits, and now you are trying to pack it?

crystal estuary
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nope download a obj

woeful viper
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"modified arma content" - no, only Arma 2 and previous titles. Not Arma 3.

bleak tangle
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And where did you download this obj from?

woeful viper
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you downloaded it from some model side blabla, doesnt change the matter of the fact that it's not allowed

crystal estuary
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internet

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hmmm

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well ill try ask some one from BI

bleak tangle
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lol...

crystal estuary
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lol yup but ill try anyway

terse aspen
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you can do that in the IP_Rights_Violations channel to get b& by dwarden

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or i just summon him here

woeful viper
#

@woeful tartan someone wants to ask you about using debinarized A3 content ๐Ÿ˜ƒ

terse aspen
#

oh @woeful tartan i summon thee

crystal estuary
#

ah ill talk to him

oblique vapor
#

Welp, had my dose of laughter for the night

#

Thx @crystal estuary

oblique vapor
wise coral
#

any ideas on that building penny?

bleak tangle
#

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

oblique vapor
#

Hahahahaha

stark dagger
#

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

terse aspen
#

for german police, internet is still neuland ๐Ÿ˜ฆ

#

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

quick terrace
#

@woeful viper - dunno by heart, should be working i guess...how have you defined that?

#

and cock, i missed the ripper ๐Ÿ˜ฆ

woeful viper
#

all i did was create a lod with "Shadowvolume - Gunner View" , not sure if i need to set up anything else

rich scroll
#

is there any documentation on creating 3D UI elements with areas, like BI did with A3\ui_f\objects\radio.p3d?

woeful viper
#

BI did radio UI? that's a new one...

#

do you want to know the model specifics or how it's done?

bleak tangle
woeful viper
#

those radios aren't actually 3d - the interface you see with the radios are just 2D images that where rendered with high quality models

bleak tangle
#

And what about the ACRE ones? Can't they rotate

woeful viper
#

no idea

foggy finch
woeful viper
#

meh spaceballs wins

foggy finch
#

heheh spaceballs always wins though ๐Ÿ˜„

bleak tangle
#

@rich scroll what do you mean by with areas?

bleak tangle
#

(that's a model used in a dialog)

cedar coral
#

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. ๐Ÿ˜ƒ

woeful viper
#

@bleak tangle now have fun getting numbers on that properly

twin urchin
#

@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

bleak tangle
#

Jesus what is with the quality of that freeze frame

#

It didn't look anywhere close to that bad in movie maker

cedar coral
#

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?

sturdy parcel
#

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

bleak tangle
cedar coral
#

@sturdy parcel Thanks, I think I will do that. ๐Ÿ˜‰

bleak tangle
#

The rotation is just scripted at the moment as the math for rotating it with user input is probably a little complex

twin urchin
#

oh ok

versed escarp
#

Can someone help ?

#

Why does it look like this ?

#

and not pure grey.

woeful viper
#

because its not your own model, thats why

versed escarp
#

I didnt say it was my own model !

woeful viper
#

then why do you use it

#

@bleak tangle can you also use fade in/out of images ontop of that 3d UI element?

versed escarp
#

to port into game and use obvs!

terse aspen
#

where did you get the model?

bleak tangle
#

I swear you can't make this stuff up

terse aspen
#

inb4 forza

versed escarp
#

Just a generic free model.

woeful viper
#

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...

versed escarp
#

Dude, you have got some attitude dont you ?

versed escarp
#

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 !

terse elm
#

here we go.......

woeful viper
#

spoken like a true teenager who wants to make a life mod

versed escarp
#

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 !

bleak tangle
#

Telling someone to kill themselves is really not a nice thing to say

versed escarp
#

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*

woeful viper
#

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?

versed escarp
#

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*

woeful viper
#

in context alot...

versed escarp
#

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 !

oblique vapor
#

@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

quick terrace
#

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.

versed escarp
#

@oblique vapor Please ask your mother, Which Sexual Position produces the most Retarded Child for me, thanks

wise coral
#

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.

versed escarp
#

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 !

wise coral
#

are you going to make a promotional video of the cars on your server?

terse aspen
#

@woeful tartan what's up? weather is beautiful and model makers channel is a battleground as usual

#

:^)

versed escarp
#

xD

wise coral
#

i would just find cars free that have no restrictions. thats legit

#

then you can complain about people's attitude

versed escarp
#

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.

wise coral
#

well then they're the dipshits not you

#

and theres plenty here on my block list

carmine gull
#

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

versed escarp
#

Im sure im probably going to become one of them because what i have said ๐Ÿ˜ฆ

wise coral
#

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

woeful viper
#

can we get a "i downloaded a model how do i port" channel?

versed escarp
#

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.

wise coral
#

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.

versed escarp
#

i know how to port them in its just ive never had a model look like that before in model viewer @woeful viper

wise coral
#

ok well i would look how textures work

#

to me it doesnt look like it has any or the paths are wrong

versed escarp
#

no it currently doesent have any texture set but the model should be solid grey and not like that.

#

textures*

wise coral
#

i cant help with that. put some textures on it and dont look at buldozer and think its going to look exactly like that

versed escarp
#

Ok.

foggy finch
#

what you using the cinematics for?

#

just out of interest

wise coral
#

^^

versed escarp
#

Personal use.

wise coral
#

oh well just go play a server with that model and use the editor

#

then you dont have to make it yourself

foggy finch
#

I dont get it, most people create cinematics to show off thier abilites and/or a game

versed escarp
#

As im currently using this in the attempt to get better, and hopefully in the end to make my own models.

foggy finch
#

easiest way to make your own models, is to start with soemthing simple, and gradually build up your skillset

versed escarp
#

and to get better at editing vids etc, and modeling, and car creation in arma.

foggy finch
#

well your not going to get better at modelling by importing stuff created by other people, free or not

versed escarp
#

No, but this is for the other things currently i have not attempted to model anything hence why i stated in the future .

wise coral
#

Uro is a good source of how you should start. if he says dont start by porting its probably a good idea.

foggy finch
#

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

versed escarp
#

True, i suppose.

past canopy
#

lol @versed escarp please God don't tell me that RP stands for Role play

oblique vapor
#

Apologies then RGRP

#

Nice punchline tho, made me laugh ๐Ÿ˜„

#

Role playing in general isn't to be treated like a disease, rippers are

versed escarp
#

NO it does not stand for RP xD

past canopy
#

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

oblique vapor
#

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

woeful viper
#

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.

oblique vapor
#

I get that point of view, fair enough

bleak tangle
#

What if it's an A2 model? ๐Ÿ˜ฆ

versed escarp
#

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.

woeful viper
#

A2 models are officially ok to port

oblique vapor
#

Then the whole cup team would be suspicious I guess lol

foggy finch
#

@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

woeful viper
#

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

versed escarp
#

What if you pay for the model ?

past canopy
#

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

versed escarp
#

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.

woeful viper
#

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.

versed escarp
#

True.

foggy finch
#

god bless the darwin awards

woeful viper
#

but that would mean that god would accept darwins theory...

bleak tangle
#

Also like when you are starting a life of crime, you don't want directly into the Louvre and take the Mona Lisa

foggy finch
#

๐Ÿ˜‰

bleak tangle
#

You must first start at the olive garden

#

Taking more mints than you should

woeful viper
#

lets not start with crime... thats too close to "home"

bleak tangle
#

But I like analogies ๐Ÿ˜ฆ

versed escarp
#

xD

bleak tangle
#

I thought you would like my one from last night

woeful viper
#

im sure every life person can relate to your analogy...

bleak tangle
#

The police car or the life of crime? ๐Ÿ˜›

woeful viper
#

rhetoric question

bleak tangle
#

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

woeful viper
#

can you animate the UI 3D model (as in model.cfg animations)?

bleak tangle
#

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

woeful viper
#

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)

bleak tangle
#

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

woeful viper
#

certainly

#

i better not think about all the possibilities again... only ends in a large puddle of drool, lost time and no progress #pipedreams

rich scroll
#

@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?

bleak tangle
#

Check the post I linked to the forums

rich scroll
#

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?

bleak tangle
#

And more importantly how was your sleep?

rich scroll
#

it was pretty good but the cat was on my chest the whole time

bleak tangle
#

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

rich scroll
#

is the radio the only vanilla object with these capabilities?

bleak tangle
#

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

rich scroll
#

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

bleak tangle
#

Oh, I'm not sure

rich scroll
#

shame BI didn't think to document any of this stuff

bleak tangle
#

Have no fear, Pennyworth is here

rich scroll
#

you da man

woeful viper
#

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

bleak tangle
#

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

woeful viper
#

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?

bleak tangle
#

Good point

#

It doesn't seem like you can refer to the model being used as an actual object, only references to the path

woeful viper
#

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 -.-

oblique vapor
#

Grr, freakin trolling vertices are at it again

oblique vapor
#

Hey, how to handle flat surfaces with turbosmooth ?

woeful viper
#

you mean hard edges? or what do you mean?

oblique vapor
#

I basically have a flat screen on this one

#

Is it normal ? Should I ignore it ? If not, how could I improve / fix this ?

white jay
#

Not much of a modeller, but why is your turbosmoothed mesh made out of tris?
Shouldn't it always be quads?

oblique vapor
#

I don't really know, when I exported to FBX, Max told me that Turbosmoothed meshes will be tesselated

woeful viper
#

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.

oblique vapor
#

Problem is angles are rounds

woeful viper
#

well i thought your problem was the "weird star in the middle" i thought you wanted it round ๐Ÿ˜„

white jay
#

What is this btw?
Looks like a tactical tupper to me ๐Ÿ˜„

oblique vapor
#

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

woeful viper
#

if you want to have less curve, add extra edgeloops to controll the curving

#

still no idea what you actually want to create

bleak tangle
#

Looks like you bought your kid a leap frog

oblique vapor
#

well, is that "weird star" a problem texturing-wise ?

bleak tangle
#

I don't know if they have leap frogs in France though

oblique vapor
#

Ahahahaha lmao

#

Is that some kind of tamagotchi stuff ?

bleak tangle
#

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

oblique vapor
woeful viper
oblique vapor
#

Thanks

#

Well tried to Swift Loop, but Max didn't want, so connected edges instead

woeful viper
#

swift loop only works with quads, and proper "edgeflow" so thats propably your problem

oblique vapor
#

I see

woeful viper
#

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

oblique vapor
#

Yeah, it can break everything if you are based just off one mesh

#

I mean the tip of them

woeful viper
#

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

oblique vapor
#

Well thanks for the tips anyway, I love to learn new things ๐Ÿ˜„

bleak tangle
#

@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

#

The blips on the radar seem a little more difficult so I'd have to think about it more

twin urchin
#

"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

tacit karma
#

@woeful viper N-Gons are only a problem on non-flat surfaces.

#

@oblique vapor collapse the modifier before exporting

woeful viper
#

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.

celest arch
#

@twin urchin maybe just proxies..?

twin urchin
#

@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

celest arch
#

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

twin urchin
#

well none of those pants or some bits arent separate thus cant be proxy

celest arch
#

exactly, that would require debin which is not ok

twin urchin
#

ok i wanted to be sure tho , since i saw some guys doing that

celest arch
sudden radish
#

I kinda gave up after searching and remaking my model/skeleton constraints and the model itself after 5 hours

woeful viper
#

@sudden radish when your model doesnt follow the skeleton, you haven't weighted the uniform to the skeleton properly

sudden radish
#

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 ๐Ÿ˜„

oblique vapor
#

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

frozen stirrup
#

@woeful viper Looks great, what vehicle is that?

oblique vapor
sudden radish
#

some more weight tweaks needed?

#

what's also bothering me is that the head is gone

#

without a weapon

woeful viper
#

the head is implemented via a proxy (check the character sample - the name of the proxy begins with "by"-something")

sudden radish
#

No wonder it's not working - facepalm -

#

any explanation on why the arms might be going a bit derp?

woeful viper
#

with a custom animation or with a vanilla animation?

sudden radish
#

its a vanilla one, just holding the weapon

woeful viper
#

@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

sudden radish
#

Aah fair enough, thank you already though! I'll continue the search

white jay
#

Quic question if I have a M4 with a m203 and another WITHOUT a m203

#

do i make two p3ds?

#

or just one?

fast topaz
#

2

#

one m4 with m203

#

and one m4 without

rich scroll
#

yo @bleak tangle you're the man, i'm gonna check that out shortly

polar fiber
#

@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

oblique vapor
#

yet more optimized as you said

woeful viper
oblique vapor
#

#visual_upgrade

#

( อกยฐ อœส– อกยฐ)

woeful viper
#

#in5yearsmaybe

oblique vapor
#

hahaha

#

I still don't understand why shadows are not casted properly and why lights go through walls

woeful viper
#

performance

#

and work of implementation likely...

oblique vapor
#

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 ?

woeful viper
#

doubt you can via config

oblique vapor
#

I see a "flareMaxDistance", not sure if that's for the sprite of the flare emitting from the spot or the actual displaying distance

woeful viper
#

flare is the sprite

oblique vapor
#

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

woeful viper
#

yes sounds likely

oblique vapor
#

looks like imma crawl under my bed and start crying ๐Ÿ™

woeful viper
#

if you only need to illuminate the sign itself and not the environment you can bake the lighting information into an alpha texture

oblique vapor
#

oh really ?

woeful viper
#

ye

oblique vapor
#

but how could that brighten the sign ? like, it would only brighten it with white color, and even happen during daytime

woeful viper
#

if the daylight is stronger you will barely see the emissive alpha

#

you could hide it in daylight though if thats a concern

oblique vapor
#

yeah, with a model.cfg. is it the same process as for the car interiors lights ? (buttons, etc. emissive parts) ?

woeful viper
#

yes

oblique vapor
#

i see

#

will try that then, thanks for the tip !

celest arch
#

@woeful viper how did you render that interior AO? Just one light source or multiple ones?

twin urchin
#

@celest arch i think normally how you bake stuff - HP to LP or it was just a regular LP AO?

celest arch
#

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

twin urchin
#

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

quick terrace
#

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
#

Yes blender aswell

#

I'll do some tests, thanks!

woeful viper
#

@celest arch mental ray in max - no light source required

celest arch
#

Never used max unfortunately, I have access to modo and ofc blender

woeful viper
#

no idea then

celest arch
#

For buildings I usually bake it then edit levels in photoshop

woeful viper
#

@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...)

quick terrace
#

@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

bleak tangle
#

@celest arch have you tried changing the distance for AO bake? Less distance will result in lighter colors

celest arch
#

That also, but it's faster to tweak it in ps for me

woeful viper
#

my tank doesnt want to float ๐Ÿ˜ฆ 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

quick terrace
#

there is no realation between cubic meters and tons in a3 btw

woeful viper
#

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?

quick terrace
#

o idea, @rough idol is the one to ask, but he's on vacation

#

i'll have a look when i get home

woeful viper
#

thanks

quick terrace
#

@woeful viper for matids example

#

this overpose, moved them to get you to understand how it work *hp in background

woeful viper
#

doesnt look too complicated, will try it next time i render something

#

moving stuff apart is a bit of a pain for AO baking...

terse aspen
#

can't you just deactivate rendermodes for single parts of the model?

quick terrace
#

work for everything, with or without a cage

#

for AO, you sort of need most of the time too keep things together

woeful viper
#

only trouble is with parts that move in relation to each other...

quick terrace
#

yep

bleak tangle
#

So for buildings do you just bake as if there was no door?

woeful viper
#

for example yes

quick terrace
#

yes

white jay
#
Bohemia Interactive Forums

[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...

woeful viper
#

great, exactly what we didnt need

jaunty leaf
#

That's not exactly kosher

woeful viper
#

percentage stealing vs learning - 95 / 5

bleak tangle
#

It does distort complex topology

jaunty leaf
#

hm

woeful viper
#

and what is the "limit" for complex geometry?

bleak tangle
#

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

woeful viper
#

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.

tacit karma
#

It doesn't help you much anyway if ShadowLOD has no UV info

woeful viper
#

depends on what you want to achieve...

bleak tangle
#

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

woeful viper
#

with the shadowlod of my apc i could easily reconstruct the entire vehicle, because everything is there.

bleak tangle
#

Better get to convincing T_D to distort that as well then ๐Ÿ˜›

woeful viper
#

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

bleak tangle
#

I'm sure there are some niche things

#

It would have been nice for that radio model for the 3D dialog

woeful viper
#

VERY niche ...

bleak tangle
#

Yeah it could definitely give you a lot less

woeful viper
#

eliteness could have sufficed in case of the radio as well

bleak tangle
#

Yeah that's what I ended up doing

stiff egret
#

does buldozer now have script support?

bleak tangle
#

Yes

#

Now I'm trying to figure out what you can actually do with it

stiff egret
#

sweet how do i run it

woeful viper
#

short answer - nothing you could not have learned with the samples and information already publically available

bleak tangle
#

I just created the file in P:\scripts\initBuldozer.sqf

fervent steppe
#

sweet i can finally snag all those models kj made ๐Ÿ˜‹

wraith tendon
#

3v1l h4ck3r!!11oneoneeleven

stiff egret
#

@woeful viper stop disrespecting other members!

bleak tangle
#

?

past canopy
#

@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.

bleak tangle
#

It just came out of the blue ยฏ\_(ใƒ„)_/ยฏ

past canopy
#

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 ๐Ÿ˜ƒ

bleak tangle
#

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

past canopy
#

oh

#

still ๐Ÿ˜‰

tacit karma
#

Oh there's plenty that isn't in the samples....

white jay
#

imoh a modelviewer in Eliteness would have been a better solution for learning purpose..

#

but well also more work to provide such a viewer...

quick terrace
#

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..

outer condor
#

@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)

white jay
#

@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

woeful viper
#

@tacit karma like what?

woeful viper
#

@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.

outer condor
#

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)

woeful viper
sturdy parcel
#

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.

quick terrace
#

@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

outer condor
#

if either BI expands selectionPosition or mikero deP3d to dump the info, i would finish the debug and visualization mission quickly ๐Ÿ™

quick terrace
#

@white jay + @outer condor - do you happen to know what is the limit after that odol convertor uses noise?

#

verts ^

bleak tangle
#

I am not one of them but I observed it happening first around 2k faces

quick terrace
#

used to be 3k IRC while it was in close testing

#

hence why i asked, since you said 2k

white jay
#

@quick terrace it is 2k. This number could be discussed of course. it's a start

quick terrace
#

i think it is low enough to be honest

white jay
#

I probably should do the distortion range depend on the model size

quick terrace
#

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)

bleak tangle
#

What about distortion in detailed shadow LODs? Obviously someone would have to UV map it, but still

quick terrace
#

who gives a jizz about shadow lods

bleak tangle
#

That's a new expression ๐Ÿ˜›

#

X3KJ was just saying yesterday that with the shadowlod of his APC he could reconstruct the entire vehicle

quick terrace
#

that takes some skill to do

bleak tangle
#

lol true

#

Someone with that skill probably has the honor not to do it

quick terrace
#

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

bleak tangle
#

I agree, it will take away some guess work for sure

#

For example the geometric occluders

quick terrace
#

with little to no chance for ppl to use the resulting meshes for anything else but edu reasons

sturdy parcel
#

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.

quick terrace
#

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)

sturdy parcel
#

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'

quick terrace
#

๐Ÿ˜› ping me when it happens

white jay
#

๐Ÿ˜„

woeful viper
#

@quick terrace either some skill or some good shadow lods

quick terrace
#

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

woeful viper
#

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

quick terrace
#

meant to type 3000 verts

#

anything about 3k takes a dump

#

in perf

woeful viper
#

in contrary to that, it appears that the kuma has 4.5k verts, of which 2.3k are wheel related

quick terrace
#

yeah well you can test it out

#

i mean td could indeed check for meshes above 2k and screw them

#

no matter of lod

woeful viper
#

i am in support of that

quick terrace
#

i an sure he is open to suggestions @white jay

white jay
#

could add distortion to shadow LODs

#

wont do it for geometry and alike

stiff egret
#

whats the defualt wheel circumference in arma?

woeful viper
#

class All {
wheelCircumference = 1;
};

hollow fulcrum
#

@white jay ๐Ÿ‘ 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.

white jay
#

currently implementing that

#

and I will adapt the distortion to different model sizes

hollow fulcrum
#

excellent, and all pro

sturdy parcel
#

+1

#

curiosity makes me ask t_d why you now output reslods <= 2.0

white jay
#

because I have distortion now

bleak tangle
#

Perhaps you would still want it for cases where some of the named selections were only present in some of the first LODs

sturdy parcel
#

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

woeful viper
#

ts a shame people steal... 2 more cents

hollow fulcrum
#

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.

white jay
#

yeah I am still fiddling with the distortion. in the example I think it is too much because the helmet is small

bleak tangle
#

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

woeful viper
#

calculate the smallest dimension (x y z) of the bounding box and apply distortion based on that size

sturdy parcel
#

putting foot in mouth, would this technique still be effective if it only applied to lower (or higher) resolutions?

woeful viper
#

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...)

hollow fulcrum
#

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.

woeful viper
#

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

sturdy parcel
#

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.

woeful viper
#

hit point and geometry details for example

#

memorypoints

hollow fulcrum
#

i did use the word 'reasonably', intentionally.

sturdy parcel
#

ummm but if the model is distorted, how would 'seeing' the position of a mempoint be any use?

hollow fulcrum
#

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.

sturdy parcel
#

damn shame. it's a catch22. the very benefit you want for the modeller, you have to deny him.

hollow fulcrum
#

indeed, but i commend T_D on his efforts to find some sort of reasonable middle ground.

sturdy parcel
#

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 ?

woeful viper
#

creating geo lod takes 5 min

#

it also doesnt stop people from uploading the models on free sites, or using them in other games

hollow fulcrum
#

to the best of my knowledge, nothing currently prevents people from doing that who have the will to do so.

#

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.

sturdy parcel
#

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?

hollow fulcrum
#

@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.

woeful viper
#

@sturdy parcel everything that has enough detail. Resolution LOD (including gunnerview cargoview etc) and ShadowLOD's

sturdy parcel
#

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.

hollow fulcrum
#

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.

sturdy parcel
#

@)$*)*%)@#)(@)!

hollow fulcrum
#

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.

sturdy parcel
#

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.

hollow fulcrum
#

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.

halcyon wren
#

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?

woeful viper
#

@halcyon wren only the odol converter (it's not a viewer... it converts odol to mlod and you get to download them)

halcyon wren
#

I see. So some web-service?

halcyon wren
#

Ah, thanks for the link!

copper inlet
#

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.

sweet relic
#

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

terse elm
#

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

woeful viper
#

its better to rescale in the modelling tool and reexport

polar fiber
#

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

sweet relic
#

Rgr, thanks guys ๐Ÿ˜ƒ

#

My F-18 looked like an RC plane lol

quaint otter
#

@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

woeful viper
#

@outer condor well first thing to check would be if getin memory points names p3d & config match

sturdy parcel
#

also check compartments in the config.cpp especially if they are inherited. each compartment is effectively a different vehicle to the units inside them.

woeful viper
#

but beeing different compartments doesnt stop from entering the vehicle from outside entirely

sturdy parcel
#

yep. spotted that AFTER I wrote above. ๐Ÿ•ต

stuck oyster
#

Is the getin action still valid? If getin action has a typo or is missing it does not work?

woeful viper
#

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)

feral yew
#

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

quaint otter
#

is it possible (and recommended) to use one memory point as getIn for multiple vehicle positions (driver, gunner, commander, 2nd turrets)?

terse aspen
#

should be possible by having it in multiple named selections

woeful viper
quaint otter
#

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

white jay
#

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

quaint otter
#

the problem is actually missing driver[in]Action/missing animations

#

fixed it for drivers at least

woeful viper
fast topaz
#

looks good ๐Ÿ˜ƒ

white jay
#

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)

terse aspen
#

the wrinkles on the butt start a bit too high

#

they have their center usually lower

woeful viper
#

le sigh ... more staring at man butts for the sake of accuracy -.-

#

why am i not modelling skimpy girl clothing for FO4?

sturdy parcel
#

because the super mutants dress their dogs with them, and mama murphy wouldn't look good in them.

past canopy
#

@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

woeful viper
#

well idk something durable, cotton -ish? The clothing has no realworld equivalent per se, it's just "some combat trouser".

#

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

cedar coral
#

@woeful viper You might want to look at this tool - http://www.marvelousdesigner.com/

woeful viper
#

thats what i was talking bout

cedar coral
#

It takes a bit of getting use to. But it really helps a lot...

woeful viper
#

the clothing has a loose cut, so it just falls down

cedar coral
#

You can pin points to prevent that.

woeful viper
#

the export i got out of it is a major pain in the arse to handle...

cedar coral
#

Not sure what to say about that statement?

woeful viper
#

shadowing issues on baking, having to weld stitches, remove backsides of cloth with thickness, ...

sturdy parcel
#

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.

woeful viper
#

then they would have infected other non-mikero exes i loaded as well

sturdy parcel
#

yes indeed.

#

some, obviously? not all. They decide if they can wedge themselves into a suitable candidate.

woeful viper
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one thing i know for sure is that i will wedge myself into my bed now ๐Ÿ˜› later guys

carmine gull
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@sturdy parcel Wouldn't hash checking the download help w/ checking that [i]something[/i] was up?

sturdy parcel
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yes. an md5 would verify wyswig

sturdy parcel
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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.

past canopy
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@x3kj those issues you had with marv are all export options and settings related with marvelous just FYI.

oblique vapor
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Yo

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How to make the "bullet" of a weapon appear, like a rocket appearing when fired from a launcher ?

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model = "xx" doesn't work

woeful viper
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waht do you want to make?

oblique vapor
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When firing, the ammo is visible

woeful viper
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firing what exactly

oblique vapor
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I have some crossbows or harpoons in mind

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Something similar to this in the global idea

stuck oyster
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grenades are visible at least, just like rockets and missiles.

woeful viper
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"global idea" nice dodge

oblique vapor
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Dodge ?

stuck oyster
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tracer model could look like anything

woeful viper
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tracer model keeps its orientation and scales based on speed

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(and propably hit value too)

stuck oyster
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maybe a grenade then?

woeful viper
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what is the rof of the weapon? singleshot, slow reload like a real crossbow or something silly?

stuck oyster
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nailgun?

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๐Ÿ˜„

oblique vapor
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The rof ? I'm not following you there haha

stuck oyster
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rate of fire

oblique vapor
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(sorry i'm tired af)

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Oh

stuck oyster
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how fast it shoots

oblique vapor
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Single shot ofc

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But how does this matter regarding my question ?

stuck oyster
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is it a stationary weapon or man held?

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and how fast projectile you want?

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arrows in general are pretty hard to see in flight

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theyre fast

woeful viper
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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

oblique vapor
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Never operated a harpoon nor a crossbow IRL. Thought it would be better to see the actual arrow flying instead of an invisible projectile