#arma3_model
1 messages Β· Page 72 of 1
idk if simulation=shell shows the model
Hmm
simulation = "shotShell"; ?
ehh ignore that, shotshell is correct - brainmalfunction
Trying out with multiple things, shotShell didn't give no results
You're doing this in the cfgAmmo class, right? The path to the model is definitely correct in cfg ammo, and the magazine is using the cfgammo class that you are applying these changes to?
hm i have some problems with skinning, the weights in max sometimes just go above a sum of 1 when redistributing bone weight... extremely annoying. Anyone know why that could be? (reset xformed obviously...)
@polar fiber Yes. Tho I can barely see the spear flying, it's very fast as KJ said
will we get new character samples with more arms/shoulders?
the tank tops use longer arms don't they? or are they just slightly stretched?
sun is like... π hope you like sweaty sweaty palms...
hey guys, does somebody have a model of military gloves I could add to a vest or helmet?
Perhaps there is one from the A2 samples you could use
i would just use the hands of the character sample, use a push modifier, modify the joints between hand and glove and then create a new texture for it...
yeah I'm using gloves from the A2 stuff now thanks π
new vest for the CSAT NBC Units
Blender render preview with deactivated specularity because substance painter exports them directly in the Arma Format which makes them unusable in blender
why not show it ingame though? π
hey guys anyone here who got some tips on modelling tires in Blender?
I usually go the easy way. General lp tyre, details in quixel ndo
yeah but it looks a bit trashy in the most detailed lod if I do eeverything be texture
I'm currently reworking my model because there were some uv mapping issues and I want to make it a bit more detailed as well
i use the modifier stack
base tire
then circlecurve around it
tire details are laid upon it with array modifier, curve modifier, shrinkwrap and then solidify
thanks will try that
some slight clipping issues at the belt and i accidentally deleted the eye texture of the gas mask
but i'm getting where i want it to be
Looks great @terse aspen
how would people go about uvunwrapping http://i.imgur.com/VhyNW0r.png
what is it?
mk 1 paratrooper helmet
well, I'd probably detach the rim and flatten out the dome as one piece if possible
separate inside from outside and add a cut from the one vert at the bottom to the peak
seems kind of high poly for what it is though
especially those little bolt heads
you'll find Object builder can't handle smooth shading on very small faces like those
just makes it all hard
nah, I'd keep them, but don't make them more than 10 sides and have fewer segments
hokay
the main helmet can be as detailed as it is I guess, but you only really need as many sides as it takes to make the silhouette look fairly smooth from a couple of meters away on a helmet.
I'll be making lower poly LODs
sure. i just mean in terms of making silhouette, it's more important for the model to be smooth along the red axis than it is along the blue axis, since you'll rarely observe the helmet from above http://i.imgur.com/T2SJyQf.jpg
yeah, true
Do you think ~50 faces on the circumference would be a good spot
50? wat? no lower than that. 32
i think for a second sculpting try, it looks quite alright. https://abload.de/img/tro1bhsvo.jpg https://abload.de/img/tro4fns35.jpg https://abload.de/img/tro24ssm7.jpg dirt and wear on shoes need to be improved
looks very nice @woeful viper
I've reworked the tyres of my model: http://i.imgur.com/uLCq5il.png
for low poly thats ridiculous
yeah they only show up when very close
so only in the most detailed lod
but the car itself has few polys so it's not that bad
all 4 wheels have 14k Triis π
the car overall has 39k Tris
the fuck...
the car doesnt look like 25k either. I'm assuming you are blowing all the budget on roundness of those grip things and the wheels
well there is an interior
however I did not post that image to start a discussion about how much polys the vehicle looks like having
there is one part that is overly detailed and that are the rims
@woeful viper looks nice!
but that poor guy must have been cleaning his shoes all night π
just bathe it in black shoe polish and you are good to go... covers every bit of dirt < talking from experience
π
i think my dude had to run around without pants for 1 year or so... now he finally has some \o/ more posing https://abload.de/img/20160721014018_17vk46.jpg https://abload.de/img/20160721014031_1eqk3j.jpg https://abload.de/img/20160721014650_1ruj7y.jpg
uuuhhhhhhh
that looks really neat
also
it's ingame
but it's a nut protector?
There's something in the p3d that I'm missing obviously
oh yeah
samples
facepalm
was some model.cfg stuff
So it's fixed?
http://i.imgur.com/cm8gGzy.png yes, kinda
http://i.imgur.com/TsAvvoM.jpg Ingame at least
@mallowe it needs to have a "head" selection in all LODs that selects the entire helmet so it locks the helmet to the head during movement.
@x3jk the pants need more non smooth surfaces so that it doesn't look like textures on flat pants
When you do LP make sure the mesh moves like some of the larger wrinkles
It helps a lot with in game
Not sure if this is the right place to ask, but I want to create lines that can be placed on top of a paved surface to make it look like they were just painted on. Kind of like parking space lines, or other markings of that type. I want the underlying texture to show through. If this is possible, can someone point me in the right direction to learn the process?
So, create a flat plane model with a texture applyed to it? New to modeling. What kind of LODs would I have to include with it if any?
since you can't go much lower than a simple plane you'd need one res lod, most likely one empty geometry lod, one roadway lod and i am not sure what else
you could look at the arma 2 street models
no roadway lod
and the configs to those, because i think most is done in the config
it would only interfere with the ground its on
ok no roadway lod
ok, thank you both.
hey guys, I have a weird problem in blender while trying uv map my object...all verts are red and the unwrap function just unwraps everything as a big pile of garbage
any tips on how to get rid of weird black lines on ambient occlusion bakes in blender?
Could it be possible that you have an edge intersecting with that face there? You may only notice it when a little zoomed out
ah found the problem thanks ^^
Does the zeroing of a scope mounted on a weapon no longer affect the zeroing-animationsource in the model.cfg?
tried the indices? (see model.cfg on biki)
doesn't work with the new zeroing.-1 or zeroing.0 indexed sources so I'm thinking it's been disabled when hasOptics is true
Yep, the indexing did not work
The zeroing animsource stays at the value that the ironsights had last before you attached the optic
What's your opinion about gumroad, folks ?
never used it but i don't see the problem with selling your work as long as you didn't use any assets from other people
Gumroad is really good for tutorials
my model for the cannonshell i have gets stretched like a tracer (when tracer settings are used) and is not displayed when there is no tracer setting. But the Vanilla shell model does neither get stretched nor does it not display. anybody know why? I copied the config to the T
did you compare both models yet?
yes the shell is very simple. 1 res lod, 1 shadow lod, 1 geo lod
no special geo flags
well i guess replace things one by one until you find out what brakes it (like use A3 as base and update the config and later model, etc step by step)
uh ok... i just added the titan launcher to my vehicleturret, when i launch a missile (no locking) it makes a looping and "hits" (flies through) the own vehicle.
ok didnt have memorypointmissile. looks like memoryPointMissile[] and *Dir in Vehicleclass is responsible for the "target path" of the missile (saclos mode) and missileBeg / End in Turretclass is for the launch off point and direction.
ok so the issue with the shell model was tracersevery=1; in magazines. However, it seems that there is a hardcode initspeed limit where shell models get displayed. Beyond that they dissappear. At 389m/s it's still displayed, at 448m/s it's invisible again.
is someone interested in doing some texture work for me? I just can't get the textures right so that I like them. This is the vehicle: http://i.imgur.com/GOTcrtH.jpg
bleh police cars...
nah it isn't a police car
That reminds me of the GTA V Car
it's a car for my unit, a PMC, and sometimes (rarely) we do get contracts where we must act as a police force
it is modelled after the gurkha mpv
which kinda looks like the car from GTA V
if it doesnt have cannons it's boring to me
π
plus points for multiple cannons
I would've liked to add ONE cannon but nobody wanted that π¦ so I made a hatch at the top where you can shoot out
I've tried so many times to rework the textures until they look really good but I am too bad at it
what do you use for texturing?
quixel suite 2
doing textures for weapons is quite easy....but vehicles? that's too much for me
Anyone know why an animation in a weapon would rotate around the right axis in Buldozer, but rotate in the wrong place in-game?
missing autocenter = 1 in the geometry LOD
that didn't fix it
you're putting it in the named properties section right? name = autocenter and value = 1 in the little menu that comes up?
yup
strange. That's literally what's happened to me with models ingame when I've forgotten to add the property, and putting it in Geometry has always fixed it
sorry, stupid me - it's autocenter 0 that you need, not 1 @jagged tusk
the fact is defaults to 1 is why the axis moves. Setting it to 0 is what locks them relative to the grid centre
wow. perfect info Monkey. congrats. Something that goes in my notebook.
Hey guys, what software do you use for making the models for your mods?
@polar fiber funny that autocenter=0 should be default setting - not sure when you actually use it as 1
like 99% its always 0
mostly vehicles use autocenter=1
π
@rough idol dunno where you got that , since i can see no sign of it in A3 samples of any vehicle or A2 vehicles
because its default duh...
@quick terrace @rough idol did you do anything special to get the RHS tracked vehicles to float? I can't seem to get my APC to float (even tried 10x the buoyancy volume)
@twin urchin we had an issue with some vehicle where they would not slow down when driving in water when they had autocenter = 0
oh interesting
so setting it to 1, or deleting the property (since the default value seems to be 1, and would be why there is no defined autocenter in the sample vehicles) seems to be the norm for vehicles and it's only weapons, gear, etc. that need it set to 0
I guess they need it to be 0 since they're loaded as proxies on the char model
yeah , i havent done much vehicles in arma so ye heh
also had a silly issue in the past with autocenter=0 on vehicles, but i dont remember what it was.
@woeful viper vehicle need buoyancy=1 & autocenter=1 in geometry named properities & obviously canFloat=1 in cfg
swimming of tracked vehicles only work on Diagnostic Exe for now
i use diagexe all the time so that should be no problem. But weird that it only works on diag ...
floating still works on stable branch
swimming used to work for some 1.62 RC releases and on regular dev branch exe
dunno why they removed it though
he means floating doesn't really work in current stable branch ^^
lol... talking about the devil... the apc still had autocenter=0 in geoLOD (very old model by now)
now it floats... somewhat. More like sinking very slowly and doing loopings in the water when giving throttle
floating works on current stable branch π
check engineShiftY = .7; /// relative virtual position of engine for PhysX, affects lateral ship slope during turns
also try to add bouyancy geometry lod bigger than physx
well lets hope they dont remove it for stable in the next updates... i dont need more ex-features (hello working turret lights)
Oh look, it's the APC of jesus himself https://abload.de/img/20160725124651_1qmst9.jpg Dont mind the drowning other 2...
(30tons, 34 tons, 38tons)
@rough idol for tankx as well? then why the drama on bif?
ahh fair enough
anyone know a rough figure for how many faces/vert normals BI usually use for weapons or vehicles on the last LOD for Tanoa assets?
currently at 700 vert normals for my last LOD (weapon) but i could go lower... question is if it's worth it
wow at >500m the z-war is real ... particulary for chestarmor over uniforms.
I'm trying to use macros for glass hitpoints for a building, and I have #include "config_macros_glass.hpp" in my config, but I get a Line 51 Expected class, define, or varname error
{
GLASS1_HITPOINT(1,0.01,0.175)
GLASS2_HITPOINT(1,0.01,0.175)
GLASS3_HITPOINT(1,0.01,0.175)
GLASS4_HITPOINT(1,0.01,0.175)
GLASS5_HITPOINT(1,0.01,0.175)
GLASS6_HITPOINT(1,0.01,0.175)
GLASS7_HITPOINT(1,0.01,0.175)
GLASS8_HITPOINT(1,0.01,0.175)
GLASS9_HITPOINT(1,0.01,0.175)
GLASS10_HITPOINT(1,0.01,0.175)
GLASS11_HITPOINT(1,0.01,0.175)
GLASS12_HITPOINT(1,0.01,0.175)
GLASS13_HITPOINT(1,0.01,0.175)
GLASS14_HITPOINT(1,0.01,0.175)
GLASS15_HITPOINT(1,0.01,0.175)
GLASS16_HITPOINT(1,0.01,0.175)
GLASS17_HITPOINT(1,0.01,0.175)
GLASS18_HITPOINT(1,0.01,0.175)
GLASS19_HITPOINT(1,0.01,0.175)
GLASS20_HITPOINT(1,0.01,0.175)
GLASS21_HITPOINT(1,0.01,0.175)
GLASS22_HITPOINT(1,0.01,0.175)
GLASS23_HITPOINT(1,0.01,0.175)
GLASS24_HITPOINT(1,0.01,0.175)
GLASS25_HITPOINT(1,0.01,0.175)
GLASS26_HITPOINT(1,0.01,0.175)
GLASS27_HITPOINT(1,0.01,0.175)
GLASSA1_HITPOINT(1,0.01,0.175)
GLASSA2_HITPOINT(1,0.01,0.175)
GLASSA3_HITPOINT(1,0.01,0.175)
GLASSA4_HITPOINT(1,0.01,0.175)
GLASSA5_HITPOINT(1,0.01,0.175)
GLASSA6_HITPOINT(1,0.01,0.175)
GLASSA7_HITPOINT(1,0.01,0.175)
GLASSA8_HITPOINT(1,0.01,0.175)
GLASSA9_HITPOINT(1,0.01,0.175)
GLASSA10_HITPOINT(1,0.01,0.175)
GLASSA11_HITPOINT(1,0.01,0.175)
GLASSA12_HITPOINT(1,0.01,0.175)
};``` is the class
Have you edited config_macros_glass.hpp at all?
I believe it's modified, yes
They don't use the macro like that
BIG_GLASS_HITPOINT(1,0.01,0.175)
BIG_GLASS_HITPOINT(2,0.01,0.175)
DOOR_GLASS_HITPOINT(3,0.01,0.175)
DOOR_GLASS_HITPOINT(4,0.01,0.175)
DOOR_GLASS_HITPOINT(5,0.01,0.175)
NORMAL_GLASS_HITPOINT(6,0.01,0.175)
NORMAL_GLASS_HITPOINT(7,0.01,0.175)
NORMAL_GLASS_HITPOINT(8,0.01,0.175)
the classes are just renamed
The first number is the index of the Glass
There are only 3 macros available if you are using the standard config_macros_glass.hpp, your options are BIG_GLASS_HITPOINT, DOOR_GLASS_HITPOINT, and NORMAL_GLASS_HITPOINT
// First parameter being number id, second being a value for armor parameter and third being a value for radius parameter.
With what you posted previously you would need 29 different macros in config_macros_glass.hpp
thanks for the assistance
Any idea why reflectors have to have vehicle lights on to work?
I have a set of rotating beacons that rotate with reflector lights but they only work when the vehicle has turned its actual lights on
Rather then turning on when the animation is unhidden
@hollow fulcrum Any model p0rn for us ? It's been a long time no see
@shadow matrix is awol again π
@X3KJ#8043 Not sure about BI, they are typically pretty low, but there are slides from a nVidia presentation at GDC circa 2009 that said that pretty much says if you LOD to low you become CPU limited, and too low is generally below 1000 verts as the GPU will process those before it can receive the next batch
bi says it's 400 verts
Engine specific as well, I guess
Yes, also merge all your textures...
You get more impact from lowering draw calls than Polycount at the low end
yeap
that's what i've been working on for my tanks the last days. The weapons only use 1 texture, so i'll propably leave it at that
Hey everyone
Does anyone know how to enable a texture to draw on both sides of a surface ?
I'm making a tree model, and i have an issue where when i'm under the tree, i see all the branches and everything, but when looking at it from above, the tree looks naked
did you try in OB hit e -> double sided (or something like that)?
both sides option ? Imma try that thank you
That's not what's causing the issue apparently
It makes it worse actually because now it's fucked and it doesn't look right even from below
I checked out the trees from the A2 sample models and i can't seem to figure out what i'm doing wrong tbh
is it maybe a flag in rvmat? but i guess you already used vanilla examples as base...
yeah i did use the actualy rvmats from the vanilla trees
so i don't know what's going wrong i've been trying things since yesterday
you said A2 sample? A3 samples also have a tree now
also check that you have all the the named properties of each LOD in OB match with the A3 sample tree
oh really ? do you have a link ? It would actually be a million time better to have the A3 samples
look in the Steam library under tools -> Arma 3 Samples
i noticed that the vanilla textures are in .tga and not .paa
would this change anything ?
Oh i think i found a fix
and that would be?
alright just tested it and it fixed it i think
basically, my model's leaves and bark has only one side, so what i did what that i copied the entire model, and pasted it back, and reversed the faces
so the model is now double sided and i have the textures on both sides
thats the crude trick yes, but it also doubles polygons...
It's true but compared to the arma 3 tree sample model, my own model is fairly low poly even when doubling the sides
however i probably could have simply doubled the sides of the leaves and not the bark because there was no issue with the bark
lol alright now i have a problem where my leaf textures show up all black
what a pleasure modding this game lol
the first thing of everything is always difficult...
If I remember correctly A3 does not support 2-sided faces. Copying them is the way to go.
yeah it doesn't
thats weird, because the sample tree does not have copied faces
well the one in the samples has bunch of faces of which some seem to be visible when looking from top and some visible when looking from below etc etc
so its seems to be just different method of placing them
dont think they are 2 sided though
yeah from what i've seen, there are many faces but scattered in many directions so it actually looks pretty cool in game
grip is not great but its never really visible and i just wanted to get this thing done so... lazyness won
Some work in progress: http://image.noelshack.com/fichiers/2016/30/1469669035-screenshot036.png
Is Gunner proxy around the character spine bone?
no its pelvis
ok
for the Tpose and most animations that is... not a guarantee though
yeah got it working at the first try. Saved plenty of time to know that.
Hey, I have some problem with mirrored objects under 3DS. When exporting to .FBX to Toolbag 2, objects are fucked up. It happens only on mirrored objects, any solution ?
un chèvre ?
LOL
Are the normals inverted? Have experienced that sometimes when I mirror objects in Maya via "duplicate special" - I have to freeze transformations on those objects and check the normals before I export. Normal Ctrl+D duplicating the object then applying a -1 scale modifier doesn't seem to cause the same problem though
Attaching the mirrored objects to original static objects seems to work tho
The result is that the objects are rotated and misplaced
Sounds like the same problem @past canopy had with some tyres on one of his models rendering in Marmoset a few days ago - wonder if those were mirrored as well
@oblique vapor only way to fix that I have found is to import that model (i assume its in FBX) into 3ds and then reexport as obj
the reimport process and export gets rid of the issue
Weird
also apparently if you ue symetry modifier it doesnt happen
someone mentioned that the flip way I used was a bad idea
Yes, seen that symmetry is ok
anyone familiar with getting planes to work in A3?
we have the issue of the planes being stuck - we have named the wheels in the geo lod and assigned them in configs to driveOnComponent[] = {"gear_l_w","gear_r_w","gear_b_w"};
does it also require something in model.cfg?
how in what sense?
could it be a problem if the wheels have more than one named selection?
not sure that wheels are supposed to be in the physx LOD at all
yeah try without these here
besides i think they need to have a lot more sides or it won't roll...
Yeah, that's mentioned here: https://forums.bistudio.com/topic/159353-airplanex-sinking-into-ground/ so no wheels in PhysX, yes wheels in Geo - but has to be a cylinder with many sides
goes without saying to ignore everything "progamer" wrote π
yes. kolos (wheels) are part of a model.cfg
airplaneX doesnt have a functioning thrust animation, which is a real bummer. regular airplane simulation should have it
thanks guys! will report back on how it goes
Hey guys, I launch arma 3 tools, try to open object builder, steam says launching. Then no other feedback just never launches. Verified a3 tools integrity. Fixed 1 issue.. but tried again and nothing. Is a common problem?
Have you accepted the license from Arma 3 Tools?
Very nice Sam, what's it for?
@stuck oyster @quick terrace While it doesn not support two sided faces, im positive (99.999% without trying it, but cbf) that you can merge two opposing faces on the exact same position, and you will then have a two sided polygon
i have done it for glass faces that i just wanted flat from both sides, sure i did
ahhh yeah i think i just didnt read enough, cherry picking what i want to read
long days at work.......
you need to duplicate, inverse weld
it does not support (like others engines do)
forced double sided faces
yeah
@terse elm For nothing, really. Just for the heck of it. Didn't see any proper oil rig platform in Arma yet, just pieces of mapping. Could be nice for missions in sea
@oblique vapor hatchet has one π
he hasn't finished it yet (iirc?) so you could be the first at the very least π that counts for something right?
Haha, I saw an early version of hatchets rig, very impressive
Now tonaoa is out I have the urge to make a boat pack
@oblique vapor If you don't want to wait it's also possible to use the one from Take On Helicopters as permitted in SITREP #00104 π
Can anyone help me out? What am I doing wrong when selectionPosition return [0,0,0] on all of my selection's, but memory point locations are correct.
@carmine gull I'm also doing this for the fun, as I'm learning new skills π
my latest little project http://i.imgur.com/unDHyRW.jpg
you've covered up the rear gunner's station?
i wasnt sure what that was, couldnt get a good reference image of it
only image i could see it on it had a big cover over that and the ancor winder
awsome mate thx
there were better refs somewhere, I'll see if I can dig them out
been a while since I saw an Armed one but it's normally GPMGs on boats yeah. Only seen ORCs with .50s
catalogue I had didn't have the best pic of the L58 actually http://i.imgur.com/4BpAHBE.png
thx mate much appriciated
Ah, the side mounts use the "L20A4 universal gun mount" with these shields around the pedastal https://www.istec.co.uk/index.php/products/misc/naval-shields and a conversion kit to add a shield to the mount
trying to find the conversion kit on the site
P5 has the conversion kit for the LCU Mk.10
can zoom to like 400% for a clearer image
shows how they mounts assemble modularly
Hello guys π ! Does any one have Water Canteen model from arma?
coming back to the stuck planes - got most working fully or partially
however a few of these remain:
Warning: Convex component representing SELECTIONNAME not found
the selections are present in the geo lod for the said p3d - could it be that the positioning is important or sth else taken into account when making the selection?
btw BI has wheels also in the physx lod in the sample model..
sample models can contain bugs...
about the warning - check if you have "driveOnComponent" selections defined that are nonexistant
the above has the output from dep3d -S (list selections)
also visible in via OB
same defined in configs
i am pretty certain its about the placement of the wheels in the specific models itself
is it truly convex though?
anybody have mrshouka's steam ? or is he on discord
never heard of them
he's made quiet a few cars
"made"
"ported" lmao
then they're probably not here
why do so many people have an issue with people who do ported stuff?
because it's usually ripped from other games with no acknowledgement of who made the original model - tends to piss people off in a channel called Madel Makers
but I mean like, do people actually spend months making cars just for arma? Like Jonzie, don't know much about him. but did he port or actually make them all?
considering how long it takes people in here to make a fully working model, probably not, if they've published more than one or two models in the space of a few months
modelling is very time consuming. porting is not
Hey guys, any of you ever had a problem such as this?
Buldozer crashes (ArmA 3 has stopped working) when loading from Terrain Builder + Object Builder
But if I use my "Send To" right click action it works fine, same binary, same location, same switches being passed to it etc it just won't launch from any of the tools.
EDIT: Apparently running "Install Buldozer" 3 times over from Project Management fixes it.
@Tyler#2532 To my knowledge mrshouka's models are all from other games, Jonzie's are either custom made or ports he has permission to do, he's pretty legit from what I know
@remote pewter yes some ppl make them, others like mrshouka and jonzie are just celebrity porters
99.9% of those life folk just ilegally port stuff
illegal means the original author hasn't given permission, hasn't been informed his original has been used elsewhere, has had no credit given to him, and, where it applies, recieved no financial benefit from this happening. Simple question. IF it were YOUR model, would you like that happening to you?
'celebrity porters' is a great name, it's another word for parasite.
Dropping the hammer..
what "view pilot/gunner/cargo geometry" lod about?
ok found this:
Same as previous LOD, but for first person AI view.
https://community.bistudio.com/wiki/Oxygen_2_-_Manual#VIEW_Geometry
@woeful viper maybe you want to merge some info from the above to "your" LOD page
https://community.bistudio.com/wiki/LOD#Geometry_Phys
@remote pewter , Mikero hit the nail on the head. Porters (without permission), thieves and parasites are not welcome. You will find REAL model makers here.
http://amar.arma3.fr
document was written with regards to addons and mods for games made by Bohemia Interactive Studios and so some conditions and limitations are specific to those products and services.
Page 1 of 2 - AMAR | Content usage and sharing FAQ - posted in BOHEMIA INTERACTIVE GENERAL: Dear players, addonmakers, (game) server & website hosts and all others in our dedicated community,Addon Makers for Authors' Rights (AMAR) is a sizeable group of content creators for games developed by Bohemia Interactive with a common interest in informing the community about the do's and don'ts of content usage and sharing to support mutual understanding and cooperation efforts. For t...
Clarification Just had a look at Jonzie's steam and had to dig for what I was looking for. Seems he's treading that very fine line....
@oblique vapor you may want to use tiled textures (it's quite a large platform after all). If you do unique maps for everything you either have low res on the model, or gigantic maps
ok lol thats what i was looking at primarily
Because I want a fade to rust in direction of the base of the pillar, as this part is submerged
I'm using arma's textures as much as I can to decrease weight of the pack, and using tiled textures as much as I can
Still, highest maps are 2048Β²
Still not sure about the architecture on the boat docking part, don't really know how to make something effective and which fits the global idea
@fluid ocean so I'm guessing buying source files from thus importers isn't a good idea?
Bad idea as resale of the Forza models is prohibited by EULA
Any suggestion as to get actual models that are 100% good? (Cars)
yeah make your own?
The guys here will point out that there are loads of tutorials on how to make them yourself, as that's the "best" way to get what you want. But, I do understand your position.
There are many mods out there with lots of different vehicles that have been sourced by legitimate model makers, CUP is one of those.
See ^^, lol.
The only other way I can think is to purchase a royalty free model (external from Arma) of which you must have all rights to. But even then, preparing it for use within Arma and porting it can sometimes be just as difficult as creating your own model to begin with.
Though, I may be completely wrong.
I'm guessing to make an actual car, you need to know like animation, etc?
Not exactly. Give me a few min to find some tutorials.
okay, thanks :x
Bohemia Interactive Forums, learn it, live it, love it!
https://forums.bistudio.com/topic/146157-arma-3-tutorial-request-thread/
Page 1 of 2 - Arma 3 Tutorial Request Thread - posted in ARMA 3 - MODELLING - (O2): Hi all, a friend of mine recently started using BITools and Oxygen 2 to do some modelling for a ARMA 3 mod he is working on. I have put up my hand to help him out but I' am a complete and utter noob when it comes to these kinds of things as I have to used them at all and don't really know where to start. My question here is is there a in depth tutorial or guide for the complete noob out there that c...
Once you take the time to start learning, you'll find that people will trip over themselves to help.... As long as you're not asking them to do something that you could easily learn to do yourself.
yep. make your own or use ones made by the community.
And when Bohemias tools aren't good enough, ask Mikero, he makes stuff that makes their stuff work π
I already have his stuff :p
Don't forget there is a pro version of his tools
ik, i have it ;D
ππ»
re animtions, it is highly likely that regardless of what external (read non bis p3d) you obtain, you will have to actually make the animations for them, such as doors, such as model.cfgs
are most of the cars that are actually IRL cars, are those actually made? or mostly ported?
you keep coming back to this ported idea. the fact your not grasping is models for arma are NOT imported into the game.
except if you're some thirving parasite with a 'me too' life server in for a quick buck
Porting from other games is a no-no
Ik, I'm literally just asking, are the cars you see that are actually IRL cars, are they actually made. or ported
so what if they were? people would throw grenades at them.
Lol. All of the BI made models <- are made
yur choices are, use models made by others and make missions using them AND thouroughly enjoy yourself, OR, start making models!
We do not port in this community. If you are found to have ported a model into the game to which you do not have the rights to, you will find that you will receive a DMCA takedown.
there is NO quick grab-bag for you tyler with some imaginary collection of 'ported' models for arma,.
If you try to export an Arma asset, they can be quite rabid about IP.
i think you mean export FM
^
bis have, so far at least, been successfull in protecting themselves AND US from theft
there's any number of games, and any number of moddellers and any number of companies who hapilly trade models between games. There's dpzens of websites devoted to the practice. It's neither illegal, nor immoral. But bis neither accept import, nor export. To do so in the bis world (vbs, xbox. toh.arma......) IS illegal and IS immoral.
so best advice you're going to get is stop looking for something that does not exist. And wont until bis change their minds.
@sturdy parcel - don't bother, he seems a bit thick...
if he uses the word porting again, i'll agree with you. he doesn't get it.
So if Tyrion drinks Cockburn's Special Reserve, is he Imp Porting?
burp
π·
more like sherry than a port.
Potatoes v Potatos π
I would one day like to see a sort of "wish list". Something that modders can look at and say , "hey, that's cool, hadn't thought of making something like that". But, be under no obligation nor time scale to actually make it.
easy. top of the list, animals.
dinosaurs. pandas, teddy bears. gnomes, anything not derived from ofo2_manksleton which bis persistently and consistently, break.
@fluid ocean there is one... https://forums.bistudio.com/topic/190389-arma-3-addon-request-thread/ . I can only talk for myself, but i as a modeller would never have a need for such a list. I know what i want to do all the time and have a giant "todo list" that i can never complete.
i'm pretty sure i'm not the only one...
I completely forgot about that! Yeah, I can see your point. I find myself watching TV with the kids (cartoons, Thomas the Tank Engine) and think "ah that would be cool".
Then again, as a plastic modeller, I like "what-ifs". Sort of like what Dale Brown did to the B-52 with the "Old Dog".
if it wouldnt take dozends of hours to realize the "what-ifs" you would see more of that propably
can someone please give me a simple step by step guide for two things:
- how to make a named selection in OB (i guess selected vertices in the lod, some key combo and set a name?)
- how to copy the geo lod to be used for physx lod and how to remove vertices to make it more simple (i assume should be also just a few steps or is there more to it?)
thanks a bunch!
- select stuff you need , go in selection menu and rightclick->new
@oblique vapor whistle Wonderfully impressive platform
The conversation about ported models caught my eye
When is it illegal to port a model from another game to a BIS game ?
Does bohemia interactive have a special rule or is it the basic " if the base game doesnt allow it, its illegal "
Because ive heard many people using Stalker models for instance, because those are permitted
Really nothing todo with BI at all, they just might frown on it
Its whoever owns the models and if they have given you the rights / permission to port the content
But Stalker assets are weird, because you need to ask BIS permission to port the content. Since that is how the stalker guys worded it, if i recall correctly
oh alright i understand. I was a bit worried that there might be something i should know that i dont already know
Thank you ^^
@white jay What Torndeco said -- the wariness you see here tends to be because of how often permission for the port from another game wasn't granted. (BI's Arma and Take On Helicopters games are a different story, naturally.)
To expand on Chortles' comment, "I wouldn't appreciate you bringing stolen items into my home ... " with that in mind, you must understand how BI feel.
i understand
thanks to @woeful viper and @tacit karma i am starting to became a "master" modeller π
doing named selections is quite easy. i guess its too mundane for more experience people
or whats the reason not everything has camo selections for tex?
i mean its a bit annoying to do it in all relevant lods, plus cam movement+selection in OB is somewhat of hassle, yet i guess with training/experience these are quite simply too
Warning: Convex component representing XXX not found
we cant get this working
RedPhoenix suggested select eacg wheel selection,Structure-Convexity- convex hull
@outer condor i suppose some things are not in camo selections if they have textures that don't warrant retexturing, like tires or chrome parts, but that's just a theory. some people just forget about it or simply don't want people retexture their models
managed to fix the planes finally..
missing component definition and mass for wheels in geo lod was it
plus had to remove physx lod
@terse aspen with "everything" i didnt mean all parts of a model, but "every model" - like clothing, weapons, vehicles, vegetation, buildings, etc
i guess some parts are less relevant agreed; still for winter variant, clean vs dirty, and so on even those parts may be relevant
has any mod planes (or other vehicles) with dual gun?
- could this cause an offset of the bullets direction compared the the optics?
- how is the source and direction defined for fired bullets - two memory points?
I know Unsung and VTE both have A-1 Skyraiders (which have 20mm in each wing) they may be able to help.
you can look at vanilla AA. memoryPointGun[]={"point1","point2"}. They cycle through. Only the point on the tip mempoint is used for this define, not the breech. direction is propably by gunbeg gunend. You can't have 2 different weapontypes as machinegun ( so no 7.92 and 15/20mm )
the Ju87 has memoryPointGun[] = {"usti hlavne 1","usti hlavne 2"}; in the turret
so all use the default memoryPointGun = "kulomet"; - will test if assigned two memory points will help
good tip. thanks
This is the most complex thing I had the chance to work on yet: http://image.noelshack.com/fichiers/2016/31/1470018353-screenshot023.jpg
neat
Wonderful, I just hope that all walkways are connected and thus accessible
update to latest set of free tools
ok
@outer condor for buildings and vegetation it would be more complicated to setup hiddenselections and get them ready for retextures
for everything else, yeah should be the default behaviour
@oblique vapor nice ππ»
@oblique vapor very nice
New/unique is always good in my eyes. I scream every time I see another AR/M-16/M4/xm177/C7/C8 ......
Note to self, scratch m4 off list of future projects...
why are people so fascinated with these damn things when there's a squillion different buildings or aircraft they could be making?
I can't say that I've ever complained about your stuff or CUP or any large mod pack to be honest. But, a quick peek around PWS reveals loads of individual tiny weapons packs. I remember seeing a modline with around 20-30 mods just because they wanted one 1 rifle from this pack, one rifle from another.....
it's as boring as farcry 3 &4 where you open the damn cupboard to choose between 1 million rifles.
@sturdy parcel - dunno, everyone expects eveything really. i tend to do shit that has not been done and brings something "new" in
in the case above ris π
Over all the years, I've yet to see a Mule https://milinme.files.wordpress.com/2011/01/6a00d8341cd00753ef013480472912970c-copie.jpg
but yeah buildings is something i wanna invest time in
there's nothing 'new' about yet-another ak47, and yet it seems everyone wants praise from rehashing one.
yeah well, the list of aks in itself is pretty large
don't wanna see the vk page we have π
Want a challenge, make a Denel NTW-20 π
it's easier to adapt a model you already have than to start one from scratch re: weapons
if anyone want's to grab MY interest, show me a rotating radar on a building or a small windturbine, far more intellectually challenging that just-another rotating ammo belt.
neah i have a pretty big list to make without taking any sort of other challenges
haha
Lol
Never used the mule, but the m-gators were fun to mess with in the field. Would be a nice atv replacement.
@foggy finch - all was made from scratch, never use "existing"
</pet beef>
:p
Building are on my current to do list.
@quick terrace my comment wasnt directed at you btw, was just a generalisation
i'll show you a building when i get to the office
ditto +1
And why can't we sit on toilets?
@fluid ocean who says you cant?
there are never toilets present
Plenty of toilets in Arma and can't sit on a damn one!
in existing buildings
bis. coz it never occured to them to put a mempoint doplvani
I modelled some π
The Port-O-lets
in general terms stuff like restrooms and kitchens are never in
I just want to sit on one with my pants around my ankles with a pistol in my hand and blast the poor sod that interrupts my morning poo!
never in what?
and yet they spent a collossal amount of time with their shiny new occlusion boxes for inside buildings but forgot the basics.
@foggy finch that's one dirty shitter
hell, there's more furniture in an ofp structure.
haha
and one huge restroom
Typical pub up north π
@sturdy parcel - working on tanoa structures, all these secondary rooms were marked as closed from thevget go
I iwsh they added interiors to those warehouses, even just empty
that blue pearl seaport needs something like that imo
i am sure the issues is with the textures used
and not additional verts
also infrastructure buildings are sort of missing
and ponds,. tropical pacific island with no wet areas other than the sea
hospitals, schools, kinder gardens (even if no kids), clinics, butchery, bakery, mayor houses, etc
but I've brought that up with BI on twitter π
All those things that make a "community".
That was my complaint with both OFP and A2
yeah and that makes anyhing feel a bit more real
and livable (not lifeble btw)
drugstores as well
Sort of like how Tanoa has Gendarmes but no Police Stations...
does tanoa have a hospital?
I noticed they retextured the power plant from altis, looks pretty good
No, they just pray to Pele err volcano God
lol
On a serious note, has Apex broken anyone's weapons mods?
broke our entire lighting config, does that count?
Well, our weapons now kill us when on burst or auto π€
Lol, feature
That was my complaint with both OFP and A2
actually bardosy did a superb job in ofp of civilianising his villages
the a2 allice module (actually the arrowhead alice module) does a good job of spawning civils. but typically from bis because the two identical name 'alice' modules weren't backward compatible most authors knew not to bother again.
@quick terrace why is it more complex for these? they have been UV mapped and textures assigned - Blender can created named selections based on that I was told
Mikero, I should have clarified. I've always felt that the number of structures and infrastructure on those terrains couldn't support their supposed population.
true that. and for the time, spawned civils caused a great deal of lag.
@outer condor - multimats are diferrent, and would require setobjectmaterial instead
there is no co texture directly assigned
vegetation uses txt atlases to some degree
also, in general terms a lot of the texturing of buildings depends on the tillable texture used
not saying it would be impossible but different sort of assets (the "terrain ones") would require different methods
@quick terrace thanks for the detail. not sure if i can follow with setObjectMaterial - this is a SQF cmd, isnt it? for reskins in configs is hiddenSelectionsMaterials.
there have been at least winter reskins for vegetation and buildings (chernarus, and a few others)
the definition is still done with hiddenSelection array
it used to...not work...
should be working now, but there was a certain downside to it i don't really remember now
not relly sure how the reskins have been done,
but afaik, it was a hexedit or direct change of texture and repack (and redistribution)
not via hiddenselections
reskins/retextures are done via hiddenSelections usually
hexedit was only used when MLOD was not available, or no camo selections defined
scripting is used when no mods are to be used (MP mainly) or you want dynamic adjustment during the mission
π
i am well aware
but as i said, neither buildings nor vegetation (vanilla)
have hidden selections defined afaik
so the A2 winter reskins you are talking about
were surely not done that way
i'd be astonished if either of above DO have hidden sel's Q.
They require a model.cfg to do so.
don't care all that much to check how it was done, i am telling you that they don't have it
there are parts of tanoa buildings that have these set (bilboards on some store buildings)
ahhhhh yesssssssssssss.
there's nothing unique special or different about 'hidden' textures they're just another form of hitglass. and very very very very few structures have a model.cfg. no vegetation has a cfg, and there's nothing stopping you giving them a cfg.
...until bis break it.
i am simply saying that for buildings
since these are multimats
you can't really get away with a quick retexture
you need to define at least a new multimat π
so do so.
:p
the winter reskins were done by texture file replacement I think, or moveObject/hexedit on ODOL (although with ALDP named selections and hiddenSelections could have been done now)
BI didnt do it as they had no need for it
just for clarification we are on the same page - multimat are rvmat basically?
you need to adjust these if your texture has a different structure and you want to adjust depth information, or lighting, or other aspects to it
basic format for all textures minus multimat
is the diffuse texture is applied directly to the mesh selection(s)
then the rvmat is applied as well (containing N number of stages with the special texture maps)
for the multimat, there first part is not there (as in diffuse directly applied to the mesh selection(s))
multimat also drives 4x4 (co+nohq+(dt)smdi+dt) + 3 (ads+mask+mc) textures
so 19 textures maps (out of witch 4 are diffuse = co textures)
also, big difference is that these are seamless tilable textures oposed to UVW boundary sheets
other than that, surely you can simply create a new rvmat, chnage the path to the diffuse co textures to your new ones)
also, most structures with interior have at least 2 multimats (1 int + 1 ext) and eventually another supershader (roof)
in short, most of the time the new "retexture" would actually need the full range of texture, unless one simply wants to change some tints or alike
alright. i think i get the idea basically - just a quick question in between:
BI made for ACR these greenish summer trees. just using these textures i made a summer replacement for the standard Chernarus vegetation. like extracted ca\plants_e - replaced the autum with the summer variants and repacked it (basically - did a bit of renaming and remapping of files i think too)
so are these assets not using yet multimat?
vegetation doesn't use multimats π
only structures, and only because of drawcalls reasons (although tbh the perf issues lies with the amount of textures that need to be loaded - streamed - not really streamed and buffered tbh)
i see. as you were also talking about vegetation i got confused there - what does this refer to though?
vegetation uses txt atlases to some degree
as for buildings - do all of them use multimat or mainly the more complex ones?
also if hiddenSelectionsMaterials[] would work 100% fine, would multimat p3d still be limited by that options - like is there some information directly stored in the p3d one would want to or have to adjust that cannot be via hiddenSelections* and the files referenced by these?
texture atlases are basically multiple textures from different parts that are placed on the same sheet
this way the amount of textures are needs to be loaded at the same time is minimal
for a higher number of meshes ^^
(same reason for structures)
i say to some degree because some do not work that way, or atlases are there for some lods and for some meshes (mostly leaves) barks are tilable seamless textures
also there is a difference between first and secondary lods
regarding buildings (structures) - all of the buildings (minus some sheds and other small bits like barriers and whatever else)
use multimats
because there is a huge advantage in terms of texel resolution per unit meter
(most textures in BI library are 2Kx2K or 2Kx1K)\
in any case, i know a lot more about buildings than vegetation when it comes to arma
sheet is a texture file (tga/paa) basically?
like for our cars, tanks or planes they have mostly 1-4 textures roughly grouped on the vehicle component. at times the texture shares also different components/parts of the vehicle
yes - texture sheet = a single texture map yes
sorry for the terminology, got used to talking to people who know this shit already
in regards to vegetation and buildings i guess normally you only want to reskin parts of it like
- leaves (recoloring or to hide)
- branches/trunk (burnt variant ie)
- building roofs
- buildings walls
- decals (on walls)
- building floor or inner walls
its good to get to learn them π
for vegetations - most likely (you have branches and leaves yes)
for buildings - walls, structural elements and "accesories".
there is more to buildings than just walls
there are doors, AC units, etc etc
forgot about these, most of the time these are on the same texture as a supershader
sometimes shared between multiple buildings
so 3 to 4 rvmats
decals are usually a separate texture (ca + its rvmat)
still undecided whether I want to model the actual 20mm cannon (i can hardly find any reference that shows the parts which i need) or if I go with a 2035 weapon variant.....
or maybe I just do my own mount for the 20mm cannon as the area around where it's mounted is actually the hardest for me
What's difficult about it? There's a hinge at the back and then two pneumatic rams at the front to elevate/depress http://data3.primeportal.net/apc/hans-hermann_buhling/wiesel_1_mk/images/wiesel_1_mk_08_of_17.jpg
i actually meant the area where the turret is mounted onto the vehicle
where the gunner turns out
but thanks, those pics are actually quite good π didn't have them in my reference collection before
From here: http://www.primeportal.net/apc/hans-hermann_buhling/wiesel_1_mk/ prime portal is pretty much the go-to place for vehicle pics
There have quite a few wiesels of different types if you go through the list http://www.primeportal.net/the_battlefield_armor.htm
What you have for the turret ring seems about right http://data3.primeportal.net/apc/dieter_krause/wiesel_1_mk/images/wiesel_1_mk_01_of_36.jpg
what I couldn't see clearly from the reference I used was the octagonal part on the ring
Anyone know what I might be doing wrong when the center of my object is at 0,0,0 in object builder but it doesn't rotate around that in arma?
That's where I'd refer to blueprints if possible @fast topaz http://drawingdatabase.com/wp-content/uploads/2014/04/Wiesel-Mk20-A1.gif
oh that is a nice picture thank you π
@quick terrace once more thanks for the additional info!
@fast topaz thx man that was it π
no problem π
@outer condor no worries
http://i.imgur.com/D96aY3C.png that looks kinda real
I'm calling this done π http://image.noelshack.com/fichiers/2016/31/1470065916-screenshot033.jpg
Now onto the Geo LOD and RoadWay LOD π π«
nice one man π
geo LOD is a piece of cake vs creating the model, textures and resolution LOD
@oblique vapor Cool rig! One question though. theres nothing under the smokestack except the floor? The white one on the right. Or is it just the perspective?
The smokestack ?
white cylinder thing
Within the "yellow cage" ? Or the tower one ?
the tower on the right edge with ladders and platforms
Thought it was some sort of chimney
Filling holes
π
ah its like a lookout tower
Yes, kinda
would you consider putting a light on top of it?
Sure
I just made the basic modeling
Now to make the Geo and Roadway one, as well as adding antennas and lights
Tho I'm very afraid of the Geo LOD
This is gonna be a huge mess
dunno. its just simple blocks.
you might need a few π but they dont need to bee 100% accurate
Yeah
But aside that, the Fire Geo..
Should I detail the handrails ? Should I detail the metal black bars in the main structure ?
well maybe. They could in theory be hit
Are you going to make this one big object of bunch of separate ones?
absolutley dont make handrails in fire geometry. In geo LOD you should make simple blocks (to prevent people from falling off when standing)
no real reason to proxy it anymore...
there is no value in modelling the individual geometry of those girders/steel bars. They are too small to hide behind for a human and too many to do "just for accuracy".
they should provide vehicle and soldier movement collision and thats it -> you can make a big wall
you need a seperate viewgeometry model however, where you remove these larger walls - to not block AI vision / cause object occlusion
Too bad there isn't some "write to wiki" function to capture all of this.
Over the years I've noticed that a lot of specialised knowledge has gone unwritten. I see it every time I poke my head into the terrain channel on Skype. Those little lessons that the experienced have learned, but never gotten around to writing down.
A few years ago I completed the hull of a Type 212 Submarine, but abandoned it because I could not find a decent enough tutorial on how to do interiors or proxies.
lol
@fluid ocean i am one of these lazy cunts that don't really like writting down in biki π
besides, every single time i thought about making a tut, it ended up in: neah...i'll just answer individual questions instead
lol ! But as long as you don't leave, we can always ask you!
i also have some gaps, but i do my best π
I think that's what makes things fun, we each fill in the knowledge gaps of others, making it whole.
that sounds like R&B lyrics..
Haha, I had to be careful on the wording of that, lol
english at its best π
Like DonaudampfschiffahrtsgesellschaftskapitΓ€n is any better π
nobody says such a word....too long for lazy people
@woeful viper Thanks for those info
@fast topaz lol. I know no German π
π
What can I do if my oil rig platform is 308 Mb with only the visual and shadowVolume LODs ?
Be glad its at the sea far away from everything else. π
@fluid ocean that info i said is on Biki ... you just need to apply it to what you're doing
@oblique vapor o0 how many points/faces does it have in res LOD when imported?
66k
the file size seems too big for that...
high res textures?
they are not saved in the p3d
oh thought it was the whole package
and i thought he meant the .p3d
nah thats way too much
i have my tank with 25k in res lod + about 15 edit lod + viewpilot/cargo which should easily combine to 100k
and thats just 30mb
unbinned
multiple UV sets? Lots of named selections?
check, check
there's a script to clean out unused uv sets if a model has them
i guess the horrible goat must be right ... must be folder size. That's still quite the amount if that is all textures for one object
unless he hasnt converted to .paa yet..
Or has both .tga and .paa. I usually do on P:\
This is the size of the p3d
.rvmats and .paa ready to go
Tho this is a huge structure, detailed
Seems very very big for a .p3d
yeah
physical size of the model is irrelevant for the filesize. It's just point coordinates and arrays for faces mostly
I'd have a check for isolated points, unnecessary named selections etc.
Check and check
Selections are named for texturing purposes
Tho that the tex part is complete I could delete the selections
The point is there is no thing I don't use on this platform, everything has a purpose, and deleting one single item would be spotted
Are the textures assigned already? if they are you can select by texture in the sections tool or texture library. No need to keep named selections in the model unless it's for hiddenSelections
Yes, textures assigned
Just one UV set?
in the bottom left, how many sections does it show?
By UV sets, I mean when you go in the editor it only has one tab listed (i.e. UVSet 0) http://downloads.rkslstudios.info/favours/pip_uv.jpg
Two UV sets
Is the second one being used (i.e. for multimats) or can you get rid?
Happens sometimes when using multiple materials in other 3D software when modelling
Getting rid of that seems ok
LOL
Did what you all said
Reduced to 26 Mb
Lmao
- Deleted second useless UV Set
- Removed every selections as I don't need them, even for hiddenSelections
300 Mb => 26 Mb
maybe the second (non-controlled) UV had alot of points in "infinity" -> very large coordinates
Most likely
Does UV with large coordinates could explain the long binarize time ?
From my experience it's when you copy and paste the detail lod to geometry and so forth.
Geometry and such should be a very minimum amount of polygons
dude is oozing wisdom
supposedly thats the slower performing method nowadays (for everything that doesnt need sharp& accurate shadows... like buildings)
How could I do that then
Without having to re-model everything just for shadow, but not copy/pasta the LOD into ShadowVolume for shadowBuffer ?
You should attempt to optimise the shadow LOD somewhat. Not just copy directly from the res LOD
things don't need to be as round in the shadow LOD as they do in res
regardless of whether you're using CPU stencil shadows, or GPU shadow buffer
Anyone knows why my buldozer is not working with Object Builder but it does with Terrain Builder ?
I'm using the exact same path and config
it says " external viewer : unable to create viewer "
i'm at a loss - certain parts/faces of my model do not load an rvmat (-> no specular reflection, no normal information) - but other parts with the exact same texture, paa&rvmat path, selection name, etc do. Any ideas?
https://abload.de/img/20160802191116_1afyun.jpg ->the left version is working normally, the right has no rvmat on the center of the hull and the addon armor (except the turret).
https://abload.de/img/20160802191126_1b6yp7.jpg -> the parts beneath the addon sidearmor have rvmat, the addon armor itself doesn't. Both are same selection, same texture, same speg/gloss values, ...
UV sets ?
a few noob questions:
- when you copy a selection with its vertices to another LOD, will it overwrite/merge the vertices if they exist already or do they get duplicated somehow?
- is it a problem to have obsolete named selections in varous LODs? any point for a clean up in terms of ingame performance?
- these "edit XX" are temporary LODs right? should one remove them or does binarize drop them anyway?
- Copying selections in to another LOD should combine them with other points/faces that already have the same name. Case sensitive though
- It makes the file size a bit larger having named selections that you don't actually use
- Yeah, binarise gets rid of them, but likewise it increases the size of the MLOD so it might be wise to get rid of them if you're sharing files on an SVN or something or worried about the size of your P:\ drive
@woeful viper double check in oxygen that the UVs are still present
I had that happen once where it erased my UVs
@oblique vapor that platform is looking nice π
@polar fiber thanks!
we use git, but yes they are shared among multiple ppl - the edit lods are still leftovers from AWAR i guess
the state of the assets is quite a mess
seems the problem was somehow related to hiddenselections. Didnt specify hiddenselectionmaterials which caused all sorts of shit.
where do you guys host your git/svn repositories? All hosting services? Or do any of you know how to set up a homeserver with a repo?
we use self-hosted on a dedicated server
10GB free? thats generous...
they seems a combo of open source and community project
the paid plan is more for companies, cover hosting costs and if you need professional help/assistance
ofc the website is not lightning fast and the git repo speed is also not ultra fast - both are pretty decent for being free
yea, we use bitbucket they do a free 5 user hosted option also
speed is very low priority to me. last project i worked on somebody set up an old server with 50-100kb/s max bandwidth... was totally sufficient
downloading the whole repo took some time, but you could just run it in the background and then you're good to for the rest of the project.
looking awesome @woeful viper
Exactly what @foggy finch said! Looks amazing @woeful viper!!
i need to figure out how to make the glass (visionblocks, lights) look less shit... preferably without using more rvmats, but that's propably not possible.
Are the vision block lenses their own geometry?
creating a small set of procedurals for them to look more glassy shouldn't cause much demand
they are modelled and not just painted on if that is what you mean
yeah, that's what I meant
Apply a colour of your choice to the faces e.g. #(argb,8,8,3)color(0,0,0,1.0,co) then something along the lines of class StageTI { texture="a3\data_f\default_ti_ca.paa"; }; ambient[]={0,0,0,1}; diffuse[]={0,0,0,1}; forcedDiffuse[]={0,0,0,1}; emmisive[]={0,0,0,1}; specular[]={1,0.30000001,0,1}; specularPower=1000; PixelShaderID="Super"; VertexShaderID="Super"; class Stage1 { texture="#(argb,8,8,3)color(0.5,0.5,1.0,1.0,NOHQ)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage2 { texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage3 { texture="#(argb,8,8,3)color(0,0,0,0.0,MC)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage4 { texture="#(argb,8,8,3)color(1,1,1,1,AS)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage5 { texture="#(argb,8,8,3)color(1,1,1,0.0,SMDI)"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,0}; pos[]={0,0,0}; }; }; class Stage6 { texture="#(ai,64,64,1)fresnel(0.6,0.05)"; uvSource="none"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,1}; }; }; class Stage7 { texture="a3\data_f\env_land_co.paa"; useWorldEnvMap="true"; uvSource="tex"; class uvTransform { aside[]={1,0,0}; up[]={0,1,0}; dir[]={0,0,1}; pos[]={0,0,1}; }; };
change the specular[]={1,0.30000001,0,1}; to a colour of your liking but not the same as the procedural you applied in the model
in the above case it's orange
http://pripyat.de/trip257_htm_files/182.jpg thats what i'm going for
hmm, yeah that's probably a bit more difficult to do. The glassy mirror thing I was on about looks more like this http://i.imgur.com/bHjiF1d.png
any tips on creating model lods for arma? Using maya.
https://forums.bistudio.com/topic/193191-my-vehicles-are-floating/ >> shit always floats to the top gg
It have something to do with the mass?
is there any arma toolkits for maya?
you don't need a toolkit tbh
you will need to dick about a bit in o2 for mass
but that's the easiest thing to do
@woeful viper looks like he tried to portage that car there.... "Port"-age... π
hmmm, another Sherry drinker.
is there anyway to increase buoyancy via config? trying to get my boat to carry a hemmit via the new vehicle tloading but it just sinks when i load it
Hi everyone! This is a cool, nifty, little site⦠never heard of it or used it before so pardon my newbieness (I hope this is in the right area).
I was directed here from reddit, and it directly pertains to my posting here: https://www.reddit.com/r/armadev/comments/4vu6ev/recover_missing_files/
Iβm trying to get access to my mod, the Task Force Apache mod pack. I accidently deleted the source files (configs and models), but not the textures (close one!) during a move a few years ago. Iβm interested in even knowing if thereβs a way to download my mod from the web and essentially brute forcing my way into the mod to retrieve the lost cppβs and models.
I know this is a frowned upon and shunned issue, but the Arma changes over the years since my last release has left my mod obsolete and Iβd like to update it to make it more than just cosmetics again.
Anyone have a clue on how to do this or if itβs even possible?
If you donβt feel comfortable telling me over this little website, please PM me on the BI Forums, SpectreRSG, or contact me directly for further contact details.
if you can prove you are indeed the creator of this mod, i'm sure @white jay can help you
you can debinarize configs just fine with BI tools right now. The only thing you cant do is edit the p3d, which is what T_D could help you with
Awesome, I sent him a message. Thanks. So the standard A3 tools now can convert my binarized cpp and cfg's that I released without a problem?
Do I have to do anything to the cpp/cfg's that I unbinarize, in order to binarize them up when I'm done updating them?
you need my dep3d tool (or eliteness) to recover your model.cfg's. nothing else will. You also dpn't need to stuff around with cfgConvert and etc's. Extractpbo will convert everything back to plain jane except p3ds automatically.
as for rebinarising, there's nothing extra you need to do to pack them back up any more so that you had to do in the first place. Short answer don't expect to tweak a texture, repack and walk away. Long answer you have a learing curve ahead of you understanding the differences in configs for arma2 vs arma3. Notably the requirement for a physx lod, a change inheritance, and, if your models are weapons or humans a new set of rtms and a new skeleton for the model.
Error: Wheel reference not initialized
anyone knows how to fix this?
it should be related to physx somehow..
who here had that info about geo lod and rotating clipping? @bleak tangle @last spindle
one extra vertex in the geo lod...
Me, and it was one extra vertex in resolution
I thought it was geo but P1NGA suggested resolution and that worked
https://youtu.be/XGEh87yUCWU
The blue box was boundingBox and the green box was boundingBoxReal
yeah so the solution is to add a single vertex in order to force a longer bounding box?
in the direction of the rotating geo
so the vert is where the rotating selection
is gonna end up then
so it is not in the direction of the base state
well, along its original state axis
Yeah at the furthest point where the animation ends
No problem, I could have placed the vertex more precisely but I just guesstimated the angle of rotation
I don't remember this at all if it happened, I have only messed with bounding box in res lod to force changes to the lod distances
But I guess that makes sense, and now it is coming back to me while I think about it
P1NGA - 06/23/2016
Buy yeah, I have added verts before to trick the bounding box to make small objects lod at different distances
Pennyworth - 06/23/2016
Is the boundingBox calculated just from the geometry LOD?
P1NGA - 06/23/2016
Dont think so, res lod
P1NGA - 06/23/2016
It is a hack, and I felt dirty doing it when did, but....
Arma in a nut shell
Hacks, Hacks, Hacks
Luckily I remembered roughly when that conversation happened, but now I'm wondering if you could do something with the discord API to search through all messages in a channel
yeah well....doubt it
it is the selling point for slack
well, the commercial unlimited search
@last spindle - growing old and forgetting then π
a bit weird tbh, i would have expected that vert to need to be in geo lod tbh
Actually you could create a discord logging bot, and plug it into a DB, with a simple search page you could quickly sift through logs for relevant info
of course you'll probably log all the nonsense aswell
99% of the relevant info here is in 3-4 channels
and shared between 10-12 ppl anyhow π
relavant for me anyways π
heheh, just sayin' it's possible to do this ^ π
i have a bit of an antipathy for discord bots, personal experience π
while your here @quick terrace did you have anything in your "arma's missing object inventory" masterplan for any types of hedge-rows?
unlikely...the information i currently have on vegetation is not 100% complete
yeah those style hedges
besides, unlike things i can model and texture based on data i find online etc
most of the type for proper leaves one would need photographies of it π
have you managed to speak to mikebart?
ahh
i actually forgot that i have a skype account
I have working versions of his assets I've compiled form various sources, incase you want a poke around them
haha ok
Whatever happened to Mike?
hey, any idea what could cause this weird shadow stuff?
https://youtu.be/89pYbqjftr0
Oo
how many svlods
any named properties?
you want the shadow lod to use the alpha map correct?
neah π
but had it all the way till i got some shut eye
mentioned you by name a couple of times
Not like others "Been spending most their lives, living in the gangsta's paradise...." π§
riddn...;)
Hehe
@quick terrace
TBH, i have almost no idea about modeling, also what you are trying to ask π
all i do is trying to port stuff from A2 to A3, and sometimes it works :)
so here's what i got:
It is the MG Nest (M240, PK) from A2. It is the MG with 3 proxies, gunner, MF and the nest/bunker. the MG has 6x LODS, View Gunner, 4x ShadowVolume (i guess that is what you mean with svlods), geo, mem, land contact, roadway and fire geo. the nest/bunker has about the same lods (-1x LOD, +1x Paths)
so, what are named properties and what is an alpha map?
http://imgur.com/a/ADuWV
http://imgur.com/a/YKDco
named properties are those things you see in the box on the left like lodNoShadow = 1
Alpha map is a channel in the _co or _ca texture that defines transparency
black = transparent, white = opaque
@median bough - seems that you have a special SVlod already (the one called 1010)
which is the one meant for the alpha transparency
yes, got that lod
named properties (general) are in geo
the rest are per individual lod
in your case, the res lod have a named property (lodnoshadow)
First of all, Hello once again everyone. I'm back with my issues.. Few weeks ago I had some issues with a skeleton malfunctioning and now I remade the whole model, redit the textures and I have a few questions as I'm completely stuck after trying the same things people told me before.
I did the following: I made the model, got the most basic template and merged my model with it, without the proxies. After this I continued to edit my model until it completely fit the preset. I went ahead and then plonked the whole eddited model into the preset and then went ahead and checked if the bones worked fine and they work fine. After that I exported the project as a .p3d and edited the necessary things in my config as the new model has a new .p3d name and .paa name. I checked my model.cfg and added the class of my new model.
And then my question: Do I have to include the skeleton from the project into the p3d or is this just for rigging? and just let me know if I did something wrong as I get the result of an empty screen. No idea how to fix this.
damn thats a long text.... sorry π
you porting it to CUP or for CUP?
needs shadow = hybrid as well for alpha mapped shadows @quick terrace ?
@sudden radish - you ported your model as .p3d from what?
it does need to have the shadow mapped yet
for cup
almost every LOD has lodnoshador = 1, and the geo has also prefershadowvolume = 0
don't remember if it needs to have it hybrid name prop by heart and i cannot check it tm
@quick terrace - Made the model myself, from scratch. Program I use is Blender
sorry, not ported but exported
you don't need to export the bones
just the weighted mesh
no matter of the software used
when i open the p3d in O2 i get this: https://i.gyazo.com/ea11b211615754e523938ee5e21b97f7.png
which looks fine to me
@quick terrace also the SV 1010 is empty, no properties
tbh, you provide way too few info, it is way to complicated to explain to you
@sudden radish
from zero
plus you use a software i have never exported weighted meshes from (i assume you are using the blender toolbox)
correct
Do I have to include the skeleton from the project into the p3d
yes. and you do that by creating a NameOfP3d.cfg
commonly referred to as a 'model.cfg'
So you get that in there with the p3d all together with the proxies etc?
only the properties are empty. the LOD itself has some structures of the bunker
that cfg needs a cfgSkeleton class to declare the named selections which are bones and how they relate to each other.
@sturdy parcel - he means actually exporting the "bones" objects from blender...
of the rig
burp i better shup up π
hahhah don't worry, happens β€
they are the template ones
yeah figured
so, this should look right? https://i.gyazo.com/5acd399b31428cc619512bebd72a59cd.png