#arma3_model

1 messages Β· Page 72 of 1

stuck oyster
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youtube might show you

woeful viper
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idk if simulation=shell shows the model

stuck oyster
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not sure either

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would maybe use grenade myself for something like that

oblique vapor
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Hmm

woeful viper
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try shell first

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that would have the least sideeffects

oblique vapor
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simulation = "shotShell"; ?

woeful viper
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ehh ignore that, shotshell is correct - brainmalfunction

oblique vapor
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Trying out with multiple things, shotShell didn't give no results

polar fiber
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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?

woeful viper
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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...)

oblique vapor
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@polar fiber Yes. Tho I can barely see the spear flying, it's very fast as KJ said

terse aspen
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will we get new character samples with more arms/shoulders?

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the tank tops use longer arms don't they? or are they just slightly stretched?

woeful viper
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sun is like... 🌞 hope you like sweaty sweaty palms...

fast topaz
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hey guys, does somebody have a model of military gloves I could add to a vest or helmet?

bleak tangle
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Perhaps there is one from the A2 samples you could use

woeful viper
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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...

fast topaz
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yeah I'm using gloves from the A2 stuff now thanks πŸ˜ƒ

terse aspen
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new vest for the CSAT NBC Units

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Blender render preview with deactivated specularity because substance painter exports them directly in the Arma Format which makes them unusable in blender

woeful viper
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why not show it ingame though? πŸ˜›

terse aspen
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because it is not ingame yet

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rewriting the unitconfigs atm

fast topaz
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hey guys anyone here who got some tips on modelling tires in Blender?

celest arch
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I usually go the easy way. General lp tyre, details in quixel ndo

fast topaz
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yeah but it looks a bit trashy in the most detailed lod if I do eeverything be texture

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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

terse aspen
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i use the modifier stack

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base tire

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then circlecurve around it

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tire details are laid upon it with array modifier, curve modifier, shrinkwrap and then solidify

fast topaz
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thanks will try that

terse aspen
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some slight clipping issues at the belt and i accidentally deleted the eye texture of the gas mask

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but i'm getting where i want it to be

stiff egret
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Looks great @terse aspen

jaunty leaf
polar fiber
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what is it?

jaunty leaf
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mk 1 paratrooper helmet

polar fiber
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well, I'd probably detach the rim and flatten out the dome as one piece if possible

fast topaz
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separate inside from outside and add a cut from the one vert at the bottom to the peak

polar fiber
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seems kind of high poly for what it is though

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especially those little bolt heads

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you'll find Object builder can't handle smooth shading on very small faces like those

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just makes it all hard

jaunty leaf
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hm

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aight, I might shift them over to reliance on uvmaps

polar fiber
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nah, I'd keep them, but don't make them more than 10 sides and have fewer segments

jaunty leaf
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hokay

polar fiber
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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.

jaunty leaf
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I'll be making lower poly LODs

polar fiber
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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

jaunty leaf
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yeah, true

jaunty leaf
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Do you think ~50 faces on the circumference would be a good spot

woeful viper
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50? wat? no lower than that. 32

fast topaz
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looks very nice @woeful viper

woeful viper
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for low poly thats ridiculous

fast topaz
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yeah they only show up when very close

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so only in the most detailed lod

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but the car itself has few polys so it's not that bad

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all 4 wheels have 14k Triis πŸ˜„

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the car overall has 39k Tris

woeful viper
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the fuck...

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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

fast topaz
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well there is an interior

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however I did not post that image to start a discussion about how much polys the vehicle looks like having

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there is one part that is overly detailed and that are the rims

white jay
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@woeful viper looks nice!
but that poor guy must have been cleaning his shoes all night πŸ˜„

woeful viper
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just bathe it in black shoe polish and you are good to go... covers every bit of dirt < talking from experience

white jay
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πŸ˜„

woeful viper
stuck oyster
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uuuhhhhhhh

jaunty leaf
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that looks really neat

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also

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it's ingame

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but it's a nut protector?

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There's something in the p3d that I'm missing obviously

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oh yeah

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samples

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facepalm

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was some model.cfg stuff

bleak tangle
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So it's fixed?

jaunty leaf
jaunty leaf
past canopy
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@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.

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@x3jk the pants need more non smooth surfaces so that it doesn't look like textures on flat pants

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When you do LP make sure the mesh moves like some of the larger wrinkles

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It helps a lot with in game

abstract mirage
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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?

terse aspen
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flat plane, .ca texture?

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that would be my first approach

abstract mirage
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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?

terse aspen
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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

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you could look at the arma 2 street models

woeful viper
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no roadway lod

terse aspen
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and the configs to those, because i think most is done in the config

woeful viper
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it would only interfere with the ground its on

terse aspen
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ok no roadway lod

abstract mirage
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ok, thank you both.

fast topaz
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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

terse aspen
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mark everything and unpin with alk+p

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alt

fast topaz
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thank you

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that worked

fast topaz
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any tips on how to get rid of weird black lines on ambient occlusion bakes in blender?

terse aspen
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you could try to up the bias

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to increase, i mean

bleak tangle
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Could it be possible that you have an edge intersecting with that face there? You may only notice it when a little zoomed out

fast topaz
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ah found the problem thanks ^^

fresh shadow
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Does the zeroing of a scope mounted on a weapon no longer affect the zeroing-animationsource in the model.cfg?

woeful viper
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tried the indices? (see model.cfg on biki)

polar fiber
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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

fresh shadow
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Yep, the indexing did not work

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The zeroing animsource stays at the value that the ironsights had last before you attached the optic

oblique vapor
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What's your opinion about gumroad, folks ?

terse aspen
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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

past canopy
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Gumroad is really good for tutorials

woeful viper
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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

outer condor
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did you compare both models yet?

woeful viper
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yes the shell is very simple. 1 res lod, 1 shadow lod, 1 geo lod

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no special geo flags

outer condor
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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)

woeful viper
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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.

woeful viper
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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.

woeful viper
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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.

outer condor
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"neat"

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well done on finding out

fast topaz
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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

woeful viper
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bleh police cars...

fast topaz
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nah it isn't a police car

wraith tendon
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That reminds me of the GTA V Car

fast topaz
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it's a car for my unit, a PMC, and sometimes (rarely) we do get contracts where we must act as a police force

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it is modelled after the gurkha mpv

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which kinda looks like the car from GTA V

woeful viper
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if it doesnt have cannons it's boring to me

wraith tendon
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πŸ˜„

woeful viper
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plus points for multiple cannons

fast topaz
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I would've liked to add ONE cannon but nobody wanted that 😦 so I made a hatch at the top where you can shoot out

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I've tried so many times to rework the textures until they look really good but I am too bad at it

terse aspen
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what do you use for texturing?

fast topaz
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quixel suite 2

terse aspen
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hm

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i don't know anything about quixel

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i use substance

fast topaz
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doing textures for weapons is quite easy....but vehicles? that's too much for me

jagged tusk
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Anyone know why an animation in a weapon would rotate around the right axis in Buldozer, but rotate in the wrong place in-game?

polar fiber
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missing autocenter = 1 in the geometry LOD

jagged tusk
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that didn't fix it

polar fiber
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you're putting it in the named properties section right? name = autocenter and value = 1 in the little menu that comes up?

jagged tusk
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yup

polar fiber
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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

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sorry, stupid me - it's autocenter 0 that you need, not 1 @jagged tusk

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the fact is defaults to 1 is why the axis moves. Setting it to 0 is what locks them relative to the grid centre

jagged tusk
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ah

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that makes sense πŸ˜„

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Works brilliant, thanks

sturdy parcel
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wow. perfect info Monkey. congrats. Something that goes in my notebook.

wraith socket
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Hey guys, what software do you use for making the models for your mods?

stark dagger
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3dsmax, Maya, blender.

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Lots of programs available.

twin urchin
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@polar fiber funny that autocenter=0 should be default setting - not sure when you actually use it as 1

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like 99% its always 0

rough idol
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mostly vehicles use autocenter=1

quick terrace
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πŸ‘

twin urchin
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@rough idol dunno where you got that , since i can see no sign of it in A3 samples of any vehicle or A2 vehicles

woeful viper
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because its default duh...

twin urchin
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ok bro

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that explains it lol

woeful viper
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@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)

polar fiber
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@twin urchin we had an issue with some vehicle where they would not slow down when driving in water when they had autocenter = 0

twin urchin
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oh interesting

polar fiber
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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

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I guess they need it to be 0 since they're loaded as proxies on the char model

twin urchin
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yeah , i havent done much vehicles in arma so ye heh

woeful viper
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also had a silly issue in the past with autocenter=0 on vehicles, but i dont remember what it was.

rough idol
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@woeful viper vehicle need buoyancy=1 & autocenter=1 in geometry named properities & obviously canFloat=1 in cfg

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swimming of tracked vehicles only work on Diagnostic Exe for now

woeful viper
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i use diagexe all the time so that should be no problem. But weird that it only works on diag ...

rough idol
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floating still works on stable branch

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swimming used to work for some 1.62 RC releases and on regular dev branch exe

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dunno why they removed it though

quick terrace
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he means floating doesn't really work in current stable branch ^^

woeful viper
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lol... talking about the devil... the apc still had autocenter=0 in geoLOD (very old model by now)

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now it floats... somewhat. More like sinking very slowly and doing loopings in the water when giving throttle

rough idol
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floating works on current stable branch πŸ˜›

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check engineShiftY = .7; /// relative virtual position of engine for PhysX, affects lateral ship slope during turns

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also try to add bouyancy geometry lod bigger than physx

woeful viper
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well lets hope they dont remove it for stable in the next updates... i dont need more ex-features (hello working turret lights)

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(30tons, 34 tons, 38tons)

quick terrace
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@rough idol for tankx as well? then why the drama on bif?

rough idol
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floating != swimiing

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right now tracked vehicles can "swim" with 1km/h speed at max

quick terrace
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ahh fair enough

woeful viper
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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?

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currently at 700 vert normals for my last LOD (weapon) but i could go lower... question is if it's worth it

woeful viper
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wow at >500m the z-war is real ... particulary for chestarmor over uniforms.

civic stratus
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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
bleak tangle
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Have you edited config_macros_glass.hpp at all?

civic stratus
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I believe it's modified, yes

bleak tangle
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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)
civic stratus
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the classes are just renamed

bleak tangle
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The first number is the index of the Glass

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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

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// First parameter being number id, second being a value for armor parameter and third being a value for radius parameter.
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With what you posted previously you would need 29 different macros in config_macros_glass.hpp

civic stratus
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thanks for the assistance

runic iris
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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

oblique vapor
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@hollow fulcrum Any model p0rn for us ? It's been a long time no see

quick terrace
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@shadow matrix is awol again πŸ˜‰

last spindle
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@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

quick terrace
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bi says it's 400 verts

last spindle
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Engine specific as well, I guess

quick terrace
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also, for the last lods, you don't need a rvmat anymore

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diffuse will suffice

last spindle
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Yes, also merge all your textures...

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You get more impact from lowering draw calls than Polycount at the low end

quick terrace
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yeap

woeful viper
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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

white jay
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Hey everyone
Does anyone know how to enable a texture to draw on both sides of a surface ?

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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

woeful viper
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did you try in OB hit e -> double sided (or something like that)?

white jay
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both sides option ? Imma try that thank you

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That's not what's causing the issue apparently

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It makes it worse actually because now it's fucked and it doesn't look right even from below

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I checked out the trees from the A2 sample models and i can't seem to figure out what i'm doing wrong tbh

woeful viper
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is it maybe a flag in rvmat? but i guess you already used vanilla examples as base...

white jay
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yeah i did use the actualy rvmats from the vanilla trees

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so i don't know what's going wrong i've been trying things since yesterday

woeful viper
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you said A2 sample? A3 samples also have a tree now

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also check that you have all the the named properties of each LOD in OB match with the A3 sample tree

white jay
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oh really ? do you have a link ? It would actually be a million time better to have the A3 samples

woeful viper
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look in the Steam library under tools -> Arma 3 Samples

white jay
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i noticed that the vanilla textures are in .tga and not .paa

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would this change anything ?

white jay
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Oh i think i found a fix

woeful viper
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and that would be?

white jay
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alright just tested it and it fixed it i think

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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

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so the model is now double sided and i have the textures on both sides

woeful viper
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thats the crude trick yes, but it also doubles polygons...

white jay
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It's true but compared to the arma 3 tree sample model, my own model is fairly low poly even when doubling the sides

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however i probably could have simply doubled the sides of the leaves and not the bark because there was no issue with the bark

white jay
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lol alright now i have a problem where my leaf textures show up all black

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what a pleasure modding this game lol

woeful viper
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the first thing of everything is always difficult...

stuck oyster
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If I remember correctly A3 does not support 2-sided faces. Copying them is the way to go.

quick terrace
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yeah it doesn't

woeful viper
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thats weird, because the sample tree does not have copied faces

stuck oyster
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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

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so its seems to be just different method of placing them

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dont think they are 2 sided though

white jay
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yeah from what i've seen, there are many faces but scattered in many directions so it actually looks pretty cool in game

woeful viper
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grip is not great but its never really visible and i just wanted to get this thing done so... lazyness won

oblique vapor
royal mango
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Is Gunner proxy around the character spine bone?

woeful viper
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no its pelvis

royal mango
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ok

woeful viper
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for the Tpose and most animations that is... not a guarantee though

royal mango
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yeah got it working at the first try. Saved plenty of time to know that.

oblique vapor
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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 ?

sturdy parcel
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un chèvre ?

oblique vapor
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LOL

polar fiber
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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

oblique vapor
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Attaching the mirrored objects to original static objects seems to work tho

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The result is that the objects are rotated and misplaced

polar fiber
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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

past canopy
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@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

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the reimport process and export gets rid of the issue

oblique vapor
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Weird

past canopy
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also apparently if you ue symetry modifier it doesnt happen

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someone mentioned that the flip way I used was a bad idea

oblique vapor
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Yes, seen that symmetry is ok

quick terrace
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reset xform

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then export

outer condor
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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"};

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does it also require something in model.cfg?

quick terrace
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planes being stuck on tarmack?

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how,s the physx lod?

outer condor
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how in what sense?

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could it be a problem if the wheels have more than one named selection?

polar fiber
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not sure that wheels are supposed to be in the physx LOD at all

quick terrace
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yeah try without these here

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besides i think they need to have a lot more sides or it won't roll...

polar fiber
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goes without saying to ignore everything "progamer" wrote πŸ˜ƒ

sturdy parcel
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yes. kolos (wheels) are part of a model.cfg

woeful viper
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airplaneX doesnt have a functioning thrust animation, which is a real bummer. regular airplane simulation should have it

oblique vapor
outer condor
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thanks guys! will report back on how it goes

loud wadi
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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?

bleak tangle
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Have you accepted the license from Arma 3 Tools?

terse elm
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Very nice Sam, what's it for?

last spindle
#

@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

quick terrace
#

yeah of course

#

that's what i am saying, want a double sided face

last spindle
#

ahhh yeah i think i just didnt read enough, cherry picking what i want to read

#

long days at work.......

quick terrace
#

you need to duplicate, inverse weld

#

it does not support (like others engines do)

#

forced double sided faces

last spindle
#

yeah

oblique vapor
#

@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

quick terrace
#

@oblique vapor hatchet has one πŸ˜‰

oblique vapor
#

Oh

#

Never seen it anywhere

#

Still funny to do my own tho

woeful viper
#

he hasn't finished it yet (iirc?) so you could be the first at the very least πŸ˜› that counts for something right?

terse elm
#

Haha, I saw an early version of hatchets rig, very impressive

#

Now tonaoa is out I have the urge to make a boat pack

carmine gull
#

@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 πŸ˜ƒ

icy mauve
#

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.

oblique vapor
#

@carmine gull I'm also doing this for the fun, as I'm learning new skills πŸ˜‰

terse elm
polar fiber
#

you've covered up the rear gunner's station?

terse elm
#

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

polar fiber
#

it's basically the same as the previous pws station on that page

terse elm
#

awsome mate thx

polar fiber
#

there were better refs somewhere, I'll see if I can dig them out

terse elm
#

ur a fountain of knowledge haha

#

are the guns on the side GMPG's as well?

polar fiber
#

been a while since I saw an Armed one but it's normally GPMGs on boats yeah. Only seen ORCs with .50s

terse elm
#

thx mate much appriciated

polar fiber
#

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

fossil obsidian
#

Hello guys πŸ˜ƒ ! Does any one have Water Canteen model from arma?

terse elm
#

thx again monkey

#

why dont u make one

outer condor
#

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..

woeful viper
#

sample models can contain bugs...

#

about the warning - check if you have "driveOnComponent" selections defined that are nonexistant

outer condor
#

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

woeful viper
#

is it truly convex though?

remote pewter
#

anybody have mrshouka's steam ? or is he on discord

polar fiber
#

never heard of them

remote pewter
#

he's made quiet a few cars

polar fiber
#

"made"

remote pewter
#

"ported" lmao

polar fiber
#

then they're probably not here

remote pewter
#

why do so many people have an issue with people who do ported stuff?

polar fiber
#

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

remote pewter
#

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?

polar fiber
#

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

remote pewter
#

Jonzie has like 12+ cars out

#

ina pack on steam

vivid bane
#

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

terse elm
#

@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

sturdy parcel
#

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.

last spindle
#

Dropping the hammer..

quaint otter
#

what "view pilot/gunner/cargo geometry" lod about?

outer condor
fluid ocean
#

@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

#
Bohemia Interactive Forums

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...

fluid ocean
#

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
woeful viper
#

@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

oblique vapor
#

I use tiled textures

#

Except for exemple, those pillars

woeful viper
#

ok lol thats what i was looking at primarily

oblique vapor
#

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

remote pewter
#

@fluid ocean so I'm guessing buying source files from thus importers isn't a good idea?

fluid ocean
#

Bad idea as resale of the Forza models is prohibited by EULA

remote pewter
#

Any suggestion as to get actual models that are 100% good? (Cars)

quick terrace
#

yeah make your own?

fluid ocean
#

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.

remote pewter
#

I'm guessing to make an actual car, you need to know like animation, etc?

fluid ocean
#

Not exactly. Give me a few min to find some tutorials.

remote pewter
#

okay, thanks :x

fluid ocean
#

Bohemia Interactive Forums, learn it, live it, love it!
https://forums.bistudio.com/topic/146157-arma-3-tutorial-request-thread/

Bohemia Interactive Forums

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.

sturdy parcel
#

yep. make your own or use ones made by the community.

fluid ocean
#

And when Bohemias tools aren't good enough, ask Mikero, he makes stuff that makes their stuff work πŸ˜‰

remote pewter
#

I already have his stuff :p

fluid ocean
#

Don't forget there is a pro version of his tools

remote pewter
#

ik, i have it ;D

fluid ocean
#

πŸ‘πŸ»

sturdy parcel
#

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

remote pewter
#

are most of the cars that are actually IRL cars, are those actually made? or mostly ported?

fluid ocean
#

Afaik, the vast majority are made

#

Though you will find some ported from OFP/A1/A2

sturdy parcel
#

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

fluid ocean
#

Porting from other games is a no-no

remote pewter
#

Ik, I'm literally just asking, are the cars you see that are actually IRL cars, are they actually made. or ported

sturdy parcel
#

so what if they were? people would throw grenades at them.

fluid ocean
#

Lol. All of the BI made models <- are made

sturdy parcel
#

yur choices are, use models made by others and make missions using them AND thouroughly enjoy yourself, OR, start making models!

fluid ocean
#

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.

sturdy parcel
#

there is NO quick grab-bag for you tyler with some imaginary collection of 'ported' models for arma,.

fluid ocean
#

If you try to export an Arma asset, they can be quite rabid about IP.

sturdy parcel
#

i think you mean export FM

fluid ocean
#

^

sturdy parcel
#

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.

quick terrace
#

@sturdy parcel - don't bother, he seems a bit thick...

sturdy parcel
#

if he uses the word porting again, i'll agree with you. he doesn't get it.

fluid ocean
#

So if Tyrion drinks Cockburn's Special Reserve, is he Imp Porting?

sturdy parcel
#

burp

fluid ocean
#

🍷

sturdy parcel
#

more like sherry than a port.

fluid ocean
#

Potatoes v Potatos πŸ˜‰

#

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.

sturdy parcel
#

easy. top of the list, animals.

#

dinosaurs. pandas, teddy bears. gnomes, anything not derived from ofo2_manksleton which bis persistently and consistently, break.

woeful viper
#

i'm pretty sure i'm not the only one...

fluid ocean
#

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".

woeful viper
#

if it wouldnt take dozends of hours to realize the "what-ifs" you would see more of that propably

oblique vapor
#

girls gone wild

#

( Ν‘Β° ΝœΚ– Ν‘Β°)

outer condor
#

can someone please give me a simple step by step guide for two things:

  1. how to make a named selection in OB (i guess selected vertices in the lod, some key combo and set a name?)
  2. 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!

woeful viper
#
  1. select stuff you need , go in selection menu and rightclick->new
carmine gull
#

@oblique vapor whistle Wonderfully impressive platform

white jay
#

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 ^^

carmine gull
#

@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.)

fluid ocean
#

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.

white jay
#

i understand

outer condor
#

thanks to @woeful viper and @tacit karma i am starting to became a "master" modeller πŸ˜›

#

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

quaint otter
#

Warning: Convex component representing XXX not found

#

we cant get this working

#

RedPhoenix suggested select eacg wheel selection,Structure-Convexity- convex hull

terse aspen
#

@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

outer condor
#

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

outer condor
#

has any mod planes (or other vehicles) with dual gun?

  1. could this cause an offset of the bullets direction compared the the optics?
  2. how is the source and direction defined for fired bullets - two memory points?
fluid ocean
#

I know Unsung and VTE both have A-1 Skyraiders (which have 20mm in each wing) they may be able to help.

woeful viper
#

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 )

quaint otter
#

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

oblique vapor
foggy finch
#

neat

carmine gull
#

Wonderful, I just hope that all walkways are connected and thus accessible

bold valve
sturdy parcel
#

update to latest set of free tools

bold valve
#

ok

quick terrace
#

@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

fluid ocean
#

@oblique vapor nice πŸ‘πŸ»

stark dagger
#

@oblique vapor very nice

fluid ocean
#

New/unique is always good in my eyes. I scream every time I see another AR/M-16/M4/xm177/C7/C8 ......

stark dagger
#

Note to self, scratch m4 off list of future projects...

quick terrace
#

πŸ˜‰

sturdy parcel
#

why are people so fascinated with these damn things when there's a squillion different buildings or aircraft they could be making?

fluid ocean
#

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.....

sturdy parcel
#

it's as boring as farcry 3 &4 where you open the damn cupboard to choose between 1 million rifles.

quick terrace
#

@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 πŸ˜‰

fluid ocean
quick terrace
#

but yeah buildings is something i wanna invest time in

sturdy parcel
#

there's nothing 'new' about yet-another ak47, and yet it seems everyone wants praise from rehashing one.

quick terrace
#

yeah well, the list of aks in itself is pretty large

#

don't wanna see the vk page we have πŸ˜‰

fluid ocean
#

Want a challenge, make a Denel NTW-20 πŸ˜‰

foggy finch
#

it's easier to adapt a model you already have than to start one from scratch re: weapons

sturdy parcel
#

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.

quick terrace
#

neah i have a pretty big list to make without taking any sort of other challenges

sturdy parcel
#

haha

fluid ocean
#

Lol

stark dagger
#

Never used the mule, but the m-gators were fun to mess with in the field. Would be a nice atv replacement.

quick terrace
#

@foggy finch - all was made from scratch, never use "existing"

sturdy parcel
#

</pet beef>

quick terrace
#

:p

stark dagger
#

Building are on my current to do list.

foggy finch
#

@quick terrace my comment wasnt directed at you btw, was just a generalisation

quick terrace
#

i'll show you a building when i get to the office

sturdy parcel
#

ditto +1

fluid ocean
#

And why can't we sit on toilets?

quick terrace
#

i don't see the point of using existing ones, in general

#

lol

#

@fluid ocean

foggy finch
#

@fluid ocean who says you cant?

quick terrace
#

there are never toilets present

fluid ocean
#

Plenty of toilets in Arma and can't sit on a damn one!

quick terrace
#

in existing buildings

sturdy parcel
#

bis. coz it never occured to them to put a mempoint doplvani

foggy finch
#

I modelled some πŸ˜„

fluid ocean
#

The Port-O-lets

quick terrace
#

in general terms stuff like restrooms and kitchens are never in

fluid ocean
#

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!

sturdy parcel
#

never in what?

quick terrace
#

never in arma

#

3

foggy finch
#

lies πŸ˜›

sturdy parcel
#

and yet they spent a collossal amount of time with their shiny new occlusion boxes for inside buildings but forgot the basics.

foggy finch
quick terrace
#

@foggy finch that's one dirty shitter

sturdy parcel
#

hell, there's more furniture in an ofp structure.

foggy finch
#

haha

quick terrace
#

and one huge restroom

foggy finch
#

well that's the look I was going for

#

its in a barracks

fluid ocean
#

Typical pub up north πŸ˜‰

quick terrace
#

@sturdy parcel - working on tanoa structures, all these secondary rooms were marked as closed from thevget go

foggy finch
#

I iwsh they added interiors to those warehouses, even just empty

#

that blue pearl seaport needs something like that imo

quick terrace
#

i am sure the issues is with the textures used

#

and not additional verts

#

also infrastructure buildings are sort of missing

foggy finch
#

and ponds,. tropical pacific island with no wet areas other than the sea

quick terrace
#

hospitals, schools, kinder gardens (even if no kids), clinics, butchery, bakery, mayor houses, etc

foggy finch
#

but I've brought that up with BI on twitter πŸ˜„

fluid ocean
#

All those things that make a "community".

#

That was my complaint with both OFP and A2

quick terrace
#

yeah and that makes anyhing feel a bit more real

#

and livable (not lifeble btw)

#

drugstores as well

fluid ocean
#

Sort of like how Tanoa has Gendarmes but no Police Stations...

foggy finch
#

does tanoa have a hospital?

#

I noticed they retextured the power plant from altis, looks pretty good

fluid ocean
#

No, they just pray to Pele err volcano God

foggy finch
#

lol

fluid ocean
#

On a serious note, has Apex broken anyone's weapons mods?

foggy finch
#

broke our entire lighting config, does that count?

fluid ocean
#

Well, our weapons now kill us when on burst or auto πŸ€”

foggy finch
#

nice

#

"dont touch the AK's,.... no no not those one's!"

fluid ocean
#

Lol, feature

sturdy parcel
#

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.

outer condor
#

@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

fluid ocean
#

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.

sturdy parcel
#

true that. and for the time, spawned civils caused a great deal of lag.

quick terrace
#

@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

outer condor
#

@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)

quick terrace
#

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

outer condor
#

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

quick terrace
#

πŸ˜„

#

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

sturdy parcel
#

i'd be astonished if either of above DO have hidden sel's Q.

#

They require a model.cfg to do so.

quick terrace
#

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)

sturdy parcel
#

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.

quick terrace
#

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 πŸ˜‰

sturdy parcel
#

so do so.

quick terrace
#

:p

outer condor
#

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

quick terrace
#

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

outer condor
#

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?

quick terrace
#

vegetation doesn't use multimats πŸ˜‰

#

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)

outer condor
#

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?

quick terrace
#

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

outer condor
#

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

quick terrace
#

yes - texture sheet = a single texture map yes

#

sorry for the terminology, got used to talking to people who know this shit already

outer condor
#

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 πŸ˜ƒ

quick terrace
#

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)

fast topaz
#

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

polar fiber
fast topaz
#

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 πŸ˜„ didn't have them in my reference collection before

polar fiber
fast topaz
#

oh very nice

#

they seem better than what i had before

polar fiber
fast topaz
#

what I couldn't see clearly from the reference I used was the octagonal part on the ring

icy mauve
#

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?

fast topaz
#

autocenter property?

#

try to add autocenter = 0

#

to the named properties in OB

polar fiber
fast topaz
#

oh that is a nice picture thank you πŸ˜„

polar fiber
#

R2 seems to be the turret from the top without all the other bits on

outer condor
#

@quick terrace once more thanks for the additional info!

icy mauve
#

@fast topaz thx man that was it πŸ˜ƒ

fast topaz
#

no problem πŸ˜ƒ

quick terrace
#

@outer condor no worries

fast topaz
oblique vapor
#

Now onto the Geo LOD and RoadWay LOD 😭 πŸ”«

white jay
#

nice one man πŸ˜ƒ

woeful viper
#

geo LOD is a piece of cake vs creating the model, textures and resolution LOD

fast topaz
#

looks very good @oblique vapor

#

that's it for the day

fluid ocean
#

Nice @oblique vapor !

#

Looking good @fast topaz

stuck oyster
#

@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?

oblique vapor
#

The smokestack ?

stuck oyster
#

white cylinder thing

oblique vapor
#

Within the "yellow cage" ? Or the tower one ?

stuck oyster
#

the tower on the right edge with ladders and platforms

#

Thought it was some sort of chimney

oblique vapor
#

Oh

#

No

#

This is just a tower

#

I really just placed random things lol

stuck oyster
#

ah then nevermind

#

does it have a purpose?

oblique vapor
#

Filling holes

stuck oyster
#

πŸ˜„

stuck oyster
#

ah its like a lookout tower

oblique vapor
#

Yes, kinda

stuck oyster
#

would you consider putting a light on top of it?

oblique vapor
#

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

stuck oyster
#

dunno. its just simple blocks.

#

you might need a few πŸ˜„ but they dont need to bee 100% accurate

oblique vapor
#

Yeah

#

But aside that, the Fire Geo..

#

Should I detail the handrails ? Should I detail the metal black bars in the main structure ?

stuck oyster
#

well maybe. They could in theory be hit

#

Are you going to make this one big object of bunch of separate ones?

oblique vapor
#

I planned to make this one single big object

#

Or proxies

woeful viper
#

absolutley dont make handrails in fire geometry. In geo LOD you should make simple blocks (to prevent people from falling off when standing)

quick terrace
#

no real reason to proxy it anymore...

woeful viper
#

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

fluid ocean
#

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.

quick terrace
#

lol

#

@fluid ocean i am one of these lazy cunts that don't really like writting down in biki πŸ˜‰

#

besides, every single time i thought about making a tut, it ended up in: neah...i'll just answer individual questions instead

fluid ocean
#

lol ! But as long as you don't leave, we can always ask you!

quick terrace
#

i also have some gaps, but i do my best πŸ˜‰

fluid ocean
#

I think that's what makes things fun, we each fill in the knowledge gaps of others, making it whole.

quick terrace
#

that sounds like R&B lyrics..

fluid ocean
#

Haha, I had to be careful on the wording of that, lol

quick terrace
#

english at its best πŸ˜‰

fluid ocean
#

Like DonaudampfschiffahrtsgesellschaftskapitΓ€n is any better πŸ˜ƒ

fast topaz
#

nobody says such a word....too long for lazy people

oblique vapor
#

@woeful viper Thanks for those info

fluid ocean
#

@fast topaz lol. I know no German πŸ˜‰

fast topaz
#

πŸ˜‚

oblique vapor
#

What can I do if my oil rig platform is 308 Mb with only the visual and shadowVolume LODs ?

wise coral
#

Lol

#

That's more than my map

stuck oyster
#

Be glad its at the sea far away from everything else. πŸ˜„

woeful viper
#

@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?

oblique vapor
#

66k

woeful viper
#

the file size seems too big for that...

stuck oyster
#

high res textures?

woeful viper
#

they are not saved in the p3d

stuck oyster
#

oh thought it was the whole package

woeful viper
#

and i thought he meant the .p3d

stuck oyster
#

could be could be

#

maybe duplicate meshes

woeful viper
#

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

polar fiber
#

multiple UV sets? Lots of named selections?

woeful viper
#

check, check

polar fiber
#

there's a script to clean out unused uv sets if a model has them

woeful viper
#

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..

polar fiber
#

Or has both .tga and .paa. I usually do on P:\

oblique vapor
#

This is the size of the p3d

#

.rvmats and .paa ready to go

#

Tho this is a huge structure, detailed

polar fiber
#

Seems very very big for a .p3d

woeful viper
#

yeah

#

physical size of the model is irrelevant for the filesize. It's just point coordinates and arrays for faces mostly

polar fiber
#

I'd have a check for isolated points, unnecessary named selections etc.

oblique vapor
#

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

polar fiber
#

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

oblique vapor
#

Yes, textures assigned

polar fiber
#

Just one UV set?

oblique vapor
#

Oh no

#

I mean

#

For the moment, yes

woeful viper
#

in the bottom left, how many sections does it show?

polar fiber
oblique vapor
#

Two UV sets

polar fiber
#

Is the second one being used (i.e. for multimats) or can you get rid?

oblique vapor
#

Not sure

#

Didn't use multimat yet

#

I don't really know why it's there tho

polar fiber
#

Happens sometimes when using multiple materials in other 3D software when modelling

oblique vapor
#

Getting rid of that seems ok

#

LOL

#

Did what you all said

#

Reduced to 26 Mb

#

Lmao

woeful viper
#

wtf

#

y learn something new every day i guess...

oblique vapor
#
  • Deleted second useless UV Set
  • Removed every selections as I don't need them, even for hiddenSelections
#

300 Mb => 26 Mb

woeful viper
#

maybe the second (non-controlled) UV had alot of points in "infinity" -> very large coordinates

oblique vapor
#

Most likely

oblique vapor
#

Does UV with large coordinates could explain the long binarize time ?

wise coral
#

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

woeful viper
#

dude is oozing wisdom

oblique vapor
#

Actually copy pasted to shadow lod

#

For shadow buffer

woeful viper
#

supposedly thats the slower performing method nowadays (for everything that doesnt need sharp& accurate shadows... like buildings)

oblique vapor
#

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 ?

polar fiber
#

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

oblique vapor
#

Hmm

#

I see

white jay
#

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 "

woeful viper
#

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, ...

oblique vapor
#

UV sets ?

woeful viper
#

no same uv set

#

otherwise it wouldnt load the diffuse properly either

quaint otter
#

a few noob questions:

  1. 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?
  2. is it a problem to have obsolete named selections in varous LODs? any point for a clean up in terms of ingame performance?
  3. these "edit XX" are temporary LODs right? should one remove them or does binarize drop them anyway?
polar fiber
#
  1. Copying selections in to another LOD should combine them with other points/faces that already have the same name. Case sensitive though
#
  1. It makes the file size a bit larger having named selections that you don't actually use
#
  1. 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
past canopy
#

@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 πŸ˜ƒ

outer condor
#

@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

woeful viper
#

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?

foggy finch
#

we use self-hosted on a dedicated server

outer condor
#

gitlab

#

10 GB per repo for free; no limit on repos it seems; private repos too

woeful viper
#

10GB free? thats generous...

outer condor
#

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

foggy finch
#

yea, we use bitbucket they do a free 5 user hosted option also

woeful viper
#

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.

woeful viper
foggy finch
#

looking awesome @woeful viper

stuck oyster
#

Exactly what @foggy finch said! Looks amazing @woeful viper!!

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.

polar fiber
#

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

woeful viper
#

they are modelled and not just painted on if that is what you mean

polar fiber
#

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

woeful viper
polar fiber
past remnant
#

any tips on creating model lods for arma? Using maya.

woeful viper
past remnant
#

It have something to do with the mass?

past remnant
#

is there any arma toolkits for maya?

quick terrace
#

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

fluid ocean
#

@woeful viper looks like he tried to portage that car there.... "Port"-age... πŸ˜‰

sturdy parcel
#

hmmm, another Sherry drinker.

terse elm
#

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

oak holly
#

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/

I’m 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. I’m interested in even knowing if there’s a way to download my mod from the web and essentially brute forcing my way into the mod to retrieve the lost cpp’s 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 I’d like to update it to make it more than just cosmetics again.

Anyone have a clue on how to do this or if it’s even possible?

If you don’t feel comfortable telling me over this little website, please PM me on the BI Forums, SpectreRSG, or contact me directly for further contact details.

woeful viper
#

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

oak holly
#

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?

sturdy parcel
#

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.

quaint otter
#

Error: Wheel reference not initialized
anyone knows how to fix this?

it should be related to physx somehow..

quick terrace
#

who here had that info about geo lod and rotating clipping? @bleak tangle @last spindle

#

one extra vertex in the geo lod...

bleak tangle
#

Me, and it was one extra vertex in resolution

quick terrace
#

resolution, not geo?

#

you had an image explaing it, care to have a looky?

bleak tangle
#

The blue box was boundingBox and the green box was boundingBoxReal

quick terrace
#

yeah so the solution is to add a single vertex in order to force a longer bounding box?

bleak tangle
#

Yes

quick terrace
#

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

bleak tangle
#

Yeah at the furthest point where the animation ends

quick terrace
#

ok

#

cheers

bleak tangle
#

No problem, I could have placed the vertex more precisely but I just guesstimated the angle of rotation

last spindle
#

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

bleak tangle
#

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

last spindle
#

Hacks, Hacks, Hacks

bleak tangle
#

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

quick terrace
#

yeah well....doubt it

#

it is the selling point for slack

#

well, the commercial unlimited search

#

@last spindle - growing old and forgetting then πŸ˜‰

#

a bit weird tbh, i would have expected that vert to need to be in geo lod tbh

foggy finch
#

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

quick terrace
#

99% of the relevant info here is in 3-4 channels

#

and shared between 10-12 ppl anyhow πŸ˜‰

#

relavant for me anyways πŸ˜›

foggy finch
#

heheh, just sayin' it's possible to do this ^ πŸ˜ƒ

quick terrace
#

i have a bit of an antipathy for discord bots, personal experience πŸ˜‰

foggy finch
#

while your here @quick terrace did you have anything in your "arma's missing object inventory" masterplan for any types of hedge-rows?

bleak tangle
#

Like European countryside hedge-rows?

quick terrace
#

unlikely...the information i currently have on vegetation is not 100% complete

foggy finch
#

yeah those style hedges

quick terrace
#

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 πŸ˜‰

foggy finch
#

have you managed to speak to mikebart?

quick terrace
#

which is something i don't plan doint

#

neah, i had mike on skype at some point

foggy finch
#

ahh

quick terrace
#

i actually forgot that i have a skype account

foggy finch
#

I have working versions of his assets I've compiled form various sources, incase you want a poke around them

quick terrace
#

cheers, i'll keep that in mind, i'll poke you to poke inside em then

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πŸ˜„

foggy finch
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haha ok

fluid ocean
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Whatever happened to Mike?

median bough
wraith tendon
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Oo

quick terrace
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how many svlods

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any named properties?

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you want the shadow lod to use the alpha map correct?

fluid ocean
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Have a song in your head yet this morning PuFu?

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πŸ˜‚

quick terrace
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neah πŸ˜‰

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but had it all the way till i got some shut eye

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mentioned you by name a couple of times

fluid ocean
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Not like others "Been spending most their lives, living in the gangsta's paradise...." 🎧

quick terrace
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riddn...;)

fluid ocean
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Hehe

median bough
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@quick terrace
TBH, i have almost no idea about modeling, also what you are trying to ask πŸ˜•
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

polar fiber
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named properties are those things you see in the box on the left like lodNoShadow = 1

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Alpha map is a channel in the _co or _ca texture that defines transparency

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black = transparent, white = opaque

quick terrace
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@median bough - seems that you have a special SVlod already (the one called 1010)

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which is the one meant for the alpha transparency

median bough
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yes, got that lod

quick terrace
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named properties (general) are in geo

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the rest are per individual lod

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in your case, the res lod have a named property (lodnoshadow)

sudden radish
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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.

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damn thats a long text.... sorry πŸ˜„

quick terrace
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you porting it to CUP or for CUP?

polar fiber
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needs shadow = hybrid as well for alpha mapped shadows @quick terrace ?

quick terrace
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@sudden radish - you ported your model as .p3d from what?

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it does need to have the shadow mapped yet

median bough
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for cup
almost every LOD has lodnoshador = 1, and the geo has also prefershadowvolume = 0

quick terrace
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don't remember if it needs to have it hybrid name prop by heart and i cannot check it tm

sudden radish
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@quick terrace - Made the model myself, from scratch. Program I use is Blender

quick terrace
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sorry, not ported but exported

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you don't need to export the bones

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just the weighted mesh

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no matter of the software used

sudden radish
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which looks fine to me

median bough
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@quick terrace also the SV 1010 is empty, no properties

quick terrace
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tbh, you provide way too few info, it is way to complicated to explain to you

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@sudden radish

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from zero

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plus you use a software i have never exported weighted meshes from (i assume you are using the blender toolbox)

sudden radish
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correct

quick terrace
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@median bough is the entire thing empty

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?

sturdy parcel
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Do I have to include the skeleton from the project into the p3d

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yes. and you do that by creating a NameOfP3d.cfg

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commonly referred to as a 'model.cfg'

sudden radish
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So you get that in there with the p3d all together with the proxies etc?

median bough
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only the properties are empty. the LOD itself has some structures of the bunker

sturdy parcel
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that cfg needs a cfgSkeleton class to declare the named selections which are bones and how they relate to each other.

quick terrace
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@sturdy parcel - he means actually exporting the "bones" objects from blender...

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of the rig

sudden radish
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like this with the bones or not

sturdy parcel
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burp i better shup up 😊

sudden radish
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hahhah don't worry, happens ❀

quick terrace
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without

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if these bones are A3 ones and not some custom ones

sudden radish
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they are the template ones

quick terrace
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yeah figured

sudden radish