#arma3_model

1 messages ยท Page 73 of 1

quick terrace
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you don't

sudden radish
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without judging the properties

quick terrace
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but as mikero said, you need to have the bones defined

sudden radish
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they are

quick terrace
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in model.cfg

sudden radish
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my model cfg is correct I think

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Is there a way of sending it without like, flowing the chat?

median bough
sudden radish
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you can edit it online, so I can follow

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any mistakes in there?

sturdy parcel
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htMin = 60;

sudden radish
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I see you selected that yes

sturdy parcel
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this stuff is, so far as i am aware, irrelevant nonsense.

sudden radish
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So, get rid of it or?

sturdy parcel
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it won't do harm, but is meaningless in a model.cfg

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htmin .. tbody. all useless

sudden radish
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better?

sturdy parcel
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yes.

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what is the NameOF.p3d

sudden radish
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arma_merged_proxies

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at the bottom you can see that

sturdy parcel
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ok. just checking. the it's a strange name to use. but what-the-hell

median bough
white jay
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did you compare the your model.cfg with the A3 ones using elitenes?

sudden radish
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Yeah, just a temporary name

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Could you explain that? Don't seem to be on the same train of thought

white jay
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select a vanilla a3 character p3d in the tool eliteness, there you can see the model.cfg of that p3d

sturdy parcel
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....which you can faithfully copy and paste, just changing the final class to arma_merged_proxies

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but. your cfg above looks fine to me.

sudden radish
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So it's something with the model then, shยจt

sturdy parcel
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well, you asked at least two questions, i am answering about cfg's which i know a great deal about, and bugger all about p3ds otherwise.

sudden radish
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ahh its alright, thank you so far man! โค

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my weights look fine though, doesn't seem to be the problem there

median bough
sudden radish
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Ahhhhh yeah, I'll definitely take a look!

pearl flume
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i have applied a texture to my object in object builder. how do i tile it instead of it stretching?

woeful viper
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@sturdy parcel supposedly thats for TI texture blending

terse aspen
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after taking way too long

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finally something to show, the second unit of my NBC units mod

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it's the NATO Placeholder, they will switch to indep when i am done with the NATO uniform

bleak tangle
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๐Ÿ‘ nice to see something unique

fossil obsidian
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Guys! Who is good with vehicles cfg, i just need dummy static "chair" with own custom getIn,Cargo, getOut anims

woeful viper
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you always "just need"

foggy finch
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You cant just write your own? That would take 5 mins max to write,. which is 5 minutes more than the 10 seconds I've wasted on this message.

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Besides being the "mocap" guy surely your proficient enough in this yourself

sudden radish
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Alright, I got my model into the game, now need to fix the textures

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thank you soo much guys ^^

sudden radish
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thank you guys so much for helping me fix this ^^

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really appreciate it

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. I tried reinstalling arma tools and nothing.. @Pennyworth yes I did accept the license

terse elm
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lol @woeful viper that guy again

outer condor
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@loud wadi probably send @rich blade the logs

bleak tangle
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@loud wadi How are you launching OB?

pearl flume
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my model is showing up under Structures/Vilage in the Eden editor. How do i create my own category?

fast topaz
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still missing antennas and some tools like shovel etc.

white jay
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Hey everyone,

Could anyone give me more info about how light sources work ? Like lamps for instance :
I need two models for my lamp right ? One OFF, one ON ? Each with the same textures and everything but with the " emissive " textures applied on the ON model ? Or is this unnecessary / optional ?

woeful viper
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emissive does not light the surrounding

white jay
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I know, i meant to ask if what i said was true, in the sense that, even if i don't end up using an emissive texture, i would still need two p3d's for one lamp ?

fossil obsidian
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@foggy finch im very bad with vehicles and objects cfg's

terse elm
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A3 samples are your friend

bleak tangle
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@pearl flume Are you inheriting from House_F? House_F uses the editorCategory of "EdCat_Structures", and the editorSubcategory of "EdSubcat_Residential_Village"

pearl flume
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@bleak tangle yes i am using House_F

fossil obsidian
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samples not have static chairs!

bleak tangle
fossil obsidian
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who need few $ to pizza ๐Ÿ˜‰ ? help me with cfg please

bleak tangle
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@white jay Arma 3 Samples has a test lamp

fossil obsidian
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lamp, but it not a chair with cargo anims

bleak tangle
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Which has a Test_lamp_01_F.p3d and Test_lamp_01_off_F.p3d

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But I'm not talking to you

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I specifically tagged someone else

pearl flume
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Thanks Pennyworth

white jay
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@bleak tangle Thanks i was checking it out atm, answers my question, thank you !

rich blade
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@loud wadi Has someone invoked me?

quick terrace
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it's called summoning ๐Ÿ˜‰

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.fbx import sdk....cough cough ๐Ÿ˜›

rich blade
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Nah, that's invoke for me, I'm just a database ๐Ÿ˜›

quick terrace
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๐Ÿ˜‰

fluid ocean
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Conjure?

fast topaz
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what do I have to keep in mind when modelling optics?

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like an aimpoint for example

polar fiber
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make the pilot LOD nice and round (eyepiece tend to be based around 32 sided cyinder). If the optical tube is fairly long you might have to apply a cone deformer to the model so that you don't get so much of a "tunnel-vision" effect

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i.e. you want the occular lens to have a smaller diameter than the objective lens, so that the optical cavity flares outwards

fast topaz
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tthank you ๐Ÿ˜ƒ

polar fiber
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there is a sample model that show the basic sort of idea behind that

quick terrace
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i still need to make some changes to the 1st pilot on some scopes...

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as in conical deform

loud wadi
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@rich blade I will PM you my logs asap if you can help. @Pennyworth tried launching through arma 3 tools both ways

rich scroll
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@terse aspen nice model, reminds me of metal gear solid

terse aspen
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thanks

quaint otter
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c:\w\dev\futura\lib\transport.cpp(3728)(func: TransportType::CreateAnimationSourceEPE)  [AssertUSR]  MainThread=8236 Group: Config Vehicle: LIB_PzKpfwVI_B Error when matching wheels and damper animations. Can't find wheel for bone: wheel_podkolop9

Error: bin\config.bin/CfgVehicles/LIB_SdKfz_7_base/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model ww2\assets_m\vehicles\wheeledapc_m\ww2_sdkfz_7.p3d
Error: bin\config.bin/CfgVehicles/LIB_SdKfz_7_base/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ww2\assets_m\vehicles\wheeledapc_m\ww2_sdkfz_7.p3d

Type LIB_SU85, model ww2\assets_m\vehicles\tanks_m\ww2_su85.p3d - structure of turrets in config does not match the skeleton```

looking for some points on these please ๐Ÿ‘ผ
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does case matter axis, bone and selection names in model.cfg?

polar fiber
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IIRC they're case sensitive yes

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at least they were in the past

quick terrace
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yeah indeed (see weapon vs Weapon bone <a3 vs a2>)

rough idol
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c:\w\dev\futura\lib\transport.cpp(3728)(func: TransportType::CreateAnimationSourceEPE) [AssertUSR] MainThread=8236 Group: Config Vehicle: LIB_PzKpfwVI_B Error when matching wheels and damper animations. Can't find wheel for bone: wheel_podkolop9 - is wheel_podkolop used in physx cfg?

sturdy parcel
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IIRC they're case sensitive yes

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they are only case sensitve within object breaker. they are auto converted to lowercase for use in game.

polar fiber
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@sturdy parcel They're case sensitive when it comes to previewing in Buldozer as well. Or at least that's how I found them to be case sensitive back in Arma 2 days

sturdy parcel
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that's what I said above.

polar fiber
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sorry, for some reason I read object builder as addon builder

sturdy parcel
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haaaaaaaaaa

polar fiber
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I'm still used to calling it O2

sturdy parcel
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same here.

quick terrace
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@sturdy parcel - you sure...? i got an issue with exporting these selection for an anim via blender

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because the bone was named Weapon not weapon

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the shit wasn't working even after packing

sturdy parcel
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if you look in eliteness, that 'bone' will be called weapon.

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it's lowercase ness has been a point of controversy when attempting to use ofp2 skeletons. Camera != camera. (when trying to test rtm files)

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We could actually be talking same thing Pufu. binarised p3ds are loweacase. model.cfgs are the same case as required for blender et al.

quick terrace
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alright, fair enough then

sudden radish
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So I got this helmet model and I want to make a retexture of it. but when I select it ingame the hat is flying between my legs... Anyone know this problem?

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And I have 2 similar retextures in the same config and they work fine.

quick terrace
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autocenter = 0?

white jay
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didnt configure your cfgmodels correctly with the skeleton bones for the p3d model ? had similiar issue with a custom head model

woeful viper
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  1. autocenter=0 2) hat needs "head" selection
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there is headgear A3 sample...

sudden radish
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Problem is, it's a model that Isn't mine and it's just a retexture... so I cant change anything about the model

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basic model from the original mod

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"SP pack" works fine

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tho

stuck oyster
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do you have model.cfg class for the helmet .p3d

sudden radish
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Yes I do

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with the class name aswell

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I got my second model to work though for the uniform.. That's something

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first 2 ones work fine so I just copied it, edited the names, models and textures

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so It should basically work right? Or is that a misunderstanding

bleak tangle
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Can you also paste your model.cfg?

sudden radish
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will do

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there you go

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Woopa

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nevermind

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Fixed it

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Had a dungoofed texture

past remnant
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any ideas on an import error code 0 when trying to import an fbx file into oxygen?

woeful viper
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where does the fbx come from and what kind of object are you importing?

past remnant
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maya and lods for a toolbench

woeful viper
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then you dont need bone weighting -> you could also try obj

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ideally you should use .3ds though (not sure if maya supports that) for everything not bone-weighted

sacred grail
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Guys when making a vehicle in arma how do you model the dashboard etc?

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Do i model every detail and sort it out later?

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or not do anything and add the appropriate stuff later in the process?

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e.g. speed dial

quick terrace
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you can do it both way really..

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@woeful viper - maya does have a .3ds exporter, but it is not loaded by default

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because .3ds is a fucking legacy joke of a file format

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.fbx is fine as long as the mesh is without ngons (so just tris and quads)

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and it contains one single UV set

sacred grail
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okay dokey

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Surely it is not easy having one UV set

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given the dashboard will require a large amount of the space

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leaving litle room for the rest

quick terrace
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one uv set - does not mean 1 uv sheet

sudden radish
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When binarizing my custom models I get an error that the models can't be binarized. I've tried doing them solo but that error kept showing

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any ideas?

past remnant
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what is the best way to figure out how much mass you should add to an object?

woeful viper
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calculate volume in your 3d tool and multiply with material density...

sudden radish
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Or for the math lovers go for integration

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๐Ÿ˜„

sudden radish
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as done by the unit insignia wiki link (https://community.bistudio.com/wiki/Arma_3_Unit_Insignia) I used the example square from the arma 3 example model and pasted it in, renamed it and gave it the "#(argb,8,8,3)color(0,0,0,0)" texture but when I go ingame, the clan nor insignia show up when I select one

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insignia fixed

past remnant
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anyone know a recommended resolution to use for the editor pictures of objects?

sturdy parcel
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300 dpi should be more than good enough. screen resolution is 'normally' around 120dpi, and, it's just an iconic image, not a work of art. Even an alpha channel would probably be wasted.

sturdy parcel
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oh hi ho.

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that's size btw, not pixel density, but just as useful. Perhaps more so <grin>

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and of course with jpg i'm talking thru my *rse re alpha channels.

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It's a great initiative of bis to add this 'feature' but I think it will come back and bite them with non-paa and non power2 rules.

past remnant
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yeah I thought it was weird for it to be that way. But thanks!

bleak tangle
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Probably just thought it was all around the best solution. 455x256 is the same aspect ratio as 1920x1080, and it'd be a bit of a pain to crop those to fit 2^ resolutions.

foggy finch
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probably the resolution that fits the ui boxes best, ui is probably the one thing that doesnt give two hoots about power of 2

sturdy parcel
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ui boxes come and go. good design practice is to make images 'shrink to size' rather than hard concrete. but, meh, power of two has been painfull too for a long time.

foggy finch
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yep, keeps the detail too

sturdy parcel
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Apart from the non standard nature of this, i don;t like arbitrary values forced when experience shows it will be a cause of reqret.

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however, in case I'm complaining far too loudly, it should not overshadow this very good initiaive from bis.

past remnant
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any reason for these dark spots showing when apply my rvmat?

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can post the rvmat if needed

past remnant
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ima go ahead an assume it is buldozer being crap. Cause looks fine in game

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do I need to assign the rvmat to the object outside of the p3d?

past remnant
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nvm

terse aspen
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300dpi is for print, most displays don't go above 96dpi, BI's textures are 72dpi

woeful viper
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455x256 ... and BI use maybe 20% of that space for the actual object in their preview pics ๐Ÿ˜›

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@quick terrace ๐Ÿ˜›

quick terrace
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cock, didn't read above ๐Ÿ˜ƒ

tacit karma
carmine gull
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@tacit karma Nambus?

foggy finch
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@tacit karma looks good so far, how'd you get on with the miniuav?

tacit karma
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@carmine gull Type 94

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@foggy finch a bit. I rearranged the wing and redid the air hood

carmine gull
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@tacit karma Funny thing is I hear the 'target demographic' was actually fine with 'em despite their problems... more likely (but understandably) the ones encountered by Americans were when quality control had fallen to pieces (no pun intended) due to the effects of US operations against Japanese industry

surreal cloud
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Anyone know of a guide for reliably getting a model that looks right in 3DS into Object Builder? Seems nomatter what we do the normals screw up (either loses all smoothing groups, or smooths everything)

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Is there something you have to do to the model to prep it for Object Builder?

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We've tried Maya FBX, 3DS FBX, OBJ, 3DS..

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OBJ was the closest.. it looks right in Object Builder UNTIL you save/reopen it, then it smooths everything again

tacit karma
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That must be a bug

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Cause for me obj works always

quick terrace
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@surreal cloud - have you tried the export script provided for max.?
i only use .fbx for stuff that has a single uv set or the .txt exporter. Obj might come in with flipped normals, otherwise should be alright

surreal cloud
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Sorry, where is this export script?

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We tried Soul_Assassins 'arma 2 modding toolbox' which just seemed to smooth everything

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With the OBJ it definitely seems like an object builder bug.. whenever you do anything it stuffs the normals (copy/paste it to another lod, etc)

quick terrace
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SA's modding toolbox is absolete, but it might still work indeed...

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the export script is in you samples folder

surreal cloud
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ah i see, in test_character_01

quick terrace
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yeah it is called vm smthing

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can't check right now i'm mobile

surreal cloud
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I just gave it a go.. it seems to give flat face normals

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The model must be doing something that obj builder just doesn't support.. but can't work out what

quick terrace
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send me the file in max format in pm

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i'll have a look later on

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might be a smoothing issue on your part

surreal cloud
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I will if I can get permission, but the artist is a bit protective

quick terrace
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yeah well, suit yourself then...and i though i wasn't really the average doe in this community that has a big "ripper/repacker" written across the forehead... ๐Ÿ˜›

foggy finch
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PuFu is the "apex" special one

quick terrace
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๐Ÿ˜„

foggy finch
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at least Lecks is following the IP owners permissions if anything

quick terrace
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the amount of hick-ups i had those 2 days

white jay
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u mean PuFu has unbinarised apex models on his pc?
what a ripper ๐Ÿ˜›

quick terrace
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yeah of course, but it isn't like i don't have anything else to do with my time

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@white jay - i have more than just apex ones mate ๐Ÿ˜‰

foggy finch
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I got some geolods to polish up later, waiting on car tyre getting fixed atm

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so loitering ๐Ÿ˜ƒ

surreal cloud
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@quick terrace sorry not accusing you..

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nothing personal ๐Ÿ˜ƒ

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if it were up to me you'd have it

quick terrace
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yeah as i said, no reason to excuse yourself, i never actually have enough time

polar fiber
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is it triangulated before you export?

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tbh I thought BIS got rid of the bug where it recalculated normals upon saving, in one of the OB updates

tacit karma
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couple of edges that are still too hard

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but I want to finish the shapes before actually doing some work on the edges

worldly tulip
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@quick terrace @polar fiber anyone else Hey thanks for the assistance with Lecks enquiry he is helping me work out why we are having so much trouble with this file. also sorry for delay with file im a little cautios with people outside our Dev team, no offence intended.

quick terrace
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none taken

worldly tulip
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great

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i have 3ds 2014 and when we import the FBX the smoothing groups seem to be non existant or is messed up?๐Ÿ™„

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same as Object builder

quick terrace
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having had a look over that mesh

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you have no smooth groups

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you have explicit vertex normals

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but that does not translate on export

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@worldly tulip

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in short, drop an edit normals on top of it

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select all vertices normals

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click reset button

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collapse as editable poly

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and then setup your smooth groups properly

worldly tulip
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Ok great will give that a go thnks

woeful viper
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i use 2013 and sometimes certain models are just fucked beyond repair (not something a edit normal or reset xform can fix). To fix that i create a box, convert it to mesh. Then attach your model to this box. convert to edit poly, delete the box and it should be fixed. Then you can re-weight normals etc.
i always use .3ds export (unless i need skin weights, then fbx). Dont really care if its a dinosaur, it works without issue - and if you import in OB it doesnt always "forget" the rest of the model, like it would with fbx import

quick terrace
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my .obj exported always suck a fuck with O2 these days

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so it is only VM or FBX

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i cannot touch dinos

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i have yet to see a mesh that edit normals cannot actually fix

woeful viper
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i'll send you one if it happens again

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maybe its just a display bug of some sort and not directly related to the mesh, cant tell

quick terrace
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i only had a display error with the 2017, was because of the old amd card/drivers i had

outer condor
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am i mistaken or can you do named selections in OB also rather easily if you use the assets browser, select the texture, make it "select in object", so that all vertices are selected - now "new selection", set name?

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does in Blender it work on all RES LODs in one go (+View*** LODs?) or how is it easier there?

quick terrace
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yes, cannot comment on blender

polar fiber
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@outer condor I use the texture library window and ctrl+double-click on the texture name - even faster than the resource library

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ctrl+double click works in the resource library as well though

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if you don't want to rightclick and go through the menu

outer condor
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quite nice. thanks ๐Ÿ˜ƒ

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can you get also the texture path+name somehow (to paste into config)?

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btw headlights as texture is outdated tech, right?

polar fiber
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I'd probably use "tools\mass texture and material renaming" to provide a list that one can copy and paste from

outer condor
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i see. well dep3d -LF or moveobject might be even easier then. i guess have to assign to to RMB action

quaint otter
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when is it necessary to define textures in hiddenSelectionsTextures? (when you have hiddenSelections defined)

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    class Sign_Direction_F: NonStrategic
        hiddenSelections[] = {"camo01","camo02","camo03","camo04","camo05","camo06","camo07","camo08"};
        hiddenSelectionsTextures[] = {};```
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from what i understand this makes it show no textures by default for these selections, right?

median bough
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good question. i think it'll show the texture originally given in the model

quaint otter
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looking at BI configs as sample this seems unlikely. if it were the case, they would had to use more "" or "empty.paa" as far i understand

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(unrelated to that)

ยดยดยด
hiddenSelectionsTextures[] = {"XXX","","",""};
hiddenSelectionsTextures[] = {"XXX","XXX","","","",""};
hiddenSelectionsTextures[] = {"XXX","XXX",""};
ยดยดยด

from what i understand the trailing "" are obsolete

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missing definitions seems considered as "" / empty / no texture to be set

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"" is only necessary if you still have a texture definition following like
hiddenSelectionsTextures[] = {"","XXX"};

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    class V_TacVestCamo_khk: Vest_Camo_Base
        hiddenSelectionsTextures[] = {"\A3\Characters_F_Bootcamp\Common\Data\tacticalvest_camo_co.paa"};
        class ItemInfo: VestItem
            hiddenSelections[] = {"camo"};
            hiddenSelectionsTextures[] = {"\A3\Characters_F_Bootcamp\Common\Data\tacticalvest_camo_co.paa"};```
this seems also bad copy paste behavior. at least hiddenSelectionsTextures is only defined twice in ItemInfo subclass of a clothing class. for             hiddenSelections[] BI duplicates it at least for every class
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anyone look into this closer?

cfgWeapons
    overlaySelectionsInfo[] = {"Ghillie_hide"};
cfgVehicles
    hideProxySelections[] = {"ghillie_hide"}; /// names of selections hidden on proxies (used in vest in this case, see overlaySelectionsInfo[])```
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like how it works or what it could be used for beside ghillie camo

sturdy parcel
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from what i understand the trailing "" are obsolete

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these are similar to speech variants amd, oddly enough, sunglasses on factions

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bis use macros to generate the array and have to fill that series of macros 'properly' irrespective of how much or little is actually used.

quaint otter
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is there a downside if one would make every (main) texture a named selections and configure it with hiddenSelections?

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(of clothing, weapons, vehicles)

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like mostly the hull and interior are currently defined in IFA3 as such; however one could extend it to wheels, tracks, weapons, etc)

polar fiber
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I don't think so. Almost all of BIS' playable stuff is fully hiddenSelection-ed for the sake of allowing retextures apart from proxies. And we know they try to avoid that kind of thing if it has a performance impact (like retexturing proxies)

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I don't think interiors generally need hiddenSelections though

outer condor
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in IF they have made day and night variants for the planes for some reason - its currently no in use though

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(of the cockpit)

polar fiber
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ah, I guess they'd maybe "cheat" at doing cockpit lighting by making everything emissive with setObjectMaterial?

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people tend to do dial illuminations with alpha overlays

sinful root
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You know what's missing hiddenSelections? Road Barriers. (At least to my knowledge)

tacit karma
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@outer condor yes, its for night illumination

polar fiber
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@sinful root that's why i stressed playable content

sinful root
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Ah, I knew I should have given that more than a cursory glance.

polar fiber
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I'm not actually sure whether hiddenSelections works okay with terrain objects - i.e. the ones pre-placed in Visitor

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I seem to remember in the past, island objects didn't couldn't animate themselves at init and you had to activate them by script - like the nodding donkeys on Sahrani

white jay
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hiddenSelections don't work on TB placed objects

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and for anims, i think it depends on the anim sources @fervent steppe knows more

fervent steppe
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Hmm. Wouldn't the oil derricks fall into that category? If so they are solely animated by the model config.

polar fiber
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Guess it works now then. From what I remember they were static in Arma 1

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that said, the turbines move on Altis nowadays so I guess that particular thing got fixed

woeful viper
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also, doors on buildings

polar fiber
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yeah, but those had an action to initialise them

fervent steppe
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You can even play sound as well

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As you get closer to the derricks you can hear them operating

woeful viper
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does the radio proxy on uniforms do anything? Also, what is the hmd proxy? "head mounted device" ? If so, whats the difference between hmd and nvg proxy?

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there is a pistol_holstered proxy now, though the issue certainly is that you can only put the holster on the uniform and not in relation to vests etc

polar fiber
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nvg proxy is obsolete - character example only has HMD

woeful viper
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ok good to know

polar fiber
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as for the holstered pistol one: That is for vests, not uniforms, isn't it?

#

it's in the vest example

woeful viper
#

i only looked at in b_soldier_01 from character_f . there is also a backpack2 proxy (same position as normal backpack apparently), which is a bit weird ...

polar fiber
#

probably prototype stuff. Best to look at the template.p3d and example.p3d in Samples

#

though the template does need updating a bit

#

hitpoints etc.

#

I mean the b_soldier_01 has a "hair" proxy... ๐Ÿ˜ƒ

woeful viper
#

lol, missed that

#

the last puzzlepiece in true delta operator manbarbie simulator... wait no, it also needs a beard proxy

polar fiber
#

I was just thinking that

#

and tattoo shops

woeful viper
#

pecks and biceps proxies ...

fervent steppe
#

Oh sweet!!!

#

Next up...man enhancement proxie ๐Ÿ˜‚

foggy finch
#

@polar fiber models are placed on terrain via p3d name, switching texture via a config doesnt work, each texture set would need a unique p3d. probably a scripted way to switch them on the fly at init if they are baked into model.cfg though. BI do this with the building graffiti via named selections

sudden radish
#

is that normal or am I doing something wrong?

polar fiber
#

you shouldn't have local paths in your files (e.g. C:\blah\blah)

sudden radish
#

Do I have to place them to that P: folder?

sturdy parcel
#

wow nice spot monkey.

sudden radish
#

its just a source directory and the output directory

#

for the pbo

#

would be kinda retarded not using the path then, no?

#

thats wrong then?

sturdy parcel
#

addon breaker is the answer to that question.

sudden radish
#

"addon breaker" ? :/

#

what is that?

polar fiber
#

addon builder

#

but really it should work so long as you're using it properly

sudden radish
#

Any other way to get it binarized?

sturdy parcel
polar fiber
#

but it should at least build if you set the work environment up properly. Put the project in your P:\ drive and build from there, use proper paths for everything, and set "path to project folder" in Addon Builder options to P:\

sudden radish
#

Thought so about the P:\ drive

#

wasn't really sure

#

Will give it a try!

outer condor
#

do yourself a favor and get pboproject as mikero indicated

sudden radish
#

how does one use the pboproject after instal?

wraith tendon
#

jz7 5n6 hn6j70e684vhn 6

outer condor
#

aaageneral_readme.htm

sudden radish
#

read and opened, still "packing failed"

outer condor
#

open logs - read about the error(s), fix error(s), build, repeat until clean

sudden radish
#

no files/folders in both

outer condor
#

@sturdy parcel please advise

sudden radish
outer condor
#

what does the console window say?

sudden radish
#

should be setup right?

#

invalid file

outer condor
#
  1. tick noisy
#
  1. dont use spaces in folder or file names
#
  1. the console windows already mentions the problem
sudden radish
#

still some problem it seems

#

worked using the launcher provided builder.

white jay
#

you are missing some tools

#

rapify and probably others

#

and i suggest you to pack your stuff to your arma3 directory or somewhere else, since the pdrive should represent your source and shouldn't be cluttered with packed pbos

#

aswell don't add a addons directory to the end of your destination, pboPro will do this on its own

stiff egret
#

does anyone have any ideas on how I could animate a garage door to open and close like this?

polar fiber
#

quite complicated but I'd say it was do-able by animating each segment of the door. Each one has an animation to translate it horizontally along the roof of the garage towards the roller, followed by an anim to rotate it around the roller at the front of the garage then a third anim to translate the rotated piece the desired distance vertically

#

for the closing anim that is

#

it'd be a matter of getting the timings for each segment right

#

or you could maybe fake it with a bunch of hide animations like MG belts getting shorter

white jay
#

probably similar to how the door and doorhandle animations are "connected" but a lot complexer

#

there is a example of the door stuff in the model.cfg

fervent steppe
#

AddonBreaker ๐Ÿ˜‚

desert elbow
#

Has anyone created a Helicopter mod in Arma ? I'm trying to learn but I can't seem to get the rotors spin I have the points and the selectors name properly (I think)

fervent steppe
#

Have you looked at the sample model?

desert elbow
#

Yes

#

I had it named velka osa or somthing like that and I changed it to main rotor cause thats what the sample had but still wont D:

fervent steppe
#

I think those names hard coded into the engine. Make sure they are correct then

desert elbow
#

Alright, I'll check

polar fiber
#

do you have a model.cfg?

#

names for those things should be completely customisable. It's only the animation source that's hard coded

stiff egret
#

thanks for the help guys

#

whats the hiding method you are refering to?

desert elbow
#

I do have a model.cfg its the one from the sample pack

polar fiber
#

And did you add the name of your custom helicopter model to the model.cfg?

desert elbow
#

I did at the start and it didnt work so I just replace the config.cpp and added my path then replaced the modle.cfg and it well ye D:

polar fiber
#

the CfgModels subclass in the model.cfg has to have the same name as your .p3d file, otherwise nothing will animate

#

so unless your model is called Test_Heli_01.p3d too, just copying the model.cfg directly doesn't work

desert elbow
#

Where is the file path located on the modle.cfg ? I tried finding anything with .p3d and nothing came up and I'm not seeing any file path just class anmes

polar fiber
#

there isn't a file path, there's just a section called class Test_Heli_01

desert elbow
#

Oh

#

lool

#

Welp Let me try editing that and see if that works. Thanks โค

polar fiber
#

you should be able to preview animations in buldozer anyway

desert elbow
#

Automatically ?

polar fiber
#

if you're using the correct workspace structure with a P:\ drive

#

Enter and Backspace keys should cycle between different animation source names in Buldozer

#

then when you press ] or [ it'll cycle through the animation source values so things will start moving if the model.cfg and selections in your model are correct

desert elbow
#

Alright ๐Ÿ˜ƒ Well thanks for da help I will try it now

#

Lol, They work now I gotta tweak it into the right position thanks

outer condor
#

can one also tweak memory point position for optics view in a meaningful way in OB or Buldozer?
like our planes have dual gun. so far its been scripted, yet A3 now has array definition for those memorypoints too
our problem is that the optic model does not match perfectly where the bullets are flying too, so both memory points need to be aligned to the model i think

woeful viper
#

you should be able to use model.cfg animations to influence the opticview memorypoint

#

if you are talking about gun-convergence -> doesnt exist in arma

woeful viper
#

is that optic view or free-look but zoomed in pilotview?

outer condor
#

hm need to double check

sacred grail
#

Just finished up my first model where I am not following a tutorial

#

Thanks @quick terrace For the help with getting stuff between programs ๐Ÿ˜ƒ

#

7,500 Tris for any interested

quick terrace
#

๐Ÿ‘ - what a bucket ๐Ÿ˜›

foggy finch
#

great work @sacred grail +1

sacred grail
#

ty ๐Ÿ˜„

#

more if you are interested

foggy finch
#

my current project

#

probably going to add some sub-deck features, looks too plain underneath

#

fully ported it into arma this morning though, works a treat

rich trail
#

@sacred grail Nice! I'd give up my speedboat any day in exchange for that one!

outer condor
#

@woeful viper free-look zoomed in in pilotview

woeful viper
#

then you have to move the proxy mm wise until it fits

outer condor
#

thanks

#

can only be tested ingame too right?

median bough
#

afaik yes. at least i did it this way. moving proxy, build, test ingame, moving proxy again, build again, test again......

outer condor
#

argh ๐Ÿ’€

#

this will be "fun"

woeful viper
#

dont forget diagmerge

#

you only need to respawn the vehicle that way, instead of restarting missions/game

#

oh wait no, it's a model thing, not config... guess you are sol

#

does the sight move in relation to the viewdirection (is it holographic) or is it just a fix texture?

#

not sure how well that works with plane displays...

#

if that doesnt do it, you need to code it as MFD class

sweet relic
#

Hey guys, so im having a little issue , so, we got our cockpit textured for the EA-18G, so I deleted the old cockpit, put the new one in on view cargo, (old one was a proxy, new one is a model in view cargo) but when I pack it and go in game, the old one is still there
Makes no sense
Im 100% sure I am packing the right file too
In Bulldozer it shows the new cockpit as well

#

Packed it on another PC, and it was fine and appeared in game

#

I have also cleared my Temp (I hit the option when I pack it)

sturdy parcel
#

you have an old, differently named, but stale pbo in your mod folder.

sweet relic
#

you where right, what a dumb mistake, lol thanks

sturdy parcel
#

not so dumb. addons stick like glue.

quaint otter
#

is there a way to easily duplicate selections to all relevant LODs?

white jay
#

copy & paste i guess

foggy finch
#

pretty much yeah

#

make sure you dont end up with any rogue selections in lods you dont need them, can cause issues

outer condor
#

how do you copy paste them from one LOD to another?

#

@foggy finch mikero enhanced dep3d -S greatly. lists now selections for each LOD and sorted alphabetically

#

makes it easy to fine issues

#

he added also -LP = list named properties

#

now only add/edit/remove is needed ๐Ÿ‘ผ

foggy finch
#

ctrl+c / ctrl +v

outer condor
#

well this copies also the vertices from what i can tell

foggy finch
#

if you select the named selection, and hit ctrl+c it should copy it

#

rather than the geometry/verts/etc

outer condor
#

well i tried but it looked like it copied the verts to the lower RES LOD; will double check once more

#

is they a key combo or shortcut to create a named selection or is RMB in the selection window the only way?

#

yeah it copies also the verts..

woeful viper
#

you can't copy selections to a different mesh

#

you can copy the mesh with its selections but not independant

polar fiber
#

The "New" selections window does have an autocomplete field though with names that already exist in higher res LODs (or at least the 0.000 LOD). Makes things a bit quicker than typing out the full names

outer condor
#

looking for some additional input how to make a "debug" mission for hiddenSelections most useful

#

Joarius brought me the idea to color each selection with a distinct procedural texture (like green, yellow, red, etc)

#

setObjectTexture even works with just hiddenSelection index and selectionNames gives one both the total count and even all selections

#

as reminder selectionPosition was of limited use as the game only stores the center/or position of the first vertice

#

so my idea atm:

  • instead of color use a texture with number like [1] - this one way can easily see which hiddenSelection one is looking from the number to index (instead of the color coding - however that might work better visually)
  • show the list of selections (their name and with the index, so like 1 - camo_1) as part of the interface for the cursorTarget/last targeted object
  • log the list of named selections to rpt
  • make the textures transparent (or white) to see which texture or surface is not yet covered by named selections
white jay
#

Maybe just a legend dialog with the color of the selection connected

#

And display the original texture path for each selection

stiff egret
#

can u do a rotation animation on a hiden selection? i am having issues making a flashing light that spins...

stiff egret
#

?

rotund snow
#

Hello, is there someone here with 3dsmax that can convert a file to obj for me?

outer condor
#

And display the original texture path for each selection
one could reach that only from configs - yet its not guaranteed the be defined
or can you think of other ways @white jay

quaint otter
quaint otter
#

anyone has a good idea how to differentiate visually between hiddenSelections defined in configs or those named selections not?

#

alpha might be a way but doesnt work that well

quick terrace
#

@quaint otter - via procedural, not really...

#

the only one that should output patterns from that list is noise..

quaint otter
#

well it can also be borders/outlines or anything meaningful to see the distinction/difference

quick terrace
#

what are you trying to achieve if you don't mind me asking?

quaint otter
#

its a debug mission/function to visualize named selections and defined hiddenSelections

quick terrace
#

easiest way would be to use 2 different procedural rgb colors

#

the conplicated part would be to check what is defined as hiddenselections and what isn't

quaint otter
#

this is easily determined (config vs sqf cmd lists)

#

i use colors already for the different named selections (first red, second green, etc)

stuck oyster
#

@stiff egret rotations should not be a problem with a piece of mesh that is configured with hiddenselection.

sacred grail
#

If anyone wants a 7500 tri old rusty fishing boat fully textured and ready. Feel free to use it for a mod, just ask and i'll send the model

woeful viper
#

(of which 10% tri count are for the steering wheel propably)

sacred grail
#

tri count is relatively high on the steering wheel

stiff egret
#

@stuck oyster I am having issues getting my sign to flip up and start flashing with the hidden selection, thing u can take a Loki if I send it to u?

oblique vapor
#

@sacred grail why using tris instead of quads ?

#

Is it intended or ?

quick terrace
#

@oblique vapor - always triangulate before normals bake

#

always triangulate before export

#

that sort of thing...

oblique vapor
#

Oh, I thought we needed to avoid triangulation as much as possible and keep dem quads

stuck oyster
#

@stiff egret sorry i've got too much on my plate right now. But I can try to help you here. For simple debug, does the rotate animation work at all? I would separate the two features first and see if they work independently and then combine them

stiff egret
#

Yeah I have it as that right now to rotating ani trigger by one source, the lights are one object and the area the lights sit in are on object, but when I run my flashing light script the lights are still in the down position

stuck oyster
#

ah you have real reflector lights there?

#

they might not move with animations

#

but do you have their memorypoints in the right selection

#

thats the first thing to look at

stiff egret
#

No they are just faces with a rvmat to look like lights

stuck oyster
#

ok, then are they in the right selection

stiff egret
#

Yeah

#

Not rotate when I view them in bulldozer

stuck oyster
#

are they part of any other animation

stiff egret
#

Sorry they do rotate when I view them in buldozer

stuck oyster
#

ok then

#

and in game they dont?

stiff egret
#

Yeah when I run the script they flash in the original position

#

As if they did not rotate

stuck oyster
#

and you use hidden selection texture to flash them

stiff egret
#

Yeah

#

Hide and unhide

#

I am using a script to flash them not the model cfg

stuck oyster
#

just to be clear. do you have animation class for them with hide and unhide or use hiddenselection texture

#

as in setobjecttextureglobal etc or animate blabal

stiff egret
#

I don't think I have them

stuck oyster
#

which one?

stiff egret
#

Either

#

This light is on top of a car if that makes a difference

stuck oyster
#

is it part of the car

#

or separate

#

how many objects are we talking about

stiff egret
#

it is part of the car

#

let me show u

stuck oyster
#

what script command you use to hide things?

stiff egret
#

thats the script

stuck oyster
#

so you have hiddenselection for the light

stiff egret
#

yeah

stuck oyster
#

this is what I asked before.

#

anyways

stiff egret
#

sorry

stuck oyster
#

hiddenselection should not interfere with the animations

stiff egret
#

hmm

stuck oyster
#

is the light part of any other selection

stiff egret
#

look

#

yes the light is its own selection

#

cause i dont want to hide the whole sign, just the lights

stuck oyster
#

any other selection?

stiff egret
#

no just the sign, and the sign_lights

#

thats how i am doing the rotation

stuck oyster
#

ah but do you animate the sign_lights

#

and also you dont need it like that

#

they can all be part of the sign selection for the animation

#

and the lights can habe hiddenselection selection

#

it does not affect the animation

#

while you can do it this way

stiff egret
#

the reason i did it like that is cause i was having issues the other way

stuck oyster
#

what kind?

stiff egret
#

well it would not move the lights even though they were part of the selection

stuck oyster
#

did you have the light part in the skeleton

stiff egret
#

yeah

#

for sure

stuck oyster
#

thats the reason

stiff egret
#

?

stuck oyster
#

you need only the sign in there

#

and have all of it in the sign selection

stiff egret
#

yeah but then i can hide the lights?

stuck oyster
#

then have the hiddenselection for the lights in the section

#

or if you really want to do it your way do you have the skeleton like this :

"sign","",

"sign_lights","sign",

quick terrace
#

@oblique vapor that is true for modelling purposes, and especially the HP model

stiff egret
#

ah ok so it will move both

#

i see ill give it a try

quick terrace
#

for LP, optimization of the mesh means you need to get away with the least amount of verts, which is always triangles

oblique vapor
#

Correct

quick terrace
#

i always do manual triangulation, never keep things as quads

stiff egret
#

can i do this aswell "sign_lights","sign","example","example", if i want it to move more then one selection

quick terrace
#

my HPs are always just quads and ngons, never tris

stuck oyster
#

the skeleton is always in pairs

#

"sign", "", means it follows the origin of the object. "sing_light","sign", means it follows the "sign" when the "sign" is animated

#

@woeful tartan just to let you know the #arma3_model description is either wrong or were talking about wrong topic here

stiff egret
#

lol just saw that too! ๐Ÿ˜‚

#

thanks for the help @stuck oyster

stuck oyster
#

it works?

stiff egret
#

yes thank you so much

#

๐Ÿ˜€ U the best!!!

#

been trying to do this for a while

stuck oyster
#

well then my time wasnt wasted. But do take a read on the biwiki page i linked.

woeful tartan
#

fixed @stuck oyster

stuck oyster
#

๐Ÿ˜„

feral prairie
#

Everytime I try to edit a model oxygen 2 crashes, is there anyway around that

quick terrace
#

it crashes because you are trying to open an odol (binarized) p3d

#

in short, try not to edit stuff you disn't create yourself

ebon abyss
#

yo PuFu you still use modo?

quick terrace
#

@ebon abyss
never actually did for production, gave it a try at some point because i needed to see if i had a better replacement for maya (which at that time was missing a lot of modelling tools) on OSX on my macbook pro

#

in short, still a 3ds max and maya jockey

ebon abyss
#

ah okay, I had some memory from years back of talking about modo modeling with you, heh sorry ๐Ÿ˜ƒ

#

anyways was just wondering if Synide's P3D plugin has been updated for new modo which is like what, modo v10.1 already

quick terrace
#

yeah no worries, i did gave the thing a long test, really good software for subd modeling

#

last version i tried was 6xx i think

#

before it was bought by foundry anyways

ebon abyss
#

do you know any arma3 modo experts?

quick terrace
#

only one guy uses modo in RHS: @bleak flame

#

i know of no others (synide of course, but haven't seen him in a while)

bleak flame
#

I don't use any p3d plugin (was unaware any existed, if it was for 601 it would probably still work) ; I just export as fbx 2006.11 (which was removed in versions above 701 I believe)

#

failing that I'd be using OBJ and just doing the weird things you have to do to fix it inside OB (scale -100% to fix mirroring, flip faces etc)

#

alternatively, you could try exporting as a new fbx version like 2013 or 15 and using the Autodesk FBX converter to convert that to 2006.11 and see if that works.

ebon abyss
#

yep Synides plugin was for arma2, dunno if object builder would accept those MLODs.

bleak flame
#

yeah no idea never did any arma2 modding

white jay
#

afaik @obtuse rain uses modo, and he also has some plungins written for it. but no idea what features they have

cursive sleet
#

my first try on texture on substance painter, i know the texture is wrong and i am missing some detail but this is just a test

#

Mk45 mod 4

tacit karma
#

gonna rework a couple of edges

past canopy
#

@stiff egret interesting car model, where did you get that?

stiff egret
#

@past canopy u better not be starting stuff, and got it from a website... why are u asking?

cursive sleet
#

you did not model that yourself?

woeful viper
#

what did you expect jonas? ๐Ÿฆ„ it's a life mod after all... gotta downhold the standards

past canopy
#

@stiff egret link me to where you bought it please, thanks

cursive sleet
#

yea you got a point there @woeful viper

jovial frigate
#

Random question.... has anyone had any luck with amphibious vehicles ? haveing some... 'fun' getting to to have any power/turning ability while in the water.

outer condor
#

@jovial frigate RHS/Reyhard did

white jay
#

Hey everyone
Anyone knows why this happens ? :
http://imgur.com/a/cMCEJ

I have a modular building model that i'm trying to get into arma 3, it has a few parts using the same rvmats and textures everytime.
However, the first and top floor have this wierd bug where everything is kinda transluscent ? But it doesn't happen with the middle floor even though i'm using the same rvmats and paa's

I'm confused about this.

bleak tangle
#

Do your textures have a suffix on them? For example wallTexture_co.paa

#

That looks like it could be an issue with an alpha channel still being present

#

And just renaming the file now to have a suffix on the paa wouldn't fix it, you want to have it before it's converted to paa

white jay
#

I've seen this on the arma 3 forums, but it wouldn't explain why it's working fine on the other floors ?

#

But yeah i'm still going to try and rename everything correctly because they don't have the correct suffixes

#

I'll test again afterwards and tell you again, thank you !

quick terrace
#

you using multimata

#

mats?

stiff egret
#

@past canopy I did not buy it

echo rain
#

does anyone know how i can make a model not receive any shadows and have it be emmissive at night? trying to recreate those helper spheres but no luck so far. i've done this before so i'm sure it's possible

bleak tangle
#

So the BI helper spheres don't have shadows cast on them?

echo rain
#

dont think so. let me check

#

i basically just need a laser beam

#

i've done this befoer for lightsabers in arma 2 but man. totally lost currently

#

ideally it would not receive any lighting at all and jsut emit

#

yer. they don't

bleak tangle
foggy finch
#

@white jay add forcenotalpha = 1 named property to your geometry lod

white jay
#

@quick terrace I'm not using multimats

@foggy finch Will try ! I'm remaking the textures rn

woeful viper
#

look for redstone's answer (either modelling or config forum in editing section) he gave recently

past canopy
#

@stiff egret can you link me to where you got it then?

stiff egret
#

@past canopy rather not u can find it online if u are so concerned!

past canopy
#

So its probably another stolen one then isnt it

#

TLDR life 'modders'

stiff egret
#

@past canopy whatever u say, u are just another shit starter!

past canopy
#

lol... why should anyone here help you out if you arent buying the models or making them yourself

woeful viper
#

because they didnt figure it out yet...

past canopy
#

would be great to get a BI forum ban and discord ban for him

#

basically perpetuating the stereotype for life modders lol

echo rain
#

ok i'll ask this differently. is there a way to make a model always lit. not receiving any lighting? i thought particles in arma are clsoe to that but no luck with the sprite shader so far

past canopy
#

@echo rain use _ca for textures ๐Ÿ˜›

#

_ca doesnt get lighting info, you can see example in the RHS numbers and randomized names and such on vehicles

echo rain
#

uhm. nah. already using that. isn't ca to make the engine know it has an alpha channel?

past canopy
#

yeah but for now its glitched into having no lighting

fluid ocean
#

How does a chemlight glow all the time?

#

(Actual question, not sarcasm ๐Ÿ˜‰ )

woeful viper
#

@echo rain _ca with dxt5 never recieve shadows, they always count as "in the light"

#

so the opposite of what you want

echo rain
#

it's using high emmissive values i nteh rvmat FM

woeful viper
#

emitting objects receive light as well (they glow brighter in sunlight) Only if you raise emittance to very high values is it not obvious

echo rain
#

i basically have two long poly planes to make a laser beam. 90 degrees to eachother. one you look closely you always see how they are shaded differently due to their angle. i wanna get rid of that and have totally flat rendering

#

" _ca with dxt5 never recieve shadows, they always count as "in the light"" sounds like exactly what i want

#

i wasn't clear. it's not ONLY about shadows. i want no shading but usinfg a texture with alpha channel

woeful viper
#

oh ok... well there you go

#

diffuse[]={0,0,0,1};
forcedDiffuse[]={1,1,1,1}; should also work i think

echo rain
#

my ca texture is DXT5. still gettign shaded

#

ok i'ma try that. thx!

woeful viper
#

how does the "shading" present itself?

echo rain
#

lighting model. like different colour depending on angle to light source

#

like. where both planes meet you can see it mostly because of their different angle

#

using no material at all seems to actual look ok due to what you guys described. wish i could control emmission with a material but then i get the shading again.

woeful viper
#

i would say that this is because it receives light. (Note that not receiving shadows on dxt5 alpha only applies to foreign objects. It will still receive no light if the sunlight is at the wrong angle -> shading effect)

echo rain
#

yer. i just noticed when testign near a streetlamp. still gettign shaded. damn. i should look into those cell shadey VR thingies

woeful viper
#

i had to kill any light for an interior model (as commander/gunner LOD shadows dont appear to work). I used
ambient[]={0.05,0.05,0.05,1};
diffuse[]={0,0,0,1};
forcedDiffuse[]={0.01,0.01,0.01,0};
emmisive[]={0,0,0,0};
specular[]={0.01,0.01,0.01,1};
specularPower=0;
for that - though it also darkens the color (to simulate always-in-shadow). i think increasing ambient to 1 will restore full color. the whole ambient/diffues/forcedDiffuse relationship is still a bit confusing to me

quick terrace
#

da fuck can't post here...

woeful viper
#

if you add emissive to that, it would only glow and not receive light (and therefore be concistent in color)

quick terrace
#

irc there was a render flag @polar fiber might know more

echo rain
#

thx X3KJ. i will try that one now

woeful viper
#

@quick terrace Always in Shadow flag doesnt work anymore

quick terrace
#

cock

echo rain
#

yer. i think i did it in arma 2 using the vertex properties inside o2. but those are "obsolete"

woeful viper
#

it's an rvmat. I tried it, but it produces rpt errors and has no effect

echo rain
#

X3KJ. do you have the full material? i think the shaders used should be a factor too

woeful viper
#

i use a standard supershader, as it's a cockpit texture. I'm sure your laser thing could use a simpler shader?

echo rain
#

yer. i'm thinking i should try to find what tracers are using. might be jsut what i need

woeful viper
#

tracers use
ambient[]={1,1,1,0.1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={10,100,10,1}; //green tracer
specular[]={0,0,0,1};
specularPower=100;
renderFlags[]=
{
"NoZWrite",
"AddBlend"
};
PixelShaderID="Normal";
VertexShaderID="Basic";

echo rain
#

sweet! proceeding with trial and error

#

yer this one with all emmissive set to 10000 and NoZWrite removed gives me something acceptable

woeful viper
#

nuke-level-emission ๐Ÿ˜„

echo rain
#

also AddBlend seems to fix the shading a little. must be what blends overlapping alpha textures into a nice hazy cloud

#

yer i might have to turn down the "radiation" a little xD

#

anyways. thx for finding that tracer stuff. works best and i'm out of motivation anyways

woeful viper
#

yeah... there's always a breaking point. the shadow thing was driving me nuts for ages. Why they removed the always in shadow flag is beyond me. Now you have to fake it with some values, and you never get ambient occlusion to show that way.

echo rain
#

would be great to be able to make our own shaders liek you can in unity. but i guess most games don't allow that because they are more locked down.

#

btw. i remember something about texture based emissiveness inside one of the channels of the _AS texture

#

you should try that. not sure if it's exactly what you need but by looking at your screenshot it might be it

woeful viper
#

that screen was unrelated lol - just something i work on currently

echo rain
#

not sure if it was an alpha channel inside the _AS like parallax is done on normal maps but basically one guy back on skype was decyphering hte arma shaders and found out that you can do emission by texture that way.
i might have total clouded memory on that but maybe it works. i think he even showed a screenshot of basically a sphere with glowing cracks in the texture like lava coming through.

i never got to trying it because the constant loading up of the game is too annoying. so i try to do only sqf now.

#

that might actually be how the glowing dots on some ironsights are done

quick terrace
#

that is precisly how these are done, yes

woeful viper
#

how does that work? sounds interesting

echo rain
#

yas some specifics would be cool. this stuff is not well documented afaik

quick terrace
#

ahh, hold one, nothing to do normals paralax (works only on terrain), or _as texture

#

but you can drive texture (shape defined by alpha) to be emissive

#

so in short if you want cracks to glow for instance, you have 2 spheres actually - 2 textures, 2 rvmats

#

one with an alpha mask defined by the cracks

#

i think i can make a quick example tbh

#

so you take the collimator shader and use it to drive emissive by texture

#

you cannot have it with _ca becaue alpha is what drives the shape, and emmisive value the "emissive" part

#

as you cannot have otherwise emissive by texture

woeful viper
#

oh ok.. so the thing i've been doing already lol. It sounded to me like a genuine lightmap (where the diffuse colors controll the emissive value)

quick terrace
#

that is no possible

white jay
#

@foggy finch @bleak tangle @quick terrace
I've renamed the textures, remade the rvmats and added " forcenotalpha=1 " to the geometry LOD. But i'm still getting the same glitch

bleak tangle
#

Renamed the textures before you converted them to PAA?

#

When you open the texture in TexView does it say DXT1?

white jay
#

Yes i renamed before converting them to PAA, and no, it says DXT5

#

wait

#

_co _as and _smdi says DXT1

#

but _nohq is DXT5

#

My model has some decal textures that have transparency ( they're leaks and moss textures to give the building a post-apocalyptic look ).
I think these might be causing the issue

bleak tangle
#

DXT5 is fine for _nohq because it has an alpha channel

#

Wouldn't hurt to remove those decal textures temporarily just to see if that's the cause

#

The ideal way to add those would be as a _MC texture if you were using mutlimaterials

white jay
#

Yeah i understand

#

i think i will just remove the decals

#

Because something wierd is happening with the other building parts that don't have this see-through glitch

#

basically, whenever the decals show up correctly, there is the glitch.

But when the decals are not showing with the alpha layer, the glitch doesn't happen ( but i end up with glitched decals instead

#

I'm using a model i bought for unreal engine, so i believe maybe arma 3 doesn't support these type of decals as well as unreal engine would

quick terrace
#

does your decal

#

and some of the rest of the texture

#

share the same UV sheet?

#

and you might wanna change your nickname

#

if you want someone to be actually able to ping you

brisk dawn
#

so, does anyone know what id use in eden to make a soldier overwatch a specific point? im trying to put a sniper on a hill and have him watch a town, shoot if he sees anyone

quick terrace
#

wrong channel ^^ @brisk dawn

brisk dawn
#

no one seems to be answering any other places ๐Ÿ˜ฆ

quick terrace
#

none will answer here either, because it's not the place to ask

white jay
#

@quick terrace I'm not sure to be honest, i've bought the model from someone else.
But i've tried removing the decals and now the model works perfectly well, so i will keep it this way because in the end, the decals weren't really important for the look i was going for

#

And what do you mean by ping you ?

bleak tangle
#

We can't do @dedem because of the characters in your name

white jay
#

Oh i see

#

here

#

now it should work

#

wait

quick terrace
#

@แตˆแต‰แตˆแต‰แต#2722 pretty sure the issue can be solved, but anyways

white jay
#

PuFu, i added the forcenotalpha in my geometry LOD and it did nothing

#

maybe i'm doing it wrong in a way but i don't know what i could be missing

#

Oh waitt

quick terrace
#

i never ever had issues with alphas as long as the particular selection

white jay
#

i think i found out how i fucked up

quick terrace
#

was not sharing the same UV space with the rest (for instance, the texture and UVW for glass is never shared with the walls)

white jay
#

I think i might have mistyped the actual property value thing so i will try again and get back at you

past canopy
#

@quick terrace yeah saw that

#

so it should be coming to Arma 3 then as well?

woeful viper
#

that would be glorious

#

that would make lights inside vehicles also work properly... and you could make creepy bunker systems without "ghost light". I want

quick terrace
#

i want it badly...

wraith tendon
#

Wasn't it planed, to add Enfusion to A3?

dusky dragon
#

i want it soo badly, looks freaking dope

woeful viper
#

no not officially Dscha, for what i know

#

maybe they backport some features, but i doubt a complete revamp on the same scale as dayz is going to happen

umbral plume
#

I have heard rumors that all the work they are putting into the new engine for dayz is going to be used in the future for the next arma title but then again rumors are rumors and it probably isn't even close to being decided.

woeful viper
#

well dayz is basically an engine testbed at this point i would say

#

introducing stuff as it becomes available

#

its already known that dayz will use enfusion, and enfusion will be the engine that all (non mobile i guess?) games from BI would use in future

umbral plume
#

yeah, I couldn't image arma 3 would use enfusion because that is like changing the whole game. Probably just parts from it and hopefully the ponds in a3 will look like the ones in dayz do in the future.

wraith tendon
#

@woeful viper yeah, not officialy. Also: My Info is about ~1 Year old

#

But: It would just make sense, to add it.

regal frost
#

after you export from blender using arma toolbox, my model shows up as a cube in O2. any ideas on what went wrong?

#

< new at this so im just working with basic shapes to judge scale in arma

jaunty rune
#

aracter is 5'8"

#

will help you with scall

#

scale*

white jay
#

@quick terrace @bleak tangle
Alright, so adding " forcenotalpha 1 " worked for my model, now i don't see the grass through the building anymore. However, on a specific model, some decal textures don't show the textures behind ( the alpha channel seems to ignore the textures behind it and just display a blank color )
http://imgur.com/a/ykXAk

regal frost
#

i teseted exporting of my object via arma toolbox in blender. Can you not use imperial scaling at all for arma models?

#

keeps showing up as cube

woeful viper
#

arma uses meters, so should you...

regal frost
#

i tried that and it still showing up as a cube

#

im making a file cabinet and it shows up as a perfict cube in o2

#

im using arma toolbox plugin for blender and exporting to p3d

#

in blender i made a rectangle to the shape of the file cabinet i want to make and just exporting the simple geometry so i can see what the scaling it like

#

but in O2 it a cube even though what shows in blender is a compleatly different shape

jaunty rune
#

arma works in metric, but it scalls acordingy anyway

stuck oyster
#

@regal frost have you defined your object in blender as Arma object? You need to do that before it exports out.

regal frost
#

is that the thing in the properties by checking arma toolbox?

stuck oyster
#

yes

#

that tells the exporter what LOD it is in the p3d

regal frost
#

yeah iv checked the arma object properties box

stuck oyster
#

have you applied scale tranformations for your object?

regal frost
#

right now its in custom so i can just learn the basics of scaling in arma

#

no i have not done any scaling on the object

#

scale is still set to 1

stuck oyster
#

and it still exports a cube?

regal frost
#

all i have done is export and rectangle i made in blender but it shows up as a cube lol

#

the arma object properties is checked and its pointing to the O2scripts .exe

stuck oyster
#

are you sure its scale isnt something like x1 y2 z1

#

scale i mean

regal frost
#

yes i have not touched scale

#

i create a cube in a new blender file and changed the units to metric

#

also have tried just leaving it as none but still got the same reasults

stuck oyster
#

so you make a cube

regal frost
#

and also did imperial just to see what would happen

stuck oyster
#

so it exports a cube?

regal frost
#

no i changed the x,y,z, dementions

#

its in the shape of a rectangle so it looks like a file cabinet

stuck oyster
#

see the scale values over the dimension values

regal frost
#

but exporting via arma toolbox to .p3d, in o2 it shows as a cube lol

stuck oyster
#

they change when you change the dimensions

#

the dimension is related to scale

#

but the export does not apply the scale

#

so you need to do it manually

regal frost
#

oh ok

#

/facepalm

#

im new at this, so how do you apply it?

stuck oyster
#

select object and ctrl+a

regal frost
#

< mission maker but making the transition to mod maker

#

ok

#

apply scale

stuck oyster
#

also if youre not familiar with blender I would suggest watching tutorials and keep the blender manual close

#

the manual is outdated at some entries but most of it is valid

regal frost
#

i have got a bunch of them but they are not for arma specificaly

#

i found a good series on undimy

stuck oyster
#

well no, but modelling and blender using

regal frost
#

so anytime i change the model i need to use the apply in ctrl+a

stuck oyster
#

only if you scale/rotate it in object mode

rapid yacht
#

if you havent already speigel go check out game dev byrnes youtube vids

regal frost
#

i did and he didnt do any of that in the ones he has up

rapid yacht
#

might have been the old ones that he talked about applying the rotation and things

regal frost
#

but he never does the apply thing, is that due to being in edit mode?

stuck oyster
#

Yes. Both modes have their uses, but I would suggest using the edit mode to your advantage.

regal frost
#

thanks for helping me. im off to watch more tutorials ๐Ÿ˜ƒ

twin urchin
#

still i dont know why BI didn't expanded the proxies system more

#

have you seen VBS3 rail system on guns? that's the shit that i wanted in A3 from start :/

#

and magazine proxies for god's sake ๐Ÿ˜„

rapid yacht
#

hey guys, any of you good at making vehicles? ive got a problem

#

ive managed to get a vehicle ingame, but for some reason the wheels wont turn

rapid yacht
#

any ideas why its not working?

twin urchin
#

well i am not a expert in vehicles but i guess it might be that you missing a naming selection? or memory point?

#

or in config?

#

it can be also that the turning animation isnt in model.cfg?

rapid yacht
#

thats the thing, i cant see anything thats out of place

#

the wheels are defined in the visual LOD, the axis is done in the memory LOD. It SHOULD work. which just makes it more frustrating

twin urchin
#

turning works? but animation doesnt?

#

if so then it might just the animation issue maybe

rapid yacht
#

na neither does

wraith tendon
#

config.cpp, prolly the wrong source selected?

rapid yacht
#

where might i find that?

wraith tendon
#

compare model.cfg and config.cpp?

rapid yacht
#

is that meaning that the config.cpp and the model.cfg arent linked or something

#

sorry im new to all this XD

wraith tendon
#

erm, yeah

#

They are

rapid yacht
#

ive even tried using the base hunter config.cpp and model.cfg

#

and it still doesnt work

wraith tendon
#

wrong names in the model

rapid yacht
#

thats what i thought but i cant seem to find where its wrong

#

im thinking that mayby the axis or something might not be correct

#

and i found that when i checked the selections in object builder (when i exported from blender to O2) some of them were messed up

#

the worst bit about it, is that i was following game dev byrne's tutorial on wheel vehicles, and his one worked, so i dont know what ive done wrong

terse elm
#

Is ur class name in the model config the same as the p3d?

rapid yacht
#

as in the bone name?

wraith tendon
#

In model.cfg:

{
class blablabla
class MyModelName: blablabla ```
MyModelName = The NAME of the __**P3D**__
rapid yacht
#

in model.cfg?

stuck oyster
#

Also bookmark these!

#

and yes in model.cfg

rapid yacht
#

class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class Vehicle: Default

#

that it?

stuck oyster
#

further down

#

keep the default

#

or well its not mandatory

rapid yacht
#

yeah, thats the only bit that has CfgModels in the mocel.cfg

#

for me atleast

stuck oyster
#

then thats the reason

#

look the links I posted

#

and the sample models provided by Bohemia

rapid yacht
#

ive been comparing the test vehicle with the one ive got

#

and i couldnt find any difference

stuck oyster
#

if your model.cfg isn't complete then thats the reason

rapid yacht
#

ahhh ok

stuck oyster
#

what sample do you compare it with?

rapid yacht
#

test_car_01

stuck oyster
#

it should have model.cfg with full car skeleton. and class CfgModels with class default, class vehicle : default, class car :vehicle and class Test_Car_01: Car

rapid yacht
#

class Test_Car_01: Car
{
skeletonName = "civil_car";
sectionsInherit = "Car";
sections[]=

#

should that be replaced with my model?

#

rather than Test_Car_01?

stuck oyster
#

yes

rapid yacht
#

keep the civil_car?

stuck oyster
#

yes if you use the skeleton civil_car defined in the beginning of the file

#

it is easiest way to get it to work

rapid yacht
#

thanks

#

ile pack it now and see if it works

stuck oyster
#

open it up in object builder and buldozer

#

could be faster

rapid yacht
#

not with no GPU it isnt XD

stuck oyster
#

then how do you test it ingame?

rapid yacht
#

15 FPS

#

30 if im in the virtual reality map thing

stuck oyster
#

buldozer is the in engine previewr and it is much lighter than the actual game

rapid yacht
#

yeah, i know, for some reason it takes ages to load

stuck oyster
#

also off topic. get a GPU

rapid yacht
#

cant, laptop

stuck oyster
#

well. you can manage

rapid yacht
#

nope didnt work

stuck oyster
#

So youre sure the class Test_Car_01 : Car is now class NameOfYourModel : Car

#

and you have the same selection names as the Test_Car uses

rapid yacht
#

yeah, ive searched for it and there is no case of it anywhere in the model.cfg anymore

#

yeah

stuck oyster
#

whats the name of your model?

rapid yacht
#

Hawkei Low Poly in game

#

should the spaces me _'s

#

be*

stuck oyster
#

yes

#

newer us spaces anywhere in anykind of programming/games/mods

wraith tendon
#

= _

#

(you see how bad " " is?)

twin urchin
#

i hope you not porting some vehicle for A3 life

rapid yacht
#

YES

#

it works

#

thank you so much

#

my back wheel is spinning around the same axis as my front one but meh

#

me robert?

#

na

#

milsim unit

twin urchin
#

ok so its legit , i hope that too

wraith tendon
#

What model?

rapid yacht
#

check my icon pic

wraith tendon
#

erm... a bit... small ๐Ÿ˜„

rapid yacht
#

yeah gimme a sec

twin urchin
#

you created that vehicle from scratch?

rapid yacht
#

yeah

twin urchin
#

if so then great job

wraith tendon
#

Did you do stuff before? oO Cause looks nice

rapid yacht
#

naa, not really

wraith tendon
#

evil beast

#

Okay, another Q: Polycount for that beast?

rapid yacht
#

its sitting at i think 10K for exterior atm

twin urchin
#

thats really nice - i like how it is so smooth looking

#

its the HP i assume

wraith tendon
#

10K? Thats pretty good

rapid yacht
#

dunno, just had the idea for a 70's themed life mod so i just started making a kingswood dunno which sort XD

wraith tendon
#

He said the cursed word

rapid yacht
#

i knew i would get that response

wraith tendon
#

๐Ÿ˜‰

#

ArrowUp = Instant Edit of your last Msg.

#

your welcome

rapid yacht
#

thanks

twin urchin
#

thats the thing ha - in A3 every that mentions that mod , everybody thinks of those scumbegs that ports illegal stuff from Forza or some other game just to get all those cars in

wraith tendon
#

And the legit ones get the misscredit ๐Ÿ˜ฆ

rapid yacht
#

na im not one of those people, thats missing out on half the fun

twin urchin
#

yes thats true

rapid yacht
#

go straight to the part where your pulling out our hair trying to get it in game

wraith tendon
#

have you tried scripting in A3? ๐Ÿ˜„ THATS FUN

#

cough

rapid yacht
#

na, thats why you use a team of people, then you dont have to do the annoying stuff ๐Ÿ˜„

fast topaz
#

does somebody know if there is a way to animate a hatch on a vehicle when a certain seat is in use/not in use?

woeful viper
#

animationsourcehatch and forced turn out...

#

if turning in is to be kept, no there isnt such a function in vanilla

fast topaz
#

the player in the seat is always turned out

#

but iirc if I use animationsourcehatch and the passenger/gunner gets out of the vehicle, the hatch will stay open

sinful root
#

I've hit the point in modeling my M16A2 where I'm down to all the things I've been putting off/am unsure how to start on.

woeful viper
#

well if you dont tell us we dont know either

sinful root
#

It's more of a mental "ugh" than "I really don't know how to do this"

woeful viper
#

oh ok

#

i usually start with another model and come back later when i'm in that state ^^

#

(guess why i have a gazillion unfinished models lel)

sinful root
#

I'm that way with mission making.

#

Trying to force myself to be different when it comes to modeling.

fluid ocean
#

Want to be different, make something that's never been made before (and I don't mean different versions) ๐Ÿ‘๐Ÿป

quick terrace
#

lol @fluid ocean

fluid ocean
#

M4A2 mod 3,563,241

#

(Black edition) ๐Ÿ˜‰

woeful viper
#

nah man, white skinned version is what brings in the dollars (i saw that a white mp7 skin in CSGO was supposedly worth 100$ or something like that lel)

sinful root
#

I have my reasons for making yet another goddamn M16.

fluid ocean
#

Lol, not picking on ya, promise. Just a personal pet peeve. @woeful viper You mean pink Tiger stripe isn't more valuable?

woeful viper
#

idc about that shite... it's ridiculous that's what it is