#arma3_model

1 messages · Page 74 of 1

fluid ocean
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Haha, sarcasm on my part!

woeful viper
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(in secrecy i'm just jealous i can't earn hundreds of bucks by changing the RGB values on a texture myself)

fluid ocean
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Lol

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I wish it was legal to pay modders to make a product.

tacit karma
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Next up: Damage on Highpoly

jaunty leaf
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What project is this for?

white jay
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RHS: Life

dusky dragon
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lol

wraith tendon
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😄

agile flint
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U'm on discord now

dusky dragon
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shit, RUN!!!!

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Not a drill, i repeat not a drill!!!

agile flint
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wtf I must have been trying in here derp

wanton gyro
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I have a logo and the background is transparent.

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It's on JPG though

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And the units site only accepts PNG for unit logos

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Basically I want to transfer JPG to PNG

bleak tangle
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This doesn't have to do with model_makers, and JPEGs can't have transparency

wanton gyro
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while keeping the back round

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Well

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Something like that

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Maybe it's PNG and it accepts JPG

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W/e it is, it's the opposite image type

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And it says transparency on it

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Like on the hot text below the upload spot

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Saying what it is

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To use transparency

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For better results or something

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Well I just figured someone here would know, since you can make models

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How diff is making model files and converting file types?

bleak tangle
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You'll want it to be 512x512 and in PNG. You'll probably be better off googling how to make a PNG with transparency with whatever image editing program you are using

wanton gyro
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Oh hell nah

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Not possible

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You see, I use a private military company that exists in real life

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And I use those logos

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So I dont make it

rapid yacht
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you can still get the image then compress it down to be 512x512

wanton gyro
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But it's the wrong file TYPE

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So the website doesn't let me upload

rapid yacht
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you might be able to open in GIMP/photoshop or whatever and then export it or save it as the desired file type

woeful viper
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irfanview can convert images as well...

quick terrace
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How diff is making model files and converting file types?
what?

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hhahha

tacit karma
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@jaunty leaf Fun

fast topaz
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what do I have to do if I want a certain selection to function as a brakelight for my car? (except assigning an rvmat and naming the selection)

woeful viper
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there is a token in the config where you can define the selection name for brakelight

jaunty leaf
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is anyone here familiar with render to texture in 3ds max

quick terrace
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yes

jaunty leaf
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Those are what the settings look like

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Any idea what I'm doing wrong?

quick terrace
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  1. always use a cage
  2. what were you trying to bake? normals?
jaunty leaf
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yeah, normals

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and a cage?

quick terrace
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  1. the mesh you call HP is not really a subdived mesh, is it now?
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the edges are waaaaaay to small

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plus you got some vert normals issues

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cage - via projection modifier stack mod in max

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give it a google search

jaunty leaf
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okay

woeful viper
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are there any fine controlls for animation in buldozer? mousewheel scroll does a step size of ~0.15 or something like that, which is way too much for the longer reload animation i want to check/ fine tune

polar fiber
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use the [ and ] keys

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then** Shift+]**/Shift+[ is slower, so more precise

woeful viper
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thanks

fresh shadow
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Why does my scope gets invisible when I set useModelOptics to 1? I just want to use it like a regular 2D-optic. So that the 3D scope is visible on the model, but when you zoom in you get the old 2D view.

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with useModelOptics the scope disappears on the weapon, but the 2D scope when aiming works fine.

agile flint
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Would any experienced moddeller know why when I add a memory point to a model, it then fucks it up in game? Probably easier to explain in PM/DM rather than here as there is some background info that I dont want to spam the chat with

rapid yacht
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what program you using?

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coz i know that sometimes it messes up when you export it form one program and put it in to object builder

agile flint
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Object builder atm. Currently using the open source FC37 and just adding 1x memory point but tat stuffs everything up

rapid yacht
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what do you mean by stuffs everything up?

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as in all your selections are rooted when you add in the new memory point?

agile flint
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Ok, this may soundsa tad confusing

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So when I have the normal unedited p3d in the editor, the aircraft is perfectly fine, as in everything spawns on it as it should. Now when I add 1x memory point and then go back into the editor, the aircraft has all the weapons spawned into each other, the step ladder is down, you can't raise the gear, no user actions work anymore

rapid yacht
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thats weird

agile flint
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Everyone I've talked to has no idea whatsoever why that would happen

woeful viper
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oh man i wish there where special LOD for crew optics inside the vehicles... that way i could animate them without having to learn rsc and whatnot :/

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one could missuse view gunner, but then it can't be used for interior view. And calibrating would probably be a PITA

echo rain
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what is rsc? you mean ui coding in general? if so i can help you out there. it's actually pretty simple once you learn the quirks. typical arma

woeful viper
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yes gui

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its all easy, once you learn it. the learning is what is putting me off

echo rain
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what exactly is it you need? because if it's like a HUD config liek for planes then i'm out lol

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i prefer scripted. more options and easier to test

cursive star
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For some reason my model, doesn't want to take a hiddenSelectionsTextures (with hiddenSelections) or, cursorObject setObjectTextureGlobal [0,""]; anyone have any idea why? I've double checked that the named selection is correct

bleak tangle
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Do you have model.cfg entry for it?

cursive star
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uhh no?

bleak tangle
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That's your config.cpp and I'm a little confused why you called your hiddenSelection Component01, but I guess that's your choice. I'm on mobile so I can't really link an example but check the Arma 3 Samples for one. Either the character or car sample should have a model.cfg that you can reference. They'll have way more entries than you need so you'll want to look for where they use "camo", "camo1", etc

cursive star
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I've tried using camo, still doesn't work (yes i've changed / made a named selection called that)

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The model that is working with that though, does not have a model.cfg

snow gulch
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you need a model.cfg if you want to use hiddenselections

cursive star
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Ahhh, i've got it working now.

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Thanks

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forgot that they are binarized into the P3D

dull field
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Does anyone in here work with 3DS Max when creating lods? I'm trying to learn how to create lods and I'm building a basic house just to test, but I'm having alot of problems, if anyone that creates lods in 3DS Max can I message you?

oblique vapor
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Try to use Simplygon if you want no troubles

woeful viper
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what kind of problems do you have

dull field
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I don't know how to like create lods, I have basically done a house with 4 walls like a square and one simple door in the middle, I have no idea how to create a trigger for this door and add in the layers, I have no idea how to create geometry for the door and the house it self and don't know how to add all the things to the 1.000. I'm really new to this, I watched videos but none of them are on 3ds max only on blender.

woeful viper
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once you know that you shouldnt have trouble creating those LOD, because they are created just like any model

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defining actions is config work. Look at the Arma 3 House Sample. You have to install them first (steam library->tools->a3 samples)

dull field
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I have samples, and I know all the lods needed, but just don't know how to create them on my own on my own custom building or this simple house I made

stark dagger
dull field
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Don't know about the video BigBen, watched it but don't see how it's related with Arma 3 tho, like stuff he does in the video doesn't look anything to how you would create lods for arma 3? Not sure.

thorn turret
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Does anyone have any idea where I could begin looking for modellers (or preferrably modeller groups) that are interested in turning their hobby into career? I'm founder of a game studio and we're looking for modellers for our upcoming projects.

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We have awesome modeller group working with us already and we're doing otherwise fine, but one member of the group sends me threats about leaving and taking the rest of the team with him, so I'm in position where I need to start looking for interested groups if he indeed realizes his plan and talks the whole team into quitting.

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I've been in contact with some groups already, but I'd like to have as many options as possible naturally.

woeful viper
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google?

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if you are fearing people leaving you - instead of trying to find new people maybe ask what you did wrong and correct that?

thorn turret
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@woeful viper Yes, we're solving the issues of course. But I can't control other people's lives, so if the one guy wants to leave despite of the ongoing attempts to solve the issues he addressed, I need to start looking for new people as plan B. 😃

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I've maybe played strategic games too much, but I like to always leave a backdoor or two that I can use if stuff hits the fan. Of course, you do your best to prevent that, but if it fails for some reason, you have safe route to "escape" (change plans). Kind of "never leave yourself trapped in the corner" thinking.

cursive star
rapid yacht
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@thorn turret go onto blender artists.org, and post an add on there in the job section, or maybe try artstation

fast topaz
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never done any optics before

past canopy
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@thorn turret are you creating life server content?

dull copper
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Is it possible to have more than 2 offsetx = y; values under one animation class in the model.cfg?

thorn turret
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@past canopy Roleplay, yes, but not Life. We're doing things differently from Life servers and want to avoid the toxic(ish) stigma that Life communities carry, partially for a reason.

past canopy
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how did I guess

wise coral
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which memory point controls how far down a boat sits in the water?

jovial frigate
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Geo buoyancy does that from my experience ?

wise coral
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hmm maybe my buoyancy lod is incorrect then

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based on the sample boat buoyancy isnt it

jovial frigate
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I had to create one each time based of a low poly 'hull' object. Teh sameple one woudl do in theory however. The fun comes when balencing and resizing it so it sits at the right level.

wise coral
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ok ill try using the sample to test

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thanks

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didnt seem to change where it sits in the water :\

past canopy
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is it possible that an autocenter =1 or something like that is resetting it

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@wise coral

jovial frigate
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yeah make sure autocenter is not set in the buo LOD, and that bouyancy = 1 in the Geo lods

terse elm
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Andy it's a mix of buoyancy lod volume and geometry mass

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To get the level right

quaint otter
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anything to keep in mind for hiddenSelections with (infantry) weapons?

is there a naming schema with camo selections or meaning to the names?

  • camo, camoB
  • camo1, camo2
  • camo_1, camo_2
  • starting with camo1 or camo0
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also would you define camo selection in all RES LODs, or not in the lowest (and 2nd lowest)?
always in the different View LODs or anything to keep into account here?

woeful viper
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not setting camo selection in lowest res lod is a bad idea. What if you make the hiddenselected texture red? then it suddenly changes back to original color.

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camo1 camo2 is default in vanilla... but really you can use any name. I use names that more descriptive (camo_turret, camo_hull, ...) for mine.

outer condor
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alright thanks

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wouldnt it make most sense to name the camo selections like the textures (maybe with camo_ pre tag)?
(given the textures have a speaking name and one has no duplicates)

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that said textures often have as part of their name the model/content (type) they are from
also for clothing it probably doesnt work well, unless one introduces a naming schema like camo_type_name (type = uniform/vest/helmet/etc)

pallid oasis
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Guys, I want to make a chmlight attached to a helmet automatically glow, like the lense effect on NVG's, I did this before but forgot how to set it up, pretty sure it was a non texture part, but worked via the RVMAT.

past canopy
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@pallid oasis just set diffuse to the color you want the glowing to be and then turn on the emmisive property and set it to white. Or you can set the emmisive to the color you want it to be and leave diffuse alone for a slightly different glow

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class StageTI
{
texture="a3\data_f\default_vehicle_ti_ca.paa";
};
ambient[]={0.56500012,0.94600004,7.522106e-008,1};
diffuse[]={0.56500012,0.94600004,7.522106e-008,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={100,20000,100,0.99999982};
specular[]={0,0,0,1};
specularPower=1;
PixelShaderID="Normal";
VertexShaderID="Basic";

pallid oasis
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thanks mate, I couldn't recall how I did it before, will give this a try

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what colour is that by the way? I want a "greenish" hue like the NVG's 😄

past canopy
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I copied this straight from my anvis

pallid oasis
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that'll work for me mate, thanks

woeful viper
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"emmisive[]={100,20000,100,0.99999982}; " gotta love that alpha value. cfgconvert at it's finest

remote pewter
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Second response // the video

cursive star
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Anyone know what would cause object not getting a shadow casted on them, yet they cast a shadow? (yes they do have a shadow lod) http://puu.sh/qI610/63a9451020.jpg (basically my player dosn't cast a shadow on them)

rapid yacht
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@remote pewter i saw that video, and i remember someone saying that it does still work for arma 3 yes

bleak tangle
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@cursive star Should the player shadow really be cast on the rock in that picture? It's a little hard to judge based on that angle. What does your RVMAT look like?

remote pewter
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anyone know why UV Editor inside object builder won't show? It shows the window's open, I can close it, etc.. but it doesn't show it self

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also thanks @rapid yacht

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nvm fixed xd

past canopy
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@woeful viper yeah lol, my shit always does that if I adjust the sliders

rapid yacht
woeful viper
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causing what?

exotic seal
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would anyone be available to assist me with what should be a simple task for a modeler?

fast topaz
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need more information

exotic seal
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i know but im not a fan of typing

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you have ts?

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would be much easier to explain

fast topaz
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no, currently not, just came back from school and need to get my homework done ^^

exotic seal
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gotcha, real simple explanation is i am redoing an overlay for a set of nvgs. problem is the overlay texture is tied to a p3d and im not sure how to set it up.

fast topaz
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that is quite easy iirc

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do you know how to operate ObjectBuilder?

exotic seal
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im not a modeler, no

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i seem to have done something but i think i did it wrong

fast topaz
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ok, I could do the p3ds for you if you want

fast topaz
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I just need the textures that you want to use for the overlay

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what's the filename of the texture you applied?

exotic seal
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nightvisionwide.paa

fast topaz
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try naming it nightvisionwide_ca.paa

exotic seal
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when i made it the middle bit was transparent

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could it be that simple?

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lol, this is arma so maybe

fast topaz
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if you want alpha go with _ca

exotic seal
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ok ill try that, thanks

fast topaz
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no problem 😉 if it doesn't fix the problem, it could be sth wrong in the model

exotic seal
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hmm, not sure but im sure its something i did. still no go

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seems like what i did didnt even change anything

fast topaz
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ok, how does your p3d look?

twin urchin
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btw can uniform use a pistol proxy?

fast topaz
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I don't think so

twin urchin
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oh ok just making it sure heh

fast topaz
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would make sense for gameplay but not technically as then the game would display the weapon in 2 different holsters if your vest also has a holster

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or it would need to choose one of the holsters

twin urchin
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yeah

woeful viper
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@exotic seal if you see the grey-white checker pattern, it means there is a part in the model without any assigned texture

exotic seal
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Do you want to take a look, have ts?

woeful viper
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give me the p3d , faster than talking

exotic seal
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Yea, join ts and it's yours to look at

woeful viper
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dont have ts

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guess you have to find another idiot who does your work then

exotic seal
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Lol, just don't want to send a shareable link over public channels, but I appreciate you getting back to me about the issue I'm having.

past canopy
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then fucking PM him lol, if someone is nice enough to help you maybe you should cater to them rather than demanding they cater to you

worn copper
cursive star
past canopy
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@cursive star what exactly is wrong with that?

bleak tangle
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The rock isn't receiving a shadow

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Does your texture have an _co suffix?

past canopy
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Is it a _ca texture

cursive star
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_co

past canopy
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Also does it have shadow lod

cursive star
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yes

past canopy
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Is shadow LOD triangulated?

bleak tangle
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Did you give it the _co before you converted it to paa?

past canopy
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And is it closed

cursive star
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yes

bleak tangle
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You can see the rock's shadow, just not the player's shadow on the rock

cursive star
past canopy
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Sometimes the shadow LOD causes that @bleak tangle

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Had it happen in a cover of mine

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I would redo textures

cursive star
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even with shadowVolume on 1 it does not work.

past canopy
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Save as png, convert to paa with _co

dapper sentinel
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I'm pretty sure the shadow lod is only for casting shadows, not receiving them

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but I could be wrong

cursive star
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warden_1 i've done that about 6 times now from the source, and saved format.

past canopy
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If the shadow LOD is outside of the object at any part it can act like it doesnt have shadow even in shadow

cursive star
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I've tried making the shadow lod, a tiny bit smaller than the actual object. even bigger.

past canopy
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Make sure all LODs have no special settings in that one named box or whatever

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There is one that disables shadow

cursive star
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only autocenter, in property name

past canopy
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What does the texture look like?

worn copper
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I am not too sure where else to make my request. I was referred to here and I'm not sure this is the right place.

cursive star
twin urchin
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ehm it is his model?

cursive star
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yes

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I watched him make it

woeful viper
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"make it" make what exactly?

terse elm
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Here we go again haha

fast topaz
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🍿

cursive star
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"he is making a life mod, clearly he has ripped it from someone", c'mon people... not everyone rips from others.

woeful viper
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show me wip pictures and i will shut up. As it stands everything indicates rip

cursive star
woeful viper
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its a fucking pickaxe in buldozer. It can be anything

cursive star
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that's what i thought, so don't automatically go to the conclusion that it's ripped.

woeful viper
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there is a difference between a pickaxe and a car with fully modelled interior

cursive star
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How exactly is it different?

foggy finch
#

one is an item/weapon, other is a vehicle

woeful viper
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time and efford it takes to make it

foggy finch
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hang on, ill just go drive my pick-axe down the road..

woeful viper
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i can do that pickaxe in maybe 10min. The car would take days

cursive star
woeful viper
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what program did he use to create it?

cursive star
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You're asking a question i do not know, but if i had to guess it would be 3ds, beacuse he does not like blender.

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I don't watch him create the model 24/7

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is it ripped, can't confirm, but ausming something is ripped without proof is not nice.

foggy finch
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given that his twitch banner has a life mod and a bunch of vehicles that may/may not have been dubiously brought into the game,. and the general historic trait of arma 3 life/rp mods in that they use content from other games,. any speculation about any life/rp mod content is pretty justified imo

twin urchin
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i can tell that it is ported model

woeful viper
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since basically 99% of cars in lifemods are ripped from somewhere i'm usually right

foggy finch
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does that make me a not nice person? or just general concerned for the future of modding in general with so much thievery going around in one corner of arma's modding world?

twin urchin
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no way that he created those details like that and for arma 3

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even his banner has like ported cars from whatever source

cursive star
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"no way he created a model for arma 3" is basically what you've just said.

woeful viper
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wrong

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it is unlikely he created it, given the detail of it

foggy finch
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besides, life mods generally use models from GTA4/5/quintillion mods,. which are 99% ripped from games like forza or one of the gta games themselves.

twin urchin
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i bet it was from forza or something that got realistic cars in it

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^look , thats the model lol

foggy finch
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imo life mods paint arma modding in a bad light due to all the theft & use of other title's IP,. sooner or later the IP owners are gonna get fed up of this happening.

woeful viper
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arma isnt the only game with that shit (just look at gta)

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basically every game where little dudes want to play cops and robbers and drive "sportscars" but have no fucking clue how to create their own or care about anyone's IP

foggy finch
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yep

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although I was keeping my comment ^ arma specific. due to this being the arma discord and all

twin urchin
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"his" Honda Civic Type-R - 2004 model is from Forza Horizon 2

foggy finch
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wonder if he contacted Honda to use thier IP

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this is the link he meant to post btw

twin urchin
#

still he uses a illegal ported model

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so no fair use lol

cursive star
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Why are you guys always hating on the Civilian cars? why don't you hate on the miltiary vehicles?

foggy finch
#

Hate is such a strong word

twin urchin
#

everything illegal is no go with arma

foggy finch
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I'd say we're more validating the legitimacy of the model

cursive star
#

Forza Motorsport© Microsoft Corporation. This vehicle was created under Microsoft's "Game Content Usage Rules" using assets from Forza Motorsport, and it is not endorsed by or affiliated with Microsoft.
http://www.xbox.com/developers/rules

twin urchin
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it always been like that

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wrong

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illegal model isnt allowed

past canopy
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Show me the car model and I'll tell you what game it came from, website you bought it from or whatever

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I've gotten real good at spotting life shit since 90% of the servers use stolen content

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circled cars are ripped

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ah nvm cant post images

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TLDR, everything in that dudes header on twitch is ripped content except the trailer which is more than likely a combo of ripped parts from cars and his own homemade trailer

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They are NOT purchased models, it is extremely easy to tell the difference if you know what you are looking for.

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"is it ripped, can't confirm, but ausming something is ripped without proof is not nice." @cursive star TLDR its ripped and you are aware of it

civic stratus
fluid ocean
#

@cursive star there's a reason the thread was locked...

civic stratus
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"wonder if he contacted Honda to use thier IP" really, lol?

cursive star
#

@past canopy no, i was not aware what game it was taken from, if at all. @fluid ocean I don't ever go on the forums, last time i did i got shit, reason why i only come on here for help, not to talk, reasons like this.

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i ask very simple questions, and i get shit in return.

fluid ocean
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Yeah, that's because ripped/stolen content is not appreciated in this community. Pretty simple really.

cursive star
#

You guys do nothing about the military vehicles, yet as soon as it's a civilian vehicle, you guys go ape shit.

fluid ocean
#

You are free to report ripped/stolen/ported "military vehicles" to Bohemia as well you know.

bleak tangle
#

They would have a similar reaction if someone was bragging about taking a vehicle from battlefield and using it in Arma

polar fiber
#

I've lost count of the number of times someone got banned for trying to port the CH46 from CoD

cursive star
#

@fluid ocean yes, but i don't care to. I don't go to every little detail about something, i create my own assets, etc.. i don't keep up-to-date on the community with what they are doing, simply put, i don't care what others are doing, as long as they don't touch my assets that i've made.

#

Have a nice day, and enjoy yourself.

civic stratus
#

The difference with the car and the chinook is he wasn't redistributing the content da12thmonkey, only showing screenshots of the damage/hitpoints config he did.

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you guys are acting as if he was trying to make a buck from it or something

vivid bane
#

I quite like what he's done with the damage config, which is what he is show casing, much more imaginitive than just rvmat and he's done it properly which is always a good thing

cursive star
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Agreed

civic stratus
#

I'm just as upset at arma3life for taking the same models and selling them as you guys are, but the thread starter isn't doing that.

rapid yacht
#

i think its rather sad that the first thing someone asks when you show them a model is "did you make that?" rather than, "wow nice job" because of the amount of stolen crap. it doesnt help the people who are making the models themselves because they either cant keep up with the speed at which the stolen ones are being created or there models just get assumed to be stolen work

jaunty leaf
#

Does the pilot LOD just apply to stuff rendered in the pilot's "vehicle" like weapons and uniforms or does it also render stuff that's really close to the camera?

civic stratus
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I believe its the former, mallowe

jaunty leaf
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hokay

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It's just that grenades (like frags) stick in a single point in space unless you have a pilot LOD

civic stratus
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@jaunty leaf strange

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The fact of the matter is, the thread poster has permissions to modify the content for personal use

"Microsoft grants you a personal, non-exclusive, non-sublicenseable, non-transferable, revocable, limited license for you to use and display Game Content and to create derivative works based upon Game Content, strictly for your personal, noncommercial (except as specifically provided below) use. "

Is it ripped? Obviously. is it illegal? No.

woeful viper
#

@cursive star read the rules of that article first before. first rule: "You can't reverse engineer our games to access the assets or otherwise do things that the games don't normally permit in order to create your Items." Does the game allow you to access the models? No it doesn't

cursive star
#

Did he reverse engineer the games models, probably not.

rapid yacht
#

ive seen a few of his streams, and even tho he has stolen the model, what hes done is still cool, an he is still a pretty cool bloke

woeful viper
#

no he didnt, but to acces them someone had to reverse engineer MS's model formats and provide access so they can be used to them

bleak tangle
#

I'm not the one who went into the movie theater and recorded the movie, so I can't get in trouble for downloading it right?

woeful viper
#

same applies as with all stolen goods: if you buy it, you didnt commit a crime itself (if unkowningly... i guess... no lawyer), but it's still not yours to take and you have to give it back

wraith tendon
#

+1 Penny

civic stratus
#

I think that's the tool used

woeful viper
#

is it provided by microsoft?

#

the answer is no

#

therefore it is reverse engineered

civic stratus
#

Is this the defintion you want to use for reverse engineering? "the reproduction of another manufacturer's product following detailed examination of its construction or composition."

woeful viper
#

the reproduction of another manufacturers product is a copy. You can reverse engineer products but also methods

#

and dont get hung op on "reverse engineering" definition. "or otherwise" covers everything else in the rule

past canopy
#

if you are ripping models from a game that is technically illegal

#

its in 99% of the EULAs

#

you arent allowed to spread or modify game assets unless specified

civic stratus
#

I missed the reverse engineering rule in that eula, so I t thought it was alright

past canopy
#

it isn't reverse engineering

#

reverse engineering is pulling apart something to determine how it works or is made

#

what you are doing is copy and pasting the model

#

dont be fucking stupid

woeful viper
#

well take that into consideration for future life... reading only the first few sentences of legal text can get your ass in big trouble

past canopy
#

I know that you know what you were doing was wrong

#

So dont come in here and try to define terms that are pretty clear

#

You want to know why Life modders are the most hated people in the community? It's literally this.

cursive star
#

Milsim people do the exact same thing.

woeful viper
#

for example?

civic stratus
#

neither of us are doing anything, warden

#

well I can't speak for stokes

#

I read the "Microsoft grants you a personal, non-exclusive, non-sublicenseable, non-transferable, revocable, limited license for you to use and display Game Content and to create derivative works based upon Game Content, strictly for your personal, noncommercial (except as specifically provided below) use. " and figured he was in the clear

#

if that makes me stupid, then so be it

#

you must be a fucking genius by that standard

woeful viper
#

reading all the rules instead of just the first paragraph makes me genius? awesome

civic stratus
#

reading comprehension, I never said I was genius

woeful viper
#

and i said "me" and not "you"

#

how about we end this clusterfuck - since its obviously clear

civic stratus
#

lol

#

thats fair

cursive star
#

it was ended when i said "Have a nice day, and enjoy yourself." but you kept it going.

fluid ocean
#

Funny, it's gone from "I watched him make it" to "Is it ripped,?Obviously."

civic stratus
#

stokes was wrong for saying it wasnt ripped

cursive star
#

I never said it wasn't ripped

civic stratus
#

but lets end the convo already

cursive star
#

"is it ripped, can't confirm"

fluid ocean
#

Yes, I will have a nice day and enjoy myself.
.
I will also leave you with this:
"You must respect the copyright of other people, not just Bohemia Interactive, if it infringes someone else’s rights then you can’t do it. Usually there is a clear license included with each work. If there is no clear license, you are simply not authorized to use it. Just because something is available for download doesn't mean that you can freely use it."

foggy finch
#

eagledude4 - Today at 9:48 PM
"wonder if he contacted Honda to use thier IP" really, lol?

#

yes really,. it specifically says even if you are using thier IP for derivative works, you have to contact the original IP owner over thier asset, which in this case would be honda. regardless your not free to use / reverse engineer thier models so suit your needs. stolen content is stolen content.

woeful viper
#

that is a greyzone actually. There was one case with EA Battlefield vs Bell that could have made a precedence case, but they resolved that conflict privately

#

BI avoid this by giving the stuff fake names...

foggy finch
#

A grayzone covered in MS' Game content rules

#

but its irrelevant, its just another person pulling assets from another game,

#

which is a complete no-no.

woeful viper
#

yeah covered in the rules, but not in general. Also, one must not forget the primary purpose of those rules are for streamers/youtubers to be able to do their stuff. If it wouldnt be for them those rules wouldnt even exist

civic stratus
#

the mod community doesn't use fake names though

#

I've seen bilboards referencing real products on maps too

#

no one complains about the IP for those

foggy finch
#

and did you report them?

civic stratus
#

no, because I don't have a stick up my ass, free advertising for coke lol

foggy finch
#

maybe you should, might make ya lose the attitude.

woeful viper
#

lol i doubt an company would mind having free ads ...

#

then again they might not be want to be associated with "murderous person killer wargames"

civic stratus
#

I dont think I have an attitude, I would just like to see some consistancy in where people voice their complaints

woeful viper
#

and who adds ads to his game? oh right, life mods xD

civic stratus
#

I disagree

#

I mostly play mil-sim actually

#

I have a lot of respect for RHS and others who make their stuff from scratch

foggy finch
#

I'd like BI to start steam+BE banning repeat offenders, 2 strikes and banned. hit them in the pocket.

#

when word gets around that people who steal content from other sources get banned, im fairly sure it would make them re-evaluate thier decisions

woeful viper
#

steam doing customer service on their own... lelelel

past canopy
#

^

sweet relic
#

Hey guys, I just want to clear something up, buying a model with an all extended uses and a royalty free license is not against the rules, correct? I have seen many mods do it, but I hope I am not breaking the rules.

#

I know people is this chat probably don't like that and would rather see it made by the person, but is it against the rules?

dusky dragon
#

Should not be

woeful viper
#

if you got the license to do what you want to do, it's fine

#

we've had a few wankers who claimed to have licenses for some models and yet obviously didnt though -.-" (life modders)

sweet relic
#

Gotcha, well I have receipts I can send to mods or whoever request, they have a lot of my personal information though, hence why I don't post them all over. Thanks for the replies guys

upbeat loom
#

Hate how the stigma is that a model made has to be stolen

#

I'm prepared with proof of design for our models

#

Because I know we will get accused of porting because we are a "life" mod

#

I'm curious about legality of making a model that is based on a real vehicle...

#

My modeller has built one I'm hesitant to use as it looks like a real vehicle because he based it on a pic of it

#

And I know of other games that have their own version of it as well

#

Not worth drama imo

rapid yacht
#

as long as you dont put in the actual badges

#

and in all honesty, there a massive company there not gonna care about a mod for a game

wraith tendon
#

If they earn money with it -> They will.

sweet relic
#

There have been so many though and nothing has ever happened

wraith tendon
#

iirc a baserule was:
If you don't damage the brand, make money or advertise with it -> You are free to use the brand.

sweet relic
#

Tanks, planes, etc. You name it

rapid yacht
#

when you think about it, 90% of bohemia mods are stolen cars idea

past canopy
#

A) I would pay 2X the price for Arma to have real vehicles like we did in A2
B) Probably a good 40% of all things are copied off other concepts or ideas and then changed... it isnt uncommon and none of the companies BI uses for inspiration give a shit

agile flint
#

Well the Hunter is the Oshkosh M-ATV, even the company logo on the front of the Hunter is pretty much the same as Oshkosh's but I don't think they really care.

worn copper
rapid yacht
#

thats what i was trying to say

past canopy
#

@worn copper how much are you paying?

worn copper
#

That's up for discussion.

rapid yacht
#

meaning a train? or a drive train?

#

and what sorta vehicle are you putting an elavator on?

past canopy
#

$150 for the elevator asset and 200 for the train, all textured and ready for Arma import

rapid yacht
#

currency?

past canopy
#

The world currency, USD.

rapid yacht
#

hes AUS, ( i think) so its 200 AUD and 250 AUD

wraith tendon
#

"World" - "Currency"
lmao

#

😄

past canopy
#

😉

#

if it's being used for Life Server assets there is a 10% markup

wraith tendon
#

+5% compensation for suffering

worn copper
#

A train the player jumps into as a passenger.

#

And the elevator is the vehicle. Everyone enters as a passenger.

twin urchin
#

oh man these guys never learn 😁

worn copper
#

Might just stick with Esseker's underground stuff.

wraith tendon
#

Train:
SP = Doable
MP = Nopeyyyyyyyyy

fluid ocean
#

Commissioning work is a no-no as well ( if it's for a Bohemia game )

#

It has to do with the fact that you still have to use Bohemia tools to get it in the game (or something like that).

worn copper
#

What incentive is there for the creator to fulfill requests then?

fluid ocean
#

Arma isn't a business for model makers to churn out vehicles for others. You make stuff because you either want to make it for your own interests or you want to do something for the wider community.

worn copper
#

Technically it's art. Is there some legality behind commissioning art based on other art?

fluid ocean
#

You didn't read what I posted earlier..
.
It has to do with the fact that you still have to use Bohemia tools to get it in the game

wraith tendon
#

You still use "tools" - provided by another one, using the Engine, etc

fluid ocean
#

You can make models for people all day long outside of Arma.

wraith tendon
#

imho, selling Scripts (Infistar...) should also be prohibited

fluid ocean
#

And you can charge too. But once you use BI tools, nope.

outer condor
#

AFAIK commissioned work is fine

worn copper
#

The way I see it, the "tools" are just the paintbrushes for creating models and such.

outer condor
#

you just may not sell the work produced by BI tools

#

which is the key part

#

dont use BI tools, you can do whatever

worn copper
#

Is there a legal clause in the T&C stating anything made in BI tools cannot be sold?

outer condor
#

yes

foggy finch
#

it doesnt really matter which way you see it, it completely depends on the T+C/EULA of the game engine and tools your using.

worn copper
#

That just makes it difficult.

#

Back to the request. Why is a train not do-able in mp?

#

Is there some physical limitation?

fluid ocean
#

Even I have custom commissioned work.

worn copper
#

I can imagine reskinning the chinook to be a ground vehicle would suffice.

wraith tendon
#

XD

#

Cause: SetPos/GetPos = Bad in MP
SetVelocity = Mayor Meltdown in MP
Rest= PhysX Sucks

fluid ocean
#

I believe the limitation on MP trains has to do with syncing and what Dscha said.

wraith tendon
#

And since you cannot control a SteeringWheel by Scripts -> Nopey

#

And i know what i am talking about =}

worn copper
#

What about having it part of the terrain?

worn copper
#

Is it simply impossible with arma 3's engine?

wraith tendon
#

Back in the days, it was easier to do, but... erm... ppl were used to a crappy look 😄

twin urchin
#

wasnt there a addon that does trains somehow?

#

and it worked in MP i think?

wraith tendon
#

Yeah, in SP Robert

worn copper
#

What about a truck with the skin of a train?

wraith tendon
#

Ive seen a Vid for a Train in MP, desyncing Cars and not very "flüssig" (no clue what the name in english is...)

#

fluent?

twin urchin
#

yeah

fluid ocean
#

Sounds good

wraith tendon
#
Bohemia Interactive Forums

Page 1 of 4 - Russian Railways mod - posted in ARMA 3 - ADDONS & MODS: DISCUSSION: Sandro de Parma and lyotchik-sniper are pleased to present to you our work. Train-movement based on extension. Extension uses points which are contained in a file. You can edit the file, to increase the number of supported terrains. To do this you need to build a virtual rail using the dialog. Therefore mod able to work on any terrain. Now mod include a retro-trains, taking part in the WWII: Steam-loco SO17...

outer condor
#

smooth

worn copper
#

Is it mp?

wraith tendon
#

SP

#

I quote: Most likely not. It lags on a single computer, the network will be worse.

worn copper
#

And how about retexturing a truck into a train and giving it a train sound for the engine/acceleration?

#

Would that be more suitable in texture makers?

twin urchin
#

that might work but how do you limit it only on rails?

foggy finch
#

you still have no way to lock it to only using the tracks other than heavy scripting which creates desync in mp

wraith tendon
#

setPos, setDir, setVectorUp \o/ Bad Choices everywhere in MP \o/

worn copper
#

The map I plan to use this vehicle on will be stuck in a long corridor that is a railway.

wraith tendon
#

If its just straight forward -> Sure, possible. Create vehicle wich can not turn Left or right

#

But STILL: What if it gets stuck somewhere? Tiny object? Little bump... meh.

worn copper
#

Don't really need to lock it as such. Just need a driver that will roleplay following the railway.

foggy finch
#

inb4 railway driver loses his mind and deviates from the tracks.

worn copper
#

lol

#

Thanks for the brainstorm, guys. I think I'll go with the retexture idea.

twin urchin
#

you could make it without suspension so it doesnt bump

worn copper
#

Have a good one. 😃

outer condor
#

This is the visualization I came up with so far

#

Thanks to @white jay's O2Scripting magic its now very simple and fast to create camo selections 🌞 Will make a BIKI page later today that explains the whole process.

upbeat loom
#

Very nice

last spindle
#

You could remove the suspension from a vehicle, remove the steering as well, then run scripts on the local client of the driver to set direction on the vehicle every second or something, that way the driver can only control the speed, and the network updates are handled by the engine not some script

#

As far as getting stuck, surely if you are making a train, you are laying down some tracks on suitable ground

terse elm
#

Could u not make like a physx type monorail?

wraith tendon
#

Nope, will bug through it at certain speed.

#

+Locality takes its toll also in MP.

#

Local/SP -> Works great (just like Pin&Hole Method for Trucks&Trailer), but in MP -> meh.

tacit karma
#

@wraith tendon

SetPos/GetPos = Bad in MP
SetVelocity = Mayor Meltdown in MP
Rest= PhysX Sucks
#

Wow... Best summary of A3 technical side I've read in a long time 😄

wraith tendon
#

😄

twin urchin
#

that could be said with a lot of things in A3 xD

wraith tendon
#

cough Core utilization cough

zenith crescent
#

Anyone interested in helping me create a SPIE addon (which would allow insert/extract of multiple players via hanging from a rope under a heli)? I can handle the scripting part, but would need help creating and configuring a model-less vehicle that a player could be put inside w/ a custom static player animation.

#

Essentially a mortar tube without the model or the ability to turn the vehicle. This would then be used in a script to chain a few of these vehicles together under a heli.

quaint otter
#

are they downsides of having obsolete selections or selections in LODs like shadow, hit, memory, etc?

zenith crescent
#

"you still have no way to lock it to only using the tracks other than heavy scripting which creates desync in mp"

#

There are ways around this

#

e.g. create the vehicles locally and then move them using setPos. Then, only send calculated position and velocity to other clients once per second or so. Then, all other clients use the calculated position and velocity to simulate movement on their local trains.

#

so essentially all clients are moving their own local trains using setPos and the MP transmitted position + velocity are taken into account by the clients to adjustment their local vehicle's movement.

stuck oyster
polar fiber
#

@outer condor I don't think there is apart from perhaps a small file-size increase

wraith tendon
#

@stuck oyster In SP its easy to do. In MP -> Forget it. Too much collision dmg

stuck oyster
#

you sure? it ran alright for hours

#

but extensive testing is required if its ever going to be of any use and for us its just a fun quirk so not very high up on the list.

wraith tendon
#

in MP on a remote Dedicated?

#

oO

past canopy
#

@fluid ocean comissioned work is totally fine as long as it doesnt involve the usage of BI tools

#

some people do the work with BI tools "free" but charge for the other stuff... that isnt allowed

stuck oyster
#

@wraith tendon was not dedicated game and not much else running. Not the most reliable test but the "train" rode the track with minimal damage. I would guess its due how the wheels are configured for it as it hugs the physx block that is the monorail. I'll get back to it at some point and see if it can be refined into something real.

wraith tendon
#

Yeah, then it doesn't count 😛

#

Yeah, PhysX (when everything is local) works like charm, but in MP-Enviroment 😦 meh. I wann stop thinking about it

fluid ocean
#

@past canopy that's how mine were done.

past canopy
#

by using BI tools "for free" but modelling or whatever for money?

fluid ocean
#

I had full on custom models created (for a price). And then had someone else bring them into Arma (for free).

outer condor
#

@polar fiber alright thank you

past canopy
#

@fluid ocean then it isn't the same person who you paid for the model.... ergo its okay

upbeat loom
#

Hard to find people willing to port in tho...

fluid ocean
#

Yes, that I'm aware of. I was referencing if someone paid for it to be made and imported as a package deal.

upbeat loom
#

And it takes a lot of hrs to learn yourself :(

#

I'm self teaching and boy......

fluid ocean
#

@upbeat loom I've had no issues finding people. You just have to be patient.

upbeat loom
#

:)

#

Modelers are easy to find

#

Well if you ever hear of any feel free to send them my way ;) yet to find one. :)

#

Sorry. Correction. Any that don't want money.

#

Not hard to find the ones wanting to charge

fluid ocean
#

It helps to build up a rapport with them. Encourage them, take an honest interest in their work, be a friend. Donations with no strings attached are OK as well.

upbeat loom
#

:)

fluid ocean
#

My whole point being was that there's no need to port other people's work when there are other legal routes to get your own custom content in game. (The conversation got a bit dragged out over many many lines.)

upbeat loom
#

Haha yeah

#

Fully agree

#

No need to steal

#

Just a shame Arma don't improve their tools to import

past canopy
#

Arma is shit for development

#

its the way its gonna be

#

but whatever

#

good game, bad engine 😉

upbeat loom
#

I feel it's the main reason people don't import many models

past canopy
#

it isn't easy to import properly

upbeat loom
#

Nope

#

And modelers give up

#

I know a few who refuse to import into Arma for that reason

past canopy
#

also @fluid ocean "donating with no strings attached" to have someone import your stuff is pretty sketchy and I would consider that paying.

upbeat loom
#

They hate that it takes them 4 hrs to import a model that took them and hr or so to create

past canopy
#

its a thin line to walk, but in reality its difficult to detect so I doubt BI will care to go after the MAYBE 2-3 guys who do it

upbeat loom
#

There's no all in one tutorials either I feel

fluid ocean
#

When I say donating, I mean things like Christmas presents

past canopy
#

yeah I understand

fluid ocean
#

One friend had an issue with his powered wheelchair. I bought replacement parts, etc

rapid yacht
#

@FM woops i had some bloke do that to me, and i just blew him off and said sorry mate XD

fluid ocean
#

Had him do what?

rapid yacht
#

bloke was buying me games and things

fluid ocean
#

Out of the blue? Yeah, that would be a bit odd.

#

I once totalled it up and since 2001 I had spent over 10K USD on Arma and Arma related stuff.

upbeat loom
#

Ouch

wraith tendon
#

You, my friend, are strange.

fluid ocean
#

Nah, I bought 2 people new PCs

wraith tendon
#

w w w w why?

fluid ocean
#

A few vid cards, RAM, HDDs etc

#

Different reasons, but mostly because I could

#

If I had 20 € in my pocket, I'd spend 19 on my friends in need.

#

I'll self refer myself to #offtopic_arma so I/we don't congest this channel 😉

wraith tendon
#

yeah

rapid yacht
#

anyone got any good tut's or something similar for turret creating? im thinking of mounting a M2 browning to one of my models soon

dull copper
#

If I wanted to manually create a muzzleFlash effect because the default selectionFireAnim didn't work for what I'm trying to do what would be the best animation source to use for hiding/unhiding the flash?

#

Alternatively, how would one get 4 muzzleFlash proxies working at once?

polar fiber
#

you should just be able to give all four proxies the same selection name and they'll show at the same time

#

if selectionFireAnim isn't working, you're probably missing the selection name from the sections[] array of the model (e.g. sections[]= {"zasleh" }; or your naming isn't consistent accross the .p3d, model.cfg and selectionFireAnim in the config.cpp

dull copper
#

Nope, I checked, double checked and triple checked that already

#

They all had 2 selections, muzlleFlash (all 4) and muzlleFlash1, muzzleFlash2, muzzleFlash3 and muzzleFlash4

#

and only muzzleFlash3 is working in game

#

nvm, fixed

#

shockingly, naming them all muzzleFlashx was causing issues

polar fiber
#

yeah, you have to have one selection where they're all names just muzzleflash or whatever the selectionFireAnim name is. It's a value, not an array

#

you could probably keep the additional muzzleFlashx selections to do the ammoRandom rotation for each muzzle point though

#

whereby you'd create a different anim for each one of the flashes

dull copper
#

That's exactly what I've done, yeah

#

I was just confused as to why only one of my flashes was actually appearing when fired in game

#

I just renamed the muzzleFlashX to simply flashX

#

Nope, never mind

#

still not working

polar fiber
#

that's the setup we have with the zu-23 in RHS (though only two flashes instead of four). I'd have thought it'd work for hand weapons too.

#

Both are named zasleh for the selectionFireAnim in the turret's config and the model.cfg has zasleh defined as a section

#

then one proxy is named muzzleflash1, and the other muzzleflash2

#

those two are defined as bones in class CfgSkeletons for the zu-23 e.g. class CfgSkeletons { class Default { isDiscrete = 1; skeletonInherit = ""; skeletonBones[] = {}; }; class myWeapon: Default { skeletonInherit="Default"; skeletonBones[]= { "muzzleFlash1","", "muzzleFlash2","" }; }; };

#

then both have an animation defined to rotate them at random e.g. ``` class zaslehROT
{
type="rotationZ";
source="muzzleHMG_ROT";
sourceAddress="loop";
selection="muzzleFlash1";
axis="";
centerFirstVertex=1;
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
};
class zaslehROT2: zaslehROT
{
selection="muzzleFlash2";
};

#

ah wait, the vehicle has a custom muzzle source based on the reload animation source

#

I suppose you could do the same on a weapon with source=reload; using hidevalue and unhidevalue

#

it works on vehicles with hidevalue=1; but I think the reload source on vehicles runs backwards compared to what it does on weapons

dull copper
#

Yeah, we're using the same idea for this PPSh, but I think the costum one using reload is possibly the only way to go

#
{
    class wc_ru_smg_ppsh_rig
    {
        pivotsModel="";
        isDiscrete = 0;
        skeletonInherit = "";
        skeletonBones[] =
        {
            "trigger",        "",
            "bolt",            "",
            "magazine",        "",
            "muzzleFlash",    "",
            "flash1",        "",
            "flash2",        "",
            "flash3",        "",
            "flash4",         ""
        };
    };
};```
#
            {
                type="rotationz";
                source="ammoRandom";
                sourceAddress="loop";
                selection="flash3";
                axis="";
                centerFirstVertex=true;
                minValue=0;
                maxValue=4;
                angle0="rad 0";
                angle1="rad -360";
            };
            class muzzleFlashROT2: muzzleFlashROT1
            {
                type="rotationy";
                selection="flash2";
                angle1="rad 360";
            };
            class muzzleFlashROT3: muzzleFlashROT1
            {
                type="rotationx";
                selection="flash1";
                angle1="rad 360";
            };
            class muzzleFlashROT4: muzzleFlashROT1
            {
                type="rotationz";
                selection="flash4";
                angle1="rad 360";
            };```
terse elm
#

what channel in a smdi controls the shinyness of the texture? is it green? got a really shiny boat and im struggling to sort it out

dull copper
#

Yes, green

#

well, to be more specific green is the amount of light reflected and blue is the sharpness

#

and the best way to fix it could also be to turn down the specular[] = {}; value in the rvmat

terse elm
#

when i do that it goes super shiny

#

that was my fist port of call

polar fiber
#

what colour is the gloss?

#

sometimes things can look shiny because they have a very wide specular highlight

terse elm
#

i put my gloss map in green

polar fiber
#

gloss map goes in blue

#

specular in green

terse elm
#

damn

#

il give that a go

#

theres an image of how bloody shiny it is

polar fiber
#

I'd say that was the gloss

jaunty leaf
polar fiber
#

Teuton?

jaunty leaf
#

Looks like it, ye

terse elm
#

thanks for ur help i swapped the gloss and specular round it it looks ten times better

polar fiber
#

@jaunty leaf the modern German DIN 1451 font series might be similar too

jaunty leaf
woeful viper
zenith crescent
#

Is the only way to test vehicle/anim/etc cfg changes in game to exit Arma, build pbo, start Arma, test in mission, repeat?

woeful viper
#

no

zenith crescent
#

What's an easier way?

woeful viper
#

vehicle animations -> buldozer. Cfgchanges -> arma3diag.exe with merge command

zenith crescent
#

Ah nice - didn't know about the merge command - thanks!

woeful viper
#

lol

past canopy
#

@cursive star its called experience

#

too bad you can't just rip that eh?

cursive star
#

@past canopy So you're saying that i've ripped something? fuck this community.

past canopy
#

lol

#

has a team that is obviously ripping models and he doesn't care... but oh yeah fuck us right?

fluid ocean
#

The door is that way ---->

upbeat loom
#

Hey question guys. Re using bulldozer

#

I'm using Mikeros tools and avoiding p drive

#

And he says to change path to bulldozer to your Arma 3 exe

#

But when I do so it just has a steam error

#

Anyone here know fix. As ATM having to build PBO each time as p drive was nothing but trouble

#

I'll ask in tools makers as well but figured you guys would have your own nice setups

umbral plume
#

I also have problems so what I do is move everything but the folders from arma 3 to my pdrive, including all dll's and exe, and then just set buldozer as arma3.exe in your p drive.

upbeat loom
#

I don't have a p drive

#

I use Arma3P

#

And it says to just point ob to Arma 3 exe

#

But it fails due steam instance error

umbral plume
#

without a pdrive I have no clue on how to help you.

upbeat loom
#

All gg :)

#

Swapped due Mikeros tool s recommendation to get rid of the p drive issues

upbeat loom
#

correction. i have a "p" drive just its a mikeros p drive

#

ill just do a full reinstall of it

#

see if that fixes it

white jay
#

i sometimes have a steam problem, when steam is not running in the background for some reason. so i have to start steam first and then buldozer

#

but i'm not sure if its the same issue you have, since "steam error" could be anything

upbeat loom
#

arma 3 failed to start (error code 86)

#

build p drive using steam tools. then run arma3p of mikeros pointing to same workspace

#

set path to arma 3

#

in ob

#

(steam is running btw)

#

and now it works... in that it launces a full screen version of arma and just goes to main page... sigh 😦

#

ah figured it out 😛

#

arma.exe path with
-buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts
at the end fixes it

white jay
#

👍

rapid yacht
#

anyone got any idea why object builder wont let me save my model? (exported from blender)

white jay
#

Hey @wraith tendon how's it going mate. How's that server key working out. I've got some more if you need drop me a dm.

#

@upbeat loom do I know you :)

upbeat loom
#

not sure.... sound familiar...

white jay
#

:)

#

Oops I forgot were working together hehe

#

I just read this chat

#

Crazy

fast topaz
#

they are manipulated ArmA 2 helmets with some additions

white jay
#

Yea mate they look nice

#

Pretty stealthy like the helmet from bf1 trailer if you have seen it

rotund snow
#

lol kyle

#

your everywhere 😛

#

Might be a dumb question but, if im planning to use a vehicle that is only controlled by AI does it still need interior?

wraith tendon
#

nope

#

Even a vehicle, where a player can get in, don't need it.
I mean, it looks better with, but its not needed 😉

woeful viper
#

you bastard... denying AI the enjoyment of a nicely modelled interior. How dare you. Inhumane behaviour!

rotund snow
#

well its an alien spaceship haha

#

thanks guys that helps

#

one more question, as im shopping models is there some advice for what works/isbest for arma porting. # of polys/faces ect.?

#

would something with 50k+ polygons even render in arma?

wraith tendon
#

"shopping models" aaannddd i am out

wise coral
#

Make sure the license allows you to use it for anything. Most legitimate sites like turbosquid will give you license information.

rotund snow
#

Yes, turbosquid/blendswap is mainly were im looking

#

but in terms of what works in arma, is there some guideline

#

not just works but works well

woeful viper
#

who the fuck named himself google? well... his fault

fluid ocean
#

I wish Discord had a "sticky" option...

"You must respect the copyright of other people, not just Bohemia Interactive, if it infringes someone else’s rights then you can’t do it. Usually there is a clear license included with each work. If there is no clear license, you are simply not authorized to use it. Just because something is available for download doesn't mean that you can freely use it."

rotund snow
#

Yes, I understand the legal front, but Im looking to know more about models and Arma's engine. do-donts what renders what wont. ect.

foggy finch
#

I think @fluid ocean means in general it would be a good to have the ability, not just specifically in this instance

rotund snow
#

ah sorry

#

misunderstood

foggy finch
#

a lot of people come through here asking about stuff, and a lot of those have models from questionable sources.

rotund snow
#

ah yes

#

alot of it is stolen from other games ive noticed

#

particularly in the lifemod scene

fluid ocean
#

Yup, also the "shopping models" comment prompted the polite reminder.

rotund snow
#

ah, well i appreciate advice 😃

terse elm
#

Should rename this the vetting channel, not much "model making" goes on in here

rotund snow
#

Is there many model makers in this community?

#

I've been looking for around 2 years and have met 2 😛

terse elm
#

There are plenty

rotund snow
#

Well thats good

#

I would like to get into it, but honestly i doubt i have the patience for it. I made a sort of cup in blender once and i hated life.

#

I couldnt imagine doing things like characters or vehicles

foggy finch
#

I loaded blender once and hated life, just saying blnder fans, dont hate 😛

rotund snow
#

I like doing texturing though

#

Made a sort of CSGO style gunskin/unboxing system little while ago

#

made around 700 skins, I find it peaceful

oblique vapor
#

This channel is a circus and can be cancerous sometimes

rotund snow
#

Sam is the man 😄

fluid ocean
#

There are a lot of knowledgeable people in here. Unfortunately many people confuse them with Google.

rotund snow
#

Well I've googled my question and found alot of conflicting results

#

Sam has hooked me up though via pm

fluid ocean
#

The best thing to do is ask a specific question and referencing the conflicting info for clarity. Good deal!

wraith tendon
#

-FM- - Today at 6:14 PM
Yup, also the "shopping models" comment prompted the polite reminder.<

You shouted?

rotund snow
#

@past canopy "comissioned work is totally fine as long as it doesnt involve the usage of BI tools
some people do the work with BI tools "free" but charge for the other stuff... that isnt allowed" wait what?

#

you cannot pay someone to put models into arma?

#

I was looking over some of these rules, seems really unnessaarily strict

#

also seems to directly conflict with what i assume is Bohemia goal, to make money

#

allowing someone to make money from things which make the game more popular, thus leading to more game purchases seems like a no bainer to me. If the problem is the tools, make a commercial license purchasable

woeful viper
#

bi tool license does not allow commercial work

rotund snow
#

Yes, but i am saying it should

woeful viper
#

well it doesnt, end of story

rotund snow
#

Poor business decision imo. people will do it anyway.

oblique vapor
#

Like everyone is following all of them rules. Little lies, tell me sweet little lies

terse elm
#

U try policing this clusterfuck as it opens up another big can o legal worms especially when IP violations are rife

rotund snow
#

Well im not saying police it. im saying people will be shitbags and some wont be, give the ones that wont be something and maybe profit a bit

#

I purchaseable license for commercial work seems pretty straight forward to me

terse elm
#

I wish it was just that simple

rotund snow
#

I dont see why its not?

#

here u are saying no no, and ppl do it anyway, you can say yes yes but for a fee and maybe make some money

oblique vapor
#

Because Czeh

terse elm
#

Do some reading on why steam pulled their payed mods, then come back to the table

oblique vapor
#

Valve are douchebags

rotund snow
#

i think maybe were having two convos here

#

im just saying a license for commecial use of the BI tools

#

not commercializing of mods

#

you can run into some serious legal shit that way

terse elm
#

Not really as they tie in to the same argument

rotund snow
#

not really

oblique vapor
#

My phone is so fucked up that the battery drains away faster than it charges up, gotta love dem iPhones

terse elm
#

U would require A to do B

rotund snow
#

the issue im saying, is that you cannot stop them

#

in the words of X3KJ, end of story, you cant stop them

terse elm
#

But take@thei to off topic this channel is polluted enough

rotund snow
#

so why not make some money

fluid ocean
#

It's a moot point, and Mike is right, take it to #offtopic_arma so people can do Model stuff.

rotund snow
#

fair point, sorry

fluid ocean
#

No need to apologise, just don't want to clutter anymore than we already have.

oblique vapor
#

Hollow asked questions about models, right before dem white knights came

terse elm
#

Lol

fluid ocean
#

The model questions can continue, just move the discussion about the other stuff to the other channel.

rotund snow
#

so lets say i want to add a vehicle in, what is a good polycount ?

#

or let me rephrase

#

at what polycount do i run into trouble

#

or if polycount isnt the main issue, what is

fluid ocean
#

Arma 2 was around 15-20K, not sure about Arma 3. @tacit karma or @quick terrace would have more insight.

rotund snow
#

I know theres a few factors to consider, i suppose i am looking for a bit of advice on the matter

#

ah Pufu, i like him

terse elm
#

Not sure what the ceiling is now as it changed recently

rotund snow
#

oh?

#

for the better i hope? 😄

terse elm
#

It used to be around 30k

#

But I put a 40k model in the other day

rotund snow
#

how did u test?

#

on a map or VR?

terse elm
#

Buldozer

rotund snow
#

ah

terse elm
#

Model disappears if u hit the limit

rotund snow
#

i cannot recall the specifics but i had come across something that rendered in vr but wouldnt in altis

terse elm
#

Never had that issue

rotund snow
#

ofcourse this is arma, could have been a multitude of causes

terse elm
#

True

rotund snow
#

ok so old was about 30

#

thats not horrible

#

its alot better than i originally thought which was 10k max

terse elm
#

Why don't u test it?

rotund snow
#

im looking to purchase something

#

rather not pay for it till i know it will be useful 😛

#

its at about 45k

#

so maybe wont work

oblique vapor
#

You can still use proxies on non-animated parts

terse elm
#

U can still test it, this in anything and remove increase polys till u break it

#

Throw*

rotund snow
#

fair enough

wraith tendon
#

Yep. With Proxys you can go mad.

#

iirc the Ghosthawk had >100k

rotund snow
#

oh?

#

well thats good news 😛

wraith tendon
#

Since its an "extra model".

#

Wait wait wait ^^

oblique vapor
#

Inb4 *le 1M tris bike

rotund snow
#

😮

wraith tendon
#

Don't go too mad on it 😛 Remember: Its not only 1 Model you create, there might be some others around on the map 😛

terse elm
#

that makes me feel better, my AW149 hit 40k I don't feel bad for the poly count now haha

rotund snow
#

well its something i plan to have around 10-15 of on the map

wraith tendon
#

I mean... if A3 would be a SpaceSimulator... erm... i guess... a 1.000.000 Poly ship would be doable XD

oblique vapor
#

In space, no one can here you scream about BI mistakes

wraith tendon
#

@terse elm You still should. I received several reports of players (KotH) that theyr game went down a few FPS, when a Ghosthawk appeared (can't tell if rly the truth, or they run on a potato^^)

rotund snow
#

personally the taru ruins my fps

#

utterly destroys it

wraith tendon
#

No clue about that one =}

oblique vapor
#

Assets optimization, as there are thousands of models at the same time on the map

wraith tendon
#

Yep

#

Keep as low as possible

terse elm
#

40k is its final total so should I still be worried? Not that much more than a vehicle

oblique vapor
#

That's ok

#

Yolo

rotund snow
#

simple object

woeful viper
#

depends on size. most importance is proper creation of LOD

#

which lifescum usually fail to do because they have no clue -> their mod runs like shit (also because of bad code) -> people blame BI

terse elm
#

Yeah that's what hatchet said, if u have proper lods shouldn't be an issue

wraith tendon
#

I mean, do you rly need that many Polys?

oblique vapor
#

Simplygon is love, Simplygon is life

wraith tendon
#

Often, you don't even see that stuff.

#

Simwhat? @oblique vapor

oblique vapor
#

The soft PuFu talked about to automatically make nice LODs

wraith tendon
#

noice

#

Just reading

polar fiber
#

as others said, the region of 20-30k is "normal" for Arma vehicles. The extended poly limit is kind of for adding the extra details you'd need from mounting several guns or something, without having to do it with proxies and things that complicate animation

#

60k, 100k etc. isn't bad though if it's a large vehicle or something there's not going to be a lot of

wraith tendon
#

erm... Proxys got GeoLod, right? Not sure atm.

#

Ah, nvm... attachTo removed the Geo.. nvm

polar fiber
#

but having a convoy of ten 100k poly trucks or something, with 20 men sitting inside all being rendered with their weapons, body armour, helmets etc. you can see how things start to stack up depending on how the asset is to be used ingame

oblique vapor
#

aaw sheit

rotund snow
#

Well hey guys thanks for all the advice

#

i really appreciate it

woeful viper
#

1 infantry man often takes as much as a vehicle in terms of total count

polar fiber
#

yes, I think they're something like 7k before they even have any gear on them

#

but those are something where detail is very important, since human characters are key to immersion and are often what you're fighting right next to

woeful viper
#

sometimes i envy OFP times... took so much less work and quality to finish a vehicle or infantry ^^ much less automation though

polar fiber
#

hah, yeah. An amazing model in OFP would have been like the 2.000 or 3.000 LOD of something these days

#

but on the other hand we didn't have multi-turret vehicles, bipods, stances, firing from vehicles, any kind of animation on weapons, no attachments and all optics were 2D

#

the amount of extra creative freedom now is pretty significant

#

shame about the learning curve

woeful viper
#

yeah i appreciate all the advances.

wraith tendon
#

And we still can't walk in/on vehicles 😄

#

+Yeah, doing stuff in OFP was extremely easy. I remember making the Testisland for AEF in about 2 Weeks. Boy, that was nice, with WRP-Tool. Placing every roadpiece by hand.

ebon abyss
#

WrpTool road placer 😃

wraith tendon
#

NO! Blasphemie!

jaunty leaf
#

I'm just using the burn tool for now

polar fiber
#

can mask some actual pictures of charred wood in the shape of the text to enhance it too

jaunty leaf
#

ye

polar fiber
#

I'd probably rough up the edges of the font a bit as well

jaunty leaf
#

I shall try that

past canopy
#

@rotund snow does your Game Development Studio allow people to use their software commercially to profit off your own game?

icy mauve
#

how come a sphere created in object builder isn't closed

jaunty leaf
oblique vapor
#

@past canopy sup with Steam Market then

rotund snow
#

I do not have a game development studio, however i am fine with server owners monetizing their servers as long as it aligns with BI's rules

#

my thoughts is this, if someone makes money with my content is it taking money from me? no? then i am happy for them!

wraith tendon
#

naive

#

So its basicly: You work for a Company, your Boss says: Meh, i won't pay you, but i will sell the stuff you made.

stark dagger
#

Redux team is doing the same thing. We enjoy doing the work, like the idea of having more assets out there without limitations. And if someone uses the stuff in their own mod or follows bis rules on monetization, so be it. Doesn't take away from the enjoyment we get from creation.

past canopy
#

@oblique vapor oh you mean the market of items that steam has 100% of control over and profits from every sale?

#

yeah, totally the same

#

@stark dagger so you're cool if I go ahead and change some textures up on your models then sell them online?

stark dagger
#

As thats not listed in the license, no. But if you chose to follow Bohemias monetization rules with your server it's all fine and dandy.

past canopy
#

that isnt what we are talking about lol

#

unless you specifically say so, anyone can use your stuff on monetized servers

upbeat loom
#

thats not true

#

unless they have your express permission they CANNOT use it

#

as per the monetization faq

#

I am a content creator and I have released a mod, but I do not wish to allow other people to use it on their monetization-enabled servers. What can I do?

"You don’t have to do anything. Unless you give permission no one is allowed to monetize your creation."

past canopy
#

Ah okay that's different

upbeat loom
wise coral
#

did bohemia release the textures with the samples from a1 and a2 somewhere?

wraith tendon
#

unpack Orig files

wise coral
#

damn i just uninstalled arma1 the other day lol

#

ok thanks dscha

polar fiber
wise coral
#

ya i have t he data packs

#

but they dont come with textures

#

oh those are different data packs than i remember

polar fiber
#

the pbo data packs should

wise coral
#

hey thanks for showing me those

polar fiber
#

yeah, those are the .pbos that show how each game data file is released under license (which ones are APL, which ones are APLSA)

#

they differ in that it's all binarised

wise coral
#

just spending my morning going through the gems they gave us. i always find something useful

polar fiber
#

where the sample packs are unbinarised but don't have textures and sounds and stuff

wise coral
#

found female characters and some cool suits characters

woeful viper
#

@woeful tartan spammer alert

quaint otter
#

what LOD should or even may not at all contain named selections?

white jay
#

Afaik named selections can be in any lod. As a example in the memory lod for ladders in res,geo,shadow for animations.
I don't think there is any lod where named selections are not allowed

quaint otter
#

shadow, geo, physx, landcontact? (aside from componentX)

#

so it just doesnt matter? like A3 samples seem to be an inconsistent mess too

woeful viper
#

there is no lod where named selections cause damage

rough idol
#

from binarizer logs it seems that having bone & section named same way my cause issues in shadow lod, since i.e. camo selection may apply texture here

halcyon wren
#

Yup. I ran into this recently with my vests.

#

It works for one object, but as soon as there is more than one it goes mental and you get random results. Either all vests show complete shadow lod, or all show the adjusted one. (hiddenSelections in shadowlod)

woeful viper
#

why would you define hiddenselections in shadowlod though? o0

white jay
#

maybe if you use the same named selections for animations and hidden selections, but no idea if this is ever the case

rough idol
#

I noticed it when I made some vehicle parts destroyable so it involved hide animation & separate section for damage textures

#

had to make twice as much selections in the end

#

ah, and it's not about hiddenselections only - damage/lights/tracks/etc use some texture swapping too

quaint otter
#

thanks guys

#

i have made an o2script to output selections and their textures assigned (to ease the hiddenSelection config definition or to get an overview)

#

not sure yet what format and filtering would make most sense though

#

sample teaser:

_textures: ww2\assets_t\characters\soviets_t\sov_rkka\sov_officer_0_co.paa```
#

one approach would be a map based on the textures:
texture1 - [selectionX,selectionY,...]
texture2 - [selectionZ]
texture3 - []

#

another could be to filter the selection based a list of strings: [camo,myTag,etc]

#

the current overview is also for all RES LODs+View LODs - this is useful to find discrepancies
for the config template, one wants the result unified/summarized overall LODs

halcyon wren
#

@woeful viper
Modular Vests. Individual components were hidden from from visual lods via hiddenSelections. Was hoping I could remove their shadow lod equivalents as well.

agile flint
#

I presume this comes under model making since they're .p3d, however can someone explain to me how you go about making custom TGT Camera overlays? In all the mods I've looked at and even BI the 2d overlay is a p3d and I have no idea how that works.

woeful viper
#

its just one or multiple rectangles with alpha textures that are infront of the camera

agile flint
#

Cheers mate will have a gand

past canopy
#

@halcyon wren it should hide them as long as the shadows have separate boxes for those parts and have named selections

halcyon wren
#

Yeh, it worked for a single placed unit. As soon as more had it equipped it stopped working.

woeful viper
#

i would just make different models rather then trying to 'hack' different gearcombinations in... One could always attach a script that switches vests based on wether they have radio or not.

halcyon wren
#

Yeh. Went with separate models. Was just hoping for the sake of maintenance to keep it limited to a single model file for all variants.

cedar rock
#

hey so im having a bit of trouble with my animations... they work fine in buldozer the exact way i want them to, but when it comes to ingame i cant get the animations to work no matter what i try.

#

config

#

model.cfg

#

selections in OB

rapid yacht
#

anyone know where i can find an example model and/or model.cfg for a vehicle with a turret on it?

cedar rock
#

@rapid yacht if you download the samples from steam by going to library>tools>arma 3 samples and once you have that downloaded youll want to goto this file "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3 Samples\Addons\Test_Tank_01"

rapid yacht
#

will it be the same with a hunter style vehicle as with a tank?

stuck oyster
#

@rapid yacht yes turret config is basically the same with all vehicles

quaint otter
#

how does one reskin a modelSpecial p3d?
by adding a dummy cfgWeapon class for it?

also whats the difference of modelSpecial in cfgMagazines and in cfgWeapons?
BI uses the former for:

        model = "\A3\weapons_f\launchers\nlaw\nlaw_proxy";
        modelSpecial = "\A3\weapons_f\launchers\nlaw\nlaw_loaded_F";

and the latter for:

        model = "\A3\Weapons_F_Beta\Launchers\Titan\Titan_short.p3d";
        modelSpecial = "\A3\Weapons_F_Beta\Launchers\Titan\Titan_short_loaded.p3d";

is there a reason why a generic model (folded) is used for uniforms when put on the ground? vests do look very weird too

polar fiber
#

@quaint otter @outer condor can't really retexture modelspecials since they're pretty much dummy proxy objects and ignore all animations etc. from the model.cfg

#

if the weapon is just using the modelspecial to provide a change in appearence when the launcher is shouldered or fired, it's probably better to use the isSelected and isEmpty or revolving etc. animation sources

#

but if it's to change the visual warhead between different ammo/magazine types then there's not much you can do without scripting

quaint otter
#

well got it to work for 3 of our 4 launchers

#

the last one problem doesnt work due to different number camo selections. will try to get that sorted later today

#

a workaround i wanted to try was to define dummy weapon classes for those modeSpecial p3d - i guess that would work too

#

with that said El Tyranos will update these models and their cfg to the latest A3 standard. we will see how that goes 😃

rough idol
#

so reskining of modelSpecial is possible?

outer condor
#

it works for 3 of the 4 launchers indeed

#

will post a screenshot in a bit

twin urchin
#

modelSpecial is still used? - i was thinking that it was replaced by model.cfg animation

fallow sapphire
#

I want to learn how to make static objects, where should I start?

quaint otter
rapid yacht
#

static objects are easy @fallow sapphire go look up a bloke called game dev byrne on youtube

past remnant
#

selling bricks 2k lobs

wraith tendon
#

anybody got the classname Taru Inf Container close by? Can't find it -.-

#

nvm, found it

oblique vapor
#

Hey, is that possible to animate an object to "flash" ? Like it has a white color, then it flashes to blue, then goes back to white, all of that in a loop ? Like a pulse thing

woeful viper
#

dude we get it, you do life mod and police cars... beeing "vague" won't change that

upbeat loom
#

😉

#

lol

upbeat loom
#

and all the chats deleted

wraith tendon
#

Yep, deleting mine too now^^

upbeat loom
#

haha

wraith tendon
#

no proof 😛

fallow sapphire
#

I deleted because I don't want others getting mad at me

upbeat loom
#

screenshotted

#

😉

fallow sapphire
#

What am I gonna get in trouble for having a life server? Is that against the rules? I don't think it is. I only deleted my messages because I didn't want to anger someone

upbeat loom
#

nah

#

its fine

#

they just arent particularly loved due to 99% as mentioned just use stolen assets, code etc

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and alot then disregard the BIS monetization policy

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essentially becoming P2W

wraith tendon
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Or buying/using models from other games, claiming they made it etc. blabla

fallow sapphire
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Well when I use content I credit it

upbeat loom
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they can buy them from external if they port in themselves thats fine. but yeah 99.99% dont do that

wraith tendon
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"uh, i made dis model"
"uh, a friend made dis modl"
"uh, i bought dis modl"
"uh, its from a gam, no mad at me bruuuhhh"

upbeat loom
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lol

wraith tendon
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And yeah, it happend like that in here before^^

upbeat loom
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ya

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its a weekly event

fallow sapphire
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lol

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Didn't mean to bring it up again sorry

upbeat loom
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all gg

wraith tendon
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no re

past canopy
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@fallow sapphire what kind of life server?

foggy finch
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@past canopy there are different kinds? fml.

umbral plume
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They are evolving.

fallow sapphire
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I didn't even know there were different kinds lol

white jay
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Every life server is unique! Didn't you read the how to life server 101?

oblique vapor
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So you prefer to throw bananas to a life guy rather than answering my modding question ? 😢

quaint otter
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anyone knows more how destrType = "DestructWreck"; works?
like BI only defines wreck classes for planes in A3 (based on class Wreck: Thing) (the rest is static wrecks)

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even though also

        destrType = "DestructWreck";

    class Plane_Fighter_03_base_F: Plane_Base_F
        destrType = "DestructWreck";
    class Plane_CAS_01_base_F: Plane_Base_F
        destrType = "DestructWreck";
    class Plane_CAS_02_base_F: Plane_Base_F
        destrType = "DestructWreck";
    class Plane_Civil_01_base_F: Plane_Base_F
        destrType = "DestructWreck";

    class Tank_F: Tank
        destrType = "DestructWreck";

    class Truck_01_base_F: Truck_F
        destrType = "DestructWreck";
    class Truck_03_base_F: Truck_F
        destrType = "DestructWreck";```
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@woeful viper @rough idol @polar fiber you guys by chance?