#arma3_model
1 messages · Page 74 of 1
(in secrecy i'm just jealous i can't earn hundreds of bucks by changing the RGB values on a texture myself)
What project is this for?
RHS: Life
lol
😄
U'm on discord now
wtf I must have been trying in here derp
I have a logo and the background is transparent.
It's on JPG though
And the units site only accepts PNG for unit logos
Basically I want to transfer JPG to PNG
This doesn't have to do with model_makers, and JPEGs can't have transparency
while keeping the back round
Well
Something like that
Maybe it's PNG and it accepts JPG
W/e it is, it's the opposite image type
And it says transparency on it
Like on the hot text below the upload spot
Saying what it is
To use transparency
For better results or something
Well I just figured someone here would know, since you can make models
How diff is making model files and converting file types?
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
Oh hell nah
Not possible
You see, I use a private military company that exists in real life
And I use those logos
So I dont make it
you can still get the image then compress it down to be 512x512
you might be able to open in GIMP/photoshop or whatever and then export it or save it as the desired file type
irfanview can convert images as well...
@jaunty leaf Fun
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)
there is a token in the config where you can define the selection name for brakelight
is anyone here familiar with render to texture in 3ds max
yes
Because when I try baking this rail, it's a result I should not be getting: http://i.imgur.com/tw51HyJ.png
Those are what the settings look like
And here's what the lowpoly and highpoly looks like: http://i.imgur.com/P1HNKLY.png
Any idea what I'm doing wrong?
- always use a cage
- what were you trying to bake? normals?
- the mesh you call HP is not really a subdived mesh, is it now?
the edges are waaaaaay to small
plus you got some vert normals issues
cage - via projection modifier stack mod in max
give it a google search
okay
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
thanks
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.
with useModelOptics the scope disappears on the weapon, but the 2D scope when aiming works fine.
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
what program you using?
coz i know that sometimes it messes up when you export it form one program and put it in to object builder
Object builder atm. Currently using the open source FC37 and just adding 1x memory point but tat stuffs everything up
what do you mean by stuffs everything up?
as in all your selections are rooted when you add in the new memory point?
Ok, this may soundsa tad confusing
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
thats weird
Everyone I've talked to has no idea whatsoever why that would happen
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 :/
one could missuse view gunner, but then it can't be used for interior view. And calibrating would probably be a PITA
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
what exactly is it you need? because if it's like a HUD config liek for planes then i'm out lol
i prefer scripted. more options and easier to test
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
Do you have model.cfg entry for it?
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
I've tried using camo, still doesn't work (yes i've changed / made a named selection called that)
The model that is working with that though, does not have a model.cfg
you need a model.cfg if you want to use hiddenselections
Ahhh, i've got it working now.
Thanks
forgot that they are binarized into the P3D
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?
Try to use Simplygon if you want no troubles
what kind of problems do you have
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.
first of all: https://community.bistudio.com/wiki/LOD contains all the necessary info you need for the different LOD.
once you know that you shouldnt have trouble creating those LOD, because they are created just like any model
defining actions is config work. Look at the Arma 3 House Sample. You have to install them first (steam library->tools->a3 samples)
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
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.
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.
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.
I've been in contact with some groups already, but I'd like to have as many options as possible naturally.
google?
if you are fearing people leaving you - instead of trying to find new people maybe ask what you did wrong and correct that?
@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. 😃
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.
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
@thorn turret go onto blender artists.org, and post an add on there in the job section, or maybe try artstation
first 20 minutes of work on this Leupold Mark 6: http://i.imgur.com/J58f7jR.png
never done any optics before
@thorn turret are you creating life server content?
Is it possible to have more than 2 offsetx = y; values under one animation class in the model.cfg?
@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.
how did I guess
which memory point controls how far down a boat sits in the water?
Geo buoyancy does that from my experience ?
hmm maybe my buoyancy lod is incorrect then
based on the sample boat buoyancy isnt it
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.
ok ill try using the sample to test
thanks
didnt seem to change where it sits in the water :\
is it possible that an autocenter =1 or something like that is resetting it
@wise coral
yeah make sure autocenter is not set in the buo LOD, and that bouyancy = 1 in the Geo lods
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
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?
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.
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.
alright thanks
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)
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)
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.
@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
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";
thanks mate, I couldn't recall how I did it before, will give this a try
what colour is that by the way? I want a "greenish" hue like the NVG's 😄
I copied this straight from my anvis
that'll work for me mate, thanks
"emmisive[]={100,20000,100,0.99999982}; " gotta love that alpha value. cfgconvert at it's finest
anyone know of this https://forums.bistudio.com/topic/167309-custom-driver-proxy/ is still useful for arma 3?
Second response // the video
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)
@remote pewter i saw that video, and i remember someone saying that it does still work for arma 3 yes
@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?
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
also thanks @rapid yacht
nvm fixed xd
@woeful viper yeah lol, my shit always does that if I adjust the sliders
anyone know whats causing this? http://imgur.com/a/3MSab
causing what?
would anyone be available to assist me with what should be a simple task for a modeler?
need more information
no, currently not, just came back from school and need to get my homework done ^^
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.
ok, I could do the p3ds for you if you want
I just need the textures that you want to use for the overlay
what's the filename of the texture you applied?
nightvisionwide.paa
try naming it nightvisionwide_ca.paa
when i made it the middle bit was transparent
could it be that simple?
lol, this is arma so maybe
ok ill try that, thanks
no problem 😉 if it doesn't fix the problem, it could be sth wrong in the model
hmm, not sure but im sure its something i did. still no go
seems like what i did didnt even change anything
ok, how does your p3d look?
btw can uniform use a pistol proxy?
I don't think so
oh ok just making it sure heh
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
or it would need to choose one of the holsters
yeah
@exotic seal if you see the grey-white checker pattern, it means there is a part in the model without any assigned texture
Do you want to take a look, have ts?
give me the p3d , faster than talking
Yea, join ts and it's yours to look at
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.
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
Would someone like to work on making an elevator and train model for a vehicle? Hit me up on Steam: http://steamcommunity.com/id/WatchMyShow/ It will be commissioned.
@bleak tangle here is a better image. https://puu.sh/qLz7R/c682bc24fd.png
@cursive star what exactly is wrong with that?
Is it a _ca texture
_co
Also does it have shadow lod
yes
Is shadow LOD triangulated?
Did you give it the _co before you converted it to paa?
And is it closed
yes
You can see the rock's shadow, just not the player's shadow on the rock
Sometimes the shadow LOD causes that @bleak tangle
Had it happen in a cover of mine
I would redo textures
even with shadowVolume on 1 it does not work.
Save as png, convert to paa with _co
I'm pretty sure the shadow lod is only for casting shadows, not receiving them
but I could be wrong
warden_1 i've done that about 6 times now from the source, and saved format.
If the shadow LOD is outside of the object at any part it can act like it doesnt have shadow even in shadow
I've tried making the shadow lod, a tiny bit smaller than the actual object. even bigger.
Make sure all LODs have no special settings in that one named box or whatever
There is one that disables shadow
only autocenter, in property name
What does the texture look like?
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.
https://puu.sh/qLzzo/72332baabd.png is the texture.
In buldozer the object appears to be transparent. https://puu.sh/qLAbG/400955e52d.png at the right side you can see a shadow from the other side of the rock.
here is a better example: https://puu.sh/qLAeq/403d3b39fa.png
"make it" make what exactly?
Here we go again haha
🍿
"he is making a life mod, clearly he has ripped it from someone", c'mon people... not everyone rips from others.
show me wip pictures and i will shut up. As it stands everything indicates rip
is this a rip? https://puu.sh/qLGcG/06665d5858.png
its a fucking pickaxe in buldozer. It can be anything
that's what i thought, so don't automatically go to the conclusion that it's ripped.
there is a difference between a pickaxe and a car with fully modelled interior
How exactly is it different?
one is an item/weapon, other is a vehicle
time and efford it takes to make it
hang on, ill just go drive my pick-axe down the road..
i can do that pickaxe in maybe 10min. The car would take days
he has been streaming the creation of that car here: https://www.twitch.tv/modestaffliction
what program did he use to create it?
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.
I don't watch him create the model 24/7
is it ripped, can't confirm, but ausming something is ripped without proof is not nice.
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
i can tell that it is ported model
since basically 99% of cars in lifemods are ripped from somewhere i'm usually right
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?
no way that he created those details like that and for arma 3
even his banner has like ported cars from whatever source
"no way he created a model for arma 3" is basically what you've just said.
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.
i bet it was from forza or something that got realistic cars in it
^look , thats the model lol
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.
arma isnt the only game with that shit (just look at gta)
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
yep
although I was keeping my comment ^ arma specific. due to this being the arma discord and all
"his" Honda Civic Type-R - 2004 model is from Forza Horizon 2
wonder if he contacted Honda to use thier IP
this is the link he meant to post btw
Why are you guys always hating on the Civilian cars? why don't you hate on the miltiary vehicles?
Hate is such a strong word
everything illegal is no go with arma
I'd say we're more validating the legitimacy of the model
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
Show me the car model and I'll tell you what game it came from, website you bought it from or whatever
I've gotten real good at spotting life shit since 90% of the servers use stolen content
circled cars are ripped
ah nvm cant post images
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
They are NOT purchased models, it is extremely easy to tell the difference if you know what you are looking for.
"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
The car came from forza, he never claimed the model as his own, he was only showcasing the damage hitpoints he did. He even said it was from forza: https://forums.bistudio.com/topic/193755-rp-cars-wip/?p=3082505
@cursive star there's a reason the thread was locked...
"wonder if he contacted Honda to use thier IP" really, lol?
@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.
i ask very simple questions, and i get shit in return.
Yeah, that's because ripped/stolen content is not appreciated in this community. Pretty simple really.
You guys do nothing about the military vehicles, yet as soon as it's a civilian vehicle, you guys go ape shit.
You are free to report ripped/stolen/ported "military vehicles" to Bohemia as well you know.
They would have a similar reaction if someone was bragging about taking a vehicle from battlefield and using it in Arma
I've lost count of the number of times someone got banned for trying to port the CH46 from CoD
@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.
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.
you guys are acting as if he was trying to make a buck from it or something
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
Agreed
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.
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
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?
I believe its the former, mallowe
hokay
It's just that grenades (like frags) stick in a single point in space unless you have a pilot LOD
@jaunty leaf strange
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.
@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
Did he reverse engineer the games models, probably not.
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
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
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?
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
+1 Penny
Is this tool reverse engineering? (Open question, I don't know)
http://codeescape.com/2012/05/forza-studio-4-0-forza-motorsport-resource-extraction-tool/
I think that's the tool used
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."
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
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
I missed the reverse engineering rule in that eula, so I t thought it was alright
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
well take that into consideration for future life... reading only the first few sentences of legal text can get your ass in big trouble
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.
Milsim people do the exact same thing.
for example?
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
reading all the rules instead of just the first paragraph makes me genius? awesome
reading comprehension, I never said I was genius
and i said "me" and not "you"
how about we end this clusterfuck - since its obviously clear
it was ended when i said "Have a nice day, and enjoy yourself." but you kept it going.
Funny, it's gone from "I watched him make it" to "Is it ripped,?Obviously."
stokes was wrong for saying it wasnt ripped
I never said it wasn't ripped
but lets end the convo already
"is it ripped, can't confirm"
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."
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.
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...
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.
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
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
and did you report them?
no, because I don't have a stick up my ass, free advertising for coke lol
maybe you should, might make ya lose the attitude.
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"
I dont think I have an attitude, I would just like to see some consistancy in where people voice their complaints
and who adds ads to his game? oh right, life mods xD
I disagree
I mostly play mil-sim actually
I have a lot of respect for RHS and others who make their stuff from scratch
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
steam doing customer service on their own... lelelel
^
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?
Should not be
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)
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
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
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
If they earn money with it -> They will.
There have been so many though and nothing has ever happened
iirc a baserule was:
If you don't damage the brand, make money or advertise with it -> You are free to use the brand.
Tanks, planes, etc. You name it
when you think about it, 90% of bohemia mods are stolen cars idea
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
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.
Would someone like to work on making an elevator and train model for a vehicle? Hit me up on Steam: http://steamcommunity.com/id/WatchMyShow/ It will be commissioned.
thats what i was trying to say
@worn copper how much are you paying?
That's up for discussion.
meaning a train? or a drive train?
and what sorta vehicle are you putting an elavator on?
$150 for the elevator asset and 200 for the train, all textured and ready for Arma import
currency?
The world currency, USD.
hes AUS, ( i think) so its 200 AUD and 250 AUD
+5% compensation for suffering
A train the player jumps into as a passenger.
And the elevator is the vehicle. Everyone enters as a passenger.
oh man these guys never learn 😁
Might just stick with Esseker's underground stuff.
Train:
SP = Doable
MP = Nopeyyyyyyyyy
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).
What incentive is there for the creator to fulfill requests then?
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.
Technically it's art. Is there some legality behind commissioning art based on other art?
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
You still use "tools" - provided by another one, using the Engine, etc
You can make models for people all day long outside of Arma.
imho, selling Scripts (Infistar...) should also be prohibited
And you can charge too. But once you use BI tools, nope.
AFAIK commissioned work is fine
The way I see it, the "tools" are just the paintbrushes for creating models and such.
you just may not sell the work produced by BI tools
which is the key part
dont use BI tools, you can do whatever
Is there a legal clause in the T&C stating anything made in BI tools cannot be sold?
yes
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.
That just makes it difficult.
Back to the request. Why is a train not do-able in mp?
Is there some physical limitation?
Even I have custom commissioned work.
I can imagine reskinning the chinook to be a ground vehicle would suffice.
XD
Cause: SetPos/GetPos = Bad in MP
SetVelocity = Mayor Meltdown in MP
Rest= PhysX Sucks
I believe the limitation on MP trains has to do with syncing and what Dscha said.
And since you cannot control a SteeringWheel by Scripts -> Nopey
And i know what i am talking about =}
What about having it part of the terrain?
Is it simply impossible with arma 3's engine?
Back in the days, it was easier to do, but... erm... ppl were used to a crappy look 😄
Yeah, in SP Robert
What about a truck with the skin of a train?
Ive seen a Vid for a Train in MP, desyncing Cars and not very "flüssig" (no clue what the name in english is...)
fluent?
yeah
Sounds good
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...
smooth
Is it mp?
SP
I quote: Most likely not. It lags on a single computer, the network will be worse.
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?
that might work but how do you limit it only on rails?
you still have no way to lock it to only using the tracks other than heavy scripting which creates desync in mp
setPos, setDir, setVectorUp \o/ Bad Choices everywhere in MP \o/
The map I plan to use this vehicle on will be stuck in a long corridor that is a railway.
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.
Don't really need to lock it as such. Just need a driver that will roleplay following the railway.
inb4 railway driver loses his mind and deviates from the tracks.
you could make it without suspension so it doesnt bump
Have a good one. 😃
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.
Very nice
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
Could u not make like a physx type monorail?
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.
@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 😄
😄
that could be said with a lot of things in A3 xD
cough Core utilization cough
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.
are they downsides of having obsolete selections or selections in LODs like shadow, hit, memory, etc?
"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.
On the train subject. There are ways to make somethin train-ish at least with just physx.
https://www.youtube.com/watch?v=xTDHcrsqBzY
@outer condor I don't think there is apart from perhaps a small file-size increase
@stuck oyster In SP its easy to do. In MP -> Forget it. Too much collision dmg
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.
@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
@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.
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
@past canopy that's how mine were done.
by using BI tools "for free" but modelling or whatever for money?
I had full on custom models created (for a price). And then had someone else bring them into Arma (for free).
@polar fiber alright thank you
@fluid ocean then it isn't the same person who you paid for the model.... ergo its okay
Hard to find people willing to port in tho...
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 I've had no issues finding people. You just have to be patient.
:)
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
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.
:)
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.)
Haha yeah
Fully agree
No need to steal
Just a shame Arma don't improve their tools to import
Arma is shit for development
its the way its gonna be
but whatever
good game, bad engine 😉
I feel it's the main reason people don't import many models
it isn't easy to import properly
Nope
And modelers give up
I know a few who refuse to import into Arma for that reason
also @fluid ocean "donating with no strings attached" to have someone import your stuff is pretty sketchy and I would consider that paying.
They hate that it takes them 4 hrs to import a model that took them and hr or so to create
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
There's no all in one tutorials either I feel
When I say donating, I mean things like Christmas presents
yeah I understand
One friend had an issue with his powered wheelchair. I bought replacement parts, etc
@FM woops i had some bloke do that to me, and i just blew him off and said sorry mate XD
Had him do what?
bloke was buying me games and things
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.
Ouch
You, my friend, are strange.
Nah, I bought 2 people new PCs
w w w w why?
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 😉
yeah
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
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?
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
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
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
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
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
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";
};```
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
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
what colour is the gloss?
sometimes things can look shiny because they have a very wide specular highlight
i put my gloss map in green
I'd say that was the gloss
http://i60.tinypic.com/20psime.jpg Do any of you think you can identify the fonts used here?
Teuton?
Looks like it, ye
thanks for ur help i swapped the gloss and specular round it it looks ten times better
@jaunty leaf the modern German DIN 1451 font series might be similar too
could be DIN 1451 Fette Engschrift (fat tight lettering) - would aslo make sense because that was introduced in 1936 https://mir-s3-cdn-cf.behance.net/project_modules/disp/efb2e911949233.562550f8e94f4.png
Is the only way to test vehicle/anim/etc cfg changes in game to exit Arma, build pbo, start Arma, test in mission, repeat?
no
What's an easier way?
vehicle animations -> buldozer. Cfgchanges -> arma3diag.exe with merge command
Ah nice - didn't know about the merge command - thanks!
lol
@past canopy So you're saying that i've ripped something? fuck this community.
lol
has a team that is obviously ripping models and he doesn't care... but oh yeah fuck us right?
The door is that way ---->
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
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.
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
without a pdrive I have no clue on how to help you.
All gg :)
Swapped due Mikeros tool s recommendation to get rid of the p drive issues
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
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
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
👍
anyone got any idea why object builder wont let me save my model? (exported from blender)
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 :)
not sure.... sound familiar...
wondering if somebody would be interested in these kind of helmets: http://images.akamai.steamusercontent.com/ugc/284098101662135754/5FD8D954DD1F3C1E14254AF91AFBC38AC2C9DF39/
http://images.akamai.steamusercontent.com/ugc/284098101663509697/CFE89979C779D024CC9F81763C25B12FA1F57D60/
they are manipulated ArmA 2 helmets with some additions
Yea mate they look nice
Pretty stealthy like the helmet from bf1 trailer if you have seen it
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?
nope
Even a vehicle, where a player can get in, don't need it.
I mean, it looks better with, but its not needed 😉
you bastard... denying AI the enjoyment of a nicely modelled interior. How dare you. Inhumane behaviour!
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?
"shopping models" aaannddd i am out
Make sure the license allows you to use it for anything. Most legitimate sites like turbosquid will give you license information.
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
howtomakegamemodels@crisp ledge.com
who the fuck named himself google? well... his fault
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."
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.
I think @fluid ocean means in general it would be a good to have the ability, not just specifically in this instance
a lot of people come through here asking about stuff, and a lot of those have models from questionable sources.
ah yes
alot of it is stolen from other games ive noticed
particularly in the lifemod scene
Yup, also the "shopping models" comment prompted the polite reminder.
ah, well i appreciate advice 😃
Should rename this the vetting channel, not much "model making" goes on in here
Is there many model makers in this community?
I've been looking for around 2 years and have met 2 😛
There are plenty
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
I loaded blender once and hated life, just saying blnder fans, dont hate 😛
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
This channel is a circus and can be cancerous sometimes
There are a lot of knowledgeable people in here. Unfortunately many people confuse them with Google.
Well I've googled my question and found alot of conflicting results
Sam has hooked me up though via pm
The best thing to do is ask a specific question and referencing the conflicting info for clarity. Good deal!
-FM- - Today at 6:14 PM
Yup, also the "shopping models" comment prompted the polite reminder.<
You shouted?
@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
bi tool license does not allow commercial work
Yes, but i am saying it should
well it doesnt, end of story
Poor business decision imo. people will do it anyway.
Like everyone is following all of them rules. Little lies, tell me sweet little lies
U try policing this clusterfuck as it opens up another big can o legal worms especially when IP violations are rife
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
I wish it was just that simple
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
Because Czeh
Do some reading on why steam pulled their payed mods, then come back to the table
Valve are douchebags
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
Not really as they tie in to the same argument
not really
My phone is so fucked up that the battery drains away faster than it charges up, gotta love dem iPhones
U would require A to do B
the issue im saying, is that you cannot stop them
in the words of X3KJ, end of story, you cant stop them
But take@thei to off topic this channel is polluted enough
so why not make some money
It's a moot point, and Mike is right, take it to #offtopic_arma so people can do Model stuff.
fair point, sorry
No need to apologise, just don't want to clutter anymore than we already have.
Hollow asked questions about models, right before dem white knights came
Lol
The model questions can continue, just move the discussion about the other stuff to the other channel.
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
Arma 2 was around 15-20K, not sure about Arma 3. @tacit karma or @quick terrace would have more insight.
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
Not sure what the ceiling is now as it changed recently
Buldozer
ah
Model disappears if u hit the limit
i cannot recall the specifics but i had come across something that rendered in vr but wouldnt in altis
Never had that issue
ofcourse this is arma, could have been a multitude of causes
True
ok so old was about 30
thats not horrible
its alot better than i originally thought which was 10k max
Why don't u test it?
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
You can still use proxies on non-animated parts
U can still test it, this in anything and remove increase polys till u break it
Throw*
fair enough
Inb4 *le 1M tris bike
😮
Don't go too mad on it 😛 Remember: Its not only 1 Model you create, there might be some others around on the map 😛
that makes me feel better, my AW149 hit 40k I don't feel bad for the poly count now haha
well its something i plan to have around 10-15 of on the map
I mean... if A3 would be a SpaceSimulator... erm... i guess... a 1.000.000 Poly ship would be doable XD
In space, no one can here you scream about BI mistakes
@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^^)
No clue about that one =}
Assets optimization, as there are thousands of models at the same time on the map
40k is its final total so should I still be worried? Not that much more than a vehicle
simple object
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
Yeah that's what hatchet said, if u have proper lods shouldn't be an issue
I mean, do you rly need that many Polys?
Simplygon is love, Simplygon is life
The soft PuFu talked about to automatically make nice LODs
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
erm... Proxys got GeoLod, right? Not sure atm.
Ah, nvm... attachTo removed the Geo.. nvm
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
aaw sheit
1 infantry man often takes as much as a vehicle in terms of total count
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
sometimes i envy OFP times... took so much less work and quality to finish a vehicle or infantry ^^ much less automation though
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
yeah i appreciate all the advances.
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.
WrpTool road placer 😃
NO! Blasphemie!
how would you make http://i.imgur.com/s8WPK5y.png look like http://i.imgur.com/koskNyV.png
I'm just using the burn tool for now
can mask some actual pictures of charred wood in the shape of the text to enhance it too
ye
I'd probably rough up the edges of the font a bit as well
I shall try that
@rotund snow does your Game Development Studio allow people to use their software commercially to profit off your own game?
how come a sphere created in object builder isn't closed
@past canopy sup with Steam Market then
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!
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.
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.
@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?
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.
that isnt what we are talking about lol
unless you specifically say so, anyone can use your stuff on monetized servers
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."
Ah okay that's different
did bohemia release the textures with the samples from a1 and a2 somewhere?
unpack Orig files
there's also the licensed data packs https://community.bistudio.com/wiki/Arma_Licensed_Data_Pack
ya i have t he data packs
but they dont come with textures
oh those are different data packs than i remember
the pbo data packs should
hey thanks for showing me those
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
just spending my morning going through the gems they gave us. i always find something useful
where the sample packs are unbinarised but don't have textures and sounds and stuff
found female characters and some cool suits characters
@woeful tartan spammer alert
what LOD should or even may not at all contain named selections?
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
shadow, geo, physx, landcontact? (aside from componentX)
so it just doesnt matter? like A3 samples seem to be an inconsistent mess too
there is no lod where named selections cause damage
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
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)
why would you define hiddenselections in shadowlod though? o0
maybe if you use the same named selections for animations and hidden selections, but no idea if this is ever the case
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
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
currently the raw output is this:
http://pastebin.ubuntu.com/23110593/
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
@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.
I.e having a vest with and without radio, without having to make individual .p3ds
http://i.imgur.com/pAsYYEV.jpg
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.
its just one or multiple rectangles with alpha textures that are infront of the camera
Cheers mate will have a gand
@halcyon wren it should hide them as long as the shadows have separate boxes for those parts and have named selections
Yeh, it worked for a single placed unit. As soon as more had it equipped it stopped working.
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.
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.
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
anyone know where i can find an example model and/or model.cfg for a vehicle with a turret on it?
@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"
will it be the same with a hunter style vehicle as with a tank?
@rapid yacht yes turret config is basically the same with all vehicles
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
@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
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 😃
so reskining of modelSpecial is possible?
modelSpecial is still used? - i was thinking that it was replaced by model.cfg animation
I want to learn how to make static objects, where should I start?
static objects are easy @fallow sapphire go look up a bloke called game dev byrne on youtube
anybody got the classname Taru Inf Container close by? Can't find it -.-
nvm, found it
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
dude we get it, you do life mod and police cars... beeing "vague" won't change that
and all the chats deleted
Yep, deleting mine too now^^
haha
no proof 😛
I deleted because I don't want others getting mad at me
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
nah
its fine
they just arent particularly loved due to 99% as mentioned just use stolen assets, code etc
and alot then disregard the BIS monetization policy
essentially becoming P2W
Or buying/using models from other games, claiming they made it etc. blabla
Well when I use content I credit it
they can buy them from external if they port in themselves thats fine. but yeah 99.99% dont do that
"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"
lol
And yeah, it happend like that in here before^^
all gg
no re
@fallow sapphire what kind of life server?
@past canopy there are different kinds? fml.
They are evolving.
I didn't even know there were different kinds lol
Every life server is unique! Didn't you read the how to life server 101?
So you prefer to throw bananas to a life guy rather than answering my modding question ? 😢
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)
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";```
@woeful viper @rough idol @polar fiber you guys by chance?