#arma3_model

1 messages Β· Page 75 of 1

quaint otter
#

one reason could be BI doesnt remember how it works either and as such forgot it for the other vehicle classes

rough idol
#

upon destruction model is replaced by mesh defined in Wreck lod

quaint otter
#

or it behaves differently based on the simulation class

rough idol
#

usually proxy - if destructWreck is used and there is no wreck model then you will most likely end with character going through destroyed model

quaint otter
#

any ideas why planes then have a separate class for their wrecks?

#

seems one needs LandContact in WreckLod too

quaint otter
#

well X3KJ this stuff is like 10+ years old

#

and has no info basically

woeful viper
#

then change the plane to destructdefault and see if there is any difference

rough idol
#

maybe encoding dude wanted to make them placeable in editor too?

woeful viper
#

yeah, for missions and so on

#

there is no link from normal model to wreck in config. Its LOD only

#

and destructtype is for hardcode "kill" behaviour (flatten for tents, fallover for trees, etc) - apparent from the other destruct types

outer condor
#

yes that part make sense

woeful viper
#

maybe wreck destructtype is required for the model to make these weird ass "craters" when impacting ground at speed?

outer condor
#

that part that doesnt make sense to me:
if no class is required for wreck, why are plane wrecks based on thing and not on static like the others

woeful viper
#

overwrite their class properties with something different and see if those are even spawned by plane death. I doubt it

outer condor
#

either it has some specific reason due to simulation or some of the properties down the inheritance tree, or the config guy just thought "wow there is class PlaneWreck - lets just use that" (there is also one for Car, Truck, etc)

#
    class Wreck: Thing
        mapSize = 12.65;
        displayName = "Wreck";
        accuracy = 0.5;
        editorCategory = "EdCat_Wrecks";
        editorSubcategory = "EdSubcat_Cars";
    class TankWreck: Wreck
        editorSubcategory = "EdSubcat_Tanks";
    class PlaneWreck: Wreck
        editorSubcategory = "EdSubcat_Planes";
    class ShipWreck: Wreck
        editorSubcategory = "EdSubcat_Boats";
    class HelicopterWreck: Wreck
        editorSubcategory = "EdSubcat_Helicopters";
    class CarWreck: Wreck
    class TruckWreck: Wreck```
#

vs

        editorCategory = "EdCat_Wrecks";
        vehicleClass = "Wreck";
        accuracy = 0;```
cedar coral
#

Anyone have a good example of brake lights config? thx.

#

I added the following to the config.cpp selectionBrakeLights="brzdove svetlo"; selectionBackLights="zadni svetlo";

#

But it is not working?

upbeat loom
#

@oblique vapor your stuff is looking nice bro!

rough idol
#

@cedar coral - missing sections in model.cfg?

cedar coral
#

@rough idol yeah, maybe I am going to look at that. I just need to include both brzdove svetlo and zadni svetlo in the default vehicle class, right?

rough idol
#

in your vehicle sections

cedar coral
#

@rough idol yep, sections missing in model.cfg fix it. Thanks. I need to update the rvmat, but that part is easy. πŸ˜‰

umbral plume
umbral plume
#

Nvm I got it, forgot to save scale and locate/rotation.

rapid yacht
#

forgot to press ctrl A and apply everything did ya?

umbral plume
#

Yep, I am a noob.

oblique vapor
#

Is there any way to add an omni light within an object ?

#

Like we add spot lights, but in this case, an omnidirectional light

rough idol
#

innerAngle = 360;
outerAngle = 360;

#

?

polar fiber
#

don't marker lights and beacons do that?

#

as opposed to using reflectors (directional lights)

woeful viper
#

i wish the darn game would give me an error warning when no memorypoint was found...

umbral plume
#

would help wouldn't it.

twin urchin
#

arma is always a trial and error - mainly the error part

rapid yacht
#

when making an object/vehicle have the ability to be lifted, is it just have a few memory points where the ropes attach to and a bit of script?

twin urchin
#

it is possible to have a helmet with a thing but when NVG attaches that thing hides?

#

if yes then how?

halcyon wren
#

If at all, only via some fancy extra section.

twin urchin
#

but how @halcyon wren

#

there isnt a anim source to hide it when you get NVG

#

if there was i could use model.cfg for that

deep hearth
#

help

#

oxygen or whatever it's called now

#

where is the button to edit the mass(physx) ?

#

tripod keeps getting trolled by physx on slopes

bleak tangle
#

Might be bottom left by default

deep hearth
#

yeah, thanks.

#

Wasn't using alt + m

woeful viper
#

default layout of OB is like a impressionist art with a bit of πŸ’© sprinkled on it...

rotund snow
#

wondering if maybe someone can think of a nice trick for perspective, we have a building with a large window, and outside the window we want to make it appear as if earth seen from space is outside the window

#

obviously as the player walks from one side of the window to the other perspective will be lost. can anyone think of a way to correct this?

cursive sleet
#

in arma or 3D modelling software?

woeful viper
#

obviously arma. there are no players in modelling software...

rotund snow
#

^

#

such limitation, much wow

#

making a big black open void is easy, but the second a planets placed its obvious its a few feet away 😦

woeful viper
#

you cant fake relative distance

umbral plume
#

So for a vehicle with the back tires being closer than the front tires should I keep the memory points for axis and bound on the wheels to be parallel to the front tires? I currently have them indented to be about on the same part of the tires are the front but the car seems to pull one way or the other when just accelerating. This is the model for a clearer picture of what I am saying. https://gyazo.com/46e46ed1b45df2a6c88d6caa138145b9

uneven elm
#

I want to dim the brightness of the dials in helicopter in Advanced Flight Model -- could I achieve that by making an Arma 3 helicopter? Pardon me, I'm not even sure what 'model making' is, i'm just looking for a way to begin researching this question

polar fiber
#

no, they're all part of the HUD and have nothing to do with modelling really

uneven elm
#

is there a way i could make my own HUD and stick it into a heli, replacing the default one?

polar fiber
#

The dialogs for the AFM dials are probably in the config somewhere

uneven elm
#

at least I know now that I'm dealing with the HUD heh

#

all helis use the same HUD, as far as i can see, so there must be one set of instructions that cover all of them

polar fiber
#

check the control classes that are listed under the RscUnitInfoAirRTDFullDigital and RscUnitInfoAirRTDBasic

#

and any other RTD unit info classes there might be

uneven elm
#

right, i guess i'm not building a model -- ok thanks for tips

past canopy
#

@umbral plume what is that

umbral plume
#

trabant p601a

wraith tendon
#

❀ Trabbi

umbral plume
#

Yeah a friend of mine wanted it and says its his favorite, I haven't really seen it before but one of our modelers made it for him so I am just setting up all the memory points and configs.

wraith tendon
#

Its THE Car (Yeah, lets call it a car) of the German Democratic Republic. Like a part of the German History

woeful viper
#

rennpappe

umbral plume
past remnant
#

so how does overlapping uvs affect arma?

terse elm
#

We havnt got our WIPS out for a while! to busy life bashing haha. Lets see whats everyones working on! Get ur WIPS out!!!

stark dagger
terse elm
#

very nice ben which mod is it from?

stark dagger
#

Well, most of that will go into the Desolation mod reboot REDUX. Structures and vegetation will all go into the new San Juan Island terrain, and ALL assets will get released seperatly for anyone to use. Just felt like contributing to the WIP thread. There is already dozens of other assets made, and probably another 100 or so still to go.

terse elm
#

cool, never played desolation, whats it all about?

stark dagger
#

Desolation was a mod by OPTiX. Hardcore survival mod. Was a good mix of DayZ mod and Origins. But it died out a few months ago.

terse elm
stark dagger
#

Landing craft. Nice!

rapid yacht
#

anyone got any tips for UV unwrapping and/or texturing and/or normal maps, ive got up to the point of doing this and i seem to be loosing interest coz its so bloody hard (mainly UV unwrapping, otherwise ide ask in the #arma3_texture thing)

past remnant
#

very nice

stark dagger
#

Ran into the same issue for the longest time.

past remnant
#

for normal maps I paint them and use Nvidia tools on photoshop

stark dagger
#

Just ask Nex. He walked me through it. Suggest watching different tutorials and start off with simple objects. Different tutorials may give you a better understanding.

rapid yacht
#

yeah, like i started off just doing the wheels, which didnt turn out too bad http://imgur.com/ipvArJg. ive got a mate who is able to walk me through it all, the main issue i have is that i made the Low poly the same size as the HP so it sorta clips through, should i scale it up so it encompases all of the HP?

polar fiber
#

no, the lp should be the same size and you should use a cage to encompass the whole thing

rapid yacht
#

ahh ok

#

previously i was just scaling up the LP and baking my normals

#

the other question for all those vehicle modellers out there, do you mirror your UV's so you only have half the car on the UV map? and do you creat seperate maps for the exterior? ( realise that im gonna have to do that for the interior but do you have 2 or so for the exterior aswell?

polar fiber
#

Mirroring the whole model depends on what it is

#

if you're going to have camo paint or writing on the vehicle it's usually a bad idea

#

since you can't make one side different to the other unless you give them two separate textures

#

but it is fairly normal to have two or three external 2048 textures on a vehicle

#

and the interior texture

rapid yacht
#

ok sweet

polar fiber
#

wheels and things that are identical on both sides are good to mirror and share UV space for though

#

antennas, seats and that kind of thing that are copied multiple times

rapid yacht
#

yeah thats what i did, had the wheels be one texture map

#

the plan was to have the wheels one, the shell another, then all the extra small little bits another

terse elm
#

For UV's i bought a program called Headus UV layout, as for normals currently I use the push modifier in max to increase the LP size over the HP then bake it down in max, hoever not getting the results i like so im exploring other programs to finer tune my process

rapid yacht
#

im using blender for modelling, and ima probably use Xnormal to bake my normals and other maps, wish me luck aye?

terse elm
#

good luck haha, iv been told to look into knald for baking maps, anyone here use it?

stark dagger
#

Was headus worth it?

terse elm
#

in my opinion yes

#

every penny

polar fiber
#

Blender's UV tools are supposed to be quite good if you use them properly though. I used to use a free app called RoadKill to do most of the UV mapping for my stuff in Maya before they improved the UV tools. Roadkill's authors went on to write Blender's UV tools

rapid yacht
#

the only problem with blender is that it doesnt support cages

polar fiber
#

I bake everything in xNormal even if Maya does it

rapid yacht
#

ok nevermind then i was mistaken

polar fiber
#

if you're baking normal in external programs though, you should triangulate the model before exporting it. So that the triangulation is consistent across all software that is loading the model

#

with xNormal this means you need to triangulate the mesh before producing the cage, because it relies on the vertex indexes being exactly the same

#

triangulating the LP and the cage separately usually makes a mis-match in the vertexes that xNormal doesn't like

terse elm
#

il bare that in mind, currently i bakae my normal's in 3ds, but not getting results im happy with, i tried x normal but it came out worse, think i need to spend a bit more time with it

twin urchin
#

wow how you managed to get worse results in xnormal , that must be a rare thing

#

unless your model has a issue with it

#

like having Ngons and crap

terse elm
#

no ngons i think its more to do with me learning how to use it properly

#

in with learning how to get my cages right

thorny rapids
#

does anybody here know the guy in charge of the nimitz mod?

fluid ocean
#

Which version? JDogs or TeTeT?

#

Or Randys continued by Hatchet?

thorny rapids
#

the one on armaholic that seems to be still updated

fluid ocean
#

Probably TeTeT then

thorny rapids
#

know if he comes around here?

fluid ocean
#

Yes

#

He does

thorny rapids
#

thanks

oblique vapor
#

Isn't that Armatec ?

fluid ocean
oblique vapor
#

Oh yes

woeful viper
wraith tendon
#

erm, wtf is that?

stark dagger
#

Looks like a moon rover

woeful viper
#

pretty close, yes. Extraterrestrial multipurpose allterain vehicle

thorny rapids
#

question about model sizes, if I was to make a bridge model that is a few hundred meters long and abour 80m tall, how many pieces should i make it?

woeful viper
dusty cypress
polar fiber
#

I'd model the rail as a single piece first and bake with that

#

you can do the optimised one with the detached "teeth" later by simply detaching them and then deleting edges and merging the bottom half of the rail

dusty cypress
#

So as long as the UV coordinates remain there shouldn't be an issue with that?

polar fiber
#

yeah, if you don't deleted UV border edges it should be fine

dusty cypress
#

The one concern I have is the plane that the teeth are extruded from, wouldnt I have to cap the holes where the teeth were detached from?

polar fiber
#

merge verts either side of the hole that gets created when you detach the teeth

#

the uvs should merge too

#

then delete the edge

dusty cypress
#

ok i see

#

ill give this a try

dusty cypress
#

Seemed to work, only issue was I had to manually merge verts in the UV map, but the result looks good

polar fiber
#

πŸ‘

#

Thinking about it, it might be that the gaps in the uv map close automatically when you delete the edge after merging the verts, rather than it being when the verts merge

#

but sewing the gaps together is making doubly sure I guess

wind pewter
#

Is there a specific point that the SmokeLauncher "weapon" uses from the Mem LOD?

polar fiber
#

IIRC it's a config parameter where it just takes either the vehicle pointing direction or the turret pointing direction and you define the arc that the smoke covers

wind pewter
#

Hm, let me do a bit more comparing. I had always used the Weapon and Magazine{} parameter to define it in the commander turret. It worked for most things, but for the Bradley, not so much

#

Think I see it now

polar fiber
#
            smokeLauncherVelocity = 14;
            smokeLauncherOnTurret = 1;
            smokeLauncherAngle = 120;```
#

but I think also it's possible to make custom smoke launcher types that use memory points in the way that flares and chaff are done on aircraft

zenith crescent
#

Anyone interested in helping to create a rappelling harness model? Would be nice to add to Advanced Rappelling addon.

dull copper
#

As in help creating a vest item that acts as a harness?

polar fiber
#

backpack slot might be more appropriate

#

kind of like the parachute pack or that weird new CSAT pack with straps

dull copper
#

hmm, yeah, that'd work better

woeful viper
rapid yacht
#

what program you using?

woeful viper
#

max... not that it matters

rapid yacht
#

na, just curious

#

looking good

cursive sleet
#

is there any scala issues when exporting from 3DS max to OBJ? had some issues with it before but idk if it is fixed or i am doing something wrong with the unit setup? its set to meters

quick terrace
#

display or system?

cursive sleet
#

i meant to oxygen 2

#

what do you mean? PuFu

white jay
polar fiber
#

impressive radio

dusky dragon
#

looking good

bleak tangle
#

πŸ‘ it's beautiful

dusky dragon
#

what radio is it?

white jay
#

SEM 80/90

dusky dragon
#

nice!

ebon abyss
#

havent done any model work (LODs etc) in hmm couple of years I guess, just installed modo 10.1v2 and trying to get Synide's P3D plugin to install, no luck heh.

#

if any modo users here, let me know as I could use some help πŸ˜ƒ

quick terrace
#

@cursive sleet you mean you have meters set as display units or system units in the 3ds max?

cursive sleet
ebon abyss
#

got Synide's P3D plugin installed finally. but now modo crashes when loading a P3D, hmm plugin might not be compatible with 10.1 😦

#

might have to revert back to 801

quick terrace
#

@cursive sleet - so you are working in inches then

cursive sleet
#

is there any diffrence betwhen the display and system settings?

#

on the upper window it is set to meters

#

nvm found out, thanks allot PuFu, have been modelling in display units all the time lol

#

did not know about that setting

ebon abyss
#

Synide's P3D plugin crashed modo 10.1v2 and 801, but it seems to be working fine on 701. hmm hmm.

cedar rock
#

trying to pack my addons and getting this error

#

any heklp would be appreciated ive tryed removing mass from object and still got the error

wraith tendon
#

I think.. thats the same Prob we had in 2017. iirc, we had a broken Plane (Yes, Plane/Surface/Polygon) in the GeoLod. @sturdy parcel Do you remember what it was?

bleak tangle
#

Did you edit the model at all or is that how it was?

cedar rock
#

havent edited this one, just remaking lakeside and have to convert all these models from aia so you dont need excess 10+gigs so im dealing with broken models and textures

wraith tendon
#

gl then πŸ˜„

cedar rock
#

its coming good just cant get edits in game cause im not getting aia πŸ˜‚

bleak tangle
#

Well if you have the unbinarized model I'd suggest checking for extra UVSets in the geometry LODs

#

I had the obsolete ofp mass array error once and I removed a UVSet from the geometry LOD, and that somehow fixed it, but I'm not 100% sure that was the cause.

wraith tendon
#

Didn't worked for us Penny. We were sitting with T_D and Mikero in a Chan for a few hours, testing everything. Pretty strange bug

cedar rock
#

trying that now

#

wow it worked just thave to hope it fixes the same on the next model lol

bleak tangle
#

Who produced the P3D? I'm still not sure what was the cause but I was guessing an older version of Alwarren's toolbox might have been outputting an old P3D format.

wraith tendon
#

lucky :}

cedar rock
#

just the unbinarized e76 assets on the forums

bleak tangle
#

Sorry, my question was directed at Dscha

#

I've noticed that you can occasionally get P3D errors when packing if you have LODs with two more more UVSets that shouldn't. For example, you never need more than one UVSet in any shadow or geometry LODs. I don't think I've ever seen three UVSets used in resolution LODs, but I could be wrong.

cedar rock
#

i still dont even fully understand how the uvsets work, lol i like the easy way of selecting and apply textures

wraith tendon
#

@bleak tangle Schultz did that, long time ago.

fast topaz
#

what was the size limit for ships to be walkable?

ebon abyss
fast topaz
#

so I guess 100m is the limit then

#

thanks

woeful viper
ebon abyss
#

thanks X3KJ, good to know. I recall asking Gnat in arma3 alpha days how has the ship business changed but cant remember what he said (and cant find if I even wrote it down anywhere).

woeful viper
#

all essential should be on those 2 biki pages by now

fast topaz
#

thanks @woeful viper I want to make some ships that can be used for some VBSS

cedar rock
#

recieving another error while packing, i checked all the required addons in the configs and all seems good

cedar rock
#

@bleak tangle

dusty cypress
#

any idea of what could be causing these corners to be translated like they are in the normal maps? http://imgur.com/V1umC3K

bleak tangle
#

@cedar rock have you tried looking at the bottom of the log file? With noisy output on it should give you more information

cedar rock
#

nothing changes with noisy im talking to mikero in the skype channel

bleak tangle
#

Well what does the bottom of the log look like?

cedar rock
#

that second linked image

bleak tangle
#

Oh I thought that was just the start of the log. I see Mikero is responding on Skype as you said so I'm sure he'll point you in the right direction.

cedar rock
#

yeah

rapid yacht
#

anyone know of an engine calibrater or something similar, that can give me the correct values for a vehicle that i want to go 100 without shift and 130 max?

restive fog
#

so you dont want it to shift gears

rapid yacht
#

yeah i do want it to shift gears

#

im just asking if there is an easy way to figure out the gear ratios so that it acheives the speed i want it to

rapid yacht
#

thanks bud, im pretty sure i downloaded this a while back, just never figured out how to use it

fast topaz
#

what's the best way to do UVs for tank tracks?

polar fiber
#

They're usually stretched over multiple tiling UVs

#

So you only really need to bake/texture a small segment of track that is tile-able

blissful coyote
#

Are there any of you that would like to help me on a project? I have a 90% complete Pak43 hipol, just needs some detailing done that is too complex for me, because im a massive noob. Anyone willing to help?

past canopy
#

got any pictures of the Pak 43? @blissful coyote

bright kraken
#

Hi Guys, New here, So thought I'd post something I'd been working on. I'm open to any criticisms/tips if anybody has any! https://skfb.ly/RYOA

blissful coyote
#

@past canopy this is quite an old picture, but the only one I have atm on this PC. Ive since fixed the wheels, replaced the WIP leg braces, and varius other things. As you can see its just a skeleton, with detailing needed http://imgur.com/a/NvsTT

past canopy
#

that doesnt even look like a remotely close to HP model.... by asking "anyone willing to help" youre basically just saying, "hey I dont know how to do anything myself and have no will to learn please do this for me with your valuable time"

#

you need to A) Use a different modelling platform since cad isnt really the appropriate one for that at your level of skill and B) learn what a hi poly model is

blissful coyote
#

One way to put it. As I said, its a very old image, and I just did the framework in cad, then ported it over in solidworks, I dont see the issue here.

past canopy
#

get a recent picture of it

#

also solidworks is CAD

#

.....................

blissful coyote
#

I meant to say ported it over to 3ds

past canopy
#

it would have been better to do it in 3ds max from the start

blissful coyote
#

Im aware, but as I said, im just trying to find my footing in modelling

past canopy
#

the only good CAD-> 3ds workflow uses zbrush to smooth it and refine edges but I doubt it will work on a model of that size

blissful coyote
#

Yeah I know the workflow isnt perfect, but its a model from a little while back I was trying to get up to speed, I think the models edges will be redefined

#

But as I say, i dont really know.

bright kraken
#

Yeah I think you'd definitely benefit from starting from scratch on that, in something like 3ds max, that way you might learn something along the way too πŸ˜„

bright kraken
#

@blissful coyote It'd probably be a good idea to get your head around the different types of 3D Modelling Software & understand their pro's & con's

blissful coyote
#

@bright kraken Yeah im trying to do that, problem is all my friends use vastly different stuff and swear blind the other things are trash. The reason I used cad was I really enjoyed the fact that everything had to be measured, very mathematically based

bright kraken
#

@blissful coyote I understand your pain dont worry, I come from a background of CAD & NURBS based modelling originally, but those sort of programs are just not all that great for creating game assets etc. Your best bet is either blender, maya or 3dsmax.

dull copper
#

@blissful coyote Object builder masterrace

#

fuck all that max and blender shite πŸ˜‰

stoic whale
#

@dull copper you masochist

dull copper
dull copper
polar fiber
#

you probably just need to select the glass again and move top

rapid yacht
#

anyone know where i would be able to get the config to give my vehicle a TFR in-car radio?

#

(and no dont worry its not for a life mod cop car)

bleak tangle
#

People don't have issues with helping life mods, they have issues with people asking for help with ripped models, and asking for work to be done for them.

#

In the vehicles section it should tell you under "To set if vehicle have inbuilt radio use:"

rapid yacht
#

thanks, i want it to be a mobile command vehicle, so hopefully i can figure it out

#

when it says: "some_backpack_radio_class" would that be where i just make up the name for the radio? or would i have to put in the class for the actual TFR radio?

#

and also, im assuming this would be in the config.cpp?

polar fiber
#

see "manpack / vehicle-mounted"

rapid yacht
#

i found that same page about 30 seconds before you sent that message XD

#

thanks

compact granite
#

hi i am new to this channel and i was wanting to know if arma 3 supports muti uvmaps for one mesh. and if so can you join me in voice in the general chat?

obtuse rain
#

@compact granite Yes, it does, it's how houses have high resolution colour maps and low resolution lighting maps (that plus UV coordinate transform matrices in the rvmat files)

rapid yacht
#

well just got home and tried the TFR config, and doesnt seem to work.... im thinking that its because in the lines: "class MyVehicle: LandVehicle {" there is no class LandVehicle defined

#

any ideas?

polar fiber
#

class MyVehicle should be whatever the config class of the vehicle you're trying to add the radio to

#

you just add the TFAR parameters inside your vehicle class, not just copy the example from the wiki verbatim

#

if your vehicle doesn't inherit from LandVehicle, ignore that the example does

rapid yacht
#

i just keep getting "no entry: "bin\config.bin/CfgVehicles/Hawkei.side""

#

sorry, im a bit new to all this

rapid yacht
oblique vapor
#

Can anyone help me on adding ambient occlusion on the second UV Channel of my asset ? No idea how this works

polar fiber
#

In the _as stage of your .rvmat, just apply uvSource="tex1";

#

default UV set is uvSource="tex";

oblique vapor
#

Thanks

polar fiber
#

good stuff. Kind of interested what kind of tread you'll have on the wheels. I remember the moon buggy and recent Mars rovers had some fairly wacky metal tyres

cursive sleet
polar fiber
#

nice Frigate

cursive sleet
#

its a destroyer πŸ˜› the DDG-105

#

but thanks πŸ˜ƒ

polar fiber
#

Ah, well nowadays you have all sorts of destroyers that are called "frigates" because it sounds more PC

bright kraken
#

looking good!

cursive sleet
#

I am going to model the interior such as CIC and bridge too πŸ˜›

woeful viper
#

@polar fiber the wheels you saw are basically "springs". Having air filled tires on mars on a remote rover mission would be a bit of a problem in case of a flat tire (or micro air leakage over time)

polar fiber
#

Oh aye, I've seen that they never use pneumatic tyres for anything.

woeful viper
#

i will model them as normal pneumatic tires from exterior, but internally they could have a base system like the springs you saw. Benefit of that is you can adjust tire stiffness (for ridecomfort/ better grip) by addin more air, or also fill it with water for more ballast (important when lifting heavy loads, or in case of low gravity)

polar fiber
#

you see some military application of it too but using polymers and rubber to make the honeycomb fillers rather than metal, in order to make run-flats

fast topaz
#

I'm bored right now....any idea of any small things recon related that I can model?

fast topaz
#

homework it is then 😦

fluid ocean
#

Shovels

fast topaz
#

something that would be usable πŸ˜›

cursive sleet
#

a turret?

fluid ocean
#

One of those "squeeze" powered flashlights? Each time you click the mouse button it charges the flashlight...

fast topaz
#

too late, did homework instead....now I'm not bored anymore πŸ˜›

full steeple
#

If anyone is interested in making some custom buildings add me as a friend πŸ˜ƒ

foggy finch
white jay
#

Anyone here have any good reference photos on the internals of a M2 Browning?

#

Working on mine and having some issues finding good pics of them in mid reload

keen dragon
#

try looking for US ARMY FIELD MANUALS for the M2

#

there is some for most guns and some have good pictures

white jay
#

Yeah thats my usual source but sometimes hard to tell with black and white pixel images

keen dragon
#

yeah i know the stuff is old.

#

have you tried manufacturer website? FN herstal makes them afair

white jay
#

I have not

#

Good idea, thank you

#

Yeah see doesnt show me much XD

keen dragon
white jay
#

Alright ill be checking these out, thanks

twin urchin
#

@white jay nice M2 you got there - what for you doing it?

terse elm
#

@white jay what did u do ur render in?

#

nice looking model

twin urchin
#

thats in zbrush if i see it correctly

keen dragon
#

wow nice find

oblique vapor
#

simple yet efficient @foggy finch , nice work πŸ˜ƒ

white jay
#

@twin urchin @terse elm Correct that is zbrush. Thanks alot for those pictures Robert. Id love to do the full internals and sall but thats a bit overkill for arma some may say.

twin urchin
#

For arma you might need only the top cover detail , feeder and bolt detail

#

everything else is covered

white jay
#

Yeah, i also do plan on doing high poly renders on this so we will see whats all actually visible

#

I plan on this also being mounted on the Sheridan tank so thatll be fun

twin urchin
#

you doing that for your own mod or part of some big mod?

white jay
#

I make some stuff for my own community but I wind up donating models to projects that may want them

#

I cant config my own stuff so usually wind up asking around offering them use of it

twin urchin
#

configs are easy to do

#

animations harder

white jay
#

Yeah ive learned that part lol

#

But im typically sick of model by the time I finish it so i let other handle it lol

twin urchin
#

btw what other work have you done before?

#

just curious

white jay
#

sure ill post some links in a PM so were not spamming

twin urchin
#

yea good idea πŸ˜›

fast topaz
#

bad idea πŸ˜› me want to see too πŸ˜„

bright kraken
#

Yeah, sharing is caring! πŸ˜ƒ

full steeple
#

^ sexy

fossil obsidian
#

@here Who know B@CO ? He did White shark for A3, need to talk with him about animals! πŸ˜‰

bleak tangle
#

Good thing your group doesn't have the ability to use that tag, otherwise you would have pinged 1000+ people.

#

That comment was towards Kol9yN.
Those look beautiful Alexander.

late root
#

@bleak tangle i read that and had a heart attack

#

That would be fantastic:D

white jay
#

Thank you @bleak tangle

fast topaz
#

Indeed, very good looking :)

white jay
#

Thanks @fast topaz

past canopy
#

@white jay nice work

white jay
#

@past canopy thanks bud

past canopy
#

you interested in doing some WW2 stuff?

white jay
#

Already did quite a bit of that. Im assuming your referring to FOW?

past canopy
#

FOW?

white jay
#

nvm then

#

Whatcha need help with?

past canopy
#

Referring to West Wall

white jay
#

Havent heard of that one

past canopy
#

check it out, hit me up if thats something you would be interested in, lots of people who can help you along with critiques and such

compact granite
#

@obtuse rain thank you for the info. as that is why i asked the question about the uv maps. i was going to be helping someone with the models baking for the light maps. if you know of any video or sites that can show a workflow for this. i would be very happy.

white jay
#

@compact granite what you need help with bud?

compact granite
#

the workflow for using muti uv maps with blender to import into arma 3 . i have done muti maps before but i dont understand how to make it work with arma

cedar rock
#

okay so i am geting a circular addon dependency and im not sure why, my addon relyes on the map and every interior addon relies on the map and the map relies on the addon

#

main addon

#

interior addons

compact granite
#

lol

cedar rock
#

not

#

its very anoyingπŸ˜‚

compact granite
#

well that sucks

cedar rock
#

@bleak tangle any thoughts?

full steeple
#

E76 buildings requires a lot more than Jackson county, if you use pboProject you will see everything it requires

cedar rock
#

it only requirs the addon its self, i have made them not require aia and even so why does it have a loop?

#

and with pboproject how do i see all the required addons

twin urchin
#

@past canopy

past canopy
#

?

#

@twin urchin πŸ˜‰

twin urchin
#

how much poly is that helmet

#

yo

#

in tris mainly

past canopy
#

4.9k

twin urchin
#

oh wow that many for plain?

past canopy
#

fuck yeah

twin urchin
#

BI helmet is 2k πŸ˜„

past canopy
#

the normal FASTs are a bit above that

#

BI helmets look like shit though

twin urchin
#

nato doesnt look that crapy tho

past canopy
#

as long as you do the LODs right its totally fine

#

eh.... maybe they are a 20 footer

#

I could probably reduce the count a tad by cleaning up the rails just a little but only if there is performance issues

#

LODs will reduce that thouhg

twin urchin
#

well thats up to you

past canopy
#

though*

twin urchin
#

LOD system in arma isnt that great tho

#

btw

past canopy
#

true, if anyone notices performance decrease I'll redo it

#

but my FASTs are like I said above that by a decent amount and do fine even without any LODs lol

twin urchin
#

how many tris have those?

past canopy
#

ah I guess they have a bit less

#

either way next update will have full LODs for the opscores so it should resolve issues

#

*potential issues

twin urchin
#

it is 8k?

#

thats something lol

past canopy
#

yeah the whole thing is

#

most decent looking helmets are around that

twin urchin
#

largest tri count on A3 vanilla helmets - is the Heli Helmet plain one has over 5k and with shield over 6k

past canopy
#

RHS LWH: 6.6k total
RHS ACH with norotos: 7.2k total
RHS ACH with all its stuff (base model): 10.3k

polar fiber
#

Think it'll be okay. I seem to remember road runner saying his variants of warden's ops cores, with all the different hiddenselections, are above 20k and I don't think anyone's noticed they perform different to the ones in RHS because of the LODs after the top one

past canopy
#

yeah roadrunner is a crazy mofo, he added way more than I would ever dream of

twin urchin
#

thanks warden for those numbers , those will be useful

past canopy
#

np

#

but yeah RR did LODs and it has little to no effect, so eh... if you can do it with slightly less do it, but only if its really worth it

twin urchin
#

i think the LOD system likes the proxies more than regular lods in the model heh

terse elm
#

Westwall mod does look impressive, makes me want to dig out that spitfire i started 6 month ago haha

twin urchin
#

only if arma engine was suited for that πŸ˜›

fossil obsidian
#

Looking for skilled zBrush sculptor for pay'd work πŸ˜‰

ebon abyss
#

LOD system in arma isnt that great tho
in what way? is it buggy or do other game engines use something different?

woeful viper
#

i see nothing wrong with it...

#

could be a bit more clever for view changes (i.e. getting out of a vehicle, it reloads worst lod and switches to full right in your eyes). But other than that... standard stuff

twin urchin
#

lod system in arma isnt bad but it has a automatic switching lod thing that works in the engine which cant be changed or controlled

#

and sometimes it works good but then it glitches like crazy

ebon abyss
#

I never had issue with LOD's switching, seeing them switch just makes me feel assured that performance is always good. sure its goofy to see low res LODs at close range but yeah.

ebon abyss
#

just got email/newsletter from the foundry (makers of modo), there is modo/mari modeling & texturing competition and interesting note that We’ll provide everything you need to get started (extended trial licenses, technical support and tutorial videos) so everyone can join in the fun.
sorry don't have working link as this is kind of empty, maybe they add it later https://www.artstation.com/contests/the-foundry-s-test-drive-modo-mari-challenge

#

might be nice to test out modo and mari.

half heath
#

Modo is awesome.

remote pewter
#

anyone know why something wouldn't let your game load? I put the object down in Editor (2d), Put a char. down, and it just sits at the loading screen

bleak tangle
#

Have you tried it in the 3D editor, and are you sure that unit is a player?

remote pewter
#

I'll throw it in 3d editor quickly, just not a fan of it

#

nvm works xd

ebon abyss
#

@half heath do you use modo for arma3 modeling?

half heath
#

I have used MODO Indie for modding for another game, I'm currently using Modo to model the Bell V-280 Valor which I plan on bringing into ARMA.

ebon abyss
#

cool. how do you export model to bring into object builder?

half heath
ebon abyss
#

ok. oh tutorial for modo<>arma3, great thanks for the link.

half heath
#

NP, saw the Modo/Mari art station contest, looks interesting.

ebon abyss
#

Artists who register for the Test Drive MODO and Test Drive MARI challenges will receive an extended trial license code via email on the day that the challenge starts (Test Drive MODO: 3rd October/Test Drive MARI 1st November). interesting indeed, assuming trial license is for full versions but only for that competition dates.

half heath
#

Well if that's the case the Modo 10.2 30day trial + the extended trial, that's potentially almost 3 months of both Modo and Mari.

ebon abyss
#

indeed. I would highly recommend any arma3 modders who havent tried out modo/mari to test it out here. although not fully read that competition, do you have to jump through many hoops to register etc, but still it would be free stuff for X weeks. (btw I havent tried out mari yet, just been using modo. I'm just an enthusiast heh).

white jay
#

@compact granite Did you figure out your UV issue?

#

@ebon abyss whats difference between modo and zbrush or 3ds max?

ebon abyss
#

dunno

white jay
#

oh

#

XD

past canopy
#

3ds Max, zbrush, Photoshop and substance painter

#

That's the work set you want to be using if you don't know anything at this point and want to learn

loud wadi
#

Umm I love you?

#

What do you plan on doing with it Alexander?

white jay
#

@loud wadi this is for a Sheridan tank, but i made the stand as well as some people want to use just the .50

loud wadi
#

well it sure is purty

white jay
#

As for the fortified stuff do you mean sand bags on it?

loud wadi
#

Sandbags on the tripod base(s) to help dampen recoil and jumping around

#

and of course the extra benefit of a sandbag in front ect

white jay
#

But we dont wanna hit stuff, we just wanna look cool πŸ˜ƒ

pallid oasis
#

@past canopy @polar fiber I have a high poly helmet without any hidden selections with 22K points, 40K faces, doesn't seem to kill the system, it might if I was to add a few dozen or so, my edited selections on wardens base helmets run anywhere between 6K and 18K depending on the selections used, again no sognificant impact on performance... might be the new ODOL making that "keeps it real" ?

#

Oooh a Sheridan.. early or late version? I've aways thought these light tanks would look really cool on Tanoa πŸ˜›

white jay
#

@pallid oasis LAte probably

pallid oasis
#

Very nice Alexander, look forwards to seeing this and the progress, it's a sexy little beast, shades of Panama and desert storm with the 82nd's Sheridans

white jay
#

sure thing man

#

and from tank to fancy door

umbral plume
#

Looks perfect imo, is this a door to a new building?

white jay
#

This is a basement door Kol9yN asked me to do @umbral plume

past canopy
#

@white jay its very very square

#

I would wear and chip the wood a bit more so that it comes out a bit more authentic

#

if thats the direction it should be headed

white jay
#

iirc doors in arma should be 2.2m to 1.1m at least for standard doors

past canopy
#

@white jay how much is koldyn paying you for that asset?

twin urchin
#

isnt that a private thing ? ey?

fossil obsidian
#

Hello guys! Who can give me one small tip? I did simple static model with all textures and rvmat but he is black in game, something wrong with rvmat settings, how i should tweak it?

pallid oasis
#

@fossil obsidian posting the config, and the rvmats might be more helpful, it could be a number of issue

fossil obsidian
#

config is simple just 2 row

#

rvmats more interesting

#

rvmat ☝

#

@pallid oasis πŸ˜ƒ

twin urchin
#

no wonder that you got it black when you dont have the proper rvmat setup

fossil obsidian
#

@twin urchin good sarcasm! πŸ˜ƒ that why im asking here about how to

twin urchin
#

open your rvmat with notepad and see if its looking like that

fossil obsidian
#

yes

#

im worrys about Ambient, Difuse and specular settings

twin urchin
#

you need all those stages working , otherwise it will be black or not looking properly

fossil obsidian
#

how it looks better but still have a bit black

twin urchin
#

diffuse should be white as long you want your colors used from _co map

fossil obsidian
#

Alfa channel set to 1 too?

#

or make it 0?

twin urchin
#

ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};

#

these two all 1

fossil obsidian
#

good

twin urchin
#

you dont use transparency right?

fossil obsidian
#

ok, what about specular?

#

y, not transperent

twin urchin
#

specular power is how much glossy you want that model

#

thats up to you

fossil obsidian
#

i mean sliders

#

set it to 1 too?

twin urchin
#

well try if its too bright on sunlight then tone it down

fossil obsidian
#

its binded with smdi map?

twin urchin
#

yes

fossil obsidian
#

so, set it to white too?

twin urchin
#

in rvmat set the specular at 1

#

for a test

fossil obsidian
#

trying

fast topaz
#

hey guys, I want to do my first "professional" weapon model and wanted to know what's the best way to do a highpoly model, do I first model a lowpoly and then make a highpoly out of it or do I make the highpoly first and then lower its polycount to a lowpoly model?

twin urchin
#

@fast topaz on youtube you got couple of guys showing how to do that

fast topaz
#

thank you, so he's doing the HP first...I don't want to watch the whole tutorial videos to be honest πŸ˜„ I know how to do the stuff, just wasn't sure which workflow to use for making more details

twin urchin
#

for most of the guys it is better to create HP then LP - it is rather fast process when you get used to it

fast topaz
#

ok thanks ^^ now I have to decide which gun I'll make

#

want an AN-94 but there's only bad reference iirc

twin urchin
#

references are

ebon abyss
#

I recognize that shotgun πŸ˜‰

fast topaz
#

hmmm....still undecided :/

#

thanks for the references nonetheless ^^

fast topaz
#

feel free to suuggest other weapons if you want

twin urchin
#

if you want something blocky and i guess easier

#

then you might try G11

#

or some pistol in that regard like the Arsenal Strike One

fast topaz
#

I think I'll go for a SIG MPX, CMMG Anvil or Falkor Petra

wind belfry
#

can any1 help me with this problem: iΓ€m trying to hide bullets as the belt of PKM is getting to end but for some reason bullets do appear next to the bolt scaled down instead of disappearing?

#

like this

polar fiber
#

does it have autocenter = 0?

wind belfry
#

yes

polar fiber
#

was just checking, since that has a tendency to cock up animations. I have seem stuff like this before in other peoples addons back in Arma 1 and 2 but not 100% sure what the issue was

#

skeleton is isDiscrete=1;?

wind belfry
#

let me test with that, currently 0

polar fiber
#

that might be it

#

for some reason isDiscrete rings a bell

wind belfry
#

that totally broke the whole model.cfg

wind belfry
#

soo... not working with that

polar fiber
#

That's... unexpected. Looking at some other MGs in my P:\ drive they appear to inherit isDiscrete = 1; without issue. Such as Toadie's M249

#
{
    class Default {
        isDiscrete = 1;
        skeletonInherit = "";
        skeletonBones[] = {};
    };
    class M249skel: Default
    {
        ...
    };
};```
wind belfry
#

all ammo just hovers over there, it does animations as planned all except the belt

#

and that's with isDiscrete=1;

white jay
#

pretty much finished now

bleak tangle
#

Looks great, what's that for?

white jay
#

its a radio. not a lot radio mods out there πŸ˜‰

bright kraken
#

What would people consider a kind of benchmark polycount for an MG? The model im working on at the moment is probably gonna end up at around 30k including the ammo belt, Im sort of assuming this is probably going to be too much?

white jay
#

30k what

#

Tri or poly or verts?

bright kraken
#

30k Poly's

white jay
#

thats about 60k tri

#

Thats stupid high

#

Whats your wireframe look like?

bright kraken
#

there is probably about 6 or 7k that I could bake out. But I think im gonna struggle beyond that

white jay
#

the tripod has alot

#

your screws have way to much

#

Actually all those screws should go into the normal map

#

the handle grip on the right side of the barrel should just be normal mapped

bright kraken
#

yeah, that was one of the things I was considering

white jay
#

Some of the cyls have alot of detail comapred to larges pieces

bright kraken
#

those two things are in that 6 or 7k i could probably bake out mentioned above

white jay
#

i meant to say bipod

#

the sides have tones of polys that could go

bright kraken
#

yeah, i got what you meant dont worry πŸ˜„ πŸ˜›

white jay
#

XD

#

looks like the cap on the bottom cyl could be simplified

bright kraken
#

this is only the 3rd proper model ive made in 3ds max, so im still learning

white jay
#

the butt has alot of polys going along the top it looks like

bright kraken
#

yeah, I could bake some of that detail on potentially

white jay
#

Alot of it

#

dont forget about smoothing groups

bright kraken
#

yeah, I've been using smoothing groups πŸ˜ƒ

#

I think the grip could be refined as well

#

The top of the butt is an awkward one, because of where it sits in the players eye line when ADS. So a lot of those edge loops are so it doesnt look jagged, but I could work on my edge flow, to try and reduce those down so they dont run the whole length of the but, because they're not needed all the way along

white jay
#

Yeah

#

good idea

polar fiber
#

you don't need those ridges and holes in the gas regulator. Those should be normal mapped. And if it's the same model you posted a 3D preview of the other day, you can get rid of all the ridges in the bipod release latch on the underside of the weapon. You wont even see that ingame

#

the rivets you're using are too round really

#

the screwheads on the pistol grip can be normal mapped

bright kraken
#

ok, thanks, those were things I had sort of earmarked as the first to be baked on as opposed to leaving 3d

#

with the hi/low poly thing

#

I'm assuming you have to do a UV Unwrap on both models?

polar fiber
#

No, you only need to UV map the low poly

bright kraken
#

thank god for that haha

polar fiber
#

I wanted to redo the buttstock and stuff before I convert it to a ground-based version of the GPMG rather than the helicopter doorgun version

bright kraken
#

yeah fair

#

looks good though!

#

i think better than mine ahah

polar fiber
#

I remade the high poly like 3 times since I was learning high-poly modelling and baking at the time.

bright kraken
#

yeah, thats sort of where I'm at now to be honest

polar fiber
#

Since it was to be mounted on some vehicles though I was working with a tighter poly budget for the LP than I'd have liked - hence why there's no internals and some bits missing like the bipod catch and buttstock release

#

this was before BIS raised the poly limit πŸ˜ƒ

bright kraken
#

done a shit tonne of NURBS stuff in the passed for my job and stuff, but never really got into Max and stuff until a month or so ago

#

haha yeah! this is the ground based one, but I think it will be used on vehicles as well

#

but I may have to make tweaks to it before that, so we shall see

#

thanks for the pointers though, its very much appreciated!

stoic whale
terse elm
#

Yep

desert elbow
#

Would anyone beable to kinda teach me how I could get my Helicopter Rotor blades to blur when spinning ?

eager folio
#

Good evening, i ran into a little Problem, i use A3 Toolbox for Blender to export as p3d. But when i try to pack the p3d for my Mod, it says obsolete ofp mass array used but i wasn't add any mass. Can some one give me a hint?

bleak tangle
#

Try deleting the second or third UVSets from the shadow and geometry LODs

eager folio
#

i will try

#

thanks that was working πŸ˜ƒ

white jay
#

Afaik nothing can be animated inside a proxy..

thorny rapids
#

if you create some geometry and map a texture to it, what do you have to do to make it stick to the ground like a helipad?

#

any of you guys know about making stuff like runways and helipads and know where i can read how to?

civic stratus
#

i think it had something to do with landcontact, use eliteness to look at a helipad

thorny rapids
#

eliteness doesn't run on my pc for some reason

civic stratus
#

ah

rotund snow
#

man arma lighting is a ballache

#

is there anyway to remove light source from going through a building?

foggy finch
#

nope,. DayzSA recently got that feature though, so maybe sometime soon

thorny rapids
#

Uro can you explain to me what goes into making objects that decal the ground like helipads?

civic stratus
#

i wish i could remember the details to help you, but google search for something relating to land contact points and terrain

foggy finch
#

landcontact lod is for vehicles, not used very often in structures and never in a road tile

thorny rapids
#

so a road tile is what i need?

foggy finch
#

they are created the same way yes

#

res lods, roadway lod, memory lod (required for snap points if your using those)

#

if you look at the a2 samples

#

you will have a better idea

civic stratus
#

i could have sworn i remember taking 4 land contact points and doing something with them /naming them something in particular to get the flat face to warp to the terrain's topology

charred blaze
#

Would youy mind explaining what a road tile is Uro?

foggy finch
#

a road section of road.

charred blaze
#

hmm

#

ok

charred blaze
#

Im trying to make some numbers for runways, and i have set everything up in object builder like the a2 roads, but they still arent following the surface? is there anything i need to do in the config?

foggy finch
#

make sure you have class = road in named properties in the geometry lod

#

roads dont require a config, you only need a cfgpatches in the config.cpp

charred blaze
#

class = road i go that, it is only a number we can lace freely on the end of a runway, liek the roads you can place in xcam

oblique vapor
#

Are there any tuts on adding a tree to Arma ? Made a small tree, and want to implement it in arma, tho I don't understand the tree sample with green and brown coloration of the verts, etc. I'm kinda lost πŸ˜„

ebon abyss
#

Derek Thompson: hmm havent edited models in year(s), but I think it was fit to ground tickbox in hmm cant remember which menu. it was select all and some menu where you find it (SHIFT-E or something). I'm talking about oxygen2 usage here, should be more or less the same for object builder. but like said, I cant really remember.

bleak tangle
#

I swore MikeBart had one for A2:OA, but alot of it should still apply since I think the same shader is still being used. I just can't find it at the moment.

bleak tangle
#

Yeah that's the one, I just found it on armaholic and BIF as well.

oblique vapor
#

Thanks guys, but already read that. What I mean is, are there any details concerning named properties / config / physX ?

outer condor
#

why not check the BI models?

#
Bohemia Interactive Forums

[BETA] ODOL Web Converter - Debinarize P3Ds for educational purposes - posted in ARMA 3 - COMMUNITY MADE UTILITIES: I want to present and test a little web service I made that allows you to convert binarized p3d files in ODOL format to editable p3ds in MLOD format. Before anybody starts crying: This service is intended for educational purposes, so people can learn how stuff is done from examples. It specifically is not made to make stealing of content of others easy. Hence, the conversion...

oblique vapor
#

Oh god no..

outer condor
#

the sky is falling !!!1111ÀâÜL:PÄÄ

foggy finch
#

Speaking of mikebart, anyone know if he's still active/around? I see he was last active on the BiF around this time in 2014.

charred blaze
#

Snake man: Couldnt find anything like what you said.

ebon abyss
#

oxygen2: select all -> SHIFT-E -> Surface -> Keep Height (fence). but dunno if object builder has the same option anymore or does it work in your question.

charred blaze
#

Thank you Snakeman, that fence thing ddint work, but there was a rthing called on ground and that worked

#

altough, not it lost its transparency πŸ€” So it is just black around the number ....

#

thanks anyways

charred blaze
#

only some of them do, so i guess it is a issue with me

white jay
#

Alright guys feedback time

#

Basement door thats been lost in the Tanoa jungle

#

and darkened the metal a bit

last spindle
#

The paint wear just looks funky.......way too random and 'uninformed' like some Rif the wear is clearly in another plane/direction to the wear on the piece beside it, which just steals my attention instantly

past canopy
#

@white jay you cant just use the substance material on UV like that bud

#

you need to go back and set it up right on triplanar and then go by hand and mask anything that isnt right and fix it

white jay
#

The door itself is laying on the ground

#

its possible for it to get scratched/worn in any direction

#

people/animals step on it. Shit falls on it.

#

if it was upright then there would be uniform but since it isnt, i dont think it make sense to have it uniform.

past canopy
#

Right now the wear doesn't make any sense

white jay
#

Its not suppose to. ITs in the middle of a jungle

last spindle
#

You asked for feedback, feedback provided, feedback rejected. result=no more feedback.

thorny rapids
#

lol

#

i'm contemplating starting to model a ropeway on my map

#

what are the chances of making one that can actually work?

white jay
#

A ropeway? Can you be more specific?

thorny rapids
#

like in where eagles dare

#

one of those things that take you up in the mountains

white jay
#

@last spindle I can take feedback, but it was my fault for not painting the entire picture for @past canopy. If the model itself where like a normal door and upright then I would agree with him. But since the door is laying flat on the ground I disagreed with the feedback, in my mind the door wouldnt have uniform wear as random variables would be happening to it all the time. Weather, animals, humans all would be random.

#

woops

thorny rapids
#

no that is a rope bridge

#

like that

white jay
#

Oh hm

#

I honestly wouldnt have any idea

#

I mean model wise sure

#

it owuld work

#

But i dunno if you could make it function

thorny rapids
#

I can make the geometry, but if no chance of ever making it work, i'm making it destroyed

#

or just with both gondola parked at either end

#

also making ski lifts so a lot of textures and geometry will be used on both

past canopy
#

@white jay its doesn't matter which orientation the door is. You don't have random wear like that with wear starting on one plank and then abruptly stopping on the next in the same spot. The wear continues across planks, especially if they are being stepped on

oblique vapor
#

Hey, did anyone subscribed to the 3D Artist magazine ? If so, is that worth it / is it good ?

thorny rapids
#

probably depends if you are able to find information you need on your own

#

imo such mags are only advertisements you pay for

rapid yacht
#

anyone know the proxy name for where the gun goes on a vest when holstered?

past canopy
#

@oblique vapor they usually arent, cool to look at sometimes but most helpful stuff is on youtube/polycount/gumroad

rapid yacht
#

im gonna assume that you need a config.cpp for a vest, but what about a model.cfg?

pallid oasis
#

@rapid yacht yes if it's a p3d then you need a model.cfg

rapid yacht
#

you dont know where i might be able to find an example config and model script for a vest do you? i can find the cfgvest in the arma 3 samples but the other scripts arent there

pallid oasis
#

@rapid yacht#

/// Vest_Camo_Base config ///

class cfgWeapons
{
class ItemCore;
class VestItem;
class Vest_Camo_Base: ItemCore
{
author = "Bohemia Interactive";
scope = 0;
weaponPoolAvailable = 1;
allowedSlots[] = {901}; // This means the vest can be put into a backpack.
picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa";
model = "\A3\Weapons_F\Ammo\mag_univ.p3d";
hiddenSelections[] = {"camo"};
class ItemInfo: VestItem
{
uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier";
hiddenSelections[] = {"camo"};
containerClass = Supply0;
mass = 0;

        class HitpointsProtectionInfo //more info at: https://community.bistudio.com/wiki/Arma_3_Soldier_Protection
        {
            class Body
            {
                 hitPointName = "HitBody";
                 armor = 0;
                 passThrough = 1;
            };
        };
    };
};

};

rapid yacht
#

yeah ok thanks, i found that before

agile flint
#

Does anyone know the poly count or whatever between a standard RHS M4 and the new Apex SPAR weapon system?

#

Got a whole bunch of people in our milsim community that if we use the Vanilla SPAR we will increase frames heaps..

#

I highly doubt that is the case and wanna just see what the difference being

outer condor
#

section count matters way more

agile flint
#

I'm not into modelling to so I'm not too sure what makes something performance friendly or not

#

Everyone is saying cause its Vanilla its way better than RHS, just curious what you modelling experts have to say on that topic

thorny rapids
#

sounds like bro science

#

@outer condor interesting read

polar fiber
#

@agile flint the Apex SPARs are very highly optimise in the third person LODs

white jay
#

@agile flint The most important one to work with usually is the lowest LOD as ARMA will work it's way through the LODs pretty quickly depending on load. The Standard RHS m4 has the lowest LOD at around 500 verts~. I regularly run RHS through a performance check and point out those models which need working on. As it stands now though most RHS content gets equal (and in the AK74ms case better) performance than vanilla content

#

Though there are definitely some RHS weapons which in the current live build need improving performance wise, all of which have been indentified and resolved in the next relase

bleak tangle
#

With the Apex update they also started switching to the lowest LOD more frequently, so it's a good idea to have a decent LOD for that. The most important factor being the section count of that last LOD.

#

Now that I think about it, most of the poor performing weapons had ridiculous vert counts for their most detailed shadow LODs.

#

Semi-related, has anyone tried using the named property sbsource = visualex? My guess is that it's the new shadow method mentioned in here https://dev.arma3.com/post/sitrep-00138

They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD.

I'll try and do some performance testing with it later

dull copper
#

Anyone know if there's a bounding-type mine in the A2 sample models? or where there is a sample model if not there?

wise coral
#

anyone know how many polygons the quadbike is?

jaunty rune
#

anyone got a fix for reference images being blurry in max (using plane)?

thorny rapids
#

Does anybody know if poolpunk comes around here?

wise coral
#

not really bludclot but he answers on the bistudio forums.

wide arch
#

Quick question

#

does the unit init fire each time the unit respawns?

#

Because the loadout is defined in the units init as in:

#

" comment "Exported from Arsenal by Miles";

comment "Remove existing items";
removeAllWeapons this;
removeAllItems this;
removeAllAssignedItems this;
removeUniform this;
removeVest this;
removeBackpack this;
removeHeadgear this;
removeGoggles this;

comment "Add containers";
this forceAddUniform "rhs_uniform_cu_ocp_10th";
for "_i" from 1 to 6 do {this addItemToUniform "ACE_elasticBandage";};
for "_i" from 1 to 4 do {this addItemToUniform "ACE_fieldDressing";};
for "_i" from 1 to 4 do {this addItemToUniform "ACE_quikclot";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_CableTie";};
this addItemToUniform "ACE_EarPlugs";
this addItemToUniform "ACE_IR_Strobe_Item";
this addItemToUniform "ACE_Flashlight_XL50";
this addItemToUniform "ACE_microDAGR";
for "_i" from 1 to 2 do {this addItemToUniform "ACE_morphine";};
for "_i" from 1 to 6 do {this addItemToUniform "ACE_packingBandage";};
for "_i" from 1 to 4 do {this addItemToUniform "ACE_tourniquet";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_epinephrine";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_atropine";};
for "_i" from 1 to 2 do {this addItemToUniform "ACE_adenosine";};
this addItemToUniform "ACE_MapTools";
this addVest "rhsusf_spcs_ocp";
for "_i" from 1 to 4 do {this addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";};
for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Green";};
for "_i" from 1 to 2 do {this addItemToVest "RH_15Rnd_45cal_fnp";};
for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_an_m8hc";};
for "_i" from 1 to 2 do {this addItemToVest "ACE_Chemlight_HiRed";};
for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_m18_green";};
for "_i" from 1 to 4 do {this addItemToVest "rhs_mag_m18_purple";};

#

etc

#

If the init only fires on mission start well then we would not have the right loadout on respawn

agile osprey
#

It does and with eden you really shouldnt handle loadouts like that

#

Only on mission start, to clarify

wide arch
#

god damn, then I have to make a script that executes on respawn, don't I?

#

or is there a way to respawn with the gear you have on mission start as in defined gear through eden gear selection (arsenal)?

half heath
#

Has anyone tried modelling assets for ARMA using face weighted normals techniques a-la Star Citizen or Alien Isolation?

past canopy
#

@half heath I believe there was already a discussion about this, rv engine doesnt support it

twin urchin
#

wait what? arma can do that

#

only thing that it cant do is the proper parallax occlusion - otherthan that method can be used

#

on ground it might work fine just not on walls

past canopy
#

face weighted normals?

twin urchin
#

yes you do those in Max , export it and import it into Object Builder boom there you go

#

heh

woeful viper
#

i recently looked closer at SC models and their models are very simple technically... But i dont think it works well for realworld objects like especially ground vehicles

#

that is - using tiled textures and using decals for all the details

#

there is just too much specific wear (dirt etc) to make it work on those.

thorn spire
#

Whats BIS policy on the plants, I mean If I take A2/A3 Tree .paa and cut it and use it as custom tree/clutter. Is it okay orrrr?

twin urchin
#

that should be fine @thorn spire

thorn spire
#

@twin urchin Nice, thanks

past canopy
#

Yeah, I spoke with Pufu @twin urchin, it seems that weighted normals dont transfer from 3Ds or ObjBuilder recalcs them as another RHS guy mentioned

half heath
#

@past canopy good info

deep hearth
#

Trying to get damage materials to work...

https://github.com/acemod/ACE3/blob/31c05161d672756e04bb70688cb5bffe4a8478d5/addons/repair/CfgVehicles.hpp#L331-L340
https://github.com/acemod/ACE3/blob/31c05161d672756e04bb70688cb5bffe4a8478d5/addons/repair/data/model.cfg#L40-L42

What was the magical last step? Or is it that they have to use a specified damage selection to work, despite selectionDamage = "zbytek"; ?
zbytek exists in all visual and in the FIRE GEO LOD.

deep hearth
#

renamed it to mat_track and it works

#

this stuff is dumb

smoky nimbus
#

Is it possible to use a different model when a weapon is selected than when it is not selected?

polar fiber
#

You can use the isSelected animation source to animate them (hide parts or whatever) but the closest thing to switching models would probably be to have a magazine with modelSpecial (but modelSpecial has some severe limitations)

full steeple
#

has anyone out there seen any hazmat suits? Even one from ArmA2 that I could port.

fluid ocean
#

Yes. And only if you have permission.

full steeple
#

so, I have an external dependency in my model in object builder and I can't seem to get rid of it, is there anything I could be missing?

bleak tangle
#

What do you mean by "an external dependency"?

full steeple
oblique vapor
#

better ask harambe for that matter

bleak tangle
#

I don't get it...

#

I've actually never seen that tab in OB.

full steeple
#

Neither do I...

#

I mean I know what it means just not in this case

polar fiber
#

those are material paths from your .rvmats

full steeple
#

lol, i found the error, it was calling rvmats from the wrong folder... I'm so silly. Thanks man

full steeple
twin urchin
#

that Object Builder should get updates more often at least those stupid import/export plugins

#

also i see more reports that LODs are even more broken and visible on Altis ... great

thorny rapids
#

@twin urchin got urls?

twin urchin
#

@thorny rapids of what?

thorny rapids
#

broken lods

#

to the reports

thorny rapids
#

ty

twin urchin
#

they mention the same thing

full steeple
#

Hey, is there anything out there for backpack modeling, samples/ configs/ models.cfgs ?

white jay
#

not that I am aware of. backpacks are pretty straight forward. what do you need to know?

woeful viper
#

kiory released a back pack sample on the forums

full steeple
#

I just don't know what to put for the names selections in Object builder, ill try finding Kiory's thing

full steeple
stuck oyster
#

make sure every segment of the fingers is tied only to its appropriate selection

full steeple
#

Ok, guess I will redo all my figers lol

stuck oyster
#

what 3d software you use? I know that blender has a tool to project meshweights from other models and probably others have such features too

#

Getting working weights by projecting them from the sample models is pretty easy way to do it

full steeple
#

my friend gave me the model and just told me to rig it lol

agile flint
#

Would I ask here about a model.cfg question or would I ask in #arma3_config ?

bleak tangle
#

Here is fine

agile flint
#

Cool, ok so I'm wanting to lower the suspension intensity of my aircraft landing gear as currently I think thats the reason it stuffs up on the Nimitz is due to TOO much suspension. So I was wondering how to lower that

#

I got directed to the following by a mate but not too sure how it actually works

#

class Gear_3_damper: Rotation
{
type="translation";
source="altRadar";
selection="Gear_3_damper";
axis="Gear_3_damper_axis";
memory=1;
sourceAddress="clamp";
minValue=0;
maxValue=1;
offset0=0;
offset1=0.69;

cinder pivot
#

anyone know if you can play animations in buldozer to better preview how your character holds a weapon? instead of moving launching game and looking at it over and over?

polar fiber
#

there's an .rtm preview feature

#

it's in the view\viewers\buldozer list

jaunty leaf
#

how do people here go about modelling helmet straps

polar fiber
#

as for the altRadar source, I think the maxValue parameter is the altitude (in meters) where you want the gear to be fully extended. offset values are the percentage of the axis length that you want the bone to translate

#

so if your Gear_3_damper_axis is 1m long, offset1 =0.69; will move the bone 69cm

#

if the axis is 3m long it'll move 2.07m

#

etc.

cinder pivot
#

is there a way to change the position (x position) in all the lods at the same time?

bleak tangle
#

In OB? From the toolbar you can do Points > Transform 3D > Move and then check the "Apply to all lods" checkbox and then move it

agile flint
#

@polar fiber Cheers for the info mate. I'll fiddle around with it πŸ˜ƒ

cinder pivot
#

@bleak tangle Thanks sir, also kinda nooby question, but what defines where your vehicle (in this case) touches the ground? I assume its LandContact with points for all wheels but my car floats ingame.. lol

bleak tangle
cinder pivot
#

thanks, ill look at it

wispy orchid
#

@agile flint for the Nimitz I used pretty absurd values for minValue and maxValue for the dampers, kind of like disabling suspension of the aircraft: ``` minValue=18.5;
maxValue=19.5;

#

not sure if there's a better work around yet. I always wonder what would happen if you could apply like a road p3d to the flightdeck, but then the roads are afaik textures and the terrain config makes them smooth.

agile flint
#

@wispy orchid I find it strange how only the F35 breaks when landing on the deck but no other known aircraft do. I did noticed though that if I land and dont apply any forward throttle or brake it doesnt seem to break, but when I accelerate up as I touch down or break as I touch down it breaks. No idea why it would do that though

wispy orchid
#

when I remember correctly all planes with 'vanilla' suspension will do that. E.g. the instant stop when hitting the deck, often leading to an explosion. The Unsung Trader sometimes exhibits this problem still, despite a 'Nimitz compatible suspension'.

#

you can try to start/land from the bridges between the islands in Tanoa, should be similar problems as on the Nimitz

charred blaze
#

Hey, i got a issue again. For some reason, the numbers 0, 1, 2 and 9 dosent have transparency, while they do in the paa and in model viewer

#

if anyone need more pictures ask

bleak tangle
#

I still think you don't have full transparency with those, do you have a suffix on the file name of _ca and did you have it before converting it to paa?

charred blaze
#

Hmm, none of the other ones have _ca either they work. And i didnt make the texture nor convert to paa. So i dont know theese things. Il try making them _ca and btw, they work in model viewer so i dont know

dull copper
#

Is ther anyway to make the background of bulldozer green or some other bright easily removed colour so I can take UI icon pics in it?

woeful viper
#

there are renderworlds for a3

#

bluescreen world, greenscreen world, etc

#

look on armaholic

dull copper
#

will do, thanks

polar fiber
#

Or you can just make a big cube in Object Builder and colour it any colour you like in Face properties. That's what I always do

dull copper
#

That sounds like it would be better

#

and quicekr

#

gotta go fast

polar fiber
#

Yep, just tap F7, make it as big as you need or ctrl+shift+rmb to scale, W to invert faces, E to open face propeties and pick a colour from the palate next to 'Texture'

dull copper
#

I never knew there was mouse scaling πŸ˜‘ That would've saved me hours in the past...

polar fiber
#

yup, you can rotate and even duplicate with keyboard&mouse combos too

dull copper
#

I knew about rotate and translate, but the scaling is neat too

#

well, TIL

dull copper
jaunty leaf
rich nacelle
#

there is anyone working on trixie recon mod? or making a mod based on his work?

past canopy
#

most of that was just ports

civic stratus
civic stratus
#

lol, a buddy just told me he got a warning on the forum for calling Apex Failpex LOL

bleak tangle
#

animPeriod in model.cfg does nothing, but that shouldn't matter here. What command are you using to animate it?

civic stratus
#

just animate

#

tried animateSource as well, but that doesn't seem to matter

#

I'd like to use animate

#

I think I used the example for my double doors that I use animateSource with

bleak tangle
#

Can you paste the snippet of how you are using the animate command? It has a parameter for doing things instantly

civic stratus
#

I tried the extra true/false parameter, makes no difference

#

but ill get a paste for you

#

do you have any translation animations I can use as an example?

#

with a begin/end axis

#

wow, okay

#

I need to go to bed lol. I had an animationsources class inside the animationsources class

bleak tangle
#

lol well done πŸ˜ƒ

civic stratus
#

πŸ˜›

polar fiber
#

Anyone have any idea if condition = works in model.cfg nowadays? I could swear I saw someone from BIS post an animation with it, on the forums

bleak tangle
#

Can't say I've seen it, but I'll look around later.

past canopy
#

@civic stratus calling Apex "Failpex" is one of the stupidest things I've heard all day

#

Your friend more than likely has a low IQ

civic stratus
#

well he worked for a large CPU manufacturer so maybe not

twin urchin
#

if that friend meant that campaign being a fail then i agree

#

only good things on apex are Tanoa and weapons - not much else heh

civic stratus
#

I liked most of what apex brought

#

the coop was a little lack luster I'll agree

#

but all the assets are pretty great

#

the buggies are kind of crappy though, take forever to stop lol

#

but I still enjoy driving them

half heath
#

Hey all, I'm working on a tilt rotor, working on the low poly right now, it is at about 22K tri's just the exterior.. Am I too high?

woeful viper
#

no that's still ok. But dont make it much more than that, unless you really have to

half heath
#

I see, I still have a little cleanup to do so I can probably shave about another 2-3K

woeful viper
#

vanilla Hamok has 27k at max iirc - without ordinance

half heath
#

What about the Apex Blackfish?

cinder pivot
#

anyone know why HitLFWheel(or any wheel) doesnt work in LOD1.00 but does in LOD2.00?

wraith tendon
#

If the selection does exist in these LODs, sure, why not?

cinder pivot
#

@wraith tendon It does exist and the selection is there but it doesnt work, ill try renaming

wraith tendon
#

Re-check the selections again (maybe a typo? accidently re-assign it?)

cinder pivot
#

In my other LODs it looks like the wheels have the dampener effect to them.. lower or not in the wheel well but in the first LOD they are, is it possible they are looking at different cfgs? It also so happens that if I paste my wheel from LOD2.000 it will work with HitLFWheel but it is also lower in stance in the wheel well but the one from LOD1 is not

wraith tendon
#

Try copying the wheel from the working LOD to the other

cinder pivot
#

I did and it worked

#

same selection name and everything

wraith tendon
#

can't remember if o2 was CaseSensitive

cinder pivot
#

same cases and everything

cinder pivot
#

@wraith tendon It works when I just copy and paste the wheels from a saved version of the model over.. I dont even know

wraith tendon
#

hm, enjoy your arma =}

cinder pivot
#

oh I will

cursive sleet
bleak tangle
#

πŸ‘ looks nice

half heath
#

Is that the game model or the HP?

cursive sleet
#

that is the HP

cinder pivot
#

Anyone know why my dammages on my custom vehicle don't go to 100% destroyed ingame? for example my vehicle "car setHit ["glass1", 1];" will make it destroyed but not remove the glass like it does in ObjectBuilder. Same with the wheels, 1 dammage makes them extremely popped but does not hide it and the destroyed wheel take its place but it again does so in objectbuilder, any tips or things to double check?

naive dust
half heath
woeful viper
#

@cursive sleet the sheet metal thickness of the boom looks a bit thin - compared to the gigantic hydraulic cylinders (they look like >200kN cylinders)

cursive sleet
#

Yes, i noticed it too. Will be fixing that πŸ˜ƒ

radiant sorrel
#

Hey all β€” can anyone point me in the direction of a batch .p3d export script using o2script.exe?

#

Or relevant documentation (google is turning up fairly dry...)

bleak tangle
#

Are you trying to export to .p3d and what from what format?

knotty hound
#

@half heath that's really good man

radiant sorrel
#

@bleak tangle An Arma 3 Tools Blender .p3d export β€” each time I have to save the p3d again in Oxygen due to a Bad File Format error when the asset is brought directly in game. Looking to automate the last step since I can't find an easy fix for the format error (likely a value that Oxygen includes in it's save by default, but is missing from the Arma Tools export process).

twin urchin
#

@polar fiber btw i was wondering if the MRT mod could merge with CBA like Robalo did with the Joint Rails

#

it would be more convenient , i know it probably would be too much work to redo for that

#

but when A3 probably wont ever have those anims sources that could work without MRT then that would be a nice option tho

zenith quartz
#

hi guys! Does anyone know how properly configure a model with the new sounds system? e.g. rifle shooting in building, in a forest and so on

polar fiber
#

@twin urchin I've told Robalo that I don't mind them doing that, every time the issue has been raised. But that I wont have the time to maintain it as part of CBA myself. And tupolov needs to have his say in the matter too

twin urchin
#

well Robalo didnt have own system ? so he could take the MRT under his wings too

polar fiber
#

Yeah, he finalised the MRT stuff as well so it's his code that I just maintain. But I guess he's had too much on his plate himself to maintain it in CBA instead of me, in addition to the JR stuff. Until now

white jay
terse elm
#

nice looking radio

woeful viper
#

nette funke

dusky dragon
#

radio looking sweet!

bright kraken
median bough
#

Looking damn sexy!

terse elm
#

very nice @bright kraken i started to make one of those myself yesterday for my MK10

bright kraken
#

Thanks @terse elm

#

You may well do a better job than me!

terse elm
#

urs looks good fella

#

struggling to find any large reference images if u have any ur willing to share?

bright kraken
#

Are you working on the L7A2 or the M240?

terse elm
#

L7A2

bright kraken
#

I used a bit of a combination of these as I found it a little hard to find some good HQ sources, but these arent too bad at all

terse elm
#

these are great thank you very much

bright kraken
#

Not a problem πŸ˜ƒ

terse elm
bright kraken
#

Oooooh yes very nice! You should get that piccatiny mount with the Eotech Sight on it in as well then!

terse elm
#

aye

#

whats the polycount on yours?

dusky dragon
#

Nice Mike!

bright kraken
#

silly high, I havent optomised it yet, its sort of a "mid poly" & sits at about 30k

#

I'll be refining it and doing a proper high poly bake before it goes in game properly/is released etc.

terse elm
#

coolio

bright kraken
#

at the moment i just wanted to get it to a point where I could get it in game, just because ive never modelled anything for a game before. So I'll get it in then go back and refine it and reduce the polycount etc πŸ˜ƒ

terse elm
#

what did u use to do the render?

bright kraken
#

Marmoset Toolbag 2

terse elm
#

cool, its on my "to buy" list

civic stratus
#

config.cpp animationSources class: class Glass_1_source { source = Hit; // "Hit" = value of this source is the health of an entity hitpoint = Glass_1_hitpoint; // Specifies health of what is the control value of this animation; "Glass_1_hitpoint" being the class defined in class Hitpoints raw = 1; };

#

model.cfg Animations class: class Glass_1_hide { type="hide"; source="Glass_1_source"; selection="Glass_1_hide"; minValue=0; maxValue=1; hideValue=0.99998999; };

bleak tangle
#

@civic stratus I sent you a mini-guide in a message on 4/28, so check that out. I can repost it here if others want to see it

full steeple
#

anyone out there have a police lightbar with a script I could use. Currently so lost with the one I currently have.

woeful viper
#

the script must have written itself then... here's a tip: dont just gobble up all shit you find in other mods

#

if you dont put in the time you might as well go home

civic stratus
#

thanks pennyworth

#

I remember saving that info to a txt document too

#

so "Glass_1_hitpoint" is the wrong selection name in the hitpoints lod then?

#

just looked at the sample, I believe I'm correct in saying the above

bleak tangle
#

Yes, unless you had it setup to use that name in the config.

civic stratus
#

well I did have hitpoint = Glass_1_hitpoint;

#

but I also copied that from the sample

#

so

bleak tangle
#

That guide should line up with the sample model, as that's what I based it on

civic stratus
#

it worked πŸ˜ƒ

#

excellent

terse elm
#

anyone got a working random numberplate working? like the bis civ vehicles, and before anyone jumps to conclusions no it not for a life mod!