#arma3_model
1 messages Β· Page 75 of 1
upon destruction model is replaced by mesh defined in Wreck lod
or it behaves differently based on the simulation class
usually proxy - if destructWreck is used and there is no wreck model then you will most likely end with character going through destroyed model
any ideas why planes then have a separate class for their wrecks?
found also this:
https://forums.bistudio.com/topic/73538-destrtype-destructwreck/
seems one needs LandContact in WreckLod too
then change the plane to destructdefault and see if there is any difference
maybe encoding dude wanted to make them placeable in editor too?
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
yes that part make sense
maybe wreck destructtype is required for the model to make these weird ass "craters" when impacting ground at speed?
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
overwrite their class properties with something different and see if those are even spawned by plane death. I doubt it
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;```
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?
@oblique vapor your stuff is looking nice bro!
@cedar coral - missing sections in model.cfg?
@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?
in your vehicle sections
@rough idol yep, sections missing in model.cfg fix it. Thanks. I need to update the rvmat, but that part is easy. π
Anyone know why when I export my model from blender with all memory points done in arma toolbox that it is showing up like this in object builder and the scale is huge? https://gyazo.com/44d350ebc00792e915fd64a50ebc5f83 In blender it looks like this with just the basic collision model for testing because this is my first time attempting to get a vehicle into arma. https://gyazo.com/f00bc2d03bd1235379f9565aa5d15f39
Nvm I got it, forgot to save scale and locate/rotation.
forgot to press ctrl A and apply everything did ya?
Yep, I am a noob.
Is there any way to add an omni light within an object ?
Like we add spot lights, but in this case, an omnidirectional light
don't marker lights and beacons do that?
as opposed to using reflectors (directional lights)
i wish the darn game would give me an error warning when no memorypoint was found...
would help wouldn't it.
arma is always a trial and error - mainly the error part
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?
it is possible to have a helmet with a thing but when NVG attaches that thing hides?
if yes then how?
If at all, only via some fancy extra section.
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
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
Might be bottom left by default
default layout of OB is like a impressionist art with a bit of π© sprinkled on it...
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?
in arma or 3D modelling software?
obviously arma. there are no players in modelling software...
^
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 π¦
you cant fake relative distance
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
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
no, they're all part of the HUD and have nothing to do with modelling really
is there a way i could make my own HUD and stick it into a heli, replacing the default one?
The dialogs for the AFM dials are probably in the config somewhere
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
check the control classes that are listed under the RscUnitInfoAirRTDFullDigital and RscUnitInfoAirRTDBasic
and any other RTD unit info classes there might be
but really this sort of thing belongs in #arma3_scripting and #arma3_config
right, i guess i'm not building a model -- ok thanks for tips
@umbral plume what is that
trabant p601a
β€ Trabbi
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.
Its THE Car (Yeah, lets call it a car) of the German Democratic Republic. Like a part of the German History
rennpappe
http://images.akamai.steamusercontent.com/ugc/259342887840300106/E5292F330C5F5FFDFA931329112B768CF2B1F5A2/ <--- Now to figure out the texturing side of things.
so how does overlapping uvs affect arma?
We havnt got our WIPS out for a while! to busy life bashing haha. Lets see whats everyones working on! Get ur WIPS out!!!
Sharing some of our mod teams WIPs
http://iforce.co.nz/i/pynvy4br.gjb.jpg
Modeled by cronicash
http://puu.sh/qXdgn/fcf9e2f782.jpg
My first 3d object. Still very much work in progress.
http://i.imgur.com/aFk9017.jpg
Workbench by Nex
http://images.akamai.steamusercontent.com/uga/259342887840300106/E5292F330C5F5FFDFA931329112B768CF2B1F5A2/
And of course the Trabant, modeled by Cronicash and configged by ANixon.
very nice ben which mod is it from?
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.
cool, never played desolation, whats it all about?
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.
ah right, heres what im currently working on http://i.imgur.com/Bqky4Xd.png and http://i.imgur.com/pBYldgC.jpg
Landing craft. Nice!
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)
very nice
Ran into the same issue for the longest time.
for normal maps I paint them and use Nvidia tools on photoshop
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.
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?
no, the lp should be the same size and you should use a cage to encompass the whole thing
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?
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
ok sweet
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
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
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
im using blender for modelling, and ima probably use Xnormal to bake my normals and other maps, wish me luck aye?
good luck haha, iv been told to look into knald for baking maps, anyone here use it?
Was headus worth it?
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
the only problem with blender is that it doesnt support cages
I bake everything in xNormal even if Maya does it
and Blender should support cages https://www.youtube.com/watch?v=BPy-oNtorus
ok nevermind then i was mistaken
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
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
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
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
does anybody here know the guy in charge of the nimitz mod?
the one on armaholic that seems to be still updated
Probably TeTeT then
know if he comes around here?
thanks
Isn't that Armatec ?
I believe he's referring to this one @oblique vapor http://www.armaholic.com/page.php?id=23056
Oh yes
something very different for once... https://abload.de/img/wip2_43nll8.jpg
erm, wtf is that?
Looks like a moon rover
pretty close, yes. Extraterrestrial multipurpose allterain vehicle
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?
Can anyone give me some guidance on how to tackle this problem: https://forums.bistudio.com/topic/194098-baking-picatinny-rails/
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
So as long as the UV coordinates remain there shouldn't be an issue with that?
yeah, if you don't deleted UV border edges it should be fine
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?
merge verts either side of the hole that gets created when you detach the teeth
the uvs should merge too
then delete the edge
Seemed to work, only issue was I had to manually merge verts in the UV map, but the result looks good
π
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
Is there a specific point that the SmokeLauncher "weapon" uses from the Mem LOD?
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
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
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
Anyone interested in helping to create a rappelling harness model? Would be nice to add to Advanced Rappelling addon.
As in help creating a vest item that acts as a harness?
backpack slot might be more appropriate
kind of like the parachute pack or that weird new CSAT pack with straps
hmm, yeah, that'd work better
blocking phase on front frame almost done, concept slowly taking shape...
https://abload.de/img/wip4_2lbs68.jpg
https://abload.de/img/wip4_4jrsqm.jpg
what program you using?
max... not that it matters
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
display or system?
impressive radio
looking good
π it's beautiful
what radio is it?
SEM 80/90
nice!
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 π
@cursive sleet you mean you have meters set as display units or system units in the 3ds max?
its like this https://i.gyazo.com/52de06bb6d9a41454d076f8ca9958899.png
got Synide's P3D plugin installed finally. but now modo crashes when loading a P3D, hmm plugin might not be compatible with 10.1 π¦
might have to revert back to 801
@cursive sleet - so you are working in inches then
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
Synide's P3D plugin crashed modo 10.1v2 and 801, but it seems to be working fine on 701. hmm hmm.
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
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?
Did you edit the model at all or is that how it was?
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
gl then π
its coming good just cant get edits in game cause im not getting aia π
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.
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
trying that now
wow it worked just thave to hope it fixes the same on the next model lol
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.
lucky :}
just the unbinarized e76 assets on the forums
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.
i still dont even fully understand how the uvsets work, lol i like the easy way of selecting and apply textures
@bleak tangle Schultz did that, long time ago.
what was the size limit for ships to be walkable?
not sure if this answers the walk-able question but:
https://community.bistudio.com/wiki/Arma_3_Ships_Config_Guidelines#Model_requirements_.7Bp3d.7D
no the limit is ~70m https://community.bistudio.com/wiki/LOD#Roadway 100m is only true for non-walkable objects
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).
all essential should be on those 2 biki pages by now
thanks @woeful viper I want to make some ships that can be used for some VBSS
recieving another error while packing, i checked all the required addons in the configs and all seems good
@bleak tangle
any idea of what could be causing these corners to be translated like they are in the normal maps? http://imgur.com/V1umC3K
@cedar rock have you tried looking at the bottom of the log file? With noisy output on it should give you more information
nothing changes with noisy im talking to mikero in the skype channel
Well what does the bottom of the log look like?
that second linked image
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.
yeah
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?
so you dont want it to shift gears
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
thanks bud, im pretty sure i downloaded this a while back, just never figured out how to use it
what's the best way to do UVs for tank tracks?
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
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?
got any pictures of the Pak 43? @blissful coyote
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
@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
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
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.
I meant to say ported it over to 3ds
it would have been better to do it in 3ds max from the start
Im aware, but as I said, im just trying to find my footing in modelling
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
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.
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 π
@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
@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
@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 you masochist
So triangulating has just messed everything up on me...
http://imgur.com/a/4IbMv
you probably just need to select the glass again and move top
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)
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.
Let me know if this helps as I haven't done anything config related with TFAR https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-For-developers
In the vehicles section it should tell you under "To set if vehicle have inbuilt radio use:"
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?
It means something like one of these classes https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API%3A-Classes
see "manpack / vehicle-mounted"
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?
@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)
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?
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
i just keep getting "no entry: "bin\config.bin/CfgVehicles/Hawkei.side""
sorry, im a bit new to all this
this is how ive put it in: class Hawkei {
tf_RadioType_api = "tf_rt1523g_big"; // https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Classes
};
class Hawkei {
tf_hasLRradio_api = 1; // 1 = true, 0 = false
};
class Hawkei {
tf_isolatedAmount_api = 0.4; // more than 0.5 means that you cant hear anything outside the vehicle
};
};
Can anyone help me on adding ambient occlusion on the second UV Channel of my asset ? No idea how this works
In the _as stage of your .rvmat, just apply uvSource="tex1";
default UV set is uvSource="tex";
Thanks
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
nice Frigate
Ah, well nowadays you have all sorts of destroyers that are called "frigates" because it sounds more PC
looking good!
I am going to model the interior such as CIC and bridge too π
@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)
Oh aye, I've seen that they never use pneumatic tyres for anything.
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)
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
I'm bored right now....any idea of any small things recon related that I can model?
homework it is then π¦
Shovels
something that would be usable π
a turret?
One of those "squeeze" powered flashlights? Each time you click the mouse button it charges the flashlight...
too late, did homework instead....now I'm not bored anymore π
just got the texturing started: http://images.akamai.steamusercontent.com/ugc/263847302299288167/28833A9E4D0E379E1AC6189A4B964DA8E1474D4A/
If anyone is interested in making some custom buildings add me as a friend π
one part of an upcoming project, finally got the uvmaps done and textured, ignore the shadowvolume error - as I mentioned it's part of a larger project - http://imagizer.imageshack.us/a/img923/4145/OADx4t.png
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
try looking for US ARMY FIELD MANUALS for the M2
there is some for most guns and some have good pictures
Yeah thats my usual source but sometimes hard to tell with black and white pixel images
yeah i know the stuff is old.
have you tried manufacturer website? FN herstal makes them afair
the research websites on the right: https://www.forgottenweapons.com/ ?
also 1080p60 youtube video with slow motion: https://www.youtube.com/watch?v=yuZ5VrLQ1ek
Alright ill be checking these out, thanks
@white jay nice M2 you got there - what for you doing it?
thats in zbrush if i see it correctly
anyway here you got some pictures heh - http://dndguns.com/group_m2hb.htm
http://www.m2hb.net/m2phpBB3/viewtopic.php?f=15&t=2739
http://forum.valka.cz/attachments/12663/BMGM2HB.jpg
http://www.nicolausassociates.com/images/50CalMGLayoutChartReducedSize.jpg
and lastly this guy that modelled every part of the M2 heh
http://abiator.deviantart.com/gallery/?catpath=%2F&q=M2
wow nice find
simple yet efficient @foggy finch , nice work π
@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.
For arma you might need only the top cover detail , feeder and bolt detail
everything else is covered
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
you doing that for your own mod or part of some big mod?
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
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
sure ill post some links in a PM so were not spamming
yea good idea π
bad idea π me want to see too π
Yeah, sharing is caring! π
https://i.imgur.com/fzV08GN.jpg - this is what I have been working on
^ sexy
@here Who know B@CO ? He did White shark for A3, need to talk with him about animals! π
Sorry wasnt watching chat
@fast topaz here you go bud
https://i.gyazo.com/25612954bdce54b21c5f9853c75dc54e.png
https://i.gyazo.com/a4249938c4ca763bfedb9d895b77f8a3.png
https://i.gyazo.com/7ea42403a627846404be9f758688272e.png
https://i.gyazo.com/21b979e11b76e63bb316fb9b260664ef.png
https://i.gyazo.com/dcd190a0eb6cf9d0042785bd3ba591bb.png
https://i.gyazo.com/6c5c81931787996e7412ffcdd552968f.jpg
https://i.gyazo.com/2a3bef03c621709c1c53081f9874d803.jpg
https://drive.google.com/open?id=0B0U8_nPcpkMFY0lndTFDczlpaFk
https://drive.google.com/open?id=0B0U8_nPcpkMFWWFpUTZxNHUxNzA
https://drive.google.com/open?id=0B0U8_nPcpkMFN3AyTkc5YU1uSVE
https://drive.google.com/open?id=0B0U8_nPcpkMFQWpLX25hOTE4Q00
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.
Thank you @bleak tangle
Indeed, very good looking :)
Thanks @fast topaz
@white jay nice work
@past canopy thanks bud
you interested in doing some WW2 stuff?
Already did quite a bit of that. Im assuming your referring to FOW?
FOW?
Referring to West Wall
Havent heard of that one
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
@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.
@compact granite what you need help with bud?
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
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
lol
well that sucks
@bleak tangle any thoughts?
E76 buildings requires a lot more than Jackson county, if you use pboProject you will see everything it requires
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
@past canopy
4.9k
oh wow that many for plain?
fuck yeah
BI helmet is 2k π
nato doesnt look that crapy tho
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
well thats up to you
though*
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
how many tris have those?
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
largest tri count on A3 vanilla helmets - is the Heli Helmet plain one has over 5k and with shield over 6k
RHS LWH: 6.6k total
RHS ACH with norotos: 7.2k total
RHS ACH with all its stuff (base model): 10.3k
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
yeah roadrunner is a crazy mofo, he added way more than I would ever dream of
thanks warden for those numbers , those will be useful
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
i think the LOD system likes the proxies more than regular lods in the model heh
Westwall mod does look impressive, makes me want to dig out that spitfire i started 6 month ago haha
only if arma engine was suited for that π
Looking for skilled zBrush sculptor for pay'd work π
LOD system in arma isnt that great tho
in what way? is it buggy or do other game engines use something different?
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
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
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.
just got email/newsletter from the foundry (makers of modo), there is modo/mari modeling & texturing competition and interesting note that Weβll 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.
Modo is awesome.
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
Have you tried it in the 3D editor, and are you sure that unit is a player?
@half heath do you use modo for arma3 modeling?
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.
cool. how do you export model to bring into object builder?
No clue, going to tackle that once I'm done with the model. Ben Redmond made an article about it, I found it on Polycount a while back. https://docs.google.com/document/d/1NCkkBqdwJgNEFR6X6-lQ4zYBqkDtgX0dyc8TgSF3uL4
ok. oh tutorial for modo<>arma3, great thanks for the link.
NP, saw the Modo/Mari art station contest, looks interesting.
ah now this link is up: https://www.artstation.com/contests/the-foundry-s-test-drive-modo-mari-challenge
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.
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.
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).
@compact granite Did you figure out your UV issue?
@ebon abyss whats difference between modo and zbrush or 3ds max?
dunno
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
Umm I love you?
What do you plan on doing with it Alexander?
& can you add a 'fortified' version? Or one with more support? aka
http://navymedicinemagazine.navylive.dodlive.mil/files/2014/06/machine-gun-corpsman-cropped.jpg
@loud wadi this is for a Sheridan tank, but i made the stand as well as some people want to use just the .50
well it sure is purty
As for the fortified stuff do you mean sand bags on it?
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
But we dont wanna hit stuff, we just wanna look cool π
@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 π
@pallid oasis LAte probably
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
Looks perfect imo, is this a door to a new building?
This is a basement door Kol9yN asked me to do @umbral plume
@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
iirc doors in arma should be 2.2m to 1.1m at least for standard doors
@white jay how much is koldyn paying you for that asset?
isnt that a private thing ? ey?
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?
@fossil obsidian posting the config, and the rvmats might be more helpful, it could be a number of issue
config is simple just 2 row
rvmats more interesting
rvmat β
@pallid oasis π
no wonder that you got it black when you dont have the proper rvmat setup
@twin urchin good sarcasm! π that why im asking here about how to
you need all those stages working , otherwise it will be black or not looking properly
how it looks better but still have a bit black
here what i have currently
https://snag.gy/ZEQWqJ.jpg
what i must tweak for make it looks normal?
diffuse should be white as long you want your colors used from _co map
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
these two all 1
good
you dont use transparency right?
well try if its too bright on sunlight then tone it down
its binded with smdi map?
yes
so, set it to white too?
trying
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?
@fast topaz on youtube you got couple of guys showing how to do that
like this guy - https://www.youtube.com/playlist?list=PL925958D31D8D30C7
thank you, so he's doing the HP first...I don't want to watch the whole tutorial videos to be honest π I know how to do the stuff, just wasn't sure which workflow to use for making more details
for most of the guys it is better to create HP then LP - it is rather fast process when you get used to it
ok thanks ^^ now I have to decide which gun I'll make
want an AN-94 but there's only bad reference iirc
I recognize that shotgun π
feel free to suuggest other weapons if you want
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
I think I'll go for a SIG MPX, CMMG Anvil or Falkor Petra
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
does it have autocenter = 0?
yes
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;?
let me test with that, currently 0
that totally broke the whole model.cfg
soo... not working with that
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
{
...
};
};```
all ammo just hovers over there, it does animations as planned all except the belt
and that's with isDiscrete=1;
@past canopy https://gyazo.com/b1c4b295d2ba37a5a7462d111d478c5a
pretty much finished now
Looks great, what's that for?
its a radio. not a lot radio mods out there π
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?
30k Poly's
there is probably about 6 or 7k that I could bake out. But I think im gonna struggle beyond that
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
yeah, that was one of the things I was considering
Some of the cyls have alot of detail comapred to larges pieces
those two things are in that 6 or 7k i could probably bake out mentioned above
yeah, i got what you meant dont worry π π
this is only the 3rd proper model ive made in 3ds max, so im still learning
the butt has alot of polys going along the top it looks like
yeah, I could bake some of that detail on potentially
yeah, I've been using smoothing groups π
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
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
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?
No, you only need to UV map the low poly
thank god for that haha
one I did a while back but haven't done the internals and bipod yet: http://images.akamai.steamusercontent.com/ugc/704037455320841724/A482BEB9D9A14F5AC049FB7FF966F4CB6C86D6BD/ is ~12,000 triangles
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
I remade the high poly like 3 times since I was learning high-poly modelling and baking at the time.
yeah, thats sort of where I'm at now to be honest
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 π
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!
Quick question for my sanity: http://puu.sh/rdret/e1ccf1b4ae.png
Would the top square be considered an n-gon? Because it has 5 vertices total touching its edges, right?
Yep
Would anyone beable to kinda teach me how I could get my Helicopter Rotor blades to blur when spinning ?
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?
Try deleting the second or third UVSets from the shadow and geometry LODs
Afaik nothing can be animated inside a proxy..
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?
i think it had something to do with landcontact, use eliteness to look at a helipad
eliteness doesn't run on my pc for some reason
ah
man arma lighting is a ballache
is there anyway to remove light source from going through a building?
nope,. DayzSA recently got that feature though, so maybe sometime soon
Uro can you explain to me what goes into making objects that decal the ground like helipads?
i wish i could remember the details to help you, but google search for something relating to land contact points and terrain
landcontact lod is for vehicles, not used very often in structures and never in a road tile
so a road tile is what i need?
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
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
Would youy mind explaining what a road tile is Uro?
a road section of road.
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?
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
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
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 π
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.
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.
Yeah that's the one, I just found it on armaholic and BIF as well.
Thanks guys, but already read that. What I mean is, are there any details concerning named properties / config / physX ?
why not check the BI models?
[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...
Oh god no..
the sky is falling !!!1111ÀâΓL:PΓΓ
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.
Snake man: Couldnt find anything like what you said.
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.
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 π€ So it is just black around the number ....
thanks anyways
only some of them do, so i guess it is a issue with me
Alright guys feedback time
Basement door thats been lost in the Tanoa jungle
and darkened the metal a bit
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
@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
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.
Right now the wear doesn't make any sense
Its not suppose to. ITs in the middle of a jungle
You asked for feedback, feedback provided, feedback rejected. result=no more feedback.
lol
i'm contemplating starting to model a ropeway on my map
what are the chances of making one that can actually work?
A ropeway? Can you be more specific?
@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.
@thorny rapids liek this http://www.xtreme-photos.com/photos/bibliotheques/703/960_SUPx-rope-bridge-madagascar.jpg?
woops
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
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
@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
Hey, did anyone subscribed to the 3D Artist magazine ? If so, is that worth it / is it good ?
probably depends if you are able to find information you need on your own
imo such mags are only advertisements you pay for
anyone know the proxy name for where the gun goes on a vest when holstered?
@oblique vapor they usually arent, cool to look at sometimes but most helpful stuff is on youtube/polycount/gumroad
im gonna assume that you need a config.cpp for a vest, but what about a model.cfg?
@rapid yacht yes if it's a p3d then you need a model.cfg
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
@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;
};
};
};
};
};
also here's some more samples
http://tactical.nekromantix.com/wiki/doku.php?id=arma3:config:ravendk-vest-config-example
yeah ok thanks, i found that before
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
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
@agile flint the Apex SPARs are very highly optimise in the third person LODs
@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
The test from this post on Reddit could be good for you to compare model performance https://reddit.com/r/arma/comments/3c364a/i_did_some_analysis_of_modded_weapons_impact_on/
I ran it recently on a large mod set and the information gained was interesting
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
Anyone know if there's a bounding-type mine in the A2 sample models? or where there is a sample model if not there?
anyone know how many polygons the quadbike is?
anyone got a fix for reference images being blurry in max (using plane)?
Does anybody know if poolpunk comes around here?
not really bludclot but he answers on the bistudio forums.
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
It does and with eden you really shouldnt handle loadouts like that
Only on mission start, to clarify
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)?
Has anyone tried modelling assets for ARMA using face weighted normals techniques a-la Star Citizen or Alien Isolation?
@half heath I believe there was already a discussion about this, rv engine doesnt support it
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
face weighted normals?
yes you do those in Max , export it and import it into Object Builder boom there you go
heh
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.
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?
that should be fine @thorn spire
@twin urchin Nice, thanks
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
Good Afternoon guys, feedback would be appreciated on this m2.
https://gyazo.com/d2f6431f34c55e72ef135c98f809188c
https://gyazo.com/6fec53142f1979a602ef7fb1fdfad25e
https://gyazo.com/411cbcd3006bc90509c7c03262468003
https://gyazo.com/15e40a1004454bc105c75af828f9e7ed
https://gyazo.com/554d878b8f5f92f916d7a535d2cee51c
https://gyazo.com/25c5a49b126f9b0d6575571884910abd
@past canopy good info
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.
Is it possible to use a different model when a weapon is selected than when it is not selected?
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)
has anyone out there seen any hazmat suits? Even one from ArmA2 that I could port.
Yes. And only if you have permission.
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?
What do you mean by "an external dependency"?
better ask harambe for that matter
those are material paths from your .rvmats
lol, i found the error, it was calling rvmats from the wrong folder... I'm so silly. Thanks man
https://gyazo.com/fc9c3ecbffda0936495b675df8da9e10 Can I have a job @ Bohemia ?
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
@twin urchin got urls?
@thorny rapids of what?
ty
Hey, is there anything out there for backpack modeling, samples/ configs/ models.cfgs ?
not that I am aware of. backpacks are pretty straight forward. what do you need to know?
kiory released a back pack sample on the forums
I just don't know what to put for the names selections in Object builder, ill try finding Kiory's thing
anyone have any tips for rigging fingers so they done look like this https://gyazo.com/8265a0b6b4fa73fe82c01484d66e758f
make sure every segment of the fingers is tied only to its appropriate selection
Ok, guess I will redo all my figers lol
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
my friend gave me the model and just told me to rig it lol
Would I ask here about a model.cfg question or would I ask in #arma3_config ?
Here is fine
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;
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?
how do people here go about modelling helmet straps
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.
is there a way to change the position (x position) in all the lods at the same time?
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
@polar fiber Cheers for the info mate. I'll fiddle around with it π
@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
It could be a few things. Have you checked the car in the Arma 3 Samples? This thread might also have some suggestions https://forums.bistudio.com/topic/160589-floating-car/
thanks, ill look at it
@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.
@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
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
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
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?
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
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?
there are renderworlds for a3
bluescreen world, greenscreen world, etc
look on armaholic
will do, thanks
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
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'
I never knew there was mouse scaling π That would've saved me hours in the past...
yup, you can rotate and even duplicate with keyboard&mouse combos too
@polar fiber Thank you for the help you beautiful, beautiful man
http://imgur.com/a/htnGH
there is anyone working on trixie recon mod? or making a mod based on his work?
most of that was just ports
Why is this animation occuring instantly? model.cfg: http://pastebin.com/raw/B8iUg08h config.cpp: http://pastebin.com/raw/N5AvnbAA
lol, a buddy just told me he got a warning on the forum for calling Apex Failpex LOL
animPeriod in model.cfg does nothing, but that shouldn't matter here. What command are you using to animate it?
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
Can you paste the snippet of how you are using the animate command? It has a parameter for doing things instantly
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
lol well done π
π
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
Can't say I've seen it, but I'll look around later.
@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
well he worked for a large CPU manufacturer so maybe not
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
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
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?
no that's still ok. But dont make it much more than that, unless you really have to
I see, I still have a little cleanup to do so I can probably shave about another 2-3K
vanilla Hamok has 27k at max iirc - without ordinance
What about the Apex Blackfish?
anyone know why HitLFWheel(or any wheel) doesnt work in LOD1.00 but does in LOD2.00?
If the selection does exist in these LODs, sure, why not?
@wraith tendon It does exist and the selection is there but it doesnt work, ill try renaming
Re-check the selections again (maybe a typo? accidently re-assign it?)
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
Try copying the wheel from the working LOD to the other
can't remember if o2 was CaseSensitive
same cases and everything
@wraith tendon It works when I just copy and paste the wheels from a saved version of the model over.. I dont even know
hm, enjoy your arma =}
oh I will
the HEMTT progress http://i.imgur.com/VFwU4zt.jpg http://i.imgur.com/cqlL1Rq.jpg
π looks nice
Is that the game model or the HP?
that is the HP
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?
@cinder pivot just incase you don't see the other https://community.bistudio.com/wiki/How_to_create_destroyable_wheels
Hey all heres my WIP for the LP version of my V-280 Valor aircraft. http://i.imgur.com/FRdR3dp.jpg
@cursive sleet the sheet metal thickness of the boom looks a bit thin - compared to the gigantic hydraulic cylinders (they look like >200kN cylinders)
Yes, i noticed it too. Will be fixing that π
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...)
Are you trying to export to .p3d and what from what format?
@half heath that's really good man
@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).
I think i've found what i'm after though, required a slight modification to this: https://bisimulations.com/KB/oxygen-batch-processing
@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
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
@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
well Robalo didnt have own system ? so he could take the MRT under his wings too
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
something small http://i.imgur.com/SbuIiGL.png
nice looking radio
nette funke
radio looking sweet!
Still some tweaks to be made, some more detail to be added, but thought I'd share... https://i.imgur.com/HYhPt3o.jpg
Looking damn sexy!
very nice @bright kraken i started to make one of those myself yesterday for my MK10
urs looks good fella
struggling to find any large reference images if u have any ur willing to share?
Are you working on the L7A2 or the M240?
L7A2
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
these are great thank you very much
Not a problem π
gunna mount them on this bad boy http://i.imgur.com/pBYldgC.jpg
Oooooh yes very nice! You should get that piccatiny mount with the Eotech Sight on it in as well then!
Nice Mike!
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.
coolio
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 π
what did u use to do the render?
Marmoset Toolbag 2
cool, its on my "to buy" list
Can someone refer me to a building glass guide? My glass doesn't seem to break
hitpoints: https://gyazo.com/e9405a03398597aae9d2c65e832ac057
fire geometry: https://gyazo.com/806f5569c2d68d244fb3cd6a96cd2eb4
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; };
@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
anyone out there have a police lightbar with a script I could use. Currently so lost with the one I currently have.
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
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
Yes, unless you had it setup to use that name in the config.
well I did have hitpoint = Glass_1_hitpoint;
but I also copied that from the sample
so
That guide should line up with the sample model, as that's what I based it on
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!