#arma3_model
1 messages ยท Page 76 of 1
pretty easy to write
does that help at all?
@bleak tangle I've just got one last issue, with my lower window selections, what I'm seeing doesn't seem to match the UV
https://gyazo.com/0b1f65b7a19356c54f0a04d2c53e3a1a notice the transparant parts around the edges
hmmm, I havn't had this issue before, I can't seme to add the selection to the UV window with the tab key
thx eagle, can this work with custom letter/number sets?
forgive me im an utter noob when it comes to sqf's
i mean you have to change the formatting if you want something different
that's a 4 letter 3 number system
Has anyone done destructable doors?
I have this weird problem
i have movefoldered some trees from the licenced data packs
specifically the plants_e2 ones
everything seemingly work
no errors
trees place fine in buldozer and everything crunches fine
but in arma there are no trees on the map
did you pack the trees into a pbo?
are the trees in a pbo with other objects that show up?
no, these are the only "custom" objects
they are in a second pbo in the same folder as the map
and do you have a config.cpp with a cfgPatches class in your tree pbo?
i have re added the folder in arma launcher too to make sure it uses all the pbo
and yes
class cfgpatches has blud_Plants_E2
and added requiredAddons to your map cfgPatches
i sense a map re crunch coming up ๐
i haven't added that with cup objects but they still wrok
i hope you did split your _data, wrp and config into diffrent pbos ๐
well then you can just recrunch the config pbo
but anyway it shifted into #arma3_terrain
has someone experience with spawning own p3d objects with createSimpleObjects? I've added the texture inside the model with mpmissions__cur_mp.altis\sign_co.paa but it stays white
p3d / tex is inside mission file
k got it thx ๐
Can someone explain how a car I made could make my whole server lag unbelieveably?
it has something to do with the lightbar on it but I cannot figure out what
haha... remember what i said? "dont just gobble up all shit you find in other mods"
only thing I have thats not mine is a lightbar script which my friend gave to me. I have multiple cars made and none of them have had this problem....
Go figure, my aircraft is out of scale...
Is there a seated ARMA 3 reference soldier out there somewhere?
theres a sample one you can get from Arma 3 samples on steam
I already asked in the #arma3_config section but no reply so I figure some of you might know the answer. "Anyone know if there are any other config properties that effect WingVortices? I have the memory points placed for the right and left wing just like it shows in the sample models but it doesn't seem to want to show up ingame. Everything else is working fine like Exhausts, MarkerLights but was wondering if maxspeed had some play in it or any other config needs besides class WingVortices."
iirc they only show up at a certain angle of attack / g force. So if your flightmodel does not allow higher g it won't show up.
you could open up the effects config and see if you can make your own with less G needed?
Can someone help me with a geo lod please?
IDK if the blender tools are not working correctly or what because I have tried everything.
What's the issue?
preemptive strike https://community.bistudio.com/wiki/LOD
http://i.imgur.com/RnvzO3u.jpg I think I fixed the scale.. It's slightly larger than the ARMA2 UH-60M. Which I think is right.
anyone know why my model wont take any assigned textures?
not regular colors using the color picker even.. just nothing
have you uv-mapped it?
yep, was UV mapped then used maya auto generate LODs and the lods wont take texture in OB
hello
I would like to have a question ..... in memory lod What are Exhaust 2?
please
It's a second exhaust if you already have one, creates a particle effect for vehicles.
where it should be placed?
For example if you want an exaust effect you would put the starting point of the effect at the very end of the exhaust and call it exhaust1. Then to make the effect go in the direct you want it to make another point called exhaust1_dir and put that in the direction away from exhaust1 that you want the effect to go.
does every mod use the basic hitpoints approach for infantry like BI does in A3?
or is someone else using a more refined like Olds developed with RAM for tanks
So whats the deal with bulldozer erroring out all the time.... nvm I guess runnign ti thu object builder works.
@X3KJ#8043 please explain. wouldnt it be possible to make the radius fit the body shape better at least?
why? its not required. Its only important to surround the firegeometry. Doesnt matter if it sticks out alot. if a bullet hits the bubble but not firegeo, it does nothing ->> all explained in damage description page
from what i understand it matters on a damage event with indirectHit and when penetration happens
did I misunderstand the description?
yes. shrinking hitpoint radius on infantry reduces Case D, but case D doesnt cause any damage whatsoever
it works suprisingly good with HitPelvis, HitAbdomen, HitDiaphragm
but it doesn't work at all with HitFace and HitNeck
@deep hearth it being what exactly?
Oh, I wasn't talking about the RAM method for soldiers
I meant the new HitPoints BI added
the ones on the head don't work as one would expect, but those on the torso are an improvement
I think there are still asset addons around that use the old method
soldier models as well as vests and headgear
Some WIP on the Arleigh Burke https://i.gyazo.com/08205363a5fcbab6e69ce43dd7bca13e.gif
anyone have any idea why I can walk through my object so easily yet my geometry seems properly set?
@deep hearth "as one would expect" what do you expect of them?
face does not receive armor from normal helmets -> hits to face fill the HitHead quickly to 1.0
the HitHead gets bullet damage eitherway
its just the amount that is different with the new system
andrew, your geometry is not proper. check biki for LOD page - geometry
HitHead receives more damage than HitFace and HitNeck
so it's pointless
HitFace and HitNeck do nothing
also if you shoot someone in the face they received just as much damage for HitNeck as if you shoot them in the neck
it's just to small to work with this system
the spheres are too close
handleDamage iterates through these depending on the order they are placed in config
since HitHead comes after HitFace and HitNeck, the depends entry where it calculates the maximum of these two is overwritten by the damage received on HitHead
this means that simply removing HitNeck and HitFace would change absolutely nothing
So it's broken in my book
Even the helmet config aknowledge this
class HitpointsProtectionInfo {
class Head {
hitpointName = "HitHead";
armor = 6;
passThrough = 0.5;
};
};
they protect the actual HitHead
otherwise helmets would be broken
thats the whole point of it though... HitHead is the "collector". Whenever that is 1 you are dead (hardcoded). HitFace and HitNeck amplify damage (cause HitHead gets directly damaged, and indirectly through depenency on HitHead and Hitneck)
bullets that can penetrate through the head will obviously damage both hitface and hitneck, and bullets with higher damager have the dreaded internal damage radius (see Case C), which is very problematic for accurate tank damage modelling and such.
means it takes longer until hithead is 0.9 if you only hit the head, but not face or neck
its not a system tailored to an ace medical "every boo boo has a seperate independant hitpoint" system - yes. But it works
well i did some testing a few days ago, and at close range even pistol was always deadly except for arm and leg hits (target inf had hardly protection from clothing like the West units without vest)
either death from head or one of the spines
in addition arm and leg hits go almost 1:1 to total damage, so when either of them was at 1, the guy usually died too
i guess its fine as standard system, yet its really basic
die or not die is matter of hitvalues vs armor values. The underlying damage system works as designed. Though i wonder if you can choose other dependencies other than "hit1 max hit2 max hit3". Would be cool if you could do multiplication and addition, or limit the amount one of the dependency hitvalues can contribute to the collectors damage.
well BI uses a fairly basis system for vehicles too, so why expect more for infantry one could say
at the same time zGuba has pushed forward at least parts of the vehicle system for A3
now one could have imagined that the marksman DLC has done something along these lines and probably the additional hitclasses/points and clothing did - but how much really in practical terms
in practical - its huge. I can now add full arm and leg armor to vests... or make chest stronger than abdomen
for your off the mill military vest it doesnt change alot... if you go beyond that it offers alot of possibilities. Even more so if you dont have to rely on vanilla soldiers.
not as good as real (but simple) hitgeometry for armor https://feedback.bistudio.com/T79744 but they couldnt make that work
if you really want to test the infantry damage system you need hitvalue =1 and caliber=0.
to be clear - i am talking about the current configuration of A3; of course you can do a lot more now, but BI didnt utilize it much (from what i understand)
@woeful viper -
'''depends = "0.5 * (HitEngine1 + HitEngine2)";
as you can see, it's possible to do it right now
thanks for the good link
thanks reyhard, good to know. Didnt find any examples or descriptions of it beeing used this way, so wasnt sure.
BI hasnt redone their tanks, yes. They need to address the lack of HEAT simulation / caliber issues for missiles first before they could do that.
how silly the penetration inconsistency is can be described by a simple example: A projectile (simulation=shotShell or shotBullet) with hit=1 impacts on a block with armor=1 (means one hit kills in best case). If the projectile has caliber=0 (no penetration) it will outright "kill". If the caliber value is not high enough to penetrate through the block's material, it will also kill. If the projectile has just about enough penetration to penetrate the block, so that it's exit speed is < 0.1 m/s (means it falls straight to the ground after exit) the damage dealt will not be 1.0, but somewhere around 0.22. A fifth of the damage, just because the last mm of material was penetrated...
well aside from that isnt the relation of armor of the vehicle vs armor of the hitzones a problem too?
like for scripting/engine logic you you want to have a vehicle destroyed
however in reality a vehicle (or infantry) is more often disabled, and to destroy/kill it, specific conditions need to be fullfilled (in our terms specific hitzones destroyed (or for infantry bleed out, leathal shock, etc)
plus the expectaction of the general player to have something destroyed/killed easily with clear (visual) feedback
the visual side can be adressed in various ways
sure - BI just doesnt want to invest as much it seems; modders can do it technically (aside from some issues here and there to tackle or live with) i think
you could easily make a system where you do not have to hit special components to kill a tank. But hitting critical components you could kill it much quicker.
Half-arcade, half "simulation". IF the problem with direct damage radius is adressed
@woeful viper you missed my point completely. HitHead doesn't collect anything. It comes last in config so all the damage "collected" by the depends entry is overwritten by what HitHead directly receives. This has nothing to do with ACE. Please don't bring up strawmens.
and it doesn't work. you can completely remove HitFace and HitNeck and zilch changes.
@deep hearth hits to HitHead do not overwrite damage caused by HitFace or HitNeck. I just tested it once again. The reverse "looks" to be true. If you damage the Head, then Face, the damage on Head is suddenly equal to Face. But this only applies if the unit has head protection, since the damage through the face is higher than through the head. In many cases bullets also completely penetrate the head which means multiple hitpoints get damaged. If there is no helmet, it counts up normally. If protection of helmet for head is lower than face and neck it also counts up normally
one could likely solve any inconsistency coming from "max" by adding a new HitHeadDirect with same properties as HitHead, then change armor on HitHead to 1000 and set dependency "HitHeadDirect + HitFace + HitNeck".
yep, "max" operator plays a role in inconsistency/ "free damage". If you use a very low damage gun (0.25) you can see it well. 3 hits to Chest -> Body = Chest. 2 hits to Abdomen -> nothing happens to Body. 2 more hits to Abdomen -> Body=Abdomen. (assuming equal protection on all)
only danger of using "+" over "max" is indirect damage, which will quickly overkill with low damage if not adjusted for (due to damaging all hitpoints at the same time). I know i'll definitely use + over max in my hitpoint system...
@deep hearth @woeful viper what do you guys use to test?
getAllHitPointsDamage cursourTarget
one could likely solve any inconsistency coming from "max" by adding a new HitHeadDirect with same properties as HitHead, then change armor on HitHead to 1000 and set dependency "HitHeadDirect + HitFace + HitNeck"
Yea. Something like that would work. Then the order they appear in config wouldn't be important either. As long as HitHead with armour=1000 has a min damage threshold.
So it would be the same as HitBody works atm.
But even with the configs fixed, the detection of what is a Face, Head or Neck hit does rarely match where you hit the model
You shoot the model into the face and since HitNeck is so close, it will receive more damage
so just manual visual output and comparison after each shoot?
i use diag exe Hitpoints mode...
detection -> adjustement of hitpoint size would be possible (if it's just a matter of size), more precise would require editing of Hitpoints LOD in all uniforms
i find it to be consistent enough, at close range. I always have bullettracer enabled to confirm hit location. The real problems come when the "sink model into ground" feature sets in.
this is mine
more info here: https://forums.bistudio.com/topic/194918-release-vehicle-damage-and-armor-test-mission/#entry3098532
[RELEASE] Vehicle damage and armor test mission - posted in ARMA 3 - ADDONS - CONFIGS & SCRIPTING: FeaturesAbility to select any type for vehicle targetTarget vehicle placed in all 8 directions (4 cardinal and in between each)Ability to select any weapon (as infantry or in the tank)Instant weapon availability, instant reload, unlimited ammoProjectile tracingOn-screen damage overview for each component ordered by damage and crew (hintC)Disable/toggle to non intrusive side display (hintSilen...
actually, using + has a negative sideeffect: A powerfull penetrating rifle shot can (but may not) hit 2 different locations -> results in double the damage
Few questions that i been wondering for a while
every weapon does need fire geometry? the old geometry lod isnt enough?
also that Geometry Buyoancy is necessary?
No, you just use geometry. Can apply a surface .rvmat to the geo LOD to get hit effects
iirc the geometry is only used for bulletds if no fire is in place, but i guess its more performant to use one
i ask these since the A3 sample got them
and i know from A2 that i used only geometry lod with that material rvmat
it does work, like da12thMonkey said, but usually the fire geo is less detailed than the geo (not sure if thats the case with weapons tho)
from what i can see the both fire geo and geo are the same thing
at least from weapon perspective
well ๐ then it's better to just use the geo with the .rvmats applied
not sure but i think its for floating bodies
imagine it just affects how the object sinks if dropped in water
yep, in my testing it does.
so just sinks at regular gravitational acceleration without bouyancy LOD, like in air?
most likely
but yeah, I don't think there's much benefit to having a Fire Geo unless you need hit-detection to be more precise than the Geo LOD or the object has several different materials that would not be well defined in the simple collision shape of the Geo
good thanks
if you have a skeleton stock ,you dont want it to block bullets. But you want it to collide with the environment. Firegeo can be more precise and smaller (by omitting things like the barrel, so that soldiers don't have a giant unpenetrable metal shield in front of their body
why the buoyancy is used i have no idea - its not like weapons generally float...
doesnt have buoyancy be enabled in geo LOD via property, which iirc it isnt in the sample
probably that when a diver dies that his rifle does not fall to the ground like a stone but floats slowly down..
Depends whether the engine only calculates water resistance when there is a bouy LOD present or not I guess
lol diving... one of the larger advertised features in arma, and yet i feel its beeing barely utilized
in A3 weapon sample - the geo and fire geo got the same details
that just for FYI
yeah i even forgot that you can go into water by now
its just a sample... and i wouldnt be surprised if BI used some shortcuts for their weapons... doesnt mean you have to
Is there a model.cfg for the v-44 blackfish available? or can it be extracted? I have a samble cfg from the A2 osprey but I don't know if there's any changes. I don't see other references for tilt rotors.
not yet since those files are still in ebo state
Ok thanks. My main issue is I don't see thrustVector as a inbuilt animation controller in the wiki, yet the A2 Osprey shows it as the source for engine tilt
thrustVector as source works in A3, plane and planeX. Wiki is a community effort... its not feature complete
Thank you sir!
added it to the page
you guys know if the guy who makes the ivory cars mod comes around here?
Would that be the one that had all the unauthorised Forza models in it and had a DMCA claim on it? I can't remember....
lol is that what they did_
?
probably as it had some fancy sport cars
bah that's just mean
ยฏ_(ใ)_/ยฏ
it was a really cool mod as long as it lasted
I can't comment on if that was the one that had the DMCA claim on it or not, but if it was, it serves them right. This is the "Model Makers" channel, not the "Model Takers".
i agree completely
it is deplorable
the guy did really good work on the configs on them though
have to give him that
i've done 3d modeling since 2000 and as a job for many of those years
came here to maybe snoop some information before i get into creating for arma
been spending months learning terrains
now is the time to start thinking of custom objects
"really good work on the configs"... you mean the standard that every other serious mod also has? It doesnt take alot to config a vehicle properly... once you know the drill
I know this is a A3 chat but whats the max points and faces for A2?
absolute maximum was like around 32,000 vertex normals
but how many faces really depends on what kind of object it is
most weapons were less than 10,000 faces
@polar fiber where does it even say verts? All I see is points and faces
points means the same as verts
but there's nothing that tells you how many vertex normals there are since that depends on whether the edges are sharp or soft
@polar fiber so any idea why bulldozer wont show my character model and says too many verts?
Can anyone point me in the right direction on what to check if my turret only moves left and right and not with an up and down motion?
animation lacking for it in model.cfg?
animationsource wrong?
selection in p3d not set?
wrong selection name?
@woeful viper Everything works in bulldozer, viewing the animation just not ingame ๐ฆ
then it must be name of animationsource. source in model.cfg must match what is defined in turretclass
it all matches up ๐ฆ
Anyone know what to do when Oxygen says too many verts so wont show the model in Bulldozer even know there are less points than the cap?
like I said, it depends how many vertex normals you have. If you model has lots of sharp edges it will have multiple vertex normals for each point
if there are too many: reduce it. Simple as that.
would anyone got idea whats happening if model that you are shooting/damaging bounces up from the ground little before performing destrType, lod issue? or configs?
Not enough mass in geometry LOD?
Is there any program for 3ds max or blender to trim points and faces?
"my character model" and you don't know how to remove edges in Max? Mate, nobody here is going to help you import models from other games
it is not a model from another game, it is a model that is publicly released under CC....
And I am trying to use ProOptimizer in 3ds max but so far I cant lower it enough without causing gaps in key places.
can you show a picture?
Getting back into modelling for the first time in 6 years, and realising I have forgotten everything about 3ds Max: https://i.gyazo.com/18c25399645a6b13095b851d43561bb2.png
pretty dank my friend
very neat indeed ๐
Is there any more efficient way to do shadow lods? i do mine in OB and with merging since thats fast
but my issue is with those stupid stencil shadows that sometimes bleed all over
like i got the rear iron sight base which is like a U shape when i do that in a old way then it bleeds through the iron sight which looks horrible
@X3KJ#8043 the shape of the cockpit pillars make it look like something stealthy, but the meatiness of them make me think of something like an IL-2 ๐
@fluid ocean Brick with wings declared as fighter is an apt comparison
lol
@twin urchin although shadovolume technically works with non-convex meshes, it seems to me that non-convex cause wrong behaviour. So i try to make them convex where it is important to have proper shadows (like the rear sight), dividing them into smaller part where necessary.
i also use push modifier in max on the entire object to "deflate"it by 0.5mm -1 mm, bringing all faces of the SV below the resLOD faces
how you make them convex?
just like i would geo lod... breaking it into smaller parts that are convex
ok thanks
Damn @woeful viper that is some fine cockpit! Omnissiah will be proud!
You can use shadow casting for certain objects and buildings tho, saves a lot of time
@twin urchin you can try using the newer method of creating shadows by using sbsource=visualex. It should draw the shadow based on the visual shape, but I still need to do performance comparisons between the different methods.
isnt that method not resource friendly meaning that it can eat FPS?
It's undocumented but I believe it's the method mentioned from 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.
Shadow casting is a standard nowadays, tho yeah there is no real performance tests around
@polar fiber Not enough mass in geometry LOD? I got 2000 mass for the object is that not enough?
I would have thought so. I just figured it'd be worth checking in case you forgot to add mass in the model (have done that before with vehicles and watched them shoot in to space as soon as I drive)
and another thing is when im using destrType tree for some reason object takes decent amount of various bullets to knock it down but grenade thrown 20m away from it knocks it out instantly?
Anyone have a clue why the turret in my visual LOD can move but the aiming point and direction the bullets shoot from the cannon don't move?
@dim mica explosion shielding https://community.bistudio.com/wiki/Arma_3_Damage_Description
ill try it out
@smoky nimbus in your turret cfg do you have memoryPointGun= ""; set? as well as the selection of zasleh in visual LODs as where the fire should be (I am pretty sure here) should move with your turret selection
anyone around?
The shadow buffer method of shadows does not affect performance negatively, if anything it should be abit faster from my experience at least, the thing is, the shadow buffer size is fixed and the way it works, objects smaller than a building start to blur out into a blob, it will look rather strange when you see a stencil of the soldier holding a blurry mess in his hands (in the shadow)
@cinder pivot I don't have memoryPointGun= ""; set, should I set it to a specific memory point, like usti hlavne?
does anyone have time to get involved in a small project?
Alright it works ๐ thanks @cinder pivot
Anyone have any samples for trees? I'm trying to find a sample config.
t_PinusP3s_F in the arma 3 sample files should work @hollow vale
I'm not able to find the config for that. Any idea where it might be?
trees do not have any config
Really? How do you make them behave like trees?
you just need a config.cpp in your directory with the trees lile:
class CfgPatches
{
class my_trees
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {};
};
};
and add class = tree to the geometry lod
maybe more
check out the tree sample like Zelik suggested
Will do thanks!
tank half-interior approach (modelling where it matters the most): https://youtu.be/_qwhlprIcYc
beautiful
really painfull that there is no way to make the steering wheel and pedal work :[
ah yeah that is bothersome
only thing you might do is to tie the "wheel" animation to the drivers input with maybe EachFrame Eventhanlder
or wasnt't there another one that follows the input
oh yeah this is what I was thinking about at first
not the EachFrame. Anyway, for the driver of the tank displayaddeventhandler that on key left/ right animate the wheel
Like your very own animation source
Damn, gotta try this out at some point! Might actually work.
well key pressing would give digital values. So you would have to do filtering etc etc. And all this setanimation that you then require transmitts over the network, likely alot more inefficient than if it was a native source
sure yeah, but since we got no native source
so idk if i would like to something that sends alot of data to everyone, when it is not really doing anything for the gameplay
thanks for the suggestion though
So there is no way to animate stuff only locally. we'll thats dissapointing
did not think about that
idk if there is some optimization for sending animation state data... could be, could not be.
hatchet wanted to do a large scale test with hundreds of doors flopping open and closed continuously on his carrier, but i think he forgot/ has better things to do^^
i have full firecontroll and laying equipment (artillery) and radar/rwr (aircraft) modelled in 3D, so if animating via script only costs very little, that would be very usefull to know
If I get around testing it properly I'll let you know!
Is anyone around?
no
@Zelik#0033 you should explain what you want. with your generic questions/requests no one will respond
@distant pier seconded to what kju said. Its not that people are trying to be dicks or anything but posting what you are looking for or who you are looking for will be a much better approach and people are much more open to help once they know what they are responding to. As you have seen people have basically been talking around you when you posted because you haven't been specific. Just trying to get you some help here
@woeful viper On your Chimera, did you start with a high poly and bake down?
@half heath the only high poly pieces that i baked down into the normal where the rivets and some smaller parts. But not the entire vehicle
there is room for improvement, like weldlines could be added to the bakes and possibly edge smoothing... but thats alot of work for a small detail. So i rather work on the next vehicle or interior^^
Completely on subject. Has anyone seen Game in Theorys videos about standalone?
I have been working with him on getting some of his stuff in game. He's good at modelling but, he knows nothing about the arma\standalone work flow.
I was wondering if anyone would like to get involved in a project with us.
As far as config\scripting I have everything covered. Currently we need someone who is good with the different lods. I know enough to get things working but, currently with the standalone config and scripting not being documented it takes quite awhile to get everything sorted.
standalone? dayZ perhaps?
Oh sorry unfortunately I got my hands full to be of any help
Just was curious what standalone you meant
Yeah dayz standalone.
If you like arma 3 modding you're gonna have a field day with standalone.
I really wish arma 3 had some of its config options.
Did not actually know DayZ modding was opened up yet..
Ah i see
I have a working combo lock and military gun case.
out of curiosity what kind of mod are you planning on DayZ?
Right now it's just mods adding some things that dayz is lacking.
For instance lockable containers.
Currently I'm working on adding a gunbag. That way you can have two primary weapons without the need to carry one in hand.
not a bad idea. ๐
Craftable tents and a caravan to pull behind vehicles.
I wonder does DayZ support physX joints for trailers
Been some time since I've checked out whats happening there.
But maybe this is getting off topic and I gotta get some sleep anyway ๐
good luck with your mods!
any of u 3dsmax cool kids know how to revert back to the 3 point gizmo from this annoying two point gizmo? http://i.imgur.com/nNygep2.png
looks like you change it to "camera space" or however its called and not "world space"
thx il give that a try
So this is probably a stupid question, is there no way to hack together a rotorLib setup with the airplane class for tilt rotors?
feel free to try... but i wouldnt count on it
pretty sure the rotors and their direction are "hardcoded" inside the xml, so no dynamic adjustement/tilting
i mean you could maybe hack it by having an invisible helicopter "carrier" vehicle, which you use for 100% rotoring and then swap to another vehicle which is PlaneX. But transition would not be smooth, and also super messy. Especially in MP i would expect issues with that
i would just use the standard planeX and be done with it. Yes it is lackluster, but every "simulation hack" attempt will just be eating your time with few benefits and at the same time negatives
Sooo I've been making the island Iwagi for A3, thinking about trying my hand at making some objects. Figured I'd start by making some slabs of concrete maybe Anyone have suggestions on how/where to get started? Should I just use Blender and start tinkering around?
So i have some buildings that I need to fit together. Whats the best way to refine that in object builder to make sure that scaling is correct?
@wise coral Personally, i use proxy's to make sure the scaleing is correct with objects. Just open one up, make a proxy to something to scale off / the other building.
@clever solar install blender, look on youtube for beginner tuts and off you go. Never forget to just fool around - its very important for learning. Tutorials do not always teach everything.
ive also found that tutorials for a specific thing (i.e. how to make a wine bottle) where they start with some exact dimensions/ numbers you need to input are the worst... learning techniques is important, not following some number sets.
thanks X3KJ =]
looks good
with pole for the dancers... nice
ty ๐ yea it is a strip pole for people who want to take off their cloths and have some fun
jk ๐ idk why it is there, probely for structure integrity or something
@clever solar i found that after you get a basics down watch people speed model with commentary that really helps with a idea of work flow. i learned of gun modeling tutorials, doing things that you dont know how to do is how you learn
when creating structures is it recommended to not overlap UVs for AO and other maps
or is AO and/or UV overlapping not really important
noticed a good amount of objects w/o AO
When UVs overlap you can't bake AOs anymore
you'll have a lot of artifacts and errors in overlapping UV's
so if you don't want to bake AOs and normalmaps and rather create them in your painting program you can go ahead and have overlapping UVs
but if you want to bake textures, overlapping will result in broken renders
speaking of baking, does anyone bake with blender?
yes
dont you have to invert one of the channels to get the normals to work right?
i use substance painter to paint the textures, Blender uses OpenGL while Arma uses DirectX
it's the green channel that needs to be inverted
okay thanks
btw bake on 4k to 8k and then scale down in photoshop or whatever you're using to paint textures to create some anti-aliasing, as blender doesn't do that
at least not with normal maps which tend to look pixelated
that should work too
i know this is off subject here but, how do you do your spec?
i export the specular channel into the blue and the glossiness maps into the green channel
i thought you meant how i do the SMDI
i did
bohemia uses a different format
i know
blue channel in SMDI is specular information
green is Glossiness
i think
but i'd ask in the texture makers channel because my specmaps aren't gods gift to mankind either
if i bake a spec in blender what is the correct way to convert it to something arma will understand
i don't bake spec in blender
oh okay
i create them in substance
i have a process that kinda works but not always
You can bake with "overlapping" UVs so long as you move the shells that are going to overlap the original, +/-1 in UV space, so they are on a other tile rather than the 0-1 UV space
software will only generate the map in the 0-1 area
@past remnant you want to use overlapping. Otherwise your resolution will be shit. You can use a different UV set for the AO
Need help: We have created a vehicle model. Now we need to create a UV-Map but don't know how. Can someone give me tips or is somewhere a great tutorial for creating UV-Maps of complex models?
Is there any possibility for deleting grass around your custom models as they are placed? Couldnt find anything about this :/
never tested it, but afaik the stuff in the roadway lod should block clutter, you might have to set it to follow terrain
ill try it out, thanks Edit: It works ๐
Hey I have no idea what settings to use with nvidia normal map filter photoshop plugin, any tips?
found one tutorial on forums but it had all the pictures missing : (
nvm i think i've got this
Hmm yeah you would think they would have added that to all building models, wouldnt that make sense? Would there be a way to make building cut clutter other than modifying the model's lod?
do buildings cut clutter though?
Not BI ones
I guess that would be too easy from BI's standpoint =p
So the geometryPhys LOD should not have any wheels?
Geometry Lod should but the Geometry Phys shouldn't
You should download the arma 3 samples to get a better referance, it shows you an example of almost every type of object
Ok, thanks. The sample A3 TestHeli and TestPlane both have wheels in the GeoPhys Lod which cofused me.
oh sorry I assumed you were working on a car, what are you making this geometry physx lod for?
Tilt-Rotor aircraft
I've never done aircraft but I would recommend doing it saying that both samples for plane and heli have it.
I still don't get why people come in here and ask a question that can be answered by a quick google search
Helpful input, Bro.
[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...
i asked this in the config thread already but is there a way to make sure my custom glasses won't be randomly given to soldiers? is there a "randomisation" command for the config or something like that?
MakePbo.exe "-PsgF" "-X=thumbs.db,.txt,.h,.dep,.cpp,.bak,.png,.log,.pew, *.hpp" "-@=logbunkera" "p:\temp\logbunkera" "P:@LogBunker\Addons""
MakePbo: Building entries:...
config.bin
grassmound_co.paa
grassmound_nohq.paa
log_co.paa
log_nohq.paa
logbunkera.p3d scanning...
logbunkera.p3d: missing \p:\logbunkera\data\log_co.paa
logbunkera.p3d: missing \p:\logbunkera\data\grassmound_co.paa
I've got this Error. Anyone been through this?
nvm i got it
Could you explain how this will help/what option I need?
Thanks I'll check it out
Helpfull wiki pages for modelling:
https://community.bistudio.com/wiki/LOD
https://community.bistudio.com/wiki/Model_Config
https://community.bistudio.com/wiki/Oxygen_2_-_Manual (applies to Objectbuilder as well)
Download the A3 Sample Models via Steam->Library->Tools-> Arma 3 Samples.
If you encounter problems ingame, look at the rpt file ( default C:\Users\ <user> \AppData\Local\Arma 3)
@woeful tartan ^could you pin that?
Whats with this "model.cfg cannot have externs" that PBOproject is throwing me? Why are you not allowed to inherit?
Is this just a "free" PboProject problem that subscribing will fix?
Class blah; cant be done
it can just fine ofc - give you do the rest correctly
So the A3 Samples model.cfg is wrong?
Because I've changed nothing but the base class name to match mine
Even using the straight A3 Samples model.cfg from Test_Weapon with NOTHING changed gives the same error.
where is the other model.cfg that defines class default?
so in other words it appears you are lacking the base model.cfg in a high up folder
Oh okay didn't even know that was required. Like said, I was just going off what was in the Samples provided and this is what it had
How are you supposed to find the default class or the base model.cfg?
Thought you were doing something different
question on blender and arma toolbox usage: I've followed a tutorial on creating the yellow submarine from the Beatles in Blender. Now I try to get this into object builder, but the subsurface modifier is not applied. A secondary problem is that only the main body of the submarine is exported unless I use ctrl-j to join the objects - which removes the selections (named vertexes) then. Any advise how to get the subsurface modifier and selections onto the p3d ?
the model can be downloaded from http://tetet.de/arma/arma3/nimitz/experimental/submarine.blend if anyone wants to take a look
i don't see any vertex groups in your .blend in the first place
the subsurface modifier just needs to be applied, but i would recommend to just build a retopo because the subsurf creates way more topology than you want to have
hmm, ok, isn't the one on the right top named Submarine, Periscope, Rudder, Propeller a vertex group?
no those are simply the names of the objects
here is where you find vertex groups, yours are empty
no, but that shouldn't be much of a problem, just keep in mind that all objects take the attributes of the active object you're joining to, which means modifiers should be applied beforehand
ok, so the work flow is to create objects, make them a vertex group (named selection) and join in one object and export then?
pretty much, yes
you can completely configure them within blender though
the materials have extra slots for arma materials with the toolbox
vertex groups become named selections, named properties can be set in the armaobject settings
you can tell the toolbox which lod to export to too
which means you can have every lod in one blend file
no problem
hey guys, got some problems with an object i'm working on, the model itself works ingame, but if i try to add geometry and shadowvolume it does always crash the game... could someone help me pls?
check pinned messages
I just re tested my model now with an RVMAT in the addon for the object and now all the characters have this weird pose/not able to be used property to them, any ideas? pic of character: http://imgur.com/pth2ULY
Did you unbinarize the model? Because you have broken shadow on character and that is likely cause of editing base models
where might I have the option to do that?
well what exactly did you do? What object did you make, what rvmat with which purpose applied to what selection. without info i can only judge by the evidence in the pic
I made a log wall. http://imgur.com/d8vFiND and I've had it working fine. I repacked the mod with the RVMAT inside this time aswell as a nohq.paa file for it. The RVMAT I took from an ARMA 3 tree and rewrote it to suit my model
well then you royally screwed up your configs and maybe even more
@woeful viper your advise doesn't really help me, because i tried that whats on this really messy documentary, but it either don't worked for me too...
what does the RPT say?
http://pastebin.com/KtQquZcn bassicly and most times that the shadow geometry is not closed
DUDE have you even read the LOD page?
Painful hours spent baking in xNormal and sprucing up in nDo are finally paying off https://s18.postimg.org/rnnwre0dl/MDO.jpg
nice , that doesnt look like regular 6x48
MDO? not MGO?
Yep, MDO. Special version for the USMC
I will be doing a more normal-ish TA648-308 as well later with the post-2013 straight rail and no lens caps and things
Nah, I'm doing that for the UK. old pics of the HP http://i.imgur.com/ooXVm0c.png http://i.imgur.com/42jyWcS.png
well you can mirror that
Nah, it's actually a totally different mount. I think was designed for the VCOG. Already done it anyway
LT100 for the UK, LT644 for the USMC
i always thought they got that regular mount with knobs like acogs have
i should say those big screws
The first ones did, but then we ordered QD mounts for them. The original ones ordered in 2009 or so had the old bolt-on rail too rather than the newer machined one. But there was a follow-on order for more sights and those came with the updated bodies that have machined rails
ah that explains it
Latest spec one: http://i.imgur.com/1zB2wTZ.jpg
I don't think I've heard anything bad about them apart from they're quite heavy. Apparently they had feeding issues with the original metal magazines that were supplied (Stoner/KAC type) but the Magpul ones solved that.
But I don't think we're buying more of them since Afghanistan wound up
i always heard about some issues with the ar-10 type of guns
even on m110
but surely that LMT is way better than that
For custom muzzleFlash proxies, do you need to do anything special for it? I have one setup but it won't show up ingame but it will in Buldozer in O2. And a vanilla muzzleFlash will show up in both. Texture and RVMat is applied to the flash p3d and then it's path is proxy'd to the weapon and used in model.cfg
There isn't much documentation for making custom muzzleFlashes
autocenter=0?
I created recently custom muzzle flashes for all rhs rifles so feel free to ask
That might have been it, checking now
Nope.. Okay let me show you what I have
Was there anything in particular you did for the flash p3ds?
and how wpn cfg looks like?
That was something I was wondering. Do you have to define new muzzleFlashes in cfgWeps?
If so thats what is wrong
new muzzle flashes are only defined in cfgWeapons if you want to have per custom muzzle accessory flash
I assume you have selectionFireAnim = "muzzleFlash"; in cfgWeapons, right?
Oh gotcha. Well thats not the case here, its just the un-suppressed/no muzzle attachment muzzleFlash I want.
And yeah, the muzzleFlash works just fine with a vanilla one. Something is just wrong with the one I've made
what rvmats do you use for MF?
a3\data_f\proxies\muzzle_flash\data\muzzle_flash.rvmat
try muzzle_flash_day.rvmat & night variants
I tried the night variant and it also didn't show up in-game but it was also very hard to see in Buldozer. But I'll try the day variant now
Nope same thing. Shows up in Buldozer but not ingame.
My proxy path is "\SWANO_Weapons\Concepts\data\blastermuzzle\blaster_muzzle_red"
Where would I check for rpt errors?
C:\Users\username\AppData\Local\Arma 3
okay, so no error when you have that weapon in hand then
could you add big box to that muzzle flash to see, if it's loading all?
You mean just create a box in the muzzleFlash p3d?
Got it, its starting up now
Nothing, so its just not loading at all for some reason
So the proxy is created and pathed to the right location
It has a selection named "muzzleFlash" defined to the proxy and referenced in the model.cfg to activate when fired
The weapon's geoLOD is autocenter =0
Same with the flash's geo and 1.000 LOD
Update: muzzle_flash issue resolved. Likely a naming scheme problem (needs the prefix 'muzzle_flash_')
Thanks to reyhard for troubleshooting with me
prefix: 'muzzle _ flash _ ' <-- underscores won't show
@polar fiber seen ur image earlier, really nice work man
tah ๐ค
finally got round to working on a GPMG for my MK10 http://i.imgur.com/1Htenxw.png
noticed a image with ur sight on one
what should the max faces/points my vehicle should have
like does above x? really bad for overall fps?
so long as you make good resolution LODs, and a well optimised shadow LOD, polycount is a lot less important to performance than the section count (how many texture+material sets)
but most vehicles are not much more than 20,000 faces
it's added extras like weapons that push them over
nice scope btw @polar fiber saw it on RHS's FB
tah. A shame Arma's .rvmat shaders mean it'll never look as nice ingame ๐
damn nice texture , what did you used?
and yes arma doesnt cooperate properly with gloss and specular
I used Quixel Suite. Picture without so much compression on facebook: http://i.imgur.com/gVdWAPm.png
btw whats the polycount of it?
4300-ish without the glass for the lens and over the top of the fibre-optic aperture
nice i would guess over 5k
In OB it's 8389 tris with the glass and everything
but I need to add an RMR to it eventually...
oh so thats quite high heh
With the current RMR model I have I estimate it'll add another 1000 tris
@polar fiber So I should keep the texture files it calls to a minimum, is there a set # for that? Or suggested, and can arma 3 support 2048x2048 size textures yea?
I kinda zombied up a vehicle from Arma2 to 3, and it pulls from a few textures.. But the base UV wrapped file is 1024x1024, could possibly add to that if possible because it calls from like 4 or 5 different texture files for the outside textures alone
Yep, aim is to keep the separate texture files to a minimum. If you're using 1024 you can almost certainly scale the whole thing up to 2048 and include UVs for those parts that contain external textures and tie it all together in to as few files as possible
that scope looks sexy as
2048 tends to be the standard. But vehicles usually have 2 or 3 2048s, so 1024 and a few extra external files probably isn't going to be too bad for performance compared to other vehicles. It just provides you an opportunity to make it more optimised by combining all on to one texture
Ah cool thanks for the info ๐
does anyone know which LOD is responsible for weapon resting? is it the roadway lod?
should be geoLOD
hm... must be doing something wrong then
or maybe firegeo? that would also make sense
anyone know how to deal with this? "51.998: c:\w\dev\futura\lib\shapedraw.cpp(375)(func: ShapeBank::New) [AssertRLS] MainThread=19924 Flags of shape "\weapons\proxies\agm114hellfire.p3d" do not correspond to requested flags. This could cause serious errors. Please rebinarize the model."
rebinarizing does obviously not solve the issue...
@white jay isn't it the bipod point in the memory lod?
i'm talking about the object itself where I rest a weapon on
Someone told me the other day they had 130000 faces in one of their models and it was fine...is that even possible?
Wow, look who the cat dragged in ๐
does anyone know what the packing error "Missing File Summary" means? I added a material to a p3d and it works in buldozer
I've started on a new terrain too! Small one located in kamdesh
i would have had enough of sand and rocks by now if i was you...
exactly, more rocks and more sand
nah you do what you like, im not doing the rules here ๐
@spiral void read the log file to see which file it is complaining about.
Chances are you gave it P:\path\to\file, change it to path\to\file
@white jay yeah its fixed already (and that was the problem). thanks
Not finding a clear tute on preping something in 3ds max and export, and what steps are taken after that.. Everything I'm finding is either a tute with a bunch of information I don't need or it's only using O2. The closest thing I found was a speed run and I couldn't tell what they were doing.. Anyone have a single or set of tutorials that are clear and easy to follow? I looked on BI forums and everything seems to be explaining O2. If what I'm looking for is there, then I don't know what I'm looking for..
I posted in tutorial request thread, I'm just completely lost at this point.
and the closest thing that I found step by step was using Sketch Up instead of 3ds Max
what seems to be the problem? I dont use Max but I believe basically you export fbx from it and import that to OB
fbx or 3ds works fine
so it's as simple as that? I'm coming from knowing nothing at all about model making mind you. I was watching a speed run and they were doing a couple other steps before exporting, but I don't understand what they were doing.
UV mapping or something?
ok well that is why you dont find what you looking for when searching for Arma tuts
they dont teach how to make game ready models
they teach how to port over
look for 3ds max tutorials, you will find dozends on youtube specifically dealing with how to make game ready models
Anyone remembers clarionhorn's A2 female port?:
http://oi44.tinypic.com/96hu.jpg
I managed to find it while digging through my files, and I thought to revamp it with a few additions:
https://dl.dropboxusercontent.com/u/166582232/A3_NATO_grill_render.jpg
Looking awesome! Did not know such even excisted.
Ah little googling and I found the forum thread. ๐ Great stuff!
have you found/identified the rats nest?
yea with STL check
can you not just delete any excess vertices & just rework that area of the object? or is it absolutely savage and everywhere?
not savage
personally i tend to just redo that object, but I suppose that depends on how big said object is
yea its just and coverall im retopoing
though the bake was succesful when I did it from fbx
sounds good then, somebody else might be in a better position than me to provide guidance, that was just my 2 cents ๐
small problems with ao, have to work the edge flow much better
@woeful viper thanks, that helps actually. I was uncertain if there was a different workflow for prepping it for arma tools, Ive dealt with them enough to know they're.. different.
@crisp jacinth wow that looks great!
@crisp jacinth amazing now we finally can have equal troops ๐
@fervent steppe 130k faces works now, the binarize times can get long fairly quickly and it randomly crashes things at high polygon counts; but the hard limits are gone.
It happened with one of the recent ODOL changes where they switched from 16-bit to 32-bit indices for various things.
What about the approx 50m^3 model size limit? Is that the same?
@obtuse rain interesting. Not that anything I do gets that high but someone was asking. His model kept crashing arma. After I sent half the model to a proxy it was fine.
@thorn spire @clever solar Only thing to do now is to make configs for the models.
@crisp jacinth Sweet... Now we can our beautiful Finnish women too on our FINMOD ๐
@crisp jacinth Good to hear! A couple mods.. actually I can only think of Epoch, made their own female model. But having a mod available should be on high demand. I still don't understand why we have carts in Arma 3 but no women...
because one is easier than another
@clever solar the current animation and gear/equipment systems are not favorable for that. I can come up with couple of options with different pros and cons.
1st one is the method CSLeader and I believe Epoch use which is using the normal man animations for female character. This however leads to man proportioned female characters, which is ok, but there are few bits that can't be changed that much like the hand size that might not fit the opposite gender that well.
However this method still lacks gear and equipment to fit the new bodytype, assuming it has been given more feminine form (which I think would be the point, yes?) And as the uniform meshes do not change their form automagically, the character would end up looking like a man and that imo would lose the point on having female characters. Which leads to massive amount of work to make new equipment for the new frame.
Animations would however would fit so thats something
2nd method is to make a totally new mesh and skeleton and on top of the work on the 1st option it would require full new animation set and that is a lot of more work. Pro would be 0 weird deformations since the animations were made to fit the new body type.
TLDR what @woeful viper said..
Hopefully the reshaped uniforms I plan to include can mitigate that:
https://dl.dropboxusercontent.com/u/166582232/A3_NATO_grill2_render.jpg
it's not much, but it can be excused as how baggy uniforms are to begin with.
Oh, so they can't just slap a pony tail on and call it a day? XD Still.. just seems like BI could have accomplished.. I mean hell, they could have made it a DLC and made a buck off of it..
Yeah, imo that doesn't look bad..
Bohemia sells Women DLC. Local Feminazis come in droves to "peacefully" protest, stating it as "another attempt to supress the female minority by the white, cisscum patriarchy" as a result
hah! Didn't consider that..
So instead we just won't promote women at all in Arma. Women shouldn't be using guns right?
2035, all women have returned to the kitchens
I don't think BI is driving any kind of message with it.
naw, I'm just teasing.
2035, all women extinct. Local man wonders why.
But still, I think it's a valid point that, while it would have been a bit more work, having females in Arma would have been a lot more valuable than having go carts. And I'll just leave it at that. It's done though, they've already mapped everything out. We'll use a mod instead.
its not bit more work. its double the work that has gone to the man
and also double the work to update the stances and animations and whatnot
I would have thought that creating a vehicle would be almost as much work, but I'm new to all this. I know from Uro that doing the skeleton animation alone is a nightmare in Object Builder.
Oh.. yeah didn't think of that either.
they dont do it in OB xD
except if their OB jhas better tools for it
but I think they do their animations in proper animation software suites
Well he was making a jet pack, so... maybe it was another tool that I haven't used dunno
can you do that in 3ds max?
So another dumb question. What is the point of creating both a high and low poly model? Are you supposed to do this with every model you make? Almost every tutorial I've come across includes a high and low poly model.
Would you then port both those models into arma and leave it to the end user to choose between them for the sake of performance or something?
I think it's for baking a normal map on a model. That or to make LODs.
oh!... I see...
@clever solar You typically make a close-to-photorealistic high polygon model first using all kinds of fancy tools (sub-d surfaces, solid boolean operations, zBrush) and then "trace over it" using retopology tools to get the low resolution version that only has flat triangles and quads suitable for Arma. Then you can use the high poly model to "bake" things like the colour and lighting onto it.
https://www.youtube.com/channel/UCkbvRqtIytff68UUvN7ZHew/videos has some Arma specific examples of doing it.
nice! thank you
Oh actually I've started watching these today lol
er no... I was watching Alex Vorobiev
Check your work in the config browser to make sure your .cpp's got merged in correctly (and inherited the right stuff).
@crisp jacinth how to you modify the character body without having access to the unbinned file?
Yeah, but I don't remember Bohemia releasing their character files for A3 other than the underwear one.
Is the full combat uniform now included in sample files?
Interesting, never noticed that they released them
yeah perhaps
at least from 24.8.2014. thats when my file is created
@past canopy I didn't get the nato uniform from the rtm samples.
To be honest, I had to debinarize an old version of A3_characters_F.pbo before they changed the p3d encryption a few updates ago.
Yeah that's more along the lines of what I expected
Oh. well thats not very good. :L
well thats nr.1 reason why you dont see female models - you can make a base alright but you also need to recreate all uniforms from scratch, because debinning is no-go
True. Though I don't know see why it would be a problem, other than to prevent someone wanting to make money off of their content.
Then again, rules are rules I suppose, especially from what I've seen on what BI is doing recently with DMCA flags in the GMod Workshop.
Maybe BI is just encouraging some creativity with a small amount of resources available from the game?
idk really.
Ah crap, I don't think I can use the uniform from rule no. 4 & 6 here: https://www.bistudio.com/community/game-content-usage-rules
welp, back to square one
so I downloaded the "licensed data pack" from arma2 and realised that it's binary files.. Is there any way (and there must be) do get the unbinarized files?
well you need to tell us what model it is and what "licensed data pack" you downloaded.
sure 1 sec
ca\plants2\plant\p_phragmites.p3d
you must be either not opening the right file or you didn't download the right data pack.
I can open that file just fine.
that would be ALDP_A2_PBOs_APL-SA_part2.zip
huh ok! how did you extract it? I used extractpbo
"Binarized data from the Arma series (from CWC to A2:CO) in PBO files."
you didn't download the right data pack.
if you are wanting the arma 2 sample models then you would download the ones from the link posted above.
read the summary below the title
do you know which download it is? I cant see the content on that page
You must not be reading it then. "Arma 2 Sample Models
The pack of sample models and animations from Arma 2 and its expansions; contains unbinarized models, configs, model configs, RVMATs and scripts from Arma 2 including all DLCs in ZIP archives divided according to the licenses applied. Note that files indicated as "parts" are separate archives which can be unpacked independently of the other parts of the package, the data was split only for the purpose of easier manipulation with the files."
The one you downloaded must have been, "Arma Licensed Data Pack
Binarized data from the Arma series (from CWC to A2:CO) in PBO files. The purpose of this package is to clearly identify which game data is licensed for public use and modification, and what are the related conditions and requirements. Note that files indicated as "parts" are separate archives which can be unpacked independently from the other parts of the package, the data was split only for the purpose of easier manipulation with the files."
yes that is exactly what I read too but that was not my question.
ill just download all 4 and look for that specfic model I suppose
thanks for pointing me in the right direction
the links
A2SM_Data_APL.zip
and
A2SM_Data_APL-SA.zip
starts a download of the same file (A2SM_Data_APL.zip)
ok I found another page with the ...-SA.zip
@white jay Nice work on that industrial building for A2OP's update today ๐ THX
http://www.turbosquid.com/3d-models/warehouse-3d-model/942247 <-- I'm guessing doing triangles like that is better than using squares for some reason eh?
Graphics cards are working faster with rendering triangles afaik, but i am pretty sure the models get triangulated when the addon is packed anyway
indeed. there are no quads for the renderer
So I have a question, what's the best way to go about modeling something? Do you just make it then scale it to size or do you use dimensions?
work in realworld scales, always
with size references (human dummies for vehicles, human hands for interfaces/buttons/controlls etc, other vehicles you know etc)
So for say a chair just have a sitting person and build around and same for a door to a house?
exactly
otherwise it could happen that you are off and when you notice it it will be a pain to correct
Do you have any human models that are rigged to move their body parts?
you can use the a3 sample character p3d, load unbinarized rtm's into it to get a pose you want and then export it from OB as 3ds
alternatively look for community rigs (there are 2 for max, and one for blender i think)
Aight I might need help setting the position but I'll see if I can figure it out first
If youre just starting out 3d modelling check out tutorials for your modeling program too. It helps.
Yeah I'm a total nub scrub and I've finally found something that is dumbed down enough that I can follow --> https://www.youtube.com/channel/UCZBsyzOi1CBSuHqF7VRTydA
or 3ds max anyways
so how do i use the arma animations from the game they are not loading...
anyway to unbinarize them
you have the free tools?
yeah
could you dertm one for me?
i'm starting to work on modeling and was told its good to have a reference person
so i just need a basic sitting animation
ah
faster that you just pose it yourself
or maybe use buldozers rtm preview
that works I think
how do poeple have it so they have characters sitting in vehicles like can i do that and export that model?
only in the buldozer view but could work
look up arma cargo proxy
the poses are basically single frame animations
how do i make the animation in 3ds max i have the sample animation file open
for that you should really look up 3ds max animation tutorials
I dont use max so dont really know. and this channel isnt really for basic 3d teaching. its reserved for discussing Arma animations
I dont mean to be jerk, but it would take ages to teach every starter one by one.
yeah i understand thanks for the help
roger. good luck!
so how do i get fbx to rtm
you import it to object builder and export it to rtm from there
says load error on 3ds and fbx
then the 3ds is bad somehow. maybe wrong version or something. Try 3ds.
oh wait you tried 3ds
can't help you there though. I use blender and export .rtm directly from there now. Last time I had to use .fbx or 3ds they worked fine
when i export as obj it says nothing to export
ohhhh drrr you have to have two frams
okay well i have the animation in bulldozer and have arma tools frame starts on 0 ends on 1 wont let me export and rtm, greyed out, and still says error wit h3ds
have you checked out any arma 3 animation tutorials?
yeah
an you followed them 100%?
yeah but they exported as bvh which is also a greyed out option for me
in 3dmax?
blender
you switched?
yeah i have both
alright well get FHQ Arma toolbox for blender
it exports directly to ,rtm
theres a topic for it on BIforums where I think its explained
i have it and looked at the instructions and says have it start on fram 0 and end on 1 which is done but also says you have tio have the arma object panel checkbox checked but dont know what that is
its on the right side panel that comes upt with N
at the bottom
also you need to have the armature/skeleton selected
and read through the topic. these questions were just lately answered
you dont have any object active
okay i see the problem it didnt import as an armature
just movable linked points anyway to convert to armature?
now you lost me
when i imported fxm from max it went to this not an armature
but still works like one
yeah I dont think that will work
theres a couple of ready rigged Blender armatures around. I thought the toolbox came with one
nope
have you perhaps searched the internet for one? arma blender rig or something like that?
No problem. sorry for being blunt but Im in the middle of somthing and its getting late already. Great that you got it! And excellent that you bothered to find the puzzle pieces yourself.
yeah i get it
mods are one hell of a drug:
http://images.akamai.steamusercontent.com/ugc/430484747213654095/409F89D2C76359A96CC0FC7FE743A2EBF72C3942/
Oh no, the absolute madmen:
https://my.mixtape.moe/gwusgt.png
drugs are bad
anything extra needed on having additional UVs on objects for AO/bump maps in arma?
what do you mean?
Like if I create a seperate set of UVs strictly for AO maps
is there anything I have to do additionally to use seperate UVs on an object?
the latter is old but should be still valid
not quite sure what you mean different uv set for AO maps
why would they need different uv set
if the normal UVs for diffuse overlap
it all depends on the shader
super shader has everything
and normally uses only 1 uv set
or are we talking about something else that I think we are
whats UV set for you?
UV maps
i want to overlap UVs on objects to get better res out of them but using AO with overlapping UVs doesn't work very well
Was referred to using a different UV set for AO from @woeful viper
aaa like tiled textures?
pretty much
This could be your friend
but Id suppose you can use multiple uv-sets on any shader
yeh prob, I will take a loot at everything. Thanks!
who is known to be into making vegetation akin to A3 standards/porting models from A2 to A3? (aside from Pennyworth)
like physx, damage materials, shaders, etc
@outer condor @umbral plume Ported the A2 vegetation to A3 for REDUX. Pretty sure he handled all that in his work.
thanks. let me talk to him
is there any character skeleton for blender? I want to rig a character using that
I need the armature from to rig something I want to do
there is an arma rig for b. as far as i recall
it does not have the normal armature, I want the skeleton that stuff is rigged to
I want this:
http://i.imgur.com/ESqO857.jpg
a3 sample character fbx
does any of you have a way to extract the model.cfg from the vanilla marshall and send it over by any chance?
no, but what do you want to learn from it?
how they animate the propellers
im wondering if they use a specific animationsource or something
there is a propeller anim src https://community.bistudio.com/wiki/Model_Config#Animation_types, have you tried that?
not on this vehicle, lemme see
uhm yeah that works, but doesn't make the vehicle move still
for some reason tracked vehicles work correctly in arma3diag, but not in regular arma3.exe
i was thinking maybe there was something missing
well the animation has nothing to do with vehicle beeing able to swim
i guess you have a tankX vehicle - the swimming feature was removed from regular a3 exe for whatever reason
yes i know but i was thinking maybe there was something like a memory point missing or some other arma weirdness going on
@kind lion http://pastebin.com/ZJATQKZ7
thanks man
source="propeller";
do you have a quick description for propeller and altsurface behaviour reyhard? biki is lacking them
propeller is working with CarX & BoatX, activates once in water, goes from 0 to infinitive when you accelerate
also works on tankX as far as i can tell here ๐
so based on speed?
nope, on player input/throttle
during reverse it's lowering value
haven't checked it with tankx tbh
but it might be true
im trying it right now and it seems to work correctly
altSurface - altitude above ground surface
we have a scripted gimmick to move vehicles in water, the propellers move faster as the vehicle gains speed
and go in reverse if speed is negative (going backwards)
ok i added it. might need more testing on where these sources can actually be used. altSurface could be usefull for ships as well
or subs ๐
lel, the one that exists, yes
#makesubsgreatagain
#how
without larger ships, subs are kinda useless (apart from tieronespecoperator deployment...)
just kidding ๐ honestly TIER ONE OMG OMG applications are the only reasonable ones in arma
hunting other ships sounds like something extremely boring
haha, politics in a nutshell. #makethingsgreatagain #butdontaskmehow
heh, maybe someone comes out one day with a fantastic concept for subs ๐
imo ballistic missile launch capability would be great enough
with modules for zeus to call it dynamically without writing thousand lines of code
so same as SCUD - useless ingame apart from beeing a mission objective, cause for its weapons to be active you could as well just spawn the missile short before impact (because of long range).
cruise missile fire support would be nice
right now MLRS are basically huge artillery guns shaped as rocket launchers
...or for defcon type games ๐
without airfriction...
It would be nice to have better missile flight models in general, mostly guidance, it's a shame we don't have support for MCLOS, SACLOS, beamriding, or ground hugging missiles...
the manual controll is pretty terrible, that is true
Hey there!
Does anyone have a clue how to fix this bug: https://cdn.discordapp.com/attachments/167368286311284736/237299665232461824/107410_20161016213546_1.png
i can't understand if it's cfg or lod related
basically the char gets big when it gets closer to the gunner
I don't think you can fix it, it's the Pilot LOD getting in the way of the actual LOD
lol wtf
if its an issue with pilotview lod (or gunner view lod) , try force the view to use the exterior lod
LODTurnedIn = 1000; //1000=Gunnerview; 1100=Pilotview; 1200=Cargoview; -1 = default LOD; 0 or 1 = first res LOD (exterior)
LODTurnedOut = 1000; //can define different view lods for turned in/out mode
cfg related then?
yes thats what you could try
ive never seen such weirdness with my tanks and their view lods...
its looks like that guy has mounted a camera on his rc boat
that's the turrets cfg: http://pastebin.com/X8LTG7Nb
it's aport from A2, so something could be outdated
none of these settings could cause such a behaviour i think. So try to change LODTurnedIn / Out to the exterior LOD (0 or 1 depending on what you use as 1st lod) and see what happens
hm then again, gunnerUsesPilotView = 1; could be an issue
i would remove that
thx
the weird thing is that this gunner doesn't have any in\out option, and only char that enter the boat are diplayed like that
in/out option - what do you mean?
forcehidegunner=1 prevents him from beeing able to use the turn out functionality (which in case of your open topped vehicle isnt necessary of course)
turned in in this instance doesnt mean he has to hide somewhere. Its just a technical term
The driver/gunner view is drawn on top of everything else and so they lack the same depth of view and world objects are always under it. Makes sense in smaller vehicles so that world elements don't clip through it. But in this kind of use it looks bad.
Is he a pessanger or just walsk on the deck?
likely the later
Ok, i remember a cfg parameter like forceViewLOD or something similar, could be possible to turn off the effect horribleGoat described
he's walking yes
i ment useInternalLODInVehicles = 1; but its part of the man class so not sure if its any help
are the vertex colors used for anything in the arma shaders?
Can I get some help with a vehicle? Only problem is that my wheels don't seem to be registering in game.
They are modelled in the GeoLOD, LandContact and in Memory the axis and bounds are defined. But in game they sink through the ground
Make sure you have your wheel_1_1_bound etc in correctly
Alright I'll double check that now
I changed a few things that now it is able to stand up but now it wobbles and jumps around. I assume that is a LOD leveling thing
wobbling and jumping can be a weight issue
weight in combination with wrongly configured dampers
That sounds like exactly what it is^ Be sure to check the values for set weight in geomLOD and in your physX settings
Yup that was it indeed :)
The steering is kind of fucked up now, but I'm too tired to troubleshoot it tonight
Thanks @terse aspen and @cinder pivot
Good to hear that we steered you in the right direction! Ha.. Ha.. It was a bad joke I'm sorry ๐ฆ
๐ I forgive you... this time...
@zenith quartz pretty sure that is unavoidable, the player's vehicle is always rendered on top of everything else, the same thing happens when you load a vehicle in another vehicle (like a quad or a car in the back of CUP chinooks for example), if you're playing as gunner in the rear the rendering of the loaded vehicles will be kind of messed up
I think i've fixed it, but i need to test it in mp with some players
what fixed it for you?
https://forums.bistudio.com/topic/196755-what-is-involved-with-vegetation-to-a3-standards/
input most welcome
What is involved with vegetation to A3 standards? - posted in ARMA 3 - MODELLING - (O2): Mainly talking about a porting from A2 to A3 situation, yet general overview of important and relevant aspects would be useful to anyone. Definition: Vegetation includes trees, bushes and clutter/grass. Existing references: Sample tree in A3 tools package BI ODOL p3d viewable with T_Ds tool BIKI packges - none? (aside from the general LOD, RVMAT and bullet penetration pages) Forum th...
question 1+2: eliteness
Forgot about eliteness indeed. However I am not sure its always right to use BI plainly as reference
@white jay what @X3KJ#8043 suggested: gunnerUsesPilotView = 0;
now it's a bit zoomed, but it's okay
whats the gunners field of view? you could reduce the zoom by increasing it.
kju: One thing that's substantially different is that in A3 trees they don't really reduce the number of leaf/branch polyplanes. They just trade off polygon counts in each polyplane against the number of transparent pixels as you go through the LOD levels.
zoomed is because of low FOV in your viewgunner/viewoptic configs
you have 0.4 as max FOV - normally its 0.75 or 0.7 for default view
Anyone got an idea why my UV Editor won't open
does the viewGunner LOD apply to FFV positions as well does anyone know?
Anyone got an idea why my UV Editor won't open, It opens a window but never loads the actual UV editor.... https://gyazo.com/82b64ae56869febae71a9c5cb471ef25 I have already verified my Cache
life rip countermeasures ๐ค
@woeful viper thx ๐
standard soldier view is minFOV=0.25 initFOV=0.7 or 0.75 maxFOV=1.25
although max is a bit much imo. 1.0 is "zoomed out enough"
@dense steeple it does that sometimes. It's minimised somewhere off-screen - just right click the UV editor thumbnail thing that comes up in the taskbar like in your picture, and choose Maximise