#arma3_model

1 messages ยท Page 76 of 1

civic stratus
#

I've got some code

#

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

civic stratus
#

hmmm, I havn't had this issue before, I can't seme to add the selection to the UV window with the tab key

terse elm
#

thx eagle, can this work with custom letter/number sets?

#

forgive me im an utter noob when it comes to sqf's

civic stratus
#

i mean you have to change the formatting if you want something different

#

that's a 4 letter 3 number system

civic stratus
#

Has anyone done destructable doors?

thorny rapids
#

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

white jay
#

did you pack the trees into a pbo?

thorny rapids
#

yep

#

no errors there

#

no errors when map loads either

white jay
#

are the trees in a pbo with other objects that show up?

thorny rapids
#

no, these are the only "custom" objects

#

they are in a second pbo in the same folder as the map

white jay
#

and do you have a config.cpp with a cfgPatches class in your tree pbo?

thorny rapids
#

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

white jay
#

and added requiredAddons to your map cfgPatches

thorny rapids
#

i sense a map re crunch coming up ๐Ÿ˜ƒ

#

i haven't added that with cup objects but they still wrok

white jay
#

i hope you did split your _data, wrp and config into diffrent pbos ๐Ÿ˜‰

thorny rapids
#

yes

#

they are on seperate folder son my pdrive too

white jay
#

well then you can just recrunch the config pbo

acoustic orchid
#

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 ๐Ÿ˜„

full steeple
#

Can someone explain how a car I made could make my whole server lag unbelieveably?

full steeple
#

it has something to do with the lightbar on it but I cannot figure out what

woeful viper
#

haha... remember what i said? "dont just gobble up all shit you find in other mods"

full steeple
#

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....

half heath
#

Go figure, my aircraft is out of scale...

half heath
#

Is there a seated ARMA 3 reference soldier out there somewhere?

full steeple
#

theres a sample one you can get from Arma 3 samples on steam

umbral plume
#

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."

woeful viper
#

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.

stuck oyster
#

you could open up the effects config and see if you can make your own with less G needed?

distant pier
#

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.

bleak tangle
#

What's the issue?

woeful viper
half heath
cinder pivot
#

anyone know why my model wont take any assigned textures?

#

not regular colors using the color picker even.. just nothing

stuck oyster
#

have you uv-mapped it?

cinder pivot
#

yep, was UV mapped then used maya auto generate LODs and the lods wont take texture in OB

cinder pivot
#

nvm that ^ I am.. dumb hah

#

fixed it

dark crow
#

hello

#

I would like to have a question ..... in memory lod What are Exhaust 2?

#

please

umbral plume
#

It's a second exhaust if you already have one, creates a particle effect for vehicles.

dark crow
#

where it should be placed?

umbral plume
#

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.

dark crow
#

aaaaaaa would exhaust smoke?

#

allright ?

quaint otter
#

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

woeful viper
#

infantry is way too small for that approach

#

(and would be too expensive)

half heath
#

So whats the deal with bulldozer erroring out all the time.... nvm I guess runnign ti thu object builder works.

outer condor
#

@X3KJ#8043 please explain. wouldnt it be possible to make the radius fit the body shape better at least?

woeful viper
#

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

outer condor
#

from what i understand it matters on a damage event with indirectHit and when penetration happens

#

did I misunderstand the description?

woeful viper
#

yes. shrinking hitpoint radius on infantry reduces Case D, but case D doesnt cause any damage whatsoever

deep hearth
#

it works suprisingly good with HitPelvis, HitAbdomen, HitDiaphragm

#

but it doesn't work at all with HitFace and HitNeck

outer condor
#

@deep hearth it being what exactly?

deep hearth
#

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

cursive sleet
cinder pivot
#

anyone have any idea why I can walk through my object so easily yet my geometry seems properly set?

woeful viper
#

@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

deep hearth
#

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

woeful viper
#

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

outer condor
#

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

woeful viper
#

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.

outer condor
#

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

woeful viper
#

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.

#

if you really want to test the infantry damage system you need hitvalue =1 and caliber=0.

outer condor
#

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)

rough idol
#

@woeful viper -
'''depends = "0.5 * (HitEngine1 + HitEngine2)";

#

as you can see, it's possible to do it right now

outer condor
#

thanks for the good link

woeful viper
#

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...

outer condor
#

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

woeful viper
#

the visual side can be adressed in various ways

outer condor
#

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

woeful viper
#

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

deep hearth
#

@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.

woeful viper
woeful viper
#

@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...

outer condor
#

@deep hearth @woeful viper what do you guys use to test?

deep hearth
#

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

outer condor
#

so just manual visual output and comparison after each shoot?

woeful viper
#

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.

quaint otter
#

this is mine

#
Bohemia Interactive Forums

[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...

woeful viper
#

actually, using + has a negative sideeffect: A powerfull penetrating rifle shot can (but may not) hit 2 different locations -> results in double the damage

twin urchin
#

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?

polar fiber
#

No, you just use geometry. Can apply a surface .rvmat to the geo LOD to get hit effects

white jay
#

iirc the geometry is only used for bulletds if no fire is in place, but i guess its more performant to use one

twin urchin
#

i ask these since the A3 sample got them

#

and i know from A2 that i used only geometry lod with that material rvmat

white jay
#

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)

twin urchin
#

from what i can see the both fire geo and geo are the same thing

#

at least from weapon perspective

white jay
#

well ๐Ÿ˜„ then it's better to just use the geo with the .rvmats applied

twin urchin
#

i guess so

#

but what about that buyoancy thing?

#

it has to do with the physx

white jay
#

not sure but i think its for floating bodies

polar fiber
#

imagine it just affects how the object sinks if dropped in water

twin urchin
#

oh and if it doesnt have that lod , then it just drops?

#

probably heh

jovial frigate
#

yep, in my testing it does.

polar fiber
#

so just sinks at regular gravitational acceleration without bouyancy LOD, like in air?

twin urchin
#

most likely

polar fiber
#

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

twin urchin
#

good thanks

woeful viper
#

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

white jay
#

probably that when a diver dies that his rifle does not fall to the ground like a stone but floats slowly down..

polar fiber
#

Depends whether the engine only calculates water resistance when there is a bouy LOD present or not I guess

woeful viper
#

lol diving... one of the larger advertised features in arma, and yet i feel its beeing barely utilized

twin urchin
#

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

woeful viper
#

its just a sample... and i wouldnt be surprised if BI used some shortcuts for their weapons... doesnt mean you have to

half heath
#

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.

twin urchin
#

not yet since those files are still in ebo state

half heath
#

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

woeful viper
#

thrustVector as source works in A3, plane and planeX. Wiki is a community effort... its not feature complete

half heath
#

Thank you sir!

woeful viper
#

added it to the page

thorny rapids
#

you guys know if the guy who makes the ivory cars mod comes around here?

fluid ocean
#

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....

thorny rapids
#

lol is that what they did_
?

#

probably as it had some fancy sport cars

#

bah that's just mean

fluid ocean
#

ยฏ_(ใƒ„)_/ยฏ

thorny rapids
#

it was a really cool mod as long as it lasted

fluid ocean
#

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".

thorny rapids
#

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

woeful viper
#

"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

round bloom
#

I know this is a A3 chat but whats the max points and faces for A2?

polar fiber
#

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

round bloom
#

@polar fiber where does it even say verts? All I see is points and faces

polar fiber
#

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

round bloom
#

@polar fiber so any idea why bulldozer wont show my character model and says too many verts?

cinder pivot
#

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?

woeful viper
#

animation lacking for it in model.cfg?

#

animationsource wrong?

#

selection in p3d not set?

#

wrong selection name?

cinder pivot
#

@woeful viper Everything works in bulldozer, viewing the animation just not ingame ๐Ÿ˜ฆ

woeful viper
#

then it must be name of animationsource. source in model.cfg must match what is defined in turretclass

cinder pivot
#

it all matches up ๐Ÿ˜ฆ

round bloom
#

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?

polar fiber
#

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

woeful viper
#

if there are too many: reduce it. Simple as that.

dim mica
#

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?

polar fiber
#

Not enough mass in geometry LOD?

round bloom
#

Is there any program for 3ds max or blender to trim points and faces?

polar fiber
#

"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

round bloom
#

it is not a model from another game, it is a model that is publicly released under CC....

round bloom
#

And I am trying to use ProOptimizer in 3ds max but so far I cant lower it enough without causing gaps in key places.

woeful viper
#

can you show a picture?

dull copper
oblique vapor
#

pretty dank my friend

outer condor
#

very neat indeed ๐Ÿ‘

twin urchin
#

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

fluid ocean
#

@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 ๐Ÿ˜‰

woeful viper
#

@fluid ocean Brick with wings declared as fighter is an apt comparison

fluid ocean
#

lol

woeful viper
#

@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

twin urchin
#

how you make them convex?

woeful viper
#

just like i would geo lod... breaking it into smaller parts that are convex

twin urchin
#

ok thanks

stuck oyster
#

Damn @woeful viper that is some fine cockpit! Omnissiah will be proud!

oblique vapor
#

You can use shadow casting for certain objects and buildings tho, saves a lot of time

bleak tangle
#

@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.

twin urchin
#

isnt that method not resource friendly meaning that it can eat FPS?

bleak tangle
#

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.
oblique vapor
#

Shadow casting is a standard nowadays, tho yeah there is no real performance tests around

twin urchin
#

those stencil shadows really eat my nerves

#

from first person guns

dim mica
#

@polar fiber Not enough mass in geometry LOD? I got 2000 mass for the object is that not enough?

polar fiber
#

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)

dim mica
#

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?

smoky nimbus
#

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?

woeful viper
dim mica
#

ill try it out

cinder pivot
#

@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

distant pier
#

anyone around?

stuck oyster
#

just us chickens

#

BUCKBUCKBUCKBUCKIII

last spindle
#

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)

smoky nimbus
#

@cinder pivot I don't have memoryPointGun= ""; set, should I set it to a specific memory point, like usti hlavne?

cinder pivot
#

thats what I did for mine

#

used usti hlavne

distant pier
#

does anyone have time to get involved in a small project?

smoky nimbus
#

Alright it works ๐Ÿ˜„ thanks @cinder pivot

hollow vale
#

Anyone have any samples for trees? I'm trying to find a sample config.

distant pier
#

t_PinusP3s_F in the arma 3 sample files should work @hollow vale

hollow vale
#

I'm not able to find the config for that. Any idea where it might be?

white jay
#

trees do not have any config

hollow vale
#

Really? How do you make them behave like trees?

white jay
#

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

hollow vale
#

Will do thanks!

woeful viper
stuck oyster
#

beautiful

woeful viper
#

really painfull that there is no way to make the steering wheel and pedal work :[

stuck oyster
#

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.

woeful viper
#

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

stuck oyster
#

sure yeah, but since we got no native source

woeful viper
#

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

stuck oyster
#

So there is no way to animate stuff only locally. we'll thats dissapointing

#

did not think about that

woeful viper
#

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

stuck oyster
#

If I get around testing it properly I'll let you know!

distant pier
#

Is anyone around?

oblique vapor
#

no

outer condor
#

@Zelik#0033 you should explain what you want. with your generic questions/requests no one will respond

cinder pivot
#

@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

half heath
#

@woeful viper On your Chimera, did you start with a high poly and bake down?

woeful viper
#

@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^^

distant pier
#

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.

stuck oyster
#

standalone? dayZ perhaps?

distant pier
#

Yes

#

I can post you a link to the things I have working in game if you like.

stuck oyster
#

Oh sorry unfortunately I got my hands full to be of any help

#

Just was curious what standalone you meant

distant pier
#

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.

stuck oyster
#

Did not actually know DayZ modding was opened up yet..

distant pier
#

It's not

#

I'm just trying to get ahead of the game on this one.

stuck oyster
#

Ah i see

distant pier
#

I have a working combo lock and military gun case.

stuck oyster
#

out of curiosity what kind of mod are you planning on DayZ?

distant pier
#

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.

stuck oyster
#

not a bad idea. ๐Ÿ˜„

distant pier
#

Craftable tents and a caravan to pull behind vehicles.

stuck oyster
#

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 ๐Ÿ˜„

#

good luck with your mods!

distant pier
#

Haha not sure I'm still learning.

#

Thanks man. Have a good rest.

terse elm
white jay
#

looks like you change it to "camera space" or however its called and not "world space"

terse elm
#

thx il give that a try

half heath
#

So this is probably a stupid question, is there no way to hack together a rotorLib setup with the airplane class for tilt rotors?

woeful viper
#

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

clever solar
#

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?

wise coral
#

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?

jovial frigate
#

@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.

woeful viper
#

@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.

clever solar
#

thanks X3KJ =]

terse elm
#

i usually make a 2x1x1 box and use that as a players size guide

#

@wise coral

wise coral
#

ok

#

i took a similar object in each of the buildings and make sure they lined up

cursive sleet
#

Interior Bridge work on the Arleigh Burke - WIP

wise coral
#

looks good

woeful viper
#

with pole for the dancers... nice

cursive sleet
#

ty ๐Ÿ˜ƒ yea it is a strip pole for people who want to take off their cloths and have some fun

#

jk ๐Ÿ˜› idk why it is there, probely for structure integrity or something

jaunty rune
#

@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

past remnant
#

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

terse aspen
#

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

distant pier
#

speaking of baking, does anyone bake with blender?

terse aspen
#

yes

distant pier
#

dont you have to invert one of the channels to get the normals to work right?

terse aspen
#

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

distant pier
#

okay thanks

terse aspen
#

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

distant pier
#

i generally to 6k for normals

#

do*

terse aspen
#

that should work too

distant pier
#

i know this is off subject here but, how do you do your spec?

terse aspen
#

i export the specular channel into the blue and the glossiness maps into the green channel

distant pier
#

im not fully understanding

#

haha

#

i usually dont do textures

terse aspen
#

i thought you meant how i do the SMDI

distant pier
#

i did

terse aspen
#

bohemia uses a different format

distant pier
#

i know

terse aspen
#

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

distant pier
#

if i bake a spec in blender what is the correct way to convert it to something arma will understand

terse aspen
#

i don't bake spec in blender

distant pier
#

oh okay

terse aspen
#

i create them in substance

distant pier
#

i have a process that kinda works but not always

polar fiber
#

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

woeful viper
#

@past remnant you want to use overlapping. Otherwise your resolution will be shit. You can use a different UV set for the AO

icy cloak
#

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?

woeful viper
#

youtube

#

and my life detector is beeping ๐Ÿค–

white jay
#

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 ๐Ÿ˜ƒ

granite berry
#

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

clever solar
#

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?

terse aspen
#

do buildings cut clutter though?

clever solar
#

Not BI ones

terse aspen
#

oh yeah, i misunderstood your point

#

didn't sleep last night

clever solar
#

I guess that would be too easy from BI's standpoint =p

half heath
#

So the geometryPhys LOD should not have any wheels?

umbral plume
#

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

half heath
#

Ok, thanks. The sample A3 TestHeli and TestPlane both have wheels in the GeoPhys Lod which cofused me.

umbral plume
#

oh sorry I assumed you were working on a car, what are you making this geometry physx lod for?

half heath
#

Tilt-Rotor aircraft

umbral plume
#

I've never done aircraft but I would recommend doing it saying that both samples for plane and heli have it.

jaunty rune
#

I still don't get why people come in here and ask a question that can be answered by a quick google search

half heath
#

Helpful input, Bro.

outer condor
#
Bohemia Interactive Forums

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

terse aspen
#

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?

quick kelp
#

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?

outer condor
#

p: should not be part of the path

#

dep3d has a option to fix that

quick kelp
#

dep3?

#

thanks for the fast response too!

terse aspen
#

nvm i got it

quick kelp
#

Could you explain how this will help/what option I need?

outer condor
#

+FX fix files

#

dep3d.readme.html helps

quick kelp
#

Thanks I'll check it out

woeful viper
#

@woeful tartan ^could you pin that?

woeful tartan
stoic whale
#

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?

cinder pivot
#

Class blah; cant be done

outer condor
#

it can just fine ofc - give you do the rest correctly

stoic whale
#

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.

outer condor
#

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

stoic whale
#

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?

cinder pivot
#

Thought you were doing something different

wispy orchid
#

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 ?

terse aspen
#

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

wispy orchid
#

hmm, ok, isn't the one on the right top named Submarine, Periscope, Rudder, Propeller a vertex group?

terse aspen
#

no those are simply the names of the objects

#

here is where you find vertex groups, yours are empty

wispy orchid
#

thanks, changed that

#

any way around the ctrl-j before exporting?

terse aspen
#

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

wispy orchid
#

ok, so the work flow is to create objects, make them a vertex group (named selection) and join in one object and export then?

terse aspen
#

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

wispy orchid
#

yeah, I want to test all of this on the submarine first

#

thanks for your help!

terse aspen
#

no problem

short wraith
#

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?

woeful viper
#

check pinned messages

quick kelp
#

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

woeful viper
#

Did you unbinarize the model? Because you have broken shadow on character and that is likely cause of editing base models

quick kelp
#

where might I have the option to do that?

woeful viper
#

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

quick kelp
#

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

woeful viper
#

well then you royally screwed up your configs and maybe even more

short wraith
#

@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...

woeful viper
#

what does the RPT say?

short wraith
woeful viper
#

DUDE have you even read the LOD page?

polar fiber
twin urchin
#

nice , that doesnt look like regular 6x48

polar fiber
#

MDO

#

Still need to make the Larue mount for the RMR

twin urchin
#

MDO? not MGO?

polar fiber
#

Yep, MDO. Special version for the USMC

twin urchin
#

can you show me that

#

i see now

#

good work mate

polar fiber
#

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

twin urchin
#

cool

#

do they use the regular 648 also?

polar fiber
twin urchin
#

in UK they use the larue mount for it too?

#

really nice HP btw

polar fiber
#

yep

#

but a different Larue mount

#

with the levers on the other side

twin urchin
#

well you can mirror that

polar fiber
#

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

twin urchin
#

i always thought they got that regular mount with knobs like acogs have

#

i should say those big screws

polar fiber
#

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

twin urchin
#

ah that explains it

polar fiber
twin urchin
#

heh nice wear on that rifle

#

btw are they good rifles?

polar fiber
#

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

twin urchin
#

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

stoic whale
#

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

rough idol
#

autocenter=0?

#

I created recently custom muzzle flashes for all rhs rifles so feel free to ask

stoic whale
#

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?

rough idol
#

and how wpn cfg looks like?

stoic whale
#

That was something I was wondering. Do you have to define new muzzleFlashes in cfgWeps?

#

If so thats what is wrong

rough idol
#

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?

stoic whale
#

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

rough idol
#

what rvmats do you use for MF?

stoic whale
#

a3\data_f\proxies\muzzle_flash\data\muzzle_flash.rvmat

rough idol
#

try muzzle_flash_day.rvmat & night variants

stoic whale
#

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

rough idol
#

the one you used is very pale ingame

stoic whale
#

Nope same thing. Shows up in Buldozer but not ingame.

rough idol
#

note the emmisive values

#

what is proxy path? any .rpt errors maybe?

stoic whale
#

My proxy path is "\SWANO_Weapons\Concepts\data\blastermuzzle\blaster_muzzle_red"

#

Where would I check for rpt errors?

rough idol
#

C:\Users\username\AppData\Local\Arma 3

stoic whale
#

Nope no errors. :/

#

Last report was from like a week ago or more and is unrelated

rough idol
#

what is your command line? ๐Ÿ˜›

#

make sure you don't use -noLogs param

stoic whale
#

Lol you caught me.

#

Okay rpt coming up

rough idol
#

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?

stoic whale
#

You mean just create a box in the muzzleFlash p3d?

rough idol
#

yeah

#

without textures & rvmats

stoic whale
#

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

stoic whale
#

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

terse elm
#

@polar fiber seen ur image earlier, really nice work man

polar fiber
#

tah ๐Ÿค˜

terse elm
#

noticed a image with ur sight on one

cinder pivot
#

what should the max faces/points my vehicle should have

#

like does above x? really bad for overall fps?

polar fiber
#

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

dusky dragon
#

nice scope btw @polar fiber saw it on RHS's FB

polar fiber
#

tah. A shame Arma's .rvmat shaders mean it'll never look as nice ingame ๐Ÿ˜„

twin urchin
#

damn nice texture , what did you used?

#

and yes arma doesnt cooperate properly with gloss and specular

polar fiber
twin urchin
#

btw whats the polycount of it?

polar fiber
#

4300-ish without the glass for the lens and over the top of the fibre-optic aperture

twin urchin
#

nice i would guess over 5k

polar fiber
#

In OB it's 8389 tris with the glass and everything

#

but I need to add an RMR to it eventually...

twin urchin
#

oh so thats quite high heh

polar fiber
#

With the current RMR model I have I estimate it'll add another 1000 tris

cinder pivot
#

@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

polar fiber
#

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

terse elm
#

that scope looks sexy as

polar fiber
#

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

cinder pivot
#

Ah cool thanks for the info ๐Ÿ˜„

white jay
#

does anyone know which LOD is responsible for weapon resting? is it the roadway lod?

woeful viper
#

should be geoLOD

white jay
#

hm... must be doing something wrong then

woeful viper
#

or maybe firegeo? that would also make sense

woeful viper
#

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...

zenith quartz
#

@white jay isn't it the bipod point in the memory lod?

white jay
#

i'm talking about the object itself where I rest a weapon on

fervent steppe
#

Someone told me the other day they had 130000 faces in one of their models and it was fine...is that even possible?

fluid ocean
#

Wow, look who the cat dragged in ๐Ÿ˜‰

fervent steppe
#

Lol

#

I've been slowly working back into it

spiral void
#

does anyone know what the packing error "Missing File Summary" means? I added a material to a p3d and it works in buldozer

fervent steppe
#

I've started on a new terrain too! Small one located in kamdesh

woeful viper
#

i would have had enough of sand and rocks by now if i was you...

fervent steppe
#

Lol

#

Mountains baby.

#

There's more then just sand and rocks

woeful viper
#

exactly, more rocks and more sand

fervent steppe
#

Haha

#

Ok. What would you like to see

#

I'll make a terrain in the shape of kj

woeful viper
#

nah you do what you like, im not doing the rules here ๐Ÿ˜„

white jay
#

@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

spiral void
#

@white jay yeah its fixed already (and that was the problem). thanks

clever solar
#

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..

clever solar
#

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

stuck oyster
#

what seems to be the problem? I dont use Max but I believe basically you export fbx from it and import that to OB

woeful viper
#

fbx or 3ds works fine

clever solar
#

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?

woeful viper
#

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

crisp jacinth
stuck oyster
#

Looking awesome! Did not know such even excisted.

#

Ah little googling and I found the forum thread. ๐Ÿ˜„ Great stuff!

thorn spire
#

Anybody know good way to fix rat's nest

#

I have some in my retopology

bright kraken
#

have you found/identified the rats nest?

thorn spire
#

yea with STL check

bright kraken
#

can you not just delete any excess vertices & just rework that area of the object? or is it absolutely savage and everywhere?

thorn spire
#

not savage

bright kraken
#

personally i tend to just redo that object, but I suppose that depends on how big said object is

thorn spire
#

yea its just and coverall im retopoing

#

though the bake was succesful when I did it from fbx

bright kraken
#

sounds good then, somebody else might be in a better position than me to provide guidance, that was just my 2 cents ๐Ÿ˜ƒ

thorn spire
#

small problems with ao, have to work the edge flow much better

clever solar
#

@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!

thorn spire
#

@crisp jacinth amazing now we finally can have equal troops ๐Ÿ˜„

obtuse rain
#

@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.

stoic whale
#

What about the approx 50m^3 model size limit? Is that the same?

fervent steppe
#

@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.

crisp jacinth
#

@thorn spire @clever solar Only thing to do now is to make configs for the models.

thorn spire
#

@crisp jacinth Sweet... Now we can our beautiful Finnish women too on our FINMOD ๐Ÿ˜ƒ

clever solar
#

@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...

woeful viper
#

because one is easier than another

stuck oyster
#

@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..

crisp jacinth
#

it's not much, but it can be excused as how baggy uniforms are to begin with.

clever solar
#

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..

crisp jacinth
#

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

clever solar
#

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

stuck oyster
#

I don't think BI is driving any kind of message with it.

clever solar
#

naw, I'm just teasing.

crisp jacinth
#

2035, all women extinct. Local man wonders why.

clever solar
#

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.

stuck oyster
#

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

clever solar
#

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.

stuck oyster
#

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

clever solar
#

Well he was making a jet pack, so... maybe it was another tool that I haven't used dunno

stuck oyster
#

Yeah its possible to make them

#

OB is not really good tool for that

clever solar
#

can you do that in 3ds max?

stuck oyster
#

sure

#

I use Blender myself.

clever solar
#

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?

crisp jacinth
#

I think it's for baking a normal map on a model. That or to make LODs.

clever solar
#

oh!... I see...

obtuse rain
#

@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.

clever solar
#

nice! thank you

#

Oh actually I've started watching these today lol

#

er no... I was watching Alex Vorobiev

crisp jacinth
#

configing is hard

#

can't even get the game to render the right head.

obtuse rain
#

Check your work in the config browser to make sure your .cpp's got merged in correctly (and inherited the right stuff).

past canopy
#

@crisp jacinth how to you modify the character body without having access to the unbinned file?

stuck oyster
#

Clarionhorn released the mlods on the forum thread.

#

so he has access

past canopy
#

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?

stuck oyster
#

there are couple of uniforms in the RTM example.

#

my guess is those

past canopy
#

Interesting, never noticed that they released them

stuck oyster
#

been there from the start

#

๐Ÿ˜„

past canopy
#

yeah perhaps

stuck oyster
#

at least from 24.8.2014. thats when my file is created

crisp jacinth
#

@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.

past canopy
#

Yeah that's more along the lines of what I expected

stuck oyster
#

Oh. well thats not very good. :L

woeful viper
#

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

crisp jacinth
#

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.

#

welp, back to square one

spiral void
#

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?

umbral plume
#

what part of them are binarized? @spiral void

#

I know for a fact the models aren't

spiral void
#

"unable to load binarized version of the P3D"

#

@ANixon#4860

umbral plume
#

well you need to tell us what model it is and what "licensed data pack" you downloaded.

spiral void
#

sure 1 sec

spiral void
#

ca\plants2\plant\p_phragmites.p3d

umbral plume
#

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.

spiral void
#

that would be ALDP_A2_PBOs_APL-SA_part2.zip

#

huh ok! how did you extract it? I used extractpbo

umbral plume
#

"Binarized data from the Arma series (from CWC to A2:CO) in PBO files."

#

you didn't download the right data pack.

spiral void
#

oh damn ok. so which one is it?

#

the one you linked?

umbral plume
#

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

spiral void
#

do you know which download it is? I cant see the content on that page

umbral plume
#

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."

spiral void
#

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

naive dust
#

@white jay Nice work on that industrial building for A2OP's update today ๐Ÿ˜ƒ THX

clever solar
terse aspen
#

Graphics cards are working faster with rendering triangles afaik, but i am pretty sure the models get triangulated when the addon is packed anyway

woeful viper
#

indeed. there are no quads for the renderer

cedar rock
#

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?

woeful viper
#

work in realworld scales, always

#

with size references (human dummies for vehicles, human hands for interfaces/buttons/controlls etc, other vehicles you know etc)

cedar rock
#

So for say a chair just have a sitting person and build around and same for a door to a house?

woeful viper
#

exactly

#

otherwise it could happen that you are off and when you notice it it will be a pain to correct

cedar rock
#

Do you have any human models that are rigged to move their body parts?

woeful viper
#

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)

cedar rock
#

Aight I might need help setting the position but I'll see if I can figure it out first

stuck oyster
#

If youre just starting out 3d modelling check out tutorials for your modeling program too. It helps.

clever solar
#

or 3ds max anyways

cedar rock
#

so how do i use the arma animations from the game they are not loading...

#

anyway to unbinarize them

stuck oyster
#

mikeros tools apparently have a .exe for that

#

otherwise no go.

cedar rock
#

derap?

#

when i try to open them in elitness i tsays fault model.cfg

stuck oyster
#

you have the free tools?

cedar rock
#

yeah

stuck oyster
#

then you dont have the DeRTM

#

sorry

#

can't be done with what you got

cedar rock
#

could you dertm one for me?

stuck oyster
#

sorry, got my hands full

#

what do you need it for anyway?

cedar rock
#

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

stuck oyster
#

ah

#

faster that you just pose it yourself

#

or maybe use buldozers rtm preview

#

that works I think

cedar rock
#

how do poeple have it so they have characters sitting in vehicles like can i do that and export that model?

stuck oyster
#

only in the buldozer view but could work

#

look up arma cargo proxy

#

the poses are basically single frame animations

cedar rock
#

how do i make the animation in 3ds max i have the sample animation file open

stuck oyster
#

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.

cedar rock
#

yeah i understand thanks for the help

stuck oyster
#

roger. good luck!

cedar rock
#

so how do i get fbx to rtm

stuck oyster
#

you import it to object builder and export it to rtm from there

cedar rock
#

says load error on 3ds and fbx

stuck oyster
#

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

cedar rock
#

when i export as obj it says nothing to export

stuck oyster
#

then you do something wrong.

#

.obj does not export animations

#

just so you know

cedar rock
#

ohhhh drrr you have to have two frams

cedar rock
#

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

stuck oyster
#

have you checked out any arma 3 animation tutorials?

cedar rock
#

yeah

stuck oyster
#

an you followed them 100%?

cedar rock
#

yeah but they exported as bvh which is also a greyed out option for me

stuck oyster
#

in 3dmax?

cedar rock
#

blender

stuck oyster
#

you switched?

cedar rock
#

yeah i have both

stuck oyster
#

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

cedar rock
#

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

stuck oyster
#

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

cedar rock
#

that box is not there i did change that file path to the correct one though

stuck oyster
#

you dont have any object active

cedar rock
#

okay i see the problem it didnt import as an armature

#

just movable linked points anyway to convert to armature?

stuck oyster
#

now you lost me

cedar rock
#

when i imported fxm from max it went to this not an armature

#

but still works like one

stuck oyster
#

yeah I dont think that will work

cedar rock
#

it wont i made blank armature and it worked

#

so how do i conver tis the question?

stuck oyster
#

theres a couple of ready rigged Blender armatures around. I thought the toolbox came with one

cedar rock
#

nope

stuck oyster
#

have you perhaps searched the internet for one? arma blender rig or something like that?

cedar rock
#

no

#

cool i found one thanks for working this out with me

stuck oyster
#

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.

cedar rock
#

yeah i get it

cedar rock
#

you're telling me

crisp jacinth
umbral plume
#

drugs are bad

past remnant
#

anything extra needed on having additional UVs on objects for AO/bump maps in arma?

stuck oyster
#

what do you mean?

past remnant
#

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?

stuck oyster
#

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

past remnant
#

if the normal UVs for diffuse overlap

stuck oyster
#

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?

past remnant
#

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

stuck oyster
#

aaa like tiled textures?

past remnant
#

pretty much

stuck oyster
#

This could be your friend

#

but Id suppose you can use multiple uv-sets on any shader

past remnant
#

yeh prob, I will take a loot at everything. Thanks!

outer condor
#

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

stark dagger
#

@outer condor @umbral plume Ported the A2 vegetation to A3 for REDUX. Pretty sure he handled all that in his work.

outer condor
#

thanks. let me talk to him

mossy oxide
#

is there any character skeleton for blender? I want to rig a character using that

mossy oxide
#

I need the armature from to rig something I want to do

woeful viper
#

there is an arma rig for b. as far as i recall

mossy oxide
#

it does not have the normal armature, I want the skeleton that stuff is rigged to

woeful viper
#

a3 sample character fbx

kind lion
#

does any of you have a way to extract the model.cfg from the vanilla marshall and send it over by any chance?

woeful viper
#

no, but what do you want to learn from it?

kind lion
#

how they animate the propellers

#

im wondering if they use a specific animationsource or something

woeful viper
kind lion
#

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

woeful viper
#

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

kind lion
#

yes i know but i was thinking maybe there was something like a memory point missing or some other arma weirdness going on

rough idol
kind lion
#

thanks man

rough idol
#

source="propeller";

woeful viper
#

do you have a quick description for propeller and altsurface behaviour reyhard? biki is lacking them

rough idol
#

propeller is working with CarX & BoatX, activates once in water, goes from 0 to infinitive when you accelerate

kind lion
#

also works on tankX as far as i can tell here ๐Ÿ˜›

woeful viper
#

so based on speed?

rough idol
#

nope, on player input/throttle

#

during reverse it's lowering value

#

haven't checked it with tankx tbh

#

but it might be true

kind lion
#

im trying it right now and it seems to work correctly

rough idol
#

altSurface - altitude above ground surface

kind lion
#

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)

woeful viper
#

ok i added it. might need more testing on where these sources can actually be used. altSurface could be usefull for ships as well

kind lion
#

or subs ๐Ÿ˜ˆ

woeful viper
#

lel, the one that exists, yes

kind lion
#

#makesubsgreatagain

woeful viper
#

#how

#

without larger ships, subs are kinda useless (apart from tieronespecoperator deployment...)

kind lion
#

just kidding ๐Ÿ˜› honestly TIER ONE OMG OMG applications are the only reasonable ones in arma

#

hunting other ships sounds like something extremely boring

woeful viper
#

haha, politics in a nutshell. #makethingsgreatagain #butdontaskmehow

kind lion
#

heh, maybe someone comes out one day with a fantastic concept for subs ๐Ÿ˜„

rough idol
#

imo ballistic missile launch capability would be great enough

#

with modules for zeus to call it dynamically without writing thousand lines of code

woeful viper
#

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).

kind lion
#

cruise missile fire support would be nice

#

right now MLRS are basically huge artillery guns shaped as rocket launchers

rough idol
#

...or for defcon type games ๐Ÿ˜„

woeful viper
#

without airfriction...

jaunty leaf
#

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...

woeful viper
#

the manual controll is pretty terrible, that is true

zenith quartz
#

i can't understand if it's cfg or lod related

#

basically the char gets big when it gets closer to the gunner

jaunty leaf
#

I don't think you can fix it, it's the Pilot LOD getting in the way of the actual LOD

woeful viper
#

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

zenith quartz
#

cfg related then?

woeful viper
#

yes thats what you could try

#

ive never seen such weirdness with my tanks and their view lods...

zenith quartz
#

me too, that's why i'm lost ๐Ÿ˜„

#

but it's funny, i've to admit that ๐Ÿ˜„

woeful viper
#

its looks like that guy has mounted a camera on his rc boat

zenith quartz
#

it's aport from A2, so something could be outdated

woeful viper
#

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

zenith quartz
#

i'll try that!

#

ty

stuck oyster
zenith quartz
#

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

woeful viper
#

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

stuck oyster
#

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.

white jay
#

Is he a pessanger or just walsk on the deck?

woeful viper
#

likely the later

white jay
#

Ok, i remember a cfg parameter like forceViewLOD or something similar, could be possible to turn off the effect horribleGoat described

zenith quartz
#

he's walking yes

white jay
#

i ment useInternalLODInVehicles = 1; but its part of the man class so not sure if its any help

spiral void
#

are the vertex colors used for anything in the arma shaders?

stoic whale
#

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

cinder pivot
#

Make sure you have your wheel_1_1_bound etc in correctly

stoic whale
#

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

terse aspen
#

wobbling and jumping can be a weight issue

#

weight in combination with wrongly configured dampers

cinder pivot
#

That sounds like exactly what it is^ Be sure to check the values for set weight in geomLOD and in your physX settings

stoic whale
#

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

cinder pivot
#

Good to hear that we steered you in the right direction! Ha.. Ha.. It was a bad joke I'm sorry ๐Ÿ˜ฆ

stoic whale
#

๐Ÿ˜› I forgive you... this time...

kind lion
#

@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

zenith quartz
#

I think i've fixed it, but i need to test it in mp with some players

white jay
#

what fixed it for you?

outer condor
#
Bohemia Interactive Forums

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...

woeful viper
#

question 1+2: eliteness

outer condor
#

Forgot about eliteness indeed. However I am not sure its always right to use BI plainly as reference

zenith quartz
#

@white jay what @X3KJ#8043 suggested: gunnerUsesPilotView = 0;

#

now it's a bit zoomed, but it's okay

stuck oyster
#

whats the gunners field of view? you could reduce the zoom by increasing it.

obtuse rain
#

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.

woeful viper
#

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

dense steeple
#

Anyone got an idea why my UV Editor won't open

dull copper
#

does the viewGunner LOD apply to FFV positions as well does anyone know?

dense steeple
woeful viper
#

life rip countermeasures ๐Ÿค–

zenith quartz
#

@woeful viper thx ๐Ÿ˜„

woeful viper
#

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"

polar fiber
#

@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