#arma3_model
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I finally made something again... https://abload.de/img/kh55sm_promoxfspv.jpg
nice !
Thanks
What's the best way to place hitPoints so you can tell exactly where they're placed?
and where they're poking through the fireGeometry etc.
Are you trying to do that in OB? It's pretty easy in Blender, and probably other modeling programs
Yeah, I'm doing it all in OB
I only really use 3ds Max for proper modelling, and OB for everything else
because I like the misery
I'll gladly swap to max for the hitPoints then
@polar fiber Thanks a ton, I tried clicking but not the right click > maximise
nice @tacit karma
@terse elm thanks
Is that for westwall?
something small for the infantry https://www.youtube.com/watch?v=kcD71ZMZeCo&feature=youtu.be
@terse elm might be a little too big ๐ No, it's for RHS
Still waiting on one of these ๐ https://s-media-cache-ak0.pinimg.com/originals/b0/38/75/b03875a175b6c129725999ca91ef84e6.jpg
Yes haha
that thing probably does some pretty good wheelies
Guns are too common imo
jet engine mounted on a tank for mine clearance
I like "odd" stuff
Hi guys, I'm over from the terrain makers channel. I'm creating some buildings for my map and I was wondering what the reccomended poly count would be for a small house with no interior? Also, can anyone point me to a good documentation/tutorial about exporting models to Arma 3. Thanks!
small house ? i would say less than 1k-2k
most important are proper LOD though, and effective use of materials and textures
Okay gotcha. Don't think I will need to go over 500 for the highest LOD.
yeah that sounds good
and for big textures, such as the walls of the house, can I go as big as 4096x4096?
no, use tiled textures and not more than 2k
4k gets downsampled on everything but max texture setting, and to 1k not 2k
Okay thanks
any idea how to fix floating launcher? https://imgur.com/a/mIJEA
is it model, memorypoint issue or what?
@wind belfry Looks like a memory point issue because the arma 3 launchers are much bigger.
And I believe if you really look the rpg floats a little.
any idea of the name of memorypoint?
not off the top of my head but I will try and find something.
thanks, i have been fighting with this for a while now and I really appreciate all help you can provide!
Yeah I don't think there is a memory point for it sadly. Thinking about it, the memory point is probably on the player model lol. Not really sure what to do.
Does anyone have a highpoly reference of an A3 head?
or
not long distance LOD quality
looks very good
@civic roost make sure to use multimaterials on buildings to reduce the section count
Okay @white jay I'll look into it.
@wind belfry isselected anim source could be used to create animations that move the launcher closer to the body when not in use
Anyone know why the smokes aren't appearing after I deploy them via countermeasures? Everything happens like the sounds etc, just no smokes appear :/
can anyone explain lights in arma 3 to me? I know they have to be a selection or plane and then a light.. along with the config portion of lights
but how would I make custom lights that I could turn on/off independant of the regular front lights, and would flashing them on and off be only possible via script? Like If I wanted to animate the top lights on the A2 Datsun pickup to lets say flash on and off and be able to turn on solid would that best be done via script or can I make it animate on/off in OB
How would people here make helmet nets?
or webbing, whatever you want to call itr
it*
in blender i'd use the wireframe modifier
I guess you'd bake it onto a face or something
Is there anything I need to define in the model or config to make smoke countermeasures to work?
How do I apply textures in Obect Builder? It's just red at the moment...
@civic roost select the faces, and press E
@civic roost http://i.imgur.com/zB73833.png
thats how you view ingame, I don't think you can view them inside OB, only wiremesh and faces
someone can correct me if I am incorrect
Ill give it a shot, thanks @cinder pivot
You can view tga textures in OB when you enable directx mode
You can use bulldozer as well @civic roost
Hi guys, what does "mapsize = xx;" in the object class do?
how big its icon is on the map
Okay thanks
And can I make my own class for the object to be under? (I dont want it in "Structures")
@stuck oyster
Okay so I change "vehicleClass = Structures;" to "vehicleClass = Derelict;"? @stuck oyster
that wont change it in editor anymore
vehicleclass has become obsolete in that sense
class CfgFactionClasses
{
class HORGO_Stuff_F
{
displayName = "Horrible";
priority = 1;
side = 3;
icon = "\HORGO_SpikeBall\data\UI\HORGO_SpikeBall_MapIcon_ca.paa";
};
};
class CfgVehicleClasses
{
class HORGO_Stuff
{
displayName = "Horrible Stuff";
};
};
class CfgEditorCategories
{
class HORGO_EdCat_Stuff // Category class, you point to it in editorCategory property
{
displayName = "Horrible Suff"; // Name visible in the list
};
};
class CfgEditorSubcategories
{
class Horgo_EdSubCat_Spikeball // Category class, you point to it in editorSubcategory property
{
displayName = "SpikeBalls"; // Name visible in the list
};
};
like so
Okay thank you
editorCategory = "HORGO_EdCat_Stuff";
editorSubcategory = "Horgo_EdSubCat_Spikeball";
and these would go in the "vehicle" class
Okay I'll give that a shot, thank you!
arma 3 doesn't seem to like this: http://pastebin.com/KqXb11n9
I presume it's to do with that config
what does it do?
is there an error?
put a \ in front of your model path
and would advice using a prefix for all your work
SamWarren_Smallcaravan or sawa_Smallcaravan
or something like that
When I launched the game it said something about missing smoke or something?
take the : destructioneffects off
class House: HouseBase
{
class DestructionEffects: DestructionEffects
{
class Smoke1;
class Smoke2;
class Smoke3;
class Smoke1Med;
class Smoke2Med;
class Smoke3Med;
class Smoke1Low;
class Smoke2Low;
class Smoke3Low;
};
};
I've got these copied into mine
Okay i'll retry that
I'm also using PBOProject instead of addon builder so i get all the errors
Ehh in game it only shows the icon :/
what would be a good poly count for house object like a toilet im at around 2-3k
Dont think you would need more than that
Depends really how much details you want to share
i only have the base right now so ill be done soon thats just a rough esitmate of how many it will be
Anyone know why my model in-game is just displaying a questionmark icon and not the model? Thanks
This is my current config if you're interested: http://pastebin.com/Lbny6Q9J Don't go through it if you don't want to. My HDDs are really slow at the moment so when I have them fixed another day I'll research and find out what's wrong.
@stuck oyster
Can't really spot what could be wrong with a quick glance anyway. check the arma3 .rpt log files
you could try this for the house inheritance
class CfgVehicles
{
class NonStrategic;
class HouseBase: NonStrategic
{
class DestructionEffects;
};
class House: HouseBase
{
class DestructionEffects: DestructionEffects
{
class Smoke1;
class Smoke2;
class Smoke3;
class Smoke1Med;
class Smoke2Med;
class Smoke3Med;
class Smoke1Low;
class Smoke2Low;
class Smoke3Low;
};
};
alright i see why after i subdidived it just got to much ill have to re make it
good sitting animation? https://gyazo.com/ab858bfa82977998ee815c2b99cbe3f4
๐ to bad we dont have phone items would have totaly made him be on his phone
I think I went a bit overboard with the hitpoints...
https://i.gyazo.com/c85cb62447fa0a55bc3d70a50ddb3e75.png
Yeah, I kept them out for optimisation
the hull is obviously the least important part to have simulated
how lonf should animatioon to life a lid be?
does anyone have a decent model of the LLM01 Flash/laser combo they would be willing to donate to me for my G36 addon?
@pallid oasis I've got an old model of one that you're welcome to use but it's very old and not all that accurate http://www.armaholic.com/datas/users/4-l85new.jpg
will certainly need rescaling since I made it too small
I've been trying to get a hold of Christian 1987 to use his from his MP7's from A2/A3 ports
I think that might have been mine
https://forums.bistudio.com/topic/196916-looking-for-information-and-advice-regarding-res-lods/
is there any good resources (BIKI or otherwise) to point the guy to?
Looking for Information and Advice Regarding Res LODs - posted in ARMA 3 - MODELLING - (O2): Hi there, I just recently started modelling and got my first Model into Arma 3 a little while ago. However, I am still a little bit hazy on how to put together Resolution LODs and I have a few questions/concerns: I have found out a few things about resolution LODs, one being that each LOD should be half the size of the one bigger than it in terms of verts (I believe). The biggest thing is: D...
that one you have isn't 3 bad, it's to try and put a top and bottom mount on the G36's I've put together using Toadies source files
It's there if you want it (or anyone else for that matter): https://www.dropbox.com/s/222ig92fu5iru62/UKF_LLM-01.7z?dl=0
I'm using the FHQ one as default, it's good, but only has a side mount option mate
@polar fiber many thanks, will credit you accordingly once I get them configured for use
it's perfect !!
np. I did just check the credit list for Christian's MP7 and seems it was indeed the LLM I gave him. Probably why I have it in that separate .7z file on my old P:\ drive
nice one, he's dropped off the radar as far as Arma goes ๐ฆ
like I said though, do check the scale on that thing since I swear it's much smaller than it's supposed to be, by virtue of the SA80 model I made it to fit, being a bit under-scaled in the first place
yeah, the one on his MP7's looked a tad small, I will scale it up, based on the pics I have, this is very much appreciated
Guys I found this neat software called Simplygon which automatically generates LODs for your models if you're interested. I grabbed the student version for free yesterday. Might be quite useful for some of you who don't want to retopologize or remodel the same thing over and over again to get the LODs.
read more: https://forums.bistudio.com/topic/196916-looking-for-information-and-advice-regarding-res-lods/
Looking for Information and Advice Regarding Res LODs - posted in ARMA 3 - MODELLING - (O2): Hi there, I just recently started modelling and got my first Model into Arma 3 a little while ago. However, I am still a little bit hazy on how to put together Resolution LODs and I have a few questions/concerns: I have found out a few things about resolution LODs, one being that each LOD should be half the size of the one bigger than it in terms of verts (I believe). The biggest thing is: D...
whould any one have an idea why 3d scopes reticle is sometimes bugging for some players?
Artifacts and so on? but most of the ppl using scopes dont exprience this bug, is it certain graphics setting maybe?
Can turrent guns be proxys? Or do they need to be part of the original P3D?
They can be proxies if you don't need to animate individual parts on them
otherwise you need a proxy for each "bone"
for example the muzzle flash has to be a proxy within the vehicle rather than a proxy in the weapon
I see, what about the traverse and elevation bones, those need to be in the vehicle Memory LOD?
yeah
Hey, does anyone know how to create a lightbar model for a arma 3 life mod ? I know how to create the model itself but i dont know which rvmats i should use or which lods and how i can animate it later :)
Anyone ever successfully added hit points for engine and fuel to aircraft, and how did you get them to show on the hud?
needs different interface class for the vehicle
@stark dagger I don't think so at this point, but let's hope the Jet DLC implements that.
@crisp jacinth thanks
would anyone know how does the blender size unit compare to arma? I'm making a tank and I'm not sure how to figure out the scale
I think it's at a 0.0001 scale
how does 1m in arma compare to 1 blender unit?
I don't know then.
I'm trying to work this out ATM. It appears to 1 to 1 at least as far as M1 Abrams width
A little update on the female mod:
https://dl.dropboxusercontent.com/u/166582232/A3_bois_and_grills.jpg
I need to work on decreasing the paleness of those A2 heads.
I'm near finished with my aircraft game model, and optimizing just about every part I can think of, I'm hovering around 33K Tri's for the Visual LOD is that tricount a reasonable number?
depends on how large and how detailed it is. Its not outrageously higher than vanilla helicopters/planes afaik (no idea about Apex stuff)
maybe @quick terrace knows about the Apex vehicle tri count
@crisp jacinth looks good! There's another modder who's working on female soldiers too, haven't checked the status of that in a while (set of two mods on steam workshop).
Was working out a concept for a VTOL when I accidentally the Avatar
http://imgur.com/a/lJDzy
The tail will be changed 100%, as Im really not happy with. This is temporary for the sake of figuring out the scale and such.
Hey, are there a Arma 3 Life modder in this chat ? If yes can you please write a pm to me :)
there is no such thing ^
Does anyone have any idea where the heck you start with addons?
@stark dagger Doing the hitpoints is 95% the same as the way arma 2 did it, if you cant find it in the example models for arma 3, then try looking in the arma 2/ arma 2 OA sample's ๐
Anyone know how to fix invisible memory points? This is from the arma 2 sample models, https://gyazo.com/8f4a4d5e93b1cebcff4c7ee554d2b08e
@umbral plume simple - in OB , find a View Tab > Lock/Hide > Unhide
ahhh thanks
@tulip mulch I dont understand exactly what you mean but ripped content from other games isn't exactly whats modding is supposed to be.
@AdjustmentTeam#6538 as we speak there is a DMCA takedown in the works
@fluid ocean About time....
@fluid ocean I just wanted to create a future weapons of war mod for arma 3
We're not talking about "unrealistic" weapons either.
whats stopping you?
@stuck oyster A lot of stuff scares me about the editor
I've done a tiny bit of model editing
but nothing that involved LODs etc.
or GLODs
Blender 3D I like to use but still don't know enough.
Ah then give it time and keep practising!
Hey, do anyone knows how I can add indicators to my model and animate them via useraction ?
does anyone here know anything about normals in arma? I've made this object that seems to be using local normals because when rotating the object in buldozer the lighting on it rotates too.
fix it with blender haha
I don't think the model itself is the problem ๐
select all and hit F5
what's that for?
recalculate normals
alright, i'll try
how did you import it into OB?
nah it's not that.
FBX
would you like to see a screen shot?
the same mesh rotated in different degrees
did you use a world space normal map? Arma uses tangent space
nah tangent
and you used the _nohq suffix for it before converting to .paa?
could be that arma samples it in another space though cause that's what it looks like but I wouldn't know how to change that
oh no I didn't actually!
they seriously use naming for picking space compression ๐ฎ
Ah sorry thought you were talking about something else altogether. Always post pics first with your question. Since Buldozer applies to TB and OB.
right my apologies
The texture conversion tool uses the suffix to format the texture when writing to .paa
what shaders do the rvmat use?
do you have mulitple uv sets?
no
http://i.imgur.com/cxTTbNs.png (shadow/animation isn't finished.)
thanks i'll take a look :)
I don't mean to spam this issue that I have but I'd like to try once more..
Does anyone have any idea of what could cause this? The object receives different lighting depending on it's rotation.
http://images.akamai.steamusercontent.com/ugc/192920657742353974/6BF69B2697763D2476ABA8ECE6D5F491F96DFDED/
I have tried: using proper suffix on all textures, recalculating normals, using hard and soft edges, reexporting FBX (from Maya)
An interesting note could be that when I remove the detail map stage from the material the surface turns completely black. (I don't actually want the detail map)
The badly lit surface is using Super shader. The small grass meshes is using Grass shader.
FIXED. If anyone's is curious, it was because I was using a NOPX suffix. whoever thought it's a good idea to use filenames for anything else than naming should be fired...
i disagree... i can just name it whatever i want, run massexport and it automatically chooses the correct format to save in...
Yeah, _NOPX only works on terrain surfaces. Not objects. Only standard normal maps for objects - no parallax
that information should be selected inside texview. having it in file names is very stupid form many reasons. one reason being basically duplicated textures. a normal map with height in alpha channel is no different from a normal map without except for amount of channels. The shader shouldn't be touching the alpha channel if doesn't use it for anything
do you know how to cast shadows from a plane with alpha discard? foliage for example
look at the A3 tree sample. iirc its enabled by a property flag in geo LOD
Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0")
@woeful viper ah ok! is that the name of the property? "iirc"?
lol just googled it and was brought to urban dictionary ๐ it's ok to laugh now ๐
welcome to the internet ๐
thanks^^ such a lovely place
Hey guys, I've made my caravan model, pushed through OB and now I've made an attempt at a config. The object shows in the editor but when I place it down, it's empty - just the icon shows. :/ My config's here if anyone can spot anything wrong with it.
By here I mean the link I'm about to send. one sec...
Seems to me possibly wrong filepath.. Are there no errors in rpt?
Nope, I fixed all the PBOProject errors if that's what you mean?
No like client or server.rpt
I'll take a look at that then
Got it
Working
I think addoj builder didnt know where my P: drive was
So I just directed it there
Thanks for the help tho @cinder pivot
Yep:)
http://imgur.com/a/SzczM What do you think?
Question for anyone here, what would be worse for frames... Placing like 50 objects to form an object like for example a fortified house then placing all those objects on the map or placing all those into proxies in a model then placing that on the map somewhere so they are grouped..?
@civic roost static map object? Looks nice
Yeah, just gonna make some final tweaks and then that one's finished. I'm making a derelict object pack ๐
For my arma 3 terrain: https://chetznov.wordpress.com/2016/10/25/chetznov-1-0-4/
Useless fact of the day: As portraied in this picture, the Russian Air Force has 55 Tu-95 Bear Bombers in service (minus the one I have missed)
https://cdn.discordapp.com/attachments/106016548992356352/244211979248467968/20161104223107_1.jpg
I always thought it was interesting seeing Tu-95's being intercepted by F-4's During the 80's and today probably those same Bears are being intercepted by Raptors and Eurofighters.
there a way to hide objects in OB?
tyvm
Just a quick question for Object builder FBX importer. Is it possible to import animations? https://i.gyazo.com/076c7b365a92149ecfbd7d0ba625207e.png
@cursive sleet nope
There is this though https://community.bistudio.com/wiki/FBX_to_RTM
@cursive sleet of course you can import animations - but only really for the purpose of exporting them to rtm and only for creatures/humans - not vehicles
thats how i create my rtms ... import via fbx into OB, then clean up the keyframes and export matrices (to rtm)
when something is wrong i immediately see it... contrary to fbx_to_rtm
So I've made an object for my mires.. looks alright but the caustics from the "seabed" are being drawn on top/after my object(s).. Any idea how I can go about fixing this?
It's sort of difficult to see in a screen shot but it's the bright lines (which are also moving)
http://images.akamai.steamusercontent.com/ugc/192920657746727664/D6EA31ED76F4EF691A7F77929D990A6E7F3EB48D/
I am trying to make them cast shadow and maybe that would help fixing it (caustics aren't drawn in shadows) but I can't get that to work. I've ShadowVolume 0 and 1000 and on the geometry LOD i have the properties shadow set to hybrid and PrefersShadowVolume 0. the engine drawn a stencil shadow on the ground but not on the water or seabed.
http://images.akamai.steamusercontent.com/ugc/192920657746751811/4FC1C58441873E4B9EBE0085A13328CE79F3DC05/
i have no idea how your model even looks like, technically... is the water modelled? or do you use natural "in-engine" water?
the sea water yes
yes modelled or yes in-engine water?
this is just a slightly deformed planelying on top of the water
in engine
with discarded transparency
so you use Forcenotalpha=1 in GeoLOD ?
if the model uses alpha, sometimes the engine thinks that it is entirely transparent (for whatever reason), and displays ambient shadows through the model, maybe for caustics its the same.
yeah that's likely
so the solution to that is to add that property?
not sure if solution, but that would be my first pick
alright i'll try! it's sounds like it will stop discarding though but let's give it a go
ideally yes, but you never know with arma...
great
do you know if there's a way of making alpha sorting between object less crazy
I've made these object as 5x5 meter tiles which I am going to place next to each other. But when they intersect they fail to alpha sort
they used to sort a bit better before I technically made it a bush
because now the "ground" grass is deforming a tiny bit
maybe there's a way of disabling that?
I never seen a way to sort between individual objects... only within one object
yeah suspected that.
you could make a version of your ... whatever its called, one without gras and one with gras...
but that means every model is the same
and place the grass afterwards you mean?=
I am doing that
oh
but I am making it as tiles cause i dont want 100x100 m meshes
Arma doesn't LOD that very well
understandable
but the sorting problem isn't really the grass but the "ground"
ok. sorting intersecting alphas is tricky even for single objects...
It might just be "Z-fighting" though.. discarded alphas shouldn't sort badly
Is there a way of disabling wind on the "ground" but keeping it on the grass?
guess it would work if the ground was completely in the local negative Z axis and only grass going above. but that will make placement a nightmare
no idea
@woeful viper thanks for your help, here's the result :)
http://images.akamai.steamusercontent.com/ugc/192920657747504958/6A4BB7A588AD30AD0E0CD23D803192826445FDFE/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|2048:1152&composite-to%3D*%2C*|2048%3A1152&background-color=black
That looks nice and boggy
thanks ๐
I hope that was the look you were going for anyways ๐
anyone know if you can pause/turn off/hide something with a time source? like radar?
would my only option be to hide it with another anim?
yup ^ that worked ๐
How do you guys debug a model / character that crashed immediatelly after placing it down in the editor? Model has hands like a Jesus on a cross...
No rpt entry :/
I did a very quick dirty export from 3ds max to ArmA 3 to check out the scala i import in is right soo that is why the mesh looks soo fucked up. But why is all the faces fliped when i import it to object builder? http://imgur.com/a/dBbws in 3DS Max the mesh looks fine but when i export it to object builder in OBJ format that is when it gets fucked up
select everything
points>transform 2d>mirror x
then 3d transform and rotate to get proper position back
Alright thanks
hmm, the smoothing groups get fucked up too when i flip them
nvm, figured it out
@errant pumice that sounds a lot like fucked up geoLOD
check again if everything is there and convex
Anyone know what could cause lod's to load at really close distance even when just rotating the camera as driver?
what could be the reason to why the normals doesn't change when in OB recalculating or setting to soft/hard?
If anyone want to follow the dev of the Arleigh burke, i made a disrcord channel https://discord.gg/s5ycBbr
@spiral void nice ... its just missing one thing in it: a BV206 ๐ (with correct steering physics) ...
you can recalc normals in OB with F5. Standard rules apply (hard edges cause split normals)
@errant pumice when something significant with the model.cfg is not right it can often cause a crash (e.g. model name not found in the model.cfg for the skeleton)
Animation and model complete ๐ http://i.imgur.com/tZr7NQR.png
@cursive sleet how much reduced is it?
@woeful viper hehe yeah maybe the SFP team has one..
As for the normals, yeah I know OB is supposed to do that when recalculating or doing soft/hard but nothing changes when I do it (for one model).. It has had bad normals since porting from arma2 (p_phragmites.p3d)
basically hard normals in most places
hard normals or all hard edges? Accidentally hit "U" in OB ? because that does this ...
nah.. well I assume hard edge / hard normals is the same thing like in any other 3d application
it's basically like the normals are locked and any change I attempt has no efect
effect
so making it all smooth and then pressing F5 does nothing?
exactly
thats weird. maybe try and create a new p3d, have both side by side and copy paste this into the new one, see if that fixes it.
yeah i can try taht
otherwise I wouldnt mind bringing the mesh into maya and fixing it there.. however, whenever I import an object to OB it removes whatever was there in the first place.. Is it possible to import without having OB delete everything else?
@spiral void open a new instance of OB copy paste into what p3d you want
Import then copypaste
@cinder pivot alright! thanks
TIL when i stack a subsurf modifier over an multires to get a cleaner bake, blender needs 10 times as much ram while doing fuck all when i click on that "bake" button
Retopo, Unwrapping and baking textures in under 6 hours
3 worst steps of modelling, done
@tacit karma It is about 130k triangles for the whole model, the original model is about 800k polys
in object builder there is a new LOD called subparts? what is that? I tried to check the wiki but did not find it there
Sub Parts has been there since Arma tools came out. Seems like it was some feature BIS experimented with between OFP and Arma, but never used. So doubt the game will do anything with the data in there
ohh okay, thanks
okay so i made an object to scale of an arma player model but while in game it is much smaller.........
im using blender and exported it as p3d from there
in blender, what is the scala setting?
im not sure deafult i supose
was 1.0 and didn't have anything set in those values
hmm, try to export it to oxygen in FBX
make sure it is set to meters in export settings
then import it and master scala should be 1
should the scale be 0.001 in blender though?
yes and when i set scale to 1 it didnt change size to player in ob
did you export as FBX?
import > FBX in OB
hm they should be up to date let me check
should i make it the development build version?
Does anyone here ever work on Building models, like as in structures? I'm making a Map right now and would like to put a real world building that does not exist ingame onto the map. I would gladly pay someone for their time if they were up to model it. Non enterable, just a single structure with proper textures.
where did you get the arma 3 tools?
steam and just put in dev branch still dont get the option
i have no idea, i downloaded the steam arma tools
and i got the option
try to reinstall it?
doing that now
still dont have that option, want to send me your ob folder
i have an fbx.dll
ahhhh i didnt have the directory for the dll files
fbx.dll?
yeah you have to have the ob folder defined as dll folder in options
im a bit confused, does it work now? import fbx?
yeah
nice
its now very large\
scala is 1?
yeah in ob and blender
did you model 1:1?
soo you are modelling a player?
no toilet
okay, you need to check how high the toilet is IRL and scale it up or down
when you are exporting models out from object builder make sure the master scala is set to 100
well that is how it works for me in 3DS Max
its iether really big or nothing...
well, its a good idea to model 1:1 in blender soo it is the right size when you export it to arma
the total hieght is 76 cm so
and i could also walk thru it in game and none of my animations worked so I have some issues ๐
did you define the animations in the script?
you need Geo LOD around it too for not coliding in it
could we goto a voice channel and talk it gets complicated typing everything
did you watch any tutorials on how to make animation work in arma? or how to export objects to object builder? and setup all the LODs?
did exactly what he did in the video but also noticed as i imported my model the meory lod is all jacked up
well idk, im also new too exporting to object builder and working with the animation scripts
okay well i thin ki got the size figured out but not the walking thru, i have a geo lod
well if someone that knows what they're doing with animations all help is appreciated can't get them to work for the life of me
A little update on the ArmA 2 female head mod:
https://dl.dropboxusercontent.com/u/166582232/ArmA3_NATO_grill_head_test.jpg
https://dl.dropboxusercontent.com/u/166582232/ArmA3_NATO_grill_headgear_test.jpg
@crisp jacinth Is that female model compatible with all standard a3 gear?
@umbral plume Yes, though there's a bit clipping with the balaclavas.
Though they work fine with the Apex ones.
Only problem now is that I can't get the eyes to move.
There's a Memory LOD in the p3d, but it seems to do nothing at all.
Which is strange because the eyes have worked before.
hmm weird, models look really nice though.
currently trying to add a pistol into game, where could I find a sample p3d file?
there is no such sample
There's a proxy pistol for position reference isn't there?
otherwise, animating it and setting up mem points is no different to a rifle
which settings do i need for the clan and insignia selections?
no shadow and what else?
@cedar rock can you send me your files?
Also I have a question. When I load a model and pick it up in game it all works fine but, when I make a proxy for the model then the pickup in game isn't right. Does it have to do with the origin of the proxy model or what would cause it? I think their origins are the same..
@distant pier - rephrase
finally getting somewhere
have to redo the weights of the plate carrier though
the back is morphing pretty hard
@distant pier check animation makers chat
@quick terrace I have a model, we'll call it "A". When I load A into the game and pick it up(this is in DayZ Standalone) the carry/hold animation works as it should. If I take A into OB and add a proxy to it when I load in into the game and hold/carry it then it doesn't work correctly. The character does the right animation but, A is on the ground by the characters feet, it still follows along but it isn't in the right position.
@stuck oyster maybe you can help?
is the proxy necessary?
or is this a thing where you make pickupable object from static object by proxying it in new .p3d
wild guess is that the proxy triangle gives the proxy object different dimensions
Well in Standalone you can have a proxy on an object, for instance the scope of a weapon. And the proxy will only load when you add the scope to the weapon as an attachment.
I have tried removing the proxy from all of the lods except for the visual lods and i still get the same result.
like in A3
yea, same as a3
so you are making a weapon?
no, but it works the same way
If you have seen my youtube videos it's a military case and you attach a combination lock to it.
It could be but, I was trying to keep from doing that.
I had it working like that before I figured out how the proxies worked in SA.
I was just wondering what would cause that to happen.
so you can have proxy attachments in all objects in SA?
yea
and if you have a model without proxy it is in the right place
weapons, vehicles, clothing, buildings, all have proxies.
nice
if i remove the proxy from the model, then it works correctly
what do you attach it to the player with
what do you mean?
is there any memorypoint that would determine the pickup point
or something like that
does it calculate it from object dimensions
because if it does the proxy triangle you see in Object Builder changes them
or so it does in Arma anyway
I know that with melee weapons there is a meleerangestart and meleerangeend
the meleerangestart is the hand positon for holding the object
Well in SA, there are different sized proxy triangles in the models. So maybe I can decrease the size of the triangle so it doesn't exceed the size of the case.
@stuck oyster https://www.youtube.com/watch?v=cgSdh_EmIZ4 incase you haven't seen.
I also just concluded that the memory point meleerangestart for melee weapons is at the orgin of the weapon.
Also in the video I hadn't figured out how the Item images were generated. They are generated with mem points. boundingbox_min and boundingbox_max.
The origin of the weapon doesn't matter. I removed the mem lod and the character holds the weapon in the center.
No, just a melee weapon I was workingon
working on*
No, I was just talking about the melee weapons having a mem point that controlled where they were held and I decided to do some tests.
ah i see
I think though that If i add the mem point to the case then i may be able to get it to work.
but, first im gonna try to make the proxy smaller.
Another reason I mentioned the melee weapon earlier is because you asked about a mem point.
roger. had already forgotten about that.
I figured it out.
autorotate = 0 in the geo lod
@stuck oyster Do you think I should start a documentation website for SA?
Could be could be. Maybe they can open up a page in BIWiki for SA stuff too
I don't know if they would quite yet but, I do have quite a few things working in game. Masks,Helmets,Melee weapons, Backpacks, I know how the proxies work, I know how a lot of the new config entries work, the new stored variables, useractions, animations, crafting, recipes, a little about the vehicles and guns. I think I could contribute quite a bit.
You could start writing stuff down into just offline documentation
so you dont forget ๐
or start posting at the SA forum
They might not like it there, not supposed to be able to mod stuff yet ๐
But it would be cool to know more about it
If you guys love modding arma 3 youre, gonna love standalone even more.
No one likes arma, ya just keep going at it until you get sucked in farther ๐
I love modding.
@distant pier - never touched dayz
but in short, origin of proxy
is where the 0,0,0 center is in the main mesh
not sure how you created the proxy or ehy you need to turn it into a proxy in the first place
Hey guys ๐ How would i start making my own buildings and such
Start here
https://forums.bistudio.com/forum/165-arma-3-modelling-o2/
https://forums.bistudio.com/forum/93-arma-2-amp-oa-modelling-o2/
@quick terrace in standalone pretty much everything uses proxies. The characters body parts are proxies, the clothing are proxies, the attachments for everything are proxies. Literally 95% of the items have proxies.
sry, can't help out then, this is for A3 tbh
only if in A3 was everything in proxies heh
@quick terrace no worries, I got it figured out :). Had to set autocenter to 0 on the geo lod.
@twin urchin like magazines....wink wink
yes mainly
it should look like this https://cdn.discordapp.com/attachments/121339541897478144/245698785408188418/unknown.png
for some reason in buldozer normals are working realy hard
and gradients are going crazy
so what happens if something isn't completely convex? Armas convex fixing is retarded
@past remnant is that related to my problem?
doubtful
but don't trust bulldozer lighting, it is very off most of the time
test in-game
ok thanks
np
@errant pumice http://pastebin.com/WqHvsa8U <--- Found in a3 samples
dude tnx
np
when you make zoom in your model and see this black surface
its problem of rvmats of shadows?
don't trust buldozer shadows, they are broken.
models can show some weird stuff in it.
anyone know sqf or ground effects?
you mean like the effects when you shoot something?
for a lightbar
wrong channel ^^
Thanks for the help PuFu
Biggest thing I ever injected into arma... https://abload.de/img/20161109212251_1vos2z.jpg
and I think the vehicle with the most work combined
Nice ๐๐ป
shadow issue on the nose, 2/10 would not fly...
i know, i know....
@white jay damn fucking whiners...
๐
it is a BEAR
which allows you to sit in a chair in the sky!
in a video game!
while you sit in front of a monitor!
ยฏ_(ใ)_/ยฏ
๐
@wise silo the reason is triangulation. Due to the smaller triangle sections on some circle corners, their normal is different compared to the larger part.
problem was in OB fucking up the the normals
maybe that has sometging to do with triangulation dont know
no you simply have to consider it before exporting. First triangulate your model. Then weight normals. Then bake your normalmap. Then export the model, with triangulation and the normalweighting applied to OB. In OB you import, then select all and go to "Structure -> Triangulate " to redo triangulation properly (it omits some triangles and makes them quads again)
that never happened to me ^^
cue "can't touch this" i guess?
๐ the lack of triangulation = untouchable
Nice @tacit karma
how to have additional UV sets for ao maps?
no
@cursive sleet thanks
@woeful viper I have saved triangulated model i baked with in xnormal, i guess i can use that
@quick terrace wanted to implement that this evening for TB buldozer, not sure if it will work and if so if it will work for OB buldozer
will let you know how it works ๐
that didn't work
or it doesn't work atm anyways
i think i've tried all key combos i could think of
I remember once the Oxygen 2 had that feature that you could see Thermal maps via N button kinda like VBS old editor had
but that was "fixed" the next day lol
@quick terrace i'm able to get it to work in TBs buldozer, need to investigate on OB buldozer tho
@cursive sleet I see destruction in your future.
where did the question go i just typed an answer for... screw whoever that was
What do you mean? @ANixon#4860
@tacit karma Looks fantastic, will you be releasing it anywhere?
@cursive sleet Just saying that ship looks like a beast.
Thank you ๐
@obtuse rain next rhs version will have it
Arma needs more ships!
Yupp
with interior also, my plans for interior is hallways that connect to CIC or bridge and hangar bay. If i end up with enough polys i will add more interior (ofc poly count is not the only problem, script optimizing and texture resulution)
also the god thing about interior is that you can make it disapear at LOD2.
Its allot to do and allot of new stuff im learning but i try too take it one day at the time ๐ but it is a exiting project ๐
@fluid ocean yeah and maybe some submarines ๐
One day I'll try to finish my submarine
is here to right place to ask questions about making buildings? ๐
Yes
is there a full guide somewhere ? ๐ i would even pref. written ones ๐
because i need to learn pretty basic stuff like how to make doors and windows ๐
did i say something wrong ._."
The best tutorial I can recommend is brsseb's tutorial. It's old, but it's a great start especially if you know absolutely nothing.
http://fs5.directupload.net/images/161112/7mwpsjtu.jpg thats what i made so far in blender but no doors/windows just in case i need to do something special to it
i was searching for bressebยดs guide and a bi forum link linked the guide onto his website http://www.ofp.info/brsseb/ wich is nolonger aviable ๐ค
You may find it in here http://ofp.gamepark.cz/?newlang=eng
Thanks you ๐
nice thanks alot ๐
I love pmc wiki, there are plenty of good resources and tutorials there!
It's a great reference, always has been . Unfortunately, I've noticed that a lot of our users fail to utilise the abundance of resources available (BIF, PMC, Armaholic) and instead choose to use the likes of Reddit or rely solely on info gleaned from Discord.
because lazyness...
Exactly
@fluid ocean Do you have any pics of your sub?
I'd have to dig through my archives (would take awhile). It's a modified type 214.
I started it for MANW, but never got past the exterior.
nice, are you going to make any interior for it?
Eventually. Too focused on work and study at the moment.
Nice! keep me updated on the progress.
The only reason why i started working on the Arleigh burke was because The last ship TV series and i got allot of pictures of interior so can model that
speaking of guides, is there a good one out there for shadow LODs?
no guide, but you need below 16k vertices (or 5k i don't remmember), triangulated, concave or convex closed components.
wasn't it below 1k?
which is why i stopped using them and use sbsource = visual instead
I don't know, sbsource not working here
so i use a custom shadowlod that has smooth shadows
how do you create smooth shadows with a shadowlod?
aren't they always extremely hard
with sbsource = visual + a regular shadowlod
when i only set sbource, i have no shadows at all
mybad
i'm using sbsource = shadowvolume
and preferadshadow = 0
i'll try yout parameter
It's not working
@terse aspen / @cosmic stream can you explain what you mean by sbsource? How does that work and how does it mess with frames? I am very newb with shadows etc in arma ๐
sbsource is simply the preferred shadowbuffer
like does it allow the game to calculate shadows? (I am creating a static object) if that means anything
if i recall that correctly using sbsource visual you render them on the GPU while the shadowlod is rendering on the CPU
so using visual is actually a litte better for performance
the downside is that they are really unprecise
look washed out
thankfully I have an almost box object as my building
Im just unsure where to start at all
these are setting you place in the GEo lod
as named properties
we are discusing the fact that i need a model to cast shadows, and he doesn't ^^
and I'd like to know why
sbsource visual takes the visual lod to cast shadows
but it breaks it down in-engine
resulting ins very inaccurate results, which is why they are supersoft
like vegetation shadows
hm
@terse aspen can u explain me what named properties you have ?
if you have a shadowlod ?
right now i have : sbsource=visual + prefershadowvolume=0 in the GEOlod, and i have no shadows at all ingame
Try sbsource = shadowVolume and preferShadowVolume = 0, the capitalization doesn't matter. Having sbsource = visual would probably result in the model trying to use the shadow of the visual LODs, but you they probably have the lodNoShadow = 1 named property, so the result is no shadow.
if you have a shadowlod
if you have shadow lod use lodNoShadow = 1 on all resolution and view pilot lods and dont use it in shadow lod
geo lod should have just autocenter = 0
that is in case of weapons
@bleak tangle But that's if I already have a shadowlod ? It working if fine if i model a shadowlod, but I want to skip that part and simply use visual shadows... sbsource = shadowVolume + preferShadowVolume = 0 give me no results if I don't have a shadowlod modeled (that's the method i was using so far). I'll try one more test
do you have empty shadowlod?
Does ist take more performance not having the Shadow LOD and let the game do it or is it equal to having one?
I tried empty shadowlod and no shadowlod at all, still no results
Ah cool! Thanks, cause for small assets the "Game" Shadow is more than good enough
i use only sbsource visual, nothing selse in my geolod (except the autocenter for vests and helmets and such), the visual lods don't have named properties at all
you can see the difference between visual and shadowlod here: http://i.imgur.com/A59Ceej.png
and is your shadowlod empty when using sbsource = visual ?
i don't have a shadowlod
well
i'm clueless, i tried and still no results
it may be due to the 2 empty resolution lod 10 and 100
that i haven't made yet
try to delete them
ok
do i need to launch A3 everytime i want to check ? or should i see shadows in bulldozer ?
buldozer seems to have some slight problems with the shadows, i'd launch arma 3 so i can see the shadow cast onto a surface
still not working :/
I really don't know what can be blocking
14:33:02 Too detailed shadow lod in emoglobinsky\em_buildings\em_building_05.p3d (0:0.000000 : 4865) - shadows disabled
but i have no shadowlod... :/
do i need a named selection called "visual" or something ?
yeah yeah, as property
i don't know if houses have some special rules as i have never built one
i came to that conclusion too
i have a property "class = house"
may fuck everything
don't houses use the engine shadows anyway? or do they have stencil shadows too?
the new jeep uses shadowbuffer too, at leas partially
the thing is : it may need a shadowlod to cast the shadowbuffer as smooth shadow anyway
but i can't look how it's done to get it to hybrid because epbo
so i still need to model those lods
whatever, i'll probably just copy the geolod
#yolo
lel
don't forget to make sure the shadowlod is beneath the surfaces of the visual lod
otherwise the model is casting shadows on itself out of nothing
one of the things that drove me "over the edge" and why i am currently trying to use anything but shadowlods as long as i can get away with it
yeah, so far i haven't seen this issue that much
on 2/3 spots
but it's not gamebreaking to me
when modelling clothes with wrinkles they happen a lot
and if i can save 1 day of work by just copying the geometry
i'm perfectly fine ๐
right, equipment is something I haven't tried yet
How would you go about making surfaces/ledges for your model be able to bipod on them?
geo lod
Do I have to define something or just have a surface?
if the geometry block is of right size it should work
I dont think anything else is required
Sweeto thx
Once you compile your mod and binarize is selected, is it normal that the model.cfg file dissappears in the final .pbo? just a random question
yes^
lovely, thanks!
got a really odd thing happening
the top/bottom front and back of my model work with fire geometry but the sides dont (which I made via boxes in fire geom lod, the top/sides I copied from geometry lod
figured it out^ had to apply component complex hull to them, now its working
Can I define hiddenselections on CfgMagazines ?
class NameOfClass : CA_Magazine;
{
scope = public;
displayName = "Test";
model = "model.p3d";
mass = 1;
hiddenSelections[] = {"Dose"};
hiddenSelectionsTextures[] = {"texture.paa"};
}; The Selection is defined in the p3d as "dose"
@ruby lion not sure but if so, you'll still need to define the sections in a model.cfg.
class CfgSkeletons
{
class Default
{
isDiscrete = 1;
skeletonInherit = "";
skeletonBones[] = {};
};
class your_name_here_skeleton : Default
{
SkeletonBones[]=
{
"your_bone","",
};
};
};
class CfgModels
{
class Default
{
sections[] = {};
sectionsInherit="";
skeletonName = "";
};
class model : Default //name of your model without extension goes here
{
skeletonName="your_name_here_skeleton"; //use default if you dont need animations.
sections[]=
{
"dose",
};
class Animations
{
};
};
};
@ruby lion this really should have been asked in config but, I hope this helps.
@distant pier I think it dosent work, because "setObjectTexture" only work on objects.
@ruby lion like I said, I'm not sure. I do not mess with cfgmagazines so I don't know. Give it a try though.
@ruby lion I remember doing it with the parcel packages in arma 2 though and I'm pretty sure they were technically magazines.
Yea it dosent work.
@ruby lion Sorry man. What were you trying to do, just make numerous mags that all look different?
@zelik Im would add some new items like soda can. So some various like redgull or coco cola but i dosent want to make for evry texture one p3d....
thats what hiddenSelections are for
Yea, but it dosent work for cfgmagazine
Why is your coke can a magazine?
Its survival/life mod thing to make stackable items I believe.
Ah
anyone understand how brake/tail lights work? I am trying to setup so when I have my lights turned on a portion of the tail lights turn on as well but haven't had any luck, also trying to get brake lights to work but from the a3samples I can't tell if they are using a plane or just assigning a selection to the model itself.
Porting a2 vehicles.
I have everything working except the brake/tail lights at this point.
Ok what isnt working about them or you just dont understand how they work?
Like if you look at the old a2 vehicles.. there is a plane selection on the back called brzdove svetlo for brake and the back lights that turn on when vehicle is on are called "zadni svetlo"
In cfgvehicles and your vehicle class you would apply them to be such as selectionBrakeLights = "brzdove svetlo"; and selectionBackLights = "zadni svetlo"
You would also need the selections and properly setup in your model cfg
You can do it the arma 2 way and have them a plane and have the circular red flash (you also need reverse lights!)
To answer your question, they are infact selections not part of the original vehicle and hidden/unhidden
ok thanks, will look at them again.
Msg me if you need any help or pointers ๐
hi guys whats a decent Lod 0 polycout to aim for when retopo'ing a gun
aaah a gun ๐
just realised i made a typo lol
thx
but maybe try keep it under 20k
iv retopo'ed over half and sitting at 6k currently
should be fine
Nice, How long does it take you to re-topo?
man, that thing can stay around 10k in pilot view no probs
just make sure you have enough edges on cylindrical objects in pilot view so they dont look blocky
btw with those belt fed machineguns does anyone know how to make that belt disapear bullet by bullet when firing
Looping an animation maybe?
@dim mica no, just igive it a up or down animation. it's literally impossible to do a functioning belt animation.
nice red
What do people use to texture there models? Im considering quixel
i own quixel since before it was suite and have been using Substance Painter 2 for the last 3 days, it is a better product, will purchase it starting december
i don't feel quixel was a bad buy, but it's a bit too slow and limitative
Ive heard that as well but considering substance is 299 its out of my current price range and i can get quixel for 40 dollars
How bad/good is it ? Anything you really dont like?
it's actually 150$ (because you only actually need painter for arma work)
the difference is not huge, what stands out is that quixel is a plugin for photoshop (which you need to own - as in pay for the subscription)
while painter is a stand alone product
also, substance live is 20$ a month subscription, you pay till you own it (as in till you reach 300) = 15 months
Oh i didnt know that. Ive got the trial but it seems lacking in textures is there a place to download like substance materials and maybe brushes and stuff
yes you can check substance share
this is available via subscription https://www.allegorithmic.com/products/substance-source
https://source.allegorithmic.com
also as a general rule, if you own quixel (which comes with quite a few really good maps) you can convert these for substance use
which i plan doing
i still have 60 points under megascans to use
Also substance painter is free for students for a year
Is anyone able to tell me how to add more vehicle parts to pilot view? As some parts of the F35 are missing from pilots view
check your view - pilot lod
I've been looking at it for a while now
I just dont know how to add more parts to it
so your first lod has the parts right?
Yea
if so then you would select all the parts you want from lod 1 by holding ctrl and selection each individual part. After all your parts are selected let go of ctrl and press ctrl + c and then go to your view - pilot and press ctrl + v
Cool I'll give it a shot. Also if there any performance cost with have more stuff visible in the pilot lod?
Adding a few things wont hurt such as weapons or a fin or an antenna
You dont want everything though
Unfortunately the way this model is made means I have to have the entire aircraft haha
Also when I added the new parts to the pilo view, they're visible in game however they're that whitish blue colour with no textures
What do you mean @agile flint because the way its made
Do they have textures assigned?
Well when I go select the certain parts I want it selects the entire airframe
All the parts have their textures assigned to where they are located on the normal lod
Press v for verticies selection the deselect what you dont want
By shift + ctrl then highlight
Took some of it away
Assign the texture in the pilot view lod
By any chance anybody has zbrush core ?
Ok so the texture is there when the canopy is up
But when it down looking through the glass the textures dissapear
Is there two internal lods that need to match?
Is there a cockpit glass with alpha texture inbetween them? could be alpha sorting problem. Select only the glass and faces menu -> move to top
@stuck oyster I just movied it to the top I shall give it a go now
Yea that worked ๐ Textures now come through the glass ๐ Now to remove to some extra parts so I dont have the entire aircraft in pilot view ๐
Thankyou all for your help!!
hey guys, I was wondering if there is a special named selection for infantry position in building, or if I have to use "Pos1, Pos2, etc..."
You use use pos1, in1, etc
The only Path LOD related items that you have to put in the configs are actionbegin/actionend pairs so that snakes (and people I guess) can open doors while following paths.
those damn snakes ๐
Those might amuse you too.
Red is inN, green is posN.
AI won't see an inN if it's underground, hence the zany fans in the event the building has to adapt to different terrain levels.
(Or if it is too high in the air)
And connectivity is important, AI want to follow the connected edges of the path graph.
Thanks Ian, i've done that before
i was just wondering if there was an alternative to posX
ingame, when you give orger to a building with 10 pos in a city of 20 building, it can go crazy ๐
If it's for script reasons you could stick identifiers into the config.
e.g. stick references to the position indices in a class called CfgVehicles >> MyBuilding >> MyTag_NamedPositions
It for 2 purpose : player giving orders (okay, 3-5 POS is enought to search a building), and for scripts like AresMod feature "garison building"... thought i'm not sure it's using POS, but maybe door position ^^
anyway, thank you, i'll investigate
question of the day:
https://forums.bistudio.com/topic/197931-completely-new-and-need-help/
Completely New and Need Help - posted in ARMA 3 - MODELLING - (O2): I am relatively new to the ArmA series and have never done anything related to modding. I dont know where to start. What programs do I use to make the models? How do I use the models as things in game? Any information or tips for beginners is greatly appreciated.
Yeah, pretty sure there's nothing for players giving orders, and I've looked into those bits pretty hard. ๐
yeah yeah, that's what i was expecting
@quick terrace There isn't really any cohesive guide though.
that is very true, but the cohesive part is not there for the moment you left you modelling software of choice to getting it ingame
the rest is covered by the internet (youtube included)
its probably way better to start learning modeling without intending to bring them into arma and then once you master that in some degree move to the next step
^^
Where abouts? I still point people to Gnat's stuff which is getting pretty dated.
Oh, I get what you mean.
got to be a bit creative when it comes to modelling and imagine how a object will look like while modelling
Well, there's quite a few people that never touched 3D until they wanted to put something into Arma. ๐
yes true
my 2 cents anyways
its allot of things to learn in just modelling in general
game asset modelling is exactly the same no matter what engine you are planning to be using
then on top of it comes baking, texturing and then the pain in the ass scripting and so on
its allot of learn and no one is learning everything in 1 day
sure, including myself, and i would not say that i even got out of the stage of mastering 3ds max probably because i always tought about how i should do stuff for bringing it to arma instead just learning to model.
thats similar to programming, once you master one language the step isn't that big to move to a diffrent one
well. i have been using max for the last 10 years if not more (commercially from VFX to ArchViz to games to production - 3d printing and everything inbetween) and there are still quite a few areas that i am not familiar with
Won't be hard to switch to Modo then since you haven't finished learning max. grin, duck
i know max, maya, cinema4d and quite a few others that are very specific
i have just modelled for about a year and im still struggling with how to model a shape if it is very complex but just keep trying and try diffrent approches to the problem and in the end you will get it right with a nice topology and no artifacts
@obtuse rain - i dipped my feet into modo back in 301 and 401 versions. i quite liked it (something between maya and c4d)
but i think i have reached the "you can't teach an old dog new tricks" age
you can always teach a man new tricks ๐
besides, i can't be bothered paying for any more licenses besides the (too many) i already pay for
Yeah, I picked it up cheap years ago and buy the upgrades during sales.
It's gotten pretty pricey now.
have you learnt how to model organic shapes?
And the indie version would be perfect for Arma except it doesn't allow import/export plugins afaik
So no direct .p3d in/out from that ๐ฆ
yeah well, maya LT is perfect for games as well ๐
and it does allow any sort of export / import or script afaik
Anyone tried zBrush Core?
isint zBrush for modelling organic?
not really see the point if i have zbrush
No one likes Maya enough to show it the kind of love Blender/Modo gets for Arma plugins though. ๐
I like Maya. I can't code for shit though. Never needed a plugin for it however. .fbx export has works 100% of the time for my needs
๐ blender got really cool recently, bar the damn fucking ugly viewport
@polar fiber - same here, i tried learning both mel and maxscript back in the day
fuck that...i should have learned python since both supports it directly
i just dont like blender at all, its just not my type. After trying 3DS Max i have never tried any other software
but its just a personal prefrance
true, but blender is 100% free while max is 1.770,00 โฌ + VAT per year
True, but you can get the student version for 3ds max
i am well aware of that, but i earn my living using max ๐
ahh i see ๐
well, part of my living anyways
what do you think of the price?
I know rhs is good but not that good ๐
Haha ๐
I havent tried max, only messed with blender atm
last version i bought was 2012, that was before "only subscription" shit
you used to buy a software, then pay a yearly subscription fee for all the free upgrades.
i went that way from max 9 to 2012, the the yearly subscription went up and up and i choose not to pay it anymore.
They realised how easy subscription money is, because people need it badly
Yep
that was the price for the full sofware package
4500 to be more precise
you added 600 to 1000 a year for upgrades
but i also pay VAT here in EU
i do too, but i always buy licenses on my studio, so i can take that vat back eventually
nice
what subscription allows you though
is to play 2 months while you work on a project
then stop it and so on and so forth
What subscription mainly allows is the companies to get recurring income with no risk that people will stop upgrading because they've fired most of the programmers and nothing new is being added or fixed. ๐
i actually did that in april since the studio i was working with had a custom pipeline that needed max 2014 and up
@obtuse rain why do you think everyone and his mother is being tought max/maya in all art schools
i worked only with autodesk software through school
get people into that, studios sort of need to comply as well
or the other way around in any case
Modo?
@quick terrace Have you tried the 2017 version of max?
It can change pretty quickly. Quark was destroyed by Adobe overnight with Pagemaker/Indesign and virtually everyone was die-hard Quark users.
maya is norm in certain fields, max not that much these days but still stands strong. C4D is used in TV most of the time.
@cursive sleet - yes, i got a "teachers" license
basically student version but for older dicks
it's the same really
is 2017 any better than other versions? the new features in boolan and UVW editor?
i currently have max 2012, 2015s and 2017s installed anyways
UVW editor is better yes, pisses me off that i can't change to smaller icons anymore, too big and bulky
I have max and maya and I know you can model in both.. Is one better then the other?
it's different, the tools in maya got way better since 2011
i don't use maya all that much these days, only if i have no access to max (as in when i am away and on OSX)
Have you tried modelling a asset for arma 3/2 in Object builder before?
Ha