#arma3_model

1 messages ยท Page 77 of 1

outer condor
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@obtuse rain thanks! did you study APEX vegetation - their bisurf at least has a new transparency parameter

tacit karma
fluid ocean
#

nice !

tacit karma
#

Thanks

dull copper
#

What's the best way to place hitPoints so you can tell exactly where they're placed?

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and where they're poking through the fireGeometry etc.

bleak tangle
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Are you trying to do that in OB? It's pretty easy in Blender, and probably other modeling programs

dull copper
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Yeah, I'm doing it all in OB

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I only really use 3ds Max for proper modelling, and OB for everything else

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because I like the misery

woeful viper
#

well then enjoy the misery...

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i comfortably place spheres in max...

dull copper
#

I'll gladly swap to max for the hitPoints then

dense steeple
#

@polar fiber Thanks a ton, I tried clicking but not the right click > maximise

terse elm
#

nice @tacit karma

tacit karma
#

@terse elm thanks

terse elm
#

Is that for westwall?

white jay
tacit karma
#

@terse elm might be a little too big ๐Ÿ˜„ No, it's for RHS

terse elm
#

Haha nice

fluid ocean
terse elm
#

Yes haha

umbral plume
#

that thing probably does some pretty good wheelies

fluid ocean
#

Guns are too common imo

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jet engine mounted on a tank for mine clearance

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I like "odd" stuff

civic roost
#

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!

woeful viper
#

small house ? i would say less than 1k-2k

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most important are proper LOD though, and effective use of materials and textures

civic roost
#

Okay gotcha. Don't think I will need to go over 500 for the highest LOD.

woeful viper
#

yeah that sounds good

civic roost
#

and for big textures, such as the walls of the house, can I go as big as 4096x4096?

woeful viper
#

no, use tiled textures and not more than 2k

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4k gets downsampled on everything but max texture setting, and to 1k not 2k

civic roost
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Okay thanks

wind belfry
#

is it model, memorypoint issue or what?

umbral plume
#

@wind belfry Looks like a memory point issue because the arma 3 launchers are much bigger.

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And I believe if you really look the rpg floats a little.

wind belfry
#

any idea of the name of memorypoint?

umbral plume
#

not off the top of my head but I will try and find something.

wind belfry
#

thanks, i have been fighting with this for a while now and I really appreciate all help you can provide!

umbral plume
#

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.

jaunty leaf
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Does anyone have a highpoly reference of an A3 head?

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or

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not long distance LOD quality

terse aspen
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in the samples should be one

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in the animations folger

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folder*

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bust.p3d

jaunty leaf
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oh ye

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thanks c:

jaunty leaf
#

I'd say it turned out pretty okay

terse aspen
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looks very good

white jay
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@civic roost make sure to use multimaterials on buildings to reduce the section count

civic roost
#

Okay @white jay I'll look into it.

woeful viper
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@wind belfry isselected anim source could be used to create animations that move the launcher closer to the body when not in use

round cove
#

Anyone know why the smokes aren't appearing after I deploy them via countermeasures? Everything happens like the sounds etc, just no smokes appear :/

cinder pivot
#

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

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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

jaunty leaf
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How would people here make helmet nets?

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or webbing, whatever you want to call itr

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it*

terse aspen
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in blender i'd use the wireframe modifier

jaunty leaf
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I guess you'd bake it onto a face or something

round cove
#

Is there anything I need to define in the model or config to make smoke countermeasures to work?

civic roost
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How do I apply textures in Obect Builder? It's just red at the moment...

jaunty leaf
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@civic roost select the faces, and press E

civic roost
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And with purple squares

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I have

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And I've applied the texture

cinder pivot
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thats how you view ingame, I don't think you can view them inside OB, only wiremesh and faces

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someone can correct me if I am incorrect

civic roost
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Ill give it a shot, thanks @cinder pivot

white jay
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You can view tga textures in OB when you enable directx mode

dull copper
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You can use bulldozer as well @civic roost

civic roost
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My textures are paa

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That explains why dx mode didn't work

civic roost
#

Hi guys, what does "mapsize = xx;" in the object class do?

stuck oyster
#

how big its icon is on the map

civic roost
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Okay thanks

#

And can I make my own class for the object to be under? (I dont want it in "Structures")

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@stuck oyster

stuck oyster
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yeah they are called editorcategories

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and editor subcategories

civic roost
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Okay so I change "vehicleClass = Structures;" to "vehicleClass = Derelict;"? @stuck oyster

stuck oyster
#

that wont change it in editor anymore

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vehicleclass has become obsolete in that sense

civic roost
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Hmm okay

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editorCategory = "Derelict";?

stuck oyster
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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
};

};

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like so

civic roost
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Okay thank you

stuck oyster
#

editorCategory = "HORGO_EdCat_Stuff";
editorSubcategory = "Horgo_EdSubCat_Spikeball";

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and these would go in the "vehicle" class

civic roost
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Okay I'll give that a shot, thank you!

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I presume it's to do with that config

stuck oyster
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what does it do?

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is there an error?

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put a \ in front of your model path

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and would advice using a prefix for all your work

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SamWarren_Smallcaravan or sawa_Smallcaravan

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or something like that

civic roost
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When I launched the game it said something about missing smoke or something?

stuck oyster
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take the : destructioneffects off

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class House: HouseBase
{
class DestructionEffects: DestructionEffects
{
class Smoke1;
class Smoke2;
class Smoke3;
class Smoke1Med;
class Smoke2Med;
class Smoke3Med;
class Smoke1Low;
class Smoke2Low;
class Smoke3Low;
};
};

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I've got these copied into mine

civic roost
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Okay i'll retry that

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I'm also using PBOProject instead of addon builder so i get all the errors

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Ehh in game it only shows the icon :/

cedar rock
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what would be a good poly count for house object like a toilet im at around 2-3k

stuck oyster
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Dont think you would need more than that

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Depends really how much details you want to share

cedar rock
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i only have the base right now so ill be done soon thats just a rough esitmate of how many it will be

civic roost
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Anyone know why my model in-game is just displaying a questionmark icon and not the model? Thanks

stuck oyster
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no errors anywhere?

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do you run arma with -showScriptErrors launch parameter?

cedar rock
#

is 4700 polys okay?

civic roost
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only errors about smoke missing

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@stuck oyster

stuck oyster
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then you're missing stuff in the config

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@cedar rock maybe too much even.

civic roost
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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.

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@stuck oyster

stuck oyster
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Can't really spot what could be wrong with a quick glance anyway. check the arma3 .rpt log files

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you could try this for the house inheritance

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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;
    };
};
cedar rock
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alright i see why after i subdidived it just got to much ill have to re make it

cedar rock
stuck oyster
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sure ๐Ÿ˜„

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tactical poop

cedar rock
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๐Ÿ˜„ to bad we dont have phone items would have totaly made him be on his phone

dull copper
cinder pivot
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nah

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missed a few tbh

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๐Ÿ˜‰

dull copper
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Yeah, I kept them out for optimisation

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the hull is obviously the least important part to have simulated

cedar rock
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how lonf should animatioon to life a lid be?

dull copper
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1.5 seconds?

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Depends on how badly you need the lid lifted

terse aspen
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1.5 seems pretty long

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i'd go with 0.8

pallid oasis
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does anyone have a decent model of the LLM01 Flash/laser combo they would be willing to donate to me for my G36 addon?

polar fiber
#

will certainly need rescaling since I made it too small

pallid oasis
#

I've been trying to get a hold of Christian 1987 to use his from his MP7's from A2/A3 ports

polar fiber
#

I think that might have been mine

outer condor
#

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?

Bohemia Interactive Forums

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...

pallid oasis
#

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

polar fiber
pallid oasis
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I'm using the FHQ one as default, it's good, but only has a side mount option mate

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@polar fiber many thanks, will credit you accordingly once I get them configured for use

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it's perfect !!

polar fiber
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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

pallid oasis
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nice one, he's dropped off the radar as far as Arma goes ๐Ÿ˜ฆ

polar fiber
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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

pallid oasis
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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

civic roost
#

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.

outer condor
#
Bohemia Interactive Forums

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...

dim mica
#

whould any one have an idea why 3d scopes reticle is sometimes bugging for some players?

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Artifacts and so on? but most of the ppl using scopes dont exprience this bug, is it certain graphics setting maybe?

half heath
#

Can turrent guns be proxys? Or do they need to be part of the original P3D?

polar fiber
#

They can be proxies if you don't need to animate individual parts on them

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otherwise you need a proxy for each "bone"

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for example the muzzle flash has to be a proxy within the vehicle rather than a proxy in the weapon

half heath
#

I see, what about the traverse and elevation bones, those need to be in the vehicle Memory LOD?

polar fiber
#

yeah

dusk frost
#

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 :)

stark dagger
#

Anyone ever successfully added hit points for engine and fuel to aircraft, and how did you get them to show on the hud?

outer condor
#

needs different interface class for the vehicle

crisp jacinth
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@stark dagger I don't think so at this point, but let's hope the Jet DLC implements that.

stark dagger
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@crisp jacinth thanks

mossy oxide
#

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

crisp jacinth
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I think it's at a 0.0001 scale

mossy oxide
#

how does 1m in arma compare to 1 blender unit?

crisp jacinth
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I don't know then.

mossy oxide
#

I'm trying to work this out ATM. It appears to 1 to 1 at least as far as M1 Abrams width

crisp jacinth
half heath
#

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?

woeful viper
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depends on how large and how detailed it is. Its not outrageously higher than vanilla helicopters/planes afaik (no idea about Apex stuff)

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maybe @quick terrace knows about the Apex vehicle tri count

quick terrace
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33k verts is ok

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or tris for that matter

full pilot
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@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).

mossy oxide
#

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.

dusk frost
#

Hey, are there a Arma 3 Life modder in this chat ? If yes can you please write a pm to me :)

cinder pivot
#

there is no such thing ^

tulip mulch
#

Does anyone have any idea where the heck you start with addons?

tidal root
#

@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 ๐Ÿ˜ƒ

tulip mulch
#

So it is possible

umbral plume
twin urchin
#

@umbral plume simple - in OB , find a View Tab > Lock/Hide > Unhide

umbral plume
#

ahhh thanks

stuck oyster
#

@tulip mulch I dont understand exactly what you mean but ripped content from other games isn't exactly whats modding is supposed to be.

fluid ocean
#

@AdjustmentTeam#6538 as we speak there is a DMCA takedown in the works

tulip mulch
#

@fluid ocean About time....

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@fluid ocean I just wanted to create a future weapons of war mod for arma 3

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We're not talking about "unrealistic" weapons either.

stuck oyster
#

whats stopping you?

tulip mulch
#

@stuck oyster A lot of stuff scares me about the editor

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I've done a tiny bit of model editing

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but nothing that involved LODs etc.

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or GLODs

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Blender 3D I like to use but still don't know enough.

stuck oyster
#

Ah then give it time and keep practising!

full pilot
dusk frost
#

Hey, do anyone knows how I can add indicators to my model and animate them via useraction ?

spiral void
#

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.

vast mauve
#

fix it with blender haha

spiral void
#

I don't think the model itself is the problem ๐Ÿ˜ƒ

stuck oyster
#

select all and hit F5

spiral void
#

what's that for?

stuck oyster
#

recalculate normals

spiral void
#

alright, i'll try

stuck oyster
#

how did you import it into OB?

spiral void
#

nah it's not that.

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FBX

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would you like to see a screen shot?

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the same mesh rotated in different degrees

polar fiber
#

did you use a world space normal map? Arma uses tangent space

spiral void
#

nah tangent

polar fiber
#

and you used the _nohq suffix for it before converting to .paa?

spiral void
#

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

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oh no I didn't actually!

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they seriously use naming for picking space compression ๐Ÿ˜ฎ

stuck oyster
#

Ah sorry thought you were talking about something else altogether. Always post pics first with your question. Since Buldozer applies to TB and OB.

spiral void
#

right my apologies

polar fiber
#

The texture conversion tool uses the suffix to format the texture when writing to .paa

spiral void
#

yeah I realise that now.. thanks ๐Ÿ˜ƒ

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however, that didn't solve it

stuck oyster
#

what shaders do the rvmat use?

spiral void
#

Super

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oh and grass shader for the grass

stuck oyster
#

do you have mulitple uv sets?

spiral void
#

no

umbral plume
past remnant
#

any info on adding hiddenSelection to objects in OB?

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well config part

quick terrace
#

i think that is what you want/need @

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@past remnant

past remnant
#

thanks i'll take a look :)

spiral void
#

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...

woeful viper
#

i disagree... i can just name it whatever i want, run massexport and it automatically chooses the correct format to save in...

polar fiber
#

Yeah, _NOPX only works on terrain surfaces. Not objects. Only standard normal maps for objects - no parallax

spiral void
#

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

woeful viper
#

look at the A3 tree sample. iirc its enabled by a property flag in geo LOD

white jay
#

Added: A new P3D parameter that will disable a model for cover search by the AI ("aicovers=0")

spiral void
#

@woeful viper ah ok! is that the name of the property? "iirc"?

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lol just googled it and was brought to urban dictionary ๐Ÿ˜„ it's ok to laugh now ๐Ÿ˜‰

woeful viper
#

welcome to the internet ๐Ÿ˜›

spiral void
#

thanks^^ such a lovely place

civic roost
#

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...

cinder pivot
#

Seems to me possibly wrong filepath.. Are there no errors in rpt?

civic roost
#

Nope, I fixed all the PBOProject errors if that's what you mean?

cinder pivot
#

No like client or server.rpt

civic roost
#

I'll take a look at that then

#

Got it

#

Working

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I think addoj builder didnt know where my P: drive was

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So I just directed it there

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Thanks for the help tho @cinder pivot

cinder pivot
#

Yep:)

civic roost
cinder pivot
#

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

civic roost
#

Yeah, just gonna make some final tweaks and then that one's finished. I'm making a derelict object pack ๐Ÿ˜„

tacit karma
half heath
#

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.

past remnant
#

there a way to hide objects in OB?

half heath
#

CTRL-H

#

Shift-CTRL H to unhide

past remnant
#

tyvm

cursive sleet
tacit karma
#

@cursive sleet nope

polar fiber
woeful viper
#

@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

spiral void
#

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/

woeful viper
#

i have no idea how your model even looks like, technically... is the water modelled? or do you use natural "in-engine" water?

spiral void
#

the sea water yes

woeful viper
#

yes modelled or yes in-engine water?

spiral void
#

this is just a slightly deformed planelying on top of the water

#

in engine

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with discarded transparency

woeful viper
#

so you use Forcenotalpha=1 in GeoLOD ?

spiral void
#

no don't have that property

#

what does it do?

woeful viper
#

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.

spiral void
#

yeah that's likely

woeful viper
spiral void
#

so the solution to that is to add that property?

woeful viper
#

not sure if solution, but that would be my first pick

spiral void
#

alright i'll try! it's sounds like it will stop discarding though but let's give it a go

woeful viper
#

ideally yes, but you never know with arma...

spiral void
#

true

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totally worked ๐Ÿ˜ƒ thanks!

woeful viper
#

great

spiral void
#

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

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they used to sort a bit better before I technically made it a bush

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because now the "ground" grass is deforming a tiny bit

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maybe there's a way of disabling that?

woeful viper
#

I never seen a way to sort between individual objects... only within one object

spiral void
#

yeah suspected that.

woeful viper
#

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

spiral void
#

and place the grass afterwards you mean?=

woeful viper
#

no i mean to include the grass in your overlay model

#

then you can do sorting

spiral void
#

I am doing that

woeful viper
#

oh

spiral void
#

but I am making it as tiles cause i dont want 100x100 m meshes

#

Arma doesn't LOD that very well

woeful viper
#

understandable

spiral void
#

but the sorting problem isn't really the grass but the "ground"

woeful viper
#

ok. sorting intersecting alphas is tricky even for single objects...

spiral void
#

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

woeful viper
#

no idea

fluid ocean
#

That looks nice and boggy

spiral void
#

thanks ๐Ÿ˜ƒ

fluid ocean
#

I hope that was the look you were going for anyways ๐Ÿ˜‰

cinder pivot
#

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?

cinder pivot
#

yup ^ that worked ๐Ÿ˜ƒ

errant pumice
#

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 :/

cursive sleet
#

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

cinder pivot
#

select everything

#

points>transform 2d>mirror x

#

then 3d transform and rotate to get proper position back

cursive sleet
#

Alright thanks

#

hmm, the smoothing groups get fucked up too when i flip them

#

nvm, figured it out

tacit karma
#

@errant pumice that sounds a lot like fucked up geoLOD

#

check again if everything is there and convex

umbral plume
#

Anyone know what could cause lod's to load at really close distance even when just rotating the camera as driver?

spiral void
#

what could be the reason to why the normals doesn't change when in OB recalculating or setting to soft/hard?

cursive sleet
woeful viper
#

@spiral void nice ... its just missing one thing in it: a BV206 ๐Ÿ˜„ (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)

umbral plume
tacit karma
#

@cursive sleet how much reduced is it?

spiral void
#

@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

woeful viper
#

hard normals or all hard edges? Accidentally hit "U" in OB ? because that does this ...

spiral void
#

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

woeful viper
#

so making it all smooth and then pressing F5 does nothing?

spiral void
#

exactly

woeful viper
#

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.

spiral void
#

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?

cinder pivot
#

@spiral void open a new instance of OB copy paste into what p3d you want

#

Import then copypaste

spiral void
#

@cinder pivot alright! thanks

terse aspen
#

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

terse aspen
#

Retopo, Unwrapping and baking textures in under 6 hours

#

3 worst steps of modelling, done

cursive sleet
#

@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

polar fiber
#

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

cursive sleet
#

ohh okay, thanks

cedar rock
#

okay so i made an object to scale of an arma player model but while in game it is much smaller.........

cursive sleet
#

what did you use to model it?

#

3DS max?

cedar rock
#

im using blender and exported it as p3d from there

cursive sleet
#

in blender, what is the scala setting?

cedar rock
#

im not sure deafult i supose

cedar rock
#

was 1.0 and didn't have anything set in those values

cursive sleet
#

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

cedar rock
#

should the scale be 0.001 in blender though?

cursive sleet
#

no

#

but is it metric units?

#

should be like this

cedar rock
#

yes and when i set scale to 1 it didnt change size to player in ob

cursive sleet
#

did you export as FBX?

cedar rock
#

can';t access page

#

no still just p3d

#

ill try fbx

#

how do i open fbx in ob

cursive sleet
#

import > FBX in OB

cedar rock
#

no option

cursive sleet
#

ohh, you should update the tools

#

you are running an older version of OB

cedar rock
#

hm they should be up to date let me check

#

should i make it the development build version?

white jay
#

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.

cursive sleet
#

where did you get the arma 3 tools?

cedar rock
#

steam and just put in dev branch still dont get the option

cursive sleet
#

i have no idea, i downloaded the steam arma tools

#

and i got the option

#

try to reinstall it?

cedar rock
#

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

cursive sleet
#

fbx.dll?

cedar rock
#

yeah you have to have the ob folder defined as dll folder in options

cursive sleet
#

im a bit confused, does it work now? import fbx?

cedar rock
#

yeah

cursive sleet
#

nice

cedar rock
#

its now very large\

cursive sleet
#

scala is 1?

cedar rock
#

yeah in ob and blender

cursive sleet
#

did you model 1:1?

cedar rock
#

just used arma example player

#

modeled around it

cursive sleet
#

soo you are modelling a player?

cedar rock
#

no toilet

cursive sleet
#

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

cedar rock
#

its iether really big or nothing...

cursive sleet
#

well, its a good idea to model 1:1 in blender soo it is the right size when you export it to arma

cedar rock
#

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 ๐Ÿ˜„

cursive sleet
#

did you define the animations in the script?

#

you need Geo LOD around it too for not coliding in it

cedar rock
#

could we goto a voice channel and talk it gets complicated typing everything

cursive sleet
#

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?

cedar rock
#

yeah did everything as video did but none of the animations work

cursive sleet
#

did you use the samples?

#

or all the scripts

cedar rock
#

did exactly what he did in the video but also noticed as i imported my model the meory lod is all jacked up

cursive sleet
#

well idk, im also new too exporting to object builder and working with the animation scripts

cedar rock
#

okay well i thin ki got the size figured out but not the walking thru, i have a geo lod

cedar rock
#

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

umbral plume
#

@crisp jacinth Is that female model compatible with all standard a3 gear?

crisp jacinth
#

@umbral plume Yes, though there's a bit clipping with the balaclavas.

crisp jacinth
#

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.

umbral plume
#

hmm weird, models look really nice though.

full steeple
#

currently trying to add a pistol into game, where could I find a sample p3d file?

quick terrace
#

there is no such sample

terse aspen
#

the old arma 2 files that bi released unbinarized

#

closest you'll get to a sample

polar fiber
#

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

terse aspen
#

which settings do i need for the clan and insignia selections?

#

no shadow and what else?

distant pier
#

@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..

quick terrace
#

@distant pier - rephrase

terse aspen
#

finally getting somewhere

#

have to redo the weights of the plate carrier though

#

the back is morphing pretty hard

cedar rock
#

@distant pier check animation makers chat

distant pier
#

@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?

stuck oyster
#

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

distant pier
#

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.

stuck oyster
#

like in A3

distant pier
#

yea, same as a3

stuck oyster
#

so you are making a weapon?

distant pier
#

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.

stuck oyster
#

does the lock have to be a proxy?

#

cant it just be a hidden part of the case mesh?

distant pier
#

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.

stuck oyster
#

so you can have proxy attachments in all objects in SA?

distant pier
#

yea

stuck oyster
#

and if you have a model without proxy it is in the right place

distant pier
#

weapons, vehicles, clothing, buildings, all have proxies.

stuck oyster
#

nice

distant pier
#

if i remove the proxy from the model, then it works correctly

stuck oyster
#

what do you attach it to the player with

distant pier
#

what do you mean?

stuck oyster
#

how does it pick it up

#

its engine feature

#

or script

distant pier
#

yea

#

there are different animations that are for certain objects

stuck oyster
#

is there any memorypoint that would determine the pickup point

#

or something like that

distant pier
#

no

#

that's the odd part

stuck oyster
#

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

distant pier
#

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
#

thats cool

#

but yeah try sizing the triangle

distant pier
#

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.

stuck oyster
#

what weapon?

#

the case?

distant pier
#

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.

stuck oyster
#

ah i see

distant pier
#

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.

stuck oyster
#

roger. had already forgotten about that.

distant pier
#

I figured it out.

#

autorotate = 0 in the geo lod

#

@stuck oyster Do you think I should start a documentation website for SA?

stuck oyster
#

Could be could be. Maybe they can open up a page in BIWiki for SA stuff too

distant pier
#

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.

stuck oyster
#

You could start writing stuff down into just offline documentation

#

so you dont forget ๐Ÿ˜„

#

or start posting at the SA forum

cinder pivot
#

They might not like it there, not supposed to be able to mod stuff yet ๐Ÿ˜›

#

But it would be cool to know more about it

distant pier
#

If you guys love modding arma 3 youre, gonna love standalone even more.

cinder pivot
#

No one likes arma, ya just keep going at it until you get sucked in farther ๐Ÿ˜‰

distant pier
#

I love modding.

quick terrace
#

@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

white jay
#

Hey guys ๐Ÿ˜ƒ How would i start making my own buildings and such

fluid ocean
distant pier
#

@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.

quick terrace
#

sry, can't help out then, this is for A3 tbh

twin urchin
#

only if in A3 was everything in proxies heh

distant pier
#

@quick terrace no worries, I got it figured out :). Had to set autocenter to 0 on the geo lod.

quick terrace
#

@twin urchin like magazines....wink wink

twin urchin
#

yes mainly

cursive sleet
#

mk38 mod 2 (WIP)

past remnant
#

so what happens if something isn't completely convex? Armas convex fixing is retarded

wise silo
#

@past remnant is that related to my problem?

past remnant
#

doubtful

#

but don't trust bulldozer lighting, it is very off most of the time

#

test in-game

wise silo
#

ok thanks

past remnant
#

np

errant pumice
#

is there a model.cfg example for a3 somewhere?

#

for a character model

umbral plume
errant pumice
#

dude tnx

umbral plume
#

np

bold valve
#

when you make zoom in your model and see this black surface

#

its problem of rvmats of shadows?

umbral plume
#

don't trust buldozer shadows, they are broken.

#

models can show some weird stuff in it.

candid locust
#

anyone know sqf or ground effects?

past remnant
#

you mean like the effects when you shoot something?

candid locust
#

for a lightbar

quick terrace
#

wrong channel ^^

candid locust
#

Thanks for the help PuFu

tacit karma
#

and I think the vehicle with the most work combined

fluid ocean
#

Nice ๐Ÿ‘๐Ÿป

white jay
#

shadow issue on the nose, 2/10 would not fly...

tacit karma
#

i know, i know....

quick terrace
#

@white jay damn fucking whiners...

#

๐Ÿ˜‰

#

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_(ใƒ„)_/ยฏ

white jay
#

๐Ÿ˜„

woeful viper
#

@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.

wise silo
#

problem was in OB fucking up the the normals

#

maybe that has sometging to do with triangulation dont know

woeful viper
#

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)

quick terrace
#

that never happened to me ^^

woeful viper
#

cue "can't touch this" i guess?

quick terrace
#

๐Ÿ˜› the lack of triangulation = untouchable

cursive sleet
#

Nice @tacit karma

past remnant
#

how to have additional UV sets for ao maps?

quick terrace
#

no

tacit karma
#

@cursive sleet thanks

wise silo
#

@woeful viper I have saved triangulated model i baked with in xnormal, i guess i can use that

quick terrace
#

can buldozer switch to nightvision/ thermal these days?

#

@rich blade ^^

white jay
#

@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 ๐Ÿ˜‰

quick terrace
#

it used to work afaik, (back in OA days)

#

but do please let me know...

white jay
#

oh nice, didn't knew!

#

just by using the default nvg/ir switch button?

quick terrace
#

that didn't work

#

or it doesn't work atm anyways

#

i think i've tried all key combos i could think of

twin urchin
#

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

white jay
#

@quick terrace i'm able to get it to work in TBs buldozer, need to investigate on OB buldozer tho

cursive sleet
#

the mk38 mod 2

umbral plume
#

@cursive sleet I see destruction in your future.

woeful viper
#

where did the question go i just typed an answer for... screw whoever that was

cursive sleet
#

What do you mean? @ANixon#4860

obtuse rain
#

@tacit karma Looks fantastic, will you be releasing it anywhere?

umbral plume
#

@cursive sleet Just saying that ship looks like a beast.

cursive sleet
#

Thank you ๐Ÿ˜ƒ

tacit karma
#

@obtuse rain next rhs version will have it

fluid ocean
#

Arma needs more ships!

cursive sleet
#

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 ๐Ÿ˜ƒ but it is a exiting project ๐Ÿ˜ƒ

dark flint
#

@fluid ocean yeah and maybe some submarines ๐Ÿ˜„

fluid ocean
#

One day I'll try to finish my submarine

dark flint
#

is here to right place to ask questions about making buildings? ๐Ÿ˜„

fluid ocean
#

Yes

dark flint
#

is there a full guide somewhere ? ๐Ÿ˜„ i would even pref. written ones ๐Ÿ˜ƒ

#

because i need to learn pretty basic stuff like how to make doors and windows ๐Ÿ˜ƒ

#

did i say something wrong ._."

fluid ocean
#

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.

dark flint
#

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 ๐Ÿค”

fluid ocean
dark flint
#

Thanks you ๐Ÿ˜ƒ

fluid ocean
dark flint
#

nice thanks alot ๐Ÿ˜ƒ

cinder pivot
#

I love pmc wiki, there are plenty of good resources and tutorials there!

fluid ocean
#

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.

woeful viper
#

because lazyness...

fluid ocean
#

Exactly

cursive sleet
#

@fluid ocean Do you have any pics of your sub?

fluid ocean
#

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.

cursive sleet
#

nice, are you going to make any interior for it?

fluid ocean
#

Eventually. Too focused on work and study at the moment.

cursive sleet
#

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

cinder pivot
#

speaking of guides, is there a good one out there for shadow LODs?

cosmic stream
#

no guide, but you need below 16k vertices (or 5k i don't remmember), triangulated, concave or convex closed components.

terse aspen
#

wasn't it below 1k?

#

which is why i stopped using them and use sbsource = visual instead

cosmic stream
#

I don't know, sbsource not working here

#

so i use a custom shadowlod that has smooth shadows

terse aspen
#

how do you create smooth shadows with a shadowlod?

#

aren't they always extremely hard

cosmic stream
#

with sbsource = visual + a regular shadowlod

#

when i only set sbource, i have no shadows at all

terse aspen
#

strange

#

gotta test that in my next model

cosmic stream
#

mybad

#

i'm using sbsource = shadowvolume

#

and preferadshadow = 0

#

i'll try yout parameter

#

It's not working

cinder pivot
#

@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 ๐Ÿ˜›

terse aspen
#

sbsource is simply the preferred shadowbuffer

cinder pivot
#

like does it allow the game to calculate shadows? (I am creating a static object) if that means anything

terse aspen
#

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

cinder pivot
#

thankfully I have an almost box object as my building

#

Im just unsure where to start at all

cosmic stream
#

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

terse aspen
#

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

cinder pivot
#

hm

cosmic stream
#

@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

bleak tangle
#

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.

cobalt halo
#

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

cosmic stream
#

@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

stuck oyster
#

do you have empty shadowlod?

white jay
#

Does ist take more performance not having the Shadow LOD and let the game do it or is it equal to having one?

cosmic stream
#

I tried empty shadowlod and no shadowlod at all, still no results

white jay
#

Ah cool! Thanks, cause for small assets the "Game" Shadow is more than good enough

terse aspen
#

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

cosmic stream
#

and is your shadowlod empty when using sbsource = visual ?

terse aspen
#

i don't have a shadowlod

cosmic stream
#

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

terse aspen
#

try to delete them

cosmic stream
#

ok

#

do i need to launch A3 everytime i want to check ? or should i see shadows in bulldozer ?

terse aspen
#

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

cosmic stream
#

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... :/

terse aspen
#

hm

#

i have no idea what could be the issue then

cosmic stream
#

do i need a named selection called "visual" or something ?

terse aspen
#

sbsource = visual

#

that's it

#

normally

#

and not as selection

cosmic stream
#

yeah yeah, as property

terse aspen
#

i don't know if houses have some special rules as i have never built one

cosmic stream
#

i came to that conclusion too

#

i have a property "class = house"

#

may fuck everything

terse aspen
#

don't houses use the engine shadows anyway? or do they have stencil shadows too?

cosmic stream
#

everything is now using shadowbuffer i think

#

beside vehicles and units

terse aspen
#

the new jeep uses shadowbuffer too, at leas partially

cosmic stream
#

the thing is : it may need a shadowlod to cast the shadowbuffer as smooth shadow anyway

terse aspen
#

but i can't look how it's done to get it to hybrid because epbo

cosmic stream
#

so i still need to model those lods

#

whatever, i'll probably just copy the geolod

#

#yolo

terse aspen
#

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

cosmic stream
#

yeah, so far i haven't seen this issue that much

#

on 2/3 spots

#

but it's not gamebreaking to me

terse aspen
#

when modelling clothes with wrinkles they happen a lot

cosmic stream
#

and if i can save 1 day of work by just copying the geometry

#

i'm perfectly fine ๐Ÿ˜„

#

right, equipment is something I haven't tried yet

cinder pivot
#

How would you go about making surfaces/ledges for your model be able to bipod on them?

white jay
#

geo lod

cinder pivot
#

Do I have to define something or just have a surface?

stuck oyster
#

if the geometry block is of right size it should work

#

I dont think anything else is required

cinder pivot
#

Sweeto thx

sudden radish
#

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

quick terrace
#

yes^

sudden radish
#

lovely, thanks!

cinder pivot
#

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

ruby lion
#

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"

distant pier
#

@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.

ruby lion
#

@distant pier I think it dosent work, because "setObjectTexture" only work on objects.

distant pier
#

@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.

ruby lion
#

Yea it dosent work.

distant pier
#

@ruby lion Sorry man. What were you trying to do, just make numerous mags that all look different?

ruby lion
#

@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....

bleak flame
#

thats what hiddenSelections are for

ruby lion
#

Yea, but it dosent work for cfgmagazine

tacit shard
#

Why is your coke can a magazine?

stuck oyster
#

Its survival/life mod thing to make stackable items I believe.

tacit shard
#

Ah

white jay
lime shell
#

oh fak

#

my bad ยฌ.ยฌ

#

mistaked model for mission

#

sory ;-;

umbral plume
#

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.

cinder pivot
#

Yes

#

@umbral plume what vehicle are you using?

umbral plume
#

Porting a2 vehicles.

#

I have everything working except the brake/tail lights at this point.

cinder pivot
#

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

umbral plume
#

ok thanks, will look at them again.

cinder pivot
#

Msg me if you need any help or pointers ๐Ÿ˜ƒ

terse elm
#

hi guys whats a decent Lod 0 polycout to aim for when retopo'ing a gun

stuck oyster
#

theres Varusk listed as example

terse elm
#

doestn really help

#

a guns a bit different from a vehicle

stuck oyster
#

aaah a gun ๐Ÿ˜„

terse elm
#

just realised i made a typo lol

stuck oyster
#

mm 10k ish perhaps

#

1stperson viewLod can go over

#

and why not 0lod too

terse elm
#

thx

stuck oyster
#

but maybe try keep it under 20k

terse elm
#

iv retopo'ed over half and sitting at 6k currently

stuck oyster
#

should be fine

tacit karma
#

@terse elm what gun

#

lol 6k

#

thats like nothing

#

my M3A1 has about 11k

terse elm
#

Im doing a L7A2

half heath
#

Nice, How long does it take you to re-topo?

tacit karma
#

man, that thing can stay around 10k in pilot view no probs

terse elm
#

iv spent probs 2 hours on the retopo so far and done about 60%

#

happy days

tacit karma
#

just make sure you have enough edges on cylindrical objects in pilot view so they dont look blocky

dim mica
#

btw with those belt fed machineguns does anyone know how to make that belt disapear bullet by bullet when firing

cedar rock
#

Looping an animation maybe?

tacit karma
#

@dim mica no, just igive it a up or down animation. it's literally impossible to do a functioning belt animation.

terse elm
#

nice red

tacit shard
#

What do people use to texture there models? Im considering quixel

quick terrace
#

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

tacit shard
#

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?

quick terrace
#

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

tacit shard
#

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

terse aspen
#

yes you can check substance share

quick terrace
#

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

terse aspen
#

substance source is awesome

#

got a lot of nice materials from there

cinder pivot
#

Also substance painter is free for students for a year

agile flint
#

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

umbral plume
#

check your view - pilot lod

agile flint
#

I've been looking at it for a while now

#

I just dont know how to add more parts to it

umbral plume
#

so your first lod has the parts right?

agile flint
#

Yea

umbral plume
#

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

agile flint
#

Cool I'll give it a shot. Also if there any performance cost with have more stuff visible in the pilot lod?

cinder pivot
#

Adding a few things wont hurt such as weapons or a fin or an antenna

#

You dont want everything though

agile flint
#

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

cinder pivot
#

What do you mean @agile flint because the way its made

#

Do they have textures assigned?

agile flint
#

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

cinder pivot
#

Press v for verticies selection the deselect what you dont want

#

By shift + ctrl then highlight

agile flint
#

Took some of it away

stark dagger
#

Assign the texture in the pilot view lod

brazen valley
#

By any chance anybody has zbrush core ?

agile flint
#

Ok so the texture is there when the canopy is up

#

But when it down looking through the glass the textures dissapear

cinder pivot
#

Is there two internal lods that need to match?

agile flint
#

What do you mean?

#

Theres only one pilot thus only one internal lod

stuck oyster
#

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

agile flint
#

@stuck oyster I just movied it to the top I shall give it a go now

#

Yea that worked ๐Ÿ˜ƒ Textures now come through the glass ๐Ÿ˜ƒ Now to remove to some extra parts so I dont have the entire aircraft in pilot view ๐Ÿ˜›

#

Thankyou all for your help!!

cosmic stream
#

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..."

obtuse rain
#

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.

white jay
#

those damn snakes ๐Ÿ˜›

obtuse rain
#

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.

cosmic stream
#

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 ๐Ÿ˜„

obtuse rain
#

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

cosmic stream
#

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

quick terrace
#
Bohemia Interactive Forums

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.

obtuse rain
#

Yeah, pretty sure there's nothing for players giving orders, and I've looked into those bits pretty hard. ๐Ÿ˜‰

cosmic stream
#

yeah yeah, that's what i was expecting

obtuse rain
#

@quick terrace There isn't really any cohesive guide though.

quick terrace
#

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)

white jay
#

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

quick terrace
#

^^

obtuse rain
#

Where abouts? I still point people to Gnat's stuff which is getting pretty dated.

#

Oh, I get what you mean.

cursive sleet
#

got to be a bit creative when it comes to modelling and imagine how a object will look like while modelling

obtuse rain
#

Well, there's quite a few people that never touched 3D until they wanted to put something into Arma. ๐Ÿ˜‰

quick terrace
#

yeah, but in general terms, learn to model

#

then figure out arma specifics

cursive sleet
#

yes true

quick terrace
#

my 2 cents anyways

cursive sleet
#

its allot of things to learn in just modelling in general

quick terrace
#

game asset modelling is exactly the same no matter what engine you are planning to be using

cursive sleet
#

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

white jay
#

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

quick terrace
#

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

obtuse rain
#

Won't be hard to switch to Modo then since you haven't finished learning max. grin, duck

quick terrace
#

i know max, maya, cinema4d and quite a few others that are very specific

cursive sleet
#

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

quick terrace
#

@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

cursive sleet
#

you can always teach a man new tricks ๐Ÿ˜›

quick terrace
#

besides, i can't be bothered paying for any more licenses besides the (too many) i already pay for

obtuse rain
#

Yeah, I picked it up cheap years ago and buy the upgrades during sales.

#

It's gotten pretty pricey now.

cursive sleet
#

have you learnt how to model organic shapes?

obtuse rain
#

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 ๐Ÿ˜ฆ

quick terrace
#

yeah well, maya LT is perfect for games as well ๐Ÿ˜ƒ

#

and it does allow any sort of export / import or script afaik

obtuse rain
#

Anyone tried zBrush Core?

cursive sleet
#

isint zBrush for modelling organic?

quick terrace
#

not really see the point if i have zbrush

obtuse rain
#

No one likes Maya enough to show it the kind of love Blender/Modo gets for Arma plugins though. ๐Ÿ˜‰

polar fiber
#

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

quick terrace
#

๐Ÿ˜ƒ 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

cursive sleet
#

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

quick terrace
#

true, but blender is 100% free while max is 1.770,00 โ‚ฌ + VAT per year

cursive sleet
#

True, but you can get the student version for 3ds max

quick terrace
#

i am well aware of that, but i earn my living using max ๐Ÿ˜‰

cursive sleet
#

ahh i see ๐Ÿ˜›

quick terrace
#

well, part of my living anyways

cursive sleet
#

what do you think of the price?

cinder pivot
#

I know rhs is good but not that good ๐Ÿ˜›

#

Haha ๐Ÿ˜„

#

I havent tried max, only messed with blender atm

quick terrace
#

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.

cinder pivot
#

They realised how easy subscription money is, because people need it badly

cursive sleet
#

holy shitt it is expensive for 3 years

#

5k euro

cinder pivot
#

Yep

quick terrace
#

that was the price for the full sofware package

#

4500 to be more precise

#

you added 600 to 1000 a year for upgrades

cursive sleet
#

but i also pay VAT here in EU

quick terrace
#

i do too, but i always buy licenses on my studio, so i can take that vat back eventually

cursive sleet
#

nice

quick terrace
#

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

cursive sleet
#

That works

#

you have to have a commercial license in order to sell a model?

obtuse rain
#

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. ๐Ÿ˜‰

quick terrace
#

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

obtuse rain
#

Because they old teachers haven't died and been replaced by Modo converts yet.

#

๐Ÿ˜‰

quick terrace
#

get people into that, studios sort of need to comply as well

#

or the other way around in any case

cinder pivot
#

Modo?

cursive sleet
#

@quick terrace Have you tried the 2017 version of max?

obtuse rain
#

It can change pretty quickly. Quark was destroyed by Adobe overnight with Pagemaker/Indesign and virtually everyone was die-hard Quark users.

quick terrace
#

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

cursive sleet
#

is 2017 any better than other versions? the new features in boolan and UVW editor?

quick terrace
#

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

cinder pivot
#

I have max and maya and I know you can model in both.. Is one better then the other?

quick terrace
#

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)

cursive sleet
#

Have you tried modelling a asset for arma 3/2 in Object builder before?

cinder pivot
#

Ha