#arma3_model

1 messages ยท Page 78 of 1

quick terrace
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you can't say max is better than maya or better than blender or better than modo (you can say it is better than C4D tough in terms of modelling in any case)

polar fiber
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I used Object Builder for Arma 2 stuff

cinder pivot
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Yes jonas, its terrible

quick terrace
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it's a matter of experience of use. I use max daily, i got used to it.

polar fiber
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well, Oxygen as it was

cursive sleet
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isint oxygen terrible to model in?

quick terrace
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no, i have never created any type of mesh bar some triangles and mem points as in ever in O2

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i even create mem points in max because i can't really stand O2

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for anything that requires more than setting up

cursive sleet
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Same here, got allot more freedom in max to model LOD's. I really like the snap feature in Max hehe

cinder pivot
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I like OB for A3, partly becsuse I know it in and out by now

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But not for making stuff

polar fiber
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It's not that bad if you were used to old-school cheap tools like Milkshape3D like I was. Before the advent of free Modo and Blender with good toolsets

quick terrace
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modo is not that cheap...blender is

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if you can get around the fucking "engineer" built UX

obtuse rain
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Modo has student and indie too

quick terrace
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and some (less and less) quirks

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does modo have student now?

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is that free?

obtuse rain
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Yeah, don't know pricing though.

cursive sleet
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how long time does it take to render something in C4D? i just played around in RealFlow and it takes a many hours to render a few seconds of waves

quick terrace
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the above is like asking how fast a car go

cinder pivot
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Modo I think looks to be $150 or $250?

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But you get more than just modo

quick terrace
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depends on a lot of shit

cinder pivot
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I think

cursive sleet
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ahh okay

obtuse rain
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Mainly on how much you understand the renderer internals to be able to tweak for speed and low noise

quick terrace
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i have used maxwell, mentalray (and iray), vray, octane, fstorm, and corona...it's a matter of tweaking between speed and quality.

obtuse rain
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Octane is nice if you like fast and have a collection of GPU's

quick terrace
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yeah, octane for max went to shit after the guy left and started Fstorm

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i heard from a mate that does medical visualization that octane + c4d is the shit

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and of course, the more GPU (as in cuda cores, none works with AMD) the better

cursive sleet
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speaking of GPU's, the enterprice GPUs that cost like above 5 grand that have more cuda cores or better in performence than a GTX1080/cards for gaming for rendering?

cursive sleet
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okay thanks

quick terrace
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not for any sort of RT rendering engines (in which case gaming GPUs are actually better). The PRO series (be it nvidia or amd) are better with displaying and parallel direct computation of more "drawcalls" (if i can call it that)

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like point cloud display mil polygons display and the likes

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if you check that list the quadro is second to last

cursive sleet
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ok. On the list it says 4x pascal? dosent nvidia locked SLI to only 3x of the pascal cards?

quick terrace
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all but titanX i think

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in any case, show me model porn, i have sidetracked this enough

cinder pivot
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All your fault

cursive sleet
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my fault too @cinder pivot

quick terrace
cursive sleet
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Nice! what res is it?

quick terrace
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1k

cursive sleet
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Nice work ๐Ÿ˜ƒ is there a height map in it too?

quick terrace
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sp2 works with height map instead of normals really

cinder pivot
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@cursive sleet I was just joking around ๐Ÿ˜„ was a good convo and related to the topic ๐Ÿ˜›

cursive sleet
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np

cinder pivot
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Speaking of which does anyone know how I could export or better view or even just a list of all the FFV gunners in arma?

cursive sleet
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what do you mean?

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like view the position of gunners in a perspective view?

cinder pivot
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Im looking for a ffv position for my model that has more laid out legs and all I can find are flat ground or sitting positions with straight down legs like | and im looking for legs like \ or something.. Dont know if that makes any sense at all

cursive sleet
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like a static animation?

cinder pivot
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Like a posibility of export or a method to view the gunner properties in an external builder, I suppose I could re create the gunner with boxes or something

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Yea

cursive sleet
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i think you need to create a new animation for that

cinder pivot
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Viewing the different static FFV then also seeing them in orher builders

cursive sleet
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you can view the animations in arma 3 in the animation viewer

cinder pivot
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Ill take another look at that and then ill rebuild it in OB with boxes just to visualize it

cursive sleet
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here is the animation viewer

cinder pivot
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@cursive sleet yea I have used it but couldnt figure out ffv ones

cursive sleet
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should be in that huge list somewhere

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maybe its just a static animation of car back seat and then just freezing the knees soo the body can move?

cinder pivot
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Cool thx @cursive sleet now ill just have to see if there is proxies of them ๐Ÿ˜›

half heath
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Sooo I've made so many changes to my low poly model that I'm afraid my HP is now irrelevant for baking....

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Anyone ever go LP/HP route?

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Seems like it would be even more time consuming

quick terrace
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never go LP -> HP

cursive sleet
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I never go LP/HP either, will just create problems. I always go from high to low and then just dont colapse the turbosmooth/opensubdiv and do manual reduction if that is good enough, or i model the low poly with retopology plugin for max

half heath
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Thanks. Seems like I should have made concurrent edits to the low and high poly

quick terrace
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since i only use OSD these days, it is pretty easy to get from HP to LP

half heath
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OSD?

quick terrace
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OpenSubDiv

cursive sleet
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Is it better to use Opensubdiv execpt for the crease feature?

last spindle
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I believe edge weight also works with turbo smooth now, or I'm dreaming because I swear I did it the other day

quick terrace
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it does but differently (as in shitty)

tacit shard
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@quick terrace dont suppose you have a link to your export settings for substance painter do you?

quick terrace
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Bohemia Interactive Forums

3dsmax - Substance Painter - Object Builder workflow tutorial - posted in ARMA 3 - MODELLING - (O2): Hi guys, Ive made a short (relatively) video tutorial illustrating a max-SP-OB workflow that some of us at RHS use. It shows how to setup, bake, texture and export your object to OB in a manner that can speed up your workflow because you are able to go back and non-destructively make changes that will propogate. Hope you enjoy!

tacit shard
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cheers. I just spent ages texturing something that I set up to use a bunch of different materials. And then found you cant merge the materials at the end. So all that work is lost ๐Ÿ˜ฆ

quick terrace
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just a note here, it does require a bit more fiddle to get it look right in arma

terse aspen
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found a new export profile that works pretty well

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some of those maps are redundant, i just like to export them anyway in case i need some additional stuff

quick terrace
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so you export spec and gloss separately plus height. the rest is the same, bar the naming (and diffuse with alpha) ๐Ÿ˜ƒ

terse aspen
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yeah sorry, i overlooked it in your tut

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no wait, not overlooked

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missed

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i mean i missed it

white jay
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Does anyone here know how difficult it would be to implement this into arma 3?

terse aspen
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would need some custom weights (you can't just use the ones from the samples as then they would bend in a way you don't want to) and some scripting but should be doable

quick terrace
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@white jay not hard to do, a bit of work on weighting it so it behaves rigid but nothing too fancy

white jay
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I'd like to do it.

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Not sure how many people would like it..

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It's not "CoD" shit type stuff

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It's within arma'3 realistic timeline

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Requires battery packs, etc.

quick terrace
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no one is stopping you ๐Ÿ˜‰

white jay
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Where to begin?

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Because I honestly do not know where to begin

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I've done "some" tinkering with key-framing etc.

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How does ArmA 3 do this etc?

quick terrace
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you have nothing to animate

white jay
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Nothing?

terse aspen
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all animations are already done, you inherit the skeleton

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that way all units move same

white jay
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I found burnes tutorial for A3 addons

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Do you guys use sub-surface modifiers

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to change LODs?

terse aspen
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yes

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i use the decimate modifier in blender

quick terrace
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i personally use sympligon

white jay
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Whats the polygon limit

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?

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Or the safe polygon limit?

quick terrace
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for what?

white jay
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Well I am going to assume the exosuit would be uniform?

quick terrace
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a backpack rather

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there is no such thing as poly limit anymore

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but that doesn't mean it should be waste polygons either

white jay
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Okay so it's a back pack I need to create a way to attach the battery packs among other things

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Need 2 axis of motion. As it's legs only.

half heath
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Simplygon looks awesome. I love finding new software

white jay
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Is there a "deeper" explanation

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of why this works?

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The memory lods etc?

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"Detailed" explanation would be the word?

quick terrace
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do you know what a skinned mesh to bone skeleton is? or weighted verts to bones?

white jay
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I know little about modelling or A3 modelling

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The amount of detail scares me away from it.

quick terrace
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well, i can't really explain how to do something to someone who doesn't know the basics of animal -humanoid included - driven animations

white jay
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If I do not know this where do I go to learn this?

quick terrace
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i mean i could but i don't have the time, the energy or the drive to do it

white jay
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I've been an autodidact for a long time.

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Point me in the right direction I'll work it out from there.

quick terrace
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most new people that get into modding wanna jump some steps

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well, just search on youtube 3ds max skin modifier

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the animations drive the skeleton

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the mesh is simply a foil that is conformed to that skeleton. based on how it is conformed (or which vert is deformed by each bone) it behaves in a certain way

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what you wanna do is create some sort of backpack or uniform or whatever that needs to be behaving in a similar way

white jay
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So focus on blender 3D basic modelling tutorials?

quick terrace
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but not like a cloh, but rather a lot more rigid(hence 90% of the outcome is based on weighting it correctly)

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i have no idea what you are able or not to do man. i always say the same. before you start jumping steps and tripping eventually and breaking your nose and then never be willing to climb those stairs

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it is better to start small

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an ammo box is always nice. it can be done quickly, you get to see a result ingame, you get more confident

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but no, people wanna start doing the shit that is most complicated first: planes or other vehicles with tons of anims, character weights and custom anims...

white jay
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Are scopes difficult?

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I mean anymore difficult than a ammobox?

stuck oyster
quick terrace
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anything is more difficult than an ammo box

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no offense meant, but i say ammo box because there are n ways to do that, and it allows you to get through a lot of the stages of modeling, texturing etc

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start small first, it is easier to cope with

terse aspen
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Listen to Pufu

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i tried to start with a car

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then a plane

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then multiple characters

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and then, 4 years later i released my first mod and still feel like a complete beginner

quick terrace
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i've been dicking about with mods since 2006-07 or so, there is still a lot i don't know how to do from the top of my head.

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never done a character for arma before 2014. have done plenty before and made custom anims for small tv comericials before. it took me fucking 5 days to get the weights correct from max to o2, then figures out it was clipping like a mother fucker with some of the content we had weighted based on a2 skeleton

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had to be redone in o2...

terse aspen
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i weighted a vest once in o2

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almost went suicidal

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the weight tools of 02 are something i never got the hang of, prefer blenders tools by a long shot

quick terrace
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max to o2 never translates 1:1

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so there is some dicking about involved

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@white jay look, do this, you can even animate the lid on user action

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i assure you it is not as easy for a new guy to do as it might seem. and by do i mean a real nice box that has wear and dents and other shit that happens to it

obtuse rain
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Max doesn't deform skinned meshes the same way Arma does?

distant pier
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I swear by Blender. But just know that you can't export if a lod is empty. In the case that you need an empty lod just add a cube to it and then delete when you open in OB.

dark flint
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does it pay off and is actally possible to make high quality weapons with tools like substance?

last spindle
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Substance is a texture tool. So if course you can make high quality weapon textures with it, but you can also make hight quality textures with MS Paint, it comes down to the user's experience and ability

dark flint
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idk

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arma 3 is kinda weird

quick terrace
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@obtuse rain it does, but o export some weights look different in O2 thanjn max (as in less "weighted") think some stuff gets lost in translation between the 2

obtuse rain
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Ah, right.

quick terrace
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@dark flint it depends what you mean by payoff. There is no tool - "do it high quality yourself" out there

dark flint
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my english is not the best...

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i mean with payoff in the way of how the normal maps and stuff would work in arma 3

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because 90% of the arma 3 weapons are Arma 2 imports or looking kinda shitty :X

quick terrace
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lol what?

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the weapons in RHS are NOT ports for instance....with the exception of 2 that are gonna be changed to new ones

dark flint
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...

quick terrace
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not sure what you are on about

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yes, Arma doesn't support PBR shaders, but some that's not a reason for it not too look pretty

sudden radish
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I've noticed after I swapped out my older version of my PBO file of the mod im working on with a newer one and forgot to make a back up of the old one so as retarded I am I'm stuck now with a mod that doesn't show the models ingame, although I'm pretty sure nothing has changed so far to the model files and config.. Anyone know a possible fix?

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Any mistakes in there?

bleak tangle
sudden radish
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had a few flaws still, but it showed ingame

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I absolutely have no idea what the issue is

bleak tangle
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What are you packing it with? If you're using Addon Builder maybe try selecting the clear temp option

sudden radish
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I'm using the Addon Builder, I'll give it a try

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Doesn't work, model is still invisible ๐Ÿ˜ฆ

bleak tangle
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Well is the model invisible or it isn't an option in the arsenal?

sudden radish
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invisible

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rest shows up perfectly fine in the menus

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aka, the player itself isn't visible

bleak tangle
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It also wouldn't hurt to check your RPT for any errors involving these classes or models

sudden radish
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Whats the 'RPT' if I may ask?

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Added nothing to requiredAddons

fluid ocean
sudden radish
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Lovely, thank you! Will check it

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Should I upload those files somewhere and send it in here?

bleak tangle
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You can just copy and paste the most recent one into pastebin/other text upload sites and link it here

sudden radish
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.bidmp/.mdmp/.rpt ? which of the 3?

bleak tangle
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RPT

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It's just plain text, the others are memory dumps

sudden radish
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said something about memory error

bleak tangle
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Remove -noLogs and try again

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The memory error is unrelated unless you click your uniform and the game instantly gives that error

sudden radish
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ah, unrelated then

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*than

halcyon wren
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@quick terrace Re: difference between weighting O2 and Max, (on the risk of offending you by stating something obvious): 4 bone limit per vertex might be the cause?

sudden radish
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@bleak tangle no change ingame, just an error from the mod stating it needs RHSUSAF as I did put that in the mod but not for the uniforms, only the helmets

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Whilst all helmets/berets work fine

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just the uniforms that are faulty working

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So it should be the actual uniform models, right?

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Weighting is my guess?

bleak tangle
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I'm not sure if I know what you mean. This could be a simple fix, but it's really hard to read configs on mobile. So what I'd suggest is breaking that config down into only one uniform and compare your config with the guide on the wiki

sudden radish
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Tried that already, don't worry about the mobile thing take your time ^^

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Not in a rush, just hate the fact that it suddenly stopped working

halcyon wren
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Unpack the addon and see if you have the .p3ds even there.

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Sometimes I have a nasty issue with addonpacker just refusing to pack a thing correctly, and it only resumes normal behaviour after a system restart.

sudden radish
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Let me check on that

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p3d's are in there

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Everything that is need is in there aswell

halcyon wren
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The issue being that the uniform model simply does not show up anymore, while hats still do?

sudden radish
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thats true

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hats show up

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uniforms dont

halcyon wren
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Configure your uniform model as a hat. So duplicate a class from your hat and replace the model path to lead to your uniform. If it works, then the issue lies with the uniform config, if it doesnt work, it's a generic issue with the model.

sudden radish
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Will do!

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Although I used that method to make the uniform config in the first place

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update - for some reason the helmets stopped working aswell...

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What is this black magic

bleak tangle
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I really can't recommend pboProject enough over Addon Builder. I've never had to worry about pboProject "forgetting" to include models or files, and in addition it will tell you if there are errors.

sudden radish
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sweet, thats in the tools aswell?

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Or which is it?

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nvm, found

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well, seems like I can't boot it.

halcyon wren
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pboProject is mikero's thinger?

sudden radish
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Correct

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found here:

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works fine now. Installed every component

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Will update after build

white jay
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install every tool of these:

aaaReadMeGeneral.htm    10.02.2016 10:42    10,4 KB    3565    870465ae6fd6ccf72be9199ac82e67f1    
aaaSubscriber.htm    10.09.2016 08:59    1,8 KB    563    aa7cb79c46ff0cce9f9ffeafcfc4daee
ArmA3p.1.33.5.83.Installer.exe    11.11.2016 02:32    98,7 KB    131    60619ff7795f0c34dcdb5d5d8038ddb8    
DeOgg.1.00.5.24.Installer.exe    12.02.2016 20:57    307,5 KB    19983    b82ac063f86a2c6cff0a2d7b26602399    
depbo-tools-0.5.83-linux-64bit.tgz    07.11.2016 18:09    573,5 KB    111    e99a5c8838e0e5aaed7e67bd1fbf707d    
DePbo.5.66.0.14.Installer.exe    31.08.2016 06:00    384,2 KB    12243    62c8f5359c483af1d1089ff4db5cfa5a    
DeRap.1.76.5.38.Installer.exe    02.07.2016 15:45    118,7 KB    8147    43d9a4cab698417459248254a2629a68    
DeRoad.1.40.5.45.Installer.exe    26.05.2016 01:22    161,6 KB    4858    ad840cf944a99bc9b7cd0c859f19c973    
Eliteness.3.45.5.49.Installer.exe    02.07.2016 15:46    196,2 KB    15479    f0aee2b7952bfa696d4d62516771e51f    
ExtractPbo.2.15.5.35.Installer.exe    02.07.2016 15:47    165,1 KB    6148    b53c535c0abb68f8ec77072cb42f72f9    
MakePbo.1.92.5.43.Installer.exe    02.07.2016 15:47    109,7 KB    5260    097a6f882aaaa7acea3321aa59c1c6ee    
MikeroUpdate.1.13.5.43.Installer.exe    20.05.2016 09:17    169 KB    16896    1a9c2fa772eef811dc86d2bfd2babc1e    
pboProject.1.73.5.66.Installer.exe    31.08.2016 05:55    186,9 KB    6503    5e8495343ac350a080eff102c232430d    
Rapify.1.76.5.37.Installer.exe
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and if you want to get the paid version take a look at the aaaSubscriber.htm

sudden radish
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@white jay I did, boots now. Do I have to press 'Crunch' to start?

white jay
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crunch will pack a pbo from source to destination

sudden radish
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sweet, thank you

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"packing failed"

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as per usual

white jay
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check the output log, it will tell you your mistakes ๐Ÿ˜‰

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as penny said

sudden radish
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Would be nice if I didn't have a nice blank txt file xD

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or

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well, now i have the following:

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1 File(s) copied```
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So config is faulty?

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GG brain => second

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Deleted the config.bin that was left in the folder itself, pressed "Crunch" followed by the same error now stuck with empty text file and empty "data" folder

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which should contain my .paa's

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I guess that isn't normal?

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Berets work again, uniform still dungoofed

white jay
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no its not normal

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uniforms pbo does not get created because rapify failed

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do you have fullbuild ticked?

sudden radish
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thats the things I have set

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All programs should launch as admin aswell

bleak tangle
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The error is that "rapify is not recognized as an internal or external command", which means that you didn't install it or it didn't get added to your PATH variable correctly. If it's the latter then when installing it should have given you warning about you having to add it manually

sudden radish
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How does one add it manually?

white jay
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better delete all old pbos in your destination dir to make sure you don't see old effects

sudden radish
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WIP folder is completely empty

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As I made that mistake before

white jay
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good catch penny, overlooked that ^^

sudden radish
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that adding manually part, how do I do that? (What do I need to add manually)

white jay
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try to reinstall rapify first befor you dig around the path vars

sudden radish
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I just did, with admin launch permissions

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no errors

white jay
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try without admin

sudden radish
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I did get a popup that told me to add stuff manually tho

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when I was installing the others

white jay
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from what i know, mikero tryes to avoid admin overall and always advises ppl to stay away from it using the pdrive and his tools

sudden radish
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so, drag it into another disk?

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so it's not on the P: disk?

white jay
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?

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what is not on p drive?

sudden radish
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" always advises ppl to stay away from it using the pdrive and his tools"

white jay
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sry bad sentence

sudden radish
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you mean the project shouldnt be on the P: drive?

white jay
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always on P

sudden radish
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pfew

white jay
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but not using admin mode with everything that uses the p drive like starting OB as admin or pboProject or even install something as admin

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not sure if thats your issue currently but worth a try

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waiting to be busted by penny...

bleak tangle
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What did the pop up that told you to add stuff manually say?

sudden radish
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Environ PATH exceeds 1024 chars. C:\program Files(x86)\Mikero\DePboTools\bin cannot be added. Do it manually

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Whilst installing "DePbo tools"

white jay
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so penny is spot on with the PATH var then

bleak tangle
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Mikero once said there was an issue with his tools when adding to the PATH variable if it was over 1024 characters that would cause your PATH variable to get wiped. So instead it tells you to do it manually

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Shameless copy and paste from a friend about how to add it.
Click the start menu
Type Environment Variables.
Select Edit the system environment variables from the list.
In the window that pops up, click the Environment Variables button on the bottom right.
In the window that pops up, select Path from the list of System Variables at the bottom, then click Edit below that.
Click the New button, then enter the path to your Mikero\DePboTools\bin directory, which will be something like C:\Program Files (x86)\Mikero\DePboTools\bin.
Hit Ok to close each window.

sudden radish
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then try to reinstall it?

bleak tangle
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No, then try packing

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Unless the installer told you to add it and then run the installer again

sudden radish
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"Rapwarning missing file(s)*****

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sec

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making pastebin

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brb, people calling for dinner -.-

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since 20 min.

white jay
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there you go, all these files are missing, or wrong pathed in your config

bleak tangle
sudden radish
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I'm back

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So should I extract A3 to the p drive using that tool?

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as I already have it installed

bleak tangle
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Either one works. pboProject checks the path to everything used in your models and configs to make sure those files actually exist.

sudden radish
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ooh I see

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"This will alter some contenet on the P: drive

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will this delete stuff or just move it?

bleak tangle
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Never hurts to back it up, but that should only delete the A3 directory if it already exists.

sudden radish
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extracting it, backed up the WIP files

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alright done, trying again

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missing files from A3\characters etc

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should I just copy those files and adjust the path?

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how can this happen?

bleak tangle
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The path is still wrong, the config is pointing to 29th_uniforms, when they actually are at Dress_uniform/29th_uniforms.

sudden radish
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Ah I see

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sec

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working, doing the process

clever solar
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weird, wonder why BI didn't put working doors on cmp_Shed_F.p3d

sudden radish
#

crunch successfull

#

going to check ingame

#

Models show up ingame

#

one model is rigid to the ground probably shite weight editing

#

other one works fine though

#

thanks a lot guys! f- love you guys ๐Ÿ˜ƒ

bleak tangle
#

pboProject is love, pboProject is life

terse aspen
#

when it's completely rigid while doing t-pose you have a typo in your model cfg

sudden radish
#

Pennyworth will someday be my 'wife'

#

checked, model.cfg is correct

#

i'll redo the weighting on the model

#

is the arma skeleton in the samples?

stuck oyster
#

do you have class yourp3dname for each .p3d in the model.cfg

sudden radish
#

Yes

stuck oyster
#

and they all inherit the armaman or what is the base class

sudden radish
#

Correct

stuck oyster
#

and there is no typos

sudden radish
#

none found, just checked

#

Problem is, that my old arma skeleton rig that I use in Blender to do my weight assigning and such is broken it seems

#

the weight goes all over the place

#

Thats why I was wondering if anyone has a working "armaman" rig

stuck oyster
#

import the sample man

sudden radish
#

is it in there? I honestly forgot it completely

stuck oyster
#

well theres weighted mesh you can transfer weights from

sudden radish
#

how can I do so?

stuck oyster
#

well there are more elaborate answers to that on Blender forums and such, but basically you first select the object you want to copy the weights from and then select the object you want to copy weights to and in the weight painter theres transfer weights tool

sudden radish
#

I honestly meant on how to transfer the weight from the sample to mine

stuck oyster
#
  1. open your model in 1 blender instance
  2. open 2nd blender instance and import the sample man there.
  3. select the LOD0 sampleman object Ctrl+C copy it
  4. Paste it ctrl+V to your model
    5.make sure they are in the same position (should be automatically)
    6.select armaman object with mouse
    7.select your man object so it is the active one
    8.use weight transfer tool
#

you might want to google the weight transfer tool since it got all kinds of options and im feeling too lazy to open it up and write up how it works :9

#

sorry

sudden radish
#

hahah dont worry

#

thanks already tho

stuck oyster
#

no problem

sudden radish
#

ALthough I just found the skeleton the guys from CUP used, but when I merge it with the uniform with automatic weights, it faulty merges the weight

stuck oyster
#

i believe weighting from skeleton is far from accurate

#

use the readily weighted mesh and the weight painter transfer tool. it transfers weights from nearest vertex and works very well

#

one of the dropdown menus in the weighting tool panel has something like all layers and that transfers all the vertex groups and their weigths in one go

sudden radish
#

problem is, where does one find a weighted model, as most if not all on the internet that I encountered are binarized

stuck oyster
#

A3samples

sudden radish
#

A3_character_example?

#

or the template

stuck oyster
#

i've used the example

sudden radish
#

So I set both meshes on weight paint mode and then transfer?

stuck oyster
#

yeah

sudden radish
#

roger

#

looks like my example model is totally f-d

#

going to redownload the samples

#

@stuck oyster although, already thank you a lot โค

stuck oyster
#

glad I could be of assistance

sudden radish
#

mesh 0 being mine, mesh 1 being the weighted one

stuck oyster
#

yea

sudden radish
#

how does that tool work though, I've read the intstructions but it looks so weird? Don't I need to add bones and such?

stuck oyster
#

LEFT hand menu bar theres the tool options. scroll down to source layer selection and change that to "name" and the next one destination layer matching to "all layers"

#

and by right i mean left ๐Ÿ˜›

sudden radish
#

thats it?

stuck oyster
#

should be

sudden radish
#

so if I export the mesh now as model

#

and that should work?

stuck oyster
#

yes

sudden radish
#

sweet

stuck oyster
#

it might need some manual adjustment

#

since your mesh is little different from the armaman

sudden radish
#

nearly the same, juust a vest

stuck oyster
#

hence the might need

sudden radish
#

I see, lovely

#

i'll give it a try in a sec

sudden radish
#

@stuck oyster not working ingame, fully dissapeared

stuck oyster
#

does it show up in OB buldozer?

sudden radish
#

well, I'm just doing the weight editing manualy

#

to get some experience on all sides ๐Ÿ˜„

#

Model shows up now, but half of the texture loaded and keeps "dissapearing" when I rotate the camera in the arsenal

#

weird stuff happening

tacit karma
terse elm
#

very niice

tacit karma
#

discoloration still aint right

terse elm
#

normals came out well

white jay
#

Hey guys, i textured a model in object builder, however - can anyone tell me how to apply the normal texture ?

stuck oyster
#

this might get you on the right path

white jay
#

cheers dude

white jay
#

when i apply my textures - i can see the texture but the closest side to me i can see through

#

any ideas where i went wrong ?>

terse aspen
#

does it stop when you move the object away from you?

white jay
#

ill check now

#

no its the same

distant pier
#

@white jay How is your view geo lod?

white jay
#

think that solved it ๐Ÿ˜ƒ

distant pier
#

@white jay I always make my view lod a little bigger just because that's how i was taught to do it. I found out that sometimes it can cause faces or parts of your object to be invisible, if they clip.

white jay
#

cheers dude- i'll play around with that- great advice

distant pier
#

Not sure if it matters in Arma 3, as currently I'm modding Standalone but, the autocenter property is your best friend too.

#

@white jay but maybe not for Arma 3 but, you might want to look into that as well, because if some lods have it set to 0 and others don't then some will rotate while others don't and that can cause lod clipping.

terse aspen
#

@distant pier is standalone already PBR capable or does it use the old smdi method?

distant pier
#

sdmi

#

smdi**

terse aspen
#

damn

#

i was so hopeful

distant pier
#

haha it will probably be a long while like everyting else

terse aspen
#

yeah

#

well when arma 4 hits 2020 or something like that perhaps we're gonna have pbr

#

industry will be on the next thing then but still ๐Ÿ˜„

distant pier
#

@terse aspen have you seen my youtube channel?

terse aspen
#

not yet

#

link pls

distant pier
#

It's nothing special, just some standalone things im doing

terse aspen
#

nice, will take a look later

distant pier
#

cool man, thanks

white jay
#

lol one thing after another, got one thing work, my last models all have collision working - just started another , added geo lod with mass. in-game i walk straight through it ๐Ÿ˜’

distant pier
#

@white jay how big is your object compared to the player?

#

I had the same problem with an object that was about as big as the player. I gave it 1 mass like everyone said and I walked right through it. I upped the mass to 1000 and it worked fine.

tacit shard
#

Axel give it higher mass and make sure its closed and convex

woeful viper
clever solar
#

ooOo Axel's making something for Epoch?

tacit shard
#

@distant pier i assume thats in arma 3 prep for sa mod support?

warm relic
#

Currently trying to allow people to be able to shoot out of a car I'm doing, anyone have tips or useful information?

warm relic
#

Thanks alot for the fast response. Also I don't have to do anything in object builder for it to work? Just the config?

cinder pivot
#

you would need a proxy where the gunner would go

warm relic
#

Yeah I meant a different passenger proxy but I understand now, thanks for the help

distant pier
#

@tacit shard what are you talking about?

warm relic
#

@tacit shard Thats in standalone

terse aspen
#

does hiddenselectionsmaterials work again?

halcyon wren
#

will do a quick test.

#

Nope, doesnt seem so.

obtuse rain
#

Is the problem that you get messed up shadows?

halcyon wren
#

Nah, HSM just doesnt apply. You'd have to work around it right now with an extra INIT eventhandler that reads the material from config and then setObjectMaterial's it.

obtuse rain
#

Ah.

terse aspen
#

thanks mondkalb

woeful viper
#

it actually worked for me recently, but there was some caveat

#

dont remember

wispy orchid
#

what might make a helicopter fall down when spawned in mid air and others not? The CH-47 and Mi-8 from Unsung drop down to earth, the others fly. When I change the model, they all fly, so I don't think it's a config.cpp issue

wispy orchid
#

seems it was the roadlod

woeful viper
#

its hard to agree with arma's logic there - you have a road inside a helicopter -> its too heavy to fly ... ๐Ÿ˜›

sudden radish
#

Greetings once again community! I've run in a slight problem which involves a certain class on my uniform not applying on my model although the path is (i think) correct?
Picture from O2: https://i.gyazo.com/8aa092f1af9b4a93509ccc484d1c7cdb.png
picture from Config: https://gyazo.com/77379241dc8723d4b580e446a164679f
Picture from model.cfg: https://gyazo.com/ccb6be2a05addb3cade9c85ace95e69c
Picture from desired texture and location: https://gyazo.com/67531506963a61c33297cf8397c78655

Anyone got a clue to why it's not working?

[FIXED: put the link to the texture in the wrong lines]

#

Disregard everything above; Brain worked on power save mode.

sudden radish
#

Question: If I copy the "clan" class with the defined model part and re-assign the texture to something else, would that show up? Or is that a special type of mesh?

woeful viper
#

wat clan class?

sudden radish
woeful viper
#

thats not a class... its a selection in the model

sudden radish
#

i feel retarded ๐Ÿ˜„ but I meant this:

#

the 2 items you see select belong to "rank"

#

they are copies of the original square used for "clan" and "insignia" and I was wondering if I got rid of the transparent texture #(argb,8,8,3)color(0,0,0,0) and reassigned it to a different one and included that in the config.cpp if that would work

#

as it looks atm that it doesnt?

woeful viper
#

do you know of hiddenselections work?

#

because thats exactly how clan, insignia etc work

sudden radish
#

thats how I did it in the config

#

I'm thinking the order is wrong?

woeful viper
#

the order shouldnt matter

sudden radish
#

oh alright

woeful viper
#

in model.cfg these hidden selections must be listed under "sections"

sudden radish
#

done that aswell

#

that specific texture is the one that isnt working, the others work fine

woeful viper
#

i _think that you have to specify a texture with transparency to be able to apply a hiddenselection texture with transparency

#

but apart from that it shouldnt matter what you assign as base texture in the model itself

#

do use scripts to apply the rank texture? or do you expect it to work from alone?

sudden radish
#

no scripts to apply it, Only tried it via this way so far (no idea if there even is another way)

#

the way it works doesn't really matter to me, it's more like if it works it's good ๐Ÿ˜›

woeful viper
#

you have listed "rank" twice in sections - it already is in ArmaMan

sudden radish
#

I added that manually, double defining could be an error or not?

woeful viper
#

not sure, but there is no point in listing it twice

sudden radish
#

I'll leave it out of the original ArmaMan stuff

woeful viper
#

if that makes you happier ๐Ÿ˜›

#

soldier20 inheirts all from armaman eitherway...

sudden radish
#

yeah, it's a little more "ordered" so to say ๐Ÿ˜„

woeful viper
#

i'm not aware of native vanilla feature that applies textures based on rank. I may be mistaken... but i've not seen it yet

#

so try and apply a texture manually via script to see if the hiddenselection is technically working at least

sudden radish
#

My actual point is to actualy make different uniforms consisting out of the same base texture for the uniform and then a "hovering" patch with the ranks

#

I have around 12 ranks, so 12 uniforms

woeful viper
#

there are only 7 ranks in arma. So you have to script your custom ranks

sudden radish
#

thats not what I meant ^^ I meant that I have created 12 uniforms and then another few for the officers

#

I'll send a screenshot, sec

#

that is what I meant, giving each a class of themselves with base - and rank texture

woeful viper
#

so whats the issue? thats what hiddenselections are there for...

sudden radish
#

Well, it's not functioning

woeful viper
#

have you tried to apply a differnt texture via script yet?

sudden radish
#

no idea how I can do that, sir

#

But I can try

woeful viper
sudden radish
#

sweet, thanks!

#

call me retarded but I have no clue how to use that xD

#

do you apply that ingame or?

woeful viper
#

yes you can do it in the editor. when you drop a unit, double click, give it a name (e.g. "mysoldier") , then in the large field below put "mysolder setObjectTexture [ <stuff>];" When you start the mission it should work. If not it gives you an error

sudden radish
#

I'll try it out, just a sec

#

within "stuff" is the path to the texture right?

#

error 1 elements provided, 2 expected

woeful viper
#

look in the wiki entry...

sudden radish
#

ffs brain

woeful viper
#

_objectname setObjectTexture [0, "\pboname\texture.paa"];

sudden radish
#

no error

#

but no texture showing up where it should

woeful viper
#

what happens?

sudden radish
#

well the missions loads up, nothing else

#

no changes to textures

#

none added, none gone

#

I am retarded.

#

My textures aren't Squares

#

brain is not working today.

#

no wonder it doesn't work

sudden radish
#

Thank you for the help @woeful viper it works now! god I feel dumb xD

sudden radish
#

I copied the hands from the example model and fiddled around with the selections but no fix so far :/

woeful viper
#

no idea

sudden radish
#

I don't need to add the "hl" class to hiddenselections do i?

woeful viper
#

look at vanill configs and look what they do

obtuse rain
#

Anything that can have different textures (from the initial baked texture) needs to be in a section; you can't switch textures in a single DirectX draw call and sections are how you force part of the model into its own draw call.

sudden radish
#

How come that like, any other Config I've seen so far doesn't ever call out the selections for the "hl" ? ๐Ÿ˜ฆ

obtuse rain
#

Were you looking at model.cfg?

#

It isn't a hidden selection, it's a section.

sudden radish
#

config.cpp

obtuse rain
#

Yeah, hidden selections are defined in config.cpp, sections in model.cfg.

#

A hidden selection must be section but not all sections are hidden selections.

sudden radish
#

but, how do you get the autochanging hand colours with the head? so when its an asian guy you get asian hands and when char is black you get black hands?

obtuse rain
#

Have a look in the sample model.cfg to see which selections must be sections.

sudden radish
#

as that's what I'm looking for and I got told to just assign the standard texture in O2 and then it should be fine

obtuse rain
#

There's three parts:

hiddenSelections[] (config.cpp), sections (model.cfg) and selections (.p3d)

sudden radish
#

And the "hl" is a section so defined by the model.cfg

#

but how does it decide which texture it gets?

obtuse rain
#

The engine does it magically from what I remember.

sudden radish
#

so my "hands" are broken?

obtuse rain
#

Do you have eliteness?

sudden radish
#

Yes i have

#

Can I trace the paths and such using that?

#

or how can I use it?

terse aspen
#

i had the same problem

#

the hands are on a different uv set but i never figured out how to combine them in OB

#

so did it in blender

#

make sure both uv sets have the same name before joining the objects

sudden radish
#

So I should get the hands from the example model, port them into blender, reassign the UV's and then join them with my model?

terse aspen
#

just change the name of the uv set

#

to the same name of the uv set of your model

#

which should be "UVMap"

sudden radish
#

I'm feeling utterly retarded atm ๐Ÿ˜„

#

(not a clue how)

#

i'm a scrub in all this ๐Ÿ˜›

#

oooh

#

so, make sure they are on the same UV Map?

#

not 2 seperate UV sets?

terse aspen
#

yes

#

although object builder does support multiple uv sets it bugs out on me with exactly that issue when i actually do have more than one

sudden radish
#

wait, do I need to do this for the hands or?

terse aspen
#

you do this on the imported hands, yes

#

make sure you don't actually delete the uv set

#

because in that case you need to reimport them

sudden radish
#

how do I merge them tho?

terse aspen
#

when they are both named the same blender merges then automatically when you join both objects

sudden radish
#

So renaming should work?

terse aspen
#

i guess so, if it doesn't separate your model from the template first before renaming and deleting the empty maps

sudden radish
#

I honestly have no clue how to even do the joining stuff ;-;

terse aspen
#

ctrl+j

sudden radish
#

when I join them

#

it makes it automatically 2 UV maps

#

how does one merge those

stuck oyster
#

wait what

#

you copy the hands and dont do anything else to them

#

you need them as they are

stuck oyster
#

copy them in object builder.

sudden radish
#

ooh alright

#

and then paste them in the p3d of my model and delete the old hands?

stuck oyster
#

yeah

sudden radish
#

can I then take the p3d, export it and edit the weights?

stuck oyster
#

why would you edit the hand weights? they are already weighted?

#

you can sure

sudden radish
#

Need to make the uniform follow with it

#

othewise it looks derpy

woeful viper
#

if you copy the hands in p3d they are already weighted

sudden radish
#

but they arent 'rigged'? or is that just me

stuck oyster
#

you copy them from the sample man yes?

#

they are fully weighted

sudden radish
#

Yes

stuck oyster
#

open 2 object builders. 1 with sample man, 1 with your model. copy the hands, pack and test

sudden radish
#

oh well, we'll see if it's good once I go ingame ๐Ÿ˜›

#

i'll show what i mean

#

when i get ingame

#

fml hands work fine, but clipping with uniform

#

thats why I wanted to do further editing

stuck oyster
#

ah that. you just need to merge the wrist verticles to the suit

#

but dont do anything to the material

sudden radish
#

roger, I wont, thank you guys yet again

#

โค

stuck oyster
#

you can do that in OB

sudden radish
#

wait wut

#

how

stuck oyster
#

assumine they are close to each other

#

select the wrist verticles on tha hand and suit and use merge near from points menu

#

or select appropriate vertex pairs and use just merge

sudden radish
#

well, patience i guess xD

stuck oyster
#

indeed

sudden radish
#

how does the lasso tool work? and can I use it to select those vertices in one go?

stuck oyster
#

perhaps

#

selecting stuff in OB is painful though

sudden radish
#

But I can still do it in blender right?

stuck oyster
#

sure since the uniform verticles are that far away.

#

just dont do anything to the hand materials

sudden radish
#

alright

sudden radish
#

no issues so far, thank you so much everyone!

cursive sleet
#

Soo if you bake with avrage normals to arma 3 and it wont work?

fluid ocean
#

Has anyone heard from @hollow fulcrum lately? Hope he's doing ok.

terse aspen
#

@cursive sleet do you mean with blender?

#

Arma uses DirectX, blender uses OpenGL

#

you need to invert the green channel

tacit karma
#

@fluid ocean yes, talked to him about 2 weeks ago. extremely busy

fluid ocean
#

Great!

white relic
#
PTR  Team currently looking for few more modellers and people who could do object placement on new map, currently there is 4 of us, our map is real world location based but, will be kept in post apocalyptic style and as first shoot will be winter themed. If you are interested give me a shout :)```
cursive sleet
#

@terse aspen nah, Alex in RHS says arma 3 dont see avrage normals but i use avrage normals in xnormal or SP2 because that dosent make any seems and make the best resoult in my case with hard surface modelling

quick terrace
#

@cursive sleet which alex? o2 doesn't support weighted normals

cursive sleet
quick terrace
#

ahh, yeah, that is true, but average normals are not properly displayed in other apps as well

cursive sleet
#

Okay, soo the altenartive to it is just to have more supporting loops on the LP to avoid the artifacts on hard edges if that happends?

quick terrace
cursive sleet
#

Nice! what res is it? the textures

quick terrace
#

4k and 2K for rendering, game will be 2k

cursive sleet
#

Nice, how many seperate UV maps/texture sets is it on the model?

polar fiber
#

For the rifle itself. Three since the stock and handguard are to be mixed and matched in different configurations on different weapons

#

Other attachments naturally have their own textures since they can use the attachment system to be placed on different weapons as individual pieces

cursive sleet
#

alright thanks ๐Ÿ˜ƒ

#

the attachments is proxy? like lasers or flashlight

quick terrace
#

yes

polar fiber
#

Probably would have been right to do the handguard and stock on the same texture as the rifle if it was a standalone weapon (so one or two texture panels instead of three). But as it is, the original AK-74M factory stock and handguard are on the main texture instead since that's the base we worked with and the one that will be most common, rather than the gucci special forces rifle

quick terrace
#

again the above serves a diff purpose - which is 100% rendering

cursive sleet
#

Okay thanks

fluid ocean
#

WOW

quick terrace
#

@fluid ocean you should see the other side ๐Ÿ˜‰

twin urchin
#

only shame that arma craps all over it lol

quick terrace
#

to a certain degree only ๐Ÿ˜ƒ

tacit shard
#

Pufu that ak is fucking sexy

#

So you made it 4k but its gunna be 2k ingame. Are you baking the detail ?

woeful viper
#

hand painted normals is where it's at. pixel by pixel

quick terrace
#

no man, simply scale down the textures...

#

most of that is already in the game, ready for 0.4.2

tacit shard
#

Oh nice

quick terrace
#
Bohemia Interactive Forums

model import scrambles uv map - any ideas? - posted in ARMA 3 - MODELLING - (O2): we have acquired a very high quality model of a custom built (for unsung) XM16E1 rifle, complete with 3 scopes, bayonet, scope mounts, etc everything imported fine to p3d except for the AN-PVS2 which seems to have lost its texture mapping - see pics below bottom pic is the model in the authors model program (3ds max) and the top pic is our p3d conversion in buldozer. this is an eyesore, but we h...

#

@woeful viper maybe ^

cinder pivot
#

@quick terrace I had something similar happen to me the other day, It seems that that one has almost 90 degree turned UV maps? Anyways my UV maps perfectly matched and everything.. How I ended up fixing was basically redoing the UV mapping in blender then reexporting into OB and then my same uv map worked.. It sounds stupid and trivial but yea. Not exactly the same as I never viewed textures in DXview before but I just had to readjust UV maps and reimport

#

sounds really dumb, it was really dumb but its the only thing I thought of and it worked

#

a bit different case but meh ๐Ÿ˜›

bleak tangle
#

I think it has to do with the 6 UV Sets. I ran into an issue once where the wrong UV Set was being used no matter what change I made to the RVMAT, but I never could pin point it to being caused by having more than 2 UV Sets. In addition, I helped someone was getting miscellaneous errors while binarizing models by deleting extra UV Sets in various LODs, so I can imagine buldozer might not like them as well.

obtuse rain
#

@quick terrace Did he give you the binarized .p3d?

quick terrace
#

no, he gave me everything from max to texture to whatever @obtuse rain no he gave me everything, from max file to teh exported shit

#

@cinder pivot - hmmm, really weird

#

@bleak tangle - he doesn't have 6 uvs, he has 1 on import the rest comes from copy pasting shit around

#

and you can have n uvs in arma if you really want to btw

obtuse rain
#

@quick terrace I can have a look at the binarized UV's, might shed light on where the bug happens.

quick terrace
#

i never tried binarizing it

obtuse rain
#

Buldozer does it on load.

#

Oh, maybe not for feeding it from OB though.

quick terrace
#

??

#

contact the bloke on BIF @obtuse rain if you think you can help

#

@cinder pivot the weird thing is it shows correctly in any other place (max, marmoset, even OB dx viewport)

obtuse rain
#

Anyone happen to know what order animations are applied when you have multiple model.cfg >> CfgModels >> ... >> Animations classes bound to the same selection/bone?

stuck oyster
#

depends on their timing and how you animate them

#

if they have same source and you animate them by that source it should be simultaneous I think.

obtuse rain
#

Yeah, I mean in either case (same or different sources). One example is a helicopter stick; it gets rotated around X and around Z, and where it ends up depends on which rotation is applied first.

stuck oyster
#

Mm do you mean how the stick moves with players flight input? I think thats very special case with special input. What are you trying to achieve?

obtuse rain
#

The helicopter stick is animated from cyclicForward and cyclicAside, it's like any other animation as far as I know.

stuck oyster
#

They are engine animation sources which have very specific input conditions. I've understood they animate simultaneously depending on their source input and in those sources it comes from cyclic controls.

#

Sorry you might be after more deeper answer though as Im not quite sure what you are after.

obtuse rain
#

Yeap, it still has to pick an order to actually apply the individual transforms in, even within a single frame; it's like switching between XZY and XYZ rotation order in your 3d package.

stuck oyster
#

You are indeed in need of a much deeper answer than my knowledge can supply. Is there a practical application for this information?

obtuse rain
#

If you translate and rotate a bone and Arma picks a different order to what you were thinking then you end up with a broken animation. ๐Ÿ˜‰

#

@quick terrace: he had stray tri's at -64000, -64000 and Arma rounds down UV coordinates into 16-bit numbers. So everything in (0,0)-(1,1) was being rounded to 0

stuck oyster
#

Ah yeah true. Complex multipiece model.cfg run animations are somewhat tedious to build sometimes. Never thought to dwelve that deep into it though, been just winging it..

halcyon wren
#

That's an interesting question. But a quick example should tell us the answer. I reckon it goes by class location (whichever is defined first goes first). (NVM, Discord didnt show me the following chat messages...)

obtuse rain
#

I think config classes lose their ordering though.

halcyon wren
#

model.cfg stuff gets binned into the .p3d anyway, so you should be able to find something there.

obtuse rain
#

Yeah, the order is fixed by the time it gets into the ODOL.

quick terrace
#

@obtuse rain talking about that bloke/

#

i asked about?

obtuse rain
#

Yeap.

quick terrace
#

lol, so way way far away islands?

obtuse rain
#

Way way far away

#

I hit zoom to extent and his UV map became a dot

quick terrace
#

lol

obtuse rain
#

Does any of the 3D software do that? I've seen it before.

quick terrace
#

please post there (in that thread) so it remains for posterity

#

max doesn't really

#

i mean first thing you do is make sure everything is un 0-1 uv space

#

unwrapping 101

#

you move them further if you require udim

#

or is easier to have it in the next uv cell

obtuse rain
#

Looks like the 3D package retarded it up, not the user though.

quick terrace
#

it never happened to me

#

as in ever

cinder pivot
#

@quick terrace yea thats all really odd, mine matched everywhere as well except bulldozer but never tried other viewport

#

Hope he sorts it

quick terrace
#

it is easy to sort really

cinder pivot
#

Uninstall arma and move to ue4

tacit shard
#

Does anyone know of a good place to learn how RVMATs work and explains them well Im looking at alot of the info but its not making much sence to me. OR a guide on how to use o2 rvmat gen

obtuse rain
tacit shard
#

Houses, and general objects. I just want to be able to apply my nohq, smdi, and as map. This is what im using rn that I tried making with o2 rvmat maker does it look right? http://pastebin.com/DkaCAr0S

obtuse rain
#

The way multimat's work hasn't changed since that tutorial but the way BIS uses them has (hence studying A3 models)

#

And I'd recommend grabbing an RVMAT from A3 to start with, the one you've got there has a few issues.

tacit shard
#

Ok ill see if I can find some ARMA ones to tinker with. Cheers for the advice.

#

Ok so im trying to do a metal RVMAT and found bridge metal parts. so i sort of get it in how its linking the textures and everything but I still dont get what these parts do/are for

#

class Stage2
{
texture = "#(argb,8,8,3)color(0.5,0.5,0.5,0,DTSMDI)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};

#

where its just a colour

half heath
#

For multiple UV sets can UDIMS be used?

tacit karma
#

no

cursive sleet
#

Do weapons like missiles or bomb have to be a proxy or can it just be a normal P3D? was thinking about doing animations on missile

cursive sleet
stark dagger
#

@fluid ocean @woeful tartan

obtuse rain
#

Jonas: Will it do that in-flight, or while attached?

tacit karma
#

@cursive sleet not much sense in doing that. you wont see it anyway

#

since the game switches from one model to another when firing

fluid ocean
#

I was in dreamland, looks like Dslyecxi caught it.

polar fiber
#

You can have "time" sourced animations on the in-flight model for rockets and other projectiles.

#

have used it to make them spin in flight

stuck oyster
#

That could actually work for those wings too! Interesting method you have @polar fiber

polar fiber
#

Yeah, I think for stuff like folding fins you would just need to get the maxvalue+minvalue right for how long they deploy after launch, and set sourceAddress to clamp.

obtuse rain
#

"time" is based on object spawn?

polar fiber
#

Yes, starts at 0 on init

#

the clock### sources are the ones that use actual time of day

#

there's also timeRndOffset apparently. Which adds a random offset after spawn. But I've no idea what that's used for

obtuse rain
#

Windmills?

#

I think I've seen it used on wind turbines, might be imagining that though.

polar fiber
#

Maybe. I just wondered whether it might be used to just create any kind of position randomisation at init whether you tied it to a rotation anim or a translation anim.

obtuse rain
#

There's objRandom

#

"random value per object on spawn, constant value"

polar fiber
#

I see. Well I suppose timeRndOffset would make sense on windmills like you say. So that not every windmill and turbine on an island starts with their sails in the same orientation and makes them all spin in perfect sync - because that'd look dumb

obtuse rain
#

Yeah, Altis ones use it:

        class mxlProp
        {
            type="rotation";
            source="timeRndOffset";
            selection="prop";
            axis="prop_axis";//*probably*
            sourceAddress = loop;
            minValue = 0.2;//rad 11.459156
            maxValue = 1.7;//rad 97.402824
            angle0 = 0.7853982;//rad 45.0;
            angle1 = -5.4977875;//rad -315.00003;
            animPeriod = 0.0;
            initPhase = 0.0;

// memory = true;//(default assumed)
};

cursive sleet
#

@obtuse rain It will do it in flight after launch, the rocket fire first and seperate solid rocket booster and the fins deploy

obtuse rain
#

Jonas: Sounds like you just need to use source="time" like da12th said then.

cursive sleet
#

Okay thanks ๐Ÿ˜ƒ and the model itself should not be a proxy right?

obtuse rain
#

A model isn't tagged as a proxy or different from any other model because it happens to be used as a proxy.

#

Proxies are normal models that happen to be grafted into another model. The only difference is not everything works on models that are in-game due to being a proxy.

#

(e.g. if you include a goat as a proxy, don't expect the legs to move)

halcyon wren
#

Yes, skeletons do not transfer through proxy-inclusion.

cursive sleet
#

okay i see ๐Ÿ˜ƒ the missile will launch from a VLS system with a service menu so you can load each VLS tube with diffrent type of missiles. But does that require a proxy?

#

okay i understand proxies a bit better now ๐Ÿ˜ƒ EDIT: Missiles is only visible after launch

halcyon wren
#

It will need a proxy purely for position and orientation. What type of missile is in there later on ingame entirely depends on the magazines/weapons you add.

obtuse rain
#

Proxies also don't affect the bounding box last time I checked (which means your proxy can disappear on screen due to frustum culling).

halcyon wren
#

Same applies for model.cfg anims. ๐Ÿ˜ƒ

obtuse rain
#

Ouch.

halcyon wren
#

If you animate too far it may cause weird visual artifacts.

#

Can be countered by a single "dummy" vertex in geo lod.

cursive sleet
#

what about if it is a script that despawns the proxie after launch and replace it with a normal model to run animations?

halcyon wren
#

Had to use this trick to fix folding/scissor bridge layers.

obtuse rain
#

Jonas: The proxy disappearing is done by animations, you don't need scripts.

cursive sleet
#

Is the folding bridge a normal model? or a proxy?

halcyon wren
#

It was a normal model.

cursive sleet
#

Okay thanks for help everyone ๐Ÿ˜ƒ

halcyon wren
#

Also keep in mind that a proxy "adds" its section count to the model ingame.

cursive sleet
#

So it get rendered even when its not spawned in on launch?

obtuse rain
#

The plane in the A3 samples should also demonstrate it, although you might need to also look up other bits in A3 configs too.

cursive sleet
#

alright thanks ๐Ÿ˜ƒ will take a look at it

jaunty leaf
#

Warning: fp_headgear\mk2para\mk2para_bare.p3d:1 Error while trying to generate ST for points: 65, 64, 72

#

Anyone know what could be causing this>

terse aspen
#

if i remember correctly it means that you have faces that are too small

bleak tangle
#

Does that error appear when the model is binarized (e.g. packed and loaded in A3) or unbinarized (e.g. buldozer)?

woeful viper
#

if unbinarized - ignore it.

jaunty leaf
#

well, mine is binarised D:

#

How fix?

#

actually nvm it isn't binarised

quick terrace
#
Bohemia Interactive Forums

Cannot generate ST coordinates - how to fix dogtags on unit model - posted in ARMA 3 - MODELLING - (O2): the dogtags on all our unit models in unsung have this error: Cannot generate ST coordinates could anyone possibly explain in simple steps how we can fix these in O2? it would probably cut a lot of RPT spam in our mod, as every blufor unit has this issue thanks!

errant pumice
#

guys, i use same model.cfg for 2 p3ds, but it seems ingame the model2.p3d appears same as model1.p3d, how come? What am I doing wrong? p3ds are fine, I suspect model.cfg ?

cinder pivot
#

@errant pumice can you explain? Same dir and same model.cfg? Double check your config.cpp

#

If they are the same thing ingame then your path seems to be the same, if not remove the model.cfg and boot up

#

That will answer your question for sure

#

As far as I know model cfg cant change the model as in a different one

wraith tendon
#

@errant pumice iirc, Models must have different Classnames (even in the model.cfg!).

remote pewter
#

is it true arma can support 100k poly now?

cursive sleet
#

Yea

#

but when people are talking about poly count they really mean the triangle count in game assets

white jay
#

isn't a poly the same as a tri? (quads and ngon exluded)

#

Polys are constructed of triangles @white jay

#

You can effectively and recursively divide a polygon

#

into more and more triangles

#

Quads are also made of triangles

#

from my understanding a polygon is already a triangle

#

It is...

#

poly prefix literally means many of

#

But the polygons used in games

#

are triangles

#

Reason?

#

I am actually not sure

#

Might be because you can use triangles to represent pretty much any shape

#

Including quads

#

Yeah thats the reason.

quick terrace
#

@white jay - both tris and quads are polygons

#

@white jay - because DX only works with tris

#

and because a minimum of 3 points make a face

#

it is always best to triangulate yourself, since a quad can have 2 ways to triangulate, and one would want to make sure it is the right way

white jay
#

Remember the Ecluidion engine bs?

#

"Unlimited detail engine"

quick terrace
#

especially on not flat surface (a tri is always flat, a quad isn't)

#

euclidion is voxel based, and voxels are basically points

white jay
#

Yeah medical imaging uses it all the time

quick terrace
#

point cloud ^^ which are not voxels

#

similar but not really the same

white jay
#

You know I feel really bad when I see the latest and coolest thing in my life isn't a game.

#

It's Nvidia using ^ that technology for cardiac fluid simulation

quick terrace
#

polygon in games is not gonna go anywhere anytime soon btw

#

voxel based technology is not new by any means, and is really really useless for games in general terms

white jay
#

Well.

#

SpaceEngineers is a voxel based game

#

but it's voxels made of polygons

quick terrace
#

how would you go about texturing a voxel based object? ow would you animate and rig that (that is easier somewhat)

#

the equivalent of pixel by pixel, projection of a texture to voxels? if so, what resolution etc

#

come on...the future is a bit different, tesselation, displacement of subdivision in RT, not point clouds

white jay
halcyon wren
#

I've been dabbling in character art for almost all year, but when it comes to sculpting creases and crinkles of clothing I am still not entirely sure what I am doing there. Does anyone know of a any great theory lessons on this subject?

halcyon wren
#

Many thanks! Especially the Diamond Shapes are difficult for me create, as I usually derp around it messing it up. ๐Ÿ˜ƒ

quick terrace
#

@halcyon wren -
get tons of refs
use pinterest for images like the above, you will be amazed about the amount of good shit you'll find

#

not really hard, just time consuming ๐Ÿ˜ƒ

halcyon wren
#

Oh yes, I noticed that. I dusted off my wacom and got the pen going. Suddenly the detail I managed was directly proportional to the time used. ๐Ÿ˜„

#

A colleague recommended getting a bunch of 3D scans for reference. Might do that, too.

quick terrace
#

yeah depends on the scan fidelity, a lot

#

i still plan to try a photometry scan this winter for a piece of military clothing i bought just for that purpose

halcyon wren
#

Heh, same here. Got one of the fancy "new" Infrared-stereo Kinects, never used it since 2014. Might be worth going for that as a tryout again.

quick terrace
#

neah i will do it the casual way - cvasi studio setup + dslr on tripod ๐Ÿ˜ƒ

halcyon wren
#

Its such an amazing technology. I can't believe it still.

quick terrace
#

which one?

halcyon wren
#

Photogrammetry in general.

#

First contact with it was in 2012 I think with this 1.2.3. upload web service that took your pictures and returned a mesh.

quick terrace
#

yeah, but today you can have free consumer software that does the job quite fine for you

#

you even have hundred dolar scanners for ipad that works with a mobile app

halcyon wren
#

Madness.

quick terrace
#

i actually used that, not the best resolution out there, but it does grab everything, not just the mesh but also the texture

halcyon wren
#

I'm looking forward to portable affordable laser scanners. Create PBR Material templates from anything on the fly.

terse aspen
#

you'll need a paid account for most of the videos but some of the stuff is free and pretty high quality

halcyon wren
#

Oh nice, thanks! It'll be a short weekend with all this material to study! ๐Ÿ‘

cinder pivot
#

@quick terrace thats really cool, but is there stuff like that without $400 + ipad? ๐Ÿ˜›

#

Google is my friend.. But any specifics

thorn spire
#

Cheapest wacom tablets are +40usd

#

โ‚ฌ

#

need PC

#

no Ipad

quick terrace
#

@cinder pivot you can do the same with any camera, this is the cheapest (as in free) to do so:
http://www.123dapp.com/catch

obtuse rain
#

Agisoft is pretty standard, and nice and cheap.

woeful viper
#

handheld 3D scanners that capture mesh + textures are not that expensive either anymore (for a small game dev company at least).... and likely better than some 500$ photogrammetry software (where you still need quality camera, light setting and turn tables

#

i think last i checked there where some for around 300โ‚ฌ or something like that. But i might misremember it

#

high quality 3D printers (not that plastic crapmachine ala makerbot ) also "only" cost 3000โ‚ฌ now (using stereolithography - one of the two most accurate methods)

dark flint
#

does someoone know where to get road marker? ๐Ÿ˜ƒ

#

something like this but for roads and without asphalt underneath it

#

just the white stripes

#

for streetlight positions and parking lots and crosswalks

quick terrace
#

@woeful viper yeah handheld scanners are not that much anymore, but they surely have the downside of resolution

#

best scanners out there are laser based, but you don't get textures out of it

woeful viper
#

i was at a 3d printing and scanning industry convention this summer, and the quality looked very good... but i didnt specifically look for these otherwise i could tell you more. They had integrated lasers for the scanning and a camera for the textures

#

on very small stuff (a lighter, or a 28mm figurine) propably not accurate enough - but for humans, clothes etc very usable from what i've seen

#

might have issues with reflective surfaces, like blank metall...

quick terrace
#

i have been talking to a guy during a creative fields workshop that owns a couple of scanners (including hand-held and the fixed (or rather big than fix) laser ones). He said he had to do a mix between photogrametry and laser for some work he did on a movie character

woeful viper
#

hm then again, movie characters are a bit higher end than your usual game character (at least until now)

quick terrace
#

yeah but you ussually need the scan for HP, not for LP

woeful viper
#

of course

quick terrace
#

i'll most likely test both ways sooner rather than later

woeful viper
#

ok cool.

#

i think the biggest usage is for props that nobody wants to model but have to be done by the hundreds

#

you dont need the extreme quality there that you would need for a movie character

quick terrace
#

i still need to find a way to stay still in T-pose and get a self made turntable

#

then do the same with the scanner (i don't need the turntable for that though)

woeful viper
#

invisible wires ๐Ÿ˜„

quick terrace
#

yeah i thought about it but it would need a turntable on the ceiling as well

woeful viper
#

hehe

#

or a few months at the gym... just holding your arms up with weight in your hands ^^

quick terrace
#

i do have a pretty large wooden cheese serving board that i think i'll use

#

neah that'd be easy, try holding then in arma's t pose

#

as in for 50-120 individual shots without moving them ๐Ÿ˜ƒ

#

or i could grab a manequine...hmmm, that might work

woeful viper
#

i think star citizen and their contractors worked with a lot of cameras all around the actor (i imagine propably also because of this issue)

#

and its instant...

#

not quite feasible for a home studio

sudden radish
#

Is there a way to check if you "clan" selection on your model is functioning?

quick terrace
tacit shard
#

Hey has anyone here got some experience with proxys? just have a few questions before I give em my first attempt

cursive sleet
#

Better to ask the question right away and people will answer them when they can/want

tacit shard
#

ok, do you set up the geometry and other LODS (fire geo, shadows physx all that) in the main model (so in my case the building mesh) or in the proxy

#

and is there any tips like good ways to do it or what not to do

distant pier
#

@tacit shard make each model like you always would. Then add the proxy to each lod in your main model, only the ones that you want. If you want it visible in all visual lods then you have to add it to those. If you want it to effect the geo of your main model then add it to the geo lod as well and so on and so on.

tacit shard
#

ok cheers. Is there any guide to using proxies? and is it possible inside blender using the toolbox or only in o2?

distant pier
#

@tacit shard i use blender but whenever i try to add a proxy triangle it gives me a error

tacit shard
#

ah ok. Ill give it a shot in blender and if not ill just use o2

#

oh one more question about object builder

#

two secs need to get the images

distant pier
#

Best thing to do it open your main in ob add the proxy, save, import into blender, adjust your proxy and add it to whichever lods and then re-export.

#

@tacit shard That problem I know nothing about, sorry buddy.

tacit shard
#

ah ok good advice cheers @distant pier and yer thats all good have asked a few people no one seems to know

distant pier
#

@tacit shard Did you make sure the normals are correct?

tacit shard
#

yer they are correct that mesh is the proxy. Ive already textured that and everything and had it in game (just the visual lod) the seccond image is from after selecting a part of the mesh applying the smooth shader and re-enabling faces

distant pier
#

Care to send me the p3d?

#

@tacit shard

tacit shard
#

err not to sound rude Id rather not its for a community and I dont want the source files floating around. nothing against you dude

#

let me see if there is another mesh I have that does it as well

#

im pretty sure it happens on all my meshes

#

hmm its odd once I fix it one one mesh it will be fine on all the rest until i repack my p-drive

#

but thanks for all the help so far Zelik

distant pier
#

No problem man.

tacit shard
#

is there any link to or way for me to know what colour is what in the multimaterial rvmat: https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial this tutorial says texgen0 = black texgen1 = red and so on. Is there anyway for me to define what colour these texgens are? or is there a pre-defined list somewhere (for if I use more than 4 ID's)

quick terrace
#

you cannot use more than 4 IDS (RGB + Black) per multimap

cursive sleet
#

Stupid question incoming: What is the Detail map used for?

quick terrace
#

where do you see that in the above? or is it not related?

cursive sleet
#

its not related to the topic

quick terrace
#

you mean .DT then. it's some sort of overlay you can use on top of existing texture (i think it works similar as overlay blend mode actually)

cursive sleet
#

Okay, to make details like panelling effects or other details?

quick terrace
#

nope, for that you can use MC on a separate Uv set

#

DT textures are ussually seamless

cursive sleet
#

Another stupid question: What is the diffrent betwheen DT and MC?

quick terrace
#

MC has multiple uses actually. it is RGBA texture,

  1. you can have certain details that would otherwise be very low res if using a single texture for a bigger object (say plane) and you have the smaller text details that would be really pixelated
#

you use an MC on a secondary UV set, just for the details you want/need

cursive sleet
#

ahh i see, thank you ๐Ÿ˜ƒ

quick terrace
#
  1. it is used to emphasis the shadows that won't be seen from a range on for buildings (as well as p.2 )
cursive sleet
#

Okay, but i have another question, do you know what i need to add to the export settings in SP2 for having the MC added or DT and MC in? i use Soul assains export settings

quick terrace
#

you didn't follow....MC is something you manually create (in SP2 or whereever else you want to)

#

i'll see if i can put a quick example over the weekend

cursive sleet
#

Okay thanks, it is a bit confusing sometimes when it comes to arma and how it handles textures

quick terrace
#

just like with the TI map, you need to sort of paint where you want it to heat up

#

i mean it is not something you can autogenerate

distant pier
#

@quick terrace Do you need a uv set for MC? I can't get it to work.

quick terrace
#

yes of course you do

distant pier
#

I mean an alternate one?

#

Set 0 for a procedural texture and set 1 for ghe MC? Would that work?

quick terrace
#

that's sort of the point for it yes

#

^^ i mean texture not color

#

the mask is defined in the alpha channel

#

do press enter dude

distant pier
#

@quick terrace As you have probably seen from my posts, i've been modding Standalone. Someone (it may have been you) told me about using MC to overlay textures. So I had a look at a vehicle rvmat from SA and in stage3 or 4, whichever is for MC (can't remember) but, instead of using an MC they used a CA. I made a MC texture and of course the mask was in the alpha.

#

Haha was still typing.

#

I'm on my phone it takes awhile lol

#

But it didnt work.

#

I even tried using a CA.

quick terrace
#

was it a map texture, or was it procedural?

distant pier
#

Map

quick terrace
#

i know i made an example for it some time ago, i can't seem to be able to find it now though

distant pier
#

Their diffuse was procedural and the MC (CA in their case) was overlayed on top.

#

So I need a uvset for the procedural and one for the MC/CA and it should work?

quick terrace
#

if you are using the same UV set