#arma3_model
1 messages ยท Page 78 of 1
I used Object Builder for Arma 2 stuff
Yes jonas, its terrible
it's a matter of experience of use. I use max daily, i got used to it.
well, Oxygen as it was
isint oxygen terrible to model in?
no, i have never created any type of mesh bar some triangles and mem points as in ever in O2
i even create mem points in max because i can't really stand O2
for anything that requires more than setting up
Same here, got allot more freedom in max to model LOD's. I really like the snap feature in Max hehe
I like OB for A3, partly becsuse I know it in and out by now
But not for making stuff
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
modo is not that cheap...blender is
if you can get around the fucking "engineer" built UX
Modo has student and indie too
Yeah, don't know pricing though.
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
the above is like asking how fast a car go
depends on a lot of shit
I think
ahh okay
Mainly on how much you understand the renderer internals to be able to tweak for speed and low noise
i have used maxwell, mentalray (and iray), vray, octane, fstorm, and corona...it's a matter of tweaking between speed and quality.
Octane is nice if you like fast and have a collection of GPU's
yeah, octane for max went to shit after the guy left and started Fstorm
i heard from a mate that does medical visualization that octane + c4d is the shit
and of course, the more GPU (as in cuda cores, none works with AMD) the better
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?
okay thanks
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)
like point cloud display mil polygons display and the likes
if you check that list the quadro is second to last
ok. On the list it says 4x pascal? dosent nvidia locked SLI to only 3x of the pascal cards?
all but titanX i think
in any case, show me model porn, i have sidetracked this enough
All your fault
my fault too @cinder pivot
here's some sp2 test i did on sunday : https://cdn.discordapp.com/attachments/138414968352669696/247342794203594755/omega9k.jpg
Nice! what res is it?
1k
Nice work ๐ is there a height map in it too?
sp2 works with height map instead of normals really
@cursive sleet I was just joking around ๐ was a good convo and related to the topic ๐
np
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?
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
like a static animation?
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
Yea
i think you need to create a new animation for that
Viewing the different static FFV then also seeing them in orher builders
you can view the animations in arma 3 in the animation viewer
Ill take another look at that and then ill rebuild it in OB with boxes just to visualize it
@cursive sleet yea I have used it but couldnt figure out ffv ones
should be in that huge list somewhere
maybe its just a static animation of car back seat and then just freezing the knees soo the body can move?
i think i found it, it is almost at the bottom of the list http://i.imgur.com/ITa8dEA.jpg
Cool thx @cursive sleet now ill just have to see if there is proxies of them ๐
Sooo I've made so many changes to my low poly model that I'm afraid my HP is now irrelevant for baking....
Anyone ever go LP/HP route?
Seems like it would be even more time consuming
never go LP -> HP
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
Thanks. Seems like I should have made concurrent edits to the low and high poly
since i only use OSD these days, it is pretty easy to get from HP to LP
OSD?
OpenSubDiv
Is it better to use Opensubdiv execpt for the crease feature?
I believe edge weight also works with turbo smooth now, or I'm dreaming because I swear I did it the other day
it does but differently (as in shitty)
@quick terrace dont suppose you have a link to your export settings for substance painter do you?
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!
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 ๐ฆ
just a note here, it does require a bit more fiddle to get it look right in arma
found a new export profile that works pretty well
some of those maps are redundant, i just like to export them anyway in case i need some additional stuff
so you export spec and gloss separately plus height. the rest is the same, bar the naming (and diffuse with alpha) ๐
yeah sorry, i overlooked it in your tut
no wait, not overlooked
missed
i mean i missed it
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
@white jay not hard to do, a bit of work on weighting it so it behaves rigid but nothing too fancy
I'd like to do it.
Not sure how many people would like it..
It's not "CoD" shit type stuff
It's within arma'3 realistic timeline
Requires battery packs, etc.
no one is stopping you ๐
Where to begin?
Because I honestly do not know where to begin
I've done "some" tinkering with key-framing etc.
How does ArmA 3 do this etc?
you have nothing to animate
Nothing?
all animations are already done, you inherit the skeleton
that way all units move same
I found burnes tutorial for A3 addons
Do you guys use sub-surface modifiers
to change LODs?
i personally use sympligon
for what?
Well I am going to assume the exosuit would be uniform?
a backpack rather
there is no such thing as poly limit anymore
but that doesn't mean it should be waste polygons either
Okay so it's a back pack I need to create a way to attach the battery packs among other things
Need 2 axis of motion. As it's legs only.
Simplygon looks awesome. I love finding new software
Is there a "deeper" explanation
of why this works?
The memory lods etc?
"Detailed" explanation would be the word?
do you know what a skinned mesh to bone skeleton is? or weighted verts to bones?
I know little about modelling or A3 modelling
The amount of detail scares me away from it.
well, i can't really explain how to do something to someone who doesn't know the basics of animal -humanoid included - driven animations
If I do not know this where do I go to learn this?
i mean i could but i don't have the time, the energy or the drive to do it
I've been an autodidact for a long time.
Point me in the right direction I'll work it out from there.
most new people that get into modding wanna jump some steps
well, just search on youtube 3ds max skin modifier
the animations drive the skeleton
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
what you wanna do is create some sort of backpack or uniform or whatever that needs to be behaving in a similar way
So focus on blender 3D basic modelling tutorials?
but not like a cloh, but rather a lot more rigid(hence 90% of the outcome is based on weighting it correctly)
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
it is better to start small
an ammo box is always nice. it can be done quickly, you get to see a result ingame, you get more confident
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...
If you're using Blender and when you're starting to get familiar with the tools and ui and want to get something into Arma check out this thread: https://forums.bistudio.com/topic/145290-arma-toolbox-for-blender-arma-23-exporter-script/
anything is more difficult than an ammo box
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
start small first, it is easier to cope with
Listen to Pufu
i tried to start with a car
then a plane
then multiple characters
and then, 4 years later i released my first mod and still feel like a complete beginner
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.
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
had to be redone in o2...
i weighted a vest once in o2
almost went suicidal
the weight tools of 02 are something i never got the hang of, prefer blenders tools by a long shot
max to o2 never translates 1:1
so there is some dicking about involved
@white jay look, do this, you can even animate the lid on user action
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
Max doesn't deform skinned meshes the same way Arma does?
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.
does it pay off and is actally possible to make high quality weapons with tools like substance?
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
@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
Ah, right.
@dark flint it depends what you mean by payoff. There is no tool - "do it high quality yourself" out there
my english is not the best...
i mean with payoff in the way of how the normal maps and stuff would work in arma 3
because 90% of the arma 3 weapons are Arma 2 imports or looking kinda shitty :X
lol what?
the weapons in RHS are NOT ports for instance....with the exception of 2 that are gonna be changed to new ones
...
not sure what you are on about
yes, Arma doesn't support PBR shaders, but some that's not a reason for it not too look pretty
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?
config.cpp => https://codeshare.io/aVjw3a
model.cfg => https://codeshare.io/2E64p5
Any mistakes in there?
Kinda hard to read on mobile, but I immediately see that you have nothing in your requiredAddons. This should give you more information https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#CfgPatches.hpp_structure
Problem is, it worked perfectly fine before as seen here: http://imgur.com/a/g7vhi
had a few flaws still, but it showed ingame
I absolutely have no idea what the issue is
What are you packing it with? If you're using Addon Builder maybe try selecting the clear temp option
I'm using the Addon Builder, I'll give it a try
Doesn't work, model is still invisible ๐ฆ
Well is the model invisible or it isn't an option in the arsenal?
invisible
rest shows up perfectly fine in the menus
aka, the player itself isn't visible
Did you add something to the requiredAddons? You can also try removing the TransportItems from CfgVehicles, a) you don't have anything called U_B_soldier_neww, b) that's not how you do a "uniform ground holder", this is how https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Ground_holder_configuration
It also wouldn't hurt to check your RPT for any errors involving these classes or models
RPT files are crash reports. Look here for more info https://community.bistudio.com/wiki/Crash_Files
Lovely, thank you! Will check it
Should I upload those files somewhere and send it in here?
You can just copy and paste the most recent one into pastebin/other text upload sites and link it here
.bidmp/.mdmp/.rpt ? which of the 3?
Remove -noLogs and try again
The memory error is unrelated unless you click your uniform and the game instantly gives that error
@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?
@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
Whilst all helmets/berets work fine
just the uniforms that are faulty working
So it should be the actual uniform models, right?
Weighting is my guess?
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
Tried that already, don't worry about the mobile thing take your time ^^
Not in a rush, just hate the fact that it suddenly stopped working
Unpack the addon and see if you have the .p3ds even there.
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.
Let me check on that
p3d's are in there
Everything that is need is in there aswell
The issue being that the uniform model simply does not show up anymore, while hats still do?
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.
Will do!
Although I used that method to make the uniform config in the first place
update - for some reason the helmets stopped working aswell...
What is this black magic
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.
sweet, thats in the tools aswell?
Or which is it?
nvm, found
well, seems like I can't boot it.
pboProject is mikero's thinger?
Correct
found here:
works fine now. Installed every component
Will update after build
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
and if you want to get the paid version take a look at the aaaSubscriber.htm
@white jay I did, boots now. Do I have to press 'Crunch' to start?
crunch will pack a pbo from source to destination
Would be nice if I didn't have a nice blank txt file xD
or
well, now i have the following:
1 File(s) copied```
So config is faulty?
GG brain => second
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
which should contain my .paa's
I guess that isn't normal?
Berets work again, uniform still dungoofed
no its not normal
uniforms pbo does not get created because rapify failed
do you have fullbuild ticked?
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
How does one add it manually?
better delete all old pbos in your destination dir to make sure you don't see old effects
good catch penny, overlooked that ^^
that adding manually part, how do I do that? (What do I need to add manually)
try to reinstall rapify first befor you dig around the path vars
try without admin
I did get a popup that told me to add stuff manually tho
when I was installing the others
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
" always advises ppl to stay away from it using the pdrive and his tools"
sry bad sentence
you mean the project shouldnt be on the P: drive?
always on P
pfew
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
not sure if thats your issue currently but worth a try
waiting to be busted by penny...
What did the pop up that told you to add stuff manually say?
Environ PATH exceeds 1024 chars. C:\program Files(x86)\Mikero\DePboTools\bin cannot be added. Do it manually
Whilst installing "DePbo tools"
so penny is spot on with the PATH var then
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
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.
then try to reinstall it?
No, then try packing
Unless the installer told you to add it and then run the installer again
"Rapwarning missing file(s)*****
sec
making pastebin
brb, people calling for dinner -.-
since 20 min.
there you go, all these files are missing, or wrong pathed in your config
Ah now we are on to our next issue. It appears you don't have A3 unpacked on your P drive. One of Mikero's tools called Arma3P can do it, or here is a guide to doing it with Arma 3 Tools https://forums.bistudio.com/topic/190353-howto-work-drive-setup-buldozer/
I'm back
So should I extract A3 to the p drive using that tool?
as I already have it installed
Either one works. pboProject checks the path to everything used in your models and configs to make sure those files actually exist.
ooh I see
"This will alter some contenet on the P: drive
will this delete stuff or just move it?
Never hurts to back it up, but that should only delete the A3 directory if it already exists.
extracting it, backed up the WIP files
alright done, trying again
missing files from A3\characters etc
should I just copy those files and adjust the path?
how can this happen?
The path is still wrong, the config is pointing to 29th_uniforms, when they actually are at Dress_uniform/29th_uniforms.
weird, wonder why BI didn't put working doors on cmp_Shed_F.p3d
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 ๐
pboProject is love, pboProject is life
when it's completely rigid while doing t-pose you have a typo in your model cfg
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?
do you have class yourp3dname for each .p3d in the model.cfg
Yes
and they all inherit the armaman or what is the base class
Correct
and there is no typos
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
import the sample man
is it in there? I honestly forgot it completely
well theres weighted mesh you can transfer weights from
how can I do so?
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
I honestly meant on how to transfer the weight from the sample to mine
- open your model in 1 blender instance
- open 2nd blender instance and import the sample man there.
- select the LOD0 sampleman object Ctrl+C copy it
- 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
no problem
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
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
problem is, where does one find a weighted model, as most if not all on the internet that I encountered are binarized
A3samples
i've used the example
So I set both meshes on weight paint mode and then transfer?
yeah
roger
looks like my example model is totally f-d
going to redownload the samples
@stuck oyster although, already thank you a lot โค
glad I could be of assistance
@stuck oyster should be something like this? https://gyazo.com/994633c50629c341a5247ea50229627c
mesh 0 being mine, mesh 1 being the weighted one
yea
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?
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 ๐
thats it?
should be
yes
sweet
it might need some manual adjustment
since your mesh is little different from the armaman
nearly the same, juust a vest
hence the might need
@stuck oyster not working ingame, fully dissapeared
does it show up in OB buldozer?
well, I'm just doing the weight editing manualy
to get some experience on all sides ๐
Model shows up now, but half of the texture loaded and keeps "dissapearing" when I rotate the camera in the arsenal
weird stuff happening
very niice
discoloration still aint right
normals came out well
Hey guys, i textured a model in object builder, however - can anyone tell me how to apply the normal texture ?
cheers dude
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 ?>
does it stop when you move the object away from you?
@white jay How is your view geo lod?
think that solved it ๐
@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.
cheers dude- i'll play around with that- great advice
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.
@distant pier is standalone already PBR capable or does it use the old smdi method?
haha it will probably be a long while like everyting else
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 ๐
@terse aspen have you seen my youtube channel?
nice, will take a look later
cool man, thanks
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 ๐
@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.
Axel give it higher mass and make sure its closed and convex
Like mentioned in the pinned post in this channel - check biki first in case of LOD problems. https://community.bistudio.com/wiki/LOD#Geometry
ooOo Axel's making something for Epoch?
@distant pier i assume thats in arma 3 prep for sa mod support?
Currently trying to allow people to be able to shoot out of a car I'm doing, anyone have tips or useful information?
Thanks alot for the fast response. Also I don't have to do anything in object builder for it to work? Just the config?
you would need a proxy where the gunner would go
Yeah I meant a different passenger proxy but I understand now, thanks for the help
@tacit shard what are you talking about?
@tacit shard Thats in standalone
does hiddenselectionsmaterials work again?
Is the problem that you get messed up shadows?
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.
Ah.
thanks mondkalb
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
seems it was the roadlod
its hard to agree with arma's logic there - you have a road inside a helicopter -> its too heavy to fly ... ๐
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.
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?
wat clan class?
Then one that is used for both defining "Insignia" and "clan" as seen here: https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
thats not a class... its a selection in the model
i feel retarded ๐ 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?
do you know of hiddenselections work?
because thats exactly how clan, insignia etc work
the order shouldnt matter
oh alright
in model.cfg these hidden selections must be listed under "sections"
done that aswell
that specific texture is the one that isnt working, the others work fine
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?
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 ๐
you have listed "rank" twice in sections - it already is in ArmaMan
I added that manually, double defining could be an error or not?
not sure, but there is no point in listing it twice
I'll leave it out of the original ArmaMan stuff
yeah, it's a little more "ordered" so to say ๐
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
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
there are only 7 ranks in arma. So you have to script your custom ranks
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
so whats the issue? thats what hiddenselections are there for...
Well, it's not functioning
have you tried to apply a differnt texture via script yet?
sweet, thanks!
call me retarded but I have no clue how to use that xD
do you apply that ingame or?
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
I'll try it out, just a sec
within "stuff" is the path to the texture right?
error 1 elements provided, 2 expected
look in the wiki entry...
ffs brain
_objectname setObjectTexture [0, "\pboname\texture.paa"];
what happens?
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
Thank you for the help @woeful viper it works now! god I feel dumb xD
@woeful viper Do you know by any chance know how I can fix the "hands" issue that I'm having? http://i.imgur.com/rv0KJvQ.jpg
I copied the hands from the example model and fiddled around with the selections but no fix so far :/
no idea
I don't need to add the "hl" class to hiddenselections do i?
look at vanill configs and look what they do
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.
How come that like, any other Config I've seen so far doesn't ever call out the selections for the "hl" ? ๐ฆ
config.cpp
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.
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?
Have a look in the sample model.cfg to see which selections must be sections.
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
There's three parts:
hiddenSelections[] (config.cpp), sections (model.cfg) and selections (.p3d)
And the "hl" is a section so defined by the model.cfg
but how does it decide which texture it gets?
The engine does it magically from what I remember.
so my "hands" are broken?
Do you have eliteness?
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
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?
just change the name of the uv set
to the same name of the uv set of your model
which should be "UVMap"
I'm feeling utterly retarded atm ๐
(not a clue how)
i'm a scrub in all this ๐
oooh
so, make sure they are on the same UV Map?
not 2 seperate UV sets?
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
wait, do I need to do this for the hands or?
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
how do I merge them tho?
when they are both named the same blender merges then automatically when you join both objects
So renaming should work?
i guess so, if it doesn't separate your model from the template first before renaming and deleting the empty maps
I honestly have no clue how to even do the joining stuff ;-;
ctrl+j
wait what
you copy the hands and dont do anything else to them
you need them as they are
copy them in object builder.
yeah
can I then take the p3d, export it and edit the weights?
if you copy the hands in p3d they are already weighted
but they arent 'rigged'? or is that just me
Yes
open 2 object builders. 1 with sample man, 1 with your model. copy the hands, pack and test
oh well, we'll see if it's good once I go ingame ๐
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
ah that. you just need to merge the wrist verticles to the suit
but dont do anything to the material
you can do that in OB
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
indeed
how does the lasso tool work? and can I use it to select those vertices in one go?
But I can still do it in blender right?
sure since the uniform verticles are that far away.
just dont do anything to the hand materials
alright
no issues so far, thank you so much everyone!
Soo if you bake with avrage normals to arma 3 and it wont work?
Has anyone heard from @hollow fulcrum lately? Hope he's doing ok.
@cursive sleet do you mean with blender?
Arma uses DirectX, blender uses OpenGL
you need to invert the green channel
@fluid ocean yes, talked to him about 2 weeks ago. extremely busy
Great!
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 :)```
@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
@cursive sleet which alex? o2 doesn't support weighted normals
Alex vorobiev. https://youtu.be/ut_ov6OHbcw?t=1073 "Avrage normals is not how normals are displayed in arma engine"
Does the light source in arma cast diffrently on the normal map? http://polycount.com/discussion/107196/youre-making-me-hard-making-sense-of-hard-edges-uvs-normal-maps-and-vertex-counts
ahh, yeah, that is true, but average normals are not properly displayed in other apps as well
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?
@cursive sleet - yes
a bit of pron (parts by a lot of RHS ppl)
https://i.gyazo.com/555cc3258bef59c1f5ec6d7241a551f0.jpg
Nice! what res is it? the textures
4k and 2K for rendering, game will be 2k
Nice, how many seperate UV maps/texture sets is it on the model?
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
yes
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
again the above serves a diff purpose - which is 100% rendering
Okay thanks
WOW
@fluid ocean you should see the other side ๐
only shame that arma craps all over it lol
to a certain degree only ๐
Pufu that ak is fucking sexy
So you made it 4k but its gunna be 2k ingame. Are you baking the detail ?
hand painted normals is where it's at. pixel by pixel
no man, simply scale down the textures...
most of that is already in the game, ready for 0.4.2
Oh nice
has anyone seen this shit happening before?
https://forums.bistudio.com/topic/198200-model-import-scrambles-uv-map-any-ideas/?p=3119833
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 ^
@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 ๐
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.
@quick terrace Did he give you the binarized .p3d?
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
@quick terrace I can have a look at the binarized UV's, might shed light on where the bug happens.
i never tried binarizing it
??
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)
Anyone happen to know what order animations are applied when you have multiple model.cfg >> CfgModels >> ... >> Animations classes bound to the same selection/bone?
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.
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.
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?
The helicopter stick is animated from cyclicForward and cyclicAside, it's like any other animation as far as I know.
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.
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.
You are indeed in need of a much deeper answer than my knowledge can supply. Is there a practical application for this information?
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. ๐
@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
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..
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...)
I think config classes lose their ordering though.
model.cfg stuff gets binned into the .p3d anyway, so you should be able to find something there.
Yeah, the order is fixed by the time it gets into the ODOL.
Yeap.
lol, so way way far away islands?
lol
Does any of the 3D software do that? I've seen it before.
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
Looks like the 3D package retarded it up, not the user though.
@quick terrace yea thats all really odd, mine matched everywhere as well except bulldozer but never tried other viewport
Hope he sorts it
it is easy to sort really
Uninstall arma and move to ue4
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
For what kind of object? https://community.bistudio.com/wiki/RVMAT_basics and https://community.bistudio.com/wiki/Super_shader exist
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
For houses read this https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial -- and then open up A3 structures .pbo's and study what you find
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.
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
For multiple UV sets can UDIMS be used?
no
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
basically i want to animate this https://i.gyazo.com/7de28d65c39c57308608def6553e4006.gif in arma
@fluid ocean @woeful tartan
Jonas: Will it do that in-flight, or while attached?
@cursive sleet not much sense in doing that. you wont see it anyway
since the game switches from one model to another when firing
I was in dreamland, looks like Dslyecxi caught it.
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
That could actually work for those wings too! Interesting method you have @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.
"time" is based on object spawn?
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
Windmills?
I think I've seen it used on wind turbines, might be imagining that though.
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.
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
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)
};
@obtuse rain It will do it in flight after launch, the rocket fire first and seperate solid rocket booster and the fins deploy
Jonas: Sounds like you just need to use source="time" like da12th said then.
Okay thanks ๐ and the model itself should not be a proxy right?
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)
Yes, skeletons do not transfer through proxy-inclusion.
okay i see ๐ 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 ๐ EDIT: Missiles is only visible after launch
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.
Proxies also don't affect the bounding box last time I checked (which means your proxy can disappear on screen due to frustum culling).
Same applies for model.cfg anims. ๐
Ouch.
If you animate too far it may cause weird visual artifacts.
Can be countered by a single "dummy" vertex in geo lod.
what about if it is a script that despawns the proxie after launch and replace it with a normal model to run animations?
Had to use this trick to fix folding/scissor bridge layers.
Jonas: The proxy disappearing is done by animations, you don't need scripts.
Is the folding bridge a normal model? or a proxy?
It was a normal model.
Okay thanks for help everyone ๐
Also keep in mind that a proxy "adds" its section count to the model ingame.
So it get rendered even when its not spawned in on launch?
The plane in the A3 samples should also demonstrate it, although you might need to also look up other bits in A3 configs too.
alright thanks ๐ will take a look at it
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>
if i remember correctly it means that you have faces that are too small
Does that error appear when the model is binarized (e.g. packed and loaded in A3) or unbinarized (e.g. buldozer)?
if unbinarized - ignore it.
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!
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 ?
@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
@errant pumice iirc, Models must have different Classnames (even in the model.cfg!).
is it true arma can support 100k poly now?
Yea
but when people are talking about poly count they really mean the triangle count in game assets
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.
@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
especially on not flat surface (a tri is always flat, a quad isn't)
euclidion is voxel based, and voxels are basically points
Yeah medical imaging uses it all the time
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
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
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
I think we should move this to #offtopic_arma
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?
Many thanks! Especially the Diamond Shapes are difficult for me create, as I usually derp around it messing it up. ๐
@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 ๐
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. ๐
A colleague recommended getting a bunch of 3D scans for reference. Might do that, too.
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
https://www.youtube.com/watch?v=iGeBPCi6ZtU this is a really cool timelapse
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.
neah i will do it the casual way - cvasi studio setup + dslr on tripod ๐
Its such an amazing technology. I can't believe it still.
which one?
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.
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
Madness.
i actually used that, not the best resolution out there, but it does grab everything, not just the mesh but also the texture
I'm looking forward to portable affordable laser scanners. Create PBR Material templates from anything on the fly.
@halcyon wren https://cgcookie.com/exercise/672/
you'll need a paid account for most of the videos but some of the stuff is free and pretty high quality
Oh nice, thanks! It'll be a short weekend with all this material to study! ๐
@quick terrace thats really cool, but is there stuff like that without $400 + ipad? ๐
Google is my friend.. But any specifics
@cinder pivot you can do the same with any camera, this is the cheapest (as in free) to do so:
http://www.123dapp.com/catch
Download free software for making 3d models and scans from photographs for Windows, Mac OS X and iOS iPad iPhone
Photogrammetry is the technique to extract geometric information from two-dimensional images or video.
Agisoft is pretty standard, and nice and cheap.
handheld 3D scanners that capture mesh + textures are not that expensive either anymore (for a small game dev company at least).... and likely better than some 500$ photogrammetry software (where you still need quality camera, light setting and turn tables
i think last i checked there where some for around 300โฌ or something like that. But i might misremember it
high quality 3D printers (not that plastic crapmachine ala makerbot ) also "only" cost 3000โฌ now (using stereolithography - one of the two most accurate methods)
does someoone know where to get road marker? ๐
something like this but for roads and without asphalt underneath it
just the white stripes
for streetlight positions and parking lots and crosswalks
@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
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...
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
so, yes, handheld are really getting momentum, btw, new wacom tablets come with this sort of feature embeded
http://wacom.com/en-us/products/pen-computers/wacom-mobilestudio-pro#Specifications
hm then again, movie characters are a bit higher end than your usual game character (at least until now)
yeah but you ussually need the scan for HP, not for LP
of course
i'll most likely test both ways sooner rather than later
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
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)
invisible wires ๐
yeah i thought about it but it would need a turntable on the ceiling as well
hehe
or a few months at the gym... just holding your arms up with weight in your hands ^^
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 ๐
or i could grab a manequine...hmmm, that might work
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
Is there a way to check if you "clan" selection on your model is functioning?
@woeful viper
http://nerdreactor.com/2013/01/17/cyberpunk-2077-behind-the-scenes-on-the-teaser-trailer/
yeah well i cannot do that at home, and i have checked, there is no place to rent for a couple of hours for that purpose
Hey has anyone here got some experience with proxys? just have a few questions before I give em my first attempt
Better to ask the question right away and people will answer them when they can/want
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
@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.
ok cheers. Is there any guide to using proxies? and is it possible inside blender using the toolbox or only in o2?
@tacit shard i use blender but whenever i try to add a proxy triangle it gives me a error
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
https://gyazo.com/68aad97c22299ec79d7205036fefe55c right so when I enable direct X and face rendering alot of the time it looks like this
does anyone know how to make it look like this https://gyazo.com/5079c4fb86025175bd5d595cafd9bba6
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.
ah ok good advice cheers @distant pier and yer thats all good have asked a few people no one seems to know
@tacit shard Did you make sure the normals are correct?
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
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
No problem man.
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)
@tacit shard use this formatting instead, makes more sense:
http://pastebin.com/KHvk6hin
you cannot use more than 4 IDS (RGB + Black) per multimap
Stupid question incoming: What is the Detail map used for?
where do you see that in the above? or is it not related?
its not related to the topic
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)
Okay, to make details like panelling effects or other details?
nope, for that you can use MC on a separate Uv set
DT textures are ussually seamless
Another stupid question: What is the diffrent betwheen DT and MC?
MC has multiple uses actually. it is RGBA texture,
- 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
ahh i see, thank you ๐
- it can be used to create color masks:
http://i.imgur.com/pjQJvLj.jpg
- it is used to emphasis the shadows that won't be seen from a range on for buildings (as well as p.2 )
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
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
Okay thanks, it is a bit confusing sometimes when it comes to arma and how it handles textures
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
@quick terrace Do you need a uv set for MC? I can't get it to work.
yes of course you do
I mean an alternate one?
Set 0 for a procedural texture and set 1 for ghe MC? Would that work?
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
@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.
was it a map texture, or was it procedural?
Map
i know i made an example for it some time ago, i can't seem to be able to find it now though
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?
if you are using the same UV set