#arma3_model

1 messages ยท Page 80 of 1

hollow fulcrum
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there, spam complete. enjoy your delivery.

lavish mountain
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Now you made me hungry

fluid ocean
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That is pure smut @hollow fulcrum Love it!

foggy finch
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neat

hollow fulcrum
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lol @fluid ocean thanks brother ๐Ÿ˜‰

dusky dragon
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@hollow fulcrum great work as usual!

twin urchin
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@hollow fulcrum ACE?

quick terrace
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@twin urchin ?

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@hollow fulcrum 0/10

twin urchin
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well for what you created that grenade with that fuse?

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is that for RHS?

quick terrace
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yes

twin urchin
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cool but why the inside fuse detail?

obtuse rain
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@hollow fulcrum Arma 3 will make you sad by refusing to use the highest LOD for that for anything other than ground holders. ๐Ÿ˜‰

hollow fulcrum
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pffft... lol.

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โ˜•

hollow fulcrum
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@twin urchin threats against my life and various other things. it's a crazy, crazy world. i basically, had no choice.

twin urchin
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lol ok

lavish mountain
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Soo fixed a lot of croocked lines out of the original drawing now, gonna fix the hull later in Solidworks as that probably is the only thing that easaly can form this hull

terse elm
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boaty things

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me likey

hollow fulcrum
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boaty things are functional

lavish mountain
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If anyone else knows software in which I can form the hull with lines in 2 directions can be better,

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Solidworks is a pain to work with

cursive sleet
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@hollow fulcrum You still working on that oil platform?

hollow fulcrum
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@cursive sleet indeed, it the big project on deck.

lavish mountain
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but I have arcs and cines in weird spots

woeful viper
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use the tool that you are most comfortable with

hollow fulcrum
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Don I use max for just about everything modelling wise. hulls can be particular, but not overly challenging. especially if you have detailed ribbing/beam foo

terse elm
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I messed around with DELFTship, maybe try that

woeful viper
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you can do it in solidworks or whatever CAD tool you prefer, then export (e.g. with .stl) to max and then use this to create the low poly mesh based on the stl.

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you can also try it in max, but i dont think its easier... especially not if you have to learn the tool first

lavish mountain
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Delftship is similar to Rhinoceros (quick prototyping) which is what I am using here. the software is not capable of calculating the surface from verticals (frames in this case) and horisontals (waterlines)

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I have worked with other tools which are for quicker prototyping but they are less accurate and for rescue and emergency responce

hollow fulcrum
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it really is a matter of what you know how to use and are comfortable with. i sure someone could probably do it in sketchup if so motived.

woeful viper
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or OB ^^

hollow fulcrum
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OB is not actually terrible for line things.. if you understand basic primitive building.

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<< does not have the tolerance for the UI though

woeful viper
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remember - its a game. You dont need to be as precise as you would for a real life project.

hollow fulcrum
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blasphemy!

terse elm
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lol

lavish mountain
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You will see if there is inconcistencys in the hull

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And I want to use this one for otherTM purposes aswell

woeful viper
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i tend to agree BUT ... take it from personal experience - if you want to get stuff done you start to make concessions ๐Ÿ˜‰

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eventually anyway...

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after the first few attempts

terse elm
woeful viper
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high tech tennis racket

terse elm
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haha

woeful viper
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no? how about crampon?

hollow fulcrum
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i know, that it started as a box.

woeful viper
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wow, Hatchet, how could you tell ;D

terse elm
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lol

fluid ocean
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M1 carbine?

foggy finch
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belt buckle?

fluid ocean
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I was thinking how some (rifles) have a buckle in the butt

terse elm
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ur cold there FM

fluid ocean
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damn

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ah well, back to my Risk Assessment

foggy finch
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I was about to say, if its a ring-pull, must be off some new fangled drinks can ๐Ÿ˜›

terse elm
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haha

hollow fulcrum
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i was leaning towards a more rigid pop can top thingie..

woeful viper
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very good

hollow fulcrum
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i like the dectector better ๐Ÿ˜‰

fluid ocean
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no wonder I had no idea what it was.

hollow fulcrum
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alright next time, we get to ask basic questions. like, what scale, what view is it. that'll make it a little more possible ๐Ÿ˜›

woeful viper
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even with that picture i dont know if toy or fullsize thing...

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looks like some GI Joe toy in the picture

hollow fulcrum
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the scale question was my biggest one lol

fluid ocean
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I was thinking GI Joe as well, lol

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"And knowing is half the battle"

hollow fulcrum
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I loved GI Joe.

fluid ocean
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Come on, somebody make a H.I.S.S tank..... and Destro

woeful viper
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i never understood the children who settled for large action figures instead of LEGOs ... even as child

fluid ocean
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I had both. Lego made great fortifications...

lavish mountain
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Oh technic lego, making big trucks with real suspension

woeful viper
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but how do you build a tank for that monstrosity without expending all your lego blocks? By having some wrongly scaled thingy where he doesnt even fit in? Unacceptable - even as child i hated wrongly scaled stuff ๐Ÿ˜„

fluid ocean
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I had a lot of Lego. Mainly I made bunkers, towers and trenches.

lavish mountain
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Trucks and boats, my thing

woeful viper
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i made tanks, APCs and combat planes/space ships ... guess what i'm doing now in 3D ? ^^ 3D modelling is just the next level Lego where the nubsies are only 1E-4mm small and the lego box infinitely large ๐Ÿ˜„

fluid ocean
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I dabble, or should I say fumble. I leave the quality stuff to the experts.

woeful viper
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how do you think experts became experts if not by fumbling and trying on more challenging stuff?

fluid ocean
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"Fingers in too many pies" comes to mind. I have enough to do without starting ANOTHER hobby.

woeful viper
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other? there can be no other

fluid ocean
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I seem to collect hobbies. Anyway, I'm out, too much work to do and not enough hours in the day.

pulsar locust
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Is it allowed and if so how do you port models from A2 (the P3D files) to an ArmA 3 addon? For example to use the Takistan Civilian Clothes from ArmA 2 to create an ArmA 3 faction.

stuck oyster
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There was a mod doing just that few hours ago on the forums! But if you want to do it yourself you can use the arma 2 released datapacks.

hollow fulcrum
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lol

woeful viper
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if you can find the p3d in the Arma 2 sample package that BIS released, then yes you can do so. If it is a mod from Arma 2 - no you can't simply do that, not allowed without permission from the author.

cedar rock
pastel pebble
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A few updates

stark dagger
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Nice work badger

pastel pebble
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๐Ÿ‘

hollow fulcrum
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@pastel pebble looking good man ๐Ÿ‘

pastel pebble
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@hollow fulcrum Thanks

pulsar locust
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@stuck oyster @woeful viper thanks, forgot for a sec about the released package. I meant the vanilla content from a2 not another mod. Thanks guys for the help ill figure it out :)

buoyant tangle
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Hey Guys, so I was wondering if there is a possibility to add scopes to static weapons(HMG/GMG), or maybe even to vehicle mounted weapons?

hollow fulcrum
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ermm, sure. although something in the back of my head says there are a couple limitations. granted those could have gone away by now also.. (non-zooming optics is what i want to say..)

woeful viper
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not exchangeable ones, thats for sure

hollow fulcrum
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pretty sure i put a fixed zoom ACOG on a M134 once also..

woeful viper
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there are no switchable optic modes (as in main sight/ backupsight)

buoyant tangle
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And how would I put them on them?
Is there a kind of mod or script you have?

hollow fulcrum
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it would have to be part of the original model.

quick terrace
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@buoyant tangle you are aware you are in #arma3_model channel, right

hollow fulcrum
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I assume he's just now starting to understand he's in deep water at least.

half heath
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Wow that .50 is pure 3D awesome

buoyant tangle
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Oh sorry then. But thanks for the answer

hollow fulcrum
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@buoyant tangle good news is, someone is working on a few US heavy weapons, they will have some optics. many people will aquire them for their mods. delivery time, is anyones best guess.

buoyant tangle
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@hollow fulcrum a men need's a name ;)

hollow fulcrum
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@half heath thanks man ๐Ÿ˜‰

woeful viper
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no he doesnt

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a number is enough

half heath
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I think I spend equal parts of time both modifying Modo and modelling in it..

woeful viper
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"just one more improvement so i can eventually do things faster" ...

hollow fulcrum
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if that is what it is, then it's worthwhile. if you have issues with just wanting to change your layout and etc.. all the time. well..

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๐Ÿ˜ ๐Ÿ”ซ

woeful viper
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keep it fresh^^ im sure there are feng shui guides for computer screen "content" now

hollow fulcrum
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lol

half heath
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Yeah it's something simple usually, then I find myself wanting to do more which usually involves modifying config files. I do this to myself, I should leave it as is...

woeful viper
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i mean you could write a general AI so it can improve things for you automatically - this would eliminate the need to improve it yourself. It may take some time, but consider the work output improvement once you have that completed ๐Ÿ˜„

hollow fulcrum
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๐Ÿ˜‚

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send me a copy when you're done. whoever it may be.

woeful viper
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no need, the AI will notice that it can improve everyone by replicating itself to everywhere ๐Ÿ˜„

half heath
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"Man invents Cortana/Siri/Skynet hybrid to model more efficiently"

hollow fulcrum
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๐Ÿ˜„ indeed. i like it. ๐Ÿ‘

woeful viper
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wow that sucks... i have a proxy for the commander in my tank. The commander unit has a uniform with a certain piece that has enabled "Z bias high" in OB to reduce z-fighting over larger distances when the infantry is not inside a vehicle. Now i noticed that, the high priority also appears to work this way for proxies (which wasnt the case a few dev branch updates go). So now the clothing piece displayes "on top" of the tank the unit is in. As if the tank was transparent to this particular clothing piece

hollow fulcrum
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oh wow.. hrmm...

twin urchin
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In vehicles you can't really switch optic modes right?

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i remember once seeing switching modes of the optic in the vehicle which was in VBS2 heh

outer condor
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does anyone have experience with LODTurnedIn parameter?

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@white jay is trying to make a simplified commander view for turrets, yet we can't get it to work so far ingame

quaint otter
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Integer Defines the LOD that is to be used when the Gunner is turned in. Value=-1 seems to default to the standard LOD (for Turret's that is Gunnerview). Note that LODTurnedIn=VIEW_GUNNER; or similar is not valid - unless you use a #define (see Arma 3 Samples to see how defines work).
Value: 
-1=Default LOD;
1=first resolution LOD;
1000=Gunnerview;
1100=Pilotview;
1200=Cargoview.```

```The View_Commander LOD is the default for turrets that have "primaryObserver=1;" and "primaryGunner=0;" in their config. The View_Commander LOD can't be accessed manually in any other way.

I set those values, still no view commander LOD...... any clue ?
recompiled the model to be sure and nope - still showing another LOD ```
hollow fulcrum
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i'm not sure personally, honestly never had a need to fiddle with it. @woeful viper probably knows.

rough idol
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what issue does he have?

vernal lynx
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@rough idol
based on BI wiki, you can enable the view commander LOD only by setting "primaryObserver=1;" and "primaryGunner=0;" in turret's config
yet, doing this, no way to access the View Commander LOD
Commander slot is still showing another LOD (probably view driver or view cargo one)

rough idol
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gunnerUsesPilotView=1?

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in turret cfg

outer condor
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is there any tank that uses interior view for commander position? from BI (OFP to A3) or community made?

hollow fulcrum
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i mean if it was going to be anything it would be in A2, and probably on the RU side. not to call the obvious but ... ๐Ÿ˜„ Sitting here thinking about it, I can't actually recall that. it was always, turnedIn (gunnerView type) or turnedOut.. but i fail to recall a number of things properly so... โ˜•

outer condor
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why A2? OFP had most interior modeled vs later, no?

hollow fulcrum
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yes, but i would like to think that at least that level of detail did make it into A1->A2's best assets. but regardless, see above disclaimer. ๐Ÿ˜ƒ

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@rough idol @woeful viper way smarter than me anyway, so.. i'll just poke em. probably more effective.

rough idol
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anyway, can't you use cargo or pilot lod?

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if it's a tank, then I doubt there is need for passenger cargo lod

outer condor
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El T said its used for ppl sitting ontop of the tank

rough idol
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all of them are FFV/turrets?

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if so, set them LodTurnedIN/Out =1

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(note 0 doesn't work and will switch back to cargo lod)

quaint otter
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he will check in later/tomorrow

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btw anyone tried for commander view

#define LOD_VIEW_COMMANDER CALCSPECLOD(10)

#define FLOAT_VALUE(x) x
#define SPEC_LOD FLOAT_VALUE(1e15)
#define CALCSPECLOD(x) (SPEC_LOD*(x))

its from o2script

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these are the known ones:

#define LOD_VIEW_GUNNER FLOAT_VALUE(1000.0)
#define LOD_VIEW_PILOT FLOAT_VALUE(1100.0)
#define LOD_VIEW_CARGO FLOAT_VALUE(1200.0)

vernal lynx
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I can't allow anyone to see it from the outside ๐Ÿ˜ƒ

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but has gunners can't turn out and have no way to see the turret's rook, I think i'll assign the gunner lod to the commander. I must check if no turned out turret use the view gunner LOD, or force them to use resolution LOD1, that's all, I guess

rough idol
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but why can't you use cargo lod for commander?

vernal lynx
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our cargo guys are not yet FFV

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I don't know how one can set them FFV without having to change the anim/proxy 3D position, so I never took the time to get into it yet

rough idol
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on BTR70 I configured static passengers as turrets with FFV disabled by "enabledByAnimationSource" anim which never goes 1

woeful viper
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@white jay @quaint otter
you need to set lodTurnedIn to default (-1) and use primary observer =1 and primary gunner = 0 iirc

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any other method does not work (as far as my trials go)

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if that does not work for you then there may be even more hardcoded conditions that have to be fulfilled.

white relic
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guys is there a way to see object size in OB ??

obtuse rain
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I usually switch to a top/side/front view and use Window->Measuring or just read off the cursor X/Y/Z's.

white relic
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simpler ??:P

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my tower need to be 57m tall and 36 m on radius

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just no idea how check it

obtuse rain
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Oh, to do that you install Modo, Maya or Blender and make it in there.

white relic
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i made model exported in in scale 1 m

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when imported used 1

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but in game looks small

obtuse rain
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Ahh, right.

white relic
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i am using cinema btw ๐Ÿ˜„

obtuse rain
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May actually be simpler to rescale it in the original application and find a good setting for the FBX scale.

white relic
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fbx seems to be broken when import

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i need use obj

obtuse rain
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If you know the original dimensions you should be able to type in a scale in the 3D transform bit of O2.

polar fiber
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@white relic Object Builder grid units are 1m, so each grid square is 1m

white relic
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thanks ๐Ÿ˜ƒ

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resized now checking in game

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will paste link here

polar fiber
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if you select the top vert of your structure and Shift+E to bring vertex properties it will tell you the Y coordinate of the vertex

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i.e. the height

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assuming you use the Y=0 line as the ground level. Otherwise you'll have to do some maths and calculate the difference between the Y coords of the top and bottom vertex of the structure for the total height

outer condor
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@X3KJ#8043 did you try the value for view commander found in o2script yet?

woeful viper
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of course

white relic
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well it didnt worked as i wanted lol

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now i have tower which is 5km tall ๐Ÿ˜„

hallow lark
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๐Ÿ˜ฎ

stuck oyster
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create a cube/cylinder with the desired dimensions and compare to that

sinful root
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I can't wait to be done with finals so I can get back to my real computer and finish modeling this M16A2 I started over the Summer.

vernal lynx
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@woeful viper @rough idol thanks guys I'll have a look ๐Ÿ˜ƒ

lavish mountain
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Sigh

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solidworks does not like the surface aswell

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Now I am teaching myself 3ds max

lavish mountain
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Ok 3ds max likes crashing

white relic
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guys can anyone tell me order of doing model ? i mean

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uv map, bump should be first >? and if i didnt missed something >

obtuse rain
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UV Map and AO baking first

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Something that size will probably need two UV maps.

rough idol
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@vernal lynx @outer condor try to create resolution lod with number above 1000 (like 1300)

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it will be binarized yet it shouldn't be used by game engine for lod switching

vernal lynx
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And can y assign it ?

rough idol
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yes

outer condor
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๐Ÿ˜ฎ

vernal lynx
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Ok I'll try X3KJ's Idea first, then gunner trick first and if it doesnt work I'll try yours. :)

rough idol
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my logic behind is that view gunner is 1000, view pilot 1100 and cargo 1200. all those lods are just numbers & it's visible through i.e. Eliteness so I assume game is looking for things by searching specific number range

strong viper
stuck oyster
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You need to re-unwrap the UVmap

strong viper
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Ohh wil try that thanks ๐Ÿ˜ƒ

outer condor
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@vernal lynx we want a leak of the result ๐Ÿ˜‰

vernal lynx
rough idol
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which method did you used?

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@vernal lynx

outer condor
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used the gunner LOD if i am not mistaken

vernal lynx
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yes that's it

halcyon wren
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Has anyone else's modelviewer been acting up and taking ages to open? OB is stuck waiting for "Viewer search..." :/

foggy finch
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yep,.

halcyon wren
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The damn thing is probably still linked through TCP...

dusk frost
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hey what do i need to have in my memory LOD for launchers ? im new in this and i want to learn it and create my own rocket launcher ๐Ÿ˜ƒ

halcyon wren
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Have you had a look at the sample models?

simple terrace
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Does anyone have a good tutorial/informational link for adding range finders to a tank turret? I'm having weird zeroing issues, and I'm trying to debug the issue.

dusk frost
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@halcyon wren yeah but i cant find a launcher and i dont know what i need from the example rifle because i want to create a pickaxe

woeful viper
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you just said a launcher dude...

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a launcher is not a pickaxe

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how about you learn how to do weapons properly first before you try to work around stuff

lavish mountain
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What do you want to do with the pickaxe? Though it would be cool ArmA isnt exactly mining simulator yet

woeful viper
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life/ roleplay mod obviously

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another one of those...

dusk frost
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@woeful viper i want a pickaxe as "launcher" because it should be on the launcher slot ๐Ÿ˜„

woeful viper
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well go ahead then...

dusk frost
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should i start with a static object for learning things about object builder an the configs ? @woeful viper

random elbow
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Yep

lavish mountain
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Well I am stuck. With google I can not find a way that will create a modable surface based on lines in 2 directions. the trouble is these lines are not easy to work with and it looks like 3ds max also does not like them. https://www.dropbox.com/s/pq7lmkj726lqnq8/Murman Hull.max?dl=0 Would you guys advice to rewrite them?

woeful viper
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look for spline cage modelling tutorial

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or spline tutorials in general

quick terrace
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@Don_prince (AJ)#1088 - try surface modifier, although you need to have the section setup in a certain way

#
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spline modelling in max is pure bullshit

lavish mountain
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I was searching for loft.... to many programs... will try this tomorrow

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Thx guys

umbral plume
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Anyone familiar with Reflectors? I have a problem that is causing the mirrors of my arma 2 ported SUV to be really zoomed in and pixelated. If you have time to look the config will be posted below, along with pictures attached to the pastebin so you can visually see the issue. Thanks ๐Ÿ˜ƒ http://pastebin.com/mmhfpLG3

stuck oyster
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If I recall correctly the resolution of PIP is related to the size of the uv island of the said surface.

hollow fulcrum
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came in at 4.7k res0, 2k maps.

white relic
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guys is 3ds max free ?

umbral plume
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@stuck oyster You're awesome, thanks for the tip. That seems to have fixed it!

obtuse rain
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@hollow fulcrum Are you planning on using a custom environment map for the reflector in that? ๐Ÿ˜ƒ

hollow fulcrum
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i haven't looked through them in a while, i could, but probably just shoot an image of itself. maybe utilize some uv transform foo.

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IR filter is not that shiny,

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i would hope not at least..

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not likely it can be animated on the heavy weapons anyway, so probably just gonna roll with it closed for now.

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holds a sign up 'save the verts'

ebon abyss
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Ianbanks: been working on character models all day today using your modo plugin, thank you for creating that it is highly appreciated!

cedar rock
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@white relic you can get a student version

upbeat loom
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trying to make the cargo/inventoy of an object only accessible from a particular spot. is it simply a model selection or is it config? going through these vehicles and configs i havent figured it out atm and figured maybe someone here would know the answer ๐Ÿ˜ƒ
think how some vehicles you can only access inventory from the rear etc

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is it -- memoryPointSupply = "doplnovani";

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on further testing it seems it is ๐Ÿ˜ƒ

wraith tendon
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You can name the point to whatever you want.
e.g.
memoryPointSupply = "CargoPoint";

  • a Point in MemoryLOD named "CargoPoint"
    =
    Your Spot to access Cargo.
    There was also a SupplyRange, wich determines the radius of the spot.
upbeat loom
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thanks @wraith tendon ๐Ÿ˜ƒ that was what i was wondering next actually about supplyrange

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SupplyRange... doesnt appear to do anything? sure its that name or did you mean their was a SupplyRange that used to exist?

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thinking its probably this

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supplyRadius

short wraith
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is there someone with an idea, why my truck is doing this?

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do i need to change the mass of the geometry?

stuck oyster
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try it

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faster that way. Might be your physx config too

wraith tendon
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@upbeat loom Could be it, yeah. Haven't checked any Configs, when i typed that.

upbeat loom
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all gg ๐Ÿ˜ƒ cheers

white relic
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Can anyone explain me how to use 3ds max to draw polygon ? I dont want to make a plane then edit it.... i want draw polygon by points. So far i cant find any tutorials and i know lot of you guys use it for arma modelling

half heath
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Go MODO ๐Ÿ™‚

tacit karma
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@white relic It's called "Create"

ebon abyss
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MartinezFG11: amen brother!

white relic
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@tacit karma create .... show me where i can create line or point . All i see are eeady shapes

tacit karma
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make a plane, edit poly on top, delete all verts, on top under modeling is create

white relic
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So there is no option for that then. You are forced to use plane...

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And i checked modo. Seems nice and similar to cinema. Question how is the uv unwrap in there

foggy finch
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try there for a guide/tut

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first hit on google btw

white relic
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@tacit karma i have another question. After i have my blueprints and 1st plane shape done how can i see the blueprint as semi transparent and lets say that plane ( which will be car body) as wireframe or transparent as well ? Option see through is not what i am looking for because object gets invisible. I want to see it lets say 40% of transparent or that i would see all the lines. Sorry for all of those questions

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@foggy finch please dont point me to google as i checked already tons of tutorials. Unfortunately those "tutorials" are the worst crap i ever saw xd no audio and workflow its recorded in the way you cant follow. Found 2 good though will try them out.

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@foggy finch one of those tuts i found is the same you sent over xd

foggy finch
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there are literally millions of 3dsmax tut's on the internet, I was merely pointing you in the right direction,. but I guess you don't want any help

white relic
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Why when someone ask a question about anything, people are saying google it... is it so hard to assume that person who asking question already did that and couldnt find an answer?

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Yes @Uro you right there are milions of them but more than 60% are shit i wouldnt call tutorial

wraith tendon
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wow... you are lazy...

tacit karma
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How about your first show some appreciation for people wanting to help you#

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Holy cow

foggy finch
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You asked how to do basic things in 3dsmax, I linked you to a tutorial series on beginner max and interface guide,. which is what you needed,. I'll just not bother next time

wraith tendon
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What do you expect from them? Giving you a personal Training hour? Just for you? Just because you asked? YOU want something, remember that.

lavish mountain
#

Wait you guys dont?

#

NOOOOO

tacit karma
#

'REKT @lavish mountain

lavish mountain
#

life=ruined

wraith tendon
#

The other thing is: This is A3-Discord, not 3dsmax-Discord, right? Right! =}

lavish mountain
#

Do they have a discord?

tacit karma
#

haha

#

that might be fun ๐Ÿ˜„

wraith tendon
#

no clue, no idea, no interest in finding it out

white relic
#

I asked specific question which was : is it possible to draw a point or line to create polygon instead of using ready shapes. I spent last few days trying research good tutorials in video or text. Appreciate help of you guys, maybe i just choosed wrong words, didnt meant to offend anyone. @wraith tendon i will not reply for that being lazy part but this is model makers discord isnt it ?

lavish mountain
#

hahaahahaha

wraith tendon
#

@tacit karma Imagine the clusterfk in there ๐Ÿ˜„

lavish mountain
#

how about we make one

tacit karma
#

yeah

wraith tendon
#

@white relic Its not about HOW you ask, its more or less: Why you ask. That what you were searching for is basic. Its comparable to a question like: "How can i join MP in Arma 3." Its basic.

white relic
#

I understand your point

wraith tendon
#

I bet, a search for
"3dsmax draw polygon" will have at least 10 answers in the first 5 links ๐Ÿ˜„

white relic
#

The problem is i get used to cinema but for uv unwrap it is terrible and saw from one guy that 3ds is great thats why want to give it a try but like i said most tutorials out there are just shit. I will try those what uro sent and one i gound in text form. About draw polygon in 3ds max if i type that 99% tuts will start with plane and then go to edit points xd

#

Its hard to switch software for me lol

wraith tendon
#

Screw Cinema4D, i was working with it for years.

white relic
#

So do i ;)

#

I spent 10 years working in it

wraith tendon
#

I stopped working with it about 10 Years ago^^

white relic
#

Xd

#

What u use now?

wraith tendon
#

Nothing.

#

Still doesn't change the fact: Google is your friend.

white relic
#

True but in this case already week with google and no satisfying answer thats why asked here

#

Maybe i was asking wrong questions

#

Thanks

lavish mountain
#

Its different damian

#

and I feel you there,

#

google gives you the right answer

#

but us plebs do not understand what is written down there

#

In order to do so we need to start with tutorial 1.1

#

work our way up

#

profit

white relic
#

I just cant understand way how to use it when i cant find half of functions i get used to from cinema xd

lavish mountain
#

they have different names and work different

white relic
#

Like simple semi transparent model so i can still see it

lavish mountain
#

I am used to shipdesign solidworks rhinoceros and a few other programs you have never heard of

tacit karma
#

Dont assume that just because you know cinema you will find your way around any other modelling tool. That's foolish

white relic
#

I used zbrush cinema and autocad only

lavish mountain
#

I understand jackshit from 3ds max and last week that became apperant to me again

tacit karma
#

@white relic if I google "3ds model transparent" I find what you were looking for in just under a second

white relic
#

@tacit karma agree thats why blender is black magic for me xd

#

So it seems i was asking wrong questions

formal marsh
#

Hi Guys and Girls, I am trying to use View cargo for a object, I have made several pieces of furniture and would like to be able to switch to the view cargo for my character to sit down on a chair for example, I can do this with making the object a vehicle which is pretty stupid as this will allow you to switch to driver and also will word the add action as Get in rather then custom which i would like. Any ideas?

cedar rock
#

hey sooo I'm trying to get a bridge into terrain builder with just aview lod and geometry i get this issue

#

its way big but only this piece all the other ones are too small though so how can i fix this?

tacit shard
#

If I had a question about creating masks for multimaterial would I ask it here or in the texture making discord

cedar rock
#

nevermind it stopped doing issue after adding some more lods but the weird thing is i can walk through my objects but they have geo and physx

tacit shard
#

they are setup incorrectly

#

make sure every part is closd and convex and is named a component 00-99

cedar rock
#

oh so cant have open faces?

tacit shard
#

the visual can

#

the geometry and physx cannot

#

the geometry should be a very simplified version of the visual made out of convexed components

cedar rock
#

i'd use that but im just using the view because its a bridge at curves and such so it would ruin functonality

#

but its low poly cause right now its only surface and such

tacit shard
#

the geo has nothing to do with how people and vehicles will go over it. Thats the roadway LOD

#

can you show me an image of the model?

tacit shard
#

what is the first image of? the model?

cedar rock
#

yeah its a bridge thats in 6 pieces due to size

tacit shard
#

right so for the geometry you would use a cube or multiple cubes and make those have a similar shape to that model

#

then for the roadway you would use the top faces of the model that you can walk on. AKA flat 2d planes that identify where the character could walk

#

and cars can drive

cedar rock
tacit shard
cedar rock
#

aight and so is there a way to make snap points on the model to piece it together?

tacit shard
#

someone asked that the other day yes there is I will look in a seccond for the message as Ive never done it before and mainly use proxies

wraith tendon
#

I bet, this will be a clusterfk for the AI oO

cedar rock
#

it was me and i got a link but lost it

#

who needs ai ๐Ÿ˜„

tacit shard
#

if you scroll up in chat you should be able to find it then

#

so are you guys doing like a 1:1 of eddingbrugh

cedar rock
#

yeah

#

so is this meaning have four snap verts in one ojbect and the same nameds ones on the other object?

white relic
#

Does anyone use few 3d programs for models?

#

I mean 1 for modeling and second one for example for uv unwraping ?

polar fiber
#

have done in the past, but Maya's UV tools got better

foggy finch
#

"If I had a question about creating masks for multimaterial would I ask it here or in the texture making discord" 50/50, I use render to texture to create ID masks for quixel and they're pretty much identical to what your looking for in multi-mat mask

polar fiber
#

only other thing I use now is zBrush sometimes to do dynamesh high poly

foggy finch
#

sometimes I tweak em depending on model/requirements

#

@tacit shard that was for you ^,. I dunno what the equivalent of render to texture is in blender though ๐Ÿ˜ƒ

hollow fulcrum
#

max for 3d doings, headus uvlayout for uv foo, xnormal for baking (although i do half of them in max, and sometimes all depends on curvature and things)

tacit shard
foggy finch
#

seems like it anti-aliased between the green/red colours,. that could be your issue

white relic
#

Ok so in that case i will stick with cinema then export to max to do uvs ;) damn that 3ds is complicated or i am to old to learn new things xd

tacit shard
#

any idea on how to get straight cut edges (red to green for example not red > light red > light green > green

foggy finch
#

you could render out your UV's and use those as a template in PS and colour them in there

#

step two describes what your trying to do

tacit shard
#

thanks

white relic
#

For those who ise 3ds max i need your opinion if you can take a quick look on this tutorial. Is it any good to start with ?

woeful viper
#

well did you learn something?

#

if yes, it was ok

hollow fulcrum
#

๐Ÿ˜„

#

troof.

white relic
#

@woeful viper hard to say if i learned something or not as i am still at work so kinda difficult to use pc while driving xd

lavish mountain
#

Well I found my solution

#

Point for point for point

#

16 hours today,

#

5 lines

#

sigh

#

This will take me a while

#

17567 points to go

stuck oyster
#

Have you tried blender?

lavish mountain
#

Blender lofts only one set of lines

#

I need a loft based of lines in 3 directions

stuck oyster
#

Sorry but whats a loft? ๐Ÿ˜ฎ

lavish mountain
#

Creating a surface based of lines

cedar rock
lavish mountain
#

Thats a case of a closed loft along a spine

cedar rock
#

the dashes are just a representation

lavish mountain
#

Thats a general drawing of which you build a hull

#

Trouble is they left to much out to reproduce of one set of lines

cedar rock
#

are you using like inventor?

lavish mountain
#

I have tried the folowing programs:
Rhinoceros (can only loft in one direction) <experienced in this one>
Solidworks (can not work with the points in different amounts, chine problem) <experienced in this one>
3ds max (can not loft these shapes or I dont understand it, its called surface from splines there) <3rd time I have used this program>
Checked blender (can only loft in one direction) <first time use>

what I am doing now:
Start of with a basic surface and point for point add it to the lines in Delftship <experienced user>

#

I could try inventor but I dont think that will work

cedar rock
lavish mountain
#

Jepp

#

Got all of m

cedar rock
#

inventor is great program i get it thru school but ive heard you can use any email and get student stuff

lavish mountain
#

hahahhahhahaha

#

Crash

stuck oyster
#

mm I suppose you want it 100% accurate?

lavish mountain
#

Not realy, but the surface is complex

#

Is not a normal hullshape due to it beeing a rare combination of an icebreaker and a tug

stuck oyster
#

Well could you like draw the bottom line from the sideview and then the hull shape linse from the front/back view and place them in their places and then make surfaces between them? Im not explaining this very well sorry.

lavish mountain
#

I have the lines

#

In 3d

#

trouble is creating the surface from the lines

stuck oyster
#

Could I try?

lavish mountain
#

Shure

cedar rock
stuck oyster
#

Im just in the middle of something but I'll drop you a note when I get back!

cedar rock
#

aight its cool

stuck oyster
#

So what was the problem @cedar rock

cedar rock
#

It was more a clarification question just a few messages up @stuck oyster

stuck oyster
#

Might you repeat? since Its already somewhere up there

stuck oyster
#

@hollow talon nice pool you got there! ๐Ÿ˜„ How does it look with fog?

hollow talon
#

not sure

stuck oyster
#

thats whats been causing trouble with water surfaces before.

hollow talon
#

well it looks like something out of ESO, lol, the water is blue, black, white all mixed together

#

let me try changing a param

cedar rock
#

@stuck oyster i was wondering if i just make those four selections in mem lod in both objects and then only change the "def" part for using in different objects in same proximity and if thinks works in TB/ BD

stuck oyster
#

Oh I thought there were more to that question somewhere way above

#

and yeah thats how it basically should work

cedar rock
#

so it actually snaps in tb?

stuck oyster
#

yeah

#

you really should have just tried it

#

fastest way to find out

cedar rock
#

im having to redo all the model stuff thats the only reason i havent tryed it

#

i messed up actual model so had to fit it and re import all of them

stuck oyster
#

there is a bridge piece somewhere in the A2 samples that has snap points in it. Can't recall if A3 samples have any

cedar rock
#

wait so .sp_def_A_0 snaps to .sp_def_A_1 in another object or .sp_def_A_0 snaps to .sp_def_A_0?

stuck oyster
#

mm that does not sound right

#

A_0 and A_1 form a line that snaps to V_0 and V_1 formed line

cedar rock
#

ahhhh okay i seen now

stuck oyster
#

Or well thats my impression of it anyway

cedar rock
stuck oyster
#

Actually the names dont seem to matter anymore (or not sure if they ever did)

#

the seems that A snap axis seemed to snap with V snap axis regardless the name

#

cant really make out how you've arranged them in there

#

get the A2 sample files and find that bridge I talked about

#

it shows how they are set up so it snaps in all directions

cedar rock
#

aight

hollow fulcrum
#

goes looking for a stick..

stuck oyster
#

๐Ÿญ

#

here

hollow fulcrum
#

๐Ÿ˜„ you're right, i'll calm down

stuck oyster
#

๐Ÿ•น

hollow fulcrum
#

i've been dorking around with ladders all day.. made it to the top of the rig! and then went a step too far and fell approx. 150m to my death. woo victory!

stuck oyster
#

๐Ÿ˜„ remember to take parachute with you!

hollow fulcrum
#

i know right! the free fall animation kicked which i found comical, for a millisecond or two.

foggy finch
hollow fulcrum
#

^^ all pro, i stole it and have archived it away with the rest of the secret, i mean less known information.

foggy finch
#

np

hollow fulcrum
#

(i have my own sample model.. but nice either way ๐Ÿ˜‰ )

foggy finch
#

its handy for those brainfart moments

hollow fulcrum
#

exactly

stuck oyster
#

@cedar rock check what @foggy finch posted if you dont find the sample bridge.

#

Thanks @foggy finch saved me the trouble. xD

sturdy parcel
#

so i should only snap these points together

#

please be aware folks that extracting the game via arma3p is not good enough

#

the roads themselves must be debinarised for snap points to work (yes, i know, this is bis)

#

you perform this magic with deRoad.exe. it's free, from t_d, and will save you pain and suffering

#

deRoad will reverse engineer any road. which by definition, includes bridges.

foggy finch
#

np

cedar rock
#

so is there anything i need to do to execute snap or does that .sp stuff do it in the engine?

foggy finch
#

turn on the magnet in TB

cedar rock
#

so i just need named points that are the same not the .sp_blahblah

sturdy parcel
#

le re pe etc etc look in any unbinarised road's mempoints and answer your own question.

cedar rock
#

so how do i deroad? when i open app nothing happens

stuck oyster
#

wait what

#

the road points have nothing to do with TB snapping

cedar rock
#

i'm very confused

#

if i just have two point named the same thing will they snap or does it need .sp and stuff

stuck oyster
#

the .sp point pairs determnine model snapping in Terrain Builder

#

you need the .sp s = snap p = point

cedar rock
#

okay thank you thats what i thought

stuck oyster
#

The road points Mikero talked about determine tha the road area of a model, but that is different thing alltogether

cedar rock
#

thats just roadway lod right'

stuck oyster
#

no I mean so that engine treats it as a road

#

but dont think about that

#

concentrate on the .sp points

#

Im off. G'night.

sturdy parcel
#

The road points Mikero talked about determine tha the road area of a model, but that is different thing alltogether. ๐Ÿ˜Š ๐Ÿ˜Š ๐Ÿ˜Š

cedar rock
#

oh so ai dont shit their selves? or so its proper on map?

stuck oyster
#

thanks to Imgur im still here.. :L But no nothing helps Ai not to do that.

#

but yes they might try to drive on it

#

and it might connect to road network

cedar rock
#

okay nother question i save objects as p32d from blendeer they are HUGE how do i fix it? like scale whole thing at once with all layers?

#

when i imported as fbx i had to scale at 0.01

stuck oyster
#

you answered you question yourself really.

cedar rock
#

but dont have that option

stuck oyster
#

Blender exports p3d in 1:1 scale

#

it is useful to set your scene to use metric values if you dont have them already

#

and you always need to have your object in 1.00 scale on all axis

#

(ctrl+a) helps with that in object mode

cedar rock
#

its set t ocorrect size in meteres

stuck oyster
#

is its scale correct

cedar rock
#

yes its all 1.000

stuck oyster
#

then it should export in that size

#

how big is it?

cedar rock
#

41x14m

stuck oyster
#

and how big is it in Object buidler

sturdy parcel
#

ummmmm..... i'm a bit confused by your comments Mr 'Orrible. The snap points I know about are LB, LE , PE , PB (for a rectangular road, more for intersections), and that's how you snap them together,

stuck oyster
#

yeah for roads yes

#

but for Terrain Builder snapping you need .sp points

cedar rock
stuck oyster
#

or well the old roads

#

I suppose

cedar rock
#

thats how big it is in TB

stuck oyster
#

in Object builder

#

you can approximate its size

cedar rock
#

i know exact scale it needs t obe but i dont know how to scale whole things sense all the lods and stuff

sturdy parcel
#

can you give me an a3\url which i has these '.sp' or am i confusing myself further?

stuck oyster
#

not sure if any A3 objects have them. Bridhes or walls might have. I use all custom objects and unfortunately did not find what sample object I gleamed this info from. I think it was a bridge, but it could also have been some wall

sturdy parcel
#

they're in the memlod are they?

stuck oyster
#

yes

sturdy parcel
#

thank u

foggy finch
#

.sp points, like all named selections that start with .'s get destroyed during binarisation iirc

stuck oyster
#

ah that would explain it

sturdy parcel
#

yep. just figured that out!

#

so for practical purposes in tb a3 objects are no damn use at all?

foggy finch
#

well none of the larger structures like the stadium,. you will never get build like it was designed,. bound to have over/under-laps someplace

#

the road snapping is sort of irrelevant in a3 due to shapefiles,. I guess it would be beneficial for a2 railobjects though

cedar rock
#

fixed it scale amount actually lied to me

sturdy parcel
#

not true of fences and walls Uro

foggy finch
#

yeah those too

#

silola was working on an xcam function for laying walls/fences

#

the video I saw it looked pretty spot on

#

I do wonder if BI opened up Buldozer some more for user features whether he would be able to plug xcam right into buldozer

sturdy parcel
#

...until they break it.

stuck oyster
#

Only problem with improting anything in TB is the rotations

foggy finch
#

if xcam was hooked right into buldozer,. the TB/Buldozer stream would pick the object manipulation up

#

you wouldnt have to export<>import

stuck oyster
#

one can dream

foggy finch
#

but then you'd have to wait for everything to sync up,. :>

stuck oyster
#

I bet it would be easier to make the import understand object local rotations

foggy finch
#

does it just flat out ignore the parameters in the import file?

stuck oyster
#

no it need world x/y axis rotations

#

the z (up) rotation is local to the object but x/y apparently are world axis rotations

#

in TB

sturdy parcel
#

so if i've got this right, the only practical way to currently ease the burden for laying down a line of roads/rails/fences/walls is if you have an unbinarised p3d of your own making.

stuck oyster
#

yes

sturdy parcel
#

the time for debinarising a3 p3ds then is fast approaching.

stuck oyster
#

or did the new terrain processor have some sort of place along line function

sturdy parcel
#

we try to do the right thing and are crippled because of it.

stuck oyster
#

but since you can't get the original .sp points out it does not really help

foggy finch
#

yeah I tried that plugin out for hedgerows

sturdy parcel
#

was thinking more the LE PE approach......

foggy finch
#

if you had the road bounding box corners mapped to named selections you could just probably use those

stuck oyster
#

only roads have those

#

right?

foggy finch
#

rails too iirc

#

sec ill check

sturdy parcel
#

cwr2 walls / fences too ๐Ÿ˜Ž

stuck oyster
#

rails roads

#

potato tomato

foggy finch
#

opens the ported a2 archive up

sturdy parcel
#

not that it matters. easy enough, or worth the effort, to add .sp back i guess.

stuck oyster
#

true

#

but still id like to get better rotation import xD

foggy finch
#

actually

cedar rock
#

so the snapping isnt working?...set up as you said or does that def place cant be numbers?

foggy finch
#

the a2 rail mlods might have .sp's

#

does someone have a virgin a2 sample package they could peruse?

stuck oyster
#

@cedar rock you might need to reimport the template

sturdy parcel
#

think so. give me a name

cedar rock
#

i did

stuck oyster
#

a man needs a name

cedar rock
#

and restarted tb

foggy finch
#

rails_passing_25.p3d

stuck oyster
#

and you had the magnet on?

cedar rock
#

yes doesnt snap in tb or bd

stuck oyster
#

it would work only when movin in tb

foggy finch
#

yeah it only works in TB, not buldozer

cedar rock
#

aight but still

foggy finch
#

wierd,. I made 3 bridge sections today and they snap fine

stuck oyster
#

paste one of your .sp slections

foggy finch
#

just need this damned multimat to behave now

cedar rock
#

two pieces that snap together

foggy finch
#

thats a url not a named selection ๐Ÿ˜„

cedar rock
#

sorry my bad

#

figured it'd be more help since it has everything

foggy finch
#

your geometry lod isnt closed,. try to make your geometry lod out of simple convex shapes

cedar rock
#

thats stupid the model was closed and i made the convex hull by doing it in ob so... stupid tools

sturdy parcel
#

the MLOD rails you folks refer to have lotsa lovely .sp points in the memlod

foggy finch
#

so im not losing my marbles then mikero

sturdy parcel
#

i've lost mine. as usual, i got my facts wrong. and STILL learn something new every day.

foggy finch
#

heheh

sturdy parcel
#

i won't even bother checking ODOL. we both know the answer.

foggy finch
#

I dont forget, I just usually never remember till after the fact :>

#

yeha

#

they dont exist in odol

sturdy parcel
#

thanks bis.

#

nah that's unfair.

foggy finch
#

it's just a side effect of binarisation

#

guess it's useful for selections you dont wanna keep after its baked

sturdy parcel
#

wheras someone forgot to tell them that PE LE etc would have been just fine thank you.

foggy finch
#

hmm

#

ima try bin stuff without .'s infront of my snaps

#

see if they snap

sturdy parcel
#

doubt it

#

but in any case, tb itself ignores binarised PE LE etc

stuck oyster
#

@cedar rock 1_0.p3d .sp point names wrong. need A_0 A_1 V_0 V_1

cedar rock
#

but the 2 and 3 are the snapping pieces to another object which have V_2/3

#

cause the two faces that click are two points diagonal of eachother

stuck oyster
#

never seen it work like that.

#

and the template library had only 1 snap point defined in it

cedar rock
#

how can you see that?

stuck oyster
#

yourmap\source\terrainbuiler\TerrainBuilder\TemplateLibs

#

actually 1_0 does not load any snap points

#

1_3 has 2

cedar rock
#

but the yshould all have 4..........

#

so to snap two faces does it need four points on each object or will two suite it?

stuck oyster
#

as I said A_0 A_1 pair forms one snap point and pair V_0 V_1 another

foggy finch
#

the top red building will stick to the top edge of the blue building

#

with those snap points

#

@sturdy parcel, yep snaps definately need the . in TB, just tried with/without with mlods

sturdy parcel
#

bang head on keyboard to continue.

foggy finch
#

heheh

#

it's np when you have mlods

#

probably pretty easy to batch it to rename LB/LE/etc to .sp_tag_a_0/etc

#

only downside it could possible be a shit-ton of files depending on peoples p: drives

stuck oyster
#

now that thats fixe maybe some zzz

foggy finch
#

goes off to get some food

umbral plume
#

those are perty

mossy oxide
#

hey folks, I would like to ask for some feedback. I'm working on my kinda low sci-fi unit and I'm currently making the the helmet (the uniform still needs to be rigged, but its done more or less). I just finished making the basic shape and I would like to know if it fits. The main idea for the unit is: ARMORED AS FUCK. As of right now I'm using the US IOTV vest for visualization purposes, I may make my own, but it will be similar (sleeves and groin armor etc.).
The helmet is no way, shape or form a rip off of mobile infantry helmet from Starship Troopers ๐Ÿ˜‰
http://imgur.com/a/fMZVd

tacit shard
#

class AnimationSources
{
class SS_Door01_Rotation
{
source = "user";
initPhase = 0;
animPeriod = 1;
};

};

class UserActions
{
    class SS_Door01_Open
    {
        displayNameDefault = "<img image='\proRP\proData\data\open_door_ca.paa' size='2.5' />";
        displayName = "Open Door";
        position = "Door01_Ex_Trigger";
        radius = 3;
        priority = 1;
        onlyForPlayer = 0;
        condition = "this animationPhase ""SS_Door01_Rotation"" <=0.5";
        statement = "this animate [""SS_Door01_Rotation"", 1];";
    };
    class SS_Door01_Close : SS_Door01_Open
    {
        condition = "this animationPhase ""SS_Door01_Rotation"" >= 0.5";
        statement = "this animate [""SS_Door01_Rotation"", 0];";
    };
};

can anyone see why I cant open my door ingame? named selections are correct, the model.cfg is working (works in model viewer) only not working in the editor

cinder pivot
#

Do the options appear?

tacit shard
#

no

cinder pivot
#

Probably an error in your condition, check rpt then check that

#

condition = "this animationPhase 'Door1' == 0";

polar fiber
#

Is the animation classname in your model.cfg called SS_Door01_Rotation as well, or just the source name? Because the animate command uses the animation name, not the source name

#

otherwise you'd use the animateSource command instead

cinder pivot
#

I name them the same, not sure if thats good practice or bad

#

Selection/modelcfg class and animation source all are same name

polar fiber
#

sometimes with a multipart animation you you can't use the same

#

see the example in the wiki there with a handle anim attached to the door

cinder pivot
#

Yea

tacit shard
#

I use the same name for both

#

what RPT file ARMA's one?

#

or model viewer

#

13:56:38 invalid center
13:56:38 Land_SingleStory_01: SS_Door01_Rotation - unknown animation source ss_door01_rotation

anyone know what it means by that?

#

also what update was it that makes it so you cant have externs (like class Default) in model.cfg's

lavish mountain
#

Sigh, I just realised I have the wrong engine

#

I have the Wรคrtsilรค 48 and I need the Wรคrtsilรค 34DF

#

That means a call to Wรคrtsilรค tomorrow...

#

34DF is not in my library

cedar rock
#

okay this is jacked when i export models from blender i cant see them in bd until i open the p3d then save over the exported one....

cedar rock
#

so the snapping is all good now ๐Ÿ˜„ but now how do i get rid of those hellashes shadows? or will it not look as bad when its textured

lavish mountain
polar fiber
#

@cedar rock you mean the weird shading on the sides of the model? It's because you don't have proper smoothing groups i.e. hard edges defined

tacit shard
#

anyone got any other ideas for my config.cpp issue? have checked over everything but it seems right I get this in my rpt file:
13:56:38 Land_SingleStory_01: SS_Door01_Rotation - unknown animation source ss_door01_rotation

#

but ss_door01_rotation is in the model.cfg

stuck oyster
#

Great job @cedar rock ! thats going to be fun watch AI drive around it!

#

@tacit shard do you have a class animationsource +class ss_door01_rotation??

#

also if you do try changing it to like ss_door01_source

tacit shard
#

I do this is my model.cfg

#

two secs let me pastebin it

#

will try that now

#

didnt make a difference @stuck oyster

foggy finch
#

have you got a config.cpp to go along with the model.cfg ?

#

sounds like the config.cpp part is broken to me

tacit shard
#

yes

#

two secs ill upload that as well

wraith tendon
#

You should use the standard definitions. Just4Info

#

Why? Because you can compare it with other configs/Models/The examples more easier + there is a reason, why its called standard ๐Ÿ˜‰

foggy finch
#

and its a lot easier to debug, rather than having to familiarise yourself with who-evers naming conventions

#

have you tried rebuilding your config's using the test_house from the samples as a guide & to standardise your cfg's?

wraith tendon
#

Same goes for naming (door_01, door_02, etc)

foggy finch
#

yep and if you have to revisit stuff, its easier for yourself to pick up on again

#

class SS_Door01_Rotation
{
type = rotationY;
source = SS_Door01_Rotation;

#

that part could be your issue

#

fortunately for me my object viewer is fubar atm so I cannot help anymore

hollow fulcrum
#

๐Ÿ˜„

#

thats like comment of the year there

wraith tendon
#

"wich one"

hollow fulcrum
#

fortunately for me my object viewer is fubar atm so I cannot help anymore

wraith tendon
#

Oh, i thought thats a normal state ๐Ÿ˜„

dusk frost
stuck oyster
#

make it just a simple box

#

and maybe before anything else. How does it not work

dusk frost
#

i can walk trough it and i dont know how to fix that :/

stuck oyster
#

does it have mass?

#

geometry always have to have mass or it does not work right

#

10+ at least

dusk frost
#

@stuck oyster thanks i didnt set the mass ๐Ÿ˜ƒ

sturdy parcel
#

it's almost for certain that the others are right about classname and bone name clash for your doors. however you will also not get the display trigger when your conditions= are the wrong way round. eg <= for door closed should be >= and etc

#

closed and open are perceptions. the value zero is the init state of the door. which, may be visually open, or visually closed!

#

the classname door_closed refers to the visual perception. not, the state of the door

random elbow
#

My Model is invisible know anyone the problem?

quick terrace
#

let me check my crystal ball ^

tacit karma
#

My Model is invisible know anyone the problem?- yes, its invisible.

sturdy parcel
#

+1

obtuse rain
#

We could put bets on it.

#

How much for "he put the whole thing in a hidden selection and then forgot to set a hidden selection texture in the CfgVehicles entry"?

lavish mountain
#

I dissagree

#

The problem is the acceptance that the model should be invisible

#

Nothing is wrong with the actual model

mossy oxide
#

hey folks, I have a question regarding helmets and NVG's. I'm making my own helmet and it has some pretty funky shape, however it means it will not be too cmaptible with NVG's. Is there a way to force Arma to use my own NVG regardless of what player puts on if he uses my helmet?

wraith tendon
#

I know that it's possible, that a helmet (or NVG) can block both Slots

mossy oxide
#

Oh right, the new CSAT thingy

#

still it would mean every helmet would have to have NVG's on it

wraith tendon
#

nooooo clue

obtuse rain
#

There's configs for specifying which gear is compatible with other gear. I don't remember specifically how flexible it is though, might be worth looking at some stock A3 gear that has particular requirements (e.g. full face helmets versus other headgear).

jagged tusk
#

I'm looking for a modern (adjustable rear sight-type) M72 model to build into/use as a LASM. Anyone know where I could find one?

#

Or, y'know, has one they're willing to part with?

#

That kind of thing

hollow fulcrum
#

ermm.. there are a couple guys around here with LAWs, i think i have one actually ... not modern.

#

i do know what you're looking for though. ๐Ÿ˜‰

white relic
#

do i need to model windows as actual box ??

cinder pivot
#

What

cedar rock
#

He's asking if windows need to be faces or cut outs in the model

obtuse rain
#

Depends if they still have glass in them, if M1lkm8n's been near the building they'll all be shot out.

#

If they still have glass they need to be a glass .rvmat and have hitpoints/destruction animations.

hard flume
#

I have decided to get into model making. I have been looking around the forums and believe I have the tools needed, what I lack is the files to suport the .p3d out of OB. Could someone please point me in a solid direction on these files? I am hoping to start with a basic structure and expand from there. Thanks.

#

Please message me so your knowledge doesn't get lost. Thanks!

sturdy parcel
#

the 'p3d files out of OB' are known (For want of a better expression) 'unbinarised MLOD'. They contain a fair bit of editing information that's irrelevant to the game. They run in-game, as is, but slowly, so better that the are binarised ODOL.

#

t o achevie that miracle you use bi's binarise.exe which comes with steam tools.

#

you have a choice of two guis which interract with binarise. addon breaker from bis, and pboProject from me. The intention of both is to make you a pbo, a so called addon, that contains that p3d.

#

You do have a mildly high learning curve ahead of you, transforming your shiny new model that looks so good in oxygen, to something usable in a pbo.

#

And i also doubt anyone here would take the time to have a private conversation with you. You're part of a shared modelling experience. Or, you are not.

hard flume
#

I am familure with BI and your tools. I have been working on a terrain for a bit so I know my way around GIMP/PS, TB, BD, etc. I understand the shared knowledge part, I am just asking for a good starting point so I can build, learn, and hopefully share my knowledge with others. I am not looking for a private tutor.

sturdy parcel
#

ah ok then, all good.

#

so there's nothing stopping you taking your p3d and creating a pbo out of it.

#

you're familiar with P:\ and the files it must contain. that's half the hurdle.

hard flume
#

yes. I am missing the .cpp and .hpp files that will work. I found a tutorial on the BI forum but those files didn't work.

#

much like terrain, I am sure what was good middle of 2015 are not accurate today.

foggy finch
#

do you have the a3 samples ?

hard flume
#

i do

foggy finch
#

take a look in some of those

#

most cpp/hpp files are commented

sturdy parcel
#

what sort of model btw? house or weapon ? or vehicle? or human?

hard flume
#

dang it! LOL!!! as soon as you said that I forgot that would probably be there.

#

for now house/structure, just something basic to start and then build off of.

#

I know animation, etc is a different beast to take on later.

sturdy parcel
#

exactly. and your choice imho is excellent given the background you come from.

hard flume
#

thank you

sturdy parcel
#

without intending to interrupt Uro who will always know 100x more than i ever care to (i don't make models). adding a building to a pbo is simplicity iteslef. you need, 3 classes

#

cgfPathches //which you're very familirar withj

foggy finch
#

np dude, im in the depths of reddit amusing myself

sturdy parcel
#

cfgVehicleClasses // which you've not encountered before

#

and cfgVehicles

#

class cfgVehicleCLASSES
{

#

class MyGreatBuilding
{
displayname="elephant"
}; };

#

this is used by the game editor

hard flume
#

ok

sturdy parcel
#

cfgvehicles
{
class house_f;
class MyWunderBarElephant: house_f
{
scope=2;
vehicleclass =MyGreatBulding;
displayname=" potatoes";
model=\where\ever\this\config\is\thingy.p3d;
};
};

#

that's it, finito. nothing more. You can add salt and pepper later. The abiive will make you building selectable in the game editor, and that, friend, is what you need.

foggy finch
#

no land class mikero? ๐Ÿ˜›

sturdy parcel
#

not to start with

hard flume
#

this is great mikero, thank you very much for passing this on to me.

sturdy parcel
#

but your are correct URo and it amounts to exactly the same as above.

#

it really is that simple.

#

as uro says, look at the samples, coz the first thing u want to do is doors

#

you add ruins

#

you add destriction classes

#

but above, is all you need.

hard flume
#

now I plan to use 3DS Max as it seems to be easier to navigate to me. IRT the measruments, is feet/meters accurate from one program to the other? Meaning if I were to build a 5x5x5 foot cube, would it look that size in game?

foggy finch
#

use metric over imperial

hard flume
#

check

foggy finch
#

arma uses metric

hard flume
#

so if I made a 3x3x3 meter cube, would it appear that size in game?

foggy finch
#

so long as you set your fbx export dialog to use the meter scale then yeah it should

hard flume
#

gotcha. Thank ou Uro for your knowledge as well.

foggy finch
#

np

cinder pivot
#

Anyone know if you can export an object or selection out of OB - reuv map it then import back in all while keeping the same selections etc?

#

What program might be able to do that ?

hollow fulcrum
#

@cinder pivot dont think that anything is keeping selections on export... .fbx is my choice for most things but there are issues or were at least. I honestly have not tried it in the last 6 months. .3ds may keep selections but drop smoothing or some combination of buffoonery.. others are probably more up-to-speed currently.

obtuse rain
#

๐Ÿ˜‰

hollow fulcrum
#

๐Ÿ˜

#

๐Ÿ˜„

#

or that..

#

@obtuse rain you have OB exporter support?

obtuse rain
#

What's OB exporter?

#

The File->Export menu in OB?

hollow fulcrum
#

aye, i thought this was his goal.

#

i can export selections out of max ๐Ÿ˜›

obtuse rain
#

Yeap, but LOD properties and geo mass don't export to .fbx do they?

hollow fulcrum
#

nope, although things exist. we do not speak of them. and i think everything else is some combination of not proper. ol Tom has been aware of this for some time. maybe time to chime the bell again.

#

or maybe it was fixed, i honestly don't know. not hard to check..

obtuse rain
#

The Blender plugin might be able to round-trip too.

#

(For .p3d, don't think it can import .rtm)

hollow fulcrum
#

yes, but people often want to export and reimport without losing selections/smoothing at least...

#

that should be native to OB..

obtuse rain
#

Don't think you ever need to open OB with the Blender plugin though.

hollow fulcrum
#

sure, my point is simply OB should be able to export stuff properly that any 3rd party app people are using can utilize. that is how it should work. i shouldn't have to have blender to do these things.

obtuse rain
#

I suspect doing it with FBX would require the exporter to be so closely tuned to the target application that you may as well just write an application specific exporter.

hollow fulcrum
#

sure, but i dont personally have an expectation of full export functionality. but standard foo, meh.. that should not require black magic.

river kite
#

Hey Guys just short question, didnt found a actual answer in the Bohemia Forum what is the actual Poly limit for a Vehicle like a Truck ^^

stuck oyster
#

commonly models dont go much above 20k

#

the limit is somewhere in the millions if I recall

river kite
#

okay just read a while ago that 32k is the limit for now for A3

stuck oyster
#

its the old limit. they upgraded the fileformat some time ago.

river kite
#

ok good to know ^^ thanks for the answers. Then i will continue the work on my german truck ๐Ÿ˜›

stuck oyster
#

but the less you have the better it is for performance.

white relic
#

@Andrew#0693 i asked if the windows need to be made as box 6 faces or like plane 1 face only

white relic
river kite
#

nice ^^

white relic
#

thanks that was my first try in 3ds max lol toke me 3 ddays to make it ๐Ÿ˜„ for few hours daily

#

nice one too ๐Ÿ˜ƒ but i think your is more modern than mine lol my is 1934 henschel

river kite
#

thats true , my truck is from 1980s but sill in use at the German Armed Forces

white relic
#

๐Ÿ˜ƒ

#

i am making post apocalyptic map so in that case just old vehicles would work lol ๐Ÿ˜„ besides i want to add decorations to it like bones metal sheets etc to look more post-apo ๐Ÿ˜„

river kite
#

oh okay ^^

cinder pivot
#

@white jaybanks#7518 @hollow fulcrum Im not worried about any lods except visual, just to reuvmap. If selections dont stay I could always redo but that would be annoying. Modo you say might do this? Export to modo ? Is there a free version of it or a student version ? ๐Ÿ˜ƒ

hollow fulcrum
#

@cinder pivot I understand what you are after. I don't really have time to check right now. You should simply, make a couple test objects/models throw them in OB with selections, and try the different export formats. .FBX is my preferred file type, but see above commentary. I want to say .3ds or .obj perhaps will retain selection names, but you might also end up losing smoothing info. Maybe big deal, maybe not.

cinder pivot
#

Ill give it a test - thanks ๐Ÿ˜ƒ

white jay
#

hello everyone, im trying to figure out how to get headgear working like a flashlight. if i use class flashlight on a pistol its working but if i use the same on my headgear it does not work. has anyone got an idea how to get my headlamp working?help would be appreciated
i also tried it with a class reflectors with no luck

cinder pivot
#

what about marker lights?

white jay
#

i believe i also tried that...guess its an engine limitation to use lights in headgear class, so i hoped anyone could give me a hint for a hack to get light working

stuck oyster
#

As far as I know reflector lights work only on vehicles, buildings and weapon attachments. Only option that comes to mind is a script attached light object that is made to turn along the head. Could work, but migth also be pretty performance hogging script, especially if theres many of them.

white jay
#

yes, but a scripted lightpoint doesnt look like a light cone, because light i emitting in all directions....

woeful viper
#

well you could create a vehicle with headlights with careless AI in it and attach it to the head. But thats quite messy

#

generally, any larger amount of lights will kill frames, especially ones with large range

stuck oyster
#

^^ what I was suggesting

woeful viper
#

thats why corridor shooters heavily limit their dynamic lights per scene when creatin ghtem, and bake static lights into textures

#

well you can script point lights as well (chemlights)

white jay
#

yes i know....but all scripted solutions unfortunatly will never look like a flashlight ๐Ÿ˜

stuck oyster
#

the invisible car object would

#

but to make it follow the head needs some work

white jay
#

okay, so if i understand you right, i would create my own light class in cfgvehicles and create it with a script and then attach it to my head

#

yes, theres no eventhandler to get my headlamp object

#

so the only way would be attaching it to the head

stuck oyster
#

you create a "car" that has a light and for example invisble UAV_AI as driver

#

you could perhaps add an action to the player that activates it, by either creating the vehicle when turned on and deleting it when turned off or just telling the "dirver" to turn lights on

#

or whatever method you feel is the best

#

Also you might want a variant for both opfor and blufor AI

white jay
#

i also noticed that class useractions dont work for headger ^^

stuck oyster
#

nope

white jay
#

okay, seems to be very tricky ๐Ÿ˜ฉ

stuck oyster
#

indeed

#

all special arma modding is

white jay
#

yes, i normally use unity am pretty new to arma modelling....some really basic things seem to be very tricky or almost impossible

#

so thx for your response! i'll try to get it working

cinder pivot
#

no

#

you dont need to even create a car

#

with an AI

#

simply a static object will do

#

Example : Nothing in the visual LOD, geom can be a small weighted square, memory you have light position and light dir position

white jay
#

oh yeah, also created those mem points

cinder pivot
#

in your cfgVehicles then you can make it mimic an airport light or a street light or w/e

#

you won't be able to turn the light on/off during daytime

white jay
#

sounds interesting

#

dayLight = 1; ?

stuck oyster
#

that light on/off control was why I suggested the car

cinder pivot
#

as you cant with normal lights, but then if you attachTo a memory point of the character, such as the eye or forhead, then it should move when your head moves

stuck oyster
#

though can they either turn lights on at day?

cinder pivot
#

nope

white jay
#

class headlamp: ItemCore
{
author = "Loki";
scope = 2;
weaponPoolAvailable = 1;
displayName = "headlamp";
picture = "";
model = "psy_assets\models\headlamp1.p3d";
hiddenSelections[] = {"camo"};
hiddenSelectionsTextures[] = {""};

      class ItemInfo: HeadgearItem
      {
           mass = 4;
           uniformModel = "psy_assets\models\headlamp1.p3d";
      };
      class Reflectors
      {
           class Beam
           {
                color[] = {3.0, 3.0, 2.5, 0.0};
                ambient[] = {0.0, 0.0, 0.0, 0.0};
                position = "usti hlavne";
                direction = "nabojnicestart";
                hitpoint = "usti hlavne";
                selection = "usti hlavne";
                size = 0;
                radius = 25;
                angle = 40;
                dayLight = 1;
                angleInnerRatio = 0.25;
           };
      };
 };
#

thats how my config looks like

#

so simply put the reflectors c

#

las sin cfg vehicles attached to an empty object?

cinder pivot
#

anyways, you can attachTo a memory point on the head and the reflector should move around with the head movement, and "turn on" would createVehicle and attachTo - then turn off would deleteVehicle

stuck oyster
#

it does not rotate though right?

#

making that happen is possible but also needs more scripting

white jay
#

okay, that worked and follows the players eyedirection

#

thx guys!

stuck oyster
#

excellent!

#

does it also point up and down?

cinder pivot
#

attachto will follow the rotation of the head

#

if the beam is pointed ahead

#

or it should - you should post pics if you can ๐Ÿ˜›

stuck oyster
#

I've never seen objects follow rotation of character animations?

#

they've always just pointed up.

cinder pivot
#

i have never really toyed with it, I assume it would if attached to a memory point?

woeful viper
#

maybe if you just attach it to the character. But if you attach it to memorypoints it should work (tm)

stuck oyster
#

it does but it does and turns and moves with the point but it does not rotate

#

so if you look up it does not change the angle

cinder pivot
#

hm

#

not sure how you would solve that

stuck oyster
#

script/function that changes its direction perframe

cinder pivot
#

barfs the frames

stuck oyster
#

yeah well

#

options are limited

#

as with anything more than normal use

#

also it could be made a static turret

#

that has a gunner that constantly targets what player is looking at

#

or something like that

#

but might again need the perframe calculation

#

far from optimal yes, but can work if its used in very limited numbers and calculated locally

woeful viper
#

jeez...

#

add a few of such hacks together and you are playing a slide show

#

(or it just falls apart in MP)

cinder pivot
#

why not both

stuck oyster
#

Worth a shot though. if it works then great, if it doesn't well. XP gained from trying.

woeful viper
#

because you dont know how much it draws individually. You only can see the end result of all parts combined

stuck oyster
#

If only attachTo functioned so that the attached object moved with animations.. ๐Ÿ˜„

#

oh the dream

wraith tendon
#

erm, didn't attachTo with a MemPoint move the object constantly, where the MemoryPoint is?!

stuck oyster
#

it moves

#

but does not rotate

bright kraken
white jay
#

Attachto will only let the light move on the horizontal axis

#

Thats how it works now in my case...

#

dont know how much it would affect client performance if Changing the vecor oneachframe

#

@bright kraken this gun looks awesome!

hollow fulcrum
#

@bright kraken looking good man ๐Ÿ‘

hollow fulcrum
bright kraken
#

thanks guys!

#

@hollow fulcrum Very nice!

river kite
#

Very Nice Eotech ! Is it the Milan ?

bright kraken
#

Yeah, first image is the Milan Launcher, Second is the L7A2

terse elm
#

Nice looking L7A2, been working on one myself

bright kraken
#

I'd share mine with you if I felt like it was a bit more refined etc. The poly count is a bit high at the moment & its 3 sections, Which i can imagine would not be ideal for vehicle use (If I'm correct in assuming that's what you'd be using it for)

#

I plan to try and refine it soon, but I've been working on a couple of other bits that are due for release a bit sooner, such as the Milan etc. Would be happy to share it with you once its a bit more refined if you'd want.

halcyon wren
#

Is it part of a bigger GB content pack? ๐Ÿ˜ƒ

terse elm
#

mine was going to be both, our milsim needed a new one plus i wanted to put on my MK10 im making

bright kraken
#

@terse elm fair play

terse elm
bright kraken
#

@halcyon wren Yes, they will be part of updates for 3CB packs. I cant say when, or even if they'll be in the next update, We still need to finish & test some stuff, and there is other stuff in front in the queue.

#

@terse elm looks good mate!

terse elm
#

Thx Eotech, still a lot to be done as im never happy with the paint job haha

bright kraken
#

yeah, Its one of those things when you can never be completely satisfied with stuff, I'm happy with mine texture wise for now, but I'll have to rework at some point when I redo the low poly.

river kite
#

Well we would only Need the Milan as a German milsim Unit ๐Ÿ˜„

halcyon wren
#

Be patient. ๐Ÿ˜‰

#

Such things exist and are on their way.

terse elm
#

Yours looks nice i love the ittle dents all over did u do that in zbrush?

#

or is that just painted edge wear?

stoic notch
#

hello guys, are any of you for higher in the near future?

halcyon wren
#

You mean "hire"?

stoic notch
#

whoops, lol yes

river kite
#

Well happy to hear that mondkalb ๐Ÿ˜‡

stoic notch
#

one of my close friends wants to higher a modeler for a reskinned Boeing C-17 Globemaster 3 and was wondering the price range for something like that

bright kraken
#

@halcyon wren do you mean a stand alone milan?

stoic notch
#

hire, damnit i need more coffee

halcyon wren
#

@bright kraken Vehicle mounted and also personell-carried.

bright kraken
#

For British Forces?

halcyon wren
#

(West) German.

bright kraken
#

ahhh right ok, fair play!

halcyon wren
#

(Luckily) the UK has mostly their own stuff, so overlap is pretty much just Milan and possibly landrover. ๐Ÿ˜„

foggy finch
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Any BI dev know if there are any plans to extend roadway & geometry LOD limits?,. having a roadway lod limit that is smaller than the geometry is just painful

obtuse rain
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You mean the 30-40m limit?

foggy finch
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yep

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given that you can have res lods of 250m+, a ~40m limit on the roadway lod hurts ๐Ÿ˜ƒ

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I dont mind dicing up large models for performance reasons,. but when the working lods all have different limits, it just seems a little crazy

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and by working I mean roadway / geometry / etc

stuck oyster
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@foggy finch You keep asking for the stuff of dreams. :C Sad reminder on how things could be so much easier.

lavish mountain
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Dreaming is the root of creativity

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few people are better at it... one of my collegas once dreamed about a boat on a slide...

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Nice idea, totaly worked in the dream... we executed.... well the ship slipped off the slide... rocks went like a canopener on the hull... still floated, so the ship was sucsesfully refloated

foggy finch
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its not really a dream,. keeping the non-visual lods of a model to a standard size-set is practical

lavish mountain
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mission sucses

obtuse rain
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The visual LOD probably has the same limit by the way.

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It probably uses the same ~40m grid to search for objects within the view distance.

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(If you make a 100m sized object and put it just over ~40m outside your view distance it probably won't show up either)

stuck oyster
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there are certainly limitations like that.

white jay
stuck oyster
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@merry hearth Hows your headlamp made in that video above?

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best way is to ask.