#arma3_model
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Now you made me hungry
That is pure smut @hollow fulcrum Love it!
neat
lol @fluid ocean thanks brother ๐
@hollow fulcrum great work as usual!
@hollow fulcrum ACE?
yes
cool but why the inside fuse detail?
@hollow fulcrum Arma 3 will make you sad by refusing to use the highest LOD for that for anything other than ground holders. ๐
@twin urchin threats against my life and various other things. it's a crazy, crazy world. i basically, had no choice.
lol ok
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
boaty things are functional
If anyone else knows software in which I can form the hull with lines in 2 directions can be better,
Solidworks is a pain to work with
@hollow fulcrum You still working on that oil platform?
@cursive sleet indeed, it the big project on deck.
but I have arcs and cines in weird spots
use the tool that you are most comfortable with
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
I messed around with DELFTship, maybe try that
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.
you can also try it in max, but i dont think its easier... especially not if you have to learn the tool first
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)
I have worked with other tools which are for quicker prototyping but they are less accurate and for rescue and emergency responce
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.
or OB ^^
OB is not actually terrible for line things.. if you understand basic primitive building.
<< does not have the tolerance for the UI though
remember - its a game. You dont need to be as precise as you would for a real life project.
blasphemy!
lol
You will see if there is inconcistencys in the hull
And I want to use this one for otherTM purposes aswell
i tend to agree BUT ... take it from personal experience - if you want to get stuff done you start to make concessions ๐
eventually anyway...
after the first few attempts
needed a break from my gun.....can ya guess what it is yet? http://i.imgur.com/LzvrEIe.png
high tech tennis racket
haha
no? how about crampon?
i know, that it started as a box.
wow, Hatchet, how could you tell ;D
lol
M1 carbine?
belt buckle?
I was thinking how some (rifles) have a buckle in the butt
ur cold there FM
I was about to say, if its a ring-pull, must be off some new fangled drinks can ๐
haha
i was leaning towards a more rigid pop can top thingie..
very good
i like the dectector better ๐
no wonder I had no idea what it was.
alright next time, we get to ask basic questions. like, what scale, what view is it. that'll make it a little more possible ๐
even with that picture i dont know if toy or fullsize thing...
looks like some GI Joe toy in the picture
the scale question was my biggest one lol
I loved GI Joe.
Come on, somebody make a H.I.S.S tank..... and Destro
i never understood the children who settled for large action figures instead of LEGOs ... even as child
I had both. Lego made great fortifications...
Oh technic lego, making big trucks with real suspension
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 ๐
I had a lot of Lego. Mainly I made bunkers, towers and trenches.
Trucks and boats, my thing
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 ๐
I dabble, or should I say fumble. I leave the quality stuff to the experts.
how do you think experts became experts if not by fumbling and trying on more challenging stuff?
"Fingers in too many pies" comes to mind. I have enough to do without starting ANOTHER hobby.
other? there can be no other
I seem to collect hobbies. Anyway, I'm out, too much work to do and not enough hours in the day.
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.
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.
lol
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.
porting bridge from cinema 4 d to tb https://www.twitch.tv/brenden0309
Nice work badger
๐
@pastel pebble looking good man ๐
@hollow fulcrum Thanks
@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 :)
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?
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..)
not exchangeable ones, thats for sure
so for example: https://gyazo.com/8c0d3bf90f26efa88859ba542ccdc9bd that would work. i dont know about zooming though.. would have to look at it again. someone probably knows for sure.
pretty sure i put a fixed zoom ACOG on a M134 once also..
there are no switchable optic modes (as in main sight/ backupsight)
And how would I put them on them?
Is there a kind of mod or script you have?
it would have to be part of the original model.
@buoyant tangle you are aware you are in #arma3_model channel, right
I assume he's just now starting to understand he's in deep water at least.
Wow that .50 is pure 3D awesome
Oh sorry then. But thanks for the answer
@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.
@hollow fulcrum a men need's a name ;)
@half heath thanks man ๐
I think I spend equal parts of time both modifying Modo and modelling in it..
"just one more improvement so i can eventually do things faster" ...
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..
๐ ๐ซ
keep it fresh^^ im sure there are feng shui guides for computer screen "content" now
lol
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...
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 ๐
no need, the AI will notice that it can improve everyone by replicating itself to everywhere ๐
"Man invents Cortana/Siri/Skynet hybrid to model more efficiently"
๐ indeed. i like it. ๐
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
oh wow.. hrmm...
In vehicles you can't really switch optic modes right?
i remember once seeing switching modes of the optic in the vehicle which was in VBS2 heh
does anyone have experience with LODTurnedIn parameter?
@white jay is trying to make a simplified commander view for turrets, yet we can't get it to work so far ingame
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 ```
i'm not sure personally, honestly never had a need to fiddle with it. @woeful viper probably knows.
what issue does he have?
@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)
is there any tank that uses interior view for commander position? from BI (OFP to A3) or community made?
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 ... ๐ 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
why A2? OFP had most interior modeled vs later, no?
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. ๐
@rough idol @woeful viper way smarter than me anyway, so.. i'll just poke em. probably more effective.
anyway, can't you use cargo or pilot lod?
if it's a tank, then I doubt there is need for passenger cargo lod
El T said its used for ppl sitting ontop of the tank
all of them are FFV/turrets?
if so, set them LodTurnedIN/Out =1
(note 0 doesn't work and will switch back to cargo lod)
he will check in later/tomorrow
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
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)
@rough idol due to how I made the model https://cdn.discordapp.com/attachments/237578735128281089/257572520209809408/unknown.png
I can't allow anyone to see it from the outside ๐
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
but why can't you use cargo lod for commander?
our cargo guys are not yet FFV
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
on BTR70 I configured static passengers as turrets with FFV disabled by "enabledByAnimationSource" anim which never goes 1
@white jay @quaint otter
you need to set lodTurnedIn to default (-1) and use primary observer =1 and primary gunner = 0 iirc
any other method does not work (as far as my trials go)
if that does not work for you then there may be even more hardcoded conditions that have to be fulfilled.
guys is there a way to see object size in OB ??
I usually switch to a top/side/front view and use Window->Measuring or just read off the cursor X/Y/Z's.
simpler ??:P
my tower need to be 57m tall and 36 m on radius
just no idea how check it
Oh, to do that you install Modo, Maya or Blender and make it in there.
i made model exported in in scale 1 m
when imported used 1
but in game looks small
Ahh, right.
i am using cinema btw ๐
May actually be simpler to rescale it in the original application and find a good setting for the FBX scale.
If you know the original dimensions you should be able to type in a scale in the 3D transform bit of O2.
@white relic Object Builder grid units are 1m, so each grid square is 1m
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
i.e. the height
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
@X3KJ#8043 did you try the value for view commander found in o2script yet?
of course
๐ฎ
create a cube/cylinder with the desired dimensions and compare to that
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.
@woeful viper @rough idol thanks guys I'll have a look ๐
Sigh
solidworks does not like the surface aswell
Now I am teaching myself 3ds max
Ok 3ds max likes crashing
now the worst part which i never done before... uvmap and texturing this tower ...
https://cdn.discordapp.com/attachments/250458628299948042/258739419429863424/20161214232556_1.jpg
https://cdn.discordapp.com/attachments/250458628299948042/258739418796392449/20161214232519_1.jpg
https://cdn.discordapp.com/attachments/250458628299948042/258739419429863424/20161214232556_1.jpg
guys can anyone tell me order of doing model ? i mean
uv map, bump should be first >? and if i didnt missed something >
@vernal lynx @outer condor try to create resolution lod with number above 1000 (like 1300)
it will be binarized yet it shouldn't be used by game engine for lod switching
And can y assign it ?
yes
๐ฎ
Ok I'll try X3KJ's Idea first, then gunner trick first and if it doesnt work I'll try yours. :)
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
How do i fix my walls so the texture not fucks up :/ http://prntscr.com/djt2bi
You need to re-unwrap the UVmap
Ohh wil try that thanks ๐
@vernal lynx we want a leak of the result ๐
used the gunner LOD if i am not mistaken
yes that's it
Has anyone else's modelviewer been acting up and taking ages to open? OB is stuck waiting for "Viewer search..." :/
yep,.
The damn thing is probably still linked through TCP...
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 ๐
Have you had a look at the sample models?
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.
@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
you just said a launcher dude...
a launcher is not a pickaxe
how about you learn how to do weapons properly first before you try to work around stuff
What do you want to do with the pickaxe? Though it would be cool ArmA isnt exactly mining simulator yet
@woeful viper i want a pickaxe as "launcher" because it should be on the launcher slot ๐
well go ahead then...
should i start with a static object for learning things about object builder an the configs ? @woeful viper
Yep
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?
@Don_prince (AJ)#1088 - try surface modifier, although you need to have the section setup in a certain way
The Surface modifier generates a patch surface based on the contours of a spline network. A patch is created wherever the segments of the interwoven splines form a three- or four-sided polygon. The Surface modifier and the CrossSection modifier, taken together, are referred to as Surface Tools. They allow you to create complex or organic surfaces, like the fuselage of a plane, or a three-dimensional character. Select a spline object
spline modelling in max is pure bullshit
I was searching for loft.... to many programs... will try this tomorrow
Thx guys
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 ๐ http://pastebin.com/mmhfpLG3
If I recall correctly the resolution of PIP is related to the size of the uv island of the said surface.
lp done, and base textures applied.. quixel ate my labeling layers, so meh.. try again tomorrow.
https://gyazo.com/688d4455df943367b548f3e0ea5b9674
came in at 4.7k res0, 2k maps.
guys is 3ds max free ?
@stuck oyster You're awesome, thanks for the tip. That seems to have fixed it!
@hollow fulcrum Are you planning on using a custom environment map for the reflector in that? ๐
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.
IR filter is not that shiny,
i would hope not at least..
not likely it can be animated on the heavy weapons anyway, so probably just gonna roll with it closed for now.
holds a sign up 'save the verts'
Ianbanks: been working on character models all day today using your modo plugin, thank you for creating that it is highly appreciated!
@white relic you can get a student version
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 ๐
think how some vehicles you can only access inventory from the rear etc
is it -- memoryPointSupply = "doplnovani";
on further testing it seems it is ๐
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.
thanks @wraith tendon ๐ that was what i was wondering next actually about supplyrange
SupplyRange... doesnt appear to do anything? sure its that name or did you mean their was a SupplyRange that used to exist?
thinking its probably this
supplyRadius
is there someone with an idea, why my truck is doing this?
do i need to change the mass of the geometry?
@upbeat loom Could be it, yeah. Haven't checked any Configs, when i typed that.
all gg ๐ cheers
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
Go MODO ๐
@white relic It's called "Create"
MartinezFG11: amen brother!
@tacit karma create .... show me where i can create line or point . All i see are eeady shapes
make a plane, edit poly on top, delete all verts, on top under modeling is create
So there is no option for that then. You are forced to use plane...
And i checked modo. Seems nice and similar to cinema. Question how is the uv unwrap in there
@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
@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.
@foggy finch one of those tuts i found is the same you sent over xd
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
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?
Yes @Uro you right there are milions of them but more than 60% are shit i wouldnt call tutorial
wow... you are lazy...
How about your first show some appreciation for people wanting to help you#
Holy cow
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
What do you expect from them? Giving you a personal Training hour? Just for you? Just because you asked? YOU want something, remember that.
'REKT @lavish mountain
life=ruined
The other thing is: This is A3-Discord, not 3dsmax-Discord, right? Right! =}
Do they have a discord?
no clue, no idea, no interest in finding it out
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 ?
hahaahahaha
@tacit karma Imagine the clusterfk in there ๐
how about we make one
yeah
@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.
I understand your point
I bet, a search for
"3dsmax draw polygon" will have at least 10 answers in the first 5 links ๐
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
Screw Cinema4D, i was working with it for years.
I stopped working with it about 10 Years ago^^
True but in this case already week with google and no satisfying answer thats why asked here
Maybe i was asking wrong questions
Thanks
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
I just cant understand way how to use it when i cant find half of functions i get used to from cinema xd
they have different names and work different
Like simple semi transparent model so i can still see it
I am used to shipdesign solidworks rhinoceros and a few other programs you have never heard of
Dont assume that just because you know cinema you will find your way around any other modelling tool. That's foolish
I used zbrush cinema and autocad only
I understand jackshit from 3ds max and last week that became apperant to me again
@white relic if I google "3ds model transparent" I find what you were looking for in just under a second
@tacit karma agree thats why blender is black magic for me xd
So it seems i was asking wrong questions
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?
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?
If I had a question about creating masks for multimaterial would I ask it here or in the texture making discord
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
they are setup incorrectly
make sure every part is closd and convex and is named a component 00-99
oh so cant have open faces?
the visual can
the geometry and physx cannot
the geometry should be a very simplified version of the visual made out of convexed components
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
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?
what is the first image of? the model?
yeah its a bridge thats in 6 pieces due to size
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
https://community.bistudio.com/wiki/LOD this tells you all about each lod and how they need to be
https://www.youtube.com/watch?v=FOy-5EbW90Y this guy gives a decent overview of basic LOD's
aight and so is there a way to make snap points on the model to piece it together?
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
I bet, this will be a clusterfk for the AI oO
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
yeah
@wraith tendon think thats a cluster fuck it gets worse https://gyazo.com/9ef06fdd598ba78911ecc6199e32a8bf
so is this meaning have four snap verts in one ojbect and the same nameds ones on the other object?
Does anyone use few 3d programs for models?
I mean 1 for modeling and second one for example for uv unwraping ?
have done in the past, but Maya's UV tools got better
"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
only other thing I use now is zBrush sometimes to do dynamesh high poly
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 ๐
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)
yer thats the base of what I do which gave me this: https://gyazo.com/6533ebe05eebd1bf8b7a6175f47c553b
but I want to add like another texture that overlaps such as cement (run down) so I painted the red colour in blender https://gyazo.com/b48596963737af5056752b847f77c323
which worked except I get white outlines on the red colour
seems like it anti-aliased between the green/red colours,. that could be your issue
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
any idea on how to get straight cut edges (red to green for example not red > light red > light green > green
you could render out your UV's and use those as a template in PS and colour them in there
pretty good multi-mat guide on wiki by mondkalb -> https://community.bistudio.com/wiki/Mondkalb's_MultiMaterial_Tutorial
step two describes what your trying to do
thanks
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 hard to say if i learned something or not as i am still at work so kinda difficult to use pc while driving xd
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
Have you tried blender?
Blender lofts only one set of lines
I need a loft based of lines in 3 directions
Sorry but whats a loft? ๐ฎ
Creating a surface based of lines
it connects a line of edges together http://help.autodesk.com/cloudhelp/2016/ENU/AutoCAD-Core/images/GUID-2200E8C9-B3DD-48D4-AA95-E1C2C5814467.png
Thats a case of a closed loft along a spine
the dashes are just a representation
Thats a general drawing of which you build a hull
Trouble is they left to much out to reproduce of one set of lines
are you using like inventor?
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
inventor is great program i get it thru school but ive heard you can use any email and get student stuff
mm I suppose you want it 100% accurate?
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
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.
Could I try?
Shure
@stuck oyster could you awnser my question about this from earlier? {https://forums.bistudio.com/topic/177498-more-than-one-snap-point-for-placement/?do=findComment&comment=2800718} 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
Im just in the middle of something but I'll drop you a note when I get back!
aight its cool
So what was the problem @cedar rock
It was more a clarification question just a few messages up @stuck oyster
Might you repeat? since Its already somewhere up there
@hollow talon nice pool you got there! ๐ How does it look with fog?
not sure
thats whats been causing trouble with water surfaces before.
well it looks like something out of ESO, lol, the water is blue, black, white all mixed together
let me try changing a param
@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
Oh I thought there were more to that question somewhere way above
and yeah thats how it basically should work
so it actually snaps in tb?
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
there is a bridge piece somewhere in the A2 samples that has snap points in it. Can't recall if A3 samples have any
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?
mm that does not sound right
A_0 and A_1 form a line that snaps to V_0 and V_1 formed line
ahhhh okay i seen now
Or well thats my impression of it anyway
so i should only snap these points together https://gyazo.com/db475d5f4bce4d6bb1d27283da850673
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
aight
goes looking for a stick..
๐ you're right, i'll calm down
๐น
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!
๐ remember to take parachute with you!
i know right! the free fall animation kicked which i found comical, for a millisecond or two.
@stuck oyster here's a helper image I made for .sp's a long time ago in a galaxy far far away -> http://imageshack.com/a/img924/839/IwIotn.jpg
^^ all pro, i stole it and have archived it away with the rest of the secret, i mean less known information.
np
(i have my own sample model.. but nice either way ๐ )
its handy for those brainfart moments
exactly
@cedar rock check what @foggy finch posted if you dont find the sample bridge.
Thanks @foggy finch saved me the trouble. xD
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.
np
so is there anything i need to do to execute snap or does that .sp stuff do it in the engine?
turn on the magnet in TB
so i just need named points that are the same not the .sp_blahblah
le re pe etc etc look in any unbinarised road's mempoints and answer your own question.
so how do i deroad? when i open app nothing happens
i'm very confused
if i just have two point named the same thing will they snap or does it need .sp and stuff
the .sp point pairs determnine model snapping in Terrain Builder
you need the .sp s = snap p = point
okay thank you thats what i thought
The road points Mikero talked about determine tha the road area of a model, but that is different thing alltogether
thats just roadway lod right'
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.
The road points Mikero talked about determine tha the road area of a model, but that is different thing alltogether. ๐ ๐ ๐
oh so ai dont shit their selves? or so its proper on map?
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
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
you answered you question yourself really.
but dont have that option
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
its set t ocorrect size in meteres
is its scale correct
yes its all 1.000
41x14m
and how big is it in Object buidler
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,
thats how big it is in TB
i know exact scale it needs t obe but i dont know how to scale whole things sense all the lods and stuff
can you give me an a3\url which i has these '.sp' or am i confusing myself further?
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
they're in the memlod are they?
yes
thank u
.sp points, like all named selections that start with .'s get destroyed during binarisation iirc
ah that would explain it
yep. just figured that out!
so for practical purposes in tb a3 objects are no damn use at all?
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
fixed it scale amount actually lied to me
not true of fences and walls Uro
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
...until they break it.
Only problem with improting anything in TB is the rotations
if xcam was hooked right into buldozer,. the TB/Buldozer stream would pick the object manipulation up
you wouldnt have to export<>import
one can dream
but then you'd have to wait for everything to sync up,. :>
I bet it would be easier to make the import understand object local rotations
does it just flat out ignore the parameters in the import file?
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
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.
yes
the time for debinarising a3 p3ds then is fast approaching.
or did the new terrain processor have some sort of place along line function
we try to do the right thing and are crippled because of it.
but since you can't get the original .sp points out it does not really help
yeah I tried that plugin out for hedgerows
was thinking more the LE PE approach......
if you had the road bounding box corners mapped to named selections you could just probably use those
cwr2 walls / fences too ๐
opens the ported a2 archive up
not that it matters. easy enough, or worth the effort, to add .sp back i guess.
actually
so the snapping isnt working?...set up as you said or does that def place cant be numbers?
the a2 rail mlods might have .sp's
does someone have a virgin a2 sample package they could peruse?
@cedar rock you might need to reimport the template
think so. give me a name
i did
a man needs a name
and restarted tb
rails_passing_25.p3d
and you had the magnet on?
yes doesnt snap in tb or bd
it would work only when movin in tb
yeah it only works in TB, not buldozer
aight but still
wierd,. I made 3 bridge sections today and they snap fine
paste one of your .sp slections
just need this damned multimat to behave now
thats a url not a named selection ๐
your geometry lod isnt closed,. try to make your geometry lod out of simple convex shapes
thats stupid the model was closed and i made the convex hull by doing it in ob so... stupid tools
the MLOD rails you folks refer to have lotsa lovely .sp points in the memlod
so im not losing my marbles then mikero
i've lost mine. as usual, i got my facts wrong. and STILL learn something new every day.
heheh
i won't even bother checking ODOL. we both know the answer.
I dont forget, I just usually never remember till after the fact :>
yeha
they dont exist in odol
it's just a side effect of binarisation
guess it's useful for selections you dont wanna keep after its baked
wheras someone forgot to tell them that PE LE etc would have been just fine thank you.
@cedar rock 1_0.p3d .sp point names wrong. need A_0 A_1 V_0 V_1
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
never seen it work like that.
and the template library had only 1 snap point defined in it
how can you see that?
yourmap\source\terrainbuiler\TerrainBuilder\TemplateLibs
actually 1_0 does not load any snap points
1_3 has 2
but the yshould all have 4..........
so to snap two faces does it need four points on each object or will two suite it?
as I said A_0 A_1 pair forms one snap point and pair V_0 V_1 another
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
bang head on keyboard to continue.
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
now that thats fixe maybe some zzz
yep, glad we shed some light on the topic for some people ๐ http://imageshack.com/a/img921/2803/zzrJtC.jpg
and maybe bridged a few gaps in peoples knowlege of arma http://imageshack.com/a/img923/615/YA3Auc.jpg
goes off to get some food
those are perty
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 ๐
http://imgur.com/a/fMZVd
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
Do the options appear?
no
Probably an error in your condition, check rpt then check that
condition = "this animationPhase 'Door1' == 0";
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
I name them the same, not sure if thats good practice or bad
Selection/modelcfg class and animation source all are same name
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
Yea
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
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
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....
so the snapping is all good now ๐ but now how do i get rid of those hellashes shadows? or will it not look as bad when its textured
If anyone needs wartsila 18v48 or the 9L48 let me know... https://www.dropbox.com/s/yoohk3y202phq3y/Schermafdruk 2016-12-18 20.49.01.png?dl=0
Downloaded these first year of uni and they are under CC
@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
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
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
I do this is my model.cfg
two secs let me pastebin it
will try that now
didnt make a difference @stuck oyster
have you got a config.cpp to go along with the model.cfg ?
sounds like the config.cpp part is broken to me
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 ๐
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?
Same goes for naming (door_01, door_02, etc)
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
"wich one"
fortunately for me my object viewer is fubar atm so I cannot help anymore
Oh, i thought thats a normal state ๐
hey any ideas why my geometry LOD isnt working ? im completely new and i dont know what to do :(
http://i.imgur.com/tLPxeZt.png
i can walk trough it and i dont know how to fix that :/
does it have mass?
geometry always have to have mass or it does not work right
10+ at least
@stuck oyster thanks i didnt set the mass ๐
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
My Model is invisible know anyone the problem?
let me check my crystal ball ^
My Model is invisible know anyone the problem?- yes, its invisible.
+1
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"?
I dissagree
The problem is the acceptance that the model should be invisible
Nothing is wrong with the actual model
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?
I know that it's possible, that a helmet (or NVG) can block both Slots
Oh right, the new CSAT thingy
still it would mean every helmet would have to have NVG's on it
nooooo clue
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).
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
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. ๐
do i need to model windows as actual box ??
What
He's asking if windows need to be faces or cut outs in the model
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.
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!
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.
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.
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.
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.
do you have the a3 samples ?
i do
what sort of model btw? house or weapon ? or vehicle? or human?
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.
exactly. and your choice imho is excellent given the background you come from.
thank you
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
np dude, im in the depths of reddit amusing myself
cfgVehicleClasses // which you've not encountered before
and cfgVehicles
class cfgVehicleCLASSES
{
class MyGreatBuilding
{
displayname="elephant"
}; };
this is used by the game editor
ok
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.
no land class mikero? ๐
not to start with
this is great mikero, thank you very much for passing this on to me.
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.
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?
use metric over imperial
check
arma uses metric
so if I made a 3x3x3 meter cube, would it appear that size in game?
so long as you set your fbx export dialog to use the meter scale then yeah it should
gotcha. Thank ou Uro for your knowledge as well.
np
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 ?
@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.
Yeap, but LOD properties and geo mass don't export to .fbx do they?
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..
The Blender plugin might be able to round-trip too.
(For .p3d, don't think it can import .rtm)
yes, but people often want to export and reimport without losing selections/smoothing at least...
that should be native to OB..
Don't think you ever need to open OB with the Blender plugin though.
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.
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.
sure, but i dont personally have an expectation of full export functionality. but standard foo, meh.. that should not require black magic.
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 ^^
commonly models dont go much above 20k
the limit is somewhere in the millions if I recall
okay just read a while ago that 32k is the limit for now for A3
ok good to know ^^ thanks for the answers. Then i will continue the work on my german truck ๐
but the less you have the better it is for performance.
@Andrew#0693 i asked if the windows need to be made as box 6 faces or like plane 1 face only
@river kite here is my project https://cdn.discordapp.com/attachments/256937236661010432/260747846796574722/20161220123627_1.jpg
thanks that was my first try in 3ds max lol toke me 3 ddays to make it ๐ for few hours daily
nice one too ๐ but i think your is more modern than mine lol my is 1934 henschel
thats true , my truck is from 1980s but sill in use at the German Armed Forces
๐
i am making post apocalyptic map so in that case just old vehicles would work lol ๐ besides i want to add decorations to it like bones metal sheets etc to look more post-apo ๐
oh okay ^^
@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 ? ๐
@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.
Ill give it a test - thanks ๐
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
what about marker lights?
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
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.
yes, but a scripted lightpoint doesnt look like a light cone, because light i emitting in all directions....
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
^^ what I was suggesting
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)
yes i know....but all scripted solutions unfortunatly will never look like a flashlight ๐
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
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
i also noticed that class useractions dont work for headger ^^
nope
okay, seems to be very tricky ๐ฉ
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
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
oh yeah, also created those mem points
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
that light on/off control was why I suggested the car
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
though can they either turn lights on at day?
nope
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?
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
it does not rotate though right?
making that happen is possible but also needs more scripting
attachto will follow the rotation of the head
if the beam is pointed ahead
or it should - you should post pics if you can ๐
I've never seen objects follow rotation of character animations?
they've always just pointed up.
i have never really toyed with it, I assume it would if attached to a memory point?
maybe if you just attach it to the character. But if you attach it to memorypoints it should work (tm)
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
script/function that changes its direction perframe
barfs the frames
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
jeez...
add a few of such hacks together and you are playing a slide show
(or it just falls apart in MP)
why not both
Worth a shot though. if it works then great, if it doesn't well. XP gained from trying.
because you dont know how much it draws individually. You only can see the end result of all parts combined
If only attachTo functioned so that the attached object moved with animations.. ๐
oh the dream
erm, didn't attachTo with a MemPoint move the object constantly, where the MemoryPoint is?!
Couple of renders of some stuff that is currently making its way in game...
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!
@bright kraken looking good man ๐
current muckerings..
https://gyazo.com/698f52c109b0e64d7e15547bf4e3bed5
Very Nice Eotech ! Is it the Milan ?
Yeah, first image is the Milan Launcher, Second is the L7A2
Nice looking L7A2, been working on one myself
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.
Is it part of a bigger GB content pack? ๐
mine was going to be both, our milsim needed a new one plus i wanted to put on my MK10 im making
@terse elm fair play
@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!
Thx Eotech, still a lot to be done as im never happy with the paint job haha
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.
Well we would only Need the Milan as a German milsim Unit ๐
Yours looks nice i love the ittle dents all over did u do that in zbrush?
or is that just painted edge wear?
hello guys, are any of you for higher in the near future?
You mean "hire"?
whoops, lol yes
Well happy to hear that mondkalb ๐
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
@halcyon wren do you mean a stand alone milan?
hire, damnit i need more coffee
@bright kraken Vehicle mounted and also personell-carried.
For British Forces?
(West) German.
ahhh right ok, fair play!
(Luckily) the UK has mostly their own stuff, so overlap is pretty much just Milan and possibly landrover. ๐
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
You mean the 30-40m limit?
yep
given that you can have res lods of 250m+, a ~40m limit on the roadway lod hurts ๐
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
and by working I mean roadway / geometry / etc
@foggy finch You keep asking for the stuff of dreams. :C Sad reminder on how things could be so much easier.
Dreaming is the root of creativity
few people are better at it... one of my collegas once dreamed about a boat on a slide...
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
its not really a dream,. keeping the non-visual lods of a model to a standard size-set is practical
mission sucses
The visual LOD probably has the same limit by the way.
It probably uses the same ~40m grid to search for objects within the view distance.
(If you make a 100m sized object and put it just over ~40m outside your view distance it probably won't show up either)
there are certainly limitations like that.
@stuck oyster https://www.youtube.com/watch?v=djs3QCjvgo8 would be interesting if thats a scripted solution