#arma3_model

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hollow fulcrum
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โ˜•

white jay
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๐Ÿ˜ƒ youre so right

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@merry hearth Hows your headlamp made in that video above?

stuck oyster
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he'll come around if/when he feels like it. no need to spam him.

cedar rock
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@loki.87 I'd imagine it's just a head piece with a light stet up as normal and made a function binded to a key to turn the light on and off

white jay
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zhats how id did it for now:as reflectors class only works in cfgvehicles i created empty p3d with light setup as static class in cfgvehicles (my light objct) .on keydown eventhandler toggles the light creation. light gets attached to head, where my headlamp is located. the problem with that is, that it only follows the horizontal mouse movement and also looks weird in idle animnations. unfortunately i cant bind my light to a bone

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as you can see its a messy workaround

merry hearth
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@stuck oyster @white jay magic

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๐Ÿ˜›

white jay
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๐Ÿ˜‚ the answer i feared most

merry hearth
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I hope to be releasing that this year though (means i got less than 10 days left)

white relic
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Any good tutorial about setting up lods etc in oxygen ??

errant pumice
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Any ideas how do I prevent AI walking through "solid" object like a wall or closed door?

lavish mountain
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Sounds like broken collision

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or is it not a specific building or vehicle

stuck oyster
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Indoors or outdoors?

errant pumice
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outdoors

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basically a fence with doors, they go through even when closed.

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player cant go through

stuck oyster
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Is there a object with path in it under the fence/door? AI on path ignores all pretty much all geometry.
AI collision might also ignore some obstacles by design so that they dont get stuck.
How thick is the door geometry? It could be too thin for the AI geometry check to register?
Is it animated when they go through? I've seen geometry on planes/helos break when the animated part (landing gear) was animated so that its fully animated state was beyond the original bounds of the object.
Also does the said geometry piece have weight? I would assume so if it blocks player.

hard flume
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Can anyone help me with exporting a model from 3DS to OB? This is driving me nuts. I have tried a few different ways and I can't get the size correct. Thanks!

hollow fulcrum
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so it is importing successfully, just at the wrong scale?

hard flume
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correct.

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I have tried .3ds(tiny) and .fbx(huge)

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I even tried .obj and it was bigger than tiny but still way to small

hollow fulcrum
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so on .fbx import (what i use most of the time) you can select the scale. it helps to know what the original scale was, and hopefully it was metric. but for close approximation, the grids in OB are 1 meter.

hard flume
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OK, how would I set a scale in 3DS? I do have the measurement set to meters.

hollow fulcrum
hard flume
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or better question, how do I set up the FBX Export settings

hollow fulcrum
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.fbx will export whatever max is setup for in base units (or whatever you tell it in the exporter)

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(not viewing units)

hard flume
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gotcha

hollow fulcrum
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i should say system vs. display

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and OB by default is looking for mm, so base ratios off that.

hard flume
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AH, that is really good to know. Thanks! Let me try a few more things

hollow fulcrum
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np

hard flume
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So I can use this is a point of referance, what "height" are the characters in game? I'm guessing around 1.8 meters. Thanks

quick terrace
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1.82m, but you can check the provided character

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in samples

fossil obsidian
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guys, where or how can i get dog model with weights?

obtuse rain
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The Arma 2 samples should have them.

fossil obsidian
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daz a2 and a3 dogs is same?

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by model skel and anims?

hollow fulcrum
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how about you compare them yourself. aren't you like some sort of ArmA master anyway? or is that outside your skillset?

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โ˜• ๐Ÿ‘ ๐Ÿ”จ

woeful viper
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dayum, Hatchet giving out the stings

hollow fulcrum
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Oops, was that out loud? My bad.

woeful viper
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๐Ÿ˜„

wraith tendon
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But the truth ๐Ÿ˜„

hard flume
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Thanks @quick terrace

random elbow
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My Geometry LOD on my Building doesnt work. Anyone got an Idea?

hollow fulcrum
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does it have mass applied to it?

random elbow
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oh shit no it doesnt

hollow fulcrum
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๐Ÿ‘

random elbow
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๐Ÿ˜€

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Thanks

errant pumice
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any clues why some of the BIS A3 trees remain brownish, when all rvmats and paas are white, as winter trees? :/ driving me mad!

warm relic
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For anyone who does cars, when you do hitpoints do you manually place them or is there something in object builder to create points based on a selection you made?

hollow fulcrum
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@errant pumice gotta be something pathing out and calling something differently. could be something with the actual model I suppose. imagery might help if that's the case.

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@warm relic Isn't it always more fun when you do it yourself?!

white jay
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@errant pumice either your map still loads the vanilla ones or some rvmat is still calling home instead of your new paas

errant pumice
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rgr

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tnx

cinder pivot
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@errant pumice they could also not have any selections, and ignore your stuff

white jay
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trees cant be retextured in a normal way

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kinda grey area

pulsar compass
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Can someone tell me why is my model ingame looking for a texture on P: drive. My working folder is on P:/myworkingfoldername, and when I compile everything with addon builder, everything works ingame, but when I don't have P: drive mounted, no textures get loaded ingame and an error apears. Do i have to somhow configure the addon builder to not include "P:" in texture filepath or am I using somthing wrong?

hollow fulcrum
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I unfortunately do not use Addon Builder and as such can not provide accurate support for such ventures. I can however almost guarentee you that the model is looking for something on your P: because it is being told to do such. It's been a while, but perhaps try removing the drive reference in the model itself (face properties). perhaps will play nicer upon bin foo.

warm relic
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@pulsar compass when you define the texture path by pressing e on your selection take out the P:

white jay
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just configure OB to have P:\ as prefix for texturepaths ๐Ÿ˜‰

pulsar compass
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So I have to go and manualy edit every texture path in O2...for every LOD?

white jay
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no

pulsar compass
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@white jay Where do I do that?

white jay
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go to file > options and set "Path for textures" to "P:"

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you might now have the problem that it reads your paths as P:\P:.... therefore you can use mass texture path renaming in tools

hollow fulcrum
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^^

pulsar compass
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ok , I found it

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Gonna try it out and report back. THANKS A LOT

white jay
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make sure to set it to P:\ instead of what i wrote above

pulsar compass
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Did that jup

lavish mountain
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@hollow fulcrum How do you compile the PBO's then?

hollow fulcrum
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I use Mikeros tools for just about everything. Because #1 it basically will not allow you to do bad things. And #2 if you just RTFM's, you can do just about anything you desire with relative ease.

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Note I did not RTFM's for the first few years of tinkering in ArmA, huge waste of time. Just sayin..

white jay
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and by the time you are able to pack a pbo with it you can be pretty sure there won't be errors ingame ๐Ÿ˜‰

river kite
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is it normal to get pop up errors by starting the object Builder and Bulldozer ?

hollow fulcrum
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normal is relative. when things are not setup up properly, yes that is normal. do i get pop ups when launching those tools? not as of yesterday.

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(knowing the errors, vastly more useful)

river kite
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As an example i get the error Buldozer may not work:Missing file(s). GFSDK_SSAO_D3D11.win32.dll, bin/config.bin,

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dont know why i have used steam repair already

hollow fulcrum
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๐Ÿ‘€

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that would lead me to believe things are not where they need to be.

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ermm.. im not on the rig at the moment. maybe someone else can chime in here.

river kite
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well i think i try a complete new install of BI Tools when Steam is back online

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I think i should delete Partition P also ?

hollow fulcrum
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nah you shouldn't need to do that.

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but for what it's worth, it is worth looking into setting up your P:\ properly. which can help avoid a number of issues. look into Mikero's ArmA3P and the like.

river kite
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complete new install worked ๐Ÿ˜›

hollow fulcrum
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๐Ÿ‘

white relic
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Is it possible to add lights to model i mean like bridge with lights or do i need to place lights separated

lavish mountain
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Making progress

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Most of the stairs are in

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The hull is a placeholder, just to motivate me

warm relic
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@white relic You can place rvmats on what you want to give it a glow effect if thats what you mean, or you can take the light part of the config from a car config file and put it into your bridge config and place down the required memory points

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Looks good so far @lavish mountain

white relic
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@cinder pivot glow is not the thing i am looking for it need to be kinda like spot light effect

cinder pivot
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reflectors

hollow fulcrum
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just look at any of the A2 files that have lights on them. the lighthouse comes to mind.

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then you'll even know how to make it rotate ๐Ÿ˜ƒ

hard flume
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Good evening. So I have a basic model of a house that I made in 3DS, am able to import into OB, build in AB, and can see in game. I have looked over the config.cpp for the sample house and I am not sure how to make it "solid" so I can't walk through it. Thanks.

ebon abyss
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geometry makes your model "solid". needs to be convex thing and have some mass.

hard flume
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How do I do that in 3DS?

ebon abyss
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no idea

hard flume
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How could I adjust it in OB?

ebon abyss
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ALT-M to show mass uhm dialog, select your geometry (or different parts of it), type in number (I think its like kilos, someone correct me?) and hit apply. you see the geometry visual change to show the mass there.

hard flume
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I now see the mass but when I select my house it does not let me enter anything.

ebon abyss
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well dunno, thats how it works for me.

hard flume
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ok, well thanks for the advise, at least I learned how to turn on Mass. ๐Ÿ˜‰

ebon abyss
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hmm so when you are in geometry lod, hit CTRL-A, it doesnt select your house?

hard flume
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it does, but the block next to Mass: stays grayed out

ebon abyss
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ok, then dunno ๐Ÿ˜ฎ

hard flume
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Now keep in mind I only have one LOD imported into OB. It is whatever is coming out of 3DS. I just started and am trying ot learn.

ebon abyss
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ok well obviously you need to create geometry lod.

hard flume
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is it as simple as adding the geometry LOD then copying everything from the 1.000 to that?

ebon abyss
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not really, but that's a start..

hard flume
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ok, thanks.

cinder pivot
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No, it needs to be simpler, look at sample cfgs

hard flume
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I'm doing that now.

white relic
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@hollow fulcrum never ever saw rotating spot lights on the bridge before xd but thanks for pointing where to look ;)

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@hard flumefor the house you can make simple cube as geometry lod

hard flume
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@white relic Thanks

cinder pivot
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If you want the house to be unenterable then yes you can make it just a cube

hard flume
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Now just to make sure I am understanding, cube per room, wall, or the entire project?

cinder pivot
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Is your house enterable, or do you want it to be?

hard flume
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I have holes in the walls for doors and windows but I can walk through the walls like they were not there.

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Looking at the house in the sample pack, it seems I will need to do each wall as a seperate cube if I am seeing it correctly.

cinder pivot
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Yes pretty much

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If you want doors then they are cubes/rectangles with a selection name as well

icy roost
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I'm having some issues a KSG model right now. Atm I have it in a .blend file but whatever I export it to (.p3d, .3ds, .obj, .fbx) results in it not working with Object Builder or getting messed up.
.OBJ - Imports but most of the edges are smoothed out.
.P3D - Unable to load file. Load error.
.3DS - Mesh named 'RootNode' has not found. 3DS integrity error.
.FBX - Imports but all of the edges are smoothed out.

hard flume
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@cinder pivot Thanks for the knowledge

cinder pivot
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@icy roost the entire model needs to be in tris/quads for OB import as well

icy roost
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@cinder pivot Done, but I'm getting the exact same errors.

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Tried importing it as a .3DS and I got "Missing KFDATA section".

cinder pivot
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its looking for key frame data

bitter shore
hard flume
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smoked. I am personally not a big fan of chrome.

bitter shore
hard flume
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definitely smoke

woeful viper
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blergh

white relic
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@bitter shore i would say to keep it as they are now i mean that last screen

lavish mountain
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Sigh,

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If your name is Don_prince you will spend 6 hours just arguing with your self over how one type of chair out of the 15 types of chair abord a vessel the size of 98 meters will look.

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And to be honnest I still have not made a decision

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I know I am a little bit retarded but still I amaze myself

sturdy parcel
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but the chair cares!

lavish mountain
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Im starting to hate every chair in this universe, Lets blame all chairs

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Im going insane

sturdy parcel
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personally, i blame goats.

lavish mountain
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No you cant, thats racism

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๐Ÿ˜ƒ

sturdy parcel
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might switch to chairs if they don't eat beer cans.

lavish mountain
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:rolf:

woeful viper
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does anyone have some insight into how to position the eyepoints for grenade launcher sights properly?
I have a sight similar to GP-25 and i calculated the angle for firing, and then rotated the sight and made perfectly matching eye points in max to the sight rotation. But ingame the different views are all not aligned properly in heigth, beeing either above or below the iron sight line

cinder pivot
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@X3KJ#8043 I dont suppose there is anything in samples? Have you tried the apl-sa arma 2 files?

calm forum
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@woeful viper Have a look in the A3 Samples. In the "Test_Weapon_01" check the weapon p3d and look how the GL sight is set up in there. You will see there are 4 points set in the Memory LOD called OP_eye, OP_eye2, OP_eye3 and OP_eye4. Then have a look in the config to see where and how these memory points are defined.

woeful viper
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Lennard, i know this and this is not the issue. The issue is that the position of the eye does not match what i defined. It's only vaguely where i want it. With iron sights you have to hit the sight line or it will be useless. And i positioned the memory points so they are in the sight line. But for some reason this is not the case ingame. So i would have to go and trial&error the correct position for each and every zeroing position - which is not what i want to do. So i'm looking for clues as to why it deviates

calm forum
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Ah I see the problem now.
Did you also set a memory point for the cameraDir? Called OP_Look in the sample.

woeful viper
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yes i did

calm forum
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I have no experience with setting up these sights but I can imagine this memory point should also rotate when the sight is rotated (or be static when it is in line with the rotation axis of the GL sight)?

woeful viper
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you cant affect the sight memorypoints via animations unfortunately.

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https://abload.de/img/sightissue1jhjod.png
the single mem point is the cameraDir point, and also the rotation center of the sight, so that way it would always be in the sightline no matter how the sight is rotated

calm forum
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Aha ok. I think it has something to do with the location of the cameraDir point then.
Maybe try to set up the three rotated configurations in O2, for each one put the cameraDir point where it should be. Then copy those three cameraDir points and merge them, so then you have a sort of "average" loctation for this point.

woeful viper
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the cameraDir point is exactly in the sight line, its the individual viewpoints that appear to be off for whatever reason

calm forum
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Only thing could be an issue with binarization? Otherwise I am out of options.

woeful viper
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its the same unbinarized

bleak tangle
bitter shore
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@white relic Chromes?

sturdy parcel
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dep3d now produces 'origami' (paper) mlods from odols. They have no value for the thieves, They should prove useful/instructive for everone else.

outer condor
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๐Ÿ˜ฎ

sturdy parcel
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if you need to see what origami looks like, download tanoa_map_objects.

cinder pivot
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@sturdy parcel I can't seem to see the option to do that with dep3d, trying to test with the map_objects

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maybe I am just blind and its right in front of me?

sturdy parcel
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moment. kju found an 'undocumented feature'

cinder pivot
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ok @sturdy parcel ping me or PM when its good to go, would like to take a look ๐Ÿ˜ƒ

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thanks ๐Ÿ˜ƒ

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also is the tanoa_map_objects a new version of p3d?

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the p3ds in there*

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T_D's tool doesnt recognize so I assume so

sturdy parcel
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@warm relic done

cinder pivot
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should be able to see something on Update?

sturdy parcel
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aaaaaaaaaaaah

cinder pivot
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1.86.5.78 and blue for meh

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not sure if im looking in the right place or not, about to go sleepy

sturdy parcel
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DONE NOW!!!!

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I blame santa for this.

cinder pivot
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i see it now! woo

sturdy parcel
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no comment on t_d's tool. I wont give ANY information that assists reverse engineering.

cinder pivot
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understandable, but I thought that is what your origami view is like, just a flat plane where his puts visual in a blender

sturdy parcel
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The purpose of origami is to allow authors to create encrypted/obfuscated pbos AND supply origami for map makers to add those models to their map

cinder pivot
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Ahh okay makes sense

sturdy parcel
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I imagine they might also prove useful to model makers generally, but since i don't make models, i don't really know.

cinder pivot
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Maybe like examples for tutorials or something, could be useful

woeful viper
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how does it look unfolded? Can someone make a picture?

sturdy parcel
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update your tools X3, convert a p3d, view it in oxygen/buldozer

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or,,, just crunch up the resulting mlods, into a pbo, provide a bare bones config for them, and view in 3den editor.

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it's the latter that will give you a look 'n feel for how these things will perform in terrainbulder/buldozer.

outer condor
woeful viper
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i imagined something different when hearing "origami"

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geo lod seems ok though

fluid ocean
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Its white, it looks like paper ๐Ÿ˜‰

slate epoch
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Hey guys

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I have "issue" with OB, when I want to use proxy to load b_soldier model, nothing shows in Buldozer

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Any idea why? It worked few months ago.

fluid ocean
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Kllrt, you're alive! ๐Ÿ‘‹๐Ÿป

white relic
foggy finch
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it might need a roof

white relic
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@foggy finch it have a rof ๐Ÿ˜„

wraith tendon
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Garage is too small.

quick terrace
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that plan gives me the iches...

woeful viper
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the space between wall and end of stairway on the second floor looks very small, which could result in arkward movement of players or AI

thorny rapids
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I will donate these models to some team who does quality work and need them for their mods

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would be all kinds of cool to have them in arma ๐Ÿ˜›

tacit karma
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First question: how accurate are they, second question: do they have a cockpit already

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third question: what are the actual names?

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This a A or C A-10?

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What sukhoi is this?

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What F-16 is this?

jagged tusk
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No major external differences between A-10A and C

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Su-33

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F-16C

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Looks like a block 40

thorny rapids
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more accurate than the alternatives

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no detailed cockpits

cinder pivot
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is there a way to flip a face in OB

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legit need to flip one face, dont want to recolor everything ๐Ÿ˜ฆ

tacit karma
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@cinder pivot select the face and press W

cinder pivot
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@tacit karma I want to kiss you now, thanks much ๐Ÿ˜„

tacit shard
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Hey I had a few questions if you guys dont mind,

  1. If I use a proxy for the furniture inside a building and say the building recieved enough damage to swap it to the damaged model would it also swap the furniture to damaged models? or does the proxy still need to recieve damage directly? (This will decide weather I even bother with damage models or not for furniture)
  2. Does anyone have a link to the way of doing snap points for buildings (these are modular) I cant seem to find it?
oak lintel
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Arma need for bulding and geometry all faces close? i have the problem, when i shoot, i cant hit the object... Not all... my mass is on 1,5 million...

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bouldings*

distant pier
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@oak lintel is your firegeo lod bigger than your view lods?

oak lintel
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@distant pier what hat you mean with "bigger"? Components? walls?

quick terrace
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as encompassing the viewlod

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geo and fire needs to be closed

white jay
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and convex

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and named as ComponentXX where XX is a running number from 0 to X

quick terrace
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plus that yes ^

oak lintel
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i make seperate buildings, walls and mirrors and miscs are bigger as the view geo.. my last buildings was a littlebit buggy - mirrors. i test it... ^^ thx

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but why my object builder does my mesh mirrored?

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and object builder switch my normals... i dont know... shit arma^^

quick terrace
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lol

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what file format did you use to import?

oak lintel
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obj

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i cant fbx merge in object builder... only merge obj files

polar fiber
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then import to a separate instance of OB and copy and paste

oak lintel
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wow thx >.> this is very very very hapeful.. OB is complicated

quick terrace
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obj import does weird things

oak lintel
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so okay, my building is in. I can run in the building, he has a Wall geometry. But my fireGEO isnt correct.. i make it bigger as my "modell" and a littlebit smaller as my Wall geometry. I cant shoot on the wall and mirrors... not all

white jay
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validate your fire geo lod with OBs "find non convex" and "find non closed" or whatever they are called

oak lintel
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ok

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and then convex hull?

white jay
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yes, but depending on your model it can do strange stuff and you might have to do it by hand

oak lintel
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also i need to close open faces?

white jay
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yes

oak lintel
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ony in fire geo?

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or in geometr LOD too?

white jay
oak lintel
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ah okay... when i fix it, i need for my mirrors a geometry lod?

polar fiber
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should have them in the FireGeometry and apply a different penetration material if you want them to generate a different sound (e.g. glass) when shot at.

oak lintel
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yes i know, but need firegeometry the geometry LOD for weapons ?

polar fiber
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Geometry LOD is recommended

oak lintel
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okay

oak lintel
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ok, doesnยดt work. i dont know why...
anyone german here and can me help?

woeful viper
oak lintel
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So... i think this works a littlibit... i can shoot on the walls etc... BUT he give not a sound from glasses... > a3\data_f\penetration\glass_plate.rvmat this is my path

runic iris
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Working on a tank and using the sample tank as a reference and there is no driver option?

outer condor
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verify driverInAction

runic iris
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Yeah that was the issue

outer condor
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tell BI to fix their sample ๐Ÿ˜‰

rough idol
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@woeful viper trail & error unfortunately

woeful viper
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:[

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anyone wanna be my modding apprentice? I have important tasks for you...

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guess im going to write a ticket then... because this seems like an oversight/ implementation thing that should be correctable (preferably with backwards compatibility...)

wraith tendon
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"apprentice" - the new word for "slave"?

woeful viper
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psssssst

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also, why new? hasnt it always been that way?^^

lavish mountain
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Slave is to good,

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Id go with minion

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Slaves need maintenance

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minions are expandable

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dont need anything you just can clone them

woeful viper
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well i dont have reached that technology level yet... so minions are not an option

lavish mountain
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looks to the right Dwarden has, ask him

woeful viper
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also, if universal picture literature is any pointer, it just shows that minions, while enthusiastic are mostly moronic and screw things up

wraith tendon
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"Slaves need maintenance" <- since when?

lavish mountain
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That explains a lot about BI Studios and ArmA

woeful viper
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yes BI bashing is very fashionable ๐Ÿ˜ด

lavish mountain
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I was joking...

woeful viper
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when a joke is repeated too often it stops beeing funny and is called a meme...

lavish mountain
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Oh come on, it was an open door: @ BIMINIONS

woeful viper
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soo... Don. that means you want to become my apprentice after all, right?

lavish mountain
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Cant be,

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I am enthusiastic CHECK

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mostly moronic CHECK

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screws things up CHECK

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Can be a minion

toxic apex
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Gents - What (in O2 or config) defines the placement height of a helo?

polar fiber
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Just height when it's placed at the start in the editor? Or how it settles on the ground when the game starts?

toxic apex
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Settles on the ground

polar fiber
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With AFM or regular flight model?

toxic apex
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afm

polar fiber
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Then it's the relative position of the MountStation points

toxic apex
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when placed it appears 0.6m below ground withthe gear up and then pops up withthe gear down

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in the xml?

polar fiber
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Yeah. I imagine you need to move the points that represent the fuselage if it's sinking when the gear is up

toxic apex
#

hmmm ill look but im not sure.

polar fiber
#

the ones that represent the airframe usually have <Features isBrakable="false" isRetractable="false" isSteerable="false" />

#

z coordinate of the MountStation is height

#

uses the ingame X,Y,Z space rather than O2's X,Y,Z axis labelling

toxic apex
#

ok i can see the array you mean but the figures seem correct from what i understand

#

all the figures are relative to the rtd centre point arent they

toxic apex
#

Thanks Mike but they are definitely correct. its just the initial placement thats still an issue.

tacit shard
#

Anyone know why WorkDrive.exe crashes saying its missing assembly whe I try to install bulldozer?

stuck oyster
#

you can set up buldozer to use Arma3 exe from the game folder in both Terrain Builder and Object Builder. just change the path of the buldozer.exe to the Arma3.exe and have the same launch parameters

#

@tacit shard

tacit shard
#

right but Ive now realised that its my entire arma 3 tools

#

It worked once

#

but now anything (such as mounting my P drive) crashes the cmd prompt

#

every time I try to mount my P drive, install bulldozer and stuff like that it gives me that error. Object builder still works fine

stuck oyster
#

have you verified the tools on steam?

tacit shard
#

ok once again im an idiot lol. I had done that yes. and 3 files failed to validate. It downloaded them but told me it failed to recieve one of the files. I for some reason ignored this and installed all the windows updates I possibly could (literally just installed windows on my new sm951 SSD its why im installing the tools again) which didnt fix it. I reinstalled the tools.... it works

#

sorry to waste peoples time

#

nvm

#

apparently it stil ldoes it installing bulldozer

stuck oyster
#

validate arma too

tacit shard
#

wait

#

I think it happens after I use mikeros Arma 3 P

stuck oyster
#

that removes buldozer

tacit shard
#

yer and I try mounting it after Ive used it

#

then it breaks everything

stuck oyster
#

where do you have the workdrive folder?

tacit shard
#

The default arma tools directory

#

so c:/program files (x86)/SSDSteam/steamapps/common/arma 3 tools/work drive

#

steam its self is installed in E:/Steam

#

its gotta be mikeros arma 3 p cos after I use it everything brakes but after a reinstall its all fine

fluid ocean
#

No, Mikeros stuff runs perfect.

tacit shard
#

It was mikeros arma 3 p

#

Idk why

#

but it all works fine when I dont use it

#

if I just use the Extract Game Data and install buldozer it works fine but as soon as I use the Arma 3P.bat it breaks

stuck oyster
#

buldozer breaks?

tacit shard
#

no

#

my tools

#

mounting the P drive, installing bulldozer

#

all that stuff that uses a CMD window breaks

stuck oyster
#

weird.

#

mine works fine

tacit shard
#

yer it worked fine for me on win 10 as well but tbh this was a rough instillation of windows thats had alot of issues

#

my SSD is really recent so its not detected by windows 7 installer so I had to customize the installer to include nvme drivers and use the windows 10 setup and boot.wim

#

I can use the rest of mikeros stuff just fine It seems just not that bat file

stuck oyster
#

sounds like its more a windows problem then

tacit shard
#

yer

sturdy parcel
#

you replace the cmdline in t/b from 'p:\buldozer.exe' options...... to

"drive:\where\ever\arma3.exe" options....

based on your msgs above about steam tools folder you aren't even close

#

and you're damn right about my bat file causing it. My tools won't tolerate steam tools on YOUR data drive.

#

They've erased ppls p:\drives in the past. They will do so again., They've mangled which drive to look in the past (generally O:) they'll do that again because the mistakenly copy their dev ennviron. And the only buldozer you have on your pc is called arma3.exe . The one provided by bis in their tools has no relationhip to your game except by accident.

oak lintel
#

hey ppl, Ai and player after kill glich in the ground from my house (groundbox 1,5m with geo LOD) can i fix it ? anyone idea?

stuck oyster
#

do you have roadway LOD?

oak lintel
#

yes^^

#

i can run in the building

#

but after kill, when i die or AI die, glich in the ground

stuck oyster
#

is your roadway lod surface little above the geometry lod surface?

#

does your geometry components have mass?

oak lintel
#

yes... i have geo LOD, i can shoot on the wall, run on the wall, run on the ground

#

-run on the wall

oak lintel
#

i can put items on the house ground, its ok.... but AI and player glittch

tacit shard
#

Anyone know why when I have:
class House_F: House
{
class DestructionEffects;
};
I get this error http://i.imgur.com/0voFwtG.png
but works fine with just class House_F: House {};

#

I know that obvs its the destruction effects class causing it but does anyone know if im doing it wrong

wraith tendon
#

Just read it.
It doesn't know what "Smoke1" is

tacit shard
#

yes, but I dont either...

wraith tendon
#

check the config you wrote? oO

tacit shard
#

I was hoping someone had seen this before and knows if im meant to add the definition somewhere

#

the only link to anything in that error in my config is the class DestructionEffects

#

thats not even my house class name

sturdy parcel
#

there is zero zilch nada, nothing wrong with the above syntax. look else\where

#

possibly you aren't adding the requiredAddon

tacit shard
#

^ Have only put my data addon there that might be why ๐Ÿ˜ƒ thanks for the help

sturdy parcel
#

using pboPro or addon ~breaker~

tacit shard
#

pboPro lol

sturdy parcel
#

it should have detected that. and obviusly didn't

tacit shard
#

on some of my models it will have added it yer

#

didnt do it on this one I just checked the pbo

sturdy parcel
#

%@#+)%@+@%+

tacit shard
#

oh while your here I may be being stupid but do you know why I cant tick obfuscate on the pboProject

#

my setup

sturdy parcel
#

while YOUR here it would be nice to know if your previous problem has been fixed rather than plastering a new one.

tacit shard
#

Im literally packing it as we speak

sturdy parcel
#

then i'm literally waiting for an answer. and packing has nothing to do with buldozer.

tacit shard
#

Why would that error appear in bulldozer its a config.cpp error

#

yes my issue is fixed thank you

sturdy parcel
#

and the fix was?

tacit shard
#

adding A3_Structures_F to required addons

#

as I said I had only put my data folder in requiredAddons

sturdy parcel
#

what's any of that got to do with the wall of text about buldozer and you're inability to run arma3p

tacit shard
#

oh thats from ages ago

#

I thought you was on about my issue i just said

#

I fixed that by not using arma3 p and just using the arma tools one

sturdy parcel
#

your funeral.

tacit shard
#

I only use the a3 folder for things like surface files and floor sounds

#

and they get depacked by the arma 3 one

#

Anyway thanks for your help @sturdy parcel much appreciated

sturdy parcel
#

๐Ÿ˜Š

wraith tendon
#

Garage bigger this time?

tacit shard
#

Looking good

#

Is that for eddingbrugh?

white relic
#

@tacit shard yes and @wraith tendon yes

fluid ocean
#

Typically, when someone posts a ๐Ÿ˜Š it means you haven't listened to the proper way of doing things and they're waiting for things to blow up in your face... but that's just my observation...

lavish mountain
#

Where's the kaboom, there was suposed to be an earth shattering kaboom

#

๐Ÿ˜„

white relic
#

welllike i said before i have no idea how to do whole part in OB as when i checked sample house there are in geometry things called "component" and when i am trying to do it myself there is normal point when creating it not with that big square preview

fluid ocean
#

I wasn't referring to @white relic

white relic
#

@fluid ocean aw ok ๐Ÿ˜„

white relic
#

quick question if anyone have a sec
geometry lod for stairs should be box or plane ?

bleak tangle
#

Check the sample house, it will answer a lot of your questions

white relic
#

not really

#

i already did it and itseems like box thats one so i made a box as well but when testing in eden i can walk through

#

i basically stuck at the same point as i was before

foggy finch
#

geometry lod components need mass

bleak tangle
white relic
#

@foggy finch they do have a mass

foggy finch
#

are they closed/convex named componentXX and definately have mass ?

white relic
#

I checked link from @bleak tangle. They are closed but named wrong

sturdy parcel
#

Well it can't be the first object you've ever made damian, treat it same as you would a house.

white relic
#

Will try it out again after woke up. Thx @bleak tangle

#

@sturdy parcel my modelling for arma always ended up at this stage xd

sturdy parcel
#

k

#

The bikl is wrong btw about physx lod does not need a mass. It can be zero for all that it matters, and it's probably a coding error in binarise when bis 1st introduced this and the boyancy lod., Biinarise gets upset without one and i doubt, other than it exists, that it's actually used.

white relic
#

So i need to have boyancy?

sturdy parcel
#

no. and i don't know how you managed to interpret it that you did. need one.

tacit shard
oak lintel
#

stairs open or cloesd mesh? when open you need many simple blocks for the stairs and so. re-build over the "resolution Lod" or go in your 3d software and rebuild the stairs in many blocks. go in OB and create the geometry lod and import or copy paste from another instance in your instance and componets and give him a mass

smoky nimbus
#

Hey guys, does anyone know how I assign weight to a vertex in object builder? Is it even possible?

white relic
#

@smoky nimbus in geometry lod when creating cube or anything else choose vertex and use alt+m or on the bottom left is box named mass just put value in there

#

@oak lintel i dont have ny open meshes

oak lintel
#

@white relic hm and what is the problem? you cant run of it?

smoky nimbus
#

@white relic No, I don't mean mass, I mean weight. Like you see on the sample characters with a blue marked vertex.

white relic
#

@oak lintel i am walking through ๐Ÿ˜„

#

@smoky nimbus aw okay i though it will be the same

oak lintel
#

@white relic.. you need a roadway to run it. Geometry, you need to make what i say. more meshes in blocks.

#

for collision

white relic
#

@oak lintel so i need roaadway to walk up stairs ?

oak lintel
white relic
#

naming helped cant walk through ๐Ÿ˜„

oak lintel
#

@white relic look privat chat..

white jay
#

Anyone have a rough idea of the ideal poly count for a backpack out be?

bleak tangle
#

Do you have eliteness? You can check the vanilla A3 backpacks to compare

bleak tangle
oak lintel
#

3-4k

#

and you need a highpoly for substance painter. > textur makes the shit

white relic
#

is there anyt limit for components for geometry lod ?

#

as according to link Pennyworth send me for naming is from 01 to 99 but i heard you can have more

bleak tangle
#

Yeah don't worry about that, I know the "construction" building in A3 has nearly 400 components

#

Unless you have a reason not to, I'd suggest letting it name all of the geometry components for you by using the Structure > Topology > Find Components

white relic
#

ok i did as you said and what is weird from 118 objects it created just 99 components

bleak tangle
#

What does "118 objects" mean?

white relic
#

for wall i made cube object

bleak tangle
#

Then something isn't closed, convex, doesn't have a mass, or doesn't have the ComponentXX naming convention. Also, are you editing the geometry or the geometry PhysX?

white relic
#

geometry

#

all objects are closed

#

will convex hull option solve issue ??

#

find non closed dont show anything

#

but find non convex marks lot of vertis

bleak tangle
#

It depends, that would make a convex hull of your selected points. That would mean they aren't convex then

#

A cheap option would be to use Structure > Convexity > Component Convex Hull, that will try to "decompose objects in convex components"

white relic
#

tried it isnt good option to use it created one huge swollen box type lol

bleak tangle
#

Component Convex Hull did that? Usually just Convex Hull would do that if you had a lot of points selected, because it's trying to create a convex hull out of your selected points

white relic
#

wait i will post screen

#

convex hull or component convex hull ?

bleak tangle
#

Convex hull will try to make a convex shape out of your selected points. Component convex hull is more complicated and will try and make convex shapes out of your separate pieces of geometry

white relic
#

have problem with just one piece...

#

here is how it look in ob and buldozer as you can see just those two points are found as non convex

#

and when trying use convex hul whole wall piece dissapear

#

solved

#

i reopenned it in 3d program and fixed that wall and now all good

#

packing

bleak tangle
#

Yeah I've never gotten just the "convex hull" option to work the way I want it to. I always just go back in Blender and fix it myself

white relic
#

๐Ÿ˜ƒ high five ๐Ÿ˜›

bleak tangle
#

A couple things I've encountered that seem relevant...

  1. Find components correctly ignores proxies and doesn't assign it a ComponentXX
  2. Component Convex Hull doesn't correctly ignore proxies and does assign it a ComponentXX
  3. Component Convex Hull clears textures and materials, so be careful using it with fire geometry
white relic
#

i will add textures at very end :0 and proxies too now will work on roadway paths

white relic
#

@bleak tangle what you think about video is the house really too small ?

proud finch
#

Hey guys. Anyone have any idea what causes these annoying shadow issues that occur when lights from a moving source hits it? It's happened with my flat roads and with my models in general. http://i.imgur.com/LtZfSCb.jpg BTW I'm new here, hi ๐Ÿ˜ƒ

fluid ocean
#

That is odd!

#

Btw, a lot of people are in bed or drunk right now. Don't expect a quick reply. Oh, and Welcome!

proud finch
#

Haha, not expecting a quick reply, people should be drunk or sleeping right now ๐Ÿ˜„

cinder pivot
#

Make sure the textures at uv maps at least work if you are leaving it for last

proud finch
#

Yeah it's all there, borrowed a default arma rvmat for a runway aswell and changed the paths to my normal map etc, the issue happens no matter what I try in regards to shadows and that stuff

sturdy parcel
#

Btw, a lot of people are in bed or drunk right now.

lips that have touched alchohol shall never touch mine. hic, burp....

wraith tendon
#

gayyyyyyyyyyyyyyyyy

woeful viper
#

"Btw, a lot of people are in bed or drunk right now"
they are doing it wrong...

wraith tendon
#

Yeah, for example me. I just stood up, one hour ago =}

fluid ocean
#

And I have now supped my last drop.

white relic
#

1.00 lod have faces correct and recalculated

#

geo lod as well

#

and shadow lod same

#

even when reversed still look weird

#

fixed

sturdy parcel
#

did you fix your walking-thru-walls issue?

white relic
#

@sturdy parcel yes

#

now have issue with camera in 3 person view

#

i am standing in front of that wall i mean camera is behind me and i can see whats in other room

cinder pivot
#

seems like not thick enough geom or not correct? possibly someone can correct me if I am wrong

white relic
#

as far as i know geo need to be a wee bit smaller than actual wall for example, and at my model there is difference between them really tiny so i dont think it will be thickness

proud finch
#

I usually make wall/floor geometry between 15-30 CM depending on the building design, the thicker the geometry is generally the less clipping through walls happen

white relic
#

my walls are 50 cm and geo walls are 49.6

lavish mountain
#

in the ship everything is predefined in the drawings an as by classification but depending on room between 50-1200mm

proud finch
#

And you can't walk through them yes? Try upping the total mass maybe, do you have both geometry and geometry physx?

white relic
#

just geo

#

i cant walk throu but camera in 3rd person isnt restricted by it

proud finch
#

that's weird, I'd say try upping the mass maybe,

#

and make sure everything has been named ComponentXX by clicking structure>topology>find components. And make sure each individual component is convex

lavish mountain
#

So 5cm is going to be a problem?

white relic
#

@proud finch they are all component and convex

proud finch
#

Most likely for collision

white relic
#

if i make geo 5cm bigger character will start getting collision before wall

proud finch
#

Geometry can be fairly thin and still characters can collide with it, but for the view it has to be fairly thick and adequite mass

#

Wait I'm confused now, who has what issue now Damian and Don_Prince? or are you working on the same thing? I'm honestly confused

lavish mountain
#

not working on the same thing

#

I am in a way earlyer fase

#

just modeling

proud finch
#

Okay, got confused cause both of you we're throwing numbers out

white relic
#

@proud finch i have issue with seeing through the walls all i have is geo lod and res 1.00 lod

proud finch
#

and what is your geometry mass set to?

white relic
#

80000

lavish mountain
#

Question, how big of an issue is it having the geolod infront of the wall?

#

Is the geolod visible in arma?

#

As most of my interior walls are 50mm

white relic
#

no it isnt but..

#

the issue is that

#

when you walk to the wall it will stop you before you reach wall

#

so it will treat invisible goe as actual wall

lavish mountain
#

To me sounds like a better option than redrawing 500 rooms

#

๐Ÿ˜ƒ

white relic
#

fixed

#

i didnt had named selections in view geo lod

sturdy parcel
#

thank u

proud finch
#

Anyone have any idea what causes these annoying shadow issues that occur when lights from a moving source hits it? It's happened with my flat roads and with my models in general. http://i.imgur.com/LtZfSCb.jpg (Asking again now, hope that people are not drunk or sleeping anymore) ๐Ÿ˜„

woeful viper
#

it lies ontop of another alpha decal (road) , have you tried it without a road underneath it?

lavish mountain
#

Any advize on how to create the matrasses and pillows and deks?

white relic
#

What is the best way to create damaged and destroyed model of house which i already made?

cinder pivot
#

@lavish mountain Pretty simple way would be to create a rectangle, subdivide into chunks and pull up and round a bit so you get like a puff mesh type deal

#

or just rectangle and rounded

lavish mountain
#

Im onto the last part

#

A pillow

#

Sigh, I design ships for fucks sake,
What am I doing with my life modeling furniture

#

๐Ÿ˜ƒ

#

here I am googling, at nearly 1 o clock in the night, what the most effective way is to model a pillow

proven sage
#

Hey guys, quick question.

#

What would cause a model to collide with aircraft and players

#

But not cars?

#

Could it be a config thing?

proud finch
#

@woeful viper It happens even if I place it on regular terrain

#

@proven sage It should only be because of the geometry lod(s) in the model, just make sure you have both regular geometry and geometry physx as some things in arma is physx and some not (Can't remember what is and what isn't)

proven sage
#

Hmm. It isn't my model, it's a model which doesn't work with cars though.

#

Hmpth.

#

I would have my modeler make some, but I am on a time schedule... Hmm. Cheers lads, you guys make some awesome content. I encourage my devs to help as much as possible, hope I don't come off as someone leeching off this wonderful group of skilled people. I think I will sink the runway into the ground so only the top shows.

cinder pivot
#

@clever void Penney#4599 for the shadow make sure under faces its triangulated \ then sharp edges? ( u key)

hollow fulcrum
#

I trust everyone had a happy holiday season. โ˜•

#

and if you didn't well, sucks to be you. mine was awesome. so there ya go. Happy New Year!

hollow fulcrum
#

anybody do anything cool on holiday break? you know, like model or paint something maybe.

lavish mountain
#

Chairs tables and beds

#

Now working on desks and cupboards

hollow fulcrum
#

it is all lies! (without linkage) ๐Ÿ˜

proven sage
#

Thought you said you made boats

hollow fulcrum
#

much chairs. as a small recommendation, be careful to leave proper space for AI to muck about. very cool though indeed.

lavish mountain
#

Didnt know the name for a stacked bed so named it that

#

the last one is the desk I am working on

foggy finch
#

a bunk bed

lavish mountain
#

Thanks

#

Got fed up at my tries to make a pillow so the pillow is a weird one that wa s free to use on the interwebs from some tutorial

foggy finch
#

I havent done much modeling the past week,. ported a bunch of stuff and setup materials though

lavish mountain
#

Spend about 5 hours on it

foggy finch
#

also watched entire series of breaking bad

hollow fulcrum
#

that is much needed doing there @foggy finch ๐Ÿ˜‰

foggy finch
#

like, all of them

hollow fulcrum
#

lol

#

awesome

#

i really liked the first few seasons, havent

#

seen the rest yet. waiting for optimal binge time.

lavish mountain
#

Oh well BB I did not like, I skip a lot of boring parts so something like true blood I watched the entire series in 12 hours

foggy finch
#

yeah, luckily the structure im working on I got a bunch of stuff mapped to the same textures,. so thats a bit of a saving

lavish mountain
#

Trouble is why do I always start at 20:00

hollow fulcrum
#

does not want to talk about multimats and tools and large structures..

foggy finch
#

hehe

#

yeah its a mind blower

#

having 6+ OB's running at the same time is becoming too much of the norm for me lately

#

I'm gonna make some smaller stuff again soon

lavish mountain
#

I have drawn the conclusion that what I do is drawing not modeling

hollow fulcrum
#

aye.. big foo for me for a bit. but at least it's all fairly procedural stuff. which is indeed what makes it tedious and boring but ... ๐Ÿ˜ˆ

lavish mountain
#

Well atleast most of my chairs and beds are the same, thank you Nordic Yards Wismar for using modular building. I can reuse most models quite ofthen. However soontm I have to start make couches and bathrooms. Not looking forward to that

proven sage
#

That's awesome Don, you are going to some insane level of detail

lavish mountain
#

Ehm

#

weird question

#

Closets and cupboards

#

is it possible to make them with working doors?

#

easaly?

#

And what do I need to take into account when I model that?

lavish mountain
#

It is funny how when playing you dont think about the ovious stuff

hollow fulcrum
#

sure you can do it. the issue generally becomes one of the 'overkill' for the engine type issues at the end of the day. granted these days we have many objects available and now easily placable with the Eden. the reason you don't see all those objects in the buildings themselves is purely the overhead at the end of the day. which in a large ship or similar application also becomes a concern. although it can somewhat be negated these days with newer foo, (blockers, less proxies..).

lavish mountain
#

Modeling wise what do I need to take into account if I want to leave the option open?

hollow fulcrum
#

honestly, i would just try to limit the overall amount of foo involved in general. and keep it in the models themselves. i don't recall the dims on your boat. but you will almost assuredly have to cut it up in order to have fully functioning geo/roadways/pathing. so thats what i mean by keeping them in the models. you'll end up constructing the vessel as multiple parts. and while generally speaking the overall vert counts aren't what we live and die by ... or shouldn't anyway. the section counts will eat up overhead faster than most things. so at the end of the day on something like you're working on, that really becomes the larger issue. and as such, if you say, keep all the extra stuff in proxies (additional models in simple terms), you'll be stacking section counts quickly.

#

so i'd say model in what you want, and be crafty when it comes to utilizing texture space. some things to keep in mind from the higher perspective though.. walkability for both players and AI. in other words is it best to really put all the tables and chairs etc.. in there, or is it perhaps better to limit the overall overhead and give the players/ai more freedom of movement. or questions like how can i prevent this or that. which can be particularly annoying with AI, and wall hacking players. i build all of my walls very thick specifically to limit undesired results for example.

#

it is also worth noting, that when talking about large assets, which is not something really utilized in the engine because of how complex it is at the end of the day ... i think there is something to be said for leaving things open for mission makers to make use of, because we do now have the tools that make that easy for them. and is very common practice today. whereas before, placing detailed foo in a mission, was a mission in itself.

#

all of my coming large assets have limited details, but i have also include some common 'deck items', 'cargo items', and misc oil things due to the scope of things. these are assets which can be placed by the mission makers, but are also included in differently configured models. so if you want it all on spawn, it's there. but it is measurable on a couple of the assets, which is the notable 'overhead' topic.

lavish mountain
#

That is very usefull, thx

#

Due to how complex the layout is I think that AI pathing will be impossible

#

this is quite complex

hollow fulcrum
#

aye honestly, kind of my personal approach, but I would model everything related to the hull and it's details first. anchors, cranes, etc.. obviously blocking out the interior spaces is important here, but thats about all i would do at first. then see where all the counts are, and how things are looking overall. from there i would begin adding what i call proportional details. ie.. within this sub-section, what is needed. in a galley for example, doors, some tables and benches, maybe some basic cabnets. then carry those assets throughout as/where needed. then see if where things are again, and if there is room to play, take the things down to the next level of detail, like say light fixtures, fire systems, maybe a pilllow on a bed instead of a baked 16 vert box or sorts.

#

and not to rain on your parade as it were, but ... i think you're going to find that you will indeed need to know how to utilize some type of professional 3d application to reach your goals here. the visual lod is fairly forgiving, granted if you have any gaps or whatnot in things, they'll be seen ... which is sub optimal. there are many LODs required to make things work in-game. and geo related ones are quite particular. so as another example, when i actually build large assets like these for games foo, i generally 'block' things out first. ie.. i build my collision geometry first. which also becomes my physx, shadow lods, and ultimately the resolution LODs. of which there should be at least a few if not 5 or more for something of this scale.

#

and thats not even getting into the topic of HP > LP baking which you will pretty much have to do to make things look and function within the realm of reasonable. but again, another reason to invest time in a dedicated application that will do at least 'most' of what you need it to do.

oak lintel
#

anone have a idea to make wallsound? i use the path a3\data_f\penetration\armour.rvmat in the fire LOD. finde components and convex hull is rdy.. object is a tent. The sound is for tests.
But ingame is my sound default Stone.... what is the problem? =/

bleak tangle
#

What do you mean by wall sound? The sound it makes when you shoot the wall?

oak lintel
#

yes. Firegoometry.

hollow fulcrum
#

.bisurf's eh.. (im not on my rig, but memory says) soundEnviron = "Empty";

#

and generally applied to the fireGeo, and umm... yeah... ermm..

oak lintel
#

impact = "hitMetal";
soundHit = "Metal";
in bisurf

bleak tangle
#

That's different though, this should be the soundHit. Are you sure no points are selected when you do Structure > Topology > Find Non-Closed and Structure > Convexity > Find Non-Convexities

oak lintel
#

i rebuild my tent with new blocks. he has no open faces and so =/

hollow fulcrum
#

also make sure you're not gettting some odd pathing out of OB (it happens at times, depending on local setup)

oak lintel
#

hmhmm

bleak tangle
#

Is it applied to all faces in the fire geometry?

oak lintel
#

yes

bleak tangle
#

There aren't that many possible issues with fire geometry.

  1. Make sure there are 0 points selected when you do Structure > Topology > Find Non-Closed
  2. Make sure there are 0 points selected when you do Structure > Convexity > Find Non-Convexities
  3. Make sure every component is named in the ComponentXX naming convention, if in doubt use Structure > Topology > Find Components
  4. Go to Tools > Mass Texture & Material renaming and check that the material isn't listed as red
#

Also, what are you packing with, and you do have A3 extracted on your P drive right?

hollow fulcrum
#

'mass' was my only remaining thought

#

ie.. is it missing in the geoLod, as i think that would break things.

#

ยฏ_(ใƒ„)_/ยฏ

sturdy parcel
#

pboProject will not crunch a pbo where a p3d has no mass in the geolod AND also, the physx lod.

oak lintel
#

step 4 : many red paths... i dont know why

#

my textures are red. but ingame all fine

hollow fulcrum
#

@oak lintel what are you using to pack the addon?

oak lintel
#

addon builder

stuck oyster
#

Unfortunately addon builder packs your addon even with errors in it.

#

PboProject from Mikeros toolset gives you indepth error report so you can fix them and it is recommended you use it.

oak lintel
#

oh okay

oak lintel
#

my first problem is, i have no config or mission in it... ehmmm, but i have a config. cpp oO

hollow fulcrum
#

@oak lintel (i dont have my linkage available.) the other relevent question i saw from earlier in the conversation was/is, how is your P:\ drive setup or is it?

#

for whatever it's worth, i generally on any machine (on any update im working with/on) i update my P:\ using mikeros tools. in this particular case, ArmA3P i believe it is..

#

i honestly can't even tell you if setting up via BIS tools and the like is working or not. i just don't do it that way. it has failed me before. that i do know.

oak lintel
#

ok thx guys. works now. problem was addon builder

#

another question. Collsion is correct. But when the helicopter exploded gives a glich and he bugged with the tent. Same is with die AI or player. ad dead player/unit bugged on the terrain ground and not TENT ground... I use geometry phy with my setup from geometry LOD. doesnยดt work =/

white jay
#

pboProject will not crunch a pbo where a p3d has no mass in the geolod AND also, the physx lod.
@sturdy parcel i just had that happen to me two days ago -.- wondering why i can walk trough the object for over a hour ๐Ÿ˜›

sturdy parcel
#

the pbo should not have happened, if it did, i have a bug.

hollow fulcrum
#

it is possible to have 'not enough' mass depending on the size of the component.

#

(note, that is not directly stated towards pboProject.. i can test it later today. but that can/could happen historically speaking)

sturdy parcel
#

that's like asking if a feather can be too heavy, or a lump of lead too light with both the same shape and size.

hollow fulcrum
#

think i still have a rig i built many years ago that provided a rough approximation of when/where it breaks down. and i want to say there was an additional layer of muckery between the classes. maybe all that is mute today. that would be nice, but i somewhat doubt it.

white jay
#

@sturdy parcel my deP3d and dePbo are maybe one or two weeks behind (didn't see there was a update) but yea it packed the pbos without a mass tag

sturdy parcel
#

@$)*%@)*)U%%^#_

bleak tangle
#

I'll have to try that as a PBO name sometime

hollow fulcrum
#

๐Ÿ˜„

woeful viper
lavish mountain
#

"90cm - minimum width for walking through. Turning in "regular stand" and "regular crouch" is possible but very twitchy (due to wall collisions). Better use 100cm. Crouched turning causes head to clip through wall"

#

Hmm

#

most are 90 for me

#

but then some are 80

#

as passageway to the staircase

#

And I am guessing that this is about the geometry lod

#

For which I also have the problem that my hallways in the geometry lod have to be smaller due to the fact that the walls are to small

woeful viper
#

this is exactly why i tested it before even starting on a building ๐Ÿ˜›

lavish mountain
#

I can fix it

#

I can snoop a bit of other rooms beside

#

With the smaller walkways most of them have thick walling

#

Pfew, its gonna be a bit more work but Im fine

hollow fulcrum
#

test things? have you gone mad sir?!

white relic
#

anyone here speak spanish ?

hollow fulcrum
#

C?

wraith tendon
#

Tequilla, Ole.

#

erm, thats it.

white relic
#

i need translation of that 100 por ciento full con crack disfrutenlo !

hollow fulcrum
#

๐Ÿ‘€

#
  1. Learn to Google, 2. I don't even know, 3. Shut the door.
ashen mural
#

Hello guys, i want to get into model making within arma 3 but I just don't know how to go about doing it. i've watched multiple tutorials on how nto begin, i have programs like arma 3 tools, etc, but, there is one thing i can't get, it is the problem of I think setting bulldozers/setting up a P Drive. Is htere anyone who could help me walk through it?

white relic
#

@hollow fulcrum well google dont want to translate that accurate thats why i asked. you could be nicer tho

hollow fulcrum
#

@ashen mural indeed, uno sec and i'll get you the proper linkage to the tools.

ashen mural
#

Thanks @ hatchet

hollow fulcrum
#

https://community.bistudio.com/wiki/Mikero_Tools
Best recommendation I can give you is, use Arma3P to setup your p:, read the manuals, and come back if you get stuck. I recommend Eliteness for figuring out many things in general. There is also a paid version of the tools, which many of us utilize. takes a minute to sort things, but when it packs ... it's proper. and it'll tell you whats wrong the whole way.

ashen mural
#

Ok thanks @hollow fulcrum

hollow fulcrum
#

np

hollow fulcrum
#

oh i missed one...

#

@white relic you are correct. i will not take that away from you. however, (and i say this with your own personal well being at heart) i wouldn't hold my breath.

#

(im trying though, really i am)

white relic
#

@hollow fulcrum :p

hollow fulcrum
#

๐Ÿ‘

white relic
#

Just want to know if it means its working or no ?

hollow fulcrum
#

while i completely get that, the overriding points here are, 1. this is not the spanish translation channel, 2. the content of message itself is less than pleasing to most here, 3. you should know this by now

white relic
#

Its not pleasing for me either to use this kind of source but currently have no other choice and further agree with you i could send pm

hollow fulcrum
#

fair enough

#

now, dont do it again. and i won't have to work on being nice ๐Ÿ˜

white relic
#

@hollow fulcrum i know its hard xd maybe thats why all my friends call me asshole xd

white jay
#

@$)*%@)*)U%%^#_
@sturdy parcel i read in that changelog that you were able to find and fix that mass bug, thanks! ๐Ÿ˜„

lavish mountain
#

๐Ÿ‘Œ

#

Apperantly that feature is a little bit broken

#

My other program can do it

quick terrace
#

you are using a rhinoceros which is the nurb software

lavish mountain
#

YEp

quick terrace
#

for polygon purposes

#

sorry to tell you but you are doing it wrong

lavish mountain
#

Sounds like bad news

short wraith
#

Hey guys, how to name the selections for a grenade? I know that a grenade is kind of a magazine ingame, but have no clue how to name the selections to make it to work

obtuse rain
short wraith
#

thanks @obtuse rain

obtuse rain
#

The BIS ones often have an extra resolution LOD or two, but otherwise should be pretty identical to the egg.

terse elm
#

โ˜• โ˜• โ˜•

hollow fulcrum
#

โ˜• heya buddy

terse elm
#

hows it going, been working on anything cool lately?

hollow fulcrum
#

nah, took the holidays off to spend time with the family. just getting back to tinkering again. made a couple/few little things just before the holidays, but those be old news now. ๐Ÿ˜ƒ

#

how about you?

terse elm
#

it kind of makes me want to model a L86A2 to go with it

hollow fulcrum
#

thats looking pretty nice there ๐Ÿ‘

terse elm
#

thx, only got the HP done

hollow fulcrum
#

hell, you almost look like you know what you're doing these days ๐Ÿ˜›

#

can't wait to see the LP ๐Ÿ˜‰

terse elm
#

dont know about that yet haha

hollow fulcrum
#

nah, you've come a long ways man. that is for sure. and you're like my favorite old 'lifer' so i wont take it away from you. ๐Ÿ˜„

terse elm
#

havnt touch 'life' stuff for a while, dont mention that too loudly in here the linch mob will be out with thier pitchforks haha. im enjoying doing my own thing, noone to answer to, no deadline no stress, and if i need to take time out to learn a new stuff i can its great ahha

hollow fulcrum
#

i feel ya man. and don't worry, i got your back. glad you're enjoying things though, that is what it's really supposed to be about. ๐Ÿ˜‰

terse elm
#

yeah

hollow fulcrum
#

how did the 240 workout? i vaguely recall images, but can't find em..

terse elm
#

haha funny u should mention that

#

iv textured it about 5 times

#

il find a pic

hollow fulcrum
#

ah, that turned out pretty decent. what you texturing in, QS?

short wraith
#

@obtuse rain got it into my inventory, but cant throw it?

obtuse rain
#

@short wraith Can you pastebin your config for it?

short wraith
#

oh not complete code one second

obtuse rain
#

muzzles[] has to be +=

#

Otherwise you break every other throwable

short wraith
obtuse rain
#

Also make sure you have at least:

    requiredAddons[] = {"A3_Weapons_F"};
short wraith
#

thats included, send you the last link with the complete code

terse elm
#

@hollow fulcrum yeah quixel, debating on giving substance painter a try

obtuse rain
#

Try it with muzzles[] +=

#

Looks good to me otherwise.

short wraith
#

tried that, it does not work

hollow fulcrum
#

@terse elm aye, while we all know i have a Quixel bias, SP stands on it's own, and is for sure worth playing with if it fits into your foo. ๐Ÿ˜‰

short wraith
#

@obtuse rain i have the grenade in my inventory and can drop it nd pick it up, but cant throw it

terse elm
#

im undecided, do you have any handy hints and tips on what post quixel editing you have to do to ur textures to make them look in arma something near in quixel

terse elm
#

haha nice grenade

short wraith
#

thx ^^

obtuse rain
#

Heh, the sample I gave him was an explosive easter egg too, somewhat apt.

woeful viper
#

gas grenade i assume

obtuse rain
#

The only difference I can see is the _01 on TinCanGrenade_01

woeful viper
#

flavor rotten tomato

short wraith
#

ok I'll test to change that with the _01

#

it doesn't work....

hollow fulcrum
#

ermm.. let me go pull one of me nades and see if i notice anything

#

hrmmm... those be a little more complex... let's try all-in-one config foo..

obtuse rain
hollow fulcrum
#

(totally sidetracked, sorry (nothing honestly jumped out at me..))

obtuse rain
#

Yeah, I'd be tempted to try using the sample .cpp with the model paths changed and then slowly switching bits over to the current broken .cpp to test at what point it breaks.

short wraith
#

where do you got the sample from? @obtuse rain do you mean with sample that one you send me or is there a sample by bohemia?

#

hey guys, found out that the nade works, but some how it doesn't work with exile....

hollow fulcrum
#

๐Ÿ‘ (perhaps we aren't crazy...)

obtuse rain
#

Exile might be stuffing up muzzles[], check their configs.

#

And if so you could set your requiredAddons to reference Exile's .pbo that overwrites muzzles[] to work around it.

short wraith
#

but how to make the exile pbo optional, not required? it should be a mod not only for exile

short wraith
#

is it possible to add optional addons or not โ“

hollow fulcrum
cinder pivot
#

@short wraith are you making it alongside exile or?

short wraith
#

@cinder pivot yes, it should be mainly used in exile, but not only in exile

smoky nimbus
#

Hey guys, does anyone know how to effectively assign weights to a character model, without it being really tedious?

dusky dragon
#

have them eat a lot of McDonalds (but not too much) ๐Ÿ˜› (Sorry i just had to...)

wraith tendon
#

badumm tss

#

๐Ÿ˜„

stuck oyster
#

@smoky nimbus Blender has copy weights tool and pretty simple to use weight painting tools.

smoky nimbus
#

@stuck oyster Thanks I'll have a look at it. Doesn't object builder also have a copy weights tool and does anyone know how to use it properly?

stuck oyster
#

It does yes, but do you really want to use undocumented tool VS far more intuitive tool with all kinds of tutorials on the subject?

rough idol
#

anyone know here how parachutes are animated? are they using .rtms?

#

ok, seems they are animationOpen = "A3\Air_F_Beta\Parachute_02\Data\Anim\Para_Medium_Start.rtm";

halcyon wren
#

Yes. Its RTM

#

for open and land.

#

The process of generating .rtm files for them is just as with any other. But make sure to not binarize them with the people skeleton.

tacit karma
#

oh fuck no reyhard, please do, I wanna see the result ๐Ÿ˜„

halcyon wren
#

Treeple results ๐Ÿ˜„

stuck oyster
#

Animated parachutes.. Its a backback right? What kind of skeleton do they have? Animated backpacks would open up a whole new level for my project! ๐Ÿ˜›

white jay
#

i think the parachute is actually a helicopter and the player is the pilot of it :D
but don't quote me on that, just saw that somewhere

stuck oyster
#

Oh that could actually be right

woeful viper
#

add missiles to it^^

white jay
woeful viper
#

i would guess attach to... >some helicopter drone thing<

stuck oyster
#

could be a vehicle

#

but unfortunately does not help with animating backpacks :C

white jay
#

because i think you can walk around and fly around seamlessly

hollow fulcrum
#

๐Ÿ‘€

stuck oyster
#

then it could be just some sort of set velocity thing and the backpack is static.

bright kraken
#

1 million dollar question, that might not even be answerable, If I was to increase a vehicles polycount from 50k to 60k, how much impact could this potentially have on performance?

ebon abyss
#

If I was going to shoot you in the face with 9mm 6 times instead of 5, how much impact could this potentially have on your health?

#

joking aside, back in arma2 VTE ach47 gunship was like 27k points and with proper optimization had no negative impact on performance. of course your example 50k is almost like twice as much but yeah.

bleak tangle
#

10k extra polygons really won't hurt, but what if every other person making models decided to add 10k more polygons? The more important thing is usually section count

bleak tangle
rough idol
#

what was the name of that new shadow type? visualx?

foggy finch
#

wanders off for a โ˜•

quick terrace
#

not really no

#

@outer condor sbsource = visualex

terse elm
quick terrace
rich scroll
#

he did say recommended

#

as in maybe someone here saw a good one which they would like to share ๐Ÿ˜ƒ

quick terrace
#

go to for what?

#

pavement creation?

woeful viper
#

@bleak tangle "However, I don't think some of it's correct, specifically the part about 20 copies of the exact same model requiring it's own sections"
Normally you need one drawcall for each object. And you get multiple drawcalls per objects based on for shadows or lighting. It will only reduce if there is batching in Arma - which would be good to know/ to find out how that works specifically

quick terrace
#

do you happen to know how generic that sort of question is

#

@rich scroll - ^

#

there are tons of tuts in N number of languages and styles for each individual software out there

#

from paid to free

rich scroll
#

he was just asking if anyone could recommend a tutorial for blender

#

it's not a strange question imo

quick terrace
#

good grief

terse elm
#

common guys this is not needed

rich scroll
#

you don't say

quick terrace
#

@rich scroll blender, just like max maya modo insert software is a complete package

#

when you ask for blender recommandation, you need to say what you wanna do with it to begin with

rich scroll
#

probably wants to make a model if he's asking in model_makers

quick terrace
#

is it basic navigation and dicking about with a cube, or is it HP modelling and LP retopo plus baking

#

lol, model what dude? structures, weapons, characters

#

is not the same ffs

#

yeah well, pavement is basically a box with a texture

#

i am not, and i really don't wanna sound like an ass, but it's hardly a modelling question to begin with

terse elm
#

Im supprised ppl dare ask questions in here anymore

quick terrace
#

i for one would use a sculpting tool plus something like substance painter

#

my bad, i'll let you answer the questions from now on @terse elm, just like you have been doing so far

terse elm
#

my hero

quick terrace
#

i'll tatoo that

#

"i wanna make addon, recommend tutorial"

foggy finch
#

heheh

#

@cunning temple PuFu is quite correct btw,. however, while there's a ton of guides and I agree sifting through the poorer ones may take a bit of time,. its definately time worth spent looking for something more to your specfic requirements. It will take time to learn the in's & out's of the modeling side, then there is texturing,. rigging for which-ever engine you wanna put your creations in,. and the entire topic is so vast there is no such thing as a "one size fits all" guide. You will find guides on each unique part given a little bit of time doing some research on the web.

#

I'm sure even Pufu stumbles across interesting articles every now and then ๐Ÿ˜‰

quick terrace
#

yeah of course i do, and i ussully search for very specific tutorials.

cunning temple
#

@foggy finch Thx for a better answer. Reddit seems to have a load of links and stuff so will start there. Think I'll leave this place well alone lol

foggy finch
outer condor
#

@quick terrace ty forwarded

terse elm
#

@foggy finch that jetpack looks mint

foggy finch
#

we totally need animated backpacks in a3 though,. using EH's to handle that stuff is a complete pita

#

thanks though ! ๐Ÿ˜„

halcyon wren
#

attachTo with support to have it attached to a bone. that would be great. ๐Ÿ˜„

wraith tendon
#

Wasn't attachTo + MemoryPoint possible? Or do i mix something in my memory

stuck oyster
#

does not rotate with rtm animations.

wraith tendon
#

Ah, rtm

stuck oyster
#

would need constant setvector up kind of thingy to keep it aligned

#

Only bone that attached stuff rotate with is the pelvis/origin bone

#

This was the cornerstone fingind to get our ManTank robots to work.

halcyon wren
#

Not only rtm, any bone. so a vehicle wheel for example.

foggy finch
#

think of the lego's ๐Ÿ˜„

stuck oyster
#

You are of course right @halcyon wren ! Mentioning rtm was related to man+attachTo, but same applies to other animations too

halcyon wren
#

Heh, got that project still stowed away somewhere.

stuck oyster
#

Those were brilliant! ๐Ÿ˜„

wraith tendon
#

Imagine what could be possible. So much bullshit โค

halcyon wren
#

Yup. AttachToBone and Underground LOD. ๐Ÿคž

wraith tendon
#

Underground? oO How that?

#

I mean, the relation to to Bones

foggy finch
#

and dont forget about terrain watermap @halcyon wren ๐Ÿ˜›

stuck oyster
#

VBS stuff. Dont bait the Arma ppl with that @halcyon wren . ๐Ÿ˜›

halcyon wren
#

To add to the list of things A3 needs: Scripted PhysX joints.

#

They were in the alpha, IIRC

stuck oyster
#

xD

wraith tendon
#

"Scripted PhysX joints." <- Yeah

#

And several ScriptingCommands ๐Ÿ˜ฆ

#

Like: DisableUberExtremeHandbreak ๐Ÿ˜„

quaint otter
#

overviews for those interested

#

(will do for the normal A3 p3d too later today)

foggy finch
#

// damage=building
// damage=bulding

#

huh?

quaint otter
#

well the usual typos from the authors

#

there are some more that i filtered from the overview at the top

foggy finch
#

cool, thanks

outer condor
#

i plan to do it for all BI models since A1 ๐Ÿ‘ผ

rough idol
#

top is all the unique names & below are properties per object, yes?

#

nice work!

quick terrace
#

@outer condor nais!

outer condor
#

@rough idol
correct

#

(kudos goes to mikero/de3pd -g for the most part - i just post processed the output) (and the guy gave me APEX sources)

outer condor
#

(one correction - its just terrain assets of APEX; will do the remaining ones soon)

lilac lily
#

Hello, if anyone is interrested in doing some paid work for me regarding to moddeling and clothing in arma please dm me

quick terrace
#

hello, i am pretty sure you cannot really afford some true rates. ๐Ÿ˜‰

dusky dragon
#

Especially @quick terrace 's rates, he askes about a can of beans per model ๐Ÿ˜œ

hollow fulcrum
#

@foggy finch all pro man ๐Ÿ‘

quick terrace
#

@dusky dragon and bi is the only beans monopoly out there

dusky dragon
#

Haha XD

lilac lily
#

@quick terrace Depends

quick terrace
#

@lilac lily on what?

lilac lily
#

What you're asking for it

hollow fulcrum
#

drags a chair across the floor and sits down...

wraith tendon
#

smiles and pushes the chair away while Hatchet is on the move to sit down

lavish mountain
#

an average modelers rate including all expences, rent of software and equipment is about 140-210USD/h? (that is internal! rate that has been used between divisions at my work)

hollow fulcrum
#

looks at Dscha ... continues past the chair..

#

@lilac lily It actually depends on what you're asking for ... details would be helpful.

lavish mountain
#

Is amased to see Hatchet sitting without chair

lilac lily
#

A friend of mine owns some models which we use in GTA 5, Vests etc. I am wondering if anyone here could help us out getting those into arma 3.

hollow fulcrum
#

stares at his ringing phone ... says, uno momento...

quick terrace
#

you close that phone, i'll call you right back....

wraith tendon
#

Can i call you?

hollow fulcrum
#

goes and sits in the chair after wrestling it away from Dscha...

wraith tendon
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

#

i hate loosing

lilac lily
#

guys I am asking for someone to do this paid if possible, I did not specify a limit so saying that i can't pay something cause it's too expensive is dumb and simply not true. If you guys can't or dont want to do it tell me now in stead of me having to waste time

quick terrace
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  1. creating new content from scratch is expensive. 4 to 5 digits a pop
  2. injecting stuff and getting payed for it is now allowed using BI tools (no commercial use)
  3. what you wanna do sounds fishy to say the least.
    my 2 cents
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"a friend of a friend has done some assets for gta5 - the place where 90% of the assets are ripped - and i am willing to pay for someone to get these in for my future life community".
i am wrong with the above? put the links to the said content

lilac lily
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The models we own are made from scratch, nothing ripped. And we are not primarily aiming to make a life mod with these assets.

quick terrace
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fair enough, do put down the links then

wraith tendon
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"primarily aiming" ๐Ÿ˜„

quick terrace
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so, no links then?

hollow fulcrum
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looks around the room, apparently not... get's up and walks out.

lilac lily
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@quick terrace No, but we are already contacting the creator.

woeful viper
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the next scum who gives life mods the bad rep... nothing to see here

quick terrace
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too late

wraith tendon
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crunching popcorn

serene brook
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So, I hate to come all the way back, but how do I import textures into blender?

hollow fulcrum
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<< does not blender
however, i would like to think there are lots of guides out for that. i'd assume it involves creating a material and linking your 'textures' to that. no clue, where those buttons are.

wispy orchid
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if you use arma toolbox for blender, the texture needs to be applied to a / as material. That's as far as my very limited knowledge goes.

serene brook
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I'm very lost with it all, I'd like to have just the example test (MX) rifle to learn how to use these things, but it shows up as a grey shape.

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Also, giant triangles

hollow fulcrum
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๐Ÿ˜‚

serene brook
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pls hlp gg no re

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Yeah, And I can't decide whether or not i should use Object Builder or Blender...Blender seems friendlier

hollow fulcrum
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goes back to modelling bomb rack foo..

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i'll help you out there and say for sure use blender fcr everything you can. you will have to one way or the other though, overcome the learning curve. it's just real.

serene brook
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Yeah, and it is quite a learning curve.

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So, say I have a test rifle sitting here in blender. Got arma tools, got arma samples.

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I have three large flat triangles and no textures. What do I do next?

wispy orchid
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zoom in til you see the rifle and not only the proxies

serene brook
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The triangles are proxies? And they join the rifle on the muzzle

wispy orchid
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yeah, the muzzle flashes and what not are all proxies. I'm really not an expert there, though

serene brook
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Ohhh that's what they are? That makes alot of sense. Do I leave them there and work around them?

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And where are the tuextures and how do i add them>

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Man I cannot type today

wispy orchid
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they need to be materials, not sure any longer where the button resides

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but in blender there's a texture and material button, use the latter one

serene brook
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Alright, thanks!

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And what about the textures themselves from arma?

wispy orchid
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everytime I startup blender I tend to watch the same tutorial videos and manual again and again. I never put so much time into it to come proficient with it. You need to convert the paa textures to png or jpg with texview

serene brook
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Ah, isee

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Well I found the gear_test_weapon_01_x_ca.paa

wispy orchid
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I recommend to start with something very simple. like giving the funny starting cube a different texture on each side and export it to p3d with arma toolbox and save it with object builder and view it in game.

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this reduces your dependencies a lot

serene brook
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You know, that's probably a very good idea

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I am moving a bit faster than I should...

wispy orchid
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kind of tempting, you don't want to mod cubes ๐Ÿ˜‰

serene brook
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Yeah, but you're right, small steps

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Thanks!

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From here on I should probably consult the Basic Blender tutorials

hollow fulcrum
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generally speaking we're all just here to help. but there is kind of an expectation that you push yourself through the basics. you will certainly need the people here once you get the basics down. again, welcome to the inferno ๐Ÿ˜ƒ

serene brook
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Yes, and that is my fault. I'll do some learning and see where I end up

hollow fulcrum
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it's all good. keep at it. ๐Ÿ‘

serene brook
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@hollow fulcrum What was that about an inferno?

hollow fulcrum
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expression: such as, feet first into the fire. ๐Ÿ˜‰

lavish mountain
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Yeah dont be like me and stick 400 hours into a model to conclude that it al may very well be for nothing

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Start of the right way, in moddeling software and not drawingsoftware

hollow fulcrum
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ArmA all in all compared to many other engines is actually a little more complicated. but at the end of the day it is still just a matter of learning the process. many of us have been here for a long time.. and still don't know everything there is to know. not even close in my own case.

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there is much to learn, and starting with your primary tool is certainly the place to start. hang around long enough and you'll understand the fire bit, completely.

serene brook
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I meant that, yes, after about 5 hours of videos and making an alarm clock, I can feel the fire XD

hollow fulcrum
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good

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now suffer with the rest of us.

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๐Ÿ˜„