#arma3_model
1 messages ยท Page 81 of 1
he'll come around if/when he feels like it. no need to spam him.
@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
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
as you can see its a messy workaround
๐ the answer i feared most
I hope to be releasing that this year though (means i got less than 10 days left)
Any good tutorial about setting up lods etc in oxygen ??
Any ideas how do I prevent AI walking through "solid" object like a wall or closed door?
Indoors or outdoors?
outdoors
basically a fence with doors, they go through even when closed.
player cant go through
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.
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!
so it is importing successfully, just at the wrong scale?
correct.
I have tried .3ds(tiny) and .fbx(huge)
I even tried .obj and it was bigger than tiny but still way to small
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.
OK, how would I set a scale in 3DS? I do have the measurement set to meters.
or better question, how do I set up the FBX Export settings
.fbx will export whatever max is setup for in base units (or whatever you tell it in the exporter)
(not viewing units)
gotcha
i should say system vs. display
and OB by default is looking for mm, so base ratios off that.
AH, that is really good to know. Thanks! Let me try a few more things
np
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
guys, where or how can i get dog model with weights?
The Arma 2 samples should have them.
how about you compare them yourself. aren't you like some sort of ArmA master anyway? or is that outside your skillset?
โ ๐ ๐จ
dayum, Hatchet giving out the stings
Oops, was that out loud? My bad.
๐
But the truth ๐
Thanks @quick terrace
My Geometry LOD on my Building doesnt work. Anyone got an Idea?
does it have mass applied to it?
oh shit no it doesnt
๐
any clues why some of the BIS A3 trees remain brownish, when all rvmats and paas are white, as winter trees? :/ driving me mad!
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?
@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.
@warm relic Isn't it always more fun when you do it yourself?!
@errant pumice either your map still loads the vanilla ones or some rvmat is still calling home instead of your new paas
@errant pumice they could also not have any selections, and ignore your stuff
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?
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.
@pulsar compass when you define the texture path by pressing e on your selection take out the P:
just configure OB to have P:\ as prefix for texturepaths ๐
So I have to go and manualy edit every texture path in O2...for every LOD?
no
@white jay Where do I do that?
go to file > options and set "Path for textures" to "P:"
you might now have the problem that it reads your paths as P:\P:.... therefore you can use mass texture path renaming in tools
^^
make sure to set it to P:\ instead of what i wrote above
Did that jup
@hollow fulcrum How do you compile the PBO's then?
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.
Note I did not RTFM's for the first few years of tinkering in ArmA, huge waste of time. Just sayin..
and by the time you are able to pack a pbo with it you can be pretty sure there won't be errors ingame ๐
is it normal to get pop up errors by starting the object Builder and Bulldozer ?
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.
(knowing the errors, vastly more useful)
As an example i get the error Buldozer may not work:Missing file(s). GFSDK_SSAO_D3D11.win32.dll, bin/config.bin,
dont know why i have used steam repair already
๐
that would lead me to believe things are not where they need to be.
ermm.. im not on the rig at the moment. maybe someone else can chime in here.
well i think i try a complete new install of BI Tools when Steam is back online
I think i should delete Partition P also ?
nah you shouldn't need to do that.
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.
complete new install worked ๐
๐
Is it possible to add lights to model i mean like bridge with lights or do i need to place lights separated
Making progress
Most of the stairs are in
The hull is a placeholder, just to motivate me
@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
Looks good so far @lavish mountain
@cinder pivot glow is not the thing i am looking for it need to be kinda like spot light effect
reflectors
just look at any of the A2 files that have lights on them. the lighthouse comes to mind.
then you'll even know how to make it rotate ๐
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.
geometry makes your model "solid". needs to be convex thing and have some mass.
How do I do that in 3DS?
no idea
How could I adjust it in OB?
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.
I now see the mass but when I select my house it does not let me enter anything.
well dunno, thats how it works for me.
ok, well thanks for the advise, at least I learned how to turn on Mass. ๐
hmm so when you are in geometry lod, hit CTRL-A, it doesnt select your house?
it does, but the block next to Mass: stays grayed out
ok, then dunno ๐ฎ
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.
ok well obviously you need to create geometry lod.
is it as simple as adding the geometry LOD then copying everything from the 1.000 to that?
not really, but that's a start..
ok, thanks.
No, it needs to be simpler, look at sample cfgs
I'm doing that now.
@hollow fulcrum never ever saw rotating spot lights on the bridge before xd but thanks for pointing where to look ;)
@hard flumefor the house you can make simple cube as geometry lod
@white relic Thanks
If you want the house to be unenterable then yes you can make it just a cube
Now just to make sure I am understanding, cube per room, wall, or the entire project?
Is your house enterable, or do you want it to be?
I have holes in the walls for doors and windows but I can walk through the walls like they were not there.
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.
Yes pretty much
If you want doors then they are cubes/rectangles with a selection name as well
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.
@cinder pivot Thanks for the knowledge
@icy roost the entire model needs to be in tris/quads for OB import as well
@cinder pivot Done, but I'm getting the exact same errors.
Tried importing it as a .3DS and I got "Missing KFDATA section".
its looking for key frame data
https://gyazo.com/178965e96df9971544fd1b218f9eb484 Keep it chrome rims or make them smoked? ๐
smoked. I am personally not a big fan of chrome.
definitely smoke
blergh
@bitter shore i would say to keep it as they are now i mean that last screen
Sigh,
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.
And to be honnest I still have not made a decision
I know I am a little bit retarded but still I amaze myself
but the chair cares!
Im starting to hate every chair in this universe, Lets blame all chairs
Im going insane
personally, i blame goats.
might switch to chairs if they don't eat beer cans.
:rolf:
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
@X3KJ#8043 I dont suppose there is anything in samples? Have you tried the apl-sa arma 2 files?
@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.
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
Ah I see the problem now.
Did you also set a memory point for the cameraDir? Called OP_Look in the sample.
yes i did
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)?
you cant affect the sight memorypoints via animations unfortunately.
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
https://abload.de/img/sightissue2h3krf.png ingame -> notice how each one is different and all are not matched correctly
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.
the cameraDir point is exactly in the sight line, its the individual viewpoints that appear to be off for whatever reason
Only thing could be an issue with binarization? Otherwise I am out of options.
its the same unbinarized
I noticed some shadow LOD issues with a few buildings on Takistan so I thought I'd experiment with using the newer named property sbsource = visualex
If you hover over the image it shows the image using visualex http://screenshotcomparison.com/comparison/194845/picture:0
One issue it does introduce though is the shadow "banding" https://i.gyazo.com/241ea023801998c84221b3bbd9287301.jpg
In case that screen shot comparison site is being weird here are the images in one album http://imgur.com/a/4vw1X
@white relic Chromes?
dep3d now produces 'origami' (paper) mlods from odols. They have no value for the thieves, They should prove useful/instructive for everone else.
๐ฎ
if you need to see what origami looks like, download tanoa_map_objects.
@sturdy parcel I can't seem to see the option to do that with dep3d, trying to test with the map_objects
maybe I am just blind and its right in front of me?
moment. kju found an 'undocumented feature'
ok @sturdy parcel ping me or PM when its good to go, would like to take a look ๐
thanks ๐
also is the tanoa_map_objects a new version of p3d?
the p3ds in there*
T_D's tool doesnt recognize so I assume so
@warm relic done
should be able to see something on Update?
aaaaaaaaaaaah
1.86.5.78 and blue for meh
not sure if im looking in the right place or not, about to go sleepy
i see it now! woo
no comment on t_d's tool. I wont give ANY information that assists reverse engineering.
understandable, but I thought that is what your origami view is like, just a flat plane where his puts visual in a blender
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
Ahh okay makes sense
I imagine they might also prove useful to model makers generally, but since i don't make models, i don't really know.
Maybe like examples for tutorials or something, could be useful
how does it look unfolded? Can someone make a picture?
update your tools X3, convert a p3d, view it in oxygen/buldozer
or,,, just crunch up the resulting mlods, into a pbo, provide a bare bones config for them, and view in 3den editor.
it's the latter that will give you a look 'n feel for how these things will perform in terrainbulder/buldozer.
@woeful viper look in #arma3_tools
Its white, it looks like paper ๐
Hey guys
I have "issue" with OB, when I want to use proxy to load b_soldier model, nothing shows in Buldozer
Any idea why? It worked few months ago.
Kllrt, you're alive! ๐๐ป
2lv house done just windows doors and uv left. What you all think ? https://scontent-lht6-1.xx.fbcdn.net/v/t31.0-8/15675703_1300758663349627_929590321677631979_o.jpg?oh=a5d26047128b9171db837261094167cc&oe=58EB4A42
it might need a roof
Garage is too small.
that plan gives me the iches...
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
I will donate these models to some team who does quality work and need them for their mods
would be all kinds of cool to have them in arma ๐
First question: how accurate are they, second question: do they have a cockpit already
third question: what are the actual names?
This a A or C A-10?
What sukhoi is this?
What F-16 is this?
No major external differences between A-10A and C
Su-33
F-16C
Looks like a block 40
is there a way to flip a face in OB
legit need to flip one face, dont want to recolor everything ๐ฆ
@cinder pivot select the face and press W
@tacit karma I want to kiss you now, thanks much ๐
Hey I had a few questions if you guys dont mind,
- 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)
- Does anyone have a link to the way of doing snap points for buildings (these are modular) I cant seem to find it?
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...
bouldings*
@oak lintel is your firegeo lod bigger than your view lods?
@distant pier what hat you mean with "bigger"? Components? walls?
plus that yes ^
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
but why my object builder does my mesh mirrored?
and object builder switch my normals... i dont know... shit arma^^
then import to a separate instance of OB and copy and paste
wow thx >.> this is very very very hapeful.. OB is complicated
obj import does weird things
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
validate your fire geo lod with OBs "find non convex" and "find non closed" or whatever they are called
yes, but depending on your model it can do strange stuff and you might have to do it by hand
also i need to close open faces?
yes
most of the LODs requirements are listed in here:
https://community.bistudio.com/wiki/LOD#Fire_Geometry
ah okay... when i fix it, i need for my mirrors a geometry lod?
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.
yes i know, but need firegeometry the geometry LOD for weapons ?
Geometry LOD is recommended
okay
ok, doesnยดt work. i dont know why...
anyone german here and can me help?
the discrete distance thing seems like some major fuckup to me https://forums.bistudio.com/topic/201206-discretedistancecamerapoint-nightmare/
any insight? @rough idol i tested RHS GP-25 and it seems properly calibrated - is there any special trick you guys did to avoid the above mentioned issue? Or was it just trial&error until it matched perfectly?
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
Working on a tank and using the sample tank as a reference and there is no driver option?
verify driverInAction
Yeah that was the issue
tell BI to fix their sample ๐
@woeful viper trail & error unfortunately
:[
anyone wanna be my modding apprentice? I have important tasks for you...
guess im going to write a ticket then... because this seems like an oversight/ implementation thing that should be correctable (preferably with backwards compatibility...)
"apprentice" - the new word for "slave"?
Slave is to good,
Id go with minion
Slaves need maintenance
minions are expandable
dont need anything you just can clone them
well i dont have reached that technology level yet... so minions are not an option
looks to the right Dwarden has, ask him
also, if universal picture literature is any pointer, it just shows that minions, while enthusiastic are mostly moronic and screw things up
"Slaves need maintenance" <- since when?
That explains a lot about BI Studios and ArmA
yes BI bashing is very fashionable ๐ด
I was joking...
when a joke is repeated too often it stops beeing funny and is called a meme...
Oh come on, it was an open door: @ BIMINIONS
soo... Don. that means you want to become my apprentice after all, right?
Cant be,
I am enthusiastic CHECK
mostly moronic CHECK
screws things up CHECK
Can be a minion
Gents - What (in O2 or config) defines the placement height of a helo?
Just height when it's placed at the start in the editor? Or how it settles on the ground when the game starts?
Settles on the ground
With AFM or regular flight model?
afm
Then it's the relative position of the MountStation points
when placed it appears 0.6m below ground withthe gear up and then pops up withthe gear down
in the xml?
Yeah. I imagine you need to move the points that represent the fuselage if it's sinking when the gear is up
hmmm ill look but im not sure.
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
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
Thanks Mike but they are definitely correct. its just the initial placement thats still an issue.
Anyone know why WorkDrive.exe crashes saying its missing assembly whe I try to install bulldozer?
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
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
have you verified the tools on steam?
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
validate arma too
that removes buldozer
where do you have the workdrive folder?
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
No, Mikeros stuff runs perfect.
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
buldozer breaks?
no
my tools
mounting the P drive, installing bulldozer
all that stuff that uses a CMD window breaks
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
sounds like its more a windows problem then
yer
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.
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?
do you have roadway LOD?
yes^^
i can run in the building
but after kill, when i die or AI die, glich in the ground
is your roadway lod surface little above the geometry lod surface?
does your geometry components have mass?
yes... i have geo LOD, i can shoot on the wall, run on the wall, run on the ground
-run on the wall
i can put items on the house ground, its ok.... but AI and player glittch
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
Just read it.
It doesn't know what "Smoke1" is
yes, but I dont either...
check the config you wrote? oO
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
there is zero zilch nada, nothing wrong with the above syntax. look else\where
possibly you aren't adding the requiredAddon
^ Have only put my data addon there that might be why ๐ thanks for the help
using pboPro or addon ~breaker~
pboPro lol
it should have detected that. and obviusly didn't
on some of my models it will have added it yer
didnt do it on this one I just checked the pbo
%@#+)%@+@%+
oh while your here I may be being stupid but do you know why I cant tick obfuscate on the pboProject
my setup
while YOUR here it would be nice to know if your previous problem has been fixed rather than plastering a new one.
Im literally packing it as we speak
then i'm literally waiting for an answer. and packing has nothing to do with buldozer.
Why would that error appear in bulldozer its a config.cpp error
yes my issue is fixed thank you
and the fix was?
adding A3_Structures_F to required addons
as I said I had only put my data folder in requiredAddons
what's any of that got to do with the wall of text about buldozer and you're inability to run arma3p
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
your funeral.
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
๐
hey all here is small update on my model
https://scontent-lhr3-1.xx.fbcdn.net/v/t31.0-8/15732595_1303632863062207_8760120605717660881_o.jpg?oh=db432cda22a5d757827988175607d1f9&oe=58D76591
https://scontent-lhr3-1.xx.fbcdn.net/v/t31.0-8/15800278_1303632859728874_4798364095749038804_o.jpg?oh=886319dca91ad30584554818e00450b2&oe=58D79648
https://scontent-lhr3-1.xx.fbcdn.net/v/t31.0-8/15777116_1303553233070170_351835653781038499_o.jpg?oh=ba04a3e62d2e067538335ba974a380ff&oe=58E66E52
Garage bigger this time?
@tacit shard yes and @wraith tendon yes
Typically, when someone posts a ๐ 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...
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
I wasn't referring to @white relic
@fluid ocean aw ok ๐
quick question if anyone have a sec
geometry lod for stairs should be box or plane ?
Check the sample house, it will answer a lot of your questions
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
geometry lod components need mass
@foggy finch they do have a mass
are they closed/convex named componentXX and definately have mass ?
I checked link from @bleak tangle. They are closed but named wrong
Well it can't be the first object you've ever made damian, treat it same as you would a house.
Will try it out again after woke up. Thx @bleak tangle
@sturdy parcel my modelling for arma always ended up at this stage xd
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.
So i need to have boyancy?
no. and i don't know how you managed to interpret it that you did. need one.
@white relic https://community.bistudio.com/wiki/LOD#Geometry_Phys this tells you all you need to know
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
Hey guys, does anyone know how I assign weight to a vertex in object builder? Is it even possible?
@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
@white relic hm and what is the problem? you cant run of it?
@white relic No, I don't mean mass, I mean weight. Like you see on the sample characters with a blue marked vertex.
@oak lintel i am walking through ๐
@smoky nimbus aw okay i though it will be the same
@white relic.. you need a roadway to run it. Geometry, you need to make what i say. more meshes in blocks.
for collision
@oak lintel so i need roaadway to walk up stairs ?
naming helped cant walk through ๐
@white relic look privat chat..
Anyone have a rough idea of the ideal poly count for a backpack out be?
Do you have eliteness? You can check the vanilla A3 backpacks to compare
I made a small table of some of the vanilla backpacks and their face/vertex count https://docs.google.com/spreadsheets/d/1TLe20YbDwbYt4AeP1Nqf4bXtQka9t-cIQfweE63JiRo/edit#gid=0
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
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
ok i did as you said and what is weird from 118 objects it created just 99 components
What does "118 objects" mean?
for wall i made cube object
@bleak tangle https://cdn.discordapp.com/attachments/258716426318249985/264864863740755968/20161231211615_1.jpg here is one object under window and i can walk through
and here https://cdn.discordapp.com/attachments/258716426318249985/264863921876369408/20161231211354_1.jpg there is normal tall objech and still can walk through
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?
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
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"
tried it isnt good option to use it created one huge swollen box type lol
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
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
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
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
๐ high five ๐
A couple things I've encountered that seem relevant...
- Find components correctly ignores proxies and doesn't assign it a ComponentXX
- Component Convex Hull doesn't correctly ignore proxies and does assign it a ComponentXX
- Component Convex Hull clears textures and materials, so be careful using it with fire geometry
@bleak tangle what you think about video is the house really too small ?
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 ๐
That is odd!
Btw, a lot of people are in bed or drunk right now. Don't expect a quick reply. Oh, and Welcome!
Haha, not expecting a quick reply, people should be drunk or sleeping right now ๐
Make sure the textures at uv maps at least work if you are leaving it for last
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
Btw, a lot of people are in bed or drunk right now.
lips that have touched alchohol shall never touch mine. hic, burp....
gayyyyyyyyyyyyyyyyy
"Btw, a lot of people are in bed or drunk right now"
they are doing it wrong...
Yeah, for example me. I just stood up, one hour ago =}
And I have now supped my last drop.
anyone know what cause that ?? https://cdn.discordapp.com/attachments/264753400170807317/265219235863724033/Untitled.jpg
1.00 lod have faces correct and recalculated
geo lod as well
and shadow lod same
even when reversed still look weird
fixed
did you fix your walking-thru-walls issue?
Made chairs and tables:
https://www.dropbox.com/s/t9tk48rbazpm5kt/Schermafdruk 2017-01-01 22.38.56.png?dl=0
@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
seems like not thick enough geom or not correct? possibly someone can correct me if I am wrong
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
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
my walls are 50 cm and geo walls are 49.6
in the ship everything is predefined in the drawings an as by classification but depending on room between 50-1200mm
And you can't walk through them yes? Try upping the total mass maybe, do you have both geometry and geometry physx?
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
So 5cm is going to be a problem?
@proud finch they are all component and convex
Most likely for collision
if i make geo 5cm bigger character will start getting collision before wall
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
Okay, got confused cause both of you we're throwing numbers out
@proud finch i have issue with seeing through the walls all i have is geo lod and res 1.00 lod
and what is your geometry mass set to?
80000
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
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
thank u
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) ๐
it lies ontop of another alpha decal (road) , have you tried it without a road underneath it?
What is the best way to create damaged and destroyed model of house which i already made?
@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
Im onto the last part
A pillow
Sigh, I design ships for fucks sake,
What am I doing with my life modeling furniture
๐
here I am googling, at nearly 1 o clock in the night, what the most effective way is to model a pillow
Hey guys, quick question.
What would cause a model to collide with aircraft and players
But not cars?
Could it be a config thing?
@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)
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.
@clever void Penney#4599 for the shadow make sure under faces its triangulated \ then sharp edges? ( u key)
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!
anybody do anything cool on holiday break? you know, like model or paint something maybe.
it is all lies! (without linkage) ๐
Thought you said you made boats
I do
But the boat needs that stuff
with shitty textures: https://www.dropbox.com/s/t9tk48rbazpm5kt/Schermafdruk 2017-01-01 22.38.56.png?dl=0
much chairs. as a small recommendation, be careful to leave proper space for AI to muck about. very cool though indeed.
Didnt know the name for a stacked bed so named it that
the last one is the desk I am working on
a bunk bed
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
I havent done much modeling the past week,. ported a bunch of stuff and setup materials though
Spend about 5 hours on it
also watched entire series of breaking bad
that is much needed doing there @foggy finch ๐
like, all of them
lol
awesome
i really liked the first few seasons, havent
seen the rest yet. waiting for optimal binge time.
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
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
Trouble is why do I always start at 20:00
does not want to talk about multimats and tools and large structures..
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
I have drawn the conclusion that what I do is drawing not modeling
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 ... ๐
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
That's awesome Don, you are going to some insane level of detail
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?
It is funny how when playing you dont think about the ovious stuff
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..).
Modeling wise what do I need to take into account if I want to leave the option open?
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.
That is very usefull, thx
Due to how complex the layout is I think that AI pathing will be impossible
this is quite complex
That so far has worked out into this: https://www.dropbox.com/s/y9t0irigawlgwdg/Schermafdruk 2017-01-03 23.27.34.png?dl=0
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.
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? =/
What do you mean by wall sound? The sound it makes when you shoot the wall?
yes. Firegoometry.
.bisurf's eh.. (im not on my rig, but memory says) soundEnviron = "Empty";
and generally applied to the fireGeo, and umm... yeah... ermm..
impact = "hitMetal";
soundHit = "Metal";
in bisurf
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
i rebuild my tent with new blocks. he has no open faces and so =/
also make sure you're not gettting some odd pathing out of OB (it happens at times, depending on local setup)
hmhmm
Is it applied to all faces in the fire geometry?
yes
There aren't that many possible issues with fire geometry.
- Make sure there are 0 points selected when you do
Structure > Topology > Find Non-Closed - Make sure there are 0 points selected when you do
Structure > Convexity > Find Non-Convexities - Make sure every component is named in the ComponentXX naming convention, if in doubt use
Structure > Topology > Find Components - Go to
Tools > Mass Texture & Material renamingand 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?
'mass' was my only remaining thought
ie.. is it missing in the geoLod, as i think that would break things.
ยฏ_(ใ)_/ยฏ
pboProject will not crunch a pbo where a p3d has no mass in the geolod AND also, the physx lod.
@oak lintel what are you using to pack the addon?
addon builder
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.
oh okay
my first problem is, i have no config or mission in it... ehmmm, but i have a config. cpp oO
@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.
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 =/
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 ๐
the pbo should not have happened, if it did, i have a bug.
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)
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.
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.
@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
@$)*%@)*)U%%^#_
I'll have to try that as a PBO name sometime
๐
maybe usefull to some people: https://forums.bistudio.com/topic/201408-info-infantry-metrics/
"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
this is exactly why i tested it before even starting on a building ๐
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
test things? have you gone mad sir?!
anyone here speak spanish ?
C?
i need translation of that 100 por ciento full con crack disfrutenlo !
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?
@hollow fulcrum well google dont want to translate that accurate thats why i asked. you could be nicer tho
@ashen mural indeed, uno sec and i'll get you the proper linkage to the tools.
Thanks @ hatchet
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.
Ok thanks @hollow fulcrum
np
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)
@hollow fulcrum :p
๐
Just want to know if it means its working or no ?
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
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 i know its hard xd maybe thats why all my friends call me asshole xd
@$)*%@)*)U%%^#_
@sturdy parcel i read in that changelog that you were able to find and fix that mass bug, thanks! ๐
Soo I tried experimenting with my drawing program, So I need to do something like this:
https://www.youtube.com/watch?v=z8ElKUpsIWc
What I end up with:
๐
Apperantly that feature is a little bit broken
My other program can do it
you are using a rhinoceros which is the nurb software
YEp
Sounds like bad news
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
@short wraith You could have a look at this sample grenade: https://www.dropbox.com/s/j8stz2fzjl7o47x/khi_egg.zip?dl=0
thanks @obtuse rain
The BIS ones often have an extra resolution LOD or two, but otherwise should be pretty identical to the egg.
โ โ โ
โ heya buddy
hows it going, been working on anything cool lately?
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. ๐
how about you?
Made an elcan spector x4 scope as a learning exercise, http://i.imgur.com/6iXDjxL.png
it kind of makes me want to model a L86A2 to go with it
thats looking pretty nice there ๐
thx, only got the HP done
hell, you almost look like you know what you're doing these days ๐
can't wait to see the LP ๐
dont know about that yet haha
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. ๐
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
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. ๐
yeah
how did the 240 workout? i vaguely recall images, but can't find em..
ah, that turned out pretty decent. what you texturing in, QS?
@obtuse rain got it into my inventory, but cant throw it?
@short wraith Can you pastebin your config for it?
Also make sure you have at least:
requiredAddons[] = {"A3_Weapons_F"};
thats included, send you the last link with the complete code
@hollow fulcrum yeah quixel, debating on giving substance painter a try
tried that, it does not work
@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. ๐
@obtuse rain i have the grenade in my inventory and can drop it nd pick it up, but cant throw it
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
haha nice grenade
thx ^^
Heh, the sample I gave him was an explosive easter egg too, somewhat apt.
gas grenade i assume
The only difference I can see is the _01 on TinCanGrenade_01
flavor rotten tomato
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..
The sample definitely works, you can get the binarized one from http://foxhound.international/arma-3-egg.html
(totally sidetracked, sorry (nothing honestly jumped out at me..))
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.
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....
๐ (perhaps we aren't crazy...)
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.
but how to make the exile pbo optional, not required? it should be a mod not only for exile
is it possible to add optional addons or not โ
#arma3_config (my personal brain power is limited at the moment.)
@short wraith are you making it alongside exile or?
@cinder pivot yes, it should be mainly used in exile, but not only in exile
Hey guys, does anyone know how to effectively assign weights to a character model, without it being really tedious?
have them eat a lot of McDonalds (but not too much) ๐ (Sorry i just had to...)
@smoky nimbus Blender has copy weights tool and pretty simple to use weight painting tools.
@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?
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?
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";
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.
oh fuck no reyhard, please do, I wanna see the result ๐
Treeple results ๐
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! ๐
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
Oh that could actually be right
add missiles to it^^
not sure how the jetpack mod was done tho
https://forums.bistudio.com/topic/194170-jetpack-v1/
i would guess attach to... >some helicopter drone thing<
because i think you can walk around and fly around seamlessly
๐
then it could be just some sort of set velocity thing and the backpack is static.
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?
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.
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
Some information about section count is also here https://community.bistudio.com/wiki/Section_Count
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
what was the name of that new shadow type? visualx?
not really no
@outer condor sbsource = visualex
```I noticed some shadow LOD issues with a few buildings on Takistan so I thought I'd experiment with using the newer named property sbsource = visualex
If you hover over the image it shows the image using visualex http://screenshotcomparison.com/comparison/194845/picture:0
One issue it does introduce though is the shadow "banding" https://i.gyazo.com/241ea023801998c84221b3bbd9287301.jpg
Still fucking about with textures/rvmats http://i.imgur.com/LER6VqH.png
the lazynes... @cunning temple - google.com
he did say recommended
as in maybe someone here saw a good one which they would like to share ๐
@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
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
he was just asking if anyone could recommend a tutorial for blender
it's not a strange question imo
good grief
common guys this is not needed
you don't say
@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
probably wants to make a model if he's asking in model_makers
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
Im supprised ppl dare ask questions in here anymore
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
my hero
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 ๐
yeah of course i do, and i ussully search for very specific tutorials.
@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
I made a video of the picture I posted earlier for anyone interested -> https://www.youtube.com/watch?v=BBSCesV0s5A
@quick terrace ty forwarded
@foggy finch that jetpack looks mint
we totally need animated backpacks in a3 though,. using EH's to handle that stuff is a complete pita
thanks though ! ๐
attachTo with support to have it attached to a bone. that would be great. ๐
Wasn't attachTo + MemoryPoint possible? Or do i mix something in my memory
does not rotate with rtm animations.
Ah, rtm
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.
Not only rtm, any bone. so a vehicle wheel for example.
think of the lego's ๐
You are of course right @halcyon wren ! Mentioning rtm was related to man+attachTo, but same applies to other animations too
Heh, got that project still stowed away somewhere.
Those were brilliant! ๐
Imagine what could be possible. So much bullshit โค
Yup. AttachToBone and Underground LOD. ๐ค
and dont forget about terrain watermap @halcyon wren ๐
VBS stuff. Dont bait the Arma ppl with that @halcyon wren . ๐
To add to the list of things A3 needs: Scripted PhysX joints.
They were in the alpha, IIRC
xD
"Scripted PhysX joints." <- Yeah
And several ScriptingCommands ๐ฆ
Like: DisableUberExtremeHandbreak ๐
well the usual typos from the authors
there are some more that i filtered from the overview at the top
cool, thanks
i plan to do it for all BI models since A1 ๐ผ
@outer condor nais!
@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)
(one correction - its just terrain assets of APEX; will do the remaining ones soon)
Hello, if anyone is interrested in doing some paid work for me regarding to moddeling and clothing in arma please dm me
hello, i am pretty sure you cannot really afford some true rates. ๐
Especially @quick terrace 's rates, he askes about a can of beans per model ๐
@foggy finch all pro man ๐
@dusky dragon and bi is the only beans monopoly out there
Haha XD
@quick terrace Depends
@lilac lily on what?
What you're asking for it
drags a chair across the floor and sits down...
smiles and pushes the chair away while Hatchet is on the move to sit down
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)
looks at Dscha ... continues past the chair..
@lilac lily It actually depends on what you're asking for ... details would be helpful.
Is amased to see Hatchet sitting without chair
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.
stares at his ringing phone ... says, uno momento...
you close that phone, i'll call you right back....
Can i call you?
goes and sits in the chair after wrestling it away from Dscha...
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
- creating new content from scratch is expensive. 4 to 5 digits a pop
- injecting stuff and getting payed for it is now allowed using BI tools (no commercial use)
- what you wanna do sounds fishy to say the least.
my 2 cents
"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
The models we own are made from scratch, nothing ripped. And we are not primarily aiming to make a life mod with these assets.
fair enough, do put down the links then
"primarily aiming" ๐
so, no links then?
looks around the room, apparently not... get's up and walks out.
@quick terrace No, but we are already contacting the creator.
the next scum who gives life mods the bad rep... nothing to see here
too late
crunching popcorn
So, I hate to come all the way back, but how do I import textures into blender?
<< 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.
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.
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.
Also, giant triangles
๐
pls hlp gg no re
Yeah, And I can't decide whether or not i should use Object Builder or Blender...Blender seems friendlier
goes back to modelling bomb rack foo..
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.
Yeah, and it is quite a learning curve.
So, say I have a test rifle sitting here in blender. Got arma tools, got arma samples.
I have three large flat triangles and no textures. What do I do next?
zoom in til you see the rifle and not only the proxies
The triangles are proxies? And they join the rifle on the muzzle
yeah, the muzzle flashes and what not are all proxies. I'm really not an expert there, though
Ohhh that's what they are? That makes alot of sense. Do I leave them there and work around them?
And where are the tuextures and how do i add them>
Man I cannot type today
they need to be materials, not sure any longer where the button resides
but in blender there's a texture and material button, use the latter one
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
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.
this reduces your dependencies a lot
You know, that's probably a very good idea
I am moving a bit faster than I should...
kind of tempting, you don't want to mod cubes ๐
Yeah, but you're right, small steps
Thanks!
From here on I should probably consult the Basic Blender tutorials
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 ๐
Yes, and that is my fault. I'll do some learning and see where I end up
it's all good. keep at it. ๐
@hollow fulcrum What was that about an inferno?
expression: such as, feet first into the fire. ๐
Yeah dont be like me and stick 400 hours into a model to conclude that it al may very well be for nothing
Start of the right way, in moddeling software and not drawingsoftware
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.
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.
I meant that, yes, after about 5 hours of videos and making an alarm clock, I can feel the fire XD