#arma3_model

1 messages ยท Page 82 of 1

serene brook
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I think that getting beyond the initial phase of "what are all these buttons, what does UV mean, etc" will make it easier....๐Ÿ˜

wraith tendon
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Its what i call: A waste of Space

quick terrace
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lol
also, why you doing it wrong? why not multimat

smoky nimbus
halcyon wren
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Remove the head proxy from your view pilot lod.

smoky nimbus
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@halcyon wren That seemed like the logical thing to do, I removed the Head selection and the proxy but it didn't actually fix anything.

halcyon wren
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did you remove the proxy, or jus tthe selection name?

smoky nimbus
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Both.

smoky nimbus
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Deleting everything clearly seems to have an effect though.

halcyon wren
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Getting rid of the bysta proxy in viewPilot lod should have fixed it. I suspect packing might be an issue here, not binarizing your changed .p3d.

smoky nimbus
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Is binarzing a requirement? I didn't do that.

halcyon wren
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Are you using AddonBuilder or a different tool to pack your addon?

smoky nimbus
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I was using pbomanager but I'm going to try to use addonbuilder and check the result with that :p

stuck oyster
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Ah. pbomanager probably messes it up.

smoky nimbus
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So much easier to use than addonbuilder though, haha.

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Is there any other risks with it?

stuck oyster
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neither can be recommended as they allow all kinds of errors to be packed in

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PboProject from Mikeros toolset is the only tool that actually helps you by stating you have errors and you have to fix them before it packs it

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It usually also tells you what the error is. or at least points you in the right direction

hollow fulcrum
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^^^

stuck oyster
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It really saves you from lot of frustration to not use packer that packs errors.

halcyon wren
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AddonBuilder is very rough... Doesnt even spit out a log file. Its safe to use if you know what you're doing. ๐Ÿ˜„

smoky nimbus
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< never knows what he is doing :p

stuck oyster
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free version of the tools

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if you can afford the 30something $ a year you can subscibe to more frequently updated toolset

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which imo has been worth it many times over

hollow fulcrum
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^^^ if you can't afford it, go get a job! (im kidding, but not really.)

smoky nimbus
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Addonbuilder didn't fix it ๐Ÿ˜ฐ

stuck oyster
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delete the old addon

smoky nimbus
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Aye, I did.

stuck oyster
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did it help?

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also DL the mikero tools and try the pboProject

smoky nimbus
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I did it prior to using the addonbuilder test one.

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I'm fairly sure I have all the required dll's.

stuck oyster
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@sturdy parcel Might you advice on this?

ebon abyss
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yep that looks like old/wrong dll. maybe try to re-install depbo?

smoky nimbus
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Yeah @ebon abyss was right. Reinstalled a lot of stuff and it works thanks.

stuck oyster
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๐Ÿ‘

smoky nimbus
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It doesn't actually get past copying my defines file, though. It stops and tells me to check the binlog which just says "bw_olive_uniform\basicDefines_A3.hpp 1 File(s) copied"

stuck oyster
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does it make packing log?

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packing log is usually where the error is stated

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but that it stops so fast in the beginning of the process there are errors in there

smoky nimbus
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"bw_olive_uniform\basicDefines_A3.hpp 1 File(s) copied" was all it said in the packing log.

bleak tangle
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What did the console window say?

smoky nimbus
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It's missing some Arma 3 files that were referenced in the config.

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Should I have my arma unpacked and setup in the p drive for this?

hollow fulcrum
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should do that as step #1

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and generally speaking if you're dare i say 'on the cutting edge' of things. you unpack things to your p:\ (say dev branch..) on a somewhat regular basis using MikeRo's tools.

smoky nimbus
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My hard drive space is precious ok :p

hollow fulcrum
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you dont even want to know. ๐Ÿ˜›

foggy finch
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another giga-bytes the dust...

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gets his coat....

hollow fulcrum
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๐Ÿ˜„

warm relic
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Anyone ever have an issue with physics on their car when its just like a rock and doesn't move when it's spawned but if you shoot it it works fine?

dense steeple
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That's a weird one. My friend had it awhile ago and we troubleshooted it but I can't remember what it was for the life of me

bleak tangle
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You can try setting the velocity to something super low, like 0.01, that'll "unfreeze" it

dense steeple
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Ye, just add an 'init' eventhandler

last spindle
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ohhh god, how can a hack be a recommended fix? lol

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if you get the Diagnostics version of the .dll running and turn on the collision geometry, car physics debugger thing, you will probably see that the wheels are spawned in inside the ground, which i had once and resulted in unable to move until it was jolted out,

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or there is something wrong with the gearbox

hollow fulcrum
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๐Ÿ˜„ @last spindle how you been man?

last spindle
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away doing other things in other engines........

hollow fulcrum
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i trust that is going well

last spindle
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RV4 is always in the background though

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it is going well for the most part, but as always there are issues with people pushing project scopes out of proportion and you end up in a bottomless pit of requirments and tasks

hollow fulcrum
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lol

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well, at least all is normal and well ๐Ÿ‘

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or is that SNAFU? ๐Ÿ˜„

last spindle
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well it is soon not to be my issue any more, going to follow through on my initial plan to only work on this project that started out fairly small, and now certain people are talking about making it a fkn standalone game ffs.......so im just going to go back to my own little project, with a solid/unchangeable scope that is achievable in 12 months and no more

hollow fulcrum
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lol, well.. that certainly sounds more entertaining.

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send me a message when you have some spare time

white relic
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anyone know why it is like that

house02.p3d : \c:\users\d.berek\desktop\models\house\house04\textures\new folder\chimney_base.paa
house02.p3d : \c:\users\d.berek\desktop\models\house\house04\textures\new folder\roof.paa
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my textures and rvmats are inside model files and rvmats points to those paa inside model files too

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ok founded. i duplicated res lod to geo lod and textures were there pointing to other location

stuck oyster
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your pathing is all wrong

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have you P: drive set up?

white relic
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it wasnt the issue

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paths were all good

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like i said when duplicated res lod as geo lod my paths were still to original location not on p drive

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so i removed them and its all good ๐Ÿ˜ƒ

wispy orchid
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check the attributes as well, they get copied across too

white relic
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attributes of what ?

woeful viper
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yeah the "lets make our own game" thing seems to be quite common now... and also the thing that you never hear from these people again (either because they didnt even start it or because it fizzeled out over the first months... preferably after a successfull kickstarter campaign lel)

wraith tendon
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โ˜ Sad, but true.

halcyon wren
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I think so far only Squad managed to pull that gig. ๐Ÿ˜„

smoky nimbus
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Even setting up Mikero's tools did not absolve me from my visible eyeball glitch unfortunately. There must be something else I am doing wrong :S

jagged tusk
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Is there some way of doing conditionals for animation sources?

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specifially, do animation if this source and not other source?

halcyon wren
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Very very limited.

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You can limit animation sources to specific weapons for vehicles.

jagged tusk
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no, this is for a weapon

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Basically, I've got a launcher with a flip-up scope, so I rotate it on the isSelected source

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but it also has an optic rail, so I want it to flip down when there's an optic

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all well and good, but now the scope rotates into the body of the weapon

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when it has an optic and isn't the active weapon

polar fiber
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There is a hasOptics source

jagged tusk
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I can fix it with hide animations instead, but I'm loathe to duplicate geometry unless there's another way

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Yup, I'm using it

polar fiber
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Oh I get what you mean now

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But no, I think you'd need to duplicate geometry for that. Since anims aren't conditional - you can make useractions to trigger animations in a way where they're conditional of other animations. But weapons can't have user-sourced animations

jagged tusk
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indeed

foggy finch
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doors look a bit narrow and it looks a bit low overall for armaman's physique

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could just be the view angle

white relic
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@foggy finch you right its low atm. It will be raised. I need to redo all walls anyway so will make doors wider as well thx for suggestions

warm relic
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@dense steeple @bleak tangle Thanks guys that worked

iron bough
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@everyone i need help my hat i amde in my neck and wont move from there at all

umbral sand
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Sup bros, is there any "easy" way to change the face of the model to face of my squad team? I know the process, take photos and i have basic skills in 3d modelling or photoshop, but i'm asking if already have an alternative and automatized to make it for arma 3? Or any program that easy the process of face modelling and works for arma 3?

stuck oyster
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no such thing.

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as easy way in Arma modding.

smoky nimbus
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What the Goat said.

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I don't know if it's worthwhile to make a whole new model, just texturing might do the trick well enough.

thorny rapids
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Can somebody tell me the exact size of the player model/playercontroller box in arma?

thorny rapids
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โค

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shoulda had that before i did the prototype ๐Ÿ˜„

stuck oyster
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Probably also good to leave some spare room for turning and such

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since Armaman isnt exactly the most nibmle indoors. ๐Ÿ˜„

thorny rapids
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so the guy is over 2m tall?

stuck oyster
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180

thorny rapids
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the cylinder like that makes it look like you have to add 20cm

stuck oyster
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the figure is from feet to top

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not the cylinder

thorny rapids
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k

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thanks

stuck oyster
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the large grid on the background is in meters

thorny rapids
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i'm making the tunnes and "door" areas a bit wider this time

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and slightly higher

stuck oyster
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yeah good

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the collision cone tends to get caught on stuff

thorny rapids
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also completely rethunk the baking to give more detail

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since certain people nag about 4k textures

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with their mayan computers

stuck oyster
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well you should do the multimaterial stuff

thorny rapids
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the demo uses 2k

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yeah adding some detail maps would be enough in that case

stuck oyster
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yeah

thorny rapids
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i still need the basic pixels to be smaller than 10cm though ๐Ÿ˜›

stuck oyster
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thats what the multimat is for

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add couple of detail maps if you need

thorny rapids
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well yeah but that is what causes the hole in the baked light map

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this time around i'm doing 3x 2k with 2 of them being interior details and one being the mud

stuck oyster
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this might help too

thorny rapids
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thanks

stuck oyster
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man hes actually doing it all in OB xD

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damn

thorny rapids
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i'm gonna have to go thru that tut in detail after this live podcast is done

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it looks good until you get close

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in 2k like the vid it looks horrible when inside

stuck oyster
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still think multimaterials are the answer for performance friendly detailed interiors

thorny rapids
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yeah for sure

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more economic use of texture space is still the best thing to do from the start :3

stuck oyster
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true

thorny rapids
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as for instance there are a LOT of faces in the old model that technically don't need to be on the uv map

stuck oyster
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then do you need them at all?

thorny rapids
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yeah but they dont need baked lighting so they can use the basic texture tiles

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the whole model is still below 10k triangles so not worried about faces

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i'm trying to make a modular system with blocks that fit together like that

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connected by tubes that fit in 2m cell terrain ditches

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so from the mud, only the interior part needs to be on the uv maps that get baked light

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the door connections just get normalized to the base texture

quick terrace
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why don't you all people doing structures use multimats is beyond my understanding

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om these vids, i wonder how is he baking the MC and ADS though

cinder pivot
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@quick terrace teach me the ways

echo rain
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does anyone know, if someone made a splendid SKS? i was thinking of making one to get back into modelling but, if there is a sexy one out there i'll gladly just go shoot fools with that

ebon abyss
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dont know about arma3 SKS status, I do remember your NVA characters though ๐Ÿ˜ƒ

echo rain
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o_O must be some crazy mcgyver shit made from sample models. can't recall i ever even tried real characters

wispy orchid
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@echo rain we have a rather old SKS model in Unsung, if you're making a new one, we'd be greatly interested ๐Ÿ˜ƒ

quick terrace
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@echo rain do it, we have a wip one in rhs, but unlikely to have that finished

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will gladly get ir out of your hands as soon as you're done with it :p

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@cinder pivot lol, pay me ๐Ÿ˜›

cinder pivot
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i have a half eaten lolly pop and pocket lint atm

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ill get to it

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๐Ÿ˜„

quick terrace
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kidding i wrote some explanation about it on bif

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i'n on fone, but you can search for mutimats on bif its there

cinder pivot
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wait step back, sounds stupid of me to ask but multi mat just allows different materials on your model to have a bit different texture and light response?

white jay
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afaik it should be pretty similar to how sat/mask stuff works on terrains

quick terrace
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@white jay cheers man. @cinder pivot read that thread

wary minnow
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does anyone know the current polygon limits for a model in arma 3?

white jay
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there shouldn't be a hard limit anymore, it's more a question of how good do you want it to perform ingame

halcyon wren
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The polycount is very secondary when looking at what eats performance. The real killer are individual sections (not selections!). Each section entry in your model.cfg is a section, and then also every individual material used (even no material counts) is a section.

To sum it up briefly:

An object with 10 sections will have the same impact as 10 objects with one section each.

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So the goal of your lods should also be to reduce sections.

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Oh, and proxies can be treated in the same way, where each individual proxy adds a draw call.

quick terrace
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additional sections = additional drawcalls just as well.

echo rain
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that confirms my theory that the added modularity in arma 3, weapon arttachments, clothing items etc, is one of the reasons arma 3 is way more hungry than arma 2. probably adds to the calculation side of things too considering there was some changelog entry about inventories causing too much net traffic

lavish mountain
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Not really

bleak tangle
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From what I just tested that's not really true that each individual proxy adds a draw call

echo rain
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shorts answers look bad ass but are pretty useless for discussion. got some more info?

bleak tangle
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Yes, I'll try to explain my setup and show it in a second

echo rain
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i meant Don

lavish mountain
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From my experience and for what it is worth, my bett is on the engine and the features, not the modularity. It is the big world combined with all the simulation that is on going at the same time

echo rain
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that's pretty vague. good news on the proxies and draw calls

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btw. that changelog entry said "fixed". but having been with BI for 14+ years my guess is that there is more "could've done better" under the hood

lavish mountain
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Especially, and now we end up in the guessing area, if the balistics, the vehicle dynamics, the areodynamics and other stuff is run seperatly from the native engine as seperate plugins

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I am not sure whether this is the way it is done in arma

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But if so that would be the main cause

polar fiber
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Optics, lasers etc. were generally mapped to separate textures in A2 weapon models anyway, weren't they?

echo rain
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good question

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@Don i'm talking a2 vs a3. i'm jsut wondering why such similar games run so different. might be as simple as texture size or something. and yea all guessing ofc ;D

lavish mountain
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My bad, I'm pretty tired

echo rain
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yea i'm jsut wondering.

@d12 i think stuff adds up though. to your question, i think not all of them, and clothes too.

bleak tangle
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They use atlases for vegetation

echo rain
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so what about that draw call repro? curious since i thought the logic would be as simple as "extra texture = extra draw call"

bleak tangle
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Making a spreadsheet atm

woeful viper
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thats the logic, but it only applies if there is absolutely no instancing / merging in the engine - which we dont know in what shape or form it operates. The tests seems to have shown that there is some form of instancing going on

bleak tangle
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It only appears to instance objects that are the exact same "class", not just if they use the same textures. It also looks like every 512 objects are instanced together for draw calls.

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Actually I'm just going to make a post with my findings on BIF, it's a bit more friendly to reference at a later time and won't get "buried"

woeful viper
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or edit the sections page with some notes ๐Ÿ™ƒ

bleak tangle
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Porque no los dos?

wraith tendon
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Tequilla

lavish mountain
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Salsa

bleak tangle
hollow fulcrum
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๐Ÿ‘

wraith tendon
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nope, never had

woeful viper
lavish mountain
echo rain
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lol

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"Actually I'm just going to make a post with my findings on BIF, it's a bit more friendly to reference at a later time and won't get "buried"" <--- i like this very much. maybe someone with deeper knowledge will appear due to it too

woeful viper
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maybe with some deeper knowledge
haha the dream is real

echo rain
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ikr ๐Ÿ˜„

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i'm just curious anyways. it's not like that stuff is moddable. i guess after all these years the interest goes deeper out of boredom

bleak tangle
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I'm sure ianbanks can educate us ๐Ÿ˜ƒ

woeful viper
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Thats pretty much how you scientific method, including the result presentation that causes fat chairman to question your results because of not beeing idiot proof enough ๐Ÿ˜„

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well done

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is that overlay that shows draw calls some diagnostics exe stuff? i would be surprised

bleak tangle
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No it's an Intel debugging tool, and it can do some pretty ridiculous things

woeful viper
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i need that in my life - can you hook us up?

echo rain
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so about that instancing point. that will only be advantageous, if more than one of the proxy model exist in the scene, since it's still two texture, yea? didn't fully get it yet

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two textures meaning weapon + attachment or uniform + vest or whatever

woeful viper
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its only the exact same objects that can be instanced i assume - based on how i understand that

stark geode
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hi would anybody be able to help me on getting my custom headgear to work in arma 3? It is completly set and ready for implementation as far as i know but im having trouble getting it into the game

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ive gotten it into the game as a headpeice but it appears on the ground of the player instead of the head and doesnt move with the players head

quick terrace
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image of said headgear please

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and use the samples, name selection as head will do wanders

foggy finch
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yep, images help - then we can understand what is/isnt working as intended.

bleak tangle
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iirc if it's at your waist and following character head movement, then you need the autocenter property. If it's at your feet then you either don't have it defined in your model.cfg, or nothing as a named selection in the p3d

stark geode
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im using all of the defualt files to add it in and havent changed any of them from the samples. I have one lod on my helmet which is the center of the geometry. The helmet doesnt move with the head but stays on the ground and follows the character. I guess my question is what do i need to do to get this to work and how? im somewhat new to modding and have only done things with static objects. Any good tutorials or recources someone could send me a link to would be greatly appreciated. https://gyazo.com/443a633ce9534d1500e425c3dd409f03

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so how would i go about adding a named selection?

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the model.cfg is the same and i havent changed it from the samples default

echo rain
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in object builder there is a window called "named selections". since the small windows aren't labelled it's best to go to "view" (or OBs equivalent) and hide it and then unhide it.

once you know which window, you right click inside it and make a new selection and name it. either make sure the head gear is selected while doing so or select it after creating the named selection and then, while the mesh is selected, right click on the named selection in the list and select "redefine"

stark geode
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ok

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anything after that?

echo rain
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i was just answering this question "so how would i go about adding a named selection?"

stark geode
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ah ok hahaha

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im a noob ๐Ÿ˜›

echo rain
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you want to make a "head" named selection?

stark geode
quick terrace
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should be head the name of that not helmet

echo rain
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you can test if it worked by deselecting everything in the view port and then selecting your selection in the list to see if the right part of the mesh gets selected

quick terrace
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because that is the name of the bone

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also, there is a reason bi released the sample files, for you to have a look over these

stark geode
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yeah i looked at them but had a bit of trouble reading them

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il keep tinkering with them to figure things out

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thanks for the help guys i appreciate it

mossy oxide
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is 4.3k verts and polys too much for a lod 1 of a bit complicated roundy helmet?

lavish mountain
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30 at my compays rate?

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5 minutes

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no

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dont we actualy have this already?

true cairn
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nope

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if you know what your doing should take like 5 mins to model

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litteraly needs to be a gray long block with proper collisions

wraith tendon
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mission buildable runway object for CTI map```
*gg* good luck
tacit karma
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@true cairn I take 25-30โ‚ฌ an hour.

true cairn
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how long will it take you to make the object?

quick terrace
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it's not a 5 min job, but neither an hour

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well, in fact it can be a 10 min job if using one of BIS seamless asphalt textures

true cairn
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^all it needs

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like flat on top tall enough to cover over stupid rock walls, place-able on the ground and with curved edges so jets can taxi onto it

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i have tried using BIS assets, but the seams make the jets explode

wraith tendon
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Won't work, just4Info

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That "explosion" happens to almost everything (e.g. when changing from one object to another)

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You are not the first, who tried that.

true cairn
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thats why i want a single object

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runway with proper collisions

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that will work

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like spawning it in is not a issue we have a 3d builder for that

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we allready build tons of shit

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but a runway would really allow us to expand our base locations

wraith tendon
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iirc max 100m Length

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gl with that, won't work

true cairn
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you cant make a object larger then 100M?

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that does not make sense, you have to be wrong, WASP carrier and the Nimitz is larger then that

wraith tendon
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They are different parts

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combined together

true cairn
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and yet shit takes off and lands on them

wraith tendon
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as i said: gl with that.

true cairn
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from a single classname

wraith tendon
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believe me or not, its up to you.

true cairn
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so then someone just has to combine them, or take the wasp or nimitz and cut the rest of the ship away. either way

lavish mountain
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isnt the nimitz also build in different parts?

wraith tendon
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Dscha - Today at 1:20 PM
They are different parts
combined together```
...
true cairn
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you spawn in it 1 classname in editor

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same with wasp

wraith tendon
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Scripts

lavish mountain
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^^

wraith tendon
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init eventhandler

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iirc it used attachTo

true cairn
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ah

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that makes more sense

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the "no scripts" i mentioned meant no ingame scripts

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like you have to use a action button to work the runway

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not spawning scripts

wraith tendon
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Just ask yourself one question: Why don't we have usable Aircraft carrier or Big Ships ๐Ÿ˜‰

true cairn
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because ob moving them is fucking hard

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im not asking for a flying runway

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im asking for a spawnable one

wraith tendon
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No big diff

true cairn
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big ships is Phyx issues

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compeletly fucking different

wraith tendon
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Still, try it out, test it, hf, but i tell ya: You won't have much fun.

true cairn
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like i said wasp works nimitz works

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both are spawnable

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all i need is a deck

wraith tendon
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... do what you want

true cairn
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you saying it wont wokr

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when there are 2 examples of it working

wraith tendon
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oh for christ sake...

true cairn
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so either you are daft or trolling

wraith tendon
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ignorelist... wow

woeful tartan
white relic
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@foggy finch any chance i could get that model to place on our map ?? i would love it to be part of map as a tribute to all great arma modders who have left us

foggy finch
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if you read the video description it will be getting released soon for all. ๐Ÿ˜‰

white relic
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๐Ÿบ

tacit shard
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Hey so can someone link me some official info on proxies in ARMA or answer a few questions for me:

  1. Do proxies need to be on each LOD (AKA one in the visual, geo physx and so on) Ive been told no on this before however when using proxies I seem to be loosing most of my geometry (in some wierd spots there stil appears to be some GEO even though its perfectly fine on the actual p3d of the mesh (this is with a proxy on the geo LOD as well as visual)
    2)Is it possible to have a p3d that is souly proxies. So I have a building in a p3d, and two other p3ds that our just furniture for that building (differnt types say a store and a house) then have a p3d that just proxies the building and the correct furniture or do I need to have 3 building p3ds with proxies to the furniture
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thanks for any help

woeful viper
#

yes proxy needs to be in every lod if you want them in every lod...

tacit shard
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Ok thank you. Do you know if I can just have a p3d with two proxies in for say variations of a house

woeful viper
#

you could, yes

tacit shard
#

ok thank you for the help!

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ok thank you for the help!

woeful viper
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although - idk how stuff like AI pathway is handled

tacit shard
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thats ok these are not going to be used with AI anyway

woeful viper
#

actually no, you cant. You can have the building itself but all animated parts (doors, windows, ...) cant be in the proxy

tacit shard
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ah that was my 3rd question I forgot can animations be in a proxy

woeful viper
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no they cant

tacit shard
#

fuuuckk that fucks me over a bit

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I suppose tbh most of the animations were just little cliche things to add a bit more detail

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thanks for all the help dude

woeful viper
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also, good looking destruction effects of buildings will be hard when the buildings are totally proxy

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(e.g. a breach in the wall wouldnt be possible)

tacit shard
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thats a good point. Although I was mainly going to be doing this on modular buildings which wouldnt have destruction effects however that is good to know for my non-modular buildings.

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I do have a question on a different topic (well destruction effects) are hitpoints required to have different destruct meshses, if so is their a guide on how to set this up anywhere as I have not had much luck (in saying that the only time I tried was with windows)

woeful viper
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hitpoint classes (defined properly via memorypoint and config) are usable as source for animations.

tacit shard
#

right, I thought they are a seperate LOD type?

woeful viper
#

thats a wreck what you mean

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a wreck is a replacement of the original building basically (it doesnt have animations)

hollow fulcrum
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๐Ÿ‘€

tacit shard
#

Whats that LOD then? cos there is a LOD called wreck, and one called hitpoints

woeful viper
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hitpoints is for hitpoints and wreck lod is for wrecks. Wreck is for final state of destruction (pile of rubble), hitpoints are for more delicate, local damage modelling (breach in wall, broken window, ...)

tacit shard
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right

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so say for a building though. In the samples it swaps to a damaged p3d then a ruined p3d. So is that for use in an animation while a wreck only had the say ruined mesh and just swaps with no animation AKA car explosion

woeful viper
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yeah. A popped tire on a car is via hitpoints. A black hull of a car is a wreck model

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wreck animations are defined by model type. Fences fall over, buildings move downwards into the ground (and get replaced by wrecks), tents flatten, ...

wraith tendon
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Wreck Animation = I simply delete the normal model and spawn a Wrecked model (wich you defined) instead.

woeful viper
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depends on what object it is

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vehicles usually just swap. buildings animate in specific ways (like i said)

tacit shard
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right so for instance this is my original building:
https://gyazo.com/1462944465c112cc4f46fb334c7231f6
then using hitpoints and config.cpp I get the building to 'fall' into the ground and be replaced by this seperate p3d:
https://gyazo.com/b01733424ef33624385c41c1722a79e4
and then with the same for a ruined p3d.
and this uses seperate p3d because its using hitpoints (such as wheels swap to the damaged wheel p3d I believe)

and if I just wanted it to just have a ruined mesh I would use a wreck LOD instead of 2 p3ds

stuck oyster
#

I always thought the wreck LOD was obsolete now.

cedar rock
#

On the topic of proxys can a model made of proxys exced the 72m size or will the geometry still f up

wraith tendon
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Still screwed

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I guess it takes the center of the model, not the part you see.

cinder pivot
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Arma dlc to expand the size pls

hollow fulcrum
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laughs.. if only it were that simple...

cinder pivot
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It would be out and 19.99

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๐Ÿ˜›

white jay
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It actually has to do with the map settings, so one could set up a map with much larger terrain mesh chunks and could have bigger structures on it, but it will probably have a negative impact on performace because of worse terrain lodding

stuck oyster
#

What would be a big chunck

hollow fulcrum
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(sorry, couldn't resist) to answer that effectively would take thinking at the moment. for which there is no room. maybe 80-120 though?

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guess it would depend on overall goal.

#

to expand upon things a bit without going deeper, there is also the topic of 'where the model is placed' within the grid.

woeful viper
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Kotaku newsarticle: "Male modding community demands enlargement of their chunks. Still no women in arma. the outrage."

hollow fulcrum
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๐Ÿ˜‚

stuck oyster
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Should I load that to TB @hollow fulcrum or how does that work? :9

foggy finch
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@hollow fulcrum have you got a guide for that? ๐Ÿ™„

hollow fulcrum
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ermmm... no, however ... it is something i've fiddled with in the past so i will try to make some time to post about it. i'm not up-to-speed on the new terrain tools, or i'd put something worthwhile together (been a few years at least..). you can certainly test it out though. ๐Ÿ˜„

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and considering the length of time since i played with it last, perhaps things have changed. (dont think so though..)

lavish mountain
#

Hatched? Have you renamed your 3ds max shortcut to "Things you can't"?

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Just wondering

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๐Ÿคฃ

stark geode
#

now i hate to ask a question as it may be regarded as noob but both me and my friend are having trouble with adding a costum helmet into the game. We have a model.cfg and .p3d with one lod as center geometry and one named selection as head. but we dont know how to get it into the game as a wearable headgear. If anyone is willing to walk us through or send us a reference it would be very much appreciated.

stuck oyster
hollow fulcrum
#

๐Ÿ˜†

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@stuck oyster (im trusting you'll see it through here ๐Ÿ‘ )

warm relic
white jay
#

๐Ÿ˜„ The terrain chunks can be set as "texture layer" afaik (weird name) but it highly dependa on others settings, not sure whats the highest you can get

bleak tangle
stark geode
#

@warm relic Thanks for the reference i really appreciate it man!

white jay
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๐Ÿ˜ฎ nice link penny! thanks

umbral plume
#

any tips on how to make a selection of a gun dissappear if a scope is not being used as an attachment?

stuck oyster
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could you make it part of the scope model?

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also hasOptics source could be used

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but not with specific scope I think

umbral plume
#

To be more specific, I need it so the railing for scopes is only visible when a scope is attached. And I also want all a3 scopes to work with this. I will check out hasOptics and see what I can come up with.

polar fiber
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use hasOptics source. Set hideValue to 0 (so the bone is hidden at init) and unhideValue to 0.5 (or 1) so that it unhides when an optic is fitted.

lavish mountain
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@polar fiber Check your pms

cobalt halo
#

does anyone know how did BI fix the problem with glowing parts of the rifle when using 3d scopes?

quick terrace
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afaik it is due to optic tech and alpha sorting

white jay
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@cobalt halo faces of glass move top did not work?

cobalt halo
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care to elaborate? Not sure what should I do. Move top?

white jay
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yea select the faces of the glass and go to "Faces" > "Move Top" in OB

quick terrace
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no the faces are on top obviously, in the holo .p3d

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now i think what needs to be done is to move the proxy on top

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in any case, i haven't seen that sort of stuff for quite a bit of time now

cobalt halo
#

the CA textures are on the mag if it makes any difference

quick terrace
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on what, the rifle model?

cobalt halo
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G36

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@quick terrace

quick terrace
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it shouldn't matter, since as you can see the parts of HOLO besides the glass looks fine

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it's just the rifle parts that don't

halcyon wren
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Check if you need any RenderFlags

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Stuff like this can make or break your alpha sorting:

{
    "NoZWrite"
};```
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(in the .rvmat, ofc)

cobalt halo
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yeah I do in the magazine

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I mean I have that in the magazine rvmat which is transparent

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would forcenotalpha make any difference in the geo lod property?

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nope that didnt work

terse elm
#

anyone made a LMG and succesfully managed to config the ammo belt animation? trying to find a model.cfg for refrence as mine is broke as f**k

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my reload animation where they hide and unhide the box, and fold the belt dont work either

bleak tangle
hollow fulcrum
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@terse elm (ah chit, sorry bro, i totally spaced the other day..)

terse elm
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@bleak tangle I did not thanks for letting me know il take a look!!

white relic
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can i use object space normal map instead of normal normal map ?

bleak flame
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not as far as I'm aware, no.

last spindle
#

i use a set of two anims a translation and a rotation, the translation moves the bullet from its location to the location of the next one along, from C/L to C/L the with the rotation i add some variation and also tweak it slowly (and painfully) so that the links remain over the bullets.......

halcyon wren
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waaaaa

"Konec hlavne" ๐Ÿ˜›

lavish mountain
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?

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What language is thatยฟ

halcyon wren
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Czech.

lavish mountain
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Cool

halcyon wren
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Its just that selection names with spaces give me extra shivers in the spine ๐Ÿ˜„

terse elm
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@last spindle thank you for that, 1 question tho, did you use a bis reload action or a custom one in the config.ccp. If so which one?

last spindle
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custom anim for the belt reload

terse elm
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What does the min and max value control in an animation, just trying to get my head round the nitty gritty

halcyon wren
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Its the oveall range you allow.

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I.e if your source can supply a value from 0 to 300, but you want it only to go to 120, you set your min/max accordingly

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if it went above 120, it would not animate futher.

terse elm
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So say I had a reload animation that had a time period of 0 to 1, but I wanted to delay the start of 1 part of an animation I would have a minvalue of say 0.5 and maxvalue of 1. Is that how you would use it?

halcyon wren
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Yes

terse elm
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Awesome thanks for the info

hollow fulcrum
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โ˜•

terse elm
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โ˜•โ˜•โ˜•

lavish mountain
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๐Ÿต

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Exept mine is cold

stuck oyster
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๐Ÿช

hollow fulcrum
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anyone doing anything cool?!

lavish mountain
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The cool part: drinking ice tea (get it? cool?), the boring part: learning offshore drillrig constructions...

terse elm
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just fuckign about with this reload animation

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what about u hatchet

hollow fulcrum
#

๐Ÿ‘€

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ยฏ_(ใƒ„)_/ยฏ

cedar rock
#

Would it be possible to make an object hold able and usable but not go in your inventory so it stays as an object for example like a vacume, jackhammer, or a wheel barrel

stuck oyster
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not withthout heavy scripting to make it follow the hands

cedar rock
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So could just use attach to

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Paired with animation?

stuck oyster
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man animation?

cedar rock
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Like for the arms and hands

stuck oyster
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attachto objects wont rotate with the movement

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so you would need a script to calculate and apply rotation to the object

cedar rock
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If you attach something to your hand and your character moves the items move with you does it not?

stuck oyster
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yes but it does not rotate

cedar rock
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As in z axis?

stuck oyster
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in any axis

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it moves, but it does not turn

cedar rock
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Oh okay I see wouldn't work for wheel barrel or vacume

stuck oyster
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try it ouy and youll see

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does someone really want to vacuum in Arma?

cedar rock
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It was an example๐Ÿ˜‚ I'm making a jack hammerq

stuck oyster
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That type of functionality has quite poor support in the engine

cedar rock
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But will be trying to make a full system so it takes air from a generator that runs off gas

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So really just checks if hose is connected and generator near by is on

stuck oyster
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just need some scripting to make it

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but that might make it heavy to run in multiplayer

cedar rock
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Couldn't you just localise all the procedure checks and only leave the actually animating to be public?

stuck oyster
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yes but constant transmitting of animation/ setvectordirup command is network heavy I would assume

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since it would need to change per frame

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Have not tried it though so its just assumption

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that however can be tested with any object that you attach to the hand so it might be useful to try it out.

cedar rock
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Aight thanks for the input will be a minute before its ready to work on, just started on Jack hammer last night

hollow fulcrum
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๐Ÿ‘

cedar rock
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not 100% acuarte because going for lower poly cout, only it like 700

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tell me what you think

stuck oyster
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Could break some concrete with that. Now moar details!

last spindle
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looks way to thin in the buisness end imho

white relic
tacit karma
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jesus what resolution is this

foggy finch
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runs off back to his P: drive

white relic
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@tacit karma what do you mean ?:)

lavish mountain
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Ok, I have converted quit a lot to quads last sunday... tomorrow I will start to fill up a lot of rooms since I have modeled 80% of the furniture...

echo rain
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you making a building?

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would love to see some pics

lavish mountain
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90 meter long ship

echo rain
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oh wow. sounds intriguing

lavish mountain
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Only I am strugeling with stuff and modeling so... Just had a mayor setback but we are on the road back up

short wraith
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Hey guys, tried out something new fo me:

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I need some help with the geometry for the physics, the ship flips really fast and sinks, don't know how to configure the geo so it doesn't flip over and sink

lavish mountain
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Floating and stability is done by the physx lod with the bouyancy

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checked all of that?

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Also check out the VBS manual on it

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It contains some explanations that are not there

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but there is a danger with that. Not all of it is the same

warm relic
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@short wraith Try looking at the boat in the arma 3 samples. If you don't already have them you can get them on steam

white relic
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guyscan textures prevent model from placing in virtual reality?

#

i made statue and cant place it at all just have that selection marker under cursor and nothing happen, pbo project says all fine but clearly something is wrong can anyone help ?

bleak flame
mighty bane
#

Holy! nice!

white relic
tacit shard
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what does it say when you try and place it in game

#

icon = "\ptr\ptr_objects\tex\icon_ca.paa";
model = "ptr\ptr_objects\statue.p3d";

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model path is missing the front
@white relic

white relic
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ok will try now

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nope still cant place it

tacit shard
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what error does it give?

white relic
#

none

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thats the s trangest

tacit shard
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ik its a stupid question but you did repack the PBO right?

white relic
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in the link is folder from my pdive

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yes i repacked

tacit shard
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yer so the file directory is P:\ptr\ptr_objects\model.p3d correct?
which means in the config.cpp its \ptr\ptr_objects\model.p3d
with model.p3d being the name of the p3d file

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woah thats massive

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is it meant to be that big?

white relic
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you mean size ?

tacit shard
#

did you apply scale and rotation in your modelling software because im pretty sure this is way to big

white relic
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its a little bit bigger than human in game

tacit shard
#

ok theres your issue

#

cos for me its like 100x bigger than a human

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what did you model this in?

white relic
#

i made same model in cinema 4d and 3ds max

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still no difference

tacit shard
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and did you apply scale and rotation

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cos thats a little bigger than a human XD

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then re-export into the p3d

polar fiber
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lol, judging by the size of that ground plane grid in Object Builder, the model is like 80m wide and hundreds of meters tall

tacit shard
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^

white relic
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xd scaled trying now

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nope still not working

short wraith
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@warm relic my ship is based on that sample...

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if I make it like the sample, the ship floates on its keel and than it flips over and sinks

white relic
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any other ideas for my model what may be wrong ?

wraith tendon
#
  1. dang, that thing is huge
  2. whats the prob again? cba to search the text above again whistle
mighty bane
#

If im looking for someone to make me some buildings etc... Where would i ask?

quick terrace
#

what's the pay?

mighty bane
#

Good question... I dont know what something like this would cost...

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And im not like.. rich?

wraith tendon
#

Depending on the size, i guess it starts with 150โ‚ฌ for a Simple Shed

mighty bane
#

๐Ÿ˜“

wraith tendon
quick terrace
#

@wraith tendon - ๐Ÿ˜ƒ lol

mighty bane
#

WAOW :p well... I dont really have time for that atm

wraith tendon
#

๐Ÿ˜

quick terrace
#

so basically you are looking for people who have the time and skills and are willing to do whatever you want for free, correct?

foggy finch
#

๐Ÿฟ

wraith tendon
#

It won't work out, unless you befriend someone or one of your existing buddys learn how to do it OR find someone who is wanted to learn it anyway.
Everything else -> Costs money.

quick terrace
#

damn, ruined the pop corn moment

#

well fuck you @wraith tendon ! fuck you!! ๐Ÿ˜›

wraith tendon
#

I am sorry ๐Ÿ˜ฉ ๐Ÿ˜ญ

quick terrace
#

๐Ÿ˜› i'll think about your forgiveness

wraith tendon
#

Oh wait, nah, i am not ๐Ÿ˜„

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๐Ÿ˜„

mighty bane
#

Anyone wanna be my friend ๐Ÿ˜›

wraith tendon
#

๐Ÿ˜„

lavish mountain
#

I think diferend...

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Everyone is a friend untill proven otherwise

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Though if you ask to much that proves something

#

๐Ÿ˜ƒ

lavish mountain
#

We are on the road back up! (walls are still nurbs but I am correcting them a lot as there is lots of mistakes and errors in them... Often the coridors are also to small and need change...)

quick terrace
#

is this suppose to be static?

#

because you will defo need to split it

#

besides i think you are doing it wrong a bit, because i would first make me a dataset of furniture (modeled baked textured and setup)

#

that i would later use around the place

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my 2 cents anyways, but do think ahead about how you would split this etc

white relic
cedar rock
warm relic
#

@cedar rock If you are trying to learn I wouldn't use it because its blender and its much easier to learn using object builder

cedar rock
#

i just need to know how to set up the wheels and odometers

bleak tangle
#

Can anyone confirm they've gotten proxy occluders working? I'm starting to think they don't actually do anything in A3

white jay
#

didn't @obtuse rain test them out some time ago?

bleak tangle
#

He and I have been talking, but I'm not sure if he ever confirmed that proxy occluders worked

white jay
#

ok, i can remember him talking about them but not what the outcome was

cinder pivot
#

Does stuff render in and effect frames when its hidden via animation? I assume so but I'm not sure

wraith tendon
#

Yep

#

afaik every "hidden" point is just moved to 0,0,0 of the model (center)

#

If you want, test this out:
Make a 4point plane, hide 2 of them, watch it burn

#

@cinder pivot

cinder pivot
#

haha I'll give it a whirl later today, thanks ๐Ÿ˜ƒ

short wraith
#

did someone get flags to work?

#

custom flag models I mean? not just textures?

polar fiber
#

I don't think anybody ever successfully made one. There's been a few threads enquiring about how to do it on BIForums over the past couple of years, and they're generally just us headscratching about how to make one while the OP reports back that nothing seems to work

restive cedar
#

Just load in the default ones and edit them from there. That's what i've been doing

short wraith
#

thats the problem mate, I want to have flags on my ships, but those are way bigger than the normal arma ones...

quick terrace
#

isn't the flag in the samples a2 one?

restive cedar
#

You can edit the size of the flag in blender and in 3ds max

woeful viper
#

@wraith tendon no, thats a wrong conclusion. When something is not found, it defaults to 0/0/0 generally (memorypoints, etc). As every face has 3 points and one doesnt exist, instead of CTDing, it just assumes 0/0/0- >looks as if its collapsed into 0/0/0

short wraith
#

@restive cedar but how to open the binarized model? don't think that will work...

restive cedar
#

@short wraith what model do you want to use?

short wraith
#

@restive cedar you said I should open the flag model and resize it?

restive cedar
#

@short wraith what software are you using?

polar fiber
#

Flag model is the same as Arma 2, there's an unbinarised one in the licensed data packs

short wraith
#

ok, could someone pls send me the unbinarized version? don't want to download now the whole a2 samples pack for just one flag...

wraith tendon
#

@woeful viper Ah! Thx 4 info.
But: Is it beein rendered or not? Some say yes, some say no?

woeful viper
#

no. You get a clear performance boost when hiding a lot of geometry

wraith tendon
#

rgr that

woeful viper
#

i have an apc with 12 passengers and cargo interior that is only unhidden when the cargo door opens. You get a noticeable performance reduction when it opens (from all the infantry with their gear beeing unhidden) when you stand close

#

(on my old pc that is)

hollow fulcrum
#

hiding foo works for performance.. even seemed to be the case with RTT things if i recall correctly. the MkV actually has selections for various RTT for modes, dunno why i didn't leave those in. might have to update it when i do the gunfu.

cinder pivot
#

So you could make a can and it had hidden stuff and unhide it all it could be a tank, but the can wouldnt change performance at all until its unhidden? Extreme example but

woeful viper
#

indeed. You can add an armillion RTT screens (for different modes, NV etc) and can only ever show one and performance is fine

polar fiber
hollow fulcrum
#

aye, i think i snipped them out when trying to sort _ca chit with dash proxies ... good times, good times.

#

need to pull that whole thing into a single model anyway though. drop a dozen sections or more..

woeful viper
#

aha yeah i remember... the stubborn glas dome of the compass...

hollow fulcrum
#

will probably get rid of a lot of that extra ticky foo also. having it all in the same model that is..

short wraith
#

thx @polar fiber

woeful viper
#

you can't "hide" away weight in the geometry lod

#

unless i did something wrong in my tests, its been a while

polar fiber
#

I thought there was a config flag for that in the animationSource class mass=1;?

woeful viper
#

not sure what you mean... never tried it. What i mean is that you cant simply create a hide animation and try to hide the chassis of the vehicle with mass in GeoLOD and expect it to have this weight you hid removed

#

not sure about hiding physx components either

#

plus stuff like the bounding box (and all calculations that are based off it) will propably not change as well

wraith tendon
#

hm

woeful viper
#

but you could for example include different turrets that use the same vehicle chassis into one p3d and hide/unhide based on the variant. This might enable the engine to instance the objects -> reduction in draw calls

#

well its the question what plays into instancing. pennyworth only tested basic objects. What if there are 2 different sections with different textures in the same object? What if there are two vehicles ingame, where both vehicles share texture on one section (e.g. chassis), but there are different textures each for another (e.g. turret)

short wraith
cinder pivot
#

Isnt there rtms that go along with it or am I spacing

short wraith
#

fount some maybe usefull things in the arma 3 flag config.cfg

polar fiber
#

did you include the relevant model.cfg stuff I put in the model configs folder? To be honest it might be necessary to make the flag a stand-alone object an attachTo on to the ship

#

like if flags have a certain simulation type

short wraith
#

yes, I added it, found the relevant part in the arma 3 config, trying to get all to work in one model, unless someone tells me how tu use proxys to load it

bleak tangle
#

This is a tough one. I don't know if a flag can have a texture without running setFlagTexture on it. I'm also assuming setFlagTexture only works on objects with simulation = "flagcarrier". I think da12thMonkey's idea is the best, unless someone can come up with some creative way to do it with proxies

cinder pivot
#

Im not sure if proxies can have animations, im not sure if forcing their own animations on them would work

quick terrace
#

proxies cannot have animations

#

i mean you can animate proxies, but the animations withing the proxy do not carry over

short wraith
#

but how could i get the flag to work? ๐Ÿค”

quick terrace
#

i would tell you if i had a clue

polar fiber
#

weren't the flags proxies in previous Arma games though? For the purpose of attaching them to vehicles, units etc. in CTF

hollow fulcrum
#

yerp

quick terrace
#

hmmm, true that...were those animated though

hollow fulcrum
#

dont think they use the newer physx foo if thats what you mean.

quick terrace
#

yeah unlikely, but was the only thing "cloth animated"

hollow fulcrum
#

yep, and they were.

quick terrace
#

although there was literarly no cloth simulation going on

polar fiber
#

I don't think the way flags work has changed in A3 either has it?

quick terrace
#

not since the last time i checked

short wraith
hollow fulcrum
#

windsock in A3 uses newer physx foo ... afaik..

#

only thing though.

quick terrace
#

windsock?

hollow fulcrum
#

aye airport foo

polar fiber
#

[citation needed] ๐Ÿ‘€

hollow fulcrum
#

lol

quick terrace
#

foo is so fucking generic with you hatchet

#

you sure the sock is physx

#

?

hollow fulcrum
#

it's with all the airport items stuff. and it was for sure a while back.

quick terrace
#

le me have a look on my skrt svn

hollow fulcrum
#

not sure about current state, but i screwed with it when i saw it. but was honestly trying to avoid this conversation lol.

quick terrace
#

lol, screwed the sock?

polar fiber
#

I thought it was just a flag with a different mesh shape. Same vertex-based matrix animation stuff used on the other flags

hollow fulcrum
#

walks away..

lavish mountain
#

๐Ÿคฃ

quick terrace
#

does anyone know the sock's name by heart

hollow fulcrum
#

pretty sure at one point it was a physx cloth sim of some sorts. i kept the files, so i do have them. just not on that machine currently.

quick terrace
#

@hollow fulcrum by any chance? if you screwing it, at least remember its name

#

would be nice

hollow fulcrum
#

i dont..

bleak tangle
#

I thought one of the T72s in RHS had a flag. I have a working flag if people want to play around with it

quick terrace
#

typical ^

hollow fulcrum
#

๐Ÿ˜„

short wraith
#

@bleak tangle does it work on vehicles too?

bleak tangle
#

No, it's just a standalone flag object

#

The windsock's class is Windsock_01_F, and the model is at a3\structures_f_heli\ind\airport\windsock_01_f.p3d

hollow fulcrum
#

oh look, i did remember her name.

#

well, the first anyway.

short wraith
foggy finch
#

/a3/structures_f/mil/flags/Mast_F has Flag_F proxied to it.

#

all magic is done in parent objects model.cfg by the look of it

quick terrace
#

@bleak tangle - yeah seems i don;t have the windsock.p3d, weirdly

polar fiber
#

The flag on the T72 is attachto'd AFAIK

quick terrace
#

that said the flags under \a3\Structures_F\Mil\Flags\

#

are just like A2 ones

#
{
    class Default;

    class FlagCarrier: Default
    {
        skeletonInherit = "Default";
        skeletonBones[] =
        {
            "stozar",    "",
            "vlajka",    ""
        };
    };
};

class CfgModels
{
    class Default;

    class Flag;

    class Flag_F: Flag
    {
        vertexSelections[] =
        {
            "latka"
        };
    };

    class Flag_Asym_F: Flag_F {};

    class Mast_F: Default
    {
        skeletonName = "FlagCarrier";
        sections[] =
        {
            "Camo_1"
        };
        class Animations
        {
            class Flag
            {
                type            = translation;
                source            = flag;
                selection        = "vlajka";
                minValue        = 0;
                maxValue        = 1;
                offset0            = 0;
                offset1            = 1;
                begin            = "flag top";
                end                = "flag bottom";
            };
        };
    };

    class Mast_Asym_F: Mast_F {};
};```
#
{
    class FlagCarrierCore;

    class FlagCarrier: FlagCarrierCore
    {
        CFGVEHICLES_FlagCarrier
        scope                        = SCOPE_BASECLASS;
        scopeCurator                = SCOPE_CURATOR_HIDE;
        displayName                    = "";
        model                        = \a3\Structures_F\Mil\Flags\Mast_F.p3d;

        icon                        = iconObject_circle;
        vehicleClass                = Flag;
        cost                        = 1000;
        keepHorizontalPlacement        = 1;

        accuracy                    = 1000;
        animated                    = false;
        nameSound                    = "obj_flag";
        supplyRadius                = 2;

        hiddenSelections[]            =
        {
            "Camo_1"
        };
         hiddenSelectionsTextures[]    =
        {
            "\A3\Structures_F\Mil\Flags\Data\Mast_civ_CO.paa"
        };
         hiddenSelectionsMaterials[]    =
        {
            "\A3\Structures_F\Mil\Flags\Data\Mast_civ.rvmat"
        };
    };
bleak tangle
#

I don't think getting the flag working is the issue, I think it's if there is a way to have a working flag on a vehicle other than through attachTo

hollow fulcrum
#

well that and he also wanted a larger flag, no?

quick terrace
#

it doesn't matter i think

#

there are only 3 selections to it, so one could do that easily

short wraith
#

a bigger flag on a vehicle...

polar fiber
#

would have to see if the old A2 thing of adding the flag proxy to the vehicle and doing setFlagOwner works

quick terrace
#

that ^, and can't it be added directly to the base mesh or you have tried it and it doesn't work?

foggy finch
#
class CfgNonAiVehicles
{
    class ProxyFlag_F
    {
        scope = 1;
        model = "\a3\Structures_F\Mil\Flags\Flag_F.p3d";
        autocenter = 0;
        reversed = 0;
        selectionFabric = "latka";
        simulation = "flag";
    };
    class ProxyFlag_Asym_F: ProxyFlag_F
    {
        model = "\a3\Structures_F\Mil\Flags\Flag_Asym_F.p3d";
    };
};
#

latka is named selection in flag model.

bleak tangle
#

I don't know if the flags that are proxies onto A2 vehicles were actually animated though

short wraith
#

heres a direct comparision of the sizes:

quick terrace
#

yeah again, it shouldn't matter ^

short wraith
#

yep

#

i think it depends on the model cfg, why it isn't working. maybe its because the flag is a part of a ship, wich is a vehicle, not a static object...

quick terrace
#

well, try creating the flag separately

#

and config it as BI one

#

as big as you like

#

and see if that works first

halcyon wren
#

Somewhere from the core configs is a class cloth that defines X and Y rows of the flag's mesh

#

Yes, OFP had cloth simulation in 2001. ๐Ÿ˜ƒ

quick terrace
#

really? i mean is that real cloth sim?

halcyon wren
#

I'kll have a quick look for it. I stumbled across it while cleaning up the core configs out of bin.pbo

#

yeh, its pretty good. Reacts to wind and inertia.

bleak tangle
#

This?

class CfgCloth
{
    class Flag
    {
        stepSize = 0.005;
        colPoints = 9;
        rowPoints = 9;
        stretchCoef = 1000;
        fricCoef = 1;
        windCoef = 10;
        gravCoef = 1;
    };
};
halcyon wren
#

Ah yep, thats the oone

quick terrace
#

latka is the entire flag, pevne are the verts that are connected to the pole and don't animate, and volne are the rest

foggy finch
#

its in same config.cpp as the flags are ^^

halcyon wren
#

Nice.

bleak tangle
#

That one I pasted is from bin

foggy finch
#
class CfgCloth
{
    class Flag
    {
        stepSize = 0.005;
        colPoints = 9;
        rowPoints = 5;
        stretchCoef = 1000;
        fricCoef = 1;
        windCoef = 10;
        gravCoef = 0.75;
    };
};
halcyon wren
#

Yup. Arma3's bin.pbo is still a mess...

foggy finch
#

flag config.cpp version ^

halcyon wren
#

bin.pbo is important as core configs for running buldozer and binarize.exe

#

its basically a "mini-arma" without any of the data

#

but over time it's gotten very chaotic.

#

And because core configs are barely cared for or even understood is the reason you get these problems:
http://imgur.com/a/jIAdA (from terrain makers channel)

bleak tangle
#

Is colPoints and rowPoints used in place of the named properties xCount and yCount?

#

The only documentation I can find is on VBS wiki for those and it says they're deprecated

short wraith
#

if i do it now as a sepereate p3d, how i have to load it then via a proxy?

halcyon wren
#

@bleak tangle
Following the pattern of other named properties: The config supplied values will very likely be the used data, and the named props were an older implementation / fallback

#

Worst offenders being placement and autocenter

#

No strike that. autocenter IS the worst one.

quick terrace
#

@short wraith - i am just saying what i would do to narrow it down

#

should be easy copy paste rotate job

#

config and see if that works

#

if it does move to next test and so on

terse elm
#

anyone know what source="revolving"; is refering to? just trying to get my head round this bloody machine gun reload model.cfg

past edge
#

from my experience it decreases from 0 to 1 as the current magazine empties

#

unlike ammo it doesn't work with the exact ammo count that is in the magazine, but rather as a percentage of the magazine's capacity

#

also, while I don't know if ammo does this, revolving doesn't change value once per shot fired, but rather gradually during the "delay between 2 shots" period (the duration of the bolt cycle animation)

#

so, say, you have a 5 shot magazine, and you fire the first round, revolving will gradually do from 1 to 0.8 as the bolt cycle animation is playing

#

(I'm not exactly sure if it starts at 0 and ends at 1, or vice verca, so you'll have to test that)

terse elm
#

so it would be used to hide rounds on the end of a machine gun belt?

past edge
#

it can be, but I'd recommend using ammofor that, since revolving is calculated as a fraction of the magazine/belt's capacity

#

whereas ammotells you exactly how many rounds are left

#

if you use revolvingyou may run into issues when using belts of different length (more or less rounds)

terse elm
#

hmmmm. i want my gun to have a 50rnd and a 100rnd belt

woeful viper
#

thats not going to work then with revolving

terse elm
#

yep

woeful viper
#

how do you plan on showing different belt?

terse elm
#

not thought of that yet haha

#

@past edge do you have a model.cfg handy with an example of how source="ammo" is used

past edge
#

you could probably do a hackjob by giving the gun different firemodes, and force the gun to use a specific firemode via scripts whenever a certain belt type is loaded

#

then you could check which firemode you're currently using with weaponMode in the model.cfg

#

but like I said, this would be a hackjob and can lead to screw-ups

#

conveniently I was working on my first model.cfg just a few days ago, let me find it

terse elm
#

thanks

past edge
#

here's how I used the hide source:

class Cycle_Bullet_Empty_Hide {
    type = "hide";
    source = "reload";
    selection = "bullet_empty";
    minValue = 0;
    maxValue = 1;
    hideValue = 0;
    unhideValue = 0.56;
};```
#

this is for a bolt action rifle, when cycling the bolt pulls an empty bullet case out of the barrel, which hides at 56% of the animation and unhides at 0%

#

this might seem a bit weird at first glance, but this is because reload starts at 1 and ends at 0

#

also, when using hidethis way, the selection will be hidden as long as the source value is within hideValue and unhideValue

#

in my case, I wanted the bullet to be hidden from 0.56 until the end of the animation, which is why hideValue is set to 0

terse elm
#

so say i have a 50rnd belt, my firts bullet unhidevalue should = 0.02

#

then next bullet at 0.04

past edge
#

depends, what are you using, revolving or ammo?

terse elm
#

id like to use ammo

past edge
#

in that case you need to set the ammo value at which the selection should be hidden

#

so 50, 49, 48, etc

past edge
#

is that amphibious @umbral plume ?

lavish mountain
#

Are you mentaly retarded?

#

Talking about liftoff, showing a floating car...

quick terrace
#

0 sense of humour

past edge
#

sheesh Don... way to overreact

lavish mountain
#

๐Ÿคฃ

umbral plume
#

@lavish mountain sorry I have upset you ๐Ÿ˜ญ

lavish mountain
#

I am joking

umbral plume
#

@past edge yes but not on purpose lol

terse elm
#

so say im animating the first bullet to disapear and i have 8 bullets in the view lod would i do.....

umbral plume
#

I have canfloat=0 but idk

terse elm
#

type = "hide";
source = "ammo";
selection = "bullet001";
minValue = 0;
maxValue = 1;
hideValue = 0;
unhideValue =8;

past edge
#

ah well, it wasn't very clear, at least not for me ๐Ÿ™ƒ

lavish mountain
#

I have aspergers but I can handle this

terse elm
#

as in a full mag (ammo returns 50)

past edge
#

close, but not exactly

terse elm
#

empty (returns 0)

past edge
#

since ammo gives you the exact number of rounds left in your magazine, your maxValue can be bigger than 1

#

if you have a 50 rounds belt, maxValue will have to be 49 for the first round

lavish mountain
#

@umbral plume did you make a bouyancy lod?

terse elm
#

type = "hide";
source = "ammo";
selection = "bullet001";
minValue = 0;
maxValue = 49;
hideValue = 0;
unhideValue =1;

#

like this?

past edge
#

I recommend giving it a try in Buldozer

#

you can preview your animations there

umbral plume
#

@lavish mountain I look at the a3 samples and it only showed bouyancy=1 in geometry lod. Do I need to make a buoyancy lod to because as of right now it seems to be using the physx lod to float.

past edge
#

trial and error will eventually get you there ๐Ÿ˜‰

lavish mountain
#

Bouyancy causes floating

umbral plume
#

correct but without buoyancy=1 the vehicles just falls through water as if it isn't there.

lavish mountain
#

Wait is it supposted to float or not?

umbral plume
terse elm
#

@past edge thanks for your help

umbral plume
#

thats the a3sample btw

past edge
#

you figured it out?

terse elm
#

no im gunna play around with it now

#

need a โ˜• first haha

past edge
#

alright, best of luck

lavish mountain
#

IDK, I dont have time to figure it out now... (and it is probably beyond my current knowledge)

#

Maybe someone else can step in?

umbral plume
#

it's no worries, I am not in a rush so don't feel obliged to help if you don't have time. Thanks anyways.

terse elm
#

@past edge nailed it thx!!

lavish mountain
#

Noice

cursive sleet
#

Have anyone used Malverous designer to make HP uniforms/vest and then export them to Zbrush and do final detail work? @errant anchor Do you use it?

warm relic
#

If I make a proxy for a piece of my model and put the geometry and geom phys and roadways and all of that on the p3d file that the proxy is linked to will it have geometry in game?

quick terrace
#

yes

#

if you put that proxy accross the lods in your main p3d

warm relic
#

oh right forgot to do that thanks alot @quick terrace

short wraith
#

@bleak tangle how did you got the proxy to work for your flag? my gets loaded in o2 but ingame, the flag doesn't shows up...

bleak tangle
#

Look at my example from yesterday. My first guess would be that you weren't setting the flag texture in the init

short wraith
#

@bleak tangle I changed it a littlebit, because I have no static flagpole like you had, I added the proxy to my ship...

short wraith
#

@bleak tangle is the
class FlagCarrier;
class flagTest_FlagCarrierChecked: FlagCarrier
required to make it work or does it work with a normal vehicle, what do you think?

bleak tangle
#

I feel like that could be required, but I'm not positive. Like I said before, I'm assuming setFlagTexture only works on objects with simulation = "flagcarrier".

short wraith
#

ok would it be possible to combine class ship and class flagcarrier?

bleak tangle
#

Doubt it, that's why using attachTo seems like the best option

cinder pivot
#

Is 2-3 2048 textures for a vehicle reasonable

#

Or can you use a similar method to the multimats tutorial to scale up textures somehow?

hollow fulcrum
#

i guess that really depends on what it is, and how detailed. it can certainly be needed at times. even more when you start including weapons and things.

short wraith
#

basicly i have an idea, but for that idea, my proxys needs to work... by detaching the flag pole from the ship, make it to the new flag carrier and add it to the ship via a proxy.

#

is a proxy loadable on a model wich is loaded via a proxy?

cinder pivot
#

You could try it? But im not sure if animations work for proxys

short wraith
#

an animation works, but my proxy aren't working ingame, only in o2 they are loadable...

cinder pivot
#

Odd

#

No rpt errors?

#

Have you tried a different proxy, like a random object from arma3 does it load, do you have a model.cfg that is hiding the selection ? @short wraith

short wraith
#

nope no rpt errors... don't know what could block or hide the proxy...

polar fiber
#

proxy on proxy doesn't work, no. Except in special cases like weapons

#

If they're not loading ingame, do you have cfgnonAIvehicles classes for your proxy objects?

short wraith
#

yes, the flag itself is a nonAIvehicle class

#

class CfgNonAiVehicles
{
class New_Flag
{
autocenter = 0;
scope = 1;
reversed = 0;
model = "";
simulation = "flag";
selectionFabric = "latka";
};
class New_2_Flag: New_Flag
{
model = "La_Couronne\flag.p3d";
};
};

bleak tangle
#

I believe you need to have Proxy in front of the classname in CfgNonAiVehicles

#
class CfgNonAiVehicles
{
    class ProxyFlag_F {/* ... stuff */};
    class ProxyFlag_Asym_F: ProxyFlag_F {/* ... stuff */}};
};
short wraith
#

Nope, doesn't change a thing

smoky nimbus
#

I've got an issue on a custom bridge object where vehicles don't always seem to make contact with the roadway LOD and thus fall through but characters don't have this issue at all. It seems to be related to the way the bridge is spawned in (with createVehicle) because it doesn't seem to happen when spawned in via the editor. Anyone got a clue as to what could be the problem?

edgy cobalt
cinder pivot
#

@edgy cobalt unfortunately, at least with my tests for best lighting I always had to go ingame for it

#

Just realized im subbed to you on youtube lol, cant understand russian but you had some good a2 videos ๐Ÿ˜›

errant pumice
#

What could be the cause for bright cyan color and wrecked model in close LODs while further lods look ok? Where should I look first?

white jay
#

There is any animation in Arma 3 unit model that apeears like a punch or a hit, or a kick, or a bare hande attack? ๐Ÿ˜„

stuck oyster
#

Probably not, there is the animation viewer in the game. Next to the config viewer and camera under the dev console

short wraith
#

theres a mod out on the internet, it contains such animations

#

I despair slowly, can't get my proxy on my ship to work...

stuck oyster
#

does it need to be proxy?

#

I mean polylimits are not a problem anymore

#

or whats the problem anyway

short wraith
#

it's the flag I'm trying to get to work since 2 or 3 days now...

#

BI needs to tell us how to make working flags, it really drives me crazy ๐Ÿ˜…

stuck oyster
#

mmm proxies dont animate from what I know.

#

you sure its supposet o be a proxy

#

or how are you trying to get it to work

#

Id suppose the flags are the same as in A2 have you checked out how they are made?

short wraith
#

yes, via a proxy... @bleak tangle send me a working sample, tried to recreate it, but it simply doesn't want to work on a ship

stuck oyster
#

alright then

short wraith
#

but why my proxy isn't load ingame I can't tell, it is loaded in o2, but wont show up on my ship

stuck oyster
#

do you have a class CfgNonAIVehicles

#

for it

short wraith
#

yes

#

class CfgNonAiVehicles
{
class Flag_F
{
autocenter = 0;
scope = 1;
reversed = 0;
model = "";
simulation = "flag";
selectionFabric = "latka";
};
class Proxyflag: Flag_F
{
model = "La_Couronne\flag.p3d";
};
};

stuck oyster
#

could it need scope 2?

short wraith
#

on the sample it works with 1, I could try it

stuck oyster
#

also try wuth underscore proxyflag

#

whats your proxys name in the model?

#

the selection name

dense steeple
short wraith
#

@stuck oyster flag model or from the ship?

stuck oyster
#

in the ship the name of the proxy selection

short wraith
#

\La_Couronne\flag

stuck oyster
#

try just flag

short wraith
#

need to wait a little bit ^^

#

its binarizing right now...

polar fiber
#

in what way is it not working now? It's not showing up, or it's showing up but not animating?

short wraith
#

@stuck oyster just flag doesn't work to

#

@polar fiber it doesn't show up

stuck oyster
#

If you rename the example as the flag.p3d does it work?

polar fiber
#

how are you trying to get it on the vehicle? IIRC the flag system for vehicles worked in that you had to place a flagpole on the map and a unit. And you then write in the flagpole's initline this setflagtexture "path/to/texture"; this setflagowner player, then when the player gets in the vehicle it displays the flag on the vehicle

stuck oyster
#

Thats not what hes after though right?

#

its a custom flag on a ship?

polar fiber
#

yeah, but proxies don't work like that on vehicles

short wraith
#

a comparision with the flag on the ship itself (static flag)

#

@polar fiber how do they work then?

polar fiber
#

as I typed above

#

the proxy applies the flag that the driver is owner of

short wraith
#

but how to make the ship and the flagpole the same? i mean the flag pole is a part of the ship model

polar fiber
#

Flagpole has to be simulation="flagcarrier"; so cannot be a vehicle since vehicle need e.g. simulation = "ship";

stuck oyster
#

you can perhaps make a flagpole model as separate and attach that tothe ship

polar fiber
#

exactly

#

or try the flagowner shit to see if it still works with proxy flag

#

and add some init eventhandler

short wraith
#

but as a proxy it would not work to, because a proxy cannot load a proxy as someone told me here yesterday

stuck oyster
#

not as proxy

#

but as separate object in game

#

and attach it with script

#

no guarantees it will work though

short wraith
#

@polar fiber I already have
class Eventhandlers: Eventhandlers /// specific event handlers to handle variants - by default are all shown, event handlers hide them
{
init = "(_this select 0) setFlagTexture ""La_Couronne\Textures\Pavillon.paa""";
};

#

attaching via a script will work, but the question is, how to make the script work, always in every condition (singleplayer, vr arsenal, editor, multiplayer...)

stuck oyster
#

the init could have something like _flagpole = createvehicle "flag"; _flagpole attachto ["ship",[0,0,0],"flagmemorypoint"] blah blah blah

#

does it matter if you see it in vr arsenal or editor though

#

isnt in game enough? (single/multiplayer should work the same)

short wraith
#

@stuck oyster I'm trying this now, this was the last option I thought about, hoped, it will work on the ship itself

#

made the flag pole to an independend p3d, the flag isn't showing up either

stuck oyster
#

@short wraith morning! Did you ever figure it out?

short wraith
#

@stuck oyster sadly not yet...

#

weird for me, how did you know that I'm online? a half minute after I was starting my discord on my mobile you send me that message xD

stuck oyster
#

xD just got lucky I guess.

#

In here it does not matter if you are online since you get the message whenever you eventually come back

#

or I checked out the surveilance cameras.

short wraith
#

^^

short wraith
#

arma starts to piss me off

#

working on another, way smaller ship, but I cant get it to work...

#

I already set its weight in the geometry to 20000 and it is still jumping

#

my way bigger la corounne has a mass of 5000 and works perfect...

cinder pivot
#

Is it evened out weight as well and are you using same configs as the other?

short wraith
#

yes, exactly the same config....

wraith tendon
#

What means "jumping"?

short wraith
#

jumping like a lowrider

inner lark
#

Does anyone know where I would find the lines regarding the animation of the track in the sample tank model config? I have the wheels and the suspension working however the track remains stationary.

polar fiber
#

tracks aren't handled by model.cfg

#

is defined in the config.cpp by the selectionLeftOffset = "PasOffsetL"; selectionRightOffset = "PasOffsetP"; parameters

#

PasOffsetL/PasOffsetP being the selection names of the tracks by convention

#

but you can define other names

#

Actually, the names should be in the sections[] array of the model.cfg as well though. just not the skeleton, since the model.cfg is not what "animates" them

inner lark
#

Cheers thank you very much

short wraith
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hey guys, what do you think, is it big enough or should it be bigger?

polar fiber
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Depends. Do you plan on fighting Iowa-class battleships with it?

short wraith
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^^

cinder pivot
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@short wraith did you get the animations for the flags working or are they static? either way nice job

short wraith
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@cinder pivot just static... sadly

fervent steppe
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Can you get the sails to blow in the wind?

short wraith
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nope, but it want to make them work, so you can put them down or up

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and i want to make the cannons hideable

fervent steppe
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I wonder if you can make the sails a separate model and have them set as a tree so they blow in the wind...then use the attachto script....that was done back in the day to clothes hanging on a clothesline so they would sway

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You can get it working....I have faith in you ๐Ÿ˜‰

wraith tendon
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hmm... flag

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hmm @fervent steppe

fervent steppe
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@wraith tendon I like to see innovation...thinking outside the box ๐Ÿ˜€

wraith tendon
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Can a flag have >2 fixed points?

fervent steppe
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Yea I don't know but if it can. You can use that for your sails. That would be even better hehe

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Does the flag use the named selection in the model?

wraith tendon
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Unless wind blows from the bow ๐Ÿ˜„ Would look crap. @short wraith Oi, read above peasant

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No clue, i haven't touched Arma+Tools for > 6Months^^

fervent steppe
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Hehe. Yea. I feel you.

wraith tendon
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  • can't remember, haven't done alot with Flags
fervent steppe
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Wonder if you can only use two fixed points but name half the flag one selection and the other half another name. Then each side of the sail would only have two fixed points. Dunno if that would work but it's something to try

wraith tendon
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hm

cinder pivot
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6months+

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so you escaped

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lucky

wraith tendon
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"lucky"

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I would love to continue, but it just doesn't make any sense.

fervent steppe
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Goooooooo onnnnnnnn ๐Ÿ˜‚

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Why not

wraith tendon
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Too much stuff missing, too much workarounds needed (e.g.: damage + HitPointDamage = Don't update eachother)

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And that was just one example.

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Or my lonely AllTime #1: Removing 1 Single Item from a Vehicle

cinder pivot
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@wraith tendon what do you mean by that second one? ๐Ÿ˜›

wraith tendon
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Try to do it.

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Remove a single item from a Vehicle (by Scripts)

fervent steppe
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do you guys know what the script command is to get editor previes

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i can never remeber the darn thing

wraith tendon
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To get what?

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ScratchingHead

fervent steppe
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to get the 3d editor icons