#arma3_model
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can someone explain wtf is happened here ?? https://cdn.discordapp.com/attachments/264753400170807317/267712737499545600/house_texture.jpg
https://cdn.discordapp.com/attachments/264753400170807317/267712632889409537/house04.jpg
and in OB texture not showing up at all
Its what i call: A waste of Space
lol
also, why you doing it wrong? why not multimat
Anyone got a clue why I'm able to see my own eyeball on my custom character model? http://imgur.com/a/OPeYS
Remove the head proxy from your view pilot lod.
@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.
did you remove the proxy, or jus tthe selection name?
Both.
Deleting everything clearly seems to have an effect though.
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.
Is binarzing a requirement? I didn't do that.
Are you using AddonBuilder or a different tool to pack your addon?
I was using pbomanager but I'm going to try to use addonbuilder and check the result with that :p
Ah. pbomanager probably messes it up.
So much easier to use than addonbuilder though, haha.
Is there any other risks with it?
neither can be recommended as they allow all kinds of errors to be packed in
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
It usually also tells you what the error is. or at least points you in the right direction
^^^
It really saves you from lot of frustration to not use packer that packs errors.
AddonBuilder is very rough... Doesnt even spit out a log file. Its safe to use if you know what you're doing. ๐
< never knows what he is doing :p
free version of the tools
if you can afford the 30something $ a year you can subscibe to more frequently updated toolset
which imo has been worth it many times over
^^^ if you can't afford it, go get a job! (im kidding, but not really.)
Addonbuilder didn't fix it ๐ฐ
delete the old addon
Aye, I did.
I did it prior to using the addonbuilder test one.
The Mikero's tools on throws me this error http://i.imgur.com/sCIwcWr.png
I'm fairly sure I have all the required dll's.
@sturdy parcel Might you advice on this?
yep that looks like old/wrong dll. maybe try to re-install depbo?
Yeah @ebon abyss was right. Reinstalled a lot of stuff and it works thanks.
๐
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"
does it make packing log?
packing log is usually where the error is stated
but that it stops so fast in the beginning of the process there are errors in there
"bw_olive_uniform\basicDefines_A3.hpp 1 File(s) copied" was all it said in the packing log.
What did the console window say?
It's missing some Arma 3 files that were referenced in the config.
Should I have my arma unpacked and setup in the p drive for this?
should do that as step #1
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.
My hard drive space is precious ok :p
you dont even want to know. ๐
๐
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?
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
You can try setting the velocity to something super low, like 0.01, that'll "unfreeze" it
Ye, just add an 'init' eventhandler
ohhh god, how can a hack be a recommended fix? lol
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,
or there is something wrong with the gearbox
๐ @last spindle how you been man?
away doing other things in other engines........
i trust that is going well
RV4 is always in the background though
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
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
lol, well.. that certainly sounds more entertaining.
send me a message when you have some spare time
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
my textures and rvmats are inside model files and rvmats points to those paa inside model files too
ok founded. i duplicated res lod to geo lod and textures were there pointing to other location
it wasnt the issue
paths were all good
like i said when duplicated res lod as geo lod my paths were still to original location not on p drive
so i removed them and its all good ๐
check the attributes as well, they get copied across too
attributes of what ?
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)
โ Sad, but true.
I think so far only Squad managed to pull that gig. ๐
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
Is there some way of doing conditionals for animation sources?
specifially, do animation if this source and not other source?
Very very limited.
You can limit animation sources to specific weapons for vehicles.
no, this is for a weapon
Basically, I've got a launcher with a flip-up scope, so I rotate it on the isSelected source
but it also has an optic rail, so I want it to flip down when there's an optic
all well and good, but now the scope rotates into the body of the weapon
when it has an optic and isn't the active weapon
There is a hasOptics source
I can fix it with hide animations instead, but I'm loathe to duplicate geometry unless there's another way
Yup, I'm using it
Oh I get what you mean now
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
indeed
doors look a bit narrow and it looks a bit low overall for armaman's physique
could just be the view angle
@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
@dense steeple @bleak tangle Thanks guys that worked
@everyone i need help my hat i amde in my neck and wont move from there at all
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?
What the Goat said.
But this thread might be a good starting point: https://www.reddit.com/r/arma/comments/5lkc4v/custom_face_christmas_gift_results/
I don't know if it's worthwhile to make a whole new model, just texturing might do the trick well enough.
Can somebody tell me the exact size of the player model/playercontroller box in arma?
Probably also good to leave some spare room for turning and such
since Armaman isnt exactly the most nibmle indoors. ๐
so the guy is over 2m tall?
180
the cylinder like that makes it look like you have to add 20cm
the large grid on the background is in meters
also completely rethunk the baking to give more detail
since certain people nag about 4k textures
with their mayan computers
well you should do the multimaterial stuff
yeah
i still need the basic pixels to be smaller than 10cm though ๐
well yeah but that is what causes the hole in the baked light map
this time around i'm doing 3x 2k with 2 of them being interior details and one being the mud
thanks
i'm gonna have to go thru that tut in detail after this live podcast is done
it looks good until you get close
in 2k like the vid it looks horrible when inside
still think multimaterials are the answer for performance friendly detailed interiors
yeah for sure
more economic use of texture space is still the best thing to do from the start :3
true
as for instance there are a LOT of faces in the old model that technically don't need to be on the uv map
then do you need them at all?
yeah but they dont need baked lighting so they can use the basic texture tiles
the whole model is still below 10k triangles so not worried about faces
i'm trying to make a modular system with blocks that fit together like that
connected by tubes that fit in 2m cell terrain ditches
so from the mud, only the interior part needs to be on the uv maps that get baked light
the door connections just get normalized to the base texture
why don't you all people doing structures use multimats is beyond my understanding
om these vids, i wonder how is he baking the MC and ADS though
@quick terrace teach me the ways
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
dont know about arma3 SKS status, I do remember your NVA characters though ๐
o_O must be some crazy mcgyver shit made from sample models. can't recall i ever even tried real characters
@echo rain we have a rather old SKS model in Unsung, if you're making a new one, we'd be greatly interested ๐
@echo rain do it, we have a wip one in rhs, but unlikely to have that finished
will gladly get ir out of your hands as soon as you're done with it :p
@cinder pivot lol, pay me ๐
kidding i wrote some explanation about it on bif
i'n on fone, but you can search for mutimats on bif its there
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?
https://forums.bistudio.com/topic/185296-multimaterial/?do=findComment&comment=2922751
a few post later pufu also posted a example model
afaik it should be pretty similar to how sat/mask stuff works on terrains
@white jay cheers man. @cinder pivot read that thread
does anyone know the current polygon limits for a model in arma 3?
there shouldn't be a hard limit anymore, it's more a question of how good do you want it to perform ingame
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.
So the goal of your lods should also be to reduce sections.
Oh, and proxies can be treated in the same way, where each individual proxy adds a draw call.
additional sections = additional drawcalls just as well.
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
Not really
From what I just tested that's not really true that each individual proxy adds a draw call
shorts answers look bad ass but are pretty useless for discussion. got some more info?
Yes, I'll try to explain my setup and show it in a second
i meant Don
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
that's pretty vague. good news on the proxies and draw calls
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
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
I am not sure whether this is the way it is done in arma
But if so that would be the main cause
Optics, lasers etc. were generally mapped to separate textures in A2 weapon models anyway, weren't they?
good question
@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
My bad, I'm pretty tired
yea i'm jsut wondering.
@d12 i think stuff adds up though. to your question, i think not all of them, and clothes too.
i always wonder, if this kind fo thing would help arma in places like Kavala or in general http://www.gamasutra.com/view/feature/2530/practical_texture_atlases.php?print=1
They use atlases for vegetation
so what about that draw call repro? curious since i thought the logic would be as simple as "extra texture = extra draw call"
Making a spreadsheet atm
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
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.
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"
or edit the sections page with some notes ๐
Porque no los dos?
Tequilla
Salsa
I don't know if you have those commercials where you guys are from, but here you go https://youtu.be/vqgSO8_cRio
๐
nope, never had
I was more thinking: https://www.youtube.com/watch?v=77Ms1oCiDH4
lol
"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
maybe with some deeper knowledge
haha the dream is real
ikr ๐
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
I'm sure ianbanks can educate us ๐
Tell me how to scientific method pls https://forums.bistudio.com/topic/201536-some-findings-on-draw-calls-and-instancing/
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 ๐
well done
is that overlay that shows draw calls some diagnostics exe stuff? i would be surprised
No it's an Intel debugging tool, and it can do some pretty ridiculous things
i need that in my life - can you hook us up?
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
two textures meaning weapon + attachment or uniform + vest or whatever
its only the exact same objects that can be instanced i assume - based on how i understand that
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
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
image of said headgear please
and use the samples, name selection as head will do wanders
yep, images help - then we can understand what is/isnt working as intended.
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
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
so how would i go about adding a named selection?
the model.cfg is the same and i havent changed it from the samples default
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"
i was just answering this question "so how would i go about adding a named selection?"
you want to make a "head" named selection?
I named it helmet then rightclicked and redefined it https://gyazo.com/1ff40f6a48944d90b6ab165856676e2c
should be head the name of that not helmet
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
because that is the name of the bone
also, there is a reason bi released the sample files, for you to have a look over these
yeah i looked at them but had a bit of trouble reading them
il keep tinkering with them to figure things out
thanks for the help guys i appreciate it
is 4.3k verts and polys too much for a lod 1 of a bit complicated roundy helmet?
nope
if you know what your doing should take like 5 mins to model
litteraly needs to be a gray long block with proper collisions
mission buildable runway object for CTI map```
*gg* good luck
@true cairn I take 25-30โฌ an hour.
how long will it take you to make the object?
it's not a 5 min job, but neither an hour
well, in fact it can be a 10 min job if using one of BIS seamless asphalt textures
^all it needs
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
i have tried using BIS assets, but the seams make the jets explode
Won't work, just4Info
That "explosion" happens to almost everything (e.g. when changing from one object to another)
You are not the first, who tried that.
thats why i want a single object
runway with proper collisions
that will work
like spawning it in is not a issue we have a 3d builder for that
we allready build tons of shit
but a runway would really allow us to expand our base locations
you cant make a object larger then 100M?
that does not make sense, you have to be wrong, WASP carrier and the Nimitz is larger then that
and yet shit takes off and lands on them
as i said: gl with that.
from a single classname
believe me or not, its up to you.
so then someone just has to combine them, or take the wasp or nimitz and cut the rest of the ship away. either way
isnt the nimitz also build in different parts?
Dscha - Today at 1:20 PM
They are different parts
combined together```
...
Scripts
^^
ah
that makes more sense
the "no scripts" i mentioned meant no ingame scripts
like you have to use a action button to work the runway
not spawning scripts
Just ask yourself one question: Why don't we have usable Aircraft carrier or Big Ships ๐
because ob moving them is fucking hard
im not asking for a flying runway
im asking for a spawnable one
No big diff
Still, try it out, test it, hf, but i tell ya: You won't have much fun.
... do what you want
oh for christ sake...
so either you are daft or trolling
ignorelist... wow
@foggy finch has made nice memorial object for fallen Ama creators https://www.youtube.com/watch?v=yL4dHIR884c
@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
if you read the video description it will be getting released soon for all. ๐
๐บ
Hey so can someone link me some official info on proxies in ARMA or answer a few questions for me:
- 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
thanks for any help
yes proxy needs to be in every lod if you want them in every lod...
Ok thank you. Do you know if I can just have a p3d with two proxies in for say variations of a house
you could, yes
although - idk how stuff like AI pathway is handled
thats ok these are not going to be used with AI anyway
actually no, you cant. You can have the building itself but all animated parts (doors, windows, ...) cant be in the proxy
ah that was my 3rd question I forgot can animations be in a proxy
no they cant
fuuuckk that fucks me over a bit
I suppose tbh most of the animations were just little cliche things to add a bit more detail
thanks for all the help dude
also, good looking destruction effects of buildings will be hard when the buildings are totally proxy
(e.g. a breach in the wall wouldnt be possible)
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.
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)
hitpoint classes (defined properly via memorypoint and config) are usable as source for animations.
right, I thought they are a seperate LOD type?
thats a wreck what you mean
a wreck is a replacement of the original building basically (it doesnt have animations)
๐
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, ...)
right
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
yeah. A popped tire on a car is via hitpoints. A black hull of a car is a wreck model
wreck animations are defined by model type. Fences fall over, buildings move downwards into the ground (and get replaced by wrecks), tents flatten, ...
Wreck Animation = I simply delete the normal model and spawn a Wrecked model (wich you defined) instead.
depends on what object it is
vehicles usually just swap. buildings animate in specific ways (like i said)
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
I always thought the wreck LOD was obsolete now.
On the topic of proxys can a model made of proxys exced the 72m size or will the geometry still f up
Arma dlc to expand the size pls
laughs.. if only it were that simple...
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
What would be a big chunck
(sorry, couldn't resist) to answer that effectively would take thinking at the moment. for which there is no room. maybe 80-120 though?
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.
Kotaku newsarticle: "Male modding community demands enlargement of their chunks. Still no women in arma. the outrage."
๐
Should I load that to TB @hollow fulcrum or how does that work? :9
@hollow fulcrum have you got a guide for that? ๐
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. ๐
and considering the length of time since i played with it last, perhaps things have changed. (dont think so though..)
Hatched? Have you renamed your 3ds max shortcut to "Things you can't"?
Just wondering
๐คฃ
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.
Oh this isnt what you meant then @hollow fulcrum ?? Must have misunderstood you. https://www.dropbox.com/s/ccwaxpkmmdcz92r/TestMap.png?dl=0
@stark geode You can look at these for reference http://www.armaholic.com/page.php?id=20162 It includes source files
๐ 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
If you'd like some reading material about it https://resources.bisimulations.com/wiki/Terrain_Intro
@warm relic Thanks for the reference i really appreciate it man!
๐ฎ nice link penny! thanks
any tips on how to make a selection of a gun dissappear if a scope is not being used as an attachment?
could you make it part of the scope model?
also hasOptics source could be used
but not with specific scope I think
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.
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.
@polar fiber Check your pms
does anyone know how did BI fix the problem with glowing parts of the rifle when using 3d scopes?
afaik it is due to optic tech and alpha sorting
@cobalt halo faces of glass move top did not work?
care to elaborate? Not sure what should I do. Move top?
yea select the faces of the glass and go to "Faces" > "Move Top" in OB
no the faces are on top obviously, in the holo .p3d
now i think what needs to be done is to move the proxy on top
in any case, i haven't seen that sort of stuff for quite a bit of time now
the CA textures are on the mag if it makes any difference
on what, the rifle model?
it shouldn't matter, since as you can see the parts of HOLO besides the glass looks fine
it's just the rifle parts that don't
Check if you need any RenderFlags
Stuff like this can make or break your alpha sorting:
{
"NoZWrite"
};```
(in the .rvmat, ofc)
yeah I do in the magazine
I mean I have that in the magazine rvmat which is transparent
would forcenotalpha make any difference in the geo lod property?
nope that didnt work
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
my reload animation where they hide and unhide the box, and fold the belt dont work either
Do you know if any of Toadie's HLC/NIArms weapons have that? If they do, all of his source is available https://github.com/toadie2k/NIArms
@terse elm (ah chit, sorry bro, i totally spaced the other day..)
@bleak tangle I did not thanks for letting me know il take a look!!
can i use object space normal map instead of normal normal map ?
not as far as I'm aware, no.
@terse elm http://pastebin.com/jCSHSr6Y
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.......
waaaaa
"Konec hlavne" ๐
Czech.
Cool
Its just that selection names with spaces give me extra shivers in the spine ๐
@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?
custom anim for the belt reload
What does the min and max value control in an animation, just trying to get my head round the nitty gritty
Its the oveall range you allow.
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
if it went above 120, it would not animate futher.
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?
Yes
Awesome thanks for the info
โ
โโโ
๐ช
anyone doing anything cool?!
The cool part: drinking ice tea (get it? cool?), the boring part: learning offshore drillrig constructions...
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
not withthout heavy scripting to make it follow the hands
man animation?
Like for the arms and hands
attachto objects wont rotate with the movement
so you would need a script to calculate and apply rotation to the object
If you attach something to your hand and your character moves the items move with you does it not?
yes but it does not rotate
As in z axis?
Oh okay I see wouldn't work for wheel barrel or vacume
It was an example๐ I'm making a jack hammerq
That type of functionality has quite poor support in the engine
But will be trying to make a full system so it takes air from a generator that runs off gas
So really just checks if hose is connected and generator near by is on
just need some scripting to make it
but that might make it heavy to run in multiplayer
Couldn't you just localise all the procedure checks and only leave the actually animating to be public?
yes but constant transmitting of animation/ setvectordirup command is network heavy I would assume
since it would need to change per frame
Have not tried it though so its just assumption
that however can be tested with any object that you attach to the hand so it might be useful to try it out.
Aight thanks for the input will be a minute before its ready to work on, just started on Jack hammer last night
๐
not 100% acuarte because going for lower poly cout, only it like 700
tell me what you think
Could break some concrete with that. Now moar details!
looks way to thin in the buisness end imho
inspired by @foggy finch i decided to make my version of statue of fallen arma modders. cant find a link to your video tho Uro could you provide me with names and dates you`ve used on your statue ? here is screen of WIP https://cdn.discordapp.com/attachments/204150378307125249/269848991691309058/Untitled.jpg
jesus what resolution is this
I got most of my info from @fluid ocean which he posted up on the project argo forum -> https://forums.bistudio.com/topic/201464-billboard-contest/ the dates are also in my BIF forum thread -> https://forums.bistudio.com/topic/201569-structure-memorial-to-the-fallen/ a little searching goes a long way
runs off back to his P: drive
@tacit karma what do you mean ?:)
probably it wont be visible butwill try 2 versions )1 with names on the plate or 2nd with names around base of statue. here is plate preview still without names https://scontent.xx.fbcdn.net/v/t31.0-8/15994456_1317257691699724_4834424964927629711_o.jpg?oh=d2e3af3874173cf3d18633feec25f69a&oe=591D20B5
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...
90 meter long ship
oh wow. sounds intriguing
Only I am strugeling with stuff and modeling so... Just had a mayor setback but we are on the road back up
Hey guys, tried out something new fo me:
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
Floating and stability is done by the physx lod with the bouyancy
checked all of that?
Also check out the VBS manual on it
It contains some explanations that are not there
but there is a danger with that. Not all of it is the same
@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
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 ?
i made a thing: https://www.artstation.com/artwork/DzdqR
Holy! nice!
can anyone take a look into it please ? i have no idea what i am missing... https://drive.google.com/file/d/0B1LqtmeyyObbS1NwSGhGTTdNZkE/view?usp=sharing
i can see model in OB in buldozer but cant place it in game
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";
model path is missing the front
@white relic
what error does it give?
ik its a stupid question but you did repack the PBO right?
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
woah thats massive
is it meant to be that big?
you mean size ?
did you apply scale and rotation in your modelling software because im pretty sure this is way to big
its a little bit bigger than human in game
ok theres your issue
cos for me its like 100x bigger than a human
what did you model this in?
and did you apply scale and rotation
cos thats a little bigger than a human XD
I dont use 3ds max but I think this is the same thing.
If it was blender just ctrl+a apply scale rotation and location
then re-export into the p3d
https://gyazo.com/fdbfff1f7c22640f4b59b649354f4399 make sure you apply location on your geo as well cos this is out of sync with the visual
lol, judging by the size of that ground plane grid in Object Builder, the model is like 80m wide and hundreds of meters tall
^
@warm relic my ship is based on that sample...
if I make it like the sample, the ship floates on its keel and than it flips over and sinks
any other ideas for my model what may be wrong ?
- dang, that thing is huge
- whats the prob again? cba to search the text above again whistle
If im looking for someone to make me some buildings etc... Where would i ask?
what's the pay?
Good question... I dont know what something like this would cost...
And im not like.. rich?
Depending on the size, i guess it starts with 150โฌ for a Simple Shed
๐
Or:
https://www.blender.org/
+
http://bfy.tw/3OJm
๐
@wraith tendon - ๐ lol
WAOW :p well... I dont really have time for that atm
๐
so basically you are looking for people who have the time and skills and are willing to do whatever you want for free, correct?
๐ฟ
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.
I am sorry ๐ฉ ๐ญ
๐ i'll think about your forgiveness
Anyone wanna be my friend ๐
๐
I think diferend...
Everyone is a friend untill proven otherwise
Though if you ask to much that proves something
๐
Yes I still work in rhino, no the furniture is not nurbs, they have been converted to quads: https://www.dropbox.com/s/fjdxklk9eilcpc8/Schermafdruk 2017-01-15 22.32.18.png?dl=0
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...)
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
my 2 cents anyways, but do think ahead about how you would split this etc
still need some more work feel free to use and if anyone want to help adjusting just drop me a msg http://steamcommunity.com/sharedfiles/filedetails/?id=843443293
Can ya'll tell me if this tutorial is good quality? https://youtu.be/F0rIRCkaPnk?list=PLqRU_EL4pwOHOJ6L2P5XlpfmNoWqulZqf
@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
i just need to know how to set up the wheels and odometers
Can anyone confirm they've gotten proxy occluders working? I'm starting to think they don't actually do anything in A3
didn't @obtuse rain test them out some time ago?
He and I have been talking, but I'm not sure if he ever confirmed that proxy occluders worked
ok, i can remember him talking about them but not what the outcome was
Does stuff render in and effect frames when its hidden via animation? I assume so but I'm not sure
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
haha I'll give it a whirl later today, thanks ๐
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
Just load in the default ones and edit them from there. That's what i've been doing
thats the problem mate, I want to have flags on my ships, but those are way bigger than the normal arma ones...
isn't the flag in the samples a2 one?
You can edit the size of the flag in blender and in 3ds max
@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
@restive cedar but how to open the binarized model? don't think that will work...
@short wraith what model do you want to use?
@restive cedar you said I should open the flag model and resize it?
@short wraith what software are you using?
Flag model is the same as Arma 2, there's an unbinarised one in the licensed data packs
ok, could someone pls send me the unbinarized version? don't want to download now the whole a2 samples pack for just one flag...
@woeful viper Ah! Thx 4 info.
But: Is it beein rendered or not? Some say yes, some say no?
no. You get a clear performance boost when hiding a lot of geometry
rgr that
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)
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.
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
indeed. You can add an armillion RTT screens (for different modes, NV etc) and can only ever show one and performance is fine
@short wraith these are the ones I could find https://www.dropbox.com/s/7dnilsu4elakvz9/A2FLAGS.7z?dl=0
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..
aha yeah i remember... the stubborn glas dome of the compass...
will probably get rid of a lot of that extra ticky foo also. having it all in the same model that is..
thx @polar fiber
you can't "hide" away weight in the geometry lod
unless i did something wrong in my tests, its been a while
I thought there was a config flag for that in the animationSource class mass=1;?
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
hm
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)
@polar fiber the flag itself is on the model but don't works... http://images.akamai.steamusercontent.com/ugc/168157445644500062/2AB67E7F9786D92F21A6DFFB8313255AC07D2B5B/
Isnt there rtms that go along with it or am I spacing
fount some maybe usefull things in the arma 3 flag config.cfg
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
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
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
Im not sure if proxies can have animations, im not sure if forcing their own animations on them would work
proxies cannot have animations
i mean you can animate proxies, but the animations withing the proxy do not carry over
but how could i get the flag to work? ๐ค
i would tell you if i had a clue
weren't the flags proxies in previous Arma games though? For the purpose of attaching them to vehicles, units etc. in CTF
yerp
hmmm, true that...were those animated though
dont think they use the newer physx foo if thats what you mean.
yeah unlikely, but was the only thing "cloth animated"
yep, and they were.
although there was literarly no cloth simulation going on
I don't think the way flags work has changed in A3 either has it?
not since the last time i checked
opend a feedback tracker task: https://feedback.bistudio.com/T122915
windsock?
aye airport foo
[citation needed] ๐
lol
it's with all the airport items stuff. and it was for sure a while back.
le me have a look on my skrt svn
not sure about current state, but i screwed with it when i saw it. but was honestly trying to avoid this conversation lol.
lol, screwed the sock?
I thought it was just a flag with a different mesh shape. Same vertex-based matrix animation stuff used on the other flags
walks away..
๐คฃ
does anyone know the sock's name by heart
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.
@hollow fulcrum by any chance? if you screwing it, at least remember its name
would be nice
i dont..
I thought one of the T72s in RHS had a flag. I have a working flag if people want to play around with it
typical ^
๐
@bleak tangle does it work on vehicles too?
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
@bleak tangle http://www.armaholic.com/datas/users/rhs-rfaf-armored-vehicles-desert-camo-pack-v10-5_4.jpg found the tanks
/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
@bleak tangle - yeah seems i don;t have the windsock.p3d, weirdly
The flag on the T72 is attachto'd AFAIK
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"
};
};
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
well that and he also wanted a larger flag, no?
it doesn't matter i think
there are only 3 selections to it, so one could do that easily
a bigger flag on a vehicle...
would have to see if the old A2 thing of adding the flag proxy to the vehicle and doing setFlagOwner works
that ^, and can't it be added directly to the base mesh or you have tried it and it doesn't work?
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.
Just to save people the trouble if they want to play around with it https://drive.google.com/file/d/0BwA-UohiwA7CM0prRU5MMVBOVk0/view?usp=sharing
That's based on one of the A2 flags, but I removed xsize, ysize, xcount, and ycount to see if it affected anything, and as far as I can tell it didn't
I don't know if the flags that are proxies onto A2 vehicles were actually animated though
yeah again, it shouldn't matter ^
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...
well, try creating the flag separately
and config it as BI one
as big as you like
and see if that works first
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. ๐
really? i mean is that real cloth sim?
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.
This?
class CfgCloth
{
class Flag
{
stepSize = 0.005;
colPoints = 9;
rowPoints = 9;
stretchCoef = 1000;
fricCoef = 1;
windCoef = 10;
gravCoef = 1;
};
};
Ah yep, thats the oone
latka is the entire flag, pevne are the verts that are connected to the pole and don't animate, and volne are the rest
its in same config.cpp as the flags are ^^
Nice.
That one I pasted is from bin
class CfgCloth
{
class Flag
{
stepSize = 0.005;
colPoints = 9;
rowPoints = 5;
stretchCoef = 1000;
fricCoef = 1;
windCoef = 10;
gravCoef = 0.75;
};
};
Yup. Arma3's bin.pbo is still a mess...
flag config.cpp version ^
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)
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
if i do it now as a sepereate p3d, how i have to load it then via a proxy?
@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.
@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
anyone know what source="revolving"; is refering to? just trying to get my head round this bloody machine gun reload model.cfg
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)
so it would be used to hide rounds on the end of a machine gun belt?
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)
hmmmm. i want my gun to have a 50rnd and a 100rnd belt
thats not going to work then with revolving
yep
how do you plan on showing different belt?
not thought of that yet haha
@past edge do you have a model.cfg handy with an example of how source="ammo" is used
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
thanks
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
so say i have a 50rnd belt, my firts bullet unhidevalue should = 0.02
then next bullet at 0.04
depends, what are you using, revolving or ammo?
id like to use ammo
in that case you need to set the ammo value at which the selection should be hidden
so 50, 49, 48, etc
is that amphibious @umbral plume ?
0 sense of humour
sheesh Don... way to overreact
๐คฃ
@lavish mountain sorry I have upset you ๐ญ
I am joking
@past edge yes but not on purpose lol
so say im animating the first bullet to disapear and i have 8 bullets in the view lod would i do.....
I have canfloat=0 but idk
type = "hide";
source = "ammo";
selection = "bullet001";
minValue = 0;
maxValue = 1;
hideValue = 0;
unhideValue =8;
ah well, it wasn't very clear, at least not for me ๐
I have aspergers but I can handle this
as in a full mag (ammo returns 50)
close, but not exactly
empty (returns 0)
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
@umbral plume did you make a bouyancy lod?
type = "hide";
source = "ammo";
selection = "bullet001";
minValue = 0;
maxValue = 49;
hideValue = 0;
unhideValue =1;
like this?
@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.
trial and error will eventually get you there ๐
Bouyancy causes floating
correct but without buoyancy=1 the vehicles just falls through water as if it isn't there.
Wait is it supposted to float or not?
no but it is suppose to react to water as if it is actually water. The a3sample has buoyancy 1 and that is why it tried it. https://gyazo.com/261a1ab774b9fd6d17f4dabe4e9e996c
@past edge thanks for your help
thats the a3sample btw
you figured it out?
alright, best of luck
IDK, I dont have time to figure it out now... (and it is probably beyond my current knowledge)
Maybe someone else can step in?
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.
@past edge nailed it thx!!
Noice
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?
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?
oh right forgot to do that thanks alot @quick terrace
@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...
Look at my example from yesterday. My first guess would be that you weren't setting the flag texture in the init
@bleak tangle I changed it a littlebit, because I have no static flagpole like you had, I added the proxy to my ship...
@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?
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".
ok would it be possible to combine class ship and class flagcarrier?
Doubt it, that's why using attachTo seems like the best option
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?
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.
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?
You could try it? But im not sure if animations work for proxys
an animation works, but my proxy aren't working ingame, only in o2 they are loadable...
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
nope no rpt errors... don't know what could block or hide the proxy...
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?
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";
};
};
https://www.dropbox.com/sh/o3auaq3kk27vzjt/AAD0W85ZVERYZa5caxqRpzdwa?dl=0 heres a link for the source files if someone wants to have a look at it, maybe someone is able to find the error and to tell it to me or to fix it and send it to me
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 */}};
};
Nope, doesn't change a thing
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?
https://www.youtube.com/watch?v=DSvPxNQVgp0&feature=youtu.be How can I fix this or is there any other way to test light sources at night time in bulldozer?
@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 ๐
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?
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? ๐
Probably not, there is the animation viewer in the game. Next to the config viewer and camera under the dev console
theres a mod out on the internet, it contains such animations
I despair slowly, can't get my proxy on my ship to work...
does it need to be proxy?
I mean polylimits are not a problem anymore
or whats the problem anyway
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 ๐
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?
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
alright then
but why my proxy isn't load ingame I can't tell, it is loaded in o2, but wont show up on my ship
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";
};
};
could it need scope 2?
on the sample it works with 1, I could try it
also try wuth underscore proxyflag
whats your proxys name in the model?
the selection name
When you forget to boot the game with the PBo that contains your animation files: https://gyazo.com/340e20b2ba6b6703c67ad43c9e42f6db
@stuck oyster flag model or from the ship?
in the ship the name of the proxy selection
\La_Couronne\flag
try just flag
in what way is it not working now? It's not showing up, or it's showing up but not animating?
If you rename the example as the flag.p3d does it work?
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
yeah, but proxies don't work like that on vehicles
a comparision with the flag on the ship itself (static flag)
@polar fiber how do they work then?
but how to make the ship and the flagpole the same? i mean the flag pole is a part of the ship model
Flagpole has to be simulation="flagcarrier"; so cannot be a vehicle since vehicle need e.g. simulation = "ship";
you can perhaps make a flagpole model as separate and attach that tothe ship
exactly
or try the flagowner shit to see if it still works with proxy flag
and add some init eventhandler
but as a proxy it would not work to, because a proxy cannot load a proxy as someone told me here yesterday
not as proxy
but as separate object in game
and attach it with script
no guarantees it will work though
@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...)
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)
@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
@short wraith morning! Did you ever figure it out?
@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
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.
^^
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...
Is it evened out weight as well and are you using same configs as the other?
yes, exactly the same config....
What means "jumping"?
jumping like a lowrider
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.
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
Cheers thank you very much
Depends. Do you plan on fighting Iowa-class battleships with it?
^^
@short wraith did you get the animations for the flags working or are they static? either way nice job
@cinder pivot just static... sadly
Can you get the sails to blow in the wind?
nope, but it want to make them work, so you can put them down or up
and i want to make the cannons hideable
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
You can get it working....I have faith in you ๐
@wraith tendon I like to see innovation...thinking outside the box ๐
Can a flag have >2 fixed points?
Yea I don't know but if it can. You can use that for your sails. That would be even better hehe
Does the flag use the named selection in the model?
Unless wind blows from the bow ๐ Would look crap. @short wraith Oi, read above peasant
No clue, i haven't touched Arma+Tools for > 6Months^^
Hehe. Yea. I feel you.
- can't remember, haven't done alot with Flags
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
hm
Too much stuff missing, too much workarounds needed (e.g.: damage + HitPointDamage = Don't update eachother)
And that was just one example.
Or my lonely AllTime #1: Removing 1 Single Item from a Vehicle
@wraith tendon what do you mean by that second one? ๐
do you guys know what the script command is to get editor previes
i can never remeber the darn thing
to get the 3d editor icons