#arma3_model

1 messages · Page 83 of 1

fervent steppe
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lol

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im drawing a blank

wraith tendon
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getText(configFile >> path >> bla.paa) <- ?

fervent steppe
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BIS_fnc_exportEditorPreviews

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DOH!

white relic
wraith tendon
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Yep

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thats too small.

white relic
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question is how to make it better ? because uvs are taking whole area if its about uv size

wraith tendon
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Why not reduce the whole model?

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I mean, you have to resize it (when importing to O2) anyway oO

white relic
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@wraith tendon i cant resize it as its made to scale and it will be made from 3 separate parts

foggy finch
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oh you mean on the objects

wraith tendon
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meh

foggy finch
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you need to uvmap your object to fit the uv coordinates you want it to use, you will probably have to scale/resize them.

white relic
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yeah just one thing if i scale uv polygons then checker map gets bigger :/

cinder pivot
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@wraith tendon I still dont get what you mean, I would simply hide something via animation if I was wanting to remove it

wraith tendon
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InventoryItem

tacit shard
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Hey, I had a question about the ViewGeometry LOD

I think I remember being told thatr ViewGeometry was what 'blocks' the AI's vision so basically I would use it to tell them what they can and cant see through in my mesh, however I also believe I remember reading that ViewGeometry is what tells the engine not to render buildings through it, so if I was inside a building that has view geoemtry properly configured it wouldnt be rendering stuff that you cannot see

So my question is what actually does it do?

quick terrace
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view geometry only affects what parts the AI can see

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it has nothing to do with occlusion culling

tacit shard
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ok thanks

fervent steppe
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Hey @quick terrace . Did it used to prior to the release of the geometry occlusion...I vaguely remember testing it were I made a solid "block" over a doorway and when you would walk in and turn around everything in the landscape would disappear

quick terrace
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hm, does it work the same way now with geo occluders?

fervent steppe
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Honestly i haven't experimented with them yet as I haven't really been around the last few months. I'm started to get back into it 😃

woeful viper
quick terrace
halcyon wren
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Im curious: are there official canon resources as to how a Bolter is suppposed to look, or are you just going by approximation from a minifigure?

cursive sleet
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Nice work @quick terrace is that HP?

woeful viper
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@Mondkalb#6985 there is artwork and there are the miniatures. And since the 2D artists usually just eyeball it, all look slightly different. They only have the chunky proportions and the short muzzle in common. In lore there are multiple "patterns" (designs) and you can make up your own as well.

quick terrace
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@cursive sleet no thats lp baked

tacit shard
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@quick terrace what program are these screenshots from?

woeful viper
foggy finch
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delicious AK's are delicious +1 @quick terrace

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@woeful viper those look awesome too,. I remember all those figurines from when I was a teenager 👍

woeful viper
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if you still have them, they are worth even more now 😄

foggy finch
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I'd have to check in my parents attic,. probably have some stuff there

woeful viper
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@tacit shard 3DO (model viewer for DDO / NDO)

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which is basically a customized/ lightweight version of marmoset toolbag (or at least was... maybe they have their own now)

quick terrace
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@tacit shard marmoset

woeful viper
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is the latest 3DO still based on toolbag, or is that rewritten now?

quick terrace
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i think it is still based on marmo

woeful viper
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does DDO feature procedural texture creation by now (like legacy dDo?) ...

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so far im still using legacy dDo

quick terrace
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define procedural tex creation

short wraith
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is it possible to change the path for maybe 80 textures to another path, without chaning every texture path seperatly?

bleak tangle
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Where are the texture paths set? One of mikero's tools has the ability to do that, but depending on the file type you could do it with OB, or a text editing program

short wraith
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there set inside of the model (p3d), set to a downloader folder... don't want to change all of them by hand again...

cinder pivot
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OB, Tools> mass texture and material rename

short wraith
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80 textures... I need a big beer... oh wait, my fridge is emty.... nooo so many texture paths... 😩 😓

white relic
wraith tendon
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Right House - Bottom - Looks/Feels like the foundation is missing

short wraith
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@white relic 24 k will be work fine, my ship has around 200k-300k

bleak tangle
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I was confused by your usage of the word fundament, so I googled it, TIL it's another word for foundation and something else

fun·da·ment
ˈfəndəmənt/Submit
noun
    1. the foundation or basis of something.
    2. humorous
        a person's buttocks.
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24k is more than fine, just keep the section count low

white relic
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i assume it wont be an issue especially i need to make those 3 parts separate i guess just not sure how 😄

wraith tendon
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@bleak tangle Yeah, i edited it to Foundation. German: Fundament = Foundation

white relic
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@wraith tendon it was rendered a bit above ground level as well fundation has been increased

lavish mountain
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Soo Dscha we are neigbours...

white relic
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in polish fundament means fundament 😄 so i understood 😄

wraith tendon
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😄

lavish mountain
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Dutch aswell

wraith tendon
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wait a moment

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@white relic Could you do me a favor and just pull the bottom of the right house about 1m downwards?

white relic
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its already done 😃 i have shitty render from 3ds max if you want 😄

lavish mountain
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I think all the houses are floating

wraith tendon
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Sure, lemme see it

wraith tendon
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Yeah, better

lavish mountain
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Hmm, this one has no rooftiles, those generated or modeled diferently?

white relic
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@lavish mountain roof tiles were kept for high poly only for arma i will sort them out using normal map

bleak tangle
lavish mountain
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WOAAAA

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Now thats a foundation

white relic
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xd

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foundamental foundation 😄 xd

wraith tendon
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For placing that stuff on a slope

white relic
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luckily i dont have lot of slopes on my map 😄

lavish mountain
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I added fundament to my english vocabulary now... Cant wait to tell my boss he can kiss my fundament

white relic
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hahahah

woeful viper
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@quick terrace boils down to creating masks based on algorithms rather than using existing maps, basically.

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which is what dDo did/does

tacit karma
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@woeful viper @quick terrace afair, it is based on unity.

woeful viper
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huh?

tacit karma
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3Do

woeful viper
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ah ok. i was at procedural texturing in my mind ^^

lavish mountain
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afair?

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IIRC you mean

tacit karma
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🤦

lavish mountain
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Ehm

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yeah

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runs away

bleak tangle
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@quick terrace @fervent steppe There is a small amount of occlusion even if the object doesn't have use geometric occluders, but I think you only see it from thick pieces of view geometry.
Without occluder: http://i.imgur.com/1hl2L42.jpg It occludes one large distant building and some trees from the hill on the left
With occluder: http://i.imgur.com/Qi02mdW.jpg Occludes so many things

woeful viper
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well without occluder it would likely depend on the geoLOD settings (canocclude canbeoccluded) in the individual models

fervent steppe
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Well I was talking about a2

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Pre 'new' geo occluders 😂

bleak tangle
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That is probably a factor, but I'm about 90% about the view geometry can still occlude things without using geometric occluders. Both only seem to apply to objects placed in the WRP, so it's quite hard to notice. I'm packing a building now to test it, but I remember there being a building on Altis (pre-geometric occluders) that had some of its glass in the view geometry, and you could see it occluding distant objects

fervent steppe
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Yea. That makes sense.

bleak tangle
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AI also wouldn't be able to see through it. I sadly can't replicate it now with thick windows though for some reason though

polar fiber
quick terrace
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2/10 @polar fiber 😉

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the 2 are because i've known you for quite a bit

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😙

polar fiber
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Would be a 3 if I used SP2 instead of Quixel?

quick terrace
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maybe

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cannot guarantee it

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and if i knew you used quixel, it would have been lower, but now it is too late

polar fiber
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I know. It was unprofessional of me

quick terrace
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😃 i shouldn't have expected da12thmonkey and professional in the same sentence to begin with

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so it is all good 😛

fervent steppe
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It's all twisted

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And does it have a bullet button? Cause that's what makes it fire with a 30 round clip

quick terrace
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oi, no trolling monkey please !

fervent steppe
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😂

woeful viper
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pufu is just jealous

quick terrace
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indeed he is !

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one cannot troll wip stuff without ahowing wip stuff

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so @fervent steppe you're excused

fervent steppe
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Apparently the internal mechanisms of a rifle mean nothing 😂

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It's all about dat button

quick terrace
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yeah i can assure you that moneky being in rhs and all

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surely thought about the button

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we aiming for authenticity and all that

fervent steppe
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😂

quick terrace
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he simply made a mistake of not showing it in that picture of his

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so your excused once again please

woeful viper
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what about the depressed trigger though?

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your ak look like they had happy triggers...

quick terrace
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ak is a funny gun yes

woeful viper
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jeez... looks like another wave of the typical kind of "RP/Life" guys spilled over into the BIF modding section... more people to add to the ignore list -.-

cinder pivot
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is there a way to view length ingame in OB?

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like for the 50meter limit, is there an easy-ish way to tell something?

fervent steppe
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You could come back to skype kj...we don't have that problem there 😂

median bough
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he said the "S"-Word 😄

fervent steppe
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Lol

pseudo elbow
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I was wondering if there is an easy way to move entire model and lods to adjust where model's origin is?

halcyon wren
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O2 Script.

pseudo elbow
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Thanks, I'll look into it

polar fiber
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Not easier to just activate pin at grid origin (Shift+C) and then open the transformations window (the ones that look like little yellow squares) with "centre to pin" and "apply to all LODs" checked?

tacit karma
stuck oyster
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👌

wraith tendon
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MM1?

smoky nimbus
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Are smoke grenades from vehicle smokelaunchers shot from a memory point or just generally the center of a vehicle?

woeful viper
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no they are scripted (you can define angle and amount, and are distributed equally)

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not sure if you can change that, but i wouldnt think so - likely hardcoded

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i've seen custom smoke launchers though (TPz Fuchs for A2 had pretty impressive custom smoke system)

smoky nimbus
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Hmm, I have the config entries in place but after I deleted some memory points (and maybe some selections) the launchers seemed to stop working.

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Or it actually could have been something I deleted in the model.cfg

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I don't quite remember.

woeful viper
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rpt messages?

smoky nimbus
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Smart lad! Lets have a looksie.

woeful viper
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no not smart, just experienced 😄

smoky nimbus
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Doesn't seem to say anything unfortunately.

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Did find some other stuff to fix though so that's nice.

inner lark
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Hey guys, I seem to be having an issue with getting my wheels to spin when driving, its weird they work when im using simulation "car" but when I use "carx" they dont spin. Everything else works i.e steering wheel and the direction of the wheels. Im using all the stuff from the samples, anyone got any ideas what might be causing this?

umbral plume
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@inner lark so enabling physx is doing something, does your car at least move with carx?

inner lark
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Yes it does

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The dampers work and everything its just the wheels dont spin

umbral plume
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First I should ask if you are packing with pboproject. If not you should definitely set it up and figure out how to use it as it will generally find you common errors.

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Other than that I would just say to double check your physx lod and model.cfg for your wheels and their axis

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If you need more useful tips I would post your config and model.cfg in pastebin and link it here. As well ask a picture to your memory points.

mighty bane
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😂

white relic
quick terrace
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  1. that is a dead link
  2. that is the reason for such a page?
fervent steppe
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To get your ip and passcode....duh 😂

lavish mountain
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And name and jobs

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Girlfriends, sisters,

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nah... I like hiding behind my little nickname

wraith tendon
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Some ppl still use Facebook? 😄

umbral plume
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some people still use myspace 🤢

wraith tendon
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Nah rly, i meant for serious stuff oO

fervent steppe
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Facebook is nothing but advertisements now. And for some reason they keep showing me male enhancement adds. Damn you zuckerberg!!!!! 😢

white jay
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is milk not enough enhancement for you? 😄

fervent steppe
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Lol

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Apparently not 😂😂

wraith tendon
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Dunno^^ Deleted my Account about 4-5 Years ago, too much bullshit from ppl with an IQ of a stone (sry stones)

fervent steppe
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Hahahhaha. That is very true

wraith tendon
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Hey, when you end up deleting "friends" you know for some years, because you cannot see/read/listen to there bullshit anymore -> No need for Fagbook anymore 😄

lavish mountain
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I use FB for reunion purposes, but tbh I am fed up with people beeing very bussy showing others how good their life is which is actualy horrible as their only purpose is to make pictures to prove they have a good life

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I mean you get them on vacation all the time the only FFin thing they are doing is making selfies and pictures to show others how great their vacation is

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They dont enjoy any of it

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Sorry </ragemode>

wraith tendon
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Or they just wanna show, how much fun they have? And in reality: They have fun?

white relic
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Agree too much drama out there, page was removed and instead of it closed group was created. Luke you said guys not everyone use facebook but not all of us use discord either so i think its a good alternative.

bleak tangle
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Anyone know what causes this? https://i.gyazo.com/aa8e39907bdedc6826a4081e25a814e9.jpg
I added forceNotAlpha = 1 to the fence, but for some reason this building didn't like that. I've looked in other places on the map, and from what I can tell, this is the only place it's happening. So my assumption is that it's something wrong with the building, rather than the fence. The RVMAT being used at the corner of the house is a pretty plain multimat

polar fiber
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the faces with the fence links have been "move top"-ed?

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is an alpha sorting issue by the looks

pseudo elbow
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How model center is defined in O2?

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The center what would be modelToWorld [0,0,0] in the game

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@polar fiber I followed your advice and it moved the whole thing properly just like I need it, but [0,0,0] is still not where I expect it in the game

polar fiber
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centre can depend on whether you have autocenter 0 or 1 in named properties. Vehicles shouldn't have autocenter 0 though

pseudo elbow
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I assume [0,0,0] should be in vision station

polar fiber
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centre is the middle of the bounding box usually

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why do you want it on the eo turret though?

pseudo elbow
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OA has engine limitation with planes always beaming laser target from [0,0,0]

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And I'm trying to fix MQ9 reaper by having entire model start from where laser should be fired from

polar fiber
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oh, I was thinking it was for A3 or something, but turrets on planes aren't very well supported in A2 so I suppose I see what you mean

pseudo elbow
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Yeah planes are hardcoded to always fire laser target from [0,0,0] instead of weapon center, like helicopters in OA do

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Moving [0,0,0] to supposed laser start point will be the only way to fix this

polar fiber
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you might have to increase the bounding box size by putting some memory point way out front then

wraith tendon
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☝ correcto mundo

pseudo elbow
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interestingly my manipulations with moving all LODs did change center position a little

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This is where center was in original model, bit lower than what I got

wraith tendon
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The Center of the model is the where the Grids cross (x,y,z) in O2

pseudo elbow
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Well I thought that too and moved model so grid would start from vision station in front of the plane

wraith tendon
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There should be an option to move the whole model around (in each LOD)

pseudo elbow
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but as you can see it only changed center a little moving it upwards

wraith tendon
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Can you show me a pic of O2?

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thx 😄

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Ha 😄

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Let me guess: AutoCenter <- ?

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in erm.. i think GeoLod

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or memory

pseudo elbow
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should I look for it in model.cfg?

wraith tendon
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In the model

pseudo elbow
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I'm absolute zero with modelling in Arma to guess

wraith tendon
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There should be an attribute "AutoCenter" or something

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You got O2 opened?

pseudo elbow
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Yes

wraith tendon
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wait, lemma start my tools (i hope they still work)

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Ctrl + 1

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Press it a few times and check, if a Window pops up/vanishes

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Inside that (prolly in Geo or Memory Lod) there is an should be an entry named "Autocenter"

pseudo elbow
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Nope, only "lodNoShadow" in some

wraith tendon
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hm

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A2-Vanilla Files?

pseudo elbow
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From sample models

wraith tendon
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Name?

pseudo elbow
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did text seach in .p3d itself, no matches for "center"

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name of the model?

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MQ9PredatorB.p3d

wraith tendon
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mom

pseudo elbow
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Also

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autocenter is CfgVehicles config entry

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and it is set to 1 for reaper

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should I try setting it to 0?

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Result of your model

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Trying setting autocenter to 0

wraith tendon
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In CfgVehicles? I am pretty sure, its inside the model. Strange

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Proxy model must have geometry property autocenter = 0 otherwise 0.0.0 axis of the inserted model will not be correct.```
https://community.bistudio.com/wiki/Oxygen_2_-_Manual
pseudo elbow
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Progress!

wraith tendon
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=}

pseudo elbow
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My grid shift with autocenter=0

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turret is misaligned now though

wraith tendon
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Inside the Config? I am confused

pseudo elbow
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Yes, CfgVehicles

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Laser now almost works like it should

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just need to fine-tune the offset

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and fix sights station

wraith tendon
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erm, try flying first

pseudo elbow
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Yeah lots of stuff is messed up now

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propeller rotates around wrong point, gear too

wraith tendon
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XD

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But the memory Points look fine

pseudo elbow
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I guess it might be easier to just increase bounding box then

wraith tendon
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Or did you touched the model again?

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Prolly better, yeah.

pseudo elbow
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No I didn't do anything, only this shift to make grid start from vision station and that's it

wraith tendon
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hm, strange.

wraith tendon
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New Drone. Now with detachable Rotor.

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(Yeah, BoundingBox might be the better solution 😄 )

pseudo elbow
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It goes into second stage, shoots off the rotor and becomes solid-propellant rocket

wraith tendon
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Kinda like a V2 then?

pseudo elbow
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apparently autocenter can be in model too

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I wonder if it overrides cfgvehicles settings

wraith tendon
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imho, it should do it.

pseudo elbow
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where should I add it though?

wraith tendon
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GeoLod

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Ctrl + 1 -->> in that window -> RightClick -> New -> Top: autocenter bottom: 1

pseudo elbow
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Geometry?

wraith tendon
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Yep

pseudo elbow
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nope, nothing changed 😦

wraith tendon
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hm

pseudo elbow
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autocenter is still 1 in the CfgVehicles

wraith tendon
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So in the model and in Vehicles its 1? And if you change it inside the cfg to 0?

pseudo elbow
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0 in model and 0 in config?

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Probably will end up being the same as before

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I assume 0 is default for model

wraith tendon
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nah, 1 in model, 0 in config

pseudo elbow
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Hm, maybe I should try 1 in model and 0 in config

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ok

wraith tendon
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😄

pseudo elbow
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Yeah it went fubar again

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differently though, last time turret was not offset this much

wraith tendon
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and if you switch it?

that... erm.. looks interesting 😄

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+What about the wheels?

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They are on top instead of...
Oh, they are animated, right?

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Or were the static? (haven't looked at the cfg)

pseudo elbow
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Yes, animated

wraith tendon
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Okay, explains alot

wraith tendon
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And you got your center. Does it fly as before?

pseudo elbow
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It flies at it should now, all proxies and rotating parts are normal

wraith tendon
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guuud

pseudo elbow
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Gonna do all the tests to make sure nothing else broke but I am so relieved to finally have it fixed, thanks a lot for guiding me

wraith tendon
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np, yw

pseudo elbow
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Having a problem with clan sign always showing default BI squad texture, I guess something is missing in model.cfg's sections?

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Can I just add "clan" and "clan_sign" into sections, does order matter?

wraith tendon
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<-- can't remember anymore, too long ago what needed to be done for the clan signs.
But logical wise, it should.

pseudo elbow
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Added it into end of sections[] list and it worked fine

pseudo elbow
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Perfect lasing from MQ9 Reaper in OA now 👌

wraith tendon
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That looks like intended 😄

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Just the sunken house is a bit odd, but... okay

pseudo elbow
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Fixed 8 years later lol

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had high terrain grid set

wraith tendon
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8 years, thats a new record

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No wait, item-removal from Vehicles would be the highest Record!1oneeleven

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btw. is the Kamaz still odd in A2? Can't remember (iirc the had a tendency to lean to the erm... i think right, when you stand behind it)

pseudo elbow
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Can't recall this problem about it

wraith tendon
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Or was it A3? hm

pseudo elbow
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I wonder if its possible to fix terrible handling of Quads in OA

wraith tendon
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Ah! When i ported the Kamaz from A2 to A3, it was leaning to the right in A3.

pseudo elbow
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So they would stop jumping around on ground and flying into the air on bridges

wraith tendon
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Don't think so, the distance betweens the wheels is too narrow

pseudo elbow
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Is there a way to manually input point position?

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Move is relative, can I set absolute position in O2?

wraith tendon
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manually input point position <- ? @pseudo elbow

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Do you mean Ctrl+E ?

pseudo elbow
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I mean manually input coordinates

ebon abyss
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@halcyon wren have you released MBG Buildings two and three for arma3 as I cant find anything with google?

halcyon wren
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No. Its just working through cup magic. I only ever released the african buildings for A3 during its alpha.

wraith tendon
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@pseudo elbow Select a point and press Ctrl (or Shift) + E

cinder pivot
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what was the property to base shadows off of visual LODs?

echo rain
wraith tendon
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Counterpart to HeadlessClient?

smoky nimbus
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This guy right here.

wraith tendon
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just out of curiousity: Why A2?

smoky nimbus
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Groan.

echo rain
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oh dude. i think he even still does stuff for ofp. just help if you can. he made that awesome blender rig everyone is using.

smoky nimbus
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Isn't that Alwarren?

echo rain
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Alwarren made the toolbox to export rtm directly

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i think

fervent steppe
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@cinder pivot for what type of model?

echo rain
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this might help. LodNoShadow part. not sure though.

quick terrace
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@cinder pivot sbsource=visual

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note that sbsource triggers shadow buffer not stencil shadow

fervent steppe
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Check this out. It has detailed information about the lods. I looked it over. Everything should be fine in arma even tho it is technically for vbs

fervent steppe
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Damn that's a nice one. I haven't seen that part of the document. Cool

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I wonder what the difference is in using the new occluders vs the old way via the view geo lod

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As in effectiveness

foggy finch
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pennyworth has been experimenting with them

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I also prefer vbs docs, usually only hit the biki/forums when I need to find something vague

fervent steppe
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Also I thought I saw someone in here saying they use forcenotalpha but that appears to be obsolete and is now handled by the rvmats

foggy finch
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it still works

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its deprecated, not removed afaik

fervent steppe
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Ah.

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I tried to add the lod that clips the ground geometry out of the way for underground stuff but unfortunately that didn't make it into a3 😂

foggy finch
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yeah

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I did manage to get the player body under the terrain surface

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the player camera seems to be hard coded into not breaching the terrain surface, for obvious non-glitchyness

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hehe

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thats -5m under terrain surface

fervent steppe
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Lol. When did you do that 😂

foggy finch
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ehm like a week ago maybe, I was re-running through old test models

fervent steppe
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The last I experimented with that lod was back in alpha a3

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Lol

foggy finch
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resurfacing ^

fervent steppe
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That's hilarious

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Too bad it didn't make it totally

foggy finch
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yeah, I have some neat ideas for it,. but there would be no sure-fire way to implement them under a terrain and get the alignment right

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since object snapping is x/y and not x/y/z

fervent steppe
#

Yea true. But I'm sure if they added it people would still take advantage of it and make some cool stuff

foggy finch
#

oh definately

fervent steppe
#

@echo rain I'm gonna try rigging up this forklift I have with the crane script and see how it works 😂

#

Which btw. I got the thing working again lol

foggy finch
#

anyways they have much more important stuff to fix before they go adding more vbs tech,. like the pond shaders everlong fight with fog

fervent steppe
#

I just need to figure out the best what to get a ladder to work with the model since the model is classed as a tank

#

@foggy finch shakes fist at pond objects

#

they work great other then the fog...have you seen my YouTube videos lol

foggy finch
#

hehe I think we've both wasted enough time trying to fix em model/texture side by now

fervent steppe
#

Subs work in them lol

foggy finch
#

yeah

#

I made some awesome looking clear-water ponds till you caught the suns reflection in them, just didnt look right having this huge bright yellow orb reflecting on water through fog

fervent steppe
#

Yea it doesn't look right using the regular water shader

foggy finch
#

I even tried dayz ponds pre & post enfusion, same issue within arma

bleak tangle
#

Geometric occluders are extremely effective, but I can't prove proxy occluders work

cinder pivot
#

@M1lkm8n#8907 @quick terrace thanks for the links and info, its for a building

#

It wont be as clean or nice as regular shadows im guessing but I dont want to rebuild it for shadows because of open faces

fervent steppe
#

@bleak tangle yes but how much more so then the old way of doing it...because technicaly the old way the whole view geolod acted as a occluder if im not mistaken

bleak tangle
#

For a building I think sbsource=visualex would be better

cinder pivot
#

Ill give it a shot

#

Iirc reading its a bit off and fuzzy? But better then no shadows or broken ones

bleak tangle
#

Where did you see that? I haven't heard of anyone playing with it other than me, but I'd love to see what other's thoughts are

fervent steppe
#

for a building i would say to use the shadowvolume lod and make one

bleak tangle
#

Let me find the message about it

#

BIS uses it on some of the Apex objects

cinder pivot
#

Ill try and let you know my findings either way

fervent steppe
#

interesting i wonder what techincallt is the difference

#

maybe an alpha channel

cinder pivot
#

The visual LOD my teammate split the interior off from the exterior to make it so that we could use multimasks

#

So its basically half and half empty faces

bleak tangle
#

I noticed some shadow LOD issues with a few buildings on Takistan, so I thought I'd experiment with it.

If you hover over the image it shows the image using visualex http://screenshotcomparison.com/comparison/194845/picture:0

One issue it does introduce though is the shadow "banding" https://i.gyazo.com/241ea023801998c84221b3bbd9287301.jpg
In case that screen shot comparison site is being weird here are the images in one album http://imgur.com/a/4vw1X

I was curious how much BIS used it with Apex content, so I used dep3d to dump all of the name properties, and then searched for visualex and this was the result:

a3\props_f_exp (50 hits)
a3\rocks_f_exp (33 hits)
a3\structures_f_exp (426 hits)
a3\vegetation_f_exp (12 hits)
a3\weapons_f_exp (3 hits)

The 3 "hits" in weapons_f_exp are apparently for ERCO, but that's it

cinder pivot
#

So I suppose I could try a merge near

#

That might have been it or older

#

Idr but ill see what happens when I test it later tonight or tomorrow

fervent steppe
#

wish they would documnet what it actually does

bleak tangle
#

Yeah not a word about what it does or how to use it. The best part is they talked about something like this in a sitrep over a year ago, but never gave any followup
https://dev.arma3.com/post/sitrep-00138

Our programmers have decided to make the lives of content creators easier, mainly for those creating new models. They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD.
fervent steppe
#

oh so i wonder if you use that named property and you no longer have to create a shadowlod..because it creates one via the res lod?

#

lol would be nice to get some confirmation tho LOL

bleak tangle
#

It's weird, the Apex content is inconsistent when it is used. Like sometimes they'll have preferShadowVolume=0 and sbsource=visualex, and sometimes they'll still have shadow LODs in the model

fervent steppe
#

lol

#

eh lets use some ofp stuff here and some a3 stuff here

#

its a free for all lol

bleak tangle
#

Maybe they could be poked for more information about it. I don't understand why they'd dangle it in front of our face and then never mention it again

#

Here is the named properties and list of LODs for the directories I mentioned http://pastebin.com/xCDZ13Rs
I didn't filter out models without visualex though so the list is very long

fervent steppe
#

lol someone just posted in the model forum about aquiring fake passports hahahah

#

they are a team of professionals lol

bleak tangle
#
Slum_01_F.p3d
    Lod 6:    1e+013 Geometry
        prefershadowvolume=0
        sbsource=visualex
    Lod 7:    10010.0 ShadowVolume 10
    Lod 8:    10000.0 ShadowVolume 0

Shed_06_ruins_F.p3d //no shadow LODs
Lod 3:    1e+013 Geometry
    prefershadowvolume=0
    sbsource=visualex
#

¯_(ツ)_/¯

fervent steppe
#

weird

bleak tangle
#

They also don't all have prefershadowvolume, and you'd expect them to if that property actually did something here

fervent steppe
#

yea lol

bleak tangle
#

Oh and about occluders...
I took some images comparing before and after occluders on Chernarus. Running the debugging tool I'm using definitely hurts FPS a little, but it's still easy to compare before and after the geometric occluders
http://imgur.com/a/hkD0S

fervent steppe
#

oh yea i saw those! nice!

bleak tangle
#

It's tough to say how tangible the difference will be for gameplay, as in these situations I chose to look at a wall directly where I knew occluders would be

fervent steppe
#

hmm

bright kraken
#

open to criticism if anybody has any 😃

lavish mountain
#

Chrome does not have enough resources to display this page, (Kidding aside, looks good)

wraith tendon
#

i added some options 😄

bleak tangle
#

It's very pretty

fluid ocean
#

@bright kraken It looks good. But, I'm biased and I think that there are already too many M-4's ¯_(ツ)_/¯

bright kraken
#

Good job it's not an M4 then 😉

fervent steppe
#

ar-15

cinder pivot
#

@bleak tangle so you put the sbsource in geometry LOD? Or visual

bleak tangle
#

Geometry

cinder pivot
#

Buying arma documentation pls

#

Should I then leave shadowlod blank or not have one at all? I guess I can try both..

bleak tangle
#

Yeah I think anything would work. One day I'll test that and if preferShadowVolume does anything when using sbsource=visualex

cinder pivot
#

Sounds good

terse elm
#

@bright kraken is that the L129A1?

#

really nice job there!!!!

bright kraken
#

Yeah it is 😃 thanks!

pseudo elbow
#

I have

                minValue="-rad 10";
                maxValue="rad 130";
                angle0="0";
                angle1="rad 130";

values in CfgModels / Animations for my turret, how to I calculate minElev and maxElev for CfgVehicles turret config?

halcyon wren
#

Keep your model cfg at full DOF for each

#

then just limit it in config

#
                maxValue = "rad +360";

                angle0 = "rad -360";
                angle1 = "rad +360";```
#
maxElev  = 65; 
initElev = 0;
minTurn  = -132; 
maxTurn  = 132;
initTurn = 0;```
pseudo elbow
#

Aha, got it, thanks

#

I have my "pilotview" memory point under the vehicle yet in game camera is inside the vehicle, what could be wrong here? I have no unit animation proxies anywhere

#

I've got same values as in @halcyon wren example and my elevation controls are inverted, but turning are fine

#

I guess I can just invert maingun angle0 and angle1 values but I'd like to know why it happens

#

I'm also looking into MQ9 Reaper setup and its pretty much the same yet all controls are fine

terse elm
#

@rain karma what mod is it for? my milsim are desperate for someone to make one haha

smoky nimbus
#

@terse elm Fairly sure 3cb has one.

halcyon wren
#

I guess I can just invert maingun angle0 and angle1 values but I'd like to know why it happens
If you are using axis memory points, the order of vertices defines the rotation

#

CCW or CW depending

pseudo elbow
#

I do, how do I make sure I've got the right order? Select one point, then next one?

halcyon wren
#

Just select both and rotate by 180

#

For buildings this can be used to make the model.cfg better. just have one door rotation defined with 0 -> 120° (or whatever you pick)

#

and then just adjust the axis memory points to be upside down if the opening direction needs to be flipped

pseudo elbow
#

Thanks! It helped

#

I expected axis to be just a center between selection points and rotation direction defined purely in config

halcyon wren
#

if you use rotationX, rotationY and rotationZ instead of rotation, then the axis is fixed to this, and only the origin needs to be specified.

pseudo elbow
#

center and well... axis

halcyon wren
#

The origin is afaik always selection center/mean

quick terrace
#

it's based on vertex order - irc first added vert is center, the next is axis

halcyon wren
#

(if no origin is defined)

polar fiber
#

If the axis isn't a simple X/Y/Z-aligned axis you can also flip an axis by selecting points and scaling -1,-1,-1. Or selecting both points, opening the vertex properties (Shift+E), choose the vertex with the lower index number (first value on the left in the table), Press the "Create Selection" button to isolate that vertex and then cut and paste it back in to the model so that it now has a higher vertex index number than the other vert in the axis pair

pseudo elbow
#

I rotated them 180 by Y and it all works great now

pseudo elbow
#

Does sections order matters? I added "clan" and "clan_sign" into sections, clan selection disappeared and doesn't work when you're in vehicle while clan_sign did not. Just added these two into reaper's sections worked and both worked fine

bright kraken
#

@terse elm @smoky nimbus yes, we (3CB) do currently have an L129A1 in our weapons back, this one will replace that at some point in the future, probably not in the next hotfix, but sometime after that 😃

smoky nimbus
#

@bright kraken That's pretty amazing. Did you guys by any chance have a LAW 80 on the planning too? :p

bright kraken
#

its not something that's on the cards at the moment as far as I'm aware, can always be looked at/added to the backlog if we deem it something that's worthwhile.

smoky nimbus
#

It would fit the 1990s esque smocks that you guys brought out a while ago.

#

I don't mean to impose anything though :p

bright kraken
#

its cool haha, I'll add it to the list of things to be discussed 😃

terse elm
#

@bright kraken, good to hear, i just started work on a MATADOR

cinder pivot
#

All caps because its a big rocket launcher

terse elm
#

No it's all caps because MATADOR is an acronym

polar fiber
#

ASM

bright kraken
#

Very nice!

tacit shard
#

Does anyone know if im correct in this:
With the way proxies work If I am proxying an object in that has say 4 resolution lods and the model that proxies it has say 7 then If I was to place the proxy in res 1-4 but after 5 it doesnt proxy, would the object dissaper completely (This is what I want to happen as its furniture for a building that after a certain range will become irrelivant

stuck oyster
#

If theres no proxy in the last Lods they shouldnt load. So yes Id assume you are thinking it right.

woeful viper
#

what i've seen so far is that proxies switch res LOD independantly of visual LOD (based on their size mostly). Which is usefull (e.g. detailed Commander MG on tank can be reduced far earlier than tank itself). But if a res LOD has no proxy in it, it will not display the proxy at all.

cinder pivot
#

In practice the only interior I keep on building objects is the first LODs

#

Then no more proxies/interior objects unless they can be seen from farther

#

Not sure how useful that is but thats how I go at it

stuck oyster
#

👍 Seems like a good practice @cinder pivot

tacit shard
#

thanks for the info guys!

pseudo elbow
#

I have

memoryPointDriverOptics = "pilotview";

in vehicle console with pilotview memory point properly setup in the model yet driver's camera is always in [0,0,0] of the vehicle. What could be wrong?

stuck oyster
#

do you mean the first person view or the opticsview?

pseudo elbow
#

hm, good question, I indeed have driverForceOptics set to 1

#

I guess camera should be in memoryPointDriverOptics all the time then?

#

driverOpticsModel is set to ""

#

does it mean that since there is no optics it shows supposed first person view?

stuck oyster
#

no opticsmodel is just the overlay it slaps on the view

#

or wait

#

did it have to have empty optics model to work

#

worth to try I.

pseudo elbow
#

Checking other vehicles, optics model is set to "" as well

#

I also noticed that for a moment when you get into vehicle you see camera in correct position

#

Then it switches into [0,0,0]

stuck oyster
#

is there a driver/pilot proxy in there?

pseudo elbow
#

No

stuck oyster
#

that might also be a cause

pseudo elbow
#

Well its UAV, it should have no driver proxy

stuck oyster
#

it might be a engine requirement

#

otherwise it places the driver point of view in 0,0,0 I think

#

I think its the firegeo lod where it needs one at least

#

even a UAV has a pilot

#

its just not your regular unit

pseudo elbow
#

How can I have driver proxy without actually showing anything?

stuck oyster
#

in the firegeo lod

#

and also at least the default arma UAV operator character is invisible

wraith tendon
#

Wasn't there an LOD with ViewPilot (or ViewCargo if pilot not given)

pseudo elbow
#

Still can't figure it out

#

Checked Reaper model, it doesn't use pilotview memory point for driver too

#

original Pchela UAV model had pilot proxy but it ended up with you seeing yourself sitting in the air

wraith tendon
#
  1. Does the "driverview" point exist (in Memory iirc)?
    2.a Try to add another Point and name him "TestPoint" pls
    2.b modifiy the config to memoryPointDriverOptics = "TestPoint";
pseudo elbow
#

pilotview exists in memory lod, and confirms with selectionPosition tests, memoryPointDriverOptics set to "pilotview"

#

Tried another memory point, same result

#

I guess I'll have to add pilot proxy, but can I hide it so you couldn't see yourself?

pseudo elbow
#

Well, I'm still stuck, I either have:

  1. Camera at [0,0,0] if there is no crew proxy for driver
  2. Camera at eyes of driver crew proxy
    in all cases memoryPointDriverOptics is ignored
pseudo elbow
#

Maybe there is driver proxy that hides unit body? Or config value to hide it?

pseudo elbow
#

Had some progress, you must have driverOpticsModel defined to valid model otherwise you never can get into optics and memoryPointDriverOptics and driverForceOptics are simply ignored

stuck oyster
#

@pseudo elbow is your UAV for A3? all sides have invisible UAV_Driver/gunner unit that is palced in the vehicle and operates it

#

Also dont place proxies in view lods

#

just in the firegeometry lod

wraith tendon
#

A2

#

+Why no Proxys in View LOD? oO Makes no sense. If you are in the Cargo with somebody, you need to see him, or do i forgot something there?

stuck oyster
#

Oh A2.. Riight. Id guess there might not be a default UAV driver in there. But yeah I no proxies in viewlods since it is UAV (Unmanned...) so that whatever character is put in to run it does not show.

#

Or am I missing something obvious? 😮

wraith tendon
#

No Proxy -> Cam is at [0,0,0]

#

(modelcenter)

stuck oyster
#

proxy in firegeometry should solve that?

#

Or so I think anyways

wraith tendon
#

Doesn't make no real sense, tbh ^^

#

But: Arma - Everything is possible 😄

stuck oyster
#

For some reason I've been under the impression that its the firegeometry where the proxy is necessary. 😄 Could be wrong though.

wraith tendon
#

It is also necessary! Otherwise you couldn't hit the "Cargo"

#

But i believe it has nothing to do with the CamLocation

stuck oyster
#

alright-o.

#

then perhaps custom AI driver?

#

without visible lods

wraith tendon
#

I am pretty sure, the answer is: Banana.

#

Nah, i guess there is something i forgot and miss all the time 😄

cinder pivot
#

RoadWay lod is planes only correct?

white jay
#

can also be closed geometry

cinder pivot
#

seems to be working well 😄 thanks

bleak tangle
#

Nice. It definitely seems to be useful. My only issue with it is the "banding", and I just don't know if there is any additional performance cost

halcyon wren
#

If it casts from the resolution lod, then a performance hit is very likely.

cinder pivot
#

im not seeing any banding yet

quick terrace
#

no2 performance hit after section count is the shadow lod

#

svlod should be, in general under 3000 verts

#

so +1 on @halcyon wren

cinder pivot
#

well I will only be having 1 or 2 of these on map so I'm not too worried about big hits

#

but I'll keep it on notice

quick terrace
#

i am not talking about yourself here, i am giving free tips

#

what ones does with it doesn't really interests me anymore

#

😉

cinder pivot
#

😛 well thanks for the help either way

#

when did you notice banding on your tests?

#

was the sun at a certain point like right above?

quick terrace
#

you talking to me?

cinder pivot
#

yea

quick terrace
#

from my own experience with a proper SVLod you don't have that issue

#

and the basic 3 lods i always do is res lod 0, geo and svlod

#

i don't even open buldozer till then

bleak tangle
#

I would think visualex is better then visual

quick terrace
#

most likely yes

cinder pivot
#

thats what I am working with

quick terrace
#

as far as i know, visualex was meant to be a svlod replacement of sorts

#

as in, why the fuck does one needs a separate shadowlod for shadows

#

which is fair

cinder pivot
#

lol

quick terrace
#

the underbelly difference between the 2 eludes me in any case

cinder pivot
#

well thanks to you three for input and help as well 😃

#

back to Object builder dungeon

fervent steppe
#

Question is why do some models have visualex and a shadow lod lol

bleak tangle
#

Precisely

fervent steppe
#

I stole that from lappi 😂

bleak tangle
#

Who stole it from me 😛

fervent steppe
#

Bahahahhahah

bleak tangle
#

And I'm not sure who I stole it from

cinder pivot
#

someone else who ported it in from forza

#

😛

#

haha

fervent steppe
#

Is that a racing sim?

cinder pivot
#

yep, its where all the latest and greatest vehicles come into arma from

#

lol

woeful viper
#

wait, didnt BI release a dev log how they implemented shadow stuff from res LOD which does not cost as much performance as shadow LOD even, but is less precise (more blurry?) Or am i mixing things up?

fervent steppe
#

You mean the the latest and greatest are ripped into arma without permission

bleak tangle
#

https://dev.arma3.com/post/sitrep-00138

Our programmers have decided to make the lives of content creators easier, mainly for those creating new models. They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD.
#

I haven't seen anything about it other than this

fervent steppe
#

Ok so take buildings and place 30 down with the visualex vs 30 of the same with just the regular shadow lod?

#

And see if there is a difference in performance

bleak tangle
#

I guess

fervent steppe
#

I don't know how else to test is

quick terrace
#

@bleak tangle yeah that ended up...like nope

fervent steppe
#

Lol

quick terrace
#

@fervent steppe get some milk in the mix while you're at it

#

but yes +1

#

do ze test

fervent steppe
#

😂

#

I can probably try it tonight on a test Island

bleak tangle
#

I can't decide if they forgot about it, or if there is another reason behind why it hasn't been mentioned since. You'd think they'd go to extra lengths to promote something that "makes the lives of content creators easier"

fervent steppe
#

That's what you'd think 😂

#

But I think they like watching us suffer 👹

#

Theyre masochists

bleak tangle
#

This was in a sitrep 5 weeks later and might be what @woeful viper was referring to

One change in 1.56 is to disable stencil shadows in the Video Options, and to replace the lowest quality setting with lower quality shadow buffer shadows. Programming Lead Ondřej Martinák shines a light on this tweak: "Stencil shadows are still present in the game for certain objects (characters and vehicles). The reason is that they look better in some circumstances such as first-person view. We have removed the option to force stencil shadows for all objects as it didn't help performance nor quality (which it did in the past). This removal also allows us to automatically generate shadow LODs (using shadow maps) for objects. This lets us speed up building art production, and might help community terrain creators in a similar way."
quick terrace
#

did that happen so far?

#

doubt it

#

and fuck if the shadowlod is the time consumer thing, let's be honest about it

woeful viper
#

indeed, thats what i remembered

azure talon
#

alright

woeful viper
#

its like always with these new technologies... if you dont write it down immediately in biki or somewhere safe it's gone and forgotten

#

i resorted to preemptively update biki when it wasnt even in stable yet ^^

#

especially the little things

#

like "abs" for simple equations for example...

bleak tangle
#

I just have trouble wrapping my head around some of these things. Sometimes BI does a great job of documenting things. Other times we only learn of new things because of people breaking the EULA to get information

woeful viper
#

`do you have an example?

bleak tangle
#

Of what part of my statement?

woeful viper
#

the new feature that needs eula breaking for info?

bleak tangle
#

visualex

woeful viper
#

visualex, like, visual experimental?

bleak tangle
#

Someone else might have known about it, but I hadn't heard of it till I went looking through Apex content

quick terrace
#

yeah i guess that is what it stands for

woeful viper
#

because then it doesnt surprise me that they dont tell anyone

bleak tangle
#

So experimental that they included it on 500+ Apex models?

quick terrace
#

i sort of recently (last year) actually got what RVMAT actually stands for, i always assumed it was RV engine MATerial

woeful viper
#

ok, didnt know that

quick terrace
#

it isn't

woeful viper
#

(i meant the 500+ apex models)

quick terrace
#

it stands for RV Material & ATtributes

azure talon
#

Can you transalte in German ?

woeful viper
#

im sure germans can

quick terrace
#

let me put it this way: if you'd see the internal bi docs, you wouldn't be surprise stuff doesn't get moved over to public biki

bleak tangle
#

I'm sure T_D and ianbanks also have contributed a lot of information from "EULA breaking activities"

woeful viper
#

documentation (especially if its "just" for third parties) requires high discipline

#

"yeah i add it later" ... but then you always have stuff to do... and then you forget about it

quick terrace
#

yeah well, i have an active biki account, i think i have used it twice since 2007

#

so i know how that goes

woeful viper
#

see?

quick terrace
#

and once it was simply a mistake i corrected rather than write up a complete page by myself

#

haven't tried recently to search using biki engine, but i can only assume is just as bad as it used to, in the meantime i use google for that

woeful viper
#

yeah true that... then again, wikipedia itself will resort to google searching in future and bin their own search functionality from what ive heard

azure talon
#

Guys just a kick one, why are u so active on this chat ?

quick terrace
#

i heard about that 6 years ago

#

@azure talon lol, kick it

woeful viper
#

haha ok...

#

my money is on that the wiki search hasnt changed since 6 years either xD

azure talon
#

@quick terrace i beg your pardon ?

quick terrace
#

@azure talon you're pardoned

azure talon
#

@quick terrace should i be mercyful ?

bleak tangle
#

I don't think I've ever used the wikis search option, always filtering it with google

quick terrace
#

@azure talon oh lord please be

woeful viper
#

why are u so active on this chat
because we felt unobserved. Not anymore, as you have likely noticed...

halcyon wren
#

.rvmat - I wish the extension was correctly named .headache

#

Is there actually any other engine out there using the "specular map diffuse inverse" approach?

quick terrace
#

+1 please BI, stop thinking like engineers in this case, get some tech artists in, and figure out a way to make shaders work intuitively and across the board

#

@halcyon wren - not sure what you mean by diffuse inverse

#

ahh cock SMDI?

halcyon wren
#

its some sort of backward approach to mixing in the albedo

#

yeh

quick terrace
#

ahhh, not that i know of

#

the weirdest engine about these sort was/is cryengine if i am not mistaken

woeful viper
#

its all good, we have reyhard and kllrt now as tech artists^^

#

they will fix it 😛

#

<<no pressure

halcyon wren
#

Throw human suffering at the problem until solved? 😄

dense steeple
#

Is it possible to set a texture for an item model? (Might not make sense, give me a sec) ```SQF
class BH_Radio: Radio
{
displayName = "Radio";
count = 1;
class ItemInfo
{
allowedSlots[] = {701,801,901};
mass = 5;
scope = 0;
type = 620;
uniformModel = "\A3\Weapons_F\Items\Toolkit";
};
model = "\BH_Items\Models\Radio\Radio_1.p3d";
picture = "\BH_Items\Data\BH_Radio.paa";
descriptionShort = "Radio";
};

quick terrace
#

@woeful viper all kidding asside, they might (at least reyhard has a high chance to get some done), but surely not under the hood

#

i am pushing for that mag proxy for instance

#

@dense steeple only if you set hiddenSelections

#

in modelcfg

woeful viper
#

rhs infiltrated the HQ, ready to strike

quick terrace
#

not in config.h / bin etc

#

@woeful viper rhs has infiltrated BI since A2 times

woeful viper
#

*again

quick terrace
#

that ^

dense steeple
#

K, thanks for the help, I only do vehicles and other than that stick to scripting and terrain creation, I'm not the best with assets. 😛

wraith tendon
#

Since A2? Soo... why A3 not better yet? 😄

halcyon wren
#

Hah. Just be glad Futura never happened. 😄

wraith tendon
#

Oh my

quick terrace
#

@wraith tendon - i said BI not Arma....

wraith tendon
#

Thats sad

woeful viper
#

"not best with assetts" "only do vehicles" ... hm hm look look what we have here.

wraith tendon
#

A life'r 😄

woeful viper
#

already blocked from previous suspicious activity as well...

bleak tangle
#

I think fixing that kind of stuff is beyond their job description

quick terrace
#

it is yes ^

#

even for the new "intruders"

woeful viper
#

yeah maybe, but in smaller companies you do stuff according to your abilities often, not (just) necessarily what the paper says

wraith tendon
#

Most likely would endup with a complete rewrite

quick terrace
#

well, here's hoping for PBR in enfussion

halcyon wren
#

Careful what you wish for!

#

It may end up being PBR, but assbackwards. 😄

wraith tendon
#

hmm, i can't imagine having pbr in Arma ayntime

woeful viper
#

they would have to rework all textures and materials... not going to happen

#

even with lightupdate they struggle, due to inconsistencies between individual assetts

halcyon wren
#

Thats what they should do, yes.

wraith tendon
#

Yerp, that also

halcyon wren
#

But ever wondered what these weirdo scripts in texview were used for?

#

Black magic scripts to generate smdi and whatnot.

#

It was to .rvmatify all the OFP assets for OFP:Elite

quick terrace
#

ahh yeah

halcyon wren
#

Drag -> Drop -> What could go wrong

woeful viper
#

that explains a lot

quick terrace
#

the smdi thing is utter shit

#

diffuse to smdi

woeful viper
#

especially if you create it by filtering and inverting and whatnot the diffuse...

quick terrace
#

the o2 scripts on the other hand are pretty handy

#

some are actually really usefull for cleanups

halcyon wren
#

o2script for life!

wraith tendon
#

masochist

halcyon wren
#

Im still super sad that V3 script was removed from V4 (now Terrainbuilder)

woeful viper
#

never used o2script - any example use cases?

halcyon wren
#

mass file rename

wraith tendon
#

wut?

halcyon wren
#

But essentially it does everything O2 does

wraith tendon
#

Even Path?

halcyon wren
#

yeh

#

it also allows you to use shell

wraith tendon
#

Okay, i always did that with notepadd ++ 😄

#

or grepWin (when there was more then 2 files)

halcyon wren
#

"Oh no! We need to move all the gunner, driver, commander and crew proxies to the crew anim's pelvis bone position. And then move all crew anims back by this offset"

#

Basically my sanity depended on o2 script being up to the task.

wraith tendon
#

hmmmmm

halcyon wren
#

All this just so effin dogs could get into cars and not clip that horribly through the roof. Poor rex still has his ears outside in some cars. 😄

woeful viper
#

lol... i would have been like "fuck that dog..."

wraith tendon
#

I don't like where this convo is moving to

halcyon wren
#

But yeh, try O2Script. its a godsend. Syntax is basically sqs/sqf

wraith tendon
#

iirc it was sqs based (same as TB)

halcyon wren
#

It feels like an in-between thing. sqs syntax, but sqf functions.

wraith tendon
#

oh god, its inbred

woeful viper
#

good to know that there is an option when i discover that my custom namingschemes have failed me and i need to go back to cursed czenglish

wraith tendon
#

Thx to Arma, i am constantly confused if its called "Damage" or "Dammage"

halcyon wren
#

Speaking of unconfirmed file extension meanings.

My money is on:
.sqs = sequence script
.sqf = sequence functions

but I'm also kinda for "script queued statements/functions"

wraith tendon
#

StatusQuoFunction?

quick terrace
halcyon wren
#

In the end its problably half czech half slovak, like all of Arma1's art assets 😄

#

@woeful viper .bio2s can also handle mass selection renaming, (proxy repathing), etc

quick terrace
#

with some exceptions (muzzles and whatever else) most do run in english these days

woeful viper
#

but memorypoints and stuff not

halcyon wren
#

a great checkall.bio2s should be even with the tools and its a good tool to just see what your asset misses in o2 (extra UV sets, nonsense selection names, excessive section count)

quick terrace
#

some do, some don't

halcyon wren
#

I was under the impression that hardcoded selection names were gone with A3. Now you can config everything as needed.

quick terrace
#

@halcyon wren is there a place that develops on .bio2s?

woeful viper
#

it propably took me 10h to find what was causing me so much grief with my vehicles aiming improperly and having shit at wrong places....

#

memoryPointAim = "zamerny"; <- that little cunt

quick terrace
#

still some stuff is, like ejection ports and some other stuff

wraith tendon
#

@halcyon wren Some stuff should stay as it is. Don't make it harder for some scripter 😛

woeful viper
#

@halcyon wren yes for the most part. But you have to be extremely thourough (dissecting all base classes and chaning it) and i would not be susprised if there was still some forgotten hard coded functionality that still relies on fixed names...

#

@wraith tendon if you script stuff via such predetermined names you are not better than BIS (actually worse, because they changed it now) 😛

wraith tendon
#

I know, i am strange.

#

😄

woeful viper
#

i revoke your right to complain about BIS practices 😄

wraith tendon
#

Force me!

#

^^

#

But what i meant was: Naming parts the same, in every model (e.g. door_01 instead of door_front etc)

woeful viper
#

door_01 is very non-descriptive though. But yes, good naming schemes help, even for animations and config...

halcyon wren
#

is there a place that develops on .bio2s?

What do you mean?

quick terrace
#

as in more info about what i can do with it

bleak tangle
#

Mikero claimed that T_D understand its better than BIS

halcyon wren
#

Ooofff... its really a niche thing. Generally put: it is 1:1 O2, but without GUI

#

The comref should be in the tools installation. Browsing that alone will give you an idea about what it can do.

bleak tangle
#

There is a command reference and some example scripts in Arma 3 Tools\ObjectBuilder\O2Scripts

quick terrace
#

so in theory the commands are actually o2 commands

#

except unlike max/maya i don't have a sniffer

halcyon wren
#

Yes. Its a lot of O2 specific commans.

quick terrace
#

ahh shit, forgot about the comref

halcyon wren
#

/Steam/steamapps/common/Arma%203%20Tools/ObjectBuilder/O2Scripts/ComRef/comref.html

quick terrace
#

yeah yeah, i have use and actually edited some of these script for my own liking @bleak tangle

#

yeah yeah i remember it was a comref

#

nevermind nevermind

#

like for instance UV removal (that get copy pasted from one p3d to another like cancer)

halcyon wren
#

Yes. O2script would be the way to automate it.

#

You can just do it as drag-drop .bat

#

so its useful to integrate into automation pipeline

quick terrace
#

yeah, i started using these 3 months ago, created my own .bat to run multiple cleanups

#

we still need to figure out a way to get it into our server batch process some way

halcyon wren
#

p:\tools\oxygen\O2Script.exe P:\some\path\script.bio2s %1

The parameters can be accessed in o2script.

#

_this or this, not sure which one right now 😄

pseudo elbow
#

I have old A2 model and recompiled one from Sample Models, there should be transparent glass on laser marker station but on my model it appears as 100% black texture. Both models use identical paths to textures and materials, something must be wrong with the model, can somebody hint me?

#

Would could be wrong?

pseudo elbow
#

Tried inverting faces, sorting, different settings in face properties, debinarizing old A2 model to see what's there (seem to be identical to what I have), no result, still 100% black texture 🙄 🔫

white relic
pseudo elbow
#

Can I ask noob question? Say I have model.cfg for my model, with

    class Plane;
    class Pchela1T: Plane
    {
        isDiscrete=0;
        skeletonInherit="Plane";

in it. Question is: Where do I get this base Plane class? BinPBO seem to throw errors if I just reference it, I guess I supposed to have all these base classes like Plane defined somewhere?

halcyon wren
#

Thats a great question actually. It's different from config files.

#

model.cfg is like config space, but local to your project folder (which is normally P:\ and specified in binarize/binmake/cfgconvert)

#

the model.cfg can be anywhere in the folder structure, and if it is higher up, it is ready to be referenced

#

so for example for my characters I have

P:\myProject\model.cfg

This contains the OFP2Man skeleton and cfgModels definition for characters

then in P:\myProject\some\folder\path\characters\model.cfg I just do this:

{
    class myProject_characterbase;
    class myProject_myDude1 : myProject_characterbase {};
    class myProject_myVest1 : myProject_characterbase {};```

Same for vehicles and anything really that needs model.cfg files.
wispy orchid
#

@pseudo elbow on the black texture issue, is the glass maybe part of a selection that is defined as hiddenselection in config.cpp and overwritten there?

#

on the model.cfg, I have no idea where to get the Plane model and skeleton config from. Maybe use the a2 sample model.cfg and extract it from there? I only transplanted 'Rotation' yet, that worked fine

pseudo elbow
#

@halcyon wren Where can I extract these base model.cfg's from?

#

@wispy orchid setObjectTexture [0, ""] leaves out glass part

halcyon wren
#

The APL released A2 sources should contain all you'd need.

pseudo elbow
#

Where transparency is usually defined? Material? Texture? Some model settings?

halcyon wren
#

Transparency is entirely a texture thing.

#

HOWEVER

wispy orchid
#

what's the name of the texture? _ca is transparent, _co hopefully not

halcyon wren
#

If the model face was binarized with a 1bit alpha texture, it will always only do 1bit alpha.

#

1bit alpha = _co
8bit alpha = _ca

wispy orchid
#

for the inverse situation for removing transparency from a vehicle camo, I had some success with changing face order (move to top) on the model. Not sure if that may help here or not

pseudo elbow
#

ca\air2\pchela1t\data\pchela1t_alpha_ca.paa

halcyon wren
#

The face order is an issue, too. The alpha bug very much still exists. Always adjust your alpha surfaces to the top in inverse order that they are seen.

#

the .rvmat can help here too with forcing specific draw passes (7 in total exist, iirc) But draw passes and all that are very seldom an issue with vehicles.

pseudo elbow
#

I tried setting procedural half-transparent texture and faces now appear transparent in game

#

What I wonder is why old A2 model uses exactly the same texture and appears transparent in game, my changed model also appears properly transparent in buldozer, yet black in game

halcyon wren
#

check the .rpt for missing files. could be the .paa or .rvmat are missing

pseudo elbow
#

Nope, no errors

#

So for BinPBO to see all inheriting model.cfg's I can pretty much just copy entire APL into root of P drive?

#

So instead of using that 50% transparent texture I just used procedural one

#

Is this a good practice to use procedural textures on models?

#

Used #(argb,8,8,3)color(0,0,0,0.5)

zenith crescent
#

Any recommendations for finding the coordinates (model coordinates) at a specific point on a vanilla object? I know how to find them in-game. Any tools outside of the game that can help?

bleak tangle
zenith crescent
#

Not looking for an existing memory point position - looking to find a position so I can use it in a script

#

For instance, would like to find the exact positions of the ends of the train tracks

#

been using the lineIntersectsSurface function in-game to find the model positions I want, but it's kind of tedious.

bleak tangle
#

Oh sorry, I misunderstood. Is this for Tanoa train tracks? If so, that seems like the best way. You might be able to use them bounding box edge for some, but that's probably too inconsistent to use universally

zenith crescent
timber cobalt
#

Hi guys.
What am I missing when my proxy pilot isn't showing?
All I see is an empty seat. This is the proxy I try to use(have tried several).
proxy:a3\data_f\proxies\pilot_heli_attack_01\pilot

bleak tangle
#

It isn't showing up in buldozer or in game?

timber cobalt
#

ingame

timber cobalt
#

found it. Got help from HorribleGoat 😁

cinder pivot
#

why do house objects need a physX lod?

#

im looking at BI samples and the physx is more complex then the geometry, I thought it was supposed to be the other way around

bleak tangle
#

I personally don't think they need a PhysX LOD, but I'd be interested to hear other's opinions. PhysX collisions are supposed to be more "realistic", but are computationally more expensive, so I'm not sure what benefit there is for having it on static objects like buildings. I think it makes sense on objects vehicles might drive into (signs, vegetation, etc)

halcyon wren
#

The point of the PX lod is to have it as an exceptionally simple geo lod used explicitly for physics simulation.

#

Characters are not physX, so collisions between Units and Buildings uses the GEO lod. Vehicle <-> Vehicle collisons will use PX lod if available, otherwise fall back onto Geo lod

#

PX lods in buildings is indeed strange, but it may be purely so that Vehicles <-> building collisions are fine. however I doubt that PX <-> nonPX objects can interact using the nonPX's PX lod. However, it could be possible. 😄

lavish mountain
#

Just out of curiocity, are the helicopter and airplane physics done by Physx?

bleak tangle
#

BIS is inconsistent with how often they use PhysX LODs on buildings

halcyon wren
#

Not necessarily unintended.

#

If PX and Geo lod would be 1:1, no need to duplicate the geo lod into PX lod

foggy finch
#

iirc structures need px lod, else stuff like nades will go through

bleak tangle
#

Those collide with normal geometry

halcyon wren
#

It should do that. The special geo lods all fall back onto GEO lod if they dont exist. I.e if you have no view geo lod, then regular geo lod is used for the purpose of view geo simulation.

bleak tangle
#

I believe it's that grenades are PhysX objects, so they can collide with both

foggy finch
#

could be something like that, been a while since i went into the guts of it

#

I just generally give my stuff full sets of lods

bleak tangle
#

No Apex vegetation has a PhysX LOD, and 168/907 structures have a PhysX LOD

cinder pivot
#

I just tested with no PhysX LOD and grenades work fine

#

also crashing into it works fine

#

odd

bleak tangle
#

Yeah that's expected

cinder pivot
#

well I guess i'll go without one

#

until I know why its needed haha

foggy finch
#

since physx calculations are more computationally expensive, it makes sense to have a physx lod. a much more simple version of the geometry lod, else the engine will fall back to the geometry lod, which is more complex if the px lod is not present

cinder pivot
#

yea but I am looking at the samples for houses and its the opposite, the physX lod is more detailed

foggy finch
#

no idea, I was generalising ^^ 😃

cinder pivot
#

yea I know, but its just BI being BI or im not really sure

foggy finch
#

or those samples need updated

halcyon wren
#

Perhaps the samples are really just working bases to learn from, and not a demo of best practises.

umbral plume
#

yeah I still can't figure out how to get my car to react to water without floating.....

#

looked at the sample as best I could

cinder pivot
#

gah now I can't get that fire inside building muffle

bleak tangle
#

Probably not using the correct texture on the roadway LOD

cinder pivot
#

I didn't know there was a difference lol

#

ill take a look, thanks

fervent steppe
#

Check the textures in a3/data_f/surfaces I believe is the path

cinder pivot
#

yep, got it working 😄 thanks both

wispy orchid
#

the gear action menu entry for a CH-53 helicopter is not showing up in Unsung. The source = gear is used in model.cfg and the 'gear' animation in buldozer works. Any ideas what might be wrong?

polar fiber
#

Does it have gearRetracting = 1;?

wispy orchid
#

no, isn't that a config.cpp thing?

#

@polar fiber right on the money, works great, thanks!

runic iris
#

Anyone have experience with planes? My plane slows down extremely slowly and I cant figure out how to change any sort of brake coefficient or anything similar

pseudo elbow
#

How important texHeaders.bin is? At the moment I compile my addon with BinPBO and then simply take .p3d model from it and recompile addon my own way

wraith tendon
#

afaik its been generate automaticly (but: Is it even used)

pseudo elbow
#

For some reason BinPBO doesn't see p: drive, reboot didn't help, admin rights didn't help
Found few threads on forums, no definitive solution (other than to keep creating p drive)
Anybody experienced anything similar?

cinder pivot
#

So it only is seen when creating the drive for the first time?

pseudo elbow
#

No, it never sees it

#

It just suddenly stopped while I was changing source directory

#

When I press "Select" there is no drive in the list

cinder pivot
#

Have you tried the mirrored folder?

#

Im not sure if that would work but its worth a shot, past reinstall binpbo, but why are you using that and not like pboproject?

pseudo elbow
#

You mean directory that is binded to p drive?

#

Yes it works just fine

#

I'm building for OA

fervent steppe
#

Pboproject works for everything from ofp-vbs

fervent steppe
#

I think the single most important thing about pboproject is that unlike binpbo/addonmaker it will not let you build a pbo if there are any errors. So that means less time pulling your hair out and more time doing other stuff 😀

wispy orchid
#

but for the painful first week(s) where you hunt down all the missing files and such 😃

#

anyway, agreed, it's a great tool that is very useful!

bleak tangle
#

@cunning temple You can just change the path for the texture and leave the RVMAT pointing to CUP.

cunning temple
#

@bleak tangle Thanks for the reply! Was hoping it would be like that, but just wanted to make sure before changing a load of signs. Then finding out it was wrong lol

wispy orchid
#

what might be the reason for the tail rotor of a helicopter getting damaged after a few spins? It happens on the Unsung CH-54. I moved the geo lod to edit lod, still gets damaged. I moved the mala vrtule* selections 1 meter to the side, still gets stuck

cinder pivot
#

+1 to what @M1lkm8n#8907 said, I love pboprojects error catching, at first it is maddening but it helps a lot. @pseudo elbow I would give it a try if possible

bleak tangle
#

I don't know if that's viable for packing A2 addons. It would very likely use an incompatible P3D format

#

Hmm, but changing the engine selected in pboProject would probably solve that 🤦

polar fiber
#

there's a settings option for building Arrowhead .pbos. I assume it automatically tells BinMake to set rules for Type 50-60-odd ODOL (or whatever the last A2 .p3d format was)

fervent steppe
#

^^

white relic
#

guys is it possible to create gps on one of displays inside car ? just like camera views in some vehicles ? ( not static but working just like map )

polar fiber
#

in the model itself? not really

#

Some plane addons have map displays, but they only work on specific islands and don't show small detail necessary for roads etc. on gps

#

You can configure cars to have a GPS UI display though

white relic
#

ok thx

hard flume
#

I think I saw this in a video but can't seem to find it again or find it on the BI pages. In OB, how do you show the primary layer while working in the other layers, like geo? Thanks.

quick terrace
#

ob has no layer, it has lods

#

in the options you can set that

wraith tendon
#

But you can have the Yellow Lines of another LOD

stuck oyster
#

Was it right mouse click on LODs and theres a show this as background or something like that?

wraith tendon
#

Yeah, something like that

quick terrace
#

if i hear layers again...

reef jewel
#

layers

stuck oyster
#

All these layers and I just woke up. Got confused.. 😝

oblique vapor
#

Can anyone give me back the RV Quixel preset please ? I've lost it >.>

oblique vapor
#

Thanks ♥

rotund laurel
bright kraken
#

I assume there is no way that that preset/info could be used to help with stuff in/or from SP?

oak lintel
#

Guys, need a building more as a geometry for servers?
when i die on a building in the editor is all fine. But i fall on the Server to the terrain ground.
Helicopter Exploded is ok and dont glitch to the ground. only a player after die

ocean oyster
#

Yo guys i'm new to addon making and model making in general and I wonder if anyone could help me out on this error I keep getting in pbo project " @liferp\addons\liferp_speedbump\liferp_speedbump.p3d: error P3D: unknown odol format " This happens whenever I try to pack my map but I assume it's a model error. If anyone can help me out if would be great.

quick terrace
#

the problem lies here:
@liferp

lavish mountain
#

HAhahahahahaahhaa

bright kraken
foggy finch
#

nice scopes

polar jackal
#

I better hurry up animating the thing 😛

hard flume
#

Thanks for the info and calibration.

hard flume
#

So I found the options and turned on View background LOD but nothing seems to have changed.

cinder pivot
#

It should show the res 0 or 1 lod in split view only, not 3d view @hard flume

hard flume
#

ah, there it is. thank you! is there any way to chagne the color?

cinder pivot
#

From the yellow? Im not sure on that myself, sorry

hard flume
#

yes. that's ok, thanks.

#

is there a way to change the background color from white to something else?

wraith tendon
#

check the O2 settings, if it isn't in there -> Then not

polar fiber
#

I think you can change the viewport background colour in the View menu somewhere

hard flume
#

figured it out. File-Options-Backgourn color (duh!!!!) Thanks!!!

#

then restart the program to take affect

#

@cinder pivot going under File-Options and selecting View bgrnd LOD in 3D Preview put the yellow lines in the 3D window.

weary karma
#

Hello guys! I am pretty new to Arma modding. I tried to port Lee Enfield from Arma 2 to Arma 3. I set proxies (i think they are somewhat wrong but working), configured rvmats etc. I got it working in game but i have problems. First one is, i can see muzzle flash with weapons model, second one is when shooting bolt doesnt move (is it correct word for it i dont know) . Sorry for bad English and really looking for help from you guys!

outer condor
#

@weary karma best join the CUP discord for this specific model

#

Complete overview of Arma 3 models with PhysX LOD or not:
https://docs.google.com/spreadsheets/d/1aYlD8ZOF7VEVllPsXeG-7EHDMRw0HkfTFw88eaoCUig/edit#gid=0

is there some consensus when an object, vegetation (tree, bush) and house is to have a PhysX LOD?

ie: most tress have one for A3, but none in APEX

Google Docs

Sheet1 p:\ a3\ soft_f\ MRAP_02\ MRAP_02_unarmed_F. p3d, Lod 5:, 4e+ 013 physx p:\ a3\ soft_f\ MRAP_02\ Damage_lod1_F. p3d p:\ a3\ soft_f\ MRAP_02\ MRAP_02_hmg_F. p3d, Lod 5:, 4e+ 013 physx p:\ a3\ soft_f\ MRAP_02\ View_F. p3d p:\ a3\ soft_f\ MRAP_02\ MRAP_02_gmg_F. p3d, Lod 5:, 4e+ 013 phys...

weary karma
#

I think its about model.cfg, and i dont know how to write model.cfg. Is Arma 3 samples any help ?

hollow fulcrum
#

@outer condor huh, that is interesting regarding the trees and APEX (i honestly haven't looked at vegetation in APEX. i would have assumed almost all structrures/trees and the like would have them.). In general if you're going to be tossing nades inside a structure, it needs a physxLod (couple other reasons, but thats a big one.). If it's non-enterable, then chances are much higher it's not needed.

I'll have to look at APEX vegetation foo later, cuz now I'm curious how that works regarding collision. (perhaps the engine is substituting geoLod on those? hrmm..)

#

@weary karma if you're going to be tinkering with things, it is highly recommended you take a good look at the samples. they are fairly robust these days, and generally have proper config layouts.

outer condor
#

@hollow fulcrum my understanding was that you need a PhysX LOD for proper PhysX vs PhysX interaction (grenade as you mentioned, but also vehicles, and thus objects, vegetation, buildings)

hollow fulcrum
#

that is how i understand it.

cinder pivot
#

I dont understand though, I tested grenades in a building w/o physx and they worked fine

#

Maybe there is better simulation if it had physx?

hollow fulcrum
#

it is possible it rolls back to the basic simulation i suppose. that would be 'new' to me. but not outside the realm of possibilities i suppose. i wouldn't say im up-to-date as it were. they be doing lots of things these days.

#

not hard to test either way.

cinder pivot
#

Yea its odd, it bouced off walls, down stairs fine

#

But who knows

hollow fulcrum
#

might be LOD substitution though, the engine does that a fair bit already. which would also make sense with tress.

cinder pivot
#

Yea that could be true as well

hollow fulcrum
#

ie.. it's taking the geoLod and using it. like it will take the resLod for shadows and so on..

#

i'll have to look this evening. (getting stares from the woman currently ... back to work i must go.) 👀

cinder pivot
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☕️

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Lol

bleak tangle
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Hmm I never thought to check if they added only added PhysX to buildings that are enterable. If no PhysX LODs is present then it should use the normal geometry. Maybe the grenade collisions with normal geometry are bad in comparison to the PhysX collisions. Guess I'll have to play around with it later

white jay
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maybe player ragdolls have to do with it too

hollow fulcrum
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that is certainly physx based. there are a few things that have to be looked at, but you can fairly safely classify it as enterable/non-enterable foo for the most part.

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pretty sure ragdoll goes stupid without proper physxLods. (you die inside the bounds of the structure or wuteva)

white jay
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@bleak tangle iirc there is a function provided by BI to check if a building is entrable

polar fiber
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There's a fair amount of unused prototyping stuff in the A3 models. Perhaps at one point it was just necessary to have a PhysX LOD and the engine would not substitute to Geometry for calculations

hollow fulcrum
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this seems like the most logical scenario to me. certainly accounts for most things.

polar fiber
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The other is that there may just be no further mesh optimisation potential to make the PhysX LOD discernable different to the Geo on the Apex stuff. They are supposed to be even more simple than the standard Geometry after all, but if Geo is as optimised as possible without borking some PhysX collisions, there's not much point to moving it to another LOD

bleak tangle
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I'm not sure if I know why you mean. If they were the exact same, wouldn't only using a geometry LOD result in you not having PhysX collisions at all with that object? The thing I want to know is if there is logic behind not using a PhysX LOD in some cases, or if it was just restricted by time

hollow fulcrum
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Sure, the logic simply revolves around phsyx interaction. if it's not required (think small closed shack), then I would not expect them to be there. that being said, it seems to me something else has changed since beta/initial release. which seemingly indicates some LOD substitution, and i would expect that to be 'class' based at the engine level. which in practice, if true, would seemingly negate the need for those now on particular 'classes' of foo.

polar fiber
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Well that's based on the observation made above that buildings etc. seem to do PhysX collision with objects like grenades regardless of whether they have their on PhysX LOD themselves

hollow fulcrum
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(needs testing, honestly)

polar fiber
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I know for vehicles, things wont collide unless they're part of PhysX though

bleak tangle
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Well I don't think grenade's colliding with normal geometry is a "PhysX" collision. My understanding was that there are normal collisions and then there are PhysX collisions. PhysX collisions would be more "accurate", but computationally more expensive.

hollow fulcrum
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this is true @bleak tangle

bleak tangle
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I could be wrong though. What I'll test later is if grenades act differently when colliding with a building with/without PhysX. My guess is that grenades tend to just "drop" when they collide with normal geometry, but would carry a more expected trajectory when colliding with PhysX.

hollow fulcrum
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that is how it worked previously.

bleak tangle
hollow fulcrum
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it is really a matter of determining what is going to be going up against what (class vs. class), and what is the desired effect. it would be nice to generalize it all, but it just doesn't work out that way. as there are a few edge cases as it were, outside of enterable/non-enterable.

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but if nades are actually bouncing down stairs and the like without physx lods, or bouncing off trees ... that makes me wonder about LOD play.

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again though, ragdoll as @white jay mentioned, is for sure a thing.