#arma3_model

1 messages · Page 85 of 1

median bough
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😂

foggy finch
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lol

lavish mountain
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@wraith tendon @wraith tendon @wraith tendon @wraith tendon Can I have that too? Please?

median bough
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you did it wrong... it has to be:
knock, knock, knock @wraith tendon ?
knock, knock, knock @wraith tendon ?
knock, knock, knock @wraith tendon ?

wraith tendon
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@lavish mountain @lavish mountain @lavish mountain @lavish mountain @lavish mountain @lavish mountain You already have a Flat Land and the fear of German during Football season 😄

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So, now. gl hf. me is out

stuck oyster
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lOL

median bough
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the OCD guy is gone 😉

heavy grail
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now you're stuck with me... DUN DUN DUUUUUUN

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nah I got shit to do, you're good...

median bough
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you can't be worse... IMPOSSIBRU

lavish mountain
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Well you got Aspergers here soo...

heavy grail
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and besides, Kllrt's being a meanie so i'm going to sulk

stuck oyster
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@heavy grail recommending 🚽

median bough
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what about Kllrt?

heavy grail
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HE RESPONDED TO MY MESSAGE WITH "K"

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WHO TF DOES THAT?!

median bough
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haha 😄

heavy grail
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OH THE HUMANATEEE

stuck oyster
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k

median bough
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kk

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😛

heavy grail
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4Q m8 4Q!!

median bough
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😂

heavy grail
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okay i'll admit i did adoringly call him gay

median bough
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rly? 😄

heavy grail
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yeh

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it's just me if i want to say hi to someone in my own little way I'll say [name]'s gay

median bough
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k

heavy grail
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@stuck oyster's gay

stuck oyster
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k

heavy grail
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M

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BITCH

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L

lavish mountain
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grabs 🍿

heavy grail
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mmmm popcorn

lavish mountain
woeful viper
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yes, i know, its a non-relevant-for-arma sign

lavish mountain
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It is since I am still modeling it for arma

heavy grail
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Lawl, could it be a light fixture?

woeful viper
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well the sign says you shouldnt. Ignoring conventions is punishable by death, as is common knowledge

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but seriously... just make something up that fits? A small desk and done. beeing too anal about such details just slows you down unnecessarily.

fervent steppe
#

Can a turret be triggered to fire on an animation? Like open a door....machine gun goes off?

lavish mountain
#

Is that for the earlier discussed shed? You absolute legend...

woeful viper
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i think only if you put AI in it and script it to fire

stuck oyster
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^^

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firing always needs someone to be there to pull the trigger.

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in Arma that is.

lavish mountain
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Ill ask my favourite scripter as soon as the arma session is over...

heavy grail
woeful viper
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"Made by anonymous" ah so thats your real name... got you!

pseudo elbow
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Its purple, not pink

cinder pivot
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What did I miss

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Lol

woeful viper
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bored people talking sums it up

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(or rather procrastinating)

heavy grail
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autistic screeching

woeful viper
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and that, yes

cinder pivot
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anyone know if you can change the tread type for vehicles?

woeful viper
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? whats that supposed to mean

lavish mountain
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? is a question mark which means that the sentence he put down is a question... 😛

oak lintel
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guys, what is the max polygon for a car?

polar fiber
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I would stick under 20k-30k

oak lintel
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not more? uhmmm

woeful viper
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less then what you imported? hm too bad

polar fiber
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Well probably the most detailed one in the game is the Apex Jeep thing

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and that's below 33k

cinder pivot
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@woeful viper Like how you define the memory points for the treads of a tank or wheels to appear on roads

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wondering if you can change those or if they are hardcoded in the engine

woeful viper
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you mean the texture that appears on the ground

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i have not seen a function to change that yet, but i havent looked too deeply into particles. They are just sprites after all

cinder pivot
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Yessir, Ill see if its a thing

fervent steppe
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@lavish mountain 😂😂😂😂

cinder pivot
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If I can change it or not will be the test, but it would be interesting to see if I can have a tread texture and a wheel on the same vehicle

lavish mountain
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After over 15 hours on my previous couch which still needs to be converted to quads I got me someone who offered to do the last remaining couch... something I hated to think about since last Sunday...

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15 hours on a simple couch, how hard can it be...

cinder pivot
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as hard as a couch with no pillows

zinc thistle
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Is this a common problem??
I have this two selections to simulate a glowing jet turbine exausts, but instead of just hide/unhide, it gets smaller and near the center mass of the vehicle.
I had the same problem yesterday but it was corrected after I closed and reopened arma tools

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All my selections and memeory points are correctly positioned

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memory*

wraith tendon
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Check your assigned NamedSelections

zinc thistle
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the glowing exaust is named motor_on

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class Motor_on
{
type = "hide";
source = "rpm";
selection = "motor_on";
minValue = 1;
maxValue = 0;
};

wraith tendon
#

doubleCheck your model Selections

zinc thistle
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should I search for what?

wraith tendon
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Dscha - Today at 7:28 AM
Check your assigned NamedSelections

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If you only got that selected, that needs to be hidden

zinc thistle
wraith tendon
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All

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Not only that one

zinc thistle
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there's nothing else defined as "motor_on"

wraith tendon
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...

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ALL of them

zinc thistle
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I just want the Motor_on selection to be hiden

wraith tendon
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i give up

zinc thistle
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what do you mean be check my selections?

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by*

wraith tendon
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Last time: Check your NamedSelections... ALL of them! Prolly some of them select the motor_on stuff...

zinc thistle
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just checked again, the only vertice group named "Motor_on" inside NamedSelections is the one I want to be hiden when engine is off and unhiden when engine is on

wraith tendon
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ö n hxfhxdgfh

zinc thistle
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?

woeful viper
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the selection to be hidden must not be connected to other geometry

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also, that makes 3fiddy for service calls outside of regular contact hours

wraith tendon
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Haven't had my Latte yet, soo... another 100% Priceraise

zinc thistle
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"that makes 3fiddy for service calls outside of regular contact hours" how do you know my time zone?

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lol

wraith tendon
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Its our timezone 😄

zinc thistle
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what time is it at your country?

wraith tendon
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Yes.

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The time you asked, was ~7:40

zinc thistle
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5am here in Rio

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So, I give up for today, time to go to work

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thanks guys!

cinder pivot
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No

wraith tendon
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@zinc thistle Just doublecheck your stuff again, if something from the selection motor_on is selected by any other NamedSelection

cinder pivot
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@zinc thistle copy the named selection motor on then paste it so its a new seperate object then redifine it

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Profit

zinc thistle
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@wraith tendon now I know what you mean! Each "motor", was also selected as rotor_l and rotor_r to give a spinning effect. So It had Motor_on selection to hide/unhide and rotor_r/rotor_l to spin

wraith tendon
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Yep, there is your problem 😄

zinc thistle
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@cinder pivot It's already separated, problem solved

cinder pivot
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Okie dokie

zinc thistle
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despite the mislocated "hiden" effect I really liked that flickering effect for the glowing exaust

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So I can't give different NamedSelections for the same object and then apply diferent animations on it?

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I gotta go now

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Thanks for the help!

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Good morning!

wraith tendon
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@zinc thistle Depends on

rotund lodge
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Hey guys, with creating a custom weapon how do I configure it to shoot in a location? (Don't think that is worded right) Seeming I'm trying to create an Axe that shoots invisible ammo (Which I have done so far), but it shoots sideways not infront of where you are looking, I assume I define an area within the model and configure it or no?

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(Sorry for bad explination not very good at it :/)

heavy grail
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Its defined in the memory LOD with usti hlavne and konec hlavne points if I remember rightly

rotund lodge
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okay thanks I will give it a try tomorrow 😃

outer condor
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is model mass still relevant for PhysX? specifically for driving over bushes and trees?

wraith tendon
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Yep

heavy grail
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looks impressive af! :D
the awkward moment when you try to make stalagmite and it becomes awkwardly phallic looking...

stuck oyster
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Freudian slip? @heavy grail

lavish mountain
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Stalagmawhat

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off to google

heavy grail
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c'mon, i know i've not had any in 21 years but for my Zbrush work to become phallic because of it? XD

lavish mountain
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back okay it makes sense now... What can I say... what the heart is full of you will express...

heavy grail
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like... if it looked like caffeine, maybe, but phallic? nooo

tacit shard
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Does anyone know what the proper way to do layers with LODs is in 3ds max? In blender I would but each LOD on a seperate layer and then using the ARMA toolbox to designate the object on that layer as the correct LOD. However the only 3ds Max layers Ive seen is still on the same 'layer' as in while you can hide the objects in said layer, you cant just select a layer and only the objects in that layer are viewable/editable like blender. Also if that is the only way, would exporting just be export as fbx but only export selected object?

Any 3DS Max -> ARMA guides would be much appreciated! thanks

woeful viper
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i export LOD one by one. simple as that

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(using 3ds so i dont have to copy past shit like on fbx import in OB)

tacit shard
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ok thanks

heavy grail
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Me: I want to make a fully detailed eye from the ground up in max
Me, an hour into modelling said eye: Who's idea was this?

lavish mountain
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It depends

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A perfect eye is simple to make

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I can do such in about 15 minutes in NURBS

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its the imperfections that are hard

heavy grail
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but i'm using poly's and splines because i'm feeling extra insane today

woeful viper
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im very good at using the sphere primitive...

heavy grail
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should Spherify a box X3, UV's better

woeful viper
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too advanced

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so do you want to make a sauron tower or why would you need such a detailed eye? 😄

heavy grail
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eyes from photos gets inconsistent results

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so i mekk one from scratch and bake it 😄

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that way the specularity is based on the influence of how big/strong the flecks of tissue in the eye is

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it'll make sense when it comes together, shush

polar fiber
lavish mountain
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Okay I am taking my 15 minutes in nurbs back with those details

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I have learnt to love imperfections... perfection is too synthetic... also an eye tells a lot about a person and his/her lifestyle...

heavy grail
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@polar fiber setting more unrealistic body expectations... sheesh i dont know...

that's truuu but for a game... 😛

polar fiber
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Hah, wasn't crit really. I was just having a look at that photo on my HDD to compare the fibrous tissue detail in the iris, and noticed how my eyes aren't round 😦

heavy grail
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haha, i didn't take it as crit man, i was playing along 😃

it could be a parralax effect maybe?

pseudo elbow
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Working on Mi-24 model fixes, I wonder if its possible to create proper holographic sights for pilot in OA

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I guess you need to make a long tube with crosshair texture in the end and special transparent materal on sides to display over the crosshair texture if you move camera to the side

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I wonder if this is technically possible in OA or maybe explained\documented somewhere?

bleak tangle
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I'm a bit confused by some of the tweaks they made to the AS and ADS textures, and it also looks like they have converted a bunch of textures to use ADSHQ. They tweaked some _co textures to have "darker" interiors, but I haven't checked for any RVMAT changes though.
It definitely looks like rebaked some things (e.g. https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=36435a6c-edad-11e6-8b75-0edaf8f81e27), but some other AS textures were just a color adjustment like moving the "middle gray" point.
Here is a full comparison of a few of the i_Shed_ind ADS and textures:
All channels: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=2020afa6-eda2-11e6-8b75-0edaf8f81e27
Green: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=eaa7d5f2-eda1-11e6-8b75-0edaf8f81e27
Blue: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=010f4fb4-eda2-11e6-8b75-0edaf8f81e27

MC: https://cdn.knightlab.com/libs/juxtapose/latest/embed/index.html?uid=be5e2c84-edac-11e6-8b75-0edaf8f81e27

I don't have a process to automate uploading and creating the slider comparison images, so I have to do it manually for the time being. If people have specific ones they want to see a comparison of I'd be willing to do it. For now atleast I put all of the side by side comparisons on my Google Drive here: https://drive.google.com/open?id=0BwA-UohiwA7CNHFqSF9tWGxYRm8

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I have comparisons for the Apex building textures, but not really sure if I should be posting those.

cinder pivot
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the selections for bags are where they move with the body correct?

cinder pivot
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ah, anyone have any tips for applying weights to a bag in arma 3? cant get it to go where I want it

cinder pivot
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Trail and error boys

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I did it

white jay
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Hi all!
I'm actually stuck on something basic, but can't seem to understand what I'm doing wrong...
In a certain lighting (from a certain angle), my walls seem to have these lines across, even though they are just straight boxes...
Any experienced lad in here willing to take a look and help me figure out why, would be mostly appreciated.
http://prnt.sc/e605in
(btw: If i disable shaders ingame, or just turn them to low, the lines disappear)

fervent steppe
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Does it happen in game or just in bulldozer?

white jay
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In both really...

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And has been confirmed by a friend on his machine. (bulldozer only)

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the weird thing is, when I open sample objects or MLODs available on armaholic, the issue isn't there.

fervent steppe
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Take a look at the geolod properties. Maybe there's a named property you need but don't have in there.

white jay
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It's kinda painful, as I'm pretty far in the process and have been ignoring this, thinking it was just another weird OB quirkc

fervent steppe
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And do you have a shadow lod?
I know that if the shadow lod protrudes from the main resolution lod it can cause weird effects in game. But I'm not sure if that would happen In bulldozer too

white jay
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The only thing I did to reproduce was open OB, import .obj and start bulldozer. I went on and testen indeed by removing all LOD's except res from the BIS house sample... Not the same issue

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tried both empty, valid and no shadowlod, no difference 😦

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That's what I'm not getting, I initially thought it was just a matter of missing LODs, but am clueless now. willing to send you my 3DS savefile as wel as .obj if you wanted to verify, no need to tho... it's just frustrating...

fervent steppe
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That's weird. I had it happen to me once on a building but i had the shadow lod sticking out passed the main resolution lod

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I'd look at it but I'm not at my computer.

white jay
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tried that, I followed BIS guidelines on making the shadowLOD, w/o difference, willing to try again if you say it could be.

fervent steppe
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And you did binarize your object into a pbo to test it right?

white jay
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I'll try adding GEO and shadow-lods on a simple cube in the meantime! Yes sir, I have been using mikero's tools.

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well I did not binarize the .p3d itself, packed while allowing unbinarized p3d's, but that doesn't really explain why it's acting weird in OB, right?

polar fiber
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it happens when the shadows are generated by shadowbuffer, and the surface of the shadow mesh is very close to the surface of the visual mesh, such as a copy of the exact visual geometry

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that's why it happens on cubes in buldozer - the viewer is generating the shadow from the visual LOD

white jay
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I am assuming it's a shadow issue yeah.

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So I'll try creating a shadow-LOD, but I'm pretty sure I have tried that already, you recommend I open a topic on the forum?

polar fiber
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need to check you have lodNoShadow in all your visual LODs and possibly move a few verts around in your shadow so that the mesh is a cm or two inside the walls of your building

white jay
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lodnoShadow, I'll be googling that, thanks to both of you!

fervent steppe
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Hey 12th. Got a link to the biki for him?

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I ask cause I don't have it handy 😂

fervent steppe
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There you go

white jay
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Got it already 😃 I usually figure things out, but am just ripping out my hair on this one. fml it's a 3 floors building, I finally got this far I'm not letting some lines stop me now!

fervent steppe
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This is for bisim..vbs...many of the features carry over so I like to look here first because of the better documentation.

white jay
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@fervent steppe Still no luck. http://prntscr.com/e62flg. The only thing giving me the 'smooth' faces I want, is making convex hulls of them. but yeah that's not what I need ofcourse...

stuck oyster
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@white jay Did you try with textured objects yet?

white jay
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Yes, the lines appear through the texture. Allow me to demonstrate.

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Notice the lines replicate on both walls facing the same side.

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As I already said above, when I turn off shadows ingame, or just set them to low, the problem goes away.

wraith tendon
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Wasn't that related to the new Lighting, they introduced?

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I remember seeing those Shadows/lines pretty often

white jay
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Well they aren't showing up on public buildings (Mattaust shared MLODs) nor arma 3 house sample 😦

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I secretly hope it's that, but I doubt it, that means I should be seeing this on every building, no?

wraith tendon
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nah

white jay
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Oh, okay well, I actually thought this was going to be a slight error on my part. I have to have missed something... It's just a shame, want to continue texturing my precious building 😃 http://prntscr.com/e62npk (it's just a test, but the lines are really bugging me)
[EDIT: Is this maybe UV related?]

fervent steppe
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@white jay binarize everything and try it in game.

white jay
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Okay, quick update nonetheless, I think in some weird way it's my rvmat.

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Will test ingame as well milk!

stuck oyster
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Yeah if theres no rvmat it will use default shaders I think.

white jay
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and thus I probably messed up my custom rvmat. (custom as in re-used another one and adapted...)

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I'm using 3DS-SP2-OB way to get there, but have yet to understand rvmats, guess I found out what I'm doing today. Thank you all for taking the time to advise.

white jay
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^My _nohq file was corrupted, I think it caused the lines.

stuck oyster
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Could have been it was smooth shading the flat surface.

bright kraken
stuck oyster
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@bright kraken 👍 🔫 👌 ❤

bright kraken
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😄 thanks!

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shame it'll look like a lump of coal in game 😄

stuck oyster
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😄

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thats okay, the gunner will spend his time shooting the enemies and not admiring the gun.

bright kraken
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Very true thankfully!

stuck oyster
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were it too pretty it would just get the user killed. :L

outer condor
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may I ask for advice please on these binarize warnings/errors - is any of these important to address?

Vegetation - Degenerated triangle found on source triangles.
Vegetation - None face in componentDD in MODEL:geometry/geometryFire/geometryView.
Vegetation - Opposite edge to P(D,D) was not found - shadow geometry is not closed.
Vegetation - Section without material is in shape with ST coordinates.

LODs not ordered by face count - vegetation.

WW2_Clutter_white_flower.p3d - Unknown flag AlphaInstancing.
ww2_p_phragmites_dark.p3d - Explicit shadow buffer levels are required (in sbsource property), but no one is present - forcing 'none'.```
fervent steppe
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it will flood the rpt log if you dont

quick terrace
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2nd UV set, for vegetation should be present AFAIK
geo should be closed
SVLOD should be closed
ST coordinates - could be ingnored afaik - it can highlight some issues with UVW
what is the sbsource named prop?

fervent steppe
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In the geolod. Sbsource=explict. I guess it doesn't have a property.

outer condor
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<geolod properties> class=bush shadow=hybrid sbsource=explicit prefershadowvolume=0 frequent=1 dammage=tent </geolod properties>

fervent steppe
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Lods not ordered by face count meaning one of the lower resolution lods has a higher face count then one of the higher resolution lods. I ran into that on one of the a2 models the other day. Turned out I could just delete the offending lod

outer condor
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yeah (same or higher)

`p:\ww2\terrainssource_m\vegetation\trees_m\ww2_t_fraxinus2ws.p3d 0 (1): 3442 faces < 1 (2) 3442 faces
p:\ww2\terrainssource_m\vegetation\trees_m\ww2_t_larix3f.p3d 2 (3): 12 faces < 3 (4) 12 faces

p:\ww2\terrainssource_m\vegetation\burnt_m\ww2_b_acer2s_burn.p3d 0 (0): 604 faces < 1 (1) 2817 faces
p:\ww2\terrainssource_m\vegetation\burnt_m\ww2_b_acer2s_burn.p3d 0 (0): 604 faces < 2 (2) 2019 faces
p:\ww2\terrainssource_m\vegetation\burnt_m\ww2_b_acer2s_burn.p3d 0 (0): 604 faces < 3 (3) 1720 faces

p:\ww2\terrainssource_m\vegetation\bushes_m\ww2_b_hedgerows_big.p3d 2 (2): 261 faces < 3 (3) 392 faces`

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about flooding rpt - these are not shown in rpt; only in binarize (except for the "LODs not ordered by face count"

fervent steppe
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Well then just fix that one hehe

cinder pivot
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You could just merge a few vertices and boom 1 less face count as well lol

runic iris
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has anyone succesfully made a custom flag?

cinder pivot
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As in like retexture or a full custom model

runic iris
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Full custom model

quick terrace
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i am pretty sure it is doable, but no one seemed to care enough

runic iris
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yeah

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Ive tried a few different things but cant get it working

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used the arma 2 example p3d with the arma 3 config for a flag but no luck

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brain is gonna explode

rough idol
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Do you have entry in cfgnonaivehicles?

runic iris
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yes

rough idol
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And it's at least static in game?

runic iris
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It was

umbral plume
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Anyone here familiar with buoyancy for vehicles. I have canFloat = 0; and WaterLeakiness = 10; in my config and buoyancy = 1 in the geometry lod so it can react to water with physx but for some reason it floats unless the vehicle goes completely under water.

stuck oyster
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what type of vehicle.

umbral plume
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It's a car

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Arma 2 suv to be exact.

stuck oyster
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and what would you want to happen to it?

umbral plume
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Well I want it to react to water like a3 vehicles do, if you remove buoyancy it just falls through the water like air.

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But if I add buoyancy it floats even though I have canFloat = 0

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Even the a3 samples have buoyancy for the car.

hard flume
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Can the geometry LOD be a copy of the res LOD?

bleak tangle
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No, unless your res LOD is closed, convex, has mass, and Components named correctly

hard flume
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What do you mean by closed? I am doing a house to learn the ropes. I tried one and it worked but I did the res lod then made individual boxes for the geo lod. It worked, but I was hoping I could just copy/paste to speed up the process. I am using 3DS Max.

umbral plume
bleak tangle
hard flume
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ah, gotcha. they are all closed in my case then.

umbral plume
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in turn your geometry lod should typically be much simpler than your highest res lod depending on the model and your fire geometry should also be different than your geometry lod considering you will have windows and railings that may not need geometry in certain places depending on the circumstance.

hard flume
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makes sense. Thanks.

umbral plume
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and as he said, you can check if your geometry isn't closed/convex in object builder just to make sure.

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and close it there if needed.

hard flume
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yah, found that and apparenlty I have some components that are not closed. That could be part of my problem then. Thanks!

umbral plume
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np, also remember. If you object doesn't have mass, then it will not have a working geometry.

hard flume
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i did do that. the issue I am having is there appear to be holes in my walls. some things I can walk through, others I can't.

umbral plume
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yeah, just sounds like non closed geometry. Shouldn't be too hard to fix.

hard flume
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hopefully. Thanks.

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LOL!!! Whatever I did, now I can't pass through anything, including the openings for the doors. Pretty sure I know what happened.

hard flume
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@umbral plume @bleak tangle Not sure if you are still there but I am looking over my compnents and they appear to be closed but when the check is run they are still showing open. Any suggestions? Also, why does OB add edges to my components?

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Or if anyone can help me with this. Thanks.

umbral plume
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if you click find non-closed and red points pop up then it is definitely not closed on those selections. Try highlighting everything and clicking close and check again to see if there are still red dots when you check. If there still is then you may have to do some extra work.

cinder pivot
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@ANixon#4860 if you find the solution to the vehicles problem let me know

#

I can drive mine on the ocean floor atm haha

umbral plume
#

Yeah I have been messing with it on and off for about a month. My patients might run out soon.

cinder pivot
#

Ill take a look tomorrow and let you know my findings @ANixon#4860 btw hows your thing coming along?

umbral plume
#

Slowly but surely coming, just waiting on the coders to finish their job.... some of them are taking their time.

hard flume
#

@umbral plume Thanks. I did what you said and that's what casued my project to close up to the point I couldn't walk through door openings. I will be trying something else to get this to work. Thanks!

umbral plume
#

ctrl + z always works 😉

#

idk what your geometry looks like so I can't help that much.

umbral plume
#

@cinder pivot I think I figured it out............................................. just make a geometry buoyancy lod that is like 25% smaller than your model so that the engine will hit the water. idk if that is how bi does it themselves but it definitely works.

tacit karma
#

you want it to slow down when hitting the water?

#

@umbral plume

cinder pivot
#

@Redphoenix#4356 yes that is the idea

stuck oyster
#

wouldnt just less waterleakiness do that?

cinder pivot
#

@ANixon#4860 thats not a good solution at all though as now your car can go into buildings or players can walk inside it, there is a better method but thats not it

stuck oyster
#

boyancy makes it float like a boat

polar fiber
#

slowing down in water requires autocenter = 1 in Geo

#

or at least no autocenter = 0 anywhere in the model

umbral plume
#

@cinder pivot That wasn't the geometry physx lod.... that is a buoyancy lod so no.

cinder pivot
#

ah okay, but I don't think you need that for vehicles no?

umbral plume
#

well, a3 vehicles use buoyancy 1 in geometry lod and uses the physx lod geometry to float so I don't see why not having it would change anything other than what lod it uses.

#

i'm going to see if the autocenter fixes the problem though once I get home, haven't had a chance to check that. Didn't know autocenter could mess with physx

stuck oyster
#

@ANixon#4860 is your aim to make the car be amphibious thats still a bit unclear to me?

cinder pivot
#

No like float then sink like a3 cars not just drive straight underwater, thats what I got from his questions @stuck oyster

stuck oyster
#

well I think boyancy will make it like amphibious

woeful viper
#

canfloat=1 ...

stuck oyster
#

if its too heavy it will probably go straight in

#

and waterleakiness = 10 will fill it up very fast

umbral plume
#

@woeful viper @stuck oyster canFloat doesn't work in this case, you need buoyancy to make the car have physx to water otherwise it acts as if water is air. But if you crash an a3 vehicle in water it will gradually sink.

woeful viper
#

canfloat is prerequisite for floating in first place as far as i know

umbral plume
#

I have it sort of working at the moment. But canFloat has no affect on the cause to it floating because even with it being false the vehicle will still float with WaterLeakiness and maxforwardingdepth.

#

It's weird and doesn't make sense but I made a little progress. I assume no mods have got this working for anything besides amphibious vehicles because every mod pack I download to compare configs and test they all just fall through water as if it is not there, even cup. I am not making an amphibious vehicle, but I need the vehicle to act to water realistically like a3 cars just because I am picky.

cinder pivot
#

^

#

Mine sink as well, A2 ports

stuck oyster
#

ah well seems that A3 vanilla cars dont float that much either maybe for a second or 2 when dropped in to the ocean. I did recall they would float a bit more.

#

probably they all drive windows open.

umbral plume
#

Lol something like that.

stuck oyster
#

Soo it might be that what you are after is not a feature anymore.

#

perhaps something regarding this changed when the amphibious stuff was worked on.

umbral plume
#

I tested it like 2 days ago, the a3 cars still react way better to water than vehicles without buoyancy 1. It's hard to explain unless you see it visually. I will try to upload a video later on when I get home.

cinder pivot
#

has that stopping/stuck like feeling when hitting water

umbral plume
#

I have those three settings but I also had autocenter = 0 in my res lods. Going to remove those and see if that fixes it.

cinder pivot
#

yep that did it for me, I had autocenter = 0; as well and it didn't work

#

removed them and it works exactly the same as a3 vehicles

umbral plume
#

glad to hear, thanks @polar fiber for the autocenter tip

stuck oyster
#

👍 👍

cinder pivot
#

yessir thanks much 😄

foggy finch
polar fiber
#

Bowler?

foggy finch
#

yeah

#

gonna do the mil version once I get the base model done

polar fiber
#

neat. I remember Supacat did do a mil version with an RWS on top

foggy finch
#

yeah, they merged companies

#

the current gen they use for mil purposes looks more like a stripped out topless freelander though

#

same company that makes the jackal 😃

#

the current gen could be neat to do aswell, since they do 4x4 and 6x6 versions

umbral plume
#

coming along good, looks like a life vehicle atm though 😉

polar fiber
#

The LRV 400? That's a different thing altogether. Based on a Discovery rather than a Defender like the Wildcat was

foggy finch
#

yeah

#

@umbral plume ignore the paint, its for porn purposes 😛

umbral plume
#

Yeah it's just the flat rim/color, can't wait to see the final product.

foggy finch
#

@polar fiber yeah I might do those after I get this done

#

be good to have a set of them

cinder pivot
#

looking good @foggy finch

median bough
cinder pivot
#

nice work 😄

foggy finch
#

@median bough cool,. atm guy on left's helmet looks like 50/50 stormtrooper/ER medic 😄

median bough
#

yeah... sort of 😂

tacit karma
#

thats not a pilot mask, jsut saying 😛

lavish mountain
#

Nice work Chris

rich trail
#

Can the lenses on a scope attachment be modeled as just planes?

tacit karma
#

sure

rich trail
#

Should I include the lenses in my UVW? I've seen some scopes that have textured lenses on some LOD's, but maybe that's impractical.

tacit karma
#

No, I always do seperate, smaller UVs for them (and use the same for front and back)

rich trail
#

Okay, thanks.

tacit karma
#

(and maybe a bit too much spherical)

polar fiber
#

I usually use a black procedural texture with a glass .rvmat for the lenses in third person LODs

#

and use the special scope end texture with fingerprints and shit on it in the Pilot LOD

wraith tendon
#

Boomstick transformed into selfiestick... oh myyy

fervent steppe
#

This is my boomstick

median bough
#

thats not a pilot mask, jsut saying
i know @tacit karma
was just goofing around. most likely the helmet with the faceplate will disappear since i'v never seen a member of an air ambulance (civil) using it

median bough
#

does anybody know if this model
a3\characters_f\common\headgear_helmet_heli_visor_up.p3d
was ever used in A3?
getting errors when i try to use it and can't seem to find any config entry with this model

#

maybe @sturdy widget ?

bleak tangle
#

Why would Adam know?

clever solar
#

First time poking around through a building's configs, what does scope mean inside a building's land class?

#

been trying to find a place that explains this stuff..

smoky nimbus
#

Scope is what can access it. So scope = 2; means it pops up in the editor and such.

#

Scope = 0; means it's not visible anywhere.

#

Usually googling "arma 3 config X reference" gets you a page with terms like this explained. Though not always complete.

clever solar
#

Trying to fix this config for the a2 apartments(Panelak) and I had scope=1 for some reason

#

ooooooooyes ok that helps a bit thanks

smoky nimbus
#

It might be a base class, which isn't meant to be placed down, but other classes inherit from it.

clever solar
#

Well I'm placing it on my terrain I'm making, but I'd like to be able to place it in Xcam too so I'd want it to be 2

smoky nimbus
#

I'm not sure, but CUP Terrains should have most of the A2 objects, so you might want to use those. I'm not really a terrains guy, @bleak tangle probably knows.

clever solar
#

oh I know, I just wanted to use the apartment buildings and retexture them is all

#

just playing the inheritence game now

tacit karma
#

"Departmento Munitorium" - that triggers me so hard

woeful viper
#

trigger in what sense?

woeful viper
#

if you mean the spelling - thats the correct name for the fictional institution in that setting. Doesnt hold up to a proper language ...

clever solar
#

nice1 @woeful viper looks good

stuck oyster
#

not pew pew pew anymore but BOOM BOOM BOOM!

fluid ocean
#

Nice X3KJ!!

white jay
fluid ocean
#

Kinda looks like a Crown Vic from what I can tell

quick terrace
#

car.p3d good luck with finding answer to life issues here...

lavish mountain
#

😃

wraith tendon
#

Dscha - Today at 5:37 PM
1. #model_makers 
2. I smell another ripped model, form another game```
😄
cinder pivot
#

😄 lol

wraith tendon
#

Nice model, you made it yourself, right? 😄

cinder pivot
#

Yea, how many tris does arma allow again?

#

Lol

white jay
#

@fluid ocean @quick terrace @wraith tendon What are you guys talking about?

#

I'm confused

fluid ocean
#

I said the car kind of looks like a Crown Vic (Ford Crown Victoria, commonly used as a police car)

white jay
#

Yeah it is

#

I don't understand what the other guys were talking about though

#

And also, it doesn't load into bulldozer for some reason

stuck oyster
#

As a unfortunate side effect for many life addons using ripped models it has made a lot of people cynical on the source of models especially in the civilian sector.

white jay
wraith tendon
#

Just because to bought it somewhere, doesn't mean its not ripped from somewhere else.

white jay
#

Oh ok I thought you meant I ripped it

#

But why wouldn't it be loaded into bulldozer?

#

If anyone is willing to help me out with that

stuck oyster
#

your tools might not be set up properly

white jay
#

What tools?

cinder pivot
#

Arma 3 tools

stuck oyster
#

Aaand id say that site is not legit.

white jay
#

Oh ok

stuck oyster
#

contact address on @ YAHOO and no business details at all

#

what we had a yahoo here

#

sorry man

#

so hope they dont take your creditcard

lavish mountain
#

Lolol, yeah I had a model from a site once... Free non commercial use... a bit of research later I found out the model was ripped out of Forza horizon 2

stuck oyster
#

they do sell on unity store

#

but anyway thats not related to your tools problem

white jay
#

I bought with PayPal so don't think they took my credit card. And how would I fix my tools?

cinder pivot
#

Your first step should be if you can see anything in object builder

#

Let alone your vehicle

stuck oyster
#

that ^^

fluid ocean
#

So @white jay if do decide to eventually make a mod of it and put it game and it turns out to be stolen/ripped from another game, you can expect plenty of legal headaches.

stuck oyster
#

start with new empty project and add a cube into it and try if you can see that

white jay
#

Ok, hold on

#

Yeah, that works

stuck oyster
#

so something off with the model.

#

you could select all with ctrl+a and hit W a couple of times

white jay
#

Wait

#

I just got it to work by exporting the .fbx to a .obj in 3ds max and now it works...

#

Guess I should have tried that at first

wraith tendon
#

@fluid ocean
Ignoring advices: Check
Using Models from a strange/fishy site: Check
Lifer: Check

3 of 3 again, wow.

stuck oyster
#

They could be legit you know. The lack of any maker name or company info is suspicious along other things but still it could be a 3d enthusiast trying to make a buck. Slim chance maybe.

tacit karma
#

@wraith tendon site might seem fishy, but its legit.

wraith tendon
#

You know them?

#

+I mostly agree what goat said before:
No Busines Informations
blabla@ YAHOO mail

fluid ocean
#

Just have a peek at the whois.

quick terrace
#

why do you people even try to help dem "but i bought that" peps eludes me

woeful viper
#

me too... they land straight on my ignore list

stuck oyster
#

The thing is, if you dont even try to educate them their numbers will just grow as they will never know how to do things in the proper way. Thus the mentality that it is okay to rip and whatnot just grows. You cant just sweep the issue under a rug. In this case the car is a legit model bought and paid for and that is all okay.

lavish mountain
#

It seems like it, tracked the guy down... he is on several websites which tend to check on IP violation and no reports...

#

But then again life...

wraith tendon
#

2nd reason (at least for me): It's for a Life Mod. Personaly, i don't support any Lifers anymore.

lavish mountain
#

😃

stuck oyster
#

That is most likely the case.

#

But if all lifers bought their models legit there would be no ripping problem in it.

lavish mountain
#

Does not cure my hate for life... I blame it for everything...

woeful viper
#

same as dscha. I'm done with "Life"

lavish mountain
#

We could make that crown vic an MP car?

stuck oyster
#

That is of course your right.

lavish mountain
#

Maybe he has good intentions...

stuck oyster
#

Or hes making the ultimate life rpg framwork with 100% legit assets that will put all others out of business

wraith tendon
#

that reminds me... wasn't there a guy... a few month ago

#

who also claimed he formed a company?

quick terrace
#

@stuck oyster neah, i would gladly help out a guy willing to put some work into it...even for life mods...but that never actually happen...so why bother?

fervent steppe
#

@fluid ocean it probably is a crown Vic. For the coppers 😂

#

@wraith tendon yep. Then there was a guy claiming to be the lawyer for one of the life mods that was ripping assets from games...lol. Children they come up with some funny stories tho

wraith tendon
#

XD

lavish mountain
#

You know you are accomplishing something if your render program is crashing.....

#

I saved in active render mode and had switched on all objects... GPU ran at 98% for 40 minutes straight...

hard flume
#

Is there a way to keep Arma running so I don't have to keep opening and closing the program while tweaking my mods? Thanks.

median bough
hard flume
#

Thanks for the info. If I am reading this correctly, I have to have the Dev version of Arma. Is this correct?

median bough
#

i've never used tbh

#

but i think so

hard flume
#

grr....

median bough
#

if this is the case i suggest you get a dev branche install with steamCMD, so you don't have to change your stable install

#

this means you would have two installs on you PC, stable AND dev

hard flume
#

how can I do that? Just install the Dev like any other program?

bleak tangle
#

Do you mean game updater?

median bough
#

or that

#

i thing game updater is much easier. sorry, it has been ages since i've done such stuff 😄

#

@hard flume
since you are modding i guess you have arma 3 tools installed?

hard flume
#

that is correct.

#

I am getting tired of have to test in game, close game, tweak in OB, pack, save over to mod folder, then start game again.

#

there has to be a better way that I have not learned about yet

#

i'm kinda new to this modeling thing.

hard flume
#

never mind, figured that part out. found a video

twin urchin
#

It's interesting how the life mods are still going

woeful viper
#

Easy to grab models are plenti in supply. What else does it take? A mission, that you can also grab from someone else. Some repackaging and "rebranding". Done.

lavish mountain
#

Lets not forget the 15000 euro server upkeep

woeful viper
#

at least.

lavish mountain
#

Bloody hell

woeful viper
#

and since no server shares, everyone starts this process from the beginning

#

the analog comparison would if servers would want to have M16's and classic US gear, each of those servers would have to make their own models...

tacit karma
twin urchin
#

oh a F1 mod ? 😄

#

nice model btw

cinder pivot
#

Dem curves

twin urchin
#

well when arma 3 has karts it should work on bigger karts 😄

tacit karma
#

haha

woeful viper
#

should work fine

foggy finch
#

sweet

wraith tendon
#

omg, Phoenix transformed to a Lifer!

tacit karma
#

😮

woeful viper
#

its ok, he is only going to drive around in circles with it

stuck oyster
#

and sell skins to it on his private server.

wraith tendon
#

That monster!

tacit karma
#

well, getting rich aint bad huh 😛

river kite
#

The Nose need to much deeper for a Formula 1 Car 😛

#

+be*

tacit karma
#

who says that?

river kite
#

the FIA 😛

#

But looks really good the model like everything from you ^^

cinder pivot
#

I tried out simplygon per your mentioning of it redphoenix and oh my god lol

river kite
wraith tendon
#

But how can you speartackle civilians then?

#

booorrriiinnnggggggg

river kite
#

with the speeeeeeed 😄

wraith tendon
#

bbl, searching Carmageddon again =}

tacit karma
river kite
#

yeah thats true, it was changed because of safety reasons. I really looking forward to next week when the new cars getting launched. They should look more agressive then the last year because of the new regulations.

river kite
#

yeah think so. I just hope that vettel get it this year 😄

white jay
#

I have already asked this before, but I'm getting these weird lines on my objects...
http://prntscr.com/e8e3ja
I'm using 3DS / SP2 / OB, get the same result ingame and spent a couple of days trying out different methods, same result.
Has anyone seen this before?
I have (to the best of my knowledge) checked the layers of the used _as, _co, _smdi and _nohq and can't spot any errors...

wraith tendon
#

that was asked a few days ago, iirc it was something with the rvmat

white jay
#

That was indeed me, I went back and found out I actually exported blanc _smdi maps, but the problem persists. I just took a few days to try out more combinations/methods, but with the same results.

#

I'm using a supershader rvmat btw and am really suspecting that's the issue at this moment.

wraith tendon
#

hm

#

Can't help you any further atm. You might have to wait for someone else tho :/

white jay
#

No problem, I think I'm actually going to start a topic on the BIS-forums, I'm not going to solve this one soon it seems.

quick terrace
#

@white jay
do you have a SVLod?

white jay
#

@quick terrace No, I heard I could try inserting a blank SVLod to make these disappear, but no luck.
I'll try it again, heck I've done it so many times, won't hurt to try again.

quick terrace
#

do you have lodnoshadow named property in your res lod?

white jay
#

@quick terrace I recall Goat made the exact same suggestion the other day, and hell I just inserted the same old blank SVLod and it seems to have done the trick, am verifying ingame first though.

#

Nevertheless if this works (I had already prepared my post on the BIS forum) I'm posting anyway.

quick terrace
#

it's not about having a svlod

#

is about having a named selection

#

and also about telling the game which lod to use for shadow

bleak tangle
#

You will probably always get that banding in buldozer no matter what though

quick terrace
#

nope ^^

white jay
#

I noticed it before, yeah, but never through textures.

#

It was as if my texture was 'too thin' (I'm a complete noob, I'm sorry)

quick terrace
white jay
#

So by names selection, you mean the lodnoshadow right?

quick terrace
#

no banding

#

you should never get that banding if set correctly

white jay
#

Yeah, but that's with everything set up, right? (lodnoshadow, SVLod)

quick terrace
#

at a minimum you should have a res lod, a svlod and a geo lod

white jay
#

Thanks Pufu, I'll keep that in mind, in fact, the banding could be used as a warning for incorrect SVlod?

#

as in if it occurs, I probably messed that up?

wraith tendon
#

tl;dr for me? Prob was missing LODs?

white jay
#

Yeah, SVLod 😃 weird because Goat pitched this the other day and I tried it.

#

But I also had corrupt _smdi maps at that point, so it was probably a couple of things done wrong.

wraith tendon
#

Oh my 😄

white jay
#

http://prntscr.com/e8eivh thank you guys.
(I'll be gathering my mistakes and make a post on the BIS forums with the proper tags for future modders)

quick terrace
#

also, in general terms, run buldozer with shadows, not without

white jay
#

I think I already do, just verified, show shadows is checked 😃

quick terrace
#

example - quick box made in O2, with named prop in geo, with geo mesh and svlod

#

with shadows on in buldozer

#

without

#

in short if it doesn't calculate a shadow or has nothing to calculate a shadow from = banding

bleak tangle
quick terrace
#

here is how buldozer starts

#

there is no banding

bleak tangle
#

I know there is no banding on that object, look at your example_multimat

quick terrace
#

ahhh, hold on

bleak tangle
#

Now I'm quite confused

#

They look totally different, so I'm wondering if there are some strange video settings coming into play

quick terrace
#

did you run bulozer with shadows?

#

@bleak tangle

#

because if you don't yes, it's bound to have banding

bleak tangle
#

How are you setting it? I tried to add it to my buldozer.cfg but it had no effect

white jay
#

I'm on Penny's train I'm afraid, I start Bulldozer with shadows, but have the banding nonetheless until I add a SVLod.

bleak tangle
#

I always thought buldozer only showed you the LOD you were looking at, regardless of the presence of any other LOD, but I could be wrong

quick terrace
#

nope ^

white jay
bleak tangle
#

Oh when I enable it from that menu the banding is gone, you're correct

quick terrace
#

i usualy am 😉 ^

wraith tendon
#

uuuhhhhhh 😄

bleak tangle
#

Then you're correct again, if I delete the shadow LOD the banding reappears

quick terrace
#

@white jay - as i said before: if you don't run it with shadows, or if buldozer cannot generate a shadow because you didn't tell it to

#

= banding

white jay
#

Yeah, so it is connected right.

quick terrace
#

@bleak tangle - try running a shadow off visual res lod

#

visualex named prop

#

i never do, but i would expect it to have no banding btw

white jay
#

yeah, shadow off visual res should not show any banding correct, I knew it had to have something to do with shaders as ingame, I could set shaders to low or off and the banding would disappear.

quick terrace
#

@bleak tangle
Pennyworth: I always thought buldozer only showed you the LOD you were looking at, regardless of the presence of any other LOD, but I could be wrong
you can activate multiple lods and that will show you the transition between them just fine for instance

#

btw, does anyone here managed to get 1:1 (or closer buldozer visuals after arma's visual update)?

#

i still have a lot lighter colors in A3 than in buldozer

tacit shard
#

^this

#

that has been so weird my results always seem to be increadibly different in bulldozer to ARMA

cinder pivot
#

Seconded ^

pseudo elbow
#

What defines how quickly wheels turn? Just model.cfg?

quick terrace
#

@pseudo elbow yes

pseudo elbow
#

Thanks!

stuck oyster
#

Lets take that away and not mislead people 😄

rich trail
#

I now have a model and an unwrapped UV map. I'm leaving you now for the texturing channel. Bye bye, it was nice meeting you all! 😭

pseudo elbow
#

Why does Mi-24D(V) in Arma 2 have first person view rotate with turret for cannon (Yak-B) but not for ATGMs, while both use turret rotation for aiming?

#

Falanga still aims to same spot yet camera resets to forward view

#

What config values should I look into?

#

What defines this difference?

fervent steppe
#

<<<i usualy am 😉 ^

😂😂😂😂

hard flume
#

Anyone available to help me with the Arma 3 Diagnostics Exe? I learned about it last night and just got it installed.

stark dagger
hard flume
median bough
#

@stark dagger
what do you have in mind?

#

oh, and i'm sorry... i didn't see you post on the CUP discord... -.-

umbral plume
#

@hard flume those won't work for our needs

stark dagger
#

Looking to port a few of the civilian versions. Groups mod doesn't necessarily need lots of military vehicles, and the civilian versions look really good.

#

Working on the list at the moment.

#

"BTW, Not a life mod" Just for refference.

hard flume
#

@umbral plume ah, ok

median bough
#

send me what you want/need and i'll see how we handle it, ok?

stark dagger
#

Perfect. @median bough Thanks.

#

@hard flume Thanks anyways.

hard flume
#

np

#

Anyone savy with setting up the diagnostic.exe? I downloaded it but not quite sure hot to set it up so I can see my model tweaks on the fly. Thanks.

median bough
#

@hard flume
what exactly do you want to do? merging configs on the fly?

hard flume
#

i'm trying to make a house, something simple to learn on. I asked last night if there was a better way of seeing changes in game without having to close and start Arma everytime you want to update the file. I was told to the the development version, which I now have.

#

but i'm not sure how to set things up/

median bough
#

well, changes on the model (p3d) are not going to work afaik. only changes to the config files

hard flume
#

dang. So there is no way to see model changes without opening and closing a3 after the file has been update?

median bough
#

e.g. testing animations for doors, changing rvmats ect

hard flume
#

ah, ok. thanks for the info

median bough
#

i hope smb can prove me wrong on that, but i think it is not possible with the diag exe.
seems like you have to do it oldschool

hard flume
#

sigh.....and that is what I was affraid of. thanks.

median bough
#

what changes are we talking about?

hard flume
#

tweaks mostly. I know i can see it in Buldozer, but it doesn't look the same and I can't interact with it with a playable unit.

foggy finch
#

diag is purely diagnostic, you can test config level changes in-game with it. if your trying to rig a model why not use OB+Buldozer? you can do everything from there - albeit checking out the results of your texttures is kinda of lighting dependant which is missing from buldozer

hard flume
#

Thanks Uro.

foggy finch
#

np

#

but I do agree, along with many other people, that what you see in buldozer is not what you get in-game due to the lighting rigs used in the engine

hard flume
#

here is anohter noob question that I can't seem to figure out from the tutorials that I have been watching. adding textures. I figured out how to put color on a cube in TB, and I can see it in game. I have a "textures" file that I put a .paa in that is 512kb. I assigned it to one side of my cube in TB the same way I added color to it, but when I put it in game I can't see the color. Do I have to use .rvmat for this?

foggy finch
#

by TB you mean OB

hard flume
#

yes, sorry, tired.

#

i am working on a terrain too

foggy finch
#

and filesize has nothing to do with textures, dimensions do, so 512x512px ?

#

you can assign textures to your objects faces, everyone does the rvmat defines how that face, its texture-set are handled by the engine, rvmat is the corresponding material to your texture.

hard flume
#

I think the one I am trying is 1022x1022

#

where would I put the rvmat? same file?

foggy finch
#

arma uses powers of two, but 512/1024/2048 are standard texture dimensions

#

rvmat usually sits alongside the texture, and you apply it within OB on the same screen you assign the texture, its the part right under it

hard flume
#

i think I knew that. for some reason the .paa i am trying isn't 1024 like I thought it would be.

#

OK, let me fiddle some more. Thanks Uro!

foggy finch
#

np, also have the BI wiki on hand, there's a ton of information in there regarding textures, naming conventions, rvmats, shaders etc

hard flume
#

check, thanks.

quick terrace
#

@tazmania720#4336 you should really do some ammo box or alike, houses do sound simple but aren't really all that simple

#

@hard flume ^

bright kraken
twin urchin
#

@bright kraken oi , nice m2 - for which mod you doing it?

bright kraken
#

3CB Weapons/Vehicles

#

It most likely wont be in the next release, but hopefully the one after, depending on other things 😃

pseudo elbow
#

Say I have a cuboid under some angle (not aligned by axis), how do I easily make it wider or thinner by one of the sides in O2?

wraith tendon
#

@pseudo elbow With a lot of luck, blessing by the God you prefer and some steady hands.

#

(short: nope)

pseudo elbow
#

So through freehand transform only, ok

quick terrace
#

afaik there was a way to transform by normals

#

@polar fiber ^

#

that said, i do recommend you using a proper modelling software tool instead @pseudo elbow

polar fiber
#

Is it rotated in multiple axis?

#

selecting the faces and using \points\Move By Normals might do the job

#

other option is to points\Transform 3D\show local axis then select the face and points\Transform 3D\Direction from Face(s)

pseudo elbow
#

Thanks, I'll check it out

polar fiber
#

lock movement to the Z axis usually for that one

cinder pivot
#

I forget who was doing custom flags here last two weeks

#

But

#

Some hope for yall 😄

woeful viper
wraith tendon
#

New BI-ler?

#

@woeful viper Kewl

woeful viper
#

makes me almost want to install Shogun 2 again... until i remember its boring unit diversity that gets old after 20 battles

rich trail
#

It's not installed? Shameful display.

woeful viper
#

of all TW titles its the one i played /enjoyed least

rich trail
#

It's the only one I like, lol.

umbral plume
#

Anyone know what it is that makes clutter dissapear around an objects base for stuff like houses so grass doesn't come through the floor?

#

@bright kraken 👌 That looks awesome, good work.

cinder pivot
#

clutter cutter!

umbral plume
#

OK! THANK! 😉

#

Just use it as a proxy right?

umbral plume
#

doesn't seem to work as a proxy so idk what to do, guess I will keep googling.

cinder pivot
#

pretty sure its a placed object, that was A2 though. #arma3_terrain might be the best solution

umbral plume
#

I know what you are talking about but idk if that is what is typically used for scenerio placed objects. I think map placed objects do it automatically but I could be wrong.

cinder pivot
#

hey @woeful viper I have a tank/tread question for you, the tread is just a moving image/moving normals via cfg?

woeful viper
#

the uv is moving

cinder pivot
#

Ah okay

#

I also saw that its stretched in a2 unlocked models, should it be enlarged like that as well

#

Seems multimat esk stretch

umbral plume
#

@cinder pivot It was the roadway lod that removes grass.

cinder pivot
#

Ah sweet thx

oak lintel
#

hello, guys, i make a car. can i get a charackter to place in my car? i want scale. for object builder or 3d software

stuck oyster
#

Arma 3 sample models

#

has what you want

pseudo elbow
#

Are .bisurf properties baked into model during binarization or does engine pull them from the .rvmat path during material initialization?

#

Reason why I assumed that is because viewing binarized model through text editor shows references to .bisurf files while you specify .rvmat's on faces.

quick terrace
#

reads it like any other rvmat as far as i know

wraith tendon
#

Since they (bisurf) are in a seperate folder -> Don't think they will be baked in.

quick terrace
#

only model.cfg is being "baked"

#

ninja! 😉

wraith tendon
#

😛

cinder pivot
#

would it be possible to have a tank with one tread not two

#

or am I upsetting the arma gods by doing so

quick terrace
#

you'd upset the physx god

#

so the direct answer is no you couldnt'

#

but more convulted one is that you could in theory have a workaround to that

cinder pivot
#

all I want is the tracks

#

to move

#

otherwise I plan to use carx physx

#

my foolproof plan was to make the base vehicle a tank and then have a carx physix profile

#

has a tank tread then wheels so

wraith tendon
#

tread ?

pseudo elbow
#

Is Arma 2 iron.bisurf material supposed to be armor or just iron shell?

wraith tendon
#

+iirc mixing both together won't work.
BUT:
...hmm... "simulate" (animate) the Tracks by AnimationSource stuff thingy etc. I sh*tload of work, but could be possible (animationSource = "speed")

quick terrace
#

@pseudo elbow if you ask me, bi surfs for both a2 and 3 are well outside the real data range...

#

i would say iron plate rather than shell

wraith tendon
#

Wasn't it also just for the ParticleEffects/sounds?

pseudo elbow
#

Yeah, I thought so as well, thanks.

quick terrace
#

dunno by heart, some are just for tick sounds

wraith tendon
#

was it possible to shoot through obj. in A2? I can't remember

pseudo elbow
#

I wonder if it is possible to have proper holographic sight for Mi-24 in OA engine? I did few tests trying to have material that would hide another material behind it but with no luck

#

Couldn't find anything concrete on forums either. Will appreciate if somebody could hint me where to look.

wraith tendon
#

HoloSight for a Chopper? Like that aimingHUD?

pseudo elbow
#

Isn't there a way to do it without aimingHUD?

wraith tendon
jaunty rune
#

like in a strider?

pseudo elbow
#

Yes

wraith tendon
#

Isn't it already in the MI- erm... 24?

#

I know for sure, there was a thing you can active with the ScrollMenu

pseudo elbow
#

It is not holographic though, just a painting on the glass, absolutely useless for aiming unless you play on low difficulty with green crosshair

wraith tendon
#

Oh, okay

pseudo elbow
#

UH1Y with scroll menu action is not really holographic too and very ineffective as well

cinder pivot
#

@wraith tendon tank track/tread

wraith tendon
#

sry, no clue. Maybe the others.
rgr Andrew + i wrote something below.

pseudo elbow
#

Well I guess I'll just have to brute force every possible material \ property combination

cinder pivot
#

yea thats what im wondering, if its the config, or the physx values and config that set the moving treads

#

selection names = same in a2 and a3

#

nothing in cfg regarding it

wraith tendon
#

@cinder pivot should be Config AND Model. e.g. iirc the Treads won't work, when you use it with Car physX

cinder pivot
#

physx for tank is the wheels

#

ill do some tests

#

to the batcave

wraith tendon
#

Andrew: You might ask Kju, what he knows about it. Since IF used a sd kfz 251 (Halftrack)

pseudo elbow
#

Hm

wraith tendon
#

Sa-Matra, this BodyMovement fks it up pretty hard.. hmm. What if you add the Crosshair directly on the "Glassbowl"

pseudo elbow
#

You mean aimingHUD crosshair?

#

*MFD

wraith tendon
#

Info: Thats just a word i made up^^
Kinda, yeah. Hard to describe

pseudo elbow
#

Yeah I just looked it up in config, it is MFD 😃

wraith tendon
#

😄 thx

pseudo elbow
#

I get what you suggest, I'll see about it

wraith tendon
#

rgr dat

cinder pivot
#

from my understanding, it should work

#

the tread/wheel aspect

#

the only problem being now is 1 track or two

wraith tendon
#

If using 1:
Keep in mind: one wont move, when turning Left or RIght (depending on wich side you select)

cinder pivot
#

yea

#

thats my problem child

wraith tendon
#

Make 2 small ones -> problem solved -> Donations are welcome 😄

cinder pivot
#

monitzation of suggestions?!

#

haha

wraith tendon
#

😄

rough idol
#

tested it only in A3 but it should be perfectly working in A2 too

pseudo elbow
#

@rough idol Thanks, I'll check the article out. I've seen A3 models and had idea how its done, but not in details and wasn't sure its possible in OA at all.

#

I'll give it a try

pseudo elbow
#

I tried pretty much what was explained in article except without forcenoalpha and special face properties, thought you need some rvmat properties to make shaft hide the reticle.

wraith tendon
#

gratz

pseudo elbow
#

Is there a quick way to replace texture\material in all faces and lods?

terse elm
#

thers a mass texture renaming thing in one of the o2 dropdown menus

pseudo elbow
#

Got it, I'll check it out, thanks

#

Found it, under Tools

#

Thanks!

wraith tendon
#

Correct now?

pseudo elbow
#

Made it match with cursor, yes

#

Not perfect as I don't know how far cursor is drawn but reticule can now be actually used for aiming

#

Thanks for the help, guys

cinder pivot
#

lookin mighty fine

native garnet
#

For vegetation models, how does it specify whether it moves by wind? Tried googling, but can't find anything right now. If you happen to know please use @ because i normally don't use this channel? 😄

foggy finch
#

@native garnet by the class in the geolod named properties

#
bushHard:
Sways in the wind more than treeHard and treeSoft, but less than bushSoft.
bushHard also has a hardcoded view density, this affects the AI ability to see through the bush (the closer they are to the bush the better they can see through it).

bushSoft:     
Sways the most in the wind.
Visibility is derived from the object's average alpha

treeHard: 
Less affected by wind, sways less than treeSoft.
Visibility is derived from the object's average alpha

treeSoft:
Sways more in the wind than treeHard, but less than bushHard.
Visibility is derived from the object's average alpha
native garnet
#

n1, thanks

rough idol
outer condor
#

@foggy finch where is the quote from?

pseudo elbow
#

@rough idol Yeah I've seen the ticket but I decided to recreate original Arma 2 reticule since people got used to shooting by it, got specifically requested not to make it realistic.

pseudo elbow
#

How do I inverse hide animation source?

#

I've tried just swapping around value to go from 1 to 0 but with no luck

#

Say I want to show selection at animation source phase 0.1

#

I've tried making min\max values go from 1 to 0 instead of 0 to 1 as test but it just made selection show all the time anyway

cinder pivot
#

What are you trying to do @pseudo elbow maybe

#

I would be able to help better knowing what you are trying to tackle

pseudo elbow
#

I want crosshair to show with turned on engine (using rpm as source)

#

Works only for hiding so far

foggy finch
#

@outer condor the vbs manual

cinder pivot
#

So what do you have working? The unhiding part?

#

I mean hiding* and you want it to unhide

pseudo elbow
#
            class cross_hide {
                type="hide";
                source="rpm";
                selection="cross";
                hidevalue = 0.1;
            };
#

hides when rpm is 0.1 or more

#

I tried angle0, angle1, minValue, maxValue, minPhase, maxPhase in different combinations of 0 and 1 but nothing worked so far

cinder pivot
#

And you want it to be unhidden at 0.1 not hidden

pseudo elbow
#

Yes, hidden initially, unhidden when rpm reaches say 0.1

cinder pivot
#

Unhidevalue = 0.1; hidevalue = 0;

#

Idr if that is a2 aswell

pseudo elbow
#

I'm in OA, unhideValue is A3 only value apparently

#

unHideValue (A3 only)

cinder pivot
#

Setting hide value at 0 with min being 0 and max being one doesnt work? Something tells me that will hide it always though

pseudo elbow
#

minValue?

cinder pivot
#

Yea

pseudo elbow
#

it just makes it hidden all the time, yes

cinder pivot
#

Shoot, I know how to make this work in A3 but not 2, you could always do a custom animation and have the player turn it on and off. Or rather custom useranim that reads the engine but then you are still back to square 1

pseudo elbow
#

Shouldn't there be like a linear conversion from source to output phase or something

#

Apparently setting minPhase greater than maxPhase does nothing

cinder pivot
#

A bit of a hackway to do it could be the plane of the aiming screen or w/e infront of your crosshair

#

Then hide that when engine starts

#

Revealing your crosshair

pseudo elbow
#

Yeah that's how its done with all existing vehicles, just a plane with empty screen that hides when rpm goes up

cinder pivot
#

Ah

#

So BI themselves does the hackway haha

#

Or better maybe move it into place when rpm is up

#

Idk

pseudo elbow
#

Wasn't there a vehicle that displays like error screens when your vehicle is damaged?

#

I think it was A3 though

hard flume
#

@quick terrace Thanks for the suggestion on ammo box as a first project.

pseudo elbow
#

Well, I give up

#

I have an idea of adding axis and rotating it with rpm so that when rpm is 0 it is rotated out of screen

#

I like tiny detail but that's too much work for one

#

You know its arma when you have to do some trickery-hackery to solve trivial tasks

cinder pivot
#

Yea lol

#

Best bet is hiding a screen infront of it when rpm goes up @pseudo elbow otherwise its all too much hassle

pseudo elbow
#

Its that holographic sight

#

Actually it will work there too

cinder pivot
#

Make it slide up from the dash at engine on

#

Haha

#

Screen and sight

#

😄

pseudo elbow
#

It worked!

hard flume
#

is there a way to add "depth" to a texture? I remember reading something about normals but I am not sure how to use it. Thanks.

pseudo elbow
#

Thanks for the suggestion @cinder pivot I didn't think that I can as well hide\show faces that hide the crosshair.

outer condor
#

@foggy finch thanks. alpha average may be outdated though and you can set the named property viewDensityCoeff

Pennyworth - Yesterday at 8:51 PM

I don't know if I agree with the that comment about average alpha. Someone with an Arma 3 server install should unpack some plants and check if those textures have an alpha channel, or if they are just a 4x4 black image.

foggy finch
#

yeah well, it was quoted from vbs, I dunno how much vbs / a3 engines differ on that side of things, the basic class principles hold true though

outer condor
#

yup its decent info. thats why i asked in the first place 😃

cinder pivot
#

@pseudo elbow what did you end up doing that made it all work

pseudo elbow
#

I made faces that hide with rpm

#

and reticule is invisible vehind these faces

#

rpm = 0, faces are visible hiding reticule
rpm >= 1, faces are hidden, reticule is visible

#

How do I make material reflect less light?

#

I've lowered specularPower from 1000 to 100 on holographic sight glass but it still gets whitened out with sun very easily

#

The glass is supposed to have anti-reflective coating to prevent that

umbral plume
#

maybe something to do with the smdi applied?

formal glade
#

anyone hav buldozer stop working just like that?

#

it now gives a load error..

tacit karma
#

@pseudo elbow afaik, making it even higher should stop it ( since its controlling the specular power afair)

pseudo elbow
#

specularPower?

#

I'll check it out

bleak flame
#

yeah try setting it high like 10000. and play with the fresnel values

pseudo elbow
#

nope, seems to be no real change 😦

#

went with 100000

woeful viper
#

you could remove the rvmat entirely... makes any reflection dissappear.

pseudo elbow
#

Will it be transparent?

woeful viper
#

specPower is just the glossiness. specular[]={0,0,0,1} makes black specularity

#

yes

#

(provided its texture with transparency... you can also apply procedural transparent texture)

pseudo elbow
#

hm, i'll give it a try

#

Wish you could move light source in Buldozer

#

Or can you?

#

nope, still turns very white against the sun

#

Nevermind, I'll leave it as is

woeful viper
#

BIS in their infinite wisdom killed the "always in shadow" property (or broke it and couldnt be bothered to fix), claiming that it was possible to achieve via other means - which is BS.

fervent steppe
#

Oh so the option in when you hit shift e in ob doesn't do anything?

woeful viper
#

it even says it "Lighing (Obsolete)"

fervent steppe
#

Oh right. Boy they sure do have a lot of "infinite wisdom" 😂

twin urchin
#

speaking of witch - you can disable light in buldozer?

#

btw enviromental editor is still bugged - mainy the "Time of day" slider

mossy oxide
#

hey folks
I made a new helmet model with textures rvmat and all the good stuff, but for some reason it shows up completely white in BD. What did I do wrong?

polar fiber
#

If it's white it usually means it can't find textures

#

Can be any number of reasons for that, depending on your tools setup

mossy oxide
#

the textures are there though

#

pointed the o2 to them

#

got it working I think I messed something up in blender, UVmap name or soemthing like that

mossy oxide
#

ok got it working in the game, but the helmet is now at crotch level of the unit, not the ground mind you

#

in o2 editor it displays fine though

cinder pivot
#

@mossy oxide it should have a full selection of "head" or something

mossy oxide
#

I forgot to put the new helmet into the model.cfg

cinder pivot
#

Got it working?

mossy oxide
#

yeah

#

Ill post some screenshots in a moment

mossy oxide
cinder pivot
#

Nice looking sir

echo rain
#

hm. interesting helmet. is that a real world design?

i feel that wear should be used carefully inside normal maps. i see this a lot and even on RHS stuff where scratched off paint or of pretty thin layers is visualised on normal maps way too much which makes it look like the material is wood or stone or whatever rather than metal.

#

because those deep erosions suggest it's some gravely kind of material. dunno how else to explain it

mossy oxide
#

I kinda wanted to have a GI Joe style helmet

#

Something different from the usual MINCH ECH and whatever the tacticool kids like these days

wraith tendon
#

uhm, a Straship Troopers helmet? 😄

mossy oxide
#

started with that

#

then it kinda evolved into its own thing. I really wanted to include the visor, then issues with NVG mount and such. Still I like how it turned out

#

As for the material. The base is the nearly indestructible nintendo-nokium alloy. The paint might come off, but this brain bucket stops anything and everything short of tank shell 😄

wraith tendon
#

Its spelled: Nokiaonium Color code: 51-10

mossy oxide
#

yeah, but there is also Nintendium in the amalgam

mossy oxide
#

can body armor model have "fire geometry" lod? I want to put on actual armor on people

mossy oxide
#

Is there any way in blender to quickly convert objects to vertex groups? Addon or anything, I've got a over a hundred objects that have to have their own vertex groups

quick terrace
#

define vertex groups

mossy oxide
#

?
The vertex group you set up in vertex group tab in blender and assign vertexes to it

quick terrace
#

ahh, specific blender thing then...my bad, not a blender user

woeful viper
#

no fire geo cant be in armor

#

also, that helmet wouldnt be that fun when using it in prone...

woeful viper
#

has anyone tried to use custom normals for arma? (rather than the average normal weight by face size in OB)

tacit karma
#

@bleak flame has tried it afair

woeful viper
#

successfully?

tacit karma
#

not sure, I just vaguely remember him talking about it

quick terrace
#

yes, succesfully afaik

tacit karma
#

wasnt shafty also trying it on the t5000?

echo rain
#

mikebart also did stuff with custom normals on his trees i think. might've been just light maps, can't remember. but i'm pretty sure he got the custom normals into arma somehow. just not sure if his released trees had them

bleak flame
#

That was using the modo kit -> arma though. The AKS-74 (in rhs) makes minor use of area-weighted normals and I haven't noticed any big problems with it yet.

white jay
#

Afaik all trees use object space normals

quick terrace
#

@white jay what? no,, they all use custom face normals...

white jay
#

i assumed these were objects space normals

woeful viper
#

nah thats not objectspace

dusky dragon
white jay
#

@quick terrace thanks! read that years ago and must have forgottn most of it ^^

warm relic
#

Anyone ever have an issue where you cant see any proxies in bulldozer? Just today any model I open that uses proxies such as cargo proxies just don't show up and I have no idea why

round cove
#

nah

cinder pivot
#

Have you tried making new proxies and do they show etc?

#

Changed paths etc is what I guess

warm relic
#

I tried all different proxies and they don't show on the a3 sample files either

#

its something with my bulldozer I'm pretty sure

bleak tangle
#

Are you sure your P drive is setup correctly?

round cove
#

make sure you dont have 'hide proxies' ticked on the start bulldozer drop down

warm relic
#

Yeah I don't

#

Also my p drive was fine yesterday but I'll mess around with it and see what happens, thanks guys

round cove
#

Anyone know why my vehicle textures change colour at a certain distance? I have 1 LOD so far, so that is out the the equation :/

warm relic
#

You tried different config files?

round cove
#

Why would it be config files? 🤔

warm relic
#

Well if you have an issue you want to try and rule out anything that could be wrong with it.

stuck oyster
#

how much does it change color?

round cove
#

Goes from black to grey

stuck oyster
#

At what distance? could be just the model starting to fade out. Got any pictures?

round cove
#

Goes grey at 25m then goes back to normal colour at 40m

#

I can get pics later for you

stuck oyster
#

is the texture all black?

#

could be some sort of mipmapping error on the texture

round cove
#

Any way to fix it?

#

Yup, it is mimaps, just previed it and a few of the mipmaps have grey textures that overlap onto the black texture. Not sure how to fix it though

#

Changed up the UV mapping, gonna test now

#

All fixed, thanks for the help 👍

stuck oyster
#

👍

formal glade
#

some interior work on SFP buildings pack

#

but IDK if the lightmap is too dark now.. it's a good contrast now between indoor/outdoor but on a bright day indoor is not that dark

wraith tendon
#

looks better

formal glade
#

the problem is that models inside the house like men or whatnot not affected by the lightmap appear really bright by contrast

wraith tendon
#

What about other Windows? They look a bit like the Lego Windows from 1990 😄

formal glade
#

yeah, they are next.. proper window frames and framing both inside and outside

formal glade
#

😃

#

yeah, they are not terribly convicing are they

wraith tendon
#

:D
The White Door maybe a bit Darker, but alltogether -> vast improvement =}

formal glade
#

yeah the door is really bright right now because not affected by shadow, temporary problem

#

@wraith tendon yep it is funny how it becomes better bit by bit, but i need to find some time resource effective way to do it since there is a buttload of objects that need some updating

#

but overall yeah I am starting to be happy with interior part of it..

wraith tendon
#

yepyep.

warm relic
#

Yeah re extracting my a3 files into my p drive and re-mounting it didnt seem to work, not sure what it could be

cinder pivot
#

@FinCenturion#8597 looks awesome, 10times better now and getting better each update!

pseudo elbow
#

What desfines model visibility in the game, if it is not beyond view distance and object view distance?

#

Config value? Model size, bounding box?

bleak tangle
#

Most likely if part of the bounding box is on your screen, and it's not behind an occluder

wraith tendon
#

BB, yeah

bleak tangle
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https://youtu.be/XGEh87yUCWU
The blue box was boundingBox and the green box was boundingBoxReal. You'll notice this same thing happening with lots of gates in game where the gate animates outside of the initial bounding box

wraith tendon
pseudo elbow
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Im thinking how I can solve the issue where ATGMs become invisible over distance

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Making it very hard to aim them towards moving targets

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They're clearly not going sub-pixel but just vanish after certain distance even with high magnification

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Gonna try adding memory points to enlarge BB and see if it helps

bleak tangle
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Was this discussed here recently? I feel like I'm having deja vu.