#arma3_model
1 messages · Page 85 of 1
lol
@wraith tendon @wraith tendon @wraith tendon @wraith tendon Can I have that too? Please?
you did it wrong... it has to be:
knock, knock, knock @wraith tendon ?
knock, knock, knock @wraith tendon ?
knock, knock, knock @wraith tendon ?
@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 😄
So, now. gl hf. me is out
lOL
the OCD guy is gone 😉
you can't be worse... IMPOSSIBRU
Well you got Aspergers here soo...
and besides, Kllrt's being a meanie so i'm going to sulk
@heavy grail recommending 🚽
what about Kllrt?
haha 😄
OH THE HUMANATEEE
k
😂
okay i'll admit i did adoringly call him gay
rly? 😄
yeh
it's just me if i want to say hi to someone in my own little way I'll say [name]'s gay
k
@stuck oyster's gay
k
grabs 🍿
mmmm popcorn
Anyone an architect and knows what this may be: https://www.dropbox.com/s/yhsergj2gcxolej/Schermafdruk 2017-02-06 20.12.28.png?dl=0
https://www.dropbox.com/s/29e08d665pm3cun/Schermafdruk 2017-02-06 20.12.41.png?dl=0
My guess is a low cupboard but Im not sure...
yes, i know, its a non-relevant-for-arma sign
It is since I am still modeling it for arma
Lawl, could it be a light fixture?
well the sign says you shouldnt. Ignoring conventions is punishable by death, as is common knowledge
but seriously... just make something up that fits? A small desk and done. beeing too anal about such details just slows you down unnecessarily.
Can a turret be triggered to fire on an animation? Like open a door....machine gun goes off?
Is that for the earlier discussed shed? You absolute legend...
i think only if you put AI in it and script it to fire
Ill ask my favourite scripter as soon as the arma session is over...
"Made by anonymous" ah so thats your real name... got you!
Its purple, not pink
autistic screeching
and that, yes
anyone know if you can change the tread type for vehicles?
? whats that supposed to mean
? is a question mark which means that the sentence he put down is a question... 😛
guys, what is the max polygon for a car?
I would stick under 20k-30k
not more? uhmmm
less then what you imported? hm too bad
Well probably the most detailed one in the game is the Apex Jeep thing
and that's below 33k
@woeful viper Like how you define the memory points for the treads of a tank or wheels to appear on roads
wondering if you can change those or if they are hardcoded in the engine
you mean the texture that appears on the ground
i have not seen a function to change that yet, but i havent looked too deeply into particles. They are just sprites after all
Yessir, Ill see if its a thing
@lavish mountain 😂😂😂😂
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
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...
15 hours on a simple couch, how hard can it be...
as hard as a couch with no pillows
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
All my selections and memeory points are correctly positioned
memory*
Check your assigned NamedSelections
the glowing exaust is named motor_on
class Motor_on
{
type = "hide";
source = "rpm";
selection = "motor_on";
minValue = 1;
maxValue = 0;
};
doubleCheck your model Selections
should I search for what?
Dscha - Today at 7:28 AM
Check your assigned NamedSelections
If you only got that selected, that needs to be hidden
there's nothing else defined as "motor_on"
I just want the Motor_on selection to be hiden
i give up
Last time: Check your NamedSelections... ALL of them! Prolly some of them select the motor_on stuff...
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
ö n hxfhxdgfh
?
the selection to be hidden must not be connected to other geometry
also, that makes 3fiddy for service calls outside of regular contact hours
Haven't had my Latte yet, soo... another 100% Priceraise
"that makes 3fiddy for service calls outside of regular contact hours" how do you know my time zone?
lol
Its our timezone 😄
what time is it at your country?
No
@zinc thistle Just doublecheck your stuff again, if something from the selection motor_on is selected by any other NamedSelection
@zinc thistle copy the named selection motor on then paste it so its a new seperate object then redifine it
Profit
@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
Yep, there is your problem 😄
@cinder pivot It's already separated, problem solved
Okie dokie
despite the mislocated "hiden" effect I really liked that flickering effect for the glowing exaust
So I can't give different NamedSelections for the same object and then apply diferent animations on it?
I gotta go now
Thanks for the help!
Good morning!
@zinc thistle Depends on
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?
(Sorry for bad explination not very good at it :/)
Its defined in the memory LOD with usti hlavne and konec hlavne points if I remember rightly
okay thanks I will give it a try tomorrow 😃
is model mass still relevant for PhysX? specifically for driving over bushes and trees?
Yep
looks impressive af! :D
the awkward moment when you try to make stalagmite and it becomes awkwardly phallic looking...
Freudian slip? @heavy grail
c'mon, i know i've not had any in 21 years but for my Zbrush work to become phallic because of it? XD
back okay it makes sense now... What can I say... what the heart is full of you will express...
like... if it looked like caffeine, maybe, but phallic? nooo
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
i export LOD one by one. simple as that
(using 3ds so i dont have to copy past shit like on fbx import in OB)
ok thanks
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?
It depends
A perfect eye is simple to make
I can do such in about 15 minutes in NURBS
its the imperfections that are hard
but i'm using poly's and splines because i'm feeling extra insane today
im very good at using the sphere primitive...
too advanced
so do you want to make a sauron tower or why would you need such a detailed eye? 😄
eyes from photos gets inconsistent results
so i mekk one from scratch and bake it 😄
that way the specularity is based on the influence of how big/strong the flecks of tissue in the eye is
it'll make sense when it comes together, shush
tfw my pupils aren't as beautiful and perfectly circular http://i.imgur.com/AFjjjeJ.jpg Stop body-shaming me Zee
Okay I am taking my 15 minutes in nurbs back with those details
I have learnt to love imperfections... perfection is too synthetic... also an eye tells a lot about a person and his/her lifestyle...
@polar fiber setting more unrealistic body expectations... sheesh i dont know...
that's truuu but for a game... 😛
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 😦
haha, i didn't take it as crit man, i was playing along 😃
it could be a parralax effect maybe?
Working on Mi-24 model fixes, I wonder if its possible to create proper holographic sights for pilot in OA
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
I wonder if this is technically possible in OA or maybe explained\documented somewhere?
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
I have comparisons for the Apex building textures, but not really sure if I should be posting those.
the selections for bags are where they move with the body correct?
ah, anyone have any tips for applying weights to a bag in arma 3? cant get it to go where I want it
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)
Does it happen in game or just in bulldozer?
In both really...
And has been confirmed by a friend on his machine. (bulldozer only)
the weird thing is, when I open sample objects or MLODs available on armaholic, the issue isn't there.
but I draw a basic cube in OB, and there they are...http://prntscr.com/e621sa
Take a look at the geolod properties. Maybe there's a named property you need but don't have in there.
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
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
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
tried both empty, valid and no shadowlod, no difference 😦
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...
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
I'd look at it but I'm not at my computer.
tried that, I followed BIS guidelines on making the shadowLOD, w/o difference, willing to try again if you say it could be.
And you did binarize your object into a pbo to test it right?
I'll try adding GEO and shadow-lods on a simple cube in the meantime! Yes sir, I have been using mikero's tools.
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?
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
that's why it happens on cubes in buldozer - the viewer is generating the shadow from the visual LOD
I am assuming it's a shadow issue yeah.
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?
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
lodnoShadow, I'll be googling that, thanks to both of you!
There you go
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!
This is for bisim..vbs...many of the features carry over so I like to look here first because of the better documentation.
@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...
@white jay Did you try with textured objects yet?
Yes, the lines appear through the texture. Allow me to demonstrate.
Notice the lines replicate on both walls facing the same side.
As I already said above, when I turn off shadows ingame, or just set them to low, the problem goes away.
Wasn't that related to the new Lighting, they introduced?
I remember seeing those Shadows/lines pretty often
Well they aren't showing up on public buildings (Mattaust shared MLODs) nor arma 3 house sample 😦
I secretly hope it's that, but I doubt it, that means I should be seeing this on every building, no?
nah
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?]
@white jay binarize everything and try it in game.
Okay, quick update nonetheless, I think in some weird way it's my rvmat.
Will test ingame as well milk!
(Not my texture) tex applied but w/o rvmat: http://prntscr.com/e62xm7
(Not my texture / rvmat) With same tex applied and corresponding rvmat: http://prntscr.com/e62y1a
Yeah if theres no rvmat it will use default shaders I think.
and thus I probably messed up my custom rvmat. (custom as in re-used another one and adapted...)
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.
^My _nohq file was corrupted, I think it caused the lines.
Could have been it was smooth shading the flat surface.
@bright kraken 👍 🔫 👌 ❤
😄
thats okay, the gunner will spend his time shooting the enemies and not admiring the gun.
Very true thankfully!
were it too pretty it would just get the user killed. :L
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'.```
it will flood the rpt log if you dont
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?
In the geolod. Sbsource=explict. I guess it doesn't have a property.
<geolod properties> class=bush shadow=hybrid sbsource=explicit prefershadowvolume=0 frequent=1 dammage=tent </geolod properties>
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
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`
about flooding rpt - these are not shown in rpt; only in binarize (except for the "LODs not ordered by face count"
Well then just fix that one hehe
You could just merge a few vertices and boom 1 less face count as well lol
has anyone succesfully made a custom flag?
As in like retexture or a full custom model
Full custom model
i am pretty sure it is doable, but no one seemed to care enough
yeah
Ive tried a few different things but cant get it working
used the arma 2 example p3d with the arma 3 config for a flag but no luck
brain is gonna explode
Do you have entry in cfgnonaivehicles?
yes
And it's at least static in game?
It was
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.
what type of vehicle.
and what would you want to happen to it?
Well I want it to react to water like a3 vehicles do, if you remove buoyancy it just falls through the water like air.
But if I add buoyancy it floats even though I have canFloat = 0
Even the a3 samples have buoyancy for the car.
Can the geometry LOD be a copy of the res LOD?
No, unless your res LOD is closed, convex, has mass, and Components named correctly
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.
If a cube had 5 faces instead of 6, it wouldn't be closed. Some more information https://community.bistudio.com/wiki/Validating_Geometries
ah, gotcha. they are all closed in my case then.
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.
makes sense. Thanks.
and as he said, you can check if your geometry isn't closed/convex in object builder just to make sure.
and close it there if needed.
yah, found that and apparenlty I have some components that are not closed. That could be part of my problem then. Thanks!
np, also remember. If you object doesn't have mass, then it will not have a working geometry.
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.
yeah, just sounds like non closed geometry. Shouldn't be too hard to fix.
hopefully. Thanks.
LOL!!! Whatever I did, now I can't pass through anything, including the openings for the doors. Pretty sure I know what happened.
@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?
Or if anyone can help me with this. Thanks.
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.
@ANixon#4860 if you find the solution to the vehicles problem let me know
I can drive mine on the ocean floor atm haha
Yeah I have been messing with it on and off for about a month. My patients might run out soon.
Ill take a look tomorrow and let you know my findings @ANixon#4860 btw hows your thing coming along?
Slowly but surely coming, just waiting on the coders to finish their job.... some of them are taking their time.
@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!
ctrl + z always works 😉
idk what your geometry looks like so I can't help that much.
@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.
@Redphoenix#4356 yes that is the idea
wouldnt just less waterleakiness do that?
@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
boyancy makes it float like a boat
slowing down in water requires autocenter = 1 in Geo
or at least no autocenter = 0 anywhere in the model
@cinder pivot That wasn't the geometry physx lod.... that is a buoyancy lod so no.
ah okay, but I don't think you need that for vehicles no?
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
@ANixon#4860 is your aim to make the car be amphibious thats still a bit unclear to me?
No like float then sink like a3 cars not just drive straight underwater, thats what I got from his questions @stuck oyster
well I think boyancy will make it like amphibious
canfloat=1 ...
if its too heavy it will probably go straight in
and waterleakiness = 10 will fill it up very fast
@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.
canfloat is prerequisite for floating in first place as far as i know
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.
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.
Lol something like that.
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.
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.
@ANixon#4860 I figured it out - http://i.imgur.com/BGxDZLT.png http://i.imgur.com/S5yxJVQ.png No bouyancy LOD
has that stopping/stuck like feeling when hitting water
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.
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
glad to hear, thanks @polar fiber for the autocenter tip
👍 👍
yessir thanks much 😄
it's friday, have some WIP model porn http://imageshack.com/a/img923/6480/GwRsXU.png
Bowler?
neat. I remember Supacat did do a mil version with an RWS on top
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
coming along good, looks like a life vehicle atm though 😉
The LRV 400? That's a different thing altogether. Based on a Discovery rather than a Defender like the Wildcat was
Yeah it's just the flat rim/color, can't wait to see the final product.
@polar fiber yeah I might do those after I get this done
be good to have a set of them
looking good @foggy finch
CUP WIP
https://i.imgur.com/O8aBQlZ.png
nice work 😄
@median bough cool,. atm guy on left's helmet looks like 50/50 stormtrooper/ER medic 😄
yeah... sort of 😂
thats not a pilot mask, jsut saying 😛
Nice work Chris
Can the lenses on a scope attachment be modeled as just planes?
sure
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.
No, I always do seperate, smaller UVs for them (and use the same for front and back)
Okay, thanks.
Here you can see how I did it. Mine are spherical lenses tho http://www.imfdb.org/images/a/ae/RHSM16A4USMCReload2.jpg
(and maybe a bit too much spherical)
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
Boomstick transformed into selfiestick... oh myyy
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
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 ?
Why would Adam know?
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..
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.
There's some reference pages that helped me out a tonne while learning; https://community.bistudio.com/wiki/CfgVehicles_Config_Reference
Usually googling "arma 3 config X reference" gets you a page with terms like this explained. Though not always complete.
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
It might be a base class, which isn't meant to be placed down, but other classes inherit from it.
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
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.
oh I know, I just wanted to use the apartment buildings and retexture them is all
just playing the inheritence game now
"Departmento Munitorium" - that triggers me so hard
trigger in what sense?
if you mean the spelling - thats the correct name for the fictional institution in that setting. Doesnt hold up to a proper language ...
nice1 @woeful viper looks good
not pew pew pew anymore but BOOM BOOM BOOM!
Nice X3KJ!!
I'm having a problem with bulldozer. Whenever I start it up I have a blank screen. Anyone have any idea why? https://gyazo.com/e4b62f652ba56725e2408d32ed7e6759
Kinda looks like a Crown Vic from what I can tell
car.p3d good luck with finding answer to life issues here...
😃
Dscha - Today at 5:37 PM
1. #model_makers
2. I smell another ripped model, form another game```
😄
Hi @wraith tendon can u pls help me with my car http://i.imgur.com/41eRuUj.jpg I cant get it into arma thx
😄 lol
Nice model, you made it yourself, right? 😄
@fluid ocean @quick terrace @wraith tendon What are you guys talking about?
I'm confused
I said the car kind of looks like a Crown Vic (Ford Crown Victoria, commonly used as a police car)
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
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.
Oh, I bought it from here though so it's not ripped. http://www.gameready3d.com/3d-Model-050116FCVI-Detail
Just because to bought it somewhere, doesn't mean its not ripped from somewhere else.
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
your tools might not be set up properly
What tools?
Arma 3 tools
Aaand id say that site is not legit.
Oh ok
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
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
I bought with PayPal so don't think they took my credit card. And how would I fix my tools?
Your first step should be if you can see anything in object builder
Let alone your vehicle
that ^^
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.
start with new empty project and add a cube into it and try if you can see that
so something off with the model.
you could select all with ctrl+a and hit W a couple of times
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
@fluid ocean
Ignoring advices: Check
Using Models from a strange/fishy site: Check
Lifer: Check
3 of 3 again, wow.
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.
@wraith tendon site might seem fishy, but its legit.
You know them?
+I mostly agree what goat said before:
No Busines Informations
blabla@ YAHOO mail
Just have a peek at the whois.
why do you people even try to help dem "but i bought that" peps eludes me
me too... they land straight on my ignore list
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.
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...
2nd reason (at least for me): It's for a Life Mod. Personaly, i don't support any Lifers anymore.
😃
That is most likely the case.
But if all lifers bought their models legit there would be no ripping problem in it.
Does not cure my hate for life... I blame it for everything...
same as dscha. I'm done with "Life"
We could make that crown vic an MP car?
That is of course your right.
Maybe he has good intentions...
Or hes making the ultimate life rpg framwork with 100% legit assets that will put all others out of business
that reminds me... wasn't there a guy... a few month ago
who also claimed he formed a company?
anyway, would be #general_chat_arma =}
@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?
@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
XD
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...
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.
Thanks for the info. If I am reading this correctly, I have to have the Dev version of Arma. Is this correct?
grr....
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
how can I do that? Just install the Dev like any other program?
Do you mean game updater?
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?
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.
never mind, figured that part out. found a video
It's interesting how the life mods are still going
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.
Lets not forget the 15000 euro server upkeep
at least.
Bloody hell
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...
I wonder how Arma PhysX will liek this (and no, this is not bought, I did that in about 10 hrs :P)
https://abload.de/img/screenshot065npun3.png
Dem curves
well when arma 3 has karts it should work on bigger karts 😄
haha
should work fine
sweet
omg, Phoenix transformed to a Lifer!
😮
its ok, he is only going to drive around in circles with it
and sell skins to it on his private server.
That monster!
well, getting rich aint bad huh 😛
who says that?
I tried out simplygon per your mentioning of it redphoenix and oh my god lol
just a small example of last season Mercedes ^^ http://cdn-9.motorsport.com/images/amp/0aEpGmk0/s6/f1-barcelona-february-testing-2016-nico-rosberg-mercedes-amg-f1-w07.jpg
with the speeeeeeed 😄
bbl, searching Carmageddon again =}
@river kite yeah but those were due to the regulations introducded in 11 or 12, cant remember. I'd rather keep the body overall in the 2010 shape, looks the most agressive imho https://upload.wikimedia.org/wikipedia/commons/3/3f/Liuzzi_Force_India_Jerez_(cropped).jpg
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.
yeah think so. I just hope that vettel get it this year 😄
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...
that was asked a few days ago, iirc it was something with the rvmat
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.
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.
@white jay
do you have a SVLod?
@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.
do you have lodnoshadow named property in your res lod?
@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.
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
You will probably always get that banding in buldozer no matter what though
nope ^^
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)
So by names selection, you mean the lodnoshadow right?
Yeah, but that's with everything set up, right? (lodnoshadow, SVLod)
at a minimum you should have a res lod, a svlod and a geo lod
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?
tl;dr for me? Prob was missing LODs?
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.
Oh my 😄
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)
also, in general terms, run buldozer with shadows, not without
I think I already do, just verified, show shadows is checked 😃
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
That doesn't match what I've seen. Look at your example_multimat model. Without rotating the model, look at the face buldozer starts you on https://i.gyazo.com/c1bb2dc9e7d11eaae2ebc6879adf4a73.png
No matter what I do, I can't get rid of that banding
@bleak tangle http://i.imgur.com/YKeFfHK.png?1
here is how buldozer starts
there is no banding
I know there is no banding on that object, look at your example_multimat
Now I'm quite confused
They look totally different, so I'm wondering if there are some strange video settings coming into play
did you run bulozer with shadows?
@bleak tangle
because if you don't yes, it's bound to have banding
How are you setting it? I tried to add it to my buldozer.cfg but it had no effect
I'm on Penny's train I'm afraid, I start Bulldozer with shadows, but have the banding nonetheless until I add a SVLod.
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
Oh when I enable it from that menu the banding is gone, you're correct
i usualy am 😉 ^
uuuhhhhhh 😄
Then you're correct again, if I delete the shadow LOD the banding reappears
@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
Yeah, so it is connected right.
@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
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.
@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
^this
that has been so weird my results always seem to be increadibly different in bulldozer to ARMA
Seconded ^
What defines how quickly wheels turn? Just model.cfg?
@pseudo elbow yes
Thanks!
Lets take that away and not mislead people 😄
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! 😭
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?
<<<i usualy am 😉 ^
😂😂😂😂
Anyone available to help me with the Arma 3 Diagnostics Exe? I learned about it last night and just got it installed.
I'm looking to port some of the Take On Helicopters Aircraft. I understand that BI permits them to be un binarized using third party tools https://forums.bistudio.com/topic/193655-take-on-helicopters-datafile/#comment-3080708 but I have never used or even know what programs to use. Would someone that has un binarized the TKOH p3d's be kind enough to PM me information on how?
These seem to be the standard now: https://dev.withsix.com/projects/mikero-pbodll/files?sort=created_on%3Adesc%2Cfilename
@stark dagger
what do you have in mind?
oh, and i'm sorry... i didn't see you post on the CUP discord... -.-
@hard flume those won't work for our needs
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.
@umbral plume ah, ok
send me what you want/need and i'll see how we handle it, ok?
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.
@hard flume
what exactly do you want to do? merging configs on the fly?
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.
I was given this: https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe
but i'm not sure how to set things up/
well, changes on the model (p3d) are not going to work afaik. only changes to the config files
dang. So there is no way to see model changes without opening and closing a3 after the file has been update?
e.g. testing animations for doors, changing rvmats ect
ah, ok. thanks for the info
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
sigh.....and that is what I was affraid of. thanks.
what changes are we talking about?
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.
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
Thanks Uro.
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
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?
by TB you mean OB
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.
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
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!
np, also have the BI wiki on hand, there's a ton of information in there regarding textures, naming conventions, rvmats, shaders etc
check, thanks.
@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 oi , nice m2 - for which mod you doing it?
3CB Weapons/Vehicles
It most likely wont be in the next release, but hopefully the one after, depending on other things 😃
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?
@pseudo elbow With a lot of luck, blessing by the God you prefer and some steady hands.
(short: nope)
So through freehand transform only, ok
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
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)
Thanks, I'll check it out
lock movement to the Z axis usually for that one
I forget who was doing custom flags here last two weeks
But
Some hope for yall 😄
inb4 flag army battle https://www.youtube.com/watch?v=dgao7T4Gkkw&feature=youtu.be&t=22m20s
makes me almost want to install Shogun 2 again... until i remember its boring unit diversity that gets old after 20 battles
It's not installed? Shameful display.
of all TW titles its the one i played /enjoyed least
It's the only one I like, lol.
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.
clutter cutter!
doesn't seem to work as a proxy so idk what to do, guess I will keep googling.
pretty sure its a placed object, that was A2 though. #arma3_terrain might be the best solution
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.
hey @woeful viper I have a tank/tread question for you, the tread is just a moving image/moving normals via cfg?
the uv is moving
Ah okay
I also saw that its stretched in a2 unlocked models, should it be enlarged like that as well
Seems multimat esk stretch
@cinder pivot It was the roadway lod that removes grass.
Ah sweet thx
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
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.
reads it like any other rvmat as far as i know
Since they (bisurf) are in a seperate folder -> Don't think they will be baked in.
😛
would it be possible to have a tank with one tread not two
or am I upsetting the arma gods by doing so
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
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
tread ?
Is Arma 2 iron.bisurf material supposed to be armor or just iron shell?
+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")
@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
Wasn't it also just for the ParticleEffects/sounds?
Yeah, I thought so as well, thanks.
dunno by heart, some are just for tick sounds
was it possible to shoot through obj. in A2? I can't remember
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.
HoloSight for a Chopper? Like that aimingHUD?
Isn't there a way to do it without aimingHUD?
Just to be sure:
You are talking about that Orange thingy, right?
http://www.armaholic.com/datas/users/tkoh_hindslaunch_1280x800_3_4.jpg
like in a strider?
Isn't it already in the MI- erm... 24?
I know for sure, there was a thing you can active with the ScrollMenu
It is not holographic though, just a painting on the glass, absolutely useless for aiming unless you play on low difficulty with green crosshair
Oh, okay
UH1Y with scroll menu action is not really holographic too and very ineffective as well
@wraith tendon tank track/tread
sry, no clue. Maybe the others.
rgr Andrew + i wrote something below.
Well I guess I'll just have to brute force every possible material \ property combination
http://images.akamai.steamusercontent.com/ugc/92724624770838626/85EDD94E83A054F19691EEE0A160E0F3F1A48418/
UH-1Y went useless too since OA introduced body movement with vehicle velocity
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
@cinder pivot should be Config AND Model. e.g. iirc the Treads won't work, when you use it with Car physX
Andrew: You might ask Kju, what he knows about it. Since IF used a sd kfz 251 (Halftrack)
Hm
Sa-Matra, this BodyMovement fks it up pretty hard.. hmm. What if you add the Crosshair directly on the "Glassbowl"
Info: Thats just a word i made up^^
Kinda, yeah. Hard to describe
Yeah I just looked it up in config, it is MFD 😃
😄 thx
I get what you suggest, I'll see about it
rgr dat
from my understanding, it should work
the tread/wheel aspect
the only problem being now is 1 track or two
If using 1:
Keep in mind: one wont move, when turning Left or RIght (depending on wich side you select)
Make 2 small ones -> problem solved -> Donations are welcome 😄
😄
@pseudo elbow - you can use same trick as mod makers did with Holo sight in Arma 2 https://community.bistudio.com/wiki/Arma_3_Weapon_Collimator_Sights
tested it only in A3 but it should be perfectly working in A2 too
@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
@rough idol
It works! Thanks for pointing me into right direction!
http://i.imgur.com/BaXYoPF.png
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.
gratz
Is there a quick way to replace texture\material in all faces and lods?
thers a mass texture renaming thing in one of the o2 dropdown menus
Correct now?
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
lookin mighty fine
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? 😄
@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
n1, thanks
@pseudo elbow - if you have time for tweaking reticle then you can change it to something like this -> http://feedback.rhsmods.org/view.php?id=2648
@foggy finch where is the quote from?
@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.
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
What are you trying to do @pseudo elbow maybe
I would be able to help better knowing what you are trying to tackle
I want crosshair to show with turned on engine (using rpm as source)
Works only for hiding so far
@outer condor the vbs manual
So what do you have working? The unhiding part?
I mean hiding* and you want it to unhide
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
And you want it to be unhidden at 0.1 not hidden
Yes, hidden initially, unhidden when rpm reaches say 0.1
Setting hide value at 0 with min being 0 and max being one doesnt work? Something tells me that will hide it always though
minValue?
Yea
it just makes it hidden all the time, yes
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
Shouldn't there be like a linear conversion from source to output phase or something
Apparently setting minPhase greater than maxPhase does nothing
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
Yeah that's how its done with all existing vehicles, just a plane with empty screen that hides when rpm goes up
Ah
So BI themselves does the hackway haha
Or better maybe move it into place when rpm is up
Idk
Wasn't there a vehicle that displays like error screens when your vehicle is damaged?
I think it was A3 though
@quick terrace Thanks for the suggestion on ammo box as a first project.
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
Yea lol
Best bet is hiding a screen infront of it when rpm goes up @pseudo elbow otherwise its all too much hassle
It worked!
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.
Thanks for the suggestion @cinder pivot I didn't think that I can as well hide\show faces that hide the crosshair.
@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.
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
yup its decent info. thats why i asked in the first place 😃
@pseudo elbow what did you end up doing that made it all work
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
maybe something to do with the smdi applied?
@pseudo elbow afaik, making it even higher should stop it ( since its controlling the specular power afair)
yeah try setting it high like 10000. and play with the fresnel values
you could remove the rvmat entirely... makes any reflection dissappear.
Will it be transparent?
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)
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
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.
Oh so the option in when you hit shift e in ob doesn't do anything?
it even says it "Lighing (Obsolete)"
Oh right. Boy they sure do have a lot of "infinite wisdom" 😂
speaking of witch - you can disable light in buldozer?
btw enviromental editor is still bugged - mainy the "Time of day" slider
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?
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
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
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
@mossy oxide it should have a full selection of "head" or something
I forgot to put the new helmet into the model.cfg
Got it working?
Nice looking sir
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
Yup its based 100% on real design: http://bugsinmyhead.com/img/fro_helmet.jpg
Service guarantees citizenship.
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
uhm, a Straship Troopers helmet? 😄
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 😄
Its spelled: Nokiaonium Color code: 51-10
yeah, but there is also Nintendium in the amalgam
can body armor model have "fire geometry" lod? I want to put on actual armor on people
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
define vertex groups
?
The vertex group you set up in vertex group tab in blender and assign vertexes to it
ahh, specific blender thing then...my bad, not a blender user
no fire geo cant be in armor
also, that helmet wouldnt be that fun when using it in prone...
has anyone tried to use custom normals for arma? (rather than the average normal weight by face size in OB)
@bleak flame has tried it afair
successfully?
not sure, I just vaguely remember him talking about it
yes, succesfully afaik
wasnt shafty also trying it on the t5000?
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
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.
Afaik all trees use object space normals
@white jay what? no,, they all use custom face normals...
nah thats not objectspace
http://imgur.com/a/NrCZP GAU-21 renders
@quick terrace thanks! read that years ago and must have forgottn most of it ^^
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
nah
Have you tried making new proxies and do they show etc?
Changed paths etc is what I guess
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
Are you sure your P drive is setup correctly?
make sure you dont have 'hide proxies' ticked on the start bulldozer drop down
Yeah I don't
Also my p drive was fine yesterday but I'll mess around with it and see what happens, thanks guys
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 :/
You tried different config files?
Why would it be config files? 🤔
Well if you have an issue you want to try and rule out anything that could be wrong with it.
how much does it change color?
Goes from black to grey
At what distance? could be just the model starting to fade out. Got any pictures?
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 👍
👍
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
looks better
more pics in the album as usual http://imgur.com/a/zHohp
the problem is that models inside the house like men or whatnot not affected by the lightmap appear really bright by contrast
What about other Windows? They look a bit like the Lego Windows from 1990 😄
yeah, they are next.. proper window frames and framing both inside and outside
:D
The White Door maybe a bit Darker, but alltogether -> vast improvement =}
otuside is going to be something like this: https://hemberget.files.wordpress.com/2012/07/panel-2012-07-05_baksida-garage.jpg
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..
yepyep.
Yeah re extracting my a3 files into my p drive and re-mounting it didnt seem to work, not sure what it could be
@FinCenturion#8597 looks awesome, 10times better now and getting better each update!
What desfines model visibility in the game, if it is not beyond view distance and object view distance?
Config value? Model size, bounding box?
Most likely if part of the bounding box is on your screen, and it's not behind an occluder
BB, yeah
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
~~Ah, it was Penny :D
http://imgur.com/a/hkD0S~~
nvm, missread
Im thinking how I can solve the issue where ATGMs become invisible over distance
Making it very hard to aim them towards moving targets
They're clearly not going sub-pixel but just vanish after certain distance even with high magnification
Gonna try adding memory points to enlarge BB and see if it helps
Was this discussed here recently? I feel like I'm having deja vu.
That was what reyhard's solution was https://forums.bistudio.com/topic/143930-general-discussion-dev-branch/?page=849#comment-3122865