#arma3_model
1 messages ยท Page 86 of 1
I can't find any mention of it in discord recently so I think I'm just going crazy
Quick question before I spend forever testing to see if it's possible ... Anyone know of a way to get a selectionposition of a selection in your currently equipped weapon?
I'm trying to get a specific location of a selection in my equipped weapon at any given time
I have the selection in my model. Of course you can't just use for example primaryweapon player as that is just class name returned
no you can't
Anyone know where the drones pbo is?
Trying to put a working camera on a swat vehicle
a3\drones_f\
@steady pasture
@median bough Im trying to hook a working camera to my SWAT command vehicle
Like a movable camera
A friend told me to use drones UAV to do that, but have no idea had to do it yet
i did similar a very long time ago. sadly i can't remember how i did it. download aplions NH90 mod and my BW Retexture mod. iirc i got it working in the retexture mod
wait... damnit... i think i removed it at some point b/c it was messing with ace at this time. not sure
sadly i don't have the sourcefiles anymore
Damn
but i remember what i used to get it working
https://forums.bistudio.com/topic/169324-release-script-tgp-targeting-pod-for-air-vehicles/
might be outdated tho
@steady pasture
Small question: easiest to use program for moddeling (free if it can)
oke then i will go furter with blender
theres no "easy" 3d program
but honestly, after switching from blender to 3ds it really strike me how much more streamlined it is.
that might be true, but to get a taste sticking with freeware is best for beginners ๐
3ds max is $185 a month? Wtf
Or free if you are a student
Yea I have it free as a student but I was looking at the prices
Seen the prices for autocad or adobe?
Are there any problems when using it as a student for arma related stuff
Adobe I know is $20 a month via student
I want to use 3ds max, I have it installed but I dont know how to model that well yet so
Using blender right now as its a bit simpler for my needs I guess
What exactly does A3_headgear_template.p3d and A3_vest_template.p3d contain? I had hoped that it would give some sort of frame or reference so that I could make a vest that fits the character models, but it's seemingly not that.
The A3_character_template.p3d does cotain objects in the form of hands, feets and some odd triangles (I guess they are supposed to be there?), but also sits at 4,59 MB vs <1.5 KB for the former ones.
There is no difference between Object builder and Blender.
The files where found in A3_Character_Examples_1.1.zip, found here: https://community.bistudio.com/wiki/Arma_3_Modding_Characters#Requirements
@haxfar#0721 what are you trying to do?
Like export a unit for size to model against?
If so your best bet would actually look under the template rtm and use the male.p3d for size as its a full unit @haxfar#0721
The template files show the minimum required LODs and named properties
and you should get the samples from Steam, here since they are kept more up-to-date http://store.steampowered.com/app/390500/
@haxfar#0721 there is a .fbx file in the same place
@cinder pivot I want to try my hands at creating the Defender 2 vest and the Smersh, since I haven't been able to find it anywhere. Would be nice if I could build it to correct size and proportions from the beginning, though I have yet no idea how hard it is to change those things.
@polar fiber Thanks for the heads up on the samples on steam. If you got experience with blender, do you know where the information is shown? I do remember something with 3 or 4 version for LOD plus one for shadows.
@quick terrace I've got no idea if it means anything for me at this point, but the .fbx files from steam, that I tried, had to be converted from 6100 to 7100.
I've found a blender tutorial that deals with models for Arma, I think it's best I start with that one, before I ask more.
You know you are in trouble when your model is reaching over 7gb...
lol
small ๐
Lol
Why all character models have premade head on lower LODs instead of head proxy? ๐ค
Which results in black skin units looking white over distance and such
Or is it just Arma 2\OA lazyness and not a thing in Arma 3?
Anyone maybe knows why I can see kinda trough walls in my model? http://prntscr.com/eb837n
Arma3 have heads configured in same way
seems like it's a price for some optimization (less proxies - less drawcalls)
@pseudo elbow โ
from #arma3_texture
Dscha - Today at 9:38 PM
Exactly!
But: For bigger Buildings -> Every room a single Model (remember: Occluder thingy)
oh snap, i thought we were in #model_makers
Hatchet - Today at 9:40 PM
yeah i would still like some more time to do heavier occluder testing. they do work, and i'd like to think with some planning you could make really good use of them.```
Didn't Penny made some test with the occluder?
Not rly
yeah, but that was just more visualization of things, some performance data i think also.
Its just an Animation
@hollow fulcrum Performance.. hmm.. its not rendering X Models -> I don't think bad FPS will happen ๐
i use them on the oil rig though, and it makes a profound difference. so much so, i've nearly doubled the internal foo.
I know x3kj has a tank that animates the interior when the doors open
and that causes some slow
well then you should remember it correctly...
๐
well you brought that example up when I asked about hiding stuff if its rendered so ๐
it "causes some slow" because 12 infantry passenger with all their gear contribute significantly to computing cost
But.. thats normal loading time?
Thats what i meant, no big diff to a "normal" "I turn 180ยฐ and there are 12 Soldiers"
ah okay, then I misunderstood on that point
the point was that everything you hide actually is not taxing your CPU / GPU
wich just makes sense
yep
large shoppng mall, on a limited terrain..
that would be fun. screw the whole big map foo.. intentionally block it in and put the load on the what would be hundreds of structures.
in that scenario, might also be really handy because you can crank up the terrain grid. which helps with the lod limitations.
maybe require a lot less slicing and dicing at the end of the day. still need navmesh or something though. pathing is still less than ideal on/across multiple models.
hu?
๐
ie.. make a small terrain with no intent of gameplay outside of say a parking lot.
I just learnt that I need to start out testing stuff with attaching walkways...
bleh ... if you cant use a tank its not a good terrain, says i
Hatchet <-- confuciused
probably a better conversation in another engines discord. ๐
anywho, tinkering mode for me.
Never really done any character modding, why are the bone selections in the vest sample file blue?
Does it have to do with the weighting or something?
yes precisely that
Right and I assume I would use the weight automation tool for a vest, but for the skeleton definition should I select the OFP2 p3d?
Never mind, found a tutorial on weighting in object builder. Thanks for the reply though @woeful viper
Heres the link if anyone ever needs it: https://forums.bistudio.com/topic/109501-stalkergbs-weighting-overview/
So I have been adjusting ``` class wheel_1_1_Damper_Damage_BackAnim: wheel_1_1_Damage {selection="wheel_1_1_damper";offset1 = -1.2*DamageOffset;};
class wheel_1_2_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};
class wheel_2_1_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRFWheel";selection="wheel_2_1_damper";};
class wheel_2_2_Damper_Damage_BackAnim: wheel_1_1_Damper_Damage_BackAnim {source="HitRBWheel";selection="wheel_2_2_damper";};``` to try and get the back wheels on this suv to drop down correctly when you destroy a tire. Is that the wrong thing to edit? Here are some screenshots to show what is happening. http://images.akamai.steamusercontent.com/ugc/89347712539511470/07302988D9AA1478A59A2E3799B1E2A807980AD8/ http://images.akamai.steamusercontent.com/ugc/89347712539515298/33AC08EB9AE82B8C519FC8814C759C127F3CBA30/
Can anyone help me with some object builder questions? I've got a model open in object builder and want to find the model coordinates of one of the vertexes in the model. Very confused by the object builder interface.
@zenith crescent select the vert you want>>points>>properties
or select the point and press shift 'e'
Does anyone have a tutorial / a RIG for weighting characters for arma ? I've read a weighting tutorial on BI Forums, was wondering if there was some kind of rig tool out there for 3DS max to help rigging characters
@fervent steppe Thanks, that helps
NP
@fervent steppe Do you know if the axes are defined differently in object builder vs in-game "model coordinates"
noticed the Y coordinate in object builder seems to define the vertical up/down position.
@zenith crescent your best bet might be https://community.bistudio.com/wiki/selectionPosition
@cinder pivot Thanks, but I'm looking for model positions not defined as memory points
@zenith crescent i believe you can also get the position of a selection via that as well but I think it might not do what you are looking for
use skin wrap homie there's a sample character max file in the A3 samples :) @oblique vapor
@fervent steppe hey do you have any ideas what i could do to my pathlod`?
@formal glade what do you mean?
Pathlod visualisation
https://twitter.com/foxhoundint/status/707568485908373504
and just for the sake of it, geo occluders visualisation:
https://twitter.com/foxhoundint/status/708239398706368512
Check the house in Arma 3 Samples for an example as well
@heavy grail Skin modifier seems a pain in the ass to use, but thanks ! Will give it a shot ๐
sorry got cut off mid sentence
my AI guys just stand around, the find inside well enough but cant progress very far
@fervent steppe
i based it on the BI sample
used the "fans" for stairs
oh for christ sake, sort your O2 UI^^
helpful ๐
is there some kind of max distance on the pathlod between vertexes
how do the ai guys navigate? is it from vertex to vertex or what?
@formal glade this might help ya out a little more dude https://manuals.bisimulations.com/vbs3/3-6/devref/Default.htm#Oxygen_Manual/Oxy_LODs/Oxy_LOD_Paths.htm%3FTocPath%3D5%2520Oxygen%2520Manual|LODs|_____6
ok yeah I raised it abit now
let's see if it helps
thx
if making houses was only making the visual bits it would be quite fast and easy work ๐
Getting weird issues like some geometry not visible in Buldozer when nothing is selected, but visible if I select some faces.
What can cause this?
I'm editing existing model, I copied small piece of geometry, positioned it properly, it all looks nice and sound in O2 but not in Buldozer
My copied piece is not visible either
Just for testing try copying the entire LOD to another OB instance and run buldozer from there.
I've got faint memory that I've seen this happen too
aye, i've seen it once or twice. i avoid the app in general as much as i can ... so i just assumed it was being stupid. ๐ฌ
So this has something to do with model.cfg, I added 12 new bones and removing them solves this
that is interesting to know
Can you have two bones with one parent bone?
Is there a limit on skeleton bones number?
having bones like that should work
are the new mesh parts part of some wrong selection perhaps?
Checked through all, looks fine
New selections that I defined and listed as bones are single face each
Oh, you reached animations ๐ Have fun
So I redone entire process but without copying mesh, just defined new selections for bones, ended up with same issue
So I had a look into RPT, spam of
Error while trying to generate ST for points: ...
for each face that went invisible
@fervent steppe, @foggy finch @white jay wohoo now it works my pathlod.. turns out during import from 3ds max some vertexes were no longer welded so had to merge those, now it works perfect
nice
now i just need to figure out why they do not open or close doors
i have the begin and end action defined
Ah. Nice @formal glade !
make sure your using standard door anim stuff, iirc there was something about that
You need to define them in the main config
been a while since ive animated dooros n stuff
yeah I have it defined in the config and model.cfg
works fine for player
but the ai just ignore
oh wait found a typo in the config, maybe that is why ๐
actionBegin1= classnameofuserdoorentry
I animated light switches ๐
But when using it to hide a light source it just moves the vert to 0,0,0 in the model which ended up with the middle of the model glowing lol
๐
They flipped this around. In A2 it used to be that you couldn't hide lights on vehicles. Now you can "turn off" lights on vehicles using hide anims.
Seems like simulation=house didn't get this treatment. ๐
Hehe. I wish it did. Would be cool
that is sub optimal
yeah.. soo, anyone got a good workflow for making geometry lods ๐
Haha @hollow fulcrum
Slave labour
๐๐
There's a handful attempts out there to auto-gen geo lods. And it's always so-so approach. You'll always need to go in yourself. But the rough works can be automated. At the cost of silly artifacts.
so what are the ground rules.. keep it simple and every wall is it's own object or?
There are only three rules:
- SIMPLE geo forms. More complex than a cube is possible, but be careful it may bite back
- Each volume must be convex.
- As little individual volumes as possible.
what about the mass - how important is that and is the units kg or what
I.e L shaped geo volumes may or may not work.
Mass was supposed to be KG, but it has always been weird. A lot of black-box engine magic uses the mass.
So usually you end up over-inflating the mass. Especially for thingX types.
Don't have weird inwards facing verices
The L shaped volume is a borderline case here. It can work fine, but in most cases I had the issue that the 90ยฐ corner in the L shape basically makes the volume concarve and therefore broken.
A lot of black-box engine magic uses the mass.
Such as the size of the bounding box of the vehicle directly influences its armor value.
@fervent steppe you keep mentioning it "moving to 000" in case of hiding - this is not true. It just defaults to 000 if it's declared selection / point is not found. The point does not emit light. It just declares where the light is located. So when you hide the point, you hide the location, not the light source.
Actually: Hide type anims do animate the thing to 0,0,0 with scale 0,0,0
and how do you know that?
Because I do this stuff daily for the past 5 years.
Hide anims are super practical if you use the hide and hidevalue parameters. Its a bit counterintuitive (as usual), but can be VERY useful.
you can also see it happening if you apply hide anim to only a few verts/faces of an object
A colleague did some awesome gifs about the hide anims some months ago. They explain it super nice. I'll try to give a short writeup of that.
So if you only want to hide part of an object, one has to do Topology\Split beforehand
i'm doing it for 3 years and i dont see evidence that it's "moving stuff to 000"
try hiding 1 corner vertex of a cube
a face needs 3 points
if one point isnt found, you can either CTD and go home, or use failsafe and assume 000
that is no prove that its "moved and scaled to 0"
It's ok kj I still love u even tho u yelled at me and made me cry
well try hiding 1 side of a cube...
same thing
well ok then
Methinks he be trollin' ?
why would i? If its just moved and scaled to 000, how come you save performance by hiding stuff?
the points by that logic would still all be there, and you would have pretty nasty effects in the renderer (infinitely small UV spaces and so on)
OR
if _x == 0 then {nothing}
Try this: make a cube. Set it up to be a hide selection.
BUT
apply weighting to the selection. Say 20%
Make sure to have a secondary selection to counter it with, else it normalizes to 100% anyway.
Then run the hide value from 0 to 1.
same thing, origin not found. default to 000. But only 20%, so move only by 1/5th.
what origin?
model space 0,0,0 coords
is there a diffrence between a hideanim and the diffrent hide sqf commands?
Same. Maybe we are talking about different things here, then. ๐ฎ
just a sidequestion from me sry ๐
by origin i meant the original position where the referenced point was located before it was hidden (in this case - could have been described better by me)
Oh no. Don't back out on agreeing with me now. I'm lavishing in my win ๐
but its animating it somehow to hide it right
So what I was trying to demo with the skinning to 30/70 example: It shows the thing scaling towards the model center (to avoid the term origin). That is 0,0,0 in O2 coordinates.
Hide is just scale to 0%
And in case with the light, it can't make it disappear, because a point as no volume to be scaled. Would be interesting to see what happens if the light mem-point is part of a volumetric selection that gets hidden (scaled to 0). I think tho it will still work and shine light.
hide removes the point from the model entirely, thats my point.
Which means if the point is "gone", it the engine will use the fallback method of assuming 0,0,0 for the mempoint to avoid CTD'ing.
the light is hardcoded to emit light. The position is determined by a reference point (selection). If the reference does not exist -> use 000. This makes it a bit difficult to debug things, but prevents crashes at least
Ok, good. we're back on the same page. ๐
in any case do hitpoints affec lights?
My point is that it actually moves the point to 0,0,0, as can seen with the skinned-hide-anim. Say if your light point is at 1,0,0. And skinned to be 30%, then a hide value of 1 will move your lihgt point to 0.3,0,0 instead of 0,0,0
This way we know it's not making it disappear.
Hitpoints can affect lights, yes.
Yea goat. So the same light goes out if shot out
But thats another valley of tears by itself
class markerlights vs class reflectors
Embedded in the larger conflict of land/_ vs no land/_ ๐
(jeebus, forgive my discord-markup inabillities. I mean land-(underscore) prefix)
in theory though you could use that to control lights
and maybe another hit point on the light that is connected to the same system
Yea I thought about that but haven't fooled around with it since the initial testing
so it too turns it off
and the light switch turns it on only if the other light hitpoint is alive
Hahah. So because I got distracted here I let my bread get burned in the oven. ๐ก
Lol
๐ฅ
It's was for the hanger which has like 20 some lights
Anyway. The gist of all this: Hide anims are actually scale anims. And using weighting to you can control this and make use of this. Say... inflatable stuff. ๐
oh thats definitely useful for your shed @fervent steppe !!
๐๐๐ I'm never gonna leave that behind me am i
translate animation with weight...
Sure. In one direction a translate will do the same.
Either way. The info is out there, it works, and many roads lead to rome. I've already lost three slices of bread over this, so unless there are some questions I'm gonna bail again. ๐
good luck trying to use it on a real model. You would have to position it so that the CoM is directly where you want your downscale origin to be
I didn't think weighted verts worked properly on model.cfg anims in A3?
why wouldnt they?
Dunno, but haven't had satisfying results from rotordive anims in A3 that looked okay in A2
maybe its another fault? some animation sources where broken with new vehicles classes, so maybe it was that?
thank you @halcyon wren for your advice
Try scaling the tips of the rotors towards 0,0,0.
Where's the trollface emoji when you need one...
๐ there
lol
Setting an alarm-clock this time. ๐
also, using this sideffect ( i still am not seeing the evidence that its directly moving and scaling to 000) - you only have discrete "scale effect". No transition. source= 0.99 "pop" 100% size, source = 1.0"pop" 30% size (or whatever you weight it as)
Hahhaha
The virtues of Arma...
But glad to see you are experimenting with it now instead of denying its existance ๐
im not denying that there it defaults to 000 whenever the original point doesnt exist. Thats my whole point. It defaults to something. It doesnt move and scale down existing stuff. Because that would cause all kinds of problems (you would get degenerated face warnings for example - which you do if you make a cube and put all points at 000)
B... but your thing just went to 30% of its size, didn't it?
i only admit one thing: that this discussion is mostly academic and not really worth 3 slices of fresh burned bread
Yeh. We're committed to this now. Sacrifices were already made. ๐
It scaling to 0,0,0 makes a lot of sense tho. As it will most likely just scale the entire 4x4 transformation matrix.
And the weighted hide is really a bug thats not harming anything.
Those of you who have made vests, how do you usually start the model? Just a cube, which eventually gets "hollowed out", two panes which gets connected at some point, or something third?
Circle for the waist line. And then from there with extrusion.
i start with patches (the geometry type in max)
particulary for hard surface curved objects
@halcyon wren Hadn't thought of starting it that way, but it makes sense. Thanks. (important distincttion between had and hadn't)
What DCC tool are you using? (max, modo, blender, milkshape3d :D)
blender.
found a plugin that allows im-/export directly to .p3d
Not sure if it really makes a differences, but I like to keep things simple.
I'll stick to FBX -> O2. Never know what the 3rd party stuff does and doesnt do until you check the code (if available)
The blendee tool sure is nice
aye the tools for blender/arma are fairly pro. wish i had time way back to stay on the blender bus. alas, i'll stick with the master race in the end. ๐
Blender is great, but it does have limitations. And for being the allrounder that it is, I have a lot of respect for it.
About once a month I am tempted by Modo, but then I see the 1000$ price tag p.a. and nope out of there.
im sure they will come of age once enfusion is open to modding
miro has some pretty cool stuff in the works ๐
One can hope
@halcyon wren they still do the indie stuff for modo no? that was a little more reasonable. straight from Steam even!
Oh right. A tenner per month. Not too shabby.
I am still hating myself for not jumping onto the substance-alpha back-when...
bleh.. quixel for life. (full troll mode now..)
I've settled for quixel now too. But the distinct lack of updates since Sep, paired with Megascans as the flagship, makes me slightly worried about the future for this tool.
at the end of the day, it is the end result that matters. 100's of ways to skin a cat. (just to avoid confusion on where i stand)
hopefully they make a standalone with full megascans integration ๐
The thing with megascans is: people get megascans only to port the values to substance templates.
they need to expand thier library with more industrial mats tbf though
It's a bit far out of my element, but afaik the real creamy stuff in megascans are the albedo and reflectivitiy values. And they translate 1:1, since it's all PBR
Someone else with more knowledge in this domain could answer this, I just overhear a lot of these things. ๐
Basically these values:
https://seblagarde.files.wordpress.com/2014/04/dontnodgraphicchartforunrealengine4.png
you can import these things into many applications these days.
Its too late i have already started looking at prices
tis whatever floats your boat. and what you now how to do i suppose.
just depends how you like skinning your cat ๐
^^ exactly.
Accept your fate and the prices. I went to osprrey publishing (military history + technical books) earlier today and left with 9 book orders after half an hour. No point in resisting some things. ๐
It all started with this naughty magazine: https://ospreypublishing.com/nato-armies-1949-87-pb
Peaked your interest huh? ๐
Oh I just 2 boxes of naval history books for free... Gotta love marktplaats (dutch craighslist equiv)
references are priceless.
Exactly. Everyone always complains about how tedious building tank interiors is. Its only a PITA if you don't have references.
I just need to learn how to model better lol
There is enough data on most tanks, and if people are lazy there is ways to measure exising models...]
Within arma mods we already have examples of tank interiors...
There's a milkshape3d ๐
@halcyon wren you can already load the RC for qiuxel 2.3
and Billy is also posting new materials once in a while on facebook
@halcyon wren Do the buttonz work there?
Ooooo. Nice to know. But what are the side effects. Quixel always feels like I am somehow balancing on eggs trying to paint the ceiling.
wut
@fervent steppe Milkshape is actually pretty cool. been a long time since i used it. but was functional even back then.
Well I'm sold!
haha
Eh ur combining two separate things
Yes. It's all amazing. Even more amazing than in the PR materials. ๐ค
Comparing
No saying all that tech wouldn't be freaking awesome in a3 but look at the funding
i was hoping for seaState foo.. but i digress. this be model makers.
Hmm
There was someone that fixed that issue
Appearantly you can change that in arma
Well underground could be model makers. I tried adding the lod but it didn't do anything. And iirc @foggy finch recently tried it too
Underground lod tech was cut very early in when it proved to be a can of worms for AI and other areas of the game.
I though he said he was able to get the character to go underground but the camera didn't follow lol
it's not implemented. although pieces work.
Bleh ai dont need it
Yea. Underground would be totally for players only. I can see ai just falling over dead ๐
"We can not compute"
Or they just guard exits or something
kinda made arma like a top-down view ๐
Ohhh isometric ๐
HE HAS NO HEAD ๐ฑ
hahaha ๐
yeah I dont think the player head can go under terrain mesh ๐ฆ
I stand corrected... Waves are limited..
Thought you could fiddle with somewhere
you can change their height etc
Must be another game that I confuse myself with...
if your referring to water waves
Yea
yes you can tweak arma waves well beyond the default setup. but it is broken and not even comparable.
its also another reason why we cant use the regular water shader for shading ponds, since that shader is directly affected by mission wave params
Only way to have underground stuff is terrain hax i.e namalsk object a2 yea?
carve a hole in terrain heightfield, plug up the gaps with an object yep
Yup
i was meaning related to water/wave functions. much has actually changed since 1.35 fortunately. just not that. ๐
There's a lod in boats that clip the water out right?
"as an example of the level of detail possible in VBS3" srsly? What engine (apart from potato engine) can't handle that level of detail these days?
@fervent steppe i totally read that wrong, sorry. yes can block water (top down) with a plane and parameter.. completely forgetting the details currently. sample boat has it though.
Hehe
kiory tested the underground feature in vbs and said that its extremely performance dropping
was a while back though, maybe 2-3 years
@woeful viper Its a rather nice level of detail for the military simulation industry.
yes that is true, but i dont think thats due to lack of engine capability
You are correct.
more a thing of efford+money spent vs demand vs actual studio capability
Usually its a thing of "why do we need the super pretty graphics to train how to not crash a tank into a house".
you would think they'd have a proper driving model then though ๐ which stuff like SB doesnt have
i remember the Wiesel TOW simulator we trained with in 2008... it looked like it was built when TOW was invented.
This is highly offtopic now, so to cut it short: The people using it are not the people buying it.
weve had more offtopic things than this ๐ the houses in the TOW simulator had ugly gaps in their "models" (blocks) ... it was hard to notice the enemies with such glaring graphical issues that begged for attention ๐
Yeh. Negative-Training on the other end of the spectrum. ๐
I have SB, In 4.0 the dynamics have been changed but it is still cringeworthy...
Though it is more made to get familiar with the systems and communication...
Same as nautis, the real version of shipsimulator...
i so wish i could access and modify arma's simulation in the plane and tank department
What that goes Arma does a better job...
i just didnt want to give up my chances as mech engineer to be able to fill my short term crave...
otherwise i would have applied in a heartbeat
think it's only one or maybe two guys handling physx right?
I cant stand the life of the gaming industry for more than a little amount a week... Besides that I absolutly adore my job in ship salvage
Not that you'd get to work on that anyway just because you'd like to. ๐
that is such a task in the overall scope..
@halcyon wren exactly... Plus its not said that the future team will keep working on Arma type stuff.
The most horrible thing... you deliver a fix.. or a multitude of fixes with different ways to fix the problem... none gets implemented... and no reason why... That pisses me of...
Just doing the Fix is not all that needs to be done. There's a lot of overhead.
What we need are properly fixed water shaders ๐ค
no comment.
Wait, there was someone who messed around with that
i mean i could comment, but there is no point at this point.
Deanso and myself got the water to actually function like water and with ai but now it doesn't work with volumetric fog
goes looking for flammable liquids and things.. says, we'll smoke em out if we have to..
Haaaaa
yeah i did that some years ago now also.. i dunno. they know it's broke.
that might be the most appropriate reply yet for you there @lavish mountain ๐
Remember when you would create a model of a pond and it would launch you into the air ๐
Come on!!! Diesel doesn't burn
I put bathrooms on the seccond most hated spot to model... (personal list)
lol
always keep in mind: still better than having to model horror stuff (rotten corpses, bile goo and so on)... Looking for references for that isnt exactly appetizing.
make sure you eat your lunch before or after modeling that stuff?
haha
dunno which would be worse ๐
There's also a suicide bomber version of that one, but it's hidden. The search history for that project put someone on very many lists. ๐
preferably model on an emtpy stomach and visit your psychiatrist before you eat anything
"Disturbed Bush" thats what you put next to such models on a map right?
Its some fancy thing that actually shows broken branches and stuff when you walk through it.
you could have just rolled with it, but neyyy ^^
๐
" we still havent found any weapons of mass destruction" ... 0.0 https://youtu.be/bfiaGungQsg?t=2m6s
any one have a really quick way of doing fire geometry?
Fire fire!
copy your geoLod and modify?
^ this, and then apply the armor materials. If you don't use materials, you don't need to duplicate it into the Fire Geo. The engine will automatically use geo lod already for this if no firegeo is present.
Won't everything have the dirt effect if you don't apply materials tho
yerp.. that is the default.
Default foo
So going back to 0,0,0 default o2 space...should that work on ladder mem points to do you think? Or can ladder mem points be animated to move at all?
ermm... i want to say no. think i tried to do it on the cranes for the rigs and it was problematic. that being said, it's completely possible i missed something then so..
I guess I can make the ladder into a plane so I can visualize it moving in buldozer then try it in game
But I really need it to work for some cool stuff
Top secret cool stuff
i feel ya
Only way to move ladders is by having them as separate objects attached to your animating bone.
Your saying by attachTo?
Yeh. Then they function as kinda cargo-carriers. ๐
that is how i do it on the MkV
BUt even with the attachment of them its a very borderline case. If you set the pitch of the ladder it will will be only vertical translation.
But what if it works off a mem point as discussed before about how the light points move to 0,0,0 perhaps that may work to "move" it out of the way?
Certainly worth a try.
did you ever looks at Gnats FSF?
Yea I'll have to give it a go. Provided you can access the ladder from the middle of the model lol
To my knowledge the ladderBegin and ladderEnd positions will remain where the memory points used to be before you animated them to a different position.
But its been a long time since I last dabbled in there. But ladder tech has not changed since OFP, so I doubt there was any change. ๐
^^ that.
LadderAnims are the only anims with vertical translation. All other anims can only do X and Z step. But its all very specific.
soo just need to create your own ladder feature!
something that simulates how the ladder works
but works in any direction
that could be done actually.
As long as you can reliably interpolate the character position it is easy to do.
I'd attach the character to the animation position and use some sort of loop that sets the character direction to match the ladder direction and then move the "climbing" point in the climbable object with animation
Spidermansim ๐
basically ๐
That reminds me of the ninja-mod for OFP. I think they did something similar.
Yup
Lol
https://youtu.be/7HHcLkdqmFA
This is what I wanted to make work lol
I have the lid animated to sorta slide off and down now if only I could move the ladder
why do you need to move the ladder?
So you can't climb down it when the lid is on ๐
This isn't super Mario bros hehe
ah yeah
Hehe
mm well make invisible ladder object that the lid opening creates at that position?
the ladder in the model will be just visual
Keep me updated as I need something like that aswell
Yea I'll have to try a few new things out. I'll let you know if anything works
I have a few emergency escape hatches that need to be locked from one side
Slightly off topic but I just watched some guy who outfitted his buldozer with armor plating a foot thick destroy a town in Colorado lol
No one was hurt so it's funny now
he got stuck IIRC
Yea
However a antimaterial rifle will make quick work of that I presume
Is there any way to increase coordinate precision when viewing vertex properties?
Or maybe there is another way to return and set coordinates for vertices?
(Excluding proper modelling software)
I'm having problems with a geometry lod. I can run through the object! Any ideas why? I have written up what I have done here: https://forums.bistudio.com/topic/202350-geometry-lod-not-working/
@white jay can you take a screenshot of the geometry? Also did you just manually rename the whole thing as a component or did you do component convex hull in the Structure > Convexity tab.
Thanks @umbral plume but I solved it. It was a problem with the seat to keyboard interface. I did something wrong with the find component stage. I see from Named selections that the components were missing. Now fixed and now working ๐
glad to hear, good luck.
I got another question; when I shoot it it spits out what looks like wood! Not so good for a metal sign. Is it possible to change that?
You need to set a penetration material for your firegeometry. Default is dirt, probably what you thought was wood.
ok thanks, I haven't looked at fire geometry yet. That will be after I get the paths and animations sorted ๐
Question: Is that possible to change the handAnims on a pistol without fucking everything up
How do you debug geometry? I got one which I can walk through and another in the wrong place. I want to find out why!
are the geometry objects closed and convex, are all of them part of individual componentXX selection, do all of them have mass > 10
yes, yes and yes ๐ I have 63 components and it is only 3 that are misbehaving.
you have 63 components for a sign ?
no, I'm on to a house now ๐
are they wider than 10 cm?
@white jay you could always make a copy of your model then copy the geom to visual and walk around, that will tell forsure whats acting up
@stuck oyster they were 10cm wider than the visual but I have widened them now. I have also deleted them and redone them. @cinder pivot good idea, thanks.
do they all have mass and a componentX selection?
@white jay yes they do. I have noticed that if I update the pbo. re-crunch the mod the model isn't updated to the new version. Tried deleting temp in pboproject but no change!
did you change the pbo name?
could be that you still have a old pbo in your addons dir that overwrites your new created
or do you really edit the p3d you refer to in the config?
usually what the problem on my side when i have suche strange behaivor
I edit the model in blender, save as p3d then open it in OB. Then add components and save. Then I use addon builder to make the pbo. Crunch the project with pboproject. Copy of the @ directory to ARMA and run the game. The model in the game hasn't changed. Perhaps I need to redo the wrp file?
ermm yes, if the model is part of a 'terrain'.
I'm a little confused by "Then I use addon builder to make the pbo. Crunch the project with pboproject."
i was assuming he is using AB on the model, and pboProject for the terrain (the whole project).
Yeah and Addon Builder could certainly be the problem for the model not "updating"
yea
i wasn't going to go there. but feel free ๐
and a model on a terrain shouldn't need a wrp rebuild unless your bb changed
Agreed
and thats only for shifting of the object
well, I deleted the offending geometries. Redid the p3b and pbo. Redid the wrp files as well. Re-crunched everything and now it works as expected ๐ Thanks. Next ... animations and adding in doors ๐
why are you splitting up the model packing process and the terrain packing process between two tools?
@white jay it's worth noting what the guys mentioned, so you perhaps save time next time.
@hollow fulcrum i totally don't get what you mean
simply that he really doesn't have to repack everything unless he has actually done specific things to the model in question.
like you guys noted.
that better?
yea, sry i didn't got much sleep tonight so i'm quite wasted
tis all good, i just want to make i'm not confusing people. i do that on occasion ๐
to add to what @hollow fulcrum said - if your editing structures/objects that are used in a terrain/wrp, so long as you dont alter the bounding box &/ centre of the object, the class type or change the p3d name - then you dont need to rebinarise the wrp.
because all that info is baked into the wrp when you binarise it. outside of that your pretty much free to change most other aspects of the model. I would however do a full build before any sort of release/testing of the terrain.
because arma.
now correct me if I'm wrong here, but there is a need to pack models first, if you're going to rebuild the .wrp right?
They must be binarized
yes
aye, ok. im still not crazy. woot!
although from a terrain-builder perspective you can add unbinarised models into a world without binarising them. however, you will have to build those object pbo's before you binarise your terrain.
they will show up in buldozer etc
BZ binarizes thoses models during startup, however. So if you work with unbinned models, loading BZ will take ages.
there is certainly no need to be using Addon Builder. ๐
Unless you're a masochist
thread of the day:
https://forums.bistudio.com/topic/202363-texture-expand-bug/
Lol
Has anyone got any idea why some of my faces will unwrap in a 'warped' style. Everything else Im unwrapping is perfectly fine accept this one wall which has unwrapped with an arch type warp:
https://gyazo.com/9fd322da56b1ccac29542ae125842a1f
as in the way Ive merged them to the corners? and if you mean by manually unwrapping as in marking seams and then unwrapping of that, that is what I am doing
there is a bit of a gap its what blender auto gives it when you unwrap with u then unwrap
that is the model im unwrapping ]
@tacit shard meh... if there isn't anything off plane attached to it (it looks ok in this regard), probably just the algorithm having some issues. just straighten out those verts with snap on.
not that i blender. but yeah..
ok will just straighten it out manually
Yea if nothing is off you can adjust it fine
Soo, how hard is it to make a swimming pool?
https://www.dropbox.com/s/yb6cn1jsb4yu34w/Schermafdruk 2017-02-23 00.47.20.png?dl=0
I have one in my fitness room
10/10 ๐ Nailed it
lol.
"Why didn't someone tell me my ass was so big!"
Rights whos working on what? get ur WIPS out!
heres mine http://i.imgur.com/YqPdhkw.jpg
flash light or fleshlight? ๐
๐
object is receiving shadows cast by the map (buildings and trees) but no other placed objects, such as myself or another vehicle - what have I fudged?
Lol
why does it need a special day to show wips?
we dont haha ๐
i guess some people need to have the calender tell them what to do in life. 24.12. gift present. 14.2. love your SO 16.4. play hide and seek with kids
still waiting for way to extract sensor information to my radar screen ...
Needs more WIFI symbols ๐
Wheres the "dont press this button" button?
i'll make sure to include iinto the next one ^^
๐
Right... anyone got any idea as to why sometimes blender likes to just unwrap at random angles...? https://gyazo.com/01aa44e7b76fa1c01e052a010f19ce98
automatic unwraps are generally tad, at least those that usually came with normal 3d tools thus far
There's probably an option in UV packing to only rotate UVs by 90 degrees. Otherwise they end up at angles because that's what the algorithm considers the most efficient use of UV space
Hello. Help please. I'm making a building. But I've got a problem with shadows. My shadowvolume is closed, triangulated and sharp edged but there no shadow ingame
hi
don't think you should be talking about pirating modeling software, but please do share links to the rig and amazing animations you have created using cinema..
aand blocked.
im just saying if you want to make more advanced animations i reccomend cinema 4c
yes and its useless for arma unless you want to make a rig and then be able to export it
sure it might be useful for animation in general, but most likely not in this situation
๐
@earnest verge lol what?
And we have a pirate....nice
Too late I already saw what you wrote...and btw....unfortunately for you I work for maxon
That's not what is showing here based on your ip
i do know what ip's are and know how to do all that hacking stuff and you certatly cant tell if someone pirated a program of there ip๐
no disrespect
Just rip content from other games and sell it to players in Altis Life. Eventually you will afford C4D.
i have brougt c4d I DIDANT SAY I PIRATED IT
I wanna see the official letter of purchase.
official letter๐ shut up bye
expect a letter from our legal department...have a nice day
ahah im not scared i cant get arrested or fined for pirating c4d becuase i didant GOOD NIGHT
you might get fined for abusing the english language though, dear god.
hahaha
lol
Jeebus. Missed the circus again. ๐
so, how would I go about debugging animations? Trying to get a simple door to open and close but I'm not even getting the interaction to work to give me the option to open the door!
usually in buldozer
and if you use the buidling baked into the terrain it needs to have the Land_ prefix for your classname folowed by the exact p3d name
Hehe @quick terrace sometimes I just can't help myself ๐
I think he meant to test to make sure the animation works. You can't test wether or not it will work via user actions in buldozer
Does it work in buldozer?
yeap, but I don't know how to do user action in buldozer. At the moment I'm crunching the project and running ARMA. Not getting anything to work there so I wondering how to get debug info to see what is wrong.
well the door actions are not magical as the ladder ones
you have to define them in your buiding class
I've defined them. Perhaps some screen shots will help.
I put some screen shots up here + config files: https://drive.google.com/drive/folders/0B62cVQheKk95dlRVYmw3OE80TlE
I used blender to define action point and axis.
hmm c4d isnt that expensive compared to its competatives...
Hello. I repost because i'm still stuck on it. Help please. I'm making a building. But I've got a problem with shadows. My shadowvolume is closed, triangulated and sharp edged but there no shadow ingame
Can't find anything to help me on google
Are you sure you have shadows on in video settings?
Also do you have the appropriate named properties in the geo lod?
@fervent steppe That to me? I have autocenter 0 in the geo lod.
No sorry that was for @GeK#3008
https://resources.bisimulations.com/wiki/Oxygen_2_-_Manual
๐
@white jay
So did you say the animation works in buldozer but not in game?
doesn't work at all. I dent even get an option to open door
Ok. In buldozer you can cycle through animations with the middle mouse button iirc.
nothing happens
Can you post your model config and main config to pastebin...I can't view the google stuff right now
There's an text error in your door class animation
oh?
done, will that make a difference?
Maybe hehe. Also is the house_c_w_d the actual name of your model?
yes
Also door1 in the sections isn't needed there. That is only for parts of the model which texture can change
removed
And the actual bone is called door1 in the mode p3d?
yes
And to verify you also did. Structures-->topology-->>>find components ?
ok. I'll do that. I also found a model config editor in OB. It says missing animationtypes class
ok ๐
class Animations {};
At that to your default in the cfgmodel section
ok
You do need to make sure the door name is in the names properties of each lod it's being animated in tho
in OB?
Yea
Where the componentXX are listed. You need to make sure the door name is there
ok
still nothing but I have noticed if I do find components in the memory lod it gives me 3 extra components. I click on them and the select the vertices. However, of the components I had there to start with only door1_actionpath gets selected. The two that form the axis don't
still absolutely nothing! ๐ฆ
well, I made progress ๐ I now have an animation of a sort working. Doesn't do what I want it to, but small steps ๐ To get something to work I added in a class rotation. Filled it in and inherited from it!
now it works ๐
@fervent steppe thanks for your help ๐
spoke too soon ... works in buldozer but not in game. Well, that's tomorrow's problem
Well that's progress. If you can't figure it out, post the updated model.cfg and config.cpp
how do i create (from 2 vertices) or remove edges (without destroying the faces) in Objectbuilder? The random fuckup of triangulation is annoying when importing geometry parts
do you want to connect two verts to create a edge?
ok silly me, i just triangulate a face for new edges - doh
connect 2 verts on existing faces
f6 should do that but not sure on a existing face
f6 does nothing on existing faces
triangulate works, i just need to trial n error which one to use to get the correct direction
oh backslash is not a thing
\ ?
That's because \ is an escape character, so you would need to put \\
Hello I'm back thanks for your responses. But still can't find the problem with my shadows :/
is there such a thing as too big of a gap to bake normals ? mine come out really bad
pic
@tacit karma http://i.imgur.com/QKNYNvM.png not optimized uvs yet but this is HP/LP 1616/202 faces http://i.imgur.com/vCdAP2W.png
thats also improved from what the really bad ones were so yea
the "quad rings" to the left are too close
move the lower ones a bit to the right, that shoul work
but for the rest, yes
the distance between HP and LP is quite a point
remember that if you want to bake the tiretread, the actual distance between the surface and the outer end of the treads can be rather short
Quad rings, on the uvs yea? i gotta move them around for sure but that was the only picture I had
heigth distance is irrelevant for normalmaps. The only thing that counts is angle. surfaces nearly 90ยฐ to face are not picked up in normal
also, remember that if you use a cage - the projection direction is distorted - its not aligned with the true face normal direction
I'm recreating barrel with higher number of polygons, how can I achieve same light change between thinner sections like on old bottom mesh?
Looks like smoothing groups to me
Can I do it right in O2?
https://community.bistudio.com/wiki/Oxygen_2_-_Manual
=}
U โ make selected edges sharp
I โ make selected edges smooth```
Yeah, but I need entire ring smoothed, not sharp individual faces
Only select the Right side (Vertices/Points) of your changed selection
Okay:
Select that part again, press "I" to smooth it.
Select the Right ring (only one side of the part) -> "U"
same with the left side
Aha, I needed to sharpen ring of vertices, not all vertices at once
Yep
As soon as I add another bone, one of existing ones disappear in buldozer
"atgm","OtocHlaven",
"kanon","OtocHlaven",
"atgm","",
"kanon","OtocHlaven",
"kanon" selection becomes invisible
Strangely binarizing this model and using it in game makes everything show up properly
I've tried older exe and newer exe for buldozer, problem happens in both
Hi all, I'm still having trouble with animations. The animation works in Buldozer but not in game. It's like action point isn't triggered. Here's the config: http://pastebin.com/7BT6DXb6
anyone here made a launcher before? problem im having is iv animated the sight and the hadles to move when selected, when they are not selected the seletions fly off in different directions, however the animations work fine in buldozer
@white jay try flipping the greater than symbol
who here was part of CWR2, and still has the old a2 repository about?
@fervent steppe thanks, I'll try that but I'm not even get any icon nor option to open the door. It's like the action point is not there!
If the config is wrong the user action will not show
something is wrong, but what?
Well for starters I would inherit from house_f
Let me see if I have a config handy
class CfgVehicles
{
class House;
class House_F: House
{
class DestructionEffects;
};
class Ruins_F;
I remeber there being probs with house_f, but I'll try again
Hi, I had made a stop sign and it's work in arma 3 ๐ But my current problem is that my rvmat color of the sign is red but ingame it turn the red color in blue. What am I doing wrong? ๐
@white jay that's my config tree for all my stuff and I don't have any issues
undefined base class destructioneffects
@zenith gazelle your image file is most likely not power of 2
I.e. 256x256, 512x256 like that.
What is your image size?
fixed
Size of my rvmat?
oh ups ๐ 516x518
Try making it 512x512
Sure ๐
Hey @white jay can you post your model config again. Your door config in the model config must match the anim source in the main config
hej @fervent steppe i am writing for HappyDuckie he had to go but just wanna say that it worked changing the size of the image so thanks a lot ๐
@fervent steppe no change
@blissful fulcrum ๐
@white jay Can you post the two configs and also is the door modeled closed in the actual model?
I'm that case I believe you would also want to switch the 0 and 1 around as well
Yea that's just where it will start in the animation cycle
ok, well i have to go now. Thanks so far ๐
Also just a hint for easier workings...I tend to name all my components throughout the same....so I would name door_1 as the bone. The animation name in the model and the user animation in the main config
@quick terrace try contacting w0lle on BI forums
I dunno if he ever moved to discord
What are you asking @quick terrace? I was part of cwr2
or @fervent steppe ๐
there you go, a trove of peoples ๐
But anyway @white jay if you keep the bone names and actions the same throughout it makes thing easier on yourself
You have to change the bone name to match what I did in the config but I like doing it this way because it keeps some consistency
@fervent steppe + @arctic moon + @sturdy parcel do you lads still have panda's a0 bradley model about?
I don't. I only ever had terrain related items
anyone else i could contact then you think?
i had in my ACE1 and ACE2 repos but these are long gone
yeah I'll talk to you in PM
guys the NV proxy cant be moved to fit better the custom helmet , right?
What would be best way to setup disappearing ATGM missile on BMP1, so when you fire it hides until reload ends?
I've tried AnimationSources with type = "reload" and type="reloadmagazine" but both only work when you have ATGM selected, as soon as you switch, animation resets to 0
well you could try making it still visible and hiding it only when its empty?
I need to have 4 missiles
With only one visible which hides during reloading
type="revolving" works only when weapon is selected as well
i know CSLA and CWR had something but i dont know how they did it
its been a long time xD
Well it can be done with scripts but I wonder if scripts can be avoided
it was without a script
you need 3 hide animations - one that hides missile during reload, one that hides during reload magazine, one that hides it when you have no ammo
as small as possible
2-3 is fine. Probably the average for Arma vehicles actually, not including the little things for glowing lights and other stuff
Hey guys, how should I proceed to add a fake volumetric light to my model ? Like I have a spoptlight model, and I want to add a fake vol light, don't know if it's a sprite or a reflector / markerLight. I've seen that on some helicopters
You want it to be static and point forward? Would be a reflector @twin creek_#1250
And I think there's a light cone proxy you can add too to give it more effect
yep
Hey there, quick question I have this error when trying to load my model :
Flags of shape "ww2\assets_m\vehicles\tanks_m\ww2_M4A3_Sherman.p3d" do not correspond to requested flags. This could cause serious errors. Please rebinarize the model.
Any idea of what I could have done wrong ? ๐ค
Tried dep3d +FX, got nothing
why would you dep3d anything?
dep3d +FX can fix errors, from the documentation
remove obsolete flags from an arma1.p3d (if any)
remove preceding slash from non-proxy filenames (if any) (a visitor error)
remove hard drive from filenames (a visitor error) (if any)
remove trailing spaces from named selections and properties (a visitor error) (if any)
remove the infamous P:\ from model paths
change dammage property to damage
ensure 'class' and 'damage' in the headerinfo for odols reflects the geolod
Alright! Thanks!
this issue happens with some mlods from A2 samples
i think i had this problems when trying to get a custom bomb proxy or missile to work - and i used the hellfire from A2 as base iirc, and it would throw this issue
I had no problem on other models from a2 and even a1. So I'm wondering what is causing the issue.
Where are you seeing that error?
@fervent steppe The animations work, at least in Buldozer so I'm a bit uncertain about changing anything to do with that at the moment. For now, it looks like the action point doesn't work in game. I'm getting nothing; no option to open door not any icon. Like the action point isn't activated. Is there some way to debug that? To get some message out if and when the action point gets triggered?
@bleak tangle in virtual garage4 when trying the vehicle
Hmm ... new problem; terrain build has started placing objects in the ground. The object appears ok in Object builder but it's 3.5 m below ground despite relative height set a t 0!
looks like centre is out!
anyone here from the bunderswehr mod?
@deep hearth is
@white jay a good way to test if your actions work would be to remove all checks from them and have them just appear then work back from there
Anyone know why my wheels kinda just sink into the ground when they're damaged instead of switching to the damaged wheel proxy?
The animation to display the damaged wheel is not working correctly ?
Yeh, it seems to just sink into the ground for me
One model variant of my car is fine, however other variants aren't working properly
@white jay do you pack you project with pboproject...not sure if I asked yet..
Is there a way to move the proxy of th NVG or that's not possible?
@white jay if you are using pboproject you must add the path to the config where the land_xxx class is defined or you will not get house animations in game. If you are using addondestroyer....well your SOL ๐
No just kidding. Tho not recommended to use addonsmasher...you can supply the path to the config yourself.
@fervent steppe yes, using pboproject. Add the path where?
@cinder pivot remove all check? How?
I'm not even sure what Andrews comment means lol. No offense to him but it sounds like rambling hehe.
Under setup. You will set a section for land classes.
Point it towards your config
@white jay If you have conditions in your check for the addaction for the door, i.e checking the animation state of to display the proper option.. Such as door close or open, or a distance check from the position
Remove those so the addaction or option is always there, it will always show and if it doesnt then you have a different problem, such as a model.cfg problem
It will just narrow down where your problem stems from
@@fervent steppe the "used only for building islands" section in pboproject setup? I've set that to the top most directory. Should that go all the way down to the actuall directory?
@cinder pivot you mean this bit in the config.cpp condition = "this animationPhase ""house_c_w_dRotation"" < 0.5";?
Yea
If you remove that, no condition to check.. Always will appear. If it does appear that points either your model cfg is wrong or a typo there. If not then you have a problem with the house config, hence what @fervent steppe is referencing
@fervent steppe the model is in p:\AAW\staden\data\models\ but I set pboproject to p:\AAW
cfgpatches is here: http://pastebin.com/g6WY7TXE
BTW, it didn't work
Try adding "a3_structures_f" to list of addons required
requiredAddons[] = {"a3_structures_f"};
also a3_data_f if you are using default penetration materials or anything from the data_f directories in your models
Oops. Correct!
no change
pm?
Private message me a download link via google drive or Dropbox so I can take a look
Is it working now but the object is sunk into the ground?
@bleak tangle not working now but I sometimes get the object stuck in the ground
So to confirm, the animations work in buldozer, but not in game? Could you pastebin your up to date model.cfg and config.cpp? Alternatively, you could zip it up and send it to M1lkm8n and he'll figure it out in a minute. I wouldn't mind taking a look as well
sent the lot to Milkm8n but here is the config : http://pastebin.com/Hixy06YW
and model.cfg http://pastebin.com/Ph1D4VpA
binarizing now
door1_actionptn exists in your memory LOD? You do have the condition commented out, but I'm guessing you were doing that in testing. Try putting it as condition = true;.
Try loading into the editor and looking at the buildings, then hit escape and local exec this in the debug console
cursorTarget animate ["house_c_w_dRotation", 1];
Also, there is no point in defining and inheriting from Rotation in your model.cfg, you set all of those values in house_c_w_dRotation anyway
yes, it is in the momery lod and yes, that was for testing. I had it as true to start with but can put that back again. The editor? Object builder?
when I added the Rotation part in I got the animations to work
works
BTW, why does it sometimes go intot he ground?
@fervent steppe works? what was the problem?
your selection name was different from your bone name..let me zip the files
also i added class house and map = house in the named selections in the geo lod
oh, thanks ๐
i also changed the names of the classes to match the bone name
door1
to simlify things
instead of refering to the same thing multiple ways
open the model and main config and you will see
your code other then the bone name was correct
@fervent steppe ๐ Thank you very much for your help
๐
Good to hear you got it working
Opteryx with some more quality work https://s16.postimg.org/e3wbsuolf/arma3_2017_02_26_02_47_46_64.jpg?noredir=1
Sore really cool info for blender users regarding colors and renders. Very informative stuff
https://www.youtube.com/watch?v=m9AT7H4GGrA
Very usefull, Soon I have to do a lot in either Blender or 3ds max... Interior of my project is 80% finished...
Hey, I'm having a issue using PboProject with a certain .cfg file.
This is the cfg file. (It's a Model.cfg) : http://pastebin.com/ZLNjEh2g
The error I'm getting is - "Model.cfg can not have externs" and I have no idea how to correct it even w/ instructions ๐
http://i.imgur.com/IoCrGCN.png maybe some day ๐
There are some alternative mods out there https://www.youtube.com/watch?v=KNHE2rez62k
so, have hope
Also, @vale berry https://forums.bistudio.com/topic/136372-ancient-era-mod/
OH MY GOOODS
@late raft
This is an extern:
class rotation;
oh..
You need to remove it or define it somewhere
See pennys response to isenhand earlier. If you define all the values in your "whatever bone is being animated" class then there is no reason to have it. You could however create a base config that all your rotating classes inherit from...if you wanted to
if I knew how :p
Someone told me that my model.cfg has no externs, but it still gives me the same error.
post it please
In the last one he posted he had class Default;
yea define it
class Default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};
class Default
{
sectionsInherit="";
sections[]={};
skeleton="";
class Animations
{
};
};
top one goes in the cfgskeletons
bottom cfgmodels
Instead of
That ancient era mod looks very interesting. Quite impressive what you can do with ARMA. (although the history is a bit wrong with their portal of Gauls).
Is there a Tutorial what explains how i can get multiple UV-Layouts (Multiple Textures) from one Object out of Blender in Object Builder?
?
I have a sign, where i want that the sign itself should be on a 512x512 Single image and the rest of the sign (Pole, Brackets, Screws) are on another Image with 1024x1024 e.g.
A bit oversized for a Sign, but okay.
So where is the Prob? The UV should be "baked" into the model itself.
It's just an example, but i struglle in the Problem, when i have multiple UV-Layout and export it, i only have in Object Builder multiple UV-Sets, which every UV-Set only hold one Image, so i am a little bit confused.
So how i need to assign the UV-Layouts in Blender, so i have all UV-Layouts in one Set
Just detach it into separate objects
^ but keep in mind that every new uv set adds an additional drawcall, usually you want to have as much as possible on one texture sheet.
and since a sign is quite small you can easily get away with that
Yes sure i only want the front of the Sign on a seperate Texture. To give it some more details. The rest of the informations are backed on a second map
Just ask yourself: How often do you/a player will watch at this Sign? How often will he stand 1-2m infront of it and watches it. -> Does it rly need to be that TextureSize for a pole (1024x1024)?
This 1k x 1k square was just an example
Yeah, i just wanted to mention it again, since i've seen some strange addons in the past with 4096x4096 Textures for a pretty small Object
No i am not the kind of guy, which means to assign a 4k x 4k Texture for a Screwdriver (as example) ๐ for a sign i would prefere a combination of 512x512 for all Objects like the Brakets, Pole and Stuff and a 256 or 512 for the front of the sign.
that should be ok if you intend to dynamically switch the icon on the sign, otherwise you are better off using a 512x1024 texture
(Because: 1 Drawcall instead of 2)
Should identical Textures generate a new Drawcall? So if i have a Texture shared by the Pole and one for the sign the Pole Texture wouldn't change and are loaded one time and are already in memory or did i think wrong?
it might be already in memory but it's still a additional drawcall to directX
but if you use one 512x1024 texture and have one single uv map you have just one drawcall
Ok, i was think about memory, if i have as example 200 Signs on a Map which have an identical Pole, it should safe Memory for more important Stuff. That was my approach of think
Listen to dat chick!
thats another topic which is just recently explored by pennyworth, that is instancing what you describe
there is a connection between drawcalls and instancing, but its usually a rule of thumb to have as less as possible drawcalls per object
These animations are slowly driving me insane ! ๐ @M1lkm8n#8907 helped me to get the animation to work yesterday so today I added in another door + new vertices in the memory lod. No change to the code. Now the first door animation has stopped working!