#arma3_model

1 messages ยท Page 86 of 1

pseudo elbow
#

lol

#

I did not see this at all

bleak tangle
#

I can't find any mention of it in discord recently so I think I'm just going crazy

upbeat loom
#

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

pseudo elbow
#

no you can't

upbeat loom
#

:(

#

Ok back to the drawing board I go

steady pasture
#

Anyone know where the drones pbo is?

#

Trying to put a working camera on a swat vehicle

median bough
#

a3\drones_f\
@steady pasture

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

median bough
#

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

steady pasture
#

ah ok

#

thanks

median bough
#

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

steady pasture
#

Damn

median bough
#

might be outdated tho

#

@steady pasture

white jay
#

Small question: easiest to use program for moddeling (free if it can)

median bough
#

blender

#

but nothing is easy ๐Ÿ˜‰

white jay
#

oke then i will go furter with blender

tacit karma
#

theres no "easy" 3d program

#

but honestly, after switching from blender to 3ds it really strike me how much more streamlined it is.

median bough
#

that might be true, but to get a taste sticking with freeware is best for beginners ๐Ÿ˜„

cinder pivot
#

3ds max is $185 a month? Wtf

lavish mountain
#

Or free if you are a student

cinder pivot
#

Yea I have it free as a student but I was looking at the prices

lavish mountain
#

Seen the prices for autocad or adobe?

cinder pivot
#

Are there any problems when using it as a student for arma related stuff

lavish mountain
#

Or take solidworks or catia for a chance

#

Not that I know

cinder pivot
#

Adobe I know is $20 a month via student

lavish mountain
#

For non students its phenomenal

#

(the full versions)

cinder pivot
#

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

obtuse pawn
#

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

cinder pivot
#

@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

polar fiber
#

The template files show the minimum required LODs and named properties

quick terrace
#

@haxfar#0721 there is a .fbx file in the same place

obtuse pawn
#

@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.

lavish mountain
#

You know you are in trouble when your model is reaching over 7gb...

quick terrace
#

lol

wraith tendon
#

small ๐Ÿ˜„

fervent steppe
#

Lol

pseudo elbow
#

Why all character models have premade head on lower LODs instead of head proxy? ๐Ÿค”

#

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?

white jay
rough idol
#

Arma3 have heads configured in same way

#

seems like it's a price for some optimization (less proxies - less drawcalls)

wraith tendon
#

@pseudo elbow โ˜

wraith tendon
#

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?

cinder pivot
#
  • re binding to anim source
#

wouldn't that have some nice lag

#

when opening doors

wraith tendon
#

Not rly

hollow fulcrum
#

yeah, but that was just more visualization of things, some performance data i think also.

wraith tendon
#

Its just an Animation

#

@hollow fulcrum Performance.. hmm.. its not rendering X Models -> I don't think bad FPS will happen ๐Ÿ˜„

hollow fulcrum
#

i use them on the oil rig though, and it makes a profound difference. so much so, i've nearly doubled the internal foo.

cinder pivot
#

I know x3kj has a tank that animates the interior when the doors open

#

and that causes some slow

woeful viper
#

well then you should remember it correctly...

wraith tendon
#

๐Ÿ˜„

cinder pivot
#

well you brought that example up when I asked about hiding stuff if its rendered so ๐Ÿ˜›

woeful viper
#

it "causes some slow" because 12 infantry passenger with all their gear contribute significantly to computing cost

wraith tendon
#

But.. thats normal loading time?

woeful viper
#

no, just regular performance fps

#

no "loading lag"

wraith tendon
#

Thats what i meant, no big diff to a "normal" "I turn 180ยฐ and there are 12 Soldiers"

cinder pivot
#

ah okay, then I misunderstood on that point

woeful viper
#

the point was that everything you hide actually is not taxing your CPU / GPU

wraith tendon
#

wich just makes sense

cinder pivot
#

yep

hollow fulcrum
#

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.

wraith tendon
#

hu?

hollow fulcrum
#

๐Ÿ˜‰

wraith tendon
#

I have no clue what you wrote there^^

#

screw the whole big map foo <- confuciused

hollow fulcrum
#

ie.. make a small terrain with no intent of gameplay outside of say a parking lot.

lavish mountain
#

I just learnt that I need to start out testing stuff with attaching walkways...

woeful viper
#

bleh ... if you cant use a tank its not a good terrain, says i

wraith tendon
#

Hatchet <-- confuciused

hollow fulcrum
#

probably a better conversation in another engines discord. ๐Ÿ˜›

#

anywho, tinkering mode for me.

flat flare
#

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?

woeful viper
#

yes precisely that

flat flare
#

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

umbral plume
#

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/
zenith crescent
#

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.

fervent steppe
#

@zenith crescent select the vert you want>>points>>properties

#

or select the point and press shift 'e'

oblique vapor
#

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

zenith crescent
#

@fervent steppe Thanks, that helps

fervent steppe
#

NP

zenith crescent
#

@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.

cinder pivot
zenith crescent
#

@cinder pivot Thanks, but I'm looking for model positions not defined as memory points

cinder pivot
#

@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

heavy grail
#

use skin wrap homie there's a sample character max file in the A3 samples :) @oblique vapor

formal glade
#

@fervent steppe hey do you have any ideas what i could do to my pathlod`?

fervent steppe
#

@formal glade what do you mean?

white jay
bleak tangle
#

Check the house in Arma 3 Samples for an example as well

oblique vapor
#

@heavy grail Skin modifier seems a pain in the ass to use, but thanks ! Will give it a shot ๐Ÿ˜‰

heavy grail
#

Nononono

#

Skin WRAP

#

:)

#

Its the best thing to happen since sliced bread :)

formal glade
#

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

wraith tendon
#

oh for christ sake, sort your O2 UI^^

formal glade
#

helpful ๐Ÿ™„

#

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?

white jay
#

they walk along the edges

#

and your pathlod should be floating a bit iirc

formal glade
#

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 ๐Ÿ˜…

pseudo elbow
#

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

stuck oyster
#

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

hollow fulcrum
#

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. ๐Ÿ˜ฌ

pseudo elbow
#

So this has something to do with model.cfg, I added 12 new bones and removing them solves this

hollow fulcrum
#

that is interesting to know

pseudo elbow
#

Can you have two bones with one parent bone?

#

Is there a limit on skeleton bones number?

stuck oyster
#

I've heard 256

#

you mean like

"bone1", "",
"bone2","bone1",
"bone3","bone1"

pseudo elbow
#

Yes

#

I'm just brute forcing every possible scenario to figure what can be wrong

stuck oyster
#

having bones like that should work

#

are the new mesh parts part of some wrong selection perhaps?

pseudo elbow
#

Checked through all, looks fine

#

New selections that I defined and listed as bones are single face each

wraith tendon
#

Oh, you reached animations ๐Ÿ˜„ Have fun

pseudo elbow
#

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

formal glade
#

@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

foggy finch
#

nice

formal glade
#

now i just need to figure out why they do not open or close doors

#

i have the begin and end action defined

fervent steppe
#

Ah. Nice @formal glade !

foggy finch
#

make sure your using standard door anim stuff, iirc there was something about that

fervent steppe
#

You need to define them in the main config

foggy finch
#

been a while since ive animated dooros n stuff

formal glade
#

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 ๐Ÿ˜„

fervent steppe
#

actionBegin1= classnameofuserdoorentry

#

I animated light switches ๐Ÿ˜‚

#

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

formal glade
#

๐Ÿ˜„

halcyon wren
#

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. ๐Ÿ˜„

fervent steppe
#

Hehe. I wish it did. Would be cool

hollow fulcrum
#

that is sub optimal

formal glade
#

yeah.. soo, anyone got a good workflow for making geometry lods ๐Ÿ˜„

fervent steppe
#

Haha @hollow fulcrum

halcyon wren
#

Slave labour

fervent steppe
#

๐Ÿ˜‚๐Ÿ˜‚

halcyon wren
#

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.

formal glade
#

so what are the ground rules.. keep it simple and every wall is it's own object or?

halcyon wren
#

There are only three rules:

  1. SIMPLE geo forms. More complex than a cube is possible, but be careful it may bite back
  2. Each volume must be convex.
  3. As little individual volumes as possible.
formal glade
#

what about the mass - how important is that and is the units kg or what

halcyon wren
#

I.e L shaped geo volumes may or may not work.

formal glade
#

ok

#

cool

#

what does convex mean in this? flat faced?

halcyon wren
#

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.

woeful viper
#

@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.

halcyon wren
#

Actually: Hide type anims do animate the thing to 0,0,0 with scale 0,0,0

woeful viper
#

and how do you know that?

halcyon wren
#

Because I do this stuff daily for the past 5 years.

fervent steppe
#

Ohhhhh snap. I'm waiting for that apology......

#

๐Ÿ˜œ

halcyon wren
#

Hide anims are super practical if you use the hide and hidevalue parameters. Its a bit counterintuitive (as usual), but can be VERY useful.

polar fiber
#

you can also see it happening if you apply hide anim to only a few verts/faces of an object

fervent steppe
#

^^

#

That's how I knew it was happening

halcyon wren
#

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.

polar fiber
#

So if you only want to hide part of an object, one has to do Topology\Split beforehand

woeful viper
#

i'm doing it for 3 years and i dont see evidence that it's "moving stuff to 000"

stuck oyster
#

try hiding 1 corner vertex of a cube

woeful viper
#

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"

fervent steppe
#

It's ok kj I still love u even tho u yelled at me and made me cry

stuck oyster
#

well try hiding 1 side of a cube...

woeful viper
#

same thing

stuck oyster
#

well ok then

halcyon wren
#

Methinks he be trollin' ?

woeful viper
#

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)

halcyon wren
#

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.

woeful viper
#

same thing, origin not found. default to 000. But only 20%, so move only by 1/5th.

stuck oyster
#

what origin?

halcyon wren
#

model space 0,0,0 coords

white jay
#

is there a diffrence between a hideanim and the diffrent hide sqf commands?

stuck oyster
#

but origin not found -> default to [0,0,0] = origin

#

not following

halcyon wren
#

Same. Maybe we are talking about different things here, then. ๐Ÿ˜ฎ

white jay
#

just a sidequestion from me sry ๐Ÿ˜„

woeful viper
#

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)

fervent steppe
#

Oh no. Don't back out on agreeing with me now. I'm lavishing in my win ๐Ÿ˜‚

stuck oyster
#

but its animating it somehow to hide it right

halcyon wren
#

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.

woeful viper
#

hide removes the point from the model entirely, thats my point.

halcyon wren
#

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.

woeful viper
#

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

halcyon wren
#

Ok, good. we're back on the same page. ๐Ÿ˜„

stuck oyster
#

in any case do hitpoints affec lights?

halcyon wren
#

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.

fervent steppe
#

Yea goat. So the same light goes out if shot out

halcyon wren
#

But thats another valley of tears by itself

#

class markerlights vs class reflectors

#

Embedded in the larger conflict of land/_ vs no land/_ ๐Ÿ˜„

#

(jeebus, forgive my discord-markup inabillities. I mean land-(underscore) prefix)

stuck oyster
#

in theory though you could use that to control lights

halcyon wren
#

Yeh. SetHit for lightswitches. Indeed!

#

The hacking intensifies. ๐Ÿ˜„

stuck oyster
#

and maybe another hit point on the light that is connected to the same system

fervent steppe
#

Yea I thought about that but haven't fooled around with it since the initial testing

stuck oyster
#

so it too turns it off

#

and the light switch turns it on only if the other light hitpoint is alive

halcyon wren
#

Hahah. So because I got distracted here I let my bread get burned in the oven. ๐Ÿ˜ก

fervent steppe
#

Lol

stuck oyster
#

๐Ÿ”ฅ

fervent steppe
#

It's was for the hanger which has like 20 some lights

halcyon wren
#

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. ๐Ÿ˜ƒ

stuck oyster
#

oh thats definitely useful for your shed @fervent steppe !!

fervent steppe
#

๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚ I'm never gonna leave that behind me am i

halcyon wren
woeful viper
#

translate animation with weight...

halcyon wren
#

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. ๐Ÿ˜ƒ

woeful viper
#

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

polar fiber
#

I didn't think weighted verts worked properly on model.cfg anims in A3?

woeful viper
#

why wouldnt they?

polar fiber
#

Dunno, but haven't had satisfying results from rotordive anims in A3 that looked okay in A2

woeful viper
#

maybe its another fault? some animation sources where broken with new vehicles classes, so maybe it was that?

formal glade
#

thank you @halcyon wren for your advice

halcyon wren
#

Try scaling the tips of the rotors towards 0,0,0.

#

Where's the trollface emoji when you need one...

woeful viper
#

๐Ÿž there

foggy finch
#

lol

halcyon wren
#

Setting an alarm-clock this time. ๐Ÿ˜›

woeful viper
#

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)

fervent steppe
#

Hahhaha

halcyon wren
#

The virtues of Arma...

#

But glad to see you are experimenting with it now instead of denying its existance ๐Ÿ˜„

woeful viper
#

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)

halcyon wren
#

B... but your thing just went to 30% of its size, didn't it?

woeful viper
#

i only admit one thing: that this discussion is mostly academic and not really worth 3 slices of fresh burned bread

halcyon wren
#

Yeh. We're committed to this now. Sacrifices were already made. ๐Ÿ˜„

fervent steppe
#

Hahahahah. That's true

#

Better go get some more bread ๐Ÿ˜‚

halcyon wren
#

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.

obtuse pawn
#

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?

halcyon wren
#

Circle for the waist line. And then from there with extrusion.

woeful viper
#

i start with patches (the geometry type in max)

#

particulary for hard surface curved objects

obtuse pawn
#

@halcyon wren Hadn't thought of starting it that way, but it makes sense. Thanks. (important distincttion between had and hadn't)

halcyon wren
#

What DCC tool are you using? (max, modo, blender, milkshape3d :D)

obtuse pawn
#

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.

halcyon wren
#

I'll stick to FBX -> O2. Never know what the 3rd party stuff does and doesnt do until you check the code (if available)

cinder pivot
#

The blendee tool sure is nice

hollow fulcrum
#

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. ๐Ÿ˜›

halcyon wren
#

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.

cinder pivot
#

I just want miros tool set

#

Blender terrain tools look awesome

foggy finch
#

im sure they will come of age once enfusion is open to modding

#

miro has some pretty cool stuff in the works ๐Ÿ˜ƒ

cinder pivot
#

One can hope

hollow fulcrum
#

@halcyon wren they still do the indie stuff for modo no? that was a little more reasonable. straight from Steam even!

halcyon wren
#

Oh right. A tenner per month. Not too shabby.

#

I am still hating myself for not jumping onto the substance-alpha back-when...

hollow fulcrum
#

bleh.. quixel for life. (full troll mode now..)

halcyon wren
#

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.

hollow fulcrum
#

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)

foggy finch
#

hopefully they make a standalone with full megascans integration ๐Ÿ‘Œ

halcyon wren
#

The thing with megascans is: people get megascans only to port the values to substance templates.

foggy finch
#

they need to expand thier library with more industrial mats tbf though

cinder pivot
#

Wait hold the phone

#

You can port the megascans to sp ?

halcyon wren
#

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. ๐Ÿ˜„

hollow fulcrum
#

you can import these things into many applications these days.

cinder pivot
#

Its too late i have already started looking at prices

hollow fulcrum
#

tis whatever floats your boat. and what you now how to do i suppose.

foggy finch
#

just depends how you like skinning your cat ๐Ÿ˜‚

hollow fulcrum
#

^^ exactly.

halcyon wren
#

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. ๐Ÿ˜„

cinder pivot
#

Nah you crazy

#

Lol

halcyon wren
cinder pivot
#

Peaked your interest huh? ๐Ÿ˜„

lavish mountain
#

Oh I just 2 boxes of naval history books for free... Gotta love marktplaats (dutch craighslist equiv)

hollow fulcrum
#

references are priceless.

halcyon wren
#

Exactly. Everyone always complains about how tedious building tank interiors is. Its only a PITA if you don't have references.

cinder pivot
#

I just need to learn how to model better lol

lavish mountain
#

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...

fervent steppe
#

There's a milkshape3d ๐Ÿ˜‚

tacit karma
#

@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

lavish mountain
#

@halcyon wren Do the buttonz work there?

halcyon wren
#

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.

tacit karma
#

wut

hollow fulcrum
#

@fervent steppe Milkshape is actually pretty cool. been a long time since i used it. but was functional even back then.

fervent steppe
#

Well I'm sold!

hollow fulcrum
#

haha

cinder pivot
#

Them interiors

#

Also can we get that underground LOD from vbs

lavish mountain
#

THis one is more โค โค โค โค

fervent steppe
#

Eh ur combining two separate things

halcyon wren
#

Yes. It's all amazing. Even more amazing than in the PR materials. ๐Ÿคž

fervent steppe
#

Comparing

#

No saying all that tech wouldn't be freaking awesome in a3 but look at the funding

hollow fulcrum
#

i was hoping for seaState foo.. but i digress. this be model makers.

lavish mountain
#

Hmm

#

There was someone that fixed that issue

#

Appearantly you can change that in arma

fervent steppe
#

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

halcyon wren
#

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.

fervent steppe
#

I though he said he was able to get the character to go underground but the camera didn't follow lol

hollow fulcrum
#

it's not implemented. although pieces work.

cinder pivot
#

Bleh ai dont need it

fervent steppe
#

Yea. Underground would be totally for players only. I can see ai just falling over dead ๐Ÿ˜‚

foggy finch
#

yep

#

player camera stuck on surface

fervent steppe
#

"We can not compute"

cinder pivot
#

Or they just guard exits or something

foggy finch
#

kinda made arma like a top-down view ๐Ÿ˜„

fervent steppe
#

Ohhh isometric ๐Ÿ˜‚

fervent steppe
#

HE HAS NO HEAD ๐Ÿ˜ฑ

halcyon wren
#

hahaha ๐Ÿ˜„

foggy finch
#

yeah I dont think the player head can go under terrain mesh ๐Ÿ˜ฆ

lavish mountain
#

I stand corrected... Waves are limited..

foggy finch
#

usually by the object they bounce off of

#

goes off on tangent

lavish mountain
#

Thought you could fiddle with somewhere

foggy finch
#

you can change their height etc

lavish mountain
#

Must be another game that I confuse myself with...

foggy finch
#

if your referring to water waves

lavish mountain
#

Yea

foggy finch
#

yeah look in mission environment stuff in editor

hollow fulcrum
#

yes you can tweak arma waves well beyond the default setup. but it is broken and not even comparable.

foggy finch
#

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

cinder pivot
#

Only way to have underground stuff is terrain hax i.e namalsk object a2 yea?

foggy finch
#

carve a hole in terrain heightfield, plug up the gaps with an object yep

cinder pivot
#

Yup

foggy finch
#

@hollow fulcrum where is the 007 lotus? ๐Ÿ˜›

#

wow dev build 1.35 ๐Ÿ˜„

hollow fulcrum
#

lol ๐Ÿ˜‰

#

i'd bet, nothing has changed?

cinder pivot
#

Like 2 things

#

Lighting...

hollow fulcrum
#

i was meaning related to water/wave functions. much has actually changed since 1.35 fortunately. just not that. ๐Ÿ˜ƒ

fervent steppe
#

There's a lod in boats that clip the water out right?

woeful viper
#

"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?

hollow fulcrum
#

@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.

fervent steppe
#

Hehe

woeful viper
#

kiory tested the underground feature in vbs and said that its extremely performance dropping

#

was a while back though, maybe 2-3 years

halcyon wren
#

@woeful viper Its a rather nice level of detail for the military simulation industry.

woeful viper
#

yes that is true, but i dont think thats due to lack of engine capability

halcyon wren
#

You are correct.

woeful viper
#

more a thing of efford+money spent vs demand vs actual studio capability

halcyon wren
#

Usually its a thing of "why do we need the super pretty graphics to train how to not crash a tank into a house".

woeful viper
#

you would think they'd have a proper driving model then though ๐Ÿ˜„ 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.

halcyon wren
#

This is highly offtopic now, so to cut it short: The people using it are not the people buying it.

woeful viper
#

weve had more offtopic things than this ๐Ÿ˜„ 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 ๐Ÿ˜„

halcyon wren
#

Yeh. Negative-Training on the other end of the spectrum. ๐Ÿ˜„

lavish mountain
#

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...

woeful viper
#

i so wish i could access and modify arma's simulation in the plane and tank department

lavish mountain
#

What that goes Arma does a better job...

hollow fulcrum
#

@woeful viper as far as i know, they are still hiring.

#

๐Ÿ˜„

woeful viper
#

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

hollow fulcrum
#

think it's only one or maybe two guys handling physx right?

lavish mountain
#

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

halcyon wren
#

Not that you'd get to work on that anyway just because you'd like to. ๐Ÿ˜›

hollow fulcrum
#

that is such a task in the overall scope..

woeful viper
#

@halcyon wren exactly... Plus its not said that the future team will keep working on Arma type stuff.

lavish mountain
#

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...

halcyon wren
#

Just doing the Fix is not all that needs to be done. There's a lot of overhead.

fervent steppe
#

What we need are properly fixed water shaders ๐Ÿค”

hollow fulcrum
#

no comment.

lavish mountain
#

Wait, there was someone who messed around with that

fervent steppe
#

๐Ÿ‘€

#

Yea me and a million others

hollow fulcrum
#

i mean i could comment, but there is no point at this point.

fervent steppe
#

Deanso and myself got the water to actually function like water and with ai but now it doesn't work with volumetric fog

hollow fulcrum
#

goes looking for flammable liquids and things.. says, we'll smoke em out if we have to..

fervent steppe
#

Haaaaa

hollow fulcrum
#

yeah i did that some years ago now also.. i dunno. they know it's broke.

lavish mountain
#

โ›ฝ ๐Ÿ”ฅ

#

That about what you need?

#

Oh sorry that was diesel

hollow fulcrum
#

that might be the most appropriate reply yet for you there @lavish mountain ๐Ÿ˜›

fervent steppe
#

Remember when you would create a model of a pond and it would launch you into the air ๐Ÿ˜‚

#

Come on!!! Diesel doesn't burn

lavish mountain
#

I put bathrooms on the seccond most hated spot to model... (personal list)

cinder pivot
#

lol

woeful viper
#

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.

cinder pivot
#

make sure you eat your lunch before or after modeling that stuff?

#

haha

#

dunno which would be worse ๐Ÿ˜›

halcyon wren
woeful viper
#

preferably model on an emtpy stomach and visit your psychiatrist before you eat anything

woeful viper
#

"Disturbed Bush" thats what you put next to such models on a map right?

halcyon wren
#

Its some fancy thing that actually shows broken branches and stuff when you walk through it.

woeful viper
#

you could have just rolled with it, but neyyy ^^

lavish mountain
#

๐Ÿ˜‚

woeful viper
white jay
#

any one have a really quick way of doing fire geometry?

fervent steppe
#

Fire fire!

hollow fulcrum
#

copy your geoLod and modify?

halcyon wren
#

^ 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.

fervent steppe
#

Won't everything have the dirt effect if you don't apply materials tho

hollow fulcrum
#

yerp.. that is the default.

fervent steppe
#

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?

hollow fulcrum
#

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..

fervent steppe
#

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

hollow fulcrum
#

i feel ya

halcyon wren
#

Only way to move ladders is by having them as separate objects attached to your animating bone.

fervent steppe
#

Your saying by attachTo?

halcyon wren
#

Yeh. Then they function as kinda cargo-carriers. ๐Ÿ˜„

hollow fulcrum
#

that is how i do it on the MkV

fervent steppe
#

Yea I was hoping to avoid any outside manipulation

#

Bummer

halcyon wren
#

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.

fervent steppe
#

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?

halcyon wren
#

Certainly worth a try.

hollow fulcrum
#

did you ever looks at Gnats FSF?

fervent steppe
#

Yea I'll have to give it a go. Provided you can access the ladder from the middle of the model lol

halcyon wren
#

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. ๐Ÿ˜„

hollow fulcrum
#

^^ that.

halcyon wren
#

LadderAnims are the only anims with vertical translation. All other anims can only do X and Z step. But its all very specific.

stuck oyster
#

soo just need to create your own ladder feature!

#

something that simulates how the ladder works

#

but works in any direction

hollow fulcrum
#

that could be done actually.

halcyon wren
#

As long as you can reliably interpolate the character position it is easy to do.

stuck oyster
#

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

halcyon wren
#

Spidermansim ๐Ÿ˜„

stuck oyster
#

basically ๐Ÿ˜„

halcyon wren
#

That reminds me of the ninja-mod for OFP. I think they did something similar.

#

Yup

stuck oyster
#

uuuu

#

that ending xDDDD

fervent steppe
#

Lol

#

I have the lid animated to sorta slide off and down now if only I could move the ladder

stuck oyster
#

why do you need to move the ladder?

fervent steppe
#

So you can't climb down it when the lid is on ๐Ÿ˜‚

#

This isn't super Mario bros hehe

stuck oyster
#

ah yeah

fervent steppe
#

Hehe

stuck oyster
#

mm well make invisible ladder object that the lid opening creates at that position?

#

the ladder in the model will be just visual

lavish mountain
#

Keep me updated as I need something like that aswell

fervent steppe
#

Yea I'll have to try a few new things out. I'll let you know if anything works

lavish mountain
#

I have a few emergency escape hatches that need to be locked from one side

fervent steppe
#

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

lavish mountain
#

he got stuck IIRC

fervent steppe
#

Yea

lavish mountain
#

However a antimaterial rifle will make quick work of that I presume

fervent steppe
#

Hehe. As-50 ๐Ÿ˜‚

#

I loved that rifle

pseudo elbow
#

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)

white jay
umbral plume
#

@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.

white jay
#

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 ๐Ÿ˜ƒ

umbral plume
#

glad to hear, good luck.

white jay
#

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?

stark dagger
#

You need to set a penetration material for your firegeometry. Default is dirt, probably what you thought was wood.

white jay
#

ok thanks, I haven't looked at fire geometry yet. That will be after I get the paths and animations sorted ๐Ÿ˜„

oblique vapor
#

Question: Is that possible to change the handAnims on a pistol without fucking everything up

white jay
#

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!

stuck oyster
#

are the geometry objects closed and convex, are all of them part of individual componentXX selection, do all of them have mass > 10

white jay
#

yes, yes and yes ๐Ÿ˜ƒ I have 63 components and it is only 3 that are misbehaving.

oblique vapor
#

you have 63 components for a sign ?

white jay
#

no, I'm on to a house now ๐Ÿ˜ƒ

stuck oyster
#

are they wider than 10 cm?

cinder pivot
#

@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

white jay
#

@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?

hollow fulcrum
#

ermm yes, if the model is part of a 'terrain'.

white jay
#

OK, just looked at TB and the mode there hasn't updated either.

#

Time to eat ๐Ÿ˜„

bleak tangle
#

I'm a little confused by "Then I use addon builder to make the pbo. Crunch the project with pboproject."

hollow fulcrum
#

i was assuming he is using AB on the model, and pboProject for the terrain (the whole project).

bleak tangle
#

Yeah and Addon Builder could certainly be the problem for the model not "updating"

white jay
#

yea

hollow fulcrum
#

i wasn't going to go there. but feel free ๐Ÿ˜ƒ

white jay
#

and a model on a terrain shouldn't need a wrp rebuild unless your bb changed

bleak tangle
#

Agreed

white jay
#

and thats only for shifting of the object

white jay
#

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 ๐Ÿ˜„ Thanks. Next ... animations and adding in doors ๐Ÿ˜„

#

why are you splitting up the model packing process and the terrain packing process between two tools?

hollow fulcrum
#

@white jay it's worth noting what the guys mentioned, so you perhaps save time next time.

white jay
#

@hollow fulcrum i totally don't get what you mean

hollow fulcrum
#

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?

white jay
#

yea, sry i didn't got much sleep tonight so i'm quite wasted

hollow fulcrum
#

tis all good, i just want to make i'm not confusing people. i do that on occasion ๐Ÿ˜‰

foggy finch
#

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.

hollow fulcrum
#

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?

wraith tendon
#

They must be binarized

foggy finch
#

yes

hollow fulcrum
#

aye, ok. im still not crazy. woot!

foggy finch
#

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

halcyon wren
#

BZ binarizes thoses models during startup, however. So if you work with unbinned models, loading BZ will take ages.

white jay
#

@hollow fulcrum yeap, thanks ๐Ÿ˜ƒ

#

I'm still curious about your packing workflow

hollow fulcrum
#

there is certainly no need to be using Addon Builder. ๐Ÿ˜„

bleak tangle
#

Unless you're a masochist

quick terrace
hollow fulcrum
#

wow.

#

well, i suppose if that is his only issue ... he's doing pretty well.

cinder pivot
#

Lol

tacit shard
cinder pivot
#

Connected vertices most likely

#

Either way you are better off manually uvmapping jt

tacit shard
#

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

cinder pivot
#

There isnt any space between the islands

#

Which will case problems

tacit shard
#

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 ]

hollow fulcrum
#

@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..

tacit shard
#

ok will just straighten it out manually

cinder pivot
#

Yea if nothing is off you can adjust it fine

lavish mountain
#

Soo, how hard is it to make a swimming pool?

oblique vapor
#

i will just leave it here

lavish mountain
#

10/10 ๐Ÿ‘Œ Nailed it

fervent steppe
#

lol.
"Why didn't someone tell me my ass was so big!"

terse elm
#

Rights whos working on what? get ur WIPS out!

fervent steppe
#

What's that a flash light?

#

Hehe. Jk. Looks great!

median bough
#

flash light or fleshlight? ๐Ÿ˜‰

wraith tendon
#

๐Ÿ˜„

simple terrace
#

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?

fervent steppe
#

Lol

bright kraken
#

WIP Wednesday should be a thing, shame its thursday already.

woeful viper
#

why does it need a special day to show wips?

bright kraken
#

we dont haha ๐Ÿ˜„

woeful viper
#

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 ...

halcyon wren
#

Needs more WIFI symbols ๐Ÿ˜„

fluid ocean
#

Wheres the "dont press this button" button?

woeful viper
#

i'll make sure to include iinto the next one ^^

fluid ocean
#

๐Ÿ˜‰

fervent steppe
#

2/23- X3KJ appreciation day ๐Ÿ˜œ

#

Sweet looking cockpit!

tacit shard
woeful viper
#

automatic unwraps are generally tad, at least those that usually came with normal 3d tools thus far

polar fiber
#

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

mental wadi
#

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

cinder pivot
#

hi

cinder pivot
#

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..

woeful viper
#

aand blocked.

earnest verge
#

im just saying if you want to make more advanced animations i reccomend cinema 4c

cinder pivot
#

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

hollow fulcrum
#

๐Ÿ˜†

quick terrace
#

@earnest verge lol what?

fervent steppe
#

And we have a pirate....nice

#

Too late I already saw what you wrote...and btw....unfortunately for you I work for maxon

earnest verge
#

i didant say i did pirate it i said i would recomend c4d

#

pirated

fervent steppe
#

That's not what is showing here based on your ip

earnest verge
#

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 ip๐Ÿ–•

#

no disrespect

rich trail
#

Just rip content from other games and sell it to players in Altis Life. Eventually you will afford C4D.

earnest verge
#

i have brougt c4d I DIDANT SAY I PIRATED IT

fervent steppe
#

I wanna see the official letter of purchase.

earnest verge
#

official letter๐Ÿ˜‚ shut up bye

fervent steppe
#

expect a letter from our legal department...have a nice day

earnest verge
#

ahah im not scared i cant get arrested or fined for pirating c4d becuase i didant GOOD NIGHT

foggy finch
#

you might get fined for abusing the english language though, dear god.

hollow fulcrum
#

hahaha

fervent steppe
#

lol

halcyon wren
#

Jeebus. Missed the circus again. ๐Ÿ˜„

quick terrace
#

yeah happens way to often these days

#

@M1lkm8n#8907 well done

lavish mountain
#

AWw shit

#

I missed aswell

#

What did someone steal this time?

white jay
#

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

fervent steppe
#

Hehe @quick terrace sometimes I just can't help myself ๐Ÿ˜œ

white jay
#

how do you do that in Buldozer?

#

I use the land prefix

fervent steppe
#

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?

white jay
#

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 used blender to define action point and axis.

lavish mountain
#

hmm c4d isnt that expensive compared to its competatives...

mental wadi
#

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

pseudo elbow
#

Are you sure you have shadows on in video settings?

fervent steppe
#

Also do you have the appropriate named properties in the geo lod?

white jay
#

@fervent steppe That to me? I have autocenter 0 in the geo lod.

fervent steppe
white jay
#

๐Ÿ˜„

fervent steppe
#

@white jay
So did you say the animation works in buldozer but not in game?

white jay
#

doesn't work at all. I dent even get an option to open door

fervent steppe
#

Ok. In buldozer you can cycle through animations with the middle mouse button iirc.

white jay
#

nothing happens

fervent steppe
#

Can you post your model config and main config to pastebin...I can't view the google stuff right now

white jay
#

that was model.cfg

#

that was config.cpp

fervent steppe
#

There's an text error in your door class animation

white jay
#

oh?

fervent steppe
#

Animperios?

#

Delete that whole line

#

You don't need that

white jay
#

done, will that make a difference?

fervent steppe
#

Maybe hehe. Also is the house_c_w_d the actual name of your model?

white jay
#

yes

fervent steppe
#

Also door1 in the sections isn't needed there. That is only for parts of the model which texture can change

white jay
#

removed

fervent steppe
#

And the actual bone is called door1 in the mode p3d?

white jay
#

yes

fervent steppe
#

And to verify you also did. Structures-->topology-->>>find components ?

white jay
#

yes

#

but only on the geo lod

fervent steppe
#

Needs to be done on all lods

#

Oh wait. I may be wrong on that one lol

#

Nvm

white jay
#

ok. I'll do that. I also found a model config editor in OB. It says missing animationtypes class

#

ok ๐Ÿ˜„

fervent steppe
#

class Animations {};

At that to your default in the cfgmodel section

white jay
#

ok

fervent steppe
#

You do need to make sure the door name is in the names properties of each lod it's being animated in tho

white jay
#

in OB?

fervent steppe
#

Yea

#

Where the componentXX are listed. You need to make sure the door name is there

white jay
#

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! ๐Ÿ˜ฆ

white jay
#

well, I made progress ๐Ÿ˜„ I now have an animation of a sort working. Doesn't do what I want it to, but small steps ๐Ÿ˜„ To get something to work I added in a class rotation. Filled it in and inherited from it!

#

now it works ๐Ÿ˜„

white jay
#

@fervent steppe thanks for your help ๐Ÿ˜ƒ

white jay
#

spoke too soon ... works in buldozer but not in game. Well, that's tomorrow's problem

bleak tangle
#

Well that's progress. If you can't figure it out, post the updated model.cfg and config.cpp

woeful viper
#

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

white jay
#

do you want to connect two verts to create a edge?

woeful viper
#

ok silly me, i just triangulate a face for new edges - doh

#

connect 2 verts on existing faces

white jay
#

f6 should do that but not sure on a existing face

woeful viper
#

f6 does nothing on existing faces

white jay
#

ok

#

i guess "triangualte /" and "triangulate " might be the only thing here then

woeful viper
#

triangulate works, i just need to trial n error which one to use to get the correct direction

white jay
#

oh backslash is not a thing

woeful viper
#

\ ?

white jay
#

\ "

#

yea with a " after it it wont show up

bleak tangle
#

That's because \ is an escape character, so you would need to put \\

mental wadi
#

Hello I'm back thanks for your responses. But still can't find the problem with my shadows :/

cinder pivot
#

is there such a thing as too big of a gap to bake normals ? mine come out really bad

tacit karma
#

pic

cinder pivot
#

thats also improved from what the really bad ones were so yea

tacit karma
#

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

cinder pivot
#

Quad rings, on the uvs yea? i gotta move them around for sure but that was the only picture I had

woeful viper
#

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

pseudo elbow
#

I'm recreating barrel with higher number of polygons, how can I achieve same light change between thinner sections like on old bottom mesh?

bright kraken
#

Looks like smoothing groups to me

pseudo elbow
#

Can I do it right in O2?

wraith tendon
pseudo elbow
#

Yeah, but I need entire ring smoothed, not sharp individual faces

wraith tendon
#

Erm, you just select the Ring

#

(selected from Side, just the vertices)

pseudo elbow
wraith tendon
#

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

pseudo elbow
#

Aha, I needed to sharpen ring of vertices, not all vertices at once

wraith tendon
#

Yep

pseudo elbow
#

selecting two rings of vertices and sharpening them did the job

#

Thanks a lot!

pseudo elbow
#

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

white jay
#

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

terse elm
#

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

fervent steppe
#

@white jay try flipping the greater than symbol

quick terrace
#

who here was part of CWR2, and still has the old a2 repository about?

white jay
#

@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!

fervent steppe
#

If the config is wrong the user action will not show

white jay
#

something is wrong, but what?

fervent steppe
#

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;

white jay
#

I remeber there being probs with house_f, but I'll try again

zenith gazelle
#

Hi, I had made a stop sign and it's work in arma 3 ๐Ÿ˜ƒ 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? ๐Ÿ˜ƒ

fervent steppe
#

@white jay that's my config tree for all my stuff and I don't have any issues

white jay
#

undefined base class destructioneffects

fervent steppe
#

@zenith gazelle your image file is most likely not power of 2

#

I.e. 256x256, 512x256 like that.

#

What is your image size?

white jay
#

fixed

zenith gazelle
#

Size of my rvmat?

fervent steppe
#

No the image

#

Your texture file

zenith gazelle
#

oh ups ๐Ÿ˜„ 516x518

fervent steppe
#

Try making it 512x512

zenith gazelle
#

Sure ๐Ÿ˜ƒ

fervent steppe
#

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

blissful fulcrum
#

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 ๐Ÿ˜ƒ

white jay
#

@fervent steppe no change

fervent steppe
#

@blissful fulcrum ๐Ÿ‘

#

@white jay Can you post the two configs and also is the door modeled closed in the actual model?

white jay
#

yes, it is closed

#

config.cpp

fervent steppe
#

I'm that case I believe you would also want to switch the 0 and 1 around as well

white jay
#

model.cfg

#

ok

#

initPhase = 0; ok?

fervent steppe
#

Yea that's just where it will start in the animation cycle

white jay
#

ok, well i have to go now. Thanks so far ๐Ÿ˜ƒ

fervent steppe
#

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

foggy finch
#

@quick terrace try contacting w0lle on BI forums

#

I dunno if he ever moved to discord

fervent steppe
#

What are you asking @quick terrace? I was part of cwr2

foggy finch
#

or @fervent steppe ๐Ÿ˜„

fervent steppe
#

As was @arctic moon

#

And @sturdy parcel

#

Hehe

foggy finch
#

there you go, a trove of peoples ๐Ÿ˜ƒ

fervent steppe
#

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

quick terrace
#

@fervent steppe + @arctic moon + @sturdy parcel do you lads still have panda's a0 bradley model about?

arctic moon
#

I don't. I only ever had terrain related items

quick terrace
#

anyone else i could contact then you think?

#

i had in my ACE1 and ACE2 repos but these are long gone

arctic moon
#

yeah I'll talk to you in PM

twin urchin
#

guys the NV proxy cant be moved to fit better the custom helmet , right?

pseudo elbow
#

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

twin urchin
#

well you could try making it still visible and hiding it only when its empty?

pseudo elbow
#

I need to have 4 missiles

#

With only one visible which hides during reloading

#

type="revolving" works only when weapon is selected as well

twin urchin
#

i know CSLA and CWR had something but i dont know how they did it

#

its been a long time xD

pseudo elbow
#

Well it can be done with scripts but I wonder if scripts can be avoided

twin urchin
#

it was without a script

woeful viper
#

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

cinder pivot
#

anyone know what a good number of selections is for a vehicle?

#

like 2-3 2048x2048?

polar fiber
#

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

oblique vapor
#

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

cinder pivot
#

You want it to be static and point forward? Would be a reflector @twin creek_#1250

fervent steppe
#

And I think there's a light cone proxy you can add too to give it more effect

cinder pivot
#

yep

vernal lynx
#

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 ? ๐Ÿค”

#

Tried dep3d +FX, got nothing

stuck oyster
#

why would you dep3d anything?

bleak tangle
#

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
stuck oyster
#

Alright! Thanks!

woeful viper
#

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

vernal lynx
#

I had no problem on other models from a2 and even a1. So I'm wondering what is causing the issue.

bleak tangle
#

Where are you seeing that error?

white jay
#

@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?

vernal lynx
#

@bleak tangle in virtual garage4 when trying the vehicle

white jay
#

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!

terse elm
#

anyone here from the bunderswehr mod?

woeful viper
#

@deep hearth is

cinder pivot
#

@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

round cove
#

Anyone know why my wheels kinda just sink into the ground when they're damaged instead of switching to the damaged wheel proxy?

fervent steppe
#

The animation to display the damaged wheel is not working correctly ?

round cove
#

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

fervent steppe
#

@white jay do you pack you project with pboproject...not sure if I asked yet..

twin urchin
#

Is there a way to move the proxy of th NVG or that's not possible?

fervent steppe
#

@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 ๐Ÿ˜œ

#

No just kidding. Tho not recommended to use addonsmasher...you can supply the path to the config yourself.

white jay
#

@fervent steppe yes, using pboproject. Add the path where?

#

@cinder pivot remove all check? How?

fervent steppe
#

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

cinder pivot
#

@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

white jay
#

@@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";?

cinder pivot
#

Yea

fervent steppe
#

What do you mean top most directory?

#

Also can I see your cfgpatches?

cinder pivot
#

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

white jay
#

@fervent steppe the model is in p:\AAW\staden\data\models\ but I set pboproject to p:\AAW

#

BTW, it didn't work

fervent steppe
#

Try adding "a3_structures_f" to list of addons required

#

requiredAddons[] = {"a3_structures_f"};

foggy finch
#

also a3_data_f if you are using default penetration materials or anything from the data_f directories in your models

fervent steppe
#

Oops. Correct!

white jay
#

no change

fervent steppe
#

Good thing your paying attention uro

#

Can you pm the project

white jay
#

pm?

fervent steppe
#

Private message me a download link via google drive or Dropbox so I can take a look

bleak tangle
#

Is it working now but the object is sunk into the ground?

white jay
#

@bleak tangle not working now but I sometimes get the object stuck in the ground

bleak tangle
#

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

white jay
fervent steppe
#

binarizing now

bleak tangle
#

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

white jay
#

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

fervent steppe
#

works

white jay
#

BTW, why does it sometimes go intot he ground?

#

@fervent steppe works? what was the problem?

fervent steppe
#

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

white jay
#

oh, thanks ๐Ÿ˜ƒ

fervent steppe
#

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

white jay
#

@fervent steppe ๐Ÿ˜ƒ Thank you very much for your help

fervent steppe
#

๐Ÿ‘

bleak tangle
#

Good to hear you got it working

mossy oxide
lavish mountain
#

Very usefull, Soon I have to do a lot in either Blender or 3ds max... Interior of my project is 80% finished...

late raft
#

Hey, I'm having a issue using PboProject with a certain .cfg file.

#

The error I'm getting is - "Model.cfg can not have externs" and I have no idea how to correct it even w/ instructions ๐Ÿ˜›

vale berry
fluid ocean
#

so, have hope

late raft
#

OH MY GOOODS

fervent steppe
#

@late raft
This is an extern:
class rotation;

late raft
#

oh..

fervent steppe
#

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

late raft
#

if I knew how :p

#

Someone told me that my model.cfg has no externs, but it still gives me the same error.

fervent steppe
#

post it please

bleak tangle
#

In the last one he posted he had class Default;

late raft
#

Is that bad?

fervent steppe
#

yea define it

#

class Default
{
isDiscrete=1;
skeletonInherit="";
skeletonBones[]={};
};

#

class Default
{
sectionsInherit="";
sections[]={};
skeleton="";
class Animations
{
};
};

#

top one goes in the cfgskeletons

#

bottom cfgmodels

late raft
#

So after class Default;

#

Put what you wrote?

wraith tendon
#

Instead of

white jay
#

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).

eager folio
#

Is there a Tutorial what explains how i can get multiple UV-Layouts (Multiple Textures) from one Object out of Blender in Object Builder?

wraith tendon
#

?

eager folio
#

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.

wraith tendon
#

A bit oversized for a Sign, but okay.
So where is the Prob? The UV should be "baked" into the model itself.

eager folio
#

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

tacit karma
#

Just detach it into separate objects

white jay
#

^ 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

eager folio
#

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

wraith tendon
#

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)?

eager folio
#

This 1k x 1k square was just an example

wraith tendon
#

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

eager folio
#

No i am not the kind of guy, which means to assign a 4k x 4k Texture for a Screwdriver (as example) ๐Ÿ˜„ 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.

white jay
#

that should be ok if you intend to dynamically switch the icon on the sign, otherwise you are better off using a 512x1024 texture

wraith tendon
#

(Because: 1 Drawcall instead of 2)

eager folio
#

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?

white jay
#

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

eager folio
#

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

wraith tendon
#

Listen to dat chick!

white jay
#

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

white jay
#

These animations are slowly driving me insane ! ๐Ÿ˜„ @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!