#arma3_model

1 messages ยท Page 87 of 1

white jay
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making progress ...

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make sure not both rot axis are in the same selection

fervent steppe
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@white jay lets see the model config (and main config if you have gotten that far)

white jay
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thanks @fervent steppe but it looks like I have managed to get it back to how it was yesterday. Now I'm trying to add another door. I'm sure I'd let you know if I run into a problem with that! ๐Ÿ˜„ Thanks again.

fervent steppe
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Hehe

white jay
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two doors now working ๐Ÿ˜„ But they are very quiet. There must be away to add sound?

cinder pivot
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Same line that plays the anim you can play a sound

white jay
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ic, thanks @cinder pivot

fervent steppe
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Yea take a look at how bis does it. You can do it that way and use stock bis sounds.

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I've done it other ways too which is to add a bit of code at the end of the statement = but that's extra work. It's easier to use the one bis already use

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Does anyone know off hand....does bis still use scripts for door animations with tanoa?

white jay
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is there a good example of sound? I had a look at the CUP building but nothing like I'm thinking of.

halcyon wren
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Doors have changed from A2 to A3, but the data setup is the same.

white jay
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thanks. Are there any example models for A3 around? I see the steam ones are no longer available.

cinder pivot
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why wouldn't they be?

halcyon wren
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"Arma 3 Samples" from the Tools tab in the steam library shows them to me.

white jay
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Ah, there they are. Thanks ๐Ÿ˜„

halcyon wren
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Oh yes, animateSource is very awesome. ๐Ÿ˜„

white jay
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@fervent steppe i think they use functions now, but i'm in the office so i can't check their configs

bleak tangle
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animateDoor isn't used for buildings. animateSource could be used, but last time I checked BI only uses it for this object https://youtu.be/VP7Taj9UBLw

fervent steppe
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I'll have to look at one of their configs.

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I still have animate then a sqf with the bones...but if there's a more efficient way...

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Like this :
statement = ([this, 'Door_8','Door_8_Handle','Door_8_Handle_2','Door_9','Door_9_Handle','Door_9_Handle_2'] execVM "\Jbad_Structures\scripts\Doors_open.sqf");

cinder pivot
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statement = "([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleOpen)"; is what I have used

vale berry
halcyon wren
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Oh right, yes. animateDoor is for vehicle doors. Animate source replaced all those variants reliably.

hollow fulcrum
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@vale berry glad someone is making progress lol. keep at it!

sudden radish
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Is there a way to hide the headgear in the viewmodel LOD?

hollow fulcrum
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ermmm.. not exactly sure what you're asking there. you mean to hide it from view in a scenario, while it's equipped?

sudden radish
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hide it from the player when in first person mode

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is that posssible?

quick terrace
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yeah don't have it in viewpilot lod

sudden radish
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So deleting "proxy: headgear" should fix it?

bleak tangle
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If you have an empty View - Pilot LOD in the headgear model, then there will be no headgear shown when in first person

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If you were making a character model I suppose you could delete the headgear proxy from that model's View - Pilot LOD

quick terrace
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^^

bleak tangle
sudden radish
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@bleak tangle Didn't solve the issue, strangely... my model doesnt have a headgear proxy in it's viewmodel LOD but it still shows when you are viewing in first person

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view from first person

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third person view

bleak tangle
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Have you tried leaving the View - Pilot LOD of the headgear blank?

echo rain
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just keep the pilot lod empty

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shit

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nvm. scroll mess up

sudden radish
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I'll give it a try

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Didn't work for some reason :/

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issue persists with showing the cap

echo rain
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hm. sounds like you did something wrong with packing or something. or maybe a proxy in that lod? pilot is what is rendered in 1st person, period

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from what i remember anyways ;D

sudden radish
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thats an example

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selected "view-pilot" and then the proxy for the headgear

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which results in nothing selected => its empty?

quick terrace
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right click named selection delete empty to make sure

sudden radish
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its gone, confirms that it's empty right?

quick terrace
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yes

sudden radish
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so, is there anything else that might cause the issue?

quick terrace
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what issue?

sudden radish
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headgear blocks vision in first person -> want to remove the headgear from showing when in first person

bleak tangle
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Have you tired leaving the View - Pilot LOD for the headgear model blank? I'm positive that works, but I'm now unsure about removing the proxy from the character model

sudden radish
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I have tried that, no success so far :/ or i'm doing it wrong..

cinder pivot
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I think the issue is having a headgear proxy in a character uniform at all

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I dont think you can do uniforms like that, it has to be a separate item/headgear piece

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And you can link items? Or is that just linking weapons + attachments

sudden radish
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it's a seperate headgear piece, it's not connected with the uniform

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it's just in the same modpack

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seperate PBO's

bleak tangle
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I'm just trying to confirm that you were editing the headgear model because you showed us the uniform model in your picture. What are you packing the PBO with?

cinder pivot
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You kept saying proxy for headgear, thats what I was thinking it was the model/uniform you are messing with

fervent steppe
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Hey @bleak tangle what is the difference between how you have your animation set up to how I have it?
I want to know if it's worth changing everything hehe

sudden radish
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@bleak tangle packing it with the standard arma tools packer. I'll try Mikeo's packer now as you mentioned it

wraith tendon
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Better Choice

sudden radish
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is it that much better?

wraith tendon
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10000%

sudden radish
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how so? not that I doubt the skills put in there.

wraith tendon
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Error Feedback (e.g.: In wich Line is a ; too much) is one of the best things in it

sudden radish
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Oh yeah, good point

wraith tendon
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prep your anus for alot of ErrorMessages, after trying to pack your Addon with Mikeros Tools ๐Ÿ˜„ Accept it, fix it, learn from it, be happy that you have a working Addon after that.
P.S. don't forget to feed/praise the goats.

cinder pivot
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Like @wraith tendon said, gotta get over the initial hump of using it the first time, it solved an issue where I had an error that broke my animation sources but threw no errors in rpt until I had fully binarized and fixed the stuff with pboproject. The problem was before the sources but it snowballed and broke it

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Very helpful

bleak tangle
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Along with what they've said about pboProject finding errors, Addon Builder has a tendency to break things in situations where you've done nothing wrong. For instance, this issue here could be that Addon Builder is still packing the PBO with the old version of the model, maybe having it clear the temp directory would resolve that issue, but pboProject gives you the peace of mind that in 99% of cases, the error is on your end.

sudden radish
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Fixed the error

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thanks a lot Penny! โค

bleak tangle
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@fervent steppe Well each of those sources in my example are composed of two sliding doors (labeled A and B), so in the config you only need to use one animateSource to move both sliding doors, rather than animate on door A and door B.

I quickly messed with the model.cfg for your hangar, and what I think you'd want to do is group the two sets of double doors and handles into two sources, and then have all of the rolling doors into the same source, so you'd have three animation sources total. So instead of that long statement you posted earlier, it would just be one animateSource for one "set" of doors and their handles.

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I can't recall if you were doing anything fancy in that script though, like sleeps.

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@sudden radish what was the fix?

fervent steppe
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Yea that was so the door would animate correctly so it looks like it's rolling up

sudden radish
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mikero's compiler, seemed to have fixed it somehow

fervent steppe
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I'll have to play around with it tho.

bleak tangle
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Well I think the statement you posted was just for one set of double doors and their handles. I'll mess with the config later and let you know

fervent steppe
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Yea I think that was

cinder pivot
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so you can use animation source to open multiple things at once?

wraith tendon
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Yep

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Like:
Object moves in Anim 0->0.5 5m on the X Axis, from 0.5 -> 1 5m on the Y Axis, from 1 -> 2 10m Z Axis. Everything called in 1 AnimSource "Testinger"
Called in a Script like: _this animateSource ["Testinger",2]; (moves 5m on X, then 5m on Y and when it did that -> 10m on Z)

cinder pivot
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cool

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gonna store that in the ole brain, got uses for it

fervent steppe
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And this is a new addition with tanoa right?

wraith tendon
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since animateSource was added

bleak tangle
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https://dev.arma3.com/post/sitrep-00146

R&D Designer Killzone Kid is one of the people coordinating these changes, with great support from our engineers, such as Senior Programmers Jan Mareฤek and BXBX. Recent examples were the additions of useful Event Handlers: GetInMan, GetOutMan, SeatSwitchedMan and of course Reloaded. As for script commands, you might like animateSource and animationSourcePhase. These are counterparts to the existing animate and animationPhase, but they will let model config animators control animations in one consistent way (it's not recommended to mix these command sets). Let's imagine we have several animations that make up the mechanical movements of a weapon firing. Before you might have had to trigger these, step-by-step, via script. The new commands could be used to trigger all of them with a single command call, reducing the multiplayer traffic footprint.
fervent steppe
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Ah. Nice.

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Guess I'll have to swap all the animation sources now

wraith tendon
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You should. Makes Animations in Models wayyyy more easier and comfortable

fervent steppe
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Cool. I will. Now I must shake my fist as bis for adding yet more work for me to do ๐Ÿ’ช

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Unless.....you do it for me @wraith tendon and I can just say I did it and take all the credit ๐Ÿ˜‚

wraith tendon
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So you wanna become a Lifer?

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๐Ÿ˜„

fervent steppe
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Hahahhahaha

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Touche

wraith tendon
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=}

fervent steppe
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Lol

fervent steppe
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@wraith tendon I've been meaning to ask you is that profile pic actually you?

wraith tendon
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Yep @fervent steppe

fervent steppe
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Haha. It cracks me up every time I see it because you look like my cousin in law ๐Ÿ˜‚

wraith tendon
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Maybe i am ๐Ÿ˜„

fervent steppe
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Haha "brothers don't shake hands...bothers gotta hug"

lavish mountain
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Isnt that remi malec in that pic from Mr.Robit?

wraith tendon
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lulz, yeah Milk.
Okay, enough spamming. Back to Modeling stuff in here =}

fervent steppe
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๐Ÿ‘

cinder pivot
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Anyone know if you can run an animation on a backpack while someone is wearing it?

wraith tendon
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hmm

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don't think so. Or lets say: I can't think of a way, to address the Obj Backpack of a player.

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Maybe some animations with the source "time" in it

cinder pivot
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Backpacks are always objects though

wraith tendon
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Try to target the Backpack on a player.

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It will always return Obj = player

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and backpack player = Only Typename

cinder pivot
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unitBackpack returns the object

wraith tendon
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Correct.
Then: Test it out ๐Ÿ˜„

cinder pivot
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Im at work ๐Ÿ˜ฆ

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I have hopes and dreams though

wraith tendon
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sucks to be you then ๐Ÿ˜„

cinder pivot
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Lol

wraith tendon
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(going in 15min myself, soo... hmpf -.-)

cinder pivot
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Im off in 15 mins

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Soo

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Who is laughing now

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๐Ÿ˜„

wraith tendon
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i just need to work for an hour ๐Ÿ˜„

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Answer: ME

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๐Ÿ˜„

cinder pivot
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Wut

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Hacks

wraith tendon
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Its called: "Fasching"

cinder pivot
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Fun? ๐Ÿ˜ฎ

wraith tendon
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no

coarse roost
coarse roost
shell magnet
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Hey guys, i have a problem with my OB. I can't see my proxy cargo and driver when I try to see my model with Buldozer, anyone can help me please ?

fervent steppe
white jay
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SOMEONE GET THAT MAN A BINARIZER/ENCRIPTER SOFTWARE NOW

fervent steppe
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Actually I read that totally wrong. I thought he wanted to unbin someone's work haha

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Ooops

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Either way...wonder what he's got to hide

halcyon wren
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Why not legitimate hard labour he has put into the models and artwork and wants to keep out the bottom-feeding asset-rippers? ๐Ÿ˜„

fervent steppe
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Hahahaha. I'll bet you 20$ ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

pseudo elbow
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Is there a way to make selections list control bigger? (Wider or taller)

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In O2\PB

cobalt halo
pseudo elbow
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Yes

cobalt halo
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click on the border and move it somewhere then drag to resize and reposition

pseudo elbow
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Oooh, you have to undock it first for this to work

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I had it docked to right side and all my attempts to resize it failed

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Thanks!

cobalt halo
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yeah ๐Ÿ‘๐Ÿป

pseudo elbow
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I read old OFP development article and noticed that their model editor had tall lists so I realized there must be a way to resize it after all

halcyon wren
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Yes. Just drag the window out, resize it by grabbing the edges

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Then you can plop it back into the sidebar or leave it floating. I usually have them floating about on the second screen

shell magnet
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Hey guys, i have a problem with my OB. I can't see my proxy cargo and driver when I try to see my model with Buldozer, anyone can help me please ?

bleak tangle
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Do you have your P drive setup correctly? If you navigate to P:\the\path\to\the\proxy.p3d is the model there?

shell magnet
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@bleak tangle Yep

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@bleak tangle My OB is installed since 1 year and I just have this problem since 3 days..

fervent steppe
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Just thinking...is there an option to show/hide proxies? I forget

hollow fulcrum
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that option does exist.

median bough
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proxies should show up in buldozer even without using the show proxy option in OB

hollow fulcrum
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that is also correct. unless there is something wrong in the proxy definition or there is something wrong with the proxy model itself.

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usually a definition/pathing issue.

median bough
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iirc it is also important to choose the right LOD to preview in buldozer. if you use a LOD that has no proxies then they won't be displayed

hollow fulcrum
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indeed

fervent steppe
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Like when I forget I'm in the memory lod wondering why my model isn't loading ๐Ÿ˜‚

shell magnet
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I use the right LOD

pseudo elbow
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Maybe his proxy is part of selection that hides it?

shell magnet
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But it doesn't work

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I use data_f proxies

pseudo elbow
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Try without model.cfg

shell magnet
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for cargo and driver

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I didn't use it

pseudo elbow
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Create copy of model with slightly different name, open it in buldozer and see if proxies are there

shell magnet
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I have this problem with all my vehicles

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since 3 days

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In don't know why

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Can I open a proxy if it's binarized ?

median bough
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no

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not the model

shell magnet
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Cause my proxy cargo are binarized..

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Maybe that's why I can't see them right ?

median bough
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no. a proxy model is displayed, but you can not open the proxy model itself

shell magnet
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Then I really don't know how to fix my problem :/

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@median bough My Unbinarized proxy model work fine but cargo and driver doesn't work

median bough
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unbinarized models can be open in buldozer, that's right. but binarized models from BI can not

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or do you mean display the proxies?

shell magnet
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I just want to place my driver and cargo proxy in my car

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With the hand on the drivewheel lol

median bough
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@STL Rekiem ๐Ÿ๏ธ#4963
do you have a3 onpacked on your P drive?

shell magnet
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Unpacked ?

median bough
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yes, do you have a folder named a3 on your p drive?

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strange...

shell magnet
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Yep

median bough
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since your last install of your tools is a year old you might want to consider doing a fresh reinstall

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i do it like every 2-3 month

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and after every major update

shell magnet
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Yeah I think i'll do that :/

pseudo elbow
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Also check buldozer RPT

median bough
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how can i reduce faces / polys on a model in OB for LOD 2, 3, 4, and so on?

wraith tendon
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Delete by hand (there are tools for outside Tools, but afaik nothing for OB)

median bough
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ok, in blender?

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any idea?

wraith tendon
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For example, yeah.

median bough
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and how to?

wraith tendon
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Wasn't there an LOD Tool implemented?

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Otherwise: Google. (i don't have Blender, so i can't tell you the exact names)

median bough
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i have something in mind with modifiers..........

bleak tangle
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Yeah with Blender you will want to use decimate or limited dissolve.

median bough
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o_O

white jay
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there is merge points in OB which can be used to make res lods, but it's usually suboptimal

wraith tendon
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Nah, you better ignore those Merge Thingys. They tend to fk up the whole model. (when used a too big radius)

cinder pivot
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Designed for students, researchers & hobbyists to get started

wraith tendon
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Yeah, thats what i head in mind.

cinder pivot
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it is love

median bough
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nope... for the 1-2 models i edit in one year?

umbral plume
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you can do lods in the game render of blender on the "type of active data to display and edit" with the icon of a orange square.

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must be in the blender game to use the tool.

eager folio
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What i do wrong, if i can walk through my Object? I have a Geometry and Geometry Phys layer, on all Layers i was use "Find Components" and all Components are Convex and Triangulated. But i can walk through. But Fire Geometry works fine.

hollow fulcrum
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lack of mass (alt+m for the window, if not on screen)

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@sancron#4725

fervent steppe
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anyone know what the addition of class SimpleObject does in the main config

stark dagger
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Just started porting character uniforms from TKOH to A3, but I'm running into a little issue with my a3_character_template.fbx. When I import as FBX into OB, it's nothing more than keyframes. Is this correct? The porting guide I'm following says to use the hands and head from the a3 template, but there is nothing there.

fervent steppe
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i noticed BIS moved away from using execVm "path to script" in thier statements to animate and started using call functions...is that supposed to be faster?

bleak tangle
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Are you sure they were ever using execVM? It's not the best method performance wise. Every time someone would open a door it would have to load and execute that file, as opposed to calling the function which is already saved in a variable.

fervent steppe
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yea initally they were and its still in their sample model too lol

bleak tangle
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Interesting, I guess they were just being lazy for the sample

fervent steppe
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ether way tho making them functions is faster?

bleak tangle
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Yes

fervent steppe
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cool beans..ive been converting all my stuff..any chance you know what that class SimpleObject is for?

bleak tangle
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Yeah I did that as well when I was integrating all of the JBAD stuff into CUP.

I don't think the class SimpleObject is needed, but they have it anyway. It's used by a BIS function (https://community.bistudio.com/wiki/BIS_fnc_simpleObjectData) to make simple object usage easier. Even without those config entries you should still be able to create a working simple object from your model. They also have a function called BIS_fnc_diagMacrosSimpleObject that should in theory be able to create macros in the style they use in their configs

fervent steppe
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interesting

dark temple
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What's the max polys (well, recommended) for a car?

hollow fulcrum
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ermmm.. depends on how much detail there is ... 9-20k? LODs can break it up a fair bit. so maybe more.

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maybe a lot less

wraith tendon
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"As much as needed, as low as possible" ๐Ÿ˜„

hollow fulcrum
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^^

wraith tendon
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e.g.: Does your headlight rly need 5000 Polys/Faces? ๐Ÿ˜›

hollow fulcrum
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๐Ÿ˜„

wraith tendon
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nice grilling stand

hollow fulcrum
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ty, it's for the big steaks

wraith tendon
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hungry

hollow fulcrum
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food is good

fervent steppe
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Lol

terse elm
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nice tripod hatchet

oblique vapor
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Hey guys, is it possible to hide / turn on//off a reflector inside an object ? Like I have a spotlight with a reflector, and I want to make it blink at a certain time via script, is that possible ?

white jay
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so, I have a named selection in OB. I set it a texture (E) but it doesn't show up in game. This is for a window. If I shoot the window I get the damaged texture but no destroyed texture! Something I'm missing?

tacit karma
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@terse elm the composite and foam are spot on.

terse elm
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still needs a little tidying up on the foam but its almost there i think!

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i also have to add my AO bakes i did last night

tacit karma
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yeah its going to make a big diff

terse elm
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@tacit karma u about later tonight? id like to pick ur brain over MR AO bakes in max

tacit karma
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uh, I am not baking my AO with MR

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still using scanline

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but sure, im there

bright kraken
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@terse elm Looking good!

quick terrace
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@terse elm ping me then mr ao bakes are second to none to vray bakes (wchich takes into account normal map as well)

terse elm
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yeah iv had a go and got my normal map in there too, just need some guidance with the settings, as Im not getting the results i want

tacit karma
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I'm baking AO and Normal at the same time with scanline

terse elm
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im commbining the AO output from Toolbag with a bake from max as iv done some post baking editing to my normal map

white jay
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why do buildings sink into the ground? Sometimes but not always?

quick terrace
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sink into ground how?

white jay
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yeap, it some times happens that building are sunk into the ground. Not always. I've been working on the windows of a house today. Been running it in ARMA a number of time but this time the build was sunk in the ground.

quick terrace
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i asked how, you rephrase the above...well done

white jay
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๐Ÿ˜„

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I have no idea how. I want to know why and how to fix it.

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is the building placed in the editor or in TB?

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looks ok in buldozer

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in TB

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buldozer should represent 1:1 what you get ingame

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can you link a example pic on how its sunken?

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ok two things, your buldozer view is very weird, it looks like there is water in bd

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second thing, you most likely didn't load the addon containing the building

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you can see the barn on the right in buldozer then see the roof of the barn in ARMA.

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ok so that looks like a problem with your heightmap and buldozer

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never seen anything like that

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as i said before your buldozer view looks extremly strange

quick terrace
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in short, the model of houses never actually "sink"

white jay
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yes, the models are in the same absolute height as they are in buldozer, but the heightmap is not

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at least thats what i see

hollow fulcrum
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@oblique vapor yes and no. depends on the vehicle class i think.

oblique vapor
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Are you talking about the CfgNonAIVehicles class "StreetLamp" ?

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Because the thing is, it's a spotlight controlled by a player, like the big ones in military bases. So it's like a vehicle, with a reflector emitting the light, and I would like to make that blink / interact with the light emitter via script

polar fiber
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need to hide the memory points by animation AFAIK

hollow fulcrum
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^^ this is the process.

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and we're talking about reflectors as you asked.

oblique vapor
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Hmm

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Is there a special procedure / thing to do to interact with / animate / hide memory points ?

hollow fulcrum
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what do you mean special?

cinder pivot
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I don't think memory points move with an animation

white jay
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@white jay as you said, there was something funny with buldozer so I rebuilt the terrain and it all looks good now.

polar fiber
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memory points move with animation. It's just that some simulations that reference memory points cannot be moved from their init position

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things like eye memory points, wingtip vortices, exhausts etc. are based on their initial position

white jay
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๐Ÿ‘ glad it worked that easy!

oblique vapor
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Alrighty, will try that out. Thanks guys ๐Ÿ˜„

white jay
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๐Ÿ˜ƒ

cinder pivot
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@polar fiber yea that must have been it, thanks for clarification

white jay
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textures showing up in buldozer but not in ARMA is a path problem, isn't it?

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could be the infamous P:\

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yeap, but I don't have that

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the path I'm using is a3\structures_f\data\windows\window_set_ca.paa

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what says the rpt?

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for the rvmat aswell?

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Warning: aaw\staden\data\models\test_house_01\test_house_01_f.p3d:1 Error while trying to generate ST for points: 2715, 2712, 2716

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wait

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UV coordinate on point 565 is too big UV(425.945007, -1858.410034) - the UV compression may produce inaccurate results

#

did you binarize the model?

#

better asked are you packing with pboPro or addonbreaker?

#

oh! ๐Ÿ˜„ addon builder

hollow fulcrum
#

๐Ÿ‘€

white jay
#

try it with pboPro and be happy ๐Ÿ˜‰

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link?

hollow fulcrum
white jay
#

already tried ๐Ÿ˜„

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thx

#

I shall try tomorrow, got to go now

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are you packing your map with addonbreaker aswell?

fervent steppe
#

๐Ÿค”

umbral plume
#

If you have resolution lods that are too close to eachother in complexity will that in turn degrease fps due to constant loading and deloading of lods?

woeful viper
#

thats why you dont use 100 lods but less than 10

umbral plume
#

yeah I usually use at most 6, just wondering if it would be best to do like from 400 - 200 instead of 400-350-300-200-100

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for example.

woeful viper
#

thats a bad example because 400 is already low

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unless its a massused proxy

umbral plume
#

It's a log model for tree chopper which drops around 20 once you chop down a tree.

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so in theory people could have up to 100+ of these on the screen if they weren't to pick up the item as they went.

woeful viper
#

general rule of thumb is 50% reduction between each. I use 75% for first 40 for second and every other divide by two

umbral plume
#

ok thanks.

oblique vapor
#

Well it appears that the reflector isn't being affected by my script. However, if I type the command in the debug console, it works. lmao pls help

cinder pivot
#

@twin creek_#1250 what are you trying to do

oblique vapor
#

Hide and unHide memory points of my light spots

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The script works fine for a hidden selection texture

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But not for the hide animation of the light's memory points

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And when I execute the hide animation command manually via console, it works

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??? ??? ???

cinder pivot
#

Could be a locality issue

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Lights are local in arma, something like that would have an issue in MP

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It has to have an owner, i.e the player

oblique vapor
#

Yeah, my script is called via the init eventhandler of my object, and is defined as (_this select 0)

#

Tho it's not a created light, it's a "reflector" inside of my model's p3d and config

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It's like a car headlight, y'know

oblique vapor
#

Still doesn't work, I have no solutions what so ever, pls kill me

cinder pivot
#

Yes but it works the same way as a car/streetlight etc

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Thats why it works in debug console is because its taking you, the player as the owner and then using you to turn it off or w/e is being done

bleak tangle
#

@umbral plume also try to avoid having a new set of textures and RVMATs (sections) in each LOD. Generally BI uses the same textures and RVMATs for all the LODs except for the least detailed one, where they'll use a different set of textures and RVMATs.

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Changing between LODs with different topology isn't demanding, but having to load a new set of textures and materials for each LOD is.

umbral plume
#

ok thanks

white jay
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You can ditch the rvmat in the later lods altogether and just have the texture alone, that should be even lighter

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Not for everything tho

cinder pivot
#

I swear it add selection counts when i duplicate a LOD sometimes

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Same textures everything

white jay
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Go to faces > sort

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I think its due diffrent section id in the other file so when you copy it over you have to reindex the sections over all faces via the sort function

white jay
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@white jay I'm packing the terrain with pboproject

#

Anyone know what they are doing with textures etc concerning breaking glass? I got something to work but it is not behaving as I'd expect. No tutorial around for this?

oblique vapor
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Ok, so my problem is that I'm unhiding the end point first then the first memory point of my light, and it fucks everything up. I tried to unhide the first point first, but it's still fucked, I need to properly unhide it at the right time, tho when slowing down time in-game there is a low latency between each command lines. If anyone managed to already did it somehow or have a way to do it, I'll be glad to hear it

stuck oyster
halcyon wren
#

The horror! ๐Ÿ˜„

fervent steppe
#

Oh dear ๐Ÿ˜‚

oak lintel
#

anyone have the know how for a hatch and player to open/close and stay out at the car?

nobody can me help in configs...

stuck oyster
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not sure if animationsources for hatches work for cars but those are what you are looking for.

hatchDriver    The driver hatch.    Tank
*hatchGunner    The gunner hatch. *Alternatively defined with animationSourceHatch in the turret config.    Tank``` 

From https://community.bistudio.com/wiki/Model_Config

Also in and out actions are required, but those may also only work on tanks?
oak lintel
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@stuck oyster. I tried with"animationSourceHatch" but when i make it, is my hatch standard open. I place my car and the hatch is open. I dont know why... the source to model.cfg works. But not only with " player is in turret" hmz

stuck oyster
#

so you have animationSourceHatch = "somesource" and have a class somesource in your vehicles class animationsources ? Also so you have gunnerin and gunnerout actions defined

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the hatches are suppose to open when the passenger turns out of the vehicle

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like commonly in tanks

oak lintel
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the hatches is only open. I place my car in editor = is open. No player or unit is in the car

stuck oyster
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see my other questions above

oak lintel
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My hatch is defined, but my Gunner isnt in model.cfg defined.

I send you my screenshot

polar fiber
#

Doesn't work fully on cars really. Need to script the hatches opening and closing when the FFV unit turns in/out

stuck oyster
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That explains why it does not work then. Thanks @polar fiber You read that @oak lintel?

oak lintel
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ahhh ok. thats also the problem. Only open the shit hatch... i neet to check "is player on the gunner seat" with script? And close/open then?

cinder pivot
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The offroad used a hatch, as well as the apex 4x4

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They are just invisible but thats how they turn the gunner around

polar fiber
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Turn in/out works fine on cars like the offroad. it's stuff like getting hatches to animate and stop you firing when turned in that need to be scripted. They don't work the same as they do on tanks turning in/out

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reyhard had to write some function for it on the RG-33Ls and Tigrs we have

cinder pivot
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Ah okay

oblique vapor
woeful viper
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no thats cell shading

halcyon wren
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Pff

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that clearly a massive cock

fervent steppe
#

๐Ÿ˜‚๐Ÿ˜‚

hollow fulcrum
stuck oyster
#

Appropriate disclaimer there! @hollow fulcrum

hollow fulcrum
#

i try to be decent.

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was epically hilarous in realtime context actually. someone got pwnd.

fervent steppe
#

Omg!!! I forgot about that hatchet!!!! That was hilarious ๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚๐Ÿ˜‚

hollow fulcrum
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hahaha i cried that day ๐Ÿ˜‚

fervent steppe
#

Lol

#

I found our conversation lol. It was referred to as "dong island" ๐Ÿ˜‚๐Ÿ˜‚

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Anyway. Back to modeling convo....

hollow fulcrum
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indeed.

lavish mountain
#

Hmm, thats more interesting than an impossible shaped boring door that I am doing right now...

bleak tangle
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Please tell me that was your submission to BIS as a repo for the overlap issue

hollow fulcrum
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hahaha

fervent steppe
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Oh man that would have been good!

oblique vapor
#

Hey guys, do you know if that is possible to force a reflector to stay lit, even if the car's lights are turned off by the player ? I have a spotlight on top of a car, and when the player turns the lights off, the spotlight is also turned off. Anything for me ?

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I know that some things are hardcoded, tho I don't know about this

hollow fulcrum
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that is a limitation (yes, very annoying). attaching/detaching foo is a potential workaround.

wraith tendon
#

attaching a Model that has a Reflector on it (like a lightbar) to the _Veh,
Then:

_Veh action ["LightOn",_AttachedLightSource];
+
_Veh action ["LightOff",_AttachedLightSource];```
oblique vapor
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Why didn't I think about that sooner ? ๐Ÿ˜‚

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Dat workaround tho, thanks ๐Ÿ˜ƒ

wraith tendon
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I once did that, to have a Lightbar ontop of Vehicles, wich can be turned on/off apart from eachother (also: Lightbar was more visible during the day)

oblique vapor
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That is indeed a nice trick

rough idol
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Isn't it causing issues while vehicle is moving?

wraith tendon
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No Problems at all, tbh.
The only thing, that creates problems (delayed movements / stuttering) is with the "lightpoint" thingys
e.g.:

_Light = "#lightpoint" createVehicle [0,0,0];
_Light setLightColor [0,0,10]; 
_Light setLightBrightness 0.5;  
_Light setLightAmbient [0,0,1];
_Light lightAttachObject [_vehicle, [0,0,1]];

-> When Vehicle is moving -> strange movement of the Light.

What i did was basicly just attaching that "Vehicle" with a Reflector/Light configured (nothing else) to the Vehicle, wich can be turned on/off via AddAction from inside the Vehicle (or by pressing a button via Keyhandler (KeyDown EH) by checking attachedObjects).

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@rough idol

rough idol
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I see

cinder pivot
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I assume you constantly need to change the position or turn the lightpoint on and off

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to make it flash like a cop car or w/e

wraith tendon
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with Lightpoint example? Hmm... not rly. just attach a 2nd one and just exchange the Colors in a while loop

cinder pivot
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yea

wraith tendon
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Still looks shitty, since its not steady (even moving infront of the vehicle, when you are fast enough).
TL;DR:
I would never use it on Vehicles/moving objects.

cinder pivot
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I found a better? method that makes the engine do it rather then while loop or constant changing of attachto pos

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idk tbh though

wraith tendon
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Also a way to do it. No big diff to the Changing Color thingy (just different commands)

#

but.. hmm... maybe more Network Traffic due to a constant attach update instead of a single message about the Pos (this is just guessing)

white jay
rough idol
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well, I've tried once to use reflector inside turret class (so called searchlight)

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if it's not rotating you can loop turn on & off actions ๐Ÿ˜›

cinder pivot
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do searchlights work in A3?

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like the mounted/turret ones in A2

rough idol
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partialy

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they are not moving since ~1.52 patch

cinder pivot
#

Jun 20 2016

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rip

#

doesn't seem like it would be that big of a mess to fix

wraith tendon
#

@rough idol
That was the result from the example above.
https://www.youtube.com/watch?v=ydq56Ac2FTU

Turret... hmm... Oo strange
(stupid preview)

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Maybeeeee:
Reflector not assigned in Turret, but as ordinary "class Reflectors" in the config.cpp. Also -> Selection of the LightSource + Direction inside the p3d assigned to the "turret"-part of the model (Fk, i suck at describing that)

cinder pivot
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I get what you are saying.. Its possible? Idk w/o testing

wraith tendon
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Hmm, imo it should.

white jay
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hey i just made an object in C4D and saved it to 3DS, loaded it into object builder and my groups i named "component01" and so on were renamed to "compo1"...Is this a bug or did i do anything wrong? i'm quite new to this section ;D

tacit karma
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3ds can't save long object names

white jay
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do you have a proper option?

white jay
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so if there is no other way nvm - another question: how do I get the roadway to work for vehicles? i set up geometry and roadway for a bridge but the vehicle always keeps driving against an invisible barrier instead of driving onto the bridge ๐Ÿ˜ฉ

bleak tangle
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As in you can't drive onto the bridge because you keep running into something stopping you?

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That sounds like you have a piece of geometry blocking you

white jay
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okay, so basically geometry allows the vehicle to get onto the bridge if i set it up correctly?

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don't take this as 100% as i'm not sure myself right now..
roadway enables players to walk on a object but is ignored by vehicles, they only interact with the geometry lod

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okay, i will try it again then. ๐Ÿ–ฅ ๐Ÿ”จ

fervent steppe
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Vehicles use the roadway lod to drive on

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If you have a piece of either geo lod or pysix lod blocking the entrance to the bridge that will stop the vehicle from getting on

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Make sure your roadway lod faces are pointing upwards

white jay
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you sure? because i remember falling trough a roadway lod with a vehicle but could perfectly fine walk on it as infantry man

fervent steppe
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Yea how else would the vehicles be able to drive on bridges?
You think they drive on the geo lod?

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Haha. I'm pretty sure but now your making me doubt myself...only because I had a bunch of rubble that had a roadway lod but not geo lod and the vechicle drove up it not through it

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But now I'm thinking I may have to create a few objects to test lol

white jay
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i'm confused as well ๐Ÿ˜„

cinder pivot
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I thought you needed geom+roadway for vehicles

fervent steppe
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I'll test tonight and give u an answer hehe

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I'm 99.99 % sure it needs the roadway

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I also built a huge bridge I tested the roadway lod with prior to adding a geo lod

white jay
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well i'm back from testing and i set up an geometry lod and a roadway lod as well but it didn't work, everytime my vehicle is falling thru...it's still not working :/

#

Do you got mass in the geo lod?

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sure, and named each part "component01" and so on

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and it blocks the player from walking trough the geometry?

oblique vapor
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@wraith tendon Won't it work if I do that via proxy ?

white jay
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not the player, units can walk on it without problems, but vehicles do not

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yea i mean like blocking the player to walk trough the geometry where he shouldn't be able to

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no there is no blocking, vehicle is neither blocked. but it falls thru just as u mentioned ๐Ÿ˜„

#

then something is wrong with your geometry lod

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do you have closed and convex geometry only?

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yes

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did you validate it in OB?

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no, how do i do that?

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Structure > Topology > find non-closed

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Structure > Convexity > find non-convexities

#

there is also a function to automatically name all your components in the geo lod

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Structure > Topology > Find Components

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thanks for this info! i will try that - btw this was another question of mine a few hours ago (how to name the components) ๐Ÿ˜„

#

how many components can be used? more than 99? cause OB lists more than 200 components ๐Ÿ™€

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yea sure

#

i think performance is the only limit there

hollow fulcrum
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there is actually a limit, but for whatever reason i can't recall what is ... both for bones and animations.

bleak tangle
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I've seen objects with 400 named components

hollow fulcrum
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i have it written down in my book of arma foo, but im out and about right now. generally speaking, it's plenty high. one is a fair bit lower than the other though. think its the bones, and i want to say 200 something..

bleak tangle
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Yeah I definitely think there is a bone limit, but not a named selection limit

halcyon wren
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In A2 I hit the limit at around 96 I think. I had animated shutters on my houses and some just wouldn't animate. turns out there was a bone limit.

hollow fulcrum
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current bone limit is 256 (an improvement), and i want to say animations is around 500. pretty sure anyway.

stuck oyster
#

but bone limit is not component/named selection limit. Is there even such a thing?

hollow fulcrum
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dunno, i've been speaking about bones/animations, as in configurable (config) limits.

halcyon wren
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Yes. Related to CfgSkeletons only.

hollow fulcrum
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oh i see, no i wasn't arguing the 'components statement', rather identifying the limits of actual concern. cuz if you're that far into components, that might actually become a thing. was mostly for the new guy. i see the confusion though.

halcyon wren
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Named Selections I doubt there is a limit.

white jay
#

well i just read

Object must be named ComponentXX (where XX is a consecutive number between 01 and 99)

in the biki and thought so, but nvm i loaded it into arma and it worked fine ๐Ÿ˜ƒ

halcyon wren
#

nah, it can go to three digits and still work

hollow fulcrum
stuck oyster
#

besides arent the component names only relevant in the geometry LOD? in view LODs you just need the names selections you are animating or have hidden selections set up right?

hollow fulcrum
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that is correct.

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i know of a couple instances where bone limits have been reached with assets in use today. The MkV is one. was mainly do to the IK setup for gunners/pilots, and the seating. which is all legit foo, that added up pretty quickly on top of the lighting/rtt and stuffs.

#

that particular asset might even hit the animation limits if i ever get around to finishing the custom FFV. thus far that has been a reasonable excuse for me not to finish that stuff, as it's somewhat tedious and mostly annoying.

rich trail
#

How does a scope know where to position itself? ๐Ÿ˜…

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I don't see any mempoint or config line that relates to position.

hollow fulcrum
#

proxy

rich trail
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Oh, yeah, but there's nothing on the scope itself?

hollow fulcrum
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correct. the proxy is a hook to the origin of the optic model.

rich trail
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The origin, oh.

hollow fulcrum
#

0,0,0

rich trail
#

So should I lower the optic in order to adjust for the rail, or is the proxy usually the one adjusted?

hollow fulcrum
rich trail
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But there's got to be some standard if the scope is to be used on any weapon?

#

If proxy position differ from weapon to weapon it'd be a mess, right?

hollow fulcrum
#

that is correct. see 'in an ideal world'.

#

if you have all the stuffs, it makes it pretty easy.

#

generally speaking, this is the standard.

rich trail
#

Well, the scope sample is at 0,0,0, so I guess I'll stick with that.

hollow fulcrum
#

you talking about the BIS sample models?

rich trail
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Yes.

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I know how works now, so I can test it. Thanks.

hollow fulcrum
#

that would be proper if the proxy is in the right position.

#

ยฏ_(ใƒ„)_/ยฏ

polar fiber
#

the surface of the mount that sits on top of the rail should be approximately at Y=0.006

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By surface I mean the one that forms the tops of the = signs if you consider the picatinny rail slot to look roughly like this <==>

rich trail
#

OK

fervent steppe
#

@halcyon wren weird. I animated the glass in the a2 pub at 24 it stopped animating

hollow fulcrum
#

you mean futher configured windows did not work?

fervent steppe
#

Yea. After talking with mikero we determined it hit the limit ๐Ÿ˜‚

hollow fulcrum
#

might be hardcoded for destruction. similar to lights.

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i was not aware of that actually.

fervent steppe
#

Because when I named the windows not animating to the ones they were it worked but as soon as I added the 25th it stopped

#

I liked to push things to the limits ๐Ÿ˜‚

hollow fulcrum
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aye, im with ya there ๐Ÿ˜„

fervent steppe
#

lol. Now I got that push it to the limit song stuck in my head

hollow fulcrum
#

thats actually a bit disheartening though, cuz one of the few things i have left todo on the rig is that stuff. although it might work out considering it's multiple buildings techinically. gonna be tight for sure though. ๐Ÿ‘€

fervent steppe
#

Well for a3 I have a building that has 60ish some windows and it works fine

hollow fulcrum
#

ah, well.. that should be plenty.

fervent steppe
#

So if your doing it for a3 I think ur good

#

๐Ÿ‘

hollow fulcrum
#

๐Ÿ‘

fervent steppe
#

๐Ÿ‘Œ

hollow fulcrum
#

now dynamic lights however... sigh..

fervent steppe
#

Yea...I know ๐Ÿ˜ข

#

I hit that limit in the hanger when I added lights to it.

#

I got sad and cried for a week

#

Iirc when you go over the limit it crashes the game ๐Ÿ˜‚

hollow fulcrum
#

yerp.. or did anyway. have not* pushed past the limit in a while.

fervent steppe
#

Initially I couldn't figure out what the heck I was doing wrong

hollow fulcrum
#

i supppose i can just make more objects and add them in the assembly. but that i dont think will work for maps.

#

would like for map makers to be able to utilize these larger structures.

fervent steppe
#

Yea. Stupid limit

bleak tangle
#

Yeah one of the A3 barracks buildings has 60+ windows with named selections

wraith tendon
#

Won't it work if I do that via proxy ?
@oblique vapor No clue, you might wanna test it out. Was just an idea i had.

fervent steppe
#

mikero subscriber tools website is down until tuesday 7th march

#

mike just said this on skype

oblique vapor
#

y tho

fluid ocean
#

Maybe a well deserved vacation/maintenance

cinder pivot
#

Or the goat that runs on a huge hamster wheel to power the site, finally died

#

He probably has to find a new one now

#

๐Ÿ˜„

fervent steppe
#

Haha. I think he was referring to whatever he was talking about with dshca

wraith tendon
#

eh, i am confused now^^

fervent steppe
#

Lol. Ok allow me to sum it up

#

Fm and Andrew were replying to Sam who was replying to you as if he was replying to me

wraith tendon
#

<- My state didn't changed ๐Ÿ˜„

white jay
#

Do OB or Bulldozer load textures who are called thru "a3..." path?

fervent steppe
#

@wraith tendon ๐Ÿ˜‚๐Ÿ˜‚

#

Buldozer will load textures who's path is anywhere as long as the texture is actually there. Now keep in mind everything arma should start at the p drive. Obviously don't include that in your path tho.

white jay
#

is there a option to mirror a object with all lods in OB?

#

i just know "points -> transform 2d -> mirror", don't know if this helps in anyway

#

another question - does Gizmo Mapping increase the actual p3d filesize? i had 1.2mb and now its 52.7mb, but i didn't track my actions ๐Ÿ˜ฉ

#

Oh cool will look into that thanks!

fervent steppe
#

thank you photoshop actions and batch commands ๐Ÿ˜‚

white jay
wraith tendon
#

Just a q: But you do know, that you can preview Animations in Bulldozer, or (Middle MB + MW Up/Down)?

#

+Thats what i did: I made a small Testmodel for myself, where i add the stuff i have problems with in it. Just that, nothing else. Fiddling around, until it works -> After that its easy Copy&Paste to the MainModel + you have something you can rely on, if you have that Prob again/wanna do it again

white jay
#

yes, but i have another problem with that. IT can't find a rvmat file but that rvmat file is at the place it can't find it. SO, I check things in ARMA. That works and I'd rather work one problem at a time.

white jay
#

i would suggest you to look into the rvmat problem you have in bd because it needs 3 - 20 sec to load up and check a anim in there but ~2 min ingame

cinder pivot
#

That sounds like your folder or path is in the incorrect spot as well

#

If your/path/to/a.rvmat is that then you would have to have the folder "your" in the base of your pdrive

#

To see textures and rvmats

#

Or unpack arma correctly

lavish mountain
#

Oh I hate couches soo much

cinder pivot
#

@lavish mountain take a seat and tell me about your troubles

#

Haha ๐Ÿ˜„

lavish mountain
#

Acymetrical pieces of #### ehm hard things to model for a noob like me...

#

Especialy when the couch is designed to fit a certain space exactly

cinder pivot
#

Cube -> rectangle -> divide pieces then divide again

#

Made me an okay ish couch

#

With a bit of forming and pinching.. Works wonders

#

But then again Im a noob at modeling as well so.. It looked fine to me, maybe not others

velvet fractal
cinder pivot
#

Try importing as obj?

bleak tangle
#

Also, trying applying Location, rotation and scale in Blender (should be Ctrl + A while in Object Mode)

velvet fractal
#

@cinder pivot @bleak tangle Urha! Thanks. It's work!

cinder pivot
#

wait wut

#

my model with no shadowLOD no named properties

#

has shadows..?

#

they are fuzzy shadows like the source = visualx; param

#

there is a bit of banding though

polar fiber
#

the game uses the visual LODs to generate shadows if you don't put named properties in them

#

always has done

#

if you want no shadow you need to add lodNoShadow = 1 to visual LODs and make an empty shadow LOD

cinder pivot
#

hm, guess I never came across it before or had lodNoShadow

robust lark
#

Hey, would anyone mind if I ask for (what I believe is) a really simple clutter object request? Just some random piles of clutter snow to give depth to the ground as if snow had stacked up, I'd appreciate if anyone's interested to help out with the request if possible, hope it's not wrong to ask in here

pseudo elbow
#

Arma 2 Sample Models has snow object, take it from there

robust lark
#

For clutter? Cause I remember seeing something but it wasn't for clutter

fervent steppe
#

Anything can be clutter. You can even use houses as clutter if you wanted

late raft
#

Lolol

#

I want to try that now

fervent steppe
#

Hehe

wraith tendon
#

Use Playermodels for it ๐Ÿ˜„

fervent steppe
#

Bahahhaha

#

And set them to half in the ground. That would be hilarious

halcyon wren
#

They will be half in the ground by default. ๐Ÿ˜„

eager folio
#

Ok it's me again, i have a Mass applied to all Components in Geometry and Geometry Phys LOD, but i am even able to Walk through the whole Model ingame. And yes it's Convex. Is there another thing i need to do?

foggy finch
#

geo phys shouldnt contain mass

#

only geometry lod

#

geometry components need to be closed, convex and contain mass, if your geo lod meets this then maybe you havent applied enough mass

eager folio
#

How many mass should be applied? I have a Total Mass of 6.0 and all Components are closed and Convex

foggy finch
#

is this a structure ?

eager folio
#

It's a Shooting Target

foggy finch
#

try adding more mass, 6 seems a little light

#

you could always set it to something like 6000 to verify the lod is working correctly and then lower it to more sane values

eager folio
#

Arma 3 Mass != KG

#

right?

foggy finch
#

iirc anything less than 10 doesnt get collision applied

#

@halcyon wren would know more

eager folio
#

But thanks, i was rise the Total Mass arround 330 and now i can't walk through anymore ๐Ÿ˜ƒ

foggy finch
#

๐Ÿ˜ƒ

fervent steppe
#

@Mondkalb#6985 oh that's right! ๐Ÿ˜‚๐Ÿ˜‚

wraith tendon
#

Where is the Pic?! I am waiting...

#

*watchingClock*

eager folio
#

Pic of What?

fervent steppe
#

Of people half in the ground lol

late raft
#

Honestly

#

Thats all I want atm

wraith tendon
#

ppl half in the ground? You are a fkn sadist, man!

late raft
#

tes

#

Yes

fervent steppe
#

Lol

#

If you want to zip your files and send them over to me via Dropbox or google I can take a look later tonight....ur clutter still is not working correct?

cinder pivot
#

Make some skulls as clutter

white jay
woeful viper
#

yay, another m4...

white jay
#

no its the C7NLD

#

not done but almost

woeful viper
#

same to me ๐Ÿ˜›

white jay
#

lel

late raft
#

@fervent steppe me? Yuh.

fervent steppe
#

@late raft yuh ๐Ÿ˜Ž

#

How come no one makes buildings. All this time on guns we could have some amazing buildings

late raft
#

I wish I knew how.

#

Tbh I looked at object builder and wanted to shoot myself so I alt + F4'd.

quick terrace
#

@white jay it is faster to write here since you have already send us (RHS) a facebook page

#

finish it first and then we might have a second look

white jay
#

copy @quick terrace

late raft
#

solid copy

quick terrace
#

we have no desire to make cad forces

white jay
#

it is a dutch weapon tho

quick terrace
#

or dutch

#

๐Ÿ˜ƒ

#

but there might be place for it in gref anyways

white jay
#

oke i will finish it and i will let you know about it

quick terrace
#

@fervent steppe because that is what i do for a living ๐Ÿ˜ƒ

fervent steppe
#

You make buildings for a living?

quick terrace
#

yeah

fervent steppe
#

Cool

ebon abyss
#

M1lkm8n: How come no one makes buildings. All this time on guns we could have some amazing buildings amen, brother.

late raft
#

Make a guide. ๐Ÿ˜›

fervent steppe
#

Rl or modeling?

quick terrace
#

both

#

as i am an architect = and i also do archviz

fervent steppe
#

Ok that was my next question. Hehe

#

Cool

#

I see then ๐Ÿ˜‚

late raft
#

make arma 3 great again

fervent steppe
#

Lol

lavish mountain
#

Pfew= Architects... they lack the word Naval in front of them...

#

๐Ÿ˜›

quick terrace
#

i can do boats, you can't do construction ๐Ÿ˜ƒ

#

legally

lavish mountain
#

Grrrrrr

#

(hes right)

#

I can do fem and strength calculation but am not allowed to do them legaly for buildings

late raft
#

I can calculate the probability of me not understanding this.

white jay
#

hahah

formal glade
#

moar houses

#

actually based on my own house.. trying to make a good workflow for this, to see where you can cut corners and where you cant, now that i somewhat understand what the end result needs to be

#

@quick terrace is there any certain way you need to make the uvmaps in 3ds so they export fine to object builder?

late raft
#

what is that minecraft?

#

tbh tho looks good

#

is that a basement?

quick terrace
#

@formal glade i export it as .bitxt

formal glade
#

yeah that is what I do - havent really used multiple uv sets before in max - but I guess google can help me with that bit

#

@late raft yeah it is untextured right now just geometry in max

late raft
#

Can't wait to see your house

#

is creep

robust lark
#

Is AutoCAD compatible for making models in ArmA?

formal glade
#

@late raft updated the link with a pic of the real deal ๐Ÿ˜‰

late raft
#

jesus

#

Make a guide pls i wan to make my house real

#

i use little engrish now

formal glade
#

lol ๐Ÿ˜„

#

actually it might be a pretty good topic for a tutorial - but writing one up is pretty time consuming

late raft
#

No srsly tho, I would be able to make Hawaii-orientated buildings for my terrain.

formal glade
#

yeah.. after doing one test house I've concluded that the modeling is dead easy but making everything just right takes a bunch of time

#

though i spent a lot of time dicking around with the multimat rvmat stuff on my first go

#

doing and redoing shit

late raft
#

So you learned by just randomly clicking on obj. builder?

#

or did you read something

white jay
#

I it weird that i use sketch-up and blender?

late raft
#

df is sketch up

white jay
#

Haha

late raft
#

holy fook

white jay
#

:D

formal glade
#

@late raft well nah I've been doing all kinds of 3d modeling stuff for a long while, but this bit is completely new to me

late raft
#

I need to start learning before I hit college. :L

formal glade
#

like with all projects there is method to this madness - it's not hard but you need to know what you are doing

#

just download 3ds max educational license and get cracking ๐Ÿ˜ƒ

#

today there are so many good software solutions , getting into it is probably easier than ever i guess even if the quality standard is a lot higher.. haha i remember my first 3d model that i did - i was probably like 16 and it was for TESIII morrowind ๐Ÿ˜„

late raft
#

makes a game within 1 month, it's a cs:go ripoff

#

makes money

quick terrace
#

don't use sketchup

#

@robust lark not really no

devout zodiac
#

Yo, gotta question about makeing houses invincible, duno if anyone can help me, this is my CfgVehicle config, it works fine when you place it in the editor, however the ones placed in TerrainBuilder do not get the same values: http://pastebin.com/Vk6P9rxV I've read on the fourms you need to keep the classname the same as the name of your .p3d and add land_ but no joy! Any suggestions?

woeful viper
#

properties defined proper in geoLod?

fervent steppe
#

just add destrType=0;

#

in the config

#

and worry no more ๐Ÿ˜‚

wind pewter
#

I have a feeling it's been asnwered a 1000 times but does anyone have an example of how to raise a missile launhcer when the ATGM is selected? Akin to the Blackfoot.

Or, an example of a user action to raise a launcher, and then be able to lock it from firing when it is lowered?

polar fiber
#

maxHoldsterValue animation source and holdsterAnimValue = 'VALUE'; in cfgweapons

#

there's some new shit for planes and helicopters now though since Dynamic loadouts

#

but the above works on ground vehicles

wind pewter
#

Really what i want to do is give the Bradley the option to lower the TOW out of the way

polar fiber
#

well the above is how we have that done for the RHS Bradley

wind pewter
#

Would you have any code I can rob... er.. borrow ๐Ÿ˜›

polar fiber
#

well the basics of it is that the TOW weapon used by our Brad has holdsterAnimValue = 1;

#

that's in the cfgweapons class

#

then in the model.cfg we have an anim like C class LauncherSelected: Rotation { source="maxHoldsterValue"; selection="launcher_actual"; axis="launcher_actual_axis"; memory=1; minValue=0; maxValue=1; angle1="rad 0"; angle0="rad -90"; animPeriod=3; };

#

there you see maxValue=1; so the value matches the controller value from the config

#

and there are a bunch of other little anims for the covers and things that use the same anim source and value so inherit from that LauncherSelected anim

#

e.g. C class LauncherSelected4: LauncherSelected { selection="launcher_cover"; axis="launcher_cover_axis"; angle0="rad 90"; };

#

The Stingers pod on the M6 Linebacker is set up the same way, with the stinger launcher also using holdsterAnimValue = 1;

#

but if say we had one with a stinger pod on one side of the turret and a TOW pod on the other, we could config the Stinger with holdsterAnimValue = 2; and set all the anims for the stinger pod then use maxValue=2;

wind pewter
#

And you just name the pods matching selection

#

Well , other way around I guess ๐Ÿ˜›

#

Setting up model.cfg things if a head scratcher for me at times heh

polar fiber
#

It takes some getting used to

wind pewter
#

Thanks man

white jay
rich trail
#

I've made some changes to my model. Is there a way to update it in Object Builder?

oblique vapor
#

Yo guys, is there a named property for disabling collision ? Like I have some kind of marker object, but I want to disable its collision with everything. So the disableCollisionWith won't apply to my case, I want to keep the geometry LOD for mouse actions, but in the same time disabling its collision with everything else

stuck oyster
#

@oblique vapor try setting the geometry mass to 0, @rich trail what do you mean exactly?

rich trail
#

I want to refresh the geometry so that I won't have to import everything from scratch again.

stuck oyster
#

did you edit the geometry on some outside program?

rich trail
#

Yes.

stuck oyster
#

you dont happen to use blender?

rich trail
#

No, 3DS Max.

stuck oyster
#

alrgiht then you need to export that geometry mesh as .fbx, open your model .p3d and another empty object builder and import that geometry fbx into the empty one and then copy paste it to the other Object builder window with you model.

oblique vapor
#

Thanks, will try that

rich trail
#

But then I get duplicate models. It's the same result as if I import it directly. ๐Ÿ˜

oblique vapor
#

I have another question. I have a computer interface object in-game, and I also made a lightmap with an emissive material. How would I proceed to hide the emissive faces during daytime ? I notice there is a clockHour anim source, but not sure on how to use it

stuck oyster
#

@rich trail by geometry I assumed you meant only the GEOMETRY LOD but in any case whatever changes you do the only way is to reimport the bits you have edited into the .p3d.

rich trail
#

K

stuck oyster
#

@oblique vapor clockHour ticks once every gametime hour and afaik does not fit that well for day/night cycle animations. I've tried it on some emmisive plantlife I've got on our map withtout success. Only way I managed to control day night cycled animations was scripting them.

oblique vapor
#

So an init eventhandler on the object calling a script that will hide/unhide emissive at certain sunOrMoon values ?

stuck oyster
#

will you have many of them and will it be a map or scenario object?

oblique vapor
#

Quite a few of them actually yes. This is an object

#

This is a computer terminal with an alpha map and an emissive material

#

I basically copy pasted the desired faces and applied the material and the proper texture

#

Don't know if it's the right way to do it

stuck oyster
#

if its computer screen could you not just set it emmisive all the time?

#

since screens usually have backlight to light them up

oblique vapor
#

Well it's not just a computer screen, it's like that end game computer thing asset

#

And basically I wanted to fake reflect light on the certain faces of it, plus the screen itself of course

#

But yeah, this is starting to piss me off so I might just emit the screen lol

stuck oyster
#

well I made a script that at mission start collects all the necessary plants into arrays and periodically checks the time taking account diffent day lenghts and whatnot and animates the plants after certain daytimes pass.

polar fiber
#

can't configure the plant like a streetlight?

stuck oyster
#

Can the light on/off feature run animations?

polar fiber
#

can hide selections

stuck oyster
#

Gotta keep that as a backup option if the daycycle script proves to be too hard

polar fiber
#

If you look at the class reflector configs, it has a parameter called selection, which corresponds to sections in the model and model.cfg that appear when the light is turned onC class Light_3: Light_1 { position = "Light_3_pos"; direction = "Light_3_dir"; hitpoint = "Light_3_hitpoint"; selection = "Light_3_hide"; };

stuck oyster
polar fiber
#

model.cfg for the sample lamp ```C
class CfgModels
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};

class Test_lamp_01_F: Default
{
    sections[] =
    {
        "Light_1_hide",
        "Light_2_hide",
        "Light_3_hide"
    };
};

};``` where you can see that selection listed

#

I think the script looks nice though with different plants becoming luminescent after each other

stuck oyster
#

That indeed.

#

Probably need to optimize it but in any case as proof of concept it works.

#

if only we had some sort ot time eventhandler that could be fed a time when it runs.

polar fiber
#

Or an animation source based on light

#

rather than clockhour

stuck oyster
#

ohhhhh that would be cool

wispy orchid
#

question on automation: I would like to copy the Head and Hands hit-point in the model to their new names 'face_hub' and 'arms'. As we have dozens of those models in Unsung, is there a way to use object builder script to achieve that? Anyone got experience and/or a tutorial at hand for that task?

stuck oyster
#

I think some old VBS document had stuff on O2script but not sure where I found that. Other than that I have not found anything on it.

#

however could you just open all the models in their own windows and copy paste the hitpoint LOD from the one you've done to the rest

#

assuming the hitpoints are the same on all models

wispy orchid
#

so delete the existing hitpoint lod and then copy it? Sounds a bit risky

polar fiber
#

You can merge from other .p3ds

stuck oyster
#

@wispy orchid whats the risk ๐Ÿ˜„

wispy orchid
#

a mod that is broken even more badly than now ๐Ÿ˜‰

#

ok, merging might be cool, so I select the two selections, make a new p3d and merge that

polar fiber
#

Yeah. just make a memory LOD in that .p3d with the new points and I think it merges in to whatever like LODs exist in the target model

wispy orchid
#

seems to work, thanks!

stuck oyster
#

๐Ÿ‘Œ

pseudo elbow
#

Do you absolutely have to have all ComponentXX selections in Geometry LOD named incrementally without any skips in numbers?

stuck oyster
#

I would say no, but they are also easy to sort if you use the find components function in the structure -> topology menu.

wraith tendon
#

tbh, i never thought about it, since it can be automaticly ๐Ÿ˜„

tacit karma
#

@pseudo elbow no, you can call them whatever you like, but they should all be a component

cinder pivot
#

Anyone know how to make a ladder only accessible after an animation of an object?

stuck oyster
#

@fervent steppe was working on something like that just recently and I think the concesus was that you cant, except by making the ladder separate and removing/adding it back depending on the animation.

white jay
#

^ yea i remember the same as result of his testing

fervent steppe
#

Yea that was the consensus

#

Sucks. The other option may be to animate the entire object but it would have to be a separate model

white jay
#

isn't the action staying no matter what you animate?

cinder pivot
#

Hmm

white jay
#

like the mem points are read on init and stay as long as the object is alive but wont animate

cinder pivot
#

Trying to make a trap door ladder hatch

#

Have it animating but thats about it

#

Maybe I could fake it and play the anim or something idk

#

Or create an invisible ladder

small idol
#

in blender, how I specify different UVMaps for different vertex groups and link them in model.cfg? I struggle finding clear enough tutorials related to this topic

quick terrace
#

you seem to be condused about a few things....UVW has no relation to model.cfg

#

named selection as in what i can just assume you call vertex groups can be linked for a number of reasons in model.cfg

#

be more specific = more specific answer

fervent steppe
#

@white jay I haven't tested it but I was thinking if that entire model itself moved perhaps it would work. But def not a section inside the model...that won't work

echo rain
#

my guess is iMiksu wants to have hidden selections. but having to guess sucks. so yea ๐Ÿ˜„

#

are the apex weapons in pbos now? i want to reskin the SPAR so bad

foggy finch
#

@cinder pivot ladders[]={} ninja your geometry lods, do not obey.

#

I submitted a fb tracker issue about that a while ago

rich trail
#

(ignore background noise)

cinder pivot
#

@foggy finch wut im confuse

foggy finch
#

when player is on a ladder, they dont obey the rules of geometry/mass/etc

cinder pivot
#

ah

gray jay
#

@rich trail that is intentional(realistic). it's caused by the hight difference between bore and sights.

cinder pivot
#

ya like they can climb through stuff

rich trail
#

For real? May be I haven't noticed that for all these years until actually modding the stuff...

polar fiber
#

They should line up at whatever distance you have the zeroing for your optics set to (+/- some spread from the muzzle dispersion)

woeful viper
#

i dont think zeroing compensates for optic - muzzle offset distance

#

its just not really that noticeable on the usual zeroing ranges

bleak tangle
#

@white jay they should be on dev and RC, but not stable

pseudo elbow
#

So I left Buldozer running over night, now it is evening and fog in it, I wonder if you can change time of the day in Buldozer to preview how your object looks during night?

foggy finch
#

there are enviroment settings

#

can set time of day iirc

twin urchin
#

yes via Environment Editor

foggy finch
twin urchin
#

but in late oxygen even in OB , it is bugged

#

that you can get a strobe effect

foggy finch
#

yeah I just figured it was fubar and never use it

twin urchin
#

but you can workaround it when you just click the right bar of the time - not changing anything else

#

meaning instead of clicking draging that square thing , you need to just click on the right space near the right arrow in the time of day

foggy finch
#

too many rights for me, quicker compiling and loading up into game ๐Ÿ˜ƒ

fervent steppe
#

๐Ÿ˜‚

fervent steppe
#

explosiveshielding =

#

doesnt seem to work the way i thought it would or bis says it does in the config

polar fiber
#

It's a multiplier, so smaller value offers more protection

bleak tangle
#

I just tried it with 0 and 300 and saw no difference in the damage done to the building

fervent steppe
#

hmmm

#

i thought it worked the other way around

#

so that makes sense then

#

because i had a section of a building that collapes uunder one round from a m1 with a modifer of 0 but when i change that modifer to 2 it doesnt

bleak tangle
#

It's defined in different ways in some of the structures. Sometimes it is in the actual CfgVehicles entry for that object, other times it's defined in individual hitpoints

fervent steppe
#

in fact the whole building is destroyed before that section can even be damaged

#

its def annoying lol

#

i just am turning it off

bleak tangle
#

When it's defined in the HitPoints it usually has a higher value (e.g. 60), while if it's just in the CfgVehicles entry it's lower (e.g. 7)

fervent steppe
#

and adjusting damaged sections with my macro

#

individual

#

till i get it how i like it

#

the other thing i laugh about it how they define their damage value in the sample house

#

they have a value of 20 which it a multipler as well

#

its just nothing is consistance with the sample vs what they use in game lol

bleak tangle
#

Yeah I don't understand it, here is a list of where BI has it defined
http://pastebin.com/h6jZYNpE
If it has two indents then it's in an object's HitPoints, but if it's only one indent it's in the CfgVehicles

fervent steppe
#

weird

bleak tangle
#

It seems like they standardized all of the vanilla houses with a value of 60

fervent steppe
#

yea

fervent steppe
#

does anyone have a quick sqf entry to see the radius of the hitpoints as the rounds hit the structure

cinder pivot
#

Think my only solution for ladder hatch is invis ladder or script it

white jay
#

@fervent steppe if you are on dev branch you can load up the diag exe and visualize hitpoints with diag_toggle "HitPoints";

cursive sleet
#

@quick terrace Soo if i understand this right, arma only care about vertex indeces for performence? or vertex normal direction? Would it be better to do medium polygon modelling then? like they do in star citizen with chamfer and weighted normals

fervent steppe
#

Ahhh @white jay that's it! I couldn't remember what it was! Thanks ๐Ÿ˜ƒ

white jay
quick terrace
#

@cursive sleet - it's not only arma that care aboue vertex indeces, it is DX....and only about is wrong, because performance in arma has little to do with vert/tri count but rather with section count

#

in any case, yes, there are a lot of people, myself included that work with weighted normals already

woeful viper
#

global damage is really inconsistent and dodgy. I would never rely on it

#

i've had cases where global damage increased, even though passthrough values for individual hitpoints where 0 and there was no indirect damage on the bullet

halcyon wren
#

what was your "explosive" value?

#

or was it called "explosion". It also does weird BS

fervent steppe
#

I think it was 60

foggy finch
#

goals fit soccer pitch sizes, unfortunately the area designated as the pitch dont even fit the line markings in side ways ๐Ÿ˜‚

clever solar
#

WTF BI HOW ARE WE SUPPOSED TO PLAY YOUR NEW SOCCER DLC WITHOUT A PROPERLY MEASURED FIELD?!

polar fiber
#

I don't think the rugby field on Tanoa is regulation size either. Unless their league consists entirely of teams made up of Pygmies

foggy finch
#

yeah

clever solar
#

Not that there would be anything wrong with that

polar fiber
#

It's 21m long, as opposed to the regulation 100m

clever solar
#

Ok whose putting in the support ticket?

polar fiber
#

I doubt there's room for full-sized ones

foggy finch
#

๐Ÿ˜„

#

even if I created it woth the minimum fifa goal/side line lengths it would still not fit, this is haliarious ๐Ÿ˜„

polar fiber
#

Is it a 5-a-side pitch?

foggy finch
#

haha 3 feet and under pitch

#

altis FC got no chance in europe if they are playing in the stadium anyways

errant pumice
#

hey, any tips on how to make a weapon flash (fire)? I dont have any working samples around :/

#

nvm, got the samples DLed.

twin urchin
#

Guys , any idea why i cant change the camera in buldozer when i use latest dev exe?

#

changing camera by Num enter

cinder pivot
#

How does arma work with objects if you only have one resolation LOD ? Does it attempt to scale or anything?

#

Or just always render that at full

wraith tendon
#

full

#

since: No other LODs available (sounds like a logic explaination, aye? ๐Ÿ˜‰ )

foggy finch
#

nice work man

#

aside from the metal details, the wooden parts really set it off

quick terrace
#

what's wrong with the metal pars?

foggy finch
#

nothing, I just meant aside from the usual high quality work ๐Ÿ˜ƒ

quick terrace
#

ahh cheers :p

foggy finch
#

lol

cinder pivot
#

@wraith tendon thats what I thought, but had to double check

#

Thx

dusky dragon
woeful viper
#

very nice wood. the uv seam on the grip is very noticeable in the render though

rich trail
#

I'm perplexed about the complexity of the shadow LOD. The Wiki says "Shadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD", but that technically means anything from 50 to 30k polys...

white jay
#

That means nothing in actual numbers... More depending on your object

echo rain
#

@quick terrace man. AK gets never old. good job. is that for RHS?

rich trail
#

Does that seem reasonable?

hollow fulcrum
#

looks fine to me. there are a couple different shadowLods, for sure safe on zero. can be much simplier for 10.

polar fiber
#

I think you could go lower. Shadow LODs honestly work best when they're just the basic silhouette of the object. Those ironsights probably wont make any meaningful detail in the shadow and may even look a bit bad in places because of the convexity

white jay
#

Guys, why after I binarize with addon builder the glass of the cars show a silver color without any transparency?
any tip?

cinder pivot
#

Use pboproject

white jay
#

if i use pboproject it will not binarize

#

and it will take too much time for the car to spawn

bleak tangle
#

What does that mean

#

pboProject will binarize it, but it's probably failing to pack because there are errors

polar fiber
#

it'll fail to pack because you're missing files on your P: drive that the model is referencing, and that's likely why the texture has no transparency because the .p3d needs to reference all alpha textures during binarisation to render the faces properly

rich trail
#

@hollow fulcrum 10? The 10th shadowVolume res?

polar fiber
#

Nah, models normally have two shadow LOD numbered 0 and 10

small idol
#

any troubleshooting tips? I created an fence with geometry, physx geometry, view geometry and specified an data/penetration/wood_plate.rvmat but im still able to shoot through without any wood effects and AI can see me trough

foggy finch
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sounds like your missing fire geometry

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which is where your penetration mats go

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also all geo lod components need to be closed and convex

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lod info is avilabale on the biki

small idol
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Thanks @foggy finch i do fire geometry lod and check closed components

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btw, do i need to specify the penetration rvmat separately in fire lod?

woeful viper
white jay
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@woeful viper I don't use models from others search ๐Ÿ˜‰

quick terrace
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@white jay are you actually gonna spam every other channel with that question of yours?

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without posting a single image of your issue

foggy finch
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@small idol yes penetration info is stored in the fire geometry, if you look at the link X3KJ pasted it tells you what goes where regarding the LOD's

white jay
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sorry @PoFu

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@quick terrace

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the problem is in the .cpp file. With mikero it give a lot of errors because of the location of the other .paa files that are located in arma 3 mods

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with addon builder the only problem is in the .paa files (the car lost the glass transparency and the quality of the color of the car)

foggy finch
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mikero's tools gave you errors because whatever your trying to do is either not setup correctly and/or misconfigured

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it wont let you continue till you fix them

white jay
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but without mikero and just pack it with pbomanager the car looks good and works fine

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no errors showing

foggy finch
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pbomanager doesnt binarize your content

white jay
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i know that

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so the problem could be in the .cpp file or in the .p3d right?

foggy finch
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mikeros tools would have told you where the problems lie

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it created log files for the purposes of debugging

white jay
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can I post here what mikero gives?

foggy finch
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use pastebin and paste the link

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its easier to read imo

white jay
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I will

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@foggy finch there you go

foggy finch
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well the 123 missing files is a pretty big give-away

white jay
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how to bypass this

foggy finch
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there is no bypass, you have to fix

white jay
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I will need that all files and put it in .pbo

foggy finch
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looks like you dont have your p: drive setup correctly nor the game data extracted to it