#arma3_model
1 messages ยท Page 87 of 1
@white jay lets see the model config (and main config if you have gotten that far)
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! ๐ Thanks again.
Hehe
two doors now working ๐ But they are very quiet. There must be away to add sound?
Same line that plays the anim you can play a sound
ic, thanks @cinder pivot
Yea take a look at how bis does it. You can do it that way and use stock bis sounds.
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
Does anyone know off hand....does bis still use scripts for door animations with tanoa?
is there a good example of sound? I had a look at the CUP building but nothing like I'm thinking of.
thanks. Are there any example models for A3 around? I see the steam ones are no longer available.
why wouldn't they be?
"Arma 3 Samples" from the Tools tab in the steam library shows them to me.
Ah, there they are. Thanks ๐
i think BI even uses a newer method:
https://community.bistudio.com/wiki/animateSource
Oh yes, animateSource is very awesome. ๐
@fervent steppe i think they use functions now, but i'm in the office so i can't check their configs
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
I'll have to look at one of their configs.
I still have animate then a sqf with the bones...but if there's a more efficient way...
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");
statement = "([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleOpen)"; is what I have used
http://i.imgur.com/IklmQfe.png progress ๐
Oh right, yes. animateDoor is for vehicle doors. Animate source replaced all those variants reliably.
@vale berry glad someone is making progress lol. keep at it!
Is there a way to hide the headgear in the viewmodel LOD?
ermmm.. not exactly sure what you're asking there. you mean to hide it from view in a scenario, while it's equipped?
yeah don't have it in viewpilot lod
So deleting "proxy: headgear" should fix it?
If you have an empty View - Pilot LOD in the headgear model, then there will be no headgear shown when in first person
If you were making a character model I suppose you could delete the headgear proxy from that model's View - Pilot LOD
^^
@fervent steppe You will love animateSource, here is a small example I did with stodola_open http://pastebin.com/kqMYcCYy
@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
view from first person
third person view
Have you tried leaving the View - Pilot LOD of the headgear blank?
I'll give it a try
Didn't work for some reason :/
issue persists with showing the cap
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
from what i remember anyways ;D
thats an example
selected "view-pilot" and then the proxy for the headgear
which results in nothing selected => its empty?
right click named selection delete empty to make sure
its gone, confirms that it's empty right?
yes
so, is there anything else that might cause the issue?
what issue?
headgear blocks vision in first person -> want to remove the headgear from showing when in first person
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
I have tried that, no success so far :/ or i'm doing it wrong..
I think the issue is having a headgear proxy in a character uniform at all
I dont think you can do uniforms like that, it has to be a separate item/headgear piece
And you can link items? Or is that just linking weapons + attachments
it's a seperate headgear piece, it's not connected with the uniform
it's just in the same modpack
seperate PBO's
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?
You kept saying proxy for headgear, thats what I was thinking it was the model/uniform you are messing with
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
@bleak tangle packing it with the standard arma tools packer. I'll try Mikeo's packer now as you mentioned it
Better Choice
is it that much better?
10000%
how so? not that I doubt the skills put in there.
Error Feedback (e.g.: In wich Line is a ; too much) is one of the best things in it
Oh yeah, good point
prep your anus for alot of ErrorMessages, after trying to pack your Addon with Mikeros Tools ๐ 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.
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
Very helpful
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.
@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.
I can't recall if you were doing anything fancy in that script though, like sleeps.
@sudden radish what was the fix?
Yea that was so the door would animate correctly so it looks like it's rolling up
mikero's compiler, seemed to have fixed it somehow
I'll have to play around with it tho.
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
Yea I think that was
so you can use animation source to open multiple things at once?
Yep
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)
And this is a new addition with tanoa right?
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 Mareฤek 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.
You should. Makes Animations in Models wayyyy more easier and comfortable
Cool. I will. Now I must shake my fist as bis for adding yet more work for me to do ๐ช
Unless.....you do it for me @wraith tendon and I can just say I did it and take all the credit ๐
=}
Lol
@wraith tendon I've been meaning to ask you is that profile pic actually you?
Yep @fervent steppe
Haha. It cracks me up every time I see it because you look like my cousin in law ๐
Maybe i am ๐
Haha "brothers don't shake hands...bothers gotta hug"
Isnt that remi malec in that pic from Mr.Robit?
lulz, yeah Milk.
Okay, enough spamming. Back to Modeling stuff in here =}
๐
Anyone know if you can run an animation on a backpack while someone is wearing it?
hmm
don't think so. Or lets say: I can't think of a way, to address the Obj Backpack of a player.
Maybe some animations with the source "time" in it
Backpacks are always objects though
Try to target the Backpack on a player.
It will always return Obj = player
and backpack player = Only Typename
unitBackpack returns the object
Correct.
Then: Test it out ๐
sucks to be you then ๐
Lol
(going in 15min myself, soo... hmpf -.-)
Its called: "Fasching"
Fun? ๐ฎ
no
Hello, Can someone help me or do you have any idea what the wheels are? Thanks. https://www.twitch.tv/videos/125271356 http://prntscr.com/ee8mez
In model.cfg all "class Wheel_X_X_Damper" with unknown value in axis = ""; http://prnt.sc/ee8mez
Correction:
http://prntscr.com/eec8e7
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 ?
https://forums.bistudio.com/topic/202488-addon-safe-encript-binarize/
Where's the head banging the wall emoticon when you need it
SOMEONE GET THAT MAN A BINARIZER/ENCRIPTER SOFTWARE NOW
Actually I read that totally wrong. I thought he wanted to unbin someone's work haha
Ooops
Either way...wonder what he's got to hide
Why not legitimate hard labour he has put into the models and artwork and wants to keep out the bottom-feeding asset-rippers? ๐
Hahahaha. I'll bet you 20$ ๐๐๐
@pseudo elbow like this? http://i.imgur.com/V6FEBvQ.png
Yes
click on the border and move it somewhere then drag to resize and reposition
Oooh, you have to undock it first for this to work
I had it docked to right side and all my attempts to resize it failed
Thanks!
yeah ๐๐ป
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
Yes. Just drag the window out, resize it by grabbing the edges
Then you can plop it back into the sidebar or leave it floating. I usually have them floating about on the second screen
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 ?
Do you have your P drive setup correctly? If you navigate to P:\the\path\to\the\proxy.p3d is the model there?
@bleak tangle Yep
@bleak tangle My OB is installed since 1 year and I just have this problem since 3 days..
Just thinking...is there an option to show/hide proxies? I forget
that option does exist.
proxies should show up in buldozer even without using the show proxy option in OB
that is also correct. unless there is something wrong in the proxy definition or there is something wrong with the proxy model itself.
usually a definition/pathing issue.
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
indeed
Like when I forget I'm in the memory lod wondering why my model isn't loading ๐
I use the right LOD
Maybe his proxy is part of selection that hides it?
Try without model.cfg
Create copy of model with slightly different name, open it in buldozer and see if proxies are there
I have this problem with all my vehicles
since 3 days
In don't know why
Can I open a proxy if it's binarized ?
no. a proxy model is displayed, but you can not open the proxy model itself
Then I really don't know how to fix my problem :/
@median bough My Unbinarized proxy model work fine but cargo and driver doesn't work
unbinarized models can be open in buldozer, that's right. but binarized models from BI can not
or do you mean display the proxies?
I just want to place my driver and cargo proxy in my car
With the hand on the drivewheel lol
@STL Rekiem ๐๏ธ#4963
do you have a3 onpacked on your P drive?
Yep
since your last install of your tools is a year old you might want to consider doing a fresh reinstall
i do it like every 2-3 month
and after every major update
Yeah I think i'll do that :/
Also check buldozer RPT
how can i reduce faces / polys on a model in OB for LOD 2, 3, 4, and so on?
Delete by hand (there are tools for outside Tools, but afaik nothing for OB)
For example, yeah.
and how to?
Wasn't there an LOD Tool implemented?
Otherwise: Google. (i don't have Blender, so i can't tell you the exact names)
i have something in mind with modifiers..........
Yeah with Blender you will want to use decimate or limited dissolve.
o_O
there is merge points in OB which can be used to make res lods, but it's usually suboptimal
Nah, you better ignore those Merge Thingys. They tend to fk up the whole model. (when used a too big radius)
@median bough https://www.simplygon.com/games/pricing/
Designed for students, researchers & hobbyists to get started
Yeah, thats what i head in mind.
it is love
nope... for the 1-2 models i edit in one year?
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.
must be in the blender game to use the tool.
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.
anyone know what the addition of class SimpleObject does in the main config
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.
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?
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.
yea initally they were and its still in their sample model too lol
Interesting, I guess they were just being lazy for the sample
ether way tho making them functions is faster?
Yes
cool beans..ive been converting all my stuff..any chance you know what that class SimpleObject is for?
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
interesting
What's the max polys (well, recommended) for a car?
ermmm.. depends on how much detail there is ... 9-20k? LODs can break it up a fair bit. so maybe more.
maybe a lot less
"As much as needed, as low as possible" ๐
^^
e.g.: Does your headlight rly need 5000 Polys/Faces? ๐
nice grilling stand
ty, it's for the big steaks
hungry
food is good
Lol
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 ?
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?
@terse elm the composite and foam are spot on.
still needs a little tidying up on the foam but its almost there i think!
i also have to add my AO bakes i did last night
yeah its going to make a big diff
@tacit karma u about later tonight? id like to pick ur brain over MR AO bakes in max
@terse elm Looking good!
@terse elm ping me then mr ao bakes are second to none to vray bakes (wchich takes into account normal map as well)
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
I'm baking AO and Normal at the same time with scanline
im commbining the AO output from Toolbag with a bake from max as iv done some post baking editing to my normal map
why do buildings sink into the ground? Sometimes but not always?
sink into ground how?
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.
i asked how, you rephrase the above...well done
๐
I have no idea how. I want to know why and how to fix it.
is the building placed in the editor or in TB?
looks ok in buldozer
in TB
buldozer should represent 1:1 what you get ingame
can you link a example pic on how its sunken?
this is what it looks like in buldozer: https://drive.google.com/open?id=0B62cVQheKk95R3VJR3JndTZtZUk
and then this in ARMA: https://drive.google.com/open?id=0B62cVQheKk95Rko3aURTNFY5WDg
ok two things, your buldozer view is very weird, it looks like there is water in bd
second thing, you most likely didn't load the addon containing the building
you can see the barn on the right in buldozer then see the roof of the barn in ARMA.
ok so that looks like a problem with your heightmap and buldozer
never seen anything like that
as i said before your buldozer view looks extremly strange
in short, the model of houses never actually "sink"
yes, the models are in the same absolute height as they are in buldozer, but the heightmap is not
at least thats what i see
@oblique vapor yes and no. depends on the vehicle class i think.
Are you talking about the CfgNonAIVehicles class "StreetLamp" ?
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
need to hide the memory points by animation AFAIK
Hmm
Is there a special procedure / thing to do to interact with / animate / hide memory points ?
what do you mean special?
I don't think memory points move with an animation
@white jay as you said, there was something funny with buldozer so I rebuilt the terrain and it all looks good now.
memory points move with animation. It's just that some simulations that reference memory points cannot be moved from their init position
things like eye memory points, wingtip vortices, exhausts etc. are based on their initial position
๐ glad it worked that easy!
Alrighty, will try that out. Thanks guys ๐
๐
@polar fiber yea that must have been it, thanks for clarification
textures showing up in buldozer but not in ARMA is a path problem, isn't it?
could be the infamous P:\
yeap, but I don't have that
the path I'm using is a3\structures_f\data\windows\window_set_ca.paa
what says the rpt?
for the rvmat aswell?
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
wait
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! ๐ addon builder
๐
already tried ๐
thx
I shall try tomorrow, got to go now
are you packing your map with addonbreaker aswell?
๐ค
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?
thats why you dont use 100 lods but less than 10
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
for example.
It's a log model for tree chopper which drops around 20 once you chop down a tree.
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.
general rule of thumb is 50% reduction between each. I use 75% for first 40 for second and every other divide by two
ok thanks.
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
@twin creek_#1250 what are you trying to do
Hide and unHide memory points of my light spots
The script works fine for a hidden selection texture
But not for the hide animation of the light's memory points
And when I execute the hide animation command manually via console, it works
??? ??? ???
Could be a locality issue
Lights are local in arma, something like that would have an issue in MP
It has to have an owner, i.e the player
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
It's like a car headlight, y'know
Will try with this: https://community.bistudio.com/wiki/animateSource
Still doesn't work, I have no solutions what so ever, pls kill me
Yes but it works the same way as a car/streetlight etc
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
@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.
Changing between LODs with different topology isn't demanding, but having to load a new set of textures and materials for each LOD is.
ok thanks
You can ditch the rvmat in the later lods altogether and just have the texture alone, that should be even lighter
Not for everything tho
I swear it add selection counts when i duplicate a LOD sometimes
Same textures everything
Go to faces > sort
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 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?
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
@halcyon wren This felt somehow relevant http://imgur.com/gallery/kH0R4
The horror! ๐
Oh dear ๐
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...
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?
@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
so you have animationSourceHatch = "somesource" and have a class somesource in your vehicles class animationsources ? Also so you have gunnerin and gunnerout actions defined
the hatches are suppose to open when the passenger turns out of the vehicle
like commonly in tanks
the hatches is only open. I place my car in editor = is open. No player or unit is in the car
see my other questions above
My hatch is defined, but my Gunner isnt in model.cfg defined.
I send you my screenshot
Doesn't work fully on cars really. Need to script the hatches opening and closing when the FFV unit turns in/out
That explains why it does not work then. Thanks @polar fiber You read that @oak lintel?
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?
The offroad used a hatch, as well as the apex 4x4
They are just invisible but thats how they turn the gunner around
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
reyhard had to write some function for it on the RG-33Ls and Tigrs we have
Ah okay
When you turn on wireframe: https://upload.wikimedia.org/wikipedia/commons/3/32/Sebright_Gold_Dorรฉ.jpg
no thats cell shading
๐๐
the comment instantly reminded me of this one: (warning graphic @fervent steppe doings)
https://gyazo.com/5374f9722716a1b6e7dcf84ecc563ea3
Appropriate disclaimer there! @hollow fulcrum
i try to be decent.
was epically hilarous in realtime context actually. someone got pwnd.
Omg!!! I forgot about that hatchet!!!! That was hilarious ๐๐๐๐
hahaha i cried that day ๐
Lol
I found our conversation lol. It was referred to as "dong island" ๐๐
Anyway. Back to modeling convo....
indeed.
Hmm, thats more interesting than an impossible shaped boring door that I am doing right now...
Please tell me that was your submission to BIS as a repo for the overlap issue
hahaha
Oh man that would have been good!
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 ?
I know that some things are hardcoded, tho I don't know about this
that is a limitation (yes, very annoying). attaching/detaching foo is a potential workaround.
attaching a Model that has a Reflector on it (like a lightbar) to the _Veh,
Then:
_Veh action ["LightOn",_AttachedLightSource];
+
_Veh action ["LightOff",_AttachedLightSource];```
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)
That is indeed a nice trick
Isn't it causing issues while vehicle is moving?
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).
@rough idol
I see
I assume you constantly need to change the position or turn the lightpoint on and off
to make it flash like a cop car or w/e
with Lightpoint example? Hmm... not rly. just attach a 2nd one and just exchange the Colors in a while loop
yea
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.
I found a better? method that makes the engine do it rather then while loop or constant changing of attachto pos
idk tbh though
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)
I'm having problems getting glass to break correctly. I've posted the problem on the forum: https://forums.bistudio.com/topic/202538-problem-with-getting-glass-to-break/
well, I've tried once to use reflector inside turret class (so called searchlight)
if it's not rotating you can loop turn on & off actions ๐
@rough idol
That was the result from the example above.
https://www.youtube.com/watch?v=ydq56Ac2FTU
Turret... hmm... Oo strange
(stupid preview)
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)
I get what you are saying.. Its possible? Idk w/o testing
Hmm, imo it should.
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
3ds can't save long object names
do you have a proper option?
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 ๐ฉ
As in you can't drive onto the bridge because you keep running into something stopping you?
That sounds like you have a piece of geometry blocking you
okay, so basically geometry allows the vehicle to get onto the bridge if i set it up correctly?
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
okay, i will try it again then. ๐ฅ ๐จ
Vehicles use the roadway lod to drive on
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
Make sure your roadway lod faces are pointing upwards
you sure? because i remember falling trough a roadway lod with a vehicle but could perfectly fine walk on it as infantry man
Yea how else would the vehicles be able to drive on bridges?
You think they drive on the geo lod?
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
But now I'm thinking I may have to create a few objects to test lol
i'm confused as well ๐
I thought you needed geom+roadway for vehicles
I'll test tonight and give u an answer hehe
I'm 99.99 % sure it needs the roadway
I also built a huge bridge I tested the roadway lod with prior to adding a geo lod
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?
sure, and named each part "component01" and so on
and it blocks the player from walking trough the geometry?
@wraith tendon Won't it work if I do that via proxy ?
not the player, units can walk on it without problems, but vehicles do not
yea i mean like blocking the player to walk trough the geometry where he shouldn't be able to
no there is no blocking, vehicle is neither blocked. but it falls thru just as u mentioned ๐
then something is wrong with your geometry lod
do you have closed and convex geometry only?
yes
did you validate it in OB?
no, how do i do that?
Structure > Topology > find non-closed
Structure > Convexity > find non-convexities
there is also a function to automatically name all your components in the geo lod
Structure > Topology > Find Components
thanks for this info! i will try that - btw this was another question of mine a few hours ago (how to name the components) ๐
how many components can be used? more than 99? cause OB lists more than 200 components ๐
yea sure
i think performance is the only limit there
there is actually a limit, but for whatever reason i can't recall what is ... both for bones and animations.
I've seen objects with 400 named components
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..
Yeah I definitely think there is a bone limit, but not a named selection limit
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.
current bone limit is 256 (an improvement), and i want to say animations is around 500. pretty sure anyway.
but bone limit is not component/named selection limit. Is there even such a thing?
dunno, i've been speaking about bones/animations, as in configurable (config) limits.
Yes. Related to CfgSkeletons only.
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.
Named Selections I doubt there is a limit.
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 ๐
nah, it can go to three digits and still work
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?
that is correct.
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.
How does a scope know where to position itself? ๐
I don't see any mempoint or config line that relates to position.
Oh, yeah, but there's nothing on the scope itself?
correct. the proxy is a hook to the origin of the optic model.
The origin, oh.
0,0,0
So should I lower the optic in order to adjust for the rail, or is the proxy usually the one adjusted?
ermm... that is subjective in nature. in an ideal world, the proxy sits on the top of the rail like so:
https://gyazo.com/f05478e4a60a825e900d1f9ea3564763
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?
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.
Well, the scope sample is at 0,0,0, so I guess I'll stick with that.
you talking about the BIS sample models?
the surface of the mount that sits on top of the rail should be approximately at Y=0.006
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 <==>
OK
@halcyon wren weird. I animated the glass in the a2 pub at 24 it stopped animating
you mean futher configured windows did not work?
Yea. After talking with mikero we determined it hit the limit ๐
might be hardcoded for destruction. similar to lights.
i was not aware of that actually.
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 ๐
aye, im with ya there ๐
lol. Now I got that push it to the limit song stuck in my head
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. ๐
Well for a3 I have a building that has 60ish some windows and it works fine
ah, well.. that should be plenty.
๐
๐
now dynamic lights however... sigh..
Yea...I know ๐ข
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 ๐
yerp.. or did anyway. have not* pushed past the limit in a while.
Initially I couldn't figure out what the heck I was doing wrong
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.
Yea. Stupid limit
Yeah one of the A3 barracks buildings has 60+ windows with named selections
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.
mikero subscriber tools website is down until tuesday 7th march
mike just said this on skype
y tho
Maybe a well deserved vacation/maintenance
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
๐
Haha. I think he was referring to whatever he was talking about with dshca
eh, i am confused now^^
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
<- My state didn't changed ๐
Do OB or Bulldozer load textures who are called thru "a3..." path?
@wraith tendon ๐๐
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.
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 ๐ฉ
Oh cool will look into that thanks!
thank you photoshop actions and batch commands ๐
How do I do the named selections to make braking glass work? See problem description here: https://forums.bistudio.com/topic/202538-problem-with-getting-glass-to-break/#comment-3159513
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
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.
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
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
Oh I hate couches soo much
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
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
Hi, all. I found a little problem: smeared model in Object Builder and A3. look: http://imgur.com/gallery/5RITm
Try importing as obj?
Also, trying applying Location, rotation and scale in Blender (should be Ctrl + A while in Object Mode)
@cinder pivot @bleak tangle Urha! Thanks. It's work!
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
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
hm, guess I never came across it before or had lodNoShadow
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
Arma 2 Sample Models has snow object, take it from there
For clutter? Cause I remember seeing something but it wasn't for clutter
Anything can be clutter. You can even use houses as clutter if you wanted
Hehe
Use Playermodels for it ๐
They will be half in the ground by default. ๐
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?
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
How many mass should be applied? I have a Total Mass of 6.0 and all Components are closed and Convex
is this a structure ?
It's a Shooting Target
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
iirc anything less than 10 doesnt get collision applied
@halcyon wren would know more
But thanks, i was rise the Total Mass arround 330 and now i can't walk through anymore ๐
๐
@Mondkalb#6985 oh that's right! ๐๐
Pic of What?
Of people half in the ground lol
ppl half in the ground? You are a fkn sadist, man!
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?
Make some skulls as clutter
http://screenshot.sh/mMEZZUJsDpJ7D Toughts?
yay, another m4...
same to me ๐
lel
@fervent steppe me? Yuh.
@late raft yuh ๐
How come no one makes buildings. All this time on guns we could have some amazing buildings
I wish I knew how.
Tbh I looked at object builder and wanted to shoot myself so I alt + F4'd.
@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
copy @quick terrace
solid copy
we have no desire to make cad forces
it is a dutch weapon tho
oke i will finish it and i will let you know about it
@fervent steppe because that is what i do for a living ๐
You make buildings for a living?
yeah
Cool
M1lkm8n: How come no one makes buildings. All this time on guns we could have some amazing buildings amen, brother.
Make a guide. ๐
Rl or modeling?
make arma 3 great again
Lol
Grrrrrr
(hes right)
I can do fem and strength calculation but am not allowed to do them legaly for buildings
I can calculate the probability of me not understanding this.
hahah
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?
@formal glade i export it as .bitxt
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
Is AutoCAD compatible for making models in ArmA?
@late raft updated the link with a pic of the real deal ๐
lol ๐
actually it might be a pretty good topic for a tutorial - but writing one up is pretty time consuming
No srsly tho, I would be able to make Hawaii-orientated buildings for my terrain.
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
I it weird that i use sketch-up and blender?
df is sketch up
holy fook
:D
@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
I need to start learning before I hit college. :L
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 ๐
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 ๐
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?
properties defined proper in geoLod?
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?
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
Really what i want to do is give the Bradley the option to lower the TOW out of the way
well the above is how we have that done for the RHS Bradley
Would you have any code I can rob... er.. borrow ๐
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;
And you just name the pods matching selection
Well , other way around I guess ๐
Setting up model.cfg things if a head scratcher for me at times heh
It takes some getting used to
This sort of goes through setting up a multi-part skeleton and animation step-by-step http://www.rkslstudios.info/index.php?/topic/167-week-37-sep-12th-back-in-the-swing-of-things/
Thanks man
if it's not oen thing then it's another! I'm having ptroblems with textures. I keep getting a flashing black hashing. https://forums.bistudio.com/topic/202624-flashing-blach-hashing/
I've made some changes to my model. Is there a way to update it in Object Builder?
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
@oblique vapor try setting the geometry mass to 0, @rich trail what do you mean exactly?
I want to refresh the geometry so that I won't have to import everything from scratch again.
did you edit the geometry on some outside program?
Yes.
you dont happen to use blender?
No, 3DS Max.
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.
Thanks, will try that
But then I get duplicate models. It's the same result as if I import it directly. ๐
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
@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.
K
@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.
So an init eventhandler on the object calling a script that will hide/unhide emissive at certain sunOrMoon values ?
will you have many of them and will it be a map or scenario object?
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
if its computer screen could you not just set it emmisive all the time?
since screens usually have backlight to light them up
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
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.
can't configure the plant like a streetlight?
Can the light on/off feature run animations?
can hide selections
Gotta keep that as a backup option if the daycycle script proves to be too hard
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"; };
https://youtu.be/996mmHloE0M?t=50 Im hoping to keep the change a bit more subtle. the lights go on and off a bit too rapidly.
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
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.
ohhhhh that would be cool
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?
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
so delete the existing hitpoint lod and then copy it? Sounds a bit risky
You can merge from other .p3ds
@wispy orchid whats the risk ๐
a mod that is broken even more badly than now ๐
ok, merging might be cool, so I select the two selections, make a new p3d and merge that
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
seems to work, thanks!
๐
Do you absolutely have to have all ComponentXX selections in Geometry LOD named incrementally without any skips in numbers?
I would say no, but they are also easy to sort if you use the find components function in the structure -> topology menu.
tbh, i never thought about it, since it can be automaticly ๐
@pseudo elbow no, you can call them whatever you like, but they should all be a component
Anyone know how to make a ladder only accessible after an animation of an object?
@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.
^ yea i remember the same as result of his testing
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
isn't the action staying no matter what you animate?
Hmm
like the mem points are read on init and stay as long as the object is alive but wont animate
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
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
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
@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
my guess is iMiksu wants to have hidden selections. but having to guess sucks. so yea ๐
are the apex weapons in pbos now? i want to reskin the SPAR so bad
@cinder pivot ladders[]={} ninja your geometry lods, do not obey.
I submitted a fb tracker issue about that a while ago
Anyone knows what causes the alignment fuck-up as seen in this video: https://youtu.be/Jbt4IpDDyuA
(ignore background noise)
@foggy finch wut im confuse
when player is on a ladder, they dont obey the rules of geometry/mass/etc
ah
@rich trail that is intentional(realistic). it's caused by the hight difference between bore and sights.
ya like they can climb through stuff
For real? May be I haven't noticed that for all these years until actually modding the stuff...
They should line up at whatever distance you have the zeroing for your optics set to (+/- some spread from the muzzle dispersion)
i dont think zeroing compensates for optic - muzzle offset distance
its just not really that noticeable on the usual zeroing ranges
@white jay they should be on dev and RC, but not stable
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?
yes via Environment Editor
yeah I just figured it was fubar and never use it
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
too many rights for me, quicker compiling and loading up into game ๐
๐
explosiveshielding =
doesnt seem to work the way i thought it would or bis says it does in the config
It's a multiplier, so smaller value offers more protection
I just tried it with 0 and 300 and saw no difference in the damage done to the building
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
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
in fact the whole building is destroyed before that section can even be damaged
its def annoying lol
i just am turning it off
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)
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
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
weird
It seems like they standardized all of the vanilla houses with a value of 60
yea
does anyone have a quick sqf entry to see the radius of the hitpoints as the rounds hit the structure
Think my only solution for ladder hatch is invis ladder or script it
@fervent steppe if you are on dev branch you can load up the diag exe and visualize hitpoints with diag_toggle "HitPoints";
@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
Ahhh @white jay that's it! I couldn't remember what it was! Thanks ๐
np ^^ there is also other stuff that could be usefull:
https://community.bistudio.com/wiki/Arma_3_Diagnostics_Exe
@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
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
what was your "explosive" value?
or was it called "explosion". It also does weird BS
I think it was 60
who created the Altis stadium, with running track and regulation soccer goals? FIFA wants a word, you did it wrong http://imageshack.com/a/img921/1237/RFdnjD.png
goals fit soccer pitch sizes, unfortunately the area designated as the pitch dont even fit the line markings in side ways ๐
WTF BI HOW ARE WE SUPPOSED TO PLAY YOUR NEW SOCCER DLC WITHOUT A PROPERLY MEASURED FIELD?!
I don't think the rugby field on Tanoa is regulation size either. Unless their league consists entirely of teams made up of Pygmies
yeah
Not that there would be anything wrong with that
It's 21m long, as opposed to the regulation 100m
Ok whose putting in the support ticket?
I doubt there's room for full-sized ones
barely enough room for a3 chinook when you scale it so the goals line up with the 6yd box http://imageshack.com/a/img921/641/ekHQOq.png
๐
even if I created it woth the minimum fifa goal/side line lengths it would still not fit, this is haliarious ๐
Is it a 5-a-side pitch?
haha 3 feet and under pitch
altis FC got no chance in europe if they are playing in the stadium anyways
hey, any tips on how to make a weapon flash (fire)? I dont have any working samples around :/
nvm, got the samples DLed.
Guys , any idea why i cant change the camera in buldozer when i use latest dev exe?
changing camera by Num enter
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
full
since: No other LODs available (sounds like a logic explaination, aye? ๐ )
what's wrong with the metal pars?
nothing, I just meant aside from the usual high quality work ๐
ahh cheers :p
lol
Little modeller pun: http://i.imgur.com/QKqjMoX.jpg
very nice wood. the uv seam on the grip is very noticeable in the render though
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...
That means nothing in actual numbers... More depending on your object
@quick terrace man. AK gets never old. good job. is that for RHS?
I created this shadow LOD for a 2,2k poly object: http://i.imgur.com/zQpv8HN.png
Does that seem reasonable?
looks fine to me. there are a couple different shadowLods, for sure safe on zero. can be much simplier for 10.
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
Guys, why after I binarize with addon builder the glass of the cars show a silver color without any transparency?
any tip?
Use pboproject
if i use pboproject it will not binarize
and it will take too much time for the car to spawn
What does that mean
pboProject will binarize it, but it's probably failing to pack because there are errors
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
@hollow fulcrum 10? The 10th shadowVolume res?
Nah, models normally have two shadow LOD numbered 0 and 10
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
sounds like your missing fire geometry
which is where your penetration mats go
also all geo lod components need to be closed and convex
lod info is avilabale on the biki
Thanks @foggy finch i do fire geometry lod and check closed components
btw, do i need to specify the penetration rvmat separately in fire lod?
@woeful viper I don't use models from others search ๐
@white jay are you actually gonna spam every other channel with that question of yours?
without posting a single image of your issue
@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
sorry @PoFu
@quick terrace
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
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)
mikero's tools gave you errors because whatever your trying to do is either not setup correctly and/or misconfigured
it wont let you continue till you fix them
but without mikero and just pack it with pbomanager the car looks good and works fine
no errors showing
pbomanager doesnt binarize your content
mikeros tools would have told you where the problems lie
it created log files for the purposes of debugging
can I post here what mikero gives?
well the 123 missing files is a pretty big give-away
how to bypass this
there is no bypass, you have to fix
I will need that all files and put it in .pbo
looks like you dont have your p: drive setup correctly nor the game data extracted to it