#arma3_model

1 messages ยท Page 88 of 1

white jay
#

yes

#

so

#

I need to extract the game lol

#

in the P drive

#

lol

#

what a joke

foggy finch
#

mikeros tools provides your with arma3p

#

not really a joke, you need the games files to create mods for it

oblique vapor
#

hey guys, does anyone had this issue where you import a .fbx on object builder, and it turns your model's quads into triangles ?

foggy finch
#

just like with any other engine

white jay
#

I just need to go to arma 3 tools and extract the files to p drive

#

I will do it and see what happens

foggy finch
#

anyone who creates models for a game engine knows this already

white jay
#

it's not what I'm doing

#

I have the cars withou binarization to change only the license plate of the car

oblique vapor
#

yeah, yet it shouldn't be triangulating

white jay
#

it is a new world for me

foggy finch
#

where are these models from?

white jay
#

shounka (you see in the paste bin)

foggy finch
#

excuse me @oblique vapor ?

white jay
#

@foggy finch thanks for your help

foggy finch
#

sigh, I just looked up that content, yet another adodn full of ripped/stolen vehicles.

#

already reported on workshop.

white jay
#

@foggy finch it's for me?

foggy finch
#

well the content you have downloaded and are trying to do stuff to, is and im 99% sure on this, is not that persons original work, which breaches multiple EULA's, not just Bohemias but Steams too.

white jay
#

you are wrong

foggy finch
#

I dunno whats worse, people stealing content or people modding stolen content further

white jay
#

because it's original shounka job

#

and i can tell you that this isn't not ripped because I have all the .p3d and .paa with max quality

#

the ford gt .p3d have a size of 16 mb

foggy finch
#

that doesnt mean anything

lavish mountain
#

^^ that

#

Ori file is never .p3d and .paa

white jay
#

he give me the .p3d not the original one

#

this is what i have

#

the cars not binarized

#

where i can change, replace, add what ever I want

foggy finch
#

p3d is a file format unique to the arma franchise,. to get any model into the game you have to use it,. that doesn't mean anything regarding the legitimacy of the original source models.

white jay
#

@foggy finch I will not continue that discussion

#

think what you want

#

report as many times you want

lavish mountain
#

And another one on my block list

white jay
#

there is no point here

oblique vapor
#

@white jay Are you french ?

white jay
#

why?

oblique vapor
#

Just asking

#

Because Shounka is french, and is known within the french arma community

#

And I'm french, too

white jay
#

really?

#

so you know where shounka works now?

#

because i know ๐Ÿ˜‰

oblique vapor
#

I don't care

white jay
#

and again it's all shounka job lol

oblique vapor
#

Because he ripped everything from Forza

#

From a weird russian site

#
  • stole models from Garry's Mod workshop and other games workshop
#

I've seen that

foggy finch
oblique vapor
#

"all his work"

#

Be barely understands Unity

white jay
#

lol

oblique vapor
#

and you expect me to believe he modelised all those cars, will all their LODs

white jay
#

no mate

oblique vapor
#

download // > import in object builder // > follow tutorial // > make crappy work at textures and apply SMOOTH everywhere // > is good worker and is legit

lavish mountain
#

Holy mother of stolen IP... That picture...

oblique vapor
#

I have shounka sources, too

#

But I keep them safe

#

And play with them to understand vehicles

foggy finch
#

@lavish mountain pick a colour, any colour..

oblique vapor
#

But you shouldn't put that shit anywhere

#

Because it's stolen, ripped

white jay
#

this is like what happen with city life

#

they stole the shift cars

#

and put them in their server

oblique vapor
#

this is like what happen with life servers *

white jay
#

yes

#

now i see your points

oblique vapor
#

Yes

#

people got paid making these models

#

companies own that work

white jay
#

so, there is a work of hours here

oblique vapor
#

and bitches rip that and put that into a game

#

the worst point of the Shounka story ?

white jay
#

isn*t

oblique vapor
#

He sold them

#

on a daily basis

#

each vehicle separated

#

he even made packs

#

So yeah, this is basically ripping others work and reselling them, and that my friend -

#
  • i don't even have a word to describe it
white jay
#

you are right sam

#

now i have that shit

#

what i can do?

oblique vapor
#

I don't know honestly

#

I have these too, but I just use some of them for physx testing, cuz vehicles in this game is crazy

#

you better ask veterans about this

white jay
#

i can tell you guys that i see a lot of shounka cars in servers

oblique vapor
#

I know

#

every server has some shounka shit

#

atleast for the french servers I heard about

#

they rip from everywhere

#

even RHS

white jay
#

and this is the shit that i have to put in my server

lavish mountain
#

Dont or you get legal issues aswell

#

Just my 5c

white jay
#

@lavish mountain I don't think

lavish mountain
#

There is a reason there is deep hate for the life community here...

white jay
#

there are a lot of servers running this

#

If I will, the others go too

#

I only have that cars to put on my server

#

nothing more

lavish mountain
#

So if others steal it is okay with you to do it aswell?

white jay
#

and I spent money in buying that shit

lavish mountain
#

See that is exactly what is wrong

white jay
#

for put in recycle?

#

I really understand your point

#

but please understand mine

oblique vapor
#

The point is, this isn't Garry's Mod nor GTA 5

#

The laws are strong in here

lavish mountain
#

You bought stolen goods which make you what exactly?

white jay
#

I buy this for the reason about the reports on steam Workshop

#

and now I know that shit?

lavish mountain
#

Now you can ask your money back and report it

oblique vapor
#

Wait

#

You actually bought from Shounka ?

white jay
#

yes

oblique vapor
#

just sue his ass

#

end this pls

white jay
#

I have proof of transaction

lavish mountain
#

Soo

white jay
#

also where they sell it

oblique vapor
#

I don't have any law knowledge whatsoever

#

You better ask PuFu about this

#

But if he sold these to you as he didn't have the IP rights

#

That doesn't seem legit to me

lavish mountain
white jay
#

@quick terrace can you come here please

lavish mountain
#

Theres guys in there that know

quick terrace
#

@white jay what?

white jay
#

it's about a purchase that I made from shounka

#

what i can do for recovery my money?

#

if you can help of course

oblique vapor
#

you better go thru pm

quick terrace
#

why would i?

oblique vapor
#

well, just mentionned your name as you have some knowledge about IP and law

quick terrace
#

besides i am not a lawyer sorry, which is what you need

white jay
#

I think i can report this transaction to paypal

#

and explain what happen

oblique vapor
#

who is that lawyer on twitter that helped h3h3 again ?

quick terrace
#

i do, but that is intelectual property rights, which is completly different

white jay
#

For now I don't need a lawyer because I don't start the server yet

#

so, no problem for me

#

I just have that shit that I pay

quick terrace
#

pretty sure whatever was sold has a different ip right owner than the seller

oblique vapor
#

Thing is he sold you some models that are not his, he gained profit out of some stuff for which he doesn't have IP rights, and I'm 100% sure of it

white jay
#

yes I already understand that Sam

#

but I'm noit violate anything because I didn't know anything about it

quick terrace
#

report that to paypal if you made the purchase that way

white jay
#

*don't

sharp folio
#

What is the exact law question .

#

?*

oblique vapor
#

The smart move would be to get your money back and put that bitch in court or something, I don't know

white jay
#

yes i did

#

I purchase the cars mods from shounka and they are stolen from others

quick terrace
#

since this has nothing to do with this channel please move down to ip rights or whatever

sharp folio
#

Yup go to ip rights channel I'll help you there

white jay
#

ok thank you

#

also Sam

#

thank you so much

quick terrace
#

and please don't ping me again for stuff that has nothing to do with me

oblique vapor
#

no problem, I hate this guy

white jay
#

sorry about that PuFu

oblique vapor
#

ยฏ_(ใƒ„)_/ยฏ

white jay
#

thank you guys

quick terrace
dusky dragon
#

๐Ÿ˜ ๐Ÿ˜ ๐Ÿ˜

#

Great work!!

strong plaza
#

hey guys, I've got a question

#

have proxies become obsolete with the poly limit gone?

quick terrace
#

for everything that was limited by that(vert indices number) yes, for other stuff, not really

umbral plume
quick terrace
#

alpha sorting i think

polar fiber
#

Since proxies weren't really there for the purpose increasing the polycount of models in the first place (it was just a hacky byproduct of being able to include proxy models for their numerous other purposes), then no; they most definitely are not obsolete

strong plaza
#

so if I have a 20k poly building splitting it up into proxies isn't really necessary anymore?

polar fiber
#

no

strong plaza
#

alrighty

polar fiber
#

unless you're using some of the proxies to for instances of objects that are repeated numerous times in other models. In which case it might be worth keeping those ones

strong plaza
#

but using proxies won't improve performance?

#

thing is, Terrainbuilder's buldozer doesn't render proxies, so I would prefer to use as little proxies as possible

polar fiber
#

no, in fact they proxies might make it worse depending on how your sections are set up in the model

strong plaza
#

oh

umbral plume
#

@quick terrace Thanks, never knew about that before. I just did Face > Move to Bottom

thorny rapids
#

Anyone skilled at porting and setting up vehicles? I have these models I made years ago. Arma needs more cars. These just need porting, lods and configs. http://imgur.com/a/2VKM8

#

I won't be doing it

#

but if someone skilled wants to i'll send them

quick terrace
#

lol

umbral plume
#

I can do it, is there a low poly version?

thorny rapids
#

no

#

they are subdiv

#

in lightwave format

quick terrace
#

if anything arma needs less life and less half assed "ported" content

umbral plume
#

yeah I wouldn't be able to do good sounds on second thought so nvm.

thorny rapids
#

I only supply the geometry as is but can freeze them etc. I already used them for projects years ago

quick terrace
#

do the bakes, do the textures properly and i am sure someone will volunteer to inject these ingame

thorny rapids
#

yeah no i've got enough work on nimitz mod and my map projects

quick terrace
#

ยฏ_(ใƒ„)_/ยฏ

thorny rapids
#

things i care about ๐Ÿ˜ƒ

formal glade
#

@quick terrace those AK's are pretty damn dope

#

stop raising the bar, us normal people will never get there if you keep doing that ๐Ÿ‘น

#

๐Ÿ˜‰

#

btw - do you do textures in PS or some other program - and in what is that render done.. i'd like to be able to showcase my models better

#

looks rather flat and dull

polar fiber
#

SP2 and Marmoset, unless I'm mistaken

cinder pivot
#

@thorny rapids I can give it a whirl for ya

quick terrace
#

@formal glade sp2 on this one. (for texturing)
for renders marmoset, sp2, quixel etc

ebon abyss
#

better to list what software you don't have ๐Ÿ˜‰

quick terrace
#

SP2 was the most recent buy in order to replace quixel (which you can grab really cheap)

#

both were more or less the same at some point, but SP2 is getting better and better while quixel sort of lags further behind

#

in any case quixel 1 is free for grabs

#

and quixel 2 has been 40% reduced for as far as i can remember now...

stuck oyster
#

If I recall there is no engine solution for that. All vehicle/turret weapons ignore the vehicle geometry.

round cove
#

Anyone know how to scale down a huge UV selection in the UV editor?

quick terrace
#

of what software?

round cove
#

blender 2.77

quick terrace
#

should people guess it?

#

doesn't scale uv islands work?

cinder pivot
#

select all you need, then press s and move mouse to scale

round cove
#

How would I go about rescaling the UV in the object builder UV editor?

polar fiber
#

Click the transforms button (yellow square/diamond) and set it to scaling mode

#

then you choose which boundary of the current UV selection you want to scale relative to (centre, left, top-right etc. or enter a UV coordinate) then enter your desired scale factor in the U and V fields

round cove
#

Ok, got the jist of it. How would I go about finding a specific UV coordinate?

polar fiber
#

Maths

#

use photoshop or something to find the coordinate of the pixel, then divide it by the total heigh or width (depening on if it's the U or V axis) and it will calculate the UV coordinate value since UV space goes from 0 to 1

#

if it's a couple of tiles over from the main UV space then you need to add or subtract 1s for every tile it is moved over

round cove
#

Ok, thank you, will give it a go now

woeful viper
hollow fulcrum
#

geezus.

lavish mountain
#

WOAAAAAAA

foggy finch
#

I think don just spat out whatever he was drinking

lavish mountain
#

Close, but yes me likey

#

Last time I was that happy I saw the BMP 3 in WoG

quick terrace
#

@lavish mountain lol...bluedrake video = instant alt-f4

lavish mountain
#

The other 4 at the top where not full HD

#

720p is a bit meh

woeful viper
#

@quick terrace but whatabout my other tabs? ๐Ÿ˜ฆ they are innocent

quick terrace
#

ctrl-f4 then ๐Ÿ˜„

hollow fulcrum
foggy finch
#

holy fuck hatchet lol ๐Ÿ˜„

#

god help all us mere mortals if RHS ever breed ๐Ÿ˜›

hollow fulcrum
#

hahaha

fluid ocean
#

Tis a shame its not a Twin .50

foggy finch
fluid ocean
#

Empty like most Scottish stadiums....

foggy finch
#

arma couldnt handle the fanbase ๐Ÿ˜›

fluid ocean
#

lol

hollow fulcrum
#

lol that is a stadium indeed. (and there we be twin .50s)

#

one of these years..

fluid ocean
#

I'm still wondering why we dont have a GAU 19/B yet

foggy finch
#

yeah well the altis stadium having regulation goalposts and irregular pitch size irked me the other day, what can I say heh.

hollow fulcrum
#

that has always annoyed the hell out of me. i mean who does that, seriously? mmmhmm... those guys.

foggy finch
#

I dunno ๐Ÿ˜„

#

but what the hell eh, escuse to do stuff in max

fluid ocean
#

Yeah, playing a sport almost entirely with their feet and having the audacity to call it "football"

quick terrace
#

@foggy finch do the seats men

#

๐Ÿ˜›

foggy finch
#

yeah I was consider those, but dat model.cfg for the get-in points dude ๐Ÿ˜’

quick terrace
#

ยฏ_(ใƒ„)_/ยฏ

foggy finch
#

I dunno if you could even bake that many memory points into the model

#

although this is modular, so many instance used for whole stadium

polar fiber
#

All seats need FFV too remember

foggy finch
#

rofl

fluid ocean
#

I see that as an O(n) issue, lol

foggy finch
#

that brings me to another thing, the Stadium_F lamp or whatever, has the memory points but BI never configged them

#

probably gonna make my own anyway, get the light points pointing the right way

woeful viper
#

imagine the action menu... "get in Passenger 1-50000"

stuck oyster
#

1 seat object and memorypoints for seat locations and directions and a script that runs their placement

lavish mountain
#

Hmm

#

time for a world record, max players in one arma server watching Dwarden do the announcement on the next DLC...

cinder pivot
#

deathmatch vs devs for dlc leaks

#

1 win gets you some good information

#

haha ๐Ÿ˜„

pseudo elbow
#

I'm trying to make Arma 2 Dirt Hump go underground when destroyed, but simply adding destrType = "destructBuilding" is not enough, it does DestructionEffects but building doesn't change at all

#

I cannot see any other related config values, so I guess there is some model requirement for object to be able to be destructed like this?

white jay
#

isn't it "destructHouse" ? can't remember exactly tho

pseudo elbow
#

No, it is destrType = "DestructBuilding";

pseudo elbow
#

I figured it out, DestructionEffects must have simulation="destroy" with type pointing to CfgDestructPos subclass

wraith tendon
#

What was the command again to unpack a hole addons Folder to your Workdrive? (Mikeros Tools)

#

(incl. correct SubFolders)

white jay
#

extractPbo C:\path\to\pbos P:\

wraith tendon
#

Thx alot

ebon abyss
terse elm
#

@hollow fulcrum that mg man is beautiful

#

anyone off the top of their heads know to make a launcher pre loaded with its missle? at the minute i have to manually load it everytime

wraith tendon
#

@ebon abyss I am in Lazy-Mode today ๐Ÿ˜„

echo rain
#

@wraith tendon is called Arma3P i think

wraith tendon
#

nope, needed other Addons unpacked and was too lazy to Google the command ๐Ÿ˜„

echo rain
#

ah command not tool. sorry. lazy eyes. long day

desert sequoia
#

Hi all, simple question:

I was adding a camera to a mission, rendering to TV display's surface, and noticed a weird difference: some objects are seen from camera, some not, I can see objects like tanks or cars, but billboards sphere signs are not. Does camera requires some LOD to be present in the model to render it?

frank helm
#

Hi all! question on named selections within the reslod. I describe what I do then if there is anything wrong can you point me right please.

I select a door, then go to structure/topology/find components. This then puts all the components of the building in the named selection window.

I only want the door so I can rename it as door_xx. What I have had to do is make a copy of the door and rename it and delete all the components that we added when I selected find components.

stuck oyster
#

mm you can just select the door object and on the named selections list click right mouse and select new from the menu and then rename that as door_xx.

frank helm
#

brilliant mate, thanks Iwas going such the long way round to get that. saved me heeps of time.

woeful viper
#

i mean OB is arkward, but not THAT arkward ๐Ÿ˜„

frank helm
#

KMA!

tacit shard
worthy inlet
#

Depends on how youve unwrapped. For faces like such i use "project from view".Clicking "unwrap" can give you all sorts of funky stuff.

eager folio
#

Did you applie "Rotation and Scale" on this? Sometimes this can also cause some wireed stuff

gray jay
#

What polycount should I aim for when creating a tank? (who many do BWA3 / RHS have?)

polar fiber
#

Should still be aiming for <32k vertex normals for the base vehicle

#

Some of the RHS stuff has a lot of polys because of the ERA, RWS, MGs, ECM and things added on top for different configurations of the vehicles though

gray jay
#

thx

halcyon wren
#

Pure polycount is a secondary factor in rendering perfromance. The heavy hitter is the section count. But for sake of consistency with BI content, anything around 30-40k fits.

wraith tendon
#

also keep in mind:
How often will you see that Object?
I mean... check Trees and Bushes, for example ? How many Polys do they have? How often do you see them? Lets say, a tree has 2k Polys, you see clearly more then 20-30, when walking along Altis. Means -> 40-60k. Then comes in some bushes, that would add another 40k. Comes ine: 100-120k, just seeing trees and bushes.
Is it alot? Nah, its nothing :D

imho, i wouldn't care much about the PolyCount and watch more on the SectionCount (as Mondkalb said before), as long as the object is not 100x in a scene =}

#

+iirc wasn't the Ghosthawk a ~120k Model (incl. proxys)

polar fiber
#

maybe in tris. IIRC it was closer to 80k nominally. The 2x miniguns added a shitload but I'm not sure that adding the counts from the proxies directly to the heli's main LOD was accurate to how it displays ingame

#

As I said, the base vehicles aren't that much - maybe 20-30k, but then when you start on the ancillary details like weapon stations and slat armour etc. it starts ticking up to the 40-60k regions

#

You could tell what was proxied on things like the Mora, Gorgon, Kuma etc. because you couldn't retexture it

twin urchin
#

is there a way to have a smooth shadows but calcuated from shadow lod so it doesnt calcuate it from main lod which got a lot of polys?

polar fiber
#

sbsource

twin urchin
#

yes , never used it so i will try it

#

hopefully it will look better than those super sharp stencils

polar fiber
#

set sbsource = shadowvolume, and prefershadowvolume = 0 in geometry LOD and lodNoShadow = 1 in the res LODs

#

It looks shitty on some objects IMO

#

especially character models, helmets etc.

twin urchin
#

thanks , i will test it out

halcyon wren
#

Yeh... its best used for big bulky objects, IMO.

polar fiber
#

I think the Apex 4*4 and helicopter rotor blur proxies are the few places BIS uses sb, apart from terrain objects

#

not sure that the Apex 4*4 having it is intentional though

twin urchin
#

well maybe the author of that 4x4 didnt liked the stencils heh

warm trench
#

@halcyon wren when you say 'sectioncount', is that the number of different uv maps you have/ the number of hidden selections you have available in the model ?

wraith tendon
#

@da12thMonkey#2096 Yeah, could be Tris. can't remember it, tbh. Info is more than a year old.

halcyon wren
#

Section count rough basics:

each .rvmat adds one section
each texture without .rvmat adds one section
everything else without a texture or rvmat adds one section

Then anything defined in your sections[] array in model.cfg adds extra sections
proxies are at least one extra section per proxy

#

Therefore 4x 2048 are considerably worse for performance than one single 4096 texture

warm trench
#

Thanks. My models are a bit inefficient in this regard...!

halcyon wren
#

Do a test: Place 50 or 100 of your models in your scene. See what the avg fps is for a minute

#

Then optimize (ugh, this word... :D) your models and redo the test. See the improvement in FPS

#

Therefore LODs should be about reducing section count as well if not entirely ๐Ÿ˜„

#

Though don't have high detail lods for something that is only ever going to be seen at 600m or further. While polycount is not as significant for rendering performance as the section count, it can still add up to be a drain. So Lods should be about reducing polycount, too.

wraith tendon
#

(e.g. don't add a fully detailed Engine in LOD > 1)

#

(Yeah, i've seen that^^)

halcyon wren
#

A good test of your lodding is to add (not replace) a big colored box to each lod with differing colors. I.e a gradient from Green to Red. Then place it ingame and see how early your lods switch.

#

Don't just retex the model to a single color, as that may actually reduce the section count and influence lodding. ๐Ÿ˜ƒ

wraith tendon
#

(and no, there isn't an actual way of calculating wich LOD will be loaded when)

halcyon wren
#

Yep. Lodding depends entirely on scene complexity and your processing power available

wraith tendon
#

means: The crappier your PC -> The higher the chance the lower LODs kick in earlier.

#

(your turn Kalb ๐Ÿ˜„ )

warm trench
#

My first mod was a vest averaging more than one uvmat per pouch so probably25+ in total. When I first read this was very bad I'd pretty much finishes it so did not want to remake it. (Although I will at some point). When I learnt this was not clever, I put 60ai down with varying different colour options (so even more textures loaded) and compared it to a Vanilla vest. In this test, I saw no difference in fps between my (very badly designed!) vest and the Vanilla one. However, I am concerned this might be specific to my hardware so will try to find the time to remake it at some stage. Also, I thought there was an issue with 4K textures so it was best not to use them?

halcyon wren
#

Video options control this as well. (i.e object view distance, and model detail)

#

When you say UV map, you mean UV set?

warm trench
#

Yep uv set/ texture set.

halcyon wren
#

4k textures are OK to use, but they tend to mip-map (texture lodding) sooner to drop to 2048. But thats really a personal preference, because it is still 4096 up-close. And again, sections might be saved by merging textures into a 4096.

#

8192 textures are supported in A3's DX11 afaik, but some older hardware may actually not deal with this and just CTD. But I have never used or released anything with 8k textures to put this to a test.

wraith tendon
#

Are you sure about the CTD?

halcyon wren
#

Default assumption for undefined behaviour ^^

wraith tendon
#

๐Ÿ˜„

halcyon wren
#

Might just black-screen you or something. it's really just speculation here.

wraith tendon
#

boah... wich Mod was it... erm... i had that topic some month ago with ... erm.. .someone. One Mod was using, most of the time, only 8k Textures.

halcyon wren
#

We're considering 8k for ships... but yeh... research is needed first.

wraith tendon
#

Yeah

polar fiber
#

@halcyon wren 4096 in Arma 3 seems to show at like 1024 or less when it mipmaps. And they don't show at 4096 at all unless the user is running Very High or Ultra texture setting in video options

halcyon wren
#

Very likely. It directly jumps to 1024?

polar fiber
#

yeah, it's blurry as fuck whatever it is

#

looks really bad in view pilot since it stays down at whatever it's mipped to

lavish mountain
#

One of the shipmodels I have of which the hull is ready for ingame has 8k textures

#

I said hull, interior I still need to start on for that one

wraith tendon
#

Du you know anyone with a crappy PC?

#

(regarding the thing Mondkalb mentioned before about CTD)

halcyon wren
#

Poo... I'll have to do some testing with my characters then. But then again do I care that much about the people with slower machines... I'm doing them a favour by keeping section count low ^^

quick terrace
#

@lavish mountain 8k textures = big no no

lavish mountain
#

Not working on that one for the time but will change that to lower rez than....

twin urchin
#

You were right , that shadow is more like shadow blob lol

#

shame there isnt something in between

thorny rapids
#

Question about stairs.. yes we all hate them. I'd like to know the best angle to make a staircase and ideal step height.. any ideas?

#

anyone done any experiments with this?

halcyon wren
#

I always fared well with 30 deep and 20 rise

#

But lets wait for the resident architect ๐Ÿ˜„

lavish mountain
#

^^ that is common habbit

#

though there is no standard

#

Usa has a standard I believe

wraith tendon
#

I bet Germany too. We have a Standard for everything.

#

Also you might check "DIN"-Norm

lavish mountain
#

NL has a standard for companys limiting it in between a range of X and Y

foggy finch
#

every country has their own building standards

thorny rapids
#

i just want my stairs to break as few legs as possible

terse elm
twin urchin
#

Hey Mike

#

how did you do that scrim?

terse elm
#

peice of piss

wraith tendon
#

The Face in the first pic looks like a: "But they promised me icecream ๐Ÿ˜ข "

terse elm
#

rectangles with about 5 sections,

#

all hand moved into place

#

then copied the faces and reversed them

thorny rapids
#

nice hat

#

here's my wip

#

just added stairs

terse elm
#

thats really nice dude

wraith tendon
#

gj blud, they look nice.

lavish mountain
#

Looks nice

terse elm
#

nice to see new buildings for a change

thorny rapids
#

ty guys

#

need some cambodian buildings

terse elm
#

nothing flash, only took me an hour to place and texture

twin urchin
#

so the scrim are just those 2D planes?

terse elm
#

yup

twin urchin
#

not baked or anything right?

terse elm
#

i manually made a normal map for them and baked an ambient oclusion

twin urchin
#

oh ok , looks good mate

terse elm
#

thx

bleak tangle
thorny rapids
#

the only thing i'd like to see on that hat is some alpha channel to make them look less like strands of paper

terse elm
#

yeah thats my next move

#

gunna add some fraying effects too

thorny rapids
#

sweet

terse elm
#

Im dreading making the vest and webbing to go with it

#

gunna have to learn rigging ๐Ÿคฆ

foggy finch
#

@bleak tangle neat, is there a quick way to switch out the lighting per world or is that using defaultlighting?

bleak tangle
#

That's a good question, and I haven't figured out a way to easily do that yet. For the images I just did a dump of Altis with inherited properties and copied that into DefaultWorld

foggy finch
#

the expanded defaultworld is in map_data I believe, unfortunately this would mean composing a new version to plugin with every update of the game

bleak tangle
#

I tried adding another world and then changing the initWorld, but whenever I use a value other than "" it gave an error

foggy finch
#

I havent poked around in there too much recently, I kinda gave up on terrain lighting stuff because of well documented reasons.

#

hmm I did manage to do something with that actually.

#

ah yes I #include my extracted cfgworlds(includes default/ca-worlds + stratis config into the bin/config.cpp), I also changed the bin/config.cpp CfgWorldList class to use an include where in I just defined the world class e.g. class Stratis{}; (easy to quickly add/del classes from included files than edit the main config every time) and in the commandline to launch modelviewer/buldozer I used the -world=Stratis parameter and did notice some changes in buldozer.

#

anyways, more food for thought for you ๐Ÿ˜ƒ

twin urchin
#

oh nice @bleak tangle - it would be nice to get a unofficial patch to get the colors right in buldozer

bleak tangle
#

Can do once the 1.68 dust settles ๐Ÿ˜›

#

Thanks for the info Uro, I'll give that a try

foggy finch
#

np man

twin urchin
#

wonderful , i can test that btw on my dev version ๐Ÿ˜„

#

wait you can change islands inside of the buldozer?

foggy finch
#

yes, remember TB uses the same executable as OB

#

it just uses a stripped down base version of the game

#

but by applying config level changes and using launch parameters it should be possible to load up an individual terrain inside model viewer

echo rain
#

guys educate me on that procedural ddo stuff and similar. if one has the normal map of the nice HK m4/m16 type weapon in apex, which we do with today's update, would that allow using those kind of tools to make more worn versions of it and spray painted ones with scratched off paint?

#

i realise you can do reskins either way but from videos i saw these tools detect edges based on normals and allow you to procedurally apply scratches and stuff there

twin urchin
#

well yes from normal map DDO gets curvature map so you can do whatever

#

but without ID map it can be difficult

echo rain
#

ID map?

twin urchin
#

ID map is a mask map that has color parts of each part

#

like polymer , metal and so on

echo rain
#

ah. ok

foggy finch
#

similar in look to an id mask for a multimat

echo rain
#

i was just wondering if it would be worth it to get a tool like that "temporarily" to do some fast reskins for that HK/SPAR weapon

#

and maybe the AK12. some good models in apex

foggy finch
#

the psd's have ID mask in one of the layers

#

you could just copy that out and use that for the ID mask

twin urchin
#

well somebody could fix that rvmat of Ak12

#

that isnt made out of chrome lol

echo rain
#

lol. good point

foggy finch
#

ah disregart that, its for the editor preview stuff

#

nope, actually there is ID layer

#

ID as opposed to ID_preview

echo rain
#

i'd just love a clean and simple reskin weapon mod that adds a bunch of nice pain jobs for different climates to all vanilla weapons. but i think they still haven't even added hidden selections to the katiba. too bad since i like the look of that gun a lot.

twin urchin
#

they should added hidden selections on everything

echo rain
#

yea that would be great. one could do a lot of things with vehicles and objects just mission side

tacit shard
#

Does anyone know if the way translations work with there model.cfg properties is different to rotations?

Basically I have an animation that is meant to go back 0.1m then across 1m. My animation type is translationZ which makes it move on the correct axis, but no matter if offset1 = -0.025; or offset1 = 0.025; it will still go forward.

woeful viper
#

you can ddo vanilla textures, but you dont have the model so its a stab in the dark how it looks and you cant do 3d-painting

polar fiber
#

Quite a few of the older BIS weapons don't lend themselves much to that kind of Quixel/SP workflow because they don't really have proper baked normal maps. So lack all the best edge/curvature data and rely on you painting the masks yourself to a greater extent

#

which isn't much fun without the models to look at as reference

woeful viper
#

true, many are just made with crazybump or similar diffuse->normal filters

fervent steppe
#

Hmmm Chrome AK...sounds hip

sinful root
#

Why stop at Chrome?

woeful viper
#

because we stay decend around here

sinful root
#

Gold, Nickel, Silver, Platinum, etc...

#

Gotta have one for every day of the week.

#

And for when you inevitably take the safety off the Gold one and gouge the receiver.

polar fiber
#

if only hiddenSelectionsMaterials worked properly

woeful viper
#

they do, at least for vehicles

fervent steppe
#

Does anyone know if proxies inside proxies work

#

I can't test it right now

#

So I figured I just ask lol

#

For furniture ๐Ÿ˜€

polar fiber
#

IIRC only in certain cases like weapons, and now pylons for aircraft

hollow fulcrum
#

depends on what you need it to do.

fervent steppe
#

Hmm. Shit. I just I could export all the furniture and add it to one proxy. Then it would literally be just one proxy.

hollow fulcrum
#

generally speaking does not work.

fervent steppe
#

I guess there's a few different ways to go out this

hollow fulcrum
#

ah the mighty populate the buildings scenario..

woeful viper
#

you could just assemble a proxy array and copy it over to p3ds... not quite as efficient but still a more quick method

fervent steppe
#

Yea. True

tacit shard
#

Does anyone know if the way translations work with there model.cfg properties is different to rotations?

Basically I have an animation that is meant to go back 0.1m then across 1m. My animation type is translationZ which makes it move on the correct axis, but no matter if offset1 = -0.025; or offset1 = 0.025; it will still go forward.

tacit shard
#

thats my animations, HM_Door05 does the bit that goes wrong (forwards instead of backwards) and HM_Door05B does the sideays part

polar fiber
#

Are you shutting down and restarting buldozer after changing the values before previewing? Sometimes it doesn't seem to update on the fly

tacit shard
#

Yes

#

Ive also completely reopened o2

#

Ive always restarted buldozer as Ive never had a model.cfg update change without restarting it

polar fiber
#

Otherwise, select Door05_AxisB press C and then Shift+C to centre the pin between the two points, then use the scale tool with -1,-1,-1 in the X,Y,Z fields

#

it'll invert the axis

stuck oyster
#

try using "Translation" and make memorypoint pair for axis selection

polar fiber
#

as goat says though, I use translation instead of translationX/Y/Z for anything

tacit shard
#

I have tried all of the animation types, and it is using a pair for axis selection.

#

yer I was originally using translation but tried Z because it was stil giving this issue

stuck oyster
#

you got the selection names right?

tacit shard
#

yup

#

checked that allready

#

let me try what da12th monkey said

stuck oyster
#

and you have tried flipping the memorypoints?

wraith tendon
#

Check if the Anim works in Bulldozer.

tacit shard
wraith tendon
#

Erm, check your .rpt

#

*reReadingChat*

tacit shard
#

yer I just generated an rtp file after turning of no logs will take a look at that if dar12th's idea doesnt work

wraith tendon
#

Okay, whats the Prob again?! oO

#

It animates "backwards"?

tacit shard
#

as you can see in the video it opens outwards. even if I set it as -1 in the model.cfg its meant to go inwards and then left not outwards then left

wraith tendon
#

flip the MemoryPoints

tacit shard
#

yer trying that now I flipped the wrong axis first time lol

wraith tendon
#

+Are you sure, that you are changing the correct ones? ๐Ÿ˜„

#

๐Ÿ˜„

tacit shard
#

yup, first one just made it go to the right so I undid that and flipped the other axis. Still went outwards instead of inwards.

#

I feel like im being an idiot here lol

#

but flipping the memory points seems to have made no difference. Oh and when I change the transformation value say from like 1 to 25 it doesnt change the animation at all either

#

it kinda feels like maybe its not using the updated config? but every other animation is

polar fiber
#

seems like your axis isn't valid for some reason

wraith tendon
#
class Door_3_rot
{
    selection = "Door_3";
    source = Door_3_source;
    axis = "Door_3-6_axis";
    offset1 = 1;
    offset0 = 0;
    type = "translation";
    memory = true;
    minValue = 0;
    maxValue = 1;
};
polar fiber
#

so it's just using global space

wraith tendon
#

example from one of my files.

tacit shard
#

other than the order ours seem the same, over than I define memory with 1; instead of true;

#

changing that hasnt had an impact either

polar fiber
#

as you should do

tacit shard
#

what I should have it as 1 or true?

polar fiber
#

1

wraith tendon
#

Yep, Numbers only

polar fiber
#

true/false usually requires you to define them as such beforehand

wraith tendon
#

Btw

tacit shard
#

ok yer so I had it right

wraith tendon
#

What tool do you use to pack?

#

(pls tell me AddonBuilder ๐Ÿ˜„ )

tacit shard
#

Mikeros pboProject, but this issue is in bulldozer not in game

wraith tendon
#

damn ๐Ÿ˜„

#

wut?

tacit shard
#

lol yer I learnt a long time ago not to use addon builder lol

wraith tendon
#

๐Ÿ˜„ goood

tacit shard
#

well like I havent put it in game fully yet, Ive been trying to fix the animation in bulldozer

#

ok I am almost 100% certain that it is not using the right part of my model.cfg

#

as I just changed that part to max at 0.5 instead 0f 0.1 now from 0 -> 0.5 it does its usual thing. then it goes sidewards and diagonal

#

excuse my spelling lol

wraith tendon
#

As i mentioned before: Are you sure, that you edit the right selection?

tacit shard
#

yes, its Door05 as the name is of that part, and the axis is Door05_AxisA

#

my only thought is that do I need to define it as a parent of itself? because its a two stage animation?

wraith tendon
#

mom

#

model.cfg:

class CfgSkeletons
{
    class Default
    {
        isDiscrete=1;
        skeletonInherit="";
        skeletonBones[]={};
    };
    class 2017_barr_Skel: Default
    {
        skeletonInherit="Default";
        skeletonBones[]=
        {
            "Door_1","",
            "lock_bar","Door_1"
        };
    };
};


class CfgModels
{
    class 2017_barr_door
    {
        skeletonName="2017_barr_Skel";
        sectionsInherit="";
        sections[]=
        {
            "Door_1",
            "lock_bar"
        };
        class Animations
        {
            class Door_1_rot    { source = "Door_1_source";        selection = "Door_1";    axis = "Door_1_axis";    angle0 = 0;        angle1 = (rad 90);    minValue = 0.2;    maxValue = 1;    type = "rotation";        memory = true;    sourceAddress = "clamp";};
            class lock_bar_Rot    { source = "Door_1_source";        selection = "lock_bar";    axis = "lock_bar_axis";    offset1 = 1;    offset0 = 0;        minValue = 0;    maxValue = 0.2;    type = "translation";    memory = true;    sourceAddress = "clamp";};
        };
    };
};```

-----------------
config.cpp:
```cpp
class CfgVehicles
{
    class 2017_BarricadeItems;
    class 2017_barr_door: 2017_BarricadeItems
    {
        scope = 2;
        scopeCurator = 2;
        displayName = "Barricade: Door Single";
        model = "\2017\buildingassets_2017\barricading\2017_barr_door.p3d";
        
        armor = 50;
        armorStructural = 1;
        damageResistance = 0.004;
        
        class AnimationSources
        {
            class Door_1_source        {animPeriod = 2; initPhase = 0; source = "user"; sound = "GlassBigDoorsSound"; soundPosition = "Door_1_axis";};
            class lock_bar_source    {animPeriod = 2; initPhase = 0; source = "user"; sound = "GlassBigDoorsSound"; soundPosition = "lock_bar_axis";};
        };
        numberOfDoors = 1;
    };
};
#

@tacit shard

tacit shard
#

Right i get that but its the same selection just two animations ?

wraith tendon
#

Same source

#

uh, wait. stop.

tacit shard
#

Yup

#

Ok

wraith tendon
#

Need to gather some stuff from my old files together, picked the wrong files above ๐Ÿ˜„

tacit shard
#

Ok ima be heading to bed put if you tag me here or pm me i will take a look in the morning

wraith tendon
#

*edited - too lazy to change the names from 2017 to neutral =}

#

@tacit shard There you go

tacit shard
#

Cheers and thanks for all the help so far :)

wraith tendon
#

If that above don't work -> You fkd smth up in your model.

fervent steppe
#

fkd smth?

foggy finch
#

something*

fervent steppe
#

i know..i wanted to see if he would type it out ๐Ÿ˜‚

#

lol

wraith tendon
#

fu

fervent steppe
#

haaaaaaaaaaaaaaaa

foggy finch
#

lol

lethal wadi
#

is there a way to apply a texture so that it can be viewed in OB

polar fiber
#

make sure the textures pathed on the model are the original .tga and not .paa (maybe .png works too, but I only ever use tga). turn on direct3d mode in the viewport (button looks like a blue/black circle with a yellow X if I remember correctly) and the texture button to the right of it, and then the solid faces mode on instead of wireframe

tacit shard
#

Ok so I have tried all previous suggestions to my issue so if anyone has any other ideas it would be much appreciated;

Basically my issue is that no matter what do the door opens forwards (as in comes towards the camera) instead of backwards which is what I want it to do so it will hide behind the cabinet to the left

Config.cpp --> http://pastebin.com/aNUbAHgY
Model.cfg --> http://pastebin.com/QSPRAQa0
Resolution Named Selection --> http://i.imgur.com/KZSNoBI.png
Door05_AxisA: http://i.imgur.com/Dl5Kn4N.png
Door05_AxisB: http://i.imgur.com/ae33hsQ.png
Door05_Trigger: http://i.imgur.com/wXWBRJL.png
Video: https://www.dropbox.com/s/ehk259ohqs6xvwv/2017-03-16_23-00-59.mp4?dl=0
Bulldozer RPT File: http://pastebin.com/1P8wKyfR

#

If any other information is needed please let me know

cinder pivot
#

anyone know how to flip around where the character is for a ladder w/o flipping the entire model

#

anyone know how to flip around where the character is for a ladder w/o flipping the entire model

#

@tacit shard you basically want it to go back instead of forwards?

tacit shard
#

It also seems to only respond to certain edits of the model.cfg, as in changing the offset value has no effect. (weather its 1 or 1000 it travels the same distance) changing the rotation type seems to have an affect however changing it from its current translationZ to translation causes it not to move at all until part 2 of the animation starts.

#

@cinder pivot yes but no matter what I try it goes forwards

#

It also seems to only respond to certain edits of the model.cfg, as in changing the offset value has no effect. (weather its 1 or 1000 it travels the same distance) changing the rotation type seems to have an affect however changing it from its current translationZ to translation causes it not to move at all until part 2 of the animation starts.

#

It also seems to only respond to certain edits of the model.cfg, as in changing the offset value has no effect. (weather its 1 or 1000 it travels the same distance) changing the rotation type seems to have an affect however changing it from its current translationZ to translation causes it not to move at all until part 2 of the animation starts.

#

@cinder pivot yes but no matter what I try it goes forwards

wraith tendon
#

@cinder pivot
Player . TopPoint of ladder . Player
Player . BottomPoint of ladder . Player

cinder pivot
#

@wraith tendon wat

wraith tendon
#

player / \ player
player | player

tacit shard
#

I cant seem to send msgs on my pc now. Yed @cinder pivot but it wont do it no matter what i do (eg. - value or invert axis)

#

It also seems to only respond to certain edits of the model.cfg, as in changing the offset value has no effect. (weather its 1 or 1000 it travels the same distance) changing the rotation type seems to have an affect however changing it from its current translationZ to translation causes it not to move at all until part 2 of the animation starts.

#

@cinder pivot yes but no matter what I try it goes forwards

#

oh ok now they went through...

wraith tendon
#

Better then paint ๐Ÿ˜„ \o/

#

(have i mentioned, that i suck at describing? ๐Ÿ˜„ )

cinder pivot
wraith tendon
#

TopView?

cinder pivot
#

the mouse is at the start/end

#

yea

wraith tendon
#

Move the bottom of the Ladder Upwards

#

(in this pic)

#

So, the starting point.

#

If you have a 90ยฐ angle, its kinda like random

cinder pivot
#

I drew my problem on that link @wraith tendon

wraith tendon
#

๐Ÿ˜„

cinder pivot
#

@tacit shard forget the door sliding left and right, can you make an animation to make it move back at all?

wraith tendon
#

Check it again @cinder pivot

tacit shard
#

no @cinder pivot I cant

#

it seems to only go forwards

cinder pivot
#

@wraith tendon yoo thx I get that drawing

#

haha

wraith tendon
#

๐Ÿ˜„

cinder pivot
#

restarting arm

wraith tendon
#

How do you fkn describe that? ๐Ÿ˜„

cinder pivot
#

idk lol

#

the picture worked

tacit shard
#

Even if I get rid of the seccond part of the animation I cant get it to go backwards?

wraith tendon
#

@tacit shard Do something else, then return to it a few days later.

tacit shard
#

however if I do that It does then get affected by me changing the offset value

#

@wraith tendon I want to lol, but this is my last blender project before I move onto learning 3ds max and I need it finished

#

I even took a week break from it but still couldnt figure it out

cinder pivot
#

forget the second part of the animation

wraith tendon
#

Just pause that one for a bit.

cinder pivot
#

just make it go backwards

tacit shard
#

it cant andrew

#

It just wont.

wraith tendon
#

You are getting blind for the error right now, if you constantly look at the same thing for days.

tacit shard
#

yer you got a point Dscha

stuck oyster
#

the ladder points cant be straight up they need a slight angle between them.

wraith tendon
#

even if you see it, you just don't recognize it.

#

Erm... yeah.... thats how you can describe it goat ๐Ÿ˜„

stuck oyster
#

๐Ÿ˜„

cinder pivot
#

haha I guess so

#

making a ladder trapdoor thing like rust

#

but arma is dumb so gotta hack it

tacit shard
#

omg im so salty rn soz caps lol

cinder pivot
#

?

wraith tendon
#

rn?

tacit shard
#

so I dont know how exactly this worked

cinder pivot
#

right now

tacit shard
#

but I went back in blender

#

and flipped the normals of one of the vertices

#

and it went backwards

#

its working!

cinder pivot
#

lol

wraith tendon
#

Oh my

#

gg then

tacit shard
#

thank you everyone who gave suggestions I cant believe it was something so stupid lol, I didnt even know that could effect it tbh

cinder pivot
#

@wraith tendon works now thx ๐Ÿ˜„

wraith tendon
#

Paypal Link and invoice comes later =}

tacit shard
cinder pivot
#

ill just come to you and have you draw me pictures

wraith tendon
#

rgr

foggy finch
#

you flipped the face to make it face the other way and your animation goes the opposite way from when it was facing you, that exactly what you would expect to happen. only issue is now your faces are reversed.

#

you could have changed maxValue = 0.2; to be maxValue -0.2 and that should have moved the door in the opposite direction

cinder pivot
#

wtf arma, ladder works but now useractions near it don't appear

foggy finch
#

is your start point on the floor?

cinder pivot
#

nope, I can try moving that up

foggy finch
#

on1 needs to be raised to approx player waist height iirc

#

apply the same adjustment to the off1 selection also, since it will have the same problem at the top

wraith tendon
#

โ˜ ๐Ÿ‘Œ

foggy finch
#

note: the top point is slightly further to the right than the bottom point, this dictates the way the player is facing while on the ladder

#

I did have a helper image for that, but ibf if I can find it

cinder pivot
#

so confusing

foggy finch
#

it is initially, once you've done a few you'll be like wtf np

cinder pivot
#

no no, I got the ladder part working but

#

if I look at the ladder and get the climb up/down option

#

it wont allow me to open nearby useractions

foggy finch
#

you have to be looking at them though

cinder pivot
#

I am

#

they like appear/reapear

foggy finch
#

are these for doors or something?

cinder pivot
#

yea

foggy finch
#

my ladder with hatch above it, for example I had to increase the radius = 3; because of derpyness on the roof trying to access it

cinder pivot
#

thats what im lookin at

#

thx

foggy finch
#

np

cinder pivot
#

@foggy finch that was it thx - 2.5 to 3 radius

#

arma ๐Ÿ˜ฆ

foggy finch
#

hehe glad you got it sorted ๐Ÿ˜ƒ

#

at least the parameter exists so you can tweak it, else a lot of things would not be possible ๐Ÿ˜ƒ

cinder pivot
#

yea

wraith tendon
#

But hey, don't even think about that the Hatch will stop you from climbing through it, when you are on the ladder.

cinder pivot
#

@foggy finch how did you solve that one ^ ? haha ๐Ÿ˜„

wraith tendon
#

We didn't. Its just not possible.

#

I remember that someone from BI wanted to take a look at it... about 1 Year ago or so?

cinder pivot
#

exactly, which is why I gotta do a hacky solution

#

๐Ÿ˜ฆ

woeful viper
#

eachFrame handler with intersect check wether character geometry was hit ๐Ÿ˜„

#

on every hatch. problem solved.

cinder pivot
#

lol

wraith tendon
#

omfg

foggy finch
#

I created an issue and supplied infos + working model for them as repro, no light been shed on it as yet

wraith tendon
#

Do you remember who wanted to take a look at it?

foggy finch
#

razazael iirc, sec ill get the fb link

cinder pivot
#

could you possibly not show the ladder actions if an animation isn't 1; or something

wraith tendon
#

Yep

#

Hide

foggy finch
cinder pivot
#

hide

wraith tendon
#

But: If you close the hatch and hide those points -> Baddddd idea.

#

1 Year ago

woeful viper
#

thats how you get access to the secret dimension in arma

wraith tendon
#

To Platform 9 3/4?

cinder pivot
#

no..

#

to the desktop

#

with "Arma has run out of Memory 00000x00"

#

haha

wraith tendon
#

sucks to be you.

woeful viper
#

andrew just didnt press the secret key combination in the correct timing... otherwise he would have got to the secret dimension

foggy finch
#

^ ๐Ÿ˜‰

cinder pivot
#

I have failed ๐Ÿ˜ข

foggy finch
#

you havent failed, your just not there yet ๐Ÿ˜„

woeful viper
#

"there is no try. there is "do" and there is fucking up royally. And you are fucking up royally" << palpatine 2015

cinder pivot
#

haha

woeful viper
cinder pivot
#

Little mean pepper shaker

#

10/10

frank helm
#

Question about ai pathing. I've been referencing the a3 house sample and I cannot see anywhere in the config.cpp or model.cfg anything relating to the path lod. Is this correct? Do the ai just follow the path you place in the model with no config needed?

foggy finch
#

yep its done with that lod and its named selections

frank helm
#

Ok cool. Thanks dude. That's one building completed then. Ready for ai and doors working.

wispy orchid
#

question on object builder: I messed up my views in object builder and the side and 3d views (four views) are gone off screen. Can I somehow re-instate the original screen layout

polar fiber
#

@wispy orchid restarting OB doesn't reset it to four views?

#

F9 resets to four views normally

wispy orchid
#

unfortunately neither works, the view was formerly already a bit strange, not centered but off to the top

woeful viper
#

make the application windowed and resize it (very small for example) that usually breaks all the formatting

#

unless you mean the viewport center in 3d space

polar fiber
#

Is "start in four views" ticked in options?

wispy orchid
#

yes, start in four views is marked, resizing the application window shuffles the menu and existing toolboxes around, but the 3d views are gone. Thanks for the suggestions!

round cove
#

I'm having an issue that I can't really seem to find much onfo onwhen I have googled it, my custom proxies appear in the correct place when I view them in buldozer, however when I get in game they are not in the correct position at all.

#

Anyone have any ideas?

tacit shard
#

Does anyone know why the obfuscate option is greyed out on Mikeros pboProject? Its been like it since I downloaded (I have reinstalled and updated)

wraith tendon
#

payedOnly

tacit shard
#

Does anyone have a link to a tutorial on how to set up a CfgAnimationSources for custom door sounds?

late root
#

quick question making a custom character model. Is there any info on doing eyes?

cinder pivot
#

@tacit shard class AnimationSources { class TrapDoor_Source { source = user; initPhase = 0; animPeriod = 2; sound="GenericDoorsSound"; }; };

tacit shard
#

sorry i meant CfgAnimationSourceSounds

#

but think igot it

#

does anyone know if its possible to make custom imapcts? like in the materials you apply to your fire geometry to make it give a wood impact and the correct thickness. Is it possible to create a custom impact visual/sound
impact="hitWood";
soundHit="Wood"; <-- these things from the bisurf files

frank helm
#

ok, Slight little issue with ai pathing again. My units seem to now want to open the doors, they just walk straight through them. All the weights are there, the named properties are there, the named selections are there, I can't seem to work it out. If I go up to the door I can't get through it unless I open it.

late raft
#

I've seen AI walk through vanilla structures

#

The doors, at least.

frank helm
#

yeah I thought that too, but I put down the vanilla bungalow and ai opened the door on it and walked through to the position I gave it.

#

The named positions for actionbegin_1 and actionEnd_1 are there on the path lod, but the ai don't use it.

foggy finch
#

tried removing the underscores from the selections?

frank helm
#

sorry that was my typo, I have it like that already.

#

actionbegin1

#

they seem to recognise the positions on the path no problem. Although if on a roof they don't seem to recognise the positions I give them on the ground floor. Also, the positions don't show up through walls?? I don't work with AI much and give postions etc, so it's not something I recognise as a common occurance.

#

Anyway, its ........Fuck me, its 4am. lol I'm off to bed.

round cove
#

I'm having an issue that I can't really seem to find much onfo onwhen I have googled it, my custom proxies appear in the correct place when I view them in buldozer, however when I get in game they are not in the correct position at all.
Anyone have any ideas?

stuck oyster
#

custom proxies on what?

round cove
#

A vehicle

stuck oyster
#

pictures could help. Are you trying to animate them?

round cove
#

I position the character model in blender using pose mode, I then export it as 3ds to make the proxy file. I export the RTM and apply it to the proxy file. I get them positioned perfectly in buldozer but when I go in game they are not in the same place

#

Not sure if thats the right way to do this as I'm new to custom animations/proxies

stuck oyster
#

ah well you see its already a different matter than I thought it was.

#

always good to start with exactly what you are doing.

#

how do you position them?

polar fiber
#

Load the character model in ObjectBuilder and import the .rtm on that. Select the keyframe you want and then delete the others. Save the .p3d as it is in OB. The the 0,0,0 position of the grid is the centre of the proxy and the centre of the .rtm animation that the character will use ingame

#

The model you path the proxy to in the vehicle is pretty irrelevant since ingame they just use the driverAction/gunnerAction etc. and only refer to the proxy's vertex for positioning

round cove
#

Will give it a go, thanks for the help!

tacit shard
#

statement = "this animate [""HM_Door05"", 1]; && this animate [""HM_Door05B"", 1];"; does anyone know how to set this up correctly so that it plays both animations? I currently get 'this animate ["HM_Door05", 1]; && this animate ["HM_Door05B", 1];' Error invalid number in expression

wraith tendon
#

this animateSource *stuff
e.g.
this animateSource ["Door_1_Source",0];

tacit shard
#

what so I need to use that instead of this animate if I want more than one animation to play from 1 user action?

cinder pivot
#

Same source in model cfg and same min max

#

When you animate the source it will run both

#

@tacit shard

tacit shard
#

thanks

flat flare
#

Anyone know why my buldozer flashes like its trying to give me a seizure when i change the time?

polar fiber
#

It does that for everyone

#

instead of dragging the slide bar, you have to click on the bar in the position you think you want

#

hold the mouse button down on it for slightly longer than a simple click

#

but once you move time, positions on the bar don't seem to be consistant

flat flare
#

That helps! Thanks alot

round cove
#

Anyone know how I can hide the weapon of a certain turret slot on a vehicle?

woeful viper
#

be more specific. what needs hiding and when

round cove
#

Its fine, got it sorted. Just used 'hideWeaponsGunner = true;' on the turret slots I needed the weapons to be hidden

tacit shard
#

Does anyone know how to make a sound effect louder? I have a sound effect for a wall that lowers but its really quiet. Its quite loud of game (the wav file) but barely has any sound in game. I have a lift set up on the same object using same config thats perfectly fine

frank helm
#

Still have my ai not opening the doors. This is really annoying! It's the only thing they are not doing. They follow the paths fine they just don't wanna open doors. : (

wraith tendon
#

hmm... anyone?
Arma 3 failed to start (Error Code 86)
+
"External Viewer: Attach failed. No viewer found"

tacit shard
#

Your bulldozer location set correctly in o2 options?

#

@wraith tendon P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noAsserts -cfg=buldozer.cfg I think it should look like that in your o2 options

wraith tendon
#

Yep

tacit shard
#

hmm I recall having that issue a while ago and cant remember what I did to fix it.

wraith tendon
#

Same here -.- That was about a year ago, i had that prob.

tacit shard
#

wait is that when you click: other > attach or just start/restart

polar fiber
#

Try restarting Steam

wraith tendon
#

already did Monkey + Of course Bulmer

#

Start -> InstCrash... -.-

#

+after that -> "External Viewer: Attach failed. No viewer found" (of course, he just crash... silly OB)

tacit shard
#

hmmm

#

you have bulldozer in your P: drive right? Or maybe try setting it up to use your actual ARMA install

wraith tendon
#

Already did. I gave up for today and went back to the scripts.

tacit shard
#

Ah fair enough, I will let you know if I remember how I fixed it sorry I cant help much

wraith tendon
#

np

tacit shard
pseudo elbow
#

shows if buldozer is ready

#

red when it is loading updated geometry from OB after you changed something

round cove
#

Wow, I didn't even know that

#

Thanks @pseudo elbow ๐Ÿ˜ƒ

tacit shard
#

Pretty cool, cheers

round cove
#

Does anyone know how to make a custom vehicle smoke launcher, so instead of the normal smoke screen, it fires out yellow smoke instead

stuck oyster
#

you'll need to make new ammo class for new smokelauncher ammo.

round cove
#

Alright, just want to get this issue sorted first. I'm having an issue where when I fire the smoke launcher from the vehicle, the sounds plays and the mag count drops but no smokes appear. YOu have any idea why?

#

My model has a custom model cfg and custom animation sources, not sure whethere that'd affect it or not

stuck oyster
#

some other mods running? something must have broken the smokelaunchers fired eventhandler

#

or youre not inheriting it properly

round cove
#

How would I got about inheriting it properly? I think that might be the issue

woeful viper
#

27 animations for a simple jet thrust vector nozzle... and that doesnt even include afterburner unhiding and unscaling or spinning turbine decals. fml. really hope i'm not going to run into any limit on 3 engine plane

fervent steppe
#

@tacit shard take a look how they do it in a3 with a function. It's much easier.

#

Pull up the sample config for the house

tacit shard
#

@M1lkm8n#8907 are you talking about for two animations at once?

fervent steppe
#

yea

#

its pretty easy to do

#

statement = "([this, 'Door_8','Door_8_Handle','Door_8_Handle_2','Door_9','Door_9_Handle','Door_9_Handle_2'] call Jbad_fnc_Doors_open)";

#

but you need the function as well

#

which for that since there are multiple animations is this one

#

(_this select 0) animate [(_this select 1), 1];
(_this select 0) animate [(_this select 2), 1];
(_this select 0) animate [(_this select 3), 1];
(_this select 0) animate [(_this select 4), 1];
(_this select 0) animate [(_this select 5), 1];
(_this select 0) animate [(_this select 6), 1];

#

all that animates the two doors and the door knobs moving up and down

tacit shard
#

Right i think i tried that when i first got into modding and couldnt get it to work. Will have to give it another shot now, thanks for the info

wraith tendon
#

@M1lkm8n#8907 Thats outdated

fervent steppe
#

how do u mean

#

its still being used as far as i can tell

wraith tendon
#

Can be done with one animateSource command directly in the Statement part

white jay
#

there should be a example of what is needed in the model.cfg, if you need some help just hit me up

tacit shard
#

Is it possible to have a different sound play on closing the door than when you open it

cinder pivot
#

I dont think so, unless you did some arma hackery

tacit shard
#

ahh that sucks Im not satisfied with there not being an impact sound when you close it but it would sound wierd if there was one when it opens

cinder pivot
#

Well

stuck oyster
#

sure you can

cinder pivot
#

You could use playsound

#

On each condition

stuck oyster
#

^^ this

cinder pivot
#

But one based on the animation source, I dont think so

#

Thats what I was thinking of hacky methods, but you would have to just manually play a sound @tacit shard

tacit shard
#

right so for the condition where i have animateSource I could also put in a play sound argument there?

cinder pivot
#

Yea

tacit shard
#

wait the condition or the statement?

#

cos isnt condition the check weather the door is openm

#

and the statement is what it does

#

condition = "this animationPhase ""HM_Door01"">=0.5";
statement = "this animateSource [""HM_Door01_Rot"", 0];";

cinder pivot
#

Statemenr

#

Statement: so "this animateSource ['HM_Door01_Rot',0]; playSound3D DoorClose01;"

#

Also you can use ' instead of "" - I just find it easier and cleaner for my configs

tacit shard
#

Ok so I have a sound called Wood_DoorOpen_01 so my statement for the open door would be:
statement = "this animateSource ['HM_Door01_Rot', 1]; playSound3D Wood_DoorOpen_01;";
and so then I get Wood_DoorClose_01 and my statement for closing would be:
statement = "this animateSource ['HM_Door01_Rot', 0]; playSound3D Wood_DoorClose_01;";

#

Would the sounds need to be defined under CfgAnimationSourceSounds or CfgSounds @cinder pivot

cinder pivot
#

CfgSounds I think

#

Dont use that command though

#

Wrong one @tacit shard use -> this say3D sound01;

#

The one I gave you on accident would play the sound on all clients

#

Haha

tacit shard
#

so statement = "this animateSource ['HM_Door01_Rot', 0]; this say3D Wood_DoorClose_01;";

cinder pivot
#

Yea should work

tacit shard
#

Ah lol yer that would of been bad

#

but good to know that may come in useful later, thanks for the info gunna try it out now

cinder pivot
#

@tacit shard I think say3D might be local only as well, I dont remember and its early morning + im at work so I cant check for you.. - but if it is local then playSound works but all volume controls etc would have to be done via the config

tacit shard
#

Ok so if I do say3D it will only play on the client who presses it (possibly), and playSound will play it from the origin point but controls are done in the config for the sound or for the statement?

cinder pivot
#

Pretty sure

#

Say3d you can pass params to and deal with sound, length you can hear it etc but I think its local only

tacit shard
#

right I think I get what your saying so its controllable to how far, how loud and all that but it will only be heard by the person who activates the sound

cinder pivot
#

Yea

tacit shard
#

hmm so I think Ive set it up right but I dont hear anything in game two secs ill get the cfgs

#

class HM_Door03_Open
{
displayName = "Open Door";
position = "Door03_Trigger";
radius = 3;
onlyForPlayer = 1;
condition = "this animationPhase ""HM_Door03""<=0.5";
statement = "this animate [""HM_Door03"", 1]; this say3D Wood_DoorOpen_01;";
};
class HM_Door03_Close: HM_Door03_Open
{
displayName = "Close Door";
condition = "this animationPhase ""HM_Door03"">=0.5";
statement = "this animate [""HM_Door03"", 0]; this say3D Wood_DoorClose_01;";
};

#

CfgSounds:
class Wood_DoorOpen_01
{
name = Wood_DoorOpen_01;
sound[] = {"cgrr\rr_data\data\Wood_DoorOpen_01.wav", .7, 1};
titles[] = {};
};
class Wood_DoorClose_01
{
name = Wood_DoorClose_01;
sound[] = {"cgrr\rr_data\data\Wood_DoorClose_01.wav", .7, 1};
titles[] = {};
};

cinder pivot
#

PlaySound will just play it with w/e settings there are

#

Did you try playSound with that?

tacit shard
#

will try that no w

#

now*

cinder pivot
#

Instead of say3d and let me know if that works

tacit shard
#

ok just packing it now will let you know

cinder pivot
#

I do notice that your sound cfg has a .7.1 in it

#

Typo?

#

Sorry .7,1

#

Should be 0.7 instead of .7

#

Need a 0 infront of a decimal because arma

tacit shard
#

let me try that as well cos I looked at I believe the aussie sounds .pbo for refference

#

but I just got an error that I need to check two secs

foggy finch
#

you know you can do door sounds entirely by config without having to use playsound/say etc ?

tacit shard
#

yer I want two different sounds @foggy finch one when it opens one when it closes

foggy finch
#

np

#

gimmie a sec and ill pastebin something for you

tacit shard
#

ok cheers

#

'this animate ["HM_Door03", 1]; this playSound Wood_DoorOpen_01;' Error missing ;

foggy finch
tacit shard
#

before play sound it has a straight line, # then another straight line

foggy finch
#

there you go, purely config, no scripting needed

tacit shard
#

oh nice, that should be much easier. thanks for that @foggy finch

#

and thanks @cinder pivot for your suggestions as well

foggy finch
#

save a lot of needless rigging within individual models

tacit shard
#

yer gunna try that now thx again

#

for your soundPosition have you made a vertex point to define that

foggy finch
#

the classes within your cfganimationsourcesounds need to stay as doormovement/openthedoor/slamthedoor, since those are used globally by open door code

tacit shard
#

ok so I cant change the names of what I put inside the class it calls

foggy finch
#

my_house_sounds is your unique sound class, the stuff inside it needs to keep those classes yes

#

you can change your unique class to be anything you want

#

just remember to add your own tag to it, because could cause issues if you dont

tacit shard
#

ok thats perfect then, thanks for telling me that though cos I had renmaed some things like DoorMovement to WallMovement

foggy finch
#

you can use it for milti-stage animations aswell by using soundposition, for example quad sliding doors so the sounds play as each door opens and the animation progresses

#

which overall results in much less config/code/script

tacit shard
#

ok that should be pretty useful thanks for all the info

foggy finch
#

np

#

iirc the test_house in samples uses the same system, its just not explained in depth there

cinder pivot
#

Thats really cool, didnt know they had config like that

#

Thx for the info @foggy finch

foggy finch
#

no problem ๐Ÿ˜ƒ

tacit shard
#

Works great, thanks for that just gotta try and find some good movement sounds now

cinder pivot
#

So it strings 2 sounds together when you open/close?

foggy finch
#

1st array is the sound, volume/etc
2nd array is an array telling it which sounds and what order to use them
this is from the genericdoorsound class the game uses for doormovement class

        {
            loop = 0;
            terminate = 1;
            trigger = "(phase factor[0.05,0.10]) * (phase factor[0.95,0.9])";
            sound0[] = {"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak1",1,1,20};
            sound1[] = {"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak2",1,1,20};
            sound2[] = {"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak3",1,1,20};
            sound3[] = {"A3\Sounds_F\environment\structures\doors\GenericDoors\squeak4",1,1,20};
            sound[] = {"sound0",0.25,"sound1",0.25,"sound2",0.25,"sound3",0.25};
        };```
#

the open/close doors are generally only 1 sound sample

#

that how you get the different squeaking sounds when the door opens

#

a3\sounds_f\config.cpp line 1421 and onwards is where I pulled that from ^

tacit shard
#

oh wow so you can have a random chance of each door opening

#

thats pretty cool

woeful viper
#

i dont get it... i have a skin weighted piece and the sum of weights for each vertex is 100 (max). When in Arma, i get dozends of errors in rpt
Warning: k40_v_air\vehicles\thunderbolt\thunderbolt_test.p3d:0, vertices of bone enozzler_03clock are shared with parent bone enozzler_base
Warning: k40_v_air\vehicles\thunderbolt\thunderbolt_test.p3d:0, vertex: 14288, sum of weights is 30, should be 100
etc

round cove
#

I have the default smoke launcher weapon enabled on my vehicle, however when I fire it, the mag count goes down but no smokes appear. Anyone know why?

stuck oyster
#

@round cove are there any other mods running or does your mod change default vehicles? Do vanilla Arma vehicle smokelaunchers still work or is it just yours?

round cove
#

Yes vanilla arma works and I don't have any other mods, I think it may be a problem with me inheriting the weapon

stuck oyster
#

That must be it then since there is no other factors affecting it.

round cove
#

You know how I'd go about inheriting it properly?

stuck oyster
#

probably depends how you are doing it now.

#

maybe pastebin your config and link it here

round cove
#

I'll pm you @stuck oyster

stuck oyster
#

just paste it here. others can take a look too

tacit shard
#

Does anyone know why my obfuscate button is greyed out on Mikeros tools?

#

Let me know if you need any information but its been like it for my last I think two or three installs of it

stuck oyster
#

you got the free version or the subscriber version?

tacit shard
#

free

#

do you need the sub version for obfuscating

stuck oyster
#

yes.

#

when in doubt read mikeros readme.

cinder pivot
#

Pay a goat as tribute

#

๐Ÿ

spiral void
#

Does anybody know if a good fir tree already has been created by someone in the community? I'm thinking of something like this:
http://www.asergeev.com/pictures/archives/2012/1083/jpeg/25.jpg
Important characteristics: bottom third of the tree hardly has any fir needles, not very dense anywhere, plenty of branches (but see through) for coverage.
Good game fir tree asset can also be spotted in The Hunter: call of the wild
https://c1.staticflickr.com/1/581/32820588561_ddb710f2b4_o.jpg
If you know a good one created for Arma, let me know ๐Ÿ˜ƒ otherwise I'll have to make one myself but I rather not.

woeful viper
#

unlikely. there was very little new custom vegetation made for A2. none for A3 to my knowledge

rich trail
#

Is there any way to generate the inventory picture for an item, or must I create it myself?

woeful viper
#

self

rich trail
#

Nice.

fervent steppe
#

Someone bought silvador win32shel. I think. Don't know if he's actually made a community tree pack tho

cinder pivot
#

Would be interesting to see them

lavish mountain
#

One of my mates has it on his dongle

cinder pivot
#

Which?

lavish mountain
#

Dunno if its a mistak

#

Silvador

foggy finch
#

im glad you defined just what he had on his dongle ๐Ÿ˜‚

lavish mountain
#

He was really surpised about it when he found ot

#

Well when he found out it was lacking what he actualy bought

bleak tangle
#

Do none of the trees from A1 or A2 meet that description? What about TOH trees?

cinder pivot
#

@lavish mountain what does it lack?

lavish mountain
#

It did lack VBS 3 PE but that is has been fixed

cinder pivot
#

Might have been some decent a2 trees from chernarus summer pack

#

Oh I thought you meant the tree service

fervent steppe
#

@tacit shard i just converted one of the houses to the new animatesource...it took a statement that would use 4 calls to animate two doors and a handle down to only one call

#

and its all done directly in the main config..no need tp use the call command

#

now i have to config the rest of the damn assests ๐Ÿ˜ƒ

cinder pivot
#

gl

#

hf

wraith tendon
#

@fervent steppe It's a nice command, aye? ๐Ÿ˜„ You can do pretty nice (and easy) complex anims-Cycles now

fervent steppe
#

yep

#

i like the lessen of the drawn calls

#

thats pretty cool

#

i'll fool around with it more as i change over all the animations

tacit shard
#

Yer its definetly better than how I remember doing it

outer condor
#

LODU makes custom vegetation for A3 (and has done for A2/OA) - ref Faces of War/HiP and shared unreleased WIP screenshots

halcyon wren
#

Someone said Silvador? I pity the fool.

#

I did make custom vegetation for A3, but never released it. It's a PITA, but possible. Most time will be spent adjusting the shading and rvmat, tho. Thats what killed my interest in it.

frank helm
pseudo elbow
#

Shouldn't you have different doors indoors?

frank helm
#

haha, yeah but it is just a test for now, thats the only building in the pack that has that much work applied.

#

I have noted that I need to change the inner doors textures.

echo rain
#

seeing you dance around those door actiosn makes me want to strangle a kitten. i hope they'll work with one button door mods

foggy finch
#

might need to play with the ranges on them and fine tune them

#

please stop @echo rain from strangling those kittens

echo rain
#

i'll strangle one every hour until them doors are fixed

foggy finch
#

lol

frank helm
#

lol! I hate cats

#

anyway, gimme a break its the first time I worked out something like this. Uro, which ranges are you talking about, the axis or the trigger? The trigger is default

foggy finch
#

the range defined in the opendoor_X useraction in the objects config.cpp

#

radius = 2; // Range around the above defined point in which you need to be to access the action.

#

is in meters

#

the roof door in your video for example, appears to have a very short range.

frank helm
#

ah ok, well, the only thing I changed from the sample configs was the degrees in which the doors rotate. So these are no different to the ones in the vanilla game.

#

they are set at 1.5

I'll make it 2

wraith tendon
#

And thats why i hate the ActionMenu Option -.-

echo rain
#

@frank helm it's more arma's fault than yours. doors are always finicky. in Enhanced Movement i have a small interaction feature that uses the actual door geometry to detect the action. so when you close it you need to look at the actual door and not the hole in the wall.

hard to play without it now

shell moat
#

quick question -- after the update I set my modding tools back up, everything works fine except in O2 bulldozer no textures nor materials are shown -- is there a hotkey or something I'm missing (bulldozer is running from arma3.exe and works fine, including textures in Terrain Builder).

frank helm
#

@badbenson#0154 cheers for the insight.

wispy orchid
#

When setting up arma 3 tools and you end up with an empty P drive and object builder complains about missing PhysX3_x86.dll and others, what might have gone wrong?

polar fiber
#

Trying to install P:\ to the tools folder?

fervent steppe
#

@echo rain but I like the hole in my wall. It's my favorite

wraith tendon
#

1 is enough (bunker4life), everything more is luxus.

fervent steppe
#

@wraith tendon damn you. I was perfect happy in my ignorance not knowing about animatesource. Now I have to change all my configs ๐Ÿ˜‚

#

I'll tell you tho. I've change a few models so far and it greatly cuts down on the animation calls. It's pretty f'n sweet ๐Ÿ˜ƒ

wraith tendon
#

And i don't realy care, that you suffer now ๐Ÿ˜—

fervent steppe
#

Lol

#

Wow. So mean. I'm going to go now and cry to myself