#arma3_model

1 messages · Page 90 of 1

zenith crescent
#

Any idea what would cause a model's "get position" to be different from it's "set position"?

#

e.g if you place model, and then do _model setPosASL (getPosASL _model) the model moves a few meters.

cinder pivot
#

@zenith crescent It could be that its searching for a "safe" pos that an object is not in

#

if you disable collision it should set it in the same position

zenith crescent
#

The model is below the plane in object builder - think that would cause it?

cinder pivot
#

no I mean ingame, its just how things work sometimes

halcyon wren
#

@tacit shard Those memorypoints are used for road AI generation. A3 uses shapefiles for roads as the preferred method, so you should onyl really need these for bridges anymore.

tacit shard
#

ah ok thank you

halcyon wren
#

As for what they mean: Prepare yourself for some 16 year old BI shenaneganizing, as it has been like this ever since:

LB = Levy Begin (Left begin)
LE = Levy End
PB = Predni Begin (Right Begin)
PE = Predni End

As to why they chose to mix EN and CZ... nobody knows. Problably was created under the same circumstances as autocenter... 😃

#

These memory points describe the left and right bounds of the road segment.

wraith tendon
#

kololololol XD

#

(sry, i couldn't resist)

halcyon wren
#

Yeh... it took us a while to make sense of this, too. 😄

wraith tendon
#

😄

civic stratus
#

anyone get the object builder glitch where the uv editor won't open?

#

I've closed and reopened several times now

#

nevemrind, got it

polar fiber
#

happens to us all eventually

stuck oyster
#

it opens somewhere out of screen.

oblique vapor
#

Can someone remind me the maximum distance for an object for which the Geometry LOD is working ? (like a 100m long model won't have Geometry working, what is the limit ?)

wraith tendon
#

Wasn't it 75m Radius?

oblique vapor
#

I'm not sure, I had this aircraft carrier exemple in mind that was used in A2, tho I'm not sure about the limit

wraith tendon
#
but it's somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin)```
#

~ 50m Radius

#

Ah, Roadway was 72m (~36m Radius/Diameter)

oblique vapor
#

Alright, thanks for the info 😉

idle spade
#

My bmp sat mask created in photoshop is 4 odd GB, can someone tell me if you can create a more compressed one using L3DT?

cunning forum
#

is there any log I can check why Object Builder won't open a .3ds object? Its just a simple street sign. It works fine in 3Ds Max but does not open on Object Builder

woeful viper
#

i think it has a log... look for *.rpt files

zenith crescent
#

any tricks for moving all lods so a model sits centered on top of the object builder grid center?

#

so far I've found the move menu, but it's a bit tough to guess at the exact distance to move

wraith tendon
#

move only, then steps with >0.01 etc until it fits

white jay
#

there should be a "apply to all lods" checkbox

cinder pivot
#

you could also record the movement and go through manually

lost glen
#

Is anyone willing to help me with rvmats?

wraith tendon
#

Anybody else noticed, that SymLinks didn't update properly? e.g. I updated a file in E:\Arma-Workdrive\blabla\File.
Folder blabla is symLinked to P:\blabla
File in the P:\Drive is still the old one with timestamp from 2 days ago.

lost glen
#

Does anyone know how to implement an animation for a deployed weapon?

wraith tendon
#

No Crossposting pls, thx.

normal trail
#

Looking for anyone who has experience implementing ships into arma, has 3d ships made, or has released ships... Anyone have any leads?

fluid ocean
#

FFAA Mod team have done some really nice ships.

lavish mountain
#

take a look there

#

Various people have made ships

#

I myself am working on one there, however in arma there is limitations

river kite
#

How do I determine which object belongs to which RVmat? I have determined in 3ds max 3 different materials

cinder pivot
#

@austere pathie#2154 you can select by material or object in OB and apply an rvmat there

white jay
#

can one use a model.cfg animation using a damage animation source on a object that has no config?

wraith tendon
#

hu?

#

again

#

that... my... my head starts to hurt. what? @white jay ?

cinder pivot
#

Yea i read that 3 times over with no luck

white jay
#

sry for the bad wording 😛

wraith tendon
#

😂

cinder pivot
#

Are you just wanting to use a damage animation on an object with no damage config?

white jay
#

i want to use a model.cfg animation on a tree

wraith tendon
#

Yes, possible

white jay
cinder pivot
#

You should be able to

wraith tendon
#

uno momento Lappi

cinder pivot
#

If not you could make hitpoints and hide or animate at 0 or 1 or w/e and use the hitpoints as the source if damage doesnt do anything @white jay

#

Thx to @wraith tendon for that idea tho

#

If thats your intentions

white jay
#

wouldn't that require a config setup?

cinder pivot
#

Aw snap

wraith tendon
#

Example:
model.cfg

        class Animations:Animations
        {
                        class Def_Front_Destruct    {source = "HitDef_Front";        selection = "Def_Front";    axis = "";                    type = "hide";        minValue = 0;    maxValue = 1;                                    hideValue = 1;    sourceAddress="clamp";};```
Config.cpp:
```cpp
class AnimationSources: AnimationSources
        {
            class HitDef_Front        {source = "Hit";    hitpoint = "HitDef_Front";    raw = 1;};
class HitPoints: HitPoints
        {
                        class HitDef_Front            {name = "Def_Front_Hitpoints";    armor = 20.00; minimalHit = 0.02; passThrough = 0.1; explosionShielding = 5.0; radius = 0.25; visual = "";    material = -1;};
white jay
#

config 😛

wraith tendon
#

Yes

#

There you got it. gl hf, gg no re

cinder pivot
#

What you got against configing trees

wraith tendon
#

This is a fkn example

cinder pivot
#

No not you dear

#

Lappi

#

Looking for a non config solution

wraith tendon
#

i don't ikea! +everything was a 1liner (best for configs with repetetive stuff in it)

white jay
#

as soon as you use a config on a object its simulated expensiver

wraith tendon
#

Won't work without config oO

#

Its an animation Oo

white jay
#

you gonna wreck the performance of a map

wraith tendon
#

Oo
oO

cinder pivot
#

Ah

wraith tendon
#

O.-
-.o
-.O
o.-

#

\\o heyyy
\o/ and
o// hoooo

cinder pivot
#

You trying to make it so you can shoot off parts of a tree?

#

Lol

white jay
#

not anymore but want to unhide a selection as soon as its nocked over

wraith tendon
#

o-- <- dab

cinder pivot
#

If you can read damage from said tree

#

You can anim source it

wraith tendon
#

hm, shouldn't be possible without Config. Something MUST trigger the animation

white jay
#

ok will try that

wraith tendon
#

And for that case -> It needs a config for hitPoints for example

white jay
#

damage animation source should trigger it or not?

wraith tendon
#

Even for a ruin -> YOu need a config

#

Yes, but that -> Config

cinder pivot
#

How is the tree config'd right now?

#

It has to be even if simple, no?

white jay
#

null

wraith tendon
#

just... erm... name, displayName, erm... maybe scope and EdenEditor Group, thats it

#

something very very very very basic

white jay
#

terrain objects do not need a config as long as they are not animated

#

and there i have my own answer 😛 i should get to bed

cinder pivot
#

Haha

#

Was typing out just that, it would be worth some tests

white jay
#

no need

wraith tendon
#

Lappihuan - Today at 2:13 AM
terrain objects do not need a config as long as they are not animated
and there i have my own answer :stuck_out_tongue: i should get to bed```
Thats what i told you the whole time ^^
white jay
#

😛

wraith tendon
#

Good morning 😉

barren halo
#

I have made a vehicle but in buldozer the wheels rotate well but when in game they dont rotate at all apart from steering and i dunno why as other models with the exact same config work fine

#

all i have done is change wheel model and redefined everything

cinder pivot
#

Renamed it/redefined the wheel in OB?

grand swan
#

Yes

wraith tendon
#

Whats that for a model? (Looks like a jeep)

grand swan
#

Its a mercedes g class

wraith tendon
#

selfmade, or?

#
  • selection looks okay.
grand swan
#

somonels made the car but i am editing it

#

like textures and all

#

is that all the selections i need in my main model for the wheels?

wraith tendon
#

"somonels made the car" <- sry, but sounds fishy

#

Just asking, since there is way too much "porting" of Stuff from other Games, wich is not legal.

grand swan
#

alright

cinder pivot
polar fiber
#

w/r/t tree destruction, would it be less expensive to use a wreck LOD and proxy to replace the original tree rather than hiding pieces of the original by animation?

#

but that still needs destrType = "DestructWreck"; in config I guess

oblique vapor
#

lmao Andrew

uneven vessel
#

any idear why a *.paa is showing me the error "error loading file" ? using the tool Texture Viewer. im pretty sure the file it self is not currupted

bleak tangle
#

How are you converting it to paa?

uneven vessel
#

im extracting it out of an pbo by 'PBO Manager v1.4 beta'

bleak tangle
#

Do you have a specific reason you're using those tools, as opposed to Arma 3 Tools on Steam?

spice horizon
#

Anyone here have significant experience in making boats for arma?

woeful viper
#

exactly how significant?

lavish mountain
#

Im starting, so not signifificant experience but I got a pretty good idea of what is possible and what not...

woeful viper
#

i was expecting a bit higher quality for the jets dlc interiors... :/

polar fiber
#

The CSAT one's fairly detailed but looks cluttered and has some alpha texturing issues

#

Some of the alternate external paint schemes are very blurry for me. The grey digital one for the Gryphon especially

#

I assume it's 4k and getting mipped to shit on my PC

woeful viper
#

i find the 90° edges without any normals pretty jaring

spice horizon
#

Well, I ask because I am working on making a Ticonderoga Class and was seeing if anyone wanted to help

woeful viper
#

the helicopters dlc cockpits dont look that smacking either. But the textures are less noisy, so it pops out less.

#

i do not think that this is a 4k issue. I use 4k for one of my tanks and that doesnt look blurry no matter what distance. It looks the same as a Vehicle using 4x 2k, same texel density.

quick terrace
#

the 4K maps get ducked fuped for people with 2gb or less vram

woeful viper
#

are you sure? i have a gtx 660 ti which should be 2GB

quick terrace
#

not sure what gfx card monkey has, but he is the first to notice the 4k downgrade

woeful viper
#

so the jet dlc textures are in 4k i guess?

quick terrace
#

most likely yes

woeful viper
#

and there i thought you would know 😛

quick terrace
#

dicked 10 minutes with it if not less

#

not my doing, so why would i? 😛

woeful viper
#

connect ions

quick terrace
#

IONs

woeful viper
#

positive ions to be precise

bleak tangle
#

Yeah they're definitely 4k

woeful viper
#

whatever they are - the digital interfaces in-cockpit are barely readable, and only when zooming in. When not zooming in they are just a blob for me.

bleak tangle
#

Looks like the cockpit textures are all 2k, but the exterior are 4k

polar fiber
#

the green and grey Gryphon textures are okay-ish but the blue one looks blurry as hell to me. CSAT jet looks okay but the arid one is much sharper in the text decals

#

BLUFOR jets look great

#

so I'm wondering if it's scaling or compression on the alternate textures

ebon abyss
#

oh so the 4096 texture resolution mipmap issue... is no issue at all if you have proper video card?

polar fiber
#

if you're using settings over very high (some people are weird and run lower for MP)

ebon abyss
#

yep, I thought the issue was a "bug", but if it can be avoided with proper hardware, then its all good.

#

I mean who doesnt have 12gb vram today 😉

polar fiber
#

well the bug is that one they mip down, they're stuck like that. Most other textures manage to scale up and down properly depending on distance

#

it's only a noticeable problem in first person really

#

and the mip scaling is down at like 512, not just normal scaling down

ebon abyss
#

hmm so can those mipmap things still kick in even with monster hardware, like on shitty mission? and once they do, they never get back to proper quality (until mission/game restart)?

polar fiber
#

Well I need to set my textures to low and then back to very high to get them to show at 4k again

#

but my GPU is indeed ancient

#

I dunno if it scales back up properly if you hit the limit with more VRAM

#

would have to try loading a lot of assets with different 4k textures and see

wheat shoal
#

Is there a special shader to be used for parallax maps? I'm currently using NormalMapDiffuseAlpha, with my normal map in RGB channels and a heightmap in the alpha. However there's no parallax happening in-game

polar fiber
#

parallax maps only work on terrain

wheat shoal
#

Yes I'm using it on one of my layers

polar fiber
#

Oh okay, I was confused by you writing it in model_makers rather than #arma3_terrain

worthy inlet
#

where to start with a "cant load .p3d" in game..

#

looks all good in bulldozer,no errors in eliteness..

#

when packing .pbo

stuck oyster
#

wrong path in config?

worthy inlet
#

hmm will check thanks

#

My mods im working are in a folder @unique lark_assets.So in there should i have seperate folders for each .pbo/building im making such as AAA_asset1,AAA_asset2 with its own addons folder containing the pbo or do i just put all the pbos in one addons folder..have i confused you 😃

stuck oyster
#

yes you have.

#

have you set up your p: drive correctly?

#

all .pbos need to be in arma 3@yourmod\addons folder

#

also what you pack them with

worthy inlet
#

yeh ive had them working in game before ive just got a bit of a folder mess i think

#

ive multiple folders like @myaddons/myaddon1/addons myaddon2/addons

#

so i need to combine them under just the one addons

#

id say

stuck oyster
#

I dont think thats correct

worthy inlet
#

no,its not

#

should be @myaddon/addons/addon1.pbo,addon2.pbo and so on

stuck oyster
#

yes

worthy inlet
#

well,thats what i can gather from just looking at @RHS folder

#

thanx mate

#

do you have the texture for all your addons in one data folder?

stuck oyster
#

nope

#

I got them under each models own folder

#

like \tankaddons\tank1\data, \tankaddons\tank2\data etc

worthy inlet
#

oh ok

#

do yo uuse eliteness to pack .pbo?

stuck oyster
#

no

worthy inlet
#

wha tdo yo uuse

stuck oyster
#

thats not recommended either

#

pboProject

worthy inlet
#

rgr

#

is that a mikero tool?

stuck oyster
#

yes

worthy inlet
#

k

stuck oyster
#

same as eliteness

worthy inlet
#

yeh ive subscribed,i shall download it,previiously used addon builder

stuck oyster
#

not 100% sure but I dont think eliteness does the packing properly

#

I've understood its more mean as GUI for unpacking stuff

#

but PboProject is the way to go

worthy inlet
#

so...if i have @myaddons/addon/.p3d1 how do i get it to make .pbo1 and not myaddon.pbo

#

think its time for bed 😬

stuck oyster
#

mmmm i dont quite follow. I think you may have some basics wrong

worthy inlet
#

im just going round snd round here making dumb errors ,too tired..ill resume again another day,thanx for your time goat

zenith crescent
#

When you use setPos command, what on the model defines the model position to use?

woeful viper
#

the name of the pbo is related to the folder name where your config.cpp is in iirc.

zenith crescent
#

Is it simply the OB grid center?

#

Or are there other factors?

woeful viper
#

should be OB grid center

stuck oyster
#

doesnt autocenter mess that up though?

woeful viper
#

likely yes

white jay
worthy inlet
#

what is the prefered tool of mikeros to pack a .p3d+config into .pbo?

stuck oyster
#

pboproject.

worthy inlet
#

Thats what you told me yesterday,jus twanted another opinion 😋

stuck oyster
#

:L

quick terrace
#

there are not other opinions or options for that matter

worthy inlet
#

for the unitiated theres so many tools of his,its a bit confusing

#

so,what does this meen Warning: rapWarning: missing file(s)*****
Warning: AAA_asset1\addons\config.cpp Line 19: \AAA_asset1\AAA_asset1.p3d
rapify x64UnicodeVersion 1.76, Dll 6.15 "config.cpp"
rapWarning: missing file(s)*****

#

a fault in the code of line 19 of the .cpp?

stuck oyster
#

yes

#

the filepath is wrong

#

wait

#

why do you have AAA_asset1\addons

worthy inlet
#

mod is AAA_asset1 therefore i have AAA_asset1/addons/AAA_asset1.p3d+config

stuck oyster
#

if that works for you, but usually people dont have addons folder in their mod folder structure

worthy inlet
#

oh,enlighten me

stuck oyster
#

the usual structure is the same as in the samples

worthy inlet
#

ok

stuck oyster
#

your line 19 path seems to be missing the addons folder

#

you can have any folders there if you want though

#

as long as paths match

worthy inlet
#

yeh i added the "addon" line and its now moved on

#

but another error

stuck oyster
#

if you want to have single .pbo you can have all your stuff under one folder P:\yourmod\ where there is config.cpp so it starts packing from there and then P:\yourmod\structures or tanks and so on

#

I've preferred separate pbos for easier updating though.

#

Pboprojet usually gives qutie specific errors so they should be easier to fix

worthy inlet
#

I have my config and model cfg as 2 seperate files,ive noticed the arma3 sample has it combined is this correct.For the House that is

#

The coding side of stuff fucks my mind

stuck oyster
#

keep model.cfg and config separate

#

its a lot to take in if youre not familiar at all with stuff like this

#

but it gets easier

worthy inlet
#

Yeh ive just pieced stuff together to ge tit to work previously

#

heres my next error..( ive got this to work ingame using addon builder tho that dosent fill me with confidence)

#

scanning AAA_asset1\addons\config.cpp.cfgPatches for units[]=...ok (altered)
rapify x64UnicodeVersion 1.76, Dll 6.15 "config.cpp"
No Error(s)
Output is to config.bin

"model.cfgs for this pbo have errors"

#

crikey😝

#

my model cfg has an error i take it..is that correct?

stuck oyster
#

yes

worthy inlet
#

whats the best way to post code here so someone may look at it?

stuck oyster
#

pastebin link

worthy inlet
#

Oh ok

stuck oyster
#

you can post in code block with 3x ```

#

code

worthy inlet
#

ANyone see any glaring errors?

stuck oyster
#

it might not like tha class rotation; on line 17

#

you shouldnt need that anyway

#

is your model named AAA_asset1

worthy inlet
#

yes it is

stuck oyster
#

👍

worthy inlet
#

yeh that model cfg works in bulldozer and packed with addon builder

#

wierd

#

obviously somethings not "the standard"

#

ill delete line 17 and see

stuck oyster
#

addonbuilder packs just about anything

worthy inlet
#

lol now this ERROR: there is no config.bin/cpp found for \aaa_asset1\data\aaa_asset1.rvmat
It's addon name cannot be determined
</end entries>

stuck oyster
#

I would maybe recommend changing your folder structure to more common one. Easier to debug.

#

you dont have the addons folder in that path

#

should it be there?

worthy inlet
#

Ok i am not sure of the structure required,ill look at the samples

stuck oyster
#

theres no requirements as long as stuff is in the right place

worthy inlet
#

Not in the p drive no

stuck oyster
#

mm you have @folder on your p:\ drive?

worthy inlet
#

.edited message

stuck oyster
#

yeah but you got @ in the folder name?

#

whhaaaat

worthy inlet
#

not in the p drive no

stuck oyster
#

this is confusing

#

dont edit messages like that

worthy inlet
#

lol sorry

#

i dont have the @in the p drive

#

i only put the @ when i move the folder to actual arma3

#

is tha twrong

stuck oyster
#

no

#

that right

#

but now Im lost

#

why are we talking about that folder?

worthy inlet
#

cause you asked above "you have @ in the folder name" lol

stuck oyster
#

well yes I though you were talking of your P:\ folder structrue

#

as I've seen people put @ in their folder names and I dont think that works well

#

in any case

worthy inlet
#

p drive contains AAA_asset1 (my mod folder)

#

within that i have a addon folder and a data folder

#

inside addon folder is .p3d+config=model cfg

#

inside data is textures +.rvmat

stuck oyster
#

could you put the stuff in the addon folder into the AAA_asset1\

worthy inlet
#

i suppose

stuck oyster
#

its not wrong I suppose

worthy inlet
#

i thought it was the norm to have an 'addon" folder

stuck oyster
#

but it makes debugging hard

worthy inlet
#

im sure it was the norm back in the day lol

stuck oyster
#

no the addon folder is the one in the arma 2@yourmod\addon <-

#

must admit never seen one

#

anywhere

#

but I've been doing this only 4ish years

#

so cant say for before that

worthy inlet
#

Take a look in RHS for instance if yo uhave,they have a "addons' folder

#

but im probably talking nonsense mate

stuck oyster
#

¯_(ツ)_/¯

worthy inlet
#

Everything ive learnt is from bits and pieces around lol..such is the arma modding world

stuck oyster
#

as said the folders dont matter as long as paths are right

worthy inlet
#

rgr

stuck oyster
#

where did you get that last error

worthy inlet
#

scanning AAA_asset1\addons\config.cpp.cfgPatches for units[]=...ok (altered)
rapify x64UnicodeVersion 1.76, Dll 6.15 "config.cpp"
No Error(s)
Output is to config.bin

" <Bis Binarise...>"
""D:\SteamLibrary D\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=P:\sama\temp -binPath=P:\ AAA_asset1\addons P:\sama\temp\AAA_asset1\addons"
" </Bis binarise>"
stripping P:\sama\temp
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
1 file(s) copied.
/endstrip
"MakePbo.exe "-PsgFW" "-X=thumbs.db,.txt,.h,.dep,.cpp,.bak,.png,.log,.pew, *.hpp" "-@=AAA_asset1\addons" "P:\sama\temp\AAA_asset1\addons" "C:\Users\samarjia\Desktop\Addons""
<adding entries:...>
AAA_asset1.p3d :scanning
ERROR: there is no config.bin/cpp found for \aaa_asset1\data\aaa_asset1.rvmat
It's addon name cannot be determined
</end entries>

#

whats meant by no config for my rvmat?

stuck oyster
#

dont really know. have never got error like that

#

do you have cfgpatches in your config.cpp

#

oh actually

#

your config.cpp is in the addon\

#

but your data folder is not addon\data

#

it was the mod\data

#

and mod\addon

#

right

worthy inlet
#

correct

stuck oyster
#

and you have no config.cpp in yout mod\

worthy inlet
#

no its i nthe mod/addon folder

stuck oyster
#

ok this could be it

#

but this is just how I've understood it

#

but

#

packing starts from the folder config.cpp is in

#

so you got config.cpp in the addon folder and it starts packing from there

worthy inlet
#

rgr

stuck oyster
#

usually the config.cpp is in the root folder

#

or at least there is one with class cfgpatches in it

#

so that the packing starts from there

worthy inlet
#

so remove 'addon"

#

folder

stuck oyster
#

would be my suggestion

worthy inlet
#

ill try it

stuck oyster
#

just remember to repath everything

worthy inlet
#

rgr

#

😃

#

genius

#

noble prize for you

#

no more addon folder from now on lol

stuck oyster
#

👌

worthy inlet
#

Oh so you do need "addons" in you @mod folder tho in arma 3

#

well the launcher tells me so

stuck oyster
#

yes

#

arma 3\ @yourmod\addons\your pbos

stuck oyster
#

👌

polar fiber
#

it's not the standard P:\ structure you'd use

worthy inlet
#

i only use the p drive at the end when packing,all my works are in a WIP folder.Is that common practice?

tacit karma
#

no

worthy inlet
#

So what happens if you cant "mount" your p drive?

polar fiber
#

Then there's something wrong with your tools setup

worthy inlet
#

so all your shit is lost if not backed up?

polar fiber
#

no different to using a WIP folder

#

P:\ is just a virtual drive that points to another file location

#

it's not a physical volume

worthy inlet
#

ah yes i see

#

i keep forgetting that

#

Where is your MYpDriveMODs folder physicaly?

#

Is it in steamapps etc.

polar fiber
#

It should be anywhere other than the tools folder

worthy inlet
#

I dunno ivw previously just made a folder in the p drive so ive no idea where it is

polar fiber
#

In the tools options menu, it will give you option to define a folder

worthy inlet
#

yeh mines in steamapps/common

#

i see

polar fiber
#

mine is an old \Users\User\Documents\A3Work folder on one of my older HDDs rather than on the drive with my OS, or in the Steam install folders

worthy inlet
#

Does anyone know why this banding (that looks like when you have no shadow lod) occur on vanilla tanoa buildings?

#

I know some others have seen/commented on it

wheat shoal
#

is it possible to create a fire in my model? I have a gas lamp I want to light

worthy inlet
#

ive seen the vietnam mod guys have a burning hut

#

like you can zippo it

stuck oyster
#

@wheat shoal most performance efficient way would be animated planes in the model that you hide/unhide

#

you can make it with particle effects too

wheat shoal
#

would a particle effect also distribute ambient light as well?

worthy inlet
#

wouldnt you just make like a streetlight sort of thing only smaller

wheat shoal
#

that's what I am trying to do, honestly I can't be bothered doing fancy stuff to make it look like fire

worthy inlet
#

those cool little lanterns ive seen in the campaign

#

i suppose there in the editor

#

so theres a way

wheat shoal
#

What are innerAngle = 60;
outerAngle = 130;

in the Reflector class? (lights)

stuck oyster
#

sizes of the light cone

#

and hoe it dims

#

inner angle area is bright and it dims down to outerangle defined radius

wheat shoal
#

I'm lost, on which axis do these two angles work on? Is it based off the vertices in my memory LOD?

stuck oyster
#

direction of the light yes

wheat shoal
#

alright, working now, thanks

wheat shoal
#

I baked in the street lamps to my terrain however they're not making any light?

stuck oyster
#

time to compara your light config to the sample lights

wheat shoal
#

They work fine when I placed them in Eden

stuck oyster
#

you got land_ prefix on your classname?

wheat shoal
#

Yes

bleak tangle
#

@worthy inlet I believe the banding can be caused by one of two things. First is from having a shadow LOD that has faces that are "too close" to the faces of the res LOD, hence why it's recommended to slightly shrink your shadow LOD. Second could be if they're using the named property sbsource = visualex

strong plaza
#

Anyone here a fligthsimmer or real pilot?

thorny wind
#

play a decent amount of sims

strong plaza
#

do you have much knowledge of runway/taxiway/apron layouts?

thorny wind
#

use this

#

input an ICAO code, and select runway diagram

strong plaza
#

I've already made a layout for an airport, just wanted to know if it's realistic enough

thorny wind
#

looks fine to me

strong plaza
#

good

wheat shoal
#

I'm a real life pilot

#

Maybe one too many distance markers, but that's mainly aesthetics. AFAIK the amount of distance markers are variable on how much paint they had that day. Extended threshold + blast pad look good and especially nice if there's actually an obstruction before the runway.

strong plaza
#

So you would be able to land on that thing?

#

I have a lot of paint...

icy roost
dim quarry
#

anyone here loves physx and setting up new models with it? 😮

#

getting so frustrated when copy weight/config from an arma3 vehicle as a starting point but get totally different behaviour

tacit karma
#

@dim quarry what kind of model? vehicles?

dim quarry
#

mostly tracked vehicles

tacit karma
#

RIP

dim quarry
#

😃

#

miss the ofp days sometimes, only needed to enter maxSpeed

#

that + an acceleration would be good enough for me to simulate almost everything

woeful viper
#

@dim quarry reason that you get different behaviour is because your wheel radii and wheel positions are surely not the same as on vanilla vehicles

#

wheel radius affects handling significantly

#

wheel positioning (or rather track length) affects mostly turning behaviour

white jay
stuck oyster
#

@white jay There are quiet many in there.. From the different qualities of the cars and houses and in the light of recent history its high chance the cars are ripped from some other game.

white jay
#

yea its what im scared of

#

as my friend is looking to get some models made and he wants to pay people and this guy aproched and gave those SS

dim quarry
#

wheel radius affects handling significantly <- oh really, didn't know

stuck oyster
#

@white jay That is unfortunate.

white jay
#

yea i just want to make sure hes not getting scammed

stuck oyster
#

I believe there is a high chance of that happening.

cobalt panther
#

@white jay Perhaps tell him go to someone who is more reputable and well known

woeful viper
#

pfff selfadvertisement 😛

#

but yes those models most definitely look like ripped from a specific game i wont mention

#

nobody with the skill to make such models would present his work in such an amateurish way...

cinder pivot
#

^ perfectly stated

woeful viper
#

@dim quarry all the MOI, dampingInAir and usually also gearbox setting have to be readjusted if wheel radius changes.

dim quarry
#

too many variables, any shortcuts?

woeful viper
#

no, just procedures in what order to adjust things

dim quarry
#

with wheel radius, are we talking about memlod and "axis/bound" or the config value of wheelradius?

woeful viper
#

memlod. The config value for wheel circumference has no impact on vehicle handling. Its only for the rotation speeds of the wheel rotating animations

spiral void
#

If you are using Super shader, consider doing this to lower vram usage:

All fresnel functions you have in rvmats - change the beginning of them from this
"#(ai,64,64,1)....
to
"#(ai,64,1,1)....

Because they choose to do fresnel by writing it to texture for some unbelievable reasons this will have a difference on vram.
The Y component is never used so quality is the same.

strong plaza
#

the one on top has class: road in geo lod, the bottom doesnt have it

#

what's going on?

crystal crest
#

hey guys, i've been working on a vehicle, but i'm now wanting to add a machine gun, like the one that goes on the armed offroad ? any guides or directions to help with this ?

worthy inlet
#

Is it acceptable/ok to adjust certain areas of an AO map in GIMP. ie.lighten and/or darken areas manually?

woeful viper
#

of course

#

after baking AO maps i usually have to edit them in some way to fix some baking errors and so on

worthy inlet
#

yeh ok thanx

steady pasture
#

trying to add flares to my p3d as a proxy but comes up as a box in game

#

Any one know the reason why?

worthy inlet
#

What determines the sound made when walking on the floor of a building.

dim quarry
#

in the building? roadway lod

#

and the texture assigned to it, like "beton_in"

#

for concrete

spiral void
#

does anyone know how to get proxies to work in an object? (an object without cfg)
at the moment I am doing: Create->Proxy but the object refuses to render in-game (not BD)

cinder pivot
#

That just sounds like the path isnt correct for the object ingame, I dont think you need configs for proxies at all

spiral void
#

well, I've both checked the path and "reimported" the proxy

#

the object is used on my terrain, i should probably add

bleak tangle
#

Is your proxy a custom model or an A3 one?

spiral void
#

custom

#

even tried with having a simple box as proxy but that didn't work either

bleak tangle
#

Anything in the RPT? Is your proxy definitely in the addon your launching the game with?

spiral void
#

Should be. it's in the same folder as it's "parent" object. I can't swear that it is though since I'm not sure if pboProject has packed it

#

the parent is visible ingame, I might add

#

yeah, log says it is packed

stuck oyster
#

map object or editor object?

spiral void
#

map object

stuck oyster
#

those might not work with proxies

#

not sure but I got that kind of gut feeling

spiral void
#

hmm ok.. @white jay mentioned that he had seen even trees using proxies

stuck oyster
#

I could remember wrong

#

have you packed the terrain so that the object contained the proxy?

cinder pivot
#

Could try a non map object of the same thing

#

Would tell you if map obj can have proxies or not

stuck oyster
#

true! if it shows up in a editor object

spiral void
#

I believe so but that shouldn't matter. TB/BD cant even read proxies

stuck oyster
#

it might save something of it though

spiral void
#

yes, if you tell me how? 😄

#

@cinder pivot

cinder pivot
#

@spiral void sorry had to deal with something

#

What im saying is you should make your map object (a tree?) with your proxy and then on the same pack make one for your map object and then another that you can place via editor

#

Im not sure the exact base classes needed for trees though, down and dirty you could make it a house object and place it but then you are jumping classes and that might throw off your results

spiral void
#

yeah I get that part! I just haven't worked with editor objects before so I'm not sure what needed for those to show in the editor

cinder pivot
#

Ah okay, well if you want to test it stupid fast you could just inherit an altis house and change model path and name.. Thats what I do for test obj

#

I would give you my test configs/pbos so you could just copy paste but im in class for another 20 min

spiral void
#

alright! I'll see if I can manage that 😃

#

thanks

cinder pivot
#

Ping me if you get stuck

spiral void
#

cool

bleak tangle
#

Map objects can have proxies, otherwise tons of A2 objects would be missing them. I think you guys are confusing some things with proxies. Proxies work with Buldozer when using OB, proxies however don't work with Buldozer when using TB

spiral void
#

alright!

#

@bleak tangle Do you have any suggestion on what I could try to solve my problem?

#

Or to find it

bleak tangle
#

Packing with pboProject? Can you take a picture of the named selections window in OB for your object

spiral void
#

Sure

#

And yes, pboproject

#

@bleak tangle I know it's many, but I have ofc tried with only 1 too

bleak tangle
#

What is the path used by the proxy if you click one of them?

spiral void
#

I don't know how to access that

#

nvm, rename show

#

\tj\tj_objects\plants\tj_t_picea_abies_35m_backdrop_proxy

#

am I missing .p3d?

bleak tangle
#

I don't think so. I just wanted to make sure it wasn't a case of the path being messed up with the "...", but it was just shortening the path

#

So they don't show in Buldozer either?

spiral void
#

yeah ok!

#

My OB BD has never worked unfortunately

#

If I show/extract a proxy it does show to object I am expecting

bleak tangle
#

How do you have your P drive set up? Getting OB BD working will save you so much time when trying to figure this out.

spiral void
#

You're right. Not sure what answer to that you are expecting but: it's mapped to a folder, Arma 3 Projects, next to Arma 3 and Arma 3 Tools in steam common folder. BD (for TB atleast is running from this Projects/P drive folder)

bleak tangle
#

I guess that wasn't the most clear question. I was looking for something like "Arma3P" or "Work Drive through Arma 3 Tools".

spiral void
#

ok! Its setup through A3 tools

#

When trying to launch BD from OB I get the slightly ridiculous warning/error "External Viewer: TIMEOUT - Operation takes a long time"

bleak tangle
#

Try closing OB, opening Arma 3 Tools, going to preferences, running Buldozer configuration, close that menu, press the work drive button on the main Arma 3 Tools dialog, select install Buldozer, and run press run.

#

Then try opening your model in OB again and starting buldozer

spiral void
#

Sure ok. just need to backup my BD cfg

#

Error - Drive P doesn't exist (you need to run DevP)

#

thrown at me when starting BD config

#

Mounting the p drive through a3 tools throws similar error if i recall correctly. I use a bat file instead to mount it

bleak tangle
#

Where is the folder you're using for your P drive?

spiral void
#

C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Projects

bleak tangle
#

Open Arma 3 Tools again and try setting that path in preferences > options > path to your work drive. I'm not 100% sure if those are the correct names

spiral void
#

Yeah but that's the path I have there

#

"path to your p drive:"

bleak tangle
#

Hmm does Arma 3 Tools always throw that error when mounting your P drive? Have you tried running it before your own bat file for mounting

spiral void
#

Yes but I've had that error since I started. just recently I moved my p drive and the issue persisted

#

and reinstalled the tools

bleak tangle
#

Was your work drive/project folder in the Arma 3 Tools folder? The tools won't let you mount it if so

spiral void
#

No it was not

#

it was in a documents folder somewhere else on the disc

bleak tangle
spiral void
#

huh ok! i will check

#

its a command prompt that quickly flashes up before it shuts itself down (yes, its difficult grabbing that screenshot)

#

and no p drive is mounted after that

#

I have problems finding where I check if the tools are being run as admin

#

Ok, steam is being run as admin and I assume that means the tools is as well

#

the arma3tools.exe does not have the "Run as admin" ticked but since steam is launching it might end up being run as admin anyways

spiral void
#

I really appreciate the help @bleak tangle but I got to get some sleep now. Hopefully I can pick your brains some more another day if you're ok with it.

jaunty leaf
zenith quartz
#

Hey guys! I know that tracked vehicles were bugged and could not move in water, before wasting hours on it, does anyone know if BI fixed it?

polar fiber
#

@jaunty leaf what software? A 2x2x2 FFD/Lattice deformer in Max or Maya might do the job

#

select the outer edge loop and convert to verts, apply deformer and scale the four top anchor points and it should push it all in to that trapezoidal shape

jaunty leaf
#

Okeh

#

It's 3ds max

polar fiber
#

Then I think it's called "FFD 2x2x2" or something.

half heath
#

Hey anyone use Houdini?

river kite
#

hey guys short question, just started with importing my German Military Truck, and i have some strange things going on in object builder. http://i.imgur.com/upXJljE.jpg is this a problem with the lods or something else ?

#

i mean that grey stuff, have it also on some others objects

half heath
#

Looks like overlapping faces

river kite
#

when i rotate the camera its away

strong plaza
#

does .p3d roads/runways need to be configed?

cobalt panther
#

@river kite looks like your UV's got screwed, did you perhaps use more than one UV channel?

#

You could try using a different UV set in the material editor

#

Or maybe applied the wrong texture by accident, but it definitely looks like a UV issue

#

Considering it's happening when you rotate the camera, I'm thinking you applied the wrong SMDI map, AS map or something along those lines

river kite
#

hm okay, in max i applied 3 different materials

cobalt panther
#

Hmm

river kite
#

but object builder had a error message at the import of something with paas

cobalt panther
#

What's the error?

river kite
#

texture file rgb map has not been found

#

for the 3 materials i had applied

cobalt panther
#

Sounds like one of the textures aren't getting exported?

river kite
#

yeah maybe, im completely new to object builder. I applied simple materials just with a different color

cobalt panther
#

are you using the correct nomenclature for the textures?

#

_NOHQ, _SMDI, _AS, _CO, _CA etc

river kite
#

i have _nohq, _smdi, _as and _co

cobalt panther
#

So strange, it definitely looks like a texture has been applied to the wrong area

river kite
#

hm

#

when i open the uv editor in object builder i only have one uvset

#

maybe thats the problem ?

cobalt panther
#

Yes, that would be the issue

#

How many sets do you have?

river kite
#

where in max i have 3 because of the 3 materials

cobalt panther
#

ok there's your problem

#

UV's can be a bitch in object builder, best fix I can think of at the top of my head is to export out 3 different models for each uv set, then load each model in it's own object builder, Pick your main object builder model for all of your lods etc, then copy and paste the other 2 UV's into your main object builder model, if that makes sense

#

FBX should work with multiple UV sets though

#

Essentially, you'll have 3 different windows open for object builder, one for each UV set

river kite
#

okay

cobalt panther
#

And you can create a new UV set in object builder.. where exactly escapes my memory

#

Surfaces, UV sets, Add

#

Then you can literally copy one UV set from another window of Object Builder, and paste into that new one you added on the main Object Builder window

#

hope I haven't made this sound too complicated

#

Honestly though, I'm fairly sure FBX works with multiple UV sets, so you shouldn't really need to do all this.

river kite
#

just tested it with an fbx

#

but also just one uvset

cobalt panther
#

egh, guess you'll have to give the other way a shot

river kite
#

hm okay

cobalt panther
#

Alternatively, you could split the model into 3 parts, based on the UV sets, export each part out, then import all the pieces into the same object builder

#

that might be easier

river kite
#

yeah i think i will try that nest

#

next

cobalt panther
#

You can select by material ID to make it quicker, then just detach

river kite
#

yeah just did that over the material editor ^^

cobalt panther
#

ah no worries

river kite
#

now i have 3 different uv sets, but how can i define the 3 different rvmats to each uv set

quick terrace
#

if you want to export a model with n uv sets

#

use the bitxt max script provided with a3 tools

#

o2 fbx importer is fubared

#

for rvmat, use uvsource=tex1 for uv set 1 and so forth. the default is uvsource = tex which is uvset0

river kite
#

where can i find the script ?

quick terrace
#

\SteamLibrary\steamapps\common\Arma 3 Samples\Addons\Test_Character_01\VM_s-P3D_Export.mcr

river kite
#

thx

river kite
#

so now it looks like this http://i.imgur.com/CbBYz5W.png, they grey is fixed, but the texture didnt get loaded right for one of the 3 rvmats, the rvmat has assigned tex2 for uvmap 2 but it still looks like this.

cobalt panther
#

looks like no materials or textures have been applied to that selection

river kite
#

hm okay

#

just run into a problem 😄 my UV Editor dont open up anymore hm

strong plaza
stuck oyster
#

are those 2 obejcts or many smaller pieces?

#

oh theres segment pic too 😛

strong plaza
#

yes

stuck oyster
#

should always scroll to the end of the message too. 😄

#

you could try adding canbeoccluded named parameter to their geo lod

strong plaza
#

there is no such thing in the a1/2 runway models

stuck oyster
#

well thats all I could think of. If you place those old models next to yours are they always visible?

#

could there be a terrain grid seam at that point

#

maybe add some other stuff around there too to see if theyre affected

strong plaza
#

I dunno, haven't tried that

#

am packing now, will test when it's done

strong plaza
stuck oyster
#

have you tried with different view distances and other video settings?

#

also do you happen to have empty visual LODS on the runway objects?

strong plaza
#

I've tried different viewdistances and there's only one res lod, like arma runways

stuck oyster
#

could you try with more random objects around the area?

#

also throw in few batches of the runway

rich trail
#

What's a good section count for an optic attachment? 🤔 I have 8 currently. Should I merge some texture files?

twin urchin
#

8 ? oh wow what you have there?

#

dont forget to sort your model that can help to sort the sections out

rich trail
#

I have some textures separated from the main one, like the lenses, red dot, honeycomb filter and shadows. What do you mean by sorting my model?

twin urchin
#

in Object Builder has a option to sort out the model objects so if they share the same texture it will take only 1 tex

#

its in Faces > Sort

#

also if that count is just the pilot view then thats fine

rich trail
#

Ah. That didn't do anything though. 🙂

twin urchin
#

you have to select whole model and then do that

rich trail
#

Yeah, some of the files are obsolete for the other lods.

#

I did.

twin urchin
#

and switch lods to see it

#

how many sections you got for 1st lod?

rich trail
#

Oh, alright. 6 sections now.

#

Pilot lod.

twin urchin
#

see its helpful 😄

rich trail
#

res 0 will probably be 4 sections.

#

In the current state...

twin urchin
#

is that a Acog?

#

also 3-4 is usually fine for 1st lod

rich trail
#

It's a plain red dot sight.

twin urchin
#

oh ok so a Aimpoint CompM4?

rich trail
#

Aimpoint CS actually.

twin urchin
#

oh aha

rich trail
#

Well, thanks for the help. I'll probably be able to complete this thing now.

twin urchin
#

no problem 😉

quartz ridge
stuck oyster
#

@quartz ridge he needs to apply scale and rotation in object mode and ctrl+a

quartz ridge
#

Ty I try 😃

jaunty leaf
polar fiber
#

think you'll just have to manually target weld those back where you want them

jaunty leaf
#

Probably

cinder pivot
#

wtf

#

I somehow have 800+ sections on my vehicle

twin urchin
#

you have to sort them out

worthy inlet
#

Anyone seen sandbag walls in the samples?Cant find any...

#

I can find "fortress" but im sure there were more .p3d.s

quartz ridge
#

Can I buy some vehicle source files here? 😃 hope it's okay in this chat..

white jay
#

@strong plaza did you figure out your runway problem?

tacit karma
#

@quartz ridge No, No.

cobalt panther
#

@strong plaza I could be wrong, but I'm fairly sure that happens with base Arma assets too, don't think there's much you can do about it.

#

Could try adding some extra res lods to see if it helps, but I think after a certain distance, things just disappear regardless

#

bigger objects like that are just way more noticable

white jay
#

there are ways to expand that, one is featureType in the config

#

but i think you can also force it via named property in the geo lod for non configged objects

bleak tangle
#

Does it happen with the vanilla runways? With the vanilla runways I thought you saw the satellite texture transition to the runway texture similar to how roads are done.

cobalt panther
#

Oh, maybe, I don't know it's been a while since I looked into that stuff

quick terrace
#

yeah it should be able to be forced viat namedProperty in the geo lod

#

similar to how big structures are visible no matter what

#

can't check atm

cobalt panther
#

canocclude = 0 is the only thing that I can think of that would do it.

#

adding class = road might help too

cinder pivot
#

@twin urchin i tried, went from 899->823

#

Gonna redo it anyways

white jay
#

@cobalt panther canOcclude is only for culling behind occluders or view geometry but not for draw distance

cobalt panther
#

Ah fair enough

#

I'm rusty as hell

white jay
#

@strong plaza class=land_decal and map=hide is what the A3 runway uses

tacit karma
wraith tendon
#

neat

strong plaza
#

the problem I had with the runways was that they didn't have normal/spec maps applied

#

for some reason that fixed it

fair knoll
#

inorder to add music into game

#

All I need to do is to convert it by tools right

tacit karma
#

@wraith tendon thanks

rich trail
#

Does it have to do with my textures having alpha channels?

#

I'm using CA for everything.

twin urchin
#

you should use _CA only with lens

#

or you get whole model transparent @rich trail

rich trail
#

Hmm, okay. My honeycomb mesh is transparent. Will have to separate it from the main texture. I can probably put it on the same texture as the lens...

twin urchin
#

yes

rich trail
#

Aaaand.... done.

#

There's only one tiny thing left...

#

I have this in the config:

picture="CSMA_AimpointCS\Data\uipicture_ca.paa";
#

The picture is shown in virtual arsenal and editor, but not when picking it up in inventory.

rich trail
#

A leading backslash was required...

quick terrace
#

@pure tartan_#1250 define too many faces, because polycount has nothing to do with UV distortions

quick terrace
#

nope

cobalt panther
wheat shoal
#

How can I have my object remove the grass underneath when placed?

bleak tangle
#

Put a grass cutter underneath them, or give them a roadway LOD

#

Roadway LODs flatten grass, and that's all that the grass cutters are

wheat shoal
#

Okay thanks

fluid ocean
#

Nice @cobalt panther

cobalt panther
#

Sorry if this is the wrong place, general said no advertising

thorny wind
#

spooky

lusty ginkgo
#

is there a property in a model that controls the shadow intensity? I have a bush object I am retexturing and it looks way to dark when it is in a shadow but it looks just fine in the sunlight

lusty ginkgo
#

anyone?

cinder pivot
#

Shadows should be a bit smaller then the obj, sounds like its projecting a shadow onto itself @lusty ginkgo

lusty ginkgo
#

@cinder pivot I am using one of the A2 sample objects. Is there an issue with older models?

#

and I should mention it looks wrong in any shadow, but if there are no other objects nearby and it is directly lit there is no issue

cinder pivot
#

Not that I know of, what happens if you try it w/o a retexture? Just straight port of the bush? Could be missing new properties that a3 trees have

lusty ginkgo
#

I thought it was an issue with the rvmat as that is what I changed most drastically but no tweaks there resolve the issue

#

It started when I set the emissive values to 0

#

so the object didn't glow and look completely gross

cinder pivot
#

Try defaults then work back from there

#

I gotta sleep now so start with base bush/rvmat then see if it has your problems

lusty ginkgo
#

I have tried that. It seems to be tied to the emissive for some reason

wraith tendon
#

+remember the time: Its 6:30am here + for most of the ppl +-1-2Hr

lusty ginkgo
#

oh well it is like 10:30 pm where I am

#

if I set the emissive to 1,1,1,0 it looks decent in object builder so maybe that is a potential solution

zenith quartz
#

does anyone know how can i tweak the speed in water of vehicles?

#

i've tried to edit pretty much all the cfg entries related to water without much success

#

is it linked to the geo mass - engine only?

#
    maxFordingDepth = 0;//0.5;
    waterResistance = 0;
    waterDamageEngine = 0.8;
    waterLeakiness = 1;
    waterAngularDampingCoef = 10.0;
    waterPPInVehicle = 0;
    waterResistanceCoef = 0;//.0015
    turnCoef = 400.75;//4.75
    rudderForceCoef = 100.5;//1.5
    rudderForceCoefAtMaxSpeed = 0.015;
    waterSpeedFactor = 1000.5;//0.5
    engineShiftY = 0.1;
    waterLinearDampingCoefY = 2;
    waterLinearDampingCoefX = 2.0;
    waterEffectSpeed = 2000;//5
    engineEffectSpeed = 2000;//5
    waterFastEffectSpeed = 40000;//28```
cinder pivot
#

@wraith tendon you are supposed to be awake to answer my questions 24/7 wtf

wraith tendon
#

🇫 🇺

cinder pivot
#

At least you are reliable 😃

quick terrace
#

buldozer works fine (i have not updated it since 64 bit, and manually copy pasting the 64 exe makes it crash anyways. the dlls mentioned are available in the dll folder on the P drive btw

#

@sturdy parcel maybe?

#

or @rich blade

wraith tendon
#

reinstalled?

quick terrace
#

nope

#

this shit is new

cobalt panther
#

I'm literally having the same issue myself, I think it's because we're missing the 64bit versions of the same DLL's

wraith tendon
#

i can't remember what i did... i had the same problem... damnit

cinder pivot
#

@quick terrace I have the same popup/issue since like a week or two

#

No problems running anything, I just have to click ok

quick terrace
#

yeah i know

#

so stuff works using the old exe i had as buldozer.exe

#

if i try to manually replace that with the current exes

#

be it 32 or 64, buldozer crahses

cobalt panther
#

I just tried that, still getting the same issue

cinder pivot
#

I just havent messed with it

cobalt panther
#

the viewer still works for me though, which is odd

cinder pivot
#

Its arma broken

#

Broke but still works 👌

#

Lol

quick terrace
#

no the tools are half assed

#

yeah the viewer works with the former exe i had

cinder pivot
#

Works, didnt say to what standards 😉

quick terrace
#

bi's

cinder pivot
#

Haha

cobalt panther
#

so not much then

quick terrace
#

sometimes i do fucking wonder how do the expect new people to actually get into this shit

cinder pivot
#

Lies and mistakes

#

Foolish people

quick terrace
#

i for one at least i know what files needs to be messed with and copied over from A3 install directory

#

that said, if i were to do that today

#

with the current exe that don't work

#

would have just said fuck it all

cinder pivot
#

Pretty much

#

When will we get a tools dlc

quick terrace
#

whatever can't be bothered

quick terrace
#

fixed it by running the install buldozer tool via project drive management thingy

wraith tendon
#

🤦

quick terrace
#

that said, i did backup and older arma3.exe version because with the current one the fucking viewer crashes of course

twin urchin
#

well you can also set the buldozer to run directly from A3 folder

#

thus you wont get any issues

quick terrace
#

i know i know but i have a bit more convulted setup i actually wanna keep

#

and i also wanna run some custom shaders that are 1:1 lighting setup from a3

#

instead the older shit

twin urchin
#

only if somebody updates the buldozer that could show the new lighting or at least have a settings to do that 😉

quick terrace
#

yeah that "somebody" already did 😃

twin urchin
#

i meant officially

river kite
#

for me the uv editor in the object builder dont work anymore since few days.

quick terrace
#

unoffficially, hence why i don't use the paths directly to A3

wraith tendon
#

Lightings... hm... i remember something, is the Documentation about the settings already out?

lavish mountain
#

It chivers my spine sometimes when I am searching for drawings AKA blueprints...

#

there is soo much stuff that people dumped on the internet where I know the company where it came from that definelty has the policy to not release such stuff..

twin urchin
#

when you doing arma stuff , you have to do tons of workarounds thats arma 3 in the nutshell

#

because officially they dont give a crap

cobalt panther
#

@lavish mountain They probably don't give a crap because blueprints are woefully inaccurate and will only get you so far, the unofficial ones at least

polar fiber
#

@river kite UV editor is just minimised somewhere. Right click it in your taskbar and Maximise

cobalt panther
#

and let's face it, most of them are unofficial

lavish mountain
#

I work in the Naval industry, and trust me I see the watermarks and the drawing data... they just post them online, If it was pictures of drawings or something, no the entire data is on there

#

Its digital drawings

river kite
#

Thanks @polar fiber 😄

formal vapor
#

Can someone tell me what my "External Viewer" and "DLL Folder" should be in oxygen? I have always had issues with buldozer being jacked up 😩

quartz ridge
twin urchin
#

you need to invert them

#

in OB - by pressing W

quartz ridge
#

Thanks! Fast support 😃

formal vapor
#

I've noticed the poly limit was raised in ArmA3 but the poly limit in buldozer is still around 32k. How do I fix this? I'll buy a 6 pack of beer for who ever solves this problem

cinder pivot
#

Redownload a3 tools

formal vapor
#

I was hoping you wouldn't say that

cinder pivot
#

Haha

#

But seriously, unless you are using oxygen from A2... I have over 32k polys in OB atm

#

With no limit on that

formal vapor
#

that's what doesn't make sense. I can put my ship that 90k in arma3 and it'll load, but it won't load in oxygen but I can tell my oxygen is the a3 one. So i'm guess my oxygen is using the old a3 files

cinder pivot
#

Send a screenshot of your oxygen/bulldozer ?

formal vapor
#

i'm reinstalling it.

cinder pivot
#

Because if its "oxygen" its the wrong tools 😛

formal vapor
#

It's object builder but I'm use to calling it oxygen. I guess that's a pretty dumb thing to do all things considered lol

cinder pivot
#

It happens

formal vapor
#

when I first started it up it said it was missing a bunch of dlls

cinder pivot
#

Yea it does that for mine as well

#

Does it work with more then 32k lods now?

#

I mean

#

Faces lol

stuck oyster
#

it should.

cinder pivot
#

Yea, his wasnt before

stuck oyster
#

opened up ~116k faces just the other day

cinder pivot
#

If its not, what errors are appearing @formal vapor

stuck oyster
#

buldozer did take a while to start though

cinder pivot
#

Yea, I have done 70k with no problems. Just an odd situation

formal vapor
#

I'm gonna restart my computer

stuck oyster
#

another way to have it is straight from the game exe

cinder pivot
#

@Tim B#5638 is it working or whats the error?

#

Does it pop up when importing or?

formal vapor
#

I'm getting a bunch of dll errors when first starting OB. I have a 64 bit system if that matters

#

I made my buldozer arma3.exe from the game directory

stuck oyster
#

are you running it as administrator?

formal vapor
#

how do i run buldozer as admin?

stuck oyster
#

you shouldnt

#

so probably not

formal vapor
#

holy crap this is why I kept using oxygen for so long lol

stuck oyster
#

or OB either

#

you sure the dll path is right

formal vapor
#

E:\Games\Steam Games\Dishonored\steamapps\common\Arma 3 Tools\ObjectBuilder

#

this is my path to OB's dlls

stuck oyster
#

alright. that dishonored bit threw me off

formal vapor
#

yea, I messed up when I originally installed dishonored long time ago lol. There's not a buldozer in my arma3 tools folder

stuck oyster
#

there is none

#

the tools installer copies A3 exe and the required stuff to P: if you use it

#

but when you use the game exe from the game installation folder that is not required

formal vapor
#

ok, so do all of these arma 3 tools need to be in the root P drive? My p drive is completely empty. Is that normal?

stuck oyster
#

never have the tools in the same folder

#

P: is only for addon stuff

#

but you should have some stuff in there if its installed right

#

like unpacked A3 folder and some other stuff

formal vapor
#

I just have a buldozer.cfg

stuck oyster
#

do you happen to be familiar with Mikeros toolset?

formal vapor
#

no

#

i'm sticking all the A3 data files in the p drive...i think lol

stuck oyster
#

mm what?

#

hopefully its just how you phrased it

formal vapor
#

that's what i mean and what my p drive looks like with my secret project

stuck oyster
#

im afraid I use Mikeros Arma3P tool that unpacks all the stuff thats needed and I've never had problems. I cant really say if the tools installer works :L

formal vapor
#

I'd imagine it does the same thing, but I don't think that has anything to do with OB's viewer

stuck oyster
#

the free tools

#

im out of ideas really.

#

Im pretty much repeating all tips I can remember thrown around here as I've had no problems with the tools whatsoever.

formal vapor
#

yea the tools are just one of those things where you have to play with it until it works

umbral plume
#

I move all of my arma 3 tools contents into my p drive just incase they release a broken tool update again.

stuck oyster
#

not adviceable to have the tools there but if it works for you.

#

¯_(ツ)_/¯

#

I must have missed the broken tools too XP

formal vapor
#

Well if it ain't broke, don't fix it. For me though having to pack my ship and look at it in arma every time I change a texture is getting old.

lusty ginkgo
#

The problem with arma is that something is always broken

#

but fixing it is always a gamble between solving the problem and breaking it more

formal vapor
#

okay, oxygen starts, but I don't get any textures

stuck oyster
#

your texture paths might be wonky

#

do you happen to have P: in them?

formal vapor
#

they worked before

wraith bone
#

oh cool a pirate ship

#

I've been meaning to make a couple of WW2 Ships

#

just to lazy to do it

#

lol

formal vapor
#

Do it. There's not enough naval stuff for arma

quick terrace
#

there is not enough of everything in arma if one would be to listen to popular belief

formal vapor
#

It's not a pirate ship btw. It's the HMS Persephone, galley frigate of 20 guns, 1724

#

But there were pirates ships similar to her, such as the very real Wydah Galley

cinder pivot
#

@formal vapor so when you try and launch bulldozer what happens?

formal vapor
#

it comes up with the model but it has no textures

formal vapor
cinder pivot
#

Nice, what was the issue?

formal vapor
#

originally OB was using the earlier A3 with the poly limit...which was an issue with my ship. I reinstalled A3 tools and installed the buldozer with A3 tools and now it works!

#

Which saves me having to put my ship in game whenever I need to see how it looks in game

lusty ginkgo
#

Is there any way to make Object Builder's buldozer display objects correctly? In terms of colors/lighting being accurate to what you would see in game

lusty ginkgo
#

@formal vapor
"Which saves me having to put my ship in game whenever I need to see how it looks in game"
How do you get it to display accurately?

wraith tendon
#

@lusty ginkgo Press F1 in Bulldozer and play around with the Settings there

lusty ginkgo
#

Do I need to match the settings to my games settings

wraith tendon
#

"play around with the Settings"

lusty ginkgo
#

so that is just making it look closer

#

not 100% accurate

#

That will have to work I guess

quick terrace
#

@lusty ginkgo there is but it's up to @bleak tangle to make these shaders public, which he said he will soonish

lusty ginkgo
#

ahh

#

good to know

quick terrace
#

unfortunately, there is no 1:1 visual representation with vanilla

#

tools

sturdy parcel
#

tim B you're wasting your time and effort. NO exes or tools of any kind should be on your p: drive. bis persistently get this wrong.

there is only one 'buldozer' on YOUR pc , it's called arma3.exe. You access that , not some wieird piece of sh*t that should not be on P at all. why? because, at best, you need a baziilion dlls to be on p: as well (and surprise surprirse, bis get that wromg too, with steam app id's)

at worst, you are inviting bis to ERASE your p drive if you install their tools. Why? because bis consider the location of armatools to be their's and on one famous occasion deleted everything in there.

you can save yourself a heap of agony and nonsense by simply using arma3p and go make a coffee, take the dog for a walk, or hell, talk to the wife while it's processing.

https://dev.withsix.com/projects/mikero-pbodll/files

to repeat here, if you haven't got the message, there is only one buldozer on your pc, it's called arma3.exe.

use it.

cinder pivot
#

The law has been laid down

#

Thats a wrap

formal vapor
#

I tried making A3.exe the "buldozer" but the textures wouldn't show up. I'm not really good with computers...at all. In fact I'm surprise my computer hasn't jumped out the window and committed suicide. I'm just a 3d artist so I don't really know how to set up OB like that.

formal vapor
#

Come to think of it I'm surprise working with 3d Max all these years I haven't jumped out of the window...

#

@sturdy parcel Should I turn off the automatic update on my A3 tools?

wispy orchid
#

@formal vapor have you set the texture path in OB to your P drive?

#

file -> options -> path for textures P:\

#

what is wrong with my wheel/suspension setup when an airplaneX's rear wheel sink in the ground and sits on the connecting struts. The front wheel is above ground, though. When initialized the plane bounces up and down for a while and then comes to a rest. Wheels turn and I can take off in VR

wraith tendon
#

Did you flipped the dampener Axis?

wispy orchid
#

trying that

wraith tendon
#

The other thing, could be the Landcontacts, maybe they are missplaced.

wispy orchid
#

the axis for the rear wheels was mssing completely from the memory lod

#

landcontacts seem fine, when I remove the geo lod it sits on the wheels, albeit they won't turn

#

no joy, still same

wispy orchid
#

when I remove the physx lod, the plane sits on the belly completely, all gears in the ground

wraith tendon
#

😄

wispy orchid
#

ah, no, that was because I removed the dampers from the geo lod, as I found this to be the case with the F/A-18

polar fiber
#

IIRC checks are: gear should be modelled in the down position in the .p3d. All wheels should have a centre and boundary memory point for the physX config. landcontact points should AFAIK move with the landing gear struts when raising/extending the gear but not move with the wheels (i.e. not be part of a bone affected by suspension). Geometry LOD can have the gear modelled for collision purpose but physX LOD should have no wheels

#

otherwise you might need to look at the physX parameters and adjust the sprungmass and MOI etc. to change how it behaves on the ground

wispy orchid
#

I thought MOI and sprungmass is for cars and tanks solely, not for planes and helos?

wraith tendon
#

PhysX

formal vapor
#

@wispy orchid Yes my texture path is right. The textures show up when I'm using the buldozer.exe but the textures do not show up when I use the ArmA3.exe.

polar fiber
#

as Dscha says, a physX wheel is a physX wheel

wispy orchid
#

any hint in the rpt, Tim B?

#

what's the purpose of autocenter = 0 on a plane?

#

If I add that, arma 3 crashes for me

#

dev build

cedar coral
#

What is the scale difference between the A3_character_template and A3_character_example max files to OB. I exported vis LOD out of OB in fbx format, then when I imported into 3ds max that scale was way off? Anyone else hit this?

spice horizon
#

If any of you use 3ds Max for your models, can someone help me over come an error on importing to o2?

formal vapor
#

What's your error myers?

wraith bone
#

where do I go to figure out how to make static weapons

wispy orchid
#

any suggestions on how to resolve that crash with 'autocenter = 0' as geo lod property ? I see on other planes that they have set that

#

and when arma does not crash immediately, the plane seems to sit on the wheels then

wraith bone
#

Hey guys, any suggestions on making flora and stuff like that? I'm extremely new and looking to make some tropical assets for me to use on my maps

wraith bone
#

Hey guys, I'm making this plant model, and I have a regular texture file, a normals texture file, a transparency texture file, and a specular texture file. How would I apply these so it would look correct?

wraith tendon
#

wth is that: ( @sturdy parcel ? )

MakePbo x64UnicodeVersion 1.97, Dll 6.18 "cup_terrains_ca_buildings"
ca\buildings\data\detailmapy\dum_olez_istan2_strecha_macro.rvmat: Unknown pixel
shader id=0x00000010```

*Fixed in DePbo 9.16
proud finch
#

Does anyone know why my vehicles aren't showing any lightflares from the headlights? (Yes, it is set to use flares in the config), it seems when I move the memory points more than a meter in front of the vehicle they show up, but as a result the light source show way ahead of the model. Any attempts to move it where it is supposed to be results in the flares not showing. I have a feeling it's something to do with the properties, but even when setting up the properties as they are in the sample model from bohemia it does not fix it. Send halp

proud finch
wraith tendon
#

Anyone working with the Arma3_x64 Version for Bulldozer?

white jay
#

yea

wraith tendon
#

Have you done any further settings? Mine crashes always, when a model is beeing loaded in

white jay
#

hm @bleak tangle reported the same :S

#

do you use A3 tools setup or arma3p?

#

i literally just added "_x64" to the path in the settings

wraith tendon
#

Same here.

#

I used a3p from mikero

white jay
#

did you run it recently?

#

i havent for quite some time now

#

probably since the x64 hit devbranch

wraith tendon
#

I just tested it^^

#

Ah, A3P, yeah. I reinstalled my P-Drive after 1.68

white jay
#

hmm

#

how do you start OB/TB?

wraith tendon
#

Yes

#

(just tested with OB)

white jay
#

😄

#

i meant like with a shortcut or via the A3tools thingy?

wraith bone
#

So how would one make a static weapon? Say a tri barrel flak cannon

#

Any guides?

wraith tendon
#

Ah, starting via .exe shortcut, not tools.

white jay
#

thats pretty much the same as i do

#

any special parameters?

#

oh you could try -noLogs

#

buldozer tends to print a huge ammount of logs into the rtp

#

so that should 1st speed up your startup time and perhaps prevent it from crashing

wraith tendon
#

E:\Steam\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
Already is :/

#

I start without -nologs -> out of memory oO

#

anyway, lets stick with X86 then -.-