#arma3_model
1 messages ยท Page 91 of 1
ummm... what defines this as x64?
_x64.exe
i think this is his working settings
just that Tag, at the arma.exe
because the thought occurs to me that with file data firmly entrenched and stored as 32bit, unless some special care was taken it's doubled (or squared) in size when actually processing it.
that doesn't have to be the case, but obviosuly? visual studio is going to assume 'default' sizes for the compiler.
ah, should be fine. really. But as you'd be aware, there's a lot of binarising going on to get the objects and exported wrp, into a form the engine can actually work with. I'd put money on the temporary storage being the culprit here. (being larger than necessary)
bis binarise uses the very same identical 32bit functions as the engine does to well, hell, binarise. But the difference here with what you folks are doing is using 64bit versions of the very same code. It's not given, that the the 64bit binarisation process actually 'works' and looks like, it doesn't. Until we get a binarise_x64, that code isn't used anwhere else.
it does, but only for me it seems ๐
k
It worked for me when 64-bit was on dev branch, but doesn't now.
Also crash after when is loaded?
@sturdy parcel In my case its OB
yes, just realised my obsession with wrp
so used to skype map makers i can't think straight in any other convo
hehe
Sup guys so i made a gate.. when it's opened i can walk trough it, but when i try to drive trough it, it wont let me. Any solutions for this? I already tried to put a roadway underneath it, but that didnt help either.
one is geoPhys, the other is the ordinary geometry.
in this case -> It seems like you didn't assigned MASS to parts
Hmm just did a quick check on the mass, seems fine. Still has the issue after the check.
in GeometryLOD:
Structure -> Topology -> Find Components
Did that already, got two components one moves with the anim. when its opened
is there a physx LOD?
Yes
Tried that but didnt help ๐ฆ
Why do you need a phyx lod for a gate??? ๐ค
afaik if geometry is animated outside the model original bounds it does not work anymore.
Ok so i found the problem.. i didnt call the component in the geo lod "Gate_1" as it supposed to be. Works fine now! Thanks to all who try to help, appriciate it ๐
hey guys
I made this plant in A3, it has all its textures and everything in its file, but I get this everytime I try to open it in editor; can't open object TOSP\TOSP_Plants\Tropical_Plant.p3d
heres my config.cpp
// this tells the engine what your addon is called
// the name of the pbo is TOTALLY irrelevant and not used in game
class CfgPatches
{
class SandsOfThePacific /// <<<this is the name of YOUR addon
{
units[] = {};
weapons[] = {};
requiredVersion = 0.1;
requiredAddons[] = {a3_data_f};// to 'get at' the pre-built static class
};
};
// this tells the 3den editor where ALL your objects are to be listed
class CfgEditorCategories
{
class SOFPObjects{ displayName= "Sands Of The Pacific Objects";};
};
// this tells the 3den editor sublists of above
class CfgEditorSubcategories
{
class SOFPPlants{ displayName = "Plants"; };
};
class CfgVehicles
{
class Static;
class tropical_plant: Static
{
editorCategory = SOFPObjects;
editorSubcategory=SOFPPlants;
scope=2;
DisplayName="Tropical Plant";
model=\SOTP_Tropical_Plant\tropical_plant.p3d;// only you know where this is, and it is in the same folder as this config
};
};
Any help?
```cpp
YourConfigStuff
```
can't open object TOSP\TOSP_Plants\Tropical_Plant.p3d
cfg -> model=\SOTP_Tropical_Plant\tropical_plant.p3d;
You didn't tell us something
Fixed it. Had a incorrect file path. model=P:\SOTP\SOTP_Flora\SOTP_Plants\sotp_tropical_plant.p3d
What influences the Bounding box of an Object in Eden? Geometry Lod? My objects bounding box is just a big about 1m cube. My geometry Lod exists but it has 0 points
View, Geo, Memory
it takes the points, that are the furthest away from the model
e.g.
Cube: a single point in the first Viewport is 10m to the left -> Bouding Box ingame is Obj + 10m to the left
I only have 1.0 LOD, shadow and Geometry LOD with 0 points.
The bounding box doesn't match up with the 1.0 LOD.
Too big?
No points outside the Model as far as I can see
It's a radio.. Maybe 10x10x50cm
I have no Idea of modelling. Can I check that in Object Builder?
negative
+never had such a small model, maybe its a minimum size (just guessing, no clue)
The "Documents" Model is even smaller and has correct bounding box ๐ฆ
Maybe the empty Geometry LOD is the problem...
I have the Model on github if anyone want's a look
nah, i'd interfere in sth i know nothing about. will ask you later.
i'm learning more from shutting up.
Okay, who can find the Link to that Pic:
https://i.imgur.com/FLajlFv.jpg
it was an explaination about the boundingBox
That bus is in A2 sample models but has no textures
Nah, i was searching for the Page, wich explained the BoundingBox. I can't find it anymore
Is your model able to be picked up, or is this just a static object? What about the documents model?
already claimed that ticket Penny ๐
It's a Radio. So can be picked up like helmet and weapons.
the documents model has a very tight and even smaller bounding box so I know that my Model is not too small
So that stupid "Viewer Search" problem when starting Buldozer in Object Builder has gotten worse after I updated the tools. It just doesnt connect at all. it's stuck in its perpetual search. Anyone else experiencing this? And better, solved that?
It takes AGES to load, yeah
(32Bit Version)
64 starts instantly
but.. erm... crashes when it loads a model in OB
So I'll just have to suffer through the wait time? ๐ฎ
BZ loads fine and quickly. its just that the viewer search is taking ages. Its the TCP connection thing I believe.
must be the TCP socket but searching for me suggests that the OB is looking in the registry for the viewer (buldozer.exe or arma3.exe)
actually the path is configured in OB itself so that does not make any sense
TCP? wut?
Yeh. Buldozer interfaces with Object Builder via TCP
Thats why it has this startup param: -connect=pipe\A111E,8EDB
In other random news. Buldozer, when run, has this as default date:
[1985,5,11,8,2]
๐
I bet that hasnt changed since OFP
if you use bd tools it sets it to [2001, 06, 22, 12, 0] ๐
Anyone know why this shit keeps happening? Yes shadow LODs are sharpened, closed, and triangulated. https://gyazo.com/7937e96f3b154d75d35c2a8ae8dd75ac
Looking for someone with some free time that wants to help me get a model working in arma. It's a ticonderoga class cruiser
The model is 75% done, but I do not have the skill set to write the configs and get it working
yo guys
i was hoping ya'll could help me out
I want to put in this building ,I already got the model and textures, but i'm horrible with Geometry and collissions and all of that, if you guys could point me in the right direction i'd appreciate it
A new red dot for RHS: AFRF: https://www.artstation.com/artwork/nywD1
an arma have textures packed into RGB ? say roughness in red, specular in green, etc ?
can*
roughness isn't used. _smdi is specular in green, gloss in blue
ah brill, thanks ๐
or you could use raw precedural textures along the lines of #argb(...)color(r,g,b,a)
can anyone help me or point me in the right direction
only if arma used roughness xD
Geometry is just a simple build up of your building with cubes and stuff, take a look at samples to see what is needed
Hey guys, short question. Does the Tacho needle (dont know if its called this way in english) also be moddled?
@bleak flame Good looking model. You still using Modo?
its part of the Model, so yes. It must be modeled @river kite
Ok thanks dscha
question fellas what is a good poly count for a vehicle to put inside arma 3 without causing issues?
someone told me 50k
but that seems rather small
Quite the opposite. 50k is above average
25-30 is typical
the ones over 30 usually have machinegun turrets and things that require more detail
I am building an f16
interiors in 3rd person models are usually heavily optimised. You only need high detail for the view Pilot LOD
would 50k be ok or would that affect performance?
As low as possible, as much as needed
for example: Does one wheel rly need 1000 Points/Faces
no
That was a rhetorical question ๐
50k F16 model? do you created that for DCS xD
and if you have a nice HP of it , you can really easily create a LP - 25k and with baking you get like 90% of details in the normal map , other parts are just about geometry rounded vs blocky
โ
โ
Uhm, I know I found a fix for something I did like this way back but I can't remember what it was. Yes, GEO has autocenter=0 https://i.gyazo.com/d37c00bc3b137e3a804d691082b9e08d.png
@proud finch its Arma mate...happens on Tanoa bridges aswell .... ๐
(the light stuff from earlyer)
yeah that light thing triggers me
....
But anyway idk anyone is realy willing to help you because they are all grumpy about Life mods here...^^
why doe, we're doing actual content and not retextures and old files from 500 different communities
not that I expected people to know about it, just saying ๐
...Life mods are constantly stealing ripping doenst matter if its from another server or game ^^
FeelsBadMan
hmh...
i only see one problem with the big life community nobody wants to share but everybody wants to get something from the other... and they all mod a game that has a pretty realistic baseline and a huge "Frame" but using a diffrent Engine would open so much performance and feature wise... and nolonger stiupid PBOยดs .... ๐ Cry Engine 4 is free and if u make < x $$ they want X% but even then all these talents that waste their potential to crop everything to fit into arma.... sad ...
I started playing arma on life mods and became a life nerd, I just really enjoy creating content for it although it's frustrating sometimes
sometimes?
okay like 50%
....
u mean 99.99999999% ๐
u can do something over and over again with the same procedure and everytime a new error pops up ๐
then the Object builder is a total pain in the ass ... i used it once to make a building with a guy who showed me how to with doors and windows and it was so complicated....
how do you think cars are? haha
yeah with the wheels and shit....
could you bloke keep it on the subject, which it isn't if a3 life is cancer or if it is ๐
Currently going through the A2 trees... silvador really doesnt care about section count. :/
This is what they decided was worth an section on a tree placed thousands of times...
Just the two beeches. It seems as they progressed through the trees alphabetically it was optimised.
I'm absolutely loving -filePatching. Makes tweaking the lighting of my trees directly on the terrain so much better.
Does it work with model.cfg changes too?
(e.g. i have to restart Bulldozer, when i add new bones/selections etc)
simply have to respawn the vehicle
Modding is so much more fun when the tools actually enable you. ๐
it happens so seldomly
Can anyone explain the process of doing all the object Builder stuff for the buildings
I have it imported but I want to add all the geometry, Fire geometry, visible geometry, and all that
Yes I do have all my components labled
there is no difference doing geo fire geo etc for buildings than any other mesh
the only difference is the named properties
Ive asked myself whats the actual conversion between mass (in Geo LOD) and kg? Poorly couldnยดt find any documentation about it :/
it is kg
Some say it is, some say its not. No clue anymore.
it's in the manuals ๐
Note that and mention it the next time the topic comes up ๐
iirc, we had that with while talking about ACE stuff
Config/inventory mass is the one that's got weird units
some strange formular was posted back then
it is not exact if i recall correctly
it's separate to the model geometry mass
Ah damn, right. It was mass
but for all intensive purposes GeoLod 'mass' is kg.
too many vars
Ah thatยดs lovely, thanks ๐ Did not expected it to be that easy
enjoy it while it lasts ๐
how would I set mass to my building and configure the components for the geo
select all objects, press alt-m, enter mass into the box (should be relatively heavy). for components, Structure>Topology>Find Components. they must be closed/convex.
back in the arma(1) days I used modo with Synide's P3D plugin extensively to fix and tweak p3d models. this was like what, 401 era or something cant remember heh.
I wrote only few notes, since then I've forgotten much of the modo functionality, after all its like more than 5 years and 5 modo versions later as now I'm using modo v10.2v2 (and v11 has just been released) with ianbanks rvodo plugin.
currently I'm (again) newbie regarding UV sets, I can do UV unwrapping but when I load original P3D file into modo I cant even find the UV set(s), basically I can only destroy existing stuff and make new UV's.
if you just google "modo uv mapping texturing" there are so gazillion results that it takes forever to wade through all of them. does anyone know some tutorials or manual pages etc which would cover this specific P3D suitable UV issue?
or if any modo guru would help me with this direct issue, I would really appreciate it and this time I write everything down so I wont be asking the same questions again ๐
slowly backs out of the room...
heh
@bleak flame ^
@ebon abyss - you are either doing something really wrong
or that plug has an issue
yeah its definitely me.
also I'm well aware that this is a RTFM issue, but like I said its not that simple, I kinda dont even know what to search for.
can you post an UV view from modo?
not a modo user, but software work more or less the same when UV are concern
well lets give direct example; I load a p3d into modo (and save it to lxo right away). it is untextured in modo because initially the texture path and or file name was wrong, I then fixed the path/file name in shader tree, however model is still stubbornly untextured in modo.
first direct question is; how I can check which shader tree material is applied to the model (if any)? ๐ฎ
okay so when I make my building right, it needs to have 3 ladders in it, and just some basic geometry like walks, 3 steps, a couple of windows, and 3 floors to walk on
@ebon abyss - no idea tbh, but i thought the issue was modo to p3d
@wraith bone, yes and?
specific questions
well actually its p3d to modo heh. once I have the model properly setup, saving to p3d is no problem.
I actually now found where the uv sets are located (dumb me I had minimized the dialog where they were heh). but still that above question remains.
google doesn't help?
was just reading the official modo online doc, could not find any solution so far. difficult to search as I dont know what I'm searching for ๐
@ebon abyss you might want to look into this:
https://foxhound.international/modo-plugin
I am using that plugin. or did you mean something else?
oh sry yea i ment just the plugin
@quick terrace How would one create that geometry, without blocking off all the open areas within the house, allowing people to walk on it and, how would one create those ladders for people to walk on
seems I may have partly solved one of my issues, I can now load texture (image map) into modo and few of my "untextured model!!" bugs are fixed, texture shows up fine. unless I'm mistaken this answered my question above.
I would still love to ask stupid questions from some modo guru ๐
ping me whenevs @ebon abyss or pm.
roger, thanks.
Hi, im experiencing a very annoying Shadow LOD bug with a custom model which i cant seem to fix. The problems are 1. That the lines of the shadow LOD are visivle InGame and 2. Weird Shadow stripes. (See reference pic) http://fs5.directupload.net/images/170429/u3x3fb3w.jpg And hereยดs the Shadow LOD in OBJ (It is closed, trinagulated and sharp edged) http://fs5.directupload.net/images/170429/xrea5pby.png Does anyone has a clue / tip how to fix that? Thanks ๐
Guys I need some help. I have a static model of an antenna. When I place it in eden everything is fine as long as it is marked as simple object. Otherwise the object just dissapears as soon as I start the game. It's gone. Any ideas what Iam doing wrong?
Happens pretty often, you are not the only one.
Ok, so any solution to that issue?
its also weird that as soon as i set enable simulation to off or enable damage to off the object dissapears in eden also
You can check, if its in here:
https://feedback.bistudio.com/project/view/1/
If not -> Open a Ticket.
(since you got that prob, i couldn't post an example)
this look ok? ๐ http://i.imgur.com/fgZMbHE.jpg
there are many rocks where i live that look like that.
ยฏ_(ใ)_/ยฏ
i think it looks pretty good. what is the light patch on the top?
its from the texture, im guessing some kind of quartz
ah
not finished it yet and first time using quixel so thisll just be a test of what i can cock up lol
some more normal power probably wouldn't hurt
true, i dialed it down a bit, probably to far
have fun with quixel, that is my app of choice most of the time ๐
it seems pretty straight forward so far, but barely scratched the surface no doubt.
its seems like the object is immediately deleted if place via editor / zeus from the game. No idea why. Gonna check dev branch if it is fixed there (couldnt find anything hinting to it from changelog tough)
@hollow fulcrum !
@white jay Not all of your edges are sharp, in this image the thin red lines mean that edge isn't sharp http://fs5.directupload.net/images/170429/xrea5pby.png
Saw that aswell, was a mistake as i sharped edges berfore triangualting. Doesnt help. :/
Thanks anyways
Anyone have a written beginner guide I can use to see about getting into model making?
@Knowlton#9617 Youll need to familarise yourself with whatever modelling software you have chosen.If for instance you choose blender,your best just making some boxs and basic stuff to get a hang of it.Video tutorials aplenty out there.
hey modeling friends, here are some shots of a neon sign I made today. emmulsive .rvmats are cool but can someone teach me how to attach proper light points? I don't know how to do that yet :)
well my pic links aren't working so just check it out on my twitter: https://twitter.com/defjon5/status/858562228978565120
@Knowlton You should check out Burnes tutorial series on YouTube. Helped me alot back in the time.
@civic salmon Have you checked the Arma Samples (Download via Steam)? Im pretty sure theres a lamppost sample ;)
ok, I found one called lampa_vyoska.p3d but I can't find the config, I see that I need to add a memory and a hit-point for the light
I take it that it would correspond to something in the config
so is it the Reflectors class I want to use?
oh I see, class light, and it's an embedded classname
The config.cpp is definetly located inside the Arma Samples, like I said youll have to load it from the Steam Store http://store.steampowered.com/app/390500/Arma_3_Samples/ Afterwards all the files, including a config.cpp will be located at Steam/SteamApps/common/Arma 3 3Samples / Addons / Test_Lamp_01.
Otherwise i could load it up to Dropbox or something...
Hi, I'm working on a car in Object Builder. I want to rename the pbo file. My car.p3d directing to "car\data\int.p3d" but how can I edit the patch? Sorry for my english, but I hope you understand ๐
You can just rename the p3d file and everything pointing to it
but how can I rename the patch to another p3d file in Object builder?
"cannot load pbo_file\data\proxy.p3d"
sorry. It's a prox2.p3d file.
Problem solved!
@white jay thanks for the help, I didn't even know the arma 3 samples were a thing, I found the lamp and I think I know what I need to do now!
~~Anybody got an idea, why the damage is sometimes ignored (RedArea)?
https://i.gyazo.com/8e40e389aea531baced2884ba0214c58.png~~
Scratch that... Model had no fireGeometry...
can someone tell me why my object builder is crashing when i want to open a proxie of data_f ?
cuz these proxies are binarized
i know but i only found 1 yet and they dont fit really ^^
but how ? ^^
Create -> Proxy
thanks ๐
Anybody remember the button to enable/disable the Face direction?
(little blue indicators, iirc)
nvm, found it "show normals"
@wraith tendon thanks for your recommendation to look into physx suspension wheels for the broken suspension on Unsung planes. Unfortunately it opens a whole new can of worms, lol.
yeah, the geo lod and the physx settings better be closely aligned, otherwise you're in for a surprise, I found the hard way
hehe ๐
hey guys, can someone explain to me what this is actually doing ? 'bis_disabled_Door_07', 1]
is it literally disabling the door ?
Hey guys, any ideas on how to fix that alpha problem ? http://i.imgur.com/fTvOryF.jpg
Tried to change the RVMAT flags, tried to change Pixel and Vertex Shaders, tried to reduce the specular intensity, did "move top", "move bottom", sorting alpha (all that stuff), added "forcenotalpha 1", also "canbeoccluded 0", etc. Still not working. Thing is, when the glass is overlaying a building on my screen, it's not redered..
Im not sure I see what is wrong with that
@Ben Archer#5379 would have to see more of that to tell
@cinder pivot The blue hollow part
When any buildings are being drawn behind the glass, it turns that blue
Or doesn't render at all
It works fine in the environment
Only happens with buildings
Select your glass and use, move top function in structure
Hello guys. I'm trying to make this model to move like a tank
http://image.prntscr.com/image/ed15aed780564c3384ceb8ad3d8170e1.png
Is there something special to do with memory points or something ? because I can't get it to work :/
you need to setup the physx, did you try it?
@inner sluice look at arma 3 samples for tanks
shows you how you need to do treads and all that
@lime nebula Already did that and all, described what I tried so far under the link
What are you trying to do?
okay so for non-convex shit, do I make it convex?
okay so i'm making this building, and I have a few open areas within it, like an exploded wall and such, I was told to get it properly done and in game as a building/static I have to find all components and close/convex them, but it closes everything up, like doors, windows, and such. is this normal?
is not normal (or in fact it is, but if you are loosing doors it means you did it wrong)
make it from simple convex boxes
use as little individual pieces as possible, but still use pieces, not a single mesh
can you explain that process plz
Have you looked at the various geometry LODs on the Test_House from Arma 3 Samples? (http://store.steampowered.com/app/390500/Arma_3_Samples/)
If my model has some odd shadows in blender, will it carry over ingame? Not like flipped normals but different shadows, only happened because I imported part of a mesh into blender then continued editing it. The same mesh created in blender doesnt have any offcoloring in the mesh.. Its really odd
i have looekd at the various geometry lods on the test_house
but i'm completely confused on how to apply that to my own creation
@cinder pivot hard to say not seeing it. the shadows ingame come from the shadowLods though, so i'd think it's not likely to transfer over.
@wraith bone what does your geoLod look like?
@hollow fulcrum really new to this, hold on
@hollow fulcrum its more like shading vs shadows, like it has one material applied but goes from grey to blueish
@hollow fulcrum do you want a gyazo
linkage is good
thats what it looks like right
but when I find components and close/convex them
it just all clsoes up
i want it so its static, people can walk into it, and onto all those floors
and etc
The google machine says its because the direction of the mesh changes sharply without any supporting geometry, but it happens on almost flat surfaces as well.. Its really odd
most 3d apps have a shading function that lets you know if your smoothing is proper. probably just need to adjust the smoothing groups. or clear them and reapply.
@wraith bone your geometry should be simple and is made up of smaller "blocks" if you will, not one solid block
alright
And no texture on it
no texture on my geo?
@wraith bone is that the geoLod or resolutionLod?
If you see the house in samples, its all built up of smaller blocks for collision
Arma samples of the house
Has all you need
There are guides but I dont have them handy
I have a question that I am having trouble googling - Is there a way to disable the bench seat on the RHS MELB AH6M-H? This helicopter seats one pilot, one copilot, and one passenger on the bench seat over the GAU19 mount on the pilot side. I would like to disable the bench seat so the helo only seats two players, because reasons. Thanks
throw invisble UAV_AI unit in the seat with disabled AI.
huh not a bad idea
ive just got to figure out how to do that ๐
yea I dont know how to add an invisible unit
I'm still confused on the buildings thing
would anyone like to direct chat and help me???
Can someone tell me how i can get my vehicle always displayed in Front,Left und Top View ? also when i editing in other LODs ?
F9?
yeah then i have the 4 views
but when i switch to the memory LOD i just see the points and nothing else
i want it like in this vid ^^
so when im in another LOD i still see the 0.000 LOD
View Background LOD
ok thanks will search for that later ^^
File -> Options -> What MonkeySaid
yup thanks guys found it ^^
yeah found it because of you ๐
Is there a way to mass change the model path of proxies in the model? Maybe a hex editor?
Sounds like ur up to no good
Hex Editor did the trick
Will remember that for the future
only time iv heard of ppl using hexedit is for norty things lol, iv been hanging around here too much!
ppl asume the worst
Can understand that but just that you can sleep well I'm part of the new franze & nodunit ah64 dev team
franze and nodunit made a highly detailed ah64 back in arma2 times. They ported it to arma3 but they dropped the project and gave permission to the community to continue their project.
cool
lol, whats up mike?!
meh.. nothing new unfortunately. lots of LP foo in my life currently.
@terse elm how about you?
been working on this last few months https://forums.bistudio.com/forums/topic/204074-mpx-baf-virtus-body-armour-system/
ah very cool
if im lucky i'll find time to make a muzzle flash hider for the M2 and finally get to painting it today.
๐
so can i expect it soon?
meh.. soon is relative. im just catching up on where i was before going afk this last time.
you're after DCL foo right?
well you already got those sights done right?
aye, the 120 is done. i'd have to look again to know about the other 2. i'll get to it before the weekend most likely. i'll send you a PM. (or you know, remind me ๐ )
ok will do xD
@terse elm if you get bored , we at ASTFOR got a lot of stuff to do ๐
Woah... I just looked at your to do list for ASTFOR. :D
Any vehicles already started?
looks a cool project, sadly i cant take on any more than im currently doing otherwise il end up divorced
@halcyon wren Yup , you can see a few in some screenshots
@terse elm no problem ๐
that tank has a hot rod mod on ๐
that is more of a @woeful viper type question. best i can tell, it is not proper. ๐
Looks like a typical: PhysX
iirc it had something to do with the contact of the wheels with the ground (like sinking in ground/too low)
Maybe that hints you in the right direction
the problem is only when i try to turn while moving forward
Anyone got the Problem, that userAction's (e.g. doors) disappear, when you walk inside a Model(House?)
memorypoint and radius?
Nah, they are available when i am outside, when i move in -> Disappear oO
Pretty strange
how much hitpoints are a good deal for a truck ?
2
*solved:
The GeoOccluder in ViewGeometry killed/blocked the userActions inside of the Building.
Told ya ๐
(Okay, said something different, but refered to the obvious physXWheels prob ๐ )
Altough this might not be the right channel for my question, is Arma loading faster the less .pbo`s are located inside the addons folder? Or to be more clear, is it worth piling lots of models inside one .pbo and config.cpp for better (is it?) Performance ? Thanks again :)
Edit: or is it basically the same compared to having "every" model in their own .pbo.
hm, i doubt it there is a *noticable diff.
when I load all PMC real world data terrains into my Gaming computer, arma3 startup time until I'm in main menu is considerably longer than without them or with only just CUP loaded. so yeah, parsing through all those pbos (configs?) does take its toll. however if you are talking about small addon/mod, then I would say it makes no difference.
Ok thanks
just checked, my example data is 194gb in pbo's so that gives you some context ๐
๐คฆ
in theory, it should be slower but even in the worst case, when files are partitioned all over your drive (non ssd) it is negligible. As an add-on creator I would prefer clean structure over few hundred of ms of gain in startup speed
my example is extreme case, however the waiting time is at yawning level when I fire up my arma3 with that load. I might have to time it one of these times I start it up just to get some data about it. its not over a minute though just to give some idea, prolly over 30sec.
oh and I load that stuff from HDD (old western digital 3tb green) because, SSD is full.
Your case states the obvious that more content causes longer laoding times. His question was if content located in one pbo gets loaded faster than the same content spread over multiple pbos
is the 1.00, & 2.00 a res lod or no
both are resLods
@wraith bone https://community.bistudio.com/wiki/LOD
@brThats what I wanted to hear :) Thanks!
Recommended limit on a close shadowvolume?
2000-2500faces
Is it possible to design custom flight displays, HUDs, etc, for vehicles?
depends do you mean for an existing one?
@light bone sure!
Good afternoon all, just wanted to highlight how BIS are achieving the "runway" and AI landing on Carrier. There's a new DynamicAirport_01_F CfgVehicle (that inherits from AirportBase class) that can be attached to say an aircraft carrier or any other object. It will then be picked up by aircraft as a legit runway to land on. I tested this out by attaching it to an object on a road... and indeed AI and autopilot will land on the road (or atleast attempt to).
For those of you working on any LHD or CVN etc
@still trail its not via attachTo? Its creating it at the location?
the carrier is built same way LHD is, via an attachTo script. That script includes not only the carrier parts but also DynamicAirport_01_F. That object has ILS config entries exact same as how terrain airport/runways are defined
my tank keeps shooting in the same position even if i turn the turret.
I've double checked
gunEnd = "gunend_1";
in the turret definition and i've verified that those points do turn. Am i missing something else?
animationSourceGun = "gun_1";```
Check your model.cfg if all points move with the turret (are linked together)
already did
tested in game too
check again ๐
hey guys, is it possible to proxy a geometry from another model?
it is possible to proxy whatever you need to
Are you trying to just pull geom from another model? but you can proxy it ^ what pufu said
trying to create an empty model that proxies all the LODs from another object
normal LODs proxxy fine but the geo/fire/views dont ๐ฆ
the disappear when your not looking at the base of the object
Add Fake Points, in the Memory LOD, the tell the Engine that you are "still looking at them"
e.g. 20m to each direction
i tried that in the view geo, it made the object turn pale blue ๐
Maca I had that problem with the ladder hatch - had to put a vertex way down below it to stop rendering out of view/dissapearing
yay
ok so, trees dont sway properly if you cfgvehicle them, ref'ing the model but if its a proxy it does ๐
tanoa tree ๐
lol
@crude sigil while you can do it that way, it might not be the right way to approach placing tanoa trees. Are you placing them on map in TB or in scenario?
createVehicle'ing them
Why not just write a config and use their model paths?
they dont sway, some do, some time but its very sketchy
As in the sway is being inconsistent with trees of the same classname?
afaik the "sway" is defined in the p3d, nothing to do with the cfg
class=tree or class=*bush defines in the geo lod the sway
Sway is tied to the vertexShader assigned via rvmat.
you sure? as i can have a tree sway or a bush sway and use something like super or multi
I tried it on my trees. Made the tree trunk super shader and it stopped swaying.
hmm what would class=tree then be used for?
I am wondering this myself. Very likely legacy from OFP.
There's a lot of copypasted legacy and misinformation in even official examples.
Then not sure why it stopped swaying after using supershader. ยฏ_(ใ)_/ยฏ
and i would allmost bet money on it being a animation and not a vertex shader animation
I'd take you up on that bet. ๐
What do you mean by "Actual animation"?
No. not possible.
hmm ok
in arma/arma2 the tree hard and soft was how much wind caused the tree to sway, soft quite a lot and hard much less.
Did a quick test. Removed .rvmat. Tree still sways. ๐ฎ
Hah, I was half right. Without rvmat, the polyplanes in the tree dont have random sway. the entire tree just skews sideways in the wind.
ok so the there is a mix of the vertex shader and some other magic applied by the class=
Yep. It does seem logical being this way.
does only the *adv vertex shaders apply additional saw or also the older ones?
class defines the icon on the map i think
thats map=
in model or cfg?
named property in geoLod
ALways the best course of action: Ask a programmer to dig into the code. ๐
While at it, see if pa_sx.p3d is still hardcoded to be replaced on 24th-26th dec
it probably is. I dont have the latest source btw ^^
there are different wind anim specs for Tree/bush/hard/soft
so swaying probably is connected to class type
heh
the vertex shader must be doing some random movement to the faces it applies to.
Without them the tree just waves around as a big stump. With faces that have the shader (usually the leafy polyplanes), these then exhibit extra random movement.
ok that could be. do you need info about that?
Nope.
to sum up everything: whole tree swaying is set up by class= and the swaying of branches is set up by the vertex shader
Anyone knows how a paths LOD, specifically a stair entry point should be done? The stair is like this one:
https://gyazo.com/67105b2a6ca804132af32ef2d5ec68fa
ermmm.. probably best to check the sample model (think it has pathing anyway..). at the end of the day though, you should have multiple start points that come together to the main path. preferably at different heights to account for terrain clippling/occlusion.
regarding ladders, thats a little different. and getting AI to utilize them properly ... meh. probably a ladder in the sample model also though.
Yeah, the thing is that sample models doesn't come with a ladder, so no reference is available.. Thinking to make some attempts by try-error method, I'll come back if I get a working solution ..
Also I'm wondering how is this configured in CUP building (A2 had some of them with ladders)
you can use this to check a vanilla model:
https://odolconverter.t-db.de/
Ops, didn't know about this page, thanks!
ladders are effectively two specifically named mempoints in the memLod. the offset between the points has effect on the vector for the animation.
is there a list of memory points/proxies for models and their translations?
generally you can name them whatever the hell you like
so long as it matches the model.cfg and config.cpp
Czech names are just an old convention from OFP era in most cases
I am trying to reference ones from BIS models in my config.cpp for a custom weapon using vanilla models
I am experimenting with the gunparticles for scientific reasons
Does anyone know how to force the driver to be visible?
not sure what you mean exactly. proxy just needs to be present in the relative resLods.
forceHideDriver = 0;
forceHideDriver = 0; doesn't work
trying to figure out what we have on the PTS-M
i know for sure it's not a model problem, i've applied the same model to different cfg. In one i can see it, in the other i can not
but
i can't spot any significant entry for it
except the number of turrets
i'm trying to debug it since two days
๐
@zenith quartz Are you good with loading mods?
what values for canHideDriver do the two have?
-1 both
but i'm not sure if the driver must be visible to be killed with penetration shots
dunno. Proxy needs to be in the fire geometry LOD at least
bool
Controls whether the crewmember (at this turret) is rendered and damageable.
1= render crewmember when he is buttoned/"turned in", 0= render crewmember only when unbuttoned. Apparently this needs to be set =1 in order for crew to be damaged by penetrating hits (i.e. if crew is not rendered, they cannot be damaged).```
Try hideProxyInCombat = 0;
nope, it's already set
what simulation type is it btw? carx or tankx?
fow_ija_type95_HaGo has hideProxyInCombat = 1; where t has 0
let me repack
oh my
it works!!
i had a problem in the inheritance tree and it got overwrite!!
thank you very much for your help!!
@da12thMonkey#2096 hideProxyInCombat = 1; makes the crew always turned out
Demons.
damn demons taking over my logs
kay thanks
I don't think I have actually put those objects in shade since I made them
Uses the same rvmat settings I use on other objects which work fine
Will do, thanks for your help though. Going to try a few different things
@past remnant remove rvmat and have only _co- might help narrow your problem
Any as? Seems like specular problems
nah just nohq/smdi
At least its narrowed, best of luck to you sir. I need to sleep now
Thanks, have a good one
Thats for desolation yea?
Yep
You want any zombie noises or a model? Have a decent number of sounds from a humble bundle way back
I believe we got some sounds recently but you would have to ask BigBen#1428 about that. Not sure what they still need/want.
Ill see tomorrow if I remember, off to sleep now though.. Up early
Ill msg him if I can ๐
Sounds good :D
Probably any issue with your _AS texture for it to be that black in the shade
Its the _as map
^^\
He doesnt have an _as texture, probably what was in that stage though
procedurals are still a texture
but yeah, if you have #(argb,8,8,3)color(0,0,0,1.0,AS) in there, you're gonna have a bad time
thats the _ass map ๐
Yep
Ay lookin sharp
Just throw that ingame as is and make it shoot rainbows.. Or at least rainbow tracers
haha, rainbow colored tracers. will have to do a 'jingle special' for sure.
Greetings. I am looking for assistance locating or perhaps creating (commission type) near futuristic weaponry such as the following images. Would really help me out if there was some pack that I've just missed! ;3 http://imgur.com/a/TzrsH
@white jay there is no such content in arma available
Thats a lot of $ for custom stuff
converting
From what?
@faint osprey The images I linked in the gallery above are actually created meshes.
If they are not your IP or you dont have permission you could get legal charges...
Thats about the same Hatchet
๐
this wont make you feel any better but i loaded the 2.3 you're running on the vm, and it's fine there also. ๐
you got a AMD card?
negative.
i got nvidia
shouldn't matter though honestly. what are you exporting out of max?
no optimization foo turned on right?
hrmm... any chance you've moved installs in the course of utilizing quixel suite?
ie.. swapped up core pathing during install?
no that wouldnt work at all
ok. that one in particular has caused a many of issues over time is why i ask.
it got me once when i moved between drives. i still have messages sitting with quixel folks though. can't find anyone having your particular issue at the moment, so hopefully they have a suggestion.
that would drive me insane rather quickly.
i'd imagine those are already formatted .3do objects. maybe not though. would be interesting for sure if they are not.
@hollow fulcrum lol
Anyone know anything with normals on buildings
just confused on how one would do that
what normals?
Following this and making a very ugly and basic uniform to just see about getting it ingame. have it weighted and following this https://community.bistudio.com/wiki/Arma_3_Modding_Characters
Now I need to test a RTM. When I select one in the animation menu nothing happens. Any tips on a RTM I should pick?
Perfect that fixed it
And my horrible test seems to be working XD
Worked how it should, thanks @stuck oyster ๐
๐
So to make weighting easier was wondering if theres a way to get a rtm from samples into 3ds max. I know there is the A2_animation_poses but was wondering if theres anymore besides the one provided.
nope, i personally wasn't able to import a RTM
that said, i animate some bones myself between the provided poses to check it out
Okay i can do that, just was hoping not too lol
Does Geometry require it to be convex
yes. Must be closed and convex shapes else it'll have no collision
So say I wanted to have a opening
for my doors and such
how would one do that
because everytime i pack it, go in, I can walk in and on my Roadway LOD's, and all that
but i can shoot through it all.
walk through walls
etc
i thought i answered this before: use smaller box meshes
alright
Alright.
What would be better for Arma modelling? 3ds or Blender?
3ds looks like a far more cleaner and easier user experience compared to Blender from what I've seen? is that true
Possibly. Can't tell you much as I haven't used either very much. However there is a recent fork of blender called bforartists that focuses on a UI overhaul; you might want to check that out. There's a thread on polycount about it.
Cheers Bek, I'll have a look
there is no such thing as a better modelling package. It's the artist, not the software.
But do bear in mind that the norm in the industy are max and maya, on the other hand, blender is completly free for commercial use, and will remain that way for the foreseable future.
Also, from a development POV, blender moves a lot faster than either of the autodesk flagship products
IM BACK
you haven't been missed ๐
i knew you would say that :]
damn, turning old and predictible then
well there are only 2 options... or 3. replying positively, replying like 99% of the internet or... just ignoring and carrying on as if i wouldnt exist ๐
lol
@late root there is a A2 poses file u can drop into 3DS in the arma 3 samples, when u slide the animation bar at the bottom it cycles thru different static poses you can use to test ur character
Speaking of houses. I'm totally at it again:
http://imgur.com/a/pW7LW
@woeful viper hey brother! hope all is well
nice @halcyon wren
@hollow fulcrum yes all is well... was just moving places and it took 4 weeks for net to be operational :/
that is suboptimal.
@halcyon wren i love that style of building. feels like home :D
small suggestion. i'd focus more on little creases and edges in terms of dirt and rust and other wear stuff instead of such large dirt patches. like distribution based on where stuff would logically settle. or maybe jsut se AO as a mask. i dunno how to properly formulate it. hope that makes sense
Yeh. I'm mixing styles here. Some buildings are from 2014, from before I used quixel and blender. Those stick out like a sore
In terms of style: I think I just captured the most north-german looking picture so far :D
http://i.imgur.com/3aaCcCS.jpg
the corpses are on point... corpses in north germany everywhere you go.
Still need to make it so the sidewalks fold up at 6pm.
in arma it might as well be folded up permanently
Alright.
Okay so thats what my convex shape looks like right, but I want to be able to go inside, shoot out the window, etc. [no glass or door] Will it allow it to happen
you make it from smaller separate pieces
๐
@halcyon wren Do you have a BI thread for those buildings? They look pretty cool
Nothing directly relating to them.
Could someone assist me with some vehicle glass destruction? The windows damage but don't "destroy", and they only damage on one side, despite the selection consisting of both inside and outside faces
my hitpoints are a little far apart, but if they're getting damaged, they should be alright, no?
Check for the correct hitpoint names
+if possible -> You can use the glass Macro in the A3 files
the hatchback uses this naming convention: selection="glass5";
And I've been trying to replicate that
Are all Glass Anim in the animationSources of the config.cpp?
For myself, i made a Macro:
#define GlassSourceAnim(GLASSNUM)\
class glass_##GLASSNUM##_source{hitpoint = "Glass_##GLASSNUM##_hitpoint";source = "Hit";raw = 1;};```
So
GlassSourceAnim(1)
GlassSourceAnim(2)```
= everything set up for "glass_1" and "glass_2"
In Hitpoints there should be Config rdy for it (iirc there was something in the SampleFiles)
Steam\steamapps\common\Arma 3 Samples\Addons\Test_House_01\config_macros_glass.hpp
Ends up in
class hitpoints
{
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
NORMAL_GLASS_HITPOINT(2,0.01,0.175)
};```
I've used a macro like that for a building
Same for Vehicles
Config.cpp:
class HitPoints
{
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
NORMAL_GLASS_HITPOINT(2,0.01,0.175)
};
class AnimationSources
{
GlassSourceAnim(1)
GlassSourceAnim(2)
};```
(when using the tiny Macro from me above)
Model.cfg
class MyModelName: Default
{
skeletonName="MySkeleton";
sections[] =
{
"glass_1_hide",
"glass_2_hide"
};
class Animations
{
class Glass_1_hide
{
type = "hide";
source = "Glass_1_source";
selection = "Glass_1_hide";
minValue = 0;
maxValue = 1;
hideValue = 0.99999;
};
class Glass_2_hide: Glass_1_Hide{source = "Glass_2_source";selection = "Glass_2_hide";};
etc. blablabla closing everything
"Hitpoint"-names of them are "glass_1" and "glass_2"
Name in any other LOD = "glass_1_hide"
Ah good news, I got the front and back ones to break fairly easilky
+don't forget to restart Bulldozer, when you add new Glass' to the CfgSkeleton Skeletons->skeletonBones[]=.
";raw = 1;};
It's already inside the Macro
GlassSourceAnim(1)
same as
class glass_1_source{hitpoint = "Glass_1_hitpoint";source = "Hit";raw = 1;};
So, Food is rdy. Helptime is over =}
Just gimme a feedback if when it works
^^
scaredt the hell out of me
You prolly forget to add armorvalue to it ^^
I used your macro
the 0.01 is the armor right?
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
#define NORMAL_GLASS_HITPOINT(glassID,arm,rad) \
armor = arm; \
okay, so 0.01 is a low armor value, but why does it make the whole car explode lol
You prolly forget to define the other hitPoints?
nah, they're defined.
@civic stratus And?
sorry, have some milsim training for the next 2 hours, the vehicle is still exploding
check your hitpoint configs again, when you do it again.
I'll try 0,1 for the armor and report back
the exploding only happened after I replaced the glass I had with your macros, so I don't think its the other hitpoints I had before
(body/engine/fuel etc)
@civic stratus
I know what i am talking about:
https://i.gyazo.com/2a77f75e3186fa5ce0e1c0fd6286a2be.mp4
๐
yeah I dunno, what I need to do to fix it =/
check hitPoints again (names etc)
glass_1,glass_2 etc right>?
In Hitpoints LOD
Yep
Then you can use the Macros from above easily, no big config stuff to do then.
yeah, I've done that already:
{
NORMAL_GLASS_HITPOINT(1,0.01,0.175)
NORMAL_GLASS_HITPOINT(2,0.01,0.175)
NORMAL_GLASS_HITPOINT(3,0.01,0.175)
NORMAL_GLASS_HITPOINT(4,0.01,0.175)
NORMAL_GLASS_HITPOINT(5,0.01,0.175)
NORMAL_GLASS_HITPOINT(6,0.01,0.175)
NORMAL_GLASS_HITPOINT(7,0.01,0.175)
NORMAL_GLASS_HITPOINT(8,0.01,0.175)```
I had tried 0,.1
but it didn't have an effect so I reverted
GlassSourceAnim(1)
GlassSourceAnim(2)
GlassSourceAnim(3)
GlassSourceAnim(4)
GlassSourceAnim(5)
GlassSourceAnim(6)
GlassSourceAnim(7)
GlassSourceAnim(8)```
so as far as I can tell I've done everything you've directed me to do
Should work for the glass/windows now
should, but the car just blows up XD
THATS not related to the glass
model.cfg:
{
type = "hide";
source = "Glass_1_source";
selection = "Glass_1_hide";
minValue = 0;
maxValue = 1;
hideValue = 0.99999;
};
class Glass_2_hide: Glass_1_Hide{source = "Glass_2_source";selection = "Glass_2_hide";};
class Glass_3_hide: Glass_1_Hide{source = "Glass_3_source";selection = "Glass_3_hide";};
class Glass_4_hide: Glass_1_Hide{source = "Glass_4_source";selection = "Glass_4_hide";};
class Glass_5_hide: Glass_1_Hide{source = "Glass_5_source";selection = "Glass_5_hide";};
class Glass_6_hide: Glass_1_Hide{source = "Glass_6_source";selection = "Glass_6_hide";};
class Glass_7_hide: Glass_1_Hide{source = "Glass_7_source";selection = "Glass_7_hide";};
class Glass_8_hide: Glass_1_Hide{source = "Glass_8_source";selection = "Glass_8_hide";};```
That are the other Hitpoints
it happens when I shoot the glass, and the glass only
sorry if I didn't say that earlier
if I shoot any other part, nothing
Yeah, because (what i said earlier) they prolly don't have a Damage/Hitpoint config
{
armor = 0.125;
passThrough = 0;
};
class HitLF2Wheel: HitLF2Wheel
{
armor = 0.125;
passThrough = 0;
};
class HitRFWheel: HitRFWheel
{
armor = 0.125;
passThrough = 0;
};
class HitRF2Wheel: HitRF2Wheel
{
armor = 0.125;
passThrough = 0;
};
class HitFuel: HitFuel
{
name = "fuel";
};
class HitEngine: HitEngine
{
name = "engine";
};
class HitBody: HitBody
{
visual = "camo1";
};``` this?
I'm almost certain this worked before I started tinkering with the glass
thats how the hatchback handles hitpoints
I copied it as a base
both inherit Car_F
Upload the Cfg to Pastebin pls
(Or send me the config via PM if you don't want to share it here)
config.cpp or model.cfg or both?
Yes
well actually its gonna be kind of hard for you to get the full picture because I include files a bunch XD
but we;ll see
Configs need for loops.
macros, yeah
Does anyone has experience with very thin Objects and Shadow LOD? My problem is that even though the Shadow LOD is closed, triangulated, sharp edged, the sun is kinda "glitching" through (see reference). http://fs5.directupload.net/images/170510/q79zkwpw.png :/ Edit: The Shadow LOD is one single object, upper plate and beams are connected!
Have you tried a separated object for the shadow LOD? And does it do the same thing?
"seperated object", you mean the Shadow LOD consisting of multiple parts, beams and upper plate seperated? Yeah had that and had the same issue. Was hoping to fix it with combinding them...
How common will this object be?
On your map or gamemode etc
Well try this, have the visual LOD render the shadows, test that and see if it produces shadow errors as well
Poorly does not work, thanks anyways! ๐ Also the problem only occurs at late afternoon / morning sun, when the sun is dropping.
Seems to be a Engine Limitation in thickness of Shadow LOD, making it thick and ugly fixed it ๐
i can tell you that a single face (or in fact a single double faced SVLod) works great
that means 0 thickness btw
My guess would have been that the shadow LOD was the same size as the res LOD, so scaling it to be slightly smaller would fix it
@quick terrace Yeah ill try that out tomorrow, forgot that Shadow LOD doesnt need a mesh.
@bleak tangle No Ive had the Shadow LOD almost half the Z size.
Thanks ;)
does anybody know how to make hats and wants to be a pal?
Not sure if I know what you mean by "almost half the Z size", the x and y scale would matter as well.
@white jay Have you checked the Arma 3 Samples (http://store.steampowered.com/app/390500/Arma_3_Samples/) for the headgear sample/template? This page has some more information as well https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
https://gyazo.com/e48861f73149338f9e19f29cd17e6231 Little bit of help with my res lod please?
Some of the faces face inwards, some face outwards
A bit annoying.
@bleak tangle Yeah but you know what I mean, i think Ive had a couple of mm on all sides which is working just fine on all my other Models. Also havent Made the dfference between model and Shadow LOD bigger while Ive Made it all thicker :)
@wraith bone Touch reversed faces, hit Faces menu in upper menu, hit reverse.
How long have weapons supported Event Handlers, does anyone know? Last I checked that stuff didn't work
Since 1.66
Was there a devblog post about those? I dont remember hearing about those form official side.
Aye, was only mentioned in changelogs AFAIK. They didn't do any special OPREP or whatever they call devblogs, about it
i think it was mentioned in a sitrep but couldn't find it right now
So, what's the polycount limit now?
Also @civic stratus I believe its around 100k
Is it true that 3Ds Max and Blender both generate shadow LOD's?
you can make a low poly, closed, triangulated and sharpened mesh in any software
if you're on about using the decimate tools to automatically reduce the mesh and weld verts together for a shadow LOD: Then, while it technically works the results are fucking awful and messy in real terms
kk
where is the config for the arma 2 trees in plants2 pbo?
trees don't have configs
Q: Is there ANY way, to change the BackgroundLOD Color OR the background in O2? My eyes starts to hurt -.-
Yes
And can you also tell me, where to do it? ๐
File -> Options...
nope
(llooking it up right now 1sec)
Then there is a setting called "Backgroun Color" yes, missing r
BUT
"BackgrouN Color" -> Only changes the Text overlay -.-
it is retarded
DoubleClick
hit F9, that does set the quadview, but also inits the background color
Ah, restarting OB did it. -.-
It does weird things to the color in D3D mode, too.
You must be working with low poly then ๐
Yeh, i use a light blue to make the yellow lines stand out
Bulldozer in the Background to chec that stuff. I don't know any better ๐
Funnily, I'm the only one here and every time someone sees me in oxy with blue background they go "woah, what is that" ^^
blue, hmm
Just better contrast to the yellow lods
dont use full blue
What Colorcode do you have?
FFFF8080
wtf
I start with 4View
aahhhh
But once in D3D mode -> Turns Red again oO
Silly OB, y u do dis
I better stick with Grey ( 00C0C0C0 ), stays gray, even in D3D Mode
^^
Does anyone played a bit with planes configuration?
samples don't have physx wheels, A3 planes have them
i've set them up, but i can't take off ๐
Whenever I open my buldozer it just crashes, is there anyone who has the path I can personally use?
Found one, nevermind on topic above
Nevermind its still fucked, can anyone help?
Try the 32-bit .exe
Someone know why my shadows is fucked? My object then light is behind : https://gyazo.com/4bd1fd0b201d13cf38423fdd27c2ae02 but if light coming front https://gyazo.com/9e8b166f1e962523f2e80e8c64a81184 nothing wrong with the last picture. Sorry for my english ๐ฆ
ermmm... shadowLods need to be closed/convex objects.
not really much to it beyond that.
Thanks I try.
that is correct actually. ignore my flailing about.
having the shadow parts convex does sometimes help their projection on other parts of the mesh though
So, I had an idea to overhaul Object Builders UI, I'm sick of looking at it and want to kinda bring it into modern looks, I swear the Icons and such used to be directly replacable, does anyone know where they disappeared to?
hrmm... it has been some years since i looked at any of that in depth. i used to have a very custom setup. but that went away ... i want to say with the tools upgrade between a2 and a3.
i also want to say they removed some functionality regarding this, but don't quote me on that. would be happy to be 'proven wrong' as it were though. ๐
I'm asking about, I'd really like to bring it to 2015 at least, nice dark colours, better icons etc
the dark color foo was what really mattered to me. it could use a face lift for sure though.
sprinkling glitter on a turd ๐ฉ
hi, I'm trying to convert a BTR-40 car to carx. So far I got the suspension working somewhat, but the wheels don't turn. The wheels do turn in buldozer though, just not in game. The config for physx and wheels is here, it comes from a working model: http://pastebin.ubuntu.com/24569833/ the part for the wheels for dampers and wheels of model.cfg is here: http://pastebin.ubuntu.com/24569836/
for me its the little annoyances in controlls that bug me. Like when you paste some stuff into another LOD, it creates a new section even though materials and textures are the same as already present stuff
@wispy orchid does it drive and handle normally otherwise ?
if it doesnt turn ingame but in buldozer normally the animationsource is to blame
need to check
well, it drives and turns , sharp turns tend to get the inner rear wheel lifted it seems
Dscha - Today at 11:02 PM
wheel anims in class animationSources { ?```
๐
had the same thought
ah, that's needed for cars as it is for planes? e.g. change the source in model.cfg and then declare in config.cpp?
no it isnt
idk cant see any errors in the configs. Maybe your skeleton has an error in it? didnt post that
thanks for the check, here's the skeleton: http://pastebin.ubuntu.com/24569918/
driveOnComponent[] =
{
"wheel_1_1",
"wheel_1_2",
"wheel_2_1",
"wheel_2_2"
};
does not belong in a carX
plus your physx LOD should not have wheels modelled in it
ok , I removed the driveOnComponent and tested, no change. The physX lod is the geo lod minus the wheels
ok, with this physx stuff you never know how its gonna react to such disturbances
there's a lot in the unknown when it comes to it, at least for me
i started working on tank physx in 2015 ... and yet there are still things that are just plain bonkers and not fixable without direct access to the full diagnostics tools ... i had a tank that just handled extremely poorly and i gave up for a while. After some time and some patches (even though no changelog regarding physx) it just worked alright. There are other issues that i still havent been able to figure out...