#arma3_model

1 messages ยท Page 91 of 1

white jay
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you can try it with -hugepages and -enableHT aswell

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i think i use both of them too

sturdy parcel
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ummm... what defines this as x64?

wraith tendon
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_x64.exe

white jay
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i think this is his working settings

wraith tendon
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just that Tag, at the arma.exe

sturdy parcel
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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.

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that doesn't have to be the case, but obviosuly? visual studio is going to assume 'default' sizes for the compiler.

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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.

white jay
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it does, but only for me it seems ๐Ÿ˜„

sturdy parcel
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k

bleak tangle
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It worked for me when 64-bit was on dev branch, but doesn't now.

wraith tendon
#

Also crash after when is loaded?

wraith tendon
#

@sturdy parcel In my case its OB

sturdy parcel
#

yes, just realised my obsession with wrp

wraith tendon
#

TB works fine with X64

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hehe

sturdy parcel
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so used to skype map makers i can't think straight in any other convo

wraith tendon
#

hehe

icy dirge
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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.

wraith tendon
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one is geoPhys, the other is the ordinary geometry.

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in this case -> It seems like you didn't assigned MASS to parts

icy dirge
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Hmm just did a quick check on the mass, seems fine. Still has the issue after the check.

wraith tendon
#

in GeometryLOD:
Structure -> Topology -> Find Components

icy dirge
#

Did that already, got two components one moves with the anim. when its opened

cinder pivot
#

is there a physx LOD?

icy dirge
#

Yes

cinder pivot
#

try removing that

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make a copy if needed

icy dirge
#

Tried that but didnt help ๐Ÿ˜ฆ

formal vapor
#

Why do you need a phyx lod for a gate??? ๐Ÿค”

stuck oyster
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afaik if geometry is animated outside the model original bounds it does not work anymore.

icy dirge
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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 ๐Ÿ˜„

wraith bone
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hey guys

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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

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heres my config.cpp

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// 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?

wraith tendon
#

```cpp
YourConfigStuff
```

zenith quartz
#

can't open object TOSP\TOSP_Plants\Tropical_Plant.p3d
cfg -> model=\SOTP_Tropical_Plant\tropical_plant.p3d;
You didn't tell us something

wraith bone
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Fixed it. Had a incorrect file path. model=P:\SOTP\SOTP_Flora\SOTP_Plants\sotp_tropical_plant.p3d

bold flare
#

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

wraith tendon
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View, Geo, Memory

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it takes the points, that are the furthest away from the model

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e.g.
Cube: a single point in the first Viewport is 10m to the left -> Bouding Box ingame is Obj + 10m to the left

bold flare
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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.

wraith tendon
#

Too big?

bold flare
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No points outside the Model as far as I can see

wraith tendon
#

BoundingBoxReal <- ?

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boundingBox != boundingBoxReal pretty often

bold flare
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It's a radio.. Maybe 10x10x50cm

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I have no Idea of modelling. Can I check that in Object Builder?

wraith tendon
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e.g. look at the TopView

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check for single points outside

bold flare
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negative

wraith tendon
#

+never had such a small model, maybe its a minimum size (just guessing, no clue)

bold flare
#

The "Documents" Model is even smaller and has correct bounding box ๐Ÿ˜ฆ

#

Maybe the empty Geometry LOD is the problem...

wraith tendon
#

Yerp

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Or just wait a sec.

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just a sec more

bold flare
#

I have the Model on github if anyone want's a look

wraith tendon
#

wait just a little bit more

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cmon @sturdy parcel write ๐Ÿ˜„

sturdy parcel
#

nah, i'd interfere in sth i know nothing about. will ask you later.

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i'm learning more from shutting up.

wraith tendon
#

๐Ÿ˜„

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@bold flare can you send me the link via PM? I am in OB anyway

wraith tendon
cinder pivot
#

That bus is in A2 sample models but has no textures

wraith tendon
#

Nah, i was searching for the Page, wich explained the BoundingBox. I can't find it anymore

bleak tangle
#

Is your model able to be picked up, or is this just a static object? What about the documents model?

wraith tendon
#

already claimed that ticket Penny ๐Ÿ˜›

bold flare
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It's a Radio. So can be picked up like helmet and weapons.

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the documents model has a very tight and even smaller bounding box so I know that my Model is not too small

halcyon wren
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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?

wraith tendon
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It takes AGES to load, yeah

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(32Bit Version)

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64 starts instantly

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but.. erm... crashes when it loads a model in OB

halcyon wren
#

So I'll just have to suffer through the wait time? ๐Ÿ˜ฎ

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BZ loads fine and quickly. its just that the viewer search is taking ages. Its the TCP connection thing I believe.

white jay
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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)

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actually the path is configured in OB itself so that does not make any sense

wraith tendon
#

TCP? wut?

halcyon wren
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Yeh. Buldozer interfaces with Object Builder via TCP

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Thats why it has this startup param: -connect=pipe\A111E,8EDB

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In other random news. Buldozer, when run, has this as default date:
[1985,5,11,8,2]

๐Ÿ˜„

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I bet that hasnt changed since OFP

wraith tendon
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oha, okayyyy

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That was new

white jay
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if you use bd tools it sets it to [2001, 06, 22, 12, 0] ๐Ÿ˜„

proud finch
spice horizon
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Looking for someone with some free time that wants to help me get a model working in arma. It's a ticonderoga class cruiser

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The model is 75% done, but I do not have the skill set to write the configs and get it working

wraith bone
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yo guys

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i was hoping ya'll could help me out

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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

bleak flame
fickle olive
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an arma have textures packed into RGB ? say roughness in red, specular in green, etc ?

#

can*

polar fiber
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roughness isn't used. _smdi is specular in green, gloss in blue

fickle olive
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ah brill, thanks ๐Ÿ˜ƒ

sturdy parcel
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or you could use raw precedural textures along the lines of #argb(...)color(r,g,b,a)

wraith bone
#

can anyone help me or point me in the right direction

twin urchin
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only if arma used roughness xD

cinder pivot
#

Geometry is just a simple build up of your building with cubes and stuff, take a look at samples to see what is needed

wraith tendon
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a VERY SIMPLE build

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I've seen so many LOD1 Copys in the GeoLod ๐Ÿ˜ฆ

river kite
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Hey guys, short question. Does the Tacho needle (dont know if its called this way in english) also be moddled?

half heath
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@bleak flame Good looking model. You still using Modo?

wraith tendon
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its part of the Model, so yes. It must be modeled @river kite

river kite
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Ok thanks dscha

delicate crystal
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question fellas what is a good poly count for a vehicle to put inside arma 3 without causing issues?

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someone told me 50k

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but that seems rather small

polar fiber
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Quite the opposite. 50k is above average

delicate crystal
#

jesus.

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25?

polar fiber
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25-30 is typical

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the ones over 30 usually have machinegun turrets and things that require more detail

delicate crystal
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I am building an f16

polar fiber
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interiors in 3rd person models are usually heavily optimised. You only need high detail for the view Pilot LOD

delicate crystal
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would 50k be ok or would that affect performance?

wraith tendon
#

As low as possible, as much as needed

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for example: Does one wheel rly need 1000 Points/Faces

delicate crystal
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no

wraith tendon
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That was a rhetorical question ๐Ÿ˜›

delicate crystal
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I know ๐Ÿ˜›

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I just felt like answering

twin urchin
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50k F16 model? do you created that for DCS xD

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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

wraith tendon
#

โ˜

rich trail
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โ˜

proud finch
dark flint
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@proud finch its Arma mate...happens on Tanoa bridges aswell .... ๐Ÿ˜ƒ

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(the light stuff from earlyer)

proud finch
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yeah that light thing triggers me

dark flint
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....

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But anyway idk anyone is realy willing to help you because they are all grumpy about Life mods here...^^

proud finch
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why doe, we're doing actual content and not retextures and old files from 500 different communities

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not that I expected people to know about it, just saying ๐Ÿ˜„

dark flint
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...Life mods are constantly stealing ripping doenst matter if its from another server or game ^^

proud finch
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FeelsBadMan

dark flint
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hmh...

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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 .... ๐Ÿ˜„ 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 ...

proud finch
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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

dark flint
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sometimes?

proud finch
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okay like 50%

dark flint
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....

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u mean 99.99999999% ๐Ÿ˜„

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u can do something over and over again with the same procedure and everytime a new error pops up ๐Ÿ˜„

proud finch
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tru

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This is just a fun hobby for me, self taught and everything

dark flint
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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....

proud finch
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how do you think cars are? haha

dark flint
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yeah with the wheels and shit....

wraith bone
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Cars are simpler imo

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Still haven't figured out Buildings ๐Ÿ˜ฆ

fickle olive
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rock anyone? ๐Ÿ˜ƒ

quick terrace
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could you bloke keep it on the subject, which it isn't if a3 life is cancer or if it is ๐Ÿ˜‰

halcyon wren
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Currently going through the A2 trees... silvador really doesnt care about section count. :/

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This is what they decided was worth an section on a tree placed thousands of times...

wraith tendon
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๐Ÿ˜‚

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All A2 Trees?

halcyon wren
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Just the two beeches. It seems as they progressed through the trees alphabetically it was optimised.

wraith tendon
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Yaeh, just opened several others, they look pretty normal

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(1-3)

halcyon wren
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I'm absolutely loving -filePatching. Makes tweaking the lighting of my trees directly on the terrain so much better.

wraith tendon
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Does it work with model.cfg changes too?

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(e.g. i have to restart Bulldozer, when i add new bones/selections etc)

hollow fulcrum
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simply have to respawn the vehicle

halcyon wren
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Modding is so much more fun when the tools actually enable you. ๐Ÿ˜ƒ

quick terrace
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it happens so seldomly

wraith bone
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Can anyone explain the process of doing all the object Builder stuff for the buildings

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I have it imported but I want to add all the geometry, Fire geometry, visible geometry, and all that

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Yes I do have all my components labled

quick terrace
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there is no difference doing geo fire geo etc for buildings than any other mesh

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the only difference is the named properties

white jay
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Ive asked myself whats the actual conversion between mass (in Geo LOD) and kg? Poorly couldnยดt find any documentation about it :/

hollow fulcrum
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it is kg

wraith tendon
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Some say it is, some say its not. No clue anymore.

hollow fulcrum
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it's in the manuals ๐Ÿ˜‰

wraith tendon
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Note that and mention it the next time the topic comes up ๐Ÿ˜„

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iirc, we had that with while talking about ACE stuff

polar fiber
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Config/inventory mass is the one that's got weird units

wraith tendon
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some strange formular was posted back then

hollow fulcrum
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it is not exact if i recall correctly

polar fiber
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it's separate to the model geometry mass

wraith tendon
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Ah damn, right. It was mass

hollow fulcrum
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but for all intensive purposes GeoLod 'mass' is kg.

wraith tendon
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too many vars

white jay
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Ah thatยดs lovely, thanks ๐Ÿ˜ƒ Did not expected it to be that easy

hollow fulcrum
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enjoy it while it lasts ๐Ÿ˜„

wraith bone
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how would I set mass to my building and configure the components for the geo

hollow fulcrum
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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.

ebon abyss
#

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.

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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 ๐Ÿ˜ƒ

hollow fulcrum
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slowly backs out of the room...

ebon abyss
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heh

quick terrace
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@bleak flame ^

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@ebon abyss - you are either doing something really wrong

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or that plug has an issue

ebon abyss
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yeah its definitely me.

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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.

quick terrace
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can you post an UV view from modo?

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not a modo user, but software work more or less the same when UV are concern

ebon abyss
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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.

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first direct question is; how I can check which shader tree material is applied to the model (if any)? ๐Ÿ˜ฎ

wraith bone
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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

quick terrace
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@ebon abyss - no idea tbh, but i thought the issue was modo to p3d

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@wraith bone, yes and?

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specific questions

ebon abyss
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well actually its p3d to modo heh. once I have the model properly setup, saving to p3d is no problem.

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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.

quick terrace
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google doesn't help?

ebon abyss
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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 ๐Ÿ˜ƒ

white jay
ebon abyss
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I am using that plugin. or did you mean something else?

white jay
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oh sry yea i ment just the plugin

wraith bone
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@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

ebon abyss
#

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 ๐Ÿ˜ƒ

bleak flame
#

ping me whenevs @ebon abyss or pm.

ebon abyss
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roger, thanks.

white jay
white jay
#

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?

wraith tendon
#

Happens pretty often, you are not the only one.

white jay
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Ok, so any solution to that issue?

wraith tendon
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Not that i know of, sry.

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Currently checking, if its in the FT.

white jay
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its also weird that as soon as i set enable simulation to off or enable damage to off the object dissapears in eden also

wraith tendon
#

(since you got that prob, i couldn't post an example)

fickle olive
hollow fulcrum
#

there are many rocks where i live that look like that.

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ยฏ_(ใƒ„)_/ยฏ

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i think it looks pretty good. what is the light patch on the top?

fickle olive
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its from the texture, im guessing some kind of quartz

hollow fulcrum
#

ah

fickle olive
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not finished it yet and first time using quixel so thisll just be a test of what i can cock up lol

hollow fulcrum
#

some more normal power probably wouldn't hurt

fickle olive
#

true, i dialed it down a bit, probably to far

hollow fulcrum
#

have fun with quixel, that is my app of choice most of the time ๐Ÿ‘

fickle olive
#

it seems pretty straight forward so far, but barely scratched the surface no doubt.

white jay
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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)

twin urchin
#

@hollow fulcrum !

bleak tangle
white jay
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Saw that aswell, was a mistake as i sharped edges berfore triangualting. Doesnt help. :/

white jay
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Thanks anyways

amber stone
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Anyone have a written beginner guide I can use to see about getting into model making?

worthy inlet
#

@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.

civic salmon
#

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 :)

http://tinypic.com/r/ff79jr/9

white jay
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@Knowlton You should check out Burnes tutorial series on YouTube. Helped me alot back in the time.

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@civic salmon Have you checked the Arma Samples (Download via Steam)? Im pretty sure theres a lamppost sample ;)

civic salmon
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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

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I take it that it would correspond to something in the config

civic salmon
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so is it the Reflectors class I want to use?

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oh I see, class light, and it's an embedded classname

white jay
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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.

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Otherwise i could load it up to Dropbox or something...

quartz ridge
#

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 ๐Ÿ˜ƒ

cinder pivot
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You can just rename the p3d file and everything pointing to it

quartz ridge
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but how can I rename the patch to another p3d file in Object builder?

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"cannot load pbo_file\data\proxy.p3d"

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sorry. It's a prox2.p3d file.

quartz ridge
#

Problem solved!

civic salmon
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@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!

wraith tendon
river kite
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can someone tell me why my object builder is crashing when i want to open a proxie of data_f ?

white jay
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cuz these proxies are binarized

river kite
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hm ok

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which ones are the best that i can use for a truck ?

white jay
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try and see

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when you place a proxy, you can view it in buldozer tho

river kite
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i know but i only found 1 yet and they dont fit really ^^

white jay
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you should be able to point a proxy to a binarized p3d

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and even view that in buldozer

river kite
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but how ? ^^

white jay
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Create -> Proxy

river kite
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thanks ๐Ÿ˜ƒ

wraith tendon
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Anybody remember the button to enable/disable the Face direction?

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(little blue indicators, iirc)
nvm, found it "show normals"

wispy orchid
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@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.

wraith tendon
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lol

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Welcome to PhysX.

wispy orchid
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yeah, the geo lod and the physx settings better be closely aligned, otherwise you're in for a surprise, I found the hard way

wraith tendon
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hehe ๐Ÿ˜„

crystal crest
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hey guys, can someone explain to me what this is actually doing ? 'bis_disabled_Door_07', 1]

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is it literally disabling the door ?

white jay
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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..

cinder pivot
#

Im not sure I see what is wrong with that

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@Ben Archer#5379 would have to see more of that to tell

white jay
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@cinder pivot The blue hollow part

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When any buildings are being drawn behind the glass, it turns that blue

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Or doesn't render at all

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It works fine in the environment

#

Only happens with buildings

lime nebula
#

Select your glass and use, move top function in structure

inner sluice
zenith quartz
#

you need to setup the physx, did you try it?

cinder pivot
#

@inner sluice look at arma 3 samples for tanks

#

shows you how you need to do treads and all that

white jay
#

@lime nebula Already did that and all, described what I tried so far under the link

wraith tendon
#

What are you trying to do?

lapis sinew
#

im on my wrong dc account :/ one sec

#

nvm

wraith bone
#

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?

quick terrace
#

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

wraith bone
#

can you explain that process plz

bleak tangle
cinder pivot
#

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

wraith bone
#

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

hollow fulcrum
#

@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?

wraith bone
#

@hollow fulcrum really new to this, hold on

cinder pivot
#

@hollow fulcrum its more like shading vs shadows, like it has one material applied but goes from grey to blueish

hollow fulcrum
#

ยฏ_(ใƒ„)_/ยฏ

#

sounds like a blender thing

wraith bone
#

@hollow fulcrum do you want a gyazo

hollow fulcrum
#

linkage is good

wraith bone
#

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

cinder pivot
#

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

hollow fulcrum
#

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.

cinder pivot
#

@wraith bone your geometry should be simple and is made up of smaller "blocks" if you will, not one solid block

wraith bone
#

alright

cinder pivot
#

And no texture on it

wraith bone
#

no texture on my geo?

hollow fulcrum
#

@wraith bone is that the geoLod or resolutionLod?

wraith bone
#

i think i've been doing this 100 percent wrong

#

i only have my geo lod

cinder pivot
#

If you see the house in samples, its all built up of smaller blocks for collision

wraith bone
#

alright

#

any videos or tutorials out there you can give me

cinder pivot
#

Arma samples of the house

#

Has all you need

#

There are guides but I dont have them handy

shrewd owl
#

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

stuck oyster
#

throw invisble UAV_AI unit in the seat with disabled AI.

shrewd owl
#

huh not a bad idea

#

ive just got to figure out how to do that ๐Ÿ˜›

#

yea I dont know how to add an invisible unit

wraith bone
#

I'm still confused on the buildings thing

#

would anyone like to direct chat and help me???

river kite
#

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 ?

wraith tendon
#

F9?

river kite
#

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

polar fiber
#

View Background LOD

river kite
#

ok thanks will search for that later ^^

wraith tendon
#

File -> Options -> What MonkeySaid

river kite
#

yup thanks guys found it ^^

wraith tendon
#

"found" lol

#

๐Ÿ˜„

river kite
#

yeah found it because of you ๐Ÿ˜„

light bone
#

Is there a way to mass change the model path of proxies in the model? Maybe a hex editor?

terse elm
#

Sounds like ur up to no good

light bone
#

Why are you assuming that

#

?

light bone
#

Hex Editor did the trick

halcyon wren
#

o2script

#

@terse elm
I just had to mass rename proxy paths over the weekend. ๐Ÿ˜‰

light bone
#

Will remember that for the future

terse elm
#

only time iv heard of ppl using hexedit is for norty things lol, iv been hanging around here too much!

#

ppl asume the worst

light bone
#

Can understand that but just that you can sleep well I'm part of the new franze & nodunit ah64 dev team

terse elm
#

not come across those what are they out of interest

#

or what do they do?

light bone
#

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.

terse elm
#

cool

hollow fulcrum
#

lol, whats up mike?!

terse elm
#

hey hatchet, where u been hiding ๐Ÿ˜ƒ

#

made anything cool lately

hollow fulcrum
#

meh.. nothing new unfortunately. lots of LP foo in my life currently.

#

@terse elm how about you?

terse elm
hollow fulcrum
#

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.

twin urchin
#

Hatchet

#

are you even alive dude?

#

xD

hollow fulcrum
#

๐Ÿ‘€

#

possibly.

twin urchin
#

you know that my thing yes?

#

๐Ÿ˜„

hollow fulcrum
#

๐Ÿ˜†

twin urchin
#

so can i expect it soon?

hollow fulcrum
#

meh.. soon is relative. im just catching up on where i was before going afk this last time.

#

you're after DCL foo right?

twin urchin
#

well you already got those sights done right?

hollow fulcrum
#

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 ๐Ÿ˜„ )

twin urchin
#

ok will do xD

#

@terse elm if you get bored , we at ASTFOR got a lot of stuff to do ๐Ÿ˜„

halcyon wren
#

Woah... I just looked at your to do list for ASTFOR. :D
Any vehicles already started?

terse elm
#

looks a cool project, sadly i cant take on any more than im currently doing otherwise il end up divorced

twin urchin
#

@halcyon wren Yup , you can see a few in some screenshots

#

@terse elm no problem ๐Ÿ˜‰

zenith quartz
#

does anyone have a clue about it

twin urchin
#

that tank has a hot rod mod on ๐Ÿ˜„

hollow fulcrum
#

that is more of a @woeful viper type question. best i can tell, it is not proper. ๐Ÿ˜›

wraith tendon
#

Looks like a typical: PhysX

zenith quartz
#

lol

#

i've managed to cfg the sherman

#

this one is giving me headache

wraith tendon
#

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

zenith quartz
#

the problem is only when i try to turn while moving forward

wraith tendon
#

Anyone got the Problem, that userAction's (e.g. doors) disappear, when you walk inside a Model(House?)

zenith quartz
#

memorypoint and radius?

wraith tendon
#

Nah, they are available when i am outside, when i move in -> Disappear oO

#

Pretty strange

river kite
#

how much hitpoints are a good deal for a truck ?

wraith tendon
#

2

wraith tendon
#

*solved:
The GeoOccluder in ViewGeometry killed/blocked the userActions inside of the Building.

zenith quartz
#

solved mine too ๐Ÿ˜„

#

probably the wheels were too close

wraith tendon
#

Told ya ๐Ÿ˜„

#

(Okay, said something different, but refered to the obvious physXWheels prob ๐Ÿ˜„ )

white jay
#

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.

wraith tendon
#

hm, i doubt it there is a *noticable diff.

ebon abyss
#

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.

white jay
#

Ok thanks

ebon abyss
#

just checked, my example data is 194gb in pbo's so that gives you some context ๐Ÿ˜‰

wraith tendon
#

๐Ÿคฆ

light bone
#

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

ebon abyss
#

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.

light bone
#

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

wraith bone
#

is the 1.00, & 2.00 a res lod or no

hollow fulcrum
#

both are resLods

white jay
past remnant
#

Recommended limit on a close shadowvolume?

halcyon wren
#

2000-2500faces

glossy mango
#

Is it possible to design custom flight displays, HUDs, etc, for vehicles?

light bone
#

depends do you mean for an existing one?

glossy mango
#

@light bone sure!

still trail
#

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

cinder pivot
#

@still trail its not via attachTo? Its creating it at the location?

still trail
#

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

zenith quartz
#

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";```
wraith tendon
#

Check your model.cfg if all points move with the turret (are linked together)

zenith quartz
#

already did

wraith tendon
#

"gunbet_1","Turret"

#

that stuff

zenith quartz
#

tested in game too

wraith tendon
#

check again ๐Ÿ˜„

zenith quartz
#

with attachto

#

that's the weird thing

crude sigil
#

hey guys, is it possible to proxy a geometry from another model?

quick terrace
#

it is possible to proxy whatever you need to

cinder pivot
#

Are you trying to just pull geom from another model? but you can proxy it ^ what pufu said

crude sigil
#

trying to create an empty model that proxies all the LODs from another object

#

normal LODs proxxy fine but the geo/fire/views dont ๐Ÿ˜ฆ

#

the disappear when your not looking at the base of the object

wraith tendon
#

Add Fake Points, in the Memory LOD, the tell the Engine that you are "still looking at them"

#

e.g. 20m to each direction

crude sigil
#

i tried that in the view geo, it made the object turn pale blue ๐Ÿ˜›

wraith tendon
#

(iirc ResLOD should work also)

#

Either Memory or Res-LOD, can't recall atm.

cinder pivot
#

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

crude sigil
#

thats with a mem point at the top of the tree

cinder pivot
#

its res lod

#

not memory

crude sigil
#

yay

#

ok so, trees dont sway properly if you cfgvehicle them, ref'ing the model but if its a proxy it does ๐Ÿ˜›

cinder pivot
#

so you have a tree as another model

#

then proxy it all in so it sways?

#

haha

crude sigil
#

tanoa tree ๐Ÿ˜„

cinder pivot
#

lol

stuck oyster
#

@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?

crude sigil
#

createVehicle'ing them

bleak tangle
#

Why not just write a config and use their model paths?

crude sigil
#

they dont sway, some do, some time but its very sketchy

bleak tangle
#

As in the sway is being inconsistent with trees of the same classname?

zenith quartz
#

afaik the "sway" is defined in the p3d, nothing to do with the cfg

white jay
#

class=tree or class=*bush defines in the geo lod the sway

halcyon wren
#

Sway is tied to the vertexShader assigned via rvmat.

white jay
#

you sure? as i can have a tree sway or a bush sway and use something like super or multi

halcyon wren
#

I tried it on my trees. Made the tree trunk super shader and it stopped swaying.

white jay
#

hmm what would class=tree then be used for?

halcyon wren
#

I am wondering this myself. Very likely legacy from OFP.

halcyon wren
#

There's a lot of copypasted legacy and misinformation in even official examples.

white jay
#

see treeHard and Soft aswell as bush*

#

it has to be tied to the class

halcyon wren
#

Then not sure why it stopped swaying after using supershader. ยฏ_(ใƒ„)_/ยฏ

white jay
#

and i would allmost bet money on it being a animation and not a vertex shader animation

halcyon wren
#

I'd take you up on that bet. ๐Ÿ˜„

white jay
#

๐Ÿ˜„

#

it would be stupid if its a actual animation but it arma we talk about ๐Ÿ˜›

halcyon wren
#

What do you mean by "Actual animation"?

white jay
#

in the fashion of a model.cfg animation

#

but hardcoded

halcyon wren
#

No. not possible.

white jay
#

hmm ok

ebon abyss
#

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.

halcyon wren
#

Did a quick test. Removed .rvmat. Tree still sways. ๐Ÿ˜ฎ

#

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.

white jay
#

ok so the there is a mix of the vertex shader and some other magic applied by the class=

halcyon wren
#

Yep. It does seem logical being this way.

white jay
#

does only the *adv vertex shaders apply additional saw or also the older ones?

#

class defines the icon on the map i think

halcyon wren
#

thats map=

white jay
#

in model or cfg?

halcyon wren
#

named property in geoLod

white jay
#

hmm

#

mkay

#

will check the source code then ๐Ÿ˜ƒ

halcyon wren
#

ALways the best course of action: Ask a programmer to dig into the code. ๐Ÿ˜„

#

While at it, see if pa_sx.p3d is still hardcoded to be replaced on 24th-26th dec

white jay
#

it probably is. I dont have the latest source btw ^^

halcyon wren
#

I know. ๐Ÿ˜„

#

Dirty leak... but it was kinda helpful overall.

white jay
#

there are different wind anim specs for Tree/bush/hard/soft

#

so swaying probably is connected to class type

ebon abyss
#

heh

white jay
#

can you also see the vertex shader animation?

#

have to look

white jay
#

i would say the shader does not do the animation

#

it seems to be a hardcoded anim

halcyon wren
#

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.

white jay
#

ok that could be. do you need info about that?

halcyon wren
#

Nope.

white jay
#

to sum up everything: whole tree swaying is set up by class= and the swaying of branches is set up by the vertex shader

bitter turtle
hollow fulcrum
#

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.

bitter turtle
#

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)

white jay
bitter turtle
#

Ops, didn't know about this page, thanks!

hollow fulcrum
#

ladders are effectively two specifically named mempoints in the memLod. the offset between the points has effect on the vector for the animation.

lusty ginkgo
#

is there a list of memory points/proxies for models and their translations?

polar fiber
#

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

lusty ginkgo
#

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

zenith quartz
#

Does anyone know how to force the driver to be visible?

hollow fulcrum
#

not sure what you mean exactly. proxy just needs to be present in the relative resLods.

polar fiber
#

forceHideDriver = 0;

zenith quartz
#

forceHideDriver = 0; doesn't work

polar fiber
#

trying to figure out what we have on the PTS-M

zenith quartz
#

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

#

๐Ÿ˜„

golden oak
#

@zenith quartz Are you good with loading mods?

polar fiber
#

what values for canHideDriver do the two have?

zenith quartz
#

-1 both

#

but i'm not sure if the driver must be visible to be killed with penetration shots

polar fiber
#

dunno. Proxy needs to be in the fire geometry LOD at least

zenith quartz
#
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).```
polar fiber
#

Try hideProxyInCombat = 0;

zenith quartz
#

nope, it's already set

polar fiber
#

what simulation type is it btw? carx or tankx?

zenith quartz
#

tankx

#

class t
is working

polar fiber
#

fow_ija_type95_HaGo has hideProxyInCombat = 1; where t has 0

zenith quartz
#

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!!

zenith quartz
#

@da12thMonkey#2096 hideProxyInCombat = 1; makes the crew always turned out

past remnant
#

Any reason why in the shade the objects turn completely black?

wraith tendon
#

Demons.

past remnant
#

damn demons taking over my logs

wraith tendon
#

!!!

#

damnit, i had that prob a few days ago, gimme a sec

past remnant
#

kay thanks

wraith tendon
#

Did you changed anything in the model?

#

I had mistakenly used a wrong rvmat.

past remnant
#

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

wraith tendon
#

hm

#

You might ask that Q later again. For many many many in here, its 6 am ๐Ÿ˜‰

past remnant
#

Will do, thanks for your help though. Going to try a few different things

cinder pivot
#

@past remnant remove rvmat and have only _co- might help narrow your problem

past remnant
#

Yeh trying w/o the rvmat atm

#

It is the rvmat. I wonder if it is the spec map

cinder pivot
#

Any as? Seems like specular problems

past remnant
#

nah just nohq/smdi

cinder pivot
#

At least its narrowed, best of luck to you sir. I need to sleep now

past remnant
#

Thanks, have a good one

cinder pivot
#

Thats for desolation yea?

past remnant
#

Yep

cinder pivot
#

You want any zombie noises or a model? Have a decent number of sounds from a humble bundle way back

past remnant
#

I believe we got some sounds recently but you would have to ask BigBen#1428 about that. Not sure what they still need/want.

cinder pivot
#

Ill see tomorrow if I remember, off to sleep now though.. Up early

#

Ill msg him if I can ๐Ÿ˜„

past remnant
#

Sounds good :D

bleak tangle
#

Probably any issue with your _AS texture for it to be that black in the shade

tacit karma
#

Its the _as map

quick terrace
#

^^\

cinder pivot
#

He doesnt have an _as texture, probably what was in that stage though

polar fiber
#

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

twin urchin
#

thats the _ass map ๐Ÿ˜ƒ

cinder pivot
#

Yep

hollow fulcrum
#

๐Ÿ‘€

#

painting time! or at least sometime in the near future. ๐Ÿ˜‘

cinder pivot
#

Ay lookin sharp

#

Just throw that ingame as is and make it shoot rainbows.. Or at least rainbow tracers

hollow fulcrum
#

haha, rainbow colored tracers. will have to do a 'jingle special' for sure.

white jay
#

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

quick terrace
#

@white jay there is no such content in arma available

white jay
#

How disappointing.

#

๐Ÿ˜ฆ

cinder pivot
#

Thats a lot of $ for custom stuff

lavish mountain
#

converting

From what?

cinder pivot
#

No pls

#

Its sunday funday

white jay
#

@faint osprey The images I linked in the gallery above are actually created meshes.

lavish mountain
#

If they are not your IP or you dont have permission you could get legal charges...

quick terrace
#

25eu/h is my minimum fee

#

ยฏ_(ใƒ„)_/ยฏ

hollow fulcrum
#

sighes...

#

undercutting mofo..

#

i'd take it, mine is 35usd/h minimum

lavish mountain
#

Thats about the same Hatchet

twin urchin
#

quixel 3do is still fucked for me ๐Ÿ˜ฆ

#

even after reinstall

hollow fulcrum
#

๐Ÿ‘€

#

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. ๐Ÿ˜•

twin urchin
#

you got a AMD card?

hollow fulcrum
#

negative.

twin urchin
#

i got nvidia

hollow fulcrum
#

shouldn't matter though honestly. what are you exporting out of max?

twin urchin
#

well any model lol

#

it gets that half transparency

#

even FBX does that

hollow fulcrum
#

no optimization foo turned on right?

twin urchin
#

yes tried it with it and without it

#

still does it

hollow fulcrum
#

hrmm... any chance you've moved installs in the course of utilizing quixel suite?

#

ie.. swapped up core pathing during install?

twin urchin
#

no that wouldnt work at all

hollow fulcrum
#

ok. that one in particular has caused a many of issues over time is why i ask.

twin urchin
#

i never did have that issue before

#

just after that update

hollow fulcrum
#

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.

twin urchin
#

funny is that those default models work fine lol

#

cube etc

hollow fulcrum
#

i'd imagine those are already formatted .3do objects. maybe not though. would be interesting for sure if they are not.

quick terrace
#

@hollow fulcrum lol

hollow fulcrum
#

what did i do?

#

oh ๐Ÿ˜„

wraith bone
#

Anyone know anything with normals on buildings

#

just confused on how one would do that

quick terrace
#

what normals?

wraith bone
#

the tgas

#

etc

quick terrace
#

so what is the question

#

how to make the normals?

late root
#

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?

stuck oyster
#

try the ones in the samples

#

the A3 ones are binarized and wont open

late root
#

Perfect that fixed it

#

And my horrible test seems to be working XD

#

Worked how it should, thanks @stuck oyster ๐Ÿ˜ƒ

stuck oyster
#

๐Ÿ‘Œ

late root
#

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.

quick terrace
#

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

late root
#

Okay i can do that, just was hoping not too lol

wraith bone
#

Does Geometry require it to be convex

polar fiber
#

yes. Must be closed and convex shapes else it'll have no collision

wraith bone
#

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

quick terrace
#

i thought i answered this before: use smaller box meshes

wraith bone
#

alright

wraith bone
#

Alright.

wraith bone
#

Whats the maximum angle for a Geometry lod again?

#

180 degrees right?

agile flint
#

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

bleak flame
#

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.

agile flint
#

Cheers Bek, I'll have a look

quick terrace
#

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

woeful viper
#

IM BACK

quick terrace
#

you haven't been missed ๐Ÿ˜‰

woeful viper
#

i knew you would say that :]

quick terrace
#

damn, turning old and predictible then

woeful viper
#

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 ๐Ÿ˜„

quick terrace
#

lol

terse elm
#

@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

halcyon wren
hollow fulcrum
#

@woeful viper hey brother! hope all is well

terse elm
#

nice @halcyon wren

woeful viper
#

@hollow fulcrum yes all is well... was just moving places and it took 4 weeks for net to be operational :/

hollow fulcrum
#

that is suboptimal.

echo rain
#

@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

halcyon wren
#

Yeh. I'm mixing styles here. Some buildings are from 2014, from before I used quixel and blender. Those stick out like a sore

woeful viper
#

the corpses are on point... corpses in north germany everywhere you go.

halcyon wren
#

Still need to make it so the sidewalks fold up at 6pm.

woeful viper
#

in arma it might as well be folded up permanently

wraith bone
#

Do the max angle need to be 90 degrees to allow it to work?

#

for geo lod

quick terrace
#

not exactly

wraith bone
#

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

stuck oyster
#

you make it from smaller separate pieces

quick terrace
#

i've told him that at least 2 times now

#

check A3 house sample

hollow fulcrum
#

๐Ÿ˜„

white jay
#

@halcyon wren Do you have a BI thread for those buildings? They look pretty cool

halcyon wren
#

Nothing directly relating to them.

civic stratus
#

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?

wraith tendon
#

Check for the correct hitpoint names

#

+if possible -> You can use the glass Macro in the A3 files

civic stratus
#

the hatchback uses this naming convention: selection="glass5";

#

And I've been trying to replicate that

wraith tendon
#

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)
};```
civic stratus
#

I've used a macro like that for a building

wraith tendon
#

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"

civic stratus
#

Ah good news, I got the front and back ones to break fairly easilky

wraith tendon
#

+don't forget to restart Bulldozer, when you add new Glass' to the CfgSkeleton Skeletons->skeletonBones[]=.

civic stratus
#

thanks for the tip

#

for your macros, GlassSourceAnim(2) why no semi colon?

wraith tendon
#

";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 =}

civic stratus
#

alright, packing it up and testing

#

thanks for your time

wraith tendon
#

Just gimme a feedback if when it works

civic stratus
#

LOL

#

ah mean please tell me that was a troll, cuz if it was, it was amazing

wraith tendon
#

Hu?

#

I just want to know, if your model/Animations works^^

civic stratus
#

it blew up when I shot a window

#

haha

wraith tendon
#

^^

civic stratus
#

scaredt the hell out of me

wraith tendon
#

You prolly forget to add armorvalue to it ^^

civic stratus
#

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; \

wraith tendon
#

Yep

#

0.175 is the radius of the Sphere around the Hitpoint

civic stratus
#

okay, so 0.01 is a low armor value, but why does it make the whole car explode lol

wraith tendon
#

You prolly forget to define the other hitPoints?

civic stratus
#

nah, they're defined.

wraith tendon
#

@civic stratus And?

civic stratus
#

sorry, have some milsim training for the next 2 hours, the vehicle is still exploding

wraith tendon
#

check your hitpoint configs again, when you do it again.

civic stratus
#

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)

wraith tendon
civic stratus
#

I trust that you do

#

you're not a veteran for nothing ๐Ÿ˜›

wraith tendon
#

Check the Vid^^

#

Yeah, about that. No clue why i have it^^

civic stratus
#

yeah I dunno, what I need to do to fix it =/

wraith tendon
#

check hitPoints again (names etc)

civic stratus
#

glass_1,glass_2 etc right>?

wraith tendon
#

In Hitpoints LOD

civic stratus
#

yeah

#

you had said = everything set up for "glass_1" and "glass_2"

wraith tendon
#

Yep

#

๐Ÿ‘

civic stratus
#

thats the name convention I'm using

#

for hitpoints

wraith tendon
#

Yep

#

Then you can use the Macros from above easily, no big config stuff to do then.

civic stratus
#

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)```
wraith tendon
#

afaik it depends on the size of the sphere (0.175)

#

๐Ÿ‘

civic stratus
#

so as far as I can tell I've done everything you've directed me to do

wraith tendon
#

Should work for the glass/windows now

civic stratus
#

should, but the car just blows up XD

wraith tendon
#

THATS not related to the glass

civic stratus
#

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";};```
wraith tendon
#

That are the other Hitpoints

civic stratus
#

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

wraith tendon
#

Yeah, because (what i said earlier) they prolly don't have a Damage/Hitpoint config

civic stratus
#
            {
                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

wraith tendon
#

class HitFuel: HitFuel
{
name = "fuel";
};

#

?

civic stratus
#

thats how the hatchback handles hitpoints

#

I copied it as a base

#

both inherit Car_F

wraith tendon
#

Upload the Cfg to Pastebin pls

#

(Or send me the config via PM if you don't want to share it here)

civic stratus
#

config.cpp or model.cfg or both?

wraith tendon
#

Yes

civic stratus
#

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

white jay
#

Configs need for loops.

wraith tendon
#

macros, yeah

white jay
#

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!

cinder pivot
#

Have you tried a separated object for the shadow LOD? And does it do the same thing?

white jay
#

"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...

cinder pivot
#

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

white jay
#

Poorly does not work, thanks anyways! ๐Ÿ˜ƒ Also the problem only occurs at late afternoon / morning sun, when the sun is dropping.

white jay
#

Seems to be a Engine Limitation in thickness of Shadow LOD, making it thick and ugly fixed it ๐Ÿ˜‘

quick terrace
#

i can tell you that a single face (or in fact a single double faced SVLod) works great

#

that means 0 thickness btw

bleak tangle
#

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

white jay
#

@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 ;)

white jay
#

does anybody know how to make hats and wants to be a pal?

bleak tangle
#

Not sure if I know what you mean by "almost half the Z size", the x and y scale would matter as well.

wraith bone
#

Some of the faces face inwards, some face outwards

#

A bit annoying.

white jay
#

@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 :)

white jay
#

@wraith bone Touch reversed faces, hit Faces menu in upper menu, hit reverse.

cobalt panther
#

How long have weapons supported Event Handlers, does anyone know? Last I checked that stuff didn't work

polar fiber
#

Since 1.66

cobalt panther
#

oh damn,

#

I'm way behind

#

thanks man

halcyon wren
#

Was there a devblog post about those? I dont remember hearing about those form official side.

white jay
#

search for cfgWeapons

polar fiber
#

Aye, was only mentioned in changelogs AFAIK. They didn't do any special OPREP or whatever they call devblogs, about it

white jay
#

i think it was mentioned in a sitrep but couldn't find it right now

civic stratus
#

So, what's the polycount limit now?

flat flare
#

Also @civic stratus I believe its around 100k

sacred grail
#

Is it true that 3Ds Max and Blender both generate shadow LOD's?

polar fiber
#

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

sacred grail
#

kk

pure whale
#

where is the config for the arma 2 trees in plants2 pbo?

umbral plume
#

trees don't have configs

pure whale
#

o

#

ty

wraith tendon
#

Q: Is there ANY way, to change the BackgroundLOD Color OR the background in O2? My eyes starts to hurt -.-

halcyon wren
#

Yes

wraith tendon
#

And can you also tell me, where to do it? ๐Ÿ˜›

halcyon wren
#

File -> Options...

wraith tendon
#

nope

halcyon wren
#

(llooking it up right now 1sec)

#

Then there is a setting called "Backgroun Color" yes, missing r

#

BUT

wraith tendon
#

"BackgrouN Color" -> Only changes the Text overlay -.-

halcyon wren
#

it is retarded

wraith tendon
#

missing "D"

#

๐Ÿ˜‚

halcyon wren
#

so the color array format is ABGR in HEX

#

I for example use FFFF8080

wraith tendon
#

DoubleClick

halcyon wren
#

hit F9, that does set the quadview, but also inits the background color

wraith tendon
#

Ah, restarting OB did it. -.-

halcyon wren
#

It does weird things to the color in D3D mode, too.

wraith tendon
#

Then its good, that i never use D3D mode

halcyon wren
#

You must be working with low poly then ๐Ÿ˜„

#

Yeh, i use a light blue to make the yellow lines stand out

wraith tendon
#

Bulldozer in the Background to chec that stuff. I don't know any better ๐Ÿ˜„

halcyon wren
#

Funnily, I'm the only one here and every time someone sees me in oxy with blue background they go "woah, what is that" ^^

wraith tendon
#

blue, hmm

halcyon wren
#

Just better contrast to the yellow lods

wraith tendon
#

urgs

#

ouch

#

Thats even worse than White/Yellow

halcyon wren
#

dont use full blue

wraith tendon
#

What Colorcode do you have?

halcyon wren
#

FFFF8080

wraith tendon
#

00FF8000

#

Thats BLACK

#

^^

#

(what you send me)

halcyon wren
#

what

#

ah yeh

#

hit F9

#

ahhh

#

no

#

im in D3D mode ^^

wraith tendon
#

Ah, mom

#

ohmy

halcyon wren
#

wtf

wraith tendon
#

lol

#

Thats my OB with your Settings ๐Ÿ˜‚

#

bottom right is D3D enabled

halcyon wren
wraith tendon
#

what the

#

Thats not the color you gave me ๐Ÿ˜ฆ

#

Yeah, FFFF8080 = Black for me

halcyon wren
#

Its black for me too upon startup

#

but once I F9 to go to quadview its fine

wraith tendon
#

I start with 4View

halcyon wren
#

Ok, try ditching the first FF

#

so its just FF8080

wraith tendon
#

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

quick terrace
#

^^

zenith quartz
#

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 ๐Ÿ˜„

wraith bone
#

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

wraith bone
#

Nevermind its still fucked, can anyone help?

rich trail
#

Try the 32-bit .exe

quartz ridge
hollow fulcrum
#

ermmm... shadowLods need to be closed/convex objects.

#

not really much to it beyond that.

quartz ridge
#

Thanks I try.

white jay
#

i think only closed, triangualted and sharp

#

not convex like geo or so

hollow fulcrum
#

that is correct actually. ignore my flailing about.

polar fiber
#

having the shadow parts convex does sometimes help their projection on other parts of the mesh though

cobalt panther
#

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?

hollow fulcrum
#

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. ๐Ÿ˜ƒ

cobalt panther
#

I'm asking about, I'd really like to bring it to 2015 at least, nice dark colours, better icons etc

hollow fulcrum
#

the dark color foo was what really mattered to me. it could use a face lift for sure though.

woeful viper
#

sprinkling glitter on a turd ๐Ÿ’ฉ

wispy orchid
#

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/

woeful viper
#

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

wispy orchid
#

need to check

#

well, it drives and turns , sharp turns tend to get the inner rear wheel lifted it seems

wraith tendon
#
Dscha - Today at 11:02 PM
wheel anims in class animationSources { ?```
๐Ÿ˜„
#

had the same thought

wispy orchid
#

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?

woeful viper
#

no it isnt

#

idk cant see any errors in the configs. Maybe your skeleton has an error in it? didnt post that

wispy orchid
woeful viper
#

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

wispy orchid
#

ok , I removed the driveOnComponent and tested, no change. The physX lod is the geo lod minus the wheels

woeful viper
#

ok, with this physx stuff you never know how its gonna react to such disturbances

wispy orchid
#

there's a lot in the unknown when it comes to it, at least for me

woeful viper
#

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...

polar fiber
#

selection in boneName should be the visible wheel

#

e.g. boneName = "wheel_1_1";

woeful viper
#

no, it should be the damper bone

#

wheel_1_1 (the visible wheel) should be child of damperbone of course, but thats what he did

#

at least for tanks...

#

hm i just looked at the mrap01 and it has wheel_1_1