#arma3_model

1 messages Β· Page 93 of 1

zenith quartz
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model.cfg with modelSpecial doesn't work for me in stable

polar fiber
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IIRC you'll want to keep your Eye, muzzle etc. memory points in the forward position for when the weapon is selected.

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rather than trying to animate them

rough idol
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it used to work on stable like one year ago, but not as you would expect - all axis were broken so you could use mainly hide type animations

zenith quartz
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I can't move the launcher position in any other way?

polar fiber
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not unless you want to replace the character animations

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proxy position on back is determined by the .rtm

zenith quartz
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in that way all the AT will get affected tho

shell magnet
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Anyone can help me please cause I have a problem with my vehicle light. I have light projection but I don't see light flare.

shell magnet
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anyone ?

quick terrace
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images of issue, config, model config etc

shell magnet
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@quick terrace Can I PM you ?

quick terrace
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no man, post config in pastebin and a screenshot of your issue

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don't pm me the config and textures

shell magnet
woeful viper
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figured

quick terrace
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forza model

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^^

hallow turtle
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Which is better for beginners in general: 3DS Max, or Maya? Upon first observation, Maya is used more for animating and 3DS Max gets down to more of the modeling tools.

woeful viper
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actually i would say for beginners it doesnt matter. Because you need to learn the basics of modelling, and these are basically universal.

polar fiber
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They're both pretty much the same in terms of modelling capability. Max has more plugins available that make life easier if you plan to do it full-time and need those things to speed up your workflow

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But if you're learning 3D in general, I don't think there's enough of a difference

woeful viper
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both have many tutorials online. thats the most important thing for beginners

hallow turtle
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Thanks, I appreciate both of your feedback on that. I'm going to try out both at some point in time. I believe after I start getting the basics down, the question of workflow speed could become something I take a look at.

lusty ginkgo
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how could I make a tracer model spin?

sturdy parcel
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goats. At least one of them must have green eyes
Actually, only one green eye is necessary.

terse elm
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Lol

half heath
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Is it possible to move a selection from multiple LODS simultaneously?

hollow fulcrum
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sure

half heath
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Awesome thanks!

wanton snow
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Hey, any one as a link to a tutorial for fitting head gear? Right now I have to go in game everytime and move it around in OB till it fits in game. But for every piece of headgear I make it is always a diffrent position in OB

polar fiber
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are you missing the autocenter = 0 property in the Geometry LOD?

round cove
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Anyone know how I'd go about making my vehicles geometry collide with the ground when I animate it to move? I'm trying to make a kind of hydraulics system

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I have the animation and geometry setup its just that the geometry just seems to clip the floor

stuck oyster
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@round cove you can not animate geometry out of the original bounds of the model. You could add dummy memory points below the model to increase the models bounds or model the hydraulics in down position and set their animations source work so that they are animated up by default.

sturdy parcel
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nice answer. +1

stuck oyster
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Learned it by the hard way myself with landing gear stuff. πŸ˜„

wanton snow
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@polar fiber Thanks man, have never heard of it before! but it works!

hollow fulcrum
half heath
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Amazing model

woeful viper
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very smexy

terse elm
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looks great mate

tacit shard
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Hey,
has anyone here been having an issue with mikeros pboProject recently? Im on the latest version (Paid version) and everytime I try to pack my mod ill pack one PBO fine, swap to the next and it will delete the previous PBO and just put the new one?
Thanks in advance!

woeful viper
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need to upgrade to expert version to pack more than one file

tacit shard
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Im not packing more than one file at a time

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pboProject.2.14.6.29.Installer.exe

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thats my version

sturdy parcel
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sounds like an 'undocumented feature' to me. name of pbo being built and name of pbo deleted please.

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(and no X3, multi pbo packing is in the free tools as well. it's where you see 'scanning for jobs to do'. each 'job' is a pbo)

woeful viper
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what about the elite version though?

sturdy parcel
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eliteness has always had a straightforward 1:1 gui interface direct to makepbo.

tacit shard
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sorry was distracted, I figured out how to fix it and I believe it was related to file name as you suggested.

They was called:
M.A.P_Data
M.A.P_Structures_Residential

They are now called
MAP_Data
MAP_Structures_Residential

@sturdy parcel

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When packing it would only show M.A.packing.log instead of the full name

wanton snow
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is there a paid version for mikero tools?

tacit shard
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so it was cutting off and overwriting im guessing

wanton snow
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Thanks for the linki

tacit shard
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they are way better than free ones I reccomend getting it

sturdy parcel
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thank you, you are right Jimmy. my tools consider anything after first dot to be a VERSION.NUMBER.pbo

tacit shard
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Ah right that makes sense, thanks for letting me know! Will avoid naming in that way in the future πŸ˜ƒ

agile flint
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Anyone know any quick easy hints and tips for lining up blueprints in Blender?

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Following this YT tutorial atm but damn doing my head in haha. Line up one thing, then something else isn't lined up, rinse repeat

woeful viper
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thats drawn blueprints for you... they dont necessarily are all that accurate

agile flint
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Its more so the scaling should I say

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Front, top and back are all scaled fine. But left, god forbid the left scales right haha

woeful viper
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apply the center of scaling to a point in the drawing that you already lined up

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some blueprints might have been scanned in from some book as well, which possibly has "tension" and didnt lie perfectly flat on the scanner. So some blueprints can have some warping in them that is hard to notice at first glance

polar fiber
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Do them in photoshop all cropped, scaled and centered to a uniform image size

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it's much easier than fiddling with the image planes in 3D software

stark geode
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i keep getting an error [cannot open object: enchelm\remnantshelmet1.p3d] when selecting my costum headgear in Arsenal, what could this mean?

polar fiber
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usually that the path to the model is wrong

stark geode
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ah gotcha

sturdy parcel
stark geode
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haha i should, thank you mikero!

ashen nacelle
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I don't suppose there's anyone who can help out with a mod? I've really never done anything close to this, so I'm not sure where to start. I'm trying to find a way to make an optical sight for Arma 3.

stuck oyster
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Are you new to modding in general and/or making 3d models? people on this channel most likely can advice you very well but it would help to be more specific.

ashen nacelle
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@stuck oyster I've made some models before, semi professionally, but they're still very basic skills.
Meaning I can make the model, but I can't animate it.

stuck oyster
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well Arma animaions are pretty simple once you get into it so dont worry about it.

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So you have a model of a scope and want to get that into the game?

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and you are new to Arma modding?

ashen nacelle
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Yes, brand new to Arma modding. I've installed them, but that's it.
I didn't build the model because I don't know if it needs anything special or not.

stuck oyster
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have you installed arma 3 samples? (in steam library -> tools)

ashen nacelle
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I didn't. I can do it now.

stuck oyster
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there are many examples that can help you understand how different type of objects work in arma

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what 3D software you use?

ashen nacelle
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I use Blender.

stuck oyster
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So do I

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for blender you will want FHQ Blender Toolbox

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it can import and export the Arma P3D files and you wont need to mess around in the Arma 3 Object Builder much at all

ashen nacelle
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Alright.

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Do you have any leads for what to look at first for a PiP red dot? My plan is a periscope version of a red dot. The RSP 1

stuck oyster
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also higly recommended to get Mikeros Arma tools for easiest addon packing

ashen nacelle
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Alright

stuck oyster
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theres free version of them that works

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and if youre serious on arma modding you might want to subscribe to the paid more often updated version

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what do you mean by leads?

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as in how to make one or something else?

ashen nacelle
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Sort of. Starting points for what to look at first.

stuck oyster
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Well id guess you can do a highpoly version of the scope and bake details from that to a lowpoly version and take that into game

ashen nacelle
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I can try it. I'll see if I can figure it out.

stuck oyster
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there are lots of game modeling tutorials out there that exlain the general concepts that apply to any game

ashen nacelle
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I'll give it a shot.

stuck oyster
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πŸ‘Œ

ashen nacelle
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@stuck oyster I don't see anything in here about PiP optics. Is there a source for that?

stuck oyster
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dont think so. I believe there are topics for that on the forums.

ashen nacelle
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I suppose it's a moot point because I can't figure out a single bit of this. I may have to commission this.

cinder sinew
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Hey everybody im having a little issue with my mapping project certain objects have a inventory and which means every time you are near them or in you can only acess their inventor which is obviously very bad for lootspawn could someone help me out and tell me how to change the objects model onto another object that doesnt have the inventory integration. Thanks for the help, cheers chris ❀

stuck oyster
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@cinder sinew are you talking about a new map or a new mission. Totally different things and #arma3_scenario or #arma3_terrain might be better suited

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@ashen nacelle Arma modding is not really something you just casually pick up in a day or two and know everything. Its lot to learn.

ashen nacelle
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@stuck oyster yeah. I don't even know the first thing though. I'm entirely without a starting point.

stuck oyster
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have you looked up any tutorials or anything?

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you can start by making the 3d model you want to get in game

ashen nacelle
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I have looked for tutorials. All dead links, or otherwise useless to me.

stuck oyster
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tutorials for modeling a scope?

cinder sinew
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@stuck oyster talking about a new mission i just need a model applied to a different object without the inventory function

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thats all there is

stuck oyster
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also dont spam on so many channels please

stark dagger
cinder pivot
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@Carrie#3402 ^ incase you didnt see

tacit shard
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Hey, I was wondering if it's possible to do memory points in 3dsMax? Every time I have an object with just vertices in it (no polygons) and I try to move one of those vertices it crashes 3dsmax.
Thanks in advance!

stark dagger
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Taking a look at my bin log when packing my vehicles pbo with pboProject. It's huge. 22.7mb huge. Lots of different types of errors from Unsupported UVSet to "vertices of bone vrtule blur are shared with bone vrtule". I did some reading up on these and some say fix them or there will be performance issues and rpt spam. Some say they are normal and just forget them. Looking for some clarification before I spend days trying to fix these.

The vehicles are a mix of our own assets, ported A2, and Take On Helicopters models.
Pastebin of some of the errors in bin log.
https://pastebin.com/1ZMds62B

cinder pivot
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You can remove extra UVsets, I however don't know about performance issues related to all the errors

stuck oyster
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bone sharing errors may cause issues with animations

cinder pivot
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Yup

stark dagger
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Odd that BI models would have so many issues.

cinder pivot
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Could have been not an issue for them/animations so they don't bother

lavish mountain
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What is the practical incline rate for stairs in arma again?

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I am designing from drawings "blueprints" or however you call it and in the infinite wisdom of the designers I am dealing with inclines of 46 to 54 degrees.

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Which is not legal btw... πŸ˜ƒ so...

lavish mountain
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Found the answer to someone earlyer, always can make them non vertical ladders...

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Works for me

sturdy parcel
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@stark dagger I share your pain. prior to a recent update of bis binarise there was NO information of any kind. bis simply stopped producing a binlog. Now, it seems they prefer to have it back again.I sure as hell do.

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you can reduce your 24meg (trust me, it was even bigger than that) by applying more filtration to striplog.bat in my tool's\bin folder

stark dagger
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πŸ‘

sturdy parcel
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beauty is in the eye of the beholder.meaning, it's not up to me, or my tools to make decisions on what info is important from that log and what isn't. All i can do is provide a filter for you to roll-your-own

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i think a good place to start is when binarise.log says it's an error (not a warning) then the problem needs some attention.

stark dagger
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First time working with bin log. Fixed a ton of things on a bunch of models. Cut down quiet a bit.

sturdy parcel
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nice. congrats. errors? or warnings?

stark dagger
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Both. Mostly the issues on my part. Shadowvolume not completely closed or triangulated. Stupid things like no trigger_axis defined in memory lod

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Was just a ton of info to sort through at first.

sturdy parcel
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yep. did filtering (striplog.bat) assist or annoy?

cinder sinew
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Hey does anybody know of some car wreck asset mods preferably oldish cars also some dead bodies assets like back arma2 dayz ? ❀

stark dagger
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I used it to get rid of the weight discrepancy spam. Was about a quarter of my vehicle bin log

sturdy parcel
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v. nice. thanks

stark dagger
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Chrisp, I ported some a2 vehicle wrecks as static objects for a mod in working on. Real easy to do.

cinder sinew
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sounds good can i have them ?

stark dagger
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Should try the uaz and lady wrecks.

cinder sinew
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like they obviously need to work withint the eden editor

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so i can use them for a missions file

stark dagger
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Just grab them from the a2 data packs.

cinder sinew
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they wont have proper naming for the eden editor tho

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  • i wouldnt know in what pbo the wreck files are in
cinder sinew
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so a2sm data apl

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would be the one to use ?

stark dagger
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Yes

cinder sinew
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whats inside the SA folder ?

stark dagger
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Mostly structures and terrain related stuff.

sturdy parcel
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they wont have proper naming for the eden editor tho
isn't that something you have to teach yourself, since it applies to every p3d you make. not just this one.

cinder sinew
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will they have labeling tho in the eden editor

sturdy parcel
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.... and you're a long long way from getting it viewable in any editor.

cinder sinew
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well thats why i asked if someone allready figured that out

sturdy parcel
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for all 6,000 p3ds in the sample packs???

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weell in fact,yes. it's called cup

cinder sinew
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ik

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but cup has very few wrecks

sturdy parcel
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and?

cinder sinew
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whats to "and?" there it kinda looks bad if there are just 3 different cars stacked behind each other

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over and over again

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why else would i ask for more assets

sturdy parcel
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well make another. point is, yuu're gonna have to do this yourself. just grab one of th cup configs and figure out what's relevant fro eden. it's about 5lines frommemory

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... looking now....

cinder sinew
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yeah i checked it out allready since i need to swap a mode to another object

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fml the direct link doesnt work for me....

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and i dont have a torrent programm on my pc

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you know of a way to get the dead body models from dayz ?

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like its somewhere in the dayz files im sure but i cant find it

sturdy parcel
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class CfgEditorCategories
{
class chris_pi_objects {displayname= "Elephants"; };
};

class CfgEditorSubcategories
{
class chris_blue_ones{displayname="blue ones";};
class chris_red_ones{displayname="red ones";};
};

class cfgVehicles
{
class wreck_f;
class my_great_wreck:wreck_f
{
model=what\ever;
displayname="tomatoes";
editorCategory = chris_pi_objects; //<<<<<<<<<<<<<
editorSubcategory="chris_red_ones"; ////<<<<<<<

    blah blah blah
};

};

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how tuff can above be?

quick terrace
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tuff πŸ˜‰

sturdy parcel
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😎

stark dagger
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Won't find dayz files. If they were a2 or a2oa then they might be there. Dayz assets are not allowed in a3

cinder sinew
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thank you VERY much mikero great help πŸ˜ƒ ❀ props to you bud

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and thanks for telling me bigben about the dayz asset situation in arma 3

rotund ocean
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Hey guys, I'm trying to make an Open Circuit Scuba Tank and I just don't know what property I have to set so that the game accepts the tank as a breathing system. I found the property in the vest config, but is it the same for backpacks? Here’s my config: https://pastebin.com/BMSKG4X8

bleak flame
stuck oyster
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@rotund ocean you can check the vanilla scuba tank configs via the in game config viewer!

rotund ocean
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Yes I know, but they are vests. Does the same parameter apply to backpacks?

stuck oyster
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might be that backpacks wont work as scuba tanks

polar fiber
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I tried applying it to a uniform once and it didn't work. So it may indeed be a property only for vests

rotund ocean
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Okay, thank you for the Information

chilly steeple
stuck oyster
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πŸ‘Œ πŸ‘ πŸ”₯ πŸ’ͺ

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Looking really good! @chilly steeple

sturdy parcel
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yeah, that looks like a nicely made model to my very very noob eye (I don't make models)

chilly steeple
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Thanks! @stuck oyster Thanks mikero! @sturdy parcel I spent a bit of time doing it 😊

stuck oyster
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"a bit" im sure xD

bright kraken
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@bleak flame I hate you for being so good πŸ™ƒ

twin urchin
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only if there was a Mi-35 in that quality πŸ˜„

slate stratus
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I can model but god knows how to get it into Arma πŸ˜›

cinder pivot
#

cry and press buttons

slate stratus
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I'll get someone else to put it into arma XD

halcyon wren
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It's all about timing your goat sacrifices correctly.

quick terrace
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@slate stratus if you'd have a proper mesh done, i'm sure it would be easy to get someone else to inject it

woeful viper
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@cinder pivot not necessarily in that order

cinder pivot
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sometimes arma makes me cry after I push the buttons, sometimes I get my crying done before I dive into the buttons

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you are right, it can go both ways! πŸ˜„

agile flint
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Really nice model there Winters

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Love the texture work especially

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I'm starting to model my first vehicle but the tutorials I'm finding aren't helping me at all for what I need and its driving me insane haha, this gives me hope and motivation haha

lusty ginkgo
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Where in the model is the marker type it has determined?

white jay
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do you mean map=xy in the geolod?

lusty ginkgo
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I don't really know I only ask because a building I have has an elliptical icon in TB and I noticed a lot of models have default colors in TB as well

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Is that separate from the actual map marker?

stuck oyster
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yes

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its separate

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you choose that when you create the template

lusty ginkgo
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some models have default settings though

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how to you determine that?

white jay
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you choose that when you create the template

lusty ginkgo
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@white jay "some models have default settings" Obviously that is defined somewhere

white jay
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no you define which one you want when creating your template library

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it reads the boundingbox from the p3d to display the size

lusty ginkgo
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what about the colors?

white jay
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color and shape you select when creating your template libarary

lusty ginkgo
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I know for a fact there are some that have default colors and shapes when you create the library

white jay
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are you being serious now?

lusty ginkgo
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yes I don't know what is so difficult to understand about that

white jay
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🀦

lusty ginkgo
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I guess I'll find out myself then

stuck oyster
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The colors in TB do not affect the ingame map

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theyre just for TB

lusty ginkgo
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I know that

white jay
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what are you even asking then?

lusty ginkgo
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Some buildings default to rectangular dark grey markers when you import into TB without changing them. My retextured A2 building defaults to the last color I used and an elliptical shape. I just want to know how to fix that

stuck oyster
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did you import templates?

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or create new ones

lusty ginkgo
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I imported the models. So I created new template libraries

stuck oyster
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the option to select the color and shape should be there then

lusty ginkgo
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I can change it I just want to know how I can set the default settings for an object

stuck oyster
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so like it would always have certain settings when you create new template?

lusty ginkgo
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yeah

stuck oyster
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dont think that is possible

lusty ginkgo
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if I import an entire addon some individual models have unique shapes and colors

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despite the settings

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I have seen some structures that have a brown fill color

stuck oyster
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in TB

lusty ginkgo
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yes in TB

stuck oyster
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might you have an example? never seen such happen before

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do you mean you import a folder and set a colora and shape for it?

lusty ginkgo
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yeah

stuck oyster
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so all templates in it should be the same

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and still some are different

lusty ginkgo
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I am looking for an example but I can't remember which building it was

white jay
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thats not possible afaik

stuck oyster
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never heard such happen either

lusty ginkgo
#

I swear I'm not crazy

stuck oyster
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maybe it has just bugged

lusty ginkgo
#

or this is some insane conspiracy

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I will look into it more but for now it is really quite pointless

lusty ginkgo
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can you cycle through LOD's in object builder's buldozer view?

white jay
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change the lod in OB it will change in bd

lusty ginkgo
#

I know I am just switching between lods to make sure they match up really well and was wondering if there was an easy way to do that in BD with the textures on

white jay
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have bd on your second screen an switch trough them in OB, it should switch instantly

lusty ginkgo
#

I could just have a smaller window for OB nvm problem solved

polar fiber
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You can see the model with the _co texture in OB using the direct3D viewport mode so long as the .p3d is assigned .tga textures

lusty ginkgo
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I see

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would be easier if I had dual monitors

cinder pivot
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a lot of things would be

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πŸ˜›

lusty ginkgo
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I would imagine they would

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but alas, I remain in the single monitor peasant camp

lusty ginkgo
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on one of the LOD's (the second one, to be exact) of an A2 tree I am making a variant of, the faces aren't visible in OB. I can only see the tree's trunk, and can only select the trunk. If I press ctrl A I can see all the individual points floating outside of the trunk but there are no lines connecting them

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first and third LOD are fine

lusty ginkgo
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I don't understand what is happening this isn't on any of the other models

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copying it to clipboard then deleting the entire LOD and repasting it seems to have fixed the issue

woeful viper
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they are just hidden you can hide and unhide geometry

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crtl + shift + h unhides the selected stuff

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crtl+ h hide it

wraith tendon
#

Ctrl+A to select all πŸ˜›

woeful viper
#

he did

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sometimes i scare myself with this... what the hell did i do last t... oh.

wraith tendon
#

πŸ˜„

lusty ginkgo
#

oh well that would have certainly been more effective

tacit shard
#

Hey,
I was just wondering is it possible to merge FBX files into a already existing P3D? Whenever I import a fbx file to a p3d that already has a model in it, it wipes the current models (all LOD's) and replaces it with the new one.
Thanks in advance!

polar fiber
#

I just start a second instance of OB and import to that and then copy&paste

tacit shard
#

Good idea, thanks for the tip!

zenith quartz
#

Hey there! I've a small cfg issue. It seems that i can take over an AI slot even if i'm not the commander of the vehicle. Does anyone know what that could be?

lusty ginkgo
#

@zenith quartz not sure this is the right channel for that. Unless I'm misunderstanding you

zenith quartz
#

not sure either πŸ˜ƒ

tacit shard
#

I dont suppose anyone here knows if there is a version of 'remove doubles' (from blender) in 3ds max, which basically just deletes any two vertices with the same co-ords

echo rain
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i think edit poly has merge vertices by threshold but last time i touched 3ds max is aaages ago.

tacit shard
#

thats an idea just use weld with 0 threshold

fervent steppe
#

😲 @badbenson#0154

lusty ginkgo
#

why do my lod's look so completely different in game to how they look in object builder

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seriously how am I supposed to make the colors and lighting match if the results are so different

sturdy parcel
#

knee jerk guess is you are using the WRONG extracted pbos

lusty ginkgo
#

same color textures, same .rvmat settings, same lighting conditions

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wrong?

sturdy parcel
#

stale, old, sth quite different.

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which 'pbo' are you talking about please.

lusty ginkgo
#

I mean a custom tree model based on an A2 model

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not sure what it is you mean

sturdy parcel
#

well the immediate impression i have is the \a3\texures\you\extracted. are not the same as the ones used in the game engine.

lusty ginkgo
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oh I understand now

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it is using completely custom textures and models in my own addon (which I repacked)

sturdy parcel
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so ok, you grabbed an a2 sample, you replaced the textures with something else, and the 'something else' is not, actually, in a pbo that the engine uses.

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ahhhh ok

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ok!

lusty ginkgo
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unless it is loading the addon twice

#

because it is in a different directory

#

I'll check

sturdy parcel
#

yes. you can also have a 'stale' pbo in an @mod somewhere

lusty ginkgo
#

sometimes when I switch which addon I am packing it puts it in the old output directory

sturdy parcel
#

not with pboPro it won't

lusty ginkgo
#

very rarely, but it has happened on two or three occasions

#

pboProject it what I'm using lol

#

your programs

#

also I noticed the outputted file is all lowercase in the name, same with the key file

#

odd

sturdy parcel
#

yeah, i'm probably doing that to prevent any chance of Murphy biting you.

lusty ginkgo
#

It only does that when the output location is wrong

sturdy parcel
#

ouch ouch ouch

lusty ginkgo
#

not sure if it is a tool issue or not

#

I'll look into it more next time it actually happens instead of just restarting pboProject and packing again

sturdy parcel
#

i assume here that just because you change projects, you still keep the same output mod folder?

lusty ginkgo
#

No

#

I change both

sturdy parcel
#

ok. that makes sense too.

#

i might have an 'undocumented feature'. keep me posted.

lusty ginkgo
#

they are separate mods, one of them just an objects and dependency mod

#

I will make sure next time I see it happen, if I even do

sturdy parcel
#

in any case, back to your original problem, you can't have a yellowish texture in buldozer, but a green one in-game, unless it's a totally different file being accessed.

#

subtle changes to lighting, sure, but not glaringly different textures.

lusty ginkgo
#

I am going test having the exact same ambient, diffuse, and emissive values in every .rvmat for each LOD and I will make sure the textures match closely enough as well

lusty ginkgo
#

Would I run into an problems using the treeadv vs the tree rvmat shader? Also could I get away with using the no fade variant? Other than the visual aspect, would it negatively affect performance?

sturdy parcel
#

how would I know? you're problem was a mismatch between what you see in 'arma3.exe' eg buldozer, and what you see in-game. there's a discrepency.

lusty ginkgo
#

I am just fucking around with shaders. It seems to be mostly a material issue, since the issue isn't just object builder's buldozer and ingame, but also object builder's buldozer and terrain builder's buldozer

sturdy parcel
#

in which case (t/b vs o/b) your profile settings are not the same. both need to point to arma3.exe. that's the first thing to sort out.

lusty ginkgo
#

where do I change the OB one? My TB is pointing to an exe in the P drive

sturdy parcel
#

well good nite and thank you for playing. arma3p eg will not tolerate a p:\buldozer.exe it destroys it.

lusty ginkgo
#

probably should fix that then. Should it just point to the arma3.exe in the game's installation directory?

sturdy parcel
#

definite

#

there is only ONE buldozer on your pc. it's called arma3.exe. Bis have several, one of which is plastered into your p:\drive for no good reason.

#

it (can) use the wrong shaders. it (can) grab a totally irreelvant config.bin, and it probably is a dev release, not a stable release or vice versa.

#

there is only ONE buldozer on >your< pc

lusty ginkgo
#

I feel so special now

sturdy parcel
#

haha

lusty ginkgo
#

but in reality I'm just being neglected by BIS

#

64 or 32 bit?

sturdy parcel
#

prollly doesn't matter. I'd will stick to 32 bit here because I don't trust bis at all. your mileage may vary.

lusty ginkgo
#

oops just started the game I guess I need to actually change more settings

#

Buldozer configurator has directory thingy in it

#

that worked

#

now textures aren't loading I should probably look at PMC or something

lusty ginkgo
#

got it sorted

sturdy parcel
#

what 'buldozer configurator' ?

lusty ginkgo
#

the a3tools one

#

preferences -> buldozer configurator

sturdy parcel
#

i'll bet the damn thing scribbled crap all over your p drive

lusty ginkgo
#

safest way to clean it out and start fresh? Without deleting my mod data obviously

#

just reinstall tools?

sturdy parcel
#

if you let bis get anywhere near your p drive, they will do what they've done in the past, and erase it. just an accident waiting to happen.

lusty ginkgo
#

commence copy + paste

#

going to back it up on a flash drive and disconnect it just to be safe

#

maybe even bury it in my backyard

sturdy parcel
#

just don't tell them where in the backyard, it is.

lusty ginkgo
#

maybe backyard is simply a codeword for some other location

#

maybe not

cinder pivot
#

My p drive is like 100gb.. Mikero spooked me to now back it up lol

white jay
#

@lusty ginkgo buldozer has the lighting of DefaultWorld, so textures will look diffrent there, penny made bin.pbo to get it very close to stratis but its still not 100% the same

lusty ginkgo
#

@white jay is there anywhere I can download that?

lusty ginkgo
#

@bleak tangle Oi I heard you had some fancy stratis lighting for buldozer

agile flint
#

Anyone got any good hints or tips for making half decent aerials or vehicle based antennas in blender?

lusty ginkgo
#

Is there any possible way to view models in object builder the same way they would appear in terrain builder's buldozer?

bleak tangle
#

Buldozer before: https://i.gyazo.com/0374671aa11c4cf9c95cc9147072daf6.png
Buldozer after: https://i.gyazo.com/887447caea51a82d4c269aaa897d96a1.png
In-game: https://i.gyazo.com/a10806055c12c7d2cb27a65b123252f8.jpg
It's essentially replacing the DefaultWorld in the bin PBO/config with Altis lighting (which Stratis also uses). I've been hesitant to release it publicly because I don't especially feel like providing lots of support for it. It was also done using the configs from 1.66 or 1.68 so I need to check that everything is still correct.

#

How are the models different in OB and TB?

lusty ginkgo
#

The lighting is all fucked

#

For example

#

A normal looking tree will be all overblown and bright in tb but look fine in ob, while some of the other lods might look better despite having the same settings

#

How did you edit the lighting? If you don't want to release it I would like to experiment myself a bit

#

@bleak tangle

cinder pivot
#

How much can you modify prop planes such as takeoff speed/engine rpm etc?

bleak tangle
#

I did a config dump of Altis with all inherited values, removed the unnecessary things, and added it to P:\bin\config.cpp. I'll release it later when I'm back at my PC

lusty ginkgo
#

thank you sir

cinder pivot
#

Would love to see if bush planes/backcountry planes are possible in arma

lusty ginkgo
#

make one far cry 5 style

cinder pivot
#

If you cant edit takeoff speeds then it would be just another plane except with huge wheels πŸ˜›

lusty ginkgo
#

there is the apex plane

#

configure it similarly?

cinder pivot
#

Yea but thats a full airfield plane, it would be a similar body type but

#

Example of takeoff/landing

#

Like 20 seconds video ^

lusty ginkgo
#

thats one agile little plane damn

cinder pivot
#

I don't think arma can do that but maybe with new dlc there might be tech that can do close to it

#

Yea

#

Made for landing and taking off anywhere

#

Big wheels, used for transport quite a bit in remote areas like Alaska or Australia

woeful viper
#

those planes are ultra light and have extreme low stalling speed (in otherwords: high lift at low speeds, low minimum speed). You can make something like that ingame... However, i'm not sure if its possible to make the bouncy wheels work properly and absorb the impact.

cinder pivot
#

Yea thats what I was thinking might be the issue

#

Ill look at new physx stuff and see, thanks @X3KJ#8043

fast lake
#

Is anyone working on the JLTV

tacit badger
#

does anyone know of a good lightbar tutorial? or know of a place to get source files for them, i have tried to do it, but i am really struggling

stuck oyster
#

dont think anyone has written one.

lusty ginkgo
#

Where does buldozer get it's configuration from? It doesn't seem to be the P:\bin\config.cpp

sturdy parcel
#

~dta\bin.pbo

#

(but only on wednesdays)

lusty ginkgo
#

fuck wednesdays

#

dta in P drive or installation directory?

sturdy parcel
#

depends. if you insist on using p:\buldozer all bets are off

lusty ginkgo
#

I don't I set up everything properly this time

#

at least I think so

sturdy parcel
#

if you're pointing to arma3(64).exe it's dta\bin.pbo in the arma3.exe folder tree

lusty ginkgo
#

ok

#

time to dissect it and fuck everthing up

sturdy parcel
#

pennywise's truly excellent lighting fix relies on that fact.

lusty ginkgo
#

exactly

#

pennywise is a clown

#

I think you mean pennyworth

sturdy parcel
#

god i wish mykeyboard could spell properly!

#

yes.

lusty ginkgo
#

unless that was some kind of insult

sturdy parcel
#

no, old age creeping in.

lusty ginkgo
#

define "old age"

#

sometimes I swear 30 year olds think they are dying

sturdy parcel
#

fortunately pennyworth is used to me getting it wrong.

lusty ginkgo
#

if I change the bin.pbo will that affect the game?

#

I would imagine so

sturdy parcel
#

3 guesses. and the first two don't count.

lusty ginkgo
#

yes

#

maybe

#

yes again

sturdy parcel
#

the answer is wednesday. 😎

lusty ginkgo
#

I thought it was 7

sturdy parcel
#

bis can't count that high. they have 'workday' and 'weekend'

lusty ginkgo
#

At least they can spell

#

oh wait

polar fiber
#

penny's .pbo works if you unpack it to the P:\bin buldozer setup too

#

assuming one had that done correctly in the first place. Not that everyone does

lusty ginkgo
#

why does the lighting look different in buldozer for TB than it does for buldozer in OB?

#

Is there a way I could get OB to match TB?

white jay
#

Perhaps use -initWorld to load DefaultWorld and maybe remove -noLand

lusty ginkgo
#

Ah

#

good plan

lusty ginkgo
#

now it tries to launch buldozer through steam

lusty ginkgo
#

I think I broke it

#

oops

#

For some reason buldozer is always opening through steam and failing to attach as a viewer. I don't know what triggered this to happen, but it is strange considering everything is set up the same

lusty ginkgo
#

fixed it by installing buldozer through the a3 tools project drive management

#

probably the steam app id text thingy

bold summit
#

Hey I have a problem:
I want to make a object which has multiple UV Maps and therefore multiple textures (duh!). I get only one texture working and thats the one with the UvSet 0 the other texture won't work. When I change the other UV Set ID from 1 to 0 the second texture works but the one, which worked previously (former UvSet ID 0) not.

#

Any Ideas?

#

Thanks in advance

sturdy parcel
#

aren't uvsets dependent on the distance you are viewing them at?

bold summit
#

No (would be new to me) I'm talking about those unwrap things

sturdy parcel
#

shows how much i know

bold summit
#

^^

#

But thanks for trying at least πŸ˜›

sturdy parcel
lusty ginkgo
#

@sturdy parcel I was just struggling with that a few hours ago. Glad there is a tutorial on it

bold summit
#

Didn't really solve my problem tho 😦

bleak tangle
#

Are you using multimats? I'm a little confused by what you're doing.

cinder pivot
#

@bold summit More might be able to help if you explained what you are trying to do

bold summit
#

Ok I'm trying to make a shoot house wall with a door using two vanilla textures

#

and I only get one texture at the time working

#

it seems that only the one is working which has the UVMap with the ID 0

#

like you see in the two screenshots both textures work but not at the same time

#

so I guess I have to communicate to arma that one of the textures should be combined with the second UV Map

#

but I don't know how

sturdy parcel
#

shouldn't you be using a model.cfg with hitpoints and hide values? If i'm wrong again, i'm gonna shuddup

bold summit
#

Im using the vanilla rvmats and textures just some faces have the wood ones while others have the door ones

sturdy parcel
#

well that's nice, but when and why are you expecting the other texture to kick in?

bold summit
#

Ive seen it in other models working and I know that I'm missing something (probably really obvious) but I don't know what it is

sturdy parcel
#

that didn't answer the question.

bold summit
#

it seems like the rvmats are kicking in why shouldn't the textures also ?

sturdy parcel
#

still didn't answer the question. when are you expecting two textures to show, and why.

#

model.cfg's contain a sections[]= from which you can hide.showSelections

bold summit
#

why should I want to hide or show selections ?

#

I just want two parts of a model with two different textures and rvmats.

cinder pivot
#

Im confused on what you are trying to do still, you want the top half a different texture?

sturdy parcel
#

me too, you're not explaining what you expect to see.

cinder pivot
#

just lay it all out lol

bold summit
#

Ok sorry lets try again πŸ˜ƒ

cinder pivot
#

first picture getting a 404

#

not sure if thats just me though

sturdy parcel
#

the door is supposed to be it's own NameSelection, separate to the wall, correct?

cinder pivot
#

nvm got it to load

bold summit
#

I want the model to have the wood texture (like in the first pic) and at the same time the door texture (as seen in the latter)

sturdy parcel
#

then provide two separate namedSelections

cinder pivot
#

if they are UV mapped correctly just select the door and make it named for ease, press e on the selection and point to the right texture

#

it will add another section

bold summit
#

As you can see I already have done that: (That is what you meant right ?)

#

some have accessories and others shoot_house_wood

#

I don't have another selection but that shouldn't make a difference right ?

#

The texture is only working for the part which is on the UVMap with the ID 0

#

so if i give my UV Map with the wood stuff the ID 0

#

the wood shows but the door is fucked

#

and vice versa

#

I hope my problem is now clear πŸ˜₯

cinder pivot
#

they both should be on the same uvmap ID

sturdy parcel
#

doors open, walls don't, seems crazy to me that you don't have two separate components.

#

ditto windows

bold summit
#

yeah i have a named selection but only for the part of the door which moves

#

the frame of the door is on the same texture as the door itself

cinder pivot
#

so everything is on uv set 0 and then activate uv 0 is checked?

#

the only difference is the door has another applied UV?

bold summit
#

wait so i have to move my stuff from UV1 to UV0 ?

cinder pivot
#

they should not be on seperate UV IDs anyways, thats manily for multi maps

sturdy parcel
#

well the way monkalb explained it to me, UV0 is the scaling factor. if there's nothing there to scale....

cinder pivot
#

pretty much

bold summit
#

ah k blender just gave me two so i dindn't relly think about that πŸ˜ƒ

cinder pivot
#

one of my vehicles

#

all over the place

#

glass/int/ext

#

all on uv 0

#

then for multimapped stuff, 0 is my scale uv and 1 is uvmaps

bold summit
#

any idea how i move the faces from one to another UV map ?

#

^^

cinder pivot
#

ctrl c ctrl v

#

πŸ˜›

bold summit
#

but my other stuff gets deleted when i paste ❓

#

Fixed it in blender πŸ˜ƒ

#

@cinder pivot @sturdy parcel thanks a lot

#

It worked

cinder pivot
#

sweeto

pure whale
#

anyone know the exact meter limite for collision on objs

sturdy parcel
#

2 goats - 0.5 * 1 chicken foot

foggy finch
#

50m from 0,0,0 coordinate,. unless your in the roadway lod and then its ~37m from 0,0,0. I'd stay within those bounds or split your model if its a structure and larger than that.

pure whale
#

thank you

#

if my measurment system uses cows instead of goats

#

whats the conversion

sturdy parcel
#

you'd have to ask the hindu god ganeesh, we aren't on speaking terms.

#

i only know that three chicken feet equal 1 goat. but to use them you have to be standing on tiptoe and wave them above your head while muttering suitable prayers that bis won't crash

pure whale
#

i heard 1 goat is = to 6 cows more then the 3rd cow of the week

sturdy parcel
#

I can't count that high

wraith tendon
#

🀦

sturdy parcel
#

it's part of my Jewishness Dscha. When someone asks me what 1+1 = I ask them are they buying or selling.

wraith tendon
#

🀦 oh my

spiral void
#

hey,
what is the result of using vertex color on models in a3? diffuse * vertex color?

#

(for super shader)

timber vessel
#

Hello let's say I want to make a vest model, what height does it gotta be?

foggy finch
#

you can look in the a3 samples,. should be one in there

toxic apex
#

Anyone got experience with submarines in a3? Im missing something as i can get my sub to submerge. its even got 23,000,000 units of mass and the little bugger still wont sink

#

i need a nudge in the right direction

foggy finch
#

you got a bouyancy lod?

toxic apex
#

yup

foggy finch
#

the a3 sdv has bouyancy =1 in geolod

toxic apex
#

got it πŸ˜ƒ

foggy finch
#

and reversed =1

toxic apex
#

got it

#

even as a static object it just sits on the surface

foggy finch
#

do you have simulation = "submarinex"; in config.cpp ?

toxic apex
#

i do

sturdy parcel
#

canfloat=true in the config might be causing that.

toxic apex
#

πŸ˜ƒ im 3 hours into this problem

#

im using the sdv config so it shouldnt be

foggy finch
#

sdv only has 2600 mass

sturdy parcel
#

im using the sdv config so it shouldnt be

probably worth looking in the config browser to make sure it aint inherited.

foggy finch
#

inherits from boat_f

#

you got a landcontact lod?

toxic apex
#

class Ship_F;
class Boat_F: Ship_F
{
class NewTurret;
class Turrets;
class EventHandlers;
class AnimationSources;
class ViewOptics;
};
class SDV_01_base_F: Boat_F {};

class FloatingStructure_F;
class Submarine_01_F: FloatingStructure_F {};
class rksla3_ship_vboat : Submarine_01_F
#

no land contact

foggy finch
#

add one

#

and test

toxic apex
#

hang on

foggy finch
#

the sdv has one with 7 points,. 4 under the main body,. one under the rudder,. 2 on the nose

sturdy parcel
#

i don't mean to distract, but i don't see anything above that 'inherits from boat_f'. most of it appears to be un-necessary.

toxic apex
#

sorry i have another related object that just floats thats what boat_f is int here for

sturdy parcel
#

k

toxic apex
#

just taking its time loading arma - need to move it onto an ssd

#

landcontact = no difference what so ever. 😦

foggy finch
#

your sub is inheriting from boat_f ?

#

or the sdv base class

toxic apex
#

class CfgVehicles
{
class Ship_F;
class Boat_F: Ship_F
{
class NewTurret;
class Turrets;
class EventHandlers;
class AnimationSources;
class ViewOptics;
};
class SDV_01_base_F: Boat_F {};

class FloatingStructure_F;
class Submarine_01_F: FloatingStructure_F {};
class rksla3_ship_vboat : Submarine_01_F

^ static tender object

    
class RKSL_Vboat_sub_base: SDV_01_base_F {...}

^ new sdv class

class rksl_vboat_sub_1 : RKSL_Vboat_sub_base

^ actual class name
foggy finch
#

ahh ok, your previous paste had me confused πŸ˜ƒ

toxic apex
#

yeah sorry wasnt complete

#

ive used the sdv config

sturdy parcel
#

a boat has canfloat=true;

force it to false in the body of your class and see what happens

toxic apex
#

yeah set it to false when you first brought it up - no joy. Trying more mass and missing config entries now

deep wedge
#

anyone know hot to prevent the squad xml image from having an invisible background?

sturdy parcel
#

@toxic apex Kiory is the guy who can answer your questions re submarines, he made em work,

toxic apex
#

cheers ill give him a nudge

shut arch
#

hey all, does anyone have any experience in getting a custom missile rack or pod in game for the dynamic loadouts. I have been working on the 3CB apache and WIldcat I have manage to get the pylons working with vanilla DAR and DAGR missiles but I am struggling to get our hellfires and rocket pods to work. Sorry I know I have put a post about this on the BI forum but any help would be appreciated.

woeful viper
#

how does your buoyancy LOD look? Did you put the entire body of the submarine in that LOD?

gentle grotto
#

Key (X or Z) to submerge @toxic apex

toxic apex
#

Root i wish it was that simple. In 15 years of modding for this game series ive never been as pissed off with a problem.

sturdy parcel
#

in 12 years of modding for this game i've never been NOT pissed off.

toxic apex
#

lol

lavish mountain
#

Pissed off? at my self yes after finding mistake noXXX and starting over... Bored? After staircase no 14 which looks exaclty the same but has just a different angle and railing... continuously....

toxic apex
#

i know that feeling well. Butr ive just spent 8 out of the last 20 hours trying to make a sub sumerge with now joy. Now heading into silly numbers ..,

lavish mountain
#

You has pix? This naval architect likes to see boats....

lavish mountain
#

10/10 realism

toxic apex
#

lol

lavish mountain
#

Emergency blow?

toxic apex
#

nah it had an itchy arse and need to scratch it

lusty ginkgo
#

can named model properties for damage be spelled without the extra m?

toxic apex
#

nope has to use the dodgy BIS spelling for it to work

lusty ginkgo
#

meh

sturdy parcel
#

not true

polar fiber
toxic apex
#

@da12thMonkey#2096 Yeah but ive sat here with my finger on the dive key for 10 mins while floating around. not a sausage.

#

even had verticalTurnCoef = 0.05; (which is supposed to control dive rate) up to 25000 and nothing

#

@sturdy parcel you mean the spelling thing? Ive never managed to get dammage to work without the extra m

sturdy parcel
#

that's interesting. when binarise builds the odol, it translates dammage OR damage in the geolod to damage when setting the damage= property of the header.

#

wow. what a sentence that is

#

to tell the truth here, i've forgotten what damage= is actually used for. is it to disable the item from being killed?

fervent steppe
#

Yes

toxic apex
#

yes and to define damage type eg no, tree, house, tent, engine wall

fervent steppe
#

But I believe it can be overwritten in the config

sturdy parcel
#

ah, destrType

toxic apex
#

basically yes

sturdy parcel
#

hmmm....

sturdy parcel
#

gonna have to pull my head in on this one. my tests weren't thorough enough.

toxic apex
#

according to that you are right but i swear it wouldnt work on my bunkers

sturdy parcel
#

well I wrote the above. so i could be lying 😎

toxic apex
#

hahah

sturdy parcel
#

bis made an absolute mess of this when they introduced the 'wall' type for arma3. firstly because unlike all the others, it's not an enumerated value, and secondly, as we've come to expect from them they made all arma2 trees and walls incompatible

#

would have taken too much imagination on their part to not break things.

#

so it's possible their code does look at dammage in a special way, but that won't be true for any objects on a map, because the only property looked at is damage in the header which bis binarise translates correctly if it's dammage in the geolod

white jay
#

what is even the diffrence of wall and tree?

sturdy parcel
#

tree originally meant fall over

#

it now means random slant, because some genius at bis thought he was being klever

#

so all arma2 derived walls, now randomly slant when you hit them with a tank

#

sure, you can add that to your list-of-things-you-must-change. but it wasn't necessary to be that stupid.

toxic apex
#

lol

sturdy parcel
#

in anycase, the newly introduced wall type doesn't work quite as well as nature intended because the same fool didn't make it an enum

#

oh and ditto lamposts and signs. they are 'trees' in arma2, and think-of-a-number in arma3

fervent steppe
#

Haha. Remember when the walls would rotate around at crazy angles when destroyed πŸ˜‚

sturdy parcel
#

how much brains did you need to call this newly invented slant 'tree3' and maintain backward compatibility.

fervent steppe
#

πŸ˜‚

#

Slightly less then half

sturdy parcel
#

ah that's the reason.

#

oh god, I just figured it out, they couldn't get 'tree3' to work because it wasn't an enum.

lost glen
#

does anyone know why object builder doubles the amount of faces when import models? I don't have and smoothing modifier on my model so I have no idea why this is happening

late root
late root
#

Had something to do with RVmat

fervent steppe
#

Super dark in the shadow?

late root
#

Yeah i fixed it by using a different evmat

#

rv

lusty ginkgo
twin urchin
#

@late root missing AO or bad AO

#

@lusty ginkgo alpha not sorted or missing flag in the rvmat

agile flint
#

Anyone know any good tips on how to make tracks for tanks for Arma?

#

In Blender?

lusty ginkgo
#

@twin urchin what do you mean by alpha not sorted?

#

nvm figured it out

#

it was both a lack of the proper flag and non sorted alpha on the faces

cinder pivot
#

@agile flint import tank sample or arma 2 apl models - they show exactly whats needed

lusty ginkgo
#

I'm still getting faces on my model that obscure faces in front of them, as if they where behind

#

I have sorted alpha faces and that helped but I can't seem to get it to work completely

cinder pivot
#

You took the faces and did move to top as well?

#

Wait thats not the error you were getting

#

Nvm

lusty ginkgo
#

Move to top?

#

I was getting two different issues, one with the outside of some blades of grass having a sort of outline, and two I can see faces on the interior part of the model over the ones in front of it

#

@cinder pivot what faces would need to be moved?

cinder pivot
#

Im not sure to be honest, I cant really understand what you are describing that well

#

Maybe try the ones you cant see infront?

lusty ginkgo
#

What does the move function even do?

#

I can see some faces through each other and some of the textures in the back side of the model render as if they were in front

cinder pivot
#

Moves them to the front, so glass textures work correctly.. But I dont think that is the problem here

lusty ginkgo
#

Well shit I don't know what the problem could be

#

I reset the .rvmat to the one it was based on and it looks better, not sure what I messed up

pallid flame
#

are the cartridge cases in arma own objects that can be created (e.g. simpleObject)?

stuck oyster
#

they have 3d models yes

pallid flame
#

any clue in which config they are located? are they in cfgvehicles?

stuck oyster
#

theyre used with particle effects so their paths should be somewhere in there. they dont have a proper cfgvehicle classes

#

or as far as I know at least

pallid flame
#

hmm kay thanks, will search for them

sturdy oak
#

Hey Guys any Car modders around here looking to share some ideas or models?

foggy finch
#

this channel is discussion relating to model creation, not someplace to come begging for models.

sturdy oak
#

@foggy finch Begging wasnt my intention at all but nvmd then

cinder pivot
#

@sturdy oak Feel free to ask any questions you may have but there are just some people who just rip forza models and they will not get help here is all

sacred grail
#

anyone had the issue with 3ds max where objects just change size after collapsing the unwrap modifier?

quick terrace
#

nope, never happebned

sacred grail
#

its wierd af, i wonder if it has anything to do with them not being editable polys

lusty ginkgo
#

Using the AlphaTest32 render flag my object appears transparent at a distance but fine up close. Is there a way to fix this?

stuck oyster
#

do you need the render flag?

lusty ginkgo
#

Yeah it would seem so

#

it is based off of a clutter object that used it

#

If I change it I have a ton of problems with the alpha

stuck oyster
#

ghillie stuff?

lusty ginkgo
#

no

#

making some tall grass for my terrain

stuck oyster
#
fogMode = "Fog";
renderFlags[] = {"AlphaTest32"};
VertexShaderID = "Grass";
PixelShaderID = "Grass";

ambient[] = {1,1,1,1};
diffuse[] = {0.25,0.25,0.25,1};
forcedDiffuse[] = {0.02,0.02,0.02,1};```
#

this is how I have mine

#

clutter is supposed to fade at distance

white jay
#

@lusty ginkgo what shader are you using on your clutter

lusty ginkgo
#

It is using the grass shader

#

I am not using the object as clutter though, I am using it as something I can place in TB that would function like a bush or somethinglike that

#

that way it can have geometry and be placed anywhere

white jay
#

do you have a pic of your issue?

lusty ginkgo
#

yeah one sec

#

A small field made with the object

white jay
#

the issue is that you can see trough it?

lusty ginkgo
#

yeah

white jay
#

do you have atoc enabled?

lusty ginkgo
#

when it's closer it looks opaque

#

atoc?

white jay
#

when antialiasing enabled

lusty ginkgo
#

I don't remember

#

that is just a graphics settings thing though right?

#

If I raise the ambient alpha value to more than 1 it looks a bit better in buldozer, but the alpha mask needs some cleaning up

#

would that be a good solution?

lusty ginkgo
#

I could make the LOD have higher alpha so it looks more opaque from a distance

cinder pivot
#

is it clutter?

lusty ginkgo
#

no

#

It seems to have worked quite nicely

#

Will check with different lighting and fog

#

So far so good

#

The geometry LOD's don't seem to work though

cinder pivot
#

why do you want geometry on grass?

lusty ginkgo
#

So it can be damaged if a vehicle drives over it, so it has fire geometry so bullets don't just cut through unaffected, and most importantly so it has a view geometry for AI and stuff

cinder pivot
#

ah okay

lusty ginkgo
#

where are the named properties supposed be? For some BIS models i see the same ones in all three geometry LODS

stuck oyster
#

most in geometry

#

there is a wiki page for named properties too if I recall right

lusty ginkgo
#

It is pretty lacking on info

stuck oyster
#

this one?

#

what more info you need?

lusty ginkgo
#

there are a lot of properties I see in other models that aren't listed here

steep crest
#

how do i assign a seat area to my model?

stuck oyster
lusty ginkgo
#

Alright I will take a look

stuck oyster
#

And if youre unsure ask here. Someone usually knows.

lusty ginkgo
#

Well that is what I have been doing and it has helped so far so I won't stop now

#

what are shadow and sbsource?

stuck oyster
#

these should apply to arma as well

lusty ginkgo
#

thank you sir

stuck oyster
#

theres car sample in the Steam Arma Samples

#

also @steep crest your question is kind of a big one, at least so late at night.. So Id start by looking for some tutorials on how Arma vehicles are built and checking out the sample models. Basically there are 3 different types of seats, driver/pilot / gunner and cargo and each have their own config entries in the vehicle config and respective position proxies in the model.

steep crest
#

ok cool, thanks. was curious if i needed these proxies in model, or just config stuff. looking through it now

stuck oyster
#

@cyan dagger I doubt anyone has any more specific samples lying around so you may need to be more specific on what you are missing.

#

@steep crest the proxy defines the point where the seat is and the config defines what sitting animation it uses.

#

so yes you need both.

steep crest
#

you da man

stuck oyster
#

what can't you find in the samples that you need?

#

they do cover pretty much all normal stuff.

#

off the top of my head I would guess your physx config needs tweaking or your truck needs weight(mass) adjustment. The physx stuff is quite model specifc and what work for one model may not work for another.

#

What you could do is inherit basic configs from one of the Arma vehicles

#

and see if that helps

#

You can also see the vanilla vehicle configs in the in game config browser and you can even make a full config dump if needed

lusty ginkgo
#

On my tall grass model everything visually seems fine other then some odd flickering when changing perspective

#

when I zoom in and out it switches between normal and looking very slightly darker or brighter

lusty ginkgo
#

It's like it's tinted slightly red at a distance and slightly green up close

white jay
#

i need help

lusty ginkgo
#

Anyone know how to get the texWaterAnim rvmat thing to work? For me it doesn't seem to tile the texture file

#

I get wierd line artifacts on the surface

lusty ginkgo
#

I think I figured out what the problem was nevermind me

lusty ginkgo
#

Is it possible to slow down the speed of the texWaterAnim thing

stuck oyster
#

@TurkishSpecialForces (Kaan)#8576 you could try combining your truck visuals with the sample car memorypoints and geometry lod and adjusting those to your model. Another sample wont do you any good as there wont be anything else in there than what you have in the arma sample.

viscid grail
shut arch
#

Why don't you make it for arma.

gusty lynx
#

@cyan dagger So you gonna really do it huh?

#

at least apologize

stuck oyster
#

@TurkishSpecialForces (Kaan)#8576 in object builder you need to enable mass edit panel (alt+M or top menu window -> Mass) It is a small tab with a box you can write the mass for a selection. -> select for example the body of your vehicle and type in the box something like 2000 or 3000 or whatever you seem fit for your vehicle.

lusty ginkgo
#

how can I set the health of an object

#

I can shoot down some grass with a pistol and 3 mags but trees don't have the same thing

stuck oyster
#

if a tree does not have a config -> its only map placed, you can use geometry LOD named property armor

#

or at least I belive it works for me X9

lusty ginkgo
#

ok cool

white jay
#

Yes armor is correct

primal sierra
#

I got permission to use someone's models and when I try to spawn in the item that uses the model, it complains it cannot find the model files (looking in old PBO modname prefix). is this info stored in the p3ds? I've changed the CfgVehicles, the rvmat files etc to reflect the new paths. Brand new to this so forgive my ignorance

halcyon wren
#

Re: Armor value

Beware: Armor is just a coefficient to the engine.

#

The bounding box size plays a role, too.

white jay
#

D: seriously?

halcyon wren
#

Yes. Its actually not as silly as it seems at a first glance.

#

The silly part is only that this is always a thing, while it should be optional.

primal sierra
#

Nvm

An optional prefix declaring the actual location of the p3d was introduced for arma3 (2nd version). Idiotically, it means the p3d cannot be moved out of it's current pbo.

white jay
#

well as long as you know what size X + armor coef means it's fine

#

well optional would be perfect

#

but not knowing the size matters explains a lot of my confusion in the past πŸ˜›

halcyon wren
#

Yep. Many headaches were had.

#

But I wouldn't want to not have it. It means I can scale trees placed in a terrain and have the ability to stop a car increase the bigger I make that sunflower. πŸ˜„

cinder pivot
#

wait whatt

lusty ginkgo
#

so my pond can die if I don't set it to have "this allowDamage false" in its init

#

do I need to set armor = 999999

#

or what

white jay
#

damage=no

#

or dammage=no whatever you like

lusty ginkgo
#

that is what it has

#

maybe that was when I was testing it on tree mode

#

yeah nvm it should be fine

#

So damage does work when spelled correctly? Good

white jay
#

no dammage=X works aswell

lusty ginkgo
#

but I don't have to be prisoner to BIS spelling

#

Would having a really high specular power affect performance

#

while I am working on models what would I need to set my tallgrass armor value to so it can't be destroy by bullets but it can be by vehicles

white jay
#

firegeo is for bullets, geo/physx for interaction

#

geo is fallback for fire and physx geo

lusty ginkgo
#

so if I put damage = no in fire geo and damage = bush in normal geo that would work?

white jay
#

so probably make sure something tiny is in your firegeo

lusty ginkgo
#

the reason I want fire geo is so bullets can't just fly through grass unaffected

#

so it needs to be fairly large

white jay
#

hmm don't think that can be simulated

lusty ginkgo
#

trees do that though

white jay
#

they break cars if you run into them and if you shoot them enought with your pistol they will nock over aswell

#

there might be a way but i can't think of any

lusty ginkgo
#

My pond still gets destoyed instantly despite having damage = no

#

also shooting the surface leaves bullet holes

#

maybe I need a modified rvmat

white jay
#

in the geo lod?

lusty ginkgo
#

yeah

white jay
#

weird

lusty ginkgo
#

how can I change a surfaces uvset

foggy finch
#

do you have a config class for your ponds?

lusty ginkgo
#

no I don't why?

foggy finch
#

because if you did, that could be another reason for it getting destroyed.

lusty ginkgo
#

well it is just a model with no additional configuration so that isn't the problem

foggy finch
#
class cfgvehicles
{
    class NonStrategic;
    class Land_pond_big_01: NonStrategic
    {
        mapSize = 9.55;
        author = "DeanosBeano";
        _generalMacro = "Land_pond_big_01";
        scope = 2;
        scopeCurator = 2;
        displayName = "pond_big_01";
        model = "\dbo\dbo_ponds\pond\pond_big_01.p3d";
        icon = "iconObject_1x4";
        vehicleClass = "Cargo";
        destrType = "DestructNo";
        cost = 100;
        class DestructionEffects{};
    };

here is the first entry from deamosbeano ponds, you could try setting yours up similar, note the destrType = "DestructNo"; which disables damage aswell.

lusty ginkgo
#

I will look into it

#

right now I am just trying to figure out how I can change a UVset

foggy finch
#

change a uvset?

#

in what way

lusty ginkgo
#

I am trying to create a lower res LOD and I want it to use a different uvset for the same texture since I am going to simplify the shape

#

I am basically trying to get LOD 5.000 to use UVset 1 instead of UVset 0

foggy finch
#

lod's uvsets are unique to each lod

lusty ginkgo
#

oh well that makes things quite easy

foggy finch
#

so you can select lod5 , everything in it and apply your tex/materials in the same way as any other lod

lusty ginkgo
#

and if I modify the uvset it doesn't affect the other lods?

foggy finch
#

if you modify the polygons/splines in the lod itself it should update the uvset accodingly

#

I have no idea how OB handles this,. I only use it for porting and rigging,. but creating lods in other 3d apps you would remove splines inside the mesh until your happy with the number of tri's/quad's, in the overall mesh, while keeping in mind good triangulation

lusty ginkgo
#

alright good to know

foggy finch
#

so you can still use the first uvset (Uvset0) in every lod,. there are special cases like the multi-material shader,. but your not using that so no point going into it in this case.

lusty ginkgo
#

How can I select which faces use a single shape from the uvset? I want several small planes to have the same uv shape

foggy finch
#

maybe someone else can answer, I dont consider OB a 3D suite and only use it for importing and rigging stuff

cinder pivot
#

pls don't use OB to uv map 😦 its really bad

#

why are you trying to reuvmap a different LOD? it will not change performance enough to make it worthy

#

unless you want it to look different at a distance

lusty ginkgo
#

I am just making the lowest res lod for an object that only had 2 originally

cinder pivot
#

thats fine but why change UV sets?

lusty ginkgo
#

I am merging the pionts on some parts of the model and need to edit the uv to get it to look correct

cinder pivot
#

hmm

#

your best bet would be to use blender

#

its easy and free

#

I would even just reuv map it for you if you really wanted, I am not sure how well you can reposition something in OB

#

surfaces > UVsets > edit

#

then your UVset for that LOD will be there

#

whatever you do there will not effect other LODs

#

you could have a different texture set for each LOD if you wanted

lusty ginkgo
#

I am trying to avoid using blender. What I want to do is quite simple, I select some points in the UV editor, then I select parts of the model I want them to apply to, and connect them somehow

cinder pivot
#

have you tried merging already and it looks bad?

lusty ginkgo
#

yeah

cinder pivot
#

and what does it look like in UV editor?

#

you could merge the same points in UV editor as well

lusty ginkgo
#

it looks completely different in UV editor

#

the things I am trying to get to match are simple squares

cinder pivot
#

pictures help πŸ˜‰

#

you can snap UVs to nearest point as well as merge points

#

but as for lining up squares on top of eachother, you might have to snap to nearest point

lusty ginkgo
#

There are four points forming a square in uv editor. There are several squares on the model. Is there no simple way to make those squares on the model use the same four points?

cinder pivot
#

you can snap to the nearest point

#

but no easy way

lusty ginkgo
#

I guess that works

cinder pivot
#

if it doesn't, I have addons that can snap stuff in blender if you want me to UV it

lusty ginkgo
#

No thats fine I am just stubborn enough to use BIS tools instead of blender even though I already have blender installed

foggy finch
#

lol..

cinder pivot
#

im sorry to hear that

foggy finch
#

@cinder pivot blender needs addons to target welds? sheesh.

cinder pivot
#

nah I just have a fast UV snapping tool that I use

foggy finch
#

oh right

cinder pivot
#

you can't pay me to relearn with max

#

haha

foggy finch
#

you can't pay me to use blender, that ui is meh

#

πŸ˜„

cinder pivot
#

haha

lusty ginkgo
#

For a land_xx class to work do I just need the config or do I also need a model.cfg

fervent steppe
#

Is it animated? You only need a model config if you are animating something in the model

lusty ginkgo
#

No I just need to add some config.cpp entries

fervent steppe
#

Then you just need a main config

flat flare
#

Hello, I have an animation made with the model config for a pair of doors on a model, and I have it so they slide outwards, and it works fine in bulldozer and goes outwards but in game when the animation starts they slide inwards

#

Does anyone know why this would happen? I'll put my model cfg and my config in here if someone would like to look at them

polar fiber
#

@flat flare happens sometimes that the axis gets inverted. Not 100% sure why but I guess it's to do with the vertex indexes

flat flare
#

Hm, and is there anything I can do to solve it @polar fiber ?

#

Thanks for the response by the way

gusty lynx
#

@cyan dagger are you sure? it's a community where modders works are appreciated and protected. And have some manners while you still can because I remember your shit post on facebook about others imitating your mod, and you even accused the best Turkish modding group of stealing content. Was that really hard to ask for permission for a model that old?

polar fiber
#

I dunno, maybe if you cut and paste the the memory points in and out of the memory LOD again they'll normalize the vertex numbers

gusty lynx
#

@cyan dagger I'm telling you man, vilas can still give you permission if you ask. It's not personal though, you're just being childish

#

@cyan dagger do whatever you want, if I see that unimog model without permission in your mod, your mod will be banned from forums and dmca'd on steam workshop. Stolen content is not acceptible here

#

I told my last words, hope you understood them

lusty ginkgo
#

Glad to see adults having an intelligent and mature conversation here

gusty lynx
#

sorry for drama everyone, now I shut up

toxic apex
#

@flat flare You can go into your model and rotate the vertices 180. Or invert the angle eg: now = "rad 90" change to "rad -90".

polar fiber
#

scaling -1,-1,-1 in x,y,z also works really well if the axis isn't easily mirrored or rotated 180

lusty ginkgo
#

I am trying to redo the geometry on some A2 rocks. Any advice?

stuck oyster
#

redo how?

lusty ginkgo
#

make it more accurate and also add fire geometry

#

A3's rocks have much better geometry if I remember correctly

#

Maybe just the roadway

foggy finch
#

if you are going to that length of effort you'd be easier just making your own rocks.

lusty ginkgo
#

what does having a TexGen0 entry in an rvmat do?

stark dagger
#

stupid question. how do I measure the wheel circumference in O2? I've got the measuring tool up, but do not know what I'm supposed to be looking for with it.

woeful viper
#

measure radius...

stark dagger
#

Maybe I didn't ask the question correctly. How do I use the measuring tool in O2? And am I looking for Azimut, Zenit...? What value am I looking for?

cinder pivot
#

also 1sq is 1m if you want to eyeball it - im not sure how to use the tool though

lusty ginkgo
#

I decided I might start actually using blender, but I don't know where there are arma tools? Are there any that are up to date?

lusty ginkgo
#

found everything

#

also now OB's uv editor won't work

#

fixed it with regedit

lusty ginkgo
#

My ambient shadows make my object look pitch black at some distance

lusty ginkgo
#

lol it seems that the most recent update may have broken my ponds

#

the surfaces spaz out and jitter all over the place

#

nvm fixed it

#

I have been on a roll for finding problems, asking about them here, and then solving them on my own soon after

stuck oyster
#

Testing out rock material and mesh for making a new terrain texture.

dark flint
#

@halcyon wren your Operation Blockhead mod πŸ˜„

#

Lego is timeless πŸ˜ƒ

steep crest
#

how do you define where a vest attaches to the unit? Do i need to adjust the model location in oxygen? or use proxies of sort

stuck oyster
#

check the sample arma man in arma3 samples on steam

#

it has all the proxies in the right place

polar fiber
#

So long as the model has autocenter=0 in named properties in the vest's geometry LOD and is properly weighed with a model.cfg the 0,0,0 coord of the vest aligns with the proxy in the unit model, which IIRC is also at 0,0,0

steep crest
#

I'm looking at it now and only see one for pistol. i'll keep looking

#

thanks for info

peak gull
#

Hey, would any1 gimme a hand with selection and weight of one model

#

this one just wont work for me

stuck oyster
#

what 3d program you use to weight it?

peak gull
#

oxygen?

#

i mean object builder

#

from tools

stuck oyster
#

well it works but it is pretty terrible to use for weighting

#

I would suggest using Blender and its weight copy features

peak gull
#

Can i private msg you to avoid spam here?

stuck oyster
#

Well sure but I cant promise I have time to walk you throught it.

peak gull
#

sure

lusty ginkgo
#

Any suggestions for creating an ambient occlusion map in blender?

stuck oyster
#

@lusty ginkgo there is a bake option for that.

past edge
#

is there a tutorial, or perhaps a BIS function to generate editor preview icons for custom objects?

#

so far I tried using a screenshot of the object in OB's viewer, but I'm fairly certain there's a better way than that

polar fiber
#

0 = [nil,"all",[],[],["cfgPatchesClassname"]] spawn BIS_fnc_exportEditorPreviews;

#

IIRC there are extra indices in the array now where you can specify cfgVehicles classnames rather than the cfgPatches

#

check the function viewer ingame

past edge
#

perfect, thank you

lavish mountain
#

Got another ship blueprint from the internet somewhere

#

its the one from the Ievoli Amaranth or the Guardian, a ship that does emergency responce on the north sea

#

If anyone likes to have a go give me a pm. I will probably give it a go after my current project is finished...

lusty ginkgo
#

What is the purpose of a model having a ShadowVolume 1000 and a ShadowVolume 1010?

polar fiber
#

they are used for shadowbuffer and hybrid shadows

lusty ginkgo
#

@polar fiber is there documentation for this anywhere?

agile flint
#

Anyone got any advice or help on how to make the following all universally at the same angle?

#

I'm still pretty new to modelling so I made the angled rear plate by moving each vert one by one to make the angle, but its not perfectly lined up and my OCD is hitting the shit haha

#

Is there like a tool or something that I can use to make them all in line but on the angle, or do I have to mk1 eyeball line them up?

foggy finch
#

link doesnt work πŸ˜‰

agile flint
#

ffs

stuck oyster
#

@agile flint

polar fiber
#

I'd align all the end verts and then use a 2x2x2 lattice modifier to deform

agile flint
#

@stuck oyster @polar fiber Cheers fellas I'll look into it πŸ˜ƒ Thanks again

hexed sphinx
#

Hey, I'm looking to make incorporate a model in-game, I can import models in-game just fine but I'm shit at modelling so I'm essentially looking for a model online, what's the limits like in Arma for poly count?

#

Or more specifically, how far can you go for an object you'll have multiple of without affecting performance more than any other object

#

It'll be implemented a simple object for my uses

agile flint
#

From what I gather and know the average 'polys' for vehicles in Arma is like 30k, no idea what that is in terms of tris/verts/edges/faces etc though

cinder pivot
#

What is the best way to align wheels to the ground via physx or model cfg? I want to avoid physically moving the land contact points if possible but these wheels seem to not respond at all to what I change

polar fiber
#

adjusting maxCompression and MaxDroop probably

ancient dune
#

Anyone know why when I make a custom model > put in into object builder > add texture to it > pack to pbo and go in game the texture which was yellow is blue in game ? Kinda new to this.

polar fiber
#

because your textures aren't the right size

#

Can only have dimensions 2^n for the height and width of the image. Such as 128px, 256px, 512px, 1024px, 2048px, 4096px

ancient dune
#

@da12thMonkey#2096 thank you

stark dagger
#

Working on cleaning some things up with this A2 Hilux. The open model is fine, but the closed model does not have the body of the vehicle visible.
https://i.gyazo.com/2853b8d7ffd41feebcddf97a5ae3f87d.png
If I select the zbytek selection, I can see the points representing the base of the vehicle, but can not edit them.
https://i.gyazo.com/6d6ac579701635a6adac654513cc775a.png
This causes a problem with animating things such as the guages and damage textures. Any idead how to fix this, or am I better off taking the visible portion of the Closed Hilux model and modifying a seperate version of the Open Hilux p3d?

cinder pivot
#

@BigBen#1428 view > lock/hide > unhide/

#

?

stark dagger
#

@cinder pivot You are a saint. Thank you.

cinder pivot
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np yo

white jay
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Hey i make my own vehicle but i stop at the proxy... Can anybody help me with that?

stark dagger
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Last question for the day. None of our buildable objects currently can be detected by any of these following commands.
terrainIntersect
terrainIntersectASL
lineIntersects
lineIntersectsWith
lineIntersectsObjs
intersect
cursorTarget
cursorObject
lineInteresectsSurfaces

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Possibly due to no named properties like class Building?

cinder pivot
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have physx/geom and properties?

stark dagger
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Geometry but no properties.

stark dagger
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with named property class building set on all walls w/ animations, and class house on each house, I can return information using cursorObject now. But still returning null on simple wood walls and our wood tower, all defined as class building.

white jay
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viewGeometry LOD is probably missing

stark dagger
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possibly the gaps in the viewGeometry lod?

woeful viper
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the first is a garbage view lod... "geometry" anything needs to be SIMPLE

stark dagger
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Also helps if viewGeometry objects are components. That fixed it.