#arma3_model

1 messages ยท Page 94 of 1

stark dagger
#

Thank you all again.

#

X3KJ, Thanks, just cleaned them up. Wall View Geometry is now 6 faces. Much better.

hexed sphinx
agile flint
#

She'll be right mate

hexed sphinx
quick terrace
#

you think ? ๐Ÿ˜ƒ

hexed sphinx
#

Got any links to tutorials for blender? I'm just trying to get a basic model in to use in conjunction with createSimpleObject

quick terrace
#

sorry i don't use blender

hexed sphinx
#

Or anything really

quick terrace
#

it should be pretty straight forward FBX export really

#

and import

#

i have the feeling you are new to both blender and arma modding

#

and as said, i cannot help you with blender whatsoever

#

maybe someone else can

hexed sphinx
#

Not arma modding, just the modelling software/object builder side

quick terrace
#

yeah the reason for this channel's existance

hexed sphinx
#

Why specifically FBX, does it play better with object builder compared to obj?

quick terrace
#

for me yes, i don't use .obj as in ever - from max it always ends up mirrored and/or flipped faces

#

so for me it is either FBX or the bitxt exporter (via max script)

#

never anything else

#

i do know others work with .3ds (but i don't do 90' legacy file formats)

hexed sphinx
#

Got any links to the bitext exporter and what not? I'll have a look into it when I'm at my proper machine

stark dagger
#

Players being able to crawl backwards through a wall of mine only when holding a weapon. Where do I even begin to look? Looking at a script fix, but hoping I can do something with geometry to prevent the clipping through.

white jay
#

do not have any roadway lod where walls are

#

A2 hospital had that on its roof that you could crawl into the geometry

stark dagger
#

No roadway lods. Wall is placed on ground. Just visual lods, shadow, geometry, fire geometry, viewgeometry

#

Possible geometry is too thin?

white jay
#

perhaps, or not enough mass

#

but that being said, arma is very buggy in that regard

#

speaking off:
Tweaked: The collision shape of characters when crawling to the sides was improved

hexed sphinx
#

Meanwhile in a lot of official assets, you can just run-prone into an internal corner and get through it

quick terrace
#

@hexed sphinx it should be in your tools or A3 samples folder(s)

#

not sure tbh

cinder pivot
#

@BigBen#1428 your best bet - a bit thicker geometry or I am guessing its for your base walls, you could add tank traps or wire fencing then a thick fake geometry LOD like origins

#

There was a reason for all of that ๐Ÿ˜›

#

Easiest way to stop glitching

#

But mass up and a bit thicker walls

stark dagger
#

๐Ÿ‘

stark dagger
#

So it appears thicker geometry did not help, but adding another separate component roughly 2 feet in front of the original wall component did the trick. Can no longer move up to the face of the wall, but that's not a big deal.

fervent steppe
#

Is the original geometry correct?
Closed, convex?

terse elm
#

Man character rigging/weighting is painful

fallen quiver
#

Ok so I've been having this issue for about a year now. No one seems to be able to know what the issue is and why this is happening, if anyone can help me fix this I'll be extremely thankfull.
https://gyazo.com/10afd46f7e1da09749bdb3a63cb473f0
So as you can see on this picture the lighting is following the polygons of the walls. But if you look at the standard arma building, it goes very smoothly, and idea what this has to do with?

twin urchin
#

i can guess that your model have too smooth edges so order to fix that you have use Sharp edges

fallen quiver
#

I've used Sharp Edges for everything

twin urchin
#

did you tried to sharp everything? just for a test?

fallen quiver
#

All of it is sharpened

twin urchin
#

if thats so , then your best guess is to dig up the A3 building rvmat

fallen quiver
#

Just did that and that doesn't seem to work either

twin urchin
#

weird

#

how that building looks during the day , do you have a pic of it?

fallen quiver
#

yh 1 sec

#

as you can see, the shadowing is also a bit weird

twin urchin
#

model looks fine as for shadows you might use standard stencil shadows - sharp but more accurate

fallen quiver
#

What exactly do you mean by stencil shadow?

twin urchin
#

a shadowlod

fallen quiver
#

What do you mean by standard though? can you maybe show a pic?

cinder pivot
#

Triangulated, sharp edges and properties set ?

fallen quiver
#

yes as in the same as bohemia does with their stuff

twin urchin
#

by standard i meant the shadowvolume

#

which is sharp

fallen quiver
#

Yes it is

#

Do you maybe have an example of what ur shadowvolume looks like?

twin urchin
#

random picture

#

if you want to see the actual lod , i recommend to look at A3 samples

#

Test_House_01

fallen quiver
#

this is what mine looks like

twin urchin
#

yeah thats pretty much it

#

also arma's shadow tech isnt that good , you can get bleeding with shadows also so you have to tweak things

fallen quiver
#

But the weird thing is, the lights of the car follow the polygon lines of the visual lod

twin urchin
#

yes , i get that from your screenshot but in first look its like smoothing issues but its not so there must be something

fallen quiver
#

Yh it's annoying, it's an issue I've been having for about half a year now

#

Also looked into the Australian Buildings, but they seem to have the same issue

twin urchin
#

i wonder if the new tanoa building have that too?

fallen quiver
#

No I tested it with a tanoa building, in the first pic that I showed that was a tanoa building on the right

twin urchin
#

oh ok

white jay
#

you don't need any shadow lod anymore for structures

#

just use sbsource = visualex in the geo lod

#

only real wall edges should be sharp, if they are on a normal wall front they should be smooth

fallen quiver
#

@white jay so only the wall faces that directly connect to a edge (such as corner, doorway, windowframe etc) should be sharp? and then everything inbetween should be smooth?

dark flint
#

@feral bluff do the doors and windows stand out for a little bit ?

fallen quiver
#

In which LOD do you mean?

white jay
#

i think so yea

#

resolution lods

#

you can delete your shadow lod

fallen quiver
#

Cause thing is, only faces that are there ALWAYS connect to and edge

#

Are you sure about that? cause isn't it gonna use the visual LOD as a shadow then?

white jay
#

well with p3ds you don't have smoothing groups per face, but reather just sharp or smooth edges

#

it generates one from the reslod at binarisation

#

BI only uses visualex on all of their structures since they introduced it with apex

fallen quiver
#

ahhhhhh that makes sence

#

OK so it generates it automaticly?

#

While binarizing

white jay
#

yea

fallen quiver
#

wtf BI u actually did something great lol

white jay
#

to be sure, put lodNoShadow = 1 in all of your lods

fallen quiver
#

Allright thnx, if that works I'll marry u if u want

white jay
#

that prevents the engine to use any of those lods for shadow

fallen quiver
#

So is the Visual LOD the only one that shouldn't have the lodNoShadow at 1 then?

white jay
#

one sec

fallen quiver
#

kk

white jay
#

all lods that have any kind of faces in

#

well put it in all lods you have

#

including res

fallen quiver
#

allright thanks

#

I'll honestly love u if this works cause this has bothered me for ages

white jay
#

i'm not 100% sure about the soft/hard edge thing tho

fallen quiver
#

I'll just keep it sharp for now, cause smoothing it out is gonna make it even worse

white jay
#

you should probably make the whole model smooth and then just make the edges sharp that are on corners

fallen quiver
#

I'll try the generating thing first, ty

dark flint
#

it has something to do with how light and shadows work in arma and how u made the model...

cinder pivot
#

@white jay performance with sbsource = visualex though?

dark flint
#

it simply swallows the shadow at given points ... and takes the light then where its not supposed to be the problem with that is how how the object is made because arma has trouble with indoor light thats why when u stand outside and shine light onto the house the hole interrior is fully lighted

#

visualization

fallen quiver
#

So how would that be fixable then, cause litterly every single one of my buildings has this

dark flint
#

why is my link red o.O

fallen quiver
#

link?

dark flint
#

a picload link...

fallen quiver
#

send it with space inbetween middle

#

ill open it

dark flint
fallen quiver
#

that dont work

dark flint
#

privat message...

foggy finch
#

red messages mean they failed to send from your end

keen tundra
#

aka Discord desync, only happens in the Arma channels ๐Ÿ˜‚

peak gull
#

Hey, i have insane issue. I have weapon - Pistol

#

when i put in oxygen texture Pistol_blue_ca.paa

#

handanim in 1st person is broken, weapon not fit hands

#

when i put Pistol_red_ca.paa

#

all is fine....

#

any ideas....?

hollow fulcrum
#

๐Ÿ‘€

#

got me there, that's odd to me.

peak gull
#

i fixed this problem

#

but its so wierdoo for me

#

my texture had 30% transparency (GIMP)

#

i make 70% and its working fine...

#

dont ask... ?

hollow fulcrum
#

@polar fiber you have a thought? i really don't see how textures would effect animation anything. granted 'alpha' foo can be quirky at times.

fervent steppe
#

@fallen quiver it's exactly like it sounds. A sharp edge would be at the corner of a wall or door frame potentially. And a soft edge could be let's say the faces that make up a ball. Or a round barrel of a gun

polar fiber
#

If it's the pistol rendering behind the unit's hand in first person, it's because it doesn't like the alpha channel

#

is that the same bug you're seeing @peak gull ?

#

Can be fixed with geometry LOD property forceNotAlpha = 1 as described in that thread. Really though, it's not ideal to have a _ca texture for the whole weapon

#

should separate alpha parts on to a separate texture and use _co for the main body of the weapon

peak gull
#

yea but its Energy kind weapon

#

so 70% of model is _ca

hollow fulcrum
#

notes, he learned something new..

peak gull
#

Yep, thank you.

rapid yacht
#

just got my model ingame (vehicle) and as soon as i spawn it in, it goes flying up into the air, any idea whats going on?

stuck oyster
#

no mass/ bad geometry, bad physx/wheel/suspension config

rapid yacht
#

cheers mate, that was it. forgot to apply a mass to the geo LOD

cinder pivot
#

whats a good poly count for shadow LOD for a vehicle

hollow fulcrum
#

ermm... honestly it can vary* a lot (ffs..)

#

3k is great

rapid yacht
#

for those that export .p3d from blender, know why i keep getting an "a error occured during save operation" error when trying to save in object builder?

cinder pivot
#

@hollow fulcrum thx ๐Ÿ˜ƒ The vehicle itself is only 4-5k polys so ill reduce a bit ๐Ÿ˜„

hollow fulcrum
#

haha, the lower the better of course. but honestly i much prefer to have it as proper as possible.

cinder pivot
#

yea, tried to do really low but had all sorts of glitchings/overlaps

hollow fulcrum
#

a lot of times you can fix stuff by flipping the normals on the verts around.

#

but i feel ya, those are some of the more annoying things to muddle with.

cinder pivot
#

What would flipping the normals do

hollow fulcrum
#

@rapid yacht im sure someone will see that, i unfortunately don't blender and haven't used those tools.

cinder pivot
#

Also anyone know any vanilla vehicles in arma 3 that have ffv with turn out/turn in ? That when turned in you cant fire and turned out you can ? Or simply being able to ffv when a door is opened but not able to fire when a door is closed

#

Trying to do that with my current veh - tomorrow that is

bleak flame
#

offroad

#

actually I think in the turn in/out seats you can fire when turned in still

rapid yacht
#

jeep

#

wait no

#

nevermind

hollow fulcrum
#

RG-33L is setup like that in RHS, not sure how complicated it is though, think monkey was involved.

#

glares at his keyboard...

cinder pivot
#

Ill take a look tomorrow thanks ๐Ÿ˜ƒ

hollow fulcrum
#

np

#

@rapid yacht so it's a .p3d that wont save in OB, but opens fine? and is an export from the blender tools for arma?

#

perhaps named oddly?

#

special characters or something. i assume it's not a write issue.

rapid yacht
#

yeah, it opens fine. file's called HAWKEI, so nothing weird there

glad pagoda
#

i had similar problems, but that was because the file was being used by another program

hollow fulcrum
#

hrmm... and i meant to say 'arma toolbox for blender'.

stuck oyster
#

if for some reason if failed to save or something it may be still open in the export script. worth trying restarting blender

rapid yacht
#

that did it

#

cheers

#

on the same note, my vehicle appears to be floating, about 30CM above the ground, whats the way to fix that? in blender its right on the ground

glad pagoda
#

is it like that in object builder?

rapid yacht
#

nope

#

ile grab a screenshot hang on

#

in that pic you can also see the front end is higher than the back?

#

which is a bit weird

stark dagger
#

Play with the bound on the front wheels at all?

#

Moving mine up fixed that issue on the Golf

fallen quiver
#

Ok so question for anyone that saw the problem that i had. Is it possible that that's caused by using Texture repition in Object Builder?

cinder pivot
#

@rapid yacht make sure the wheelCircumfrence is the right size, bound is correct then make sure your springs are done correctly in model cfg and lastly the spring rates in physx are correct - then you can use maxcompression and maxdroop to force the wheels down a bit

white jay
#

@fallen quiver no

#

did you look into the hard/soft edge stuff?

#

and visualex?

fallen quiver
#

Yeah none of that fixed it

echo rain
#

any ideas why this won't to hide the weapon when on the back?
https://pastebin.com/4RNZ4G1T
did i go too simplistic? the sample weapon had a shitload of things i didn't need inside the model.cfg so i stripped it all out. but i think i went too far.

totally rusty with model.cfg, would appreciate some pointers

halcyon wren
#

Why are you defining the bat as a section?

#

try with a dedicated naming system for surfaces used for hiddenselections, separate from the bones.

echo rain
#

no idea tbh. wasn't sure if it's needed

halcyon wren
#

Sections are not needed for animating via model.cfg/.rtm

echo rain
#

so that'll break the animation then?

halcyon wren
#

Probably. There is similar issues with rotor blur bones and hiddenSelectionTextures.

#

its bad form to have the names shared. Go with a sensible naming system, i.e

swap_tex0
swap_tex1

etc for hiddenSelection application.

echo rain
#

it's not needed so i removed it. startign the game to test now. can you also take a look at the animation values please? do those make sense to hide hte weapon when not selected or did i reverse it?

halcyon wren
#

Looks fine if "isSelected" goes to 1 when isSelected. ๐Ÿ˜„

echo rain
#

k cool. just checking if i understood it correctly

#

hm. doesn't seem to hide it though

halcyon wren
#

Does it hide in Buldozer?

#

remove the unhideValue param.

echo rain
#

my buldozer has been broken for ages and that stuff is so random so i wasn't motivated to fix it again so far

#

will be my last resort ๐Ÿ˜„

#

will try that now

#

thx so far

#

nvm. buldozer jsut doesn't show textures for me. i forgot. it seems to hide fine there

halcyon wren
#

Looks like that will be it. As the phase of that source goes from 0 to 1 instantly, it will stay visible, as it only disappears between the phases of 0.188 and 0.550

echo rain
#

yea it seems it unhides at both sides of the range

#

so it hides but then unhides once the max is reached

echo rain
#

seems to work. thx again

lusty ginkgo
#

Clutter models have double sided faces, how do I do that?

wraith tendon
#

W

#

In OB: selected desired Faces/Points -> Ctrl+C -> Ctrl+V -> Press "W" -> Merge Near Points

lusty ginkgo
#

Thank you sir

round spear
#

Hey guys I am very new to modelling and I realise it takes ALOT of work but if there is anyone that could help me model a Leyland Retriever for WW2 ๐Ÿ˜ƒ

lusty ginkgo
#

is there a way to display textures in object builder? Not talking about buldozer

fallen quiver
#

dont think so

stuck oyster
#

if you load them up as .tga

hollow fulcrum
lean merlin
#

@hollow fulcrum Looks nice.

lusty ginkgo
#

@stuck oyster how do you display them?

lusty ginkgo
#

@stuck oyster nvm

toxic apex
#

@lusty ginkgo Use the DirectX render option

steep crest
#

how does the flag object flow with the wind? anyone know what feature that is?

cinder pivot
#

Only flags work like that

fervent steppe
#

I bet with some fudging you can make other objects do that too. Like cloths on a clothes line

steep crest
#

yea, i know there are two flag models. one that is attached to player with setflagowner. Just trying to figure it out in configs atm. thanks for input

cinder pivot
#

yea Im sure you could do 2 attach points

#

but not sure what else

polar fiber
#

models include a proxy for the flags now

#

they work on vehicles too since 1.68

#

So far as making custom flags go, my trustworthy source wrote basically, you need cfgNonAIVehicles entry with selectionFabric = "cloth"; in flag you need 3 selections & there is change from a2, since those were translated from czech to english so instead of latka you have cloth, pevne - static, volna - dynamic

#

and there might be a sample model of one coming in future

cinder pivot
#

sample models pls

fervent steppe
#

Run eliteness on a known flag object

polar fiber
#

I wouldn't be surprised if TD's page can unbin the flags - they only have a few hundred verts. Not enough for the LOD destruction feature to trigger

steep crest
#

what is TD's page? I can check out configs, but can't view models. I don't know if thats necassary. So far when I make a custom vehicle using inherited classes I can spawn the flag, but its not animated and wont visually change textures

twin urchin
#

its so stupid that you have use TGA to able to see it

lusty ginkgo
#

Unnecessary extra steps that slow down progress are to arma as The Joker is to Batman

twin urchin
#

arma tools are like old grandma that bothers you always when you are near her

rough idol
#

you need to have flag proxy in the last resolution lod

#

for some strange legacy reasons simulation is based on position of the proxy in that last visual lod

halcyon wren
#

Just look at the A2 samples for how flags are made. No need to debin things. Also pretty sure the tech hasn't changed much since OFP. ๐Ÿ˜„

rapid yacht
#

100K tris too many for a car?

twin urchin
#

@rapid yacht don't tell me that you trying to port a car from another game

rapid yacht
#

dont get me started on that

#

no, no im not. just really laggy when i load it into the editor, so wondering if its too high poly

twin urchin
#

game could able to handle it but editor is outdated POS

rapid yacht
#

started to lag out when i added in a stencil shadow, and shadow volume LOD's (both 30K tris)

twin urchin
#

oh - you need more optimized shadow lods tho

#

those doesnt need to be detailed at all

rapid yacht
#

righto

#

more round 10K?

halcyon wren
#

4k

quick terrace
#

3k

halcyon wren
#

2k

#

You could also invert the res lod and dump it into shadowvolume 1000 and have the relevant sbsource and shadow named properties, but that'll not only probably cause some sideeffects, it's also super bad form to do.

hollow vale
#

Iim making a grass model with flat faces sticking out of the ground. Is the a way i can make each face be flattened? Or just the whole model?

hollow vale
#

As in be able to be run over by vehicles

fervent steppe
#

Did you look at the a2 mlods?

jaunty leaf
#

Is there any way to make sure that the symmetry modifier in 3ds max makes its new object perfectly along the line of the object?

#

nevermind!

jaunty leaf
#

Have an AGM-144L

lusty ginkgo
#

I am getting an error when packing that says unknown shader ID's are being used in an .rvmat file

#

They are just the "Normal" and "Basic" shaders though

#

Which have worked for me in the past

wraith tendon
#

pboProj Free, or?

lusty ginkgo
#

@wraith tendon The premium version that works perfectly fine that was pointing out that I may or may not have had the vertex and pixel shader ID's flipped

wraith tendon
#

wut?

lusty ginkgo
#

In other words, problem has been resolved

wraith tendon
#

okay ^^

lusty ginkgo
#

I had each shader in the wrong area so the vertex was using the pixel's shader and vice versa

lusty ginkgo
#

can you have more than 3 res LODs on a clutter object

#

if so, do they display properly as clutter?

fervent steppe
#

interesting to note if you set the destruction type of an object to 0 the class Reflectors seems to be ignored

lusty ginkgo
#

what does the "frequent = 1" model property do?

rapid yacht
#

anyone know how to fix these shadows?

#

also the from end of the vehicle, the wheels are about a foot off the ground, as if the suspension on the front end is as high as it will go

glad pagoda
#

does your shadow lod mesh have open spots?

twin urchin
#

you got open faces you have to close them in the shadowlod

rapid yacht
#

righto

twin urchin
#

thats why you get those melting shadows

rapid yacht
#

ahhhhh ok

#

shadow lod, that shadow volume or stencil?

glad pagoda
#

in blender cntrl+alt+shit+m in edit mode using edge mode shows what parts are open

rapid yacht
#

just did that, thanks xD

twin urchin
#

its always shadowvolume but i call it just shadow lod

#

and afterwards you have you select whole model and sharp it

#

also in shadow lod you shouldnt use any material or any texture in there

rapid yacht
#

still showing up the same, went through a checked it all using cntrl+alt+shit+m. is there some form of naming convention for each part? like a Geo LOD?

twin urchin
#

well you can keep some naming parts that animate if you want like wheels

rapid yacht
#

at the moment the only things named are the wheels and suspension, so yeah. stuff that's gonna move

#

wasnt too sure if it had to have some special name for parts

#

fixed it, thanks. got rid of the stencil shadow and sharpened all the edges, so it was one of those thanks for the help. now just gotta figure out this suspension xD

twin urchin
#

no problem , have fun ๐Ÿ˜„

cinder pivot
#

I think it looks great with stretching shadows

fervent steppe
#

@lusty ginkgo it tells the engine to ignore all lods like the geo lod and such. It's used for clutter

strong plaza
#

anyone here familiar with Sculptris? I downloaded it yesterday and now some of my brushes aren't working

#

figured it out, had masked the brush

grand swan
#

I got some problem with my model.cfg, when i look at the model.cfg with buldozer everything works fine but once ing its all weird. Does anyone know a solution for this

toxic apex
#

@grand swan Weird how so?

fervent steppe
#

๐Ÿค”

rapid yacht
civic stratus
#

Are proxies just for resolution lods?

polar fiber
#

depends

#

usually want them in fire geometry too

cinder pivot
#

@rapid yacht weight, springs phsyx off or wheel size is bad

grand swan
polar fiber
#

how is it not working? it just rotates the wrong way, or it's rotating off around some strange axis?

#

if it's simply rotating the wrong way, select the mem points, hit C, then Shift+C to fix the pin to the centre of the two selected points and use the scale tool with -1,-1,-1 in the X,Y,Z fields

#

if it's rotating in some weird place, you're probably missing the autocenter = 0 property from the geometry LOD

civic stratus
#

@polar fiber can I have skeleton bones in a modelcfg for a proxy? (I'm trying to have my wheels as a proxy for a vehicle)

toxic apex
#

@grand swan 1- Check your axis in the memory lod and in the model.cfg are named the same. But what Da12th said is just as likely. Biggest reason for things animating wildly is missing axis or typos in the cfg.

#

@civic stratus You cant animate anything inside a proxy.

#

You can animate the proxy flag itself though.

#

just name it as you would anyother part

civic stratus
#

thanks for the info

#

issue is, if I have 4 wheels in one proxy, I just can't name one flag and expect the animation to work

stuck oyster
#

1 proxy for each animated part

#

why do you use proxies anyway?

civic stratus
#

face restrictions

stuck oyster
#

you got billions of faces?

civic stratus
#

not billions

#

but enough to slow down objectr builder by quite a bit

stuck oyster
#

ah

civic stratus
#

less than 100k

stuck oyster
#

weird though

civic stratus
#

24k faces in my 0 lod

stuck oyster
#

Ive run OB with 80kish faces no problem

civic stratus
#

296 in my third lod

stuck oyster
#

with proxies?

civic stratus
#

those are the wheels themselves

stuck oyster
#

24k faces for wheels?

civic stratus
#

yeah

#

for the 0 res lod

#

they're very fancy ๐Ÿ˜‰

stuck oyster
#

got to be

#

but still 1 proxy for each moving part

civic stratus
#

gotcha

stuck oyster
#

so 4 wheels = 4 proxies

civic stratus
#

wrking on that now

stuck oyster
#

might affect performance though

#

but since its all fancy like that already I doubt thats an issue for you

#

so keep hammering!

civic stratus
#

how does BI do the cargo/driver proxy without animations in the proxies themselves?

cinder pivot
#

use baked normals on simple wheels

#

it will be bad for fps if you have 4 24k poly wheels rolling everywhere

civic stratus
#

they're 4.5k a piece

#

sorry

#

6k

toxic apex
#

@civic stratus by swapping the RTM applied to the proxy.

stuck oyster
#

cargo proxies are just placeholders that define the placement for the character

cinder pivot
#

still quite a bit ๐Ÿ˜› I would suggest baking via normals

#

probably will not be that bad but if avoidable it would be for the better

civic stratus
#

but I can include other types of lods in the proxies correct?

#

I don't suppose I can define a proxy flag as a component for geometry

toxic apex
#

Yes - You can use all the geometry lods in proxies apart from physx and bouancy. I beleive they have no affect.

civic stratus
#

okay cool

polar fiber
#

Since your Geo LOD is supposed to be extremely low poly anyway, there's not much reason not to have the wheel geo in the vehicle itself instead of proxies though

civic stratus
#

yeah I might as well

grand swan
#

@polar fiber @toxic apex I dont think we have the autocenter thing os ill try that. but how does it work fine in buldozer then if names or axis arent right. thats the weird thing

toxic apex
#

The other odd behaviour ive seen recently is when using RotationX it seems to work fine in Buldozer but reverses direction when in game

grand swan
#

Oke, i just checked a few of the axis names and that all seems to be fine.

#

Autocenter thing fixed it! Thanks

cobalt panther
#

Does anyone know whether user animations are always instantaneous?

#

never mind, I was using user1, instead of user, I'm a twat

lusty ginkgo
#

How can I make my tall grass (not clutter, an actual object) not affect AI pathfinding? I want non-player units to be able to walk through the grass instead of navigating around fields or taking odd paths through the fields where there is a bit of space between objects

#

Do I need a roadway LOD?

fervent steppe
#

No. They will walk through grass. Is it a model you made yourself?

#

@cobalt panther hahahhahaha.

#

@toxic apex I used to get all kinds off odd behavior using translation

#

In bulldozer the animation would work fine but then in game it would not work or shoot off in some random direction.

wraith tendon
#

hm.. never had probs with Translation.

fervent steppe
#

Well aren't you special ๐Ÿ˜œ

wraith tendon
#

You had probs with it in rtms, or?

fervent steppe
#

I haven't resently tho. But in a2 I did lol

wraith tendon
#

Ah ^^

fervent steppe
#

Dude the a1 bridges that used rtms for destruction do not work correctly in a3

#

The animations don't even look the same

wraith tendon
#

Arma ยฏ_(ใƒ„)_/ยฏ

#

๐Ÿ˜„

fervent steppe
#

Yep

#

So I just resorted to regular house destruction

wraith tendon
#

I rly don't wanna know why^^

fervent steppe
#

Yea me neither. It's crazy.

#

I'm bulldozer it looks correct. But in game it doesn't.

#

Sucks but I'm not wasting any more time on it

wraith tendon
#

:/

fervent steppe
#

The only other thing I could do is hide the pieces as they are destroyed. And add some destruction effects

wraith tendon
#

hm

fervent steppe
#

And I found out that If you have a building as destructno the class reflectors do not work lol

wraith tendon
#

oO

#

No

#

rly?

fervent steppe
#

Yea. When I was testing the bridges I made them non destructible and the lights weren't working. As soon as I made them destructible again they worked

wraith tendon
#

strange, feedbacktracker?

lusty ginkgo
#

@M1lkm8n๐Ÿฅ›#8907 regarding my grass model, it is based off of a clutter model with the added necessary LOD's so it sways in the wind and has fire geometry etc... AI seem to want to avoid it for some reason

wraith tendon
#

Because it has fireGeometry

#

Remove the Geometry stuff -> Should work

lusty ginkgo
#

That is kind of the point

#

if I remove all of the geometries, AI can see through it, and shoot through it as if the object wasn't there to begin with

wraith tendon
#

Tried with PathLod?

lusty ginkgo
#

don't know how that works

#

is that a part of the roadway configuration?

wraith tendon
lusty ginkgo
#

Thanks I will look into that

fervent steppe
#

Don't put a geolod in it

#

The other lods are good. Just don't put anything in the geolod

lusty ginkgo
#

If the geolod is empty?

#

I need it for the named properties

wraith tendon
#

Empty = No Points/Faces

#

GeoLod can exists, it just has no Points/Faces

lusty ginkgo
#

ok thanks

rapid yacht
#

can someone have a look over this please?

#

vehicle mass is 1000

stuck oyster
#

@M1lkm8n๐Ÿฅ›#8907 Really good to know about noDestruct and reflectors!

cinder pivot
#

@rapid yacht 1000 is really low for a truck like that, try more real world weight of it

#

Maxdroop and max compression shouldnt be the same number either

#

Also would need to see your modelcfg

rapid yacht
#

theres my modelcfg

#

i did have it at 5000

#

is there some way to calculate all these values or do you just wing it?

cinder pivot
#

Yea you can calculate them all

#

};
class Wheel_1_1_Damper
{

#

The other wheels

#

Only change the selection but still keep the same axis

#

So they are all using spring on front left wheel

rapid yacht
#

ahhhh

cinder pivot
#

So add axis "posun 1_2" ะตtc etc

#

Then I would try mass a bit higher and calculate values due to it

rapid yacht
#

thanks, are these calculations on the samples config

#

?

cinder pivot
#

I dont think so? Ill paste here in a sec

#

but you can calculate sprungMass->springStrength->springDamperRate all from vehicle weight

#

the droop you want to play with a bit

rapid yacht
#

cheers mate

cinder pivot
#

@rapid yacht here are values from a 6kg truck that I did physx for if that helps

mass = 90;
MOI = 18;
dampingRate = 0.1;
maxCompression = 0.1;
mMaxDroop = 0.2;
sprungMass = 300.0;
springStrength = 7500;
springDamperRate = 1200;
longitudinalStiffnessPerUnitGravity = 5000;
#

then once you calculate the values, use maxCompression to force them down towards the road more

#

๐Ÿ˜ƒ

rapid yacht
#

so this is all pretty much how hard the suspension rides?

#

/how low

#

might help if i change the correct file xD

#

sadly its still doing excactly the same thing....

#

must be something wrong with the memory LOD or somethin

cinder pivot
#

did you try raising max compression? and is wheelcircumfrence correct?

#

does it drive correctly and its just not on the ground?

rapid yacht
#

yeah

#

drives perfectly well, just the front two wheels are 1 foot above the ground, the back right is about 3 inches and the back left is on the ground

#

bloody weird

cinder pivot
#

Make sure all your springs are correct in memory LOD and land contact points are correct

#

As well as wheel bound correct

#

like on one of my trucks, same values for everything all memory points are lined up and everything inherits off the front wheels

#

but the max compression had to be different for the two

#

because the front lined up differently somehow

lusty ginkgo
#

For the sake of clarification, an object's View Geometry LOD determines when it can occlude or be occluded, when the player is looking at the object, or whether an AI can see through it or not (in terms of detecting hostile AI that they don't have direct line of site over through the view LOD)
Is this correct?

fervent steppe
#

Yea

#

And. Is there are occluders are used as well that are basically names conponents that force occulde I believe.

#

Which I never understood why they needed that if the viewgeometry does it anyway

lusty ginkgo
#

Good to know, thanks

#

Seems like there are a lot of old redundant features of the RV engine

woeful viper
#

Not sure if view geometry still occludes stuff on it's own. Could be fairly expensive, and if the check is more expensive than the rendering, you might as well just render it. It certainly blocks AI view. And i think also explosive/indirect damage, but not 100% sure.

fervent steppe
#

Easy way to check. Make a window and cover it in the viewgeo lod

lusty ginkgo
#

I think it will occlude stuff if the named property is there that allows it

halcyon wren
#

@fervent steppe Dscha just asked me about that reflectors problem you found. Can you try using markerlights instead?

fervent steppe
#

Yea. I can try that tonight. What does stock a3 houses and streetlights use for lighting?

#

I also discovered more then 10 in a model crash the game ๐Ÿ˜‚

halcyon wren
#
{
    editorSubcategory = "EdSubcat_Lamps";
    vehicleClass      = "Lamps";
    destrType         = "DestructTree";
    armor             = 500;
    cost              = 1000;
    armorLights       = 0.001;
    isLockingDisabled = 1;

    class Reflectors
    {
        class Light_1
        {
            color[]            = {1200,600,300};
            ambient[]          = {12,6,3};
            intensity          = 7;
            size               = 1;
            innerAngle         = 100;
            outerAngle         = 180;
            coneFadeCoef       = 2;
            position           = "Light_1_pos";
            direction          = "Light_1_dir";
            hitpoint           = "Light_1_hitpoint";
            selection          = "Light_1_hide";
            useFlare           = 1;
            flareSize          = 2;
            flareMaxDistance   = 220;

            class Attenuation
            {
                start          = 0;
                constant       = 0;
                linear         = 0;
                quadratic      = 0.3;
                hardLimitStart = 40;
                hardLimitEnd   = 60;
            };
        };
    };
};```

Thats my lamp config.
#

GeoLod needs the this named property:

class = housesimulated

#

If you have a look at the BI sample lamp, you can see in their config there are two examples, one with reflectors, and one with makerlights.

fervent steppe
#

Ah. Ok

#

What's the difference between the two?

halcyon wren
#

A whole world of pain. ๐Ÿ˜„

#

Markerlights and reflectors, besides almost being exactly the same, are handled completely different in the engine.

#

markerlights is generally more advanced, and allows for blinking patters. Hence the name.

#

Reflectors is a lot less taxing on computing power. its basically just a dumb light thats on or off.

fervent steppe
#

Ah

halcyon wren
#

I havent tested it actually, but I believe both behave differently in the distance. Reflectors being culled earlier.

fervent steppe
#

I think so. Ill try the damage no thing tonight

lusty ginkgo
#

clutter cutters

#

how they work

#

It appears to be a simple roadway LOD with no assigned textures or materials in the sample model I am looking at

fervent steppe
#

yep and when placed it kills the clutter in that area

lusty ginkgo
#

I have another roadway, can I just place the anti-clutter plane under the main one and set the vertex properties to "on surface"?

fervent steppe
#

why do you need two roadways?

lusty ginkgo
#

One roadway for regular roadway reasons and another to remove the clutter

agile flint
#

I dont really know where to ask this so I'll ask here. I'm using Blender, would anyone know why when I middle mounse button to move the camera around it swaps to Persp view? I touched something in User Prefs and since then everytime I'm in Orth view then middle mouse button to move around it swaps to Persp view?

#

Pissing me off haha can't find out what I did

agile flint
#

Fixed it, apologies for the post

fervent steppe
#

@Rylan#3604 the one roadway for regular roadway reasons will remove the clutter ๐Ÿ˜‚

#

No need for two

echo rain
#

i'm doing some translation and rotation model.cfg anims on my weapon (launcher) but for some reason the weaponik (handanim) is not following. is that normal or is there a way to make it happen? i already tried naming my main weapon bone "launcher" inside the model.cfg. no luck ๐Ÿ˜ฆ(bearbeitet) (double posting because it's a borderline issue)

polar fiber
#

I can't imagine that'd work

#

handanim IK uses the weapon/launcher bone in the character model

#

which is animated by .rtm, not model.cfg

#

the "IK" system used for attaching hands, feet etc. to bones in vehicles like steering wheels, is some other technology

#

that IIRC was described as "not really IK"

echo rain
#

i was just gonna ask if the vehicle approach is going to work on a weapon. but my guess is not since the weapon proxy is the child of the character while it'S the otehr way aroudn with vehicles, as far as i can tell atleast

polar fiber
#

also cfgweapons and cfgvehicles are entirely separate animals

echo rain
#

yea. just testing out the limits and hacks of the whole way weapons are handled anim wise since i never really worked with it in depth. thx for the quick answers ๐Ÿ‘๐Ÿป

lusty ginkgo
#

is there a quick way to mass texture/material rename multiple models at once?

#

@white jay fuck off

fervent steppe
#

Inside ob there is a mass rename menu

lusty ginkgo
#

@M1lkm8n๐Ÿฅ›#8907 can I do that on multiple models at once though?

fervent steppe
#

No. But if you are moving models and stuff use mikeros movefolder. That will mass rename and move everything g

lusty ginkgo
#

ok thanks

stuck oyster
#

you can use notepad++ replace in files tool too

lusty ginkgo
#

What is the clutter rvmat for? I see in in some model's roadway LOD's

fervent steppe
#

Good question. I forget ๐Ÿ˜‚

lusty ginkgo
#

How do you subdivide in OB?

toxic apex
#

manually

echo rain
#

@lusty ginkgo guessing here but that clutter thing might be to cut clutter below the model. so you don't have grass growing on roads for example. could be wrong though

outer condor
#
spice prawn
#

Hi there, Im a little stuck with Object builder. Every time i open a .p3d, object view crashes. Am I doing something wrong?

echo rain
#

what p3d are you opening?

#

might be binarized

white jay
#

nice! @outer condor

#

one thing would be cool to have in the overview is filter by CA, A3 or WW2

lusty ginkgo
#

is it possible to force an object to be loaded at all distances?

wraith tendon
#

kinda, yeah, there was a cfg entry for it

#

But don't ask me for the name. It was added a few weeks ago

stuck oyster
#

oh really!! That will be suuper usefull!

wraith tendon
#

If in ViewDistance -> Force to show it, no matter what iirc

white jay
#
Added: A new setFeatureType script command (parameters: 0 - disable, 1 - object is always visible to object view distance, 2 - object is visible to terrain view distance, the limit is 500 for terrain / static objects and 200 for dynamic objects including config features and auto features (flying helicopters, airplanes))```
wraith tendon
#

Ah, Script Command also.

#

Yeah, that was the one =}

white jay
#

no both also as config param

wraith tendon
#

forgot "also" ๐Ÿ˜„

manic owl
#

Did someone ever made a riot body armor or anything like a bomb difusal suit/heavy body armor?
Can't seem to find any

hollow fulcrum
#

i think i saw something like that a couple years ago, no clue who did it though. couldn't find it on a quick search.

manic owl
#

there is a yt vid showing one, yet the link it refers to is down

#

would both be something cool to have actually

#

especially in cinematics or something

polar fiber
#

Specter's mod had an EOD suit

manic owl
#

ahh k, gonna have a look

lusty ginkgo
#

Is there a way to find where the error in a model.cfg is?

stuck oyster
#

what kind of error?

lusty ginkgo
#

"model.cfgs for this pbo have errors"

#

that kind

stuck oyster
#

oh

#

never seen that one

lusty ginkgo
#

very specific and not vague in any way whatsoever

#

It is just an A2 model.cfg with modified class names and stuff

#

Not sure what other steps I need to take

stuck oyster
#

is it from pbo project?

lusty ginkgo
#

yeah

stuck oyster
#

did it pack or stop at that error?

lusty ginkgo
#

yeah

#

nothing else

#

before or after

stuck oyster
#

nothing in the logs?

#

it doesnt show what it was processing?

lusty ginkgo
#

It basically just shows that right after the config succesfully processes

#

one sec I will post

stuck oyster
#

did you check both logs?

lusty ginkgo
#

which other log?

#
rapify x64UnicodeVersion 1.76, Dll 6.41 "config.cpp"
No Error(s)
Output is to config.bin

P:\temp\BTHBC_Map_Data\data\objects\castle\config.bin
1 File(s) copied
"model.cfgs for this pbo have errors"```
stuck oyster
#

you should have YOUADDON_packing.log

#

probably in your p:\temp

lusty ginkgo
#

that's the one I am looking at

stuck oyster
#

and _bin.log

lusty ginkgo
#

there isn't a _bin.log

stuck oyster
#

bin may be produced when its actually packed

#

buut if theres nothing more there Id say you need to rebuild the model.cfg

#

A2 ones may have stuff A3 has different now

#

especially how inheritance works

lusty ginkgo
#

it was the Default entry

#

Ok it seems to have packed fine so that issue is resolved for now

stuck oyster
#

๐Ÿ‘Œ

lusty ginkgo
#

Is it possible to use MoveObject on multiple .p3ds? I have 41 models that need directories changed in them

stuck oyster
#

I use notepad++ and replace in folder tool

lusty ginkgo
#

MoveFolder?

fervent steppe
#

Post the model config

#

Pastebin

#

Oh u fixed it?

lusty ginkgo
#

I think I haven't tested in game or anything yet

#

but it packs in pboProject

#

right now I am trying to replace the textures and materials of 40 models without doing it manually lol

#

don't have time for that

fervent steppe
#

Most the config anyway

#

I wanna see ๐Ÿ˜œ

lusty ginkgo
#

there you go sir

#

Ok I used move folder and that worked for making the models refer to copied textures and materials with new names but how can I replace specific file names only?

#

For example, if I wanted to replace "ca/data/penetration/granite.rvmat" with "a3/data_f/penetration/granite.rvmat" in all of the models but leave anything else untouched

#

Is this actually possible?

#

I want the roadways to refer to the original textures so they have the right surface configuration

#

also not have duplicate files if I don't change anything on some of them so they could still just point to the original

lusty ginkgo
#

Is it maybe possible to have a batch file that uses MoveObject that I can use on every file name?

lusty ginkgo
#

oh well shit I didn't know I could do that with np++

#

also it doesn't corrupt MLOD models

#

@stuck oyster thank you for providing the obvious solution

stuck oyster
#

nope

#

your welcome

#

been using it for a long time

#

very useful

cinder pivot
#

Wait wut

#

It doesnt corrupt files either? Sick

lusty ginkgo
#

ODOL models yeah

#

you can only change directories in binarized models with a hex editor or MoveObject

cinder pivot
#

Yea unbinarized, I could care less about binarized stuff, aint no need

#

Not gonna go down that alley ๐Ÿ˜‰

lusty ginkgo
#

That path leads to the dark side

#

and the dark side leads to DMCA violations

#

The dark side just sounds lame now

glad pagoda
#

ok so i have a problem that is really bugging me, it has to do with the eye memory point for looking down the sights. When i launch the game, then go into virtual arsenal and pick my weapon. When I go look down the sights i am looking at the back end of my weapon like there is no eye memory point in the memory lod. But when When i go into the editor and do the same thing it works normal. Any idea what it could be?

#

also it will sometimes work in the arsenal.

lusty ginkgo
#

I don't know but I have run into trouble with arsenal only bugs in the past

#

not sure what the problem here is though

stuck oyster
#

could be just an arsenal bug

glad pagoda
#

yeah hopefully, seems to only start today after messing around with the weapon. Moving it lower and having custom hand animations for them. But i tried using an earlier version of the weapons and same thing.

glad pagoda
#

restarting my computer seems to have fixed it ....

lethal axle
#

I know the license may not be correct but it was just a example model.

wraith tendon
#

Or do you mean: Setup a Vehicle from scratch?

lethal axle
#

Vehicles from scratch. Just getting the model in game would be a nice step.

wraith tendon
#

Any knowledge?

lethal axle
#

No

wraith tendon
#

Then: Hard + Time consuming, if you wanna do it properly.

#

There are alot of Tutorials online, you might wanna check those out first, then think about it again ๐Ÿ˜„

#

+Do yourself a favor and don't even think about porting stuff/Vehicles from other Games.

lethal axle
#

Yea, i am trying to learn to create models myself but the controls are just annoying lol

quick terrace
#

the controls of what?

lethal axle
#

Most common 3d modeling programs.

fervent steppe
#

Start small. If you try to just jump into a big project of course it's gonna be hard.

#

Start with a ๐Ÿ“ฆ

#

Learn to crawl before you ๐Ÿƒ๐Ÿผ

midnight zinc
#

Most programs have decent tutorials as well. Check em out.

lethal axle
#

I know how to model in Maya for unity projects. Its hust not knowing what arma will like and dislike about the models.

#

Just*

cinder pivot
#

Its like riding a bike

#

With square wheels

#

Thats arma modeling and arma tools

wraith tendon
#

And the brakes are missing.

cinder pivot
#

Missing? I don't think that brakes were ever there

sacred grail
#

does arma 3 support parralax mapping on objects?

bleak flame
#

just terrains iirc

white jay
#

yes just terrain shader

civic stratus
#

Question in regards to the physx lod: If I have a moving interior space, can I add the interior geometry to the physx lod to prevent some accidental deaths?

#

or must the physx lod remain super simple

hollow fulcrum
#

physx lod can be fairly complex, but it comes at a pretty hefty performance hit. you also dont want to have intersecting objects and things like that. how would you be looking to prevent deaths with it?

woeful viper
#

it says it in the biki article

#

simple.

#

accidental deaths - how is that even remotely related to physx lod?

hollow fulcrum
#

in general, they should not be related and the practice of keeping it simple is probably the smart way to go.

polar fiber
#

Isn't character collision handled by geometry LOD anyway, not physX?

hollow fulcrum
#

mmmhmm..

woeful viper
#

exactly

hollow fulcrum
#

about the only time it makes sense to me to use a hefty physx lod, is when you want precision for vehicles or grenades. everything else really doesn't matter.

#

few things annoy me as much in-game as throwing a nade at a hole and watching it bounce off of, air.

glad pagoda
#

whats the correct shadow volume number to use? is it 0.000 for the first one and 10.000 for the second one? i noticed if i left it on the default number the shadows wouldn't show up in game.

hollow fulcrum
#

0/10

#

0 being close, 10 far.

glad pagoda
#

ok, thanks.

woeful viper
#

you sure you havent left the lodnoshadow=1 property in it instead? ๐Ÿ˜›

glad pagoda
#

haha, nope. that was the first thing i checked. the default values were 1000 and 1010, so that was it.

rapid yacht
#

how do you change the weights in the geo lod in object builder?

glad pagoda
#

alt+m, click on your model and the mass should be on the bottom left.

rapid yacht
#

owww thanks

#

would there be a reason that the suspension is feet up in the air?

glad pagoda
#

no idea, i've never worked on vehicles yet.

lusty ginkgo
#

What are Component_G_01 selections in a geolod for? I have only ever seen the Component_01

agile flint
#

Would someone who knows Blender like the back of their hand be able to help me achieve the following? (The barrel scrim)

#

I'm wanting to make some barrel scrim for my tank, but no idea what is the best way to do it for Arma

cinder pivot
#

The stuff wrapped in the barrel? Your best bet would be to have faces covered in a texture/mesh of what you want

#

If you actually modeled that... Good luck with frames

lusty ginkgo
#

There are sniper rifles that have that. Just see how those where done. Of course they are much smaller, so having it too detailed might be a problem

cinder pivot
#

On the SVDs from cup? Im pretty sure its just like 6 polys for the whole thing with a seethrough mesh

lusty ginkgo
#

a tank probably requires a little more detail

agile flint
#

I dont intend to model each peice of scrim or anything

#

Just a way to add it as like a cover then apply a decent texture

#

Like would I just add a flat plane then let it act like cloth over the barrel?

#

Or is there some other way to do it I'm not sure

wet condor
#

Anybody know how hard it'd be to create a Predator skin for Arma 3?

cinder pivot
#

Yes, model it or reskin something

lethal axle
#

There is already a mode that adds it. Not sure how sinple it is to find.

woeful viper
#

@Petyr Baelish#1770 lots of layered faces with alpha textures. It's like hair and trees

#

time consuming and polygon heavy

#

and with arma's unwieldy alpha priority layering also frustrating and limited in what you can do

cinder pivot
#

Tells you how to do it as well as how stupid the feature is.. Thats how you know a modder has dealt with it before ๐Ÿ˜›

polar fiber
#

BWMod has something similar on their Leopard don't they?

wet condor
#

@lethal axle was that directed at me mate?

lethal axle
#

Yea seen it on a life server so someone must have made it before. Not sure if private but its on most copied life servers.

pure whale
#

in object builder buldozer when viewing animations instead of scroll wheel to tick through segments of time, can i click a button to watch the animation play out as it would ingame smoothy?

civic salmon
#

hey guys, I am making some icebergs for an arctic map I'm working on. If I make them bob like the buoys by adding a physX, will that slow down the game like crazy if I place too many of them? Is it a bad idea to make them float like that? Thanks for the advice in advance

#

ok I answered my own question by placing about 1000 buoys and yes, it slows down the game to a crawl lol

cinder pivot
#

you could make some static and some bob up and down

fervent steppe
#

I mean large enough icebergs prob wouldn't bob anyway

opaque zephyr
#

who knows where there is exhaustive information about a proxy in models?

lusty ginkgo
#

when using vertex properties instead of land contact do you just have to set the geometry vertices or every LOD's vertices? Also is there a way to have only part of the model be affected?

#

It would be nice for me to use it on tree trunks without serious flickering. It seems to act that way on any foliage that sways in the wind

lusty ginkgo
#

also what is the difference between slope and slopelandcontact

polar fiber
#

it's beautiful

dark flint
#

maybe a texture thing but why do BI buildings look so "smooth" ? is there a secret ๐Ÿ˜„

#

it has sharp edges at the corner but it does not look sharp ingame...

woeful viper
#

your illegal importer destroyed the secret technology

dark flint
#

?

#

Thats a Official Picture of Bohemia Interactiv no "illigal importer" ...think before talking

rapid yacht
#

how to i fix the steering wheel for my vehicle rotating the opposite way to the way the wheels are pointing

charred bolt
#

@rapid yacht In model.cfg, switch the + and - signs on the angle0 and angle1 values in the steering wheel animation.

round cove
#

Anyone know how I can make the glass selections and proxies move with my animation for my car? I'm trying to do an adjustable suspension system but the driver and cargo proxies dont move with the animation and neither do the glass selections

stuck oyster
#

@round cove you need to build your vehicles skeleton hierarchy so that you first have the moving body and then all other pieces are in connected to it

#
"body","",
"part1A","body",
"part1B","part1A",
"part2A","body",

#

so that animating the "body" part also moves the other parts

#

also BIwiki has pretty good pages for model.cfg stuff

round cove
#

@stuck oyster Ah I see, and what about the proxies?

stuck oyster
#

they need to be added to the animated selection

white jay
#

anyone yet played around with?:
Added: A new "ispip" animation source

stuck oyster
#

oo cuul

#

how might it work

white jay
#

not sure but thats what i assume:

hence you can unhide the exterior of a vehicle only in the PiP render thingy
well at least i imagine that```
#

probably added for jets PiP mirrors to be able to hide the exterior in the pilot LOD but have it in PiP

polar fiber
#

so can use it to hide the pip surface if the user is not using it

white jay
#

oh so it's tied to the graphics settings

woeful viper
#

except graphical settings are local and animation source effects are global

#

so i suspect some issues with this (if it works like assumed)

#

if it works differently for every user that would be interesting. I would hope for even more non-global animation sources, esp. support for custom ones ^^

wraith bone
#

Can anyone direct me into making uniforms

lusty ginkgo
#

models with sound memory points

#

when you run through them, they make noises

#

how does that work though? what geometry determines when the player is close enough to trigger the sounds

foggy finch
#

you apply a cfgsurfaces configured texture to the roadway lod

#

thats how when for example your stucture has internal and external linked concrete areas, you would have 2 planes in the roadway lod,. interior and exterior planes,. the interior plane you apply a cfgsurface texture setup for an internal sound environment,. and the exterior plane you would assign a cfgsurface texture setup for exterior sound environment

#

there's a few you can use in a3\data_f\surfaces for example surf_roadconcrete_co.paa (external) and surfint_concrete_co (internal), these are already setup with cfgsurfaces and have their sound shaders and cfgsurfaces entries already setup since the game uses them already

lusty ginkgo
#

@foggy finch my model has sounds without a roadway LOD

#

not talking about footsteps

#

I mean like running through a bush or something when it has a sound memory point

foggy finch
#

it will have those also from the penetration material,. but if you want different sounds within a model i described how you do that. you never said specifically what you were asking for so I gave a generic answer that I thought was applicable

lusty ginkgo
#

oh that makes more sense

#

I got the fire geometry working shortly after the memory point

formal vapor
#

@wraith bone Depends on where you are at and what you want to do. Are you starting just from scratch or have you already made a uniform model?

wraith bone
#

I've already made my uniform model

#

@formal vapor

formal vapor
#

Ok, we're not starting at square please shoot me God one.

#

Do you make your character model?

bold summit
#

Does anyone know which memory point is needed for a backpack to align it with the characters body? Searched the internet for a time now and i figured why not just ask here ๐Ÿ˜ƒ

mossy oxide
#

I must say I really dislike the way 3ds max handles rigging. I would much prefer to just select vertexes i want and assign them manually. The weight tool seems to not allow to actually select a new bone to add to a skin, only stuff that is already painted. Any tips regarding that?

woeful viper
#

nothing stops you from doing so

#

look for autodesks learning channel on youtube. It has some usefull tuts on that

formal vapor
#

@bold summit There's no memory point. There's supposed to be a proxy within the "uniform" model for the backpack but you should never, ever touch that.

#

The backpack should be modeled in the poser position just like a uniform model and portions of it rigged as if it was a character

bold summit
#

@formal vapor okey so it is just need to place it where the Backpack proxy of the char model is ?

formal vapor
#

no, the backpack model is completely separate from the uniform model

bold summit
#

Yeah i mean where the backpack proxy would sit in the character model

#

Ok just what to do you mean with 'poser position'

stuck oyster
#

t-pose or the default hands spread out pose of the character

sharp halo
#

Guys, what do I do wrong. I use Blender tools, I import the model, simply export it without changes, (it is an F35 model), I put it in the game, and flight model has changed. What happened?

stuck oyster
#

F32 from where?

#

and what do you compare it with

#

and theres a lot that can go wrong

sharp halo
#

From FC37 mod

#

and what do you mean by compare wiith?

stuck oyster
#

the flight model

sharp halo
#

with the original flight model of this aircraft, what I do is: firstly put the unbinarized p3d model and model.cfg to the folder, pack it and run the game(flight model is good), then start blender, import that p3d file, export it, put that exported in that folder and pack it again, and run the game and flight model changes dramaticly

stuck oyster
#

Id assume you have rights to work on the unbinarized model and youre not ripping it?

sharp halo
#

Yes indeed. I dont steal

stuck oyster
#

good good

#

id guess importing to blender could mess up with the mass of the object

sharp halo
#

is there a way to fix that?

#

becouse everything else is working fine, as far as I see. I just want to add few memory points, and oxygen is too much for me :/

stuck oyster
#

export only the memory lod and replace the one in the p3d with that in OB

#

or copy the geometry lod from the old version to the new in OB

#

either way

sharp halo
#

how to do that? In what software? I am sorry if that is noobish, but it is my first time dealing with models in ARMA

stuck oyster
#

OB being Object Builder

#

you can open 2 instances and copy stuff from one to another

sharp halo
#

I opened two instances, but how to copy Memory from one two another? It dumb I know, but Ctrl+C , Ctrl+V does not work

stuck oyster
#

it should

#

have you selected all the memory points

sharp halo
#

ant then from the other instance

stuck oyster
#

no no you need to activate the lod by doulbe clicking it

#

then select all points with ctrl+a

#

copy

#

and do the same to the other one and delete the old ones and paste the new ones

#

but also

#

for succesful Arma modding learning all the tools is quite necessary

sharp halo
#

I know :/ I will have to watch a lot of tutorial with Object Builder, as it is the hardest

#

Thank you for everything, I did that, now I will check if flight model is ok ๐Ÿ˜ƒ

#

Everything is fine ๐Ÿ˜ƒ Thank you again ๐Ÿ˜‰

stuck oyster
#

๐Ÿ‘Œ

lusty ginkgo
#

anyone here know anything about the treeadvtrunk shader?

#

I am trying to get my tree trunk to not be pitch black in shade

#

it's the mc texture I am having issues with it turns out

glad pagoda
#

I am having a problem with the second shadow volume lod. you can see the problem in the image below with the group in the middle. I am not sure what is causing it, in object builder i checked for non-closed and didn't find anything, the model is triangulated and has sharp edges. The problem goes away when i either remove the weapon or delete shadow volume 2.
http://i.imgur.com/OTUkI9n.jpg

here's what the second shadow volume looks like in OB.
http://i.imgur.com/yTbXY84.png

stuck oyster
#

bad weighting most likely

#

if you mean the arms streching into the ground that is

glad pagoda
#

hmmm yeah, i'll check the weighting on the shadow lod

#

hmm it looks alright to me and nothing has more than 3 bones weighted to it. It even works good when i test it with the hand animation i made for it.

#

wait nvm, i was checking for the no more than 3 bones wrong

#

seems it was the proxies, i didn't have them on shadow volume 2

stuck oyster
#

ah true

#

if you dont have weapon proxies the engine wont know where to place the hands

pure whale
#

i made a custom character model however the hand animations dont switch for the different guns, any idea on what is wrong? same hand animation for all guns and i believe it is the mk1 emr animation

#

didnt make the model but i did use the sample hands so it should all be aligned correctly

stuck oyster
#

some sort of base class/used moves cfg interitance issue

#

another stalker mod then?

pure whale
#

kinda sorta

#

stalker inspired terrain + a few units to go along with

#

ill look over the configs again

white jay
#

i made a custom character model
didnt make the model but
๐Ÿค”

pure whale
#

weighted it worded it wrong sorry

formal vapor
#

โ˜

woeful viper
#

except this is a stalker model so no matter how you word it - outcome is the same: you didnt make it

pure whale
#

doesnt matter i asked a question on how to fix hand anims, ill keep trying if i dont get a straight answer here its all good

stuck oyster
#

inheritance issue is my bet.

pure whale
#

yea i definitely messed shit up ill redo the config for it

tacit onyx
#

Why does renaming the path of a texture in a binarised model cause the game to crash when loading the model?

polar fiber
#

bit length probably no longer matches so model is considered corrupt

#

there are ways to do it properly. Just renaming paths in a text editor is not it

civic salmon
#

Question, am I allowed to use models from Arma 3 as Proxies in my own objects? Such as the Construction crane, transformers, cisterns, etc

woeful viper
#

yes you can. As long as your object is for arma 3 obviously, and as long as you dont redistribute the arma model within your mod (say a dlc model). Just adding a proxy path is ok.

civic salmon
#

ok, thanks for the info @woeful viper now I have another question, some of the objects I've inserted as proxies are showing up in bulldozer but not in the game. why could this be?

tacit onyx
#

@polar fiber ok makes sense suspected it might be that...would you be able to guide me as to how to do it properly?

grim comet
#

how to apply a normal map in object builder?

stuck oyster
#

@DevSec#6078 you need to write a .rvmat material with proper shaders to use normalmap in OB (buldozer) Supershader would be the best option.

polar fiber
#

@tacit onyx never done it myself. hex-editing and redistributing Arma 3's .p3ds is a bit of a grey area from what I remember of Joris (DnA) comments. Tools like moveObject kind of exist for different development purposes

remote pewter
#

Anyone know what would cause Mirrors to be upside down?

wraith tendon
#

flip the MemPoints

polar fiber
#

flip the UVs

wraith tendon
#

(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

remote pewter
#

thanky you @polar fiber worked โค

warm trench
#

I have made two custom weapon mods that are packed into different .pbos. Both report no errors when packed with pboProject and either of them seems to work as expected in game / virtual aresenal with other mods enabled. However, when I run the game with both of my custom weapon mods, they seem to cause conflicts with each other at what I would assume is the model.cfg stage as things like the magazines of one model are displayed in completely the wrong place. My model.cfgs are generated along the lines of Zach Gibson's A3 custom weapon guide document. I'm new to modding but I'm wondering if the issue arrises because this technique appears to be trying to add all my selections to a base class which is then used by both mods? If anyone has any help/info, I'd be most grateful!

bleak flame
#

probably something like that; use unique names for skeletons / base classes

warm trench
#

Yep - spot on. Fixed!

#

Thanks

sacred grail
#

I am being stupid and forgetting something im pretty sure i knew. How do i assign multiple texture sheets to a single res lod ?

#

for both CO and the rest

round cove
#

I have made a vehicle which has people hanging off the sides. To make the people hang off the sides I used blender to create animation etc. The animations in game look great, however when I try to shoot the people off the side nothing happens. The proxies are in the fire geometry. Any ideas?

#

Upon further testing, I've just found out that you can shoot the guys hanging on the side, only at specific angles

civic stratus
#

are gunnerCompartments defined in the model p3d at all?

round cove
#

Yes they are defined within the turret classes them self. They are all members of Compartment5

civic stratus
#

is it true that the variable is only for allowing the seats to be shared?

round cove
#

I've tried deleting the rest of the fire geometry other than the proxies and it is still only allowing me to shoot them at certain angles

#
  • I think it is there for defining which seats can be switched to, I'm not 100% on that though
cedar rock
#

Hey guys, is anyone familiar with this error?

#

Exception -2147467259 : The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail

civic salmon
#

can anyone tell me why it might be raining inside of my building?

#

the geolod is working fine

#

is there a complexity limit to how many components you can use

lusty ginkgo
#

are they all convex?

civic salmon
#

yes

#

does rain work off the geolod? or the res lod?

#

maybe I have to define my textures in cfgsurfaces

#

so I can hear the rain sound on a vehicle if I place it on my building but I can't hear it on the building

#

I can hear it on land too

lusty ginkgo
#

idk that's about all I know about what could be wrong

civic salmon
#

thx, just gotta figure out where the rain on the surfaces is controlled from

#

I have edited cfgenvsounds in my mod as well so I bet that has something to do with it

cinder pivot
#

Fire and view setup?

civic salmon
#

yes

#

there must be something wrong with my geometry somewhere, other buildings I've made occlude the rain

#

also it's a bigger building though too so maybe it's too big

civic salmon
#

Yep it was my GeoLod, I think maybe it was too big, just have to add part of it as a proxy

#

the rain sound still isn't working though on my surfaces

woeful viper
#

how big was it?

dark flint
#

is there a documentation on how to make own clutter / foliage like trees bushes and such ? ๐Ÿ˜ƒ

pure whale
#

download arma 2 samples and see how those were made

civic salmon
#

my structure was over 40x40m, but I cut it down and now the rain geometry works

#

strange thing though. The rain sound works on buildings when they're on land but if I place them at sea (I'm working on an oil rig) there is no rain sound on the surfaces, not even stock A3 objects

#

conna figure it out, it's probably defined in the house class

lavish mountain
#

Picktures or it didnt happen

#

Floating?

civic salmon
#

yeah

#

one sec

#

I had to remove the helipad and the exhaust derrick for now, I'll be making them proxies

#

I made the terrain and the icebergs too

lavish mountain
#

Nice

#

Think this is the first spar type platform in arma

civic salmon
#

yeah, people have done a lot of "platforms" by putting together stock objects but I wanted something more realistic for my arctic terrain

cinder pivot
#

Are they floating like an buoy or static sitting out there? Either way nice job

civic salmon
#

thanks, it's static otherwise it would be too hard to move around/land on

#

I don't know how to do buoyancy yet, making boats is my next step

cinder pivot
#

Yea

civic salmon
#

and update about the rain sounds... it appears that in stock A3 with no mods, there is no rain sound on the ocean surface or any structure you place at sea

#

there are however rain sounds in boat vehicles

#

I never realized there was no rain sound for hte rain hitting hte water surface htough

#

so I just have to figure out how to define a rain sound for my rig, shouldn't be too hard I hope

#

anyone know where the house_f class is defined off the top your head

#

nvm I found it

lavish mountain
#

sended you a PM btw

woeful viper
#

@civic salmon that seems strange that 40m already causes issues. Unless you didnt place it in the center of the p3d, the roadway LOD should be able to handle 35m from origin (so 70m max in total) - at least as far as function of serving as road/walkabe surface goes. It would be interesting to know if the sound has even further reduced range.

civic salmon
#

well, the sound issue didn't turn out to be related to the geometry, I think no objects except boats have rain sound at sea.

#

but the geometry was not properly blocking the rain and now it is

#

not sure if it was a size issue or maybe one of my components was not convex

#

but I'll figure it out

woeful viper
#

make sure all the pieces have a unique "componentXX" name

civic stratus
#

topology > find components does this automatically

#

only the Door_1_source is available

wraith tendon
#

buldozer won't allow me to change to the Door_2_rot animation
?

#

You mean selecting the Source with MiddleMouseButton?

#

@civic stratus

#

If it's newly added to the model.cfg -> Restart Dildozer.

polar fiber
#

also wont show up if there's a problem with your Door_2 selection/bone in the model

civic stratus
#

I can't seem to find anything wrong in the model itself

#

oh wait

#

line 9 has messed up quotes

#

You mean selecting the Source with MiddleMouseButton? this is what I meant.

wraith tendon
#

Prob still there?

civic stratus
#

nope, worked it out. Trying to get this animation to work properly now

civic stratus
#

its all good now, thanks

lusty ginkgo
#

it was much easier than I had anticipated

#

First image is directly from OB with a .tga visible

#

Second is first LOD in BD at a distance with zoom

civic salmon
#

still not able to hear rain sounds on my oil rig, I put this into the config thinking it would make it work like a vehicle but it isn't working: https://pastebin.com/bvTAkKEU

civic salmon
#

actually with no mods loaded there is no rain sound when you're swimming at sea

cinder pivot
#

arma

civic salmon
#

man I never listened to the sounds so closely

#

some structures do emit sound in the rain though

civic salmon
#

well I guess if the carrier doesn't have rain sound then I'm not gonna be able to fix it lol

flat flare
#

Any tutorials out there to put a flashlight onto a pistol?

#

I don't mean one you attatch onto the pistol, but like as if one is already a part of the model, I know how the lights work with cars but I don't mess around with weapons much

echo rain
#

start with the rifle flashlight attachment as a base and try to port it to a pistol. then come back with specific questions.

there usually isn't any tutorials for such specirfic tasks

flat flare
#

Ok I'll try asking this, is it possible to have a pistol that has always has a flashlight available on it instead of having to use the flashlight attachment? Or would that require a script?

polar fiber
#

should be able to just have it on there all the time by adding the configuration for it

#

At one time the Vermin SMG was configured with an inbuilt light

#

dunno if it still is. ED:- It still is

pure whale
#

see the arma 2 g17 it had a flashlight and the way it's configed could be similar

flat flare
#

Thanks guys that helps a lot

polar fiber
#

yeah, the A2 Glock was configured exactly the same way. Feature was added in A2:OA and has carried on in to A3

flat flare
#

Yeah I'm gonna go check it out now

#

thats pretty much exactly what I wanted

vernal lynx
#

Enjoy my ๐Ÿฅ– accent

stuck oyster
#

๐Ÿ‘

woeful viper
#

why would you put ๐Ÿฅ– in a blender?

polar fiber
#

best way to make breadcrumbs

formal vapor
#

What's a good poly count for a weapon?

cinder pivot
#

7 < x < 100,000

#

๐Ÿ˜„

hollow fulcrum
#

meh.. it's all relative. 3-7k

cinder pivot
#

yup - depends on what you are doing reall

#

really

formal vapor
#

7k? Da faq? So this is how being rich feels lol

hollow fulcrum
#

LODs matter.

cinder pivot
#

older a2 weapons were like up to 6k ish

formal vapor
#

WHAT?!?!?!

#

And I'm breaking a sweat pushing 3k lol

hollow fulcrum
#

i have a couple that are 10k+ with accessories, ammo, cans and foo..

#

ยฏ_(ใƒ„)_/ยฏ

formal vapor
#

So I have plenty of room. Very well. Thanks gents

hollow fulcrum
#

vert count is not really a thing these days. it's the section counts that eat things up quickly in RV.

#

anywhere really. LODs matter though, cant just make 10k res0 and expect that to play nicely. but if your LOD work is good, all is generally pretty well.

formal vapor
#

I think I have pretty decent lod work

#

But this is all pretty good news. I'm only going to have one texture for this weapon

sinful root
#

Glances at the M16A2 he's been making for the last 5 months.
9k polys

#

Handguard is responsible for 5666 of them

#

Who in their right mind gave me access to 3D modeling software

hollow fulcrum
#

sometimes, you just gotta make a hole.

sinful root
#

Oh it's not the holes running along the top and bottom of the handguard that are inflating it so much.

#

I modeled the individual ribs in the handguard

hollow fulcrum
#

think the only thing i've done that on low poly is the grip on a 203.

sinful root
#

True, this is still my HP model.

hollow fulcrum
#

if im not in a hurry, i generally try to model it all on the hp. it's rare these days im not rushed or squeezing the time in though. so i cheat quite a bit.

flat flare
#

I managed to get it working, thanks again @polar fiber and @pure whale

pure whale
#

nice

woeful viper
#

Tim if that musket is your model it's no wonder. Very little protruding things. The surface detail is too small to not implement via normalmap

#

older weapons tend to be a lot cleaner than stuff these days... everyone nowadays tries to look fancy and swaggery and ripp... i mean railed.