#arma3_model

1 messages ยท Page 95 of 1

formal vapor
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I didn't make that if that's what you're thinking. That's a real musket, but I'm going to make something similar to it. It actually has very complex geometry, such as the cock, frizzen and stock.

woeful viper
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"I didn't make that if that's what you're thinking." i'm not a moron, Tim

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the lock an stuff is freeform, so its not easy to model. But it doesnt need that much polygons. And the rest (barrel and stock) are almost featureless and smooth.

formal vapor
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"i'm not a moron, Tim" or I'm way too cocky lol I was just confused that's all. Hopefully I can make it look that good though ๐Ÿ˜ฌ

sacred grail
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Just wonedering what kind of benefit making a HP model brings to the table. I understand it makes for better baking but is it really worth the effort?

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I havent really experimented with turbo smooth a huge amount and kind of want to learn the waysthe ways of edge looping and turbo smooth. But don't know if i would just be wasting my time.

polar fiber
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It's definitely worth it

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For hard-surface there's a kind of low-effort workflow using booleans and then zBrush dynamesh and polish to smooth edges

twin urchin
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it is worth it , because you mainly gain those smooth edges which with basic low poly you wont get

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and benefit of doing HP is that you can do all the detail that you want and then baking it into LP

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which would be really hard to do with low poly , possible but very hard

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try using quad chamfer method which is quite effective

polar fiber
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You also get some time paid back when it comes to texturing in software like SP2 and Quixel if you have nicely baked normals and curvature

sacred grail
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@twin urchin I see, Don't suppose you could elaborate a bit on the quad chamfer method a bit?

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Ah nver mind

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I though it was actually a modifier in and of itself but no its just an option in the standard chamfer.

twin urchin
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there is a plugin for Max also but that is paid does much better work

sacred grail
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yeah just played around with quad chamfer and it it only works well on smoothing really sharp edges

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on things such as low poly circles for example where there is a large distance between each segment it doesnt really work as well

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whats the name of that plugin?

twin urchin
sacred grail
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ty

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yeah just realised its a lot better when you start playing with smoothing groups

twin urchin
sacred grail
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yeah i have followed his tutorials in the past ๐Ÿ˜„

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im pretty confident with modeling at least in low poly. I have just never dabbled in the high poly side of things.

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seems to be a beast of its own

twin urchin
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yes , while it involves more work but at same time you get the best quality out of it

sacred grail
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yeah, certianly worth learning

dark flint
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Doesnt that look like arma physics lol ๐Ÿ˜„

lusty ginkgo
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It looks much better

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the random flailing around is pretty accurate though

tacit shard
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Hey, so I've have been told the fix for this before I believe but can't remember it for the life of me. Basically in my model when looking through a transparent texture (e.g. the window) part of the model will go invisble but its not all of it.
https://gyazo.com/792dd9527164c6db88f4e54c4c81610c (you can see the textures of the right but I can provide the actual files if needed)

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The windows are boxes not two planes btw

formal vapor
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I have one texture and one .rvmat for a weapon totaling one section. I change two objects's .rvmat and the section count jumps up to 13! Any suggestion gents?

polar fiber
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that happens - OB is not good at rebuilding the model in to matching sections if they get split up. The count should go back down though if you do the usual section count dances like cut the whole model and paste back in to refresh the sort order, or select faces by like sections in the resource library and move bottom

formal vapor
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I saved, exited, opened the file back up...now my section count is 455.

hollow fulcrum
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Welcome to OB.

formal vapor
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da faq arma?

hollow fulcrum
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Granted O2 did the same thing. I deal with it by simply copying things into a new/clean .p3d. fairly trivial as i keep a set of template p3d's hanging around (all the lods and whatnot setup clean)

formal vapor
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oh, now the bitch wants to work...now it's down to 2 sections where it's suppose to be.

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lets see what surprise we get next...

hollow fulcrum
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@tacit shard alpha sorting maybe?

tacit shard
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Is there any way to tell if it is that? The rest of the model isn't transparent but is on the same texture map as the transparent windows

hollow fulcrum
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ermm.. it can be interesting with lots of alpha foo. try selecting that object/those faces and Faces > Sort Alpha

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can also select it all and do that. i honestly dont recall at the moment how it does things. not likely to dick it up further though.

tacit shard
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Ok will take a look

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thanks for the tip

hollow fulcrum
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๐Ÿ‘

tacit shard
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Selecting all and sorting alpha worked thanks ๐Ÿ˜„

hollow fulcrum
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sweet

cinder pivot
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yea I have a vehicle that got up to 900~ selections

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somehow

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gotta redo that crap ๐Ÿ˜ฆ

formal vapor
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i deleted my weapons and hit ctrl z and it went down to 2

tacit shard
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https://steamuserimages-a.akamaihd.net/ugc/833581111265266428/F7F6D201F9273D5E78BACB96F2BBA07B18BDCDE9/

Hey, so for now that I fixed the last issue I found a new one, I've seen this issue before and from what i recall moving the faces to the top fixed this however that did not work this time (I tried both the glass and the metal frame) I know its not an RVMAT error as I removed both the rvmats (one for the glass one for the metal) and that did not fix it, however removing the CA texture did (despite the fact that the metal bars are on the CO texture and not the CA) I don't suppose anyone has any suggestions? (There is currently no shadow lod but it does cast one from the GEO lod I believe)

hollow fulcrum
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ermmm...

tacit shard
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Yer it confused me as I've had the issue before but moving to top fixed it last time

hollow fulcrum
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no misc. alpha channels hanging around for that material?

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like unwanted ones

tacit shard
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what do you mean by hanging around? as in possibly in the co file?

hollow fulcrum
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aye

tacit shard
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Tex view shows the alpha channel as pure white in the CO file so I don't believe so

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and it shows the correct alphas in the CA (pure white on metal and black on the glass)

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Those are the co and ca files (source and paa) if that helps

hollow fulcrum
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might be something different, not sure.

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i'd look at yer files but im on the phone at the moment.

tacit shard
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ah fair enough

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It's wierd as its deffinetly down to the CA texture as removng that fixed it but since the metal bars dont even use that texture I really don't get what could be causing it

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two things I do notice is that CO is using DXT1 in texview while CA is using DXT5 but I assume thats just because DXT5 is for transparency or something?

hollow fulcrum
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ummm.. probably has to do with the depth of DXT5 vs DXT1. being 8bit vs. 1bit for alpha channel.

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what do you mean by removing it?

tacit shard
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sorry got a little distracted lol, as in un-assigning it from the windows by renaming it to blank in the mass texture rename tool in object builder

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so the model doesn't have it refferenced anywhere in the p3d

hollow fulcrum
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hmmm..

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typo perhaps?

tacit shard
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typo in what?

hollow fulcrum
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rvmat

tacit shard
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I dont think so as I removed the rvmats as well (not at the same time as the ca) and the issue remained, but I didn't remove the rvmats when I removed the CA and it went

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Im also using a different rvmat for the glass than the metal

hollow fulcrum
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i would hope so

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same textures though?

tacit shard
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same textures (smdi nohq and as) but not same co texture (co and a ca)

hollow fulcrum
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those look fine. it's probably something one of the other guys is familiar with, you've stumped me for now. ๐Ÿ˜•

tacit shard
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fair enough lol, Ima head to bed and look at it again in the morning. Thanks for all the help though dude ๐Ÿ˜ƒ

hollow fulcrum
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aye, i'll be back at a machine tomorrow. sure you'll get it sorted.

tacit shard
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Ok so Ive done a bit more testing and have actually discovered that its the AO thats showing through the model and not the actual mesh behind it. I will upload images in a seccond

white jay
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iirc you need to separate alpha and non alpha textures

tacit shard
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If you mean not having the metal on the CA map, they aren't Ive got a CO map for the metal and a CA for the windows

white jay
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did you suffix them before converting to paa?

tacit shard
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Yes

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I even exported the CO without an alpha channel from substance painter

white jay
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and 100% rebinarised the p3d?

tacit shard
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I'm not sure actually. I use mikero's I dont know if that re-bins every pack (pro-edition)

white jay
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since the faces inherit some property if they are applied with a co or a ca texture

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pboPro should rebin if something changed, but to be sure delete your addon in P:\temp and tick full build

tacit shard
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ok I will try that

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unfortunatley that didn't fix it either ๐Ÿ˜ฆ

white jay
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You can try to play around with renderflags like forceNoAlpha or how its called, but thats usually not needed at all

tacit shard
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yer will have to see if that changes anything

polar fiber
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add forceNotAlpha = 1 as a named property in the geometry LOD

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Some models with much alpha textures on their surfaces were considered as alpha objects and therefore were rendered in a special pass where it was not possible to cast shadows on them. There is a new named property (in geometry LOD) using which you can force the whole model not to be considered as alpha model and shadows will be cast on it therefore. Negative impacts of such solution: various alpha sorting artifacts may appear on alpha blended parts of such models. It will depend on particular situations if the effects will be bearable or not. https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Geometry_.28model.29_named_property

tacit shard
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Thanks will try that now

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That worked! thanks dude ๐Ÿ˜„

open coral
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hey all, I'm new here, and to Arma modeling, I'm trying to create a tank but am having an issue with the ballistics. When I lase a target and fire, the gun shoots considerably low, same if i dial in the range manually. I think it is an issue with my p3d file but the same error happens with the BI sample tank. If i change the config.cpp from my model to model = "\A3\armor_f_gamma\MBT_01\MBT_01_cannon_F" it works, leading me to further think it is a p3d error. Is there something that needs to be changed to accommodate the FCS Tanks update that dropped with the Jets DLC?

polar fiber
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does your tank's weapons have ballisticsComputer=16;?

open coral
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yes, the sample tank uses the base cannon_120mm. at this point i'm just trying to get the sample to run stably

polar fiber
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Do you have a custom modeloptics scope view for it then? I'm wondering if it's just not aligned with the centre of the screen

open coral
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good thought but no, just using the vanilla samples_f Test_Tank_01 which has standard optics (off when aiming in third person too) gunnerOpticsModel = "\A3\Weapons_F\Reticle\Optics_Gunner_MTB_02_w_F.p3d";

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it is off by quite a several hundred meters when firing at 1km.

jaunty leaf
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Will a model throw an error if it doesn't have a shadow LOD?

polar fiber
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no, it'll try to generate one from the visual LODs. Which could look shit, or adversely affect performance

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unless the visual LOD is pretty low poly too

jaunty leaf
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Okay

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Is there any way to move an object to 0,0,0

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Outside of autocenter

polar fiber
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it's not always bad though. Some things like buildings use "visualEx" named property to generate the shadowbuffer from the visual LODs anyway

lusty ginkgo
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how can I enable using the insert key to create a point? I forget what I need to change. Just trying to make a memory point

polar fiber
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Works either with the viewport selected and wherever you place the mouse cursor, or wherever you have the pin activate (with Shift+C)

lusty ginkgo
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The hotkey for it doesn't do anything

hollow fulcrum
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im not aware of any setting or anything. you do need to have focus on the view you are wanting to insert the point/vert into, but outside of that. you should only have to push 'insert' to do such.

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perhaps your insert key is being special?

lusty ginkgo
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I remember it doing this before

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I changed some setting I think

hollow fulcrum
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reinstall it? that should return it to normal anyway. there is actually another file somewhere (i haven't kept up since all the new tools foo some time ago) for all other configuration options. don't recall that being there, but maybe.

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ยฏ_(ใƒ„)_/ยฏ

lusty ginkgo
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is there a way to make dead trees not affect the envsound?

lusty ginkgo
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Also is it possible to use custom memory points on custom models? I am trying to define my own, and I have all the entries in CfgEnvSpatialSounds, CfgSoundShaders, and CfgSoundSets, but I don't hear anything in game

strong plaza
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I'm looking at the arma 1/2 sample buildings and I'm noticing a lot of them are missing fire/view geo lods, anyone know why that is?

hollow fulcrum
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@strong plaza ermmm.. samples in general have historically been less than complete. to the best of my knowledge, those are needed. only thing that has changed worth noting is the shadowLod option like monkey mentioned a dozen lines up here.

white jay
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@strong plaza afaik that wasn't a thing in A1, but the engine should use the geometry lod as fallback for these

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probably mostly A1 stuff that got badly upgraded to A2 i guess

polar fiber
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depending on the shape, they might not need a fire geo lod

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you can apply penetration material .rvmats to the normal geometry LOD if you don't need a more complex and detailed geometry

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maybe likewise for the view geometry if they're just using canOcclude

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view geo is kind of for circumstances where you need an object to have collision from the geometry LOD, but maybe need to be able to see through parts of that collision object (like wire fences)

lusty ginkgo
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I prefer my wire fences to have unnecessarily complex geometry

agile flint
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Anyone familiar with Blender know why some of my bounding boxes are on the piss?

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Specifically the hull and the turret are at strange angles, but in the actual 3d view of them they're perfectly fine

fringe wagon
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is there no way of debinarizing the P3D files that come with the base game?

lusty ginkgo
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no

fringe wagon
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So if I want to edit the static vanilla submarine

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im going to have to remake it in blender out of scratch?

lusty ginkgo
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yes

fringe wagon
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: ( that sucks

lusty ginkgo
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or debinarize it illegally and redistribute it illegally and be illegal

fringe wagon
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yeah no I'll just remake it

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its a mild pain in the ass but whatever

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I never got a chance to really dive to deep into OB so its a good experience to start from scratch again

jaunty leaf
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You don't wanna model using OB

half heath
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Anyone have experience with layoutUV in Maya?

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Trying to pack the UV's while also preserving overlapped UV's

errant pumice
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Hey guys! I finally got a permission from Berghoff to re-release African Foliage addon with updated tree models. Anyone willing to help me fix the shading issues and make trees more a3-like?

polar fiber
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@half heath not possible from what I can gather

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I usually end up splitting the duplicated/overlapped faces in to separate objects and doing layout without selecting those objects

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then manually overlap them again with the point snap tool turned on

white jay
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how to make proxies in object builder ?

pure whale
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2nd button next to file add proxy

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edit I think

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make sure you remove p: from your proxies path

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It should auto add it and that's no good

sharp halo
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Hi everyone, I got a question. I have model of jet , with specified memor points for pointPosition and pointDirection, in config I got something like this: class RenderTargets
{
class mfdFlir
{
renderTarget="rendertarget0";
class CameraView1
{
pointPosition="flir_pos";
pointDirection="flir_dir";
renderQuality=2;
renderVisionMode=2;
fov=0.30000001;
};
};
};
But my camera PIP is stuck, I want it to move just like the TGP. What should I do?

polar fiber
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Create\Proxy shouldn't create paths with P:\ in it if you have "path to textures" set up in Object Builder's options

warm trench
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How do you setup hiddenSelectionsTextures for muzzle accessories? I'd thought that you're not supposed to make a model.cfg for muzzle accessories but have tried that too and don't seem to be able to get it to work.

polar fiber
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hiddenSelectionsTextures doesn't work on attachments

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you have to make separate .p3d files for each texture variant

warm trench
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Ah - that would explain it! Many thanks.

lusty ginkgo
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Why are polyplane LOD's so hard

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I can never get them to look right

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the texture part is easy

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but the .rvmat?

formal vapor
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Anybody know why a weapon would appear completely flat in game?

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Completely flat in game on the y plane?

polar fiber
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not an issue I've encountered before

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unless the model's corrupted and missing Y coords after binarisation, I really don't know

formal vapor
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no, it can't be the binarisation process because I binned a previous model and it showed up correct...so it has to be the model somehow

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There's shouldn't be a poly limit...atleast nothing I can get close to

frank helm
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Sorry to digress from the current convo, but does any one have any pointers on creating smoke trails from the back of a jet. My Hawk needs the red white and blue coloured smoke to plume on a user action. Initially I thought of scripting it using a particle effect from something like the rockets and attaching the source to the back of the jet, then changing the texture somehow.

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yes it is a red arrow

lusty ginkgo
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why can't you script it?

frank helm
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because I don't know how to script. If anyone can give me a pointer or two that be great

lusty ginkgo
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seems like it should be quite simple really

sharp halo
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Hello guys, is there a way to get a model.cfg out from vanilla stuff? For example AH99

sharp halo
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How to extract model.cfg with that?

half heath
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You extract the PBO, then you analyze the .p3d with eliteness

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Open up eliteness, find the p3d. You will then have the option ot extract model.cfg

sharp halo
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when I am trying to open the p3d file for this heli, I get an error:P3D: Unknown odol format

half heath
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You're using the free version

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Mikero doesn't update that

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Or maybe he does, just not as often

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Here's another option

sharp halo
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oh that's why.So I have to purchase it then. I opened an example file, where is the model.cfg in that? I am sorry but I am new to p3d, I usually mod HUDs

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that website on that forum doesnt work for me

sturdy parcel
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excuse the advertising but i think it important

sharp halo
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Anyone active?

sturdy parcel
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burp

lusty ginkgo
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still never told me how your name is pronounced

sturdy parcel
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MikeRo

lusty ginkgo
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MikeRoSoft

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brand your tools that way

white jay
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D: pls no

sturdy parcel
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I opened an example file, where is the model.cfg in that?
only around 7% of models require animating. hence, for the majority of samples there simply isn't one to be had.

the 'model.cfg' for binarised p3d's is baked into that p3d.
unbinarised p3ds have an adjacent 'model.cfg' next to them.
for the latter, that file is generally called NameOfP3d. cfg

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same rule for unbinarised rtm files.

tacit shard
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Is it possible to change rvmats with hidden selections?

lusty ginkgo
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yes

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but you shouldn't

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if you can avoid it

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hiddenSelectionsMaterials has some issues

wind belfry
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any idea why my backpack is on the feet of soldier and not at where it is supposed to be?

stuck oyster
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not weighted right (usually whole backpack on spine3), not listed in the model.cfg with man skeleton, no autocenter=0 named property in geometry lod

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come to mind

wind belfry
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well, it all comes down to weighting the object then

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is there a guide to do that or is it just so simple i can't find it anywhere?

stuck oyster
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fi you do it in Object Builder all you need to do is select all of the object and make a named selection called spine3

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Blender has a addon that allows you to export full p3ds

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from other modeling software Im not sure

wind belfry
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could the selection be whole backpack model or should i just pick a part of it?

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im in ob

stuck oyster
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for backpacks id say whole model needs just the one selection

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unless its a larger pack thats also strapped on from the waist and should follow the arch of the back more

wind belfry
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would that work?

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hey, it did!

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thanks!

stuck oyster
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๐Ÿ‘Œ

wind belfry
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okay... so wtf

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how is the texture in game diffrent from in ob?

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or the uv map

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how can that happen...?

wind belfry
stuck oyster
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do you have multiple uvsets ?

wind belfry
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nope

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but i think i found out the reason...

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the texture on the in game version is the same which i inherited the configs from

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so it should include texture="...";

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which overrides the texture set in ob

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but not sure though

jaunty leaf
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That looks like the field pack texture from A3 so probably

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Get rid of the hiddenselection entries?

wind belfry
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let's see if that fixes it

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ye, that was it

stuck oyster
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๐Ÿ‘Œ

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good spot @jaunty leaf

jaunty leaf
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np

flat flare
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Must tank tracks on a model be perfectly straight to animate smoothly?

stuck oyster
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yes those should work

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you just need to unwrap them properly for the animated texture to work

tacit shard
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Ok thanks Rylan

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Is it possible to use HiddenSelections on magazines?

stuck oyster
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Dont think so

twin urchin
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if you mean CfgMagazines then no , but as a model you can setup a specific part to able to use hiddenslections BUT thats only with custom own model

sturdy forge
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quick question pls

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i dont understand much in modelling but I have a weapon and an anim for it

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p3d and rtm

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I need to adjust the hold anim a bit (literally translate with a value on X axis because the hand is too close to the shoulder)

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is there a quick way to do it?

white jay
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i think you need to move the weapon bone forward in the rtm, but thats only from hearsaying...

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never dealt with rtms

sturdy forge
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yeah I scratched that weapon anyway, is of bad quality. Thank you tho!

woeful viper
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@flat flare no they dont need to be straight. They are not animated anyway. The UV just "scrolls" along the texture basically.
Of course too rough bends make it obvious when looking at the track from the side, and the seam should be as perfect as possible (making UV of entire track a multiple of 1.0 UV space). More important is the track texture itself. You can't influence the speed it is "scrolled". It is moved at a fixed multiplier to wheel rpm.
So depending on how many track links you have in your track texture and how the texel density on the model is dictates how fast it turns

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i suggest to test with a dummy/placeholder texture as early as possible (black and white strips per track link) and experiment how much texel density and how many tracklinks you need for it to look ok

flat flare
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Thats perfect @woeful viper , Thanks for the in depth explanation

woeful viper
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there is a trackspeed modifier, but its broken. Float values result in skipping. Whole numbers (2; 3; ...) work but they are usually too fast - means you can only increase track speed, which is generally not the problem.

tacit shard
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Ok thanks guys

frank helm
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can anyone suggest why I am getting what looks like and is a better way to describe, deflating and inflating wheels. Not tires, Wheels. the whole wheel selection on the front and two rear wheels on my Hawk are spinning but decreasing and increasing in size as they go round. the faster they rotate the less it looks like that are changing size, but they flicker in and out.

charred bolt
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Are the wheel selections 'attached' to anything else in the model? Check in the p3d that when you select the wheel, you can drag it away from the airframe without any vertex face stretching.

frank helm
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they are separate selections

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I think I might have overlooked something in the config?? I made a little find earlier, its just packed without errors so I'm about to find out what its done.

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NOPE! that didn't work.

charred bolt
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can you post a pic of what it looks like when it's broken?

charred bolt
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ok

frank helm
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when I start the mission, I then get a complete pair at the rear and a deflated front wheel

charred bolt
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It looks like it's being scaled

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and you can see it get bigger and smaller with engine rpm?

frank helm
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yes

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best way I can describe it is as if its being deflated and inflated.

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rather annoyinh

charred bolt
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I expect it will be an error in model.cfg with the bones / animations

frank helm
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I think so, but I'm unsure where to find the solution in it.

charred bolt
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has the strut/axle got bigger & smaller too, or just the wheel?

frank helm
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just the wheel

charred bolt
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I'd need to see the relevant parts of model.cfg and screenshot of the p3d memory LOD / LOD1 to help further

charred bolt
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(taken to pm with Spooky)

polar fiber
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might be the isDiscrete value of the skeleton. Have seen on weapons where some parts got scaled down under animation, and was related to that parameter

pure whale
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where is the nvg item config located?

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nvm

lusty ginkgo
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nvg = night vision goggles
nvm = night vision monicle

charred bolt
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The solution to Spooky's wheel shrinking problem was that the wheel object was included in multiple named selections which also had bones and animations attached. After we separated the bones and removed redundant anims, all is now ok.

native garnet
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new to modelling end of arma. Just trying out blender with toolbox and importing some sample models. Is there some magic trick I need to do to see any of the other lods? Like shadow lod or so, I select it in blender but can't see it

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also new with blender for the record, so really not sure why this is working. Might be somethign super obvious

hollow fulcrum
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@charred bolt just wanted to say thanks for being pro with communication here. more should do it that way. much appreciated.

lethal axle
#

Any good tutorials to start making models for arma 3? I know how to create a house for Unity just not Arma 3

polar fiber
#

at least they have been when I've tried the toolbox with imported .p3ds

native garnet
#

sweet, that's what i was looking for

hollow fulcrum
polar fiber
#

tube of lesser doom

hollow fulcrum
#

haha, true.

woeful viper
#

is that an ikea desk lamp in front of the missile on the top pic? for illuminating the enemy? ^^

frank helm
#

@Apollo#1366 Yes all is fine now with the wheels, they rotate nicely. I managed to get the whole gear column to rotate as the vehicle turns aswell today, looks really nice, just wanna try and get the timings sort on the gear raising and lowering and then get the dampers to animate as the plane makes contact with the ground.

@hollow fulcrum It was my idea to take it to pm, but its ok, ya can thank me later. lol. ๐Ÿ˜œ

jaunty leaf
#

@hollow fulcrum Nice R-60

#

Hopefully one day I'll be able to make things that look that good :x

woeful viper
#

hoping? wrong approach. Training is the right one ๐Ÿ˜‰

jaunty leaf
#

That's true

#

But recent issues with baking throw me off

woeful viper
#

youre not alone in that if that helps... i dont like baking. Always something that i forgot and discover when i thought i'm done

hollow fulcrum
#

@woeful viper haha, indeed. you can even take the bulb out, and it doubles as the ambilical for the nitrogen cooled fuses. ๐Ÿ˜‰

woeful viper
#

plus the mind gymnastics over how to bake it best for requiring least amount of rework... exhausting

hollow fulcrum
#

haha, i actually have no idea. but it looks cool!

woeful viper
#

slicing air...

hollow fulcrum
#

anywho, im at the gym. back to reps. ๐Ÿ˜„

cinder pivot
#

you made those tubes while at the gym? this dude has skills

#

๐Ÿ˜›

civic stratus
#

my buldozer starte giving a TIMEOUT error regardless of the p3d

#

has anyone else encountered this problem?

civic stratus
#

Alright so I re-installed buldozer and now its just crashing =/

civic stratus
#

External Viewer: "E:\Games\Steam\steamapps\common\Arma 3\arma3_x64.exe" -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
DLL Folder: P:\dll\x64

#

it only seems to crash with the 64 bit exe

foggy finch
#

given the tools were designed with 32bit executable in mind,. and the fact they never really get updated, im surprised the x64 exe works as well as it does with with tools. although im sure just about everyone reports some sort of issue with the x64 exe and terrain builder.

civic stratus
#

I'd like to atleast get the 64 bit buldozer working so I could make an assessment lol

foggy finch
#

if your having issues with the x64 exe, just go back to the x86 exe,. only noticable difference should be load times and available memory footprint.

#

that being said this is BI, so anything could pop up.

lethal axle
#

Is their a tutorial on how to take a car and put it into Arma 3? I can properly open it in blender but have not found a tutorial to put them in game.

cinder pivot
#

depends on the car whats done with it,

#

uvmapped, textured all that

lethal axle
#

yea

#

modeled insides too

cinder pivot
#

you made it in blender?

pure whale
#

will an object thats been proxied retain its weighting?

polar fiber
#

depends on the use

#

if it's a vest, backpack, etc. yes

#

other proxies don't animate at all so vertex weights are useless.

lethal axle
#

@cinder pivot No I didn't create it, the actual person just gave me the model.

cinder pivot
#

not the greatest of sources but sample models might be able to help you out

#

there is a car in there

lethal axle
#

Its getting the obj converted properly to p3d file.

cinder pivot
#

you can import it with object builder

lethal axle
#

But Is there any settings that I need to configure in object builder before I start creating the actual config portion of the cars.

oak lintel
#

LOD: Anyone knows the Model Change LOD in how many distance?

twin urchin
#

engine does that automaticly , there isnt set distance when the lod changes

#

which is annoying at least for me

oak lintel
#

yes, this was my question. Its make Automaticly. But i need to know the distance for Texture change quality.. I hate it to testing this ingame and change it another.. thats sucks

polar fiber
#

there are no set distances

agile flint
#

Wouldnt it also be based on graphics quality?

native garnet
#

yep

#

objects quality

#

so still new to this, made a little wall and got myself a texture using quixel and the RV preset for it, was just wondering which preset to use. I got a AS, NOHQ, but my SMDI seems blank. For now i just did the super one, but not sure if that's useful at all. Also how would I go about setting the type of material for bullet impacts? Right now it looks dirt, but i want it to have the concrete effect

obtuse rain
#

Marshmallow: It's based on the polygon density (polygons in the model divided by an approximate bounding area) so even if there were numbers it would depend entirely on your model.

#

@oak lintel And they only tend to use texture LOD'ing for very large or common (e.g. tree) objects.

oak lintel
#

? :O

LOD 1 need a distance to LOD 2 and again to Change the model i think. Isnt really the polycount what BIS automaticaly changed.

But is ok, i test it ingame with my seamless Textures.

wind belfry
#

is there any guide for mortar addons?

hollow fulcrum
#

ermmm... i dont know of any actual guides. that being said, like most things probably best to look at what exist already. sort what you can and then ask about the more complicated pieces. not that any of it is overly complicated, but there are couple particular things with mortars and sights.

wind belfry
#

well, how should I piece my model so it could be buildable in game

#

should the tube be directed on some position or does it matter?

#

should i take a look at arma 2 stuff or is it outdated?

#

I recall there was some overhaul with mortars while moving from a2 to a3?

hollow fulcrum
#

i personally wouldn't know without looking. there are a couple guys who have done it though. they might speak up here. not sure about A2 things, i really never played with mortars. there are mortars in A3 though. we have some in RHS also. probably a handful elsewhere.

echo rain
#

you should do a combination of looking at the arma 2 model and config and the arma 3 config since the arma 3 model is not accessible most likely by default. there are also ways to unbinarize certain lods for educational purposes. i'm sure someone will leave a hint. i can't remember the link to the tool since i never use it.

cinder pivot
#

can you have 2d planes in fire geom?

#

scratch that - simply added a small width to it

#

can't be bothered with arma

sturdy parcel
#

there are also ways to unbinarize certain lods for educational purposes

odolconverter.t-db.de is finally available again (tim tiddmar)

cinder pivot
#

does anyone know how to have OB not auto merge verticies when importing?

hollow fulcrum
#

i was not aware it did this honestly.

halcyon wren
#

It doesn't. I regulrarly import from FBX with split faces (I presume this is what you mean)

echo rain
#

hm yea. was my first thought too. that he probably uses obj or something

cinder pivot
#

That might be it - using obj

#

Ill try fbx, thx guys

polar fiber
#

Recommend triangulating the mesh first in your native modelling software, then export as .fbx and import to OB. And I often tap \ to triangulate again in OB (90% sure it produces the same orientation as when I exported).

#

That's always yielded the most consistent vertex smoothing for me

cinder pivot
#

Thanks

polar fiber
#

@X3KJ#8043 you'll like this Added: New "drivingstickRight", "drivingstickLeft", "drivingWheel" animation sources for armored vehicles

twin urchin
#

oh , does this means that they plan to do tank interiors?

polar fiber
#

ยฏ_(ใƒ„)_/ยฏ

#

Could just be because plenty of people requested it

#

Programmers seems quite happy to add new animation sources lately

twin urchin
#

but no new weapon anims

#

go figure xD

polar fiber
#

we got reloadMagazine and ammoRandom for dynamic pylon magazines. That's sort of weapon-related, right?

twin urchin
#

i mean for hand held weapons tho

#

not for jets

polar fiber
#

I know, I was just being a dick ๐Ÿ˜›

twin urchin
#

i wonder how much longer or if ever i will see the optics getting switch mode anim source

#

that thing could be used for so many things

polar fiber
#

I've been told that adding anims to attachments is far less trivial; so it unlikely

#

was after specifically asking about an opticsMode type anim source

twin urchin
#

also no hiddenselections for attachments , i mean like seriously?

#

every detail in arma is trivial so there isnt much around it , unless BI plans to do something with it

#

see Jets DLC

#

also there should have been at least one official sight that uses magnifier

foggy finch
#

maybe in tac-ops dlc

twin urchin
#

hardly

#

because tac ops is just missions iirc

woeful viper
#

@polar fiber you bet! Already implemented on my models, just waiting for patch download to finish ๐Ÿ˜„

#

hidden selections for attachements is prop. tricky because proxy within proxy

cinder pivot
#

prepare yourself, tanks are coming

woeful viper
#

well... i guess you can start now, but we still have until winter at least

cinder pivot
#

@halcyon wren @badbenson#0154 Thx - exporting to obj not FBX was the issue. @da12thMonkey#2096 Thanks for the tips - will give it a shot

woeful viper
#

on 3ds import it also welds vertices

lusty ginkgo
#

is there a way to debug view geometries?

wraith tendon
woeful viper
#

yes - copy viewgeometry inside visual LOD, make it half transparent, profit

wraith tendon
#

๐Ÿคฆ thought too far

woeful viper
#

trick 17

#

hm well actually - only if viewgeometry can occlude something for the player on that model. If not, then you cant use this trick

#

depends on how accurate you need to debug it. You could place an AI on the other side and <somehow> have him look for you without moving. If viewgeometry is buggered -> he should spot you through the transparent visual LOD.

#

a bit vague though

white jay
#

I tried out, diag drawmode last week. It is still broken in dev branch (note the comment on the page)

lusty ginkgo
#

As long as the view geo is convex it should work right?

woeful viper
#

validate it, as is described on biki LOD page

#

if its validated it should work yes

lusty ginkgo
#

I don't really know just how big a view LOD should be for a tree

#

I don't want the AI to see through it

#

but at the same time I don't want the player to see where an AI would be blinded

strong plaza
#

anyone happen to know why shadows aren't cast on decals?

woeful viper
#

has it dxt5 compression?

strong plaza
#

Im not using supershader

woeful viper
#

doesnt matter iirc

strong plaza
#

hm

woeful viper
#

you could rename it _co to find out if that is the cause

#

i assume so. Someone was here some weeks back and had issues with his helmet net beeing either not affected or see-through, or otherwise glitchy

#

dont remember the exact things we all tried or the conclusion...

strong plaza
#

so there's isn't really any fix?

lusty ginkgo
#

you might try sorting alpha and recalculation normals

#

not sure that would help

#

worth a shot though

woeful viper
#

no

#

recalc normal def no. sorting alpha - if it wasnt sorted, it wouldnt be visible in the first place

#

unless its multiple decals on top then idk

#

@strong plaza cant give a solid answer, dont remember. I think there was some other material that had shadow, not sure if it with dxt5 or without, but iirc it produced some other glitch

strong plaza
#

renaming the texture to _co sorta worked, but the edges where the alpha mask starts is ugly

woeful viper
#

yea thats because _co with alpha results in dxt1 compression ( 1bit alpha -> just black and white)

#

dxt5 compression -> 8bit alpha

lusty ginkgo
#

vanilla A3 decals work in shadows right?

#

look at their .rvmat configurations

woeful viper
#

yeh thats your best chance... only other is using some crazy tree shader (totally out of my realm) or something

lusty ginkgo
#

tree shaders don't make any damn sense man

strong plaza
#

anyone happen to know of a decal example from vanilla?

lusty ginkgo
#

oil spill

woeful viper
#

havent even poked them with a stick yet... i only see the textures and they are crazeballs...

lusty ginkgo
#

karts dlc

strong plaza
#

I don't have karts

lusty ginkgo
#

ground markers from VR update

#

there are some rock decals somewhere as well

#

VR markers glow though

strong plaza
#

is BI aware of this?

lusty ginkgo
#

what?

#

VR markers?

#

pretty sure they are supposed to glow

strong plaza
#

no the decals being bugged

woeful viper
#

dwarden subscribed and razazel is assigned...

strong plaza
#

seems like something they fix very quick

lusty ginkgo
#

so yes

woeful viper
#

i dont think its an easy fix

#

thats render tech stuff, could be quite tricky

strong plaza
#

:/

#

bludclot says however that his ground decals can have shadows cast on them

woeful viper
#

or they have forgotten / not the ressources free/ not considered worth the hazzle?

#

they will certainly have noticed with tanoa/marksman dlc and their ghillie suits... if not they need new eyeballs.

strong plaza
#

I suppose that gives us hope

#

I just had a look, looks like the ghillies have shadows casted on them

woeful viper
#

yeah but they are dxt1

#

iirc... it was a bug on dev build too and they changed it with this simple fix/downgrade

sturdy parcel
#

if anyone needs to know this dePax NameOf.paa will list for you whether each mipmap is compressed or not.

#

you can also see same result in eliteness

#

that's helpful when you're not quite sure what _nohq/_co/_anything actuallly does

lusty ginkgo
#

can you change to TI mode in object builder's buldozer?

woeful viper
#

dont look like it

sturdy parcel
#

the gui for rvmats was simply superb. I've rarely seen any tool from any one that was written so well, so intuitive, and so elaborate.

bis broke it when they introduced TI stages

#

If i had the skills, i could only dream of making a gui as good as that one.

woeful viper
#

making good ui seems to get rarer every year... todays ui's are dominated by oversized buttons without noticeable border to the background ๐Ÿ˜ค

lusty ginkgo
#

So I am making some terraforming objects (mainly for mission makers, but occasionally for terrain use for things that can't be done via heightmap editing) and I can get the fire geometry and roadways to work fine, but when I casually slaughter an entire friendly squad in the name of science their bodies fall through the object onto the ground below

#

Is there anything I can do to prevent this?

woeful viper
#

do you have regular geometry? because firegeometry is just for projectiles

sturdy parcel
#

i don't think so Rylan, the engine is hardwired to kia = height asl of the 'guestimated' position of the terrain surface.

#

but you might experiment with class=vehicle because clearly that rule doesn't apply

woeful viper
#

kia=height asl? you sure? with ragdoll and so on?

sturdy parcel
#

a kia ON or IN a class=vehicle, stays with the vehicle.,

woeful viper
#

if its classed as a building it certainly should stop from falling through - otherwise we would see soldiers phasing through from multifloor buildings all the time

sturdy parcel
#

... but that too might simply be the cfgActions class where an anim (rtm) has been invoked

#

shows how much i know X3, coz i thought that's what does happen..

lusty ginkgo
#

the object is basically configured the same way a rock is, and AI don't tumble through those when you kill them

#

it has a roadway, fire, view, and regular geometry LOD, named properties

#

AFAIK everything necessary

woeful viper
#

have you followed all the necessary steps for geometry lod to make it functional?

#

validation and component naming

#

if it gives you comfort i too have had a testbuilding where i was able to walk through despite knowing well what is required even with double checking it would not collide... still have to investigate and fix that

lusty ginkgo
#

everything else works just fine

#

body collision doesn't

#

the geometry LOD is validated as well

#

maybe I need class = rock

#

not sure exactly what that even does

sturdy parcel
#

class rock affects minRockSquares= when making maps, and ultimately causes rock icons to show on the 2d map. Other than that, no other efffect known.

halcyon wren
#

it should be

map = rock

not class.

sturdy parcel
lusty ginkgo
#

what does class = rock do then?

halcyon wren
#

I don't think it has any purpose or is linked anywhere in the engine, actually.

#

None of the A2 assets have it assigned.

lusty ginkgo
#

A3 assets do

#

maybe it's new?

toxic apex
#

I thought it was for the map marking

sturdy parcel
#

me too

halcyon wren
#

anything on 2D map is done via map named property.

#

class properties sort out basic configuration for items that don't have specific configs (via .cpp)

#

So if A3 assets have them, it might be relevant for AI.

lusty ginkgo
#

I will experiment with it tomorrow

pure whale
#

curious as to where the object is defined as a tree or rock to be shown on the map

halcyon wren
#

named properties. map = something

pure whale
#

alright

umbral plume
#

yeah map = tree and map = SMALL TREE

#

they felt the need to make it all caps on a2 objects lol

outer condor
#

from A3, CA (CUP) and LIB (IF)

#

note: entries in the overview are not to say that they are necessarily correct. BI ppl also do/did lots of copy pasting or some people dont know the correct use

halcyon wren
#

Lol. Step and Xstep params in various geo lods.... what were they doing...

pure whale
#

lmao helpful for me anyway thanks for the pointers

sturdy parcel
pure whale
#

ty

sturdy parcel
#

kju's url above is an 'incidence list', it is not a list of all possble values

white jay
#

is it possbile to see data_f/proxies in 3d... like animations could be seen via triger in editor ?

outer condor
#

@sturdy parcel this is outdated and incomplete (hence i started the analysis of A3 et al p3d)

sturdy parcel
#

then the biki is the biki and someone should take the trouble to make it up-to-date

#

all labels mentioned exist in the leaked source code.

woeful viper
#

@oblique hornet you heard him

hollow fulcrum
#

slowly backs out of the room...

sturdy parcel
#

kju's incidence list is an excellent source. hard work was done tthere. But it needs to be filtered so that those parts which are relevant are merged into THE document that deals with map= and class=.

#

i have tested most, not all, but most of the labels in the leaked source against real world objects in a map. the document as it stands, is correct, but not necessarily up to date based on kjus efforts.

charred bolt
#

I have an (inherited) vehicle p3d which has 2 UV sets. UV Set 0 has all the texture mapping. UV Set 1 is empty of points (Ctrl A, Delete).
But if I delete UV Set 1 entirely, pboProject binlog warns "2nd UV set needed, but not defined".

#

How can I find what object in the LOD is saying it needs UV Set 1, and then change it please?

woeful viper
#

only reason why 2nd uv set would be needed that i can think of is if you specify in rvmat to use "tex1"

#

so check there

charred bolt
#

cheers, will do

#

Yes, there's a "tex1" present.

#

Changing "tex1" to "tex" has solved the issue. Thanks X3KJ.

lusty ginkgo
#

should my geometries have sharp edges?

woeful viper
#

doesnt matter afaik

outer condor
#

@sturdy parcel the plan is to update the BIKI. however i cant just merge in these results as not everything is correct to what the models tell. as such i tried to reach out to people to provide feedback, yet nothing really come of it so far

#

atm i am unsure how to proceed

sturdy parcel
#

i know the feeling.

oak lintel
#

Gives a tutorial to make a path for buildings?

woeful viper
#

the real question is why we should support lazyness?

sturdy parcel
#

i don't even understand what he wants.

model=\path\to\buildiing.p3d; // voila

oak lintel
#

Ai pathfinding in buildings...

woeful viper
#

sample, biki.

#

mikero - do you know what the issue could be if i get a binarize crash with error code -1073741819 ?

#

before that it says "building master from model.cfg" - is this related?

oak lintel
#

I looking in the samples. i Understand the "Actionbegin*" and "ActionEnd*". But not the "in*" and "pos*".

I need only the "-Path" and the "Actions***" for the AI ?
Can anyone give me a description for "in*" and "pos*"

#

?

woeful viper
#

BIKI!

sturdy parcel
#

@woeful viper the crash and model.cfg unrelated.

woeful viper
#

hmm

sturdy parcel
#

the model.cfgs (plural) have been analysed (and passed fine)

#

later on,. binarise is invoked, and the cause of the crashes are totally unknown

#

it generally has something to do with bad weights in the model

woeful viper
#

grml... thats going to be a pain to find

sturdy parcel
#

with crashes, it's difficult to discover the cause because a crash does't say' crashed when change color to red, or crashed when multiplying oranges with tomatoes. it's a crash

#

almost always, you have to use the halve and halve again rule.

woeful viper
#

doing it as we speak

#

well i nailed it down to 1 model and two specific view LOD, but i can't find anything. Deleted all named selections, recalc normals. Still crash

woeful viper
#

wtf? ... if i have resLOD 5, it crashes. Doesnt matter whats in it - even if its empty.

#

ok apparently there is a limit how many res + edit LODs you can have in a p3d... because when deleting some edit lods, it binarized ok. Which would also explain why it worked when deleting either resLOD 4 or resLOD5

#

or maybe even max total lod amount...

#

it seems that having 30 lods is 1 too much

sturdy parcel
#

a memory jog here based on no known fact is that you can have max 2 editlods

woeful viper
#

thats not true, i have 6-7 in this file

sturdy parcel
#

k

#

they are, of course, not present in the binarised version.

woeful viper
#

thats also not true - judging from the filesize. Binarized without deleting edit lods is much larger than binarized with deleting edit lods

sturdy parcel
#

then they aint edit lods

woeful viper
#

they are "Edit" lods that you can select in Object Builder...

sturdy parcel
#

check with eliteness, they should not be present in the odol

woeful viper
#

maybe they where in the past, but currently it seems there is no limit but they are not removed either

#

or maybe just edit lod 1 and 2 are removed?

sturdy parcel
#

perhaps. but it's yet another mystery solved why binarise crashes, and just points out that there's no hard rule what to look for.

sturdy forge
#

@sturdy parcel

#

moveobject doesnt support odol 73?

sturdy parcel
#

subscriber does

#

my guess is you're using stuff from posedien

sturdy forge
#

what do you mean

sturdy parcel
#

subscriber version knows about type73's

sturdy forge
#

damn it

#

dont have money for that, especially not for only one tool

#

nvm

sturdy parcel
#

it's not 'one' tool. you miss out on all the improvements to the basic toolset as well

sturdy forge
#

maybe, but the subscription is only for a year

#

a year is about one project maybe two

sturdy parcel
#

and less than the cost of what you spend for the internet connection each month ๐Ÿ˜Ž But in truth, i'm just pleased that you use my tools at all, because that marks you as someone who wants to produce a hi quality pbo.

sturdy forge
#

well, who doesnt

#

haha

sturdy parcel
#

hundreds, nay, thousands of wannabe modders will avoid fixing their errors any chance they get.

sturdy forge
#

i dunno. i might buy them.

#

see, i am working on a terrain and was granted a permission to use some assets of another modder. gotta move some files.

#

we'll see.

woeful viper
#

the argument "is only a fraction what you have to spend on X" doesnt really pull when that cost is on top of current expenses

sturdy parcel
#

fine by me, if your time is worth less than 3$/month

hollow fulcrum
fluid ocean
#

Sexy

spiral void
#

Hey!
Is there anyone here who would like to help me out with some models? It's for the map Krokom that I'm working on. Before I've been doing all the modelling myself but I realise that to be aligned with the release plan I will have to reach out to another pair of hands :) Experience with a3 tools and modelling a is required. Credit will obviously be given to whoever contributes. Let me know if you're interested.
Link to the project:
https://forums.bistudio.com/forums/topic/203776-krokom-sweden/

terse elm
#

lovely looking map

outer condor
spiral void
#

@outer condor thanks

woeful viper
#

@hollow fulcrum fine looking specimen, i take 2

hollow fulcrum
#

@woeful viper thanks man ๐Ÿ˜ƒ

#

could have probably targeted those 1k maps a little better.. but meh, was in a hurry.

woeful viper
#

unfortunately i have nothing really to show -.- ... trying to figure out how to make buildings and stuff with least amount of effort (modular system) and good performance. Plus i'm trying to accustoming myself to the idea that redoing all textures in substance (instead of dDo legacy) is progress ๐Ÿ˜… ๐Ÿ˜ช

hollow fulcrum
#

B o r i n g . . .

#

lol, i feel for you though. i still have mixed emotions on sp foo

woeful viper
#

whats the negative side to you?

hollow fulcrum
#

i do not envy you in that regard, or modular buildings ๐Ÿ˜„

#

nobody has foo to show, that is the boring part.

woeful viper
#

i mean dealing with sp

hollow fulcrum
#

ah, it just lags like mad for me. had a go at it a month or so again. it's functional for sure. but meh, things are just way faster for me in ps/qs package. and painting is much nicer in 3do.

woeful viper
#

what makes it better? smoothness? controll?

hollow fulcrum
#

it doesn't lag?

#

dont get me wrong, im not knocking sp, it works fine most of the time. i've just been doing a lot of free hand painting recently, and these small projects have been fairly rushed. so im just more comfortable in QS.

#

but it does lag like poo for me eventually. which is odd because generally speaking i have plenty of hardware. might be an edge case thingie.

woeful viper
#

i havent decided yet, so still looking for opinions

#

i'm surprised you mention lag. I've seen others say that SP is far quicker than quixel when between change made and update in viewport

#

but its been a while since that

hollow fulcrum
#

i think it's more powerful in general. but for sure has its learning curve. especially when you get deeper into doing. and with SD you have even more power. but it's all relative as with most things like this.

woeful viper
#

yeah thats what i'm mostly after... procedurals. Which DDO has abandoned apart from the 'smart masks'. They are all about their gigascans... thats the impression i got

hollow fulcrum
#

pretty much. for procedural foo SD/SP makes sense to me. this has not been my realm though.

woeful viper
#

with the amount of stuff i have (mostly also fairly similar stuff) i want to do as much procedurally. Also, i'm planning to finally assemble a crew - and if everyone has their own method or does handpainting even then consistency would be for the bucket.

#

dDo (legacy) was good for lazy texturing so far - but it shows. I have to UV stuff so that it's all orientated top to bottom, so that streaks for example run down, instead of sideways or upwards...

#

otherwise its manual fixing per island per mask <- kill me

#

then there is the filesize - 3GB for a 2k texture ... which loaded into PS is super slow. So yeah, SP+SD currently looks like the best option i should use before it's too late and assetts+textures have grown yet again

hollow fulcrum
#

most of the guys are using SP these days. i own it, just dont use it much currently. can't say i have that issue with PS.

woeful viper
#

propably because the presets i use in dDo are pretty heavy... it shows 180 actions for the painted metal i use - i think 30 layers or so

hollow fulcrum
#

well, that might have effect.

twin urchin
#

put the PS on SSD and you got a fast workplace ;P

#

ofc SP is better but i cant be arsed to learn everything from scratch in that

cinder pivot
#

Late to the party but for me SP was way quicker then quixel/ps

#

Mainly the standalone portion helps but I gotta relearn to get back into it

waxen hedge
#

I am a 3D artist I use 3ds max photoshop and quixel suite. I have a marketplace on cryengine and was wondering is there any money to be made when it comes to arma3?

woeful viper
#

no.

#

unless you work for BIS directly - which they only do with people who make content for A3 anyway (free).

charred bolt
#

pboProject binlogs often show a p3d warning:
"Stage 1 has no texture to retrieve format from (while generating ST coordinates)"

  • any thoughts on what causes it / how to fix / don't worry about it?
#

I suspect it's related to proxies not having a texture?

lost glen
#

Does anoyone know how to export multiple objects from blender to a single .p3d using armatoolbox?

charred bolt
#

File > Export > Arma 2/3 P3D (not an expert with Blender, but I think that's right?)

lost glen
#

@charred bolt I do that but the thing I want to export has multiple parts as seperate objects so when I export it the way mentioned i get an O2 file that only contains one object, when I select everything and check "selected only" I get a load error when trying to open the O2 file and it is then empty.

polar fiber
#

make sure you don't have some of the objects in some other editing mode when you export

lost glen
#

@da12thMonkey#2096 they're all in object mode when exporting

polar fiber
#

and they all have properties as arma objects?

lost glen
#

yes

#

it seems to only export the object that is selected last

#

i would just export it as a .fbx but for some reason when ever i import it to O2 the poloycount seems to double(i'm not using any modifiers like subdivision serface for example)

lost glen
polar fiber
#

evidently one of the objects has the wrong material properties

vital geyser
#

Sorry to bother anyone but I just made my first hat and it spawns on people crotches and doesnt do any headbobing when I walk if anyone has any tips that would be awsome.

lost glen
#

@vital geyser what I found is that I had to position the hat in O2 just right to fit the character, as for the head bob i think you have to define it in the .cfg file for example;

#

class CfgPatches
{
class Hat
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
};
};
class cfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class HeadgearItem;
class Slouch: ItemCore
{
scope=2;
weaponPoolAvailable=1;
displayName="[ANZAC]Slouch Hat";
picture="\Hat\UI\gear_Slouch_x_ca.paa";
model="\Hat\Slouch";
class ItemInfo: HeadgearItem
{
mass=10;
uniformModel="\Hat\Slouch";
modelSides[]={3,1};
armor="3*0.5";
passThrough=0.80000001;
};
class Hat: InventoryItem_Base_F
{
allowedSlots[]=
{
"BACKPACK_SLOT",
"HEADGEAR_SLOT"
};
type="HEADGEAR_SLOT";
};
};
};

vital geyser
#

Ok thanks

lost glen
rapid yacht
#

anyone able to paste me a vehicle config real quick?

quick terrace
#

lol

rapid yacht
#

nananana, im sitting at school, and bored

cinder pivot
#
    class Car: LandVehicle
    {
        class HitPoints;
        class NewTurret;
    };```
blissful coyote
#

Hey guys. Anyone fancy taking some freelance work modelling a GSR - General Service Respirator?

lost glen
#

Does anyone know how to change the point of aim of a scope, i've set it up nice but point of contact is to the right of the reticle.

lone whale
#

Hey Has anyone ever tried to do a Tiitan fall outfit? possibly with weapons included?

#

Titanfall*

#

I would love to have that, like it doesnt have to have the wall running codes or anything just the ethetic look.

quick terrace
#

this isn't a request thread @lone whale

lone whale
#

Oh my bad, I figured that asking about models would go into this channel, my bad...

rotund lodge
#

Anyone know why my geometry LOD doesn't seem to work? I have it defined and with a mass of 200.00?

#

Is there anything else I have to do to it in order for it to work?

quick terrace
#

have the components set

#

have each component closed and convex

rotund lodge
#

Okay thank you

#

I'll give it a try

#

It fixed it, thanks ๐Ÿ˜ƒ

dusk frost
#

hi guys what is the limitation of the poly count on one vehicle in arma 3 ?

toxic apex
#

@Apollo#1366 STErrors are part of the model that are not mapped correctly. Or have no UV mapping. They can cause performance issue if you have too many. A very crude way to explain it is they are basically a face that has less than 1 texel/pixel width so cannot take UV coordinates. Eg a face thatโ€™s perpendicular to the mapped plane.
You can find them in OB by going to Structure > Check Faces. To fix them you need to map them properly. You will see this commonly on the proxies since no texture is applied. In res lods you will need to fix the uv map. But in special lods like the geo-lod etc quickest way I found to fix them is to uv map the faces properly or in the case of proxies
1 โ€“ Plan/top view - Load a "background map"
2 - Structure > Check faces โ€“ This will show the errored faces.
3 โ€“ Apply the texture.
4 โ€“ Repeat for Front view and side view until no more errors occur.
5 โ€“ Remove texture but leave the UV coordinates.

Hope that helps.

pure whale
#

for a weapon with an integrated bipod, when i add the animation from the bipod attachment model.cfg it simply has the bipod down at all times, i am not sure how to make it so it stays up until used

#

the bipod animation is commented out at the bottom

polar fiber
#

Weapons use a different animation source

#

bipod for weapons, bipod_legs for attachments

#

same with the one for the bipod length

pure whale
#

yea i noticed

#

switching some stuff up

pure whale
#

does arma 3 have any bullets modeled or just cartridges

#

or arma 2

civic stratus
#

What happened to the FBX import option in object builder? :S

woeful viper
#

start steam restart OB

civic stratus
#

still not seeing it, possibly removed?

polar fiber
#

you're probably missing FBX.dll in the Object Builder folder

#

or you haven't set path to dll folder in Object Builder

#

the latter is more likely

civic stratus
#

thats probably it

#

yeah, that fixed it thanks

civic stratus
#

Question regarding proxies, how do I link to a specific lod in a proxy?

#

I could have sworn it did it automatically

#

when previewing the low res model in buldozer, I'm seeing the high res proxy

polar fiber
#

I didn't think it worked in buldozer. Only ingame

civic stratus
#

You're probably right, I just remember seeing it in buldozer for some reason.

lusty ginkgo
#

for a decal model would I want both the "on surface" and "decal" vertice options checked?

lusty ginkgo
#

trying to make a creek, but this happens

#

anyone know the cause?

#

it didn't seem to happen before

lusty ginkgo
#

there is the first prototype version of the model

lusty ginkgo
#

I have an issue where the quality of the normal map is inconsistent at different distances

#

it's like a really low res zoomed in looking version of the normal map

#

if I go far away and zoome in on the object, then get close to it again, sometimes it fixes it and it goes back to normal

#

is there anything I can do to fix this?

lusty ginkgo
#

I seemed to have fixed it somehow

subtle sparrow
#

Hey guys i have a quick question. I have made a model and i am wanting to add it to a mission using simpleobjects. Got that part working but i cant seem to get the texture to be found. I know in object build you hit e and find the location of the texture but how do you specify the mission folder?

open coral
#

I'm looking at making a new UAV and i'm trying to determine required memory points. I used the sample plane and it flys, shoots, is controlled by UAV controller etc. Where i'm struggling is the Driver/Gunner Feeds. They say "no connection" is there a memory point i'm missing?

open coral
#
uavCameraDriverPos = "PiP0_pos";
uavCameraDriverDir = "PiP0_dir";
uavCameraGunnerPos = "laserstart";
uavCameraGunnerDir = "commanderview";
#

may have found it...

#

yup, nailed it, sorry for the noise, maybe someone will benefit from my thinking out loud ๐Ÿ˜‰

lusty ginkgo
#

If I have multiple memory points under one name selection for sound effects, would the effect emit from each point?

polar fiber
#

more likely it will just use the average of those points

lusty ginkgo
#

well that's unfortunate

#

I guess I could just have multiple differently named mem points

lusty ginkgo
#

I have an issue where AI on a mission I am making for testing purposes seem to get stuck in a tree

#

I don't know if it's the object itself or some kind of bug with the game

#

the group leader goes to the same point and stands and looks around

#

if I take control and move him manually to the next waypoint, then switch back to my original unit he just walks right back to the tree

#

is it possible that there might be an issue with my model?

lost glen
#

Does anyone know why my hat isn't moving with the character head. I've made another mod already and it works fine but for whatever reason I can't get my new hat to follow the head. the Geometry LOD has autocenter=0 and I copy/paste the working config.

#

class CfgPatches
{
class BBB_SSH60_Helmet
{
units[]={};
weapons[]={};
requiredVersion=0.1;
requiredAddons[]={};
};
};
class cfgWeapons
{
class ItemCore;
class InventoryItem_Base_F;
class HeadgearItem;
class SSH60_Helmet: ItemCore
{
scope=2;
weaponPoolAvailable=1;
displayName="[]SSH60 Helmet";
picture="\BBB_SSH60_Helmet\UI\gear_SSH60_x_ca.paa";
model="\BBB_SSH60_Helmet\SSH60Helmet";
class ItemInfo: HeadgearItem
{
mass=10;
uniformModel="\BBB_SSH60_Helmet\SSH60Helmet";
modelSides[]={3,1};
armor="3*0.5";
passThrough=0.80000001;
};
class BBB_SSH60_Helmet: InventoryItem_Base_F
{
allowedSlots[]=
{
"BACKPACK_SLOT",
"HEADGEAR_SLOT"
};
type="HEADGEAR_SLOT";
};
};
};

polar fiber
#

cfgModels name in the model.cfg may not match the .p3d name

#

or you haven't given the model the head named selection

sturdy parcel
#
           "BACKPACK_SLOT",

FULL_UPPER_CASE should have told you, instantly, that this is a #define.

that means BACKPACK_SLOT, // no quotes

same comment for type=

#

these are integer values., not strings

lusty ginkgo
#

I'm still having issues with AI hiding and trees and then refusing to move

#

I had previously thought it was because the view geo lod was bigger than the regular geo lod but it still seems to happen

#

not quiet sure why

#

the tree model in question is the thick spruce tree that has branches all the way down, provides a lot of cover

#

it's a modified version of an A2 asset, so I'm not sure where I went wrong

sturdy parcel
#

you cut costs by using less goats.

lusty ginkgo
#

we use cattle around here

#

it seems that the AI simply just stop moving after taking cover somewhere for no obvious reason

#

might not be my models

sturdy parcel
#

cattle work too, you just need the horns on your head either way, and stand on tiptoe when you hit the crunch button.

#

but i promote goats becausse they're bloody useless for anything else.

lusty ginkgo
#

what potential causes could there be for a roadway LOD not working?

lusty ginkgo
#

fixed it

sturdy parcel
#

and the problem was?

lusty ginkgo
#

no idea

#

just deleted the lod and copy pasted one of my working ones and reshaped it to fit

pure whale
#

problem with weapons model cfg, when I fire the gun instead of spinning on the barrel the muzzle flash spins around the gun barrel a few meters away

#

nvm may be a problem with the memory points up front

#

it's the same model cfg I use for all my automatic guns

#

do the muzzle flash and Usti halsmsomething have to be perfectly aligned to spin correctly?

polar fiber
#

Geometry LOD, named properties, autocenter = 0

pure whale
#

should be in

white jay
#

hey anyone know why i get

#

error: wrong MDL version

#

when trying to import p3d into lender?

#

blender*

ocean patio
#

ah neat this is exactly what I've been looking for

#

so I've been trying for 3 weeks now to get Dr. Wallace Breen into ArmA 1 and failing horribly

#

while my first 2 to 3 attempts didn't get past the opening O2 phase now that I finally got breen to be visible in-game and replacing the officer I have a few several issues

#

for instance, none of his textures are showing, but I have no idea where the game starts looking for the texture aka what folder should I start writing the directory at

#

secondly, the animations don't seem to apply at all

#

I suspected it was the armature that wasn't exporting from blender into the p3d that I merge with the sample soldier p3d but then I saw that the pistol fire was coming out of his right hand, where it should

#

which means the game somehow knows the hand is in that exact position there

#

O2 also shows all the vertex groups and when I attempt to select them it does so successfully, which just makes me even more confused as to why it isn't working

#

any ideas?

#

I'm using Blender's latest version with the Arma Toolbox 2.0.0. I'd imagine it works with Arma 1 as well as 2 and 3, right? considering they're all in basically the same engine, just like porting something from half life 2 to csgo... I don't know. the rig I'm using is this one http://www.armaholic.com/page.php?id=24137

#

and the O2 version is the one found in the BI tools download for Arma 2, since the one for ArmA 1 doesn't work at all

#

(as in the download link won't open)

#

@white jay I got that error yesterday when trying to import binarized models

#

aka models extracted from the original PBOs

hasty tinsel
#

Arma 1...? Really?

ocean patio
#

yes

#

I can't afford arma 3 and arma 2 looks terrible, not to mention my intel hd graphics and pentium :|

hasty tinsel
#

Wow dudes were making fun of someone using Arma 2. Now an hour later you stumble in with that.
Good luck to you friend, I only have limited experience with A3.

white jay
#

@ocean patio yep that's what i'm doing too. shouldn't you be able to do that?

ocean patio
#

no, BI binarized their models to prevent people from stealing them and to lower file size as well

#

you need to download the sample models

hasty tinsel
ocean patio
#

the A2 sample models seem to come with literally everything, but the AA sample models are just one for each type

#

the what

#

oh shit that exists?

#

thank god

#

at least now the textures issue will be solved

hasty tinsel
#

No idea how keen people are on that one, don't really care tho it helped me before, at least I could help you.

ocean patio
#

what's a ModelConfig?

hasty tinsel
#

model.cfg

ocean patio
#

well, what's it for?

hasty tinsel
#

https://community.bistudio.com/wiki/Model_Config
The model configuration file (model cfg for short) is the interface between a (P3D) model and the program.
It is a look-up table which is processed during the binarization process, to tell the program what the various sections of the model are, which skeleton it uses and how it is animated.

ocean patio
#

jesus christ

#

is this the reason the guy's always on t-pose?

#

or is it only for binarization...

hasty tinsel
#

I'm afraid I can't answer that. You'll have to try asking someone else.

white jay
#

@hasty tinsel yep just tried the link, and the model looks a bit glitched once imported. so the only way is to get the original files?

ocean patio
#

it says the geometry will be distorted to prevent thieving, pff

#

it also says that shared vertices aren't a thing in ODOL so it seems each face will also have it's own verts to make matters even worse

#

god damn it

#

what if I want to make Marian Quandt's head human and not so huge?

hasty tinsel
#

@white jay yes.

ocean patio
#

wait a second, ACE has those terrorist looking guys

#

they're not models from the original game reskinned, are they? and if not perhaps the guy responsible for 'em would know what to do

#

is he on here?

ocean patio
#

... I wish I had a half decent computer, modding A3 seems so much easier.. oh well

sturdy parcel
#

in addition, there are NO bis tools for arma1, the earliest release was personal tools 2.5.0 for arma2, which, at a pinch, can read type 40 Mary Quandt p3d, So, your full of it.

ocean patio
#

read binarized p3ds? well where do I get it?

#

I got the tools from the wiki download link

sturdy parcel
#

personal tools 2.5.1 is for arrowhead, pe.2.50 has not been available for some years.

#

my tools decode all bis assets all the way back to the original cwc demo

agile flint
#

When it comes to tanks

#

Is it possible to animation the suspension so it reacts to the wheels accordingly? Or would it be better just to animate the wheels?

woeful viper
#

there is no IK for vehicles.

#

any animated suspension will have to be synched to wheel movement which will be a painfull process

ocean patio
#

@sturdy parcel your tools?

lusty ginkgo
#

is it possible to add memory points to a model that signal where another object can be attached?

#

like with roads or something

polar fiber
#

with the attachto command?

hasty tinsel
#

@lusty ginkgo, if you have access to the non binarized .p3d, then you can just add the new points into the memory-LOD. if not, you can use attachTo with an offset.

lusty ginkgo
#

I am making a series of creek models and I am wondering if there is a way to do that

#

I want them to be attachable to each other so I can use different segments

hasty tinsel
#

There is, you just define the point in the memory LOD, adjust the model.cfg and use:

_creek1 attachTo  [_creek2,"selectionName"];
lusty ginkgo
#

how does that work for terrains?

#

I don't think spawning a bunch of objects with a script will be ideal

hasty tinsel
hasty tinsel
#

Well, it's an easy object, but for the first time I'm actually pleased with the result. 4K in arma, performance-wise, anyone?
https://prnt.sc/g5dx6t

stuck oyster
#

@lusty ginkgo what you want is snap points so you can use the magnet tool in Terrain Builder.

lusty ginkgo
#

right

#

how do I do that?

stuck oyster
#

try searching for arma snap points for starters

#

also some of the A2 models have them

#

especially bridges and airfield models

lusty ginkgo
#

alright thanks

sturdy parcel
#

set your geolod property to class = road (which is what a river of water tiles is), then use the traditional PE, LE, RH memory points that all 'roads' have.

#

milkman discovered a futher wrinkle with ponds. the p3d itself can only be used once.

#

to make a river of ponds (eg) the very same p3d needs to be copied and renamed.

#

welcome to hell.

lusty ginkgo
#

nope

#

I'll do it manually

halcyon wren
#

as soon as you use class = road, you force the model into a special rendering mode, that very likely won't even deal correctly with supershader.

lusty ginkgo
#

works fine for me

halcyon wren
#

Also all volumetric geometry is flattened to match the surface.

lusty ginkgo
#

my object is just a series of surfaces stacked on top of each other

halcyon wren
#

I havent checked this in A3, but A2 it was this way that any Z height got sandwiched flat to match the terrain surface. (Which is what you'd want for a road), but it makes sidewalks as part of the road model impossible.

lusty ginkgo
#

it doesn't do that for these models

halcyon wren
#

Hah, yeh, I dabbled with exactly this last thursday.

#

Wanted to sort out a river though, so that the surface would need to be floating above the ground and still match the terrain. Turns out texWaterAnim and placement = slopeLandContact CTD the game.

#

So now I'll have to angle the objects myself to match the terrain inclinations :/

lusty ginkgo
#

mine just uses the "on surface" option since it's small and flat and fits into the terrain more naturally

halcyon wren
#

Yeh, thats exactly what class = road will do. ๐Ÿ˜ƒ

#

the same as on surface

lusty ginkgo
#

Honestly I'm surprised I could get flowing water to actually look decent

#

it took about 8 planes of different "texWaterAnim" materials

#

but there it is

#

I just need to find an effecient way to place them

halcyon wren
#

Actually strike what I just said about class = road and onsurface

#

I mixed some stuff up ๐Ÿ˜ฆ

#

bridges use class = road and work allright ๐Ÿ˜„

#

However as soon as one single face is set to onsurface, the entire model does it.

#

Rylan, do what I did last thursday:

#

Declare them as roads, and use the road tool to place them. ๐Ÿ˜‰

lusty ginkgo
#

road tool?
They are already declared as roads. Seems I had to to get the normal map to not switch to a mipmap and look like garbage. Seems to work just fine so far

#

also I got sound shaders working with the objects

#

the sound update is pretty legit

halcyon wren
#

in TB you can create roadnetworks by feeding in parts. Thats how roads were done before Arma 3.

#

ONE big downside: a left curve and right curve will be the same object, but just rotated for the left-turn.

lusty ginkgo
#

well that will be a problem

#

the creeks only flow one way

halcyon wren
#

here you will have to create extra curves going the other way with rotated UVs so your water flows into the correct direction again.

lusty ginkgo
#

will I just have to manually replace them?

halcyon wren
#

No, you can explicitly choose them in the road tool.

#

Grab the A2 sample data, and the road .p3ds in there. Have a look at those and their setup, then use them in TB to place a road with them.

Once you have understood how that system works, you'll be able to easily use it for the creeks. ๐Ÿ˜ƒ

lusty ginkgo
#

also I don't mess with the UV's, I have the water looking just how I want it and doing that messes up the speed and direction as set in the .rvmat files
For the curves to the left I just copy pasted the right curve models and scaled each lod -1 on one axis and then reversed and recalulated normals

halcyon wren
#

Have you tried texWaterAnim on shapefile road materials?

lusty ginkgo
#

No

#

I was considering it though

halcyon wren
#

Give it a try, maybe that will be quicker.

lusty ginkgo
#

since I have waterway polyline data

halcyon wren
#

yeh, just duplicate it x times for all your layers and assign different .rvmats

lusty ginkgo
halcyon wren
#

Yeh, thats why I wanted depth volume for my rivers and then hit the CTD. ๐Ÿ˜ฆ

lusty ginkgo
#

hopefully with the shapefiles and heightmap shape it willl look better

#

this method obviously wouldn't work with actual rivers

#

just small streams and creeks, which is what I intend

#

the actual river would take much more work unfortunately

halcyon wren
#

Yep. Thats why I shelved it for now. I plan to do some .py script to sort out the alignment for me, but the pitch yaw roll import in TB is very... odd.

#

Probably some wierd exposure of a world transform into degrees that doesnt make sense.

lusty ginkgo
#

well, good luck with solving that problem

#

in theory, it shouldn't be too hard, but considering Arma and Arma Tools behaviour, it probably will be

halcyon wren
#

the theory for doing it is super clear ๐Ÿ˜„

#

its just work and time to build the tool and make it do the thing

lusty ginkgo
#

well, I have ten models to add road memory points to, so everyone have a nice day/night

#

actually, before I do that, is there any way to move a selected point to the pin in object builder?

#

would make this process much faster

stuck oyster
#

scaling to 0,0,0 with active pin

lusty ginkgo
#

don't think that works

stuck oyster
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I know it does

lusty ginkgo
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I must have missed something

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nvm it works

stuck oyster
#

scale to 0,0,0 with relative to pin tabbed

lusty ginkgo
#

I swear it didn't work the first time

#

well it works

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this should speed things up quite a bit, thanks

halcyon wren
#

Do you know about the "move with pin" feature? ๐Ÿ˜„

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I think "R" is the hotkey for the pin.

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So:

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  • Make a selection
  • Press "R"
  • Move the pin over one vertex in your selection
  • Hold RMB
  • Drag and move the item to some other vertex
  • See it it snap to it
  • Have your mind blown
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Its one of those hidden O2 magic bombs.

stuck oyster
#

ooh

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xD

polar fiber
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๐Ÿ˜ฎ I use the pin all the fucking time and didn't know it snapped like that. that's great

agile flint
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@woeful viper So would you recommend having all the hub caps etc just as apart of the wheel, and leaving the suspension bars static?

cinder pivot
#

what are you trying to do?

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@agile flint

sturdy parcel
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apply car dampers to kolos i think. they're fundamentally different skeletons.

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car dampers cause both suspension animations, and steering to happen. a tank doesn't 'steer' it reduces the speed of one track vs the other, and bis use trickery to do that because there's no need to animate the cause (such as an actual wheel turning)

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the actual czech translation for kolo is hub, not wheel, in a tank context.

agile flint
#

I'm making tanks, as was curious whether it would be worth my time animating the actual suspension along with the wheels for when I eventually get to that stage

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@cinder pivot

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I've done it to my F35 I guess cause you can't hide the suspension, but on a tank you can somewhat hide it behind tracks and the wheel sizes etc

woeful viper
#

Depends on what suspensiontype it is. If it is torsion bar you can leave it be (unless the arms are very visible in the model). Kuma has sloppy torsionbar animation by simply weighting one end to the damper translation bone and one stays fixed

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i dont think anyone ever took notice of it

frank helm
#

sorry to jump in, this has annoyed the crap out of me for ages in O2, every time I want to scale something it does it on all axis, how can I do it on just one axis? I've tried to the x,y,z buttons in the toolbar but they don't seem to make a difference.

halcyon wren
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use the scale button and then control axises individually

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alternatively untick the uniform scale button

frank helm
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brilliaaaaant! thanks dude. thats saved me heaps of headaches. lol

surreal stag
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Will the edges be a problem in Arma?

hollow fulcrum
#

@surreal stag ermmm, what type of problem are you expecting?

surreal stag
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Performance or maybe shading

lusty ginkgo
#

probably the kind with edges
If you're worried about shading, you can change it in object builder if it doesn't look right

hollow fulcrum
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it should be fine.

lusty ginkgo
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I don't think there will be a serious performance hit with that model unless there are a ton of details off-screen

surreal stag
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It's a concrete brick. Can't get any more detailed than that.

hollow fulcrum
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honestly vertex count is not the larger of issues. section counts eat up performance faster than anything.

lusty ginkgo
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you could model each individual scratch and mark on it

hollow fulcrum
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now if you're planning on using a ton of those.. that's a bit different scenario.

surreal stag
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Won't be using a ton. It's mostly for decoration.

hollow fulcrum
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meh.. should be fine. are you utilizing a high poly model?

surreal stag
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Nope. I plan on using that model

hollow fulcrum
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gotcha. in that case thats probably about as well as you can do with it.

surreal stag
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Alright, thanks for the help!

polar fiber
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you have some n-gons there though

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6-sided faces

surreal stag
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Oh didnt spot those

polar fiber
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blue would result in the lower vert/face count moving the intermediate vertex to the outer edge

hollow fulcrum
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^^ this is pro.

surreal stag
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I went with the blue type

pure whale
#

making a bear trap

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not sure how to setup the model cfg for the trap to close on itself when its activated

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like the trip mines arma has

frank helm
#

anyone care to explain how I can fix "cannot generate ST coordinates" in O2? I seem to have it alot on a few componants.

polar fiber
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fix your UV mapping

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it happens when a face has zero area in the UV space

frank helm
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ah ok. cheers. I can live with it for now then, the model is going to get a complete texture overhaul anyway.

frank helm
#

Can some one point out where I'm going wrong here?

"gear_1","",
"gear_1_damper","gear_1",
"gear_1_steering","gear_1",
"gear_1_stabil_1","gear_1_steering",
"gear_1_stabil_2","gear_1_damper",
"gear_1_stabil_2","gear_1_stabil_1",
"wheel_1","gear_1_stabil_1",

The only thing that won't rotate horizontally with the steering is "gear_1_ damper", which also, Won't rotate vertically with the rest as the gear_1 retracts.

timber cobalt
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this is my setup

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"gear_1", "",
"gear_1_steering", "gear_1",
"gear_1_damper", "gear_1_steering",
"gear_1_damper_D", "gear_1_damper",
"gear_1_damper_U", "gear_1_steering",
"gear_1_caphook", "gear_1_steering",
"wheel_1", "gear_1_damper",

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dont think "gear_1" should be connected to both the damper and the steering

frank helm
#

I thought that was the main thing that made them go up?

timber cobalt
#

yeah but everything else is connected to gear_1

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here:
"gear_1", "",
"gear_1_steering", "gear_1",
"gear_1_damper", "gear_1_steering",

damper->steering->gear_1

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damper is connected to steering, steering is connected to gear_1

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get it?

frank helm
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yeah following

timber cobalt
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so if gear_1 moves up, the rest will follow it

frank helm
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seems if I connect the damper to the steering the steering drops with the damper when I scroll through altradar, which is not what I want.

timber cobalt
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it should be like this:
"gear_1", "",
"gear_1_steering", "gear_1",
"gear_1_damper", "gear_1_steering",

not like this:
"gear_1", "",
"gear_1_damper", "gear_1",
"gear_1_steering", "gear_1_damper",

frank helm
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ok, I'll try that and see what happens. brb

timber cobalt
#

Im going to bed now

#

gl

lusty ginkgo
#

what exactly does the "decal" vertex property do?

versed escarp
#

where is the temp folder for tools located ?

hollow fulcrum
#

@solemn canopy ermmm.. for addon builder?

#

that one can be set in the options.

solemn canopy
#

Damn it

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Those identical names

sturdy parcel
#

what 'identical' names?