#arma3_model
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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.
"I didn't make that if that's what you're thinking." i'm not a moron, Tim
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.
"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 ๐ฌ
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?
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.
It's definitely worth it
For hard-surface there's a kind of low-effort workflow using booleans and then zBrush dynamesh and polish to smooth edges
it is worth it , because you mainly gain those smooth edges which with basic low poly you wont get
and benefit of doing HP is that you can do all the detail that you want and then baking it into LP
which would be really hard to do with low poly , possible but very hard
try using quad chamfer method which is quite effective
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
@twin urchin I see, Don't suppose you could elaborate a bit on the quad chamfer method a bit?
Ah nver mind
I though it was actually a modifier in and of itself but no its just an option in the standard chamfer.
there is a plugin for Max also but that is paid does much better work
yeah just played around with quad chamfer and it it only works well on smoothing really sharp edges
on things such as low poly circles for example where there is a large distance between each segment it doesnt really work as well
whats the name of that plugin?
ty
yeah just realised its a lot better when you start playing with smoothing groups
also if you want more info how to model those things - see this channel https://www.youtube.com/channel/UCx6FRkGCUg3NXut5qGOdgYg
yeah i have followed his tutorials in the past ๐
im pretty confident with modeling at least in low poly. I have just never dabbled in the high poly side of things.
seems to be a beast of its own
yes , while it involves more work but at same time you get the best quality out of it
yeah, certianly worth learning
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)
The windows are boxes not two planes btw
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?
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
I saved, exited, opened the file back up...now my section count is 455.
Welcome to OB.
da faq arma?
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)
oh, now the bitch wants to work...now it's down to 2 sections where it's suppose to be.
lets see what surprise we get next...
@tacit shard alpha sorting maybe?
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
ermm.. it can be interesting with lots of alpha foo. try selecting that object/those faces and Faces > Sort Alpha
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.
๐
Selecting all and sorting alpha worked thanks ๐
sweet
yea I have a vehicle that got up to 900~ selections
somehow
gotta redo that crap ๐ฆ
i deleted my weapons and hit ctrl z and it went down to 2
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)
ermmm...
Yer it confused me as I've had the issue before but moving to top fixed it last time
what do you mean by hanging around? as in possibly in the co file?
aye
Tex view shows the alpha channel as pure white in the CO file so I don't believe so
and it shows the correct alphas in the CA (pure white on metal and black on the glass)
Those are the co and ca files (source and paa) if that helps
might be something different, not sure.
i'd look at yer files but im on the phone at the moment.
ah fair enough
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
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?
ummm.. probably has to do with the depth of DXT5 vs DXT1. being 8bit vs. 1bit for alpha channel.
what do you mean by removing it?
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
so the model doesn't have it refferenced anywhere in the p3d
typo in what?
rvmat
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
Im also using a different rvmat for the glass than the metal
https://pastebin.com/8iMvTTD0 glass rvmat
same textures (smdi nohq and as) but not same co texture (co and a ca)
https://pastebin.com/w4K2wWsB metal rvmat
those look fine. it's probably something one of the other guys is familiar with, you've stumped me for now. ๐
fair enough lol, Ima head to bed and look at it again in the morning. Thanks for all the help though dude ๐
aye, i'll be back at a machine tomorrow. sure you'll get it sorted.
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
iirc you need to separate alpha and non alpha textures
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
did you suffix them before converting to paa?
and 100% rebinarised the p3d?
I'm not sure actually. I use mikero's I dont know if that re-bins every pack (pro-edition)
since the faces inherit some property if they are applied with a co or a ca texture
pboPro should rebin if something changed, but to be sure delete your addon in P:\temp and tick full build
You can try to play around with renderflags like forceNoAlpha or how its called, but thats usually not needed at all
yer will have to see if that changes anything
add forceNotAlpha = 1 as a named property in the geometry LOD
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
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?
yes, the sample tank uses the base cannon_120mm. at this point i'm just trying to get the sample to run stably
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
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";
it is off by quite a several hundred meters when firing at 1km.
Will a model throw an error if it doesn't have a shadow LOD?
no, it'll try to generate one from the visual LODs. Which could look shit, or adversely affect performance
unless the visual LOD is pretty low poly too
it's not always bad though. Some things like buildings use "visualEx" named property to generate the shadowbuffer from the visual LODs anyway
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
Works either with the viewport selected and wherever you place the mouse cursor, or wherever you have the pin activate (with Shift+C)
The hotkey for it doesn't do anything
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.
perhaps your insert key is being special?
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.
ยฏ_(ใ)_/ยฏ
is there a way to make dead trees not affect the envsound?
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
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?
@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.
@strong plaza afaik that wasn't a thing in A1, but the engine should use the geometry lod as fallback for these
probably mostly A1 stuff that got badly upgraded to A2 i guess
depending on the shape, they might not need a fire geo lod
you can apply penetration material .rvmats to the normal geometry LOD if you don't need a more complex and detailed geometry
maybe likewise for the view geometry if they're just using canOcclude
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)
I prefer my wire fences to have unnecessarily complex geometry
Anyone familiar with Blender know why some of my bounding boxes are on the piss?
Specifically the hull and the turret are at strange angles, but in the actual 3d view of them they're perfectly fine
is there no way of debinarizing the P3D files that come with the base game?
no
So if I want to edit the static vanilla submarine
im going to have to remake it in blender out of scratch?
yes
: ( that sucks
or debinarize it illegally and redistribute it illegally and be illegal
yeah no I'll just remake it
its a mild pain in the ass but whatever
I never got a chance to really dive to deep into OB so its a good experience to start from scratch again
You don't wanna model using OB
Anyone have experience with layoutUV in Maya?
Trying to pack the UV's while also preserving overlapped UV's
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?
@half heath not possible from what I can gather
I usually end up splitting the duplicated/overlapped faces in to separate objects and doing layout without selecting those objects
then manually overlap them again with the point snap tool turned on
how to make proxies in object builder ?
2nd button next to file add proxy
edit I think
make sure you remove p: from your proxies path
It should auto add it and that's no good
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?
Create\Proxy shouldn't create paths with P:\ in it if you have "path to textures" set up in Object Builder's options
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.
hiddenSelectionsTextures doesn't work on attachments
you have to make separate .p3d files for each texture variant
Ah - that would explain it! Many thanks.
Why are polyplane LOD's so hard
I can never get them to look right
the texture part is easy
but the .rvmat?
Anybody know why a weapon would appear completely flat in game?
Completely flat in game on the y plane?
not an issue I've encountered before
unless the model's corrupted and missing Y coords after binarisation, I really don't know
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
There's shouldn't be a poly limit...atleast nothing I can get close to
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.
yes it is a red arrow
why can't you script it?
because I don't know how to script. If anyone can give me a pointer or two that be great
Hello guys, is there a way to get a model.cfg out from vanilla stuff? For example AH99
How to extract model.cfg with that?
You extract the PBO, then you analyze the .p3d with eliteness
Open up eliteness, find the p3d. You will then have the option ot extract model.cfg
when I am trying to open the p3d file for this heli, I get an error:P3D: Unknown odol format
You're using the free version
Mikero doesn't update that
Or maybe he does, just not as often
Here's another option
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
that website on that forum doesnt work for me
heads up for people looking for Mikero's free toolset:
dev heaven ceases operation at end of this month.
free tools are now at:
https://armaservices.maverick-applications.com/Products/MikerosDosTools/default
excuse the advertising but i think it important
Anyone active?
burp
still never told me how your name is pronounced
MikeRo
D: pls no
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
same rule for unbinarised rtm files.
Is it possible to change rvmats with hidden selections?
yes
but you shouldn't
if you can avoid it
hiddenSelectionsMaterials has some issues
any idea why my backpack is on the feet of soldier and not at where it is supposed to be?
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
come to mind
well, it all comes down to weighting the object then
is there a guide to do that or is it just so simple i can't find it anywhere?
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
Blender has a addon that allows you to export full p3ds
from other modeling software Im not sure
could the selection be whole backpack model or should i just pick a part of it?
im in ob
for backpacks id say whole model needs just the one selection
unless its a larger pack thats also strapped on from the waist and should follow the arch of the back more
๐
okay... so wtf
how is the texture in game diffrent from in ob?
or the uv map
how can that happen...?
do you have multiple uvsets ?
nope
but i think i found out the reason...
the texture on the in game version is the same which i inherited the configs from
so it should include texture="...";
which overrides the texture set in ob
but not sure though
That looks like the field pack texture from A3 so probably
Get rid of the hiddenselection entries?
np
Must tank tracks on a model be perfectly straight to animate smoothly?
For example, would these tracks work? https://gyazo.com/ab1ee2fd5a2a825a1ba600d8c5ecf44e
yes those should work
you just need to unwrap them properly for the animated texture to work
Dont think so
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
quick question pls
i dont understand much in modelling but I have a weapon and an anim for it
p3d and rtm
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)
is there a quick way to do it?
i think you need to move the weapon bone forward in the rtm, but thats only from hearsaying...
never dealt with rtms
yeah I scratched that weapon anyway, is of bad quality. Thank you tho!
@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
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
Thats perfect @woeful viper , Thanks for the in depth explanation
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.
Ok thanks guys
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.
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.
they are separate selections
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.
NOPE! that didn't work.
can you post a pic of what it looks like when it's broken?
ok
when I start the mission, I then get a complete pair at the rear and a deflated front wheel
It looks like it's being scaled
and you can see it get bigger and smaller with engine rpm?
yes
best way I can describe it is as if its being deflated and inflated.
rather annoyinh
I expect it will be an error in model.cfg with the bones / animations
I think so, but I'm unsure where to find the solution in it.
has the strut/axle got bigger & smaller too, or just the wheel?
just the wheel
I'd need to see the relevant parts of model.cfg and screenshot of the p3d memory LOD / LOD1 to help further
(taken to pm with Spooky)
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
nvg = night vision goggles
nvm = night vision monicle
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.
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
also new with blender for the record, so really not sure why this is working. Might be somethign super obvious
@charred bolt just wanted to say thanks for being pro with communication here. more should do it that way. much appreciated.
Any good tutorials to start making models for arma 3? I know how to create a house for Unity just not Arma 3
@native garnet the other LODs are shown as different layers http://4.bp.blogspot.com/-E2Q4hLF5AeE/VWSkO-0Qr1I/AAAAAAAAAaU/JybWyQ4l9io/s1600/Blender-Layers-1.jpg
at least they have been when I've tried the toolbox with imported .p3ds
sweet, that's what i was looking for
been tinkering the last couple days, high poly base for another tube of doom:
https://cdn.discordapp.com/attachments/106016900097568768/339849397468790784/screenshot003.png
tube of lesser doom
haha, true.
is that an ikea desk lamp in front of the missile on the top pic? for illuminating the enemy? ^^
@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. ๐
@hollow fulcrum Nice R-60
Hopefully one day I'll be able to make things that look that good :x
hoping? wrong approach. Training is the right one ๐
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
@woeful viper haha, indeed. you can even take the bulb out, and it doubles as the ambilical for the nitrogen cooled fuses. ๐
plus the mind gymnastics over how to bake it best for requiring least amount of rework... exhausting
@hollow fulcrum also, why the pizzarollers at the fins? http://goo.gl/hmH4Ph
haha, i actually have no idea. but it looks cool!
slicing air...
anywho, im at the gym. back to reps. ๐
my buldozer starte giving a TIMEOUT error regardless of the p3d
has anyone else encountered this problem?
Alright so I re-installed buldozer and now its just crashing =/
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
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.
I'd like to atleast get the 64 bit buldozer working so I could make an assessment lol
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.
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.
you made it in blender?
will an object thats been proxied retain its weighting?
depends on the use
if it's a vest, backpack, etc. yes
other proxies don't animate at all so vertex weights are useless.
@cinder pivot No I didn't create it, the actual person just gave me the model.
not the greatest of sources but sample models might be able to help you out
there is a car in there
Its getting the obj converted properly to p3d file.
you can import it with object builder
But Is there any settings that I need to configure in object builder before I start creating the actual config portion of the cars.
LOD: Anyone knows the Model Change LOD in how many distance?
engine does that automaticly , there isnt set distance when the lod changes
which is annoying at least for me
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
there are no set distances
Wouldnt it also be based on graphics quality?
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
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.
? :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.
is there any guide for mortar addons?
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.
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?
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.
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.
can you have 2d planes in fire geom?
scratch that - simply added a small width to it
can't be bothered with arma
there are also ways to unbinarize certain lods for educational purposes
odolconverter.t-db.de is finally available again (tim tiddmar)
does anyone know how to have OB not auto merge verticies when importing?
i was not aware it did this honestly.
It doesn't. I regulrarly import from FBX with split faces (I presume this is what you mean)
hm yea. was my first thought too. that he probably uses obj or something
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
Thanks
@X3KJ#8043 you'll like this Added: New "drivingstickRight", "drivingstickLeft", "drivingWheel" animation sources for armored vehicles
oh , does this means that they plan to do tank interiors?
ยฏ_(ใ)_/ยฏ
Could just be because plenty of people requested it
Programmers seems quite happy to add new animation sources lately
we got reloadMagazine and ammoRandom for dynamic pylon magazines. That's sort of weapon-related, right?
I know, I was just being a dick ๐
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
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
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
maybe in tac-ops dlc
@polar fiber you bet! Already implemented on my models, just waiting for patch download to finish ๐
hidden selections for attachements is prop. tricky because proxy within proxy
prepare yourself, tanks are coming
well... i guess you can start now, but we still have until winter at least
@halcyon wren @badbenson#0154 Thx - exporting to obj not FBX was the issue. @da12thMonkey#2096 Thanks for the tips - will give it a shot
on 3ds import it also welds vertices
is there a way to debug view geometries?
afaik they are not added to the DiagDrawmode.
( https://community.bistudio.com/wiki/diag_drawMode )
yes - copy viewgeometry inside visual LOD, make it half transparent, profit
๐คฆ thought too far
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
I tried out, diag drawmode last week. It is still broken in dev branch (note the comment on the page)
As long as the view geo is convex it should work right?
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
anyone happen to know why shadows aren't cast on decals?
Im not using supershader
doesnt matter iirc
hm
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...
so there's isn't really any fix?
you might try sorting alpha and recalculation normals
not sure that would help
worth a shot though
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
renaming the texture to _co sorta worked, but the edges where the alpha mask starts is ugly
yea thats because _co with alpha results in dxt1 compression ( 1bit alpha -> just black and white)
dxt5 compression -> 8bit alpha
yeh thats your best chance... only other is using some crazy tree shader (totally out of my realm) or something
tree shaders don't make any damn sense man
anyone happen to know of a decal example from vanilla?
oil spill
havent even poked them with a stick yet... i only see the textures and they are crazeballs...
karts dlc
I don't have karts
ground markers from VR update
there are some rock decals somewhere as well
VR markers glow though
is BI aware of this?
no the decals being bugged
dwarden subscribed and razazel is assigned...
seems like something they fix very quick
so yes
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.
I suppose that gives us hope
I just had a look, looks like the ghillies have shadows casted on them
yeah but they are dxt1
iirc... it was a bug on dev build too and they changed it with this simple fix/downgrade
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
can you change to TI mode in object builder's buldozer?
maybe? heres a manual https://community.bistudio.com/wiki/Oxygen_2_-_Manual
dont look like it
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.
making good ui seems to get rarer every year... todays ui's are dominated by oversized buttons without noticeable border to the background ๐ค
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?
do you have regular geometry? because firegeometry is just for projectiles
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
kia=height asl? you sure? with ragdoll and so on?
a kia ON or IN a class=vehicle, stays with the vehicle.,
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
... 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..
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
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
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
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.
it should be
map = rock
not class.
https://community.bistudio.com/wiki/Named_Properties
you're right
what does class = rock do then?
I don't think it has any purpose or is linked anywhere in the engine, actually.
None of the A2 assets have it assigned.
I thought it was for the map marking
me too
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.
I will experiment with it tomorrow
curious as to where the object is defined as a tree or rock to be shown on the map
named properties. map = something
alright
yeah map = tree and map = SMALL TREE
they felt the need to make it all caps on a2 objects lol
A3 - Named Properties overview
https://docs.google.com/spreadsheets/d/1q9NkdflkZQjU8aHZGQU54EM1042crpdoA1lGBLHX0Go/edit#gid=0
Overview
bouyancy, Fire Geometry, Geometry, HitPoints, Land Contact, Memory, Paths, PhysX, RES, Roadway, SV, View Cargo, View Geometry, View Gunner, View Pilot
absource= explicit, 11, 9
aicovers= 0, 641
armor= 1, 38
armor= 10, 37
armor= 100, 147
armor= 1000, 7, 6
armor= 10000, 52, 24
ar...
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
Lol. Step and Xstep params in various geo lods.... what were they doing...
lmao helpful for me anyway thanks for the pointers
folks, this is where you need to be for map= class= and dam(m)age=
ty
kju's url above is an 'incidence list', it is not a list of all possble values
is it possbile to see data_f/proxies in 3d... like animations could be seen via triger in editor ?
@sturdy parcel this is outdated and incomplete (hence i started the analysis of A3 et al p3d)
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.
@oblique hornet you heard him
slowly backs out of the room...
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.
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?
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
cheers, will do
Yes, there's a "tex1" present.
Changing "tex1" to "tex" has solved the issue. Thanks X3KJ.
should my geometries have sharp edges?
doesnt matter afaik
@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
i know the feeling.
Gives a tutorial to make a path for buildings?
the real question is why we should support lazyness?
i don't even understand what he wants.
model=\path\to\buildiing.p3d; // voila
Ai pathfinding in buildings...
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?
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*"
?
BIKI!
@woeful viper the crash and model.cfg unrelated.
hmm
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
grml... thats going to be a pain to find
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.
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
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
a memory jog here based on no known fact is that you can have max 2 editlods
thats not true, i have 6-7 in this file
thats also not true - judging from the filesize. Binarized without deleting edit lods is much larger than binarized with deleting edit lods
then they aint edit lods
they are "Edit" lods that you can select in Object Builder...
check with eliteness, they should not be present in the odol
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?
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.
what do you mean
subscriber version knows about type73's
it's not 'one' tool. you miss out on all the improvements to the basic toolset as well
maybe, but the subscription is only for a year
a year is about one project maybe two
and less than the cost of what you spend for the internet connection each month ๐ 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.
hundreds, nay, thousands of wannabe modders will avoid fixing their errors any chance they get.
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.
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
fine by me, if your time is worth less than 3$/month
lesser tube of doom, low poly:
https://gyazo.com/307685c817f1f9496ed725874d16ee38
Sexy
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/
lovely looking map
@Tjockejocke#3257 there is also #creators_recruiting
@outer condor thanks
@hollow fulcrum fine looking specimen, i take 2
@woeful viper thanks man ๐
could have probably targeted those 1k maps a little better.. but meh, was in a hurry.
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 ๐ ๐ช
B o r i n g . . .
lol, i feel for you though. i still have mixed emotions on sp foo
whats the negative side to you?
i do not envy you in that regard, or modular buildings ๐
nobody has foo to show, that is the boring part.
i mean dealing with sp
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.
what makes it better? smoothness? controll?
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.
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
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.
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
pretty much. for procedural foo SD/SP makes sense to me. this has not been my realm though.
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
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.
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
well, that might have effect.
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
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
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?
no.
unless you work for BIS directly - which they only do with people who make content for A3 anyway (free).
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?
Does anoyone know how to export multiple objects from blender to a single .p3d using armatoolbox?
File > Export > Arma 2/3 P3D (not an expert with Blender, but I think that's right?)
@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.
make sure you don't have some of the objects in some other editing mode when you export
@da12thMonkey#2096 they're all in object mode when exporting
and they all have properties as arma objects?
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)
i do get this error when i try to export without checking the "selected only" box https://pasteboard.co/GDzvEJ4.png
evidently one of the objects has the wrong material properties
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.
@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";
};
};
};
Ok thanks
@polar fiber currently we can't export multiple object within the same LOD https://forums.bistudio.com/forums/topic/145290-arma-toolbox-for-blender-arma-23-exporter-script/?page=18#comment-3220035
anyone able to paste me a vehicle config real quick?
lol
nananana, im sitting at school, and bored
class Car: LandVehicle
{
class HitPoints;
class NewTurret;
};```
Hey guys. Anyone fancy taking some freelance work modelling a GSR - General Service Respirator?
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.
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.
this isn't a request thread @lone whale
Oh my bad, I figured that asking about models would go into this channel, my bad...
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?
hi guys what is the limitation of the poly count on one vehicle in arma 3 ?
@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 thatโs 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.
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
Weapons use a different animation source
bipod for weapons, bipod_legs for attachments
same with the one for the bipod length
What happened to the FBX import option in object builder? :S
start steam restart OB
still not seeing it, possibly removed?
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
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
I didn't think it worked in buldozer. Only ingame
You're probably right, I just remember seeing it in buldozer for some reason.
for a decal model would I want both the "on surface" and "decal" vertice options checked?
trying to make a creek, but this happens
anyone know the cause?
it didn't seem to happen before
I have an issue where the quality of the normal map is inconsistent at different distances
If I go far away, and then get close again, it looks like this:
http://imgur.com/SMGvIBb
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?
I seemed to have fixed it somehow
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?
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?
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 ๐
If I have multiple memory points under one name selection for sound effects, would the effect emit from each point?
more likely it will just use the average of those points
well that's unfortunate
I guess I could just have multiple differently named mem points
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?
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";
};
};
};
cfgModels name in the model.cfg may not match the .p3d name
or you haven't given the model the head named selection
"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
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
you cut costs by using less goats.
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
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.
what potential causes could there be for a roadway LOD not working?
fixed it
and the problem was?
no idea
just deleted the lod and copy pasted one of my working ones and reshaped it to fit
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?
Geometry LOD, named properties, autocenter = 0
should be in
hey anyone know why i get
error: wrong MDL version
when trying to import p3d into lender?
blender*
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
Arma 1...? Really?
yes
I can't afford arma 3 and arma 2 looks terrible, not to mention my intel hd graphics and pentium :|
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.
@ocean patio yep that's what i'm doing too. shouldn't you be able to do that?
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
cough https://odolconverter.t-db.de/ cough
Allows you to open binarized p3ds, but they will be scrambled. Only for educational purposes.
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
No idea how keen people are on that one, don't really care tho it helped me before, at least I could help you.
what's a ModelConfig?
model.cfg
well, what's it for?
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.
jesus christ
is this the reason the guy's always on t-pose?
or is it only for binarization...
I'm afraid I can't answer that. You'll have to try asking someone else.
@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?
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?
@white jay yes.
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?
... I wish I had a half decent computer, modding A3 seems so much easier.. oh well
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.
read binarized p3ds? well where do I get it?
I got the tools from the wiki download link
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
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?
there is no IK for vehicles.
any animated suspension will have to be synched to wheel movement which will be a painfull process
@sturdy parcel your tools?
is it possible to add memory points to a model that signal where another object can be attached?
like with roads or something
with the attachto command?
@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.
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
There is, you just define the point in the memory LOD, adjust the model.cfg and use:
_creek1 attachTo [_creek2,"selectionName"];
how does that work for terrains?
I don't think spawning a bunch of objects with a script will be ideal
I'm no expert on terrains, I'd ask in the hub above #arma3_terrain
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
@lusty ginkgo what you want is snap points so you can use the magnet tool in Terrain Builder.
try searching for arma snap points for starters
also some of the A2 models have them
especially bridges and airfield models
alright thanks
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.
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.
works fine for me
Also all volumetric geometry is flattened to match the surface.
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.
it doesn't do that for these models
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 :/
mine just uses the "on surface" option since it's small and flat and fits into the terrain more naturally
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
Actually strike what I just said about class = road and onsurface
I mixed some stuff up ๐ฆ
bridges use class = road and work allright ๐
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. ๐
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
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.
here you will have to create extra curves going the other way with rotated UVs so your water flows into the correct direction again.
will I just have to manually replace them?
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. ๐
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
Have you tried texWaterAnim on shapefile road materials?
Give it a try, maybe that will be quicker.
since I have waterway polyline data
yeh, just duplicate it x times for all your layers and assign different .rvmats
http://imgur.com/mSEsk5t
http://imgur.com/Qkg0Ojd
Looks meh on a flat surface following a path that doesn't make much sense
Yeh, thats why I wanted depth volume for my rivers and then hit the CTD. ๐ฆ
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
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.
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
the theory for doing it is super clear ๐
its just work and time to build the tool and make it do the thing
And right now I'm on the asset-creation train anway:
http://i.imgur.com/MrWOvG5.png
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
scaling to 0,0,0 with active pin
don't think that works
I know it does
scale to 0,0,0 with relative to pin tabbed
I swear it didn't work the first time
well it works
this should speed things up quite a bit, thanks
Do you know about the "move with pin" feature? ๐
I think "R" is the hotkey for the pin.
So:
- 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
Its one of those hidden O2 magic bombs.
๐ฎ I use the pin all the fucking time and didn't know it snapped like that. that's great
@woeful viper So would you recommend having all the hub caps etc just as apart of the wheel, and leaving the suspension bars static?
apply car dampers to kolos i think. they're fundamentally different skeletons.
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)
the actual czech translation for kolo is hub, not wheel, in a tank context.
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
@cinder pivot
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
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
i dont think anyone ever took notice of it
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.
use the scale button and then control axises individually
alternatively untick the uniform scale button
brilliaaaaant! thanks dude. thats saved me heaps of headaches. lol
@surreal stag ermmm, what type of problem are you expecting?
Performance or maybe shading
probably the kind with edges
If you're worried about shading, you can change it in object builder if it doesn't look right
it should be fine.
I don't think there will be a serious performance hit with that model unless there are a ton of details off-screen
It's a concrete brick. Can't get any more detailed than that.
honestly vertex count is not the larger of issues. section counts eat up performance faster than anything.
you could model each individual scratch and mark on it
now if you're planning on using a ton of those.. that's a bit different scenario.
Won't be using a ton. It's mostly for decoration.
meh.. should be fine. are you utilizing a high poly model?
Nope. I plan on using that model
gotcha. in that case thats probably about as well as you can do with it.
Alright, thanks for the help!
Oh didnt spot those
would need to use either the green or blue type of topology http://i.imgur.com/FxYRI2B.png
blue would result in the lower vert/face count moving the intermediate vertex to the outer edge
^^ this is pro.
I went with the blue type
making a bear trap
not sure how to setup the model cfg for the trap to close on itself when its activated
like the trip mines arma has
anyone care to explain how I can fix "cannot generate ST coordinates" in O2? I seem to have it alot on a few componants.
ah ok. cheers. I can live with it for now then, the model is going to get a complete texture overhaul anyway.
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.
this is my setup
"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",
dont think "gear_1" should be connected to both the damper and the steering
I thought that was the main thing that made them go up?
yeah but everything else is connected to gear_1
here:
"gear_1", "",
"gear_1_steering", "gear_1",
"gear_1_damper", "gear_1_steering",
damper->steering->gear_1
damper is connected to steering, steering is connected to gear_1
get it?
yeah following
so if gear_1 moves up, the rest will follow it
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.
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",
ok, I'll try that and see what happens. brb
what exactly does the "decal" vertex property do?
where is the temp folder for tools located ?
what 'identical' names?