#arma3_model
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im not even sure what BIS foo is by default. pboProject is my default. which is indeed \temp
Is it possible to proxy different types of muzzle breaks?
For tank guns?
So you can change em out in the attribute menu?
Not like an attachment, but like how for the BI Jeep you can hide/show certain parts of the vehicle
But instead this is for Muzzle breaks
i can't think of a reason off the top of my head why it wouldn't work. @polar fiber and a few others probably know better than i do though.
I presume it would be possible, as many things are with Arma, but thought I'd ask here from the more knowledgeable
we do a lot of that stuff within RHS. probably a good place to poke around and see. i imagine the largest hurdle is getting the configs straight. but shouldn't be overly complicated.
Yea, I haven't gotten to that stage at all yet. But when I do for sure, just making sure its an actual viable option now before I commit to it haha
when my model has "class = road" it displays properly when placed from a distance. If I don't have that value, it seems to flicker and sink into the ground, but the road class seems to break the model by completely flattening it
is there anything I can do about this
i dont actually have a link for a collection of info on that. i'd check BIS forums and the Biki though. I'd like to think it's compiled in one of those places.
well there are no memory points for a start. It's all proxy-based
but the proxies assigned to a given jet are probably all different
many will be in \weapons_f\DynamicLoadout By convention they're named Pylon#######_...
@agile flint you dont even need to proxy the muzzle breaks. You can just hide the ones you dont use.
I do a lot with hiding/unhiding (without proxy). I have 3 secondary turrets with 3-5 weapon options each for some tanks and i just hide the unused ones. They are all in the texture of the turret to not cause extra sections / draw calls
if you already have racks you propably have to create your own pylons (if that is even possible)
setup for dynamic pylons is you have one proxy per hardpoint, this points to the pylon model. Pylon models are loaded from the magazine model= parameter. The missiles themselves are loaded on to proxies inside the pylon model, these are determined by the ammo class used by that magazine and the proxyShape= parameter for the cfgammo class
I made a sample pylon model there
havent dabbled with that stuff yet either. This will come in handy, thanks
@woeful viper Does that VhC Customisation mean I have to have all the customiation stuff APART of the base model?
Currently I was going with the idea of having all the stowage and extras etc as a seperate p3d as I was originaly going with proxies
customization is done by animations (hiding/unhiding). If you hide proxies or model geometry does not matter
So for a tank having excess amounts of stowage (with the intention of being has to hide and unhide whatever you want), and the muzzle breaks in this case, what would be the best way to approach it?
the best way would be to cause the least amount of additional sections by your additional things.
So i would say definitely include the muzzlebreak in the turret texture and just hide it/unhide the pieces.
For gubbins on the tank it depends... I would put it in the model as well though, because i dont trust the proxy instancing
you can create an "empty" pylon model with a proxy in the middle at 0,0,0
I think there are probably a few magazines with that setup already
for the bays on the Wasp and Shikra I imagine
also I think the game's default bombs tend to go straight on the pylon without a launch rail/bomb release unit
Hi guys. I got at question for ya'll. I know having alot of sections on a model can have a big impact on performance..
What if I have 10 sections, but hide 9 of them with hide animation.
Question is, will they affect performance if they are hidden?
My case is, I want 1 tank model with many different looking barrels. They should all have their own texture and rvmat. I was thinking of just putting all these models on top of eachother, hide them all by default in the base class, then unhide the barrel I want to use for each tank variation
I dont want to use proxies for this, since some of them animate
Why not just put several barrels on one UV texture/material set? They don't tend to take up much space on the UV, given that they're long and narrow
I could.. but I'd like to keep them seperated if performance is not affected. I may use some of them on other tanks aswell, but not all
And it's not really just barrels. In the config it's just a barrel but the models are warhammer 40k weapons
So they are more detailed then a regular tank barrel
even if it did work that way (hidden = no extra draw call), which I doubt but hey I'm not a graphics programmer, you'd still be adding extra texture calls / drawcalls when 2 different ones are used in the one scenario. So unless it's super unlikely two or more varations would be used at once by someone I'd do what da12thMonkey suggested and have all the barrels on one sheet.
Wouldnt putting them all onto one UV mean that despite only have 1 barrel present the game would still load all the other stuff on the UV, just has no where to put it?
Say I had 20 different deperate items on the one UV, but only loaded 1 of those items, how does the game read the UV?
it will only load the UV of that model.
UVs and textures arent directly connected
Models and UVs are.
Again, if you can, put as many barrels as possible on a single texture. @timber cobalt What I would do is add them on possibly a 2k by 1k texture
@tacit karma Off topic from barrel but on topic, so if I put all my tank stowage on one UV (since its mainly boxes and track links etc), that would be fine even if you can show/hide any of the stowage?
i'm struggling to tune my vehicle's speed curve, is there a function/command to display current gear and/or rpm?
nice, thanks. this is only in dev branch right?
yeah
thank you. downloading now. this looks to be very helpful
@tacit karma hmm okay.. I guess I will put all my different weapon models on one sheet...
I will probably need a 2048x2048 texture. It's not regular barrels, but warhammer 40k weapons.
i put mine in the turret texture sheet. Every different turret uses a certain area in the UV/texture that is the same for all and reserved for those weapons.
Yes it causes more GPU memory usage, but this way i dont need an extra section for the secondary weapons
@woeful viper Thanks, thats what I needed to know
https://cdn.discordapp.com/attachments/341247344374841344/344468082313658368/20170808171248_1.jpg
Hello everyone! I have one issue with new uniform model. When I change cuffs position, the problem persists. How to fix it?
@wooden frigate you need to fix the weighting of the uniform to mach the arms better.
Only cuffs? And I need to make it "heavier" or "easier"?
I would guess you need to apply more weight for the forearm bone
or the model is too skintight. That is a possibility too
or both
Thanks for you answer, I will try.
https://youtu.be/wI10NySuMeA Can anyone assist me with making the wheel guides move in the same direction as the tracks? They're both within the same pasoffsetX
how do i do that within object builder?
Select the parts that need flipping, open the UV editor, Edit\Get Selection From Object, or Shift+Spacebar, or the button for it in the toolbar with the dark red arrow and red squares
then the two buttons after the one that looks like a magnet will allow you to flip the selected UVs horizontally or vertically
thanks i think i got it now
any ide why my model.cfg works fine in bulldozer but is broken ingame...?
start with the obvious, check with Eliteness that the model.cfg has, in fact, been baked into the p3d.
Force turned out is the only way to see a tank driver? So if you had an open tank like vehicle the normal driving position would be force turned out all the time?
It didn't make it into stable yet unfortunately (from a quick look).
It was on dev, and supposed to be in v1.74, but v1.74 turned out to be only a net code hotfix.
So soon(tm) see driver in both positions?
yep
Sweeto
Presumably related to Tanks DLC and all the beautiful interiors they're going to give us. ๐
@woeful viper your tanks (saw your recruiting topic) were really nice looking, keep up the awesome work ๐
tank you
stop ๐
My free tools have been updated to the latest snapshot of August 2017. This means you can now work with type73 p3ds, and map crunching is far less painful.
https://armaservices.maverick-apps.de/Products/MikerosDosTools/default
that is very kind of you, thank you
that moment when you create LOD by hand and realize you have been making instanced copies of the original res LOD ... ๐ช
ouuch
I use 75% as my second resLod and 40% for third. Ingame it seems the switch between 2-3 is only a very short distance apart. ... for anyone interested. So it seems not such a good stepping under the current algorithm
Hello, I am a complete noob at modeling and using the object builder/fixing model issues in general. Here's the rundown if anyone can help me though:
When I start my server (modded), I see the following in console:
No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.minHeight'
Now, I went to go look at the .p3d in question, and looked at the model.cfg with the following config:
class CfgSkeletons
{
class Skeleton
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]={};
};
};
class CfgModels
{
class Handcuffs
{
htMin=0;
htMax=0;
afMax=0;
mfMax=0;
mFact=0;
tBody=0;
skeletonName="Skeleton";
sectionsInherit="";
sections[]={};
class Animations
{
};
};
};
The config in the mod root for this is this:
class CG_ATF_Handcuffs_i : ItemCore {
scope = public;
displayName = "Handcuffs";
descriptionShort = "You can handcuff someone!";
picture = "\cg_atf_objects\data\UI\Handcuffs_ca.paa";
model = "\cg_atf_objects\Handcuffs.p3d";
allowedSlots[] = {901, 801, 701};
mass = 1;
};```
Also, `DeP3D.exe` was used to check the `.p3d` for errors, and it returned with none:
```C:\Users\SgtCuddles\Desktop\tools\mikero>DeP3d.exe Handcuffs.p3d
DeP3d x64UnicodeVersion 1.74, Dll 5.24 "Handcuffs.p3d"
=================
Processing Handcuffs.p3d
ODOL68 (Arma3v7) nLods=2
No Error(s)
Press the ANY key```
As a little disclaimer, I did not make this object, just here to fix an issue so I don't have an annoying error message. If anyone here knows how to fix this or further instructions on how to go about this, please let me know. Thank you.
my tank can't get up to speed, can't make it to next gear (engine rpm falls off), i've tried increasing enginePower but that appears to do nothing. anyone have any ideas?
Stingray, so many things it could be, but have you tried altering the class Wheels dampingRateInAir ?
Sgt Cuddles, do you have the full config.cpp available to post?
I can, here is the server .rpt that I saw had the error pertaning to this as well:
22:17:13 Warning Message: '/' is not a value
22:17:13 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.avgHeight'.
22:17:13 Warning Message: '/' is not a value
22:17:13 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.maxHeight'.
22:17:13 Warning Message: '/' is not a value```
i have not, that would impact engine power?
https://hastebin.com/epugozozax.sqf - config.cfg from within the mod folder of the packed .pbo
Stingray - it affects the 'drag' on the wheels, and if it's too high, the wheels don't want to turn. What is it currently?
8830 (i'm starting from the sample TestTank)
Drop it to like 1000 and build. See if the tank takes off like a rocket.
looking Cuddles...
You see ivan, the enemy will never expect rocket tank. That is how you get enemy.
it would be nice if engine power actually did something, i've jacked that up and was expecting to go plaid...
It does Stingray, but as I said, there are soooo many other things that might be broken in both your model and config
yea, i get you, the sample tank as it was would get stuck between gears 3 and 4 and not make it above 40kph, i'm trying to remedy that, and understand how to tune
enginepower, maxOmega, numberPhysicalWheels, peakTorque, simulation, tankTurnForce, torqueCurve, Class ComplexGearbox, wheelCircumfernce, latStiffX, lattStiffY, longitudinalStiffnessPerUnitGravity, sprungMass, springStrength, springDamperRate, dampingRateInAir, maxCompression, maxDroop, frictionVsSlipGraph
rocket tank achieved, instability acieved.
gg.
Just some of the config values I'd usually alter
yea, the suspension params affecting powertrain was what threw me, i get the rolling resistance idea though, i'll fight more in the suspension params. thanks
@cuddles, the key to understanding what you're chasing here are the magic words:
'bin\config.bin/CfgVehicles.......
that immediately means the master config.bin that is built, on-the-fly, during game load is screwed
and the ONLY cause of that happening is a config.CPP
So, let's assume your model p3d is perfect (geo PhysX LOD etc), and you've set up the real life params (enginePower, maxOmega, etc), then the things to play with are 1) moi, 2) dampingRateInAir
The config.cpp was posted above in a hastebin. Could you have a look through it? I'm sorry, I'm just not sure what to look for.
you did everything right. the focus is the config.CPP
'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.minHeight'.
22:17:13 Warning Message: '/' is not a value
that immediately means SOME_OTHER_ADDON has destroyed this class
It's quite a pretty config mikero, you might like (the look of) it ๐
the config you pasted above, has been damaged by something else.
I'm confused though, I don't see that in the config in the class CfgVehicles scope:
class CG_ATF_Handcuffs : WeaponHolder_Single_limited_weapon_F {
scope = public;
scopeCurator = 2;
simulation = "thing";
displayName = "Handcuffs";
author = "Critical Gaming";
picture = "\cg_atf_objects\data\UI\Handcuffs_ca.paa";
model = "\cg_atf_objects\Handcuffs.p3d";
vehicleClass = "Items";
submerged = 0; // initial submersion, <0 inital delay
submergeSpeed = 0;
timetolive = 0;
disappearAtContact = false;
airFriction2[] = {0.01, 0.01, 0.01};
airFriction1[] = {0.01, 0.01, 0.01};
airFriction0[] = {0.01, 0.01, 0.01};
airFriction = 0.09;
airRotation = 0;
gravityFactor = 1;
class TransportMagazines {
class CG_ATF_Handcuffs_i {
magazine = "CG_ATF_Handcuffs_i";
count = 1;
};
};
};```
Further down (line 406)
class TransportMagazines {
class CG_ATF_Handcuffs_i {
magazine = "CG_ATF_Handcuffs_i";
count = 1;
};
};
you have every reason to be confused. you can't suddenly change inheritence from smallItems to PinkElephants
lol.
whoever wrote above broke the basics
This file was generated, I beleive.
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled```
couldn't care less, it's broken.
I see. So, how would I go about fixing this? Too far gone? Or does it need to all be rebuilt?
shoot the author
hahaha
Well, what is the "proper" way of making the config.cfg?
The majority of the others in the same config, which are configured almost identically (aside from different models, and textures) work just fine. (No visible error when used, or loaded.)
what i don't understand is how youfirstpasted a config with small items, and then pasted a config, with something else.
I pasted a model.cfg extracted from the .p3d then the config.cfg from within the .pbo of the mod itself that contained the .p3d
(Again, sorry. Completely noob to this part of developing.)
class CG_ATF_Handcuffs_i : ItemCore {
scope = public;
ah. my (and your) mistake. _I is a totally different animal
i is a magazine
๐
that is within the class CfgMagazines scope though?
would have been too original to call it _mag I guess
ah, I see. so is it the _i part that is breaking it? or the public scope?
yes cuddles. not instantly apparent.
yes to cfgMagazines. that wasn't obvious
blibblob_i has nothing to do with a broken blibblob
hits rewind....
CG_ATF_Revival_Kit works ok, but CG_ATF_Handcuffs doesn't?
Sorry if this all seems annoying to you for me not fully understanding, as I am still learning, and would like to learn how to fix this for any future incidents.
Could renaming the CG_ATF_Handcuffs_i to CG_ATF_Handcuffs_mag and changing in the magazine's array fix the issue?
Let me look, @charred bolt .
It does.
No visible errors in .rpt or in the server's console.
You've spawned the object in game?
This also does appear under the error pushed out by the handcuffs in the .rpt, however.
22:17:13 Warning Message: '/' is not a value
22:17:13 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Donut_Box.avgHeight'.
22:17:13 Warning Message: '/' is not a value
22:17:13 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Donut_Box.maxHeight'.
22:17:13 Warning Message: '/' is not a value```
It has been placed in game, yes. The model is visible.
Sorry if this all seems annoying to you
not in any way. you've approached this the best way possible.
Thank you, I am just very unknowledgable about this area of ArmA and want to get into quite heavily including terrain editor, and Buldozer here soon.
Aside from the Handcuffs and Donut Boxes do all the other items in that config show no rpt errors after spawning?
From this particular .pbo, I do not see any others.
and you've definitely placed all items in game?
I've placed a couple, not all by any means. If you give me a bit, I can go and test that.
You only need to test one that you haven't seen an error for before. eg CG_ATF_Revival_Kit
as the configs are almost identical, I'd have thought if one was broken, so would all the others be
but if one works, and the almost identical one doesn't, then you look in detail at the changed parts
This should be suitable to test via client, correct? Or does the server side need to be present as well?
single player should be fine
Alright, give me a little bit. I need to copy the dependencies and mods to my personal machine from the server.
I was assuming you'd isolate testing down to just this one mod, plus any dependancies.
I'm not sure I can just try the one .pbo in mention without the rest. I will try, however.
and I see it has no dependancies, except Arma of course
I just noticed this at the top: #include "BIS_AddonInfo.hpp"
Yes?
anything in it of relevance? it's a hidden part of the config as far as this discussion is concerned
I beleive it's a built in ArmA file, I will have a search through for that, though.
No, it was in there. This is the contents:
class BIS_AddonInfo
{
author="76561197995364867";
timepacked="1441941926";
};
ok, no worries with that
Can you just create an @hardy nacelle\addons\CG_ATF_Items.pbo and launch that with Arma?
So launching with ONLY the 1 mod
Yes. Simply that pbo itself, that is it.
Then I assume you'll go to Editor > Virtual World, place down a player + the CG_ATF_Revival_Kit and Preview. Check RPT.
I am unware if these objects would show in editor.
Oh, I see.
Through the arsenal on the placed player?
That should work ok too
It might not show, so what was your method just in case?
Assumed the object was available as a prop, so would be in Eden?
I'm looking at the .p3d in Object Builder, it has no form of animation, so I would assume it would be a prop of sorts.
Then again, the config suggests that players can carry it and use it.
"Box of Donuts" doesn't imply much animation ๐
True.
Going to link a screenshot. Went to props > and searched for the object.
Will check client logs.
The vanilla game has a "defibrillator"
19:57:19 Warning Message: '/' is not a value
19:57:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Revival_Kit.avgHeight'.
19:57:19 Warning Message: '/' is not a value
19:57:19 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Revival_Kit.maxHeight'.
19:57:19 Warning Message: '/' is not a value
Same output as the server.
under Things>Medicine
This is the mod object.
Right, so it looks like all of the objects in your config have the same problem.
After pressing "OK" on the popup, however returns it successfully showing.
19:59:13 Trying to create an invalid center EMPTY
Not sure if this had any relevance. I could only assume it came from the object.
I don't know enough about the type of object you're trying to create, but I'm going to guess that you may be inheriting from the wrong base class.
Looking at the vanilla defibrillator, this is it's config:
class Land_Defibrillator_F: Items_base_F
{
author = "Bohemia Interactive";
mapSize = 0.4;
class SimpleObject //sources - ["A3_Structures_F_EPA_Items_Medical"]
{
eden = 1;
animate[] = {};
hide[] = {};
verticalOffset = 0.073;
verticalOffsetWorld = 0;
};
editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_Defibrillator_F.jpg";
_generalMacro = "Land_Defibrillator_F";
scope = 2;
scopeCurator = 2;
displayName = "Defibrillator";
model = "\A3\Structures_F_EPA\Items\Medical\Defibrillator_F.p3d";
icon = "iconObject_5x4";
editorSubcategory = "EdSubcat_Medicine";
};
Placing the handcuffs didn't yield the same results as the defib. (In-game, that is.)
20:00:56 Warning Message: '/' is not a value
20:00:56 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.avgHeight'.
20:00:56 Warning Message: '/' is not a value
20:00:56 Warning Message: No entry 'bin\config.bin/CfgVehicles/CG_ATF_Handcuffs.maxHeight'.
20:00:56 Warning Message: '/' is not a value
20:00:58 Trying to create an invalid center EMPTY```
Same errors as the defibs in log though.
Is it possibly just missing a config option in the config.cfg?
Did you read my suggestion, last post?
I did. How would I fix that, then?
Let's take just one example from your config - if I was trying to make a new defibrillator (model/textures), I would look for what was already in game with similar properties, then inherit that object as my base class.
So, we know that the vanilla defib, is called Land_Defibrillator_F
It all inherits from this:
class Default; // External class reference
class ItemCore : Default {
type = 131072;
model = "\A3\weapons_F\ammo\mag_univ.p3d";
picture = "\A3\Weapons_F\Data\clear_empty.paa";
muzzles[] = {};
class Armory {
disabled = 1;
};
};```
No it doesn't.
The modded one, sorry.
class CG_ATF_Revival_Kit : WeaponHolder_Single_limited_weapon_F {
Sorry, was looking in the wrong scope for that.
You are inheriting from WeaponHolder_Single_limited_weapon_F ?
Let me look if that's locally defined.
class WeaponHolder_Single_limited_weapon_F; // External class reference```
Line 216
nothing defined in the class.
what is the point of that...
ok, quick lesson on inheritance
class A;
class B : A {
change some stuff here
};
class B is what you are creating.
It inherits from class A
In order to use class A, you have to tell Arma to load it ready for use.
I understand how that inherits, but what is the point of making other classes inherit from a class that has nothing in it at all?
And it knows where to find class A by looking in the requiredAddons in cfgPatches
class A; is not empty
class A{}; is empty
In this example though, it's class B.
class B inherits all (most) of the properties of class A, then "change some stuff here" is lines of code that alter the contents
probably we should have gone to pm ages ago - we're in model_makers channel - sorry admins
with eliteness, and I think T_D's web tool too, though I'm not sure if the latter is back up again
A while back I was talking about some issues I was having with some objects not colliding with bodies
turns out it doesn't collide with any physx objects
So I need to make a physx geo LOD
can I just copy paste the regular geo LOD for the sake of consistency?
๐ฆ
Nothing that could animate
Then yes you could, as long as no moving geom
I assume the CUP dirt humps don't work with vehicles for the same reason
the models aren't particularly detailed either
just some basic foundation objects for mission makers on terrains that lack a lot of flat ground
be aware that the two physx lods, one deprecated, the other now in use, need mass specified. the mass can be zero because it's ignored , but specified it must be.
there are two?
the obsolete no longer used one has the same bug.
I didn't know there was an obsolete no longer used one
young padawan
Wasnt it like e13a4 or some odd name
that sounds about right.
It was basically guesswork on modding when physx came out
that was the name I was assigned at birth by my robot overlords
It's easy to see, it's called Geometry Phys Old in OB
BI: New Feature!
Modders: How do we use or access it?
BI: Good question!
Yea but when it game out it wasn't even called geometry phys or anything, had to manually type that as the name
Now you have the old
You have to assign a mass to GeoPhys LOD, even if it's 0? Didn't know that. Wiki says no mass.
Wiki: "The same criteria like for the Geometry LOD apply. The difference is that Geometry Phys does not (should not) contain Mass information. "
binarise detects it's a geolod and looks for the massTagg
same story for the little used bouyancy lod btw.
I have been considering using the bouyancy thing to create floating debris for water
not sure how well this would work though
what the name of the window where are all list of proxies and stuff when LOD is selected ... in OB
whats
nvm named selections..
@lusty ginkgo it works but you can't have a lot of things otherwise cya fps
Think like the buoys on altis, spaced and rare but if you had like 100 in one spot.. Gl
well shit there goes my plan to create an elaborate ritualistic island of empty water bottles and soda cans to honor the glory of satan in the middle of the ocean
Not to go too far oftopic, but you do know that that plastic soup may become our death IRL? Appart from the fact that IRL you would just drown in it anyways...
you got that wrong. With plastic particles beeing absorbed into our bodies through the food and water we slowly trancend from the organic to the superior anorganic lifeform. The flesh is weak.
Satan's help can only accelerate this process
Im not a green guy, quite oposite, and am a proud coal roaler, but the research and the evidence they showed me kind of convinced me...
good
probably shouldn't go farther with that convo unless you're in #offtopic_politics though
Hopefully a simple one so apologies for this... When making a weapon/rifle mod, how do you stop it pulling into the ground slightly when resting the rifle in the prone position with no bipod? I thought I'd read something along the lines of placing an extra point in the memory LOD but can't find this post anymore.
need a memory point called bipod even if there isn't a physical bipod
or whatever else you care to define as deployedPivot= in the config for the weapon
but from inheritance, it's always called bipod by default
Many thanks - will give that a try. Perfect! Worked a treat. Just need to work out why my muzzle flashes aren't working next! With Muzzle flashes, it just seemed using the example 'muzzleFlash' with the default muzzle flash proxy did not work and calling everything 'zasleh' fixed it....
thanks for the headsup
Does anybody knows weighting/skinning?
I am not able to do it , so a help would be appreciated
I've tried it in Blender with Alwarren's tool. Transferring weights was mostly good enough for a vest, with a few minor tweaks
not knowing how to use Blender was the real problem
I use blender without any extras. It works fine.
All you need is the Skeleton, but you can easily create it yourself with correct dimensions and naming from the sample files.
https://www.youtube.com/watch?v=pXHxKmXe3g0 https://www.youtube.com/watch?v=anToxwlLtFY were what I looked at
i cant use blender , so whos able to help me with that , then PM me
talking about weighting - i have sking weighted the exhaust nozzle of my plane to multiple bones. I get a lot of rpt spam because "bla vertice weighted also to parent bone". Anyone know how to get rid of that?
dont see the sample /tools update on steam yet unfortunately
it seems like my tank's turret is not properly compensating for range, nor parallax, the sample tank does the same thing. Any suggestions on how to remedy this?
i'm going off the sample TestTank_01 so it's hard to understand how things should be when that is wrong too.
i'm thinking it is a memory point issue, it seems like the gunnerview is rotating about itself when pitching the gun up and down rather than about the gun's elevation axis (osaHlavne)
or maybe the bones?
i realize i'm fishing here but i'm at a loss
i got it!
class MainGunOptics: MainGun {
selection="gunnerview";
axis="gunnerview";
};
sorry, this has been stressing me for quite a while and i didn't think i'd get it but found this randomly when i was explaining it to a buddy looking over my shoulder.
i commented out that animation in the model.cfg and it works like a champ
@da12thMonkey#2096 lol, yeah not knowing how to blender also sort of gets in my way when it comes to existing RTM tools
anyone have a good paths lod tut?
Study the samples, like this house:
https://www.dropbox.com/s/rmm7khmlxx1ooa2/HousePaths.png?dl=0
And pay particular attention to the doors, because there's a very specific way they're done to ensure the AI can open them correctly.
The fans you see on the entry/exit are because AI won't path into a building unless there's an entry/exit point near the ground surface (not below it at all, and not above around 1-2m).
(The white surface is the roadway lod by the way)
The A2 buildings that you can get unbin'ed are also good examples if you need more.
does anyone know the syntax for dep3d to convert arma models to arma 3? I'm trying to move some of my old buildings i made for a terrain over to arma 3.
when they are mlods you can only rebinarize them
you might need to open and resave in OB but not sure if that would be required
dep3d does not convert anything. It will degrade an existing odol to an earlier version in the same family range. This 'feature' is available for those occasions when bis introduce a new format but forget to update t/b (or bis binarise itself) which would otherwise make these new p3d's unusable.
"when all else fails"
start programs->mikero->tools\bedtime reading
Thanks again @sturdy parcel and @white jay
Hey, im trying to change time in buldozer. Anyone know howto?
environment editor
but it's a bit tricky
you have to click and hold on the time of day line and then release, not drag the cursor or slider tab, else it causes buldozer to flash day and night
and every time you change the time of day, it seems kind of inconsistant how far along the line you have to click to get daylight again
oh nice!
Didnt know theres a workaround for that bug! Nice to know @da12thMonkey#2096
Thanks alot, almost got epilepsy while trying that before ๐
other option is to wait for the daytime to turn night xD
@obtuse rain thank you for the suggestion but that really didnt help me out do you have like an real tut for this ?
thank @twin urchin - he's the one that posted that it works that way in here
@twilit hollow there is no tutorial for Path lod afaik. You need to do same kind of path mesh and name points like in the sample
@twilit hollow I did one making the rso buildings. But it's not completely finished.
I'll dig it out tomoz if you can wait. I'll relook it over and see what I need to do to it.
On another note, when applying weights to vehicles, how are the units measured in arma? Is it real weight values as in kg?
geometry LOD? kg yeah
Cheers da12th.
I still wonder why the bug with the buldozer is still there , it was like this since A3 launched
in A2 era this wasnt a issue
@twilit hollow Yeah, I'm not aware of any tutorial. Looking at the topology of the samples and carefully copying it is the best way.
The edges also have to all be connected (share common vertices) by the way, but you'll see that in the samples.
Hey there !
Big unknown... A model (a tank) makes my game CTD. It's all white (no camo seletion) but textures are applied. As soon as I pop it in virtual garage I see the white model and my game crashes.
When placed in EDEN, I see the icon but no model at all.
Any clue about where I should look ? O2 wise the model seems okish.
the rvmats and textures you think\your\referencing aren't where you say they are.
use pboProject to discover which of them are plain wrong,
or keep using addon breaker and just keep guessing.
read the rpt. CTD on model load are most often caused by model.cfg issues
white textures is the dead give-away
white textures dont crash the game generally
that's true
big problem here too... My model.cfg works fine on bulldozer but not in-game. It does have some animations but not the ones intended in model.cfg. And I see the muzzle flame all the time which points at the correct model.cfg is not loaded? How can I fix this?
muzzleflash is not animated by model.cfg. Put it in selectionFire anim in config (or similarly named property)
if model.cfg would not be loaded you would get a crash, because loading model without it having model.cfg entry -> CTD
check rpt, pack with pboProject. If that still doesnt help to find the error, post config + model.cfg on pastebin or similar and post link here
well... nothing special in rpt atleast
only this:
Dimensions in class fin_musti should be an array of size 2.
here's the model.cfg
and here's the config for cfgvehicle: https://pastebin.com/dGU7qhx8
if model.cfg would not be loaded you would get a crash, because loading model without it having model.cfg entry -> CTD
definitely not an argument from me. this is new territory. can you explain a little bit better? Is this only when the config.cpp has class animations?
and yes, i packed with pboproject without problems @woeful viper
ouch!
@sturdy parcel if you have elephant.p3d, you also need a "class elephant" in cfgskeleton. If its missing for whatever reason, it CTD on loading the model ingame
My model runs fine in bulldozer (with textures, thank you I use mikero tools so I have the full binlog and pack log), it's deeper than those basic issues
Config.cpp is clean to
Tried dep3d FX which found nothing, ran the check scripts in O2 too and nothing
Could be an animation source not liking tankX ๐ค
*correction - cfgmodels class with same name is required, skeleton can be something else
when an animation source is not supported, the animation just doesnt work.
are there no rpt entries? @vernal lynx
No, only 3d crash
Thanks for mentioning because I tend to forgot to come back here haha :D
A 3d crash log is generated and that's it. I'm not home anymore but I just had this insight, maybe a drivewheel animation source for a vehicle using tankX
I recall it made the game CTD
shouldn't crash if you run dev or RC branch then
since those were added to tanks now
Nah I use a diag build patched on stable
how do you get the default gunner view HUD in your custom vehicle gunner optics. by HUD I mean things like the compass bearing, gun/hull ref, speed, etc. that are displayed on default MBTs
turretinfotype
Does anyone know how view - gunner works? Because to me it seems like it doesn't show the same view as the driver or if you were out of the vehicle
it has its own memory point
I'm dabbling in a little experimenting ATM with my hawk. Reason why I asked about weight values last night too. I'm trying to make it so that when the pilot rotates on takeoff, I want to get the aircraft to NOT immediately leave the ground. I tried adding extra weight to see if that would have an effect, but only very very slightly.
I did notice however after adding the suspension and I saw within that friction is applied. Once it was applied it took longer to takeoff down the runway and almost ground to a halt straight after touching back down.
Do you think if I raised the friction values I might be able to get my result?
Or am I totally off the bat here and it's all to do with airspeed and player control??
In this link at 30 secs you will get the idea.
Hi, I need help with making a Model config and the bind pose file
IDK I need a Config file and a bind pose file to make my animations into their final format
@frank helm Can you rephrase what you mean?
So I have a tracked vehicle with an arm that moves using the turret class and when I made it I had the config baseclass as car and car_f and it works fine, however when I changed the baseclass to tank_f and tank the arm doesnt move or anything anymore
any ideas why? I do have them named under english selections like maingun instead of the ones the sample tank uses, could that be why?
It also still turns it just wont move the arm up/down
wrong/missing classes in model.cfg?
You have to assign your own turret config then
I don't believe its my model cfg as I have tried different ones and it was the same each time, unless I'm misunderstanding what you are trying to say @stuck oyster
@tacit karma I believe I did that, do you mind if I pm you my config to verify? I don't mind if you don't want to look at it
No time to go through a full config. If you turret doesnt, check the sample for the tank and copy the turret setup
Yeah its cool, its just weird it works when I use a car baseclass and not the tank one, but I guess I'll just re-do it tomorrow
I guess it doesn't hurt to drop in my turrets class for anyone to check out if they have time before I get off either, but here it is https://pastebin.com/mmbThhq1
its the model.cfg that drives the animations. but also it could be that in the tank config.cpp the turret and gun animationsource classes are different than in the car
so you would perhaps get best resutls if you defined them yourself
animationSourceGun = "Walker_ARM_Gun";```
these
so you can set these as the sources in model.cfg
For some reason the fake NVG switch doesnt work anymore
it needs NVG or TI to switch it
and i am pretty sure before it worked with "Normal","Normal"
it never worked AFAIK. I tried it when it was first added in Apex
really? damn it - so is there a way to switch it?
don't think so. I asked about the possibility of a "Normal2" state or something, but no response https://forums.bistudio.com/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3040339
that sucks , i had a visor experiment
also why they didnt do that in Orange dlc
with nvg slot you dont get those issues
how's it look with all the different facewears under it, and behind glass of vehicles and buildings? AFAIK that's the rendering issues DnA mentioned on the forums
we have a few issues with the Altyn visor in RHS, as part of the helmet
this thing is in NVG slot
so it shouldnt have those rendering issues
going to test it
ok , in vehicles it works without any issues , same in the buidings
but there are like 3-4 facewears that cause alpha not being sorted or something
otherthan that it works fine
In your res lods, make a large cube (bigger than 2x2x2) and with it selected, go in to vertex properties and check the Hidden vertex option to hide the cube ingame
it doesn't need to be box
it might be a triangle too
but that thing should go to that problematic facewear, rather than to shield itself
anyway, I suggested before using different slots for face shield and idea was rejected
what a shame ๐
btw those aviator glasses are doing issues even with regular vehicle glass
"aviator glasses" look stupid anyway ๐
@woeful viper hey, i only buy aviators
as long as you dont wear them all is ok ๐
I only have aviators too
quick question: anyone here have Milkshape installed? If yes, please PM me!
I am currently looking at the 3ds max panels right now, can't seem to find anything regarding sub dividing different surfaces.
You have to put a modifier on top
Okay, i will take a look at that. Thanks @tacit karma
Oh wow, this is really neat.
Dose anyone know where i can get 3D models for free like the aircraft carriers?
this is model makers, we wouldn't know that kind of crap
@agile jackal You could make it yourself? Then it would be free.
nah, he'd have to offer it for free. And we both know how much A3Lifers love to share.
@sturdy parcel ๐
@stuck oyster Perfect, that sounds like it should work so I'll try it out and come back with my results. Thanks a lot
๐
free lol
Anyone know offhand PATH Lod how they handle ladders ? Or a model in a2 samples that shows how thanks
AI does ladders? I was always under the impression that this is not a thing - but i may be wrong.
ladders only have mempoints. It's hard-wired code buried deep in the ofp section of the engine, so bis have been unable to break it. You can tell a unit to climb, or you can point and click to the top of a view tower and up they go.
triggering is automatic, again, hard wired to a 2,.5m radius of the cylinder that represents a ladder based on it's mempoints.
It's historically interesting that it was done this way, and must have been one of the first animated sections of the engine, before they 'invented' highly modifiable model.cfg's and config.cpps
I guess the geniuses that made the ofp engine originally, never thought that "if it aint broke, don't fix it", takes on a whole new meaning with the current bis.
aren't ladder set up the same as door action points for AI'
haven't fiddeled with it yet but this would be my assumption
dunno, the trigger point is the 2.5m radius.
yea but i think thats only for players
but in the pathlod you can define something for AI to open doors
don't have any info at hand right now
and my assumption is that ladders work the same
well the same 'action' can be commanded to a unit if it's close to the ladder.
otherwise if it's not close, the trigger never happens, but the ai will find the mempoints and climb up (based on move to)
in any case i would test first if it works at all, for AI to use ladders from pathway to pathway on vanilla buildings. From terrain ground it may not be such an issue.
is there a limit of the size of an single object? I would create a shootng range building which is simple an open with the size of 60x20 meters
Or did i need to create this object like a puzzle.
60meters could still work. depends on the map parameters
50x50 meters is considered a safe size
thanks
Hey guys
Ive tried making a heli using this tuturial http://armscor.blogspot.de/2013/09/arma-3-mod-basic-helicopter-tutorial.html
Now on this first page ive followed everything yet i have the config.cpp and r22.p3d alone in the folder but i cant find the heli in the editor
any reason ?
vehicleclass= probably
sure do. you're mixing model.cfg with a config.cpp
that actually won't matter (other than the model won't animate)
your problem is you are inheriting a base class that has no vehicleclass= you have to roll your own.
oh shiat
class cfgVehicleClasses
{
class MyGreatElephant
{
displayname=Orange Girrafes;
};
};
class cfgVehic les
class MyGreatPotato
{
vehicleClass=MyGreatElephant;
thats why it doesnt even show up when searching ?
haha everyone has to start somewhere xD
should i just put this over "class CfgVehicles " as in the pastebin ?
yes with salt and pepper added
hahaah
you need:
cfgPatches
cfgVehicleClasses
cfgVehicles
that's it
quick question should i put for vehicleclass "Air" there ?
or whats the vehicle class for aviation vehicles
voila
thank you Bi
haha
class cfVehicleClasses
{
class MyGreatElephant
{
displayname=R22;
"MyGreatElephant" should i replace that with anything ?
not actually fair. Unusually for bis, they've done a decent job with this. breaklng it later with the 3den editor
Mygreatlateuncleslefttoe
xaf
exactly
xD
I've used strange names to force you to think. rather than blindly copy pasta
lol
i think i should be good now
its my first EVER heli to make on my own so im hyped if it actually works
obviously without animation
two cfgVehicle class will give an intersting result.
xD
lets see
if this shit works i want ur paypal donation link mikero
hahah
yo xD it still aint working haha
it isnt in the virtual arsenal either... ๐
From mikero's proProject binlogs, how do you fix this sort of warning please?
shadow(0), Selection named_selection needs a section. The shadow volume may not work well.
The shadow LOD appears to work fine in game, but I'm trying to understand/fix all warnings.
add your selection to model.cfg sections
if you use textures or materials on them you have to otherwise they wont work
ok... it's a shadow LOD though and the selection has no texture or material
as for shadow lod you dont use any textures there nor materials, but maybe the tools is detecting named selection which is not present in other lods such as visual or view pilot, and thus the warning
Oh, and I've already tried it. Putting named_selection in the Sections of model.cfg didn't clear the warning.
do you have any selection named like that in the model?
Yes
is it in visual lods/view
Example - a wheel. Animated in res LOD's, Geo LOD's and Shadow LOD. All called "wheel".
you dont need it in shadow lod I think... not dealing with vehicles but ... not really sure
If I don't name the object in the Shadow LOD it won't animate?
This is an aircraft wheel - I'm referring to the gear up/down animation.
you have the object not the selection, but for animation I just dont know, its safe to leave it there it wont hurt anything
selections that should animate have to be present in every LOD that should be affected
Yes. Any idea on my original question up there X3KJ?
which question up where?
there an answer.. but if that selection isnt using any textures in any lods, you dont have to add to section, but again it wont hurt if you do (so you can get rid of the warning)
: From mikero's proProject binlogs, how do you fix this sort of warning please?
shadow(0), Selection named_selection needs a section. The shadow volume may not work well.
The shadow LOD appears to work fine in game, but I'm trying to understand/fix all warnings.
Jastreb suggested adding the selection name to Sections in model.cfg. I told him it's already there, and the warning is still thrown.
thats weird and i have no better suggestion
i still dont fully understand when a section is needed and when not
sometimes hiding anims required it, sometimes not...
agreed, it seems a little wooly to me too
for textures, or when you call textures from the config
but this is not the only required usage
oh well, I'm glad it's not an obvious dumb thing I missed, thanks for looking chaps
as long as we can assume its not a slightly concealed typo^^
Yes, Jastreb, thats the part of common knowledge. But the actual details, border cases etc are what we dont know.
typo's were the first thing I checked and double checked before asking question
assumed as much
It could just be a 'feature' in pboProject that needs fixing, as there appears to be nothing wrong in game.
well its used for (re)textures and animations, so if you want your textures and animations to work add them there, without going too much deep into armaverse
in clouded memory i think i have seen a message like yours in .rpt for unbinarized files, not sure if binarizing would have fixed that. Havent seen it again recently
Doesn't using proProject to create a pbo make it binarised?
oh wait, you said in the rpt
"without going too much deep into armaverse" - yes but we want to go deep. Because it has ramifications that are unclear. Like what happens to section count, instancing and draw calls?
I guess section count (as in number of texture/material combinations in a LOD) could get confused with the number of entries in model.cfg Sections.
also, hiding muzzle flashes and similar selections via regular hardcoded way is not possible if you dont set the muzzleflash proxy /dashboard whatever to be a section.
so its more than just for setObjectTexture
lights and PiP's too
It could just be a 'feature' in pboProject that needs fixing, as there appears to be nothing wrong in game.
this is pure binarise binlog. All I can do is notify the author that he may or may not have issues depending on what bis ate for lunch on a thursday. Some errors and some warnings are important, but buggered if I or anyone else knows which ones to ignore.
lol, I thought that cheeky comment might get a suggestion from the 'master' ๐
You have to remember that until very recently, bis in their infinite wisdom produced no binlog at all. It's only taken them four years to re-apply it. so presumably they discovered for themselves removing it wasn;'t so clever after all.
I had/have no idea how your tools work, so consequently didn't know if you were finding the errors and reporting, or just passing them on.
yep that's fair
in the documention is a readme about striplog.bat and how you can tailor it to remove "'errors' that aren't", from the log
Don't get me wrong - I like error reporting, it's good. But I also like to be able to fix them.
So you have "wheel" as a section (hiddenselections) as well as a named bone selection?
it's kind of bad practise, not to give your hiddenselections unique names if it means they end up in LODs that should have no assigned texture (like your shadow LOD in this case)
it's why they're normally called camo, camo1, camo_3 etc. etc. etc.
No, 'wheel' isn't a hiddenSelection. It was added to model.cfg Sections because that's what the binlog warning seemed to imply was needed.
'wheel' as an object is included inside a 'camo' hiddenSelection
Ahm king I have a quick question to modeling
or for models in blender..
Let's say I have a car/heli and I want to export everything that is glass, alone...
Should I just select everything that's glass and click export as obj ?
anyone got idea why gatlingun on helicopter models have static "fire" when loaded ingame...
@white jay The muzzle flash is usually named "zasleh" in the res LOD's, needs to be set in config.cpp as selectionFireAnim = "zasleh", and included in the model.cfg sections[].
If you have turreted weapons, the muzzle flashes might be named "zasleh_1" etc or something else, same process applies.
okay thanks
i am placing a simple custom object in a mission. Basically it is a VR waypoint shape. When it is present in a mission (or placed by curator), it kills the server. in the log it looks like a bunch of classes are destroyed with lock count 7 and those were preceeded by Deinitialized shape...
I am building pbos on the Linux server via mikeros tools using Jenkins.
Anyone seen errors like this?
I've packed several pbos with success before in this manner, first time with a p3d however. (They run fine locally hosted)
it is a custom model?
and you have some sort of config for it?
Yes.
and all the necessart LODs
can you test it on windows dedicated server?
dont know how many linux users are around
Don't have one configured but i presume i could spin one up
It could be some sort of linux issue
Perhaps
But it's more likely something I've done, rhs and other mods on the server run fine
I'm going to test a different build approach next and maybe a Windows server but that will be a day or two since I'm away from my computer. Its Just been racking my brain past couple days and was hoping someone has seen something similar before.
Bummer, I'll hit it again later this week. Thanks
@sturdy parcel Hi again ๐ So, I just saw some warnings in the binlog for the objects Im struggeling with
14:03:43: plp_urban_barriers\barriers\plp_up_speedbumpplasticyellow.p3d: Model has different version of physx serialization. Model: 0x03030300, current: 0x03030400.
Would this matter for the destruction properties ?
no one can properly answer that, no one knows except by trial and error and testing.
Alrighty
is there a way of changing the physx serialization of a binarized model? ^^
Cause the models work as intended if placed with Eden
my guess is they are referring to a type 70 p3d which used a different physx stream.
but not placed in TB
check the type of the p3d, if it concerns you.
aight ๐
you're asking the right questions, and often enough, someone can interpret what the meaning behind the error or warning is. but for the most part we just do not know any more than you can find out.
I won't give up, and Ill say if I make it work and how ^^
Seems like all destructible items, not only spesific to this mod, gets destroyed with the slightest touch
Even arma streetlamps goes down with no speed in a car
Tried running only the map, no addons now, and result is still the same... wtf is going on ๐ฆ
Is it perhaps linked to testing in eden rather than an actual mission ?
Guess not
I would say something somewhere in your configs/addons break the game
so try without first
and then add them in one at a time
I agree, but Ive already tried it ^^
Well, I guess the streelamps are just easy to destroy, cause tapping them with a car still destroyed em
Guessing that's just arma
yes they dont have much armor
So the problem lies within the config of the PBO I have the problem with
where I cant make the items indestructible
Even comparing the config and rewriting it to a mod where it works, doesn't seem to make any difference
anyone else used plp_urban_barriers ? ๐
so theye not your original models?
thats a negatory
you dont have unbinarized meshes
Correct
you;re being unfair here and confusing what you say is destruction no mater what-you-do, to the config itself. unless that config is a land clas,s it has zero zilch nada effect on the object.
and you are placing them on map in terrain builder?
@sturdy parcel did land class overwrite what model has set as name properties in its geometry
a config.,cpp has no effect to a baked in object in a wrp, except when that class is a land_xxx
it corresponds to the now infamous open doors in the game editor but not when placed in the wrp
oh, now I understand, kinda
the engine only activates, the config class if and when that object is class land_NameOfP3d
Can I edit that in the config, or does it have to be done within p3d as well ?
guessin thats kinda it
kinda, yes
bis binarise checks each p3d.
if that p3d has class=house in it's geolod, it THEN frantically scans all configs it can find on the Pdrive
if any one of them has class land_NameOfp3d, binarise considers that object to be 'configurable' and adds the land class name to an internal table in the wrp
no geolod, no config
oh right, now I actually kinda get it ๐
which is why generally if you want to do any changes to a model you need the originals.
No doubt
or how it behaves when placed on map in TB
The description there, "frantically scans all configs"
this is propably the most salty biki article i've read...
haha, pretty angry one aye
the frantic scan is the most common cause of ctd in binarise, it wanders into folders it has no business being in.
I feel like whoever edited that article was 210% with whatever BI gave them to deal with that day lol
we're talking here folks of binairse scanning your ENTIRE pDrive. the rest is left to your imagination of what could go bang.
My pdrive is a solid mess tbh.. Should clean it up
i only poke the p drive with a long stick and treat it like a dangerous alien that eats files. read enough horror stories.
Yea I should treat it that way and not have WIP stuff there
no matter what crap you might have on your pDrive, bis ensure it's polluted, big time, by loading up dll's ini files and cfgs if you're dumb enough to let steam tools create the drive for you. A near cetainty that some time down the track, they'll break your mod with stuff that should never be placed there.
it used to be far worse than that, before they got embarrased by it, by loading up the entire suite of bis tools onto that drive.
so bis binarise wandered into a project called BankRev and never got out.
I notice more and more that I am more an engineer than a moddeler... If I am not paying atention I model a lot of things that are covered up by other things...
Hello, Any news to test my optimization made on my object in arma ?
@NiiRoZz#9950 No idea what you are talking about. ๐ Care to explain more?
I just saw on the wiki how the sections work on arma, I would like to test the difference of fps when I use my model with many sections and my model with fewer sections.
I have already tried to make spawn 2000 objects in an area around the player and see the difference, but I get the impression that it does not work because I get to have the same fps if I use an object Of arma, that if I use an object with no LODs (200 000 polys) and 20 sections
Im not quite sure what your getting at there, but if your saying are res lods important yes very. If you dont have any res lods it will always be loaded in at full detail no matter how far out you are. This isnt good because if you have lots of objects that are very high poly loaded in at full detail despite not being visibly + what is visible, the FPS is going to be very poor
@lime nebula
@tacit shard https://community.bistudio.com/wiki/Section_Count
Ok im still not quite sure what you are asking though
If you dont optimise your models, and keep as low of a section count as possible, when you have lots of these unoptimised models rendered at once (which will hapen quickly if they have no LOD's) the frames will drop. But its unlikely that just 1 object will have a notable effect on performance.
but thats not saying if your only making 1 object you don't have to optimise it. Because they could play mods with unoptimised assets and then your mod contributes to the poor performance.
Has anyone ever tried making a structure with stairs overlapping themselves.. not sure how to word this.. stairs going upstairs are above stairs going downstairs, like most houses are built, to save space. I could imagine many problems arising in Arma, but wondering if it's even possible with geometry and player model etc.
as i remember, the classic helfenburks had no problem with this.
nor does scaffolding (providing you get the sizes right)
@clever solar Have you looked at the novy tower in DayZ SA? I think thats like what your saying
I've done it before cringo had no issues
@lime nebula Here are some tests I did for my personal interest regarding object poly count affect on performance:
First graph - only a single high poly res LOD in all objects
http://i.imgur.com/Mp2jlUo.png
Second graph - shows effect of dynamic LOD switching (blue=LOD1 only, red = multiple high to low poly res LOD's)
http://i.imgur.com/qk4uQXo.png
...continued discussion with NiiRoZz via pm
Ok because even though Ive never done 3d modeling.. er rather havent finished anything.. I've been planning out modular pieces of homes. Not sure if it would work or not.
No Ive played like 7hrs of dayz sa and couldnt get far from spawn =p
Not a fan of the eating drinking running around constantly trying to find more food simulator.
@clever solar do you have a pic of the stairs you mean?
@sturdy parcel ah yeah didnt think of scaffolding, good example.
@white jay I started a rough like 15min before I left for work XD
Ill try to get it finished later
just a RL photo
I thought about this ages ago and talked to some people but no one likes making structures, moar guns
Oh
Sorry android + discord sucks
Stairs going downstairs under stairs going upstairs.
Is there a tool with which man in 3ds max things as p3d can export?
not a pic of the actual stairs, but this construction building has a staircase with stairs on top of eachother:
http://i.imgur.com/2DXaMyog.jpg
Well those arent right over each other though
iirc they are
there are two in this building the one that goes all the way to the top should have at least two stairs over eachother
but i don't see why this should make any problem?
you mean with AI?
Well.. between player model clipping into stairs above and/or getting stuck, and how hard it would be to model
as long as there is 2.2m space between the two stairs you won't get to it
well 2.2m are doors so you can even have a bit less
once upon a time i created this https://forums.bistudio.com/forums/topic/201408-info-infantry-metrics/
i actually used that recently :3
Hey guys, I am not sure if I am allowed to ask this question in the Arma 3 groups so im sorry in advance if I am not. However, I am looking for an experienced Arma 3 Modeler for a project that I have. If you do have time and interest, please msg me for further details and info!
For the project details, its for an Arma 3 Life Modification.
grabs popcorn
๐
lazy life modder is lazy... doesnt even bother to check for proper channel. How about "creators recruiting" ?
hehe
Sorry but I am using discord only for like 3 days inconsitently now ๐ pardon me haha
@white jay This is kind of what I was thinking. http://imgur.com/a/qgEJS
Don't mind my pro paint skills
the only issue will probably be AI
they don't really deal well with stitched together buildings
hell they don't even work well with normal buildings with a proper pathlod
but they go fullretard in those frankenstein structures
there is a lot of coop players out there
mission makers usually deal with AI too
sadly as a map/structure maker you kind of have to think about it
well you don't have to you can do whatever fits you, but you know what i mean i guess
Yeah gotcha
Still, you could do some interesting things with modular pieces like that
indeed
i think you were thinking about the pubg system
or at least some of their buildings seem to reuse floors
they might have just made a modular setup in whatever they use to model (maya/max..) but the actual models ingame are one single object
no, people here can only model
for people who know how to texture are found in #arma3_texture
Is there any documentation for dynamic weapon loadouts?
I know the ProxyWeapon class is used from looking at CFG's but that's about it..
@half heath, https://community.bistudio.com/wiki/Arma_3_Vehicle_Loadouts
Does this help?
A little while ago I asked a question about an addon crashing my linux dedicated server, I'm thinking it's because I am not binarizing my .p3d files. Is this likely the case? What process do you guys typically follow for binarizing?
@open coral why don't you binarize your files?
no reason.
well, ignorance i guess is the reason
how does that process change the build pipeline?
.p3d >> ?binarize? >> mikero (makePBO) >> Fun
use mikeros for binarization yes
so that step would go before makePBO or it is part of the makePBO process?
currently i am using the -U modifier to pack unbinarized p3ds
just use the -B modifier to binarize?
<facepalm> reading the readme again...
am i correct that i should do the following to pack the unbinarized p3d -U[G][Q]
or run binpbo after running makePBO?
no clue, I don't use makePBO as in ever
ok, so i guess i'm struggling with using mikero for binarization is it as easy as -B?
because .p3d isn't a "raptifiable file"
to put it bluntly, how do i use mikero's tools to binarize p3d
PboProject uses makepbo in the final step.
Im a terrain guy so I might be ignorant to something here but i dont think you have to deal with makepbo directly if youre using mikeros tools
Sorry, scrollfail
@open coral it binarizes p3d automaticly
i am not even sure why there would be other options
it only fails if the p3d is already binned
the real issue is the linux server dies with pbos packed using mikeros tools for linux.
the server does not die if the pbo is packed via windows and transferred to the linux server
I would assume that is more a case sensitive problem
Might be worth notifying mikero about it if thats true
Last i checked mikero using arma binarys to binarize p3ds. His tools do the extra error checking etc
So the linux version of his mikero tools won't be binarizing anything
If you extract the linux pbo you can check by trying to open the p3d in object builder
so if the linux version isn't binarizing, that may be the issue?
Go check it yourself and confirm. Only take 2 minutes. Object Builder won't open the p3d or crash if its binarized
it doesn't open, but doesn't crash like it normally does when trying to open an extracted p3d
Shrugs best bet then is to try ask mikero
@sturdy parcel any thoughts here?
thanks for the help thus far @quick terrace and @white jay
ahh fuck, you were talking about linux version
i though your build was crashing your linux server
then forget what i wrote, no idea about linux
version of any arma tools
yea, sorry, the build "works", the server crashes when object placed
i don't binarise p3ds or wrps. there is no tool from anyone to do that on linux
on windoze, use pboProject. it uses bis binarise to achive that miracle.
so moral of the story is use windows to pack p3ds, not linux?
careful with your use of the word 'pack'
*makePBO?
understood
so since i can't binarize on linux, i'll either need to binarize the p3d on windows then makePBO on linux, or just do the whole thing on windows and transfer packed pbos?
no idea of the state of armake:
https://github.com/KoffeinFlummi/armake
but from what i understand it is a reverse engineered bisbinarize for linux
but it will depend on playing the catchup game forever since BI updates bisbinarize whenever they fit to
looks like i have some options to play with. Thanks for you help guys
anyone here done custom character models here before? question I have is this..... how the hell do u get the rvmat to switch to the injury rvmat, iv used the sample i cant get it working
Top of my head, it could be that you've set up hiddenSelectionMaterials, which I think are currently bugged with damage swapping.
does swapping textures instead work?
hiddenselectionmaterial works if you have all the materials you are going to switch to somewhere in your model
so its most beneficial on custom models
If I recall right even applying the materials in a edit lod worked
oooo thx for the hint il try that
not 100% of the edit lod but I understood that when the material is referenced in the .p3d it works
@terse elm your character needs named selections for each hit zone (defined by the selection####wound = parameters in the config) and for that to be included in the model.cfg under sections[]
Yeah, I'd heard that might work too HG, but hadn't tried it. As for getting Mike's issue checked, it's easy to comment out the hiddenSelectionMaterials and see if that's it.
then in class wounds you list the .rvmats applied to the model and the wound variant of each .rvmat. There should be three stages for each .rvmat - unwounded, 50% damage and 100% damage though you can use the same .rvmat for 50% and 100%
and as Apollo said, hsMaterials doesn't play too nice with class wounds and class damage
not sure if the trick Goat mentioned, alleviates that issue as well as the one where the materials simply don't load
got it working thx guys
what was it?
Does anyone know what the exact poly count limit is for Arma 3? I've been reading around, and there's a lot of numbers that are thrown about, and I don't know which one is actually accurate.
Is there different limits for seperate types of assets, such as vehicles, weapons, props, enviro, etc?
there aren't limits as such
but the more polys an object has, and the more of them there are in a scene, the more impact it will have on performance
So far as the game's assets go, most weapons are 10-15k in the pilot LOD, but under 10k in the external LODs
vehicles are usually around 20-25k for the base vehicle model and increase with more turrets and machine guns and extra decoration like smoke launchers and track parts and bags and things
Does anyone know where I can find how the strider camera works? I'm interested in the script or whatever method they used to animate a piece of the model on a key press
I checked the strider config but didn't see anything
strider uses the animation source ObsElevation otherwise defined with animationSourceElevation
only works on turrets
Can you guys link me perhaps some docs/guides which are perhaps up-to-date for vehicular modelling ? I thought of Katie Byrns tutors tho her old channels tutorials are privated, preferrably someone who uses Blender, and if there are no tutorials could someone perhaps teach me ?
I literally have been hunting down yt for something good, no success tho
issue with weapon firing gun clouds, when i fire the commander's weapon, the gun cloud exits the coax instead of the commander's turret. I can't find where this is defined in the config, any suggestions where to look?
compartment =
for both MainTurret and CommanderOptics this..
gunnerCompartment = "Compartment1"
...is how it is on my tank, and other tanks i've looked at (vanilla mbt and rhs m1a2). Am i missing something?
@coarse orbit Actually there is a limit on polys. It used to be 2^15 = 32,768, but it changed I think to 2^32 (4295 million). Someone will probably mention it's vertex normals, rather than polys or some such. That's just the tech for the model format, whether a massive model would load in OB or run in game is completely another question.
Hi folks, does anybody here already worked with VBS 3 models?
I receveid a formal contact from a Army School asking me about the possibility to make some vehicles and a couple maps for VBS 2 and later for VBS 3.
I never thought about the possibility of make money with a hobby such as A2/A3 modding, but they came to me and asked me about it.
My problem is: I never asked for money and now I dont know how to put a price tag in my work.
I don't want to be greedy and ask too much money, I just want a fair compensation for the work.
That's a huge oportunity, that could open doors for another units and maybe the entire Army.
So, can you guys give me a insight about it?
@Idio#4356 @Apollo#1366 https://www.youtube.com/watch?v=dA4Qx6rDzbs
@coarse orbit @true cairn https://www.youtube.com/watch?v=dA4Qx6rDzbs
@zinc thistle not exactly what you asked for but i just remembered that @halcyon wren was talking about that recently:
Mondkalb - 08.08.2017
Its not that simple, too.
First of all you'll need to find a customer. Then you must sort all your legalities: You used any portions from google earth imagery: Cant sell it unless you redo it without. What about heightdata? Sourced legally?
Then the question of the tools used, too. A3 tools currently prohibit any use for commerical purposes, so you'll have to be super tidy with your sources to be able to go through any pipeline desired. As for selling to a VBS customer: You have to have the BISim tools to be able to do that, and to be allowed to sell your content to a VBS customer, you require a license to do that, too. Conviently both tools and license come together as VBS-DN (Developer Network), but its already rather pricey.
So many many hurdles to jump, and that is, if you can land a buyer in the first place. And only if you have a buyer, you can realistically place figures on your work, as it's only worth as much as someone would actually pay for it. So, seen purely monetarily, terrains are worthless.```
@white jay they already gave me full access to the BIS tools, they came with VBS2 and 3 and I'll use a proprietary GIS data from them. Last week I sent a email to BIS asking about VBS-DN and I'm still waiting for a response.
๐
isn't there a vbs market place?
you might want to check that out to get some sort of idea to what price category you could aim
I've already check it out, and there's no models for sale, so I'm still lost with it... lol
Hey guys I need some very basic help xD basically, i got the first layer where i selected the wheels and the steering wheel and made their vertex groups
now im on the 2nd layer where i have to make these points
i think theyre called memory or so
thats what i need help with
(in blender)
hi, in the uv editor the unwrap function does not work for me. what can i do ?
use another program or unwrap by hand.
Object Builder is quite hard to use for proper modeling
thanks @polar fiber
where can i collect the award for the best arma 3 vehicle ?
xD first car of my life haha
Oh shit
that reminds me something
Haha
from A3lifers of course, they'll be happy to steal it.
you can't collect it because it surely isn't made by you
you shall not pass go or collect 200 - go directly to jail
so it isn't the first car from your life
not the same things since you are in #arma3_model channel
the emphasis is on makers
ยฏ_(ใ)_/ยฏ
I'm sorry if you want to have a go at me, but not everyone models for a living
๐ i'm pulling your leg
And especially, not everyone who is a new comer has the knowledge
You won't be able to, trust me.
not gonna get in that what's the point of it discussion
The Arma community is partially already toxic, that's what even people from other games say and it honestly is partially true. Not everyone is toxic, but there are always those people. And one more thing, you got to test and learn somehow
creating a config to cause any model to load in game, is a first-step, major achievement. admittedly, configs aren't making the model but it's a great confidence booster.
Did you mean that part with the major achievement ironically ?
Yeah
But I mean there's no need for us to pull shit from each other, I do know that pulling models from free 3D sites ain't good but I think it's the best for me as a new comer to vehicular modeling....
So when I posted that pic, it was to have much more of a laugh than to get into a useless, time wasting discussion xD my point is we, all together, should help each other whenever someone needs help
Only so can the Arma community remove its toxic feeling when it comes to the development
I hope atleast some agree with me
I wonder if the toxic feeling that other communities feel comes from the strong prosecution of ripped/stolen content as its not really controlled much in most modding scenes.
It is not the topic of this channel though
Understandable
@Captain Honda#2597 i have no issues with people trying to get shit into game
to learn
you don't even need a real model
you can sort of have some simple boxes for that
i have issues the very moment when they use, distribute and even make money out of
other people work
i am first to give a helping hand when i can, been doing arma modign this since 2005
and if you ask me, the toxicity comes from people who rip shit to get it into the game and then earn a buck out of it
and 90% of these people come from the life area
That actually is true
But isn't the reason for that due to the costs that they'd need to pay to get an actual modeler and model that car for them ?
So they want to evade these costs..
I know xD
nearly 100% of people in this channel are doing it for fun, not for shekels
Good to know, tho it was just an idea of why people should do such thing
@white jay lol
listen dude
you don't need to get money from players in the first place
for server
I ?
Hosting is one rhing
if you cannot afford to pay someone to do something for you, don't
it is a simple thing
Investing into something a whole other
the fucking monetization fucked it up somewhat
But that's why I'm learning to do it myself
very good
That way I'd have the scripter spot open only which I won't want to do, I'll pay that someone rather who has more experience
not what i am talking about
i am talking about the fact that a lot of the people these days say they need to monetize shit
Oh, yeah now I know what u mean
In all honesty, I can generally prove that people like PL don't need to monetize either, they used aminium etc
Atleast for their jayhawk partially
Anyhow, back on the topic, I believe certain Servers under certain circumstances can be monetized
Not just every 12 yr old squeaker or much rather communities like ALRP/Metropolis etc
you guys mind taking this #offtopic_arma or somewhere
Sure
hi, i have some problems with my uv map. any ideas ? http://i.imgur.com/qrIYsgD.png
OB uvview shows uvmapping for all the mesh in the current lod
you need to apply materials/textures to different parts to be able to filter it
or preferably unwrap the model in a better software
i have done filter > filter by main texture and selected my texture which is assigned to that part
do you have to do uv work in OB?
you could perhaps make a new lod and copy only pieces of the model there so theres less stuff in the uveditor
but the unwrap tools there are really not worth much
okay i will try
anyone off the top of their head know the causes of side to side (left right) rocking of a vehicle while driving
check your class Wheels { sprungMass = } values add up to the total mass of your vehicle
check the springStrength values are even on both sides
if it's rocking too much when turning a corner...
antiRollbarForceCoef =
antiRollbarForceLimit =
antiRollbarSpeedMin =
antiRollbarSpeedMax =
there's a few other things it could be too, but check them first
@charred bolt Yea the sprungMass was there and was =mass/4, rollbar numbers were fine, no conflicting geometry
kind of a light teeter left and right, not rolling on turns
have you checked the centre of gravity in the Geo Lod?
was low + centered
what is the vehicle mass, and what are the springStrength's set to?
1700 - sprungMass 425 / springStrength 10625 / springDamperRate 1700
as well as double checking - the geometry LOD wheel names should be = ?
might have fubar'd that
sprungMass and springStrength look perfect
try increasing springDamperRate to 4250
typically "wheel_1_1_damper_land" etc
same as in LandContact LOD
yep thats correct
saw some with the same name as the wheels in the first visual LOD
but I have always matched geom with land contact on every other vehicle, just this issue with this one
driving me nuts - trying upped damperRate atm
res LOD's usually have wheel_1_1_hide and wheel_1_1_unhide
yea
linked to the damper_land bone through model.cfg
yea thats all correct - but the wheels don't turn when messing with wheel animation in ob
?
when I load buldozer and change values of drivingwheel and wheel the wheels don't turn
yes, the visual LOD ones do
in which LOD don't the wheels turn in Buldozer?
just geometry
oh ok, that's fine