#arma3_model

1 messages ยท Page 96 of 1

frank helm
#

@versed escarp should be in your p/drive named: temp ?????

hollow fulcrum
#

im not even sure what BIS foo is by default. pboProject is my default. which is indeed \temp

agile flint
#

Is it possible to proxy different types of muzzle breaks?

#

For tank guns?

#

So you can change em out in the attribute menu?

hollow fulcrum
#

ermmm..

#

yeah i imagine that would work.

agile flint
#

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

hollow fulcrum
#

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.

agile flint
#

I presume it would be possible, as many things are with Arma, but thought I'd ask here from the more knowledgeable

hollow fulcrum
#

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.

agile flint
#

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

lusty ginkgo
#

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

lusty ginkgo
#

fixed that issue by removing other lods

#

so far no issue

hollow fulcrum
#

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.

polar fiber
#

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#######_...

woeful viper
#

@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)

polar fiber
#

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

woeful viper
#

havent dabbled with that stuff yet either. This will come in handy, thanks

agile flint
#

@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

woeful viper
#

customization is done by animations (hiding/unhiding). If you hide proxies or model geometry does not matter

agile flint
#

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?

woeful viper
#

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

polar fiber
#

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

timber cobalt
#

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?

timber cobalt
#

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

polar fiber
#

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

timber cobalt
#

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

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And it's not really just barrels. In the config it's just a barrel but the models are warhammer 40k weapons

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So they are more detailed then a regular tank barrel

bleak flame
#

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.

agile flint
#

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?

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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?

tacit karma
#

it will only load the UV of that model.

#

UVs and textures arent directly connected

#

Models and UVs are.

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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

agile flint
#

@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?

tacit karma
#

sure

#

The game cant read model UVs from textures, to put it this way.

open coral
#

i'm struggling to tune my vehicle's speed curve, is there a function/command to display current gear and/or rpm?

woeful viper
open coral
#

nice, thanks. this is only in dev branch right?

woeful viper
#

yeah

open coral
#

thank you. downloading now. this looks to be very helpful

timber cobalt
#

@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.

woeful viper
#

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

timber cobalt
#

@woeful viper Thanks, thats what I needed to know

wooden frigate
stuck oyster
#

@wooden frigate you need to fix the weighting of the uniform to mach the arms better.

wooden frigate
#

Only cuffs? And I need to make it "heavier" or "easier"?

stuck oyster
#

I would guess you need to apply more weight for the forearm bone

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or the model is too skintight. That is a possibility too

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or both

wooden frigate
#

Thanks for you answer, I will try.

lost glen
#

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

woeful viper
#

flip the UV's

#

the texture moves in a pre-set direction with no way to change it

lost glen
#

how do i do that within object builder?

polar fiber
#

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

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then the two buttons after the one that looks like a magnet will allow you to flip the selected UVs horizontally or vertically

lost glen
#

thanks i think i got it now

wind belfry
#

any ide why my model.cfg works fine in bulldozer but is broken ingame...?

sturdy parcel
#

start with the obvious, check with Eliteness that the model.cfg has, in fact, been baked into the p3d.

cinder pivot
#

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?

woeful viper
#

not anymore

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was fixed recently (not sure if in stable yet)

charred bolt
#

It didn't make it into stable yet unfortunately (from a quick look).

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It was on dev, and supposed to be in v1.74, but v1.74 turned out to be only a net code hotfix.

cinder pivot
#

So soon(tm) see driver in both positions?

charred bolt
#

yep

cinder pivot
#

Sweeto

charred bolt
#

Presumably related to Tanks DLC and all the beautiful interiors they're going to give us. ๐Ÿ˜‰

cinder pivot
#

Pff

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Im not getting my hopes up

woeful viper
#

who needs vanilla tanks anyway...

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as long as the features keep coming i'm happy

cinder pivot
#

@woeful viper your tanks (saw your recruiting topic) were really nice looking, keep up the awesome work ๐Ÿ˜„

woeful viper
#

tank you

charred bolt
#

stop ๐Ÿ˜‰

cinder pivot
#

But not too fast.. Who knows what physx will do

#

๐Ÿ˜›

sturdy parcel
woeful viper
#

that is very kind of you, thank you

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that moment when you create LOD by hand and realize you have been making instanced copies of the original res LOD ... ๐Ÿ˜ช

stuck oyster
#

ouuch

woeful viper
#

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

native vine
#

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.
open coral
#

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?

charred bolt
#

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?

native vine
#

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```
open coral
#

i have not, that would impact engine power?

native vine
charred bolt
#

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?

open coral
#

8830 (i'm starting from the sample TestTank)

charred bolt
#

Drop it to like 1000 and build. See if the tank takes off like a rocket.

#

looking Cuddles...

native vine
#

You see ivan, the enemy will never expect rocket tank. That is how you get enemy.

open coral
#

it would be nice if engine power actually did something, i've jacked that up and was expecting to go plaid...

charred bolt
#

It does Stingray, but as I said, there are soooo many other things that might be broken in both your model and config

open coral
#

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

charred bolt
#

enginepower, maxOmega, numberPhysicalWheels, peakTorque, simulation, tankTurnForce, torqueCurve, Class ComplexGearbox, wheelCircumfernce, latStiffX, lattStiffY, longitudinalStiffnessPerUnitGravity, sprungMass, springStrength, springDamperRate, dampingRateInAir, maxCompression, maxDroop, frictionVsSlipGraph

open coral
#

rocket tank achieved, instability acieved.

native vine
#

gg.

charred bolt
#

Just some of the config values I'd usually alter

open coral
#

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

sturdy parcel
#

@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

charred bolt
#

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

native vine
#

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.

sturdy parcel
#

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

charred bolt
#

It's quite a pretty config mikero, you might like (the look of) it ๐Ÿ˜‰

sturdy parcel
#

the config you pasted above, has been damaged by something else.

native vine
#

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;
            };
        };
    };```
charred bolt
#

Further down (line 406)

#

class TransportMagazines {
class CG_ATF_Handcuffs_i {
magazine = "CG_ATF_Handcuffs_i";
count = 1;
};
};

sturdy parcel
#

you have every reason to be confused. you can't suddenly change inheritence from smallItems to PinkElephants

native vine
#

lol.

sturdy parcel
#

whoever wrote above broke the basics

native vine
#

This file was generated, I beleive.

#
// Generated by unRap v1.06 by Kegetys
// Separate rootclasses: Disabled, Automatic comments: Enabled```
sturdy parcel
#

couldn't care less, it's broken.

native vine
#

I see. So, how would I go about fixing this? Too far gone? Or does it need to all be rebuilt?

sturdy parcel
#

shoot the author

native vine
#

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.)

sturdy parcel
#

what i don't understand is how youfirstpasted a config with small items, and then pasted a config, with something else.

native vine
#

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.)

sturdy parcel
#

class CG_ATF_Handcuffs_i : ItemCore {
scope = public;

ah. my (and your) mistake. _I is a totally different animal

charred bolt
#

i is a magazine

sturdy parcel
#

๐Ÿ˜Š

native vine
#

that is within the class CfgMagazines scope though?

sturdy parcel
#

would have been too original to call it _mag I guess

native vine
#

ah, I see. so is it the _i part that is breaking it? or the public scope?

sturdy parcel
#

yes cuddles. not instantly apparent.

#

yes to cfgMagazines. that wasn't obvious

#

blibblob_i has nothing to do with a broken blibblob

#

hits rewind....

charred bolt
#

CG_ATF_Revival_Kit works ok, but CG_ATF_Handcuffs doesn't?

native vine
#

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.

charred bolt
#

You've spawned the object in game?

native vine
#

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.

sturdy parcel
#

Sorry if this all seems annoying to you
not in any way. you've approached this the best way possible.

native vine
#

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.

charred bolt
#

Aside from the Handcuffs and Donut Boxes do all the other items in that config show no rpt errors after spawning?

native vine
#

From this particular .pbo, I do not see any others.

charred bolt
#

and you've definitely placed all items in game?

native vine
#

I've placed a couple, not all by any means. If you give me a bit, I can go and test that.

charred bolt
#

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

native vine
#

This should be suitable to test via client, correct? Or does the server side need to be present as well?

charred bolt
#

single player should be fine

native vine
#

Alright, give me a little bit. I need to copy the dependencies and mods to my personal machine from the server.

charred bolt
#

I was assuming you'd isolate testing down to just this one mod, plus any dependancies.

native vine
#

I'm not sure I can just try the one .pbo in mention without the rest. I will try, however.

charred bolt
#

and I see it has no dependancies, except Arma of course

#

I just noticed this at the top: #include "BIS_AddonInfo.hpp"

native vine
#

Yes?

charred bolt
#

anything in it of relevance? it's a hidden part of the config as far as this discussion is concerned

native vine
#

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";
};
charred bolt
#

ok, no worries with that

#

Can you just create an @hardy nacelle\addons\CG_ATF_Items.pbo and launch that with Arma?

native vine
#

Doing that was we speak.

#

Launching now.

charred bolt
#

So launching with ONLY the 1 mod

native vine
#

Yes. Simply that pbo itself, that is it.

charred bolt
#

Then I assume you'll go to Editor > Virtual World, place down a player + the CG_ATF_Revival_Kit and Preview. Check RPT.

native vine
#

I am unware if these objects would show in editor.

#

Oh, I see.

#

Through the arsenal on the placed player?

charred bolt
#

That should work ok too

native vine
#

It might not show, so what was your method just in case?

charred bolt
#

Assumed the object was available as a prop, so would be in Eden?

native vine
#

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.

charred bolt
#

"Box of Donuts" doesn't imply much animation ๐Ÿ˜‰

native vine
#

True.

#

Going to link a screenshot. Went to props > and searched for the object.

#

Will check client logs.

charred bolt
#

The vanilla game has a "defibrillator"

native vine
#
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.

charred bolt
#

under Things>Medicine

native vine
#

This is the mod object.

charred bolt
#

Right, so it looks like all of the objects in your config have the same problem.

native vine
#

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.

charred bolt
#

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";
};

native vine
#

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?

charred bolt
#

Did you read my suggestion, last post?

native vine
#

I did. How would I fix that, then?

charred bolt
#

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

native vine
#

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;
        };
    };```
charred bolt
#

No it doesn't.

native vine
#

The modded one, sorry.

charred bolt
#

class CG_ATF_Revival_Kit : WeaponHolder_Single_limited_weapon_F {

native vine
#

Sorry, was looking in the wrong scope for that.

charred bolt
#

You are inheriting from WeaponHolder_Single_limited_weapon_F ?

native vine
#

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...

charred bolt
#

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.

native vine
#

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?

charred bolt
#

And it knows where to find class A by looking in the requiredAddons in cfgPatches

#

class A; is not empty

#

class A{}; is empty

native vine
#

In this example though, it's class B.

charred bolt
#

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

polar fiber
#

with eliteness, and I think T_D's web tool too, though I'm not sure if the latter is back up again

lusty ginkgo
#

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?

cinder pivot
#

No

#

Physx should be simple with no moving parts

lusty ginkgo
#

๐Ÿ˜ฆ

cinder pivot
#

Nothing that could animate

lusty ginkgo
#

the model itself is simple with no moving parts

#

it's literally a pile of dirt

cinder pivot
#

Then yes you could, as long as no moving geom

lusty ginkgo
#

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

sturdy parcel
#

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.

lusty ginkgo
#

there are two?

sturdy parcel
#

the obsolete no longer used one has the same bug.

lusty ginkgo
#

I didn't know there was an obsolete no longer used one

sturdy parcel
#

young padawan

cinder pivot
#

Wasnt it like e13a4 or some odd name

sturdy parcel
#

that sounds about right.

cinder pivot
#

It was basically guesswork on modding when physx came out

lusty ginkgo
#

that was the name I was assigned at birth by my robot overlords

stark dagger
#

It's easy to see, it's called Geometry Phys Old in OB

lusty ginkgo
#

funny coincidence

#

it's a small world

cinder pivot
#

BI: New Feature!
Modders: How do we use or access it?

lusty ginkgo
#

BI: Good question!

cinder pivot
#

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

charred bolt
#

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. "

sturdy parcel
#

binarise detects it's a geolod and looks for the massTagg

#

same story for the little used bouyancy lod btw.

lusty ginkgo
#

I have been considering using the bouyancy thing to create floating debris for water

#

not sure how well this would work though

white jay
#

what the name of the window where are all list of proxies and stuff when LOD is selected ... in OB

#

whats

#

nvm named selections..

cinder pivot
#

@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

lusty ginkgo
#

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

lavish mountain
#

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...

woeful viper
#

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.

lusty ginkgo
#

Satan's help can only accelerate this process

lavish mountain
#

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...

lusty ginkgo
#

good

warm trench
#

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.

polar fiber
#

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

warm trench
#

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....

woeful viper
#

thanks for the headsup

twin urchin
#

Does anybody knows weighting/skinning?

#

I am not able to do it , so a help would be appreciated

polar fiber
#

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

halcyon wren
#

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.

polar fiber
twin urchin
#

i cant use blender , so whos able to help me with that , then PM me

woeful viper
#

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

open coral
#

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.

open coral
#

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

quick terrace
#

@da12thMonkey#2096 lol, yeah not knowing how to blender also sort of gets in my way when it comes to existing RTM tools

ocean patio
#

do I need any programming to switch an unit's model in a2?

#

or a1

twilit hollow
#

anyone have a good paths lod tut?

obtuse rain
#

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.

winged fulcrum
#

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.

white jay
#

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

sturdy parcel
#

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

winged fulcrum
#

Thanks again @sturdy parcel and @white jay

white jay
#

Hey, im trying to change time in buldozer. Anyone know howto?

polar fiber
#

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

white jay
#

oh nice!

stuck oyster
#

Didnt know theres a workaround for that bug! Nice to know @da12thMonkey#2096

white jay
#

Thanks alot, almost got epilepsy while trying that before ๐Ÿ˜ƒ

stuck oyster
#

other option is to wait for the daytime to turn night xD

twilit hollow
#

@obtuse rain thank you for the suggestion but that really didnt help me out do you have like an real tut for this ?

polar fiber
#

thank @twin urchin - he's the one that posted that it works that way in here

stuck oyster
#

@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

frank helm
#

@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?

polar fiber
#

geometry LOD? kg yeah

frank helm
#

Cheers da12th.

twin urchin
#

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

obtuse rain
#

@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.

vernal lynx
#

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.

sturdy parcel
#

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.

woeful viper
#

read the rpt. CTD on model load are most often caused by model.cfg issues

sturdy parcel
#

white textures is the dead give-away

woeful viper
#

white textures dont crash the game generally

sturdy parcel
#

that's true

wind belfry
#

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?

woeful viper
#

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

wind belfry
#

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

sturdy parcel
#

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?

wind belfry
#

and yes, i packed with pboproject without problems @woeful viper

sturdy parcel
#

ouch!

woeful viper
#

@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

vernal lynx
#

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 ๐Ÿค”

woeful viper
#

*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

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

polar fiber
#

shouldn't crash if you run dev or RC branch then

#

since those were added to tanks now

vernal lynx
#

Nah I use a diag build patched on stable

open coral
#

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

polar fiber
#

turretinfotype

flat flare
#

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

stuck oyster
#

it has its own memory point

frank helm
#

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??

gilded ibex
#

Hi, I need help with making a Model config and the bind pose file

sturdy parcel
#

what does bind pose mean?

#

is it a static, like kia or cargo pos?

gilded ibex
#

IDK I need a Config file and a bind pose file to make my animations into their final format

tacit karma
#

@frank helm Can you rephrase what you mean?

flat flare
#

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?

flat flare
#

It also still turns it just wont move the arm up/down

stuck oyster
#

wrong/missing classes in model.cfg?

tacit karma
#

You have to assign your own turret config then

flat flare
#

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

tacit karma
#

No time to go through a full config. If you turret doesnt, check the sample for the tank and copy the turret setup

flat flare
#

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

stuck oyster
#

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

twin urchin
#

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"

polar fiber
#

it never worked AFAIK. I tried it when it was first added in Apex

twin urchin
#

really? damn it - so is there a way to switch it?

polar fiber
twin urchin
#

that sucks , i had a visor experiment

#

also why they didnt do that in Orange dlc

#

with nvg slot you dont get those issues

twin urchin
polar fiber
#

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

twin urchin
#

this thing is in NVG slot

#

so it shouldnt have those rendering issues

#

going to test it

twin urchin
#

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

polar fiber
#

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

rough idol
#

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

twin urchin
#

mainly those braclava with glasses

#

for some reason

rough idol
#

anyway, I suggested before using different slots for face shield and idea was rejected

twin urchin
#

what a shame ๐Ÿ˜•

#

btw those aviator glasses are doing issues even with regular vehicle glass

woeful viper
#

"aviator glasses" look stupid anyway ๐Ÿ˜›

quick terrace
#

@woeful viper hey, i only buy aviators

woeful viper
#

as long as you dont wear them all is ok ๐Ÿ˜›

polar fiber
#

I only have aviators too

tacit karma
#

quick question: anyone here have Milkshape installed? If yes, please PM me!

hallow turtle
#

I am currently looking at the 3ds max panels right now, can't seem to find anything regarding sub dividing different surfaces.

tacit karma
#

You have to put a modifier on top

hallow turtle
#

Okay, i will take a look at that. Thanks @tacit karma

hallow turtle
#

Oh wow, this is really neat.

agile jackal
#

Dose anyone know where i can get 3D models for free like the aircraft carriers?

polar fiber
#

this is model makers, we wouldn't know that kind of crap

formal vapor
#

@agile jackal You could make it yourself? Then it would be free.

sturdy parcel
#

nah, he'd have to offer it for free. And we both know how much A3Lifers love to share.

quick terrace
#

@sturdy parcel ๐Ÿ˜‰

flat flare
#

@stuck oyster Perfect, that sounds like it should work so I'll try it out and come back with my results. Thanks a lot

stuck oyster
#

๐Ÿ‘

hexed shale
#

free lol

white jay
#

Anyone know offhand PATH Lod how they handle ladders ? Or a model in a2 samples that shows how thanks

woeful viper
#

AI does ladders? I was always under the impression that this is not a thing - but i may be wrong.

sturdy parcel
#

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.

white jay
#

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

sturdy parcel
#

dunno, the trigger point is the 2.5m radius.

white jay
#

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

sturdy parcel
#

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)

woeful viper
#

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.

eager folio
#

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.

stuck oyster
#

60meters could still work. depends on the map parameters

#

50x50 meters is considered a safe size

eager folio
#

thanks

white jay
#

Hey guys

#

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 ?

sturdy parcel
#

vehicleclass= probably

white jay
#

ill do a pastebin

#

any ideas ?

#

anyone got any ideas or fixes to this ? ๐Ÿ˜„

sturdy parcel
#

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.

white jay
#

oh shiat

sturdy parcel
#

class cfgVehicleClasses
{
class MyGreatElephant
{
displayname=Orange Girrafes;
};
};

class cfgVehic les
class MyGreatPotato
{
vehicleClass=MyGreatElephant;

white jay
#

thats why it doesnt even show up when searching ?

sturdy parcel
#

as above

#

dont'' feel too dumb. everyone, has to jump over this same hurdle.

white jay
#

haha everyone has to start somewhere xD

#

should i just put this over "class CfgVehicles " as in the pastebin ?

sturdy parcel
#

yes with salt and pepper added

white jay
#

hahaah

sturdy parcel
#

you need:
cfgPatches
cfgVehicleClasses
cfgVehicles

that's it

white jay
#

quick question should i put for vehicleclass "Air" there ?

#

or whats the vehicle class for aviation vehicles

sturdy parcel
#

whatever gives you a thrill

#

i'd use aaa initially to ensure i could find it.

white jay
#

so it wont matter wtf i have written for vehicleclasses

#

i only need to have it ?

sturdy parcel
#

voila

white jay
#

thank you Bi

#

haha

#

class cfVehicleClasses
{
class MyGreatElephant
{
displayname=R22;

#

"MyGreatElephant" should i replace that with anything ?

sturdy parcel
#

not actually fair. Unusually for bis, they've done a decent job with this. breaklng it later with the 3den editor

lavish mountain
#

Mygreatlateuncleslefttoe

white jay
#

xaf

sturdy parcel
#

exactly

white jay
#

xD

sturdy parcel
#

I've used strange names to force you to think. rather than blindly copy pasta

white jay
#

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

sturdy parcel
#

two cfgVehicle class will give an intersting result.

white jay
#

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... ๐Ÿ˜„

charred bolt
#

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.

cobalt halo
#

add your selection to model.cfg sections

#

if you use textures or materials on them you have to otherwise they wont work

charred bolt
#

ok... it's a shadow LOD though and the selection has no texture or material

cobalt halo
#

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

charred bolt
#

Oh, and I've already tried it. Putting named_selection in the Sections of model.cfg didn't clear the warning.

cobalt halo
#

do you have any selection named like that in the model?

charred bolt
#

Yes

cobalt halo
#

is it in visual lods/view

charred bolt
#

Example - a wheel. Animated in res LOD's, Geo LOD's and Shadow LOD. All called "wheel".

cobalt halo
#

you dont need it in shadow lod I think... not dealing with vehicles but ... not really sure

charred bolt
#

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.

cobalt halo
#

you have the object not the selection, but for animation I just dont know, its safe to leave it there it wont hurt anything

woeful viper
#

selections that should animate have to be present in every LOD that should be affected

charred bolt
#

Yes. Any idea on my original question up there X3KJ?

woeful viper
#

which question up where?

cobalt halo
#

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)

charred bolt
#

: 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.

woeful viper
#

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...

charred bolt
#

agreed, it seems a little wooly to me too

cobalt halo
#

for textures, or when you call textures from the config

woeful viper
#

but this is not the only required usage

charred bolt
#

oh well, I'm glad it's not an obvious dumb thing I missed, thanks for looking chaps

woeful viper
#

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.

charred bolt
#

typo's were the first thing I checked and double checked before asking question

woeful viper
#

assumed as much

charred bolt
#

It could just be a 'feature' in pboProject that needs fixing, as there appears to be nothing wrong in game.

cobalt halo
#

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

woeful viper
#

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

charred bolt
#

Doesn't using proProject to create a pbo make it binarised?

#

oh wait, you said in the rpt

woeful viper
#

"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?

charred bolt
#

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.

woeful viper
#

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

charred bolt
#

lights and PiP's too

sturdy parcel
#

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.

charred bolt
#

lol, I thought that cheeky comment might get a suggestion from the 'master' ๐Ÿ˜‰

sturdy parcel
#

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.

charred bolt
#

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.

sturdy parcel
#

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

charred bolt
#

Don't get me wrong - I like error reporting, it's good. But I also like to be able to fix them.

polar fiber
#

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.

charred bolt
#

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

white jay
#

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 ?

white jay
#

anyone got idea why gatlingun on helicopter models have static "fire" when loaded ingame...

charred bolt
#

@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.

white jay
#

okay thanks

open coral
#

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)

stuck oyster
#

it is a custom model?

open coral
#

Yes

#

Unbinarized p3d, originally created in blender.

stuck oyster
#

and you have some sort of config for it?

open coral
#

Yes.

stuck oyster
#

and all the necessart LODs

open coral
#

It works just fine locally

#

Only kills Linux dedicated server

stuck oyster
#

can you test it on windows dedicated server?

#

dont know how many linux users are around

open coral
#

Don't have one configured but i presume i could spin one up

stuck oyster
#

worth to rule out

open coral
#

Yup

#

Wasn't sure if it was model or server

stuck oyster
#

It could be some sort of linux issue

open coral
#

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.

stuck oyster
#

I dont think anyone has asked here about such before

#

not that I had seen anyway

open coral
#

Bummer, I'll hit it again later this week. Thanks

chrome nymph
#

@sturdy parcel Hi again ๐Ÿ˜ƒ 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 ?

sturdy parcel
#

no one can properly answer that, no one knows except by trial and error and testing.

chrome nymph
#

Alrighty

#

is there a way of changing the physx serialization of a binarized model? ^^

#

Cause the models work as intended if placed with Eden

sturdy parcel
#

my guess is they are referring to a type 70 p3d which used a different physx stream.

chrome nymph
#

but not placed in TB

sturdy parcel
#

check the type of the p3d, if it concerns you.

chrome nymph
#

aight ๐Ÿ˜ƒ

sturdy parcel
#

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.

chrome nymph
#

I won't give up, and Ill say if I make it work and how ^^

chrome nymph
#

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 ๐Ÿ˜ฆ

#

Is it perhaps linked to testing in eden rather than an actual mission ?

#

Guess not

stuck oyster
#

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

chrome nymph
#

I agree, but Ive already tried it ^^

stuck oyster
#

and did vanilla work?

#

and at what point did they start bugging

chrome nymph
#

Well, I guess the streelamps are just easy to destroy, cause tapping them with a car still destroyed em

#

Guessing that's just arma

stuck oyster
#

yes they dont have much armor

chrome nymph
#

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 ? ๐Ÿ˜ƒ

stuck oyster
#

so theye not your original models?

chrome nymph
#

thats a negatory

stuck oyster
#

you dont have unbinarized meshes

chrome nymph
#

Correct

sturdy parcel
#

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.

stuck oyster
#

and you are placing them on map in terrain builder?

chrome nymph
#

oh? Think I've misunderstood what you have said mikero

#

Well, xcam to TB yes

stuck oyster
#

@sturdy parcel did land class overwrite what model has set as name properties in its geometry

sturdy parcel
#

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

chrome nymph
#

oh, now I understand, kinda

sturdy parcel
#

the engine only activates, the config class if and when that object is class land_NameOfP3d

chrome nymph
#

Can I edit that in the config, or does it have to be done within p3d as well ?

#

guessin thats kinda it

sturdy parcel
#

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

chrome nymph
#

oh right, now I actually kinda get it ๐Ÿ˜„

stuck oyster
#

which is why generally if you want to do any changes to a model you need the originals.

chrome nymph
#

No doubt

stuck oyster
#

or how it behaves when placed on map in TB

cinder pivot
#

The description there, "frantically scans all configs"

woeful viper
#

this is propably the most salty biki article i've read...

chrome nymph
#

haha, pretty angry one aye

sturdy parcel
#

the frantic scan is the most common cause of ctd in binarise, it wanders into folders it has no business being in.

cinder pivot
#

I feel like whoever edited that article was 210% with whatever BI gave them to deal with that day lol

sturdy parcel
#

we're talking here folks of binairse scanning your ENTIRE pDrive. the rest is left to your imagination of what could go bang.

cinder pivot
#

My pdrive is a solid mess tbh.. Should clean it up

woeful viper
#

i only poke the p drive with a long stick and treat it like a dangerous alien that eats files. read enough horror stories.

cinder pivot
#

Yea I should treat it that way and not have WIP stuff there

sturdy parcel
#

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.

lavish mountain
#

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...

jaunty leaf
#

A lil thing based on an aimpoint that's not an aimpoint

lime nebula
#

Hello, Any news to test my optimization made on my object in arma ?

stuck oyster
#

@NiiRoZz#9950 No idea what you are talking about. ๐Ÿ˜„ Care to explain more?

lime nebula
#

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

tacit shard
#

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

lime nebula
tacit shard
#

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.

clever solar
#

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.

sturdy parcel
#

as i remember, the classic helfenburks had no problem with this.

#

nor does scaffolding (providing you get the sizes right)

tacit shard
#

@clever solar Have you looked at the novy tower in DayZ SA? I think thats like what your saying

terse elm
#

I've done it before cringo had no issues

charred bolt
#

@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

charred bolt
#

...continued discussion with NiiRoZz via pm

clever solar
#

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.

white jay
#

@clever solar do you have a pic of the stairs you mean?

clever solar
#

@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

white jay
#

just a RL photo

clever solar
#

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.

primal mortar
#

Is there a tool with which man in 3ds max things as p3d can export?

white jay
clever solar
#

Well those arent right over each other though

white jay
#

iirc they are

clever solar
#

They turn and go up side by side

#

Naw mean

#

Stairwell

white jay
#

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?

clever solar
#

Well.. between player model clipping into stairs above and/or getting stuck, and how hard it would be to model

white jay
#

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

woeful viper
white jay
#

i actually used that recently :3

clever solar
#

Yeah I have that bookmarked

#

Thanks <3

white jay
#

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.

lavish mountain
#

grabs popcorn

white jay
#

๐Ÿ˜„

woeful viper
#

lazy life modder is lazy... doesnt even bother to check for proper channel. How about "creators recruiting" ?

clever solar
#

hehe

white jay
#

Sorry but I am using discord only for like 3 days inconsitently now ๐Ÿ˜„ pardon me haha

clever solar
#

shouldn't it be #recruiting_creators?

#

Kappa

clever solar
#

Don't mind my pro paint skills

white jay
#

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

clever solar
#

ah, well..

#

scoffs at ai

white jay
#

but they go fullretard in those frankenstein structures

clever solar
#

Yeah I can't be bothered to mess with AI myself

#

I must hunt mans

white jay
#

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

clever solar
#

Yeah gotcha

#

Still, you could do some interesting things with modular pieces like that

white jay
#

indeed

#

i think you were thinking about the pubg system

#

or at least some of their buildings seem to reuse floors

clever solar
#

mm yeah.. is that what they did or are they complete other objects?

#

ยฏ_(ใƒ„)_/ยฏ

white jay
#

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

quick terrace
#

no, people here can only model

half heath
#

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..

rich blade
open coral
#

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?

quick terrace
#

@open coral why don't you binarize your files?

open coral
#

no reason.

#

well, ignorance i guess is the reason

#

how does that process change the build pipeline?

#

.p3d >> ?binarize? >> mikero (makePBO) >> Fun

quick terrace
#

use mikeros for binarization yes

open coral
#

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?

quick terrace
#

no clue, I don't use makePBO as in ever

open coral
#

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

clever solar
#

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

quick terrace
#

@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

open coral
#

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

white jay
#

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

open coral
#

so if the linux version isn't binarizing, that may be the issue?

white jay
#

Go check it yourself and confirm. Only take 2 minutes. Object Builder won't open the p3d or crash if its binarized

open coral
#

it doesn't open, but doesn't crash like it normally does when trying to open an extracted p3d

white jay
#

Shrugs best bet then is to try ask mikero

open coral
#

@sturdy parcel any thoughts here?

#

thanks for the help thus far @quick terrace and @white jay

quick terrace
#

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

open coral
#

yea, sorry, the build "works", the server crashes when object placed

sturdy parcel
#

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.

open coral
#

so moral of the story is use windows to pack p3ds, not linux?

sturdy parcel
#

careful with your use of the word 'pack'

open coral
#

*makePBO?

sturdy parcel
#

you can pack whatever you want on linux.

#

you can't, binarise.

open coral
#

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?

white jay
#

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

open coral
#

looks like i have some options to play with. Thanks for you help guys

terse elm
#

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

charred bolt
#

Top of my head, it could be that you've set up hiddenSelectionMaterials, which I think are currently bugged with damage swapping.

terse elm
#

does swapping textures instead work?

stuck oyster
#

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

terse elm
#

oooo thx for the hint il try that

stuck oyster
#

not 100% of the edit lod but I understood that when the material is referenced in the .p3d it works

polar fiber
#

@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[]

charred bolt
#

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.

polar fiber
#

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

terse elm
#

thx for the hints il give these a whilr

#

whirl*

terse elm
#

got it working thx guys

charred bolt
#

what was it?

coarse orbit
#

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?

polar fiber
#

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

flat flare
#

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

polar fiber
#

strider uses the animation source ObsElevation otherwise defined with animationSourceElevation

#

only works on turrets

white jay
#

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

open coral
#

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?

sturdy parcel
#

compartment =

open coral
#

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?

charred bolt
#

@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.

zinc thistle
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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?

white jay
#

@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.```
zinc thistle
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@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.

white jay
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๐Ÿ‘

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isn't there a vbs market place?

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you might want to check that out to get some sort of idea to what price category you could aim

zinc thistle
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I've already check it out, and there's no models for sale, so I'm still lost with it... lol

white jay
#

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

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(in blender)

dusk frost
#

hi, in the uv editor the unwrap function does not work for me. what can i do ?

stuck oyster
#

use another program or unwrap by hand.

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Object Builder is quite hard to use for proper modeling

flat flare
#

thanks @polar fiber

white jay
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where can i collect the award for the best arma 3 vehicle ?

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xD first car of my life haha

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Oh shit

twin urchin
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that reminds me something

white jay
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Haha

sturdy parcel
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from A3lifers of course, they'll be happy to steal it.

quick terrace
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you can't collect it because it surely isn't made by you

white jay
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Pls don't nuke me xD

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Never did I say it's mine

quick terrace
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you shall not pass go or collect 200 - go directly to jail

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so it isn't the first car from your life

white jay
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It is

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As it's my first time I've put a car into Arma 3

quick terrace
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the emphasis is on makers

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ยฏ_(ใƒ„)_/ยฏ

white jay
#

I'm sorry if you want to have a go at me, but not everyone models for a living

quick terrace
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๐Ÿ˜‰ i'm pulling your leg

white jay
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And especially, not everyone who is a new comer has the knowledge

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You won't be able to, trust me.

quick terrace
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not gonna get in that what's the point of it discussion

white jay
#

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

quick terrace
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the nth time

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if blunt = toxic then so be it

sturdy parcel
#

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.

white jay
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Did you mean that part with the major achievement ironically ?

quick terrace
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nope

#

quite the contrary

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it is not simple by any means

white jay
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Yeah

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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....

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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

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Only so can the Arma community remove its toxic feeling when it comes to the development

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I hope atleast some agree with me

stuck oyster
#

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.

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It is not the topic of this channel though

white jay
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Understandable

quick terrace
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@Captain Honda#2597 i have no issues with people trying to get shit into game

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to learn

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you don't even need a real model

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you can sort of have some simple boxes for that

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i have issues the very moment when they use, distribute and even make money out of

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other people work

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i am first to give a helping hand when i can, been doing arma modign this since 2005

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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

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and 90% of these people come from the life area

white jay
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That actually is true

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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 ?

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So they want to evade these costs..

tacit karma
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no

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this isnt a company

white jay
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I know xD

tacit karma
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nearly 100% of people in this channel are doing it for fun, not for shekels

white jay
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Good to know, tho it was just an idea of why people should do such thing

quick terrace
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@white jay lol

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listen dude

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you don't need to get money from players in the first place

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for server

white jay
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I ?

quick terrace
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the general you

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if you cannot afford to host a server

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don't

white jay
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Hosting is one rhing

quick terrace
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if you cannot afford to pay someone to do something for you, don't

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it is a simple thing

white jay
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Investing into something a whole other

quick terrace
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the fucking monetization fucked it up somewhat

white jay
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But that's why I'm learning to do it myself

quick terrace
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very good

white jay
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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

quick terrace
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not what i am talking about

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i am talking about the fact that a lot of the people these days say they need to monetize shit

white jay
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Oh, yeah now I know what u mean

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In all honesty, I can generally prove that people like PL don't need to monetize either, they used aminium etc

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Atleast for their jayhawk partially

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Anyhow, back on the topic, I believe certain Servers under certain circumstances can be monetized

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Not just every 12 yr old squeaker or much rather communities like ALRP/Metropolis etc

stuck oyster
white jay
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Sure

dusk frost
stuck oyster
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OB uvview shows uvmapping for all the mesh in the current lod

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you need to apply materials/textures to different parts to be able to filter it

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or preferably unwrap the model in a better software

dusk frost
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i have done filter > filter by main texture and selected my texture which is assigned to that part

stuck oyster
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do you have to do uv work in OB?

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you could perhaps make a new lod and copy only pieces of the model there so theres less stuff in the uveditor

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but the unwrap tools there are really not worth much

dusk frost
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okay i will try

stuck oyster
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best option. use better programs

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blender is free and FHQtoolbox exports p3d

cinder pivot
#

anyone off the top of their head know the causes of side to side (left right) rocking of a vehicle while driving

charred bolt
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check your class Wheels { sprungMass = } values add up to the total mass of your vehicle

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check the springStrength values are even on both sides

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if it's rocking too much when turning a corner...

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antiRollbarForceCoef =
antiRollbarForceLimit =
antiRollbarSpeedMin =
antiRollbarSpeedMax =

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there's a few other things it could be too, but check them first

cinder pivot
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@charred bolt Yea the sprungMass was there and was =mass/4, rollbar numbers were fine, no conflicting geometry

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kind of a light teeter left and right, not rolling on turns

charred bolt
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have you checked the centre of gravity in the Geo Lod?

cinder pivot
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was low + centered

charred bolt
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what is the vehicle mass, and what are the springStrength's set to?

cinder pivot
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1700 - sprungMass 425 / springStrength 10625 / springDamperRate 1700

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as well as double checking - the geometry LOD wheel names should be = ?

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might have fubar'd that

charred bolt
#

sprungMass and springStrength look perfect

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try increasing springDamperRate to 4250

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typically "wheel_1_1_damper_land" etc

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same as in LandContact LOD

cinder pivot
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yep thats correct

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saw some with the same name as the wheels in the first visual LOD

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but I have always matched geom with land contact on every other vehicle, just this issue with this one

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driving me nuts - trying upped damperRate atm

charred bolt
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res LOD's usually have wheel_1_1_hide and wheel_1_1_unhide

cinder pivot
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yea

charred bolt
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linked to the damper_land bone through model.cfg

cinder pivot
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yea thats all correct - but the wheels don't turn when messing with wheel animation in ob

charred bolt
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?

cinder pivot
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when I load buldozer and change values of drivingwheel and wheel the wheels don't turn

charred bolt
#

oh dear

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but they turn in game?

cinder pivot
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yes, the visual LOD ones do

charred bolt
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in which LOD don't the wheels turn in Buldozer?

cinder pivot
#

just geometry

charred bolt
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oh ok, that's fine