#arma3_model

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cinder pivot
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thought so - just trying to walk over stuff so I am not going insane

charred bolt
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did the damperStrength help?

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sorry springDamperRate

cinder pivot
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trying now

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yea so far its not shaking.. going to test on a straighter path

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yea its not shaking anymore - thanks ๐Ÿ˜„

charred bolt
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great ๐Ÿ˜ƒ

cinder pivot
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not sure why or how it worked, used same calculation methods for everything else w/o problems

charred bolt
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the equation I use to calculate it is:

cinder pivot
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but its arma.. i'll take it ๐Ÿ˜›

charred bolt
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springDamperRate = 2 * sqr (springStrength * sprungMass)

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sqr = square root

cinder pivot
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ah yea I had multiplied that by 0.4

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did 0.42sqrt(sS*sM)

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but good to know, thanks ๐Ÿ˜ƒ now just to get wheels touching the ground properly

charred bolt
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that's always a fun game

cinder pivot
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yea

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hopefully it will be as simple as messing with max droop

charred bolt
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or if you want a specific suspension movement, look at the wheel...boundary mem points

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wheel_x_x_bound

cinder pivot
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yea they all currently match the landContact height

charred bolt
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sometimes it seems necessary to move them up or down to fine adjust the contact point - I typically lift them up inside the wheel a bit to simulate some squashing of the tyres under the weight of the car

cinder pivot
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yea

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If I can avoid that I generally will

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each wheel is a different rate.. yea I will mess with points

granite berry
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what was the object size/dimensions when things start to break? was it not when one dimension exceeds 50m? You know the dissappearing at distance and collisions breaking stuff etc?

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Its likely less than 50m.

cinder pivot
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37m in either direction from center iirc?

white jay
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are rtm files editable?

stuck oyster
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not without right tools and even with them very poorly

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depends what you want to do if its faster to just make new ones

white jay
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k so still very new to modeling, and i might be missing a step or something but why issent object builder in arma tools working? it just exits out in like 2sec 100% of the time

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it works normally for me..

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try to verifiy integrity of tool files

stuck oyster
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@white jay are you trying to open Binarized A3 models?

white jay
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lol

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that could be the cause

stuck oyster
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@white jay arma .rtms are also binarized so you would need to debinarize them too first if you mean to open them

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but back to my question what do you want to accomplish?

white jay
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i am using opensoured files

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no

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so wouldnt say the are binarised

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they*

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i cant even open the builder

stuck oyster
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could try installing them again

white jay
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like this is what i do; arma tool>object builder, then in 2sec it exits out of program before it even pops up

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no error, no message

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ive reinstalled and varified integrity no change

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for my other modder friend he got the same thing but HE got a pop up saying, "install P drive"

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i dont have a P drive, could that be it?

stuck oyster
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could be

white jay
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@stuck oyster i want to add heli to my mod ,pboproject says rtm files are missing(but they are in right path/folder)... files are unbined by the author himself ..

stuck oyster
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thats probably some sort of path error you have

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nothing to do with the actual .rtm

white jay
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triple checked

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sooooooooo am i stuck?

stuck oyster
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dunno

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sounds like you have not installed the tools correctly if you dont have p: set up

white jay
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funny .."missing" files wont be converted to text with python rtm converter but other rtm files can be converted

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its on my D drive, should it be on my C drive?

stuck oyster
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they sound like binarized rtms

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just unpacking them does not debinarize them

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it shoud be whatever drive you have enough space to have all the necessary files

white jay
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i know but as i ve said its opensourced unbineed even name says it

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but who knows i will try to debinarize them

stuck oyster
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using material like that can be problematic ยฏ_(ใƒ„)_/ยฏ

white jay
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stupid question but, what filetype of textures does the arma engine use ?

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isent it.paa?

stuck oyster
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yes

white jay
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ok ty

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jpg also works for testing in editor ๐Ÿ˜„

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well..........this model is a little more........complicated, lets just say its 200m's long

stuck oyster
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oh read that wrong

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anyway

white jay
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ik, im just saying trying to keep it a suprise

stuck oyster
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anything bigger than 50x50 meters usually has problems with collision etc

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a ship of some sort?

white jay
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this is just going to be for show, the playable version will be done near end of year my guess, since a friend took over the playable verson of the project

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is that from Captain America: The Winter Soldier

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no from first avengers

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whats max polly for arma 3?

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want to add a few things but idk

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tyvm

stuck oyster
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armas engine limits were upped to millions

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but preferably as low as you can get

white jay
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oh, lol im at 26k polly, uh............crap

stuck oyster
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@white jay you model the geometry boxes

white jay
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oh ok

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i thought it somehow did it auto

cinder pivot
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@white jay the littlebird is like 100k and ghosthawk is like 80k iirc and I just put a 70k faces/ 120k tri truck into arma and OB is the thing that lags out

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If you make objects bigger then 50x50 you would have to attachto for a vehicle and it will not have certain needed aspects

white jay
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OB?

cinder pivot
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Like geometry im pretty sure, so only main cabin of a ship would have any collision

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Object builder

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The arma3 tool used to get ingame

white jay
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object builder dosent work for me

cinder pivot
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Good news, it wont lag on high poly objects then

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๐Ÿ˜„

white jay
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xD

cinder pivot
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What doesn't work about it

white jay
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it just exits out in like 2sec 100% of the time

cinder pivot
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Even with just opening a blank file?

stuck oyster
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have you run the arma tools setup?

white jay
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i cant even open a file

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ill make a vid 1sec

stuck oyster
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still sounds like you have not installed all the stuff correctly

cinder pivot
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Like running object builder no file doesn't work

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^

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steam > run arma 3 tools > object builder

stuck oyster
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have you ran Arma Tools?

cinder pivot
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If even there it doesnt work then you need that good reinstall

white jay
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i dont open a file i launch arma tools then hit object builder

cinder pivot
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And it closes?

white jay
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yes

cinder pivot
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Reinstall sounds like your best bet

stuck oyster
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have you tried running it from the actual .exe

white jay
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no .exe yet and reinstalled 3 times

stuck oyster
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have you run the Arma Tools config?

white jay
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uh no

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i had to?

stuck oyster
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yes

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you did not read the manual? ๐Ÿ˜œ

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now that were at it

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you go and get yourself mikeros toolset

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free one is just updated

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and you install P: drive with those

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and not with the what Arma Tools wants you to

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so you have stuff set up the right way

white jay
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ok ty for your help

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when making land contacts for vehicles, do u recommend me to have all land contact points as one "object" with the origin point being in the middle of the grid ?

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or rather all seperated

stuck oyster
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Id say they usually are separate

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and under the wheels

white jay
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yeah xD

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thanks

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also i looked for the definition of "memory points" in arma 3 in regards to vehicle models

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Could anyone give me a brief definition of what they exactly are ?

stuck oyster
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they are verticles in memory LOD

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that the game engine uses to place stuff and calculate stuff etc

white jay
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ok and they should be seperate too ?

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or not

stuck oyster
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what exactly do you mean separate?

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I mean they are single verticles

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you see them in the samples memory LOD right?

cinder pivot
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They are in a seperate LOD

white jay
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Quick question, i got my car in game however it doesnt move

cinder pivot
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Well if its stopped then it shouldnt

white jay
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Wait, stopped in what sense ? ๐Ÿ˜„

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It doesnt move at all xD

cinder pivot
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Can you post a picture of it ingame-floating? Stuck? Noises? Etc

white jay
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sure one min

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oh shit i know why

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the geometry rectangle haha

cinder pivot
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Make sure no collisions in geom with below the land contact point

white jay
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im actually half retarded ๐Ÿ˜„

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the rectangular box is way more front than it should be

stuck oyster
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and too down

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the wheels dont touch ground

white jay
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the geometry was a bit below the wheels or so

cinder pivot
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@white jay go to options and enable 4 views as well as view first Background LOD

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It will help quite a bit

white jay
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oh yeah i sometimes use it

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do u recommend me to always ?

stuck oyster
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I've set up mine like this

white jay
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oh ok

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the car still wont move, ill just experiment and move the model entirely a bit more up

stuck oyster
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compare to the sample car

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you might be missing something

white jay
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well as amateur and new as i am to it, i did the putting it into arma 3 via blender and ob in speed time xD for memory the sample has much more done in the memory "lod" i think u call it, i have only done the middle tires for it...

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however ive done the hitpoints and landcontacts correctly

stuck oyster
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thers lot of crucial stuff in the memory lod

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wheel points etc

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working vehicle needs everything the samples have

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and sometimes a bit more

white jay
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i actually have one question about the wheel points

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in the sample i see not only one point like in the middle of the wheel but multiple

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why is that ?

stuck oyster
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those are defining the physX wheels

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you dont have them -> you dont have wheels

white jay
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oh shit xD thats why haha

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but do i create them "just anywhere" in the vehicle ?

stuck oyster
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compare to the sample car

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short answer would be no

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long answer too complex to write down

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best answer = the first one

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๐Ÿ˜

white jay
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;D

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;*

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:D*

cinder pivot
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Sample models = 85% of what you actually need

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Lol

white jay
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lol ok

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what consequence would it have on the car if the landcontacts are moved from where they should be

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?

stuck oyster
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why would you not put them where they should be?

cinder pivot
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Think he means to make wheels touch the ground

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By moving land contacts

charred bolt
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How do you fix this binlog warning please? It's on an old inherited p3d.
"Old style material flags used - 200 (with texture path-name)"

sturdy parcel
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dep3d ->read the documentation

charred bolt
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@sturdy parcel In Mikero\DePbo Tools\docs\ , I have:
Arma3p, DeOgg, DePbo, DeRap, DeRoad, Eliteness, ExtractPbo, MakePbo, MikeroUpdate, pboProject, Rapify
I don't see anything called dep3d? Where can I get it please?

charred bolt
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Thanks Martinez, but where on that link is documentation for dep3d that Mikero says will have the answer I need?

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Is it possibly subscriber only?

white jay
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Hey guys im convinced my car will be working tho i have the error in buldozer "no entry model.cfg/cfgmodels/test_car_01/animations/proxy_driver_001_1.type".

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class proxy_driver_001_1
{
selection="proxy:driver.001";
};

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thats what i have as the last 2 things in my model.cfg

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Is this normal ?

stuck oyster
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no

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thats in your model.cfg?

white jay
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yes

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my car is fully working ingame tho

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but the steering wheel (when rotating) always rotates up and down

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and not left right

stuck oyster
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you probably dont have axis memory points or they are in wrong direction

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the proxy I dont quite see why you have it in the model.cfg like that

white jay
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arma 3 sample

stuck oyster
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curious

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my sample does not have any reference to a proxy in the model.cfg

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besides the proxy in a vehicle only defines the location of the passenger model

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and the config.cpp is where the animation for that passenger is set

stuck oyster
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how does exile detect its road?

simple lake
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probably detects by surface texture or IsRoad defined somewhere

quick terrace
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@stuck oyster really neat

stuck oyster
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Thanks @quick terrace I hope I dont lose too much when trasforming it into game asset xD

quick terrace
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@stuck oyster that's where the fucking time goes to waste ๐Ÿ˜›

lavish mountain
stuck oyster
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@Don_prince (AJ)#1088 Its going to be beautiful! Take your time. ๐Ÿ˜„

shell magnet
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Hey guys, I have a problem. I don't have any CursorObject on my boat, anyone can help me please ?

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Wich lod make the CursorObject work please ?

stark dagger
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named property

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class Vehicle I think.

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In the geometry LOD

terse elm
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is it possible to randomise a selection on a uniform, for example I have a military uniform with brigade and TRF patches on the sleve controled by one selection (camo1), but i want every unit placed to to have a have a randomised camo pattern (camo) from one of 4 different camo patterns

polar fiber
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setobjecttexture script i guess

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I'm not sure if class textureSources based randomization will using the bis_fnc_initVehicle init eventHandler, will work on character models by default. But a scripted solution would be along the lines of that function

spiral void
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hey, was the the super shader cgfx ever released and if so - where can I find it?

twin urchin
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@spiral void no it was never released but it would be cool to see it as subtance shader plugin ๐Ÿ˜„

spiral void
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@twin urchin ah ok, thanks

outer condor
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anyone has an idea what influences the min-max ranges for the artillery computer?

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it seems not weapon parameter based and not vehicle config. either something in the model itself, or model.cfg

cinder pivot
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Anyone know why the wheels on my vehicle, all 4 are at different heights but have everything there in memory lod and land contact in the same height for the wheels? I could fix it immediately by moving the bound memory points around. They are at different points ingame not OB and physx is all inherited as well, no changed values between the wheels

terse elm
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th @polar fiber

neat prism
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hey, would someone do the tricky stuff with the obj builder and script bla bla ? if i give (person xy) the model like a bridge. I NEED THESE .cuz you know i had 3 hours of non stop porblems installing or even opening this damn program

strong plaza
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I lost all my bookmarks, anyone here have any good free texture sites to recommend?

stuck oyster
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though free dl is limited

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its the best site

strong plaza
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well that one is pretty obvious ๐Ÿ˜›

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I had some obscure good sites bookmarked, but I can't remember their names

quick terrace
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there were quite a bunch of free photo textures (needed tweaks, but worked quite ok)

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on gumroad

bleak tangle
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PuFu might have been the one to share this guys page initially https://gumroad.com/joost
He has a bunch of free textures, and then some paid ones. As always, don't forget to check the licenses.

agile flint
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Hoes does Tricount work with hidden meshes?

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So for example say I ad a 50k tri model, with 50k tris worth of hideable stuff, if I hide all 50k it ignores the other 50k, and only adds the tri count when stuff is un hidden?

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I'm pretty srue thats how it works but just want confirmation from the pros

quick terrace
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nope

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hide animation moves all verts to 0.0.0 position

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@agile flint ^^ so it is still there, it just isn't rendered

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vert count remains 100% the same

agile flint
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So would it have the performance of the whole 100k tris? or only the performance of the 50k tris?

tacit karma
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100k

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because the verts dont magically disappear and reappear

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As Pufu said, they are just moved, but they are still there

agile flint
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Ahhh ok cool that makes sense, cheers for that ๐Ÿ˜ƒ

river kite
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those shadow issues

stuck oyster
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bad shadow lod

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or no shadow lod at all

twin urchin
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that shadow lod haha , it looks like it wasnt even properly aligned plus open faces thus broken looking shadow

formal vapor
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@river kite Cool model. Where did you find it? That model is way to complex to just turn the first LOD into a shadow LOD. You need to make a new shadow LOD.

river kite
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Thanks ,I created the Model ๐Ÿ˜„ . There was some Open faces and it was a bit misplaced, now it looks Fine .

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But there is still so much stuff that i dont understand with my colleague... like you See in the pic you can still See the damaged Wheel Proxy and we dont know why

charred bolt
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Fun question: has anyone ever made a vehicle model which does NOT have at least one of these binlog warnings in it:
"Stage 1 has no texture to retrieve format from (while generating ST coordinates)"
An imaginary prize and gold star for the first to explain in detail how to not get them. ๐Ÿ˜ƒ

cinder pivot
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Ill double that gold star offering

rough idol
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Rvmat applied to texture less face?

charred bolt
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It doesn't appear to be that reyhard. Object Builder "sections" can show zero "Not mapped" entries and the warning still turns up.

shell magnet
#

Anyone can tell me how to make a light blink like the Arma 3 cone please ?

white jay
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Quick Question: Not having a View Geometry in your model will assign the normal Geo for blocking the AI, sight right? ๐Ÿ˜ƒ

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i'm not sure if geo is fallback for viewgeo

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it is for most of the geo lods but not 100% sure on that

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is you cam colliding with the object?

polar fiber
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in some basic testing, a vehicle with just geo and no view geo, did seem to block AI LOS

bleak tangle
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My understanding of it was:
Only geometry -> geometry is used for view and fire
Geometry and view -> view is used for fire
Geometry and fire -> geometry is used for view

white jay
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sounds weird enought to be from BI ๐Ÿ˜„

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and hi! glad to see you arround

bleak tangle
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Hello!

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Now for my next trick, Iโ€™ll disappear...

white jay
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๐Ÿ˜ฎ

cinder pivot
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He only appears when needed most

outer condor
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lets pray for his return ๐Ÿ™

cinder pivot
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๐Ÿ™

stuck oyster
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youre doing it wrong..

๐ŸŒ‹ ๐Ÿ‘ฌ ๐Ÿ‘ซ ๐Ÿšถ ๐Ÿƒ

charred bolt
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How to fix this binlog error please? It's on an oldish p3d I've inherited, probably from A2.
Old style material flags used - 201 (with texture #(argb,8,8,3)color(0,0,0,1.0,co))

I've tried changing the texture's rvmat, currently \a3\data_f\default.rvmat.
I've tried changing it's user value, currently set to 0.

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Ha, I'll answer my own question. Just found the answer after a few days looking;
Object Builder, select texture, Shift E, select Lighting (Obsolete) to Normal.

ebon abyss
charred bolt
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That website times-out for me... but as I said, I already found the answer, thanks anyway.

ebon abyss
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where do you live or use internet?

charred bolt
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uk

white jay
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Ok thats nice to hear, thanks for the info ๐Ÿ˜ƒ

wind sluice
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Looking for some help bringing a backpack into the game

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Can I post images to this?

outer condor
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use imgur

chrome nymph
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Not sure where to put this, as its both TB and object ๐Ÿ˜„ Anyways, can a Land_ based object packed into map in terrainbuilder use an execVM for an external script? Say a trafficlight

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Cause right now it puts it in the map as Land unit with all correct settings, but lights dont work. Works fine placed in mission/xcam though

stuck oyster
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nearobjects script command should be able to pick them up. Id say more a scripting topic .

chrome nymph
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Got an answer in terrain_makers, apparantly sqf's dont work trough Land based objects ๐Ÿ˜ฆ

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Oh well, into the missionfile they go ๐Ÿ˜„

stuck oyster
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ah yeah they dont run init

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the same way anyway

strong plaza
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Anyone know what the message "At least one object has been divided into two." when exporting 3ds from Object Builder means?

crisp jacinth
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idk, check for any duplicate files in your export folders

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Also, does anyone here know how to make a custom head model's eyes work?

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I can post it's model.cfg if you need it

stuck oyster
#

custom skeleton or the default man skeleton?

crisp jacinth
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Default man

stuck oyster
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check the sample head and copy its selections

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and model.cfg

twin hawk
#

So, a few questions. I'm new to model making, and have been trying to follow this tutorial as an introduction, but I've had no success as of yet. The model referenced is no longer available, so I've tried to use a Star Wars Droid Gunship model to replace it (since that's what my endgoal is), and failing that, I attempted to use a simple cube model as a substitute for the helicopter as a proof of concept but had no luck with that either. I can get the model to show up in the selection menu in game, but when I place it down in editor it says something along the lines of "cannot load .p3d". If anyone could help me get my bearings here I'd really, really appreciate it.

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That's the tutorial in question

stuck oyster
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I would say your filepath to the .p3d is incorrect if it cant find it

river kite
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Hey Guys, im trying to load my model.cfg into the Model Config Editor but i get this message Error: CreateSelectionList failed - model definition not found in config

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how can i fix this ?

sharp flame
#

Hi guys so im really frustrated and it seems that I cant get to work FFV position with Turn in/out action to work fully so its here someone that would be able to help or send some kind of config that could help i would aprreciated it thx ๐Ÿ˜ƒ

dusk frost
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my proxies wont show in model viewer what can i do ? im using arma standard proxies.

stuck oyster
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proxies of what?

twin hawk
#

Hey, really dumb question

#

I'm trying to measure the dimensions of something in O2, do each of the squares on the grid correspond to 1 meter? I used to measuring tool and know they're each 1 unit apart, but can't find any info on what that unit is (be it inch, foot, meter, etc.)

stuck oyster
#

yeah each is 1 meter

#

would recommend using some other program for 3D modeling though.

twin hawk
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Yeah, I probably should take it back into Blender but I was lazy and thought maybe I could rescale it in O2

stuck oyster
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sure you can but it can be pain in the ass xD

woeful viper
#

select a vertice and hit shift E to show the coordinates if you need it more precise

wind sluice
#

I have a geometry LOD that stops vehicles but not infantry, why would that happen?

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I have the mass of the Geometry set at 250, not sure if that has something to do with it or not.

dusk frost
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@stuck oyster i mean like the driver proxie

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or cargo proxy

stuck oyster
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and they dont show up in Buldozer?

dusk frost
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yeah i checked the settings but all seems correct

stuck oyster
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do they show up on sample models?

charred bolt
#

Basti, presumably you don't have proxies hidden in the viewer settings?
Object Builder, View > Viewers > Buldozer > Hide Proxies

cinder pivot
#

custom mirrors are black when not in the vehicle, standing beside it

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is there anyway around this? or should I just not have them in visual LODs

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only cargo

charred bolt
#

In LOD1 I use:
#(argb,8,8,3)color(1,1,1,1.0,co) and a3\data_f\mirror.rvmat

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This gives a nice non-specific reflective texture without the expense of a PiP

cinder pivot
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thanks, I'll take a look

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for now I just left it and just cargo

twin hawk
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Hey speaking of proxies, so for the cargo or missile proxy, how is that set-up?

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I set up a pilot proxy for a model I'm working on and I understand basically what they are, but I used the config file provided by a tutorial that I was following so I'm not sure if I need to mess with the config file to get a proxy to work or what.

charred bolt
#

If you used an A3 pilot proxy and are inheriting an A3 helicopter class, it'll probably work more or less without having to do too much.
Eg. \a3\data_f\proxies\Heli_Transport_01\Pilot

stark dagger
#

Looking for some textures for an A2 port. Office A_Office02
Can not locate in my a2 files.

Asphalt_smooth_dark_CO
Asphalt_rough_light_CO
A_Office_003_MASK

#

A location where to find them would be great.

dusk frost
#

@stuck oyster @charred bolt They wont show up in sample models and settings are fine :/

charred bolt
#

Are you selecting the whole model before launching Buldozer?

dusk frost
#

Yeah tried different selections. The proxie wont show up even if i select everything

wind sluice
#

Hey guys, still having an issue with a bridge structure geometry. All geometry collision works when inside of a vehicle, but on one section of my bridge, humans don't collide

stuck oyster
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@wind sluice You need a roadway LOD surface for men

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@Basti | John Collins#6444 is your P drive set up correctly? Have you unpacked the A3 data properly?

eternal bloom
stuck oyster
#

that too

dusk frost
#

@stuck oyster yeah i have done everything and the path to the proxy is right

stuck oyster
#

you dont have this ticked right

dusk frost
#

right

#

i have tried to search for these dll's and copied them in the folder but dont seem to work

stuck oyster
#

aww come on

#

you should have started with this

#

you installation is messed up

dusk frost
#

how could i fix this ? reinstall ?

#

or use the diagnostic tools ?

#

okay fixed the dll error now trying

#

now its working ๐Ÿคฆ

cinder pivot
#

If you got errors like that, best to post that first or relating to it ๐Ÿ˜› good that its fixed though

river kite
stuck oyster
#

what is this "this" you are referring to?

river kite
#

the looking straight but doesnt "align" right with the tires

stuck oyster
#

I still dont understand? you mean the dampers?

polar fiber
#

distance between your center and boundary memory points might not be exactly the same for every wheel

stuck oyster
#

are the damper selections set so that only the wheels move?

river kite
#

yes but the vehicle stands on a complete flat road

stuck oyster
#

the road materail is may be configured so that it is not actually flat

#

but has simulated bumps

river kite
#

okay

#

is there a way to get the distance betwenn the center and boundary precisely on the right position ?

stuck oyster
#

copy the points from the wheel

river kite
#

okay will try that thanks for the help guys, cheers

polar fiber
#

or use the pin in object builder to align points, using the scale tools

cinder pivot
#

Anyone have any tips on OB export/size to arma rig for vehicle animations?

#

Have a resized mesh from OB want to export it for use in blender rig for animations

#

But can't get sizing right

stuck oyster
#

@cinder pivot lets start from the beginning

#

๐Ÿ˜„

#

you got character in OB you want to get into Blender?

cinder pivot
#

@stuck oyster I have a vehicle in OB but I want to export it from OB to (insert best filetype here) then import that file into blender and use blenderRig to make a driving animation for it

#

I can't seem to get sizing right so the animation is off ingame

stuck oyster
#

ah

#

get yourself FHQBlenderToolbox and open the .p3d straight into Blender

#

also helps with exporting the animation out of Blender straight into .RTM

#

@cinder pivot BlenderToolbox is โค

cinder pivot
#

I never thought of that

#

I have the toolbox even, but I like OB for putting vehicles together

#

Dunno why

stuck oyster
#

animation preview

cinder pivot
#

Thanks though, Ill take a look at that

#

๐Ÿ˜„

charred bolt
#

I'm working on a tankx vehicle. It drives fine on the flat, corners ok, bumps up and down over rocks...but often when climbing a slope it'll suddenly take off! Like it gets an extra rocket power surge which decouples it from the ground. Any rough ideas where to look please?
--- it'll go from a steady slow speed like 20kph to suddenly 30kph, one side (or both) lifts off ground, it will shoot up the hillside maybe 20 feet and often roll on it's side.

stuck oyster
#

perhaps it gets a good bounce off the dampers

charred bolt
#

could be that - dampers seem ok in normal use. Any thoughts what to check ref dampers?

#

sprungMass(es) add up to vehicle weight
springStrength = 25 x SprungMass
springDamperRate = 2 x sqrt(springStrength x sprungMass)

stuck oyster
#

do you have the wheels in the geolod?

#

or and or physxlod

charred bolt
#

Not on Geometry Phys LOD.

#

On Geo LOD there are components representing the tracks.

#

but not named

stuck oyster
#

Hmm I suppose thats how its suppose to be

#

I've had some weird jumps with cars that I have had the wheel geometries still there

charred bolt
#

Yes, I know they shouldn't go in the PhysX LOD because they're generated automatically by the config.cpp

stuck oyster
#

whats the mass of your tank?

charred bolt
#

15250kg

stuck oyster
#

is it a small tank?

charred bolt
#

APC. Yes, it's small.

stuck oyster
#

hows its weight distribution?

charred bolt
#

C of G is centred back to front, left to right

stuck oyster
#

If you check the sample tank there are weight distribution cubes that lower the center of the weight a lot

charred bolt
#

yes, I'm using them too - C of G is about 1/3rd up from the base, so quite low

stuck oyster
#

k

#

could be its just too light

#

would be quite simple to double the weight and see if that changes anything

#

Arma physX is known to be how to put it

#

quirky

charred bolt
#

Ok, I'll try that. But previously I've also made another APC of 7800kg and it behaves ok.

#

British vehicles tend to be quite light weight.

stuck oyster
#

thats ok

#

its just Arma physics dont always follow reality ๐Ÿ˜„

charred bolt
#

you're not wrong there !!

#

I suspect it's more likely to be related to the dampers though...

#

perhaps reducing the spring strength might be worth a go?

cinder pivot
#

If something clips ground it also causes odd effects

charred bolt
#

which LOD Andrew? Does that include the visual res LOD's?

cinder pivot
#

Geometry, as long as it doesn't clip under landcontact (not sure if tanks have this)

#

If it clips under issues can come up

charred bolt
#

currently my land contact points are just underneath the Geometry LOD object

#

but only just

cinder pivot
#

Should be fine then

charred bolt
#

I wonder if the dampers are moving the land contact points up inside the Geo LOD?

cinder pivot
#

Could be possible

charred bolt
#

Can you check one of your vehicles - have you named the land contact points? Mine have wheel names like "podkoloL1"

#

Thanks for the help chaps. I have some suggestions to work on.

cinder pivot
#

mine are wheel_1_damper_land and matching names for land contact

charred bolt
#

I'm guessing that's a car, rather than a tank?

cinder pivot
#

Yep

charred bolt
#

I think I've found the issue. There was a lower than normal value for the config setting "longitudinalStiffnessPerUnitGravity" in class Wheels. Increasing it seems to have eliminated the ramp-assisted take-offs.

stuck oyster
#

๐Ÿ‘ ๐Ÿ‘Œ

bold flare
#

I just started Modelling in Cinema4D because I've used that a couple years ago and know how to use it. (https://dedmen.de/sharex/QdlOq1hk.jpg)
Is there any good reason why I should switch to 3DS Max or Maya? As many People use Max there has to be some reason that is better. But Max seems not so easy to use as C4D

#

Probably because the Modelling toolbox that exists for 3ds Max and Blender. But not for C4D

bleak flame
#

well if c4d isn't still being updated learning it might not be as worthwhile

bold flare
#

it is getting updates afaik

bleak flame
#

as far as game art tools the main modeling packages would be max, maya, modo, and to a lesser extent blender

#

so in terms of third party tools, tutorials and so on the more popular packages will have more of that 'support'

quick terrace
#

c4d is mostly used for motion graphics, especially for TV. Last i worked with it, some years ago, was way behind in terms of modelling tools, but was rocking way higher than max in terms of motion graphics

#

i heard from a friend that only does mograph that later version have more upgraded tools for modelling

bold flare
#

I guess I'll get into 3ds Max then.. But it seems so much harder to use than C4D.. Probably just have to spend a couple hours to learn where everything is.

quick terrace
#

listen, the best software package is the one you already know

#

if i'd start new now, i'd learn blender because it is 100% free

bleak flame
#

blender does seem to be a really good choice, if you want to check it out there's a fork called blender for artists that has its own GUI, since that's one of the most complained about things in blender

lavish mountain
#

I cant get used to the both of them... Somehow pulling a surface out a curve or a solid out of a planar curve seems more natural to me

quick terrace
#

@bleak flame link?

stuck oyster
#

oh thats neat

#

Dont think Im gonna switch from default since I've got used to it and modified it to my liking

civic stratus
#

Question, If I have a geometry lod that's just a basic cube with mass assigned to it, but I'm still able to walk through it, what would the reason for that be? I'm inherting thingX for the class

stuck oyster
#

is it named componentXXX

civic stratus
#

ah shit thats it

stuck oyster
#

๐Ÿ‘Œ

bold flare
strong plaza
#

Looks like something outta Oblivion from The Elder Scrolls

bold flare
#

It's the Soviet Wall from CnC Red Alert 2

strong plaza
#

Ah

twin urchin
#

@bold flare ehm , model wise it ok but texture is very off

#

texture makes it like it is from Skyrim or something ๐Ÿ˜„

civic stratus
#

skyrim belongs to the nords!

bold flare
#

I just painted on there what seemed good looking for me ๐Ÿ˜„

#

Original texture is too boring. And I have substance painter and want to use it to it's full extent

twin urchin
#

well bricks in substance you can make really nice and make them dirty etc

wind sluice
#

Can anyone suggest a tutorial for shadowLODs? I've tried duplicating my resolution lod, sharpening the edges, then triangulating it, but it's still not reflecting light properly.

stuck oyster
#

you may get best results by recreating the shape out of simple boxes

#

dont think there are actualy tutorials for one since its just much simples shape of the actual model

eternal bloom
#

@wind sluice Shadow LOD must be slightly shrinked compared to resolution LOD

wind sluice
#

So, if I go into object builder, select the object, then scale it .99 x .99 x .99 would that be it?

#

Thank you!

#

I have read that before. I guess I was unable to interpret it to better help me. Thank you!

eternal bloom
#

it depends on the model but it's a good start

wind sluice
#

Do you know what the apporopriate resolution is for the LOD? I've read 10000 but when I attempt to save the new value it just reverts the LOD back to a basic res LOD.

eternal bloom
#

take a look to BIS samples

wind sluice
#

ok

#

good point

eternal bloom
#

ShadowVolume 0 and ShadowVolume 10 for a house

wind sluice
#

Ok. Let me see if I can get that to work. Thank you

stuck oyster
#

scaling object can work if it does not have any openings etc

wind sluice
#

I know it's annoying to hear but I've tried scaling down, only to have odd light reflections, or dicey shadows on the ground. This has to be the most frustrating part of modeling I've run into.

#

I duplicated the resolution LOD, scaled it down by .95 on all axis, then duplicated a basic GEO LOD and made it a shadow LOD set at 10.

stuck oyster
#

make the shadowlod out of boxes

#

it can be simple

#

it should be simple

cinder pivot
#

anyone know why my res lods are super agressive when changing?

coarse orbit
#

I'm having an issue with a model, where O2 is not accepting my pre-existing smoothing groups when importing. Doesn't matter format, and I don't know how to resolve as it's creating bad artifacting.

#

Any way to have O2 accept smoothing groups, or is this just an issue I'm gonna have to live with?

bleak flame
#

long shot but try importing at a larger scale, then locking normals and downscaling. Otherwise you need to find the magic file format that o2 accepts (only one ever had work reasonably well was fbx2006.11) or find a third party kit for your software to export p3d. IE you might be able to use blender as an in-between

#

anyone know why my res lods are super agressive when changing? small bounding box perhaps?

#

not sure if any configs have a lod bias setting but that might be worth searching

eternal bloom
#

@coarse orbit what 3d software do you use ?

#

when i was using Maya, Object Builder couldn't import smooth shading correctly

rough idol
#

you can try lodDensityCoef named property in geometry lod

#

default value is 1

cinder pivot
#

@bleak flame its a truck, so decent size box and @rough idol is lower better? How does that value effect things? Here is the (tri) face count and the distance~ they transform to that LOD faces(distance) 120k -> 93k(15m) -> 70k(17m) -> 39k(20m) -> 18k(26m) -> 3.5k(37m) -> 215(89m)

stuck oyster
#

what else is there in view at the same time?

blissful cargo
#

Anyone here know how to move Arma 2 models to Arma 3, Kinda how CUP did?.

bold flare
#

CUP has a tutorial on their wiki about that afaik

blissful cargo
#

Im looking for someone to do it for my unit, I personally don't have the skills to do so

stuck oyster
#

@blissful cargo use CUP?

#

dont they have just about everything

blissful cargo
#

Im trying to something specific

#

@stuck oyster

stuck oyster
#

ah

blissful cargo
#

Its not a regular unit

cinder pivot
#

@stuck oyster was testing on altis airfield, editor, nothing else spawned

stuck oyster
#

well I suppose it is still a bit heavy on the vert count compared to vanilla assets

stark dagger
#

Anyone happen to know where I could find these A2 textures? Need them for a port, but cant find in my Ca folder.

Asphalt_smooth_dark_CO
Asphalt_rough_light_CO
A_Office_003_MASK```
stuck oyster
#

do they happen to come with a path to the original file?

stark dagger
#

Yes. Ca/structures, but no luck. Another budy working on the same building was unable to locate either.

#

Was not sure if files had changed some time ago and i dont have the version that came from.

bold flare
#

did you check all structures pbo's ?

stark dagger
#

Its for the a_office_02 in the a2 data pack.

bold flare
#

Maybe it's just not in the datapack but in the A2 files.
OA has asphalt_rough and asphalt_roof and asphalt_pier_dark1

stark dagger
#

Yes. Searched both my unpacked ca folder, and unpacked my a2 game files and checked.

#

Yes, those i found and was able to repath. Its just those three i couldnt.

bleak tangle
#

Are you sure you actually need those RVMATs? Looking at the A_Office02.p3d it doesn't use a_office_002.rvmat, which is the only RVMAT that I can find that uses those smooth and rough textures. Then A_Office_003_MASK seems to only be used in a_office_003.rvmat, which also isn't used in A_Office02.p3d

#

My guess would be that pboProject is scanning through all RVMATs and checking if the textures all exist, rather than just those needed by the models

white jay
#

You should also check both the licensed / sample files.
Also do a search for filename, sometimes they will be located in different differect i.e file from previous arma

cinder pivot
#

How can you view named properties in binarized models? Trying to find more on lodDensityCoef

bleak tangle
#

Eliteness or DeP3D. You can use DeP3D command line parameters to dump the named properties for all of the models to see if you can find any objects using that named property

#

I couldn't find it used in any Argo or vanilla models, but it's apparently used on 5 Apex tree models

#
a3\vegetation_f_exp\Tree\t_Ficus_big_F.p3d
  loddensitycoef=0.5
a3\vegetation_f_exp\Tree\t_Ficus_medium_F.p3d
  loddensitycoef=0.75
a3\vegetation_f_exp\Tree\t_Inocarpus_F.p3d
  loddensitycoef=0.45  
a3\vegetation_f_exp\Tree\t_Millettia_F.p3d
  loddensitycoef=0.5
a3\vegetation_f_exp\Tree\t_Palaquium_F.p3d
  loddensitycoef=0.5
cinder pivot
#

Thanks so much @bleak tangle ๐Ÿ˜„

#

awesome to see that, thanks

stark dagger
#

Thanks guys, didn't need them. Just removed the rvmats.

charred bolt
#

@cinder pivot
LOD's change dynamically. Each client will see LOD's changing at different distances depending upon what is in scene.
I believe the game engine is set-up to expect a roughly 50% reduction from one LOD to the next. So your truck should be:
120k - 60k - 30k - 15k - 8k - 4k - 2k - 1k
Making lower poly LOD's involves a lot of work, trying to make sure that the changes are seamless. Start by removing objects that can't be seen in the 2nd res LOD (like instrument dials, pedals etc).
Don't merge points across textures and keep animated objects seperated.
For the lower poly end, consider making a new 3d model out of simpler objects, rather than having merged points all the way down from 120k!

woeful viper
#

who knows if this coefficient even does something

#

considering that there seem to be a couple of useless ones present in vanilla stuff

wind sluice
#

Any idea what would make a model fall over when being driven upon?

stuck oyster
#

wrong destruction type

#

and not enough hitpoints

#

if it is your own model should be easy to fix

#

if its from addon then might be impossible

wind sluice
#

It is my own. I'm making a bridge for a map-maker, it's near finished except for this issue, and shadow LOD issue.

#

Where do I define the destruction type, and is an RVmat required?

#

I will share it if you don't mind taking a look at it. It's unbinarized

cinder pivot
#

@woeful viper I did test it and it seemed to do not much at all visual wise.. so who knows really lol

#

I ended up just manually smoothing LODs more but I still have aggressive changing of the LODs so

#

guess it will have to stay, probably for a good reason

shell magnet
#

Hi, anyone have a sample for Arma 3 bag please ? :/

stuck oyster
#

@wind sluice look up Arma namedProperties! rvmat is required if you intend the bridge to use anything else but the diffuse texture.

bold flare
#

There are samples for headgear/NV/Googles/Vest but no backpack? Why BI?

stuck oyster
#

backbag is like say helmet but weighted to the spine bones

#

usually on the spine3 as thats to highest one

bold flare
#

Does the moddelmaker decide where it get's attached to? Or does Arma force that? Could you put something into your backpack/headgear slot that get's attached to the feet?

shell magnet
#

@bold flare You found a Googles samples ? ๐Ÿ˜ฎ

bold flare
#

NV == Googles.. kinda

#

Just a bit further down

shell magnet
#

Oh ok cause I just make a gas mask but I didn't found a googles sample, i'll try with nv sample :p

stuck oyster
#

@bold flare it shares the same coordinates as man

#

so you need to model it where it would go on the default posed man

#

you could make shoes if you liked yes

#

if you weighted them to the feet

#

and put those into the backbag slot

bold flare
#

That is good to know.. I guess same for googles?
Our mission maker will love that I think ๐Ÿ˜„

stuck oyster
#

goggels might work like that

#

though their proxy is offset from the man

#

so the model would need to have the same offset

tawdry tree
#

What would be an acceptable polycount for NVGs?

pure whale
#

does anybody know how to set an exact point on a model to access the inventory of it? or atleast how it works

toxic apex
#

Set it in the config

#

and the model of course

pure whale
#

ye

#

aight

#

a friend said he didnt know how or think it was possible

#

kinda obvious it would be the mempoint lmao

#

thanks

toxic apex
#

da nada

twin urchin
#

you can't have any opticmodes in vehicles right?

polar fiber
#

you have separate OpticsIn classes and it cycles them with the zoom keys

#

but it doesn't have all the function of opticModes, like you can't define different memory points for each

clever solar
#

So I made my first model, a road decal, using strictly OB. I used a texture and normal and rvmat from Apex, but when I apply them to my model it comes out brownish instead of white. I assume it has to do with something I'm doing wrong in OB, since the only thing I'm changing is the model itself. But I'm at a loss as to what I should be looking at to change it.

Decal from Tanoa: https://imgur.com/EIVVsJF
My decal with same texture, normal, rvmat in Buldozer: https://imgur.com/642fBio

clever solar
#

Oh... I think it's because I wasn't breaking it into square segments?

#

Broke it up into square segments and it's coming out white now, but it's stretching the texture across the whole decal instead of repeating it per segment.

#

I had to alter uv map OK THANKS GUYS

stuck oyster
#

๐Ÿ‘Œ

#

good work @clever solar

clever solar
#

I had to bug uro on twitch XD but yeah that makes a lot more sense now, sorry for the spam

stuck oyster
#

asking is always good

#

even though this time no-one knew the answer at that time

simple terrace
#

Has anyone here got experience making a flag pole? There seems to be little documentation on doing so.

stuck oyster
#

cylinder with a knob on the end or what do you mean?

simple terrace
#

I was wondering what I'd need to do in particular to make the flag part itself react to the environment - like the one in RHS does

stuck oyster
#

dont think its documented anywhere. you can check out how the A2 flag is done with the A2 samples or the A2 released files

#

cant remember which one has it

simple terrace
#

Roger - thanks for the potential lead

stuck oyster
#

also the flag itself is a separate model

#

from the flagpole

polar fiber
#

yeah, the flag is separate to the flagpole or vehicle, it's a proxy model and needs cfgNonAIVehicles entry with selectionFabric = "cloth";

#

edge that attaches to the flagpole needs to be part of a selection named static and the flappy bits named dynamic

#

and the whole thing to be in the cloth selection

simple terrace
#

Cheers

formal vapor
#

@da12thMonkey#2096 What is this selectionFabric = "cloth"; crazy talk?

quick terrace
#

@Tim#5638 there is no crazy talk coming from @polar fiber

bold flare
#

Can only flags have cloth?
A Uniform or backpack with cloth would be awesome

quick terrace
#

@bold flare lol

twin urchin
#

@quick terrace what's the ideal polycount for example like modern army uniform shirt?

quick terrace
#

@twin urchin just the shirt?

#

there isn't anything ideal tbh...

twin urchin
#

like for example like crye shirt

quick terrace
#

around 3k-5k (msv uniform = 3k, gorka = 4.5 verts)

twin urchin
#

2k?

quick terrace
#

if it is just the shirt, half that

#

the entire uniform should stay under 5k if you ask me

twin urchin
#

ok thanks mate

#

just asking for my buddy hehe

quick terrace
#

again, i am talking about vertices here, not faces

twin urchin
#

are faces = tris?

white jay
#

afaik a face can also be a quad, it's less confusing to talk in vertex count than polycount

twin urchin
#

faces are poly then

#

vertices are tris

white jay
#

verts are points

#

3 or 4 points build a face

eternal bloom
#

complement : a face is composed of tris
3 verts face = 1 tri
4 verts face = 2 tris

formal vapor
#

@quick terrace I'm an artist. Anything that involves letters or numbers, scripting or config is crazy talk to me. lol

#

In all seriousness though I've been searching high and low for information on cloth objects hoping I could use it for my 18th century man o war

echo rain
#

@formal vapor almost certain that it's just some type of procedural vertex animation that is used for flags. i mgiht be real outdated with phyX being in and all but i feel like i've seen the flags be like that and use that sim type since atleast arma 1 maybe even ofp

#

so it's not something that is similar to physX cloth stuff with collision and stuff

quick terrace
#

^^

mental matrix
#

How easy is it to port over A2 models guys?

#

I'm dying for someone to port over this mod

stuck oyster
#

wont be happening

#

other peoples addons are not to be messed with

#

if Icewindo doesnt do it or release source material its a no go.

#

there are rules and common courtesy amongst modders for starters

mental matrix
#

Oh right, sorry, I don't do it myself, just wondering how it would work really

stuck oyster
#

In case of packed mods it does not work

#

too much differences

formal vapor
#

@echo rain When you say "procedural vertex animation" I get the image of the non dynamic, generic flag waving animation from OFP, A1 and A2. It is completely different in A3. The flag animation is dynamic and interacts with movement, wind strength and wind direction and collides with itself. You can take a flag, attach it to a vehicle and the flag with dynamically interact with the movement of the vehicle, which no part of the movement is "animate", but rather fluid. You can even go into the eden editor, place a flag pole with flag, and drag the flag pole around and the flag with dynamic react to movement.

white jay
#

Gents, is there any guide or somebody can help me understand how to make a uniform instead of texturing one?

#

I'm kind astuck..

echo rain
#

will the vertices collide though? i doubt it. but again. not sure how much of physX is realised in there

#

would be interesting, if it collides with its own pole

quick terrace
#

@formal vapor while you are right, i am not really sure it can be used for anything else

#

that said for an addon such as your ship

#

some attaching foo might be in order

#

never tried it though

formal vapor
#

I have a long history with doing stupid things in arma. Don't think I'll stop doing stupid things now ๐Ÿ˜œ

echo rain
#

i took a look at it. it collides with the vertices of the flag cloth itself so it unwinds properly once it gets folded up. but it goes right throguh the pole and the player if you attach it to the player.

it interestingly reacts to player velocity though, which is cool

formal vapor
#

Kind of cool all the little things hiding in ArmA

quick terrace
#

the issue is

#

it is gonna unfold in the wrong direction i think ๐Ÿ˜ƒ

#

as in through the pole

white jay
#

Hey guy's I'm looking to try and make a model such as a buildings and I was wondering If I could use autodesk inventor instead of one of the things that most people use

stuck oyster
#

Converting from cad models to mesh models is possible but you would still need to do that step and quite possibly do a lot of manual fixing.

#

So yes, but not as easily as you might hope.

white jay
#

is there a certain program that you would suggest starting with then to make the whole process easy

#

or easier

stuck oyster
#

you mean the conversion?

#

thats quite far from the usual 3Dmodeling Im used to so no I got no advice to share on that

#

I've trimmed some super heavy cad exports in my day job and it was terrible

#

but the actual export/conversion was done by someone else so I just got the models dumped on me

white jay
#

I mean a program for modelling

#

not cad

#

Something that could start me off, that isn't too complicated to learn and all that. I still need to learn the dementions and stuff like that for buildings, how to do animations, etc

stuck oyster
#

Well I use Blender.

#

cant say if its easy to use

white jay
#

I see a lot of people use blender

#

I've tried to use it before and it was confusing af

stuck oyster
#

I suppose any program is when you first open it ยฏ_(ใƒ„)_/ยฏ

white jay
#

yea

stuck oyster
#

more rock stuff.

cinder pivot
#

@mrbell11#2183 blender is very nice to get into with a few tutorials. You could check "blender for artists" that has UI thats easier on the eyes

white jay
#

ok thanks @cinder pivot

#

Also thanks @stuck oyster

white jay
#

any idea why wouldnt addon builder pack my rvmats..some are packed some arent..

stuck oyster
#

could be errors in them

#

Try Mikeros tools

half heath
#

so the new muzzleImpulseFactor is making my aircraft recoil wildly... do I have too little mass maybe?

woeful viper
#

no. Just lower muzzleimpulsefactor

#

changing mass to suit the recoil would be a bad idea, as it affects a variety of things

half heath
#

Thanks

icy roost
river kite
#

how can i delete a section in Object builder ?

#

or how can i deselect a a face from a section i accidently added one to a section where it didnt belong to -.-'

stuck oyster
#

section or selection?

#

as in named selection

river kite
#

section

stuck oyster
#

how did you add this face into it?

river kite
#

i was creating the sections for the mirrors and i accidently added a face of the door too

stuck oyster
#

I dont quite understand this section you talk about

#

I probably know it by other name

#

I mean section count comes from the used textures and materials and so on

#

could you explain how you add sections?

river kite
#

yeah, i selecting the faces i want to get the #(argb,256,512,1)r2t(rendertarget2,1.0) on to and hit e

stuck oyster
#

aa so you assign a texture to it

river kite
#

yes

stuck oyster
#

well I guess that adds a section but never ever have I heard anyone refer to it as that

#

buut just select the face you dont want and switch the texture back to whats it supposed to be

river kite
#

i tried but after doing it, the face was still selected too, hm think i need to use my backup ๐Ÿ˜„

stuck oyster
#

selected where?

river kite
#

i deselected it and hit e again

stuck oyster
#

yes

#

e opens up face properties for the selected faces

#

you select only the face that is too much

#

and change the texture on it

river kite
#

ah okay

#

did it the other way

stuck oyster
#

wrong way unfortunately

river kite
#

yeah ok now it works thanks ^^

stuck oyster
#

๐Ÿ‘Œ

lusty ginkgo
#

What is the main difference between material_penetration.rvmat and material_penetration_plate.rvmat for several of the materials?

#

I notice a few of them have the plate variation and I can only guess that the purpose is that one stops a bullet from hitting anything else before passing through and the plate version doesn't stop the bullet from hitting other geometries

#

if that makes sense

#

I only ask because I looked at the materials some A3 trees use after having an issue with bullets not colliding with the tree trunk on some of my trees if it hit the part of the geometry with the leaves first

#

the trees use the plate penetration

bleak flame
#

I might be wrong but I vaguely recall reading something like _plate has a pre-defined thickness, whereas non plate uses the thickness of the geometry / fire geometry.

woeful viper
#

@lusty ginkgo it is described in the biki (see link in pinned posts)

white jay
#

Any guide helping me to understand how to implement my mod into the game as a item?

#

Like implementing some uniforms.

clever solar
#

Mm, I know I just saw a youtube tutorial when searching "object builder" that went into making an object a "magazine", not sure if thats the same deal. Video tutes are usually pretty worthless though.

civic stratus
#

Can someone tell me where I can find a version of pboproject that doesn't throw this error: Bis binarise failed to binarise some or all rtm files. There was no skeleton that could be used. Read the documentation

#

I only started getting it after updating my pboproject

charred bolt
#

The new version is doing you a favour and telling you about an error that should be fixed.
You need to add a model.cfg containing the skeleton into the same folder as your rtm animations.

civic stratus
#

I don't have rtm animations though

civic stratus
#

whoops, looks like I forgot to remove two .rtm files I was using for placeholder

bold flare
#

What software did you use to model?

median bough
#

i want a tutorial
Wrong...
โ€œwhere would be the best place to look for a tutorial on how to get models into arma 3โ€œ
@earnest mason

bold flare
#

Okey.. Export as FBX. Import in Object builder (Arma 3 tools) save as p3d and put in pbo.
Then you can create it ingame as simple object.
You should take a look at Arma 3 Samples. I'm sure there is some vehicle sample with model.cfg and config.cpp.
There you have your tutorial

#

If you want to animate stuff then you have to I think

polar fiber
#

you wont be able to animate those 3D tracks though

lusty ginkgo
#

How can I import a model into a single LOD in OB?

stuck oyster
#

what format?

lusty ginkgo
#

FBX

stuck oyster
#

yeah that always clears the stuff you have

#

so open up another OB instance and import there

#

and copypaste it to the other instance

#

where you want it

lusty ginkgo
#

Nah I quit entirely bye

#

arma tools man

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

lavish mountain
#

Lol

white jay
#

Hey guys, I'm fairly new to the world of Model making, been watching videos on how to use blender for a few days now and I'm ready to start getting my feet wet. Also, if anyone i knowledgeable on how to port buildings into arma, I was looking at getting these into the game if they're even compatible. http://www.cornucopia3d.com/purchase.php?item_id=11433

cinder pivot
#

@lusty ginkgo good choice, run away while you still can

quick terrace
#

@halcyon wren - dude, do you happen to know what tangent basis RV uses? max? mikk?

#

@TinyRick#4801 don't port, make your own

eternal bloom
#

@TinyRick#4801 i would recommand to start with a simple textured cube so you can see the whole pipe

#

once you feel ready for a building, take a look to multi material shader

sturdy oak
#

but now i get this error

#

No entry
bin\config.bin/CfgNonAIVehicles/camo1.simulation.

#

and the camo1 is invisible in the model

winter onyx
#

getting this error ... file.rvmat: Unkown vertexshader id=0x80000000 and in the rvmat VertexShaderID="NormalMapDiffuseAlpha";

vivid bane
#

Would any vehicle wizards happen to be able to assist me in diagnosing why my damage/destruction textures don't seem to be working correctly, glass is fine, the body however doesn't have any visual damage anymore (they did previously work fine)

bold flare
#

You import your fbx/obj/whatever into object builder. And press Save.. And then you can use the p3d ingame.

icy roost
#

Oof

#

๐Ÿ‘‹ Bye

#

cracked

#

I'm not a moderator

#

But if someone like @fluid ocean found out...

#

Oof

bold flare
#

@fluid ocean @woeful tartan need a ๐Ÿ”จ

#

Oh now he's deleting his messages

#

Too bad...

icy roost
#

Oof

bold flare
icy roost
#

^ can confirm

bold flare
#

Bye @marwan#2451

ebon abyss
#

proof of life

bold flare
#

FU discord

fluid ocean
#

For my records. User Marwan banned for using illegal version or Arma. Carry On.

icy roost
#

๐Ÿ‘

lavish mountain
#

Yeehaa

eternal bloom
#

is it possible to use vertex color in arma ?

quick terrace
#

nope

white jay
#

Also, I'm looking for someone to make a handful of models if any of you guys do any custom work for people. Money isn't an issue for me, so I'd be willing to pay the going rate. I'm looking for a handful of non-enter able buildings/houses.

quick terrace
icy roost
#

Just curious... If I binarize my mod with .tga files will the binarization process convert them into .paa files?

polar fiber
#

yes

#

well it will if they are pathed in a .p3d

#

or .rvmat

#

maybe .cpp too. And there's an option on AddonBuilder to "Binarize all textures"

#

pboProject probably does it too

formal vapor
#

my two cents from experience it's best to ensure addon builder is set up to convert these extra textures and or .rvmats that aren't link to a .p3d, like for example, wound or damage textures that are swapped out via config file. I literally been chasing my tail over my wound textures not working for just about a year until I realize it was addon builder not copying over the extra .paa's and .rvmat's

polar fiber
#

and imageToPAA has a pretty nice drag-and-drop interface for converting a full folder's worth of textures anyway if one is worried about not catching every .tga

hollow vale
#

Hey guys! Im making a grass model with multiple grasses per model. Im trying to make it so each grass will remain in contact wiht the ground even when on a hard slope. IM trying to figure out how ot properly use the slopelandcontact but cant figure it out. Can anyone lend me ahand?

icy roost
#

Thanks @polar fiber will test it out!

hallow turtle
#

Is the a2 soldier skeleton different from a3?

polar fiber
#

the model.cfg is a bit different IIRC

#

has more bones

bold flare
#

more bones and names have changed I think.. Changed as in some lowercase letters to uppercase

strong plaza
#

anyone know if it's possible to light up windows on buildings when it's night time?

median bough
#

Maybe the same way as you can light up cockpit instruments at night. Never done it, just a wild guess

strong plaza
#

oh that's a good suggestion

#

I'm not looking into the details yet, just wondering if it can be done

white jay
#

i think in TOH they just made a emmisive texture for the windows, at daylight you wont see that, but at night it looks like there is light inside

cinder pivot
#

^ thats a solid idea

sturdy parcel
#

pboProject probably does it too
pboProject treats tga/bmp/png/pac and paa as all being mutually equivalent. In context it converts any such reference to paa, both the file itself and any reference anywhere in a p3d, rvmat or config.cpp where binarisation is expected.

until I realize it was addon builder not copying over the extra .paa's and .rvmat's
it is actually bis binarise that is the criminal here. It is only interested in converting whatever p3d's require. Neither it nor addon builder have sufficient smarts to analyze configs and treat them in the same way.

As you should expect, pboProject is a different fish.

#

Is the a2 soldier skeleton different from a3?

The head bone names between a2 and a3 are entirely different names. And as someone else pointed out Camera and camera are also different bones because binarise lacks the smarts to think otherwise when crunching rtm files.

For reasons best known to Bis they left their brains on the shelf when creating the ofpTHREE_manskeleton, forgetting to rename it or not knowing how to. You are the beneficiary of this stupidity because any arma2 human used in arma3 corrupts the skeleton for both when in-game.

#

It also happens to be the only reason why all A2 humans , most weapons, and all static cargo poses and kia anims also can't be used in Arma3, while maps, vegetation, buildings, and most vehicles can. You have to wonder which tree these guys fell out of.

bleak tangle
#

With regard to the emissive texture, TKOH used a different shader that I'm not sure if is available in the A3 engine. An example:

//stuff
PixelShaderID = "SuperExt";
VertexShaderID = "Super";
//more stuff
class Stage8
{
    texture = "hsim\structures_us_h\city_buildings\04_offices\data\cb_04_em.paa";
    texGen = "1";
};
median bough
#

So If they are not avaliable in a3, what does that mean to the TKOH buildings?

bleak tangle
#

Well I didn't say that it wasn't in available in A3, just that I wasn't sure. I'll try and test it shortly

median bough
#

Sorry, i wasn't clear.
What would happen to the buildings if they where not avaliable in a3?

bleak tangle
#

That's a good question that I wish I knew the answer to. They must work to some extent because people have had TKOH working in A3

half heath
#

Hey guys when I land my aircraft it still seems like its still in the air.... what LOD determines whenter I've landed? LandContact LOD?

stuck oyster
#

pics could explain the problem more

half heath
#

The aircraft is landed and I'm still given the "gear Up option"

#

I tired moving the Landcontact vertices down a few mil to see if that is the issue but doesnt seem like it

stuck oyster
#

are your landcontact points in the wheel selections

#

so they animate with them?

white jay
#

Gents

#

I'm in process of creating a weapon.

#

My modelling artists are setting up the weapon model
how do I actually make it work
assign a sound to it, assign the model they made
assign the animation they're making*

#

I guess it's more like a .cfg stuff

#

so I need help regarding that

white jay
#

@bleak tangle @median bough TKOH skyscrapers had screenspace reflections or something like that, we don't have that shader in a3 too, so in order to get some of those buildings into a3 shaders would need to be switched out

cinder pivot
#

@white jay Take a look at arma 2 sample models for weapons. They have all you need

median bough
#

@white jay
thx for the headsup
is there model work required or just changeing the rvmats enough?

white jay
#

rvmats only

#

maybe the p3d would need to be rebinarized...

#

iirc TKOH wasn't released as mlods

median bough
#

i have TKOH debinarized

white jay
#

๐Ÿ‘

median bough
#

so no problem on that end

#

still a long way untill i reach that point but i'll keep it in mind. thx again

half heath
#

@stuck oyster Yeah thay are named the same as the gear wheels selections.

zenith quartz
#

Hey guys! I've some problem with LOD switching. Basically when i enter an optic view, the engine will switch to the 1.0 visual lod. This happens with driver optic & gunner optics. Does anyone know how to fix it?

cinder pivot
#

Do you have a driver and gunner lod?

zenith quartz
#

pilot view only

#

and

#

gunnerUsesPilotView = 1

cinder pivot
#

And its not used?

bleak tangle
median bough
#

uuuuhhhh.... nice ๐Ÿ˜„

white jay
#

@bleak tangle not sure tbh ๐Ÿ˜„ i just tought i remembered something like that

#

what brings super_ext to the table?

bleak tangle
#
Opteryx - Last Friday at 8:45 PM
anyone know if it's possible to light up windows on buildings when it's night time?
spiral void
#

Maya users:
Has anyone had a successful FBX import in OB of an asset exported from Maya? If yes, will you please write some details about your Maya and FBX version. If no, do you have a workaround? I am not getting correct normals when importing FBX (obj works fine but then I loose the additional UV sets)

And by incorrect normals I mean that OB regenerates them.

stuck oyster
#

oh oh oh

#

I could use that super_ext thing

#

@bleak tangle got an sample rvmat

bleak tangle
#

Would you like a single RVMAT or all of the things shown there?

stuck oyster
#

xD

#

thanks man

bleak tangle
#

Funny that you say xD. To test if the emissive texture was the cause of the windows showing at night, I drew a giant xD on the building

stuck oyster
#

๐Ÿ˜„

#

It might work on my night glowing mushrooms

#

Though them changing all at once is not optimal :L

zenith quartz
#

Pilotview is used when you're not using the optic, but as soon as you rightclick and you enter the optic, the engine switches lod

high stag
#

how do you bypass ArmAs 50m rule for Roadway LODs?

#

proxies?

stuck oyster
#

what are you making?

#

usually separate models

#

If I recall right proxies count into the same limit

#

as the origin of the model still says the same

high stag
#

hmm right

#

making a firetruck

#

with extendable ladders

stuck oyster
#

walkable or climbable?

high stag
#

u cant do climbable

#

on cars

#

ladders only work for House-F

#

House_F

#

unless you can incorporate it into car_f

stuck oyster
#

well if I were doing a firetruck with ladder I would consider scripting invisible ladder object of right size when the ladder is extended

#

and attaching that to the truck

#

might break on move

high stag
#

hmm you mean attach House_F to Car_F?

stuck oyster
#

but usually you dont climb up there or extend it on move

#

yeah along those lines

#

could be tied on the extending action/script

#

and so on

#

just an idea of a tired man tho

high stag
#

can u connect House_F to Car_F though?

#

Would it be compatiable?

stuck oyster
#

attachTo scriptcommand does not really care about what object you attach to what

#

may be a bit dirty way of doing it

#

but could work

high stag
#

thing is my ladder is turret based

#

so it moves up and down side to side

#

idk if thats gonna affect the attachto

stuck oyster
#

you need some direction calculations for the attached ladders then

high stag
#

unless we animate the attachto

#

well its linear

#

nothing is being rotated

stuck oyster
#

the turret is

#

though the attached bit should turn with it

#

it just does not turn up and down

#

so that you will have to calculate and apply to it

#

how long ladder you want to make?

high stag
#

hmm ok

stuck oyster
#

no quarantees

#

late night hacky ideas โ„ข

#

has potential to break in many points xD

sturdy parcel
#

car_f and house_f are classes which, ultimately declare what type of simulation= is applied to the object. genuine vehicles (cars) donn't behave like buildings (houses) so even attempting to use ladders in vehicles using the in built engine code to do so just aint gonna work.

agile flint
#

Is it possible to have tank additional armour hideable, but also actually work when its not hidden? So I want to chuck an extra slab of steel over the front plate of the tank as battlefield spaced armour, however I also want it to be hideable for people who dont want it. Can it be armour when its not hidden and not armour when its hidden? If that makes sense

river jackal
#

alguno que hable en espaรฑol ?

agile flint
#

negative?

high stag
#

@agile flint You can just create a hide animation and specify the slab of armor in your fire geometry.

agile flint
#

Will the fire geo hide if I hide the mesh as well?

#

If that ok then all good

high stag
#

As long as you name the selection the same as your mesh

#

It all depends on what you name it in your model.cfg

#

if your selection name is plate_1 in the .p3d

#

i mean in the model.cfg

#

then u have to name that selection and anything affected by as plate_1 in ALL of your LODs

agile flint
#

Ahhh yeo

#

yep* Awesome

#

Not at that stage yet, though was just curious before getting too many ideas in my head, glad to hear it can be done ๐Ÿ˜ƒ

#

Thanks mate

high stag
#

no problem, cheers

agile flint
#

@high stag Just quickly as well, is it possible to apply mass to said additional armour? So if you decided to chuck it all on the tank will obviously go slower?

high stag
#

yeah

agile flint
#

Fuck yeah

#

Noice nice

twin urchin
#

it is possible to animate a hand grenade model? like when is thrown that it will hide the spoon etc?

polar fiber
#

time, inittime etc. might work

twin urchin
#

empty will not work right?

polar fiber
#

isEmpty? Most likely no, since the grenade models are cfgammo

twin urchin
#

hmm , i wonder if the anims for cfgammo even work

polar fiber
#

they do for missiles and rockets

#

maybe other things

twin urchin
#

ye i get the rockets but not sure about grenades

polar fiber
#

aye they're a different simulation type to shotshell

#

time seems like a pretty universal source though. That one worked on rockets before BIS actively added new specific ammo animation sources for missiles with the Jets DLC

twin urchin
#

i will look into those missiles

#

they are still .ebo , damn it

polar fiber
#

the missiles use initTime usually, rather than just Time

#

but with Time you basically just use the min/maxValue as the time in seconds you want the anim to trigger

twin urchin
#

ok , i will try it with Time then

#

thanks for the info

rough idol
#

time timer starts at 0 after mission loading

#

so it's not suitable for hidding things

rotund lodge
#

Hey guys real quick, is this the right area to ask about vehicle creation??

lavish mountain
#

Depends, define creation...

rotund lodge
#

about issues with my glass on my vehicle

#

with my glass rvmats and textures etc.

#

disregard what I just said, managed to fix it.

twin urchin
#

@rough idol so should use initTime then?

#

or what other source for this

rough idol
#

initTime

#

if it's not working then you can try with scripts...

twin urchin
#

also when the grenade is thrown , it uses the last lod

#

is that suppose to be like that?

rough idol
#

yes

#

no res lods for grenades

white jay
#

does that count for all cfgAmmo objects?

#

for example mines

twin urchin
#

that is only for thrown objects , i think

ripe pagoda
#

guys hello

#

I have designed a MK-83 Munition for Aircrafts how can i inergrate the model into the game

stuck oyster
#

starting to get the hang of multimaterial

quick terrace
#

@stuck oyster nice, is the greeny done via mask?

twin urchin
#

Is there a way to fix that issue with mrco causing that sorting issue if your weapon uses alpha textures?

#

there must be some workaround it since the new updated vannilla guns have cshader in those GL sights and doesnt cause any issues with the MRCO sight

polar fiber
#

yeah, they made a big fugging invisible cube around the scope model in the pilot LOD

#

we've applied it to some of the optics in RHS and it does work

twin urchin
#

a normal square cube?

polar fiber
#

yeah, a couple of meters in size, then with the cube selected, Shift+E and check the box for "hidden vertex"

twin urchin
#

so it can be 1-1-1 cube , near the model?

#

or something specific place

polar fiber
#

no, needs to be bigger than 1x1x1

twin urchin
#

2 or 3?