#arma3_model
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ok i will 4 meters then , but whats the placement?
just in the pilot LOD, don't think placement really matters too much. I think the ones we made were probably just generated from the 0,0,0 origin
rather than moving the pin and create>>cube
so in the middle of the model?
yeah. I'll send you an exaple cube in a sec when I get the tools loaded up
ok cool , its just irritating that nowhere it is written , how to deal with this and this issue was a long lived one
The workaround was only just found a few weeks ago. https://www.dropbox.com/s/siegkjkyb314d2b/magicBox.p3d?dl=0
i remeber once or twice the issue with mrco was fixed but 1 year ago or so
I thought it never worked on MRCO, but did on some of the other sights
one more thing , the GL sight dot - should be the same process like doing a regular red dot with the cshader?
yes that mrco issue been so weird - once or twice it was fixed but month later it came back
interesting is that it is still doing that
AFAIK the GL dots use the old tube method, but a reasonably short one. I don't think the parallax cShader is supported on weapons
i can live with the old method on GLs ,but that fix doesnt seem to work for me
i see the same issue with mrco
maybe tube is too long and goes out of the bounds of the MRCO box
it did seem like the method of adding box to the pilot view, maybe worked be enclosing the weapon
as the first time I tried it on Bek's XPS3, it seemed it didn't work on Toadie's G36 (which has alphas for the mags) because the box was too small
so should i extend the box ?
you can't extend the box on the MRCO can you?
how
or is it another sight/weapon combo
mrco isnt my optic heh
that's what I meant. The box is put in the sight model, so you wouldn't be able to extend it if it's your weapon that is affected by the MRCO
shrinking the attachment proxy triangles to minimise the weapon's bounding area might help
@rough idol got any more info about this?
for GL tubes I did weird trick with translation animation
I meant the MRCO issue
wait with such a scope you have a alpha box surrounding you completly in pilot view?
i tried everything with the box and no success
you have it on custom weapon or something else?
ofc custom , but i can see it working fine with official guns like MX GL
yeah but i am not asking that
for MRCO sorting issue?
but doesn't that box add a huuge alpha overdraw? :S
it basically has to render the whole world behind a alpha layer + all the alphas in vegetation
sounds a bit worring
ah ok ๐
which means moving it to [0,0,0] space probably
so that is only to extend the boundingbox?
so i need to use the old tunnel method to order to fix the sorting mrco issue?
what kind of weapon are we talking about?
custom mod of my
with GL?
yeah obviously lol
cshader is not working for gl launchers so yeah, you need to move alpha closer to mesh center
it's some weird sorting thing
i am not using cshader
notice that tube itself is directed in opposite direction & then it's translated to proper direction
so i need that tube ?
so, the tube is modeled with the reticle close to the weapon and then that selection with the reticle and part of the tube, is then translated forward when the GL muzzle is selected?
also how it is fixed on Scorpion SMG while we at it
@polar fiber yes, it's working like that
@twin urchin could you post some screens how is your GL sight looking like right now?
well i am using the old A2 OA - Scar GL sight , which is very similiar to MX 3GL uses
and i got that dot plane with glass plane
and how it's looking ingame?
interesting topic you guys have! Need to write this down.
And thanks! @quick terrace yes its masked. Got 1 moss texture and 2 rock textures on a multimaterial. dont think I can get the 4th color to work as Im using its normalmap slot for the whole models NOHQ. Im not quite sure if it helps a lot, but there is a slight change of shadeing if its not there. But then again the current colors seem to be enough.
@rough idol so any idea how to fix that?
@twin urchin could you try to move that transparent selection somewhere back?
you mean that glass with the dot and that move to the rear?
well i can , i doubt that will do anything
yup
@stuck oyster i think each of the 4 colors should be able to have its own nohq
@rough idol as i expected , no change
did you look at how vanilla rocks are made?
i think they use some lightmap or not sure what exactly to get those shadows right and then use a nohq per color
I did yes. this way its done in few of ther rocks
and on some theyve using all the colors with tiling co/nohq/dtsmdi
I got baked AS texture there
might try throwing few sharp edges ther too
๐
just wish the whole model normalmap was a bit more prominent but I can live with it
or increase the first lods polycount a bit ๐
@stuck oyster honestly this is what worried me when thinking about creating all new basematerials for use in multimats for buildings... all the work you put to get the small details in every map and stuff but in the end barley anything but the diffuse has any effect
i checked the Tanoan buildings and there is barely any nohq noticeable on most building materials. There are some exceptions, but its not the norm...
so i'm not sure if its even worth the trouble...
only if i calculate with dragging everything into Enfusion down the line
I'm having difficulty with the Arma 2 harrier, wanting to get it into Arma 3 but I've hit a snag. If the harrier is damaged, whether it's from editor attributes lowering health or smashing it into trees the texture turns black
And it's not until you exit the harrier that you see it's black
difficult to say, those are from damage textures. are they setup in config.cpp? if yes, then its something on the model. porting vehicle with damage textures is somewhat complex stuff, Ive done it many times but cant recall every aspect of damage textures which might cause that.
I'll have to dig through the config again, I'm still using the A2 one at the moment as making a new config is intimidating ๐
yeah A2 config wont match
I figured, I did have a gander at making a new config but blimey
I could but I wanna port it over as a standalone piece, the only harrier I know of is in CUP so it'd be nice to get one on its own
then new config is needed
yep, don't suppose you know of any resources for it?
Yea
I use notepad++ and when needed dig through A3 configs to find equivalents
I've managed to get so lucky with it, sounds work, cockpit screens display stuff, added A3 weapons to it
But it's a little bouncy til engine on and the black texture issue
well yes you would need to set it up properly for physX simulation
and the new flightmodel stuff
Yeah it's something I could live with til I learned more about it
But the black texture is something I'd like to get sorted. Time to start digging
I would advice doing it all the way properly as otherwise you are more prone to unexpected behaviour
If I knew how I would but first I gotta learn it ๐
yeah no easy way for that Im afraid
@woeful viper seems it might be possible to get the whole model normalmap out of the Multimaterial. Since the mask color I've put it in is black I just added about 80% opacity black layer over my mask image
and the normalmap jumped out
it however does reduce the normals of the other layers
so got to figure out how best values for it
like about 50% opacity
so the other mask colors also retain some of their strength
is logical tha before the black mask layer where the whole model normalmap was assigned did not do much as black was not much present in the mask
now though its logical to go to sleep.
Quick Question guys,
Anyone know why this part of my wall is not lighting up when a light it shined on it but the top half is?
https://i.imgur.com/hSjZaAY.jpg
show a 3d model of it...
yup what i expected
when making models for a game
dont matter wich engine
u have to triangulate it
@dark flint not necessarily. most game engines like UE, Unity and even RV take quads as an input. the triangulation happens in the GPU anyway. What you should avoid are ngons, not quads.
@main jasper your mesh is too big I think
I was thinking that
But I read that Arma can take models with a max dimension of 50x50m
And it is 50 M long
Might try to make it smaller if the Triangulation doesn;t work
did you recalculate the normals?
Yep
Same problem even after Triangulation and making the bridge only 35 meters long
any other ideas?
show the triangulated model in 3d
Arma 3 for ya
it's the difference in vertex density between those two parts, I'd imagine. Model lighting is calculated per vertex
@main jasper do those two parts share the same texture and material?
@white jay No they don't
it might be that the bottom part has some weird rvmat value that breaks the lighting
Hey guys, having issues where I can see an outline of any object behind my own object. Here is a screenshot
if your model should have an alpha channel somewhere for glass or something, use that. Otherwise it's because your texture has an alpha channel that it should not - probably because it wasn't named correctly before .paa conversion
Thanks, I will have a look and play around with things.
V2 at the back compared to V3
multimaterial versions that is. the meshes are different
managed to get my windows to light up at night like in ToH
but the rvmat messed up the uv coordinates for the normal map
nice work ๐
https://s26.postimg.org/yq4omg3l3/Arma3_2017-09-20_13-08-14-22.png
you can see the windows have a faint yellow glow in daytime, but I bet I can fix that by making the emissive map whiter
Man... a night mission with lights in the windows.... *slobber*
lights-at-night are automatic with the alice module (assuming the mempoint is in the p3d of course)
you mean windows light up like I did?
I'd be interested to know how it works
technically my windows are always lit, but you only see it in darkness
I guess it just spawns a lightpoint at the mempoint?
ah
the alice2 module does, yes. but ummm. urk, not sure if it got ported to arma3 or not. It's the same module that handles smoking chinmneys and spawns civilians via aidoor1...9
How did you do that btw? what texture type makes them glow?
_em
Well... that was kinda obvious.. https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules is missing _EM apparently
hope you add the bates Mother into one of those upper floor windows ๐
@white jay Fixed https://i.imgur.com/NcC2Eyn.jpg
what was it?
The size of the object, I just split it into smaller objects
good to know!
@main jasper Told you
@ebon abyss erm, who?
he is refering to the bates motel series
aha, never heard of it
So what have we learned from this? 50m mesh is too big, @main jasper how much did you reduce it by? 25m? 10m?
@Petyr Baelish#1770 Well I did not actually make the mesh smaller, I just made the bottom part of the wall out of smaller segments joined together.
so more vertex density, like I suggested?
Huh
I load up an object with only a res LOD0
no named properties, just an empty p3d besides the res0
to test an object ingame.. and it has a shadow
is that new?
doesnt the engine by default draw shadow from any lod it finds
its just using your reslod to do so
guess so
yeah, you need lodNoShadow property in res and an empty svlod for an object to have no shadow at all
Opteryx: aha, never heard of it```
series? never heard of Alfred Hitchcock's 1960 Psycho? come on guys..
@ebon abyss yea but i recently watched the series which is based on Psycho ๐ but thats a bit offtopic for modelmakers
it is. but still would be great "easter egg" to have one building with bates Mother silhouette on the upper floor window, would definitely creep me out ๐
hell, wonder why nobody has modeled bates house for ofp/arma, or have they?
you guys forget to throw with rocks on Nicholas Jo Foski
because he is developing stuff for a life server
?
just a wonder. Where are GTA5 modders get their 3d models from?
for example this mod
And, if there is a free model on the net, can I use it for the mod for ARMA?
Legit free models are quite hard to find.
so gta5 mods are illegal?
too bad. Cause this F18 cockpit looks really good.
even if it was legit it would not be legit to take it from the gta mod and bring over arma
I know that, but if it is free model on the internet , probably yes. Well, I'll have to think about making my own cockpit xd
safest way really
ok, thank you
not saying there could be free high quality models out there but there are also a lot of ripped ones.
I know , I just found a very similiar picture of this cockpit. I think it is taken from FSX Acceleration
i don't make models or missions, so i haven't suffered from thieves. That said, I know many fine people in the A3life community, not all of of them are parasites.
very true
Hmm just asking, what would be a normal(performance friendly) and what would be max number of polys/tris for arma model?
Thank you again. So time to run 3ds max again :-) Glad I am a student and got a license for now.
Damper animation source cant animate rotating components? Only translation?
yo Martinez, you are modo guy, do you also use the foundry mari?
No I use Substance Painter
I've been considering Mari, but don't feel like learning a whole new software atm
yeah seems like whole arma3 community uses substance painter 2
in that sense beginner would be foolish to pickup mari as "nobody" in arma community is able to help, while there is plenty of SP2 guys. (of course internet doesnt stop at arma community border hehe)
I saw a custom arma shader for Quixel, so Ive been thinking about firing it back up again and trying it out
But right now I can't texture anything because I've been pulling my hair out on this whole wheels class on aircraft for about two weeks
if someone here does use the foundry mari, please let me know as I would like to hear how is it for arma3 textures.
So long as you use a non-pbr or spec-gloss pbr model I dont see how it would be different than substance or any other software
yep. also googled some x vs y and only found rather old discussions back when SP2 did only have 4k texture support (I assume it has now 8k) etc.
few people posted that SP2 is for games and MARI is for movie visual effects. dunno.
Anybody know why i cant import .fbx in OB
@half heath afair its not possible to inject custom shaders into 3DO. you might mistake it for painter cause there is a shader around
Hi everyone
Can anyone explain to me how offsets work for rotational animations?
I have no clue what they do and how they work
offset0/offset1 parameter isn't used in rotation animation. It's used in translation
it's the proportion of the distance between the two axis memory point that the bone is translating along
@half heath im pretty sure it animates rotating components but the physX damperes dont do well with that.
and i'm 'pretty sure' that, as stated, offsets == translation, not rotation. ๐
I have a question regarding indicators that I don't think a whole lot of people would be able to answer, but: Is there an easy way to determine the appropriate maxValue so that the angle is proportionate to the vehicle's speed?
Or do I need to spend a good hour of trial and error lol
kind of depends on the texture for the speedometer as well though, doesn't it?
maxValue=30.555555;
angle1=rad -145;
max values = speed in m/s
angle1 = angle of needle deflection
I got the angle1 correct
but yes, it does depend on the texture of the speedometer, was looking for a formula of sorts
@toxic apex m/s as in meters per second?
yes
RPM source is screwed up - has been since a2
its just 0 or 1
nothing inbetween
the only other way to affect it is with gearing
alright cool, I have 1 already
rpm? ouch. never knew that. always wondered why my cwr2/3 vehicles don't have it.
yeah its annoying. in OFP you could animate RPM gauges really nicely. Kept track with throttle input. but at some point in A2 they decided it was binary and it screwed so many things up
we used to use the rpm source for all sort of things
lame
well, it seems like its still off by about half, should I convert km/h to miles/h and then to meters/s?
what speed do you want?
thats pretty much normal now
i've tried using different values and min/max phase still the same
it only changes when physx changes gears
le cry
@rough idol if you have any influence anychance you can get them to look at the RPM sources in Planes, helos and boats please
Actually while i'm here.... does anyone know the "Trick" to getting PhysX dampers on planes working?
Anims work fine in buldozer...just in games the wheel and damper sources arent working
( i have followed Firewill's tut and I am very familiar with user sources - but this trick is eluding me)
@rough idol thanks ๐
has anybody had this happen before
like the model isnt part of the model
how do faces exist
when i delete all the faces
yea i see the points that are hidden
view doesnt have an unhide button
nvm
blind
thanks
Object Builder has fbx import
I get an error when I try open object builder ๐ฆ
I can't open object builder either
what is "an error"?
@bold flare For example, when I try to open object builder
it's basically unresponsible
nothing appears
How do you open it?
I enter in arma 3 tools
double-click the executable in A3 tools folder?
then I choose from that launcher
launching A3 tools via Steam?
Yes
I tried double-click the executable from a3 tools folder too
same issue
@bold flare how do you open it?
I just double click it ^^
You could try to let steam repair files.. Maybe there is just some dependency missing
like C++ runtime stuff
you could try uninstalling arma tools and reinstalling them
so you cant run it from the exe in the installation folder right?
I am running arma 3 tools
I dont mean that
then I there, i select from the wide-large of tools
I select: object builder and nothing happens
the arma tools quicklaunch thingies dont work for me either I think
tried them loong time ago
and never again after
@white jay I could've told you.. But you made me think Object builder freezes when you open it ^^
is there a way to export something in an animated state?
Depends from where, and what kind of animation
@da12thMonkey#2096 OB, I made an object with model.cfg anim and I want it in the last state for animations
then no, I don't think there is
thought so
Can anyone tell me where I can find a sample Scope? Preferably 2D. I want to make some Sniper scopes but Arma 3 sample only has that 3D sample
@bold flare you can use A2 samples for that
But in A2 we only had fixed scopes attached to the rifles right?
they still work the same way
Hey,
I am experiencing that super shader doesn't sample using tex2 (only tex and tex1). Is this is a common problem?
I think it may be a limitation of the shader.
dammit
Can you like "#include" other p3d's For example I'll have a clamp on my scope. I will use the same clamp for other scopes I will make. The clamp already has it's own texture/UV.
Do I have to include a copy of the clamp model in every scope p3d or can I include it somehow?
@bold flare use what they call proxies
proxies don't work on attachments though
Oh sorry then
and generally it's better for performance to have all parts of your scope in one model using the same texture/material section rather than splitting things up in to sub-parts and trying to instance them
what tjocke means is if supershader is restricted to tex and tex1 or can it also use tex2?
can be: none, tex, tex1 (second UV set)
https://community.bistudio.com/wiki/ArmA:_RVMAT#Shader_specific_setting
could be the case ๐
@queen estuary glass moved to top?
No problemo
I guess that is a little too low poly for lod 0 right? https://image.prntscr.com/image/VNDjuDuRQ_C9aud0fcbk3w.png
There should be a wiki page for recommended face/point counts.. There should be a wiki page for so many things
Turbosmooth that and apply smooth smoothing groups
= good to go
But yes, you could up poly count - just keep textures on one texture set
right now I am on two texture sets for the scope. One 2048 for the scope itself. and a 512 for the clamps. Because I want to reuse the clamps on other scopes.
I added emissive to https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules and https://community.bistudio.com/wiki/Texture_Map_Types
I'll try to refine these pages a little more.
Yea but what do you actually export or put in an emissive map
Hm ok
Shadow polygon doesn't have 3 vertices - it has not been considered.
it spams the RPT, and binlog
https://community.bistudio.com/wiki/Creating_Shadow_LODs
closed & triangulated?
thanks will try. trying to fix an older mod, and having no experience with object builder sucks
is this where can request stuff
@warm anvil No. This is the channel to discuss creation of models as in doing it yourself.
ah i only know how to make em for MC or GMOD
I have a model made that goes everything when I put it in the editor but as soon as I set over terrain builder, it is not displayed on the 2d map and the doors no longer go
For animations to work it needs a config class with land_ prefix. PMC wiki has page about this I believe.
addon builder cannot make maps. it just gets it plain wrong.
that too.
if he was using the alternative he wouldn't be asking the question ๐
I pack the pbo with pboprjekt
you have no land_NameOfP3d class
pboProject automatically sets that for you as an extern on the assumption it's "there" somewhere.
it' s been one of the biggest stumbling block nightmare for most folks.
so don't feel you're all alone out there.
apart from what 'Goat says above, here's where you need to be:
ah okay, i testing ๐
thx @sturdy parcel itยดs work ๐
i'm a little surprised pboPro did not scream at you. I simlpy assumed you were using addon breaker.
old version?
2.26
arn't you that guy from the #screenshots_arma picture?
so if I make a pbo which is in the p: police_hq is everything, but if I do P: r \ rl \ addons \ police_hq go only the doors but not the map is displayed
Hello all, have a quick question.
How would I go about making a model for vanilla altis?
I know it's possible to make the .p3d itself and "place" it manually by createSimpleObject
But, for vanilla it's apparently very map-dependent.
I'm a noob at all of model making, so bear with me if I seem hard-headed.
what kind of Model? And what do you mean with map-dependent?
Do you mean "mission" when you say "map" ?
In other words, no mods of any type.
To create a p3d model that I can use in vanilla
I know it's possible, I don't know exactly how though.
Possibly building eventually, trying simple with runway lights since arma doesn't let you use those objects in vanilla. I'd get kinda fancy and script in a light attached to it as well.
youll need to make it an addon if you want configured lights on it. I dont think mission folder run simpleObjects are very good option.
I want to keep it vanilla.
Not many people I know of do this sort of thing, and I know it's possible.
It'd be cool if I could make it possible, too.
^ you could do very small/simple things in mission. Anything else will freeze up all players when spawned
is there a limit of size?
buildings I think would be too complex and too big for a mission
ah, actual filesize, or the logic when created?
both, all, yes
just to make it clear. Why cant it be an actual addon?
aren't there already runway lights in the game?
I'm making a huge airport on the ocean for a client in Altis.
There are portable ones
That's it
Not the actual beginning of the runway lights, nor anything else.
The lack of eden expandability is quite annoying sometimes.
eden is not a mapmaking tool
I understand that.
those and the mass of ones before the runway itself
the array of white lights bascially marking the beginning of the runway
is it possible for me to actually somehow spawn those where I want them?
They are defenitely not in eden
Id say thats more a #arma3_scenario kinda question
Well, I dunno IF it's a mission thing, that's the whole question.
Using vanilla assets in a mission is. :/
Okay, I'll ask over there then.
๐
Btw in case anyone didn't know https://github.com/deathlyrage/breakingpointmod is open source. They also have a lot of models that can be looked at as examples.
Way more diverse than Arma 3 samples. They have weapons, vehicles, animations, uniforms, random props and other stuff.
Even Terrain!
They even have a Scope that's very similear to the one I'm currently building
which scope? or do you mean reticle
They have a Leupold VX-3. I'm building a VX-6
One thing that always bothered me is - how do you zero the GL sights?
because when i set them like on 100m , it barely goes to 100m so it is most likely the eye pos is wrong
I drew straight line from the GL muzze and made spacer objects at 100 meter interwals and then drew a triangle thats point was at an interwal point and then streched the top edge through the GL sight and placed the eye pos memorypoint on that line
did not need much adjustment
General question, I been wanting to make models for Arma 3 again.
I been woundering why has it been a struggle to port female models into the game? Does BI not just provide it's skeleton you can attach the model to?
no they do not
and man animations do not scale for different sized skeleton
they would scale the character
I have a pretty well working set of smaller frame animations though
the last few posts have latest progress
Hi so I am trying to get my custom grenade to throw in game (so far it just floats in the air and then explodes). How would I go about adding physics so that it can be thrown?
You can unpack the CUP grenade and take a look at it If you like.
yeah I did unpack the cup grenades to analyze the configs but object viewer crash when i try to view any of the .p3ds. I am using Mikeros dos tools to unpack the cup_grenades.pbo
it crashes because you can't 'look' at binarised p3d
you can't open a binarized p3d
+2
๐
while it's quite logical that you can't edit binarised p3d's, it's by no means obvious that you can't view them either. Only useful tool for 'viewing' is (currently) Eliteness. Not sure of where koffienflummi is with this need.
DAMN. mlod only
Ah so is there is no way to unbinarize a .p3d?
if you want to be banned and castrated, yes.
damn didn't know that was what I was getting into XD
does your grenade have geometry with component selection and weight to it?
I dont know hand grenade specifics myself either but those usually have been what anything physics related need
it has geometry with component selection, it does not have weight @_@
worth a shot
Yup it works now, didn't have a geolod mass XD
that is needed for it to react with any world simulation afaik.
Gotcha thanks man
@Br3nd0n264#2474 If you need samples take a look at https://github.com/deathlyrage/breakingpointmod They have unbinarized Models and I also did see atleast one greande in there
black textures are supposed to be shown as transparent in objectbuilder/buldozer correct?
I've even applied the _ca conventon and its still showing black in the model
does the texture have alpha transparency?
i thought if the color was 0,0,0 (black) that became transprent
tfw you forget about including models in your model.cfg and rage quit then realize your mistake hours later
:S
rage quit never the answer
no but it does help
gah, my proxy won't show up in buldozer
is the path right?
what kind of proxy is it?
when I extract the proxy, it shows up properlly as well
its a wheel
I have the same setup for other vehicles and they work fine
its just this vehicle
its not very high poly
I just moved it out of the main model
it was showing initially
whats your gain from having the wheels as proxies?
nothing really, I just prefer it setup that way
each wheel is only like 4k faces/points
that sounds a lof for a wheel
this is somewhat new behavior
what do you have selected in OB
could be you have some selection mask stuff going on
i had nothing selected
also have you tried restarting buldozer
ive closed it a few times already, yes
try having just 1 wheel
its not just the wheel proxies, its every proxy
was really hoping that would fix it, but nope
if I select everything and go to view > show proxy objects, everything shows up
just won't render in buldozer
show proxy objects is just for showing them in OB
yeah, just pointing out that the path can'tbe incorrect
okay now this is strange
if I select all the wheel proxies and open buldozer
I can see them
how weird is that
if you have only 1 wheel in the scene does it show?
nothng else
just the 1 proxy
I think ob - buldozer connection may not support the same amount of polies as the game itself
I'll let you know
yeah, nothing
you folks DO need to replace p::\buldozer.exe with steam'arma3'
but there's no sensible reason why you would use the 64bit version and a lot of reasons why you should not.
arma64.exe will not make your model run faster, it will rotate zoom out and spin upside down, as fast as your fingers on the keyboard can go. nor will it look prettier.
In game? different story, but, why cause yourself incompatibilty and pain when all you want to do is 'see' the mlod ?
a genuine case of bigger != better and 'newer' != best
alright well I fixed some textures and now it works again
๐
very strange that textures unrelating to the wheels can cause all proxies to be invisible in buldozer
it causes issues with model loading
I'd like to throw out another issue I'm having.: my drivewheel animation class is shared between my vehicles, but in one of them, the steering wheel spins the opposite way
the memorypoints for the axis are wrong way around
am I supposed to name the points differently?
I just called them both "drivewheel_axis"
what should I call the points?
the sample only has one name for both
no you need to rotate them 180
so the points switch place
then the axis will point to the opposite direction
and it will turn the same
as the others
it matters which one you select first and second when you make the named selection
but cant remeber if the first one is the axis point or the second one.
excellent, good to go
ditto comment as 'orribleGoat for doors. dpending on which one you lay down first, the door rotates in the opposite direction. Same confused logic applies to door 'open' and 'closed'. you can't can't n paste the animation code, because it depends on which state the door is in to start with.
whats the deal with: Error: Skeleton of the head a3\characters_f\heads\m_white_01.p3d doesn't match the skeleton of the corresponding mymod\my_charcter.p3d 19:32:19 Error: Skeleton of some head doesn't match the skeleton of the corresponding body
I get this since I switched to devbranch yesterday
it was working fine before tho
who is producing that error? game? me? binarise?
idk, probably the game
i used the files on stable before and they have been working
I will test if it works again if I switch back
yep, works on current stable but this error happens on dev branch
Does anyone know where I can get a scaled Arma 3 player model for blender so I can scale things correctly in blender? Use it as a reference for seats etc?
Player model in a seater position as well, dont need one for standing
Arma 3 Samples on Steam
Only standing model
but it has skeleton so you can just make it sit
Forgot about samples! Cheers mate I'll see what I can do
@agile flint get macsers armarig
Just had a look at it, no idea how to get it into a sitting positions
Seems you can only rotate the legs not bend them
rotate upper/mid spine forwards
rotate knee forwards.. and there you have your sitting position
Never used bones or animations before so this is going horribly wrong haha
yes with macsers rig you use the controllers to work the pose (the arrow things around it and the rounded squares under the feet etc) there are couple of videos how to use it posted on the forums
and on youtube
but if youre all new to animating
expect it to go wrong a bit before you get the hang of it
and also go through some general animating tutorials
I'm not trying to make an animation though, just trying to get a man scaled pose sitting in a seat so I can position the seats of the vehicle at the right height etc
you might as well make the sitting poses for the seats while youre at it
vanilla arma poses are hard to match because theyre made for the specific vehicles
That is true
I'm not trying to make an animation though, just trying to get a man scaled pose sitting
In fact Peter, you are. They are called cargo poses because they are a simple, static, set position of the bones some offset away from their 'standing' pose. They are rtm files just like any other. They just happen to have only one entry. But to get that anim into game, it's the same rules for it, as any other.
Hey so im trying to run arma3p and I get the error saying dePbo Sha key is corrupted, Im running the latest free version of all the tools (I literally just installed all of them) does anyone know the cause/fix of this error? I have tried re-installing.
that would be Mikero at #arma3_tools @tacit shard
ah ok thanks
the pbo itself is corrupt. end of story.
Oh so one of the ARMA pbos are curropt? I shall see what one it crashes on and delete it and verify files
@sturdy parcel actually no. I'm not going to be making cargo poses, I'm not making an RTM, I'm not going to be making animations, I'm just using it as a reference scale to make sure all the seats are at the right height, size and suitable for the Arma male body, once I have gotten all that information correct, then I shall go about making cargo poses. But currently, what you stated, is not my intention.
ok.
you still want to have a animated armaman for your intent
all KIA, all humans sitting in vehicles, are static cargo poses.
Doesnt have to be animatied, just has to be a male figure in a seated position that is scaled correctly to Arma
Could be square blocks looking like a person, as long as its scaled correctly
afaik you can load up armaman and load a cargo pose onto it and then export that into a obj which you can then use as a mesh in blender/whatever software
That could come in handy. Though I dont intend to do put any poses in game with what I am trying to do. I'm using the Arma male figure as a way to scale my seating, I'm not using the seating to make cargo poses.
yes, both is a animated armaman tho
has anyone had issues using the cargo/driver proxies where the character's body is invisible in-game?
is there a proxy in all the lods?
not in all of the lods, but I've never done that
So i tryd making an vest. But something went wrong xD. At least it protects the most important parts ๐ https://huchbl.gyazo.com/f5fc6c885dd53103e825317fcc28b252
Does anyone know if i just did an amateur mistake or smth like that x.x?
further information if needed ^^
autocenter = 0 in geometry LOD? Correctly setup model.cfg?
used the arma 3 samples model.cfg
i deleted autocenter xD
thank you
I'll try it
didn't work ๐ฆ
Did you change the name of the vest in the model.cfg to match the exact name of your model? What are you packing the PBO with?
yes i did
addon builder
Can it be the weighting probably did an awfull job at that xD
And your model is called BikerVest.p3d? If youโre going to use Addon Builder then try packing again with the clear temp option enabled. Addon Builder has a tendency to keep using the model you were initially packing with, even if the original model was updated.
i already checked clear temp ^^ know that problem
yes it is
i'll redo the config
but i don't know if it will work
will update you though
if you have any other idea, i would gladly appreciate them and try them out ;D
that could be weighting issue too as its not half underground
if it was missing all weighting it should be between the players feet
or you have it positioned wrong in the p3d
Redid config.cpp and model.cfg now it works ๐
Still don't know what was wrong though
xD
some incorrect class name somewhere or something
Anybody know if you can use Autodesk Inventor for Arma 3?
Was inventor a CAD program?
if no then yes
if yes then perhaps
the cad models would need to be exported in mesh format and most likely cleaned up for game engine use
anyone know what this error means?
O:\Arma3CommunityTools\ImageToPAA\ImageToPAA.exe returned error 22: Invalid argument
get it when I start buldozer in OB and it tries to convert the tga textures
your tga is not power of 2
this error code, and, this error, has existed since ofp. so have you and should have remembered.
error 22 is power of 2. why it's lying in this case i do not know.
invalid argument probably says it all. run that tga? in pal2pace or img2paa so that you don't confuse yourself with buldozer trying to do same thing.
huh
when I run buldozer in OB it always starts image2paa and converts the .tga to .paa
which is exactly what i said
yea?
I converted the tga with imageToPaaGUI and that worked fine
why isn't the automated conversion working though?
because it says buldozer passed it an 'invalid argument'
any clue why?
nope
I personally haven't had any issues with the tools that I could attribute to Windows 10. Your Arma 3 Tools installation is to O:\Arma3CommunityTools?
I dont have any partition called O:\
Then why did the error you posted previously give a path to the O drive?
O: is somehow related to the inner workings of the Arma tools?
seen that before too
Oh yeah, looks like you're right, and you're P drive is currently mounted?
it is
How did you mount your P drive?
~bistools\binmake\binmakerules.txt has been set to use the O: drive.
example:
.tga.paa:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ImageToPAA\ImageToPAA.exe" "$<" "$@"
Someone posted on the forums and had a similar error, but I don't know if they got a solution https://forums.bistudio.com/forums/topic/210031-pboproject-errors-please-help/
doesn't look like it
I'll try reinstalling everything tomorrow, that'll be the 3rd day of trying to get the tools working properly
in a much earlier update of steamtools just after arma3 beta, the O drive was erroneously set in that file. Haven't seen this issue since then.
How can I get started with ArmA 3 modding / modeling?
- learn modelling
- learn how to implement it in arma
i wouldnt suggest doing 2) before you can do 1) to a sufficient level
to learn modelling i suggest to go on youtube or else and look for (beginner) tutorials. there are gazillions of tutorials for most common packages (blender, max, maya, ...)
some are brilliant, some are ok, some are utter crap
i for one wouldnt bother with any tutorial that has the explanation written as subtitle (or worse, typed live in some text editor...)
also, tutorials that tell you what numbers you have to put in some thing are mostly not that great either (from experience). The concept of the mechanic at hand is important - this should be explained properly. Not "do this and enter 4, use this and make it 200".
How can i set the time in bulldozer ? if i try it in envoiroment the slider gets always set to the start
you have to click and hold for a moment on the slider bar
don't attempt to drag the slider cursor
does anybody know where I should go about finding sample grenade .p3d in arma 3? I've tried arma 3 samples but couldn't find one
Hi everyone, just got back to 3ds max and I cant find answer ... Why cant I connect these two verticies?
nvm
@stark geode Someone asked the same thing a couple days ago. Google "Breaking point Github"
There you will find a lot of samples. Including some grenades
thanks dedmen
I probably should have specified unbinarized .p3ds because all of the .p3ds in bps source are binarized XD
and I would like to find at least one unbinarized .p3d so that I can learn about how to make custom grenades in arma 3 ๐
Where do you get the file from exactly?
github
exactly
yeah still can't open
opened other .p3ds but can't open any from bp
il try redownloading the source files
@bold flare did you download the source as zip?
No.
See the link in my screenshot
I went there. Clicked download. and opened it in OB
can you link it to me?
i got a little problem with some TkoH stuff...
the oilrig is missing 2 proxy models that aren't even in the original files. is this a leftover?
hsim\structures_h\Industrial\oilrig.p3d
proxies are only in LOD 2, nowhere else
any ideas?
the proxies are supposed to be in
hsim\structures_h\industrial\data\oilrig_crane\
but as i said, this folder doesn't even exist in the original files
Sounds like a leftover, especially if the proxies aren't in the higher detailed LODs
We have since yesterday a problem on our server, sometimes you can as a car driver sometimes not. Does anyone know a solution for it? we are a Modded server with Ace etc
@swift saddle Someone asked the same question yesterday in another channel. Maybe he has the same problem. Also I don't know if you are really right in #arma3_model
Is there an easy way to mass move textures and their origin in P3D?
moveObject from Mikero
Yes. It changes the texture path in the P3D
still need to move the actual files manually
moveFOLDER.exe
read the documentation!
you drop all p3d's or other items into the new location hit the crunch button, and go make coffee.
No child blah blah
You know what the error code is, maybe it's covered in the documentation
On my way home and will check it
you have child config.cpp's in sub\folders. This tool cannot do multiple configs
does anyon still have
the odol web
converter
so i can learn how the models are made
the download link is down
and neither is dep3d working
i'm surprsied tim dittmar has dropped his site. that was a useful tool. All that dep3d.exe will do for you is produce origami, which of course is helpful, but possibly not what you need.
If Tim's quit the scene (which I doubt), I can extend orgami to show the shadowlods or firegeometry (eg) if, repeat if people here advise me of what can be tolerated for reverse engineering versus what a thief will take advantage of.
@white jay don't double post. Your answer is in #arma3_scripting There is enough open-source samples to use. You don't need to rip someone elses Model to learn.
True
@balmy flax you can also delete messages on Discord.
@sturdy parcel By any chance does that offer extend to his site's model config functionality?
model.cfg should be extractable with Eliteness
also dep3d -Es (skeleton) and -Em (rvmats). No restrictions.
the good news is @white jay is still around, and simply moving to a different webserver.
glad to know that!
๐ช
is there a documentation for making vehicles?
some tutorials should still float around from older Arma titles and most of that is still relevant. Then Im pretty sure some more recent ones have been around and some videos on youtube even.
then there are the samples that pretty much cover all necessary bits a vehicle model of any type needs
+configs
Some stuff is missing in samples or just there but not explained as well lol
true
but thats why we are all gathered here ๐
theres enough material written down and in videos to get one started I think
๐
because there are tons of cars but only a handfull have for example "shock absorber" so the cars dont feel so flat/hard ....
well then you get into people who get their cars to just work and drive they say F it and keep it that way, then you have people who go further and tweak stuff like it
but even bohemia did it
made this weird little truck almost fall on the side in curves but the jeeps and apex vehicles are not even close to that but they should be like that
thats lazyness lol
@dark flint Thats Physx. If you have questions PM me
@tacit karma Thanks i'll come back to it later ๐
So, I didn't really touch Arma in the last 2 years, apart from playing Apex campaign when it released and Remnants of War a few weeks ago. In RoW they 'turn the lights off' in one of the showcases, but actually they don't, because they just chage the game time to late evening. My question now is, does Arma finally have the functionality to cast realistic shadows from the two only 'dynamic' light sources (sun/moon) in the game or is there still no way of blocking sunlight out of a completely enclosed model. Like, does Oxygen offer a different type of shadow LOD nowadays that is completely opaque or are there still only two states in the game: no shadow and this crappy, bland shadow that always is exactly the same no matter how big the shadow caster actually is?
Sorry for the wall of text...
No dynamic lights. So.. I guess no
Well, that pretty much kills my motivation to do something for Arma...
That there is still no way to have somewhat realistic interior lighting
apart from some hacky solutions, no
dayz / enfusion supports that though
http://www.dayztv.com/wp-content/uploads/2016/08/dayz-0-61-in-door-light-source-fix-w-i-p-preview-2.jpg
Well, pity the chances of that swapping over to Arma 3 are pretty much non-existant
Let me guess, object dimensions are also still restricted to about 60x60x60 meters?
Recently heard something like that. yeah
I know, but hilly terrain would only make it even smaller...
I really hope, that for their next flagship title, Bohemia just throws Real Viruality into the garbage, where it belongs since Arma 2
Everything looks like that's gonna happen
It has to I guess
I doubt any of the long time fans that actually understand the inner workings of RV to some extent would cope with it another time
I grew up with OFP and love the franchise, but having the same engine from 1999 with just more nice looking stuff on top is something that doesn't sit well with me
I understand the inner workings. Bis, do not.
rrrrrrrrrrrrrr-ooooasted ๐
At this point that might be true, mikero's name should be around in the community for longer than most of the devs that work on the game nowadays
not most, all of them. The use by date for a bis dev is around 3 months. Sufficient for them to screw something up, then run away screaming.
the problem seems to be that they dont want to go on as it seems wich pissed off alot of scripts/modders already
I'm to lazy to do the research on that, but are any of the original OFP devs apart from Moricky still around?
Actually nvm, Moricky started later too...
Gaia is an exception to every rule. I have a great deal of respect for him, but all of this is OT, your complaint seems to be you wont play arma because of poor lighting.
Kinda, guess I was venting my disappointment. I'll shut up now
๐
Arma 4 is where you're gonna get your dynamic lighting and shadows
Since they're working on Enfusion, and its already in DayZ Standalone. If they dont have it I'm going to have a lost a lot of faith
what does the above discussion have to do with this #arma3_model channel?
Has anyone managed to make tree models for A3 using blender? Its the only tool im familiar with.
workflow should be the same as any other 3d suite
the main issue with trees is getting the normal weights across
@idle spade https://youtu.be/xmQlcAcLOaU
Thanks I was looking to try and use this tool http://www.armaholic.com/page.php?id=20519
Someone mentioned that most blender tutorials create leaves in a way that does not suite A3. Leaves & branches being planes etc
This seemed handy http://pmc.editing.wiki/doku.php?id=arma2:modeling:modeling_tree
Does that cover the issue of normal map PuFu?
Not sure if config or model, so trying here rather than cross posting:
driveOnComponent[] = {"Track_L", "Track_R", "Slide"};
For an APC (tankX) which LOD(s) do these elements need to be defined in? Can't be entirely GeoPhys LOD because tracks aren't usually in there?
Slide is the bottom of the hull in the PhysX LOD
if it's used at all
dunno why one would add them for tracks
since tank physX has the wheels
Thanks for reply da12th. Reason I was asking is that it's like that in class Tank_F.
I didn't have them in my config and wondered if it was giving me problems with driving performance.
ah, well in Tank_F it would likely be the box that forms the tracks in geo LOD. Would have to check some A2 samples
That would be my guess too. I made the mistake of looking at the A3 Samples Test_tank...why did I even bother, lol.
@idle spade i have no issue with normals...i am just saying that one needs to transfer these across from the normal mesh to the "foliage" sprites
@ebon abyss , do you have the part 2 of this tut on your website?
http://pmc.editing.wiki/doku.php?id=arma2:modeling:modeling_tree
tracks were geo components were usually slightly above wheel axis, so you didn't have that weird jumping between wheels when moving over obstacles
now it's changed anyway, since wheels are simulated differently for tracked vehicles (they have much bigger collision size, so gaps between each wheel is small)
Did dampers on flyers work now?
for a while now
Hey, where I can decide where to get off the vehicle?
PuFu: hmm nope. thats odd, do you know where I can find that part 2?
@ebon abyss no idea, some forums threads have been lost when BI moved to a different platform, i know there was more to it, i was actually searching for a specific thing - as in the transfer script he used for face normals
@white jay ahh cheers, will have a looky
Hello, is there an easy way to create the hit points lod for my vehicle ? how can i "generate" these vertices ?
Right click in the LODs window and choose New. Right click the new LOD, choose Properties and then select Hit-points.
Press INSERT to create a point under the mouse cursor. Move it in the other 2 orthogonal views so that it is where you need it.
Give it a name that matches one of those in the class Hitpoints "name = ..."
Or copy and paste a block of hitpoints from another model (e.g. A3 Samples) and adjust spacing to suit the class Hitpoints radius.
@Apollo#1366 okay thank you very much ๐
When importing a model into oxygen from 3ds max how can I ensure the skin (weights) saved and transferred over properly?
Found it. in the keyframe, click from matrices
then use one of the ones in samples
If has weights properly itll animate
Where I can decide where to get off the vehicle?
is there a documentation somewhere on how to make own helipads?
It's basically just a flat face with a texture on it
class=land_decal and should inherit from HeliPad_f or whatever the baseclass is
where are they located ? ๐
can i look their config up in a3? ๐
got it
P:\a3\structures_f\mil\helipads
anyone familiar with TreeAdv shader?
@tulip beacon I believe @white jay has been toying with those shaders
@foggy finch thanks
np man, good to see you around again ๐
i knew there is a arma creative discord channel but i thought it was a different one, and was surprised why is it so quiet over there
Components in the Fire Geometry LOD don't need to be named the same as the hitpoints, do they? (they already have Componentxx names).
E.g. left track on an APC, hitpoints are named "pas_L", does the Fire Geo object for the track also need to be called "pas_L"?
Question is purely related to the damage mechanism - obviously animated parts need to be named appropriately to make them move in whatever LOD.
pas_L/pas_R are for the track texture "animation" IIRC
usually
so wouldn't be needed in geo
but you can name them what ever
there's a config parameter for the selection
It's a generic question really. Do you have to name any parts in the Fire Geometry to tie them in with the hitpoints?
only if you're hiding parts when they're destroyed
Ok, thanks.
in the hitpoints config name = refers to the selection in the hit point LOD that receive damage, visual = refers to the section that gets its textures/rvmats changed according to class damage
so fire geo only matters for penetration of the vehicle's geometry for a projectile to contact the hitpoints, and the hit effects
Yes, that's all set up fine. I was just wondering regarding the damage mechanism, where the projectile has to simultaneously penetrate a fire geometry and enter a hp sphere, whether that was 'any' fire geometry object, or had to be/ could be tied to a specific fg object.
Sounds like it is 'any' fg.
nah, it's any geometry object
Thanks, good to have confirmation.
Aside from physx config, setting up hitpoints and fire geometry is my least favourite part of modding.
Uh, what am I supposed to do when importing model from Blender to Oxygen gives a parse error?
I've triangulated the mesh.
As what did you export? fbx?
concerning lods, how do I control which lod is seen at which distance?
I have my lods named from 0-3, and they all seem to render within 20 meters or so
You can't control it eagledude. Arma 3 uses dynamic LOD switching. The lowest numbered LOD will show first, the highest numbered at the greatest distance.
If you're seeing your last res LOD (3) switch in at 20m, it indicates that your PC can't handle the load with LOD1 or 2 - perhaps they have too many polys.
What poly counts do you have on LOD1,2,3?
it dislays both lods 1 and 2 but all within a short distance, like 5m or so
its less of a problem running on ultra with objects at max
@bold flare OBJ
You can just try different formats maybe
When you import you can set the scale
usually you need to scale at either 100:1 or 1000:1, can't remember which
not if you use some wonky units (inch, or "generic max units")
@jensolaf#9386 get FHQ BlenderArmaToolbox and export directly as p3d
@civic stratus LOD switching is also based on polygon density per area of screen, which means objects at the same distance and even polygon counts will switch differently depending on the visible size.
Hey guys, is there somewhere an example regarding the cargo of a truck (infantry on the back)
doesnt the sample car have cargo proxies?
Hey guys, I've posted this before at "Config_Editing" tab, can someone help me to fix this?
I'm struggling with PhysX since last Friday, I'm trying to make my APC damper's working properly.
There are two problems: the fisrt one occurs when I activate the damper animation at "models.cfg", all six wheels gets lined up above the ground!
http://prntscr.com/guu1h2
As you can see in this picture, all wheel are shifted upwards for about 20cm
It's only occurs with carX simulation applied
My configs are written as it follows: http://prntscr.com/guu2nz
left side, PhysX wheels section, right side damper class at models.cfg
๐
Im very bad at configs but when comparing to one of my apc's you could try replacing "sourceadress" with "source"
then he would have two sources ๐
Ah
@zinc thistle you have a land contact and wheel_x_x_bound in memory correct?
make a backup p3d - select all wheel_x_x_bound in memory
delete them all, copy all points in land contact and paste in memory and rename to respective wheel_x_x_bound
retry
also weight issue, make sure its all balanced out
its easier to fix when the vehicle is flat so VR is generally a good place to test flatness
I just started messing around with wheels PhysX parameters
and when I decreased sprungMass, springStrength and springDamperRate values to 1, all the wheels finally touched the groud, but It came with some issues like slippering tires!๐
you will want the wheel mass and all the spring values right
otherwise you will end up with badly driving vehicle
Solved, I was considering as sprungMass the overall vehicle mass divided by the number of wheels, but I should had take in consideration and remove the sum of all wheels
With the correct value I could calculate the correct ones fo springStrength and springDamperRate! ๐
๐
Can someone help me with the idea of a articulated bus in arma 3 ? I dont know how to let the second part of the bus handle like it should handle
would say its super hard to make it work properly in MP environment
If you really really want one, you will most likely need heavily scripted solution
somethingsomethingtherearpartisseparatevehiclethatfollowstheleadvehiclemuchlikeatrailer
Yeah i think maybe something like a towing script
With a rope or something
Maybe a bohemia developer could help, because maybe there are some other solutions :) Like changing the material of the articulation to a soft material
rope will not give you stable enough results
the articulation animation is the simple part
having it all really work is not
Armas lack of physX joints is the limiting factor here
Hmmm maybe i can find a trailer script in the internet
there has been attempts on it but I think none that work 100%
all kinds of issues
do the research on the topic and then you can decide if its worth pursuing
but as said, dont think there are easy solutions available
Is there a way to contact BI Devs? I think they would know more about this and maybe have other ideas on how to solve this
I suppose you can mesage them or email them but would not put high hopes on that as its not engine feature that you could just use. Im quite sure there has been feedback tracker issues requesting this for long time as you are not the first who would like to see it happen
theres a few topics about different approaches on the BI forums if youre really interested
I think they would know more about this and maybe have other ideas on how to solve this
Bwahahahahahaaaaaahhhhhaaaaaaaaaaaaaaaaaaaaa
I just saw a thread by dscha and he handles it with ropes in a trailer script
@stuck oyster I just read that there was a config entry for this(connectionChild used with CarX) but i dont know if this is possible in arma 3
where did you read that?
Yeah I figured.
4 years ago
For what?
Asking if the game engine allows a articulated bus without much scripting
@median bough
how would they know?
They are the creators of the game @sturdy parcel O.o
Answer is rather obvious - it's not possible in Arma 3
@rough idol Okay thanks for the answer but I think it would be nice to implement it because many people wish it in Arma 3. But I know one person who done it in arma 3 but he wont tell me how. I just want to learn because i think this would be really nice :)
I think @white jay has done this :D
If its the uncle ben i know :D
As HorribleGoat mentioned you are not first one to ask about something like this. Arma 3 is slowly closing to it's end of life and such change is rather unlikely to happen
If Enfusion maintains some of the "lego block" vehicle physics that Take on Mars had you might have better luck waiting for it anyhow.
yes you can have articulated but it will break after 50 meters from a player as Geometry wont be drawn as its been since OFP IIRC