#arma3_model

1 messages ยท Page 98 of 1

polar fiber
#

I think on average, ours are like 4m

twin urchin
#

ok i will 4 meters then , but whats the placement?

polar fiber
#

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

twin urchin
#

so in the middle of the model?

polar fiber
#

yeah. I'll send you an exaple cube in a sec when I get the tools loaded up

twin urchin
#

ok cool , its just irritating that nowhere it is written , how to deal with this and this issue was a long lived one

polar fiber
twin urchin
#

i remeber once or twice the issue with mrco was fixed but 1 year ago or so

polar fiber
#

I thought it never worked on MRCO, but did on some of the other sights

twin urchin
#

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

polar fiber
#

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

twin urchin
#

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

polar fiber
#

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

twin urchin
#

so should i extend the box ?

polar fiber
#

you can't extend the box on the MRCO can you?

twin urchin
#

how

polar fiber
#

or is it another sight/weapon combo

twin urchin
#

mrco isnt my optic heh

polar fiber
#

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

twin urchin
#

@rough idol got any more info about this?

rough idol
#

for GL tubes I did weird trick with translation animation

twin urchin
#

I meant the MRCO issue

white jay
#

wait with such a scope you have a alpha box surrounding you completly in pilot view?

twin urchin
#

i tried everything with the box and no success

rough idol
#

you have it on custom weapon or something else?

twin urchin
#

ofc custom , but i can see it working fine with official guns like MX GL

rough idol
#

because of that ๐Ÿ˜›

#

it's not using cshader but good old tube method

twin urchin
#

yeah but i am not asking that

rough idol
#

that's fix for that though

#
  • that magic box
twin urchin
#

for MRCO sorting issue?

white jay
#

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

rough idol
#

box is not made of alpha

#

it's using "Hidden Vertex" property

white jay
#

ah ok ๐Ÿ˜„

rough idol
#

which means moving it to [0,0,0] space probably

white jay
#

so that is only to extend the boundingbox?

twin urchin
#

so i need to use the old tunnel method to order to fix the sorting mrco issue?

rough idol
#

what kind of weapon are we talking about?

twin urchin
#

custom mod of my

rough idol
#

with GL?

twin urchin
#

yeah obviously lol

rough idol
#

cshader is not working for gl launchers so yeah, you need to move alpha closer to mesh center

#

it's some weird sorting thing

twin urchin
#

i am not using cshader

rough idol
#

notice that tube itself is directed in opposite direction & then it's translated to proper direction

twin urchin
#

so i need that tube ?

polar fiber
#

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?

twin urchin
#

also how it is fixed on Scorpion SMG while we at it

rough idol
#

@polar fiber yes, it's working like that

#

@twin urchin could you post some screens how is your GL sight looking like right now?

twin urchin
#

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

rough idol
#

and how it's looking ingame?

twin urchin
#

wait a few moments , i will do a screen

stuck oyster
#

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.

twin urchin
#

@rough idol so any idea how to fix that?

rough idol
#

@twin urchin could you try to move that transparent selection somewhere back?

twin urchin
#

you mean that glass with the dot and that move to the rear?

#

well i can , i doubt that will do anything

rough idol
#

yup

white jay
#

@stuck oyster i think each of the 4 colors should be able to have its own nohq

stuck oyster
#

yes but Im using one of them for the whole model

#

with tex1 uv

twin urchin
#

@rough idol as i expected , no change

white jay
#

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

stuck oyster
#

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

white jay
#

๐Ÿ‘

stuck oyster
#

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 ๐Ÿ˜„

rough idol
#

if you want you send me that model in pm

#

I will take a look then @twin urchin

woeful viper
#

@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...

stuck oyster
#

yeah that is true

#

the asset style is very different with multimaterial

woeful viper
#

so i'm not sure if its even worth the trouble...

#

only if i calculate with dragging everything into Enfusion down the line

flint pilot
#

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

ebon abyss
#

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.

flint pilot
#

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 ๐Ÿ˜„

stuck oyster
#

yeah A2 config wont match

flint pilot
#

I figured, I did have a gander at making a new config but blimey

stuck oyster
#

no other way really

#

except use CUP if they got it

flint pilot
#

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

stuck oyster
#

then new config is needed

flint pilot
#

yep, don't suppose you know of any resources for it?

stuck oyster
#

some stuff from A2 may be compatible but probably not all

#

writing a config?

flint pilot
#

Yea

stuck oyster
#

I use notepad++ and when needed dig through A3 configs to find equivalents

flint pilot
#

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

stuck oyster
#

well yes you would need to set it up properly for physX simulation

#

and the new flightmodel stuff

flint pilot
#

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

stuck oyster
#

I would advice doing it all the way properly as otherwise you are more prone to unexpected behaviour

flint pilot
#

If I knew how I would but first I gotta learn it ๐Ÿ˜„

stuck oyster
#

yeah no easy way for that Im afraid

stuck oyster
#

@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.

main jasper
#

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

dark flint
#

show a 3d model of it...

main jasper
dark flint
#

yup what i expected

#

when making models for a game

#

dont matter wich engine

#

u have to triangulate it

main jasper
#

I see

#

never had the issue before

#

Will give it a go

tacit karma
#

@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

main jasper
#

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

tacit karma
#

did you recalculate the normals?

main jasper
#

Yep

main jasper
#

Same problem even after Triangulation and making the bridge only 35 meters long

#

any other ideas?

dark flint
#

show the triangulated model in 3d

main jasper
tacit karma
#

its not the triangulation lol

#

how do you normals look?

#

does it have an ADS map?

agile flint
#

Arma 3 for ya

polar fiber
#

it's the difference in vertex density between those two parts, I'd imagine. Model lighting is calculated per vertex

white jay
#

@main jasper do those two parts share the same texture and material?

main jasper
#

@white jay No they don't

white jay
#

it might be that the bottom part has some weird rvmat value that breaks the lighting

rotund lodge
#

Hey guys, having issues where I can see an outline of any object behind my own object. Here is a screenshot

polar fiber
#

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

rotund lodge
#

Thanks, I will have a look and play around with things.

stuck oyster
#

V2 at the back compared to V3

#

multimaterial versions that is. the meshes are different

strong plaza
#

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

rotund lodge
#

nice work ๐Ÿ˜ƒ

strong plaza
bold flare
#

Man... a night mission with lights in the windows.... *slobber*

sturdy parcel
#

lights-at-night are automatic with the alice module (assuming the mempoint is in the p3d of course)

strong plaza
#

you mean windows light up like I did?

bold flare
#

Ouh.. Good to know.

#

probably not as nice as yours @strong plaza

strong plaza
#

I'd be interested to know how it works

#

technically my windows are always lit, but you only see it in darkness

bold flare
#

I guess it just spawns a lightpoint at the mempoint?

strong plaza
#

ah

sturdy parcel
#

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

bold flare
#

How did you do that btw? what texture type makes them glow?

strong plaza
#

_em

bold flare
ebon abyss
#

hope you add the bates Mother into one of those upper floor windows ๐Ÿ˜‰

main jasper
white jay
#

what was it?

main jasper
#

The size of the object, I just split it into smaller objects

white jay
#

good to know!

tacit karma
#

@main jasper Told you

strong plaza
#

@ebon abyss erm, who?

white jay
#

he is refering to the bates motel series

strong plaza
#

aha, never heard of it

agile flint
#

So what have we learned from this? 50m mesh is too big, @main jasper how much did you reduce it by? 25m? 10m?

main jasper
#

@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.

polar fiber
#

so more vertex density, like I suggested?

cinder pivot
#

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?

stuck oyster
#

doesnt the engine by default draw shadow from any lod it finds

#

its just using your reslod to do so

cinder pivot
#

guess so

polar fiber
#

yeah, you need lodNoShadow property in res and an empty svlod for an object to have no shadow at all

ebon abyss
#
Opteryx: aha, never heard of it```
series? never heard of Alfred Hitchcock's 1960 Psycho? come on guys..
white jay
#

@ebon abyss yea but i recently watched the series which is based on Psycho ๐Ÿ˜› but thats a bit offtopic for modelmakers

ebon abyss
#

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 ๐Ÿ˜ƒ

#

hell, wonder why nobody has modeled bates house for ofp/arma, or have they?

dark flint
#

you guys forget to throw with rocks on Nicholas Jo Foski

#

because he is developing stuff for a life server

stuck oyster
#

?

sharp halo
#

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?

stuck oyster
#

Legit free models are quite hard to find.

sharp halo
#

so gta5 mods are illegal?

stuck oyster
#

dunno

#

dont play it

#

could be

#

no idea if theres any control on that

sharp halo
#

too bad. Cause this F18 cockpit looks really good.

stuck oyster
#

even if it was legit it would not be legit to take it from the gta mod and bring over arma

sharp halo
#

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

stuck oyster
#

safest way really

sharp halo
#

ok, thank you

stuck oyster
#

not saying there could be free high quality models out there but there are also a lot of ripped ones.

sharp halo
#

I know , I just found a very similiar picture of this cockpit. I think it is taken from FSX Acceleration

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

#

unfortunately would not be supprised

sturdy parcel
#

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.

stuck oyster
#

very true

sharp halo
#

Hmm just asking, what would be a normal(performance friendly) and what would be max number of polys/tris for arma model?

stuck oyster
#

around 20-30k is quite normal

#

maximum is in millions or so

sharp halo
#

Thank you again. So time to run 3ds max again :-) Glad I am a student and got a license for now.

half heath
#

Damper animation source cant animate rotating components? Only translation?

ebon abyss
#

yo Martinez, you are modo guy, do you also use the foundry mari?

half heath
#

No I use Substance Painter

#

I've been considering Mari, but don't feel like learning a whole new software atm

ebon abyss
#

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)

half heath
#

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

ebon abyss
#

if someone here does use the foundry mari, please let me know as I would like to hear how is it for arma3 textures.

half heath
#

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

ebon abyss
#

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.

vital geyser
#

Anybody know why i cant import .fbx in OB

tacit karma
#

@half heath afair its not possible to inject custom shaders into 3DO. you might mistake it for painter cause there is a shader around

high stag
#

Hi everyone

high stag
#

Can anyone explain to me how offsets work for rotational animations?

#

I have no clue what they do and how they work

polar fiber
#

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

stuck oyster
#

@half heath im pretty sure it animates rotating components but the physX damperes dont do well with that.

sturdy parcel
#

and i'm 'pretty sure' that, as stated, offsets == translation, not rotation. ๐Ÿ˜Ž

civic stratus
#

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

polar fiber
#

kind of depends on the texture for the speedometer as well though, doesn't it?

toxic apex
#

maxValue=30.555555;
angle1=rad -145;

#

max values = speed in m/s

#

angle1 = angle of needle deflection

civic stratus
#

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?

toxic apex
#

yes

civic stratus
#

I'll give it a go, thanks

#

would you also happen to know the method for RPM?

toxic apex
#

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

civic stratus
#

alright cool, I have 1 already

sturdy parcel
#

rpm? ouch. never knew that. always wondered why my cwr2/3 vehicles don't have it.

toxic apex
#

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

civic stratus
#

lame

#

well, it seems like its still off by about half, should I convert km/h to miles/h and then to meters/s?

toxic apex
#

what speed do you want?

civic stratus
#

nvm, I derped for a second

#

speed indicator is fine, but the rpm just snaps to max

toxic apex
#

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

civic stratus
#

le cry

rough idol
#

Rpm for cars is different

#

(and tanks)

#

MaxValue = redRpm in cfg

toxic apex
#

@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)

civic stratus
#

@rough idol thanks ๐Ÿ˜‰

pure whale
#

has anybody had this happen before

#

like the model isnt part of the model

#

how do faces exist

#

when i delete all the faces

white jay
#

try ctrl + A and view > unhide selection

#

or even unhide all

#

don't remember

pure whale
#

yea i see the points that are hidden

#

view doesnt have an unhide button

#

nvm

#

blind

#

thanks

white jay
#

How to convert fbx to p3d?

#

I tried with A3 tools but its basically impossible

stuck oyster
#

Object Builder has fbx import

flint pilot
#

I get an error when I try open object builder ๐Ÿ˜ฆ

white jay
#

I can't open object builder either

bold flare
#

what is "an error"?

white jay
#

@bold flare For example, when I try to open object builder

#

it's basically unresponsible

#

nothing appears

bold flare
#

How do you open it?

white jay
#

I enter in arma 3 tools

bold flare
#

double-click the executable in A3 tools folder?

white jay
#

then I choose from that launcher

bold flare
#

launching A3 tools via Steam?

white jay
#

Yes

#

I tried double-click the executable from a3 tools folder too

#

same issue

#

@bold flare how do you open it?

bold flare
#

I just double click it ^^

#

You could try to let steam repair files.. Maybe there is just some dependency missing

#

like C++ runtime stuff

white jay
#

Did that

#

โ˜น

stuck oyster
#

you could try uninstalling arma tools and reinstalling them

white jay
#

Doing that, will come back with a answer

#

same

stuck oyster
#

so you cant run it from the exe in the installation folder right?

white jay
#

I am running arma 3 tools

stuck oyster
#

I dont mean that

white jay
#

then I there, i select from the wide-large of tools

#

I select: object builder and nothing happens

stuck oyster
#

Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder

#

the exe in here

#

try it

white jay
#

OH LOL

#

Thanks a lot @stuck oyster

#

You are awesome

stuck oyster
#

the arma tools quicklaunch thingies dont work for me either I think

#

tried them loong time ago

#

and never again after

bold flare
#

@white jay I could've told you.. But you made me think Object builder freezes when you open it ^^

cinder pivot
#

is there a way to export something in an animated state?

polar fiber
#

Depends from where, and what kind of animation

cinder pivot
#

@da12thMonkey#2096 OB, I made an object with model.cfg anim and I want it in the last state for animations

polar fiber
#

then no, I don't think there is

cinder pivot
#

thought so

bold flare
#

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

twin urchin
#

@bold flare you can use A2 samples for that

bold flare
#

But in A2 we only had fixed scopes attached to the rifles right?

polar fiber
#

they still work the same way

spiral void
#

Hey,

I am experiencing that super shader doesn't sample using tex2 (only tex and tex1). Is this is a common problem?

stuck oyster
#

I think it may be a limitation of the shader.

spiral void
#

dammit

bold flare
#

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?

spiral void
#

@bold flare use what they call proxies

polar fiber
#

proxies don't work on attachments though

spiral void
#

Oh sorry then

polar fiber
#

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

white jay
#

what tjocke means is if supershader is restricted to tex and tex1 or can it also use tex2?

#

could be the case ๐Ÿ˜

cinder pivot
#

@queen estuary glass moved to top?

cinder pivot
#

Select the glass, faces -> move to top

#

Yup

cinder pivot
#

No problemo

bold flare
#

There should be a wiki page for recommended face/point counts.. There should be a wiki page for so many things

cinder pivot
#

Turbosmooth that and apply smooth smoothing groups

#

= good to go

#

But yes, you could up poly count - just keep textures on one texture set

bold flare
cinder pivot
#

Yea but what do you actually export or put in an emissive map

bold flare
#

I wrote that there

#

Emissive map is RGB color

#

just like _CO

cinder pivot
#

Hm ok

warm hull
#

Shadow polygon doesn't have 3 vertices - it has not been considered.

#

it spams the RPT, and binlog

bold flare
warm hull
#

thanks will try. trying to fix an older mod, and having no experience with object builder sucks

warm anvil
#

is this where can request stuff

stuck oyster
#

@warm anvil No. This is the channel to discuss creation of models as in doing it yourself.

warm anvil
#

ah i only know how to make em for MC or GMOD

primal mortar
#

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

stuck oyster
#

For animations to work it needs a config class with land_ prefix. PMC wiki has page about this I believe.

sturdy parcel
#

addon builder cannot make maps. it just gets it plain wrong.

stuck oyster
#

that too.

sturdy parcel
#

if he was using the alternative he wouldn't be asking the question ๐Ÿ˜Ž

primal mortar
#

I pack the pbo with pboprjekt

sturdy parcel
#

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.

primal mortar
#

ah okay, i testing ๐Ÿ˜ƒ

primal mortar
#

thx @sturdy parcel itยดs work ๐Ÿ˜ƒ

sturdy parcel
#

i'm a little surprised pboPro did not scream at you. I simlpy assumed you were using addon breaker.

stuck oyster
#

old version?

primal mortar
#

2.26

sturdy parcel
#

damn. I must have an 'undocumented feature'

#

$%@_+)*+)%@+)%+){^@

lavish mountain
primal mortar
#

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

native vine
#

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.

bold flare
#

what kind of Model? And what do you mean with map-dependent?

#

Do you mean "mission" when you say "map" ?

native vine
#

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.

cinder pivot
#

what kind of model?

#

building? vehicle? small object?

native vine
#

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.

stuck oyster
#

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.

native vine
#

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.

cinder pivot
#

^ you could do very small/simple things in mission. Anything else will freeze up all players when spawned

native vine
#

is there a limit of size?

cinder pivot
#

buildings I think would be too complex and too big for a mission

native vine
#

ah, actual filesize, or the logic when created?

cinder pivot
#

both, all, yes

native vine
#

ah okay

#

SO, for small things.

#

Which is runway lights

stuck oyster
#

just to make it clear. Why cant it be an actual addon?

cinder pivot
#

aren't there already runway lights in the game?

native vine
#

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.

stuck oyster
#

eden is not a mapmaking tool

native vine
#

I understand that.

cinder pivot
native vine
#

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

stuck oyster
native vine
#

Well, I dunno IF it's a mission thing, that's the whole question.

stuck oyster
#

Using vanilla assets in a mission is. :/

native vine
#

Okay, I'll ask over there then.

stuck oyster
#

๐Ÿ‘Œ

bold flare
#

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

bleak flame
#

which scope? or do you mean reticle

bold flare
#

They have a Leupold VX-3. I'm building a VX-6

twin urchin
#

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

stuck oyster
#

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

sonic valve
#

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?

stuck oyster
#

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

stark geode
#

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?

median bough
#

You can unpack the CUP grenade and take a look at it If you like.

stark geode
#

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

sturdy parcel
#

it crashes because you can't 'look' at binarised p3d

white jay
#

you can't open a binarized p3d

sturdy parcel
#

+2

white jay
#

๐Ÿ˜„

sturdy parcel
#

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

stark geode
#

Ah so is there is no way to unbinarize a .p3d?

sturdy parcel
#

if you want to be banned and castrated, yes.

stark geode
#

damn didn't know that was what I was getting into XD

stuck oyster
#

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

stark geode
#

it has geometry with component selection, it does not have weight @_@

stuck oyster
#

worth a shot

stark geode
#

Yup it works now, didn't have a geolod mass XD

stuck oyster
#

that is needed for it to react with any world simulation afaik.

stark geode
#

Gotcha thanks man

bold flare
civic stratus
#

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

stuck oyster
#

does the texture have alpha transparency?

civic stratus
#

i thought if the color was 0,0,0 (black) that became transprent

stuck oyster
#

no

#

needs alpha layer on the image

pure whale
#

tfw you forget about including models in your model.cfg and rage quit then realize your mistake hours later

#

:S

stuck oyster
#

rage quit never the answer

tacit shard
#

no but it does help

civic stratus
#

gah, my proxy won't show up in buldozer

stuck oyster
#

is the path right?

civic stratus
#

yes

#

i browsed to it throught the create proxy option

stuck oyster
#

what kind of proxy is it?

civic stratus
#

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

stuck oyster
#

does it get very high poly with the wheel?

#

buldozer may have issues with that

civic stratus
#

its not very high poly

#

I just moved it out of the main model

#

it was showing initially

stuck oyster
#

whats your gain from having the wheels as proxies?

civic stratus
#

nothing really, I just prefer it setup that way

stuck oyster
#

never heard anyone doing it that way

#

how does it affect the section count?

civic stratus
#

each wheel is only like 4k faces/points

stuck oyster
#

that sounds a lof for a wheel

civic stratus
#

this is somewhat new behavior

stuck oyster
#

what do you have selected in OB

#

could be you have some selection mask stuff going on

civic stratus
#

i had nothing selected

stuck oyster
#

also have you tried restarting buldozer

civic stratus
#

ive closed it a few times already, yes

stuck oyster
#

try having just 1 wheel

civic stratus
#

its not just the wheel proxies, its every proxy

stuck oyster
#

try copying into blank instance of OB

#

it can bug sometimes

civic stratus
#

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

stuck oyster
#

show proxy objects is just for showing them in OB

civic stratus
#

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

stuck oyster
#

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

civic stratus
#

I'll let you know

civic stratus
#

yeah, nothing

sturdy parcel
#

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

stuck oyster
#

in Terrain Builder the 64bit exe works much faster

#

in OB it does not work at all

civic stratus
#

alright well I fixed some textures and now it works again

stuck oyster
#

๐Ÿ‘Œ

civic stratus
#

very strange that textures unrelating to the wheels can cause all proxies to be invisible in buldozer

stuck oyster
#

it causes issues with model loading

civic stratus
#

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

stuck oyster
#

the memorypoints for the axis are wrong way around

civic stratus
#

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

stuck oyster
#

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.

civic stratus
#

excellent, good to go

sturdy parcel
#

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.

manic owl
#

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

sturdy parcel
#

who is producing that error? game? me? binarise?

manic owl
#

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

manic owl
#

yep, works on current stable but this error happens on dev branch

agile flint
#

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

bold flare
#

Arma 3 Samples on Steam

#

Only standing model

#

but it has skeleton so you can just make it sit

agile flint
#

Forgot about samples! Cheers mate I'll see what I can do

stuck oyster
#

@agile flint get macsers armarig

agile flint
#

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

bold flare
#

rotate upper/mid spine forwards

#

rotate knee forwards.. and there you have your sitting position

agile flint
#

Never used bones or animations before so this is going horribly wrong haha

stuck oyster
#

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

agile flint
#

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

stuck oyster
#

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

agile flint
#

That is true

sturdy parcel
#

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.

tacit shard
#

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.

stuck oyster
tacit shard
#

ah ok thanks

sturdy parcel
#

the pbo itself is corrupt. end of story.

tacit shard
#

Oh so one of the ARMA pbos are curropt? I shall see what one it crashes on and delete it and verify files

agile flint
#

@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.

sturdy parcel
#

ok.

white jay
#

you still want to have a animated armaman for your intent

sturdy parcel
#

all KIA, all humans sitting in vehicles, are static cargo poses.

agile flint
#

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

white jay
#

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

agile flint
#

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.

white jay
#

yes, both is a animated armaman tho

rough idol
#

Most cargo poses are animated

#

Kia are indeed static

civic stratus
#

has anyone had issues using the cargo/driver proxies where the character's body is invisible in-game?

stuck oyster
#

is there a proxy in all the lods?

civic stratus
#

not in all of the lods, but I've never done that

static fulcrum
#

Does anyone know if i just did an amateur mistake or smth like that x.x?

#

further information if needed ^^

bleak tangle
#

autocenter = 0 in geometry LOD? Correctly setup model.cfg?

static fulcrum
#

used the arma 3 samples model.cfg

#

i deleted autocenter xD

#

thank you

#

I'll try it

#

didn't work ๐Ÿ˜ฆ

bleak tangle
#

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?

static fulcrum
#

yes i did

#

addon builder

#

Can it be the weighting probably did an awfull job at that xD

bleak tangle
#

And your model is called BikerVest.p3d? If youโ€™re 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.

static fulcrum
#

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

stuck oyster
#

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

static fulcrum
#

Redid config.cpp and model.cfg now it works ๐Ÿ˜„

#

Still don't know what was wrong though

#

xD

stuck oyster
#

some incorrect class name somewhere or something

somber ridge
#

Anybody know if you can use Autodesk Inventor for Arma 3?

stuck oyster
#

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

strong plaza
#

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

sturdy parcel
#

your tga is not power of 2

#

this error code, and, this error, has existed since ofp. so have you and should have remembered.

strong plaza
#

no, I checked. it is power of two

#

2048x2048

sturdy parcel
#

error 22 is power of 2. why it's lying in this case i do not know.

strong plaza
#

it seems it won't convert any texture

sturdy parcel
#

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.

strong plaza
#

huh

#

when I run buldozer in OB it always starts image2paa and converts the .tga to .paa

sturdy parcel
#

which is exactly what i said

strong plaza
#

yea?

#

I converted the tga with imageToPaaGUI and that worked fine

#

why isn't the automated conversion working though?

sturdy parcel
#

because it says buldozer passed it an 'invalid argument'

strong plaza
#

any clue why?

sturdy parcel
#

nope

strong plaza
#

well shit

#

getting the tools to run on windows 10 sure is fun

bleak tangle
#

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?

strong plaza
#

I dont have any partition called O:\

bleak tangle
#

Then why did the error you posted previously give a path to the O drive?

strong plaza
#

beats me

#

I have a c, d, and the p of course

stuck oyster
#

O: is somehow related to the inner workings of the Arma tools?

#

seen that before too

bleak tangle
#

Oh yeah, looks like you're right, and you're P drive is currently mounted?

strong plaza
#

it is

bleak tangle
#

How did you mount your P drive?

strong plaza
#

subst p: /d
subst p: "d:\Opteryx"

#

in a batch file

sturdy parcel
#

~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" "$<" "$@"

bleak tangle
strong plaza
#

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

sturdy parcel
#

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.

stuck oyster
#

more mossy cliff

white jay
#

How can I get started with ArmA 3 modding / modeling?

woeful viper
#
  1. learn modelling
  2. 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".

dusk frost
#

How can i set the time in bulldozer ? if i try it in envoiroment the slider gets always set to the start

polar fiber
#

you have to click and hold for a moment on the slider bar

#

don't attempt to drag the slider cursor

stark geode
#

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

sharp halo
#

Hi everyone, just got back to 3ds max and I cant find answer ... Why cant I connect these two verticies?

#

nvm

bold flare
#

@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

stark geode
#

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 ๐Ÿ˜›

bold flare
#

no they are not

#

they are unbinarized

#

the ones on github are unbinarized

stark geode
#

il try opening some others with object builder

#

yeah it says unable to load file

bold flare
#

Where do you get the file from exactly?

stark geode
#

github

bold flare
#

exactly

stark geode
#

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?

bold flare
#

No.

#

See the link in my screenshot

#

I went there. Clicked download. and opened it in OB

stark geode
#

can you link it to me?

bold flare
#

Just navigate to it

#

use your left mouse button to click on folder names to open them

stark geode
#

OH

#

gotcha

#

sorry never used github like this before hahaha

#

yeah now it's working

median bough
#

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

white jay
#

Sounds like a leftover, especially if the proxies aren't in the higher detailed LODs

swift saddle
#

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

bold flare
#

@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

warm hull
#

Is there an easy way to mass move textures and their origin in P3D?

bold flare
#

moveObject from Mikero

warm hull
#

it changes the files in P3D

#

but doesnt move them :/

bold flare
#

Yes. It changes the texture path in the P3D

#

still need to move the actual files manually

warm hull
#

ohh

#

well it makes the work easier anyways

sturdy parcel
#

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.

warm hull
#

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

sturdy parcel
#

you have child config.cpp's in sub\folders. This tool cannot do multiple configs

white jay
#

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

sturdy parcel
#

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.

bold flare
#

@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.

white jay
#

True

bold flare
#

@balmy flax you can also delete messages on Discord.

carmine gull
#

@sturdy parcel By any chance does that offer extend to his site's model config functionality?

white jay
#

model.cfg should be extractable with Eliteness

sturdy parcel
#

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.

livid sable
#

glad to know that!

white jay
#

it's back ๐Ÿ˜ƒ

stuck oyster
#

๐Ÿ’ช

dark flint
#

is there a documentation for making vehicles?

stuck oyster
#

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

dark flint
#

hmm...

#

im more a fan of a written PDF ๐Ÿ˜„

cinder pivot
#

Some stuff is missing in samples or just there but not explained as well lol

stuck oyster
#

true

#

but thats why we are all gathered here ๐Ÿ˜„

#

theres enough material written down and in videos to get one started I think

cinder pivot
#

๐Ÿ‘†

dark flint
#

because there are tons of cars but only a handfull have for example "shock absorber" so the cars dont feel so flat/hard ....

cinder pivot
#

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

dark flint
#

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

cinder pivot
#

thats lazyness lol

tacit karma
#

@dark flint Thats Physx. If you have questions PM me

dark flint
#

@tacit karma Thanks i'll come back to it later ๐Ÿ˜ƒ

magic tapir
#

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...

bold flare
#

No dynamic lights. So.. I guess no

magic tapir
#

Well, that pretty much kills my motivation to do something for Arma...

#

That there is still no way to have somewhat realistic interior lighting

white jay
#

apart from some hacky solutions, no

magic tapir
#

Well, pity the chances of that swapping over to Arma 3 are pretty much non-existant

bold flare
#

wut? a animated jpg?!

#

Okey no.. It's a gif.. just called .jpg for whatever reason

magic tapir
#

Let me guess, object dimensions are also still restricted to about 60x60x60 meters?

bold flare
#

Recently heard something like that. yeah

white jay
#

generally speaking yes

#

but it depends on the terrain below to be more precise

magic tapir
#

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

bold flare
#

Everything looks like that's gonna happen

magic tapir
#

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

sturdy parcel
#

I understand the inner workings. Bis, do not.

dark flint
#

rrrrrrrrrrrrrr-ooooasted ๐Ÿ˜„

magic tapir
#

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

sturdy parcel
#

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.

dark flint
#

the problem seems to be that they dont want to go on as it seems wich pissed off alot of scripts/modders already

magic tapir
#

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...

sturdy parcel
#

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.

magic tapir
#

Kinda, guess I was venting my disappointment. I'll shut up now

slate epoch
#

๐Ÿ™‚

agile flint
#

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

quick terrace
#

what does the above discussion have to do with this #arma3_model channel?

idle spade
#

Has anyone managed to make tree models for A3 using blender? Its the only tool im familiar with.

foggy finch
#

workflow should be the same as any other 3d suite

quick terrace
#

the main issue with trees is getting the normal weights across

eternal bloom
idle spade
#

Someone mentioned that most blender tutorials create leaves in a way that does not suite A3. Leaves & branches being planes etc

#

Does that cover the issue of normal map PuFu?

charred bolt
#

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?

polar fiber
#

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

charred bolt
#

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.

polar fiber
#

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

charred bolt
#

That would be my guess too. I made the mistake of looking at the A3 Samples Test_tank...why did I even bother, lol.

quick terrace
#

@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

quick terrace
rough idol
#

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)

stuck oyster
#

Did dampers on flyers work now?

tacit karma
#

for a while now

swift saddle
#

Hey, where I can decide where to get off the vehicle?

ebon abyss
#

PuFu: hmm nope. thats odd, do you know where I can find that part 2?

white jay
#

that used to be the link to it in pmc ๐Ÿ˜‰

quick terrace
#

@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

quick terrace
#

@white jay ahh cheers, will have a looky

dusk frost
#

Hello, is there an easy way to create the hit points lod for my vehicle ? how can i "generate" these vertices ?

charred bolt
#

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.

dusk frost
#

@Apollo#1366 okay thank you very much ๐Ÿ‘

late root
#

When importing a model into oxygen from 3ds max how can I ensure the skin (weights) saved and transferred over properly?

late root
#

Found it. in the keyframe, click from matrices
then use one of the ones in samples

#

If has weights properly itll animate

swift saddle
#

Where I can decide where to get off the vehicle?

dark flint
#

is there a documentation somewhere on how to make own helipads?

bold flare
#

It's basically just a flat face with a texture on it

white jay
#

class=land_decal and should inherit from HeliPad_f or whatever the baseclass is

dark flint
#

where are they located ? ๐Ÿ˜„

#

can i look their config up in a3? ๐Ÿ˜ƒ

#

got it

#

P:\a3\structures_f\mil\helipads

tulip beacon
#

anyone familiar with TreeAdv shader?

foggy finch
#

@tulip beacon I believe @white jay has been toying with those shaders

tulip beacon
#

@foggy finch thanks

foggy finch
#

np man, good to see you around again ๐Ÿ˜ƒ

tulip beacon
#

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

charred bolt
#

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.

polar fiber
#

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

charred bolt
#

It's a generic question really. Do you have to name any parts in the Fire Geometry to tie them in with the hitpoints?

polar fiber
#

only if you're hiding parts when they're destroyed

charred bolt
#

Ok, thanks.

polar fiber
#

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

charred bolt
#

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.

polar fiber
#

nah, it's any geometry object

charred bolt
#

Thanks, good to have confirmation.

#

Aside from physx config, setting up hitpoints and fire geometry is my least favourite part of modding.

gloomy kettle
#

Uh, what am I supposed to do when importing model from Blender to Oxygen gives a parse error?

#

I've triangulated the mesh.

bold flare
#

As what did you export? fbx?

civic stratus
#

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

charred bolt
#

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?

civic stratus
#

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

gloomy kettle
#

@bold flare OBJ

bold flare
#

You can just try different formats maybe

gloomy kettle
#

Perhaps.

#

Like fbx?

bold flare
#

yeah

#

I always use fbx

gloomy kettle
#

Yep, seems better.

#

Thanks, bud.

#

And how the hell do I scale that thing down

bold flare
#

When you import you can set the scale

gloomy kettle
#

Right, thanks.

#

Any way to scale it by hand?

charred bolt
#

usually you need to scale at either 100:1 or 1000:1, can't remember which

woeful viper
#

not if you use some wonky units (inch, or "generic max units")

stuck oyster
#

@jensolaf#9386 get FHQ BlenderArmaToolbox and export directly as p3d

obtuse rain
#

@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.

river kite
#

Hey guys, is there somewhere an example regarding the cargo of a truck (infantry on the back)

stuck oyster
#

doesnt the sample car have cargo proxies?

zinc thistle
#

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

#

๐Ÿ˜Ÿ

white jay
#

Im very bad at configs but when comparing to one of my apc's you could try replacing "sourceadress" with "source"

cinder pivot
#

then he would have two sources ๐Ÿ˜›

white jay
#

Ah

cinder pivot
#

@zinc thistle you have a land contact and wheel_x_x_bound in memory correct?

zinc thistle
#

yeas

#

yes

#

It onรงy happens when carx is activated

#

only*

cinder pivot
#

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

zinc thistle
#

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!๐Ÿ˜…

stuck oyster
#

you will want the wheel mass and all the spring values right

#

otherwise you will end up with badly driving vehicle

zinc thistle
#

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! ๐Ÿ˜„

stuck oyster
#

๐Ÿ‘Œ

dusk frost
#

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

stuck oyster
#

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

dusk frost
#

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

stuck oyster
#

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

dusk frost
#

Hmmm maybe i can find a trailer script in the internet

stuck oyster
#

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

dusk frost
#

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

stuck oyster
#

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

sturdy parcel
#

I think they would know more about this and maybe have other ideas on how to solve this

Bwahahahahahaaaaaahhhhhaaaaaaaaaaaaaaaaaaaaa

dusk frost
#

I just saw a thread by dscha and he handles it with ropes in a trailer script

stuck oyster
#

read the whole thread through

#

to understand what issues there are

dusk frost
#

@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

stuck oyster
#

where did you read that?

stuck oyster
#

Yeah I figured.

cinder pivot
#

4 years ago

dusk frost
#

:/

#

I cant find an email adress of the bi developers. Anyone have it ?

median bough
#

For what?

dusk frost
#

Asking if the game engine allows a articulated bus without much scripting

#

@median bough

sturdy parcel
#

how would they know?

dusk frost
#

They are the creators of the game @sturdy parcel O.o

rough idol
#

Answer is rather obvious - it's not possible in Arma 3

dusk frost
#

@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

rough idol
#

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

obtuse rain
#

If Enfusion maintains some of the "lego block" vehicle physics that Take on Mars had you might have better luck waiting for it anyhow.

simple lake
#

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