#arma3_model

1 messages · Page 99 of 1

stuck oyster
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out of sight out of simulation or how did that saying go

rapid yacht
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anyone attepted, and/or had much luck with 2 wheeled vehicles in arma?

wraith tendon
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Do you see any? 😛

dusk frost
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Yeah on arma life mods @wraith tendon :D

sturdy parcel
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simulation=bicycle;

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they won't have removed it from the source code, coz they don't know where it is, but it will not respond to physx. if it still works, it will be the old style arma2 methods.

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If i remember correctly during arma3 beta, we recognised bis had gone broken it, so someone got it working by treating it as a car_f with 4 wheels. the font/back pairs were simply v close together.

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I have it working in cwr3. But dont' have the config here at moment.

cinder pivot
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^ its called physx hacks

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Bicycles are the most deadly vehicle in arma3 when directly rammed against another

jaunty leaf
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Hey

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What's the best way to hipoly a picatinny rail?

stuck oyster
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what program you using?

jaunty leaf
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3ds max

polar fiber
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easiest easiest way would be probool method with Max+zBrush

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but that's not an option for everyone

twin urchin
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i would say use quad chamfer in the 3dsmax

polar fiber
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support edges are in already, but no mesh smooth applied

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since pic rails have standardised dimensions, it's a useful jumping-off point for things like the receiver width

jaunty leaf
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okay

simple lake
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@rapid yacht i ahve done motorbikes yeah

pure whale
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how can i delete a specific face using object builder? touch faces will select all points assosiated with a face and delete them too, which i dont want

white jay
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Select the face and press D (Option is also under Menu->Faces->Remove)

rapid yacht
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@DeanosBeano#1098 did you have to do anything special in terms of physics to make it work correctly?

twin urchin
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One thing that i been wondering , you can't use hiddenselections for the custom handgrenade right?

tacit karma
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nope

twin urchin
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crap

dusk frost
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hi, what is the selection name for my vehicle for the parts which should bright when the engine starts ?

stuck oyster
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you mean like an engine light?

bold flare
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like.. dashboard lighting and stuff?

rough idol
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podsvít přístrojů

bold flare
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google-translated "the backlight of the instruments"

rough idol
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aka translated to arma "podsvit pristroju" 😛

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also known as selectionDashboard

lime nebula
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A BIMINIONS 😍

dusk frost
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Ok thanks :) and for what is zadni svetlo because i saw it in a model which i took as example and i though this would be the dashboard lightning

rough idol
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you can use zadni svetlo too

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podsvit pristroju was created with planes & helicopters in mind

dusk frost
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Ah okay thank you 👍

charred bolt
polar fiber
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is there a config parameter to change the selection name on those old hiddenselections type anims for cockpit illumination though?

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like selectionHRotorMove=, selectionFireAnim= etc.

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oh, nvm

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that's what you meant with selectionDashboard=

twin urchin
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any idea how to switch camera modes in object builder?

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back in O2 it worked with Num Enter but now with OB it doesnt

charred bolt
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camera modes?

twin urchin
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yeah you could switch 2 camera modes in buldozer

charred bolt
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what does that mean?

twin urchin
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buldozer had 2 perspective camera modes which you could switch by Num Enter

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but in OB it doesnt work anymore

white jay
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i think you need to set the keybind

twin urchin
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ehm wheres that

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for OB

charred bolt
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Perhaps you mean lock camera rotation in perspective view?

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I've only ever seen 1 type of perspective camera, but didn't mod in A2.

white jay
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ingame

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go to keybinds and select the dropdown "development"

charred bolt
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oh, in buldozer, right

white jay
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not sure if OB buldozer can open the settings

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try f1

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otherwise you can do it ingame

twin urchin
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i see there is a Buldozer switch camera - with Insert key but that doesnt work when i use buldozer in OB

white jay
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do you use a diffrent profile in buldozer?

tulip beacon
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use F2 for free camera

white jay
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like specify one in the startup params inside OBs preferences

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@tulip beacon i think that only works in TB bd

tulip beacon
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nope

white jay
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oh ok

tulip beacon
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works in ob as well

twin urchin
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@tulip beacon oh dude thats what i been looking for , it works thanks 😄

pure whale
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@white jay thx

civic salmon
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Hey yall, could anyone tell me why some proxies I add to my models load their collision (Geolod) properly and others do not? Trying to attach railings to a building.

stuck oyster
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do you have the proxies in the geolod?

civic salmon
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I did not. I added them and it seems to be working properly now, sort of!

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Is it standard to put your proxies in all the applicable LODs?

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And thank you for the information too btw

stuck oyster
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Im under the impression that the proxy loads only in the lod you put it in.

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you could however probably add the geometries on the main model too

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not sure if extensive proxy use is better for performance

civic salmon
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I see, yeah, I was thinking proxy use would be better for performance

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Also I was having some problems with crashingthe game on earlier versions of my model but this has helped me get around that

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(I'm working on a pretty big 40x40 meter structure so I know I'll need to use proxies to make it any bigger

stuck oyster
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you might be better off splitting it into many p3ds

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if you want to go beyond 40-50m

civic salmon
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yeah, that's hte plan, its an oil rig so there will be a derrick extending from one side

civic salmon
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ok, now I'm really scratching my head, the proxies in my GEOlod are working fine in collisions with players but vehicles can go right thru it

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I made a phys lod and everything

agile flint
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When it comes to making tracks for tanks, does the amount of faces in said track increase the quality and smoothness when the tracks bend etc?

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So, say the part of the track touching the ground is just 1 big face, will the game still bend it where it needs to bend?

tacit karma
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yep

brave wyvern
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what does everyone here texture with

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wrong channel...

woeful viper
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@agile flint what do you mean by 1 big face? You can make it a flat plane, but you need to divide it to be able to have it deform. I do 1 vertice below each wheel. It's the simplest way and usually sufficient. Also - if you have divisions that are not directly under a wheel you have to weight them differently to the wheel bones. Last time i tried weighting vehicle vertices (skin weights) to a bone i got bombarded with rpt error messages...

woeful viper
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@woeful tartan this channel contains occasional model pr0n, shouldn't it also be NSFW?

wraith tendon
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🤦

civic salmon
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I am sorry for not being more clear earlier. I am still stuck on a small problem that is holding up my oil rig project. I am adding p3d model proxies (railings I made) to my oil rig model. They are working correctly all LODs, but they do not collide with vehicles properly (you can drive right thru them or fly thru with a heli). I wrote a config for the railings and they collide properly with vehilces when spawned in the editor. I also added an a3 proxy, and also am not seeing collisions with vehicles. Do proxies simply not work with vehicle collisions, or am I doing something wrong? (Btw, I did add a phys LOD also no dice) Could it be something in the geolod properties I have to add? Thank you if anyone can help me, and thank you bohemia for making such a dope game

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(The railings are working properly for everything but vehicle collisions, I.E. you can't walk thru them, shoot thru them)

stuck oyster
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could you just add the railing geometries to the actual model?

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or are they very complex

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did you add them to physX geom lod too?

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vehicle collision actaully may need that

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@civic salmon

charred bolt
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Did you remember to name all the components "ComponentNN" in the Geometry and Geometry Phys LOD's? easily forgotten

stuck oyster
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that too

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though if the railing works as separate object then that is probably correct

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but if it only has geometry lod in it and not physXgeom at all it works by itself because all other geometry lods default to the actual geometry lod

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but as proxies they just might not

civic salmon
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yeah, the object is set up correctly, I think it's maybe just proxies don't collide with vehicles

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I'll probably just have to make geometry for the railings in the actual model

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I was just hoping I wouldn't have to, to keep things simplified and modular

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and goat yeah, I added them to phys lod

civic salmon
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But there MUST be a way, right? Because I know they recommend using proxies for large, multi part objects

stuck oyster
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Where and who?

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and why

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lets start with that

civic salmon
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maybe I'm confused, I've read on the forums about breaking up larger objects into separate p3ds but perhaps they were not saying use proxies

stuck oyster
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yes thats right

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you make the different p3ds and use them as separate objects in editor or terrain builder

civic salmon
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I see

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ok, so I guess I probably just need to put my railings and stairways on the actual model

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that will probably work best

stuck oyster
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could be yes

civic salmon
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well, thanks for the info 😄

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what about the lower size limit of geometry? I have some stuff thats smaller than 0.5 meters

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is that reallly such a big problem

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I mean for the geolod

stuck oyster
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what you have read I believe is about splitting up larger than 50m structures/objects into separate pieces

civic salmon
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yes

stuck oyster
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arma does not like that small geometries as far as I know

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you may be doing it too complex

civic salmon
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right, I'm trying to avoid that since I had to completely start my project over after it wouldn't stop crashing arma

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I'm doing it step by step so if it starts crashing I know what Idid wrong

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that was my whole idea of why I'd want proxies for my railings, to keep it simple

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and I mean it actually works great, BUT for the fact that vehicles don't collide with them

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(I am a novice 3d modeler too btw)

stuck oyster
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how do you intend to use the oilrig?

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as a terrain objects

civic salmon
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yeah

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terrain object, but it can be placed in the editor

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so people could use it for their missions etc

stuck oyster
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well that may not be possible

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or at least easy

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the editor part

civic salmon
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well I have that part figured out

stuck oyster
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as you may need to create it form quite a many pieces

civic salmon
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it wasn't too hard actually

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but it's only40x40

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so

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yeah

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if it was bigger then yeah I wouldn't know what to do

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some people have done it I know, like the nimitz mod

stuck oyster
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oh its just a small one then 😄

civic salmon
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yeah its not real huge

stuck oyster
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aaa

civic salmon
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its still a big building to me tho, 40x40 4 stories high

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with a 5thstory helipad

stuck oyster
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oh yeah sure its not small

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but I was under the impression it was just larger

civic salmon
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I was having some crashes withthe old version so I had to start over, but I'm doing a better job with keeping the model and UVs clean this time

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well I think it would be dope to make a huge oil rigtoo

charred bolt
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I'm fairly sure vehicles do collide with proxy geometries.

stuck oyster
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not if theyre too thin probably

charred bolt
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Have you tried putting your proxy inside the main model just to check it's working ok?

civic salmon
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that I have not

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I'll give it a try

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although I did create a config so I can spawn it in editor

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and it works fine with vehiclecollisions there

charred bolt
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You've put the proxy in the GeoLod and GeoPhys Lod?

civic salmon
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yes

stuck oyster
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how many components would you estimate your geolod has

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with the proxies there?

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are we in hundreds or thousands

civic salmon
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including the proxies each or each individual compenent in those?

stuck oyster
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hmm

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both

civic salmon
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right now I have 29 components in my main model, plus 96 proxies with one component each

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which is way less than the sample arma3 models

charred bolt
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that number sounds fine

stuck oyster
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yes that sounds ok

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I was worried you may have each piece of railingpipe as separate component

civic salmon
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no, but the fire geometry yes

charred bolt
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Ah...

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I'm looking at an object I have which has vehicle collisions...

civic salmon
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ok, so it must be possiblethen

charred bolt
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proxies in all LOD's...but not in GeoPhys

civic salmon
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I must be doing something wrong

charred bolt
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for GeoPhys I had to make a simple structure

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in the main model

civic salmon
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I see so you had to do the geophys separately

charred bolt
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yes

stuck oyster
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it is possible that since geophys is newer lod it does not work in proxies

civic salmon
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I was thinking about that, that's clever

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yeah

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that's a likley theory goat

stuck oyster
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good catch @Apollo#1366

charred bolt
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so LOD1, Geometry and View Geometry are proxies, GeoPhys is main model objects

civic salmon
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well, I'll just have to do this manually but it willstill be quicker than placing them in max i think

charred bolt
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GeoPhys should be incredibly simple anyway - try to use a minimum object count <10?

civic salmon
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right

stuck oyster
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I may add before proxies were used to bypass vertex poly limits

civic salmon
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hmm

stuck oyster
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but A3s limits are in millions

civic salmon
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I see

stuck oyster
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so not everything has to be proxied

civic salmon
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I was thinking it would just be nice to have a modular system where everything was 5 meters long so I could set up the same rig like50 different ways

stuck oyster
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sure

civic salmon
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well, I could, if I have them as placeable editor objects

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anyway, thanks for the info guys.

stuck oyster
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👍

charred bolt
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good luck with it - test simple first to verify

civic salmon
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Apollo your workaround worked and was not too time consuming

agile flint
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@woeful viper Yea thats exactly what I was asking. So the more cuts the smoother the track deformation.

Thanks for clearing that up

white jay
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Hello developers of Arma. At this time I'm on the lookout for an objectbuilder individual whom I can pay (or not?) to do some work for me. I'd love to learn it myself, however, when I use the moddeling software, it has vastly different keybindings and movements than O2, and I'd prefer to specialize.

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If anyone is interested, HMU.

cinder pivot
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blender tools - nuff said

white jay
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I know blender tools, though I don't know how to use object builder.

polar fiber
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there are tools for Blender that export directly to Arma 3 formats, so you wouldn't need Object Builder

quick terrace
white jay
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is there some way of getting debug info out of ARMA 3? I have a building in a terrain that is behaving oddly. Blocking don't appear to work and fir geometry half works (I can shoot through a wall one side but not from the other side). I would like to get some debug info that might help work out why. The logs as I have them aren't too useful.

bold flare
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dev branch diagnose executable

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see diag_enable command on wiki

white jay
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thx, dev branch diagnose executable, that something I get via steam?

tacit karma
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yes

white jay
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thx, got it but it won't load up my mod. The one I want to debug! Am I missing something?

tacit karma
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you have to start the diag exe via shortcut, not launcher

white jay
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ic

dapper girder
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why wont the AI follow this?

foggy finch
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you want to fan out your inX named selections,. you also need them at either end. you fan them out so the AI have a greater chance of finding them, 3 points cover a larger area than 1 vertice does.

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example ^

late canyon
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hey boys, got an issue with a car

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wheels are stuck in the ground and even weirder part is the left wheels are further down

stuck oyster
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could be your physX springs config not being right

late canyon
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yeah i've been trying to work on the springs but the calculations are weird and i can barely figure out how to do them

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and it also doesnt make sense that the left side would be lower if they all have the same messed up springs

stuck oyster
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also could be your damper axis points not being even

late canyon
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all of them are even though, i checked thats why im so confused

stuck oyster
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the car geometry may not be balanced

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but also the physX configs are likely culprit

late canyon
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center of gravity shows up in the center, and i set the physx configs according to the equations provided so i'm very lost rn

stuck oyster
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whats your physx geometry like?

late canyon
stuck oyster
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its not convex but that I suspect would not cause the wheels to sink

late canyon
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yeah, friend gave it to me because beforehand my collisions didnt even work but i did notice that

stuck oyster
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fix it anyhow

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Also I hope you plan adding more resolution lods. because the car does look a little poly heavy

late canyon
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yeah of course

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i just want a working car before i bother messing with lod models

stuck oyster
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whats the mass of your wheel geometries

late canyon
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20 each

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car total is 1746

stuck oyster
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ah

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that sounds ok

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whats your wheel mass in physX config

late canyon
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20

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wait

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i may have realized one mistake here oops

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i measured wheel mass just by dragging over on the side but that included both of them

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2 mins to check ingame lol

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nvm it is 20 including the rim

stuck oyster
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and the dampers animate into right direction?

late canyon
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which attachment points do they use

stuck oyster
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?

late canyon
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how would i check that one

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is it on the model or in the config

stuck oyster
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run buldozer in OB

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switch to damper animation source and roll your mouse roll

late canyon
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uh

stuck oyster
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also the uneven-ness may be caused by surface settings

late canyon
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i have no idea how to operate buldozer aside from moving the camera

stuck oyster
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no better time to learn but the present

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Im a bit supprised your this far without using it xD

late canyon
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lmao

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you feel like adding me on steam real quick?

stuck oyster
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enter and backspace switch animation source

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and mouse roll adjusts animation value

late canyon
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so they do

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the dampers are working fine yeah

stuck oyster
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rolling up they move up and rolling down they move down?

late canyon
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yeah

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wait

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opposite actually

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setting value to 1 makes them decompress

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0 compresses

stuck oyster
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I suspect your axis are the wrong way then

late canyon
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makes sense

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which points would i move to reverse it or is it a config thing

stuck oyster
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you can mirror on Y whatever points you have defined as damper animations axis

late canyon
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got it

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i'll try this and see if anything changed

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it's still heavily tilting to the left but the sinking into the ground stopped

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1 bug knocked out

stuck oyster
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typo in the wheel configs is possible

late canyon
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physx config or just normal config

stuck oyster
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physx likely

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or could also be model.cfg values being wrong for the other wheels

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other than that Im out of ideas. Gotta go take a nap.

late canyon
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aight

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thanks for the help

plain jackal
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anyone know why a model with proxies would show up fine in buldozer but have all the proxies missing in-game?

sturdy parcel
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the proxies don't exist 'in game' (missing pbo or discrepancy with where you say they are on P:\ and the real deal)

white jay
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Can also be caused by setting the p3d class to house and giving them a config entry (for the proxies)
(edit: the property was class:house)

sturdy parcel
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really?

white jay
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Yeah i encounter that one about a week or 2 ago. Fixed it by removing the property class house.

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Or it would work if you didn't bother to define a config entry for it. Arma would just then complain about Land_xxx in rpt

charred bolt
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On that subject, is it necessary to put class: vehicle in the p3d on things like cars, boats, tanks?

sturdy parcel
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hmmm is seem to recall this as being right. from a very very long time ago

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no apollo

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structures only and ONLY if animated

charred bolt
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Thanks!

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Presumably it doesn't 'hurt' to be in there, I see so many vehicles with it present.

sturdy parcel
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'structures' = house, building, dog house ,latgrine, scaffolding, tree house, etc.

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no, you never see a vehicle with a land class

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a vehicle cannot be placed on a map.

charred bolt
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there are probably hundreds of vehicle mods out there with class:vehicle set because it was in all the A2 released source files

sturdy parcel
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that's fine they must be class=vehicle

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class= house == animated land class

charred bolt
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someone's confused

sturdy parcel
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yes i think it's my fault

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moment....

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Yeah i encounter that one about a week or 2 ago. Fixed it by removing the property class house.

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my bad, i misread your subsequent post.

charred bolt
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I'll clarify the question: if I make a car mod, does my car p3d NEED to have a LOD property class : vehicle in it to properly fuction?

sturdy parcel
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i believe so, and your questiojn was fine at the start. i totally misread it.

charred bolt
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what happens if class: vehicle is missing?

sturdy parcel
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i only know about properties requried for structures. sorry

charred bolt
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no worries, I guess I could try it and find out

sturdy parcel
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😎

charred bolt
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there are so many LOD properties mentioned in various sources, most of which seem to be obsolete in A3 these days, that it's hard to know which are needed and which not

cinder pivot
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wondering if my vehicles have that class property in them

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I don't know if they do, but some might

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Not much help lol

sturdy parcel
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dep3d -Ps foldeOfP3d's will list properties for each one.

charred bolt
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ok, I've got a vehicle without a p3d class defined and it works fine

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I'm going to stick my neck out and say that class: and style: LOD properties are probably for maps only

sturdy parcel
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the reason why they could not move goalposts here to stuff us all around is because terrain builder wasn't made by them and consequently expected those properties to remain the same.

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they did manage to screw us over by changing 'tree' to behave differently, and in doing so messed up all our arma2 walls, it was beyond their imagination to call the new simulation tree3 and thereby keep compatible..

white jay
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It absolutely sucks when you make a model, you get someone to run it through objectbuilder, and then that guy drops of the face of the earth before he finishes it, so you're left with a binarized .p3d that you can't use for anything.

stuck oyster
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you should still have the original right?

simple lake
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im having a screenshot of that Eric

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classic right there

stark geode
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Hi so I modeled a gun and added it into the game, Everything works perfectly except for the bullets. The bullets seem to shoot up or down from the gun and not out from the front of the gun as I would like it to. What would I need to add or do to assure the bullets come out of the gun properly?

stuck oyster
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check the memorypoints from the sample models

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and corresponding config entries for them

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gunBeg gunEnd especially

stark geode
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Gotcha, Thank you

plain jackal
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So to clarify, my missing proxy issue is caused by the presence of the class=house property in the model containing the proxies, or the proxy models themselves?

foggy finch
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the proxies themselves most likely,. your root object needs class house to have a valid land_xx class.

sturdy parcel
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if animated

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ladders, doors, attendant= all require a land_class so that the config triggers whatever's needed.

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land_NameOfP3d is stored in a table baked into the wrp , The classname is called via the Glandscape code whenever that object type requires interaction.

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note this is animations. class house is, of course, the most used. But, same story applies to class=viewtower and a few others. Bottom line? if a config causes the animation, eg ladders to happen, then it must be a land_class.

foggy finch
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yeah this ^, I figured given they'd already house classed it, that it would be animated, but you never know 😄

dapper girder
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Do i need to create a View Geom LOD for AI to recognize the model, or do they if already have a Geom LOD?

wraith tendon
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ViewGeo can have more Details (e.g. some Parts that you can run, but not look through)

dapper girder
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@foggy finch So made 3 "in" point to that pathing ladder problem. Definately helped, but now they sometimes get stuck walking a loop between the "in" and "pos" points. Any suggestion on how to stop this? Right now the "pos" is in the center of the "in" triangle

dapper girder
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also, do any of the pathing point types need to be on the roadway plane?

oak lintel
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Look in the samples from buildings. Is your pathway ok, you can make a test. go ingame, place your model and set it a littlebit lower as the ground

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And test it with MoveTo or so.

solid sapphire
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@stable zenith hello!Can I ask you a few questions on vegetation workflow?

minor jasper
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hi. i have a very very odd problem when applying a Tanoa rvmat and texture to an arma 2 model

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that show the error thrown in mikero's tool

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and that shows two models side by side - both rigged with the exact same rvmat and texture

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one works and the other does not, in buldozer

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can anyone shed any light on it?

charred bolt
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I don't know much about that Shader, but is it usual to have specular[]={0,0,0,0}?

polar fiber
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can't use nopx in a model either

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parallax shader is only supported on terrain

minor jasper
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ahhh, ok thanks, will make a new rvmat for it

foggy finch
#

@dapper girder all of the points where the AI move onto or off of the path should be named "in1, in2, in3 ,in4" etc. the posX named selections are used for 'garrison' points where AI will post up and go into whichever state they as set to be. Your AI may be set into a state that is making them patrol back and forth along the pathlod. If your stairs are proxied and are part of a larger structure I'd keep the pathlod in the structure rather than the proxy so it can be one path lod for the entire structure and would eliminate any pathlod<>pathlod translation issues.

dapper girder
#

@foggy finch how does one tell them to never patrol that path?

foggy finch
#

probably some ai setting

#

they are probably patrolling between the pos points

#

😄

dapper girder
#

i removed all "pos" points, but still do the merrigoround on the "in" points

stuck oyster
#

are they part of a group?

#

how do you command them to go to the position

dapper girder
#

part of a group with me as lead, ive tried regroup and then just run for it letting them follow........and also tried commands

#

the closer ladder the AI won't use but the farther one they do fairly well.......its quite inconsistent

#

by "wont use", i mean they just walk to the top and then go in circles

stuck oyster
#

they are separate objects right?

dapper girder
#

the ladders are seperate ojects

stuck oyster
#

you could try lifting the path mesh

#

in the object

#

like 10-50cm

dapper girder
#

so the path mesh doesnt have to be sitting on roadwy surface?

stuck oyster
#

I believe its even considered a proper way to do them to raise them a bit

dapper girder
#

not written anywhere :/

#

well thanks for the help i'll tweak that and it give it a go, @foggy finch @stuck oyster

stuck oyster
#

lots of stuff is not written anywhere in Arma modding. 😝

foggy finch
#

yeah roadway lod 0.01 above geometry meshes, pathway lod above those

dapper girder
#

o, ive been using 0.1 or so because being at an angle the bodies seem to be getting stuck on the geom

foggy finch
#

the roadway lod just needs to be above the geo, and the pathlod above the roadway

#

if you need to raise it due to the geo it shouldnt be an issue tbh

dapper girder
#

Is it possible to have a driveable house?

stuck oyster
#

elaborate

#

in what way would it be a house

dapper girder
#

well thats the concept, so it would be driveable but players and AI able to walk around inside it

#

with positions and such

stuck oyster
#

not without scripting them to stick on the vehicle somehow

#

there has been one or two attempts on that

dapper girder
#

huh, thought it be possible since houses are classified as vehicles

stuck oyster
#

well yes if it does not move

#

not sure if paths lod would work on a vehicle vehicle

dapper girder
#

can one proxy a house on top of a vehicle?

#

and then would that house go with the vehicle

stuck oyster
#

not proxy but attachTo can be used

polar fiber
#

but people inside said building wont move with the vehicle or house

stuck oyster
#

yes moving + being inside == death

dapper girder
#

really?

#

even if going really slow

stuck oyster
#

yes

polar fiber
#

yes really. Why do you think we don't have many moving ships and things in Arma?

dapper girder
#

beats me, just figured it was a little trickier but doable

stuck oyster
#

you would have seen it already if it was that simple. 😄

dapper girder
#

can the editor move houses along a path, and would that kill characters?

stuck oyster
#

move them how?

#

and why in editor?

#

moving house along a path sounds like a train

#

which would most likely kill the characters

dapper girder
#

😖

stuck oyster
#

also

#

if it was a train you wanted to make

#

say so

#

its much easier to help you when we know what it is exactly what you want to achieve

dapper girder
#

well it would apply to a lot of things, but none of them feasible as theyd murder the riders

stuck oyster
#

not that you should give up completely

#

but just know it has been tried before

#

so you may benefit from studying what has been tried before

dapper girder
#

found a script to make it wor k:D

#

but only works for players

stuck oyster
#

what script is that?

simple lake
stuck oyster
#

yes well but you cant actually walk in it while it moves

simple lake
#

you can if you know how to sync certain atributes to an rtm

stuck oyster
#

do you know how to do that?

simple lake
#

of course i do i wouldnt say it otherwise

#

lots of peple have done it before me too in chinooks and c130s and not just staic objects in psuedo flight lol

#

do you know how Solus invented the first carryMe ? well have a think of how it was implemented

stuck oyster
#

so its probably what Fiesty there found.

simple lake
#

i doubt it but its good he found something

stuck oyster
#

so you have a working MP compatible solution for walking around in/on moving stuff

simple lake
#

yes i do but it involves an addon also not just scripts

stuck oyster
#

is it shared anywhere?

simple lake
#

god no , i wouldnt share lol

stuck oyster
#

I see.

simple lake
#

good its nice when clarity is achieved

dapper girder
stuck oyster
#

Yes that was what I was referring before that it has been tried before.

clever solar
#

Sharing in Arma LOL

#

Why lift a finger to share when someone can just steal it?

dapper girder
#

lol, i guess its all modding though

#

so 4 free anyway

dusk frost
#

How would i go about making a belt as backpack? So how should i handle the selections like RightArm and so on? And how can i redefine points as these blue points?

stuck oyster
#

I would strongly suggest weighting your new model in some other program, but if you want to do it in OB stalkerGB has written a decent OB weighting tutorial for A2 and the procedure is still the same

dusk frost
#

@stuck oyster the blue points i mean are just like normal selections but they are not red if you select them instead they are blue. But thanks i will take a look at that tomorrow

stuck oyster
#

yes that means they have 0 weight

#

selection weighting value/color goes from red to blue

#

I think N opened up the weight paint tool

dusk frost
#

do i need a model.cfg for making a backpack?

simple lake
#

yeah

minor jasper
#

if yo udont name your model class in a model.cfg your backpack will drag around at your feet

sturdy parcel
#

no it won't. the goat's will eat it.

dusk frost
eternal bloom
#

each stage is for a specific map (normal, ambiant occlusion, specularity...)

#

this example is specific to super shader

dusk frost
#

What is the SMDI?

eternal bloom
#

specularity

#

nohq is normal map

dusk frost
#

oh okay thanks @eternal bloom! Is normalmap that what i posted?

cyan heart
#

Hey, I've made an animation for my revolver, it's a front loaded blackpowder revolver just for you to know.
The animation is working fine, but when it comes to the model.cfg part, well I struggeled getting the trigger and the rotating cylinder and the hammer to work.
Now what I need is, the Loading-Lever, should move just like in the animation I've done: https://www.youtube.com/watch?v=98NTJRjUrZE
What I did in the model.cfg is, I used minValue 0 as start of the animation and maxValue 1 as ending. If that's right then my calculation should be correct.
I have 250 Keyframes devided with 100 is 0.4. So I multiplied 0.4 with the number of the Keyframe in the animation, then I get a value between 0 and 1.
Thats what I put in as Values for start and end point, then I put in the angle where the lever should move.
I might be completly wrong about this but this is the only senseful thing that came to my mind. I actually think it's way easier. However it's not working, just nothing happens while
reloading excecpt for the character reloading animation. This is my model.cfg: https://hastebin.com/nakodiyopo.scala

#

This is the first time I did something like this and I cannot find enough material to learn from. I'm sorry if thsi is the wrong section to post this in, but I thought the "animation_makers" is more fore .rtm's etc

eternal bloom
#

@dusk frost it is but yours seems to be stretched

minor jasper
#

@cyan heart wow that's a complicated set of anims. one to rival one of mine i reckon 😉

#

do you use buldozer to test your anims? if not i heartily recommend it

white jay
#

My UV Editor litterally wont come up in objectbuilder. Anyone know why?

minor jasper
#

that's my nagant 1895 anim

#

if you want me to look at your model.cfg for you i'll need the model as well, can advise on what's wrong with it if needed

white jay
#

Well done.

minor jasper
#

or send me the model.cfg in a tidy text file

white jay
#

But seriously, I'm sitting here hitting the UV Editor button, and nothing is coming up.

minor jasper
#

surfaces/ uvsets - how many you got listed?

white jay
#

I don't have any uvsets at this time, I'm only trying to get the editor up.

#

I litterally click the button that says UV, and nothing comes up.

woeful viper
#

do you / did you have dual monitor? Maybe the window is off screen?

minor jasper
#

that's what i thought

white jay
#

Yeah, I got 3 monitors, but it's not anywhere.

woeful viper
#

hum...

white jay
#

I've been fine on using it up until about an hour ago. It just stopped coming up.

minor jasper
#

create a new p3d, make a basic box in it. it will have a uvset. check if that comes up

#

if it does, paste your model int oit

white jay
#

Yeah, no go on that box.

minor jasper
#

o2 freaks out when it gets something it's not expecting

white jay
#

Made a box, selected it, hit UV, nothing.

#

I tried deleting O2 and verifying files.

minor jasper
#

surfaces/ uvsets - any listed?

white jay
#

I'll just made a simple model in 3dsmax and put a uvmap on it

minor jasper
#

click surfaces/uvsets/add

white jay
#

Yeah, I did that

minor jasper
#

ok so you have any listed now?

white jay
#

Got 0 and 1

minor jasper
#

ok

#

and so you have uv, just that the button fails

white jay
#

Yeah.

#

I've added models with a uvmap after the button stopped working, and it just wont go.

minor jasper
#

reboot?

white jay
#

Going to try that now

minor jasper
#

maybe reinstall OB

#

never had it sorry

polar fiber
#

@white jay it's just off-screen

wind pewter
#

Right click the UV map and maximize

#

On the tool bar that is

polar fiber
#

^^ from the task bar aye

white jay
#

Lets see if the reboot did the trick

#

I can't believe it

#

I feel like such a retard now

wind pewter
#

😄

white jay
#

@wind pewter & @polar fiber

#

Appreciate your help as well, Rob

polar fiber
#

don't worry about it. Happens a lot. We're just used to it 😄

white jay
#

I'm such a scrub with this program

wind pewter
#

Don't sweat, it fooled me when I first did it

white jay
minor jasper
#

lol thats funny, i was thinking at the time that it was like when i minimised the view pane for the model and couldnt get it back again for a whole month

white jay
#

@coral tinsel (aka Eggbeast) Yeah, that makes me feel slightly less stupid

static fulcrum
#

@white jay don’t move the memory points - i spaced them exactly how they need to be - edit the light in the class reflector

bold flare
#

You don't look through it. so.. doesn't matter. Solid would be easier though

charred bolt
#

Buldozer suddenly stopped working : "External Viewer: Unable to create viewer".
Anyone else with this problem as of today?

#

Looks like arma3.exe is corrupt - validating steam files ...

simple lake
#

nope all good here

charred bolt
#

yeah, mine was corrupted, after the latest dev branch update

#

thanks for checking

#

do you get an non-fatal error message about no entry in CfgSoundEnvironToControllers when starting buldozer ?

simple lake
#

nope i am on dev tools and dev branch arma game tho maybe thats why ?

charred bolt
#

yes me too - didn't have the error yesterday

stuck oyster
#

@Apollo#1366 have you run A3p?

charred bolt
#

hmmm, not in the last week, no

stuck oyster
#

has Devbranch updated?

charred bolt
#

every day

stuck oyster
#

possible its that

charred bolt
#

yes could be, good call

polar fiber
#

Manually restarted steam since running Game Updater?

charred bolt
#

No, I'll do that too, thanks.

#

Thanks @stuck oyster , re-running arma3p fixed the error. 👍

stuck oyster
#

had a feeling it may have been related to that for me too a while ago

#

👌

dapper girder
#

is it possible to proxy in element to weapons for arma3, looking to use this to have unique magazine models depending on what is picked up

stuck oyster
#

no

glad pagoda
stuck oyster
#

do you hace custom skeleton pivots model made for it?

#

I believe that determines the ragdoll joints

glad pagoda
#

yes, the only part of model that doesn't get all screwy are the teeth.

stuck oyster
#

does it have any animations made for it?

glad pagoda
#

i'll look at those again though just in case.

stuck oyster
#

it also goes to the dead animation state

#

so if it applies that and goes into ragdoll and the animation is for Arma man that could happen

glad pagoda
#

ahh, i'll check that. that might be it.

glad pagoda
stuck oyster
#

um why are the faces separate?

#

is that just standing animation?

#

are the verticles separate in the model or weld together?

#

if they are weld that should not happen

#

if they are not then its that + weighting

#

and they should be welded together if they are not

glad pagoda
#

thats just the base pose, the mesh would go crazy when i use the idle animation due to the faces be separate for some reason

stuck oyster
#

have you made the model? and if so what program and whats your method of import

glad pagoda
#

yeah they are all joined, i used blender to export. but i think it may be my model.cfg. it started after i added my roll bones

#

export as p3d

stuck oyster
#

youre absolutely sure theyre joined? because that does not look like they are

#

if you open it in OB you see the vertex count in the lower left

#

if you select the whole model and hit merge nearest with some small number does the vertex cound change

glad pagoda
#

yep they are joined, moved them around in ob and its not like that.

stuck oyster
#

weird issue

#

is it smooth or flat shaded?

glad pagoda
#

smooth

#

i'm going to try out my old model.cfg without the rollbones added and see if it does the same thing.

stuck oyster
#

does your animation rtm have roll bones?

glad pagoda
#

yep

stuck oyster
#

whats the skeleton like?

glad pagoda
#

yeah the faces aren't separated with the old model.cfg

stuck oyster
#

thats odd

#

how many new animations you have for it (an Ork is it?)

glad pagoda
#

yeah, just a few moving and idle to test out

stuck oyster
#

and you updated all animations for the new more bones containing skeleton?

glad pagoda
#

yep

#

works fine with another model we used. i'm going to check to see if there's any difference between them

stuck oyster
#

and your model.cfg skeleton hieratchy was right with the added bones

glad pagoda
#

yeah i used the samples one, they're set up the same.

#

same parents

stuck oyster
#

did you add weights on the mesh for the new bones?

glad pagoda
#

yep, I have to go do some stuff. i'm going to mess around with it later when i get back home and see if i can find what the problem is.

jaunty leaf
#

WIP

#

The Super Bazooka's wire stock is pain in the ass to model

woeful viper
#

not with splines... nuff said.

jaunty leaf
#

Ye

#

I need to learn how to use those

woeful viper
#

also editable patch

#

perfect for curved windscreens, helmets and more

jaunty leaf
#

More to learn!

late canyon
#

hey guys, any idea why my spotlight doesn't want to move with my animated memory points?

#

i put some blocks down and set their parent as the points and the points definitely move, but my "reflector" won't change with the updated position and direction points

late canyon
#

engine bug, nvm

broken abyss
#

Can anyone help me out? My objects are tipping over once shot at or ran over eventhough I set them to not recieve damage

stuck oyster
#

map objects or editor objects @broken abyss

broken abyss
#

Map

#

Custom objects btw

stuck oyster
#

geometry named property damage = no?

broken abyss
#

How do I do that?

stuck oyster
#

do you use blender?

#

and FHQ Arma toolbox

broken abyss
#

Yes but no, i dont use any toolbox

#

i work in OB

stuck oyster
#

i would recommend getting FHW arma blender toolbox as you dont need OB much after that

#

its a free addon

#

that exports p3d and .rtm directly from Blender

#

and its possible to set up pretty much whole model in Blender with it

#

but in OB there is a named properties tab

#

you open geometry LOD and put add necessary naemd properties into it

broken abyss
#

ok so property name is damage and value is no?

stuck oyster
#

yes

broken abyss
#

Ok, thanks for the help!

#

stuck oyster
#

👍

jaunty leaf
#

So I made a stock for the M20 using a spline

#

It looks good

#

But does anyone know how to make the portion of the stock that's bent over to the right straight on the flat?

#

It's kinda bent

white jay
#

can u highlight which part exactly?

jaunty leaf
#

That whole area

white jay
#

and u want it alligned along that top tube?

#

kinda describing it since i dont see your axis, but why not just select a vertice thats alligned. select the rest of the left side of that bended thingy and scale to 0

jaunty leaf
#

You can see the "roll" of the frame off to the right

quick terrace
#

@jaunty leaf what sort of website is that, my chrome spills errors for it

jaunty leaf
#

Using it to host images through sharex

jaunty leaf
#

I'll try with a different host

tacit karma
#

imgur

jaunty leaf
#

I don't like using imgur because the pictures are compressed

quick terrace
#

gyazo...even safari turns a warning about this pomf shit

tacit karma
#

no one cares about compression in those instances lol

jaunty leaf
#

True

#

That's my ref for the stock

#

or one of them at least

quick terrace
#

and what you wanna do?

jaunty leaf
#

I made the stock thing using a spline

#

But as you can see, the stock is kinda rolling off to the right

quick terrace
#

what software? max?

jaunty leaf
#

yeah

#

2017

#

I wanna make it flat

#

So it's true to IRL

quick terrace
#

ok so it spline then what? sweep?

#

or just made it to 3d from spline controls?

jaunty leaf
#

render in the spline setting

#

Not a poly yet

quick terrace
#

whatever

#

and you would want it to bank about correct?

jaunty leaf
#

yeah

quick terrace
#

as in behave like a strip

#

too lazy to fire up max

#

but sweep has a banking setting

#

so does loft IRC

#

otherwise just make a single faced mesh, edit poly, manul edit the curve, then shell it

#

in any case, you need more geometry around that end

#

on the spline

jaunty leaf
#

Okay

quick terrace
#

chamfering it might work as well

white jay
twin urchin
#

nice

white jay
#

aint for arma tho to be hoenst. i aim for enfusion, VR and a whole lot functions

carmine gull
#

@white jay You said "Enfusion" I say "keep an eye on DayZ then"... although recently a dev suggested that they're at least for now sticking to P3D instead of just going plain ol' FBX

white jay
#

yeah i have just bad memories with real virtuality. wont go in detail cause i may look like a twat, but im just not a good coder and sqf made it almost impossible for me to create anything in there. i was just put off from the game as a whole later on. so dayzs engine is my hope for rescue in regards to arma.

#

me and bakerman tried to develop armor protection systems for arma. the result was we gave up later on and just merged our data into rhs without aps as a whole. they just took the armor values and such

vernal lynx
ebon abyss
#

480p best source? yeah no thanks.

vernal lynx
#

shitty upload speed ¯_(ツ)_/¯

swift saddle
outer condor
#

what relevance does model (point) mass (in geo LOD) have these days for vegetation? and is it normal to have it evenly distribution among (all?) points?

#

back in ofp it was responsible for stopping power vs vehicles for example - this seems determined now by armor=4712 geo LOD property

polar fiber
#

UV map the car properly instead of just doing planar projections

quick terrace
#

@swift saddle yeah, make your own car, stop using other people 3d models

#

how about that

#

@polar fiber that is not a fix 😃

swift saddle
#

wtf? Yes that is a 3d model from other people, but they are free to use O.o

quick terrace
#

i'm sure it is yes, just like all the other stuff one encounters in certain gamemods i will not name

velvet fractal
tacit karma
#

its normals

#

select all, press shift E change to impedance angle, click apply, press ok, press f5

twin urchin
#

you could sharp edge those windows

white jay
#

looks more like he used boolean and got ngons, double vertices and stuff

solemn crane
#

Guys! How many building poses is maximum in the building model?

stuck oyster
#

what do you mean with building poses?

solemn crane
#

Positions for AI

stuck oyster
#

Good question. Dont think I've ever heard if there is a maximum

solemn crane
#

So I do

#

Really actual question for me 😃

stuck oyster
#

you may just need to try 😄

solemn crane
#

I have no choise 😃

stuck oyster
#

how many are you planning?

solemn crane
#

Maybe 150

#

or 300 maximum

stuck oyster
#

well let us know if it works!!

solemn crane
#

Ok!

vernal lynx
#

@velvet fractal use Edge Split Modifier in blender (I usually apply 60° angle)

#

changing faces shading will helpt too (Shading / UV tab in edit mode on blender)

velvet fractal
#

big thanks all, it work

charred bolt
#

I'm making an APC with a large opening top hatch and troops seated inside. I want them to get injured if a grenade is thrown in from above.
Geo PhysX allows the grenade inside ok.
Fire Geometry is hollow, with animated hatch component, and cargo proxies present.
Cargo don't take any damage unless I set crewExplosionProtection to a low value, but then a grenade on the outside equally kills them.
What have I missed?

stuck oyster
#

Arma damage system not supporting that kind of setup

#

if theyre not turned out then I would say the engine treats them as being inside

charred bolt
#

I was afraid you'd say that. sad face

stuck oyster
#

you could make hitpoints in there and do stuff when they are hit with a grenade

charred bolt
#

Yes, I suppose so.

#

Are you fairly sure it's an engine limitation? I must admit I can't think of any examples.

stuck oyster
#

well its a hunch

#

the passengers are turned in so they are treated as such

charred bolt
#

I think you're probably right.

#

What happens on open door helicopters?

stuck oyster
#

with grenades probably the same

#

since explosive damage simulation is pretty simple

#

have you tried shooting the passengers with bullets and if they react to that

charred bolt
#

they die

#

removing the fire geometry around a passenger exposes them to ballistics, but apparently not grenades

stuck oyster
#

yeah explosive damage is like that

charred bolt
#

tried throwing a grenade into the back of an covered HEMTT - it just bounces off an invisible wall where the opening should be

stuck oyster
#

not too accurate hitbox

vernal lynx
#

Grenades bounce on geometry lod not geometry physx

#

So it's feasible to have a low detailled hole, but certainly not hatches simulation

rough idol
#

@outer condor mass is still used for physx collisions - Max(GetMass()*GetArmor()*0.5f, GetMass()9.8f2.0f);

outer condor
#

@rough idol cheers 👍 does the getArmor refer to the armor in geo lod property? we found this property to influence it (too)

rough idol
#

yes, it's exactly dependent on armor value in geo lod

#

it's also used for deciding whether vehicle should roll over thing or just crush it

#

I've tweaked it on bushes because otherwise you could drive on their geometry without breaking them

outer condor
#

tweaked it
to be released by the next A3 patch or already available?
like A3 plants in general seems not tweaked to latest standards vs APEX vegetation

rough idol
#

some of them available on devbranch

#

was doing mainly altis/startis vegetation

outer condor
#

cheers

quick terrace
#

@vernal lynx use Edge Split Modifier in blender (I usually apply 60° angle)
doesn't that physically split the mesh along these edges?

vernal lynx
#

If you don't apply it's still exported. Otherwise yes

#

Anyway I mostly do it manually for final export.

charred bolt
#

"El Tyranos: Grenades bounce on geometry lod not geometry physx"
No they don't. I left my geometry LOD solid, hollowed out the geometry physx, and the grenade went inside.

wraith tendon
#

Was there a FireGeo?

charred bolt
#

Yes "Fire Geometry is hollow, with animated hatch component, and cargo proxies present."

vernal lynx
#

I was outdated 😄

woeful viper
#

@vernal lynx please report at your nearest recycling station for dissassembly

#

as you have served us well, your serialnumber will be written into the memorybank of fame.

vernal lynx
#

🤖 💀

pure whale
#

does anybody know or is on the cup team know if they did anything special to the p3ds of buildings ect

#

i plan to take some structures from the sample files and leave the paths as ca and not port the textures to reduce download speed and my mod is dependant on cup core

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im guessing they didnt change or leave anything out like penetration or anything?

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or converted everything to a3 paths

outer condor
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@pure whale why not ask them directly

pure whale
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ive got no clue who works on cup lol

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specifically map stuff

outer condor
pure whale
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ty

bleak tangle
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One of the goals of CUP terrains is to provide backwards compatibility with A1 and A2 content. Which means all of the paths that were valid in those games should be valid while using CUP. Some buildings that have been updated might be using the A3 penetration materials, but regardless the old penetration materials they previously used should still exist.

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The A2 penetration materials might have also been updated to have similar values to those used in A3

pure whale
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yea i was just wondering mainly because im a lazy shit and didnt want to change to all the a3 stuff lol

jaunty leaf
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progress

white jay
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Quick question, anyone know the height of the player models? I'm porting some buildings and I need to scale them properly so the size isn't out of whack.

cinder pivot
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1.81m

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You can also export the a3 samples man for an aprox height

white jay
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Ah awesome, thanks.

stuck oyster
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I think there is a Biki page about Arma dimensions too for crouching and prone passable heights too

white jay
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Im using blender, I already have the arma 3 toolbox so I'm just assuming I import the samples man the same way i would import the buildng?

lapis goblet
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hi everyone, i’m not good with OB and I have a simple stupid question. The issue is that I’d like to retexture an a3 model that does not have hidden selections. Is it possible in any way to include it as proxy in a new model and the retexture the proxy from there?

stuck oyster
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unfortunately no

white jay
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figured you guys would get a good laugh

lapis goblet
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damn

stuck oyster
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oh your making child characters! 😜

white jay
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Army Men:Sarges Heroes full conversion

outer condor
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@_SCAR#3876 just replace the texture with moveObject

broken abyss
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Anybody know of a tutorial for making tanks?

vernal lynx
outer condor
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^
Import a weapon into ArmA 3 - Complete process tutorial

broken abyss
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Thanks my dude

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Really helpfull

hybrid solar
stuck oyster
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geometry that is animated beyond the models orginal boundaries wont work

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so you will either need to place someting like memory points bi further than the ladder goes or model the ladder in the extended position

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also you will need to animate the roadways so player models can walk on it

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ok read your topic a bit more. seems youve done all but extending the original boundaries of the model

hybrid solar
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I added some vertex on the visual lod 0.00 so you can see it further

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Do I need to add some memory points also?

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Or would be easier to make the model with the extended ladder and then make it retract via AnimationSource?

stuck oyster
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no any point in any lod should extend the boundary

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I've usually put them in memorylod

hybrid solar
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I have seen other models work So I don't know why mine is not working

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Even the problem is happening with the things that take the ladder up, I can't remember the english name, the supports?

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When they extend left and right, you can go throught their geometry with the player... but the truck is moving up because of the animation working

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That's what's driving me crazy

stuck oyster
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well you could then try having them all extended

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and pull them back on init

hybrid solar
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I'll try that and see how it works. Thanks!

stuck oyster
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oh hey

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is that pic on the forum post your geometry?

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@hybrid solar

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because you will need to hollow it out if its already not

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as in the character is in the geometry box

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you will need the walls and floor there

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so roadway works properly

hybrid solar
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@stuck oyster It was just for testing purposes

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I did it first hollow but it did not work so I started trying with simple boxes to see if it works

stuck oyster
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the roadway should always be a bit above the geometry surface

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so hollow it out again too

static fulcrum
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@hybrid solar since I made an directrix myself couple of days ago - there are multiple ways of doing it - the easiest would be declaring the ladder as an turret and making an animation for extending the ladder. Simple translation (put the memory points within the tower selection)

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Also what i did was making an huge square which Unhides itself as Soon as im working with the ladder - so that geometry/lod0/roadway are completely loaded

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If you need screenshots or anything just tell me

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Firetruck* BTW not directrix 😄

lapis goblet
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Hello all! I’ve got a model from A2 (maybe A1) that has very low res textures. I’ve improved the textures and changed everything to retexture it. It looks nice now. However, there is no mlod.paa

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So I’m obviously afraid of the performance impact: I’ve raised resolution at least x4 (for ex from 512 to 2048px sizes)

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The model has various LODS

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I am very new to model making, can someone point me to how to add a mlod texture? at which level should I use it? there are 0.500, 1.000, 3.500, 7.000 and 20.000 levels

woeful viper
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mlod texture? wat?

lapis goblet
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the single *_mlod.paa texture that contains all of the model textures as viewed from distance

stuck oyster
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dont think such are in use

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anymore at least

lapis goblet
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I don’t mean the p3d format

stuck oyster
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what model is it

lapis goblet
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all A3 houses have these *_mlod_co.paa files

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hold on

stuck oyster
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aa ok

lapis goblet
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Sara_domek_sedy.p3d

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this one does not have it

stuck oyster
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so it seems A3 structures have low poly textures baked into mlod.paa

lapis goblet
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I don't know how to call them

stuck oyster
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probaby for the lower poly lods

lapis goblet
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basically they are the textures that are seen from a certain distance when the lower poly mods are used

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YES

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but this model is probably from A1

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and it doesn't have it

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so even for low poly models they use the full sized textures

stuck oyster
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aand you probably wont get one very easily as the A3 ones are most likely baked from highpoly version of the house

lapis goblet
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but now that I've replaced them with hi-res ones, that might impact too much

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I've redone everything anyways

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so I've got custom textures

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point is, how do I create this mlod file?

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I go in the level 7.00 and use UV map?

stuck oyster
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the textures should mipmap well enough

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you would most likely have to paint it by hand or somehow project from the 1st res lod

lapis goblet
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so I don't need to do anything?

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sorry this is really new for me

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I need to export the UV from 1st res lod?

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I can't find any tutorial on this

stuck oyster
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well you are going about it a bit wrong way so its more difficult

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as in trying to improve existing model that already is built in certain way

lapis goblet
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oh

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I mean, how would you build it the right way

stuck oyster
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well I would just keep it as it has been

lapis goblet
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I just need to change the textures for lod 7.000 and 20.000

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ok and no worries about performance impact?

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I don't know how much textures have an impact in comparison to poly

stuck oyster
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I suppose textures may have more impact these days, especially when therse a lot of them

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but I would think you dont have to worry about such

lapis goblet
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ok at 20.000 only 1 texture is loaded

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at 7.000 though it still loads a shitload of them

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but I got your point

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thank you HG

stuck oyster
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they mipmap so its not so much of a strain

lapis goblet
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at 20 yes

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at 7, no

stuck oyster
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what do you mean?

lapis goblet
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at 20.000 indeed there are only 2 textures

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at 7.000 there are all the textures

hybrid solar
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@static fulcrum Thanks for the heads up. I move it by animations and keys instead of a turrent. I get more precision with keys than with the mouse for such a big crane. I cannot get the point of the huge square that unhides... Can you give me some more tips about that?

stuck oyster
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I would assume its the same as placing the memorypoints

static fulcrum
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@hybrid solar ye I’m using keys too ^^ - but I didn’t know how good you’re scripting skills are. PM me then I’ll send you screenshots as soon as I’m at home

lapis goblet
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hello makers! i have a model that follows the ground by default, but I’d like it to be sea oriented by default. Anyone know which property do I have to set & where?

white jay
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follows the ground in height or like walls and fances bent by it?

lapis goblet
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it bends

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it does have appropriate contact points

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but is orients following terrain if i move it around

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i’d like it to stay “vertical” to the sea

stuck oyster
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in TB or Eden?

lapis goblet
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eden

stuck oyster
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theres snap to surface thingy in there

lapis goblet
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yes

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but by default the a3 houses have the behaviour i’d like.

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this one follows ground

stuck oyster
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what kind of object is it?

lapis goblet
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house

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from a2 samples (or a1, can’t remember)

stuck oyster
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ah yeaht that one!

lapis goblet
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lol

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Sara_domek_sedy.p3d

stuck oyster
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does your config inheritance match A3 houses?

lapis goblet
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yes

stuck oyster
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and what named properties you got in geometry lod

lapis goblet
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nothin much

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why?

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just a door

stuck oyster
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oh not named selections

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but named properties

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its a different tab

lapis goblet
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ah

stuck oyster
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may not be open by default

lapis goblet
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sorry don’t know my pc is offline now

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is there where i need to look at?

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geometry properties?

stuck oyster
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geometry LOD and named properties box

lapis goblet
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ok

stuck oyster
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its same kind that named selections

lapis goblet
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and in there anything specific? the BI website has been down for maintenance for 3 days

stuck oyster
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can be toggled in the top bar window menu

lapis goblet
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and can’t get this info

stuck oyster
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does it have anything there by default?

lapis goblet
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pc offline

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so it’s a property that i need to set in there?

bold flare
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BI website is up for me 😮

stuck oyster
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not sure but could be. Dont know how Eden is made to detect that stuff

lapis goblet
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oh ok

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thank you HG

bold flare
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looks normal

stuck oyster
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@bold flare BIKI?

bold flare
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He said BI website tho

lapis goblet
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yes biki

stuck oyster
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well

lapis goblet
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you’re right dedmen, i was talking about biki.

bold flare
lapis goblet
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sure.

stuck oyster
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unfortunately it does not seem to contain the slope/contact properties

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these may be valid

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but then again those are for sloping placement

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it might be its because you have the land contact points there

lapis goblet
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oh ok nice

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thank yoi will look into those.

white jay
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placement=slope or slopeLandContact

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but they only work in buldozer

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there is a config property for eden that should be something along the linse of "keepHorizontalPlacement"

stuck oyster
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Ah! Good to know.

white jay
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keepHorizontalPlacement = 1;

lapis goblet
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oooh great!

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all of this in named properties?

stuck oyster
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no that would be config attribute

lapis goblet
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oh ok

white jay
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but those are completly diffrent things

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one actually bends the verts in the model to conform to the terrain the other just places the object with a upVector = terrainNormal

stuck oyster
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the issue is with Eden now so the keepHorizontalPlacement would be likely solution for that

white jay
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👍

lapis goblet
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yes.

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great guys, thank you.

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now, about #ponds and #volumetricFog....

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😛

white jay
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ptsd kicks in

lapis goblet
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eheh

outer condor
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@lapis goblet we have the same problem with low LODs and special texture atm

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our approach is to take a screenshot of front, left side and top down view in O2, and use these as base for the low LOD texture

lapis goblet
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oh

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thanks

vernal lynx
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dont forget to set a super green background colour 😄

lapis goblet
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😃

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ok a long shot here

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very long shot

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is there SOMEWHERE a property in a .p3d file that allows to set a PREFIX to all of the paths in the model and included proxies.

stuck oyster
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would say no

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why?

white jay
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no, what you describe is a PBOPREFIX

lapis goblet
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which has different usage though.

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ok, as I said: veeeeey long shot.

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the idea:

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put an A3 house as a proxy into a p3d, set a prefix and i could retexture.

lapis goblet
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ok still poking stuff: does anyone know what is the effect of the land_xx behavior on the proxies contained in the xx model?

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i mean when the xx model gets damaged

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can the proxies textures be modified using tex[] of the Damage class?

stuck oyster
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I dont think it can