#arma3_model
1 messages · Page 99 of 1
anyone attepted, and/or had much luck with 2 wheeled vehicles in arma?
Do you see any? 😛
Yeah on arma life mods @wraith tendon :D
simulation=bicycle;
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.
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.
I have it working in cwr3. But dont' have the config here at moment.
^ its called physx hacks
Bicycles are the most deadly vehicle in arma3 when directly rammed against another
what program you using?
3ds max
easiest easiest way would be probool method with Max+zBrush
but that's not an option for everyone
i would say use quad chamfer in the 3dsmax
I have a premade segment of rail that I splice up and re-merge to the length I need, and use that as the starting point for that object in the model https://www.dropbox.com/s/ie4150o6mth42dq/PicRail.fbx?dl=0
support edges are in already, but no mesh smooth applied
since pic rails have standardised dimensions, it's a useful jumping-off point for things like the receiver width
okay
@rapid yacht i ahve done motorbikes yeah
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
Select the face and press D (Option is also under Menu->Faces->Remove)
@DeanosBeano#1098 did you have to do anything special in terms of physics to make it work correctly?
One thing that i been wondering , you can't use hiddenselections for the custom handgrenade right?
nope
crap
hi, what is the selection name for my vehicle for the parts which should bright when the engine starts ?
you mean like an engine light?
like.. dashboard lighting and stuff?
podsvít přístrojů
google-translated "the backlight of the instruments"
A BIMINIONS 😍
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
you can use zadni svetlo too
podsvit pristroju was created with planes & helicopters in mind
Ah okay thank you 👍
You'll soon be fluent in Czech... https://community.bistudio.com/wiki/ArmA:_Selection_Translations
is there a config parameter to change the selection name on those old hiddenselections type anims for cockpit illumination though?
like selectionHRotorMove=, selectionFireAnim= etc.
oh, nvm
that's what you meant with selectionDashboard=
any idea how to switch camera modes in object builder?
back in O2 it worked with Num Enter but now with OB it doesnt
camera modes?
yeah you could switch 2 camera modes in buldozer
what does that mean?
buldozer had 2 perspective camera modes which you could switch by Num Enter
but in OB it doesnt work anymore
i think you need to set the keybind
Perhaps you mean lock camera rotation in perspective view?
I've only ever seen 1 type of perspective camera, but didn't mod in A2.
oh, in buldozer, right
i see there is a Buldozer switch camera - with Insert key but that doesnt work when i use buldozer in OB
do you use a diffrent profile in buldozer?
use F2 for free camera
like specify one in the startup params inside OBs preferences
@tulip beacon i think that only works in TB bd
nope
oh ok
works in ob as well
@tulip beacon oh dude thats what i been looking for , it works thanks 😄
@white jay thx
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.
do you have the proxies in the geolod?
I did not. I added them and it seems to be working properly now, sort of!
Is it standard to put your proxies in all the applicable LODs?
And thank you for the information too btw
Im under the impression that the proxy loads only in the lod you put it in.
you could however probably add the geometries on the main model too
not sure if extensive proxy use is better for performance
I see, yeah, I was thinking proxy use would be better for performance
Also I was having some problems with crashingthe game on earlier versions of my model but this has helped me get around that
(I'm working on a pretty big 40x40 meter structure so I know I'll need to use proxies to make it any bigger
you might be better off splitting it into many p3ds
if you want to go beyond 40-50m
yeah, that's hte plan, its an oil rig so there will be a derrick extending from one side
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
I made a phys lod and everything
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?
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?
yep
@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 tartan this channel contains occasional model pr0n, shouldn't it also be NSFW?
🤦
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
(The railings are working properly for everything but vehicle collisions, I.E. you can't walk thru them, shoot thru them)
could you just add the railing geometries to the actual model?
or are they very complex
did you add them to physX geom lod too?
vehicle collision actaully may need that
@civic salmon
Did you remember to name all the components "ComponentNN" in the Geometry and Geometry Phys LOD's? easily forgotten
that too
though if the railing works as separate object then that is probably correct
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
but as proxies they just might not
yeah, the object is set up correctly, I think it's maybe just proxies don't collide with vehicles
I'll probably just have to make geometry for the railings in the actual model
I was just hoping I wouldn't have to, to keep things simplified and modular
and goat yeah, I added them to phys lod
But there MUST be a way, right? Because I know they recommend using proxies for large, multi part objects
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
yes thats right
you make the different p3ds and use them as separate objects in editor or terrain builder
I see
ok, so I guess I probably just need to put my railings and stairways on the actual model
that will probably work best
could be yes
well, thanks for the info 😄
what about the lower size limit of geometry? I have some stuff thats smaller than 0.5 meters
is that reallly such a big problem
I mean for the geolod
what you have read I believe is about splitting up larger than 50m structures/objects into separate pieces
yes
arma does not like that small geometries as far as I know
you may be doing it too complex
right, I'm trying to avoid that since I had to completely start my project over after it wouldn't stop crashing arma
I'm doing it step by step so if it starts crashing I know what Idid wrong
that was my whole idea of why I'd want proxies for my railings, to keep it simple
and I mean it actually works great, BUT for the fact that vehicles don't collide with them
(I am a novice 3d modeler too btw)
yeah
terrain object, but it can be placed in the editor
so people could use it for their missions etc
well I have that part figured out
as you may need to create it form quite a many pieces
it wasn't too hard actually
but it's only40x40
so
yeah
if it was bigger then yeah I wouldn't know what to do
some people have done it I know, like the nimitz mod
oh its just a small one then 😄
yeah its not real huge
aaa
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
well I think it would be dope to make a huge oil rigtoo
I'm fairly sure vehicles do collide with proxy geometries.
not if theyre too thin probably
Have you tried putting your proxy inside the main model just to check it's working ok?
that I have not
I'll give it a try
although I did create a config so I can spawn it in editor
and it works fine with vehiclecollisions there
You've put the proxy in the GeoLod and GeoPhys Lod?
yes
how many components would you estimate your geolod has
with the proxies there?
are we in hundreds or thousands
including the proxies each or each individual compenent in those?
right now I have 29 components in my main model, plus 96 proxies with one component each
which is way less than the sample arma3 models
that number sounds fine
yes that sounds ok
I was worried you may have each piece of railingpipe as separate component
no, but the fire geometry yes
ok, so it must be possiblethen
proxies in all LOD's...but not in GeoPhys
I must be doing something wrong
I see so you had to do the geophys separately
yes
it is possible that since geophys is newer lod it does not work in proxies
good catch @Apollo#1366
so LOD1, Geometry and View Geometry are proxies, GeoPhys is main model objects
well, I'll just have to do this manually but it willstill be quicker than placing them in max i think
GeoPhys should be incredibly simple anyway - try to use a minimum object count <10?
right
I may add before proxies were used to bypass vertex poly limits
hmm
but A3s limits are in millions
I see
so not everything has to be proxied
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
sure
well, I could, if I have them as placeable editor objects
anyway, thanks for the info guys.
👍
good luck with it - test simple first to verify
Apollo your workaround worked and was not too time consuming
@woeful viper Yea thats exactly what I was asking. So the more cuts the smoother the track deformation.
Thanks for clearing that up
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.
If anyone is interested, HMU.
blender tools - nuff said
I know blender tools, though I don't know how to use object builder.
there are tools for Blender that export directly to Arma 3 formats, so you wouldn't need Object Builder
@white jay - #creators_recruiting
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.
thx, dev branch diagnose executable, that something I get via steam?
yes
thx, got it but it won't load up my mod. The one I want to debug! Am I missing something?
you have to start the diag exe via shortcut, not launcher
ic
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.
example ^
hey boys, got an issue with a car
wheels are stuck in the ground and even weirder part is the left wheels are further down
could be your physX springs config not being right
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
and it also doesnt make sense that the left side would be lower if they all have the same messed up springs
also could be your damper axis points not being even
all of them are even though, i checked thats why im so confused
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
whats your physx geometry like?
its not convex but that I suspect would not cause the wheels to sink
yeah, friend gave it to me because beforehand my collisions didnt even work but i did notice that
fix it anyhow
Also I hope you plan adding more resolution lods. because the car does look a little poly heavy
whats the mass of your wheel geometries
20
wait
i may have realized one mistake here oops
i measured wheel mass just by dragging over on the side but that included both of them
2 mins to check ingame lol
nvm it is 20 including the rim
and the dampers animate into right direction?
which attachment points do they use
?
uh
also the uneven-ness may be caused by surface settings
i have no idea how to operate buldozer aside from moving the camera
no better time to learn but the present
Im a bit supprised your this far without using it xD
rolling up they move up and rolling down they move down?
yeah
wait
opposite actually
setting value to 1 makes them decompress
0 compresses
I suspect your axis are the wrong way then
you can mirror on Y whatever points you have defined as damper animations axis
got it
i'll try this and see if anything changed
it's still heavily tilting to the left but the sinking into the ground stopped
1 bug knocked out
typo in the wheel configs is possible
physx config or just normal config
physx likely
or could also be model.cfg values being wrong for the other wheels
other than that Im out of ideas. Gotta go take a nap.
anyone know why a model with proxies would show up fine in buldozer but have all the proxies missing in-game?
the proxies don't exist 'in game' (missing pbo or discrepancy with where you say they are on P:\ and the real deal)
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)
really?
Yeah i encounter that one about a week or 2 ago. Fixed it by removing the property class house.
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
On that subject, is it necessary to put class: vehicle in the p3d on things like cars, boats, tanks?
hmmm is seem to recall this as being right. from a very very long time ago
no apollo
structures only and ONLY if animated
Thanks!
Presumably it doesn't 'hurt' to be in there, I see so many vehicles with it present.
'structures' = house, building, dog house ,latgrine, scaffolding, tree house, etc.
no, you never see a vehicle with a land class
a vehicle cannot be placed on a map.
there are probably hundreds of vehicle mods out there with class:vehicle set because it was in all the A2 released source files
someone's confused
yes i think it's my fault
moment....
Yeah i encounter that one about a week or 2 ago. Fixed it by removing the property class house.
my bad, i misread your subsequent post.
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?
i believe so, and your questiojn was fine at the start. i totally misread it.
what happens if class: vehicle is missing?
i only know about properties requried for structures. sorry
no worries, I guess I could try it and find out
😎
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
wondering if my vehicles have that class property in them
I don't know if they do, but some might
Not much help lol
dep3d -Ps foldeOfP3d's will list properties for each one.
ok, I've got a vehicle without a p3d class defined and it works fine
I'm going to stick my neck out and say that class: and style: LOD properties are probably for maps only
as far as i'm concerned you are correct. Here is what i wrote on the biki during arma2 days and i am unaware of bis being able to break it.
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.
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..
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.
you should still have the original right?
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?
check the memorypoints from the sample models
and corresponding config entries for them
gunBeg gunEnd especially
Gotcha, Thank you
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?
the proxies themselves most likely,. your root object needs class house to have a valid land_xx class.
if animated
ladders, doors, attendant= all require a land_class so that the config triggers whatever's needed.
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.
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.
yeah this ^, I figured given they'd already house classed it, that it would be animated, but you never know 😄
Do i need to create a View Geom LOD for AI to recognize the model, or do they if already have a Geom LOD?
ViewGeo can have more Details (e.g. some Parts that you can run, but not look through)
@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
also, do any of the pathing point types need to be on the roadway plane?
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
And test it with MoveTo or so.
@stable zenith hello!Can I ask you a few questions on vegetation workflow?
hi. i have a very very odd problem when applying a Tanoa rvmat and texture to an arma 2 model
that show the error thrown in mikero's tool
and that shows two models side by side - both rigged with the exact same rvmat and texture
one works and the other does not, in buldozer
can anyone shed any light on it?
I don't know much about that Shader, but is it usual to have specular[]={0,0,0,0}?
ahhh, ok thanks, will make a new rvmat for it
@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.
@foggy finch how does one tell them to never patrol that path?
i removed all "pos" points, but still do the merrigoround on the "in" points
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
they are separate objects right?
the ladders are seperate ojects
so the path mesh doesnt have to be sitting on roadwy surface?
I believe its even considered a proper way to do them to raise them a bit
not written anywhere :/
well thanks for the help i'll tweak that and it give it a go, @foggy finch @stuck oyster
lots of stuff is not written anywhere in Arma modding. 😝
yeah roadway lod 0.01 above geometry meshes, pathway lod above those
o, ive been using 0.1 or so because being at an angle the bodies seem to be getting stuck on the geom
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
Is it possible to have a driveable house?
well thats the concept, so it would be driveable but players and AI able to walk around inside it
with positions and such
not without scripting them to stick on the vehicle somehow
there has been one or two attempts on that
huh, thought it be possible since houses are classified as vehicles
can one proxy a house on top of a vehicle?
and then would that house go with the vehicle
not proxy but attachTo can be used
but people inside said building wont move with the vehicle or house
yes moving + being inside == death
yes
yes really. Why do you think we don't have many moving ships and things in Arma?
beats me, just figured it was a little trickier but doable
you would have seen it already if it was that simple. 😄
can the editor move houses along a path, and would that kill characters?
move them how?
and why in editor?
moving house along a path sounds like a train
which would most likely kill the characters
😖
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
well it would apply to a lot of things, but none of them feasible as theyd murder the riders
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
what script is that?
you dont need a script just Imagination for moving houses https://www.youtube.com/watch?v=ljIMikExyio
yes well but you cant actually walk in it while it moves
you can if you know how to sync certain atributes to an rtm
do you know how to do that?
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
so its probably what Fiesty there found.
i doubt it but its good he found something
fiesty found this old script.
https://forums.bistudio.com/forums/topic/160566-attachtowithmovement-walkable-vehicle-interriors-and-exterirors/
so you have a working MP compatible solution for walking around in/on moving stuff
yes i do but it involves an addon also not just scripts
is it shared anywhere?
god no , i wouldnt share lol
I see.
good its nice when clarity is achieved
@glad pagoda @stuck oyster ya thats the one, https://forums.bistudio.com/forums/topic/160566-attachtowithmovement-walkable-vehicle-interriors-and-exterirors/
Yes that was what I was referring before that it has been tried before.
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?
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
@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
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
do i need a model.cfg for making a backpack?
yeah
if yo udont name your model class in a model.cfg your backpack will drag around at your feet
no it won't. the goat's will eat it.
Hi, how would i implement this in a rvmat? https://i.imgur.com/M8VdnAe.png like as a detailmap(dont know if this is what im searching for :D) ?
each stage is for a specific map (normal, ambiant occlusion, specularity...)
this example is specific to super shader
What is the SMDI?
oh okay thanks @eternal bloom! Is normalmap that what i posted?
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
@dusk frost it is but yours seems to be stretched
@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
My UV Editor litterally wont come up in objectbuilder. Anyone know why?
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
Well done.
or send me the model.cfg in a tidy text file
But seriously, I'm sitting here hitting the UV Editor button, and nothing is coming up.
surfaces/ uvsets - how many you got listed?
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.
do you / did you have dual monitor? Maybe the window is off screen?
that's what i thought
Yeah, I got 3 monitors, but it's not anywhere.
hum...
I've been fine on using it up until about an hour ago. It just stopped coming up.
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
Yeah, no go on that box.
o2 freaks out when it gets something it's not expecting
surfaces/ uvsets - any listed?
I'll just made a simple model in 3dsmax and put a uvmap on it
click surfaces/uvsets/add
Yeah, I did that
ok so you have any listed now?
Got 0 and 1
Yeah.
I've added models with a uvmap after the button stopped working, and it just wont go.
reboot?
Going to try that now
@white jay it's just off-screen
^^ from the task bar aye
Lets see if the reboot did the trick
I can't believe it
I feel like such a retard now
😄
don't worry about it. Happens a lot. We're just used to it 😄
I'm such a scrub with this program
Don't sweat, it fooled me when I first did it
At least it has given me some good times so far: https://i.imgur.com/3WiISjO.jpg
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
@coral tinsel (aka Eggbeast) Yeah, that makes me feel slightly less stupid
@white jay don’t move the memory points - i spaced them exactly how they need to be - edit the light in the class reflector
You don't look through it. so.. doesn't matter. Solid would be easier though
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 ...
nope all good here
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 ?
nope i am on dev tools and dev branch arma game tho maybe thats why ?
yes me too - didn't have the error yesterday
@Apollo#1366 have you run A3p?
hmmm, not in the last week, no
has Devbranch updated?
every day
possible its that
yes could be, good call
Manually restarted steam since running Game Updater?
No, I'll do that too, thanks.
Thanks @stuck oyster , re-running arma3p fixed the error. 👍
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
no
not sure if in right channel but what would cause the ragdoll to act like this when shot?
do you hace custom skeleton pivots model made for it?
I believe that determines the ragdoll joints
yes, the only part of model that doesn't get all screwy are the teeth.
does it have any animations made for it?
i'll look at those again though just in case.
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
ahh, i'll check that. that might be it.
i think the problem is this, for some reason arma is ripping the mesh up once in game . its looks fine in OB.
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
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
have you made the model? and if so what program and whats your method of import
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
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
yep they are joined, moved them around in ob and its not like that.
smooth
i'm going to try out my old model.cfg without the rollbones added and see if it does the same thing.
does your animation rtm have roll bones?
yep
whats the skeleton like?
yeah, just a few moving and idle to test out
and you updated all animations for the new more bones containing skeleton?
yep
works fine with another model we used. i'm going to check to see if there's any difference between them
and your model.cfg skeleton hieratchy was right with the added bones
did you add weights on the mesh for the new bones?
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.
not with splines... nuff said.
More to learn!
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
engine bug, nvm
Can anyone help me out? My objects are tipping over once shot at or ran over eventhough I set them to not recieve damage
map objects or editor objects @broken abyss
geometry named property damage = no?
How do I do that?
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
ok so property name is damage and value is no?
yes
👍
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
can u highlight which part exactly?
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
You can see the "roll" of the frame off to the right
You can see on this that the wire strip bit is flat https://a.pomf.cat/ztoycf.png
@jaunty leaf what sort of website is that, my chrome spills errors for it
I'll try with a different host
imgur
I don't like using imgur because the pictures are compressed
gyazo...even safari turns a warning about this pomf shit
no one cares about compression in those instances lol
and what you wanna do?
I made the stock thing using a spline
But as you can see, the stock is kinda rolling off to the right
what software? max?
yeah
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
Okay
chamfering it might work as well
@twin urchin @carmine gull https://i.imgur.com/MkL43kw.png
nice
aint for arma tho to be hoenst. i aim for enfusion, VR and a whole lot functions
@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
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
https://www.twitch.tv/el_tyranos
blender / zbrush and substance painter work
480p best source? yeah no thanks.
shitty upload speed ¯_(ツ)_/¯
anyone an idea how to fix this? https://i.imgur.com/QHeVUGC.jpg https://i.imgur.com/noTumNK.png
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
UV map the car properly instead of just doing planar projections
@swift saddle yeah, make your own car, stop using other people 3d models
how about that
@polar fiber that is not a fix 😃
wtf? Yes that is a 3d model from other people, but they are free to use O.o
i'm sure it is yes, just like all the other stuff one encounters in certain gamemods i will not name
How to fix shadows?
its normals
select all, press shift E change to impedance angle, click apply, press ok, press f5
you could sharp edge those windows
looks more like he used boolean and got ngons, double vertices and stuff
Guys! How many building poses is maximum in the building model?
what do you mean with building poses?
Positions for AI
Good question. Dont think I've ever heard if there is a maximum
you may just need to try 😄
I have no choise 😃
how many are you planning?
well let us know if it works!!
Ok!
@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)
big thanks all, it work
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?
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
I was afraid you'd say that. sad face
you could make hitpoints in there and do stuff when they are hit with a grenade
Yes, I suppose so.
Are you fairly sure it's an engine limitation? I must admit I can't think of any examples.
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
they die
removing the fire geometry around a passenger exposes them to ballistics, but apparently not grenades
yeah explosive damage is like that
tried throwing a grenade into the back of an covered HEMTT - it just bounces off an invisible wall where the opening should be
not too accurate hitbox
Grenades bounce on geometry lod not geometry physx
So it's feasible to have a low detailled hole, but certainly not hatches simulation
@outer condor mass is still used for physx collisions - Max(GetMass()*GetArmor()*0.5f, GetMass()9.8f2.0f);
@rough idol cheers 👍 does the getArmor refer to the armor in geo lod property? we found this property to influence it (too)
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
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
cheers
@vernal lynx use Edge Split Modifier in blender (I usually apply 60° angle)
doesn't that physically split the mesh along these edges?
If you don't apply it's still exported. Otherwise yes
Anyway I mostly do it manually for final export.
"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.
Was there a FireGeo?
Yes "Fire Geometry is hollow, with animated hatch component, and cargo proxies present."
https://community.bistudio.com/wiki/LOD#Geometry_Phys
quote "NOTE: Grenades are currently PhysX objects, that means they do use this LOD instead of Fire Geometry. "
I was outdated 😄
@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.
🤖 💀
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
im guessing they didnt change or leave anything out like penetration or anything?
or converted everything to a3 paths
@pure whale why not ask them directly
ty
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.
The A2 penetration materials might have also been updated to have similar values to those used in A3
yea i was just wondering mainly because im a lazy shit and didnt want to change to all the a3 stuff lol
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.
Ah awesome, thanks.
I think there is a Biki page about Arma dimensions too for crouching and prone passable heights too
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?
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?
unfortunately no
damn
oh your making child characters! 😜
Army Men:Sarges Heroes full conversion
@_SCAR#3876 just replace the texture with moveObject
Anybody know of a tutorial for making tanks?
^
Import a weapon into ArmA 3 - Complete process tutorial
Hi all. I'm having problems for a long time with animating a fireladder, I've been trying for months but I don't know why the Geometry Lod is not animating... Does anyone have an idea of what can be wrong? I leave here the forum topic. https://forums.bistudio.com/forums/topic/202504-geometry-lod-not-being-animated-collision-not-working/
geometry that is animated beyond the models orginal boundaries wont work
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
also you will need to animate the roadways so player models can walk on it
ok read your topic a bit more. seems youve done all but extending the original boundaries of the model
I added some vertex on the visual lod 0.00 so you can see it further
Do I need to add some memory points also?
Or would be easier to make the model with the extended ladder and then make it retract via AnimationSource?
no any point in any lod should extend the boundary
I've usually put them in memorylod
I have seen other models work So I don't know why mine is not working
Even the problem is happening with the things that take the ladder up, I can't remember the english name, the supports?
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
That's what's driving me crazy
I'll try that and see how it works. Thanks!
oh hey
is that pic on the forum post your geometry?
@hybrid solar
because you will need to hollow it out if its already not
as in the character is in the geometry box
you will need the walls and floor there
so roadway works properly
@stuck oyster It was just for testing purposes
I did it first hollow but it did not work so I started trying with simple boxes to see if it works
the roadway should always be a bit above the geometry surface
so hollow it out again too
@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)
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
If you need screenshots or anything just tell me
Firetruck* BTW not directrix 😄
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
So I’m obviously afraid of the performance impact: I’ve raised resolution at least x4 (for ex from 512 to 2048px sizes)
The model has various LODS
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
mlod texture? wat?
the single *_mlod.paa texture that contains all of the model textures as viewed from distance
I don’t mean the p3d format
what model is it
aa ok
so it seems A3 structures have low poly textures baked into mlod.paa
I don't know how to call them
probaby for the lower poly lods
basically they are the textures that are seen from a certain distance when the lower poly mods are used
YES
but this model is probably from A1
and it doesn't have it
so even for low poly models they use the full sized textures
aand you probably wont get one very easily as the A3 ones are most likely baked from highpoly version of the house
but now that I've replaced them with hi-res ones, that might impact too much
I've redone everything anyways
so I've got custom textures
point is, how do I create this mlod file?
I go in the level 7.00 and use UV map?
the textures should mipmap well enough
you would most likely have to paint it by hand or somehow project from the 1st res lod
so I don't need to do anything?
sorry this is really new for me
I need to export the UV from 1st res lod?
I can't find any tutorial on this
well you are going about it a bit wrong way so its more difficult
as in trying to improve existing model that already is built in certain way
well I would just keep it as it has been
I just need to change the textures for lod 7.000 and 20.000
ok and no worries about performance impact?
I don't know how much textures have an impact in comparison to poly
I suppose textures may have more impact these days, especially when therse a lot of them
but I would think you dont have to worry about such
ok at 20.000 only 1 texture is loaded
at 7.000 though it still loads a shitload of them
but I got your point
thank you HG
they mipmap so its not so much of a strain
what do you mean?
@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?
I would assume its the same as placing the memorypoints
@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
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?
follows the ground in height or like walls and fances bent by it?
it bends
it does have appropriate contact points
but is orients following terrain if i move it around
i’d like it to stay “vertical” to the sea
in TB or Eden?
eden
theres snap to surface thingy in there
yes
but by default the a3 houses have the behaviour i’d like.
this one follows ground
what kind of object is it?
ah yeaht that one!
does your config inheritance match A3 houses?
yes
and what named properties you got in geometry lod
ah
may not be open by default
sorry don’t know my pc is offline now
is there where i need to look at?
geometry properties?
geometry LOD and named properties box
ok
its same kind that named selections
and in there anything specific? the BI website has been down for maintenance for 3 days
can be toggled in the top bar window menu
and can’t get this info
does it have anything there by default?
BI website is up for me 😮
not sure but could be. Dont know how Eden is made to detect that stuff
this what i see... https://data.bistudio.com/maintenance/index.html
oh ok
thank you HG
@bold flare BIKI?
He said BI website tho
yes biki
well
you’re right dedmen, i was talking about biki.
still useable via archive.org or google cache
sure.
unfortunately it does not seem to contain the slope/contact properties
these may be valid
but then again those are for sloping placement
it might be its because you have the land contact points there
placement=slope or slopeLandContact
but they only work in buldozer
there is a config property for eden that should be something along the linse of "keepHorizontalPlacement"
Ah! Good to know.
keepHorizontalPlacement = 1;
no that would be config attribute
oh ok
but those are completly diffrent things
one actually bends the verts in the model to conform to the terrain the other just places the object with a upVector = terrainNormal
the issue is with Eden now so the keepHorizontalPlacement would be likely solution for that
👍
ptsd kicks in
eheh
@lapis goblet we have the same problem with low LODs and special texture atm
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
El Tyranos - Today at 7:25 PM
you must change to direct X too and activate faces render
you also have to set the path to P in OB parameters
https://cdn.discordapp.com/attachments/198720524627607552/372435804699754498/unknown.png
El Tyranos - Today at 8:01 PM
try to move it with pin button (to hide the cursor)
https://cdn.discordapp.com/attachments/198720524627607552/372444659605045258/unknown.png
dont forget to set a super green background colour 😄
😃
ok a long shot here
very long shot
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.
no, what you describe is a PBOPREFIX
which has different usage though.
ok, as I said: veeeeey long shot.
the idea:
put an A3 house as a proxy into a p3d, set a prefix and i could retexture.
ok still poking stuff: does anyone know what is the effect of the land_xx behavior on the proxies contained in the xx model?
i mean when the xx model gets damaged
can the proxies textures be modified using tex[] of the Damage class?
I dont think it can