#arma3_model

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lapis goblet
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yes i’m desperate lol

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Will try and report back.

stuck oyster
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Good Luck!

lapis goblet
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yeah πŸ˜„

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well

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from a config perspective

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is there any way to access the proxy?

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nesting?

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doubtful

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class Land_xx .... class Land_proxy

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not sure if a proxy becomes a simplemodel then

stuck oyster
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nope

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they are part of the p3d

lapis goblet
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ok

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thanks

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so a house put as a proxy inside a p3d will keep its animations like opening doors?

stuck oyster
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nope

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all animated parts need to be proxied separately

woeful viper
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@lapis goblet now i understand what you mean. The purpose of having this type of texture is in low LOD is to reduce sections (or simply put, the amount of rvmats/ different textures in distant LOD), which reduces draw calls. Performance is impossible to measure on a single object. It only makes a noticeable difference when every world object has it vs. when not

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when biki is back online go to LOD page (see pinned message in this channel) and then search for "section" - should be a link somewhere that explains it

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if your structure has many sections, then it's definitely worth having low res baked textures in low LOD

lapis goblet
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perfect

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thank you!

broken abyss
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Hey people! I need help with Path LODS, what do I name them, how do I place them etc...

broken abyss
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Wow thanks, lot of useful stuff on there

wraith tendon
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Exist since OFP, still has relevance πŸ˜‚

white jay
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Not actually sure if there is any other tutorial / guide for it to be honest

stuck oyster
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this is the only one Ive ever seen

white jay
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https://i.imgur.com/HFKU2BZ.jpg First attempt at putting my graffiti on a building. If anyone ever has the hankering for some graffiti for their buildings, i'll draw some shit up completely free of charge.

median bough
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@white jay
Maybe @strong plaza is interested in Some original stuff for his buildings.
Looks kickass btw. πŸ‘

cinder pivot
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@white jay awesome work dude

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if I made buildings, I would love to feature your work haha

white jay
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Thanks man. I should have drawn something out that was way nicer but I was just dicking around to figure out how it all works. Iv'e been doing graffiti for around 13 years and always felt the graffiti in most videogames was just not good at all so I figured I'd give it a go. Appreciate the feedback.

strong plaza
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@white jay you stole my 7up texture πŸ˜›

white jay
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I downloaded those buildings off of CG trader. If you made those then fucking kudos man cause they look awesomeeeeee.

strong plaza
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no, lol. just happened to have same texture that I used

white jay
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Yeah I got this pack to try my hand at porting buildings which failed miserably and it just so happened to be on one of them.

strong plaza
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the look really nice, but they aren't finished

white jay
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The one you linked looks sick. Iv'e been trying my hand at modeling but it's going to take a long time to completely grasp it. But yeah man if you ever want some graffiti for any of your buildings just pm, id be more than happy to draw something up for the small price of $0 dollars.

strong plaza
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most of my current WIP buildings

white jay
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Oh damn dude, those are fucking solid as hell. GG

strong plaza
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thanks

white jay
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Yeah, Im trying to recreate the city I live in, so i'm aiming for learning how to model so I can make houses and buildings and whatnot so I end up with 0% arma buildings at completion. About how long would to assume it took you to make all of those collectively?

strong plaza
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you mean purely time spent on modelling them? impossible to say

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been working on this for 2 years on and off

white jay
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I hear that. I'm just trying to learn as much as possible, and figure out estimates on the normal amount of time it would take for an experienced user to make a single building.

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Iv'e made a few things in Blender, and slightly got an idea of how to texture them, but most of that was figured out without watching videos and just having my hand at it, it ended up hurting my brain too much to continue doing it until i get a better grasp of it

strong plaza
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really depends on your workflow

white jay
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Yeah I figured that pretty much was how it went

strong plaza
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might I ask what city specifically you're trying to recreate?

white jay
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New Orleans

strong plaza
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the entire thing?

white jay
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8x8km

cinder pivot
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the frames

white jay
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Ive got most of it mapped out as far as roads, I have a ton of buildings down but most of them are placeholders/arma buildings

cinder pivot
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haha πŸ˜„

white jay
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Nah man, I get 120+ in the downtown area and its pretty built up

cinder pivot
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irl or arma? πŸ˜‚

white jay
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tested it with 8 friends the other day and they were all getting over 60+

strong plaza
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so the entire map is city then I assume

white jay
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It's city, with a tiny portion of a river

cinder pivot
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hope it works out well πŸ˜„

white jay
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It's mostly suburbs with a decent downtown area

cinder pivot
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you got some awesome art as well

white jay
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I mean I'm pretty much just making it for me and my friends to play missions on, I might end up releasing it publicly but I'm not really going in with it with that in mind. I'm just doing it for fun really, and thanks, appreciate it

cinder pivot
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depending on complexity I would say you could maybe get a rough building done in a day

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but if you want it to look good and put work into it, it would take quite a bit more

strong plaza
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the graffitti you put on the building, did you do that with a polyplane decal, or _mc texture?

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or right on the diffuse texture?

white jay
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I drew it on a peice of paper, took a picture of it on my phone, opened it in gimp and cut it out, then pasted it onto the texture and used some layers so the brick could shine through

strong plaza
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aha

white jay
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lol, like i said, im verrryyy new to this. And yeah, most of the buildings I want to make are literally just shaped with some textures slapped on. I want to try and make some enterable houses, but I'm not experienced enough in the slightest to even try city type buildings in that capacity.

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Next time I do one of these I'm going to properly scan it to get a clean cut picture of it, just kind of hard because I do them going across two entire pieces of paper.

strong plaza
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if I were you I'd start with a small springboard project for learning then use those assets for your bigger project

white jay
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I get most of the controls in blender, Like Iv'e made the standard building shapes, and learned how to do doorframes/windowframes and bevel roofs and stuff, it's just the texturing part which is giving me trouble. I just need to watch tons of videos and learn UV mapping and all of that. I know how to mark seams etc.

strong plaza
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that's a really nice piece if you drew that by hand

white jay
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Once I figure it out I plan on going downtown and taking some highres photos to get my own textures, and thanks, I did that in like 10m. If I spent my time on them they usually come out looking alot better.

strong plaza
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make sure there's an overcast when you go out texture hunting

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otherwise you get a lot of nasty shadows

white jay
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Thanks for the tip

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this is some stuff from just doodling around

strong plaza
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that looks pretty good

cinder pivot
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looks sick

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if you learn how to make textures clue me in

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haha

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I know how to model but I can't ever texture well πŸ˜›

strong plaza
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I think you're just gonna have to get your hands dirty

cinder pivot
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I finish models and I get to the point like eh I'll learn how to texture later

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next one

strong plaza
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lol

cinder pivot
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all UV'd everything

strong plaza
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I'm kinda like that when it comes to making LODs

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finish the first res LOD and shadow volume, then I'm like I'll do the rest later and I end up with tons of half-finished models

ebon abyss
white jay
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Tried a quick search there never found it. Kinda find pmc wiki hard to navigate to be honest

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Not sure where the initial index is but if you search for path lod you don't find that page, need to search for ai path

bright kraken
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@white jay nice black book, now I wanna see a whole car...

white jay
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Freights aren't too popular down here due to lack of good spots, but did this one with a buddy a few years back. https://imgur.com/a/S0rKp

lapis goblet
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hey everyone

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I've created a proxy to an A3 object into my own model

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I've created the 1.000, 2.000, 3.000 and 4.000 LOD and inserted the proxy in each one of them

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I can see it in buldozer but in the EDEN and in game the proxy does not appear

obtuse rain
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Put in some fake geometry that vaguely matches the proxied building.

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Proxies don't get considered when the game calculates bounding areas and some other things.

lapis goblet
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oh

obtuse rain
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And therefore your infinitesimally small object will get culled.

lapis goblet
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lol

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ok trying that

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nope, still not visible

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I have proxied the geometry too

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and the view gemoetry

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still model not visible

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(i've proxied all of the possible LODS to the original model)

lapis goblet
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I can see a bed proxy if I put it in, but not the A3 house.

bright kraken
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@white jay heavy!

simple lake
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you have to make your proxy a NONAivehicle in a config

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like missiles etc

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thenit shows

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however more proxies = 10* Lag

woeful viper
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proxies work without nonaivehicle if they are just static proxies...

simple lake
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yeah carry on then , especially when you proxy an existing model with a class already

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thats binarised

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with class house in its ge lod etc

lapis goblet
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it's a house that I'm proxying

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but it doesn't show up.

simple lake
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yeah ive done it myself i had to give the proxy a class in nonaivehicles for it to show and a showproxy property

foggy finch
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anyone ever experienced animations (rotationX/Y) working fine in OB and then when binarised they become inverted and if so is there a reason for it doing that?

stuck oyster
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yes thats as far as I know how arma works

foggy finch
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by making you question reality?

stuck oyster
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yes

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have struggled with it myself too

polar fiber
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me too

foggy finch
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I have 2 sets of hatches, one of each side of a turret, they have unique anims set up, the only things they share are the axis', which I doubt would cause that, since if something happened to the axis on one, it would also be flipped on the other.

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it also inverted the pitch of the barrel anim, whichis annoying as fk πŸ˜„

stuck oyster
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indeed

foggy finch
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but all work fine in OB + Buldozer, which binarises them on the fly anyways

stuck oyster
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something something Arma uses different axis on all stuff

foggy finch
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I was wondering that, but the barrel pitch has a unique axis.

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so it shouldnt be acting that way.

stuck oyster
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I mean coordinate axis

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so in model x- direction may be x+ in game and stuff like that

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maybe

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feels like it

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like vehicles point to - direction

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but in game go forward

foggy finch
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so binarize is doing something different when binarising than arma3 in buldozer mode then?

polar fiber
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wonder if it's the reversed = 1 property that's in the base classes of vehicles

foggy finch
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hm

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ill throw in a reversed =0; and give it a go

stuck oyster
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Ive been wondering what that does yes

stuck oyster
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ah

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also seen it in samples geometry lod

polar fiber
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because buildings don't have a config?

foggy finch
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yes they do =p

polar fiber
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I remember it being a thing back in OFP

stuck oyster
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car has it too

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other vehicles probably too

foggy finch
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haha, it appears to have sorted some things

polar fiber
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but how many other things did it break? πŸ˜„

foggy finch
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it flipped the cameras etc

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yeah just camera points reversed etc

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can flip thos in cfg

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i guess the only other fix is to flip the model.cfg params for those pieces around

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im probs gonna flip it in the model.cfg for ease of sanity in the config.cpp

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have some pewpew for your assistance chaps πŸ˜ƒ

stuck oyster
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XD

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πŸ‘Œ

white jay
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https://imgur.com/a/m5KcV Ok, trying my hand at this shit yet again. I'm excited/terrified as to where this is going to go. Any tips of texture scaling would be appreciated, or any tips or tricks in general.

strong plaza
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looks good, one tip would to always extrude the base of the building about a meter or more down so that there isn't any gap between the building and the ground on sloped terrain

white jay
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Thanks, I'll keep that in mind for sure. Also, other than taking my own pictures, what is the best way to get ahold of textures, are there like, free packs floating around the internet, or are most of the hig-res'ish textures bought?

strong plaza
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stand by

stuck oyster
white jay
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Oh shit, awesome guys, appreciate it.

sharp granite
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hey guys
on a vehicle, there are openable hatches with custom sounds
the problem is that the sound triggers when the animation completes (ends) and i'd like to achieve the opposite, so the sound would trigger the same time the animation starts

white jay
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is there some size limits to how big an object can be? I have a wall. Just a straight forward oblong block. The geometry is just one block that matches the visual object in position but I can walk through half the wall. The wall is 37 meters long.

median bough
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There is a size limit afaik but can't recall the dimensions. Why don't you split it up like BI Does it with other big buildings like the Hospital or CUP with the LHD?

lapis goblet
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i need a little help as a noob.

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I've just built stairs for an A2 model that was missing them.

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the issue I have is how to I apply the texture to them.

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because if I select the stairs and apply a texture, every stair "cube" will have the same texture, stretched

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so at the side of the stairs it looks really horrible

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how can I set a seamless texture on those stairs?

swift saddle
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is it possible to make a rendertarget at a building?

warm trench
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Hi, I'm trying to get a collimator sight to work using the long, transparent tube technique as described in the wiki (https://community.bistudio.com/wiki/Arma_3_Weapon_Collimator_Sights). I've got the red dot being hidden when it should part of it working but seem to have the problem that Alwarren describes half the way down the page on this post : https://forums.bistudio.com/forums/topic/144525-how-to-get-the-collimator-sights-to-work/ where the sight appears "behind" the weapon and parts disappear when zooming. Alwarren's next post on that thread is almost identical to the Wiki with the exception of moving the faces of the lense of the sight to the top of the alpha ordering. As far as I can tell, I've done all of these steps correctly but still have the issue. For the transparency of the tube, I'm just pasting "#(argb,8,8,3)color(0,0,0,0.01,co)" into the texture face properties for the tube. Given these posts looks quite old, is there a new trick I'm missing to get this to work?

polar fiber
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Is there a reason you're using that method instead of the newer shader tech?

warm trench
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Only that this was the only technique I could find reference to for making collimator sights! If there's a newer, better method, please point me in the right direction!!!

polar fiber
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basically all you need is to apply a .rvmat with uvSource="texCollimator"; to a plane that has your reticle on it

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but only works on optic attachments. Inbuilt sights on weapons (like the GL quadrant sights) would still need to use the tube method

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but fixing the sight appearing behind the weapon should be done by adding the forceNotAlpha = 1 property in the geometry LOD

warm trench
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You're an absolute legend, as always. Hugely appreciate the help.

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Interestingly, I've done the 'forceNotAlpha = 1' on LOD1 not the geometry LOD. I might just try that first given all the rest of my model is setup this way at the moment.

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Brilliant! That's fixed it. And I have to admit, I'd not read the Wiki properly as it does state 'If your model has a geometry LOD, repeat this step with that one as well, setting the 'forcenotalpha' property to 1.' My apologies for being thorough enough!

lapis goblet
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All, I have just added windows and everything that goes with hit (hit points, config, memory points for effects, etc)

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everything works BUT the fact that I can shoot through the windows. If I get a hitpoint the window explodes, but if not, I can see the projectile hitting the internals of the house

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I do have the a3\data_f\penetration\glass_plate.rvmat applied in the windows sections of the fire geometry

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does anyone know what I am missing?

lapis goblet
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...anyone?

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any ideas welcome...

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been banging my head this whole afternoon

outer condor
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@lapis goblet try asking in CUP discord

wraith tendon
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@lapis goblet "Find Components" done in FireGeo LOD?

lapis goblet
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CUP?

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yes find components done...

wraith tendon
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And GeoLod?

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+are they closed (can't recall what it was called)?

lapis goblet
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AH!

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@wraith tendon apparently not

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let me try this, thank you

wraith tendon
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"Find non-closed" or something like that

lapis goblet
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I think I did it in geometry

wraith tendon
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technicaly, you can just copy from Geo to FireGeo (or Fire to Geo), then redo "Find components"

strong plaza
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I don't think you need to redo the components

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I usually don't unless I change something

wraith tendon
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Of course, when you add new Parts you have to (or add/name them by hand, wich is... meh)

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Anyway: Better safe than sorry (sorry = repacking the whole stuff again πŸ˜„ )

lapis goblet
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everything works now thanks πŸ˜ƒ

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only issue now is that for some reason i cannot throw bombs through the broken windows

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but the projectile goes through

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do bombs have to do with geometry LOD or with FIRE LOD?

wraith tendon
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They were kinda "special", iirc

lapis goblet
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ok because my geometry lod does not have windows

lapis goblet
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hum...

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what is the easiest way to carve an open box into a geometry lod

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like a window

lapis goblet
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I mean

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is there a simple way in OB to carve a cube out of another cube?

polar fiber
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Structure, carve

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but results aren't usually pretty

lapis goblet
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yeah

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but that doesn't generate whast I'm looking for

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I mean, I basically want a hole in a wall

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a CUBIC HOLE in a pre-existing wall

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then I don't get how to turn that into a proper component

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when I find components

stuck oyster
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In geometry you need to do each section of it separately

lapis goblet
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it still gives me the whole thing, I don't see the thick vertices with mass around the window

stuck oyster
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the sides are separate

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and the tops of the hole area separate

lapis goblet
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so

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  1. I create a cube that intersects the wall
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  1. I carve
stuck oyster
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so wall with a square hole is 4 pieces

lapis goblet
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...not after carve

stuck oyster
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I would just make the cubes and forget the carve

lapis goblet
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ah

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ok then

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there are 7 f windows Γ§D

stuck oyster
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or was this for Geometry?

lapis goblet
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It is for geometry

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otherwise the bombs don't go through the windows

stuck oyster
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then just make the cubes

lapis goblet
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for some reason bombs are affected by geometry, not fire geometry

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so I delete the existing components and redo them again?

stuck oyster
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they being physics objects

lapis goblet
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yeah got it

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didn't expect it though

stuck oyster
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Arma

lapis goblet
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lol

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I took an A2 model and transformed it into a A3

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I don't mean a simple port to A3 like CUP

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I've changed everything, anymations, behaviors, added windows and effects, etc

wraith tendon
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"simple port"

lapis goblet
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lol

wraith tendon
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have you checked the last CUPdate? ^^

lapis goblet
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didn't mean to diminish the great CUP work

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sorry

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yes

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I have it

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but those models that have interiors don't have windows, the stairs are not long enough (I'm building them for a map that's basically hills everywhere)

wraith tendon
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Wich don't have windows?

lapis goblet
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for example Sara_domek_sedy

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and the 5 we are interested in, don't

wraith tendon
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pic

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Can't find anything on google..

lapis goblet
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none of these have windows

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even in latest CUP

wraith tendon
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The 2 on the left don't have glass. The one in the center did i just added a DoorAnim, the 2 on the right should have Windows + the 2 swing Doors should be Open/Closeable

lapis goblet
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the one in the center neither

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it does have a door anim.

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anyway

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the issue with that one in particular (center upper) is that the geometry doesn't have windows

wraith tendon
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Check other Versions of it, i am pretty sure that i added Windows to them

lapis goblet
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so bombs don't go through windows

wraith tendon
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hmm... can't remember that one. Yellow = Yeah, could be without Glass

lapis goblet
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the one next too

wraith tendon
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But the big one on the right: Pretty sure there is a glass Version of it

lapis goblet
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it's alright

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will look thanks

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none of these in the pic have windows.

wraith tendon
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+Garage on the left should have an Anim now^^

lapis goblet
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yes it does

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we are basically adding windows, long distance LODS, long stairs, windows

wraith tendon
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2 on the left = Of course not, they are ruins^^

lapis goblet
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and hi-res textures

wraith tendon
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sure sure, do what you want. Just wanted to know wich building it was (too many exist... -.- )

lapis goblet
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yeah

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πŸ˜„

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small example...

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well anyways

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thanks for the great work BTW

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must take shitloads of time.

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just for one model I've been battling for a whole day

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A WHOLE DAY

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for 1 model πŸ˜„

median bough
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#justarmathings

lapis goblet
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yeah but still

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appreciate people busting their arses for something as huge as this.

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(CUP)

median bough
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πŸ‘

wraith tendon
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~2-3 Weeks, often >8Hrs / day
After a while, you just go in Autopilot πŸ˜„

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Don't ask for the stuff the others did ( Someone specific still has a PTSD from PhysX πŸ˜‚ )

lapis goblet
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wow

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yeah I think that PTSD is just part of arma modding.

median bough
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( Someone specific still has a PTSD from PhysX joy )
πŸ˜‚ πŸ˜‚

jaunty leaf
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more progress

woeful viper
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thats quite a lot of edges around the circumference of the tube - for ingame version you might want to reduce that

terse elm
stuck oyster
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πŸ‘Œ

jaunty leaf
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ye

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this is highpoly

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Alos nais

woeful viper
lapis goblet
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if we wanted to go with a vehicle that moves around with noone driving it, how would you go?

stuck oyster
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invisible driver

lapis goblet
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i’m thinking a typical skilift, a cable way for skiers

stuck oyster
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like in the UGVs

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aa

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so not a driveable vehicle

lapis goblet
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no

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that goes around on a steady route

stuck oyster
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how large route?

lapis goblet
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you can just jump in / off

stuck oyster
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how fast

lapis goblet
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i’d say 1/2km

stuck oyster
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cable car type of thing?

lapis goblet
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20km/h?

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hold on

stuck oyster
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It usually gives best results when people explain exactly what they want to do and dont beat around the bush xD

lapis goblet
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here

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i don’t know the name

stuck oyster
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ski lift it is then

lapis goblet
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that is what i said πŸ˜ƒ

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no beating nothin’

stuck oyster
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yes sorry I skipped that

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xP

lapis goblet
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if you are in a trigger area you’d just jump on

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at arrival, jump off

stuck oyster
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hmhmm

lapis goblet
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not really sure how to do that

stuck oyster
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alright

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so obviously all the visible pieces need to be separate

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because object size limits

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but Im thinking in theory you could have the route animated in single huge model

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and animate invisible points to move aound it

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and attach the lift part to the animated points

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and put a script in that rotates it along the route

lapis goblet
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i’m thinking all the structure as a simple object

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maybe animation on the wheels

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the lift though

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SP no issues

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but MP scares me

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it’s hard to have a single model

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i’d rather set the structure down and then find a way to move the seat

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kind of how the train mod works but have no idea how it does

stuck oyster
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well actually you probably could use the same system

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with some sort of invisible tracks

lapis goblet
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i could dig in and see how that was done

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but still it is driven

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then no need to be fancy

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no interiors

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a simple attachto will do

stuck oyster
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@zenith crescent You think it would be possible to make a cablecar/ ski lift type of thing?

wraith tendon
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⛏ <- there, start digging

lapis goblet
#

lol

#

seriously though

#

no worries about the digging.

#

my main question is that i have animated in sp things like rail targets

#

but that never works in mp

#

so i wonder how it could be done.

#

we’re basically talking about predefined routes that a vehicle has to follow in a loop

tacit karma
stuck oyster
#

unfortunately that is quite likely

#

😝

#

@lapis goblet what would they drive on

lapis goblet
#

mmmm

#

maybe some kind of helicopter

#

that’s the point

stuck oyster
#

will never work

lapis goblet
#

not sure

#

well that’s why i brought it here πŸ˜ƒ

#

to fish for ideas

tacit karma
#

@stuck oyster Well, the car is still far from beeing finished. Will be fun tho to make it finally work

stuck oyster
#

πŸ‘

#

Im sure it wont look too terrible

tacit karma
#

theres not a lot of metal, so yeah, probably lol

woeful viper
#

it will look like a black plastic toy

#

arma is all plastic fantastic ...

median bough
#

theres not a lot of metal there can't be enough metal 🀘

cinder pivot
stuck oyster
#

well that answers it

#

nice one @cinder pivot

cinder pivot
#

(β•―Β°β–‘Β°οΌ‰β•―οΈ΅ ┻━┻

lapis goblet
#

oh so it exists, except that i thought of chairs πŸ˜ƒ

#

nice will look at it

#

it’s like we are on the internet and you can’t think of something that someone hasn’t already done... oh wait

#

πŸ˜„

white jay
#

@median bough Thanks. I had split it up but it look like it is still too big. Not so much the wall but how far it is form the origin. Now breaking it up even smaller. πŸ˜„

lapis goblet
#

hey all, i have a problem with the geometry lod

#

i use the exact same one in two different models, it's the geometry to go up stairs

#

it's basically a block with one of the sides tilted

white jay
#

The problem is?

lapis goblet
#

the problem is that in one model i can go up the stairs, the VERY SAME STAIRS

#

in the other model, the player hits the geometry lod but everything starts shaking and I can't go up the stairs

white jay
#

Roadway lod?

lapis goblet
#

no

stuck oyster
#

Does the stair go under the surface you are walking on it?

#

oh then that

white jay
#

Since geometry lod is not the one defining where infantry walks

lapis goblet
#

ah

white jay
#

Thats only for vehicles

lapis goblet
#

ok there wasn't in the roadway

#

let me compile

#

that was it

#

oh gosh

#

thank you guys

broken abyss
#

Hey all! I just cant get my path lod to work

#

I have all the selections named correctly

#

in1, in2 , pos1, po2 etc

#

Is that all? Do I need to put something in the configs?

white jay
#

Are your in points above the terrain mesh?

broken abyss
#

I'll check

#

They are exactly on it

#

Should I raise them up?

#

But when I order my group members to go to a point, the positions dont show up

#

So I dont think thats the problem

#

*main problem

white jay
#

The posX need to be in order etc if you skipped one i.e pos3 then they will only be 2 positions

broken abyss
#

positions are in order

white jay
#

You must made mistake the posX are only defined in the Path LOD. If you dont have any buildingpos you messed up somehow

broken abyss
#

Im doing this correctly right? Selecting a point and adding new selection and then naming it posx

stuck oyster
#

yes that should work. But also the path geometry needs to float above your roadway

broken abyss
#

Thanks HG i'll give it a try

broken abyss
#

Nope

#

They still refuse to get on

#

Its a raised platform with stairs

stuck oyster
#

the "in" points well above the surrounding surface

lapis goblet
#

I'm getting a p3d error Generic error or premature EOF while making the pbo of a p3d, any ideas?

#

yes I can open the model, no issues

tacit karma
#

Try to copy the content into a new p3d and save it over the old one

woeful viper
lapis goblet
#

@tacit karma for every lod?

tacit karma
#

yeah

lapis goblet
#

...

tacit karma
#

@woeful viper just add turbosmooth to it and set it to smoothing group constraint.

#

then you can bake it, works pretty good most of the times

woeful viper
#

it was the cage that caused it

hollow fulcrum
#

@woeful viper well, whats it look like now?

woeful viper
hollow fulcrum
#

cool

woeful viper
#

i find that i rarely get by without baking different versions and compositing them... once with normal cage for smooth edges, and once with split cage along UV borders for everything else

lapis goblet
#

hey modelers, a simple question: some models have lods with levels 1.000, 2, 3,4 and 5.000

#

others have 0.5, 1.5, 3, 7, 15, 20.000

#

cannot get the difference

#

does the order only matter, or is it some distance setting?

stuck oyster
#

only order

#

what lod is used is calculated by the engine from how complex overall scene is

#

no exact distance adjustment

wraith tendon
#

And no way of calcing it by yourself. It's magic.

stuck oyster
#

✨ 🎩 ✨

lapis goblet
#

ahahahah

#

ok

#

then might as well call it 1,2,3,4,5 instead of those crazy numbers

woeful viper
stuck oyster
#

thats some smexy mortar @woeful viper

cinder pivot
#

looks beefy

#

πŸ‘Œ πŸ‘

woeful viper
#

it's actually quite tiny...

hollow fulcrum
#

@woeful viper just sat back down, very nice πŸ‘

woeful viper
#

thanks

dark remnant
#

Hey fellow model makers, I'm usually trying to keep my mess in the terrain_makers section but I need some help. I tried creating signs based on the a3 .p3ds just to realize that I am apparently unable to import those signs into my map, because of BI's handling of their binarized files. However, I am more than unhappy with the quality of the A2 signs and am thereby wondering, if anyone of you knows some signs, which are allowed to be reskinned and used on a custom map or any other possible way of me getting my information on signs and imported into terrain builder? I have literally no idea of this stuff (model making/p3d handling) so I'd appreciate any help I can get

#

The signs are supposed to look military style like and some road signs. All signs that I've done so far were based on that Land_Sign_WarningMilitaryArea_F sign, which is the horizontal military warning sign that says something like "no entry"

woeful viper
cinder pivot
#

bruh

#

thats beefy alright

broken abyss
#

So my problem is still present with the path lod. Everything is named correctly in order, it is well above the roadway lod and geom lod but they dont enter the platform, not even the position numbers will show up when telling a group member to go there

stuck oyster
#

could you try copying your geomeytry LOD as viewGeo

#

also for the sake of testing it try using the path lod from house sample

broken abyss
#

Yes, i'll try that now

broken abyss
#

Am I missing something obvious?

#

I added the path from the test house

#

and still after ordering them to move they refuse to budge and positions are not shown

white jay
#

Got it sorted entire PathLOD was to high up

obtuse rain
#

(The entry point of the path has to be not even slightly below ground level, and not more than 1m above ground level, if I recall correctly)

terse elm
#

still loads to ddo but having a blast, not so much with quixel, any one still using it feel like the performance is god awfull now

twin urchin
#

pretty good , but i would sharp those edges on desert camo

#

or even sharp the whole desert spray layer

terse elm
#

aye i plan to go over and refine the paint, just ran a mask over it

#

i still have a lot to do

twin urchin
#

πŸ‘ , also you plan to do the A3?

terse elm
#

today im gunna manually add some paint wear to the receiver

#

yes at some point

#

but holding off from what i gather its more of a concept andd not actually in use

#

yet.....

twin urchin
#

yeah but i think they will adopt that

terse elm
#

so for now gunna do the standard A2 + UGL + L22

#

then do the eclan spectre sight

twin urchin
#

you mean the Specter OS 4x

terse elm
#

aye

twin urchin
#

cool

terse elm
#

got 80% of the hP done for this

solid sapphire
#

anyone here knows anything about trees modelling and injection workflow in Arma 3?

#

I've found a tutorial from A2 times (well, a part of it) and that's all

lapis goblet
#

Has anyone succeeded into putting an A3 building inside another model as PROXY?

white jay
#

proxies don't support animations, also class=house probably prevents them from showing

lapis goblet
#

ah

quick terrace
#

to be more precise, proxies object do not transfer over inherited animations

#

proxies (as selections) can be used for animations though

lapis goblet
#

that's fine I would add them back in config

#

but the object just doesn't show up in game

#

plus, my understanding is that this would impact negatively the engine anyways

white jay
#

what you are trying to do just does not work

lapis goblet
#

understood, idea abandoned

#

trying the next crazy stuff

#

will only report if I succeed now. otherwise, it'll be a flatline

#

πŸ˜„

dark remnant
#

Warning: No idea of model making - only pressin' all damn buttons.

After discovering that i have to "make" my own .p3ds in order to have customized signs on my map, I am in desperate need of help. I am now looking into utilizing unbinarized A2 objects (signs), since that is apparently the way to go. So i copied that unbinarized .p3d into tag/mymap_objects, renamed it, created a ./data/ directory in said folder and put my [...]_co.paa in there. After opening the .p3d, i got this screen: https://i.imgur.com/XmIhbQr.png. Now if i ignore the rest and simply redo the path for the textures, the original textures appear on the sign. If I try to "fix" the red issues and they become black, there is only white default texture on the sign. Please help. I just want to do my map and not spend any more useless hours on this matter without knowing what I am doing. I only want customized textures on said A2 sign and place it down in terrain builder. That's all.

cinder pivot
#

you rename the old one to your name using that mass rename editor

#

they might be looking at a bad rvmat which could be possible

dark remnant
#

wait a second. Do you mean I have to rename the .p3d with that thing aswell? Or can I just rightclick the .p3d, go to rename and put my name in?

cinder pivot
#

you should rename the p3d with rightclick but if you click the names there you can assign a new path to them

#

which is what you need to do

glad pagoda
#

For some reason the viewer in object builder isn't showing the textures on the model. They show up ingame fine. Not sure what could be causing that.
doesn't work for any model...

obtuse rain
#

You need .tga's for Object Builder.

glad pagoda
#

really? i am using .paa and they use to work before...

obtuse rain
#

πŸ˜‰

glad pagoda
#

and that's for the bulldozer viewer? i think that's what it's called.

#

nvm i read further down

obtuse rain
#

Oh, no, buldozer is just an instance of Arma3.exe, it can deal with .paa. If they aren't loading it'll be a path issue.

#

I usually solve those by using Microsoft Process Monitor with a filter that just has the file name of the .paa. It tells you what path buldozer is trying to find things in (versus where you've put them).

tulip beacon
#

@glad pagoda do you have "P:\" set as "Path for textures" in Options of object builder?

glad pagoda
#

yeah. I moved my arma 3 folder to a new drive since i last seen it working properly. Was going to reinstall my arma tools to the same drive that arma is installed on and then see if it works after that.

glad pagoda
#

got it to work again, had to reinstall arma tools, p-drive and bulldozer.

tulip beacon
#

you probably used bis tools for p-drive?

glad pagoda
#

yeah

tulip beacon
#

that's not a good idea

glad pagoda
#

why is that? I've never had a problem with it other than now, but that was probably from moving arma 3 to a different drive.

tulip beacon
#

because you never know what may break and when will it happen, i've heard people lost all their p drive contents after some tools update, for example

#

you should be the one any only Master of your P drive

#

plus you shoud use arma3.exe from installation directory as buldozer, since it is always up to date

glad pagoda
#

hmmm probably should use mikero tools for that then.

tulip beacon
#

for sure

#

mikero is your friend

lapis goblet
#

anyone knows why init = "(_this select 0) setDamage 0.7"; inside of a model's config does not set the damage on the object once in map?

outer condor
#

@lapis goblet map objects wont run EH from classes

#

it works only for editor placed or script generated

lapis goblet
#

ah

#

so i'd need to have an init.sqf function that loops all of the objects in a terrain to have the damage set to this class?

#

BTW it's not even running in an editor placed object

tulip beacon
#

class EventHandlers { killed = "[(_this select 0)] execVM ""\CST\CST_Objects\CST_Powerlines\Scripts\destr_wires.sqf"""; };

#

I have eh like this in my object's config so it should work

eternal bloom
#

ewh... I updated my Blender to 2.79 and reinstalled Alwarren's Arma Toolbox, now when i try to pack my pbo with pboProject i get this error :

<scanning files to pack>
..........#UVSet#
bad tagg count 7104

c_stones22.p3d invalid file

</endscan>

😭

#

any know compatibility issue between Blender 2.79 and Alwarren's Arma Toolbox ?

#

nvm, my path to O2Script.exe in Blender was wrong

wraith bramble
#

Hello
I have imported a new uniform in arma but behind the veste is invisible udn also knows not where the problem is and sorry for the good google english http://prntscr.com/h4d7yx

eternal bloom
#

your model is to big/bold in the back compared to the default arma model

#

does it happen on every stances (weapon raised/lowered escpecially) ?

wraith bramble
#

do not think that the model is too big
Β  It's almost as big as the example model
http://prntscr.com/h4dvwc
yes that is the same in every stance

eternal bloom
#

so it might be a weight issue

polar fiber
#

you might have hideProxySelections[] = {"ghillie_hide"}; in your config

wraith bramble
#

yes @polar fiber

polar fiber
#

then you will want to get rid of that line

eternal bloom
#

didn't know that, thanks

wraith bramble
glad pagoda
#

I get lines that show "sum of weights is 200, should be 100" for every vertice of my model when packing, but when i check in OB they all show as 100.

stuck oyster
#

pieces of selection are also in some other selection

#

if both weight 100 it sums up to 200

glad pagoda
#

ahh, so the total weight for all selections that use that vertex should add up to 100. Ok, thanks.

stuck oyster
#

well yes if its related to movement weighting

#

but I think they may get normalized on binarization

#

so having them sum up to 100 while working just makes sure they work as you have set them

pure whale
#

when making a new tree, how do you tell the game that it IS infact a tree? so it registers as forest ect and sways like other trees?

#

ive named my p3d t_blablabla

#

however idk if anything else u have to do

obtuse rain
#

For asset types with no BIS samples your best bet it to open one of the A3 objects with Eliteness and look at the LOD's present and what properties might be used.

pure whale
#

i have the old a2 trees aswell

#

but nothing beyond them being named t_ says anything about if they will be trees or not

#

and ingame they are counted as forest ect

obtuse rain
#

They don't have map=tree in their properties?

white jay
#

Class=tree

#

Or treeHard

#

And yes map=tree lets the engine draw it like a tree/forest on the map dialog

pure whale
#

alright will do

#

thanks

zenith crescent
#

@stuck oyster We've already got a cablecar in ATS

#

so not hard at all

cinder pivot
#

@duda#5541 I linked your video as a demonstration πŸ˜›

strong plaza
#

I'm curious to know if all the low detail assets we've seen in VBS uses multimat, or is the performance decrease caused by the additional sections considered negligible since the models are already fairly low poly?

hollow fulcrum
#

not sure which assets in particular you are talking about. but on any given day, section count will hamper performance quicker than anything. low poly counts are always good, but with modern hardware, not such a factor like it used to be.

strong plaza
#

I suppose I mean mainly buildings

hollow fulcrum
#

i honestly haven't looked at VBS stuff in depth in a few years now. i would assume most buildings use multimats though.

#

suppose it's possible much of it is still 2k based. instead of the mostly 4k stuff we see in ArmA.

glad pagoda
#

For some reason the gunner in my vehicle doesn't die when shot at or when the vehicle explodes. I don't see any difference from the driver so i'm not sure whats causing him to not take damage.

hollow fulcrum
#

make sure your gunner proxy is in the proper lods. there are also a couple config entries that could effect that. forget the names but something like 'canbeshot'. although by default thats usually the case.

lapis goblet
#

i need to texture an object that has various parts including moving wheels. I have the model in blender but have ported it into OB.

#

what is the best way performance wise to texture it?

#

I can’t seem to get a grab on UV sets in OB so wandering if a single texture with all parts (wheels, etc) and then applying the texture multiple times (background texture, using the A and then B shortcuts) is ok or not

#

also this means redoing it in all lods...

#

any pointer welcome, the UV sets are all weird in OB and never know how to use the exported files

terse elm
#

most ppl do their uv's befor the model even touches OB

#

not used blender but surely u can map ur uv's in it

lapis goblet
#

ok thank you

stuck oyster
#

Blender got pretty good UV tools yes

obtuse rain
#

Do the Blender tools not let you export a .p3d that's ready for binarization?

cinder pivot
#

you should be able to @obtuse rain

median bough
#

@obtuse rain
if you use alwarren's blender toolbox for arma you should be able to iirc

obtuse rain
#

Yeah, so _SCAR's better off doing everything in Blender, because when in 3 months you want to make changes to the base meshes anything you've done manually in O2 post-export from Blender has to be redone from scratch every time.

lapis goblet
#

almost, yes

#

why 3 months?!

#

what happens then

outer condor
#

tank DLC? πŸ˜„

obtuse rain
#

Yeah, Arma update breaks everything. πŸ˜‰

#

I'm trying to get my Modo plugin to where you never need to open O2 even for obscure things.

#

Which means you can always open your Modo model file, change one thing, and then export straight to a .p3d that can be binarized and loaded in-game.

lapis goblet
#

update in 3 months? ok

#

anyway I don’t so much in blender

obtuse rain
#

I made that up, I don't know when the next update is coming.

lapis goblet
#

i’m not a model maker

#

scripter, yes

#

terrain maker, yes

cinder pivot
#

blender > OB

#

text editor > OB

#

windows calculator > OB

lapis goblet
#

unfortunately... 3d is still something I’ve got a lot to learn

median bough
#

ms pain > OB πŸ˜‰

cinder pivot
#

πŸ‘†

woeful viper
agile flint
#

@obtuse rain Never have to open 02 ever... you have my attention

ebon abyss
#

ianbanks: I'm trying to get my Modo plugin Mmm, modo...

tacit karma
#

ew modo

open coral
#

do vehicles have a parameter which will put a callsign stenciled in on the vehicle's side for identification purposes in game?

#

i know there is the clan selection but wondered if there was a callsign one as well

quick terrace
#

not by default no

open coral
#

rgr. thanks

lapis goblet
#

dear makers, the dumbest questions of them all

#

is there a reference on the number of vertices / faces a model can have on LOD 1, 2, 3 etc

#

my model has many curved cilinders and obviously that increases the number of faces etc

#

for example a POLE

#

image a gutter pipe of 6m high and a couple of twists

polar fiber
#

each LOD should have half as many points as the one preceding it

lapis goblet
#

yes

#

but how to know what is a good amount performance-wise on LOD 1

wraith tendon
lapis goblet
#

ok thank you.

#

Just a guess but there isn't such a thing as DECIMATE in OB right?

wraith tendon
#

Yep, there is none

#

Must be done by you before you import the model (there are external Tools, that can do that for you)

#

Don't ask me for a name, can't remember it

lapis goblet
#

It's in blender but so not familiar with it.

#

thank you Dscha

wraith tendon
#

Nah, there was also an extra tool, wich made it awesomely easy

white jay
#

simplygon

lapis goblet
#

seems expensive

wraith tendon
#

@white jay Thx yeah, thats what i meant.

sturdy oak
#

hey guys i have a problem with a truck im making. As soon as i look away it just goes invisible and you can notice it really good. Its kinda annoying is there anything i can define in the p3d to prevent this from happening???

charred bolt
#

If you're not looking at it, it disappears? lol, explain in more detail

sturdy oak
#

well lets say i look at the vehicles center and its standing there like everything is fine but now i look 90 degrees to the left and i would still be able to see the vehicle in my field of view but it stops rendering ( it dissapears ) because the engine thinks i wouldnt be able to see it anymore

charred bolt
#

if you put a quad bike next to your vehicle, does that one stay in view, while yours disappears?

sturdy oak
#

ill make a gif 1 sec

#

see ?

charred bolt
#

so it's just the ladder that disappears

sturdy oak
#

basicly the whole vehicle

#

i know the enigine unrenders objects that are not in the players FOV

charred bolt
#

that's probably the issue

sturdy oak
#

but there is a variable that disables this

#

just dont know it

charred bolt
#

It's not something I've encountered before, so don't have great suggestions - have you tried making the Geometry or View Geometry LOD object fill the space where the ladder goes as an experiment?

sturdy oak
#

what do you mean by fill the space?

#

making it bigger by placing 1 vertex somewhere outside?

charred bolt
#

put a large fixed box in the Geometry LOD that extends out to the full length of the ladder

sturdy oak
#

but that box cant be named as component right?

charred bolt
#

I'm talking about ways to find out what the problem is - not permanent solutions

#

is it caused by the vehicle (defined presumably by the Geo LOD?) going out of view? If so, make the vehicle bigger in the Geo LOD so that it covers the area of the ladder, then see if it still disappears

sturdy oak
#

ok ill test that

#

thx for the tip

charred bolt
#

once you find a way to keep it visible, you can then work on ways of making that animated, to move with the ladder angle/extension

sturdy oak
#

proably attaching it to the turret but ill test

cinder pivot
#

place a vertex where the end of the ladder extends to

#

in your res lod

#

problem solved

wraith tendon
#

Additional: The center of the model is "OutOfSight" so it won't get rendered anymore (animated Objects won't count in)

charred bolt
#

so it uses the first res LOD to work out when it's in sight?

wraith tendon
#

Another Q: Where is that Model from?

#

The Points must be added to the MemoryLOD, not ResLOD

charred bolt
#

that makes more sense

#

but the memory point can't be animated, needs to be static?

wraith tendon
#

Yes

cinder pivot
#

memory point didn't work only the reslod

wraith tendon
#

Not rly, but okay

sturdy oak
#

well as it turns out

wraith tendon
#

ResLod def. not

sturdy oak
#

it works

#

but now the 3rd person cam is way off

#

so i placed vertexes in geometry and LOD =

wraith tendon
#

Geo or Mem, one of those 2, Andrew.

sturdy oak
#

res lod

#

proably gotta delete em in res lod

cinder pivot
#

I have a point in the same spot for memory and it did a similar dissapearing, even when geom would animate out (folding down ladder) and res lod managed to fix it so that worked for me

#

was just a simple object so no vehicle

wraith tendon
#

You have to add the Point to that point, where the "max movement" will be

#

Can't check my old files, since Tools not installed, but i am pretty sure i didn't used a ResLod

sturdy oak
#

well as it turns out

#

placing a vertex 20m away from the center in each direction

#

fixed this issue

#

in RES lod

#

@Apollo#1366 thx for the help

tulip beacon
#

green and/or red gates from CA have this issue

prime minnow
#

Can someone help me with rigging?

obtuse rain
#

Were you using proxies? Or did the object just have no geometry?

white jay
#

is there a limit to the number of doors in a building? Doors 1 to 6 work but 7 to 11 don't.

warm trench
#

Am I correct in saying the only way to change the brightness of reticles in weapon sights is to make additional models with different textures/.rvmats and flick between these models for the brightness settings?

polar fiber
#

yes

#

unless it's a 2D optics reticle, in which case you could probably script a UI for it

warm trench
#

OK. Thanks for the quick reply.

lapis goblet
#

I have the model in blender, anyone with a tip?

#

Ok I guess I do have to triangulate all faces

quick terrace
#

yeah it's due to an Ngon\

lapis goblet
#

hey makers! What do you think would be the best way to have all of the getin/getout/eject and seat change functionalities on a vehicle that DOES NOT HAVE any manual commands

#

i would be scripting it moving with things like setVelocity

#

but you can get on board

stuck oyster
#

wont the normal getin/getout etc work just fine?

lapis goblet
#

i guess I’m asking for the most basic cpp inheritance class, car probably isn’t it

#

so Car as inheritance?

stuck oyster
#

ah well mmm I suppose car may be the simplest one yeah,

lapis goblet
#

but i don’t want any commands

#

i guess i can just not define the driver spot

stuck oyster
#

what commands?

lapis goblet
#

driving

stuck oyster
#

yesh that could work

lapis goblet
#

so then all the rest is standard arma

stuck oyster
#

did one of those helicopter carriable things have cargo seats?

lapis goblet
#

dunno

stuck oyster
#

yes there is

#

so check that out

lapis goblet
#

you mean as inheritance?

stuck oyster
#

yes

#

Id assume its some sort of physX object with cargo positions

#

would be perfect for you

civic salmon
#

Hey guys, can anyone tell me how object builder/arma decides where the origin of the object will be in the editor?

#

like, if I wanted to offset the position of an object I'm making, how I could do that?

#

I've tried inserting a landcontact point which does change the origin, but not like you'd expect it to

stuck oyster
#

if the model does not have autocenter = 0 named property in geometry the centerpoint is calculated from the maximum dimensions of the model (lod with largest dimensions == centered)

#

as autocenter is by default 1

#

if autocenter 0 then the model center is the 0,0,0 point of the model

civic salmon
#

I see!

#

thanks for the information @stuck oyster that will help my project a lot

stuck oyster
#

I would say using autocenter = 0 always saves you a lot of trouble

civic salmon
#

well, I was hoping I could offcenter my models so that I could create a script to spawn in all the pieces of my oil rig (like in the nimitz mod) but it seems that wont work because the distance from the origin is too great and the roadway LOD stops working

stuck oyster
#

all you need to do is check the distance to the edge

civic salmon
#

that way all the origins would be at the same point

stuck oyster
#

what do you model with?

civic salmon
#

3ds max

stuck oyster
#

im sure it has point coordinates somewhere

civic salmon
#

yeah, I can just calculate the offsets

stuck oyster
#

just get the distances to the furthest edges

civic salmon
#

I'm not sure if you'd be able to rotate my object then though, the pieces would go all different ways

lapis goblet
#

@stuck oyster if you happen to know the class please do tell I’m not sure I get what you are referring to

stuck oyster
#

@civic salmon sure you would, but you may need a script to do it

civic salmon
#

yeah, that's my goal, is to make my oil rig spawn in the editor as one big piece that you can rotate and move around, I think I know how to script it, but I'm having trouble with the rotation problem which is why I was experimenting with the object origins, so they would all rotate around the same point

#

I'm wondering if there is another way, like, can you get the world POS of mempoints somehow using a script?

#

then I could just put mempoints on my base object and use those to spawn my parts

stuck oyster
#

sure

civic salmon
#

like proxys kind of

#

but not proxys

stuck oyster
#

you could have a another editor object that you place on map and it spawns the pieces on mission start

#

on right spots

civic salmon
#

right or an event handler so it can do it on the fly

stuck oyster
#

init eventhandler

civic salmon
#

how do I get the pos of a mempoint though?

#

think I figured out how

stuck oyster
#

πŸ‘Œ

lapis goblet
#

thank you HG

#

what would you think is the best way to synchronize a self-driven vehicle across clients in mp

#

setVelocity and periodical setPos?

#

or something onEachFrame

stuck oyster
#

this is the skilift right?

lapis goblet
#

yes

#

i have made the 4 base models now in blender and imported lod 0

#

so still sone time to go before I finish them

#

but i’d like to see it go

stuck oyster
#

well multiplayer will be your biggest challenge

lapis goblet
#

i’ve looked at ats and have to admit i’m not sure i get it

#

it is going to be in a map so mp is a must

stuck oyster
#

and frankly par from attaching them to animated pieces of a large model I dont really know how you would do it

#

except the way Duda does his trains

lapis goblet
#

which is how

stuck oyster
#

that I also do not know

lapis goblet
#

i’ve looked at the code but can’t get the bulk of it

stuck oyster
#

but it seems to work

#

so you could ask if your skilift towers and cables could get support

lapis goblet
#

afa i understood it, the cables and tracks are only used to compute the path array

#

but the movement itself is done differently

#

i mean in ats

stuck oyster
#

yea that far Ive understood it

#

have not looked at the code but from what I've heard anyway

#

I recall there being an external calculator too

#

extension orsomethinglikethat

lapis goblet
#

hu

civic salmon
#

I feel like a genius, I totally figured out how to spawn things off of specific mempoints in my parent model, but it wasn't really that hard all the info was right there.

#

I more feel like a genius because I'm so dumb and it took so long to figure out lol

stuck oyster
#

πŸ‘Œ

white jay
#

so i made a model for a heli, managed to get it in the game fly around etc. Does anyone know a good place to start with rotors?

stuck oyster
#

biki has model.cfg page that explains how vehicle/object model.cfg run animations work

#

that and sample models

white jay
#

arma3 samples ?

stuck oyster
#

yes

white jay
#

alright ill download that and thanks πŸ˜„

stuck oyster
#

πŸ‘Œ

charred bolt
#

In a model.cfg translation animation along an 'axis', is it correct to say that the position of the axis in the model memory LOD is irrelevant, as it's just really defining a direction (and scaled length) for the movement? In other words, it doesn't make any difference where you put the axis vertices as long as they point in the right direction?

stuck oyster
#

yes

charred bolt
#

thanks πŸ˜ƒ

pure whale
#

is there a reason a magazine selection HAS to be named magazine?

#

wont let me name it anything but magazine for when the gun has a mag or not

#

class no_magazine
{
type="hide";
source="hasMagazine";
selection="magazine";
minValue=0.000000;
maxValue=1.00000;
hideValue=0.5;
unhideValue = -1.0;
};

#

if selection = anything but magazine it doesnt work

white jay
#

Anyone here knowledgeable on the criteria a model must meet to be ported over from a completely different game engine? Basically, is it doable and if so what should I look for in terms of file types or poly limits?

woeful viper
#

what game engine are we talking about then?

quick terrace
#

@pure whale legacy reasons tbh, just some of the czech named selections

stuck oyster
#

@TinyRick#4801 ported over sounds afull a lot like ripping it just saying.

rough idol
#

@pure whale are you sure you don't have something wrong in skeleton?

stuck oyster
#

oh yeah did you change the "magazine" in the skeleton to match the new selection?

pure whale
#

yeh but nothing was working

#

I'll look over it again if I fked anything up but I'm pretty sure I didn't forget to do anything

rough idol
#

I'm using "mag" selection for such animation so I'm pretty sure it's either skeleton or wrong selection (selection assigned to 2 bones at once)

lapis goblet
#

All can you please help me out

#

I have a model and I've selected all, applied a texture to it

#

this texture can be seen in everything EXCEPT a couple of parts that i added in blender

#

these parts are simple objects

#

I don't get it

#

I'm in LOD 1.000

#

see the metal is texture is applied everywhere BUT the wheels and the little holder thinghys

stuck oyster
#

are the parts unwrapped?

lapis goblet
#

there was no UV mapping at the origin

#

but if I select them and apply a texture with E shouldn't that do it?

#

is there a way I can add those parts now?

stuck oyster
#

they would need to be uv-mapped so theres reference between the texture and model

lapis goblet
#

ok, how do I do that I'm in OB.

#

i mean isn't this what E does?

stuck oyster
#

no

lapis goblet
#

I dind't UV map any of the rest too

stuck oyster
#

you should

quick terrace
#

@lapis goblet lol - primitives have primitive UV maps

lapis goblet
#

ok anyway redoing everything with UV in blender and that's that

quick terrace
#

that said, you should definately define UVW coordinates for your meshes

tacit karma
stuck oyster
#

🏎 πŸ”₯ πŸ”₯ πŸ”₯ πŸ”₯

woeful viper
#

looking good

#

i wish i could merge arma with spin tires...

hollow fulcrum
#

aye, mud would be nice. enjoying their new foo here and there. quality stuff.

lapis goblet
#

i'm in blender and have the 1.000 LOD with the rvmat and the single .paa texture files (co, nohq, etc)

#

Now, if I do the 2.000 LOD by using the decimate tools

reef elk
#

:D

lapis goblet
#

then the UV don't match anymore.

#

How can I re-use the UV from LOD 1.000 in 2.000

#

If I import all of this in OB then I can see that the textures no longer match

tacit karma
#

make the LODs by hand

#

or use a tool like simplygon

lapis goblet
#

In OB you mean?

tacit karma
#

no in blender

lapis goblet
#

I already have the 4 LODS in blender

#

each one with 1/2 of the vertices

#

but the UV don't match anymore

#

it only works for LOD with res 1

tacit karma
#

because the automatical process destroyed them

lapis goblet
#

which automatical

#

decimate?

tacit karma
#

"decimate tools"

lapis goblet
#

oh come on

tacit karma
#

what?

lapis goblet
#

Not you

#

I mean, everytime it's a crunck of shit whatever you do

#

does simplygon help with this.

#

I mean, keeping the damn single hi-res texture

tacit karma
#

simplygon doesnt change the textures

lapis goblet
#

what about UV mapping

stuck oyster
#

limited dissolve may work for some models to some extent and it has option to keep UV

tacit karma
#

simplest option: just make the LODs manually. not that hard

stuck oyster
#

that too

lapis goblet
#

How would that go

#

merging vertices?

#

for instance, a 12-faced cilinder

stuck oyster
#

Pretty much yes

tacit karma
#

delete edges and verts. merging can fuck up UVs too

lapis goblet
#

does it fuck it up only when you apply decimate?

stuck oyster
#

everything you do to it is likely to affect the uvmap unless the tool also takes accord the uv mapping

lapis goblet
#

i don’t get it though this guys applies the decimate and everything works fine

#

which is basically the tut i’ve followed

stuck oyster
#

at which point does he do the decimate

#

too long to watch

#

why dont people write this stuff anymore

#

its so much easier to go through

lapis goblet
#

minute 7:50

#

he basically generates the lod 1 with uv mapping and all textures

#

with the arma toolset

#

then he duplicates the lod and applies decimate

#

and in this new parent he sets the arma lod level to 2

#

and that’s it

stuck oyster
#

well sure the uv map was fairly simple

#

the overall form does not break

#

do decimate works

lapis goblet
#

hum

#

so you guys generate a hi res poli with the uv mapping and proper textures

#

then manually decrease the polis but not by merging, only deleting or dissolving vertices

#

is this the workflow

stuck oyster
#

blender merge verticle tool has a checkbox to do the same operation to UV

#

but it can also mess it up if youre not careful

lapis goblet
#

so this is your workflow?

stuck oyster
#

sometimes

#

and sometimes dissolve works

lapis goblet
#

πŸ˜ƒ

stuck oyster
#

it depends a lot on the model

lapis goblet
#

wth

#

i’m making a pylon for a cablecar, a station and the chair itself

#

but they are not simple models

#

is it better to do these low poli lods in ob instead, would that keep the uv?

stuck oyster
#

no

#

forget OB in all 3D editing

lapis goblet
#

ok

tacit karma
#

"so you guys generate a hi res poli with the uv mapping and proper textures(edited)"

No. I create a midpoly that will be the base of the highpoly for baking the normal map. Then I will manually clean the midpoly to do the final lowpoly. This will be unwrapped and textured. Then I create the first couple of LODs by hand.

Pretty much the standard workflow

pure whale
#

i misspelled magazine in the bones

#

i hate my life

hollow fulcrum
#

πŸ˜†

#

we've all been there.

pure whale
#

the model cfg is already getting pretty damn big lol

#

i have to figure out how to use blender and use the arma toolkit to make an anim πŸ˜’

hollow fulcrum
#

good luck with that πŸ‘

#

whispers ... 'studio max, master race'

broken abyss
#

So I made a tank using the sample files as a template and only changed the visual lod for now. After placing it down in the editor and starting the game the tanks flies up really high

#

Anyone know what could be causing this?

lapis goblet
#

fucked up gravity, newton got it wrong

#

no, sorry

lapis goblet
#

@Crazy Mike#9903 you most probably have found it already but there’s a 4 video series on youtube explaining weapon animation from blender to arma https://youtu.be/lc8SU0hWkeE

#

not sure if that’s what you’re looking for though

white jay
#

So I want to purchase some content from an apparent arma content creator, but I want to make sure that they are the actual content owners and not someone who obfuscated a pbo and stole files. What should I ask for as proof as to the objects being theirs?

tacit karma
#

Rule no1: If you dont trust him, dont do it.

white jay
#

I don't not trust him. Iv'e just never bought models off of someone before so I'm just trying to make sure I'm taking the right steps. Apparently hes a she also.

white jay
#

Also, are the VVV objects and assets open source , or is there someone to contact about getting permission to use or buy the assets? I honestly have no clue where to begin to look to ask so I figured maybe someone here knows the asnwer

tacit karma
#

VVV assets?

woeful viper
#

if he can't show you wip and wireframe screens from within his model package (renders) he is very likely not the creator

#

also, ask him for other pictures of his other work - to check if he is a modeller at all. You can reverse google search those...

#

also, just because someone sold you game assetts does not mean you can simply use them as is, because they require more adaption and work than what you got... i think quite a bunch of people who bought "game ready assetts" fell into this trap.

broken abyss
#

I cant export my .blend as a p3d for some reason and its giving me this error

#

And when it randomly exports I usually cant save it in OB

white jay
#

is it all linked together (ctrl-j)?

broken abyss
#

it has multiple lods on multiple layers

white jay
#

I remember having some similar problem which I remember had something to do with linking within one of the lods. You could try saving one lod at a time and see if it is one of the lods.

broken abyss
#

Saving one lod at a time? Can you elaborate?

stuck oyster
#

is 1 lod 1 object

#

each lod can only have single object

#

also you got any non arma objects in the scene?

#

those can cause issues too

#

I always export with the only selected ticked

white jay
#

@broken abyss select the object in a lod. File -> export -> Arma 2/3 P3D (.p3d). Check "Selection only" (on the left) . Then save.

broken abyss
#

Oh ok, thanks