#arma3_model

1 messages Β· Page 101 of 1

lapis goblet
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all, i keep on having issues with UV mapping.

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I have my models in blender, they are all good and ready to go.

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I can UV unwrap

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when I apply it though in game there are areas where the textures are stretched

quick terrace
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if textures are streached then there is an issue with how you unwrapped

lapis goblet
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see the side is ok, but the front is not

quick terrace
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yeah how does that UV for that face look like

lapis goblet
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the yellow part

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I have separate UV

quick terrace
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yellow part is what?

lapis goblet
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the top bottom and center part of the front

quick terrace
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the no1 rule for unwrapping is = where you have hard edge, there should be an UV split

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well, ok, looking at that uv of yours, it oibviously you have issues, because that is not how it should look like

stuck oyster
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@lapis goblet you could try the smart uv mapper

lapis goblet
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I did, that's what it generated

quick terrace
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there is a way to check your stretch by angle or area in most 3d apps

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i am pretty sure you can do that in blender as well

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seems you can yes

lapis goblet
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that is my current setting

quick terrace
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can you assign that texture in blender and compare

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can you post a wireframe view?

lapis goblet
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(BTW thank you for your help this is the first time i'm trying to port anything to arma, it's a simple model i made)

quick terrace
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looking at that UV island (the yellow one)

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and the mesh

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the mesh is waaaay longer and thiner than your UV island for that part

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also, pretty sure that chamfered edge is not plane

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ideally, all your UV islands would need to be a planar representation of the faces from the mesh

lapis goblet
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I have been on this for 3 days.

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modeling took 2 hours

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trying to port to arma all the rest, that's 20 hours

stuck oyster
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smart uv should really keep them in scale

lapis goblet
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I'm sadly frustrated

quick terrace
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i am pretty sure blender should also have the equivalent of max relax

stuck oyster
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yes it has

lapis goblet
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as I don't know what else to try

quick terrace
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it has nothing to do with porting it

lapis goblet
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understood pufu, I know it's only my fault

stuck oyster
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just to make clear @lapis goblet you select your object in edit mode, select all faces and hit U for unwrap

lapis goblet
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but I'm trying to find ways also to use the same UV mapping for lower lods

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yesh that's what I did.

stuck oyster
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and hit the smart UV project

quick terrace
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sure, getting it to work ingame is also a steep learn curve, but your issue here has nothing to do with it

lapis goblet
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getting it in game is the easy part

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i've ported a2 objects before

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complex ones too

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i'm quite used to that actually

quick terrace
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ahhh,so you wanna make your lower res lods then?

lapis goblet
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and using OB to add all of the other geometry / fire / hitpionts etc

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PuFu I am just making 3 models for a chairlift.

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  1. chair, 2. pylon, 3. station
stuck oyster
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noo this is just the beginning

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youre already too deep in the rabbithole to leave it to just three models

quick terrace
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why don't you use some sort of decimator? in blender or 3rd party (simplygon for instance)

stuck oyster
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youll find something else you need

lapis goblet
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the only thing I don't know is how to uv texture them properly in a way that I can 1 port it to arma and 2 use the SAME .paa files in multiple LOD levels

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well first I need to get where the textures are applied correctly

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but 2. decimator messes up the UV, I was told here yesterday

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Like I know all the rest

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but unable to bring in 3/4 textured lods in OB

quick terrace
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  1. you need to understand what UVW space is, and how to unwrap a model properly
  2. false, in most software (i know both max and maya) you can keep the UV map intact
lapis goblet
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with only 1 .paa and 1 .rvmat file per model

quick terrace
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in shit that is meant for making visual lods

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like simplygon, there is even more control over what takes priotiry on decimation

lapis goblet
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  1. <= this is good news, if you scroll up you'll see I've been told I need to do this manually
stuck oyster
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there are ways to do it in blender too

quick terrace
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i am pretty sure blender behaves precisely the same

lapis goblet
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anyway

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so I need to UV unwrap better

stuck oyster
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@lapis goblet your frustration is just getting the best of you right now

quick terrace
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who told you that you need to do it manually?

lapis goblet
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and I do not know how

simple lake
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for that model you only need OB

quick terrace
lapis goblet
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Redphoenix and HorribleGoat actually πŸ˜„

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it's literally 20 messages above here

quick terrace
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what?

simple lake
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select that front face in Fronbt view open uv editor >edit selection to view and place on tecture where you wish it

stuck oyster
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as a last option

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@simple lake OB is not in question right now.

lapis goblet
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I cam move around in OB

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I need to import 3/4 lods each with their texture, it's all I need

simple lake
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are you in ortho or perspective in blender when you UV ?

quick terrace
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yeah i am pretty sure he was talking about other lods

lapis goblet
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@quick terrace simplygon possibly an option but still if I can't manage to get the UV right...

quick terrace
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yes, once can do them manually but why would i even bother

lapis goblet
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I have actually made medium poly

quick terrace
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@lapis goblet can you send me that model pretty quickly

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i'll make a quick unwrap for you and send it back

lapis goblet
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then I can up and down with decimate and sudivision

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oh ok

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I'll send oyu one without modifiers

quick terrace
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do not send me a blender file, send me an obj or fbx

cinder pivot
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Pufu is max wizard

quick terrace
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note that i am unwrapping so you see how it should look like, not to do it in your place

lapis goblet
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I understand yes

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also because I need to do it for all the other models

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thank you

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@stuck oyster once I have those models the rest will be ok for me.

tacit karma
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@lapis goblet @quick terrace I just said I make the first couple of LODs manually, the rest with simplygon.

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so

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Β―_(ツ)_/Β―

quick terrace
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@tacit karma yeah i thought you weren't as noob as you sounded

tacit karma
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wat

quick terrace
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doing all secondary visual lods manually is cancer

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and not needed unless you need cancer

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which is what you sort of typed above in reply to _scar bloke

tacit karma
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ah no wonder your glock looks so bad πŸ€”

quick terrace
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yeah because i did my first lod using simplygon indeed

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brain dead?

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πŸ˜„

lapis goblet
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Redphoenix - Yesterday at 19:49
make the LODs by hand
or use a tool like simplygon

Redphoenix - Yesterday at 19:50
because the automatical process (the decimate) destroyed them

Redphoenix - Yesterday at 19:53
simplest option: just make the LODs manually. not that hard

Redphoenix - Yesterday at 20:29
delete edges and verts. merging can fuck up UVs too

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=> so you told me that decimate would destroy the UV

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maybe I misunderstood you

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anyways, appreciate the help

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i mean, really

tacit karma
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I mean

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really

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not everyone uses blender

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I mean

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maybe

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I was just guessing by your result

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I even reommended using Simplygon

lapis goblet
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red really sorry

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messages in chat come out always harsher

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i really do appreciate taking the time

twin urchin
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does the simplygon doing better job than doing merging manually?

lapis goblet
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but I was referenced to do that

twin urchin
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that makes me curious

lapis goblet
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hopefully I won't have to...

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anyway, long way to go

tacit karma
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For lower LODs, sure go ahead use simplygon. For 1 and 2, I personally wouldnt use it. Just better doing it by hand

twin urchin
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well i will try it

quick terrace
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@twin urchin no it doesn't, but it has sufficient controls to get a decent job 100% automaticly

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for stuff i am not getting money for, why would i even bother to do it by hand? especially for stuff that is pretty small to begin with (like @tacit karma mentioned, stuff like the shitty glock i made)

twin urchin
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i have to use that SDK right?

hollow fulcrum
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i dont know, honestly I do all mine by hand.

twin urchin
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or you need unity? πŸ˜„

hollow fulcrum
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Β―_(ツ)_/Β―

quick terrace
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you need windows 10

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SDK

twin urchin
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thats only win10?

white jay
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I don't know if this is the right place, but Im new to modeling and ive finished eveerything but when i go in game i place my heli and it puts 3 pilots in it when I only have 1 proxy and in the config i've set transportSoldier = 0;

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2 of them are invis

woeful viper
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wasnt there an online tool as well? or was that another one?

wind pewter
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@white jay Are they passengers or gunners?

white jay
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@wind pewter its 3 pilots

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but i only placed 1 pilot proxy

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wait, would it be that i have 3 proxys since multiple LOD's?

stuck oyster
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depends on proxy numbering

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are they all the same number

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0 or 1

white jay
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let me check

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@stuck oyster all of them have the same ID, 1

stuck oyster
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you got turrets?

white jay
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nope

stuck oyster
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are all the 3 passengers on the same seat?

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how do you know thers 3

white jay
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i checked editor, placed it with crew tick box and it had 3 total pilots 2 of which are invis

stuck oyster
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have you checked the config in config viewer?

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could be something you are inheriting

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you could also delete all proxy triangles and re add them

white jay
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aalright will try thi

wind pewter
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If you're still in trouble, try blank a turret class to remove all traces. Standby for code

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Well

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Just write
class Turrets: Turrets
{
};

white jay
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k

cinder pivot
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@white jay also you could copy the proxies in lod0 and delete the other lods and paste the proxies in so you know that they are all on the same id -

white jay
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ok apparently i had pilot figures sitting in the heli however they are in copilot and gunner turrets

stuck oyster
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you fixed the class turrets as slatts said?

white jay
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@stuck oyster Yep @wind pewter thanks πŸ˜„

wind pewter
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Got it working yeah?

white jay
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yep

wind pewter
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Nice πŸ˜ƒ

white jay
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modeled a mozzie and was dying to fix that minor bug πŸ˜„

wind pewter
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Mozzies sound fun!

civic stratus
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does Basic_Damper_Destruct_Axis affect the "ride height" of the vehicle, when the simulation is initiated?

charred bolt
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@civic stratus Generally not, but you'll need to check the model.cfg to be sure. Usually it is used to drop the cars suspension when a wheel is hit or destroyed.

civic stratus
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I was thinking that was probably the most likely usage for it. Just triyng to figure out why my wheels are drooped down into the ground when the vehicle spawns. (Its fine in the editor, aka landcontacts are fine)

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Trying to determine what physx values to modify

charred bolt
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your landcontact points are on, or just above, the bottom of the tyres?

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and named wheel_1_1_damper_land etc?

civic stratus
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using this for reference currently

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the landcontacts are the very bottom points of the tires

charred bolt
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and...

civic stratus
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I'm still doing edits so I'll let you know what the reason was πŸ˜›

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the damper axis are in the memory points correctly

charred bolt
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sorry, I thought you were asking for help

civic stratus
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well I am, but I'm doing some self experimentation in the meantime

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I finished alligning my values with that thread and its still sunken in so I'm looking for suggestions at this point

charred bolt
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I originally asked two questions. You answered the first.

civic stratus
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I didn't answer the second question very clearly sorry, I said the damper axis are in the memory points correctly

charred bolt
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damper axis and memory LOD's are completely different to what I asked

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you have a LOD called LandContact. What are the names of the points in there?

civic stratus
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wheel_1_1_damper_land, wheel_1_2_damper_land,wheel_2_1_damper_land,wheel_2_1_damper_land

charred bolt
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fourth one looks wrong

civic stratus
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sorry

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2_2

charred bolt
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ok

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so 4 wheels

civic stratus
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yes

charred bolt
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in the memory lod, what are your wheel axis called

civic stratus
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wheel_1_1_axis

charred bolt
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ok

civic stratus
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and then 1_2, 2_1 and 2_2

charred bolt
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perhaps we should take this to pm?

civic stratus
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sure

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dont want to spam up the chat too much

charred bolt
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eagledude4's wheel problems largely solved - a number of things altered with skeleton and physx suspension settings.

white jay
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I'm quite pelased with this battery pack I made.

hasty tinsel
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not an Anker 😀

bold flare
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Isn't Type-C rounded on the sides?

tacit karma
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yeah

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this is mini-usb

atomic path
stuck oyster
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your mesh is not weighted properly/and or is missing autocenter 0 named property

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textue may have alpha channel if its transparent. is it saved with _CO suffix?

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or problem in RVMAT

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what shader are you using

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or better yet pastebin your rvmat

atomic path
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Autocenter is there, I shall check out the weighing

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Texture has no suffix, should it?

charred bolt
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Yes, you need suffix's on your textures.

polar fiber
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needs to be there before converting to .paa

atomic path
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I used Half Lighted.rvmat from P drive files

stuck oyster
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a what?

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For characters and equipment you should check out rvmats for similar A3 models

atomic path
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okay, seems like weighing problem, will also rename the texture before converting

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was there another suffix for normalmap?

polar fiber
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_nohq

atomic path
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every day something new :D
Thx, will post results soon

atomic path
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yeah, the model is moving with the head πŸ˜ƒ

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the textures are still a mystery to me

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will post on another channel

lapis goblet
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guys can you please help me out i'm getting nuts on this one, trying to learn UV unwrapping

stuck oyster
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you need to make seams on the cylinder rails too

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i'll send you a pic

white jay
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just imagine how u would construct a cylinder out of paper. u need 2 circles and one rectangle

lapis goblet
white jay
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so u create a seam around the circles and then along the cylinder

lapis goblet
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oh so for the cylinders:

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  1. one seam along
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  1. two seams, one per circle end and circle beginning
white jay
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just select the outer edge of the circles at the start and end of your construct and create seam around it

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then choose a edge on your cylinder , press SHIFT + ALT + right mouseclick in blender

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and mark it as seam

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holy crap my english sucks today

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shift+alt+ right click selects a whole edge loop in blender

atomic path
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hey @lapis goblet , you might want to go to object mode, select all, press ctrl+A to open "apply" popout and then select "scale" to set scale=1 for each face in the mesh

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then unvwap again

white jay
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maybe rotation too since it already seems turned in your uvs

atomic path
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ye, strechy UVmaps are mostly a matter of scale fucking up

lapis goblet
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scale and rotation are already reset

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scale to 1 and rotation to 0

stuck oyster
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its also the length of the rail tube

lapis goblet
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MyWay yes that’s how I did it in #2

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should i make a seam in a edge loop in the middle of the tubes?

stuck oyster
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split it at the bends

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for example

lapis goblet
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does it matter that FACES are selected in edit mode when i unwrap?

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i mean, with all selected

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(that’s what i did btw)

stuck oyster
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all you have selected will be unwrapped

lapis goblet
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yes but does it need to be faces or vertices or edges or it doesn’t matter

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i can’t seem to get this right

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first the uv unwrapping and then keeping it the same for lower res poli

stuck oyster
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lets just get this first unwrapped properly and look at the rest in abit

lapis goblet
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eheh

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it also seems that β€œTo keep UVs with Decimate Modifier you need to use Planar dissolve and enable UVs in Delimit section of Decimate modifier”

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anyway

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had to leave the pc now, will retry tomorrow morning πŸ˜ƒ

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thanks guys, as usual great stuff here

stuck oyster
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ah yeah planar dissolve should work too

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had totally forgotten about that xP

lapis goblet
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but now i’m doing it the other way around

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low lods -> hi lods

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seems to work better

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and found a tutorial to β€œbake” the uv maps from the low to the hi

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will try that

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AFTER the unwrapping HG lol πŸ˜ƒ

quick terrace
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@lapis goblet

i will answer your PM here, someone else might make use of what my old fart knowledge

  1. I can't see the seams that you made to generate the UV map - there is no point replicating my method, or my seams 1:1.
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most of the times i don't use seams, i unwrap by smoothgroups

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the manual approach is to planar unwrap part of the things then use a mix of break seams (along edges), relax and peel

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and found a tutorial to β€œbake” the uv maps from the low to the hi
never do that, it might look easier to the begining, but it is way better from a creative pov to make the HP first

stuck oyster
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Blender has a tool in the UVtool that makes seams from UV islands

quick terrace
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then the LP - either form the mid poly you subdivide, or simply by retoping on top of theHP

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@stuck oyster what's the point of that?

stuck oyster
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well if he wants to see the seams you made

quick terrace
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ahhh yeah

lapis goblet
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ok thank you

cinder pivot
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@_SCAR#3876 and for anyone else that uses blender

lapis goblet
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πŸ‘

woeful viper
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wow loft compound objects in max are a fucking pain in the arse

woeful viper
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hardly... it has no cape

stuck oyster
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true :C

half heath
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Any Ideas what might be causing it? I don't see it in LOD 1

rough idol
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press "E" and change z bias to high on those elements

rough idol
lapis goblet
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hi everyone, I finally succeeded to UV unwrap my lod πŸ˜ƒ

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What would be the simples way to transfr UV maps from higher to lower lods (or viceversa)?

tacit karma
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you cant.

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the position of the UVW points are "linked" to the vertices in the object space

lapis goblet
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so I just remap the UV and hopefully I can use a single texture file

obtuse rain
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Typically you copy a more detailed LOD into a less detailed LOD and delete loops and other parts of the geometry. You want to keep a window showing the UV map (and the texture underneath) visible while you do that in the 3D view if you can, so that you know if you've broken the UV's by deleting certain things.

lapis goblet
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ok trying this now

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thank you.

white jay
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nice seeing a v280 beeing worked on

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kinda funny how they pixelated the gearbox everytime with upwards tilted rotors in those groundtest

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first pic is outside of testarea and has some details of the tiltmechanism while the rest are official pics and have a blacked out area there

stuck oyster
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its a sekret

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or theres nude women there

white jay
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slow clap for no chinese stereotype joke

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is that your mecha?

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@stuck oyster

stuck oyster
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yes

white jay
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looking sweet dude. anyway inspired by mgs?

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or Yoji Shinkawa?

stuck oyster
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well thers a bit of that in there most likely too

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I got a few Gbs of refrerence material collected

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where I draw inspiration and hope to produce something of my own πŸ˜„

white jay
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yeah tahts how i did it with graffiti, but not doing that anymore. im currently busy with some real world vehicles, but plan on buying a cintiq 13hd to get back to painting a bit. i came pretty late to the mgs party, but phantom pain was visual stunning and i plan on doing some artwork inspired by it

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so seeing your mecha was nice πŸ˜ƒ

stuck oyster
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πŸ‘ thanks man!

white jay
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so u see my boring shit πŸ˜‰

stuck oyster
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its gone quite many iterations already which is why our release has pushed back constantly xD The torso is V6 and legs are probably V3

white jay
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old pic, but dont plan on doing another until i got textures

stuck oyster
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uu whats in those tanks?

white jay
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nitrogen and air

stuck oyster
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:3

white jay
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its a nitrogen car for carriers

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onboard lhds and full blown carriers

stuck oyster
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aaa yeah now I remember you've mentioned it before here too

white jay
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yeah can be πŸ˜ƒ

stuck oyster
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looking good too.

white jay
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have done all the cablemanagment and currently finishing the assistwheel then its off to low poly and textures

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yo u work with blender? and if so any cool addons u use?

stuck oyster
white jay
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haha dude 100 points

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the same addon is was going to tell u about

stuck oyster
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xD

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seemed pretty cool and was really cheap when I got it

white jay
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maybe check into boxcutter

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hardops creator uses it too

stuck oyster
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yep Ive considered it

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but right now Im really unsure if I need it as I've got pretty good at carving my shapes out with just Blenders own tools

white jay
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yeah maybe check a video or 2 and see if it can improve your workflow and then consider it or dont

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thats how i do it most often

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i dont look for shiny features im never going to use .... just what can improve and fasten my workflow

stuck oyster
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indeed

white jay
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seen a good video once in which a dude argued its a good idea to sometimes spend money on tools or assets if it can improve the results and your workflow. pretty much took that mentality

stuck oyster
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oh yeah for sure

white jay
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i dont like the other videos of that dude, cause he has a problem of never finishing a thought or slows down and sometimes only fixates on a single thing and never finishes what he wants to do

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but that video i linked is really good in explaining why u shouldnt cheap out on beeing a artist even with tools like blender

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since u seem to like mechas. that dude is a inspiration

stuck oyster
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ooh yeah Ive seen his work before

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likely have some pics saved in the archives

white jay
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it seems i cant really show u anything new πŸ˜„

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that dude convinced me to by sketchbook and a cintiq soon

stuck oyster
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haha yeah Ive been collecting for years now xD

woeful viper
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@rough idol z bias is dangerous... i had it on a uniform once to reduce clipping between chestplate and cloth below. The chestpeace would "shine through" the armor of a tank when a soldier with it was sitting inside as gunner (gunner proxy visible in 0 lod). Guess for pilot/gunnerLOD it's not really troublesome, but for other stuff it could be

past canopy
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thats hot

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for school project?

tacit karma
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lol no

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arma and maybe assetto corsa

gray wyvern
agile flint
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@tacit karma Life server πŸ˜‰ hahah

hollow fulcrum
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@tacit karma car looks pretty good there man

bold flare
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@tacit karma How good does that fit onto the kart race track on altis?

tacit karma
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It doesnt πŸ˜„

bold flare
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I always wanted real race-car like cars in Arma.
Quite often make races with my group but we mostly drive hmmvwvvwvwvwwvws.
I guess it'll be alot of work to get the physx stuff right for that..

lapis goblet
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goodmorning all!

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I have a 30m long wall

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what is my best way to uv map that and use a seamless texture on it?

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resolution becomes really shitty otherwise

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concrete would be totally fine

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same for roof

tulip beacon
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multimaterial

lapis goblet
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is there a workflow from a blender object to get that going?

bold flare
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Split the wall into like.. 5m chunks and stack them all on top of eachother in the UV.
You will have a 100% repeating texture. But that way you can have it quite high res.
Have to get the seams perfect though

tulip beacon
lapis goblet
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So I edit the UV map adter unwrapping?

lapis goblet
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thank you

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i define uv in blender

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i don’t understand how to link Stage0 or whatever to the uv mappings (done in blender)

obtuse rain
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BIS uses 2m wide wall chunks.

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Oh, or was it 4m wide.

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They take the height of the wall and make the width twice that; then you atlas the two wall textures in the one square texture.

lapis goblet
#

so you basically subdivide the wall

#

@bold flare I'm curious on what you mean with "you stack them all on top of each other", you mean in blender UV editor?

bold flare
#

Whatever UV editor you use.
I don't know blender.
Just stack them on top of eachother so multiple places on the model use the same coordinates on the final texture.
There is probably some professional term for that.

lapis goblet
#

ok thank you

rotund ocean
#

Hey,
I'm creating my first backpack and having the problem that its stuck in the ground in arma.
I did some research and found that I had to add some vertexgroups called "spine2".
Now here's my problem, I don't know how to set this up.
I'm using Blender for modeling.
Could you help me?

obtuse rain
#

If you've done BIS style walls (where the left and right edges are tiled) you don't need to split the wall UV's, you just let them hang past the u=0 and u=1 lines.

lapis goblet
#

ian if this was for me, i don't know what you refer to unfortunately πŸ˜ƒ

quick terrace
#

he means the UV islands do NOT need to fit all in the UV (0,1) space

#

main rectangle ^^

#

for multimat shader, you use tileable textures, hence you work differently

#

the tiles BIS uses are 2:1 (2048x1024 tex)

obtuse rain
formal vapor
#

@rotund ocean You have to export the model to object builder. Once in object builder select all of the vertices and create a new name selection "spine2". Make sure you have you model set up in model.cfg.

stuck oyster
#

@rotund ocean @formal vapor Blender can export directly to P3D with FHQ Arma Toolbox addon. It also supports export of named selections and in Blender their equivalent would be vertex groups (same stuff that is used to weight model to skeleton/armature in blender)

formal vapor
#

I would imagine it would be easier to explain the .p3d way verses the blender way, especially since I haven't touched blender in over 6 years. I wonder how much it has changed πŸ€”

stuck oyster
#

a lot likely

#

also explaining it in blender way benefits the creator using blender more than in OB way

#

as you are not likely to use OB to any proper modeling when you have better options

rotund ocean
#

Thank you guys, it worked πŸ‘

lapis goblet
#

pufu and ianbanks thank you.

#

anyone using blender can tell me why sometimes edge select simply does not work for certain loops?

lapis goblet
#

Hey all, I have just added two proxy to cargo passengers to my cablecar chair

#

I cannot seem to find how I can reference / use them from model.cfg and from sqf files

#

any pointers? Being that I'm not making a full car I am not sure how to write a function "get in vehicle"

hallow turtle
#

selectionPosition in combination with modelToWorld?

lapis goblet
#

why would I need the proxies though

hallow turtle
#

I am not sure what you are asking? You wanted to do this via sqf? #arma3_scripting is the best for that

lapis goblet
#

well

stuck oyster
#

what do you mean use them?

lapis goblet
#

i am trying to understand how to combine my model that has 2 passenger proxies with the model.cfg AND any sqf that I might need

stuck oyster
#

model cfg has nothing to do with cargo

#

except if you want to animate the proxy to move somehow

lapis goblet
#

hold on

charred bolt
#

what vehicle class are you inheriting from?

lapis goblet
#

that's exactly what I'm trying to find out

#

because it's not a vehicle

#

it IS

#

but I don't think I can use anything Arma vanilla because there's no driver

#

just passengers

#

so I put 2 proxy in but I don't know how to use them

charred bolt
#

I think the get-in/out mechanics are handled automatically by virtue of it being a vehicle

#

so if it's not a vehicle, who knows

lapis goblet
#

so I need to inherit from a vehicle

#

for instance LandVehicle

charred bolt
#

Static weapons can also be entered/crewed. Are they vehicles?

lapis goblet
#

weapons are LandVehicles indeed.

#

class Bosnia_Cablecar_Base: LandVehicle

#

I'm trying to understand whether I do need yes/no proxies in there, if I need anything in the memory lod, and which scripts eventually go with it

stuck oyster
#

everything in arma is vehicle

#

and yes you will need proxies if you intend to use the arma passenger mechanic

#

driver/gunner/passenger slots depend on if you have driver/gunner/cargoActions defined in config.cpp

lapis goblet
#

I only have

        cargoGetInAction[] = {"GetInLow"};
        cargoGetOutAction[] = {"GetOutLow"}; 
stuck oyster
#

youll also need cargoAction or whatsitcalled

#

those are for the actual getin/out animation

#

but you will also need the action that is does when the guy sits in

#

which as I've understood enables the seat

lapis goblet
#

I don't know.. downloading the arma 3 samples anyway

stuck oyster
#

thats a start! πŸ˜„

lapis goblet
#

eheh indeed

#

BTW I'm having another issue I want that the position of that object is defined on the very top

#

right now in OB the top is at coordinates 0,0,0 but in the map, it does NOT set the center of the object there

#

I've also used autocenter = 0 but that's probably a bad idea

stuck oyster
#

no that should make the center the 0,0,0 origin of the model

lapis goblet
#

it does not though

stuck oyster
#

you have it in geometery lod

lapis goblet
#

autocenter?

stuck oyster
#

yes

#

as named property

lapis goblet
#

yes

#

autocenter = 0

stuck oyster
#

with name autocenter and value 0

#

not named selection to be clear

lapis goblet
#

and yes

#

name autocenter and value 0

#

but if I do "Bosnia_Cablecar_Chair" createVehicleLocal _pos; it does not set the top into _pos, it sets the bottom

stuck oyster
#

rather odd

#

you got landcontact there?

lapis goblet
#

no

#

should I?

stuck oyster
#

no I dont think so

lapis goblet
#

haven't defined landcontact lod

stuck oyster
#

it should not matter anyway

#

its more for the initial placement

#

ah you may need to use teh extended create syntax

#

oh but it doesnt have the syntax createVehicle does

lapis goblet
#

right now it's just a thingx

stuck oyster
#

what getpos you use for the pos?

lapis goblet
#

trying to solve 1 problem at a time

stuck oyster
#

im thinking the createvehicle uses different height

#

like ASL ATL etc

lapis goblet
#

ah

#

ok... wil try that....

#

not that...

stuck oyster
#

does any of the setpos commands put it in right place

lapis goblet
#

using getPosASL with setPosATL messes it up

#

with getPosWorld and related set it works

#

....

stuck oyster
#

you cant cross use them

#

getposALS needs setposASL and so on

lapis goblet
#

i'm not

#

sorry that was a typo

#

ASL it was

#

uff

#

walls, walls everywhere

#

πŸ˜„

stuck oyster
#

yeah they pick the height differently

#

its rather irritating at sometimes

lapis goblet
#

nono i meant

#

typo here above

#

not in my program

#

oh well

stuck oyster
#

yes got that. was just speaking about the getpos/sepos in general

lapis goblet
#

yes

#

the only viable one is getPosWorld

#

it's the only one where if you do _obj setPosWorld getPosWorld _obj the object will not move

#

all of the other variants will make the object move

broken abyss
#

Need some help with an error

#

Im new to configs

stuck oyster
#

1st suggestion. Use notepad++

#

missing inheritance class means just what it says. the class on line 368 is inheriting from class that does not exist

broken abyss
#

Oh, so that simple

stuck oyster
#

should be yes

#

maybe a typo somewhere

#

or no class at all

obtuse rain
#

Yeah, they had a sale in late November last year, you might want to keep an eye out to see if they do it again if you were interested in a permanent licence.

tacit karma
#

Theres no way around MD nowadays if you want to make any kind of clothing

bright kraken
#

Yeah I started using MD recently, pretty good!

lapis goblet
#

hello dear model makers! πŸ˜ƒ

#

HOWEVER

#

when I get in as cargo, my head is detached from my body, my view is from my feet

#

any ideas on how to fix that?

obtuse rain
#

Do you have the man proxies in all the LOD's?

#

(including viewpilot)

lapis goblet
#

it's only cargo

#

so there's no viewpilot

#

oh

#

i guess i need the view cargo?

#

let me try that

agile flint
#

yes, since you're viewing it from Cargo

lapis goblet
#

DUH

#

sorry guys, first time (as you may have guessed)

agile flint
#

It should really be cargoview, pilotview etc etc haha

#

It is what it is

lapis goblet
#

no pilots

agile flint
#

I know, but in general all the view lods

lapis goblet
#

unfortunately for that I'll have to script some crazy shit for my vehicle

#

unfortunately I have to inherit from Car for this to work

#

but car is a physX object so it'll fall

#

so to keep my cablecar up I have to setPos all the frames

#

unless there's a way to set physx to not move objects

#

I'd love to use a NonStrategic, but that'll never work I guess

obtuse rain
#

Do vehicles with zero mass still float? πŸ˜ƒ

lapis goblet
#

no idea lol

#

but 0 mass wouldn't that break all geometry?

lapis goblet
#

@obtuse rain yes objects with 0 mass will fly LOL

#

but then you can walk through them

obtuse rain
#

Mmm.

#

Can you animate either the ground contact point or the model up and down?

#

Although that doesn't really help since you'd have to constantly update for the ground.

lapis goblet
#

could I use geometryPhys instead?

#

I mean, I'd just need to disable gravity

lapis goblet
#

how can you set the coordinates to a specific point?

#

so that setPos is computed from a specific point in a model

obtuse rain
#

@lapis goblet The (0, 0, 0) point of the model.

lapis goblet
#

yes but if i do that, for some reason when I put my model in the map it actually sets the weight on that point so it lands upside down

lapis goblet
#

i'm talking about the model....

#

just to show you ths shit i'm going through in these days

#

autocenter = 0

#

it will then fall down to the ground and remain in THAT position

#

so the coords [0,0,0] are where I want them to be (see reference shpere) but for some reason the whole physx is messed up

#

i think i'm gonna give up

#

all i'm trying to do is a stupid cableway chair

#

you need it to be a vehicle because otherwise you can't have cargo in it

#

but if it's a vehicle then physx is applied with gravity pulling it down

#

i could use cables?

#

maybe, god knows

tacit karma
#

with shitty steam compression

hallow turtle
#

@tacit karma Excellent!

tacit karma
#

Will set up a forum topic over the weekend.

hallow turtle
#

I'm glad to see some models that aren't ripped from another game. Sounds good, i will follow that thread.

#

Does it have working gauges?

tacit karma
#

not yet, but will be

hallow turtle
#

Awesome.

tacit karma
#

shift indicator LEDs, and simple info numbers

hallow turtle
#

Wow. Possibly a racing number on the top fin? That'd be cool.

tacit karma
#

ype thats planned.

#

selectable decals from 0-99

#

Not sure if on release but probably future

#

thank god I modeled this one with the a3 character in place

hallow turtle
#

Wow! Very low to the ground, i imagine it'll be very fast.

tacit karma
#

Have to think about physics soon. Not sure what to go for yes. Other than some cassandras I quiet like the V6 hybrids and the sound

zenith quartz
#

Hey guys! My damage textures suddenly stopped to work and i'm not sure why.
I've the zbytek selection defined in the p3d, i've added it to the cfgModel sections and i've the cfg set up like this: https://gyazo.com/1db2f80bfe132716ae988dad90ed860c
Any idea?

rough idol
#

any .rpt errors?

zenith quartz
#

nope

#

nothing

#

wheels disappears correctly tho

rough idol
#

weird, I would double check if everything is ok in the ingame config viewer

#

and then if sections are working

polar fiber
#

.rvmats are compiling in to the .pbo okay?

zenith quartz
#

that could be something to check! But i would get a missing rvmat error otherwise

#

no?

#

ingame config viewer
First thing i've checked tbh

#

i've tried to switch to another selection too, like camo1 that works for sure since i'v more textures set for that vehicle, but no luck

#

i've tried to use another destrType entry too, but it's not the problem

#

i've another vehicle with the very same set up and it works, so i'm kinda clueless

simple lake
#

config structure ok and hitpoints for the animation ok ?

lapis goblet
#

is there a way to disable gravity on a physx object?

simple lake
#

in the config there is

#

gravityfactor

lapis goblet
#

OH WOAH

#

if this works oh my god

#

nope

#

gravityFactor = 0;

#

on a ThingX

simple lake
#

gemeotry weight and others play a aprt too

lapis goblet
#

geometry set to mass 0

simple lake
#

there is also feather and others

lapis goblet
#

I need something that is sync'ed across MP automatically

#

hence a thingx

simple lake
#

you need at least 10 kg for geom to be recognised

lapis goblet
#

I know

simple lake
#

geometry set to mass 0

#

so why put that πŸ˜ƒ

lapis goblet
#

But I need a vehicle I can put cargo on in MP and that STAYS STEADY IN THE AIR

#

to see if it influences gravity duh

#

πŸ˜„

simple lake
#

well set it 10 then set gravity and in the eventhandler = Init this setvelocity [0,0,0] ;

#

look ya need it to be reciognised before you can inglunece

zenith quartz
rough idol
#

feather - this works only for regular Thing type simulation

#

are you using hiddenSelectionMaterials maybe? @zenith quartz

zenith quartz
#

nope, checked that too reyhard

lapis goblet
#

thank you reyhard. I'm trying to build a cablecar. I have managed to make it work in SP and the cars are sync'ed in MP by making the objects local on every client

#

however obviously the players don't see other players as cargo of non-local vehicles

simple lake
#

thats a nice armout and small radius is another damage kicking in before it to void it ?

zenith quartz
#

the vehicle explodes correctly

lapis goblet
#

so my last hope after 10 days on this is to find a way to have a sync'ed object of ANY KIND that will accept cargo to FLY STEADY

zenith quartz
#

wheels disappear too

simple lake
#

so its not a wrkeck configged then ?

zenith quartz
#

no wreck model, no

rough idol
#

class Damage
{
tex[] = {};
mat[] = {};
};
selectionDamage = "zbytek";

#

selectionDamage is for overall damage switching

zenith quartz
#

i'll try that once at home! Ty

#

mat[] = {}; should be empty?

rough idol
#

no, it shouldnt

#

I just copy pasted it from root config to showcase what is scope of that parameter

zenith quartz
#

oh okay!

#

but since i didn't overwrite it, it should be already set

simple lake
#

makes no sense

rough idol
#

maybe base class changed that parameter

simple lake
#

you have undammage /half/ full already so looks good to me

#

whats this zybtek he added ?

zenith quartz
#

textures don't swap

simple lake
#

you ge half dammage ?

zenith quartz
#

nope

simple lake
#

then model,cfg section is named ok ?

zenith quartz
#

yes

simple lake
#

and hitpoint in hitpoint lod named ok ?

#

in OB

zenith quartz
#

yes

simple lake
#

then i think something before full damage is voiding the zybtek

zenith quartz
#

could be, wondering what tho lol

simple lake
#

all toher hitpoints make no impact on zybtek ?

zenith quartz
#

nope

#

i've just one with zybtek

simple lake
#

wheels are not weigted or anything ?

zenith quartz
#

i've check it in game with getallhitpoints damage

simple lake
#

here is the one

#

the damage texture is a damged one and not linked in the rvmat to an undammaaged one ?

#

i done that before lol copy pastsa

#

i had clean tecture linked in damaged rvmat lol

zenith quartz
#

nope

#

checked all the rvmat in OB

#

they're correct

#

that's why i'm getting crazy lol

simple lake
#

usually at this stage its missing , or : and its not err

zenith quartz
#

pboproj should detect it

simple lake
#

no i dea never used it

#

i know bulldoxer is the king of error spotters

#

game and bin.exe are the paupers

lapis goblet
#

I'm thinking of making this as a car vehicle able to actually drive on cable ways

#

and am unsure on what I should do to make that happen

#

I have access to the model itself and the cable

#

so: any suggestions on how to make a CAR out of this, able to DRIVE on cables, hanging down low

simple lake
#

yeah it stays underground

#

you cant hang becuase geometry isnt drawn beyond 50 meters so it will simply drop , you have to attach it

rough idol
#

@zenith quartz try maybe changing model in the config to something that does work

#

change also rvmats in damage class

#

this way you will be able to rule out hitpoint or cfg related error

simple lake
#

i think zbytek in modelcfg is missing sounds like

zenith quartz
#

@rough idol thanks, i'll give it a try

simple lake
#

hmm camo , body and zbytek all very similar sections and possibly and override

zenith quartz
#

how they could overwrite if they're not used in the HP definition and they're not defined in the model?

simple lake
#

inhertitance ?

#

even in modelcfg i see default {...} car default , yourcar : car

zenith quartz
#

checked in cfg as already said, there's none of those

#

the only visual entry is zbytek

tacit karma
cinder pivot
#

did you make that yourself? looks amazing!

tacit karma
#

ye

#

scroll up, there are some more pics in the conco with midnight

cinder pivot
tacit karma
#

thx πŸ˜„

cinder pivot
#

πŸ˜„

twin urchin
#

@tacit karma too many hard edges πŸ˜‰

formal vapor
#

@zenith quartz are you using addon builder

zenith quartz
#

@formal vapor no way

#

πŸ˜„

formal vapor
#

lol

#

I can't say I blame you. I was going to suggest your damage rvmat wasn't copying over to the PBO since technically it wasn't linked to anything. For about a year and half none of my damage textures worked at all and I did EVERYTHING I could think of to fix it until finally I took a look at addon builder's settings.

zenith quartz
#

just checked, they're in there sadly

hasty tinsel
#

Hey guys, anyone in here that can help regarding lighting?
I've been trying to make a directional light, using the reflector-class in config, but the light didn't project inside buildings?
It's like it goes through and lights up the floor (ground) underneath.
Are there recommended ways of handling this? I found MondKalb's example on this discord, but no no avail...

zenith quartz
#

@rough idol checked selectionDamage, it's correct. I've tried also to use the cfg of the vehicle that works (changing the damage .rvmat) still no joy. I guess the error should be somewhere in the p3d\model.cfg then

charred bolt
#

@hasty tinsel class Reflectors take no notice of blocking geometries, so what you need to do is use the class Attenuation to set limits on the cone angles or limit distances

hasty tinsel
#

@Apollo#1366 Thanks, it's what I feared... One could theoretically set the limit to be above ground surface then?

charred bolt
#

I don't have experience with map buildings, but do with vehicles where a similar problem exists. For a light in the roof illuminating the cabin floor, it's most important to set the hardLimitStart and hardLimitEnd values.

#

Otherwise you see the cabin light shining out of the bottom of the vehicle onto the floor.

hasty tinsel
#

Thanks @charred bolt , I haven't fiddled with those yet.

charred bolt
#

Try something like this:
class Attenuation {
start = 0;
constant = 0;
linear = 1;
quadratic = 0;
hardLimitStart = 1.3;
hardLimitEnd = 1.4;
};

#

limit numbers are in metres

rotund ocean
#

Can somebod tell me which skeleton bones I need to define on my Backpack for it to work?

stuck oyster
#

spine3 is usually used to get it to move with the upper torso

#

depends a bit on the backbags size and position which are the best

rotund ocean
#

okay and what part of my backpack do I have to set to Spine3?

stuck oyster
#

everything you want to move with the bone in question

rotund ocean
#

okay thank you

velvet fractal
#

Arma 3 have function automatic Ambient occlusion?

stuck oyster
#

what do you mean?

velvet fractal
#

I have very long building where i use one texture for more details, so the texture can not be displayed with AO. Blender/3dsMax use automatic AO for it

polar fiber
#

There is realtime ambient occlusion

#

SSAO, HBAO etc.

#

depends on user settings

#

but it's not that great without enhancement from shader-based AO maps

velvet fractal
#

Exactly, my options very low and i mean it Arma not displayed AO. Thanks you, Comrade

tacit karma
#

you can always bake map with a second uv set

#

Β―_(ツ)_/Β―

quick terrace
#

@velvet fractal ads nap is always on sec uv set, you could use more than 2 if needed

bold valve
#

any tutorial of view geometry and fire geometry? thanks

stuck oyster
#

simple blocks that form the shape of the object

bold valve
#

when ia shoots and see through the walls?

stuck oyster
#

they need to be named component001 etc

#

and geometry needs mass bigger than 10

#

and they need to be convex

bold valve
#

the geometry its ok the problem is only in view geometry

stuck oyster
#

viewgeometry should prevent tha AI seiin inside

#

firegeometry is what blocks bullets

bold valve
#

hmmm then the problem is in firegeometry...

stuck oyster
#

have you ran component convex hull command on it?

tacit karma
#

check for non-convex components first

#

the just mentioned component convex hull might take a long time

bold valve
#

ok i try

tacit karma
cinder pivot
#

Several liveries fitting to the Teams of the Karts DLC plus more liveries to choose from NOW WE ARE TALKING

tacit karma
#

I'm already getting scared of making the getin/getout animation lol

cinder pivot
#

haha πŸ˜„ awesome

#

a custom getin/getout.. gl πŸ˜›

tacit karma
#

πŸ˜„

hallow turtle
#

Woohoo!

#

The red is so soft on the color

cinder pivot
#

looks awesome dude

tacit karma
#

thanks

stuck oyster
#

🏎 πŸ’¨

#

llooking good @tacit karma

tacit karma
#

thanks!

dusky dragon
#

πŸ‘πŸ» πŸ‘πŸ» great work @tacit karma

rotund ocean
stuck oyster
#

have you named it correctly as it is in arma3 man model.cfg

#

ah

#

no you have not

#

check the model.cfg for the right bone names(for example in the character examples in Arma 3 Samples)

woeful viper
#

@gray ginkgophoenix#4356 but what about a weaponized version?

#

wow the mentioning system in discord is braindead...

rotund ocean
#

It worked, thanks allot!

near scaffold
#

Finally getting the hang of the Blender toolbox

#

This is easy

stuck oyster
#

πŸ‘Œ

near scaffold
#

Right now I'm just doing some work since I don't actually have Arma on my laptop

#

And probably won't get back to my machine for a hot minute

outer condor
#
WW2_BET_Baumschuetze_Nest.p3d:#UVSet#
bad tagg count 42724```

need advice how to fix please πŸ‘Ό (out from moveObject/mikero tools)
civic stratus
#

question regarding how a3 does the lighted interior when you toggle L at night.
Do I just name a selection in the view cargo lod the same name as selection = in my reflector class for the lights?

quick terrace
#

@outer condor - can i see it's uvset? or is binned model?

outer condor
#

@quick terrace its MLOD - Beton gave us permission to convert it from his ODOL

#

so could be either some issue/corruption from the conversion, or from the fact the models are so old

quick terrace
#

can i see the UV of it then? not sure what "bag tagg" means though, but in general, issues with UVs are:

  1. a face with no UV space occupied (multiple overplaing verts that define the same face)
  2. verts miles away from 0.1 UV square
cinder pivot
#

I have never seen that issue before, some bi magic is happening

outer condor
#

i would assume "tagg" is either a technical term or some new wording mikero/T_D had introduced at some point

cinder pivot
#

Most likely

simple lake
#

number seem it might be too many verts

white jay
#

totally offtopic, but can someone guide me to how shadows work on a model? I have 28k faces and I heard with shadow lod you can only have 1000 or lower... When I set the shadow properties for my heli it (without shadowlod, just arma engine) doesnt work.

simple lake
#

you can have lots but if you have the exact copy of reslod then the TOTAL number of polys in the model can exceed the allowed and throw binarise into a spaz

white jay
#

so instead of copying my res lod what should i do?

simple lake
#

error is a bit likie KJUs error tho and doesnt really get in game

#

you say shadow doesnt work or the whole heli ?

white jay
#

just the shadow

#

all i see is my players shadow

simple lake
#

you triangled it and such ?

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and closed it

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if you closed it in OB make sure the new faces created by closing are weighted to the relevant section name etc too

#

no tectures applied to shadow too and i think they have to be sharp (tbc)

tacit karma
#

it should not have more than 3k vertices otherwise you may run into performance problems

white jay
#

ill try this right now

white jay
#

closed, trianglulated, and sharpened but binarization fails. I checked for non closed and none are found

simple lake
#

probably too many verts overall , change shadow lod to edit and see if it bin without that lod

white jay
#

that worked

hasty tinsel
#

Try keeping non-res lods as simple as possible though. 28k is wtm

white jay
#

any tips on quickly reducing that?

simple lake
#

shadow lod too complex then

#

use blender or something to reduce

hasty tinsel
#

I usually do all lods on advance, to permit quick changes. get rid of all detail, doorhandles, etc.

#

just keep what is neccesary for the player to be immersed.

cinder pivot
#

@white jay do you use blender to model?

white jay
#

yeah

cinder pivot
#

In blender deselect everything, shift ctrl alt m ? I think will select any open faces (edge mode)

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Or select all on object builder and find open faces

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Reducing shadows, get rid of edge loops, anything interior that wouldn’t cast a shadow

#

Like if the body will always be on top of like a button or handle on exterior you can get rid of it for shadows

white jay
#

will try, thanks

hasty tinsel
#

Turn on Addon: "UserPreference" > "Mesh" > "3D Printing". In 3d view on left float panel (ToolBox) choose 3D Printing and press "Check All" button you will get all errors.(Except loosed vertices)
It is work like "STL Check" modifier in 3DSMax.
#

in 3DS, you can check the model using STL check.

simple lake
#

OB has it too i think check for errors

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faces>degeneratedfaces>check

hasty tinsel
#

i hate shadow lods with a passion

cinder pivot
#

Yea they aren’t that fun

hasty tinsel
#

ive seen so many mods who halfass (if even) them cuz they are such a headache

simple lake
#

on animals they are a crime

hasty tinsel
#

one can only imagine

simple lake
#

i think its bettwer to reversefaces

hasty tinsel
#

i think thats what hell looks like

simple lake
#

then it cant cast to the res lod

#

when animating

hasty tinsel
#

i wonder what enfusion will look like. heard it'll be all new.

cinder pivot
#

I think they use old model tech though

hasty tinsel
#

first thing i'll try is to make an arcade pacman just for the lulz

cinder pivot
#

So stuff will be able to be ported easily but dayz sa won’t get new tech and still use .p3d and a3tools like stuff

#

Maybe going forward we will get some cool stuffs

hasty tinsel
#

i heard p3d was gone though? musta read wrong...

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just reread, you're right. kinda hybrid. weird but one can see why.

white jay
#

@simple lake that degenerate faces compiled it!

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let me try it now

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worked perfectly!

woeful viper
white jay
#

sick

tacit karma
hasty tinsel
#

looking sharp. How much time went into the model?

tacit karma
#

I have not the slightest idea

#

started it some time last year, forgot about it and just started it again about two weeks ago

hasty tinsel
#

Looking awesome. GL with it!

cinder pivot
#

@tacit karma you should send me a blank _co to make a reskin w/ πŸ˜„

tacit karma
#

planning on releasing a psd when I'm happy with what I have as base.

cinder pivot
#

Sweeto

dusky dragon
#

nice!!

half heath
#

@tacit karma Are you using Rough Metallic shader in SP2?

tacit karma
#

Nope, using @obtuse rain a3 shader

tulip beacon
#

where can i get it?

tacit karma
#

From him only if you ask nicely

strong plaza
#

something has changed in Object Builder for me, when I hold alt and pan around the model with the mouse it moves slower that it used to before

#

what can cause this?

stuck oyster
#

mouse sensitivity perhaps? I have not experienced any changes. :L

strong plaza
#

nope, not it

stuck oyster
#

weird

strong plaza
#

it happened after a larger windows update

stuck oyster
#

w10?

hasty tinsel
#

^probably, have noticed home users are receiving big patches for some reason. (prolly linked with that dev. release)

half heath
#

@strong plaza I noticed this too. The model would pan slow unless I had the "Use Direct3D" option activated.

strong plaza
#

to me it pans slow either way

#

and yes, I'm on win 10

charred bolt
#

It always pans slowly for me (Win10) without using Direct3D, but was ok this morning with it enabled.

simple lake
#

if you mean alt and right mouse then here on win 10 its all same speed still for me

civic stratus
#

question regarding how a3 does the lighted interior when you toggle L at night.
Do I just name a selection in the view cargo lod the same name as selection = in my reflector class for the lights? (edit, this didn't work for me)

stuck oyster
#

you mean if there is a way to toggle lit textures or what?

civic stratus
#

nvm, I think I have it figured out

#

yeah, I got it

warm trench
#

I'm about to start to (try to) put UGLs on some rifles I've made. For the weapon sight zeroing of the primary weapon / standard rifle, ARMA 'cheats' and adjusts the angle at which the round leaves the barrel such that you don't need to adjust the sight / eye position for each range zero setting. Are there any equivalent tricks that ARMA plays with UGLs that are worth knowing about before I get started? I've done a fair amount of googling and not come up with anything helpful so far...

woeful viper
#

you can do real zeroing with different aim points. I can't recommend it however, because the mechanic seems to me like it is utterly borked and requires insane amount of trial and error to get right

warm trench
#

Thanks. So any tips / tricks?

stuck oyster
#

check out the sample gun

warm trench
#

Ah - yes. I'd forgotten that had a UGL on it.

stuck oyster
#

it should work well enough for starters

woeful viper
warm trench
#

Hmmmmm. The way I was thinking about doing a ladder sight was almost identical to your example @woeful viper so it's a good job I've read this!

sonic valve
#

Anybody have a good tutorial on importing weapon models?

stuck oyster
#

There are couple of videos on youtube I suppose. The sample models also provide pretty good picture of everything needed

late root
#

Are there any good Sample models for static weapons? Only one I have availible are A2 samples with the czech naming convention.

lapis goblet
#

@eagledude4#5640 well what was it

#

@ZephyrSouza#3216 you could look into one of the a3 turret models

zenith quartz
charred bolt
#

@zenith quartz in CfgCloudlets {}, size[] = {1.0}; to adjust size of ejected shell

zenith quartz
#

are you sure? Because it's for this vehicle only

#

i mean, the problem is only for this vehicle, the ejected shell works fine in other statics

#

iirc it was something to do with the gunner lod

charred bolt
#

Is there anything else oversized in the Gunner LOD except for the shell casing?

#

Is the shell casing the correct size in external view (first res LOD)?

zenith quartz
#
  1. units
  2. have to check but iirc yes
charred bolt
#

By units I guess you mean other crew proxies. In the screenshot you posted they don't look too big in relation to the vehicle they're sitting in.
Are you sure it's not just your gunner LOD FOV?

zenith quartz
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i mean, if a unit - outside of the vehicle - gets near the gunner, it will look very very big, i'll try to take a pic later at home

woeful viper
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@zenith quartz i think this is a general issue with gunner view LOD. It gets displayed over anything else. So for example in a plane you look to your right and see the wing tip. You want to check if it will collide. Because wing tip will always display, you will always think the wing tip shouldn't colide (it still does however). This leads to skewed perspective and other objects appearing too large

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Thats why stuff can look really weird when it comes too close to your viewpoint and should visually overlap (but doesn't)

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possible solution might be that (e.g. gunner on a landing craft), that you force him to be turned out all the time and use 0 Lod instead of Gunner View Lod

zenith quartz
#

ty @woeful viper I think i could just remove the shells effects for this vehicle, the rest should work fine

cunning sail
#

Does anyone think that they could make a model of the Galac-Tac armor?

#

Just wondering because I've been looking around for quite a while

woeful viper
#

Time to learn modelling then...

lapis goblet
#

see where the glass are?

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the uv result in being distorted, while I'd like to have them as 2d PLATES

#

tried using "reset" (I'm in blender) but then some of those are rotated... for no reason that I can understand

cinder pivot
#

glass can't be in the same file as regular textures if you want them to be actual glass, have to be a _ca file

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as well as they are a plane and best way is to copy and flip the glass to make two sides of glass

lapis goblet
#

no that's fine

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i'm actually using metal plates

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but I can't seem to get them NOT distorted

cinder pivot
#

re uv map them

lapis goblet
#

yes but they get distorted

stuck oyster
#

you can edit the uv manually

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curved and tilted surfaces often unwrap like that automatically

half heath
#

I believe there is a rectangle script for Blender in the blenderartists forums

#

Are there Config dumps of the Jets DLC aircraft anywhere?

cinder pivot
#

@_SCAR#3876 the addons I linked here about a week ago would solve that for you πŸ˜›

lapis goblet
#

if you happen to have that link again... otherwise i’ll madscroll up πŸ˜ƒ

cinder pivot
#

Just searched my name and grabbed the links πŸ˜›

eager folio
#

how to apply a bisurf material in Object Builder

polar fiber
#

.rvmat and apply that to fire geometry LOD

eager folio
#

thanks

lapis goblet
#

thanks!

still trail
#

Is there a quick and easy (dirty) way to fix "sum of weights" warnings? Do they need to be fixed?

woeful viper
#

I would... because they spam rpt, and you never know which bones that exceeded the max amount where omitted

still trail
#

do they spam when binarized?

woeful viper
#

i dont remember

quick terrace
#

yeah they do irc

#

it is the sum of weights or number of bones or both?

vernal lynx
#

@still trail you have to normalize weights in blender

white jay
#

anyone ever had a problem with ARMA 3 addon builder where it just hangs when binarizing?

still trail
#

Sum of weights... guess I’ll have to fix. Thanks!

outer condor
#

i think in debug.log or binarize log you get also some more details

hasty tinsel
#

@still trail check your logs, nothing in there?

white jay
#

the logs don't give any error messages

#

I can find AddonBuilder.rpt. Is there more logs?

vernal lynx
#

with Mikero Tools you get more detailled binlogs

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example :
23:27:11: Warning: ww2\assets_m_sourceww2\characters\americans_m\us_army\ww2_us_scr300.p3d:1, too many bones (more than 4) on vertex 320, removed neck

I have no more "SUM OF WEIGHT" logs here but you have logs about this too

woeful sinew
#

Greetings! How can i set object's height to 15 meters in Object Builder?

tulip beacon
#

what do you mean SET object's height

woeful sinew
#

for example, i've made a wall which width and length = 10 meters, and height equals 15 meters, how can i set it's scale precisely?

#

in meters i mean

#

still a bit frustrated by object builder πŸ˜ƒ

polar fiber
#

1 grid square is 1 meter

woeful sinew
#

thank you

civic stratus
#

Why can't I damage my vehicle from inside the cargo turrets?

#

I tried the view cargo fire geometry lod but no effect

polar fiber
#

you mean shoot your own vehicle?

civic stratus
#

yes

#

I want to ATLEAST see the windows get dammaged when I shoot through them from the inside

rough idol
#

It's not possible now

civic stratus
#

aw 😦 Thanks for letting me know

#

what's the purpose of the view cargo geometry lod?

woeful viper
#

whats the purpose of view geometry?

#

if you know this, you also know what it would do for passengers

civic stratus
#

view cargo fire geometry

woeful viper
#

possibly a corpse from some time in the past

civic stratus
#

okay, I think I get the purpose

woeful viper
#

i dont think i have ever seen cargo/pilot/gunner fire geo beeing used

civic stratus
#

I just figured it was useless because I couldnt cause the damage from the inside, never tested with someone shooting from the outside

woeful viper
#

well you can try... but i would trust reyhard

cinder pivot
#

only way to simulate it would break/hide on shot really

atomic path
polar fiber
#

broken .rvmat by the looks

atomic path
#

yeee, biforums down yet again and I can't really check what could be wrong