#arma3_model
1 messages Β· Page 101 of 1
I have my models in blender, they are all good and ready to go.
I can UV unwrap
when I apply it though in game there are areas where the textures are stretched
if textures are streached then there is an issue with how you unwrapped
example here https://cldup.com/rt9288-sgs.jpg
see the side is ok, but the front is not
yeah how does that UV for that face look like
yellow part is what?
the no1 rule for unwrapping is = where you have hard edge, there should be an UV split
well, ok, looking at that uv of yours, it oibviously you have issues, because that is not how it should look like
@lapis goblet you could try the smart uv mapper
I did, that's what it generated
there is a way to check your stretch by angle or area in most 3d apps
i am pretty sure you can do that in blender as well
seems you can yes
that is my current setting
wireframe view https://cldup.com/-lh2yHqgYB.jpg
(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)
looking at that UV island (the yellow one)
and the mesh
the mesh is waaaay longer and thiner than your UV island for that part
also, pretty sure that chamfered edge is not plane
ideally, all your UV islands would need to be a planar representation of the faces from the mesh
I have been on this for 3 days.
modeling took 2 hours
trying to port to arma all the rest, that's 20 hours
smart uv should really keep them in scale
I'm sadly frustrated
i am pretty sure blender should also have the equivalent of max relax
yes it has
as I don't know what else to try
it has nothing to do with porting it
understood pufu, I know it's only my fault
just to make clear @lapis goblet you select your object in edit mode, select all faces and hit U for unwrap
but I'm trying to find ways also to use the same UV mapping for lower lods
yesh that's what I did.
and hit the smart UV project
sure, getting it to work ingame is also a steep learn curve, but your issue here has nothing to do with it
getting it in game is the easy part
i've ported a2 objects before
complex ones too
i'm quite used to that actually
ahhh,so you wanna make your lower res lods then?
and using OB to add all of the other geometry / fire / hitpionts etc
PuFu I am just making 3 models for a chairlift.
- chair, 2. pylon, 3. station
noo this is just the beginning
youre already too deep in the rabbithole to leave it to just three models
why don't you use some sort of decimator? in blender or 3rd party (simplygon for instance)
youll find something else you need
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
well first I need to get where the textures are applied correctly
but 2. decimator messes up the UV, I was told here yesterday
Like I know all the rest
but unable to bring in 3/4 textured lods in OB
- you need to understand what UVW space is, and how to unwrap a model properly
- false, in most software (i know both max and maya) you can keep the UV map intact
with only 1 .paa and 1 .rvmat file per model
in shit that is meant for making visual lods
like simplygon, there is even more control over what takes priotiry on decimation
- <= this is good news, if you scroll up you'll see I've been told I need to do this manually
there are ways to do it in blender too
i am pretty sure blender behaves precisely the same
@lapis goblet your frustration is just getting the best of you right now
who told you that you need to do it manually?
and I do not know how
for that model you only need OB
Simplygon is the gold standard for automated 3D Optimization. All devices have variant graphic performance, and all 3D Data is different. With Simplygon you ...
what?
select that front face in Fronbt view open uv editor >edit selection to view and place on tecture where you wish it
I cam move around in OB
I need to import 3/4 lods each with their texture, it's all I need
are you in ortho or perspective in blender when you UV ?
yeah i am pretty sure he was talking about other lods
@quick terrace simplygon possibly an option but still if I can't manage to get the UV right...
yes, once can do them manually but why would i even bother
I have actually made medium poly
@lapis goblet can you send me that model pretty quickly
i'll make a quick unwrap for you and send it back
then I can up and down with decimate and sudivision
oh ok
I'll send oyu one without modifiers
do not send me a blender file, send me an obj or fbx
Pufu is max wizard
note that i am unwrapping so you see how it should look like, not to do it in your place
I understand yes
also because I need to do it for all the other models
thank you
@stuck oyster once I have those models the rest will be ok for me.
@lapis goblet @quick terrace I just said I make the first couple of LODs manually, the rest with simplygon.
so
Β―_(γ)_/Β―
@tacit karma yeah i thought you weren't as noob as you sounded
wat
doing all secondary visual lods manually is cancer
and not needed unless you need cancer
which is what you sort of typed above in reply to _scar bloke
ah no wonder your glock looks so bad π€
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
=> so you told me that decimate would destroy the UV
maybe I misunderstood you
anyways, appreciate the help
i mean, really
I mean
really
not everyone uses blender
I mean
maybe
I was just guessing by your result
I even reommended using Simplygon
red really sorry
messages in chat come out always harsher
i really do appreciate taking the time
does the simplygon doing better job than doing merging manually?
but I was referenced to do that
that makes me curious
For lower LODs, sure go ahead use simplygon. For 1 and 2, I personally wouldnt use it. Just better doing it by hand
well i will try it
@twin urchin no it doesn't, but it has sufficient controls to get a decent job 100% automaticly
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)
i have to use that SDK right?
i dont know, honestly I do all mine by hand.
or you need unity? π
Β―_(γ)_/Β―
thats only win10?
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;
2 of them are invis
wasnt there an online tool as well? or was that another one?
@white jay Are they passengers or gunners?
@wind pewter its 3 pilots
but i only placed 1 pilot proxy
wait, would it be that i have 3 proxys since multiple LOD's?
you got turrets?
nope
i checked editor, placed it with crew tick box and it had 3 total pilots 2 of which are invis
have you checked the config in config viewer?
could be something you are inheriting
you could also delete all proxy triangles and re add them
aalright will try thi
If you're still in trouble, try blank a turret class to remove all traces. Standby for code
Well
Just write
class Turrets: Turrets
{
};
k
@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 -
ok apparently i had pilot figures sitting in the heli however they are in copilot and gunner turrets
you fixed the class turrets as slatts said?
@stuck oyster Yep @wind pewter thanks π
Got it working yeah?
yep
Nice π
modeled a mozzie and was dying to fix that minor bug π
Mozzies sound fun!
does Basic_Damper_Destruct_Axis affect the "ride height" of the vehicle, when the simulation is initiated?
@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.
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)
Trying to determine what physx values to modify
your landcontact points are on, or just above, the bottom of the tyres?
and named wheel_1_1_damper_land etc?
using this for reference currently
the landcontacts are the very bottom points of the tires
and...
I'm still doing edits so I'll let you know what the reason was π
the damper axis are in the memory points correctly
sorry, I thought you were asking for help
well I am, but I'm doing some self experimentation in the meantime
I finished alligning my values with that thread and its still sunken in so I'm looking for suggestions at this point
I originally asked two questions. You answered the first.
I didn't answer the second question very clearly sorry, I said the damper axis are in the memory points correctly
damper axis and memory LOD's are completely different to what I asked
you have a LOD called LandContact. What are the names of the points in there?
wheel_1_1_damper_land, wheel_1_2_damper_land,wheel_2_1_damper_land,wheel_2_1_damper_land
fourth one looks wrong
yes
in the memory lod, what are your wheel axis called
wheel_1_1_axis
ok
and then 1_2, 2_1 and 2_2
perhaps we should take this to pm?
eagledude4's wheel problems largely solved - a number of things altered with skeleton and physx suspension settings.
not an Anker π€
Isn't Type-C rounded on the sides?
https://media.discordapp.net/attachments/356425326194196480/373076530085232650/unknown.png
I am experiencing this problem
- cap is floating
- textures are somewhat transparent
LODS are 1.000, shadow and pilotview
it is not following the head movement
although the shadow is...
rvmat is partially-lighted (or something like that)
seems like there is some problem with LODS or scripting
your mesh is not weighted properly/and or is missing autocenter 0 named property
textue may have alpha channel if its transparent. is it saved with _CO suffix?
or problem in RVMAT
what shader are you using
or better yet pastebin your rvmat
Autocenter is there, I shall check out the weighing
Texture has no suffix, should it?
Yes, you need suffix's on your textures.
needs to be there before converting to .paa
I used Half Lighted.rvmat from P drive files
a what?
For characters and equipment you should check out rvmats for similar A3 models
okay, seems like weighing problem, will also rename the texture before converting
was there another suffix for normalmap?
every day something new :D
Thx, will post results soon
yeah, the model is moving with the head π
the textures are still a mystery to me
will post on another channel
guys can you please help me out i'm getting nuts on this one, trying to learn UV unwrapping
this is my model with seams marked: https://cldup.com/FH9lJ5ZlzC.png
and this is the result: https://cldup.com/L1QdY9Amnd.png
just imagine how u would construct a cylinder out of paper. u need 2 circles and one rectangle
ok so that's the alternative with the seam on the bar: https://cldup.com/fy-aV3Om26.png
so u create a seam around the circles and then along the cylinder
and this the result: https://cldup.com/-UEV1l-MzX.png
oh so for the cylinders:
- one seam along
- two seams, one per circle end and circle beginning
just select the outer edge of the circles at the start and end of your construct and create seam around it
then choose a edge on your cylinder , press SHIFT + ALT + right mouseclick in blender
and mark it as seam
holy crap my english sucks today
shift+alt+ right click selects a whole edge loop in blender
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
then unvwap again
maybe rotation too since it already seems turned in your uvs
ye, strechy UVmaps are mostly a matter of scale fucking up
its also the length of the rail tube
MyWay yes thatβs how I did it in #2
should i make a seam in a edge loop in the middle of the tubes?
does it matter that FACES are selected in edit mode when i unwrap?
i mean, with all selected
(thatβs what i did btw)
all you have selected will be unwrapped
yes but does it need to be faces or vertices or edges or it doesnβt matter
i canβt seem to get this right
first the uv unwrapping and then keeping it the same for lower res poli
lets just get this first unwrapped properly and look at the rest in abit
eheh
it also seems that βTo keep UVs with Decimate Modifier you need to use Planar dissolve and enable UVs in Delimit section of Decimate modifierβ
anyway
had to leave the pc now, will retry tomorrow morning π
thanks guys, as usual great stuff here
but now iβm doing it the other way around
low lods -> hi lods
seems to work better
and found a tutorial to βbakeβ the uv maps from the low to the hi
will try that
AFTER the unwrapping HG lol π
@lapis goblet
i will answer your PM here, someone else might make use of what my old fart knowledge
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.
most of the times i don't use seams, i unwrap by smoothgroups
the manual approach is to planar unwrap part of the things then use a mix of break seams (along edges), relax and peel
and found a tutorial to βbakeβ 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
Blender has a tool in the UVtool that makes seams from UV islands
then the LP - either form the mid poly you subdivide, or simply by retoping on top of theHP
@stuck oyster what's the point of that?
well if he wants to see the seams you made
ahhh yeah
ok thank you
@_SCAR#3876 and for anyone else that uses blender
here are some really nice add-ons for uvs:
https://github.com/c30ra/uv-align-distribute
https://github.com/Radivarig/UvSquares
π
wow loft compound objects in max are a fucking pain in the arse
hardly... it has no cape
true :C
Hey guys, I'm getting this z fighting when looking in the viewPilot LOD https://i.gyazo.com/9fe9cf651e8a5e2582ba17d876283ccf.jpg
Any Ideas what might be causing it? I don't see it in LOD 1
press "E" and change z bias to high on those elements
hi everyone, I finally succeeded to UV unwrap my lod π
What would be the simples way to transfr UV maps from higher to lower lods (or viceversa)?
you cant.
the position of the UVW points are "linked" to the vertices in the object space
so I just remap the UV and hopefully I can use a single texture file
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.
nice seeing a v280 beeing worked on
kinda funny how they pixelated the gearbox everytime with upwards tilted rotors in those groundtest
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
yes
well thers a bit of that in there most likely too
I got a few Gbs of refrerence material collected
where I draw inspiration and hope to produce something of my own π
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
so seeing your mecha was nice π
π thanks man!
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
old pic, but dont plan on doing another until i got textures
uu whats in those tanks?
nitrogen and air
:3
aaa yeah now I remember you've mentioned it before here too
yeah can be π
looking good too.
have done all the cablemanagment and currently finishing the assistwheel then its off to low poly and textures
yo u work with blender? and if so any cool addons u use?
yeah I've been digging into blender for a while now. So far have not needed much of any addons but I do have this bought and I do hope to utilize it eventually when Im satisfied with the overall shape of the mech https://www.blendernation.com/2017/05/12/hard-ops-modeling/
yep Ive considered it
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
yeah maybe check a video or 2 and see if it can improve your workflow and then consider it or dont
thats how i do it most often
i dont look for shiny features im never going to use .... just what can improve and fasten my workflow
indeed
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
oh yeah for sure
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
but that video i linked is really good in explaining why u shouldnt cheap out on beeing a artist even with tools like blender
since u seem to like mechas. that dude is a inspiration
it seems i cant really show u anything new π
that dude convinced me to by sketchbook and a cintiq soon
haha yeah Ive been collecting for years now xD
@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
https://imgur.com/a/z4nrX
https://imgur.com/ICNfjua
https://imgur.com/RIhLpa9
https://imgur.com/XGS3pP6
https://imgur.com/MD1qCUL
Hello guys,i think i make good models for ARMA3 but i have big problems with configs for cars,maybe somebody can help me,i can give mt models but i want configs for that))))
@tacit karma Life server π hahah
@tacit karma car looks pretty good there man
@tacit karma How good does that fit onto the kart race track on altis?
It doesnt π
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..
goodmorning all!
I have a 30m long wall
what is my best way to uv map that and use a seamless texture on it?
resolution becomes really shitty otherwise
concrete would be totally fine
same for roof
multimaterial
is there a workflow from a blender object to get that going?
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
So I edit the UV map adter unwrapping?
thank you
i define uv in blender
i donβt understand how to link Stage0 or whatever to the uv mappings (done in blender)
BIS uses 2m wide wall chunks.
Oh, or was it 4m wide.
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.
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?
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.
ok thank you
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?
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.
ian if this was for me, i don't know what you refer to unfortunately π
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)
Like this:
@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.
@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)
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 π€
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
Thank you guys, it worked π
pufu and ianbanks thank you.
anyone using blender can tell me why sometimes edge select simply does not work for certain loops?
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"
selectionPosition in combination with modelToWorld?
why would I need the proxies though
I followed this https://pmc.editing.wiki/doku.php?id=ofp:modeling:brsseb_lesson2
I am not sure what you are asking? You wanted to do this via sqf? #arma3_scripting is the best for that
well
what do you mean use them?
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
model cfg has nothing to do with cargo
except if you want to animate the proxy to move somehow
hold on
what vehicle class are you inheriting from?
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
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
Static weapons can also be entered/crewed. Are they vehicles?
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
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
I only have
cargoGetInAction[] = {"GetInLow"};
cargoGetOutAction[] = {"GetOutLow"};
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
I don't know.. downloading the arma 3 samples anyway
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
no that should make the center the 0,0,0 origin of the model
it does not though
you have it in geometery lod
autocenter?
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
no I dont think so
haven't defined landcontact lod
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
what getpos you use for the pos?
trying to solve 1 problem at a time
does any of the setpos commands put it in right place
using getPosASL with setPosATL messes it up
with getPosWorld and related set it works
....
yes got that. was just speaking about the getpos/sepos in general
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
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
Oh, so that simple
@white jay You might want to take a look at https://www.marvelousdesigner.com if you want to do uniforms.
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.
Theres no way around MD nowadays if you want to make any kind of clothing
Yeah I started using MD recently, pretty good!
hello dear model makers! π
I have a little problem. I was able to set my proxy and also being able to fire with them from my custom object https://cldup.com/HLZhjkMUOz.jpg
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?
it's only cargo
so there's no viewpilot
oh
i guess i need the view cargo?
let me try that
yes, since you're viewing it from Cargo
at least I now have two PROPER passenger seats https://cldup.com/HLZhjkMUOz.jpg
no pilots
I know, but in general all the view lods
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
Do vehicles with zero mass still float? π
@obtuse rain yes objects with 0 mass will fly LOL
but then you can walk through them
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.
how can you set the coordinates to a specific point?
so that setPos is computed from a specific point in a model
@lapis goblet The (0, 0, 0) point of the model.
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
modelToWorld ?
https://community.bistudio.com/wiki/modelToWorld
+What you need might be setVectorUp
i'm talking about the model....
just to show you ths shit i'm going through in these days
my model: https://cldup.com/cDHMeOeLNE.jpg
autocenter = 0
result = https://cldup.com/G2aS62m2TJ.jpg
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 Excellent!
Will set up a forum topic over the weekend.
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?
not yet, but will be
Awesome.
shift indicator LEDs, and simple info numbers
Wow. Possibly a racing number on the top fin? That'd be cool.
ype thats planned.
selectable decals from 0-99
Not sure if on release but probably future
size comparison https://i.imgur.com/WrAJ1z4.jpg
thank god I modeled this one with the a3 character in place
Wow! Very low to the ground, i imagine it'll be very fast.
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
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?
any .rpt errors?
weird, I would double check if everything is ok in the ingame config viewer
and then if sections are working
.rvmats are compiling in to the .pbo okay?
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
config structure ok and hitpoints for the animation ok ?
is there a way to disable gravity on a physx object?
gemeotry weight and others play a aprt too
geometry set to mass 0
there is also feather and others
you need at least 10 kg for geom to be recognised
I know
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
π
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
@simple lake https://gyazo.com/1db2f80bfe132716ae988dad90ed860c
feather - this works only for regular Thing type simulation
are you using hiddenSelectionMaterials maybe? @zenith quartz
nope, checked that too reyhard
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
thats a nice armout and small radius is another damage kicking in before it to void it ?
the vehicle explodes correctly
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
so its not a wrkeck configged then ?
no wreck model, no
class Damage
{
tex[] = {};
mat[] = {};
};
selectionDamage = "zbytek";
selectionDamage is for overall damage switching
no, it shouldnt
I just copy pasted it from root config to showcase what is scope of that parameter
makes no sense
maybe base class changed that parameter
you have undammage /half/ full already so looks good to me
whats this zybtek he added ?
textures don't swap
you ge half dammage ?
nope
then model,cfg section is named ok ?
yes
yes
then i think something before full damage is voiding the zybtek
could be, wondering what tho lol
all toher hitpoints make no impact on zybtek ?
wheels are not weigted or anything ?
i've check it in game with getallhitpoints damage
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
nope
checked all the rvmat in OB
they're correct
that's why i'm getting crazy lol
usually at this stage its missing , or : and its not err
pboproj should detect it
no i dea never used it
i know bulldoxer is the king of error spotters
game and bin.exe are the paupers
does anyone know what happens if you put landcontact points at [0,0,0] in this model? https://cldup.com/cDHMeOeLNE.jpg
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
yeah it stays underground
you cant hang becuase geometry isnt drawn beyond 50 meters so it will simply drop , you have to attach it
@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
i think zbytek in modelcfg is missing sounds like
hmm camo , body and zbytek all very similar sections and possibly and override
how they could overwrite if they're not used in the HP definition and they're not defined in the model?
checked in cfg as already said, there's none of those
the only visual entry is zbytek
highpoly f1 car π https://i.imgur.com/YwwK1vY.png
did you make that yourself? looks amazing!
@tacit karma the low poly version looks nice too https://i.imgur.com/WrAJ1z4.jpg
thx π
π
@tacit karma too many hard edges π
@zenith quartz are you using addon builder
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.
just checked, they're in there sadly
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...
@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
@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
@Apollo#1366 Thanks, it's what I feared... One could theoretically set the limit to be above ground surface then?
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.
Thanks @charred bolt , I haven't fiddled with those yet.
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
Can somebod tell me which skeleton bones I need to define on my Backpack for it to work?
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
okay and what part of my backpack do I have to set to Spine3?
everything you want to move with the bone in question
okay thank you
Arma 3 have function automatic Ambient occlusion?
what do you mean?
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
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
Exactly, my options very low and i mean it Arma not displayed AO. Thanks you, Comrade
@velvet fractal ads nap is always on sec uv set, you could use more than 2 if needed
any tutorial of view geometry and fire geometry? thanks
simple blocks that form the shape of the object
when ia shoots and see through the walls?
they need to be named component001 etc
and geometry needs mass bigger than 10
and they need to be convex
viewgeometry should prevent tha AI seiin inside
firegeometry is what blocks bullets
have you ran component convex hull command on it?
check for non-convex components first
the just mentioned component convex hull might take a long time
ok i try
@hallow turtle @cinder pivot https://forums.bistudio.com/forums/topic/211740-formula-arma/ π
Several liveries fitting to the Teams of the Karts DLC plus more liveries to choose from NOW WE ARE TALKING
I'm already getting scared of making the getin/getout animation lol
π
looks awesome dude
thanks
thanks!
ππ» ππ» great work @tacit karma
@bold valve check https://community.bistudio.com/wiki/Arma_3_Damage_Description
@stuck oyster just tried using the spine 3 and it did not work :(
This is my Blender setup:
https://imgur.com/a/ZrNRb
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)
@gray ginkgophoenix#4356 but what about a weaponized version?
wow the mentioning system in discord is braindead...
It worked, thanks allot!
π
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
WW2_BET_Baumschuetze_Nest.p3d:#UVSet#
bad tagg count 42724```
need advice how to fix please πΌ (out from moveObject/mikero tools)
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?
@outer condor - can i see it's uvset? or is binned model?
@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
can i see the UV of it then? not sure what "bag tagg" means though, but in general, issues with UVs are:
- a face with no UV space occupied (multiple overplaing verts that define the same face)
- verts miles away from 0.1 UV square
I have never seen that issue before, some bi magic is happening
i would assume "tagg" is either a technical term or some new wording mikero/T_D had introduced at some point
Most likely
number seem it might be too many verts
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.
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
so instead of copying my res lod what should i do?
error is a bit likie KJUs error tho and doesnt really get in game
you say shadow doesnt work or the whole heli ?
you triangled it and such ?
and closed it
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)
it should not have more than 3k vertices otherwise you may run into performance problems
ill try this right now
closed, trianglulated, and sharpened but binarization fails. I checked for non closed and none are found
probably too many verts overall , change shadow lod to edit and see if it bin without that lod
that worked
Try keeping non-res lods as simple as possible though. 28k is wtm
any tips on quickly reducing that?
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.
@white jay do you use blender to model?
yeah
In blender deselect everything, shift ctrl alt m ? I think will select any open faces (edge mode)
Or select all on object builder and find open faces
Reducing shadows, get rid of edge loops, anything interior that wouldnβt 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
will try, thanks
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.
i hate shadow lods with a passion
Yea they arenβt that fun
ive seen so many mods who halfass (if even) them cuz they are such a headache
on animals they are a crime
one can only imagine
i think its bettwer to reversefaces
i think thats what hell looks like
i wonder what enfusion will look like. heard it'll be all new.
I think they use old model tech though
first thing i'll try is to make an arcade pacman just for the lulz
So stuff will be able to be ported easily but dayz sa wonβt get new tech and still use .p3d and a3tools like stuff
Maybe going forward we will get some cool stuffs
i heard p3d was gone though? musta read wrong...
just reread, you're right. kinda hybrid. weird but one can see why.
sick
two more:
https://i.imgur.com/QGWiSBg.png
https://i.imgur.com/ZbuKipW.png
(direct SP2 viewport grab)
looking sharp. How much time went into the model?
I have not the slightest idea
started it some time last year, forgot about it and just started it again about two weeks ago
Looking awesome. GL with it!
@tacit karma you should send me a blank _co to make a reskin w/ π
planning on releasing a psd when I'm happy with what I have as base.
Sweeto
nice!!
@tacit karma Are you using Rough Metallic shader in SP2?
Nope, using @obtuse rain a3 shader
where can i get it?
From him only if you ask nicely
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?
mouse sensitivity perhaps? I have not experienced any changes. :L
nope, not it
weird
it happened after a larger windows update
w10?
^probably, have noticed home users are receiving big patches for some reason. (prolly linked with that dev. release)
@strong plaza I noticed this too. The model would pan slow unless I had the "Use Direct3D" option activated.
It always pans slowly for me (Win10) without using Direct3D, but was ok this morning with it enabled.
if you mean alt and right mouse then here on win 10 its all same speed still for me
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)
you mean if there is a way to toggle lit textures or what?
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...
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
Thanks. So any tips / tricks?
check out the sample gun
Ah - yes. I'd forgotten that had a UGL on it.
it should work well enough for starters
https://feedback.bistudio.com/T122806 here is the description with the issue
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!
Anybody have a good tutorial on importing weapon models?
There are couple of videos on youtube I suppose. The sample models also provide pretty good picture of everything needed
Are there any good Sample models for static weapons? Only one I have availible are A2 samples with the czech naming convention.
@eagledude4#5640 well what was it
@ZephyrSouza#3216 you could look into one of the a3 turret models
Does anyone remember how to fix this problem:
https://cdn.discordapp.com/attachments/367680597440593920/379358536423047178/unknown.png
I've already fixed it for another model, but i can't remember how i did it π
Basically everything will look "gigantic", like the ejected casing
@zenith quartz in CfgCloudlets {}, size[] = {1.0}; to adjust size of ejected shell
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
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)?
- units
- have to check but iirc yes
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?
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
@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
Thats why stuff can look really weird when it comes too close to your viewpoint and should visually overlap (but doesn't)
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
ty @woeful viper I think i could just remove the shells effects for this vehicle, the rest should work fine
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
Time to learn modelling then...
hey all, I don't seem to be able to get proper UV for a structure similar to this: https://3dwarehouse.sketchup.com/model/2b4b6a7a8d60abaebf557216c6c4351/doppelmayr-detachable-ski-lift
see where the glass are?
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
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
as well as they are a plane and best way is to copy and flip the glass to make two sides of glass
no that's fine
i'm actually using metal plates
but I can't seem to get them NOT distorted
re uv map them
you can edit the uv manually
curved and tilted surfaces often unwrap like that automatically
I believe there is a rectangle script for Blender in the blenderartists forums
Are there Config dumps of the Jets DLC aircraft anywhere?
@_SCAR#3876 the addons I linked here about a week ago would solve that for you π
if you happen to have that link again... otherwise iβll madscroll up π
how to apply a bisurf material in Object Builder
.rvmat and apply that to fire geometry LOD
thanks
thanks!
Is there a quick and easy (dirty) way to fix "sum of weights" warnings? Do they need to be fixed?
I would... because they spam rpt, and you never know which bones that exceeded the max amount where omitted
do they spam when binarized?
i dont remember
@still trail you have to normalize weights in blender
anyone ever had a problem with ARMA 3 addon builder where it just hangs when binarizing?
Sum of weights... guess Iβll have to fix. Thanks!
i think in debug.log or binarize log you get also some more details
@still trail check your logs, nothing in there?
the logs don't give any error messages
I can find AddonBuilder.rpt. Is there more logs?
with Mikero Tools you get more detailled binlogs
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
Greetings! How can i set object's height to 15 meters in Object Builder?
what do you mean SET object's height
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 π
1 grid square is 1 meter
thank you
Why can't I damage my vehicle from inside the cargo turrets?
I tried the view cargo fire geometry lod but no effect
you mean shoot your own vehicle?
yes
I want to ATLEAST see the windows get dammaged when I shoot through them from the inside
It's not possible now
aw π¦ Thanks for letting me know
what's the purpose of the view cargo geometry lod?
whats the purpose of view geometry?
if you know this, you also know what it would do for passengers
view cargo fire geometry
possibly a corpse from some time in the past
okay, I think I get the purpose
i dont think i have ever seen cargo/pilot/gunner fire geo beeing used
I just figured it was useless because I couldnt cause the damage from the inside, never tested with someone shooting from the outside
well you can try... but i would trust reyhard
only way to simulate it would break/hide on shot really
I'm having some crazy shadow issues, any ideas?
https://imgur.com/a/VdpDP
broken .rvmat by the looks
yeee, biforums down yet again and I can't really check what could be wrong