#arma3_model

1 messages · Page 102 of 1

quick terrace
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is as map 100% black?

white jay
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@El Tyranos#9119 I had a look at Mikero tools before but didn't find any good instructions on how to use them to do the same job as Addon Builder.

tacit karma
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huh? its super easy

atomic path
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@quick terrace nah, it's a legit normalmap from Substance Painter

white jay
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Uhhh, I think this would be a model issue. I don't know. ```................................
<Creating a land_class config>
.......................................................H...............H...H.H.H.H...H....H.H.....H..........H.....H.H.H....H..H.H..H..H.H....H..H.H.H..H.......H...............H...H.....H..H...H.H..H..obsolete ofp mass array used

e76_us_house01a.p3d Generic error or premature EOF``` How would one go about fixing this?

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I've tried dep3d.

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Outputs Processing P:\e76_buildings\house\e76_us_house01a.p3d ODOL 59 (Arma3) : nLods=7 obsolete ofp mass array used Generic error or premature EOF

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nvm, I fixed it somehow

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Can't fix this the same way. Can't find source files in this workshop item. ```<scanning files to pack>
.........................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................................obsolete ofp mass array used

E76_Base_02.p3d Generic error or premature EOF
I just replaced it with the one in the source and it got rid of the error but base_02 is not in the source workshop item. help plox.Processing P:\e76_buildings\tower\E76_Base_02.p3d
ODOL 59 (Arma3) : nLods=5
obsolete ofp mass array used
Generic error or premature EOF

warm hull
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either remove it from the map

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or find a working version

atomic path
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Solved: if anyone wonders why rvmat glithced it's because one apparently can't put slash before the directory to the nohq file...

lapis goblet
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Hello, I'm seeing this warning while binarizing:

13:07:56: Warning: bosnia_cablecar\bosnia_cablecar_pylon_top.p3d:3 Section without material is in shape with ST coordinates

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do you know what I am supposed to do to fix it?

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when I do Structure | Check Faces from OB I can see the points I think it refers to, but what is wrong with them?

charred bolt
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@lapis goblet you have one of more objects in the p3d which don't have an rvmat applied. Typically this occurs with proxies - you can give them "a3\data_f\default.rvmat".

lapis goblet
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oh ok thank you

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no it's not the proxies

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there aren't any in there

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and the selection cannot generate ST coordinates appears in the selection window after I run Structure | Check Faces

charred bolt
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To find which objects don't have a material, select all (ctrl A), face properties (E), scroll through the list looking for blanks under Material.

static fulcrum
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Sorry to interrupt, but i'm trying to get back into o2 and forgot how to snap points together x-x wasn't there an easy way with the pin tool? If i recall correctly 😃

charred bolt
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I'm not aware of how to do that Bubu. Would definitely be useful.

static fulcrum
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i think @halcyon wren made an tutorial on it, but i'm not quite sure.

lapis goblet
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@true cairn thank you that worked, but now I have a 16:27:51: Error context GGATCGVAƒuÿGGATCXAMÿÿÿÿGGATSFFO@pw ~(…*+3+€€ tjB†õüÖ’„jBÂzþ¾óŒìR‰³ú5•-[~W·ÉR|Sý5'Oô”‡!‚ª‰ðsìR(¬Bb1|Žczyczncè1àx^Ïk 2bÿ½=Vf!«ºêxðs2¨ªíðkè1(~õ©0|‹Bþ×wMðk):¼§©£tSú×ýpn[f!ê÷­¯cjBò‘s|ìR%þö®nc§! Ãj¶1|J:ÿýóòðsìR ®sßðsËJ¢ºjbQ|‹B>·ý鳌ŠBÏí«¢ÓŒj:º‚bz³ŒM[þÿ¡ôŒnc+«ç4•‹Bø~~^Žc 2*µµ-nc)2âpp³„«B¿55¿ðs†!·'‹ô”J:¾7%%r„2€Š{•è1Bzõ­ðkf!û/•ªJ‹Îoí1|2

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yes, you read that right

halcyon wren
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the pin tool is amazing and life's pure destillate

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press R to activate it

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with a selection made, hold RMB to snap them to other veritices

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Try around a bit with having the pin active and hovering over a vertex before you press and hold RMB to drag

lapis goblet
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All, I have a pylon model with wheels that need to constantly turn when the cableway is going, but stop when it is not running.
If I set the animation to type rotationX the wheels keep on rotating and there's no way for me to stop them by script.
If I set the animation to type user then they will only do a 360, then stop, which means that I probably need a constant loop to restart the animation (kind of... whatever, especially in MP)
If I add two overlapping selections, one of type rotationX and the other to type hide then I can indeed SHOW that latter by script but I cannot stop the rotating one anyways...

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Is the loop script really my only option?

lapis goblet
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something like

0 = [] spawn { 
 while { run } do { 
  pylon animateSource ["wheels_l_source", 0, true]; 
  pylon animateSource ["wheels_l_source", 1]; 
  sleep 1; 
 }; 
};
``` works
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but...

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was hoping for better

rough idol
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pylon animateSource ["anim",99999]
stop
pylon animateSource ["anim",pylon animationSourcePhase "anim"]

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@lapis goblet

lapis goblet
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not sure I understand

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is this for type user or type rotationx?

woeful viper
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user is not a type...

rough idol
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user source

lapis goblet
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source

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ok, so 1st command plays it in a loop 99999 times? and the second one stops it?

rough idol
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more or less yes

lapis goblet
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for animation sources:


        class AnimationSources
        {
            class wheels_source
            {
                source="user";
                initPhase=0;
                animPeriod=1;
                sound="GlassMetalDoorsSound";
            };
        };
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where do you get this stuff 😄

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I can't try it out not with arma now

rough idol
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sourceAddress = "loop";

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soundPosition = "wheels_l_sound_source"; should be in AnimationSource, not in model.cfg

lapis goblet
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I did that but it didn't work

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ok

rough idol
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source is looped so you can animate it above 1

lapis goblet
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ok so pylon animateSource ["anim",99999] to start, pylon animateSource ["anim",pylon animationSourcePhase "anim"] to stop and I need the loop

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oh wow

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I though I read everything, guess this is somewhere else

rough idol
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you don't need loop - before animation gets to 999999 it will pass 277.7775 hours

lapis goblet
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understood

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I'm just wandering WHERE you got this, I though I read everything I could

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will try tomorrow, thank you

rough idol
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what exactly?

lapis goblet
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the fact that you can actually pass a NUMBER in animateSource

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I mean, that this number could be the state of the animation, which combined to it being a loop it can actually be > 1

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thank you, really

woeful viper
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if you think you've read everything ... well then you haven't understood the nature of arma modding yet

rough idol
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it was always number - you could for example open doors in half phase, it's just not mentioned that you can go above 1

lapis goblet
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never said I've read everything

rough idol
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rad 90 = 90 degrees to radians

lapis goblet
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and I've been modding for quite a while, so yeah I know what you mean 😄

rough idol
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and 90 degrees is equal to 1.57079633 radians

lapis goblet
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yes indeed

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but I misunderstood and thought that that value was referred to maxValue

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which is set to 1 in my config

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again, thank you

charred bolt
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@halcyon wren Thanks for the info on using the pin tool in OB, fabulous! 😃

astral maple
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Hey all, I am relatively new to modeling, but ive managed to get an invisible gun in the game with the configs i want. Are there any good guides anywhere that walk you through taking a model made in blender or 3Dmax, exporting it correctly, importing to Oxygen correctly, sorting out the textures and proxys and LODs then setting up the files correctly to get them in game? If its too much trouble ill just keep doing my research!

lapis goblet
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you can find many tutorials doing that online on youtube

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if you use blender there’s a toolkit you need to install

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all, can it happen that propery normalized faces in blender get exported that need to be reversed?

halcyon wren
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How are you exporting from blender?

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I go via FBX and never had any issues.

gray jay
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How do you guys go about hitpoint creation, I doubt you're placing them by hand right?
Any scripts or plugins out there that can help?

halcyon wren
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For my destructible buildings I am generating them from the firegeo volume

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I voxelize it and then use the verts with a merge-near of about haf the configured radius

gray jay
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thanks, that's what I was looking for.

tacit karma
agile flint
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@tacit karma Should do a special IDAP livery 😉

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Love the VRMM orange and black one though

tacit karma
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good idea

outer condor
simple lake
tacit karma
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thanks I'll take a peek

simple lake
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its old but i had fun with it

tacit karma
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first of all I have to find out why it doesnt drive straight....

simple lake
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well good luck with any PhysX and consistency 😃 i have never grasped it yet

tacit karma
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thanks.

lapis goblet
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@halcyon wren i use the arma3 toolbox... will investigate.

atomic path
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quick workflow question:
Let's say I'm making a headgear asset. I import the p3d "bust" sample and make an asset sized to this, I make the positioning good so it works fine on the sample head.
When it's ready and I make LODs, I want to import it to Object Builder, so I save it as p3d file... aaand it's out of position.
I can't really import "bust" sample to object builder, coz there is no "import p3d" option. I can save it as .obj and then import to Object Builder, but... you guessed right, it's out of possition.
FBX breaks the scale, OBJ can't import more than one objects, so LODs are not working, therefore importing stuff on "bust.p3d" in OB doesn't work either.
My question is: how to make positioning easy and pain free in OB. For now I was moving my assets around and opening in A3 to check if they look good.

woeful viper
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fbx doesnt break scale. If your scale is off, you are not modelling in the proper units in your 3d modelling tool

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either that, or you have forgot to reset scale transformation before export (reset xform in max), or you have the model linked to some other object

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positioning - where is your object when you import it and go ingame? At the crotch of the character? If yes, check if you have autocenter=0 as named property in your geo LOD.

atomic path
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it works perfectly ingame, it must be blender units

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it's just a matter of positioning it in OB many times before it's right

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will take a look at those units tho

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on the other hand, obj files are in good scale

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I did reset the scale too

lapis goblet
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did you reset rotation and position too before exporting (ctrl-a with object selected)?

stuck oyster
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@atomic path if you use blender you dont have to use OB at all with FHQ Blender Arma toolbox

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  • what _SCAR said
atomic path
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can I apply rvmat there then?

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also, yes, I do apply scale, rotation and location

stuck oyster
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yes you can

lapis goblet
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the issue though i have with the toolbox and blender is that you need to merge everything into a single mesh for one lod, and i didn’t find a working way to set different rvmat in sections

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also maybe i missed it but cannot find a way to have named selections from blender (not properties)

stuck oyster
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named selections are done with vertex groups in Blender

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and you need to definen new material for each rvmat/texture combo you want to use

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in blender that is

lapis goblet
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i can’t seem to find how, i’d love to see a tut

atomic path
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this is what happens when I get p3d to blender, reset scale, and export FBX

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then get that FBX to OB

stuck oyster
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yeah blender and fbx export deal in different measuring units so you need to adjust that on import if you want to use it. But if you want to use simpler methods get the FHQ Blender toolbox

lapis goblet
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HG the whole workflow...

atomic path
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hg?

lapis goblet
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horriblegoat

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are vertex group recognized as sections?

stuck oyster
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named selections

lapis goblet
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in ob you can also have faces as named selections

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i wish i could avoid ob as a whole, unable to for now

stuck oyster
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OBs named selections are same thing

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they are group of verticles "bookmarked" as "named selection"

lapis goblet
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ok

stuck oyster
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which is called "vertex groups" in Blender

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and @atomic path If I recall right 1 unit/meter in blender exports as 10 or 100 into FBX

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dont ask me why

lapis goblet
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the hard part in this is getting the complete workflow

stuck oyster
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and use the ARMA FHQ BLENDER TOOLBOX to export directly into p3d

lapis goblet
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i mean: named sections, lods, uv maps etc

stuck oyster
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you model your model in 1 object in edit mode or as many objects as you like. You assign materials to said models according to what .rvmats you want to use -> 1 material == 1 rvmat, you create vertex groups you want to become "named selections" and join the model and export

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selections

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section is different thing

lapis goblet
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yes sorry

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selections

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i did that once

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i found myself with 4 different UV and there was no way to see textures in ob

stuck oyster
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you model, unwrap, assign materials, create vertex groups, join lods, assign Arma properties export

lapis goblet
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will love to be able

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thanks for the pointers

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i have a model i’ll need to add interiors

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and would love to avoid doing the import again

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so for every mesh in blender you assign a material

stuck oyster
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only thing I've yet to figure out is how to automate geometry lods "componentXXX" naming

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you can assign as many materials you want

lapis goblet
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again when i did that i ended up havin uvset0,1,2,3,4 and could not see a single text in ob

stuck oyster
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on any mesh

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that should not happen

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you have done it in very wierd way

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Im pretty sure you have not added new materials and assigned them to faces if that happens

lapis goblet
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possibly

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i’m sure i did something wrong 😃

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right now my workflow is to model meshes, uv unwrap, merge into a single mesh, import in ob

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and then i rvmat in there

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but then i have to reselect everything etc

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which sucks

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do you name your uvmap differently or leave the default name?

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because i did rename them and maybe that messed it up

stuck oyster
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no theres no need to rename them

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and you dont need to make many uvs

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1 suffice in most cases

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and 2 in few more special ones like the multimaterial

lapis goblet
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it depends on shapes... in the model i sent you there’s no way i could do a single uv...

stuck oyster
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each material can share single uvmap and overlap because they use different materials

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uv islands/mesh faces assigned to different materials do not interfere with each others texturing

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There should be plenty of written and video tutorial material about Blender usage and materials/uvmaps which is why Im reluctant to start typing down any step by step instructions.

lapis goblet
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oh yes there are

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but not for the whole blender to arma thing

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the ones that exist are also with errors

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i’m gonna try the cycle you suggested here and see.

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thank you hg

stuck oyster
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the material tab in Blender has Arma texture properties panel at the bottom when you enable Arma Properties for an object

lapis goblet
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yesyes

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i know

stuck oyster
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there you can set Arma texture/material path for each material your object uses

vernal lynx
lapis goblet
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thank you i’m familiar with those videos

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😃

sudden kestrel
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Hi all guys, don't know if it is the right channel to ask it but it seems so, anyway, i m from a bit starting to put some static objects in arma like desk, table etc everything works but when i m in the editor i can't put small objects on them like pencils a phone or others, also with the geometry lod that doesn't work :/

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Any of you know what i need to do?

bold flare
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maybe you need a roadway LOD

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basically a plane on top

cinder pivot
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Pictures of the geometry would help but they need to be simple shapes

sudden kestrel
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The geometry works fine but only with units not with the objects placement

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Hmm a roadway lod? I can try that @bold flare

cinder pivot
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Then yea roadway might be it

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Or physx

obtuse rain
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You need a roadway LOD on any part of the model a player could conceivably stand on, anyhow.

sudden kestrel
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I will try the roadway lod

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So basically how i make a roadway lod? Or there are some tuts out there?

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Btw thanks for the help guys

obtuse rain
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Have a look at the samples.

sudden kestrel
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Got it thanks mate

obtuse rain
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The roadway needs to be above the geometry LOD too, if I recall correctly, usually by 2-3cm (but check the samples to make sure).

sudden kestrel
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I will check them 😄 thanks for the helps! Hope i can finally get this thing to work

bold valve
foggy finch
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randomly posting videos or do you need some input?

bold valve
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problem with view geometry and fire geometry

woeful viper
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validate them

bold valve
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validate? detect components? its ok detect no convex hull? its ok

bold valve
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thanks

swift saddle
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Hey, we have a problem on our server, if we set our building with Terrain Builder, the Land_ Class Name and the property settings, the light will not work but if we put it to work with the mission it will work. Any ideas to fix that?

foggy finch
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on another note, anyone have issues with OB's viewports after Win10 fall creators update?

bold valve
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in this video see that the ia in one at first cant see trough the wall and only fire when see you in front...but in the last of video on the second floor the ia cant shoot and see¿? throught the walls .with the fire geometry in this model the bullets cant not througth the wall ...welll sometimes yes... any one can explain that?

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thanks

lapis goblet
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the lod that defines what the AI see is the View Geometry.

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so if that is badly build or absent, the AI will see through the walls and hence fire

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regarding firegeometry, there too you need to check whether the penetration is properly set.

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For instance, if it's set to wood, it's entirely possible that some projectiles make it through and even though their impact is reduced they can still make damage.

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especially if the walls of the fire geometry are thin and you are not using a *_plate.rvmat

agile flint
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I thought FireGeo is what defines what a human can shoot and hit, while ViewGeo being what the AI can see and hit

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But I may be wrong

lapis goblet
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The visible geometry of the model. that is all, no mention of hit power from AI

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At least, that is my understanding

wraith tendon
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I thought FireGeo is what defines what a human can shoot and hit, while ViewGeo being what the AI can see and hit
👍

lapis goblet
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?

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yes but not "hit"

wraith tendon
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FireGeo is not restricted to "human", also AI

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Also: FireGeo is used, when you shoot a model. If it doesn't exist (iirc) only Geo gets used

lapis goblet
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yes

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what I am saying though is that the viewgeo might allow an AI to see you, but if they can hurt you or not depends on the FireGeo, not the ViewGeo

wraith tendon
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Yep

lapis goblet
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So what you quoted is incorrect, or I might have misunderstood what Petyr meant.

wraith tendon
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Missunderstood. What he said was correct

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except the "and hit" part

lapis goblet
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yes, exactly.

wraith tendon
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hit -> aim

lapis goblet
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Although Petyr is stating this in opposition to what I wrote

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so I'd think he really meant "and hit" = (damage you)

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anyway

wraith tendon
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Okay, from start:

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FireGeo = comes in count when shooting something, but doesn't block the View
ViewGeo = Blocks the "view"

lapis goblet
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yep

wraith tendon
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So what he said was correct (except for the "hit" part 😄 )

lapis goblet
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lol

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that is what he was contesting me.

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😄

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ok enough, I think we all got it straight anyways

wraith tendon
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👍

rough idol
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Fire geo may block ai engagement though

opaque zephyr
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I have a problem. when in the building there is many proxy, it kills fps. as it is possible to solve this problem, without reduction of a proxy in models, possibly to eat option to make so that proxies weren't displayed in distant models. please prompt the decision

stuck oyster
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use of many many proxies is not good for performance

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deleting them from higher lods may help

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but you could also try modeling them in

opaque zephyr
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it is possible to eat at least some restrictions in admissible quantity of a proxy?

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what you meant
"deleting them from higher lods may help"
specify please

stuck oyster
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how many proxies you got?

opaque zephyr
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80-150)))

stuck oyster
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way too many then

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what are they?

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like furniture?

opaque zephyr
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yep

stuck oyster
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yeah too many

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you could make them separate objects

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it could help if they are occluded out of the scene

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that many proxies will make performance drop

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no way around it

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or you can just make them real parts of the model mesh

opaque zephyr
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if to do less, then it will be very boring. if to model to each house, then it will be too long, on my map of unique houses of 920 pieces)

stuck oyster
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cant be helped

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proxies are not the right way to go about furniture

opaque zephyr
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occluded out of the scene?

stuck oyster
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yes object behind another object is not drawn

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but I think proxy as part of the object is

opaque zephyr
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how it is correct to do it?

stuck oyster
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model them in or make them separate objects

opaque zephyr
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where to read it to understand as it is correct to do

stuck oyster
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there is a reason why Arma houses are empty

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and you have found it

opaque zephyr
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😅

stuck oyster
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more stuff on scree == less performance

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multiple proxies can be more costly or so Ive understood anyway

opaque zephyr
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I reflect... how to arrive, remove furniture, it is cruel, and breaks a concept

stuck oyster
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I know :C

opaque zephyr
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on average pc of fps lower than 30, on good pc - 45-50

white jay
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What would be the polycount limit for models to Import, I'm looking at some things on CD trader that I would like to port ingame and was curious as to a poly threshold I should be looking to not exceed

opaque zephyr
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😀 mother, the sonny spoke to me! go do on ue4

stuck oyster
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@white jay limits are in millions, usually most higher detail models are in the 20-30k region I recall tho

opaque zephyr
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view geometry won't help me?

white jay
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I was looking at this, it says the poly count is over 6mil but I figured that it was a count for all the pieces by themselves and not just for the pieces themselves.

stuck oyster
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I dont think @TOTEMbl4#8175 I strongly believe the high amount of proxies that is the issue

white jay
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peices alltogether*

opaque zephyr
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all my buildings low poly - 10-15 to at most

stuck oyster
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Theres seems to be wires from individual pieces that look simple enough. Could perhaps use a bit more cleaning up but they could work.

white jay
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I imported some 50k buildings recently, I was just not sure about exceeding the 70-80k mark, I'm trying to get a decent highway system in but most low-poly models Iv'e been finding don't look all that good.

stuck oyster
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if you want to spend the 100$ and still need to do a lot of work getting them to work as Arma models VS making same kind of pieces & learning valuable skill of 3Dmodeling

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50 is a lot so should not be used often

white jay
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Yeah, they're only used on my map maybe 1-2 times for about 4-5 buildings.

stuck oyster
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and will need a very good simplified resolution lods

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@TOTEMbl4#8175 thats a good polycount

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its the proxies that kill your performance

white jay
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Iv'e been trying my hand a blender, I can make structures pretty well but I need to learn way more about texturing, and then the whole "getting them into arma" bit.

stuck oyster
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plenty of material to read and/or watch about texturing

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the arma part is pretty simple too really

white jay
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Getting my textures to not look like oversized blotches and seamless wraps are what iv'e been focusing on. I'm more of an object placement/design type of person so this stuff just melts my brain sometimes so I like to buy higher end things that I know for certain I would not be able to build at the moment.

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I just know nothing aout configs and lod's and cpp files and all that crazy shit, hard to find info it seems for porting things from scratch

opaque zephyr
woeful viper
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@stuck oyster there is proxy instancing in the engine, but you never know how far it goes. Different shadow and lighting condition can still lead to more draw calls. And indeed, i dont think it's coincidential that despite proxy instancing and occluders, most buildings even on tanoa have no interior

opaque zephyr
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for global mod we have created the card of 51,2*51,2 km - it is in 9,7 times more an altis

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map*

woeful viper
opaque zephyr
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we prepare 920 unique buildings for the map and as here without furniture, it will be bad

woeful viper
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nobody is stopping you to do it. It's a call you have to make. If in the end performance is bad, you have to go back to most of 920 unique buildings and edit out stuff.

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i've been there before ("just" a hundred at that time and other game), tweaking all models because performance bad.

#

ive checked out some stalker models and they are not well optimised for arma if you just take them as is.

opaque zephyr
#

😪 by method of tests I will reduce a proxy and to watch what will turn out... the only option, I see so so far

#

all of us did buildings, low poly onlyall of us did buildings, low poly only

#

the building of 16 floors has only 20+ to poly, but it didn't prevent to make him to checkpoints completely

woeful viper
#

biggest importance is use of multimaterial rvmats. If you have many sections in your p3d, it's the biggest impact on performance. https://community.bistudio.com/wiki/Section_Count
Polycount is not the biggest problem (if you create low res LOD's)

opaque zephyr
#

without rvmats in general there will be shit

woeful viper
#

thats obvious. But if you use 1 rvmat per texture (super shader) for every object in buildings, it will impact performance alot (CPU is overloaded with "spam" of draw calls).

opaque zephyr
#

it as that can be fix?

woeful viper
#

yes you can reduce spam of draw calls by using multimaterial rvmats. They combine 4 textures into one material -> reduction of spam by factor of 8 or more

opaque zephyr
#

without fps 70-100 proxy!!! fucking proxies

woeful viper
#

and before with proxies?

#

combine objects into single model, with single texture&material.
Build object sets.
If kitchen has oven, teapot, cupboard, mixer, fridge they would have 5 textures in stalker and be 5 objects->10 or more draw calls. Combine them into one p3d, and combine the textures into one (but requires a bit of additional work) -> only 2 or more draw calls.

opaque zephyr
#

when there is no proxy 70-100 and when there is a proxy - 40-55, but when there is a game on the server that will be even lower

#

@woeful viper it sounds as the fine decision, I will consult on team, thanks for councils

vivid bane
#

Hey guys, how do I go setting up an 'inventory point' inside a building for example? I.E there's a box in my building that I want to use as the access point for the inventory of the building itself?

Edit: Found it, just setup a memory point in mem lod and the following in CfgVehicles entry

    supplyRadius = 0.05; // Radius at which inventory is accessible
    memoryPointSupply = "gear"; // The name of them memory point
hasty tinsel
#

Anyone in here that knows why when moving a selection, it is able to pass through vehicles? Like open (garage) door, it will go through the vehicle instead of pushing it away.

rough idol
#

is selection defined in geometry lod too? how big is that selection? how fast is that animation?

hasty tinsel
#

Everything is defined in model, model.cfg and config accordingly. Selection is just a simple textured square of about 25m³. Testing out possibilities. Animation time is 6 seconds.

#

This only happens if the vehicle is empty and engine off btw.

#

If I damage the vehicle while moving the square, it does detect collision accordingly.

#

even when setting 0 damage.

#

I'm about to add RWs, link and move those to see if that might do it?

#
physx is turned off when vehicle is static

I'm setting the damage on regular intervals, this tricks the engine into reacting to the moving selection.

lapis goblet
#

Hi all, does a model need specific settings to haveropeCreate work?

simple lake
#

certain classes yes

hasty tinsel
#

@lapis goblet the parent object needs to be a physx-enabled class.

#

the child object will inherit parent class.

lapis goblet
#

oh

hasty tinsel
#

Search this discord, I explored this a while ago.

lapis goblet
#

Ok

#

I am basically trying to create cables between pylons

#

I created p3d models

hasty tinsel
#

search for 'ropeCreate'

lapis goblet
#

yes

hasty tinsel
#

explained it all while exploring for future references like these.

lapis goblet
#

that's why I'm asking what is needed

hasty tinsel
#

it is not possible, to save you time.

#

unless one of them is a vehicle or any kind of physx enabled class or you hack in a workaround like local vehicles, hide them , then attach ropes to those and blabla.

lapis goblet
#

ropeCreate?

#

well

#

I could have my pylons inherit from ThingX

hasty tinsel
#

Nope

lapis goblet
#

nope?

#

oh they need to have a simulation?

#

but I doubt that will look good in game

#

don't see for instance how to specify the thickness of that

hasty tinsel
#

you'll have more luck with that or the expensive hackaround

lapis goblet
#

ok i'll search the discord

#

but your point is that it needs to be a physx vehicle (AKA with a simulation) for the rope to work?

hasty tinsel
#

Yes

lapis goblet
#

well

hasty tinsel
#

I managed to do what I wanted by converting one of the objects into a car.

lapis goblet
#

I see

#

but then it falls down.

#

mine are in the air

hasty tinsel
#

but a driveable speaker is riidiculous

lapis goblet
#

I am already doing some pretty funky stuff to have chairs float around, as you can imagine

hasty tinsel
#

in your case

#

pylons will be fix

lapis goblet
#

I can define pylons as cars

hasty tinsel
#

ropeCreate using a hidden UAV, those are the smallest with exp. physx

lapis goblet
#

hidden UAV?

hasty tinsel
#

setpos on defined mempoint

#

yeah

lapis goblet
#

why not just have pylons inherit from Car

#

and disable driver / cargo etc

hasty tinsel
#

Sure, go ahead, should work.

lapis goblet
#

will see

#

shit though

#

I thought I was almost done

#

then saw my chairs distancing from the cables

#

it's impossible to have cables set right at those distances

hasty tinsel
lapis goblet
#

yes I know

#

but those are very close

hasty tinsel
#

yup

simple lake
#

very nice and smooth that effort

atomic path
#

Is there any easier way to weigh an uniform than by hand?
Somebody mentioned skin wrap modifier, is there an equivalent of this in blender. How basically would you weigh a model?

simple lake
#

select the bones then with shift select the model and ctrl P and select type of weight you wish for

#

in object mode

atomic path
#

the bones?

#

you mean the animated skeleton from samples?

simple lake
#

yeah

atomic path
#

ManSkeleton_Pivots.p3d?

simple lake
#

hmm pivots might be too far tey arma_rig slelton by macser

atomic path
#

mkay

#

seems that it's not it samples

simple lake
#

nah try Armaholic

#

its for blender rig animations

#

open that imprt your model then weight to the Arma_rig skeleton

polar fiber
#

Or you can import the character model.p3d with Alwarren's toolbox and transfer weights

simple lake
#

be mindful of the weapon dont weight to this

#

you can weight model to model ? hmm didnt know that

polar fiber
atomic path
#

yea, seems quite simple

simple lake
#

nice one cheers

lapis goblet
#

sorry noob question... how do you define memory points that can be used in the attachTo command?

#

is that what the sections are for in model.cfg?

simple lake
#

name them in the p3d

lapis goblet
#

oh so it's just a named section?

simple lake
#

or vert

lapis goblet
#

doesn't need to be in memory LOD?

simple lake
#

i think it looks in 3 lods

#

memory geo and view geo ?

#

you need only in 1

lapis goblet
#

ok

atomic path
#

looks like I can't use the "append" option in blender to import from p3d, seems familiar?

simple lake
#

use the arma bnlender tools and import the p3d i think FHQ tool IIRC

atomic path
#

Ye, quite obviously, i have A3 tools in Blender.

#

still gives me the "p3d is not .blend library" error

simple lake
#

i dunno in the toll bar that appears when you press N do you have arma object ticked ? , im not really upto speed with importing to Blender ill be honest i usually exporting

#

perhaps user pref didnt save and so p3d not recognise ?

atomic path
#

looks like that guy actually imports from .blend, but got the arma skeleton imported there

#

other thing is

#

when I export the character example, there is no skeleton there

simple lake
#

i think its a tickbox selectio or all lods maybe to export

#

ithink FHQ has a good tutroiral mayne try this also

atomic path
#

Yes yes, I've seen it, the tickbox is on... It just seems that the skeleton is not in the samples, need to find it elsewhere

simple lake
#

well i think Da12th is saying you only need the model of the character and your own model

#

then do the same weighting process

atomic path
#

In the tutorial he sent, guy imports a skeleton file

simple lake
#

that might be samples> rtmfiles > male

#

its with the bust and other p3d IIRC

#

TemplateRTM>mle.p3d

#

is your model to ba a soldier untithat will use the uniforms etc of the BIS or something unique ?

atomic path
#

it's just an uniform made by me

#

it also uses new model

simple lake
#

i thinks it edit 2.00 lod in that male p3d IIRC

atomic path
#

but is based on BI character, so basically the skeleton stays the same

simple lake
#

my method would be import ya model to arma_rig , weight it to the rig and then set the pose , if its not good enough import to that edit 20 lod from the male p3d and weight it to that

atomic path
#

yup

#

so the file is there

#

it imports just as LOD 1 and five different shadow volumes

#

oh, and a memory one

#

(empty memory one)

simple lake
#

just save the edit 2.0 as a new p3d and weigh to that

#

you only need that

atomic path
#

yea, it's like a model where each part of skeleton is a different mesh

#

so weighing to that should kinda work

#

on the other hand, how yo weith "to" it, is there a modifier or something I can use?

#

or just paint the verticies?

simple lake
#

yeah altho it cant be used as a skelton unless you re define them as bones in blender its good enough to weioght

#

nah you put the BIS model in one lod and yours in another and then do the select BIs then select yours using shift then ctr P and weigfht using ...

atomic path
#

oh yea, you said that already 😄

simple lake
#

Aye i think its a step in the video too maybe later on ?

atomic path
#

ctrl+P is "set parent"?

simple lake
#

hmm maybe it need the bones to weight to then i dunno , like i say i would use the Arma_rig , never done as Da12th say weight transfer model

#

if i select bones then model i get weight , maybe try select other way round

stuck oyster
#

weight transfer works great imo

simple lake
#

good for you , maybe help him how it works great ?

stuck oyster
#

😄

simple lake
#

or is it just an opinion channel 😃

stuck oyster
#

well you were in the middle of explaining and I just got here.

#

@atomic path you still there?

simple lake
#

i dunno the model to model method i use skel to model

#

though it was same to be honest but he saying Ctrl P is setting parent , which it does if you choose skeleton first

#

i think da12th linked the CUP video maybe hes watching it 😃

stuck oyster
#

perhaps

#

skipped through it but did not spot any weight transferring going on

#

its a bit different to port A2 characters since they already are weighted pretty well

atomic path
#

That cup video is not helping, as I can't import the skeleton from anywhere

#

What os you method @stuck oyster ?

stuck oyster
#

ok so you got your own model there right?

#

open another instance of blender

#

from Samples_F\TemplateRTM\ import the male.p3d into the new Blender instance

#

or Samples_F\Test_Character_01\ A3_character_example.p3d

#

actually yeah use the test character

#

copy the first layer character object (select object & ctrl+C) from the new Blender into the Blender your character is in (ctrl+V)

#

select the copied arma character

#

and then select the new character you have made

#

go into weight paint mode

#

find transfer weights from the left side panel

#

and hit that

#

the tool dialog should open below the leftside toolbox

#

there change source to "by Name"

#

and you should be done

#

the characters also need to overlap so make sure yours is in the same position as the arma example model

#

to try it out I suggest you get Macsers Arma Rig and copy that into your blend too

#

or copy your new character in there

#

now that I think of it you could also use the Macsers rigs sample man to transfer weights

atomic path
#

we are getting somewhere

stuck oyster
#

the weights may not transfer 100 and you may need to fix up some stuff here and there

#

depends on how close your mesh is to the original you copy weights from

atomic path
#

they transfer like 1/10

#

should I delete the proxies?

#

I guess they bug out

stuck oyster
#

yeah delete those too

#

got any pics on how much different your model is?

#

are they overlapping properly?

#

there are also different modes to detect the weights to transfer

#

vertex Mapping dropbox in the tool panel

#

few lines above the source

atomic path
#

it's not looking bad now

#

it's mostly a matter of the uniform being quite loose on legs and hands

#

if I could scale up the weigh transfer on X and Y axis, it would work perfectly

#

I think ray radius can't be too big coz it will glitch the hands

#

that reminds me

#

can I take weighted hands from the character sample and merge them with my uniform without loosing weighs?

stuck oyster
#

yes and you should do that if you intent to use Armas hand textures

atomic path
#

true that

#

Looks like it's working

#

certainly can see some mistakes in weights

#

but it looks dam nice

#

thank you for your help

#

once again you've helped me with my mod, you shall be mentioned in special thanks 😄

polar fiber
terse elm
#

like a hole in the head haha

#

almost os fun as painting rail numbers on a ris handguard lol

polar fiber
#

really should have probooled this, but was concerned with how to mate the dome on to the body and tail sections down the line, if the exported mesh is like a million polies

terse elm
#

good job tho

urban hearth
#

Looking good man!

atomic path
#

It seems that I've got my uniform to the game. There is no face nor hands moving with the model and the vievpoint is on the ground. Seems familiar?

#

note that the rvmat and texture are placeholders, so that also might be the case

atomic path
#

@stuck oyster halp!

lapis goblet
#

I can't see the shadow of the vehicle when I'm inside the cargo

#

I'm using sbsource=visualx in the geometry LOD

#

tried putting that into the View - Cargo lod too

#

is this expected?

#

I can see the shadow of the proxies though

tacit karma
#

change sbsource to shadowvolume and if you have a viewcargo you also need a cargo shadow lod

lapis goblet
#

hum

#

so there's no way I can achieve this without the damn shadowVolume?

lapis goblet
#

Also: I have in my AnimationSources:

sourceAddress = "loop";
animPeriod=0.5;
sound="GlassMetalDoorsSound";
#

does the sound get looped too?

rough idol
#

I think it's not looped

lapis goblet
#

ok thank you

#

I will use custom say3d loops then

stuck oyster
#

@sokolonko#0094 xD thats rather odd

#

you making invisible man perhaps

#

have you maybe assigned them to some selection that gets hidden on init?

#

what does it look like in buldozer

strong plaza
#

anyone else noticed saving issues with Object Builder lately?

minor jasper
#

not me

#

@polar fiber is that a CBU24? looks familiar, but i imagine you'd be making a more modern munition...

urban hearth
#

I know Uro was experiencing problems with Object Builder with the latest Win 10 Fall Creators update ...I don't remember if any had to do with saving but the viewport was an issue for sure.

strong plaza
#

yeah that too, it pans slower

urban hearth
#

Yeah, so that is the only thing I am aware of if a person is using Win 10 then they are getting strange issues

strong plaza
#

@foggy finch what issues did you experience?

strong plaza
#

hm

#

I'm not having those issues

polar fiber
#

@Eggbeast (can't tag you properly because discord is shit with some usernames and tags someone else) it's a SUU-(64/65/66) Tactical Munitions Dispenser, which is the basis of the CBU-(87/89/97/103/105/107) series of cluster bombs. Some minor differences in the tail sections for each type. I'll end up doing the 87 89 and maybe 97 at least.

atomic path
#

@stuck oyster The resolution lods look allrighty in buldozer

stuck oyster
#

do you have some camo selections or some other extras there?

woeful viper
#

@polar fiber for these types of things i don't find it heretical to use CAD tools and export as highfidelity STL. This will give much "truer" details without distortion in shorter time. HP use only obviously...

atomic path
#

Well, weighing is there, right?

stuck oyster
#

hiddenselections that would be overriden on init

atomic path
#

There are no hiddenselections in script

stuck oyster
#

maybe your config inherits some default ones

atomic path
#

It inherits from character base

stuck oyster
#

are you using the default man skeleton in model.cfg?

polar fiber
#

No CAD software for me to use here @woeful viper . As I said before though; I should have applied similar machining concepts to it with probools to cut in to the surface, and smoothing in zBrush dynamesh. I think I'm past the worst part of it now though

stuck oyster
#
        {
            "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
            "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
        };```
#

one of these may be working badly for your model

#

check if the missing parts are in any of these selections

atomic path
#

Model.cfg is copy-paste from templates, only added the model name at the end

#

Okay, will take a look at the selections

stuck oyster
#

you can also just empty the sections array and re-pack

atomic path
#

Arent weights in selections?

stuck oyster
#

yes

#

but only those named by the bones list matter

#

the sections list is for hiddenselection textures

atomic path
#

There's plenty of them in this array

stuck oyster
#

yes they have differrent purposes

atomic path
#

Should the hands and head be on the model ?

stuck oyster
#

head should be a proxy

#

hands part of the model

#

you can just copy the sample models hands

#

unless you want to make some fancy gloves

atomic path
#

Right

#

Also, viewpoint is on the ground

stuck oyster
#

your missing essential memorypoints

#

I suggest you copy those from the sample man too

atomic path
#

Right, I recall them

#

I've found the "camo" selection, should I delete it?

stuck oyster
#

you can try that yes

atomic path
#

and the hand textures will have to be copy-pasted to all the .paa's ?

stuck oyster
#

no if you copy the sample hands they should already be pathed to the arma default skin textures

atomic path
#

ummm, okay

stuck oyster
#

and it will read them from the A3 files

civic stratus
#

just set all UV values to 0? in the mapping window?

civic stratus
#

in my model I have my selection with this texture: #(argb,256,512,1)r2t(rendertarget0,1.0)
and using this class

{
    class LeftMirror
    {
        renderTarget = "rendertarget0";
        class CameraView1
        {
            pointPosition = "PIP0_pos";
            pointDirection = "PIP0_dir";
            renderQuality = 2;
            renderVisionMode = 0;
            fov = 0.7;
        };
    };```
I have the points in the memory lod as well, but the PIP isn't working
civic stratus
#

my selection is called rendertarget0, and exists in my sections[] in my model.cfg

half heath
#

Make sure your rendered polygons are unwrapped and fit as much of the 0 to 1 space in your UV as possible for best results.

civic stratus
#

how does one unwrap it in the uv editor?

#

simple unwrap?

half heath
#

I'm assuming you mean in Object Builder?

#

I don't know, I would recommend looking for tutorials or unwrapping in Blender or some other 3D modelling program.

civic stratus
#

yeah, I was doing it in object builder's UV editor

#

anyone know where i can see uv coordinates in object builder's UV editor?

#

maybe my issue is the FOV?

half heath
#

If you're not seeing anything in the PiP then your issue would be the UV's. Make sure it's in UV0 in the UV editor.

civic stratus
#

how can I verify that?

#

is it the top left square when the UV editor opens?

half heath
civic stratus
#

yeah, im always in the UVset 0

zenith quartz
#

@civic stratus what do you actually see in the mirror in game?

civic stratus
#

two are grey, one is black

#

no movement when driving around the environment in the mirrors

stuck oyster
#

do you have mirror memorypoints set up right?

atomic path
#

@stuck oyster Now with memorypoints it looks much bettr, but head is still missing. I've found out that the proxies have no head defined:

#

ther is no such directory as that

#

should it be modified to lead to head files?

zenith quartz
#

probably it's not the case eagle, but make sure that those faces are not in a "camo" selection

civic stratus
#

i don't think they are, I can double check

#

fuck

#

😦

stuck oyster
#

@atomic path remove all proxies and copy all of them from sample man

#

== problem solved

atomic path
#

it is copied from sample man

stuck oyster
#

it should work then :L

atomic path
#

I will just redo the process tomorrow

#

I feel like I've missed something or copied something over

stuck oyster
#

do you have the proxies in right LOD?

atomic path
#

proxies are in all LODs

#

I can already see that I'm missing some proxies -.-

#

Dunno how, but I've managed to delete them somehow

#

that should be the problem

stuck oyster
#

bear in mind that pilotLOD does not need head proxy

#

😄 it happens 😄

atomic path
#

Ye, it doesn't have it

#

it's just deleting some proxies by accident

civic stratus
#

alright, I got it working but I'm seeing MASSIVE frame loss

stuck oyster
#

yes pip does that

civic stratus
#

doesn't do it with the RHS trucks

#

even put the quality to low

stuck oyster
#

you could try scaling the mirrors UV island smaller

#

to decrease its resolution

zenith quartz
#

@civic stratus what was it? How did you fix it?

civic stratus
#

the mirror selections were part of a camo selection

#

and I think my fps is due to steam installing a game 😛

#

(not using an SSD)

#

if my PIPs are pixelated, does that mean my UV is too small?

stuck oyster
#

yes

civic stratus
#

should I enlarge it uniformely, or just fit it to one square?

stuck oyster
#

uniform scale keeps the aspect ratio the same

civic stratus
#

Confirmed that the render messes up when going outside of a single square

rough idol
#

Change resolution in texture field from 256512 to 512512

#

Saw it on your screen

civic stratus
#

thanks, will give it a shot

#

okay, I'm satisfied with the 512x512

polar fiber
#

UVs are flipped?

zenith quartz
#

should not see upside down i nthat case?

polar fiber
#

also in class rendertargets there is rendervisionmode = 4 which is supposed to mirror

stuck oyster
#

@zenith quartz can be flipped both sideways and topdown

zenith quartz
#

i've rendervisionmode = 0

#

i will try with 4

#

nope, it did not fix it, i'll try to flip the uv

civic stratus
#

this is how I got mine to work

#
    {
        renderTarget = "rendertarget0";
        class CameraView1
        {
            pointPosition = "PIP0_pos";
            pointDirection = "PIP0_dir";
            renderQuality = 2;
            renderVisionMode = 0;
            fov = 0.7;
        };
    };```
#

when you're doing your UVmapping, switch the top left view port from front to back and use that

#

#(argb,512,512,1)r2t(rendertarget0,1.0)

#

512,512 helps with the quality

#

to get the memory points, I centered the pin on the mirror and placed the PIP_pos point there

zenith quartz
#

mine works, it's just inverted 😄

#

tried to remap the uv from the "back" view, nothing changed

polar fiber
#

there should be a button in the UV editor that you can use to just flip selection along the U axis

zenith quartz
#

Vertical mirror?

polar fiber
#

horizontal

#

is also in the toolbar though IIRC

#

I forget what the button looks like

rotund ocean
#

Hey Guys, I'm trying to export my object in Blender and I always getting the following error: ```
Traceback (most recent call last):
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox_init_.py", line 813, in execute
exportMDL(filePtr, self.selectionOnly);
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 321, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 245, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 103, in writeFaces
materialName, textureName = getMaterialInfo(face, obj)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 30, in getMaterialInfo
texType = material.armaMatProps.texType;
AttributeError: 'NoneType' object has no attribute 'armaMatProps'

location: <unknown location>:-1

polar fiber
#

IIRC you have to combine everything in to one object and as it says at the bottom, assign it as an arma object using the tool properties

rotund ocean
#

It's assigned as an Arma Object and it would not make seens to combine them all since they are different lods. It does work on my other object where it uses different models for different lods.

obtuse rain
polar fiber
#

admittedly I haven't used the toolbox for much more than editing weights on the RHS MBAV vests, since Blender isn't really my tool of choice

rotund ocean
#

The thing is with my other object it works the way I've done it. Here's a picture of my setup until now: https://imgur.com/a/buTK7

zenith quartz
#

@polar fiber it fixed my mirror problem! Thank you very much

polar fiber
#

👍

lapis goblet
#

is there anyway to have a looped animation also have a looped sound?

#

I'm trying to understand how arma loops the engine sounds for instance, because looped animations do not have a looped sound and say3d is broken in loops (it will cut the sound a little bit on every repetition)

rough idol
#

what simulation are you using?

lapis goblet
#

the model? it's plane

#

the type is rotationX

rough idol
#

it's configured as a plane in config?

lapis goblet
#

it inherits from plane

#

in config.cpp

#

oh sorry

#

there are actually two objects, the other is just a house

#

both have turning wheels though, I needed to add the sound of that

lapis goblet
#

is there a way to disable a car inventory?

rough idol
#

disableInventory = 1;

lapis goblet
#

duh

#

thank you

lapis goblet
#

all, I have two cargo people and turrets

#

config is here

#

the issue I have: the two actions that are available when I'm next to the objects are:

#

"get in as passenger"

#

"get is as ride in the back"

#

When I'm on board, I only have "to passenger 2 seat" and viceversa

#

where does this "ride in the back" comes from?

#

If I set transportSoldier=0; then things get weird (crew returns 0 even if I'm in the turret)

simple lake
#

rideinback comes from as you say transportsoldier value

lapis goblet
#

yes but I want only turrets

#

If I say 0 then for instance the getIn event does not even get fired

#

it's weird

simple lake
#

what proxies have you used ? for the cargo

#

and what animation is set for the getin

lapis goblet
#

standard heli proxies and config is in the pastebin

dim mica
#

Any ideas im packing my addon with pboproject and there is 2 files that are "missing" according to the program but those files are in right positions with right names and so on.

#

What im overlooking ideas?

#

Files are rvmat and co texture for the object

#

Intresting about this is that other person can pack these same files without a problem on other computer

lapis goblet
#

i sometimes have to open up the _co.paa files and resave them.

#

don't ask why.

dim mica
#

ill have to try that out

lapis goblet
#

yep

simple lake
#

hmm i can see you inherit from plane so you will obiously have what it has unless you dismiss it , also proxyindex in the turrets may help ID what goes in what so in model = proxy ......\cargo.001 cfg = proxyindex = 01 IIRC

#

in terms of crew well i understood crew command didnt return cunner proxy ?

#

yeah just make sure they proxies are numbered as perscribed in cfg

dim mica
#

no luck with resaves 😦

simple lake
#

must be path

dim mica
#

all the other files are found with same path only these 2 fail

simple lake
#

maybe on the model it has a different path or the rvmat

#

or cfg

dim mica
#

ill redo all the paths maybe that helps

lapis goblet
#

ensure that you have no p:\ references?

#

to resave yoo first need to modify or save as png and reimport

foggy finch
#

just save as and overwrite it.

polar fiber
foggy finch
#

nice work

quick terrace
#

@da12thMonkey#2096 def bool next time 😃

woeful viper
#

even with probool in max you will not get perfect transition, unless you use very high poly counts (basically after turbosmooth)

polar fiber
#

Yep, that's what the process is. Make curves surfaces with lots of edges (e.g. at least 64 sided cylinders). Boolean the bits you want off it, split UVs along hard edges, send it to zBrush, polygroup by UVs (so polygroups are split along the hard edges too), convert to dynamesh (dynamesh master), use the deformation polish sliders, send the HP back to Maya etc.

#

IIRC some things you want to set up a morph target before polishing, so that detail can be recovered

tacit karma
#

small stuff. but its the best way right now to make machined shape

dim mica
#

p:\ was the fault

woeful viper
#

*apart from just making it directly in a tool for machined parts ^^

obtuse rain
#

Modo's MeshFusion does each boolean intersection with rounded strips on the joins with a configurable radius of curvature for each.

#

(And the inputs to it are Sub-D meshes)

bleak flame
#

(And the inputs to it are Sub-D meshes) that's one reason the dynamesh method is better

obtuse rain
#

To avoid having to do sub-d?

bleak flame
#

yup

obtuse rain
#

I love Sub-D though.

#

😉

bleak flame
#

your meshes can be super complicated and making changes is minimal effort

rotund ocean
#

@polar fiber I tryed what you sid should fix my problem, but it still persist.
Anybody else got an idea how I could fix this error: ```Traceback (most recent call last):
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox_init_.py", line 813, in execute
exportMDL(filePtr, self.selectionOnly);
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 321, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 245, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 103, in writeFaces
materialName, textureName = getMaterialInfo(face, obj)
File "C:\Users\Salbei\AppData\Roaming\Blender Foundation\Blender\2.78\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 30, in getMaterialInfo
texType = material.armaMatProps.texType;
AttributeError: 'NoneType' object has no attribute 'armaMatProps'

location: <unknown location>:-1

obtuse rain
#

Have you used a non-Arma material on your model?

rotund ocean
#

No i tried an arma material and no material. The funny thing is, if I disable all lods from beeing an arma object except the first visual, it works 😦

obtuse rain
#

Checked that there's no material slots that are missing a material?

rotund ocean
#

I've tryed removeing all materials and filling all of them, it does not solve the problem

polar fiber
#

do you have one of your objects in weight painting mode or something?

rotund ocean
#

Whats that?

polar fiber
#

well there are various editing modes in blender. Some apply temporary materials to the model in order to facilitate vertex painting and things

#

I think you're supposed to go through the different objects/LODs and put them in the default object mode before exporting

rotund ocean
#

I did not do anything of that (well not on purpose). How do I check if I have done this?

polar fiber
rotund ocean
#

Yes they are all in object mode

polar fiber
#

not so sure then. Being in weight pain mode is the only other thing I ever experienced that stopped me being able to export like that

rotund ocean
obtuse rain
#

Those are different issues.

rotund ocean
#

okay, good to know

obtuse rain
#

You can fix the first ones by seeing if Blender can process your vertex weights so that each vertex belongs to no more than 4 maps.

#

(or that if a vertex is in more than 4 vertex maps, only 4 of them have values for the vertex above 0%)

rotund ocean
#

To be honest I don't know how to do this

obtuse rain
#

It might be simple for a belt though, how many bones are you actually using?

rotund ocean
#

Well it's a Vest wih a belt to hold a diving tank 😄 so allot of bones

obtuse rain
#

Oh, not so simple then. 😉

rotund ocean
#

Thanks allot, this fixed half of the errors in the log 👍

tacit karma
#

@obtuse rain Well, but then you would have to make up with modo 😛

halcyon wren
#

4 hours of investigation and frustration thanks to autocenter.

#

Its international hate-on-autocenter day. Press F to pay respects...

white jay
#

hope you don't have ruin models aswell for the object ;P

polar fiber
#

What was the problem? Vehicle fording/swimming?

halcyon wren
#

No, that one was already known to me that vehicles need to have autocenter in its superposition to float (undefined)

#

This is for trees and the crown bleed 😄

#

I gave all my trees autocenter = 0 like a good boy. Turns out that recenters it of course (sarcasm) and the model center for crown bleed shadow is reset, too, giving me funky times.

polar fiber
#

It's a crap shoot where some things need autocenter 0 like weapons with rotating anims, and character stuff else it's in the ground. But it buggers up other things 😄

halcyon wren
#

Absolutely. Its a rightful "usual suspect"

#

I was tweaking the shadow on ym trees and comparing it to apex trees how they look when shadow is turned off in video options. Glad its now working as it should. But I'll have to repack my map now since all the trees need another look into shrodingers box to be determined again after a change in autocenter. grrrrr

woeful viper
#

Is it possible to make a building with AI entry and exit points in Pathway but somehow block them when there are collision objects in the way?
What i'm planning is some modular building system (fortifications primarily), where i have multiple entries/exit points in a "basebuilding" and then place different things onto the basebuilding.
Imagine a house with two entrydoors. Now i place some addon (say concrete bunker) which blocks the exterior in geo LOD. I obviously dont want AI to try and exit the building and then phase through this bunker to get out

halcyon wren
#

Only way I could see this possibly working is by moving the in2 segment via model-anim to a different location. That is, if the AI paths aren't binarized into some sort of optimized data structure that cannot be modified post binarization. Hide anim will also not work, as it will move it to 0,0. You could try moving it 50m above. That should make it unattractive enough for AI to not use it. But again, only if its actually using the runtime deforms of the pathway lod.

#

BI allows for locked doors in their structures. Perhaps there is something simple to block it for AI. I haven't touched that subject yet for my structures, but thats where I'd look next.

woeful viper
#

what functions (i guess) do i have to call to lock a door?

rotund ocean
#

Does someone know how I could fix this problem: 11:33:42: Warning: x\enhanced_diving\addons\diving_basic\data\models\diving_vest_belt.p3d:1, vertex: 0, sum of weights is 200, should be 100

stuck oyster
#

you need to fix the weighted selections of your model

#

for example blender has a normalize weights tool in the weight paint mode.

rotund ocean
#

okay thanks

civic stratus
#

I have an animation that refuses to hide based on the gear source, how do I fix it? class reverse_light { type="hide"; source="gear"; selection="reverse_light"; // sourceAddress = clamp;// (default) minValue = -1.0;//rad -57.29578 maxValue = 0.0;//rad 0.0 hideValue = 0.2; // unHideValue = -1.0;//(default) animPeriod = 0.0; initPhase = 0.0; };

#

it works for all of my vehicles except for one

civic stratus
#

also, does selectionposition work for hidden memorypoints?

#

(hide animation)

opaque zephyr
#

@woeful viper I have solved a problem with a large number of a proxy. for proxy models I have made range lods empty, and they don't destroy fps

#

I hadn't to do the same a proxy to the main mesh of models

#

now I have a new problem. how to create complete darkness for a vault? my vaults will be models which I will establish at big height, it is possible to get movement there, but how to create darkness in them

stuck oyster
#

Arma lighting does not support darkness very well

opaque zephyr
#

it is right

stuck oyster
#

I think only way is to change weather locally when someone is in it

#

or time

opaque zephyr
#

I think of it too, to make night locally a script

#

it would be desirable that there was special lod in model which would make it, so there would be less problems

stuck oyster
#

Indeed

#

Arma is not designed with underground stuff in mind

#

unfortunately

opaque zephyr
#

and it is awful that there are problems with vaults and problems with light. especially irritates as light from a small lamp shines through walls

woeful viper
#

This problem is not solvable as far as i can see. Yes you may possibly be able to make it darker, but lights from people, cars or other light sources shine through objects no matter what.

#

this is why i dont think it's possible to create the Stalker Atmosphere as far as interiors go properly in Arma.

opaque zephyr
#

well we try to solve many problems, even we write the system of stock, it will open new opportunities for interaction of the player with things

#

I thought that lod shadow can be used for night model - but tests didn't yield good result

#

I look for other options except a script because at us there is a lot of scripts on different processes, there were a wish to save on it

#

all thanks for responses, I left

stuck oyster
#

Good luck!

civic stratus
#

anyone have an idea of what values I should change to get my animation to hide?

stuck oyster
#

is there any other animations affecting the particular selection?

polar fiber
#

or are parts if the reverse_light selection included in other bones defined in the model.cfg

civic stratus
#

the parent bone is a trunk that opens and closes

#

but I've assigned the parent bone in the modelcfg

stuck oyster
#

whats your bone hierarchy for those parts?

civic stratus
#

"reverse_light","trunk",

#

"trunk","",

stuck oyster
#

wheres the hide?

civic stratus
#

the other reverse_light selections I have aren't tied to any other hide animation, and they work okay

stuck oyster
#

are they on a moving trunk?

civic stratus
#

this is the only reverse_light attached to another bone though

#

just this one

stuck oyster
#

yep thats the issue right there

#

hide needs its own bone

civic stratus
#

my reverse_light is also part of the trunk selection, so if I just detach them in the model, it should be okay?

stuck oyster
#

could be yes

civic stratus
#

alright, will give it ago

#

this is likely the issue

#

when I said detach, I didn't mean the topology

#

just the names

stuck oyster
#

yes that should work I think

civic stratus
#

no reason I should have had it part of the trunk selection if I attached it via bone hierarchy lol

#

yep, fixed

stuck oyster
#

👌

#

yeah always good to check out that one animated selection is used for each animated part

white jay
#

Anyone have a good link or tutorial on how to get objects into the game? I made a few houses in Blender, downloaded the arma 3 blender toolbox and have 0 knowledge on where to go from there.

stuck oyster
#

BIforums have quite a bit of info on that and youtube has some tutorials even for blender.

#

Arma 3 samples are also your friends and you should start by studying what they are made of

white jay
#

Ok thanks, will do. I watched a video on how to open the house in object builder and such, I'm just lost when it comes to Config files and shit, I'll start doing some looking, thanks for pointing me in the right direction.

stuck oyster
#

No problem. Forums are good place to look for starting tips.

dense steeple
#

Is there any good documentation on how to setup file patching?

tacit karma
#

simple

#

download dev-branch, download the shell link extension and install, go to your p-drive, make sure your PBOPREFIX is correct, rightclick on the modfolder, select as source, go into your arma 3 root, rightclick, drop as symbolic link, and start the diag_exe with -filePatching

#

beware, model.cfgs are currently not read with filepatching

tacit karma
eternal bloom
#

i try to pack a pbo with PboProject, any clue on what could generate this error ?

rapify x64UnicodeVersion 1.76, Dll 6.44 "cliff1.rvmat"
File sahel_rocks\data\cliff1.rvmat: invalid file
lime nebula
#

Are you sure you have the latest version of rapify? ?

eternal bloom
#

i think yes, i reinstalled it few weeks ago

bleak tangle
#

Did you get it figured out? I copy and pasted the RVMAT from your link and it packed without issue with both the free and subscriber versions of pboProject.

late timber
#

Hello guys, do you have any link or document where I could learn the basics of importing in arma 3, 3D models vehicles, and configuration and all the thing I should now before doing it. Thanks

half heath
#

Probably the best place to start

livid sable
#

Hi guys, im trying to do a plane back weapon/tail gun like the stuka of IFA3 but without success.. can anyone help me out here? at least how i do so the gunner is looking backwards. Thanks

rough idol
#

you need to set turret facing foward and then use initTurn param in config to rotate it by 180deg

livid sable
#

ahh thanks! will try it out

placid relic
#

Hey guys, a friend's trying to add footsteps sound to his homemade building but doesn't understand this mechanic 😒 Where is the "config" of the sound ?

#

Or how can he find it ?

woeful viper
placid relic
#

Thanks for quick answer bro !

rotund ocean
#

Could anyone help me fix this

stuck oyster
#

could be, no proper weights/ no autocenter = 0 in geometry/ no right named class in model.cfg/, if I understand the picture right

#

please do include description of the issue too

rotund ocean
#

The issue is that the vest is broken into bits with peaces missing

stuck oyster
#

bad weights is a likely culprit

#

check all above.

rotund ocean
#

will do, thanks for the help

rotund ocean
#

So I tried all of your sugesstions and sadly non of them worked 😦

vital geyser
#

What defines how far a translation moves in the models cfg?

half heath
#

offset0 and offset 1 determine the distance. If you did offset of 1 then the object would translate the distance of your defined memorypoint axis' vertices.

vital geyser
#

Ok

#

thats so helpful

#

thanks

wraith tendon
#

@vital geyser
Maybe a helpful hint:
Set/Align your MemoryPoints to fixed distances between each other.
e.g. if an Object moves from Left to Right, set the first MemoryPoint to (example) [0,0,0] and the 2nd one to [0,1,0] (iirc select the MemoryPoint and press Shift+E to set them precisely). This means in the Config: offset1 = 1 1m to the right, offset1 = 1.5 1,5m to the right etc.
This is sometimes (not always) easier, than moving the Points around
(either Ctrl+E or Shift+E, can't remember anymore)

vital geyser
#

@wraith tendon thanks and what should the mem points be called

#

axis?

wraith tendon
#

uhm

vital geyser
#

Sorry i just started making objects with animations and im a noob

wraith tendon
#

You can name em was you want, as long as the names will be entered in the model.cfg

vital geyser
#

k

#

thx

wraith tendon
#

e.g. both Points are named: Door_1_Axis

vital geyser
#

yes

wraith tendon
#

Or name them wubbalubbadubdub or whatever. Aslong as they got the entry axis=""; in the class Animations part
e.g.:

skeletonName="Barn_W_01";
        sections[]= {};
        class Animations
        {
            class Door_3_rot
            {
                type="translation";
                source="door_3_sound_source";
                selection="Door_3";
                axis="Door_3_Axis";
                memory=1;
                offset0=1.000000;
                offset1=0.000000;
            };```
#

And if it moves the wrong/opposite way of what you want -> Select both and just flip them around

vital geyser
#

I got it working thanks so much @wraith tendon

wraith tendon
#

👍

pure aspen
#

Hi all, how to make the interior shade inside the building, like on buildings in Apex

tacit karma
#

You have to bake ADSHQ Maps

pure aspen
#

Thanks, exist any material about _ADSHQ?

tacit karma
#

What do you mean?

pure aspen
#

Any information about this map

tacit karma
pure aspen
#

@tacit karma thanks a lot

lean merlin
halcyon wren
#

How many UV sets do you have? Possibly have selected a wrong one for BZ to display.

lean merlin
#

1

foggy finch
#

any biminions know when the biki is gonna be updated with the new useraction/door replacment info (actionNamedSel)?

#

or the samples for that matter 😃

obtuse rain
#

Are there any buildings using it yet?

foggy finch
#

dunno, havent dissected any apex stuff to look

#

having the info woul dbe nice going forward though, especially for memory points in close proximity

#

thats the only stuff i can find on it

obtuse rain
#

If it's just switching out memory points for named selections what more would you need to know?

rough idol
#

Most of the buildings are using that

white jay
#

The only thing model wise, is the old method you only needed points in the named selection for doors etc
But with newer method you also need the faces in the named selection.

#

Rest is just some simple config changes

#

I have it done for previous version of arma & also messed around with ladder changes in the dev branch.
If you get stuck give me a pm
Note the getCursorObjectParams is useful command to use ingame, to check you setup the named selection correctly in geolod

#

Next version of CUPs Terrains, should be using it. Still need to update for ladder changes though (wasn't in previous arma only dev)

obtuse rain
#

What changed with ladders?

lime nebula
#

The new user action support ladders

white jay
#

[5:17 PM] Torndeco: Incase anyone interested new door/ladder tech

Doors / In the class UserActions
actionNamedSel = "Door_9"; // Selection name

Ladders
ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"}};
//Start & End Memory points + Distance + Selection name

Note:
Doors/Ladders Selections need to include faces, can't just be points and are defined in the geo lod. You can use getCursorObjectParams to check ingame if you done the selection correctly.
Also you can don't need to remove the old door method from the configs.(edited)

#

Haven't tested with todays update, but was working with previous arma & (ladders with dev branch)

cinder pivot
#

@white jay Do you know if that selection name is hidden, does the ladder action become hidden as well?

white jay
#

Never tested that, i would assume it does

cinder pivot
#

that would be a game changer if so

#

I'll not get my hopes up lol

foggy finch
#

thanks @white jay hopefully the formatting is the same, if its just defining selections in the confiig.cpp then thats a pretty easy switcharoo tbh.

white jay
#

Might describe it wrongly then:P
Its done in the model geolod

foggy finch
#

er so its done in the geolod now and not named selections in the memory lod ?

white jay
#

geolod, start/end points for ladder are still in memory lod
I can send you that p3d if you want to look at & config etc if its easier

foggy finch
#

nah ill just open some a3 models, pretty good by now at interpreting those

urban hearth
#

Would that make it easier for you to put a ladder on your large project @foggy finch ? Or is it making it more tedious now?

cinder pivot
#

arma is tedious

#

OH MY GOD

#

URO

foggy finch
#

a ladder is a ladder dude,. just means I have a bunch of stuff I'd have to revisit for compatibility. it might make ladders with hatches above more realistic tho, hopefully now it uses geo, geoblocking might be possible, if not hide/unhide

cinder pivot
#

IT WORKS

#

you can do trap doors in arma now

#

😄 😄

urban hearth
#

Ok, yeah I was thinking they were actually making it easier to add ladders to buildings ...LOL That's what I get for thinking, eh? 😄

#

So basically you can add roof access hatches as in fire escapes then?

cinder pivot
#

@white jay Thanks torn for the help 😄 It works!! If you hide the ladder selection it removes the addaction for the ladder

halcyon wren
#

You could always do that. But now you can deny access to ladders

cinder pivot
#

SO pumped

#

yes ^

foggy finch
#

almost 2 years since i put that onto the fb tracker,. ill check with my own model and update the issue

halcyon wren
#

with hide anim, make sure the ladder action is not available at 0,0,0 still

cinder pivot
#

not that I can see

#

it would be at the bottom center of my singular ladder, no options but will test more

white jay
#

Latest tech basically does a line check using getCursorObjectParams. If not getting detected in location before you hide you should be good.
Configs are done nicely awell and are back compatiable

cinder pivot
#

^

swift saddle
#

Our trucks are with maxspeed of 29 km/h on the road since the update, any reasons to fix that?

spare roost
#

Anyone know how to resolve errors like this that are generated in the bin log when using Mikero tools to pack up the mod into a .pbo? This is from the Land Rover port I am working on. Seeing: 'Selection zbytek needs a section. The shadow volume may not work well' in the logs, along with other Selections being mentioned. It doesn't appear to be causing an issue, but I'd like to remove the issue if possible.

outer condor
#

@swift saddle what is maxSpeed set in config?

swift saddle
#

the same as before the update, 90 km/h

outer condor
#

@DerOetzii#8193 ok. does it happen with every surface/road type - maybe BI tweaked some coefs

swift saddle
#

is at all surfaces, that's the weird

wraith tendon
#

Enough HP?

swift saddle
#

The same as befor the update 😄

rough idol
#

are you inheriting from some BI vehicle?

swift saddle
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only from car_f I would know

bitter turtle
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It's me or the rotate speed with the mouse in Object Builder has been decreased in the last A3 update (assuming upadting buldozer as well, even not using buldozer, just OB IDE)?

wraith tendon
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dumdumdum, another one for the list

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@bitter turtle erm, one of the F Buttons opened up the SettingsMenu in Bulldumper

bitter turtle
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@wraith tendon What? In Bulldozer Configurator (A3 Tools)?