#arma3_model
1 messages · Page 102 of 1
@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.
huh? its super easy
@quick terrace nah, it's a legit normalmap from Substance Painter
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?
I've tried dep3d.
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
nvm, I fixed it somehow
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
Solved: if anyone wonders why rvmat glithced it's because one apparently can't put slash before the directory to the nohq file...
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
do you know what I am supposed to do to fix it?
when I do Structure | Check Faces from OB I can see the points I think it refers to, but what is wrong with them?
@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".
oh ok thank you
no it's not the proxies
there aren't any in there
and the selection cannot generate ST coordinates appears in the selection window after I run Structure | Check Faces
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.
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 😃
I'm not aware of how to do that Bubu. Would definitely be useful.
i think @halcyon wren made an tutorial on it, but i'm not quite sure.
@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=Vf!«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
yes, you read that right
the pin tool is amazing and life's pure destillate
press R to activate it
with a selection made, hold RMB to snap them to other veritices
Try around a bit with having the pin active and hovering over a vertex before you press and hold RMB to drag
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...
Is the loop script really my only option?
something like
0 = [] spawn {
while { run } do {
pylon animateSource ["wheels_l_source", 0, true];
pylon animateSource ["wheels_l_source", 1];
sleep 1;
};
};
``` works
but...
was hoping for better
pylon animateSource ["anim",99999]
stop
pylon animateSource ["anim",pylon animationSourcePhase "anim"]
@lapis goblet
user is not a type...
user source
source
ok, so 1st command plays it in a loop 99999 times? and the second one stops it?
more or less yes
my model.cfg is https://pastebin.com/CKT0mAcM
for animation sources:
class AnimationSources
{
class wheels_source
{
source="user";
initPhase=0;
animPeriod=1;
sound="GlassMetalDoorsSound";
};
};
where do you get this stuff 😄
I can't try it out not with arma now
sourceAddress = "loop";
soundPosition = "wheels_l_sound_source"; should be in AnimationSource, not in model.cfg
source is looped so you can animate it above 1
ok so pylon animateSource ["anim",99999] to start, pylon animateSource ["anim",pylon animationSourcePhase "anim"] to stop and I need the loop
oh wow
I though I read everything, guess this is somewhere else
you don't need loop - before animation gets to 999999 it will pass 277.7775 hours
understood
I'm just wandering WHERE you got this, I though I read everything I could
will try tomorrow, thank you
what exactly?
the fact that you can actually pass a NUMBER in animateSource
I mean, that this number could be the state of the animation, which combined to it being a loop it can actually be > 1
thank you, really
if you think you've read everything ... well then you haven't understood the nature of arma modding yet
it was always number - you could for example open doors in half phase, it's just not mentioned that you can go above 1
never said I've read everything
https://community.bistudio.com/wiki/animateSource here is example
ugv addAction ["Turret Left", {ugv animateSource ["MainTurret", rad 90]}];
rad 90 = 90 degrees to radians
and I've been modding for quite a while, so yeah I know what you mean 😄
and 90 degrees is equal to 1.57079633 radians
yes indeed
but I misunderstood and thought that that value was referred to maxValue
which is set to 1 in my config
again, thank you
@halcyon wren Thanks for the info on using the pin tool in OB, fabulous! 😃
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!
you can find many tutorials doing that online on youtube
if you use blender there’s a toolkit you need to install
all, can it happen that propery normalized faces in blender get exported that need to be reversed?
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?
For my destructible buildings I am generating them from the firegeo volume
I voxelize it and then use the verts with a merge-near of about haf the configured radius
thanks, that's what I was looking for.
the four big players assembled 😄 https://i.imgur.com/9qISI77.jpg
@tacit karma Should do a special IDAP livery 😉
Love the VRMM orange and black one though
good idea
@astral maple make sure to check the YT tutorials and those at https://pmc.editing.wiki
nice cars @tacit karma maybe they will drive on this old map ok http://www.armaholic.com/page.php?id=25838
thanks I'll take a peek
its old but i had fun with it
first of all I have to find out why it doesnt drive straight....
well good luck with any PhysX and consistency 😃 i have never grasped it yet
thanks.
@halcyon wren i use the arma3 toolbox... will investigate.
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.
fbx doesnt break scale. If your scale is off, you are not modelling in the proper units in your 3d modelling tool
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
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.
it works perfectly ingame, it must be blender units
it's just a matter of positioning it in OB many times before it's right
will take a look at those units tho
on the other hand, obj files are in good scale
I did reset the scale too
did you reset rotation and position too before exporting (ctrl-a with object selected)?
@atomic path if you use blender you dont have to use OB at all with FHQ Blender Arma toolbox
- what _SCAR said
yes you can
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
also maybe i missed it but cannot find a way to have named selections from blender (not properties)
named selections are done with vertex groups in Blender
and you need to definen new material for each rvmat/texture combo you want to use
in blender that is
i can’t seem to find how, i’d love to see a tut
this is what happens when I get p3d to blender, reset scale, and export FBX
then get that FBX to OB
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
HG the whole workflow...
hg?
named selections
in ob you can also have faces as named selections
i wish i could avoid ob as a whole, unable to for now
OBs named selections are same thing
they are group of verticles "bookmarked" as "named selection"
ok
which is called "vertex groups" in Blender
and @atomic path If I recall right 1 unit/meter in blender exports as 10 or 100 into FBX
dont ask me why
the hard part in this is getting the complete workflow
and use the ARMA FHQ BLENDER TOOLBOX to export directly into p3d
i mean: named sections, lods, uv maps etc
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
selections
section is different thing
yes sorry
selections
i did that once
i found myself with 4 different UV and there was no way to see textures in ob
you model, unwrap, assign materials, create vertex groups, join lods, assign Arma properties export
will love to be able
thanks for the pointers
i have a model i’ll need to add interiors
and would love to avoid doing the import again
so for every mesh in blender you assign a material
only thing I've yet to figure out is how to automate geometry lods "componentXXX" naming
you can assign as many materials you want
again when i did that i ended up havin uvset0,1,2,3,4 and could not see a single text in ob
on any mesh
that should not happen
you have done it in very wierd way
Im pretty sure you have not added new materials and assigned them to faces if that happens
possibly
i’m sure i did something wrong 😃
right now my workflow is to model meshes, uv unwrap, merge into a single mesh, import in ob
and then i rvmat in there
but then i have to reselect everything etc
which sucks
do you name your uvmap differently or leave the default name?
because i did rename them and maybe that messed it up
no theres no need to rename them
and you dont need to make many uvs
1 suffice in most cases
and 2 in few more special ones like the multimaterial
it depends on shapes... in the model i sent you there’s no way i could do a single uv...
each material can share single uvmap and overlap because they use different materials
uv islands/mesh faces assigned to different materials do not interfere with each others texturing
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.
oh yes there are
but not for the whole blender to arma thing
the ones that exist are also with errors
i’m gonna try the cycle you suggested here and see.
thank you hg
the material tab in Blender has Arma texture properties panel at the bottom when you enable Arma Properties for an object
there you can set Arma texture/material path for each material your object uses
@lapis goblet https://youtu.be/GxGIgurkzW4
Check time stamps in description
https://youtu.be/TJhOk5DGGK4
This one has no timestamp I have to do them.
Hope that can help you
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 :/
Any of you know what i need to do?
Pictures of the geometry would help but they need to be simple shapes
The geometry works fine but only with units not with the objects placement
Hmm a roadway lod? I can try that @bold flare
You need a roadway LOD on any part of the model a player could conceivably stand on, anyhow.
I will try the roadway lod
So basically how i make a roadway lod? Or there are some tuts out there?
Btw thanks for the help guys
Have a look at the samples.
Or this, which shows the roadway LOD as gray surfaces:
https://www.dropbox.com/s/rmm7khmlxx1ooa2/HousePaths.png?dl=0
Got it thanks mate
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).
I will check them 😄 thanks for the helps! Hope i can finally get this thing to work
randomly posting videos or do you need some input?
problem with view geometry and fire geometry
validate them
validate? detect components? its ok detect no convex hull? its ok
thanks
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?
on another note, anyone have issues with OB's viewports after Win10 fall creators update?
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?
thanks
the lod that defines what the AI see is the View Geometry.
so if that is badly build or absent, the AI will see through the walls and hence fire
regarding firegeometry, there too you need to check whether the penetration is properly set.
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.
especially if the walls of the fire geometry are thin and you are not using a *_plate.rvmat
I thought FireGeo is what defines what a human can shoot and hit, while ViewGeo being what the AI can see and hit
But I may be wrong
The visible geometry of the model. that is all, no mention of hit power from AI
At least, that is my understanding
I thought FireGeo is what defines what a human can shoot and hit, while ViewGeo being what the AI can see and hit
👍
FireGeo is not restricted to "human", also AI
Also: FireGeo is used, when you shoot a model. If it doesn't exist (iirc) only Geo gets used
yes
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
Yep
So what you quoted is incorrect, or I might have misunderstood what Petyr meant.
yes, exactly.
hit -> aim
Although Petyr is stating this in opposition to what I wrote
so I'd think he really meant "and hit" = (damage you)
anyway
Okay, from start:
FireGeo = comes in count when shooting something, but doesn't block the View
ViewGeo = Blocks the "view"
yep
So what he said was correct (except for the "hit" part 😄 )
lol
that is what he was contesting me.
😄
ok enough, I think we all got it straight anyways
👍
Fire geo may block ai engagement though
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
use of many many proxies is not good for performance
deleting them from higher lods may help
but you could also try modeling them in
it is possible to eat at least some restrictions in admissible quantity of a proxy?
what you meant
"deleting them from higher lods may help"
specify please
how many proxies you got?
80-150)))
yep
yeah too many
you could make them separate objects
it could help if they are occluded out of the scene
that many proxies will make performance drop
no way around it
or you can just make them real parts of the model mesh
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)
occluded out of the scene?
yes object behind another object is not drawn
but I think proxy as part of the object is
how it is correct to do it?
model them in or make them separate objects
where to read it to understand as it is correct to do
😅
more stuff on scree == less performance
multiple proxies can be more costly or so Ive understood anyway
I reflect... how to arrive, remove furniture, it is cruel, and breaks a concept
I know :C
on average pc of fps lower than 30, on good pc - 45-50
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
😀 mother, the sonny spoke to me! go do on ue4
@white jay limits are in millions, usually most higher detail models are in the 20-30k region I recall tho
view geometry won't help me?
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.
I dont think @TOTEMbl4#8175 I strongly believe the high amount of proxies that is the issue
peices alltogether*
all my buildings low poly - 10-15 to at most
Theres seems to be wires from individual pieces that look simple enough. Could perhaps use a bit more cleaning up but they could work.
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.
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
50 is a lot so should not be used often
Yeah, they're only used on my map maybe 1-2 times for about 4-5 buildings.
and will need a very good simplified resolution lods
@TOTEMbl4#8175 thats a good polycount
its the proxies that kill your performance
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.
plenty of material to read and/or watch about texturing
the arma part is pretty simple too really
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.
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
there is my work 😌 https://vk.com/album-105504881_248030395
@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
for global mod we have created the card of 51,2*51,2 km - it is in 9,7 times more an altis
map*
@opaque zephyr i would suggest color tuning your textures so they have a common tone. https://www.textures.com/tutorial-matchcolor.html This would tie the individual textures closer together and make it less contrasty
we prepare 920 unique buildings for the map and as here without furniture, it will be bad
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.
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.
😪 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
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)
without rvmats in general there will be shit
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).
it as that can be fix?
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
without fps 70-100 proxy!!! fucking proxies
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.
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
if someone wants to help or ask, write on the tot.m@mail.ru
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
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.
is selection defined in geometry lod too? how big is that selection? how fast is that animation?
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.
Hi all, does a model need specific settings to haveropeCreate work?
certain classes yes
@lapis goblet the parent object needs to be a physx-enabled class.
the child object will inherit parent class.
oh
Search this discord, I explored this a while ago.
search for 'ropeCreate'
yes
explained it all while exploring for future references like these.
that's why I'm asking what is needed
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.
Nope
nope?
oh they need to have a simulation?
So I am also toying with the idea of using https://community.bistudio.com/wiki/drawLine3D
but I doubt that will look good in game
don't see for instance how to specify the thickness of that
you'll have more luck with that or the expensive hackaround
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?
Yes
well
I managed to do what I wanted by converting one of the objects into a car.
but a driveable speaker is riidiculous
I am already doing some pretty funky stuff to have chairs float around, as you can imagine
I can define pylons as cars
ropeCreate using a hidden UAV, those are the smallest with exp. physx
hidden UAV?
Sure, go ahead, should work.
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
@zenith crescent has done this before. You could ask him. check: https://youtu.be/tKekfT7ZYb4
yup
very nice and smooth that effort
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?
select the bones then with shift select the model and ctrl P and select type of weight you wish for
in object mode
yeah
ManSkeleton_Pivots.p3d?
hmm pivots might be too far tey arma_rig slelton by macser
nah try Armaholic
its for blender rig animations
open that imprt your model then weight to the Arma_rig skeleton
Or you can import the character model.p3d with Alwarren's toolbox and transfer weights
be mindful of the weapon dont weight to this
you can weight model to model ? hmm didnt know that
yea, seems quite simple
nice one cheers
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?
name them in the p3d
oh so it's just a named section?
or vert
doesn't need to be in memory LOD?
ok
looks like I can't use the "append" option in blender to import from p3d, seems familiar?
use the arma bnlender tools and import the p3d i think FHQ tool IIRC
Ye, quite obviously, i have A3 tools in Blender.
still gives me the "p3d is not .blend library" error
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 ?
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
i think its a tickbox selectio or all lods maybe to export
ithink FHQ has a good tutroiral mayne try this also
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
well i think Da12th is saying you only need the model of the character and your own model
then do the same weighting process
In the tutorial he sent, guy imports a skeleton file
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 ?
i thinks it edit 2.00 lod in that male p3d IIRC
but is based on BI character, so basically the skeleton stays the same
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
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)
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?
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 ...
oh yea, you said that already 😄
Aye i think its a step in the video too maybe later on ?
ctrl+P is "set parent"?
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
weight transfer works great imo
good for you , maybe help him how it works great ?
😄
or is it just an opinion channel 😃
well you were in the middle of explaining and I just got here.
@atomic path you still there?
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 😃
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
That cup video is not helping, as I can't import the skeleton from anywhere
What os you method @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
we are getting somewhere
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
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
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?
yes and you should do that if you intent to use Armas hand textures
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 😄
Cutting lots of small holes and indentations in to several curved surfaces for a HP mesh, is super fun... 😣 https://i.imgur.com/uLzHxYw.jpg
like a hole in the head haha
almost os fun as painting rail numbers on a ris handguard lol
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
good job tho
Looking good man!
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?
aaaaand some faces are missing (that could possibly be fixed with flipping the faces?) https://imgur.com/a/hIDJu
note that the rvmat and texture are placeholders, so that also might be the case
@stuck oyster halp!
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
change sbsource to shadowvolume and if you have a viewcargo you also need a cargo shadow lod
Also: I have in my AnimationSources:
sourceAddress = "loop";
animPeriod=0.5;
sound="GlassMetalDoorsSound";
does the sound get looped too?
I think it's not looped
@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
anyone else noticed saving issues with Object Builder lately?
not me
@polar fiber is that a CBU24? looks familiar, but i imagine you'd be making a more modern munition...
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.
yeah that too, it pans slower
Yeah, so that is the only thing I am aware of if a person is using Win 10 then they are getting strange issues
@foggy finch what issues did you experience?
@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.
@stuck oyster The resolution lods look allrighty in buldozer
do you have some camo selections or some other extras there?
@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...
Well, weighing is there, right?
hiddenselections that would be overriden on init
There are no hiddenselections in script
maybe your config inherits some default ones
It inherits from character base
are you using the default man skeleton in model.cfg?
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
{
"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
Model.cfg is copy-paste from templates, only added the model name at the end
Okay, will take a look at the selections
you can also just empty the sections array and re-pack
Arent weights in selections?
yes
but only those named by the bones list matter
the sections list is for hiddenselection textures
There's plenty of them in this array
yes they have differrent purposes
Should the hands and head be on the model ?
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
your missing essential memorypoints
I suggest you copy those from the sample man too
you can try that yes
and the hand textures will have to be copy-pasted to all the .paa's ?
no if you copy the sample hands they should already be pathed to the arma default skin textures
ummm, okay
and it will read them from the A3 files
can someone explain how I "cover the entire UV map"?
"Mirrors and screens UV mapping should be increased to cover the entire UV map. This increases the "aperture" size of the mirror image." https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines
just set all UV values to 0? in the mapping window?
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
my selection is called rendertarget0, and exists in my sections[] in my model.cfg
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.
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.
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?
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.
https://i.gyazo.com/89d79e84a720c55763a253700a67e0c7.png <--- See here
yeah, im always in the UVset 0
@civic stratus what do you actually see in the mirror in game?
two are grey, one is black
no movement when driving around the environment in the mirrors
do you have mirror memorypoints set up right?
@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?
probably it's not the case eagle, but make sure that those faces are not in a "camo" selection
memory points; https://gyazo.com/888f00ddb4c7783f9b6193a641238a19
i don't think they are, I can double check
fuck
😦
@atomic path remove all proxies and copy all of them from sample man
== problem solved
it is copied from sample man
it should work then :L
I will just redo the process tomorrow
I feel like I've missed something or copied something over
do you have the proxies in right LOD?
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
alright, I got it working but I'm seeing MASSIVE frame loss
yes pip does that
@civic stratus what was it? How did you fix it?
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?
yes
should I enlarge it uniformely, or just fit it to one square?
uniform scale keeps the aspect ratio the same
Confirmed that the render messes up when going outside of a single square
since we're talking about pip, does anyone have an idea?
https://cdn.discordapp.com/attachments/382080322025816064/383233033488171008/20171123133040_1.jpg
it's inverted
UVs are flipped?
should not see upside down i nthat case?
also in class rendertargets there is rendervisionmode = 4 which is supposed to mirror
@zenith quartz can be flipped both sideways and topdown
i've rendervisionmode = 0
i will try with 4
nope, it did not fix it, i'll try to flip the uv
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
mine works, it's just inverted 😄
tried to remap the uv from the "back" view, nothing changed
there should be a button in the UV editor that you can use to just flip selection along the U axis
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
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
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.
Substance Painter (https://www.allegorithmic.com/) and Marvelous Designer (https://www.marvelousdesigner.com/) are on sale for the next few days.
@rotund ocean LODs in the toolbox are handled by adding them as separate layers no http://4.bp.blogspot.com/-E2Q4hLF5AeE/VWSkO-0Qr1I/AAAAAAAAAaU/JybWyQ4l9io/s1600/Blender-Layers-1.jpg? You make one object per layer and each layer's object must be assigned as an Arma object before exporting
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
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
@polar fiber it fixed my mirror problem! Thank you very much
👍
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)
what simulation are you using?
the model? it's plane
the type is rotationX
I ended up using https://community.bistudio.com/wiki/createSoundSource, much more control
it's configured as a plane in config?
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
is there a way to disable a car inventory?
disableInventory = 1;
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)
rideinback comes from as you say transportsoldier value
yes but I want only turrets
If I say 0 then for instance the getIn event does not even get fired
it's weird
standard heli proxies and config is in the pastebin
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
ill have to try that out
yep
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
no luck with resaves 😦
must be path
all the other files are found with same path only these 2 fail
ill redo all the paths maybe that helps
ensure that you have no p:\ references?
to resave yoo first need to modify or save as png and reimport
just save as and overwrite it.
Yeah, I really should have done proBool/Dynamesh on that bomb. This is taking a fraction of the time https://i.imgur.com/ssojbrB.png
nice work
@da12thMonkey#2096 def bool next time 😃
even with probool in max you will not get perfect transition, unless you use very high poly counts (basically after turbosmooth)
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
small stuff. but its the best way right now to make machined shape
p:\ was the fault
*apart from just making it directly in a tool for machined parts ^^
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)
(And the inputs to it are Sub-D meshes) that's one reason the dynamesh method is better
To avoid having to do sub-d?
yup
your meshes can be super complicated and making changes is minimal effort
@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
Have you used a non-Arma material on your model?
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 😦
Checked that there's no material slots that are missing a material?
I've tryed removeing all materials and filling all of them, it does not solve the problem
do you have one of your objects in weight painting mode or something?
Whats that?
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
I did not do anything of that (well not on purpose). How do I check if I have done this?
go through all your objects layers etc and make sure blender is in object mode when each one is selected https://docs.blender.org/manual/en/dev/editors/3dview/modes.html
Yes they are all in object mode
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
Well when I just tried to pack the first Lod Mikero gave me this Binary Log: https://pastebin.com/m7qXkL4t
Those are different issues.
okay, good to know
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%)
To be honest I don't know how to do this
It might be simple for a belt though, how many bones are you actually using?
Well it's a Vest wih a belt to hold a diving tank 😄 so allot of bones
Oh, not so simple then. 😉
The first answer to this one seems what you want: https://blender.stackexchange.com/questions/14250/how-to-restrict-vertex-weights-to-no-more-than-n-number-of-bones
Thanks allot, this fixed half of the errors in the log 👍
@obtuse rain Well, but then you would have to make up with modo 😛
4 hours of investigation and frustration thanks to autocenter.
Its international hate-on-autocenter day. Press F to pay respects...
hope you don't have ruin models aswell for the object ;P
What was the problem? Vehicle fording/swimming?
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.
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 😄
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
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
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.
what functions (i guess) do i have to call to lock a door?
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
you need to fix the weighted selections of your model
for example blender has a normalize weights tool in the weight paint mode.
okay thanks
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
@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
Arma lighting does not support darkness very well
it is right
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
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
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.
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
Good luck!
anyone have an idea of what values I should change to get my animation to hide?
is there any other animations affecting the particular selection?
or are parts if the reverse_light selection included in other bones defined in the model.cfg
the parent bone is a trunk that opens and closes
but I've assigned the parent bone in the modelcfg
whats your bone hierarchy for those parts?
wheres the hide?
the other reverse_light selections I have aren't tied to any other hide animation, and they work okay
are they on a moving trunk?
my reverse_light is also part of the trunk selection, so if I just detach them in the model, it should be okay?
could be yes
alright, will give it ago
this is likely the issue
when I said detach, I didn't mean the topology
just the names
yes that should work I think
no reason I should have had it part of the trunk selection if I attached it via bone hierarchy lol
yep, fixed
👌
yeah always good to check out that one animated selection is used for each animated part
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.
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
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.
No problem. Forums are good place to look for starting tips.
Is there any good documentation on how to setup file patching?
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
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
here is the file https://hastebin.com/dunagapuwa.scala
Are you sure you have the latest version of rapify? ?
i think yes, i reinstalled it few weeks ago
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.
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
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
you need to set turret facing foward and then use initTurn param in config to rotate it by 180deg
tu 95 tail gunner
ahh thanks! will try it out
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 ?
roadway lod https://community.bistudio.com/wiki/LOD
Thanks for quick answer bro !
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
The issue is that the vest is broken into bits with peaces missing
will do, thanks for the help
So I tried all of your sugesstions and sadly non of them worked 😦
What defines how far a translation moves in the models cfg?
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
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)
uhm
Sorry i just started making objects with animations and im a noob
You can name em was you want, as long as the names will be entered in the model.cfg
e.g. both Points are named: Door_1_Axis
yes
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
I got it working thanks so much @wraith tendon
👍
Hi all, how to make the interior shade inside the building, like on buildings in Apex
You have to bake ADSHQ Maps
Thanks, exist any material about _ADSHQ?
What do you mean?
Any information about this map
@tacit karma thanks a lot
How many UV sets do you have? Possibly have selected a wrong one for BZ to display.
any biminions know when the biki is gonna be updated with the new useraction/door replacment info (actionNamedSel)?
or the samples for that matter 😃
Are there any buildings using it yet?
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
If it's just switching out memory points for named selections what more would you need to know?
Most of the buildings are using that
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)
What changed with ladders?
The new user action support ladders
[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)
@white jay Do you know if that selection name is hidden, does the ladder action become hidden as well?
Never tested that, i would assume it does
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.
er so its done in the geolod now and not named selections in the memory lod ?
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
nah ill just open some a3 models, pretty good by now at interpreting those
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?
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
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?
@white jay Thanks torn for the help 😄 It works!! If you hide the ladder selection it removes the addaction for the ladder
You could always do that. But now you can deny access to ladders
almost 2 years since i put that onto the fb tracker,. ill check with my own model and update the issue
with hide anim, make sure the ladder action is not available at 0,0,0 still
not that I can see
it would be at the bottom center of my singular ladder, no options but will test more
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
^
Our trucks are with maxspeed of 29 km/h on the road since the update, any reasons to fix that?
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.
@swift saddle what is maxSpeed set in config?
the same as before the update, 90 km/h
@DerOetzii#8193 ok. does it happen with every surface/road type - maybe BI tweaked some coefs
is at all surfaces, that's the weird
Enough HP?
The same as befor the update 😄
are you inheriting from some BI vehicle?
only from car_f I would know
and our bridges are also slightly broken like this https://twitter.com/a3realliferpg/status/936311349239599104
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)?
dumdumdum, another one for the list
@bitter turtle erm, one of the F Buttons opened up the SettingsMenu in Bulldumper
@wraith tendon What? In Bulldozer Configurator (A3 Tools)?