#arma3_model

1 messages ยท Page 103 of 1

halcyon wren
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F1 in buldozer, when connected to terrainbuilder.

wraith tendon
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โ˜

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Could also work in O2 (too long ago, can't remember)

bitter turtle
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Nope, I'm not using terrainbuilder. What I'm saying is that before the A3 update, I only needed (for example) the half mouse movement distance to rotate the same degrees in OB IDE (not in buldozer) of an object. (Though I don't see how A3 update could modify this behaviour, the only thing I've changed is the A3 update and no settings changed)

polar fiber
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does it speed up if you change the viewport to d3d mode? Some people mentioned that a windows update was making OB's viewport movement very choppy

swift saddle
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Same here since a windows update

bitter turtle
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What a shame..

foggy finch
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yea i reported it in all the usual pieces inc tools discussion thread on the forum, worked fine before windows 10 fc update

woeful viper
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can AI walk reliably from one building directly to the next? (meaning, not walking on "terrain" first). E.g. a a high and long building is split into two shorter models- can AI in the upper floors go directly between both building parts? Or will it fail? How would one set up the AI path?

wraith tendon
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As long as the Path's connect with eachother, i don't see a reason why not

woeful viper
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connect how?

wraith tendon
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The Path's overlap eachother

white jay
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I would look at the a2 aircraft carrier that is in several pieces and see if its implemented there

wraith tendon
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Or what Deco said

errant pumice
white jay
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Not quite where I want it but Im feeling proud of myself for doing this today without looking at any tips or reference material. Still need to get better at this whole texturing thing.

cinder pivot
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@white jay nice work my dude ๐Ÿ˜„

mossy oxide
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does anybody knows how to hex edit a model to replace a texture file? I want to edit the Xian (CSAT VTOL) to replace the cockpit gauges with english ones. It does not have a texture group for the gauges, so I can't do that via config. I tried hex editing it, but the game completely died when I tried to place the edited model in the editor

obtuse rain
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(Though if you're using moveobject you generally want to be having a think about if what you're doing with it is within the licence of whatever you're using it on.)

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And because it's one of the more advanced tools you might need a subscriber version of Mikero's tools to get it, but I haven't looked at what's in the free tools vs subscriber tools recently.

mossy oxide
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Nah, I think I'll pass. While the Xian looks cool the AI is really wonky when using it

halcyon wren
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The issue with these skeleton error messages is simple:

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Check model.cfg inheritance. See that you have your own unique skeleton class name used

lusty ginkgo
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Does 3ds max not support sharp/smooth edges on models? Everytime I export to or from 3ds using the .3ds format it always removes the edges that I have marked and sets them all to sharp or all to smooth

woeful viper
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i have no problem with smoothing.

lusty ginkgo
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It must be an export issue then

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when I export from OB or Blender as .3DS it never keeps the shading

halcyon wren
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use FBX

polar fiber
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.3ds format is usually shite for me. I use .fbx

lusty ginkgo
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I am trying that

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seems to preserve that info when I reimport into blender, but I can't get it to stay exporting from 3ds

polar fiber
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IIRC it's because Max and Blender/O2 don't have the same type of smoothing information

lusty ginkgo
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So basically it's useless on existing models that already have those areas marked? I find that hard to believe

polar fiber
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IIRC the old procedure was if you explicitly split the mesh along hard edges in Blender and then export as .3ds, then smooth everything

lusty ginkgo
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that messes up the UV though

polar fiber
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max uses smoothing groups and looks for those in the .3ds format, but Blender doesn't generate smoothing groups

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it's and old largely outdated format

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splitting edges wont mess up uvs

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in fact, in next gen workflows, you split the UVs along hard edges anyway, because you can't bake good normal maps otherwise

lusty ginkgo
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doesn't OB need the sharp edges to be marked though?

polar fiber
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yes. But it just makes its own shit up when importing .3ds, based on impedance angle

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which is why .fbx is the go to format

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in practise, sharp edges are really no different from split edges though. They have the same number of vertex normals

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just there is two verts with one normal per vert on a split edge, instead of two normals for each single vert on a hard shaded edge

lusty ginkgo
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I see

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I don't really but sure lol

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I know very little about modelling

woeful viper
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" in next gen workflows, you split the UVs along hard edges anyway" - every game splits it up automatically (games for first xbox and way earlier) Its just that more artists are aware of this now ๐Ÿ˜„

halcyon wren
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If you dont split UVS along hard edges, your normal map will show ugly artifacts along this edge, if you have a chamfered edge on your normal map for example

woeful viper
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well to me it seems he is just shuffeling models from one app to another and not creating models himself...

polar fiber
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indeed, I was just saying that there's no problem with UVs when you split a hard edge. Since that seemed to be a concern for some reason

lusty ginkgo
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Excepting section at line 2427 character 1
anyone know what this means?
I get this error trying to import a model from a txt file

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never had this issue before

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that line is blank btw

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removing it just makes the error appear on the next one up

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it seems to be an issue with the export from 3ds

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something is wrong with my model I guess

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no idea what it could be but whatever it is it prevents the .p3d export script from completing and adds a duplicate of the selected object

lusty ginkgo
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the issue seems to have disappeared

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not sure what I did

lusty ginkgo
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So on a character model what would cause some faces to be stretched and distorted and behave strangely in game? The model is weighted correctly as far as I can tell but there are some faces that act up for some reason. Every face is a part of a selection so that isn't it

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anyone know?

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also how does RTM preview in OB work? Non of the animations I use seem to work properly

foggy finch
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use fbx over 3ds. as mentioned above ^^^

lapis goblet
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hello all, iโ€™d like to have a carx simulation to go down a hill even without an engine. does someone know what kind of params do i need to set for this to happen?

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i donโ€™t want the โ€œauto-brakeโ€ mechanism that you get with standard cars

jaunty leaf
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I should probably optimise this mesh

cinder pivot
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@halcyon wren re: The issue with these skeleton error messages is simple: Check model.cfg inheritance. See that you have your own unique skeleton class name used

Do you mean if someone does something like

class default {};

class car: default {};

class custom_car: car {};

We should make sure we use a different name in the custom_car portion or the car portion and merge into one skeleton etc?

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or building or whatever

halcyon wren
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custom_car

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there will be a problem if two models use the skeleton name "custom_car", but these skeletons are not identical

cinder pivot
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thought as much, that I had done along with prefix and suffix of _skeleton - was wondering if somehow inherit from car was screwing before I passed any info along. Thanks ๐Ÿ‘

lapis goblet
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iโ€™d like to clarify my question above, is there a way to have a sliding vehicle without wheels?

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like a sled or such

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or am i better off with sqf scripting

stuck oyster
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invisible wheels would be required

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and some scripting to keep it moving

lusty ginkgo
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use fbx over 3ds. as mentioned above ^^^ @foggy finch
I did. I don't see how that would affect my issue though

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also I am not entirely sure on how I can adjust the weighting of a model in object builder, as it seems adding or subtracting from a selection either removes any partially selected points or makes them fully selected points

lusty ginkgo
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I tried weight painting in blender but still can't seem to fix the buggy areas

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I found a point that had about one pixel more red than the rest that was a part of a completely different part of the model for some reason

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might be the problem

agile flint
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Does A3 do backface culling?

obtuse rain
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Yes, except in a few places where it's turned off intentionally like for tree polyplanes.

lusty ginkgo
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how can I hide the neck of a character in the helmet model?

wind pewter
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@lusty ginkgo What are you trying to make?

lusty ginkgo
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a uniform and helmet that obscures the neck

wind pewter
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So I'm guessing when you move the character the neck pops out?

lusty ginkgo
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The neck is a part of the head proxy so I don't know how to hide it without adding part of the neck to the actual model itself

wind pewter
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I wonder could you add a transparent shroud inside your helmet model that hides andything inside it. For example, the red dot sights have a tube that hides the dot until you look down the optic

lusty ginkgo
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I just want to replicate what the wetsuit does basically

polar fiber
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wetsuit doesn't use the head proxy. The face is modelled as part of the uniform

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you can see that the shape of the nose, mouth etc. doesn't change when swapping though faces with different racial characteristics, like the normal head model proxy does

lusty ginkgo
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what about the csat uniform?

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is the neck just obscured there?

polar fiber
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Probably

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A matter of getting the weights better I imagine

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in fact you can see it pretty well that they have the full head proxy if you wear one of the uniforms and do player setobjecttexture [1,""]

stuck oyster
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If the neck piece follows the heads mesh shape veety closely the neck wont clip through

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but it will also need to be a bit larger than the neck

polar fiber
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yeah, it'd be wise to base the topology as much as possible on an inflated/thickened version of the head geometry that you are trying to mask

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then when weights are transfered, they're close to having 1:1 with the underlying vert, and move with a constant offset from that vert

lusty ginkgo
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where can I get the models for that? I need something to go off of

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the samples don't have the full resolution head or neck models in them

polar fiber
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TemplateRTM folder has the Bust model, which is the full res caucasian head

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the example character .fbx and .max also have a head

lusty ginkgo
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of course

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thanks

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"model.cfgs for this pbo have errors"
So does this mean there is no way to find the exact error?

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would it be possible to use a balaclava or something on the neck area? or is that limited to the upper part of the head?

median bough
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@lusty ginkgo
what do you have in mind? a boy scout uniform or the japanese sailor school uniform? ๐Ÿ˜‚

lusty ginkgo
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wat

median bough
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nvm ๐Ÿ˜„

white jay
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My actual construction seems to be improving but I still hit a brickwall when it comes to these flat ass textures. Need to research techniques that can make them look like textures and not just a picture plopped on a plank.

lusty ginkgo
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So on weapon models how do you line up the sights? Also how do you set where on the model the hands will be placed?

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it would appear to me that the sights use the eye mem point, and center mass of the front sight, but I can't tell for sure

twin urchin
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for aiming it is eye memory point , look into A3 weapon sample

lusty ginkgo
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I know but how does that determine where the center of the ironsights are?

twin urchin
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yes

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you have to place it properly in order to be aligned and centered

cinder pivot
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@TinyRick#4801 normal maps ๐Ÿ˜„

lusty ginkgo
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make every pixel have it's own face on the model

lusty ginkgo
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how is the hand placement on a weapon determined?

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I would guess by memory points but that doesn't seem to be the case

polar fiber
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you make a .rtm

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handAnim[] = {"OFP2_ManSkeleton",\Path\To\Anims\name.rtm}; in config

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need the Arma 3 character model.cfg in the same folder

lusty ginkgo
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I have seen some mod weapons where it looks like the animation is the exactly same but the hand placement is the only thing different. Like some pump shotguns where the arm is fully extended in a weird way. That is strange.

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thanks for the info though

polar fiber
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still requires a separate .rtm

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hand position relative to the weapon bone is the only thing that is determined from the .rtm. The rest of the holding anim is generated by inverse kinematics

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so in essence, if you have one suitable .rtm available with an appropriate grip pose for the fingers, you can just detach the hand bones and move them around in order to make others

grizzled pewter
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does anyone @here take commisions? spesificly vehicle makers

stuck oyster
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also here and everyone are disabled on this server #rules

grizzled pewter
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thank you

plain jackal
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does anyone know where I would look to solve this error?

rough idol
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use unique skeleton for that vehicle

plain jackal
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could you elaborate? atm I'm using "civil_car". Do I need to just make a new skeleton inheriting from that?

lime nebula
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so don't inherit from civil car, but create a unique skeleton

white jay
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You can inherit skeletons etc, just make the final skeleton you use unique.
Best way is to add a prefix i.e optre_civil_car for skeleton name

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Tip you can use latest mikero tools dep3d -Ex . to output skeleton names recurisive for a binarized p3d.
Useful to check if you added prefix for all your models

plain jackal
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alright thanks for the help

golden basin
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Hello I'm looking for some nice wooden farmland/pasture fences. Is anyone in here willing to make these/have they been build already? Please PM if you might be able to help ๐Ÿ˜ƒ

civic stratus
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fences are super simple easy geometry. Have you tried experimenting with sketchup?

golden basin
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I have 0 experience with model making

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But I just can;t find a mod/object pack that contains some nice fences

civic stratus
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shetckup is super easy simple, you draw a rectangle with a pencil tool and drag it up

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bam fence post

golden basin
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And it magically adds textures and lods ?:)

civic stratus
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you can just give it a brown color

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if you're going for the easiest job

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you'd be hard pressed to find anyone who's going to do the entire object builder .p3d for you

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if you can do the sketchup model, I'll texture it and do the rest if you want

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to help get you started

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I'll do the lods

golden basin
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Well I asked with the best hopes, only now realising that this channel probably also gets its fair ammount of "lifers" who want quick and ez buildings to be made for them

civic stratus
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it does

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if you can show even the smallest amoint of effort on your end, someone will help you from there (like me)

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that wasn't directed at you, personally

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for anybody

golden basin
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I totaly agree, iam from the terrain_makers channel and we get people who want it quick and ez often enough haha

civic stratus
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there's like a 30 minute tutorial on youtube for sketchup that shows you how to make all the basic shapes

golden basin
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Which is why I also asked if such models might already be in excistence

civic stratus
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doesn't hurt to ask

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(I know you have already, just re-iterating)

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you might find something in the arma2 samples pack

golden basin
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Is there more in there than shown in CUP?

civic stratus
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unsure

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but my offer is still on the table if you want to give a shot at simple geometry

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I have some high res wood textures floating about

golden basin
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Iam looking at sketchup at this moment

civic stratus
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should have sent this one first

golden basin
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Lets do this, PM send!

vital geyser
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Anyone know how to make a flag with a custom shape?

obtuse rain
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@vital geyser I don't think it has changed since Arma 2, so you should be able to get the Arma 2 MLOD's and grab a flag or windsock and work from that.

obtuse rain
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?

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The only difference I can see is that the order of the sections is different between them.

tacit karma
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Alpha sorting.

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but I think you can fix it with some rvmat propperty

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@rough idol to the rescue :S

obtuse rain
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The weird thing is the left fence is deferred until the alpha pass.

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But the right hand fence is deferred even later--it happens after the ocean is drawn.

bleak flame
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NoZwrite or NoAlphaWrite perhaps

obtuse rain
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They both have NoZwrite

rough idol
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that's the culprit I think - NoZwrite

obtuse rain
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They both do.

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Though, I just noticed that the working fence uses Super, the broken one SuperAToC.

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Also ambient.alpha multiplies the _ca alpha channel on transparent objects, by the way.

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(In super shader)

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It's set to 2 in the new Apex fences.

rough idol
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and both are _ca?

obtuse rain
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Yeap.

vital geyser
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@obtuse rain thanks

stuck oyster
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dont think there is so specific tutorial as "how to make lightbar"

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i would guess people could tweak the vehicles light setup for that

lethal axle
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ok

civic stratus
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Question regarding the resting mechanic: Is the point of resting detemrined by the geometry lod or the roadway lod?

polar fiber
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I'm fairly sure it's geo. Since walls, window sills etc don't have roadway

jaunty leaf
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How do people here go about optimising their meshes for arma before unwrapping>

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Like getting rid of support loops and such

polar fiber
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I probably remake most of my LPs from scratch

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parts of it I will find that I can just manually delete some edges and then delete the verts

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but other parts the topology I have used to make the HP under subdivision is too dense or not dense enough for the look I want from the LP

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so it gets remade, extruding edges to follow the smoothed HP or whatever

jaunty leaf
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aight

civic stratus
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mikero's eliteness doesn't want to let me extract a skeleton from fences/walls

white jay
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I use dep3d to extract skeletons, also are you sure it even has a skeleton ?

civic stratus
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it might not have a skeleton

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do fences/walls under structures_f have skeletons?

white jay
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If you got pro mikero tools you can use dep3d -ex . to list p3ds and it will output skeleton name if it has one

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But i wouldn't expect wall / fences to have a skeleton unless it has door / gate or a fancy destruction rtm animation

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Why do you want skeleton for a3 asset anyways?

minor jasper
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hey guys, just a heads-up, you probably don't have this issue, but in case you do. the last tacops update seemes to have added a physx related issue affecting static weapons - they are simulation type tankx. so i imagine its a tanks dlc related engine change.
so if you experience "random" crashes in mission editor, especially switching from eden to 2d, or to arsenal or zeus, then maybe check over your static weapons
they now absolutely need to have physx geo with numbered components
some of our older models in unsung didnt have that lod, or had it but no components
shoddy i know lol
took us a while to isolate it to certain models, then i checked them over and found those issues
hope it helps, if you find any reports coming in about crashes in editor

stuck oyster
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๐Ÿ‘ thanks for the heads up @Rob (aka Eggbeast)#3291

lapis goblet
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I'm getting a

19:00:13 SteamAPI initialization failed. Steam features won't be accessible!
19:00:13 Splash window: Unable to load config file: dta\splashwindow.bin
ErrorMessage: Config : some input after EndOfFile.
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has anyone seen this before.

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I'm using an A2 model.

stuck oyster
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have you remade config for it?

lapis goblet
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yes

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you mean config.cpp?

stuck oyster
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yes

lapis goblet
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or model.cfg

stuck oyster
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both

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what object is it

lapis goblet
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hum

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gonna try packaging it an see what pboproject tells me

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i'm importing the A2 bike MMT

stuck oyster
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those are likely to not work right

lapis goblet
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AH GOD

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it's the connectTo = {"MMT_Dead", 1}

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all of those changes to connectTo[] = {"MMT_Dead", 1}

white jay
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Pretty sure a3 doesn't support motorbikes/bikes so you will need to change abit to get it work correctly. Basically fake it as a car with invisible side wheels

stuck oyster
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if you want physx that is

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or did they remove all the old non physx bike stuff

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and yes you should want physx

lapis goblet
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i'm pretty confident it does

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there's a class bicycle in arma's config.cpp

stuck oyster
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yes

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but there is no bicyclex

lapis goblet
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yeah it's a carx but there's the property isBicycle = 1;

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so...

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hopefully that'll do

white jay
stuck oyster
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no need to reinvent the 2 wheels

lapis goblet
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thank you Torndeco ๐Ÿ˜ƒ i'm just trying a stupid port, not wanting to stay on this for 2 days hopefully

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lol

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model.cfg cannot have externs (class Vehicle;} damn

stuck oyster
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yeah direct a2 to a3 port is not a thing

white jay
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You should just use someone elses addon as a dependency or ask author permission then.

lapis goblet
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indeed

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which addons, the ones that I know of are broken

lapis goblet
lapis goblet
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does anyone know why I do not hear any sounds with this config:

 class TiresRockIn {
    sound[] = {"ca\sounds\vehicles\wheeled\tires\int\int-tires-rock2", 0.031623, 1.000000};
    frequency = "1";
    volume = "(1-camPos)*rock*(speed factor[2, 20])";
};
eternal bloom
lapis goblet
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lol

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well most of it works now but a couple of things that I need to fix

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but animations are ok

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tires and feet

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it's just from A2

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but what about the sound? any clues?

outer condor
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0.031623

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3% or 3/100 of original volume is very low

lapis goblet
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oh ok so that's what I need to change?

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ok trying it

lapis goblet
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a legal question

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if I use one of the A2 models that are under the APL, and use a config.cpp from an author that has ported it to A3

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is it enough to cite the source (something that I always do regardless), or am I not allowed to use it

foggy finch
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technically you would also need permission of the author whos config file your using, best ask in #ip_rights_violations its the place for such discussions

lapis goblet
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oh perfect thanks

high stag
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With the new spec-ops update and changes to car physx, when my car goes up a sidewalk, it glitches and flies. Anyone have this issue? I'm sure it's been discussed here.

stuck oyster
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all cars or some specific cars?

woeful viper
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this is something they are working on (improvements are supposedly in dev branch, havent had time to test yet)

high stag
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havent tested all cars but i know the physx is messed up with my cars

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ive been getting reports that the physx is messed

stuck oyster
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compare to vanilla cars

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could be your physx config is also not right

cinder pivot
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anyone know why a proxy would show up in bulldozer but not ingame? (on a weapon)

polar fiber
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afaik only certain types of proxies work on weapons

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muzzle flashes and the attachment proxies

cinder pivot
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if you were to classify it as an attachment or muzzleflash could you make it show all the time?

polar fiber
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why bother making it a proxy though?

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anyway, muzzle flashes show all the time if they are not animated properly in model.cfg

cinder pivot
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hm

polar fiber
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you can make attachments spawn by default on any weapon with linkeditem, but I imagine that a player would be able to remove it if they wanted

cinder pivot
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yea

civic stratus
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I'm trying to help someone setup their buldozer, but when they run the external viewer, there's no object visible in the window

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they also get a timeout error before the window opens

stuck oyster
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is P drive set up with Arma3P and is buldozer pointing at Arma3.exe (OB) or arma3_x64.exe (TB) + are launch parameters right? (think PMC wiki has those+ possibly step by step guide)

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and has arma3 tools been run once from steam?

civic stratus
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I was setting his parameters to what I have

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going over arma3p again now

polar fiber
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are they launching object builder from the .exe (or double-clicking a .p3d) or are they trying to launch it through Steam?

civic stratus
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tried the first 2

woeful viper
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does anybody know if the hardcoded track texture moving with vehicle speed also works with cars/ carX? With the right model setup it would be usable to make large balloon tire deform under load (like in spintires) via animation and weight painting

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instead of rotating the tire mesh, it stays stationary (deformation via transforms), but the texture rotates. Requires a seperate hub (animated), or made so it is a protector that does not rotate

stuck oyster
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I would say no it does not work on cars :L that would be great idea

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@civic stratus X:\Steam\steamapps\common\Arma 3\Arma3.exe -buldozer -nosteam -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

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OB buldozer path

woeful viper
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hm yes indeed, it doesnt make sense that it would work, because on tanks all wheels are rotating at same speed (per side), on cars they are independant on all wheels...

civic stratus
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we just installed buldozer, but we're getting #BCFG003: Buldozer installation is not present with the configurator

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I was able to run the configurator exe and get the window to show, but I don't think its installing properly

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looking for the workdrive params to install it from console

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changed from using p:buldozer to the arma3 exe in his game path

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the viewer loads but our object isnt there

stuck oyster
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the viewer may start inside the object if it is very large

civic stratus
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its not, its a 1x1x1 cube

stuck oyster
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hmm yeah that should show up

civic stratus
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๐Ÿ˜ฆ

stuck oyster
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have you tried restarting pc btw?

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and is p: drive loading up normally

civic stratus
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he has not

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he says he has it set to not start automatically

stuck oyster
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naughty boy

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it may or may not affect anything

civic stratus
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lol

stuck oyster
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but its an deviating form common practice

#

one should first run stuff in common practise and get that to work before deviating from it

civic stratus
#

indeed

#

I myself have it set to start automatically

white jay
#

Is there anyone here who would like to countinue the work on kiowa (oh58d )model for arma?

median bough
#

@white jay
mind adding a little more detail?

white jay
#

well not much to add.. its nice model but it isnt finished ..lets say "its at 80%".. no texture etc..

warm leaf
stuck oyster
#

shadowlod mesh being larger than the vis mesh likely

lapis goblet
#

all, I have a model that when I check it with OB for non-closed components it selects a little part of the model, that looks like vertices. If I click on close or close component, nothing happens and these "non closed " components are still there if I retry

#

I use blender

#

What is my best course of action here?

stuck oyster
#

there may be duplicated face in the area "non closed" detects

#

1 you could try merging close verticles with very low treshold

lapis goblet
#

i checked, there are no double vertices

stuck oyster
#

how about a second upside down face

lapis goblet
#

(in blender)

#

no second face

#

But I do have open components also in the 1.000 lod

#

not sure if that matters

stuck oyster
#

no those in 1.000 lod dont matter

lapis goblet
#

I mean, those are expected they simply are the faces that I've removed because not visible

#

yeah I thought so

#

the other one I don't get it

#

they are VERTICES

#

i tried merge near but no

stuck oyster
#

it also may not be exactly that spot

cinder pivot
#

@lapis goblet you can try the keybind ctrl shift alt c which highlights any non closed edges/verticies

#

In blender

lapis goblet
#

ok thank you!

wooden frigate
stuck oyster
#

what do you mean hand is like in A2? the texture changes?

wooden frigate
#

No, hand position. Look at them.

warm leaf
#

This might sound like a silly question, but might you have slightly jogged the position of the model during the process?

stuck oyster
#

or the weapon bone

wooden frigate
#

No. I had same problem before, but I fixed proxies position and all become correct. I tried to do it again, but doesn't work.

stuck oyster
#

is the rest of the model in right position

#

compare to sample man

wooden frigate
#

Okay, thanks. I will try.

civic stratus
#

The invisible object in buldozer is plaguing me now too, but only this model

civic stratus
#

removing the rvmat didn't seem to change anything

astral maple
#

So ive recently worked on a mod to get 4 weapons into the game. Me and my team have had pretty good results, and were able to learn most of it by ourselves. However, now we are working on custom uniforms, and having great difficulty actually figuring out how to take our weight painted models, and get them in game. Weve used popular example skeletons, and the weighting generally has no strange geometry when moving. We just dont know how to get past the wall that is Oxygen 2. Any help or guidance to a specific guide or tutorial would be greatly appreciated!

warm leaf
astral maple
#

@warm leaf I have, I dont use 3dsmax, i use blender, but i copy/pasted a test skeleton for animations and weight painted the armor/model around it. I imported it into oxygen on top of the charachter example file, and made sure that it replaced all the bones that were there before, but no dice. It just says it cannot load the .p3d when in game.

#

I wish i could find someone to walk me through the process. Id pay money at this point XD

astral maple
#

Im going to try and follow the guide with 3ds max. I did have a few questions though. The uniform, does it have to just match the example in proportion? or does it have to be a 1 for 1 uniform over the example characters body?

warm leaf
#

If anything it should be slightly bulkier than the example model

#

If you're gonna do it in 3ds max, things to bear in mind:

  1. Ensure you don't have any faces with more than 4 sides when exporting, otherwise it won't work
  2. You can use the 'Skin Wrap' modifier to copy the weighting of the example model over to your own model and get it 99% of the way to weighted
  3. It isn't easy regardless of how you cut it, but just stick with it
stuck oyster
#

weighting a character model is similar in all 3D programs and they all have general tutorials on how that works in each. In arma your mesh needs to match the general shape and topology of the sample man so that your joints and and bodyshapes move well with the skeleton and vanilla animations. I would personally suggest you dont switch from blender if you use that for modeling tho.

#

not long ago did I write down how Blenders weight transfer works so if you scroll up/ do a search on this chat (or was it #arma3_animation) it should come up

#

also

#

do not use Object Builder for weihgting if you want to keep your sanity

#

do it all in blender

#

and use FHQ toolbox to export into p3d

#

@astral maple

astral maple
#

@stuck oyster Okay, will do, thats basically what ive been going for, keeping it more or less the same proportion/shape. Are there any good guides on the steps you take when importing into Oxygen 2 to add the memory points and proxys? I know there is a toolset for Blender, but i have yet to figure out how exactly it works. For the most part my model is weight painted and rigged perfectly, its more of getting it into a .p3d that the game actually wants to load that is the issue. I feel like im missing something.

stuck oyster
#

check out FHQToolbox thread on BI forums

#

theres couple of videos there I believe

#

and lots of answered questions

astral maple
#

There now!

stuck oyster
#

an O2 is Object Builder these days

#

unless you work on A2 or older stuff

astral maple
#

Gotcha. I do not.

stuck oyster
#

I do hope it is OB that you are running too

#

since no idea if the old O2 would produce A3 p3ds

astral maple
#

I used O2 for my weapons. They turned out okay

#

but. yes ive been using o2 for character models O.o

#

I didnt know there was a difference!

stuck oyster
#

so youdont have armatools from steam isntalled

astral maple
#

I have arma tools.

stuck oyster
#

but the old 2.5.1 tools?

astral maple
#

I just. Never used object builder XD

#

when i open a p3d it goes to O2 by default

stuck oyster
#

uninstall the old tools

#

while they might work

#

its also highly possible they cause issues

astral maple
#

On steam right?

stuck oyster
#

no

#

from steam you only can get Arma Tools

#

that contain Object Builder

#

it is renamed O2

#

looks and smells the same

#

but some small updates

#

but if the program you load up is called Oxygen2 then thats not the new one

astral maple
#

So i should be using the Object Builder, from the Arma Tools UI shortcut, that i have downloaded from Steam

stuck oyster
#

no dont use the those shortcuts

#

run it from the installation folder

astral maple
#

gotcha

stuck oyster
#

or make a desktop shortcut

astral maple
#

ill set p3d to use that as the default program

stuck oyster
#

arma tools you should have to run only once ever

#

also Macsers arma rig thread has lots of useful info on BI forums

#

I got to go to work

#

good luck

astral maple
#

Thanks for the help!

hasty tinsel
#

Does anyone know if there happens to be weird behaviour when swapping materials? After swapping the material for a selection, hiding said selection becomes impossible?

stuck oyster
#

material swapping is kinda borked. what are you trying to do exactly?

hasty tinsel
#

So I have a box with a lid, opening it removes the lid (setObjectTexture ""). once I swap the material of said box, the lid re-appears andthere is no more way to remove said lid.

#

the only options I see are 1) it's a bug 2) i'm messing something up.

#

if it's a bug, the only workaround I see is to duplicate everything to avoid material swap, but that's such a shame.

stuck oyster
#

why dont you use animation "hide" for it?

#

swapping materials bugs out with lot of things if the model does not have the material on it in the actual p3d

#

something to do with how it loads the material

hasty tinsel
#

That's what I feared.

stuck oyster
#

also do you swap material for the whole model

#

or just the selection youve hidden

polar fiber
#

makes a lot more sense to hide the lid by animation rather than hiddenselections

stuck oyster
#

๐Ÿ‘†

hasty tinsel
#

Will do so, thanks for the advice!

hasty tinsel
#

A kinda related question, What is the solid difference between sections and bones*?

#

From what I understand, just defining sections does the trick if you're just changing textures etc... whereas bones are needed for animations?

#

Animate hide did the trick, thanks for that btw! I can now swaps mats the way I wanted to ๐Ÿ˜ƒ

hasty tinsel
#

Also, after hiding a selection, its shadow remains visible. Is there a way around this? I have named the selections in the shadowLOD as well.
http://prntscr.com/hlyef8

twin urchin
#

remove that selection?

hasty tinsel
#

I'm afraid I don't get that, I don't know of any command that removes selections.

stuck oyster
#

do you have the selection youre hiding in the shadow lod?

hasty tinsel
#

I do, with the same name.

#

And I'm pretty sure the shadowlod is correct, as it's just 2 cubes basically. Not much can go wrong there.

#

I'm overdoing this as well, just trying to get as close to the original idea as I can, non-bugged shadows would be nice.

stuck oyster
#

if its 2 cubes its likeyl that shadow is from the bottom cube

hasty tinsel
stuck oyster
#

yeah

hasty tinsel
#

Images say so much more...

stuck oyster
#

you need to have the walls of the box as separate boxes

#

because the lower box casts now shadow into the box

hasty tinsel
#

So it casts a shadow...on itself?

stuck oyster
#

yes

#

of course

hasty tinsel
#

Oh okay, sorry, beginner here, trying to improve ๐Ÿ˜ƒ

stuck oyster
#

no problem

#

maybe its not that apparent

hasty tinsel
#

So basically, when dealing with shadows I generally want 4 boxes as edges instead of just 1 cube. (now that I'm saying this, it actually sound really logical) ๐Ÿค”

stuck oyster
#

yes

hasty tinsel
#

has epiphany on all previous shadowlods bugging

#

I already do this for geo etc, guess I'll just do one more lod likewise.

#

big thanks HorribleGoat!

hasty tinsel
stuck oyster
#

mm yes that is from the sun angle

#

as in thats how shadows work ๐Ÿ˜œ

hasty tinsel
#

I actually should try these on Stratis to get better lighting as well right?

#

Atleast so I read somewhere...

polar fiber
#

VR has somewhat different lighting, yes

#

dark things are darker

hasty tinsel
#
as in thats how shadows work

It's been a while since I've seen sunlight lmao

#

And thx for confirming da12thMonkey. Will keep that in mind.

#

Anyway, the final result. http://prntscr.com/hlz6pe
I kinda want to get to a point where the textures are more realistic, but this will do for now.

stuck oyster
#

so how much does opening these lootboxes cost?

hasty tinsel
#

It's exactly what I am aiming for ^^

#

But I plan to release these as a little christmas present.

stuck oyster
#

you know it cant cost anything right

hasty tinsel
#

I am fully aware of BI policies.

#

On our servers I plan to let a bot fly over the map using the jean combat sleigh and those awesome santa uniforms, he'll be dropping these random gifts for our players. contents will vary depending on the skin. and after a couple thousand hours, I have never asked a penny for anything I made, not planning to now.

#

When I said that the lootboxes reaction was what I was aiming for, I meant that I specifically had 'lootboxes' in mind when making these, so I guess I succeeded in transferring that to the player. But I can place your reaction.

stuck oyster
#

well more a jab at the recent lootbox debacle

hasty tinsel
#

It's offtopic really, but I grew up with the sega, needless to say I do not get current gametrends.

#

It is indeed a hint at the entire lootboxindustry, which is essentially legal gambling for minors, but thats my opinion. Thanks again for the help!

stuck oyster
#

you may want to add a disclaimer in release license that explicitly forbids their use in any paid loot kind-of situation

hasty tinsel
#

^Will do so.

rotund ocean
#

Hey Guys, I made a model with Fire, Roadway, View & Geometry LOD, but on some positions i can Shot and walk through it. What could cause this?

stuck oyster
#

do all geometry components have weight?

rotund ocean
#

To be honest I've got 0 knowledge of the weight system. Could you tell me what is important?

stuck oyster
#

all geometry components have to have 10+ weight for them to work right

#

It could very well be that yours dont have such

#

so select all geoemetry and give it mass something like 50000

#

should distribute enough everywhere

woeful viper
#

is that true that all components need weight to work?

wraith tendon
#

Yep

woeful viper
#

on my vehicles geoLOD collision seems to work fine without mass (mass is in seperate cubes for easier distribution).
But for a building prototype i have the geo LOD and validated it does not work

wraith tendon
#

If it doesn't have a mass, it shouldn't block you

#

hmm

rotund ocean
#

Okay, thanks for the advice, I'll try it out and report back.

stuck oyster
#

vehicles run with physX

#

might work different

#

in the olden days geometry weight was always a must

woeful viper
#

soldier - vehicle collision is not governed by physx but by geoLOD

#

(at least not when the soldiers are still alive)

#

it wouldnt surprise me if its handled different for structures vs vehicles

stuck oyster
#

soldiers no that is true

#

soldiers also need roadway to walk on other vehicles (sturctures and driveables)

#

they move on their own dimension xP

woeful viper
#

i made a prototype staircase and roadway worked fine, but i just walked through the walls. Which left me baffled and confused as i was always a good boy and validated all my geo lods. So thanks for the new lead why this is not working ๐Ÿ˜„

rotund ocean
#

It worked, thanks allot

woeful viper
#

added a remark to biki about that

rough idol
#

afair vehicles are going to work with massless components

#

but for objects 10 was a lower bar per component to have a proper collision with characters

stuck oyster
#

thanks @rough idol for confirming

atomic path
#

Is there a memory stating which direction the weapon shoots?

#

Apart from the barrel memory?

#

My weapon shoot sideways

#

Or is it in the model file?

cinder pivot
#

for a model to generate shadows based on visual lod was it sbsource = visualx or sbsource = shadowvolume ?

#

or should it be sbsource=visual or sbsource=visualx ?

foggy finch
#

visualx to use the visual lod for shadowbuffer and lodnoshadow=0 in the visuallod you want to use for sb

cinder pivot
#

thx @foggy finch

#

now to fix the banding, but I didn't have the second property there

rotund ocean
#

How can it be that a model I made has no center and if I look at it, it returns ObjNull. But I can see it, texture it and my character collides with it?

vital geyser
#

Anyone have a model cfg for a flag?

grizzled pewter
#

how important/effective is sloped tank armor?

bleak tangle
#

@cinder pivot Does visualx do anything? I think you're looking for visualex, as no A3 models use visualx

cinder pivot
#

@bleak tangle yea it was a typo I think. I tried it but still had banding issues on resLOD

bleak tangle
#

I'm pretty sure that happens on BI's models as well that use it

cinder pivot
#

which use it?

#

its very clear banding

bleak tangle
#

Well 744 of them do ๐Ÿ˜›

#

I think it's more apparent on some models than others depending on their color and the lighting

cinder pivot
#

yea I remember your post back in jan about it

bleak tangle
#

Since then they've added it to more things

#

Vanilla A3 structures and then Malden/Argo stuff. I'm guessing some vanilla buildings had shadow issues and they decided to take the lazy approach

cinder pivot
#

probably

bleak tangle
#

Try checking a3\structures_f\Civ\Offices\Offices_01_V1_F.p3d

cinder pivot
#

will do

#

thanks

bold flare
#

I made and imported models before without problems.
But this time my Model is black ingame. No error about texture not being found. Shows up fine in bulldozer.
Also what do I need so that I can place objects onto it directly in Eden?
I have roadway so when I adjust the object's height it snaps to the roadway LOD just fine. But when I drag an object from the Eden list onto my model it just get's placed behind it.
I have geo, fire geo, view geo, roadway, shadowVolume and Lod 1.
the geo's are just copies of Lod 1. shadowVolume are simple cubes and roadway is a plane.
Roadway works fine as I can walk on it without problems.
Geo doesn't seem to work as I can just walk through it.
View geo also doesn't work. AI can see me through it.

The normals are correct else I would see the errors on Lod 1 or in bulldozer

bleak tangle
bold flare
#

๐Ÿ˜„ Okey. Them I'm doing everything wrong with the geo lods that i can do wrong

cinder pivot
#

odd - thanks @bleak tangle

bold flare
#

It complains about too detailed shadow lod.. Although my ShadowVolume only has 36 faces/ 24 points

bleak tangle
#

It might be trying to use your first LOD for the shadow

stuck oyster
#

@bold flare what are you packing with?

bold flare
#

Mikero and I also tried to just load it unbinarized

stuck oyster
#

it worked right in buldozer yes?

bold flare
#

yes

#

Geometries are now kinda fixed. Fire geo works, view geo works (AI can't see) and I can directly place objects onto it using Eden.
But I can still walk through it from the side

stuck oyster
#

have you run component convex hull on the geo lod?

bold flare
#

yep.

bleak tangle
#

And mass?

bold flare
#

no

stuck oyster
#

geometry still needs mass to block men

#

man is not in the physx plane of existence

bold flare
#

Yes it seems to use first LOD for shadow. Instead of ShadowVolume. LodNoShadow=1 on Res LOD doesn't change that. I get tons of
Shadow polygon doesn't have 3 vertices - it has not been considered.
Adding Mass fixed the geo collision as expected..
Model being black ingame.. Shadow LOD must be slightly shrinked compared to resolution LOD. But even if I shrink ShadowVolume it's still black. I guess that's caused because it's not using ShadowVolume for shadow at all.
The Geo lods are not triangulated in the A3 samples. Does the Res Lod need to be triangulated? Right now I triangulate everything

bleak tangle
#

Even if you messed up the shadow LOD it shouldn'tโ„ข cause the model to appear black in game.

rough idol
#

seems static weapons with invalid geometry crashes will be hotfixed soon

bold flare
#

Shadow polygon doesn't have 3 vertices - it has not been considered
I don't understand that. Does that mean it's not triangulated?
All my LODs are triangulated :/

bleak tangle
#

Only LODs that needs to be triangulated are shadow. To make sure the shadow LODs are actually used you'll want to add prefershadowvolume=0 and sbsource=shadowvolume to the named properties of the geometry LOD. The A3 sample house should have those defined as well

bold flare
#

I saw prefershadowvolume and sbsource... But I added them to Res Lod instead of geo ๐Ÿคฆ Didn't help tho (โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

#

Just removed ShadowVolume now. Model is still black :/
I can make a submarine or some fancy Command and Conquer like Wall segment no problem.
But a few textured lego bricks are apparently too much for me

bold flare
#

All LODs besides Res removed. Still black.
Still working fine in bulldozer.
rvmat removed and it works!
But why does the rvmat work fine in bulldozer but is broke af in Arma

bleak tangle
#

That's a good question. Can you paste the RVMAT?

bold flare
#
ambient[] = {1,1,1,1};
diffuse[] = {0.70400006,0.70400006,0.70400006,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {1,1,1,1};
specularPower = 100;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture = "z\wolf\addons\cbabrick\tex\CBABrick1_NOHQ.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "z\wolf\addons\cbabrick\tex\CBABrick1_AO.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
#

I just copied that from another Model that is working fine and changed the paths for the two textures

bleak tangle
#

Super should have 7 stages but I'm not sure what happens if you don't have all 7 defined. Also I don't think you want to be using an AO texture in second Stage as that's suppose to be the detail map

bold flare
#

Just repacked the model that was working fine that I copied the rvmat from.. It's also black now. Was working 2 months ago :u
I probably broke the rvmat after I had the model ready and working and didn't test it again after breaking it..

wary radish
#

Hi , I have a problem but transparent paa are no longer on my vehicles
This this product on all vehicles of a PBO
I tried to change the glass.paa but nothing changes
Yet the visualization in buildozer is good
The RVMAT is good too
https://puu.sh/yER7P/b40e96bce5.png

#

If I do not binarize, there is no problem

stuck oyster
#

not binarizing is bad

wraith tendon
#

hmm... i've seen that model before

stuck oyster
#

it is likely a path error

bold flare
wraith tendon
#

oh god ๐Ÿคฆ

#

that masterpiece

bold flare
wraith tendon
#

I love it! I wanna rip it apart and put it on my life-Server

vital geyser
#

^

wary radish
#

You just had to restart the computer ! Love Arma 3 bug

median bough
#

is it a bug or is it a feature?

  • Yes!
wary radish
#

I don't know

bold flare
#

Did anyone ever ask BI why diag_drawMode is disabled even in diag binary?

wraith tendon
#

Has been demanded for x-Months* now ๐Ÿ˜ฆ

bold flare
#

It works just fine. Just the script command is disabled. #screenshots_arma
I just don't understand why

wraith tendon
#

What could you enable?

#

@outer condor โ˜

bold flare
#

I can basically filter any LOD

#

Did that for T_D a few weeks ago.

bold flare
#

Where does weapon deployment deploy on? Geo Lod or Fire Lod or something else?

woeful viper
#

firegeo

#

geo is fallback if no firegeo exist i think

bold flare
#

Thaat explains things.. ugh.. ACE tripods fire geo is apparently too small now.. So I have to mess the fire geo up now :/

woeful viper
#

Caveat: the algorithm doesnt seem to like slanted angles whatsoever. First try to change it so that it's just a rectangular block and see if that helps

bold flare
#

Already had rectangular. But I already wondered why the geo was so ridiculous before. Now I know I guess.
I'll just try to make somewhat of a T shape so that the error is minimal from the front and sides. Bullets that come from above are unlikely

fringe wagon
#

just to confirm with someone here, there is like a 20k tri limit for 3d models when you get them in engine right?

woeful viper
#

nope

#

that was true some time ago, but not anymore

fringe wagon
#

Oh wow. So that changes some things

#

when did that change?

woeful viper
fringe wagon
#

yeah i guess im going to have to do some reading about lods now

#

good to know that theres not a hard cap limit, cause I was wondering how exactly I was going to make a fairly detailed 7 story building with it

bold flare
fringe wagon
#

or maybe it isnt and i just dont know enough to be talking about it yet lol ๐Ÿ˜

bold flare
#

Yeah I read that half a dozen times already ๐Ÿ˜„

#

If I remove the top plate then I can deploy on top of the legs just fine XD Man Arma.. You are a real beast

brisk granite
#

I know Arma3 samples has a Test Tank, is there the same for a Self-propelled tube artillery unit?

polar fiber
#

SPHs are the same as tanks model-wise, they just have an extra animation to rotate the camera view in the opposite direction to the gun elevation when using the PgUp PgDn keys

#

AFAIK that one is defined in the turret with animationSourceCamElev = "camElev";

brisk granite
#

Ok, thanks

analog sand
#

class VehicleTransport
{
class Carrier
{
dimensions[]= {"VTV_limit_1", "VTV_limit_2"};
cargoBayDimensions[] = {"BBox_1_1_pos", "BBox_1_2_pos"}; // Memory points in model defining cargo space
disableHeightLimit = 1; // If set to 1 disable height limit of transported vehicles
maxLoadMass = 200000000; // Maximum cargo weight (in Kg) which the vehicle can transport
cargoAlignment[] = {"center"}; // Array of 2 elements defining alignment of vehicles in cargo space. Possible values are left, right, center, front, back. Order is important.
cargoSpacing[] = {0, 0.15, 0}; // Offset from X,Y,Z axes (in metres)
exits[] = {"VTV_exit_1"}; // Memory points in model defining loading ramps, could have multiple
unloadingInterval = 2; // Time between unloading vehicles (in seconds)
loadingDistance = 10; // Maximal distance for loading in exit point (in meters).
loadingAngle = 60; // Maximal sector where cargo vehicle must be to for loading (in degrees).
parachuteClassDefault = B_Parachute_02_F; // Type of parachute used when dropped in air. Can be overridden by parachuteClass in Cargo.
parachuteHeightLimitDefault = 50; // Minimal height above terrain when parachute is used. Can be overriden by parachuteHeightLimit in Cargo.
};
};

#

i fixed the problem ๐Ÿ˜„

#

thanks all

polar fiber
#

you confused dimensions with cargobaydimensions?

rotund ocean
#

Hey Guys, I made a new Model and the base texture is apllied, but if I try to set a new Texture to the Object over the hidden selection it does not work. If I check it in Config viewer or Object Builder it shows the Hiddenselection. What could be wrong?

polar fiber
#

did you add it to the model.cfg?

#

in the sections[] array

rotund ocean
#

oh shit i forgot the model.cfg sry thanks man!

pallid flame
#

dadamm

warm trench
#

So I'm getting closer to trying to sort out sights on the UGL I'm modelling. Am I correct in thinking that when setting the rotation of the UGL sight in the model.cfg (controlled by source="zeroing2"), it will rotate by equal angular steps for each value set in the discreteDistance array?
This isn't really what I'm after as the change in angle for say going from 200-300m would be much larger than 50-150m. If I'm stuck with these mechanics, it will have an impact on exactly what sight model I put on the UGL so any advice before I get too far would be most appreciated!

woeful viper
broken abyss
#

Hey everyone

#

What is the size limit for objects in arma?

woeful viper
#

if you only animate the sight and leave the eye axis fixed you dont have that problem. You can make different rotation angles per zeroing value - it needs tweaking with min max and angle0 and 1 values to get it right. You basically need an animation for every single zero setting in this case, each limited to a specific min-max range

broken abyss
#

want to make a 100meter long bus stop

woeful viper
broken abyss
#

Oh wow, thanks! Thats very helpful.

warm trench
#

Thanks @woeful viper - I remember you mentioning this bug before... It's taken me this long to find the time to continue with this project!
I noticed the lines/vectors from eye positions to camera target of the demo rifle (in the A3samples) don't appear to intersect the rotation axis of the sight which might be related to the bug you report.
To set the different animations for each zero point, would you basically use the min and max values to control which zeroing section to set? e.g. if you have 4 discrete zeroing distances, you'd use minValue=0 and maxValue=1 to control the adjustment from the 1st to 2nd distance, minValue=1 and maxValue=2 to control the adjustment fron 2nd to 3rd etc?
I'm also not 100% sure I know what you mean by 'only animate the sight and leave the eye axis fixed'. You mean just have one eye position?

broken abyss
#

Hello again! How do I go about making seperate folders for my objects in my mod folder to keep it organised? Do I just make the configs for each folder and the objects in them or I have to do something else? Sorry for bad grammar, 3rd language.

woeful viper
#

@warm trench yes you could leave the eye axis and position fixated to avoid the issues, but this will only work if the sights design allows this, and if the bullet drop is large might not work (unless the sight is very close to the eye or very large)

#

zero goes from 0 to 1 (float) - so if you have 4 setting, the first will be 0, second 0.333, third 0.666 , last 1.0

#

if you do an animation with min 0.2 max 0.4 it will be active as soon as zeroing is >= second setting

warm trench
#

Just shows that it's worth asking as opposed to following the sample rifle. That has 4 discrete distances and the model.cfg has minValue=0 and maxValue=3!

#

Very helpful - as always. Most appreciated

woeful viper
#

really? hm... i could possibly be wrong there, havent touched zeroing for quite a while

#

but the technique remains the same

#

nope, my GL works with 0 to 1 scale

livid sable
#

Guys.. i know this is a question to be answer by mikeros in a ticket.. but, does anyone knows if is there a way to use to replace all file extentions inside a .p3d to *.paa? like *.bmp to *.paa ?

#

maybe someone already did this before

bold flare
#

MoveObject tool from Mikero

livid sable
#

๐Ÿ˜ƒ i know.. but dont know the command to do it

bold flare
#

just launch it with --help or /? or smth and it should tell you

#

afaik originalText replaceText p3dFilePath

livid sable
#

i know how to change folder patch and change filenames but.. a type of extention to another for multiple files with different names, there is my problem

#

*.bmp to *.paa .. something like that

bold flare
#

Well path/file.bmp -> path/file.paa

white jay
#

Was pretty sure when you use pboProject it auto converts images to paa & updates the binarized p3ds / rvmats etc

livid sable
#

I tried but no, pboproject say it cant find the bmp files.. so i had to do it manually .. damn.

#

thanks guys for ur time

median bough
#

i know pboProject converts TGA to PAA, but not so sure about bmp

livid sable
#

๐Ÿ˜ƒ next time i will let them in bmp or tga and find out

white jay
#

I would bet you had P:/path/to/bmp in your rvmats etc

#

but chris could be right about it not converting bmps

cobalt panther
#

Am I the only one having issues with model animations being borked completely?

#

Like tranlations are moving too far, rotations are off axis completely

stuck oyster
#

isDiscrete = 0;?

cobalt panther
#

nope

#

the magazine shoots off, the trigger won't rotate around the axis I've set, this is the second weapon I've had issues with now, and I've made a boat load of weapons in the past, no idea what's going on

polar fiber
#

not missing autocenter?

cobalt panther
#

nope that's there

#

I've never encountered this before, not once

#

it's new

polar fiber
#

I have had things rotating around odd axes in weapons but was always because the autocenter = 0 property was missing from geo LOD

cobalt panther
#

nah that's there

cobalt panther
#

alright false alarm, sorted

lusty ginkgo
#

What is the proper way of making a decal?

#

In vertex properties or with a named property?

outer condor
#

@Scar#7659 drag p3d into text editor and do ".bmp" to ".paa" search and replace

rough idol
#

Ground decal?

rough idol
#

Malden is using ground decals are using vertex property + named propery in geo lod "class" with value "land_decal"

livid sable
#

@outer condor thanks, good way to do it

lapis goblet
#

Who the hell are you!! ๐Ÿ˜„

lusty ginkgo
#

For all we know you're the imposter

#

you have the underscore after all

lapis goblet
#

lol

#

I have the underscore everywhere ๐Ÿ˜ƒ

lapis goblet
#

how can we preview an animation defined in model.cfg and config.cpp in buldozer? Does pressing ENTER and mousewheel apply?

polar fiber
#

Enter to cycle forward through animation sources in order that they are added in the model.cfg (backspace cycles back the other way). mousewheel or [ and ] keys to cycle animation input value for that source

lapis goblet
#

ok perfect

#

thank you

polar fiber
#

Holding shift slows the rate at which the input value increases/decreases

#

i.e. shift+] is slower than ] alone

lapis goblet
#

thank you

#

can multiple vertices be used under the same selection name to generate broken windows effects?

#

right now I only have 1 vertex (glass_1_effects), but the window is large (2 x 2m) and only one particle generator in the center is a little weird

#

or is it better to change the behavior in config.cpp

lusty ginkgo
#

On a fence model, do I want placement = slope or the fence option in vertex properties? If the fence option, does that only need to be for the geo lod, or all lods?

#

placement = LandContact for fences actually

white jay
#

Anyone here keen on referring me to a video that shows me how to import an axe through objectbuilder?

#

I prefer not to have it act like a building

civic stratus
#

is a a gorund decal a 2d "bilboard"?

#

I think thats the game design terminology

#

Bis uses the named property placement value slopelandcontact for the fences I looked at

lapis goblet
#

Warning: special LOD contains 2nd UV set.... anyone know how to solve this?

livid sable
#

did u check the uv editor of that lod?

#

leave only 1 uv set

lapis goblet
#

which lod though

livid sable
#

check them all

#

one by one

lapis goblet
#

can I "merge UV"?

livid sable
#

mm dont know that..

#

dont know if ob allow that

#

as i know, u can only use 1 uv set

#

on each lod

stuck oyster
#

special lod == probably shadow or geo

#

any else than res lod

lapis goblet
#

My windows do not explode, i.e. I see all effects and hear sounds, however they do not switch to broken windows. Basically, hide do not get hidden and unhide do not get shown.

my model.cfg: https://pastebin.com/exekEXx1
my config.cpp: https://pastebin.com/Qu981zJn

also, I can shoot through the windows, i.e. I see the damage after the window, however the fire lod does have windows in there with a glass plate.

...any ideas?

lapis goblet
#

so... if I repeatedly shoot at the windows EVENTUALLY one will break. Even bombs don't break them. Has this something to do with the radius of the hitpoints?

#

am I supposed to put the hitpoints INSIDE the firegeometry component or outside...?

outer condor
#

there is an o2script to check/remove 2nd UV set i think

lapis goblet
#

ok i removed it manually.. thanks

#

anyone has an idea on what I might be doing wrong in the model?

#

do i need to make the fire & geo components small for the windows?

#

like... 10cm wide or so?

#

I don't understand what is wrong in my setup

lusty ginkgo
#

can you manually select a UVset in an rvmat?

#

tex vs tex1?

polar fiber
#

that's what the uvsource parameter in each stage is for

lusty ginkgo
#

but how many can you have?

polar fiber
#

as many as you have in the model

#

but more uv info increases file size and impacts performance

obtuse rain
#

More UV's shouldn't make any difference to draw performance, the number of UV's per vertex are fixed. If you only have one it just ends up copying that to all of the UV slots.

lapis goblet
#

^

#

apparently sections has a considerable impact but I have still not understood what is meant with "section"

#

if that the count of every different .rvmat that gets loaded?

#

not sure

rough idol
outer condor
lapis goblet
#

nice, thank you.

lapis goblet
#

can someone please help me out with my windows.

#

I hear the sound of broken windows

#

but the projectile goes through the windows

#

I have to shoot the windows 1,000 before they break

#

bombs don't affect them

lusty ginkgo
#

but they do break eventually?

lapis goblet
#

some of them, after 5 full rounds

#

bombs no

#

i'm staerting to be desperate i've tried it all.

lusty ginkgo
#

maybe the fire geometry isn't correct?

lapis goblet
#

what should be

#

i mean, how wouldn't it be

#

I have cubes where the windows are, thickness around 10cm and with a3\data_f\penetration\glass_plate.rvmat material but still projectile goes throught them.

lusty ginkgo
#

They are named components as well right? And convex? You probably already checked but it is always good to double check

lapis goblet
#

yes

lusty ginkgo
#

also make sure all the faces have the .rvmat assigned

lapis goblet
#

they are called Glass_1_hide and so on

lusty ginkgo
#

sometimes they unassign when you change things

lapis goblet
#

yes, they are all assigned

#

all 6 faces

lusty ginkgo
#

I mean are they named Component01, Component02 etc

lapis goblet
#

yes

#

structure > find non closed = 0

#

structure > find non convexities = 0

lusty ginkgo
#

Unfortunately that is about all I know when it comes to troubleshooting models

#

probably a model.cfg issue

#

not sure though

lapis goblet
#

I'm about to throw all the things down the drain

polar fiber
#

where are the hitpoints for the glass?

lapis goblet
#

all in the hit-points LOD

#

I hear the damn glasses breaking but the bullets GO THROUGH and the damn windows don't hide/unhide

#

what is "makiung the noise" of broken glasses? the hitpoints? if so, they are working BUT the animation does not work

polar fiber
#

no, it's the fire geo making the noise

lapis goblet
#

ok, so if it makes the noise then why the hell the bullets go through a glass plate

polar fiber
#

but the glass only gets damaged if the hitpoint is intersected

#

because glass isn't bullet resistant

#

it'll still penetrate

lapis goblet
#

ok

polar fiber
#

hell you can shoot through walls

lapis goblet
#

so then it's my hitpoints not working because I do not see animations

#

of pieces of glass

#

(btw thank you monkey)

#

(and rylan)

#

but the glass only gets damaged if the hitpoint is intersected

ok my hitpoints are distanced 20cm and I have a radius of 0.4 and still they don't get intersected

#

hitpoints are supposed to be "in" the same position of the fire components or outside of them on both sides of the window?

#

and why do BOMBS have no effect

lusty ginkgo
#

might be a bit too much

wraith tendon
#

looks fine imho

lusty ginkgo
#

Just need to find a way to copy the new UVSet to the other LOD's

#

probably should have done that first

open coral
#

Inheritance question. I'm trying to modify a sub class of a sub class of a vehicle, without overwriting anything on the way down. Am I correct in assuming every level down I inherent, I need to declare one level up? I realize this is a mess, but does this look right?

class CfgVehicles {
    class CL5;
    class CL4 : CL5 {
        class CL1;
    }
    class CL3 : CL4 {
        class CL1 : CL1 {
            class CL0;
        }
    };
    class CL2 : CL3 {
        class CL1 : CL1 {
            class CL0 : CL0 {
                PROPERTYtoCHANGE = "NEWvalue";
            };
        };
    };
};
lapis goblet
#

ok so the issue with the windows is that destrType cannot be DestructNo

#

However, I want an indestructible building (except for windows)

#

any ideas on how to achieve that?

median bough
#

if i got it right, only stuff with hitpoint's can be destroyed. so if you just add hitpoints to the glass it should be fine

#

i guess

lapis goblet
#

nope unfortunately

#

so here's the wrong combo

#

I wanted an undestructibe building so I set destrType=DestructNo, and armor=30000

#

the destrtype MUST be set to something other than โ€˜noโ€™, and the armor thing means that you need to shoot 20 bazookas before a window gets SLIGHTLY cracked

#

I thought mass of windows mattered in propotion of total damage

#

nope

lapis goblet
#

all, are there any โ€œdarkened windowsโ€ textures available somewhere?

lusty ginkgo
#

How do I find out what is causing there to be additional sections?

#

My model has 8 sections but only 5 different textures

#

each texture uses their own .rvmat and there is no mixing anywhere

#

nvm after restarting OB it seems to be correct

astral maple
#

Having some trouble with our custom made uniform. Me and the guys I'm working with have tried everything over the past few weeks to get our armor in game, with no avail. The model was made in blender, exported both as p3d and FBX with weights and an example skeleton that perfectly matches Armas template selections and positioning. So far we cannot get the uniform to load in game, we just get a character with an invisible body, we get no errors of textures not being able to be loaded or amything else at all. Weve scoured throguh tutorials and guides and we are sort of at a loss here. Anyone here willing to help us out? I wouldn't even mind risking sending all of our source material out to be looked at, at this point.

bleak tangle
#

What are you using to pack it?

#

@astral maple ^ and if it's Addon Builder, it has a reputation of continuing to use the first version of the model you packed the PBO with, even after you made changes to the model in your source files. I believe a workaround for that is to enable the setting within it to "clear temp".

astral maple
#

We are using PBOmanager. Im readily assuming thats horrible.

bleak tangle
#

Yeah a little bit

astral maple
#

What do you reccommend?

astral maple
#

I wasnt able to get that working earlier when i tried

bleak tangle
#

What wasn't working about it? Like you couldn't get the program to run or it was giving you errors when you tried to build?

astral maple
#

i was missing depbo, i managed to get depbo, then it gave me another error about access, then went back to giving me depbo missing

bleak tangle
#

You'll likely need all of the executables from that page as some of them depend on other ones.

astral maple
#

alright, i have all of them in one folder

#

they wont allow me to choose where they install. I put the depbo i could find into the install folder

bleak tangle
#

You should just need to run the install executables and it'll install things for you

astral maple
#

thats what i get now

#

Same happens with any folder i put it in

bleak tangle
#

What do you mean by put it in a folder? All you should need to do is:

  1. Download all of the executables on the page
  2. Run every single one of the installer executables and click through the dialogs
  3. Type pboProject into windows search
astral maple
#

i did not get any prompts other than "make a desktop shortcut" when i installed them

bleak tangle
#

Oh that's fine then. For the time being the only one you need a shortcut for is pboProject

#

The error you posted an image of above is usually one people get when they have different versions of the executables installed.

astral maple
#

We tried packing with our now working pboproject, but now the model doesnt even load with a head, unlike without the binarizing.

astral maple
#

Model in game now, animations work perfectly. But the textures are grey and dont reflect light

astral maple
#

Im using .paa's, they are linked to the correct meshes in O2, and we have an rvmat thats configged to point to the right files

lusty ginkgo
#

do they work in the buldozer preview?

stuck oyster
#

@Heal Team Six#6072 pics could help to narrow down the issue

#

also put your rvmat into pastebin and post the link

woeful viper
#

my crystal ball pre-empts: C:\users\abc\my documents is not a valid file path...

inner sluice
#

hello guys, i have a little problem

#

the left barel is a proxy, the right one isn't

#

on the right i have the good transparency

#

why don't i have the same render if it's a proxy or not

lapis goblet
#

how can a 6 faces cube be NON MANIFOLD is beyond my comprehension

woeful viper
#

because a cube can't be made up of 6 triangles

lapis goblet
#

no

#

8 vertices, 6 faces, normals all correct

#

i just re-did it, oh look at that it's not manifold anymore... well ok ยฏ_(ใƒ„)_/ยฏ

lapis goblet
terse aspen
#

what's more important, number of verts or number of tris?

stuck oyster
#

neither. good lodding takes care of that as long as you stay in reasonable limits. section count is what affects performance most.

tacit karma
#

vertex normal and section count

terse aspen
#

thanks

mossy oxide
#

I'm making a new rifle with UGL, how do I set up the GL sight so it works properly? Does the weapon has to be at certain angle so UGL will have proper ranges?

#

I have most of other memory points set up

stuck oyster
#

No you rotate between different sight points. Sample weapon has example but positioning the aimpoints is pretty much hit and miss

lapis goblet
#

Warning: my_model.p3d:3 Stage 1 has no texture to retrieve format from (while generating ST coordinates)

#

what is wrong here and how can I fix it?

stuck oyster
#

you got some bits there that dont have material/texture assigned or are not uvmapped?

lapis goblet
#

no...

#

views fine in buldozer

stuck oyster
#

stage 1 could refer to rvmat

lapis goblet
#

or LOD 1...

mossy oxide
#

I goofed up the scale of the weapon in blender. its 10 times the size (I had wrong units scale setting) is it a problem?

lapis goblet
#

no

#

i want it

stuck oyster
#

@mossy oxide depends on what you are making

mossy oxide
#

Ok fixed the scaling issues. I have the proxies set up, got the memory points, got the textures created. I guess its just the matter of assigning the arma materials, doing the lods and I should be ready for ingame testing

mossy oxide
#

Well shit, I used wrong shader when making textures and now I have to redo most of it

lapis goblet
#

are you doing everything in blender?

mossy oxide
#

Modelling yes, I use Substance Painter 2 for textures

lapis goblet
#

ok

#

i am curious in general of worflows ppl use

#

to do lods and multiple resolution UV etc

mossy oxide
#

In blender you can use decimate modifier to quickly reduce polucount of an object

lapis goblet
#

yes

#

or do the opposite

#

i normally do that because UV follows

vale berry
past edge
#

perhaps make a dummy object with a proxy that links to the other object? that way you can rotate the proxy any way you want

stuck oyster
#

proxying it like that would be the only possibility.

#

no config options available

lapis goblet
#

proxies have an impact on performance as they are not optimized, would avoid if not for internal furniture and vehicle roles

#

you may consider trying init in config to eventually setVectorUp

past edge
#

it seems like in his case it's an item that can be added to an inventory, so you can't directly affect the model itself with commands

#

in which case I'd go for the proxy method - even if it isn't optimised, you probaby won't be seeing a lot of tires on weaponholders (inventory clusters), right?

lapis goblet
#

i'd imagine ๐Ÿ˜ƒ

#

Warning: my_model.p3d:3 Stage 1 has no texture to retrieve format from (while generating ST coordinates) still having this, any ideas where I can start looking?

vale berry
#

Ill take a look at proxies. Thanks!

bleak flame
#

I'd start by looking at stage 1 of the rvmat

lapis goblet
#

what i don't get is the error message. if the file wasn't there, I would have pboProject yelling at me

#

so I don't get what format refers to

bleak flame
#

tried replacing with a known working stage 1 and seeing what happens?

lapis goblet
#

I am looking into it... thank you Bek

#

first time I see this one

#

if only the error state which one of the Stage1

#

and what I am looking for... a missing file? Because they are all there

lapis goblet
#

Found it. I was referencing a default.rvmat by mistake.

mossy oxide
#

My buldozer does not work for some reason, I tried reinstalling it, but I get errors if I try to run it or it just crashes if I want to preview a model

#

how do I fix that?

white jay
#

If it's complaining about DLLs missing just copy them from arma3 install

mossy oxide
#

external viewer attach failed: No viewer found

#

ok where I put this?
P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg

#

ok copied the DLL from arma folder and it worked

#

Now, I remember there is some kind of way to get the buldozer to display the models exactly as in the game. @bleak tangle said about it in CUP. I think its about loading some addition resources into buldozer

mossy oxide
#

How do I properly align sights? I have the eye memory point perfectly in line, but ingame its like I'm looking a bit from above straight through the front sight without aligning the rear one.

stuck oyster
#

@mossy oxide normal rifle sights?

#

also its better to use Arma3\Arma3.exe as buldozer

mossy oxide
#

Ok so I forgot to actually assign the eye memory point to a vertex group. However once I did I broke my rifle in a new and amusing way, now I look at my hands

stuck oyster
#

what am I looking at?

mossy oxide
#

Me not looking through sights

#

the eye vertex is in line with the sights

#

no idea why you look though the rifle at your hands

stuck oyster
#

is the eye vertex part of any other group or is there anything else in that group?

#

is the eye point behind the rearsight?

stark dagger
#

autocenter set?

stuck oyster
#

that too

livid plover
#

Hello, I have a problem. I has placed on my map in terrain builder a custom building but i want open doors in game actions is not showing up. If i place my building in xcam all is working. What is the problem? I'm using PboProject payed version. This is config from building: https://pastebin.com/5zsnb8Zf

#

typeof CursorObject is returning ""

mossy oxide
#

@BigBen#1428 Thanks it was the autocenter

stuck oyster
#

@livid plover do you have named properties in the geometry lod set up?

#

also Im assuming you get no errors while packing?

livid plover
#

yeah, no errors.

#

I have named properties in geometry lod set up. If i place building with xcam building actions is working, but if i place building on map, repack map and run editor my actions with open/close door etc is not showing up. typeof cursorobject is retuning empty string.

bleak tangle
#

Buildings working in the editor but not when placed in the map is usually because of a miss Land tag

stuck oyster
#

mission placed objects and terrain placed objects work different

#

he has land tag

#

but

#

For this magic to happen, you must have class land_nameOfP3d and model = NameOfp3d;```
#

I believe your land class may need to be named by the name of the p3d

livid plover
#

okay, i will check it right now

#

@stuck oyster it is working. Thanks you so much. It first custom building made by my modeler and I didn't have enough experience with buildings config ๐Ÿ˜ƒ

stuck oyster
#

just so you know Mikeros tools have pretty great documentation about some of the more common problems

#

so its worth reading at least he pboProject readme through

livid plover
#

Ok, thanks for useful informations, it's my first custom building. Im scripter in arma so... ๐Ÿ˜„

mossy oxide
#

Does anyone have a blender RTM for rifle grip? I have the rtm blender file thing, but I do not know what parts exactly I need to pose, I would need some refrence

stuck oyster
#

Hands are the only thing that matters

#

as in palms+fingers

#

rest is Arma IK

#

== you wont see exact the same arm positions

mossy oxide
#

I know, but I need something to get started, if someone could spare a blend file with hands posed I would be grateful

lusty ginkgo
#

would having a detail texture with a really high UVTransform value be bad for performance in any way?

woeful viper
#

if you make a single lego brick as a detail texture to make a giant RL factory out of lego bricks ... possibly.

rotund ocean
#

Hey Guys, if got the problem atm. that it is possible to fire through some parts of my model. Fox example if got a thich part wic is inpenetrable except for a 10cm slit where bullets just passthrough unharmed. What could cause this?

lusty ginkgo
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fire geometry issues would be the first thing to check for

rotund ocean
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The question is what kind of Issue do I have to look for?

lusty ginkgo
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see where the 10cm slit on the model is and check that part of the fire geo

rotund ocean
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Well thats the problem, I can not finde a Issue in my fire geo

lusty ginkgo
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It is convex and named?

rotund ocean
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yes

lusty ginkgo
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has the proper .rvmat assigned to everything?

bold flare
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no. None. So default inpenetrable dirt material

rotund ocean
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What @bold flare says

bleak tangle
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How did the components get their names? Manual? Structures > Topology > Find Components?

rotund ocean
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Manual

bleak tangle
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If you do > Structure > Topology > Find Components does it create the same number of components as when you did it manually?

rotund ocean
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No, it reduces it to 1

bold flare
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Which is what I said!
But 1 apparently makes the fire LOD not work at all.
Did you select all and "make convex" ?

bleak tangle
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Then I don't think it's valid

rotund ocean
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It is Convex and Tringular

bleak tangle
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It making it all into one component means that all of the pieces are connected, which is not how geometry LODs are supposed to be done

bold flare
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Just go with re-making the fire/geo LOD out of simple boxes or pyramids

woeful viper
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validate the fire geo. You can state its convex as many times as you want, as long as it doesnt pass the convex test in objectbuilder it's not convex

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if you imported the pieces all at once, import them individually so that they dont get fused

rotund ocean
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If validated it in Object Builder to, it passed the test.

woeful viper
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use select object, if you select one point, does it select the entire thing or just one component?

rotund ocean
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It selects the entire Object

woeful viper
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then its fused and cant be convex. Simple.

rotund ocean
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okay thanks

polar fiber
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if you named the components yourself in another program before they fused, you might have some luck selecting each one and doing structure/topology/split to separate them again

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then re-run the checks and find components

bold flare
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What does "convex" actually mean? I just "make convex" in OB but don't actually know what that is

wraith tendon
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Convex, meaning "curving out" or "extending outward" (compare concave),

bold flare
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Meaning... My normals all point outwards?

wraith tendon
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Sounds like it

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Prolly the reason why it can't have holes?

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ยฏ_(ใƒ„)_/ยฏ

polar fiber
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means the exterior angle between faces must be more than 90 degrees to the normal

bold flare
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Which is totally not the case for this model!

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Problem found then I guess

bleak tangle
obtuse rain
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Because a convex object is the intersection of a bunch of half planes (planes where half the universe is "inside" and the other half is "outside") and one of the quickest ways to check for collisions is by seeing if every part of an object is on the "outside" of one of the half-planes of the other object.

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(And another way to think about convexity is that when you draw a line between any two points inside the object, no part of that line should be outside the object)

lusty ginkgo
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Is there a way to for a res LOD to not be affected by shadowvolume and cast it's own shadows?

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lodNoShadow seems to make sense but the description is unclear

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On my distant LODs the model clips into the shadowvolume and is dark because of it, so I want to know if there is a way to avoid that

polar fiber
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make a second shadow LOD?

lusty ginkgo
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how would the engine know which shadow LOD to use?

tacit karma
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same principle of normal LODing

lusty ginkgo
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I mean how would it know which res LOD corresponds to their respective shadow LOD

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Like how would it know to only use shadowvolume 10 when resolution lod 20 is visible?

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I now realize that my main res LOD only has 256 points and 240 faces

tacit karma
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it doesnt.

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RV loads Shadow and Resolution LODs seperately