#arma3_model

1 messages · Page 104 of 1

lusty ginkgo
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that is what I thought

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considering the relatively low amount of points/faces my model has, would I really need any smaller res lods?

tacit karma
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yes

rough idol
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it's used on Orange Van but I'm not really sure if it's working 100%

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10 == number of shadow lod

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if you i.e. put shadowlod = 10 property to 4th resolution LOD then all subsequent LODs will use 10th shadow vollume lod too

lusty ginkgo
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I see

polar fiber
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shadow LOD switches to lower LODs sooner than res LODs tend to anyway

rough idol
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there are also parameters shadowbufferlodvis, shadowbufferlod & shadowvolumelod described in internal wiki but they have only documentation in Czech

woeful viper
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internal wiki... looki looki

stuck oyster
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Links or didnt happen!

rough idol
stuck oyster
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nooooo

lusty ginkgo
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when creating a double sided face, the proper way to do it is to duplicate the face, reverse/rotate it, merge near points, and recalculate normals, correct?

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I seem to have lighting issues when I do this

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never have before

polar fiber
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don't merge then

lusty ginkgo
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but why is it behaving differently?

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actually I might have figured it out

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the face I am trying to flip is two faces next to each other with a total of six points

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so that might have something to do with it

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I should just make it a single face

polar fiber
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IIRC it'll work is you merge verts only along the border edges, because you can have two vertex normals on those at a hard edge. If you merge internal verts with smooth shading they only have one vertex normal so the lighting will go to pot

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but there's no point merging the verts in either case, because they have the same number of vertex normals

tacit karma
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dont recalculate the normals

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Dont even need to merge them in OB. Had a talk with @halcyon wren a bit ago about that, he said (IIRC) that upon binarization its done automatically

woeful viper
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done what automatically? Binarization breaks up everything according to smoothing, UVs and materials. I highly doubt there is any automatic merging.
Merging double sided faces manually makes no sense to me either

halcyon wren
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yes.

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It splits everything. The concept of hard/soft edges doesnt exist in a binarized model.

livid sable
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Is there any tutorial on how to add animals to arma3? any sample or something?

civic stratus
wraith tendon
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+the Points

cinder pivot
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@wraith tendon 12 days of dscha names? 😄

wraith tendon
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Yep

cinder pivot
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👏👏👏

wraith tendon
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past 12, time for the nextone

cinder pivot
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👀

pallid flame
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how can I influence in my model how the bounding box is calculated

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in other words: how is the bounding box being calculated

bleak flame
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by dimensions of the reslod I believe; so you can increase this by adding a cube of floating vertices (no faces) around the object in each reslod, increased in scale. That's bounding box for lod switching anyway; if you mean physics interaction that's Geometry lod.

pallid flame
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and how can I shrink it to fix the dimensions of my object properly?

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currently the bounding box is much more bigger than my object

bleak flame
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how are you viewing the bbox

pallid flame
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boundingBoxReal and some draw3D

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you have to zoom in to see the tiny lines

bold flare
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And it's equally as incorrect in Eden?

bleak flame
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that looks like it's the right size

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the only thing I could think of if it's too big is there is some floating verts somewhere that went unnoticed

pallid flame
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yeah just looking at them in 3den and I'm quite confused

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Looks like I made some mistakes in my script calculating with boundingboxes

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nvm thanks anyway

velvet fractal
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Hello all. I have problem with export model in blender to object builder. I use "Arma toolbox" for blender and my model flattened. I'm tryed just turn little bit model, to me told maybe it help, but not. Look this screenshot - https://i.imgur.com/dQjioTV.png

mossy oxide
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Question: if I have a binarized model and an extracted model.cfg. Would edits to the model.cfg take an effect?

outer condor
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no the model.cfg data is merged into the binarized p3d

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aka you need to rebin it or load the p3d as MLOD

median bough
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@velvet fractal
Maybe @shrewd jay knows what's wrong

shrewd jay
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@velvet fractal No relation to Corporal Hicks I assume? :D
Anyway, make sure that before you export from Blender, you do apply transformations (Scale, Rotation, Location) since they are not exported.

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(just in case, it's CTRL-A and then select "Location", CTRL-A again and select Rotation and Scale")

velvet fractal
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Maybe and Corporal. Problem solved, thank you, @shrewd jay

shrewd jay
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👍🏽

mossy oxide
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So is there a way to repack the model.cfg into already binarized model? I'm talking about vanilla arma 3 models.

woeful viper
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no, and also not legally

lusty ginkgo
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on a model with 1 section, 86 points, and 77 faces, is there any need to make a smaller shadow volume?

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also I can't really make any res LOD's much smaller than this, would this be a performance problem?

woeful viper
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context ? just tell us type of model

lusty ginkgo
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it is a small residential fence

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it isn't very complex or anything, so the main res LOD is already pretty small

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I notice a lot of the sample fences don't have shadowVolumes or anything

woeful viper
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77 faces is small enough

lusty ginkgo
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face count is what matters most correct?

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aside from section count that is

woeful viper
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depends. The game does instancing of multiple objects. If there is no to little instancing its not worth going below 500 vert normals because there is no performance gain. If there is instancing of objects that are repeated over and over (such as fence) reducing tris count further than 500 is beneficial

lusty ginkgo
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on a small model like this do I need shadowVolume LODs? I'm not quite sure when and when to not have them

stuck oyster
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@livid sable Dont think there are any specific tutorials for that, theyre pretty much added like any character, but you will have fun times with animations if you want custom ones and fun times matching your new animals to the excisting ones if you want to use vanilla animations.

mossy oxide
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The operation blockhead is pretty much about a source for creating new skeletons and animations

rotund ocean
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Does anybody know to which memory point the weapon gets attached to when it is on the back of the unit?

polar fiber
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it doesn't

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the animation for weapon on back moves the weapon bone in the .rtm

rotund ocean
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So the weapone bone is moved to the back of the character model?
If so, is it possible to do this but with the other shoulder?

woeful viper
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no

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launchers on left rifle on right

mossy oxide
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you want two rifles setup or something?

rotund ocean
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yes

mossy oxide
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there is a slight issue with the mass, so you you might need to comment out 2 or so lines adding the mass of the left shoulder weapon to the overall weight. Aside from that works pretty well

rotund ocean
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Thanks allot , you just saved me a lot of work!

mossy oxide
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AFAIK the mass issue is happening because of some fault on the bis side (missing command IIRC). From what I heard its already fixed on dev

rotund ocean
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okay thanks for the info

rough idol
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enum errors were hotfixed today

mossy oxide
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@rough idol Is bis ever goig to fix the eyes? I talked about this with @slate epoch . He said that the artists were busy, With I understand

slate epoch
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Maybe™

mossy oxide
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The easiest thing to change would be editing the heads to move the eye UV map a little bit

slate epoch
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@tacit karma

mossy oxide
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However for that you would need an unbinned model

tacit karma
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wassup

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eyes

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wut

slate epoch
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fix pls

tacit karma
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explain yourself pls

rough idol
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pls pls

tacit karma
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pls

slate epoch
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fix eyes pls

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kthxbye

tacit karma
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well... for that I'd need to know whats wrong first. other than the "more-than-dead" look

slate epoch
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That's exactly what is wrong

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@mossy oxide do you remember what all you did other than moving the eye texture a bit up?

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making that shadow right?

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and maybe tweaking specular?

tacit karma
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just shoot me a message of what you changed and I see what I can do (maybe even before christmas 😛 )

mossy oxide
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Moved the eye, so the upper eyelid is covering it a little bit and pretty much removed the specular as the eye has some reflection baked it

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This actually something that mass effect andromeda had an issue with. I watched a video talking about it and thought Arma 3 is having similar issue with iris position

tacit karma
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aye I see. gotta see tho how much work it is for all heads. if I can move all by the same amount it shouldnt be that much of an issue

slate epoch
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It should be like that

tacit karma
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well, you never know

hallow turtle
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Is there any good tutorials for modeling with say a sample image? I want to make new houses based off of real ones i have pictures of

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I understand the process between o2 and 3ds max, just not sure how i would get started with something like that

tacit karma
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uh

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just start

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I mean, if you have a pic and roughly now the door size, you should be gucci since you can approximate the measurements

hallow turtle
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Okay, i've just started using 3ds max and up until this point i've only used auto cad. Are there any bad practices? Things i should look out for?

tacit karma
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that totally depends on what you want to achieve. but for now just get aquainted with max

hallow turtle
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Okay fair enough, this is pretty exciting learning something other than SQF.

past edge
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first thing I'd recommend is set the limit of undo levels to 500 - you'll probably need it at some point 😛

hallow turtle
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@past edge Undo levels? Ctrl + Z?

past edge
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yeah, those

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by default they're limited to 20 iirc

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which often isn't enough

hallow turtle
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Oooh...how bad is that on memory though?

past edge
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not too bad in my experience, as 3ds Max only saves changes in the undo stack, rather than the entire object you've edited

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in fact I never had an issue with memory with 3DS Max - though this is a problem with Substance Painter, which at one point today was using 11GB of my RAM

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obviously the easiest fix for this is to simply restart the program

woeful viper
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undo level 500? wat? theres a thing called autosave...

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5min and 20 saves works well enough for me and saved me from a great many disasters

spiral prairie
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Hey gents, I've been trying to get into vehicle modding (got no prior experience) and I've made a test vehicle in Blender, complete with optics, a main gun, tracks, etc, just wondering if there's anyone here who could guide me in terms of getting it into the ArmA tools and working on LOD's? Thanks!

lusty ginkgo
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so does anyone know of a way to create a texture from a different UV set fitted to a new one?

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for example, my shed model has 2 UVsets, one where the coords for some faces cover several lengths of the original texture outside of the original bounds

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the second uvset is just one that was unwrapped in blender using smart UV project so each face has it's own area on the texture with no overlapping or going out of the original texture bounds

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the second set is for mc textures, ambient occlusion textures, that kind of thing

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is there a way to bake a new texture onto the second UVSet from the first?

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hopefully that makes some sense

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nvm figured it out

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it is much easier than I anticipated

lusty ginkgo
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I just need to find a way to do this with my normal maps now

outer condor
outer condor
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is there some way to determine/classify from object textures what is roof/upper side?
like some mass processing for many models/objects

wraith tendon
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How are the rain sounds calced, do you know that?

rough idol
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rain sounds are using memory points

round spear
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Is it possible to rotate a model in all LODs in one go (either O2 or Blender)?

polar fiber
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yes, there's a checkbox in the O2 transform windows that says "Apply to all LODs"

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blender doesn't have LODs as such, they're just different editing layers AFAIK

round spear
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thank you ill try that. 😃

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lmao could you inform me where the checkbox is?

polar fiber
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open the rotate points tool, middle of the three yellow boxes in the toolbar

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then it's the bottom right checkbox

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you enter the rotation value in the x/y/z boxes and preview, then okay when it's rotated how you want

round spear
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nice thank you very much!

lapis goblet
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Hi all, what is the best way to use a p3d model of a unit and make it into an usable unit (i.e. that can be associated to an AI or even played by a player)? I'm talking about an alien or such, probably around 2.5m tall. Anyone can point me in a direction?

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I never animated a character, don't want any other animations than the standard human players ones

stuck oyster
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if you want to use standard Arma3 animations you got to match your new character to the arma man

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the animations do not scale in engine

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the scale/size of the character is saved into the animations themselves

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so making character of any other size has to have its own animation set

edgy cobalt
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Is there any way to force model to show 1st LOD on defined distance?
Automatically it switches to lower lods a few steps away at complicated scenes

lapis goblet
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ouch thank you HG

stuck oyster
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@edgy cobalt not really no, LOD changing is exactly to keep the scene running

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you need better machine to run better LODs at distance I suppose 😄

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@lapis goblet yeah its a bit troublesome

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Whats your goal tho? I might be able to help.

white jay
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Pretty sure i remember someone mentioning a p3d named property todo with resolution scaling. To factor when engine switches lods, i think tanoa plants / trees use it
But dont think its documented

lapis goblet
edgy cobalt
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Or i need to make less creepy lower LODs =)

lapis goblet
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I’d like to have a simple predator unit

stuck oyster
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ah nothing simple about that 😄

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unless its man sized

lapis goblet
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not that indeed

stuck oyster
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then its simple

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but its a bit of an work in progress still

lapis goblet
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so I could contact the authors but it’s above the skills I intend to acquire

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and hence don’t want to bug them.

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Instead I am trying to find alternatives

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nice video

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HG animations are already inside the A2 mod.

edgy cobalt
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@white jay Thx, realy found this property loddensitycoef 0.75 in t_Ficus_medium_F.p3d
now it's time for experements

tulip beacon
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loddensitycoef > 1 means more polygons at same distance

stuck oyster
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@lapis goblet yeah I know of the mod. Cant recall what size the predator was though and cant find any good footage of it.

lapis goblet
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I would love for that mod to come alive again. Even if it were just for the predator, it seems to contain a lot of stuff

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Yeah model making is not my thing, besides some helper buildings and such. Too much to learn, I'm definitely more productive elsewhere.

stuck oyster
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from what I glimpsed from the few videos the preadtor was shown it may have had its own animations but not quite sure about that

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it may not be up to arma3 standards though

lapis goblet
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it definitely does have its own animations, the pbo contains RTMs

stuck oyster
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could be

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not supprising

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using those would also require a character of same dimensions as the one they are made for

lapis goblet
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that pbo is impressive

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weapons, bases, characters, animations, shitloads of stuff

nova thorn
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yo, anyone where can i get arma 3 character bones for blender? 😃

stuck oyster
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sample files or perhaps Macsers Armarig

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just type your exact question into google

terse aspen
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doplnovani is the inventorypoint right?

wraith tendon
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i think so, yeah

terse aspen
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thanks

lusty ginkgo
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Performance wise, does an .rvmat having procedural textures in place of texture files improve performance? If so, which textures are the most costly performance wise? I have a nohq, as, and mc texture

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I am making a separate LOD for really long distance

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uses a separate uvset and a lowres texture for it

lusty ginkgo
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Also is face count the main thing I should be concerned about? Like should I remove all interior/non visible faces in the lower res LOD's?

woeful viper
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you save gpu memory by reducing texture resolution/complexity. I dont think there is much computational (cpu) advantage

lusty ginkgo
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So a lower resolution LOD should have fewer faces and sections, and lower resolution textures to be worthwhile

woeful viper
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unless you can reduce section count by the lowres texture it is not helpfull

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because if you have a house next to you and the same in 2km with the low res tex... you have 2 textures in memory

lusty ginkgo
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That makes sense

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it reduces the section count from 5 to 1

woeful viper
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then its worth it

lusty ginkgo
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alright thanks

woeful viper
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section count is biggest concern for low res lod.

lusty ginkgo
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So if the LOD has it's own .rvmat that is the same other than the textures in the material being the low res versions, would that mean it would just be loading additional textures that don't need to be loaded?

woeful viper
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support monkey is confused, pls rephrase

lusty ginkgo
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I have 2 rvmats that are identical.
In the first, there are high res textures for some of the stages (nohq, as, mc, smdi) and some procedurals.
In the second, the only difference are the textures being used being the lower resolution versions. They also use the low resolution UVSet.

Is this worth it?

bold flare
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I think Arma automagically creates low-res textures

woeful viper
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it doesnt

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what you mean are mipmaps

lusty ginkgo
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.paa files have built in mipmaps I think

bold flare
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yeah

lusty ginkgo
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that just makes it look better from a distance

woeful viper
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rvmats are not identical if you change a single thing. If you do not combine multiple textures inside the low res tex to reduce sections its not worth it, because mipmaps already got you covered in terms of pixel resolution. What matters is reducing draw calls - as already said.

lusty ginkgo
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The model itself uses a UVSet that is in the original boundary and the low res textures fit that UVSet. Every face on the model uses the same texture and .rvmat

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OB shows a section count of one.

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Multiple normal map textures are combined to fit the low res UVSet, so it is just a single texture. Same goes for the other stages

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I just want to know if the textures in the .rvmat should be procedural or not, and if having the normal map and ambient occlusion might not be worth it

woeful viper
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whats the model?

lusty ginkgo
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A wooden shed designed for residential areas

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with several alternate textured versions

woeful viper
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then ask yourself when exactly the effect of normal maps is visible
then ask yourself when ambient occlusion come to bear
and you know your answer

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thank you for calling monkey mat hotline. that will be #350

lusty ginkgo
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I have insurance

bleak tangle
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Life insurance?

lusty ginkgo
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Insurance

bleak tangle
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Might also help to look at the RVMATs for the last LOD of some of the A3 buildings

lusty ginkgo
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Was just doing that

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seems to be much more basic

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I could just copy and paste one honestly

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has no model specific values or anything

bleak tangle
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The few Apex buildings I looked at seemed to be using Super in the last LOD and the had a mix of using procedural and other textures

lusty ginkgo
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This is for one of the big residential houses

woeful viper
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but please dont tell anyone these secrets ive just told you. They are top secret...

lusty ginkgo
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I can't read

lusty ginkgo
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Should the main LOD be 0.000 or 1.000? It seems to vary between samples and I am not really sure if it actually matters

obtuse rain
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It doesn't matter, though most things do 1, 2, 3...

lusty ginkgo
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if a LOD has the same number of vertices but half as many faces, that is still beneficial to performance, right?

mossy oxide
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Is there any way to edit facial animation rtms?

woeful viper
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@lusty ginkgo your first question is also covered in the link i gave yesterday 😃

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and your second as well (indirectly).

lusty ginkgo
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"I can't read"

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I'll read through it more thoroughly once I learn how to read

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thanks for the help

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Learning from dissecting sample models is sort of confusing when ever other model has mistakes in it lol

white jay
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Hello, know how to add footsteps in arma 3 ?

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I found on the wiki "SoundEnvironExt" but it does not work

median bough
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footsteps to what?

white jay
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wheat fields

median bough
white jay
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It's in my building and not on a map

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Sorry for my english i'm french

median bough
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by the gods, the new and the old, you have to be just a liiiiittle bit more specific

white jay
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I wish the face one character is specific when walking on a particular floor that is not available on arma 3

median bough
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sorry, but i have literally no idea what you are talking about

white jay
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oups ,
I'm so bad in English

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I want to add a new step sound in arma 3 (Concrete sounds , Metal sounds ....)

median bough
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to your building?

white jay
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yes

white jay
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yes but these are sounds already available in arma

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I want a new sound that is not in arma

median bough
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and what sound do you need? walking on what surface? was that the wheat field sound?

white jay
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the sound of a person walking on a wheat surface

median bough
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instead of creating a new sound, i'd go with either drygrass or even better straw_exp

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wheat is basically the same as straw_exp

white jay
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yes but I try to learn the configuration of sounds in arma for future project

median bough
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i'm not really good at code or config, but this is what i would do:

i know (google told me 😉 ) that you have to define the custom sound in SoundEnvironExt (https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#SoundEnvironExt_Class)
next would be defining the surface that calls the defined sound (cfgSurface, also google who told me 😉 ) (https://community.bistudio.com/wiki/CfgSurfaces_Config_Reference#soundEnviron)

now that i know this, i would take a look at the vanilla configs, to get an idea how they did it. therefore i download the latest AllInOne config i can find. for example this one:
https://forums.bistudio.com/forums/topic/191737-updated-all-in-one-config-dumps/
now i would open this config in an editor with a good search function (sublime 2 in my case) and search for the two classes mentioned above.

tadaaaaa

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@white jay

white jay
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Thank you very much I'm going to watch this

median bough
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this is just the tip of the iceberg. i recommend using stock surface sounds for now to learn how to use them in a model at first. once you are comfortable configuring your models with what vanilla arma gives you, you can start creating your own sounds

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oh, and the most important thing is: use google... google spits out a shit ton of information. it took me less than 10min to gather all this information, eventhough i had zero idea what all this was about at first...

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¯_(ツ)_/¯

white jay
bold flare
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When I want to add a directional (dynamic I think?) light to a model. Do I need a special type of vehicle for that? Or could I model a helmet or a vest with a directional light on it?

lusty ginkgo
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I am pretty sure it can be done with scripting so I don't see why it wouldn't work on a model

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maybe not the same way as a flashlight

bold flare
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scripting can only create omnidirectional lights.
And I thought maybe some model types lack the necessary simulation for dynamic lights

lusty ginkgo
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there is the spotlight script

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not sure if that really makes much sense to use here though

bold flare
lime nebula
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Yeah, you can only create directional light in 3d model, it's not possible with script

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But i don't think, you need a specific class because it work with vehicle and other things

bold flare
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My plan was to make something like a IR strobe but as a IR flashlight and attach it to the front of your vest. So you can use it as flashlight with nightvision.
Just wanted to know if it's worth looking into that. I guess in the end i could just make a tiny "Car" if I need something like that to support dynamic lights.

lusty ginkgo
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You should try it and find out

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couldn't you just make it function like a regular flashlight?

bold flare
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Yeah. But I have to only locally enable/disable the light depending on the NV being on/off

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And for example a weapon flashlight attachment is global and SQF doesn't offer to only locally turn it on/off
So I'll probably createVehicleLocal my model and attachTo it to the players chest facing forwards. Or maybe attach it to the hand holding the weapon.
Then again the question, Can I have simple objects emit light and turn them on/off. I guess probably not..

lusty ginkgo
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couldn't you just attach it to the NVG's and give it an action?

bold flare
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Yeah could also attach it to the NVG..
It has to automatically turn off when the NV get's turned off to emulate a IR light

lusty ginkgo
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I would assume you've looked at the configs for flashlights and nvgs and this can't be done there either

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if you haven't, you definitely should, might be a solution in the item configs

bold flare
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I'd attach and turn on/off via script.
Either using damage to disable the light or a animation

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In the end it's something like a street lamp strapped to you head that automatically turns off when you turn your NV off

cinder pivot
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@bold flare you can make an empty object with a reflector or markerlight/strobe and attachto

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empty as in nothing in reslod

stuck oyster
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👆

woeful viper
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exactly. light has nothing to do with 3d model. Only with base class and if it has reflector or not

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propably advisable to use light tower as base, as i'd think it would have less computational stuff around it, compared to a car or tank.

mossy oxide
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Is it possible to animate stuff using the normal vehicle config (not model.cfg)? I know the names of the selections what sources to use etc.

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I have the Xian (CSAT VTOL) and I want to switch the source for the fans

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how does the AnimationSources config work exactly?

woeful viper
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you cant swithc the source of the fans

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its has to be set in model.cfg that you use a "user defined" source.

mossy oxide
#
        class muzzle_rot_cannon {source = "ammorandom"; weapon = "CUP_Vcannon_M256_M1Abrams";};
        class muzzle_rot_coax {source = "ammorandom"; weapon = "CUP_Vlmg_M240_M1Abrams_Coax";};
        class muzzle_rot_HMG {source = "ammorandom"; weapon = "CUP_Vhmg_M2_M1Abrams_Commander";};
        class recoil_source {source = "reload"; weapon = "CUP_Vcannon_M256_M1Abrams";};
        class ReloadAnim {source = "reload"; weapon = "CUP_Vhmg_M2_M1Abrams_Commander";};
        class ReloadMagazine {source = "reloadmagazine"; weapon = "CUP_Vhmg_M2_M1Abrams_Commander";};
        class Revolving{source="revolving";weapon="CUP_Vhmg_M2_M1Abrams_Commander";};
    };```
What about this stuff? What exactly does it do?
stuck oyster
#

you can override vanilla sources but what is it that you want to do with it?

#

those particular ones tie the animation source declared in the class to a certain weapon

#

you may be able alter some stuff by overriding the default class but that may just as well break it

mossy oxide
#

i want to switch "Rotor_1_rot" and "Rotor_2_rot" animation sources from "rotor" to "rotorH"

stuck oyster
#

but you cant really affect the animation parameters in the model.cfg class I believe

#

rotor_1 and 2 are animation sources?

#

assume I have no idea how Xian is configged

mossy oxide
#

no the source is "rotor"

#

no wait, I think I might be looking at the cockpit gauges

stuck oyster
#

if you create a class rotor wiiith what was the special stuff that makes it override the default enigne source out might be able to source is to rotorH

mossy oxide
#

ok, I think I was looking at the correct stuff

stuck oyster
#

hmm maybe not actually

#

I may have remembered how it works wrong

wraith tendon
#

So you want to change the "source=" of an animation?

stuck oyster
#

you can alter its behaviour but not the source

wraith tendon
#

Without having the model.cfg / unBinarized model?

stuck oyster
#
{
   class wheel
   {
      source = "::wheel"; //Overriding the existing wheel controller.
   };
};```
#

@wraith tendon that would be what he is after

wraith tendon
#

hmm, i doubt that's possible 🤔

stuck oyster
#

yep

#

I remembered wrong how the animationsource override works and model.cfg is not alterable it being baked into the p3d

#

@mossy oxide I think youre out of options on this one

#

if rotorH would be better for it you can always try ticketing it

wraith tendon
#

He want's to change the class von VTOL to Helicopter

#

aka the behaviour/reaction

stuck oyster
#

ah

mossy oxide
#

Well, at least I got the fans to switch to blur proxy when engine is running

#

Also, I switched it to helicopter model so AI is at least capable of using the VTOL. The standard VTOL FM makes AI controlled VTOLs into death traps

polar fiber
#

does scripting with animatesource do anything?

wraith tendon
#

?

#

What do you mean exactly?

polar fiber
#

using _vehicle animatesource rotor on a loop to make the rotors look like they're spinning like they do on planeX, in the absence of the model using rotorH when converting it to a helicopter

wraith tendon
#

hm, doubt it would be good.

dim quarry
#

should be a channel only for getting buldozer running..

#

did a fresh install of windows, bis tools from steam

#

and it doesn't work

ebon abyss
#

hey granQ whats up. how did you install them and doesnt work in, object builder? any error message or anything?

dim quarry
#

its trying to launch "steam"

#

get that, and then arma3 launcher

ebon abyss
dim quarry
#

"Buldozer won't work as expected if you run Buldozer from Steam or from Arma 3 Tools Launcher if this last was ran from Steam. The best case of use is to run Arma 3 Tools Launcher from the installation directory and run Buldozer from it."

dim quarry
#

ah working now

#

had to start object builder from arma 3 tools and not by opening an object directly

ebon abyss
#

sounds like you didnt run one of the tools to initialize first.

lusty ginkgo
#

So I have a model where the geometry LOD and view geometry LOD are exactly the same. Both are convex, and are properly named components. In game, the view geometry works (I can tell because it moves the camera in third person if I position the camera on the opposite side) but I can walk through the model as if it isn't there. The fire geometry is different but that works just as intended. I am not quite sure what could be causing this

rough idol
#

mass is smaller than 10?

lusty ginkgo
#

never been an issue before

#

I will change it though

fallen quiver
#

Is there anyone who knows how to port tanks in-game? currently having some problems with the tracks not rotating, and the wheels being kinda weird

lusty ginkgo
#

port tanks? port from what?

fallen quiver
#

i mean import etc

#

like just putting a tank model in-game, not rly a port

#

It's just the tracks aren't rotating, and the wheels are being kinda weird

#

any idea how to do the tracks properly?

lusty ginkgo
#

I'm not sure, I haven't modelled any vehicles. Probably done in model.cfg

fallen quiver
#

there's nothing about the tracks in the model.cfh

#

cfg*

#

that's the weird thing

stuck oyster
#

tracks dont rotate, the texture on them is just rolled forward

fallen quiver
#

how's that done?

stuck oyster
#

it needs certain named selection on them defined in the config

#

cant remember the attribute right now

#

but you can check the sample tank for the default name

fallen quiver
#

which config is it supposed to be in?

stuck oyster
#

config.cpp

fallen quiver
#

is it the podkolo stuff?

stuck oyster
#

wheels also need proper physx config on them

#

tracks got selection on them

#

may have been trackR trackL or something like that

#

open up the sample tank in OB and check the selections

#

and also check how the tanktrack textures are made so they scroll seamlessly

#

for that Im pretty sure theres topics on BI forums too

fallen quiver
#

yh the sample model is seperated in podkolo's

#

the tracks are

stuck oyster
#

pasoffsetL

#

the podkolos are dampers

#

so that the track moves with the wheels on terrain

#

you made me look

#

naughty boy.

#

coal for you this christmas

fallen quiver
#

haha thanks though mate

#

I'll try figure it out

#

ok so pasoffsetL are the entire tracks

stuck oyster
#

no its the left track

#

looook at the model

fallen quiver
#

yh i get that

#

L is left, R is right

woeful viper
#

interestingly it seems like passoffsetL / R is hardcoded. You cant chose another selection name (despite the config parameter suggesting something else). At least when i tried some moons ago this seemed to be the case.

fallen quiver
#

Would you maybe be willing to make a small picture tutorial thingy to explain to me how to make the tracks work properly? including the texture part?

vernal lynx
#

Hey ! I have outside objets in a LOD that get giant when player is inside a vehicle.

#

I dont remember what cause this issue, does anyone have an idea ?

#

tank is right on the ramp of the boat and becomes giant 🤔

mossy oxide
#

That is why you never have mixed cargo with vehicle transportation

#

Its because of the witchery that is going on with the cameras and lods for passangers

vernal lynx
#

that's the driver

#

(view)

wraith tendon
#

@vernal lynx Thats the Prob i told you x Months ago 😛

#

VIV + the CargoView on those Vehicles = Buggy

mossy oxide
#

bascially the driver's vehicle is put on a seperate layer that is on top of the vehicle in cargo

#

in terms of render/display

vernal lynx
#

I'm aware of that issue I have seen it on vanilla helicopters a long while ago

#

so engine issue ?

mossy oxide
#

yup

wraith tendon
#

Yes

mossy oxide
#

Anyone with mikero's texture swap tool up for a highly experimental experiment?

vernal lynx
#

if that's engine, then it's not a bug 😄

outer condor
#

@Taro#1704 what are you up to?

still karma
#

Quite frankly, powered .50-caliber-resistant armored exoskeletons with massive weapons are a road that is definitely not well-traveled... all while it should be.

woeful viper
mossy oxide
#

@outer condor Been trying some experimental model editing, but it didn't work out sadly

fallen quiver
#

Anyone who knows how to do tank tracks completely? I need quite some help with it

fallen quiver
#

Update^^
I've done most of it, the wheels rotate, and the dampers work (kinda?), now the only real problems I've got are: 1: the track texture doesn't make the tracks rotate. 2: The tracks look kinda weird when driving, they kinda force themselves to touch the ground. 3: the tracks dont completely follow the wheels, meaning the wheels sometimes go through the tracks. Willing to pay someone who's willing to completely guide me through it on Teamspeak

median bough
#

Best way to do it and also learn about it is, download the unbinarized A2 stuff (arma public data pack, Google it) and take a look at the tank models and configs

#

@fallen quiver

fallen quiver
#

Arma 2 stuff?

#

Cause I've looked through all the Arma 3 sample models, and some unbinarized a3 models, and I just can't find anything about it

#

not enough for me to make it work properly atleast

fallen quiver
#

so I should look at the A2 stuff?

#

not the A3?

median bough
#

Yes. Most of the A3 stuff is still similar to A2. But it's hard / not liked to debinarize A3 models. So A2 stuff in the link is already debinarized, so a good source to take a in depth look at original content

fallen quiver
#

do u know how to do the tank tracks?

outer condor
#

nah A2 models are no good for tanks/cars

fallen quiver
#

Yh I've got an unbinarized A3 tank to use as a sample for the tank, I just cant figure it out

#

So again, if anyone's willing to help me out with it, I'm willing to pay for it. It's just something I really want to learn

outer condor
#

@fallen quiver what type of tank? if you are into WW2, we should be able to get a cooperation possibly
otherwise El Tyranos is meant to make a dedicated video tutorial early next year

fallen quiver
#

ww2 tanks yes

#

I've been doing buildings/houses for the past 2 and a half years, now I'm trying to get into tanks, however it's still the first vehicle I've ever done. So I'm still kinda new to it

#

If you want some kind of cooperation u can hit me up with a Ts and i'd be happy to join. If that's also gonna provide me with someone teaching me how to do certain stuff with the tanks, then I'd be up for some stuff

outer condor
#

@fallen quiver alright. will contact you tomorrow

fallen quiver
#

Allright sounds good, just pm me on discord, It's christmas tomorrow so I'm not 100% sure I'll be on

fallen quiver
#

I Pm'd u btw

lusty ginkgo
#

So if I have 4 res LODs and add a fifth one, at like, 20, or higher, will it only use that LOD when it needs to?

#

Like would it be different than if the LOD order was: 1, 2, 3, 4,.....,20 or 1,2,3,20?

lapis goblet
#

number does not matter

#

only the order

#

there’s no way to predict which one is used when, as it is optimized in every client

#

“In Arma 3 the number of the resolution LOD has no impact and there is no way to specify which LOD is to be used at which range. The algorithm needs enough different resolution LOD to be effective. Therefore the modeller needs to provide multiple resolution LOD with different polygon-density. They should be ordered according to their polygoncount (highest polycount has number 0 (or 1), second highest one number 1(or 2) and so on)”

livid plover
#

hello, i have again problem with land class, this is my config from mod: https://pastebin.com/raw/cUTiSZms and in game there is no action menu, can someone tell me why? view geometry is is model, placed on xcam model is working but not in wrp... model name is the same with land class ....

lusty ginkgo
#

@lapis goblet so what is the point of models having one LOD numbered so much higher rather than simply counting up by 1?

median bough
#

no use at all. some ppl use LOD 1, 2, 3, n and others use 1000, 2000, 3000, 4000, nnnn
and some others (i guess mentaly unstable ppl, or ppl who just like to see the world burn) use 1,40,700,1000,9999999

lapis goblet
#

^

cinder pivot
#

I have seen 1 100 200 or 1 3 5 7 9 like bruh

civic salmon
#

Hi, I'm a noob idiot, can someone tell me if I need to triangulate all my models or if quads are preferred by the arma 3 engine? Do I need to triangulate all the res LODs of my models or are quads ok? What LODs need to be triangulated?

#

Also happy holidays to all you helpful people

lusty ginkgo
#

shadow LOD needs to be triangulated

#

that's all I remember

strong plaza
#

only shadow lod needs to be triangulated

high stag
#

can u have hiddenselections in a proxy?

#

yea

lusty ginkgo
#

so my model is invisible in 3den on VR

#

not any other terrain, and upon launching the preview it is visible again

#

the fuck?

edgy herald
#

Hello, Im currently adding some proxies onto my model, it works fine in the editor. However when i bake the object into the map, the proxies disappear and dont show. Is this Normal?

high stag
#

Are you using your P: drive?

edgy herald
#

Yeah, but my route for my proxy is \a3....

lusty ginkgo
#

I don't think proxies work on models baked into a .wrp

#

or they need special additional configuration to have the same functionality

edgy herald
#

Must be able to do it, just checked arma 2 A_Pub_01.p3d, which has proxies and thats able to get backed into the map and theres nothing special in the model.cfg

lusty ginkgo
#

what about the land class?

edgy herald
#

Thats set up correctly

#

Thats the config for it, seems not different

lusty ginkgo
#

I don't really know enough about modelling to help much more lol. I can't even make my sidewalk not be invisible.
The editor object is using the land class, right?

#

looks like, just want to make sure

edgy herald
#

Yeah, the proxies all show up in the editor

#

You wondering how to apply a texture?

white jay
#

Proxies need to be correct class otherwise won't show (if you defined a land_xx for them etc)

lusty ginkgo
#

No

#

mystery issue where my sidewalk isn't visible in the editor on the VR terrain

#

sometimes it is invisible on other terrains too

#

might be an occlusion thing

#

but the named property didn't fix it so I don't know lol

edgy herald
#

Testing now

#

Adding the proxy with Land_xx is producing the same results, im gonna try removing the land_xx and chaning the proxy base config

#

Same Results

white jay
#

Not what i said

lusty ginkgo
#

btw I think I fixed my problem it seemed having the third land contact point messed it up somehow

#

my model isn't symmetrical

#

it's all wrong

#

there is no afterlife

rough idol
#

Research lods can be numbered only to 999

#

From 1000 to 1500 you have cargo lods (with exception to commander lod hack)

white jay
#

Anyone got tips for AI Pathing with Ladders (also if supports buildings with multiple ladders), can't seem to get it work atm
Note you can unhide/hide AI Paths works pretty good 😃

woeful viper
#

Note you can unhide/hide AI Paths
very good to know, thanks for sharing

stuck oyster
#

Indeed, thanks! @white jay

lapis goblet
#

Sounds good! ...how?

#

😃

stuck oyster
#

hide animations i would presume

lusty ginkgo
#

might be a stupid question, but, how do I make an AI unit open a gate or door when it walks through one in it's path?

#

I can't mess it up like in some A3 buildings where they walk through a door and open some other random one since I haven't made anything with more than one door yet

stuck oyster
#

Im thinking there is a place in the config for that but have not figured it out quite right myself either

white jay
#

Named selections in PathLod normally named actionBeginX / actionEndX
In the config you will have actionBeginX / actionEndX = <name of useraction entry>
i.e actionBegin1="OpenDoor1";

Normally actionBegin/End point to same thing, as you won't know direction AI is traveling in

lusty ginkgo
#

is there a guide on how to make pathlods btw?

#

I just copy and paste mine

#

it is weird that they have faces and stuff

lusty ginkgo
#

Maybe I am just uneducated but the way AI interact with and move around/through buildings seems very odd and primitive to me

#

like it wasn't ever really polished

#

of course Arma isn't exactly known for it's polished style but still

#

it seems flawed

#

anyway I'm off

#

happy halloween everyone

stuck oyster
#

pathlods behave like traintracks for the AI

#

-> simple movement

lusty ginkgo
#

Not much deviation and no free use of cover or avoidance of obstacles

#

very robotic

#

couldn't the roadway LOD just be used as a navmesh or something?

stuck oyster
#

not with how the ai paths work currently

woeful viper
#

wow... the captcha im no robot thing on biki takes for ages... First the transitioning animation takes 5-10 sec per picture. And then i just had a case where a picture with a car was popping up 5 times , when the thing told me to select all cars 👺

white jay
#

I'm not sure this thing has enough polygons

stuck oyster
#

is there more than 2 triangles?

white jay
#

Yes

stuck oyster
#

then it has more than enough

#

x9

#

no but seriously is the pattern modeled?

#

would not a texture plane be sufficient?

woeful viper
#

because then you would have to texture it 😄 instead of applying 2 colors...

#

thats how lifers role...

lusty ginkgo
#

Wait is it actually modelled? But why?

#

you could just have a hiddenselection for that...

white jay
#

I enjoy making detailed things, it also allows me to do this

#

imo you can't make that happen with just a texture

polar fiber
#
VertexShaderID = "Super";
//more stuff
class Stage8
{
    texture = "path\To\Emissive\Texture\Name_em.paa";
    texGen = "1";
};```
#

maybe

#

I remember one of the guys here trying out emissive textures from ToH, using that shader

#

but you could also do it with an extra alpha texture plane overlayed on top of the black background

white jay
#

Yeah, I considered that. Making a black texture on around cylinder, then slamming an alpha texture plane on top and giving it glow.

#

Tbh, I like the 3d

stuck oyster
#

as long as it works for you

#

wont cause performance issus if you dont plan spamming them all over

lusty ginkgo
#

Considering how a texture with an alpha channel is 1000x easier and 100000x faster to make it literally makes no sense to do it that way

#

but whatever floats your every-pixel-is-it's-own-face boat

woeful viper
#

life stuff 😉 quality work

white jay
#

@woeful viper not entirelly sure what you mean by "Life stuff"

#

@lusty ginkgo Yeah, textures might be faster and easier, but I enjoy the 3d, yet again.

lusty ginkgo
#

If it is all one section I guess that would be better than the two required for a model with two textures but at the same time if the model is that detailed it might not be worth it

#

Just doesn't seem practical is all

twin urchin
#

yeah that logo surelly needed to be modelled 😛

white jay
#

I'm pretty sure that I've just done something stupid but here's my issue...
I've created a basic test model in Blender and put it in the object builder and compare it to another model just to make sure I get the dimentions correct. Anyways, It's meant to come out like this with the entrance on the LEFT but upon importing the .obj from Blender into object builder it is almost as if it has been flipped upside down. But it hasn't, the doorway that I created is still upright.
Here are some screenshots:
How it's meant to be:

stuck oyster
#
  1. In blender always apply all transformations (scale/rotation) before exporting -> also helps if you edit the mesh in "edit mode" and not in object mode
#
  1. use fhq toolbox to export directly to p3d and save you some trouble
#

you likely have -1 scale in there if its all flipped

white jay
#

I did try to use the toolbox

#

it just came out as 0kb

stuck oyster
#

youre doing it wrong

#

but applying the scale etc still applies

opaque zephyr
#

who knows how to create proxy on the additional device? own proxy on the additional device. (the example - on the left hand is attached by p3d model - but it isn't weapon, it doesn't shoot, it performs other functions. perhaps where that it was discussed? channelize

stuck oyster
#

@TOTEMbl4#8175 can you give better example? if you mean something like the anomaly detector in STALKER series it will be tricky

#

you cant create new proxy classes

#

the proxies are all hardcoded

opaque zephyr
#

@stuck oyster yes, we look for creation option the detector of anomalies in 3D, but not simple a 2D texture

#

I think, it isn't necessary to go by an example of weapon, but we can begin so far, it requires creation of a new type of the device

#

@stuck oyster you can help - give the hint how to create a new class of the device that it worked with an engine correctly😪

#

@stuck oyster "you cant create new proxy classes
the proxies are all hardcoded "------------ I not absolutely understood it, it is possible in more detail please

stuck oyster
#

you can not make new devices with new proxies

#

I think closest you can get it attaching the item to a character with "attach to" and scripting it to follow the animations.

#

or making the item part of the character model itself and hiding/unhiding it when needed

opaque zephyr
#

@stuck oyster thanks for the response, sadly turns out, there was a wish to make more steep, well as usual in Arma all not so

stuck oyster
#

indeed indeed. it is very unfortunate restriction

white jay
#

Does anyone know a model maker I could "Donate" to se they can make me a model for the 82nd Airborne?

woeful viper
#

nope, no model makers here.

vernal lynx
#

texture : #(argb,8,8,3)color(0,0,0,0)
rvmat : a3\data_f\default_dxta.rvmat

_ca texture from 32 bits TGA assigned via hidden selection

#

lod1 works fine, last lod does not

stuck oyster
#

lots of objects in the pic @vernal lynx whats the problematic one?

vernal lynx
#

helmet with black

stuck oyster
#

ah

vernal lynx
#

black is supposed to be alpha

stuck oyster
#

could be its mipmapping badly

#

have you tried 1bit alpha with _co

vernal lynx
#

1 bit CO makes some transparency glitch 🤔

#

behind the alpha is supposed to be all green not black

#

so it looks more like a p3d problem

stuck oyster
#

what are you packing it with?

#

what have you converted it with?

#

what you could do is switch them to the vanilla ghillie texture to test if same happens

#

as it shoudl work

#

and if it does then it could very well be object issue

#

and if not then likely a texture issue

vernal lynx
#

packing with pboproject, converted with texview
I sorted alphas and moved faces to top again

#

Maybe I missed a LOD ¯_(ツ)_/¯

stuck oyster
#

could be

#

have you noticed vanillla ghillie uses different textures on LOD5 (Id presume its the last one)

#

though its probably just to make the model simpler

polar fiber
#

do all LODs have the same .rvmat and are all the .rvmat's textures available on P:\ drive when packing?

sharp halo
#

Hi there, noobie question, is it necessery to setup P drive to use Buldozer? :/

stuck oyster
#

yes

#

and also to pack your addons

#

properly

sharp halo
#

Is there any simple way of making it then? Now I have installed Arma tools from Steam, and I want to view my model in buldozer. What do I do?

stuck oyster
#

if you want simple and efficient I suggest you go get mikeros toolset (all of them) and use arma3p to unpack everything for your

#

I think PMC wiki has a page about that too

sharp halo
#

ok thank you, will look into that

stuck oyster
#

👌

#

you can us arma tools to set it up if you want but that may not always work out so well.

sharp halo
#

One more question. This p drive, it has Arma 3 files, so basicly I need to have twice as much space on HDD/

#

?*

stuck oyster
#

more than double yes

#

my unpacked data takes about 16gb at the moment

#

not counting my own mod stuff and some odds and ends

#

preferably you should have more than enough free space

#

versus just about enough

sharp halo
#

Everything was done correctly

#

I start object builder, load mode, click start buldozer and I get error that application stopped working .

#

Is there any log ?

#

(btw, arma's way of making software for developing mods is weird and definitely not user friendly)

#

nvm now I got this error

#

No entry 'config.bin/CfgInGameUI/Targeting.MarkedTargetNoLosRemote

sharp halo
#

I also start buldozer_x64 version. please help

livid plover
#

Hello, im back there again with land class problem. This is classname of my object: land_prison_gate This is location of model: \sl_client_buildings\jail\walls\prison_gate.p3d Can someone tell my why in game there is no action, and typeof cursorObject return empty string? It has too View Geometry, Geometry. Object placed with Xcam works....

outer condor
#

@livid plover pastebin your whole config. also did you set named properties in the model?

livid plover
#

model.cfg and config

outer condor
#

looks alright. did you use pboproject for both model and terrain?

livid plover
#

yes

outer condor
#

did you set named properties in the model?

livid plover
#

No I don't have named properties

#

What property i need to add?

livid plover
#

ok, fixed. I have added class property to geometry lod and now its working. Thanks you

outer condor
#

np

livid sable
#

Guys, im having a headache with a model (aircraft) . When i see it in buldozer inside objectbuildier it has all the correct textures, but when i compress it (using pboproject+obfuscate) and spawn it ingame, it has some good and bad textures like black lines that shouldnt be there

#

anyone know what could be?

lapis goblet
#

start by not obfuscating (which should not matter) and check your rpt logs for errors. Also, any warnings when you binarize the model?

livid sable
#

will do, thanks

woeful viper
#

give us a picture so we see the problem and can deal with it effectively. No point in wasting time trying to guess what you could have done wrong.

livid sable
#

will check rpt and if no errors will post picture here

livid sable
#

im having this error after clening the model

#

Warning: hbomber.p3d:1 Section without material is in shape with ST coordinates
Warning: hbomber.p3d:1 Stage 1 has no texture to retrieve format from (while generating ST coordinates)

#

just that in binlogs

#

will try now ingame an see what happen

opal bough
#

Hello everyone. I have a problem with my Object Builder.
I reinstalled my PC with an SSD and reinstalled ArmA 3 and ArmA 3 Tools.
I started my Object Builder with my model and I try to rotate the camera in the 3D view and it was like really slow and laggy.
can someone help me?

bold flare
#

Have the same and other people reported it too. I think someone said switching to DirectX rendering makes it a little better

opal bough
#

gonna try it

#

it doesnt fix it. It dont even makes it better 😦

#

its really hard to Texture or mod something.

stark dagger
#

Is there any benefit to using an Edit LOD instead of editing in an existing LOD?

white jay
#

Edit lod is just ignored when binarised, useful for WIP stuff

woeful viper
#

depends... with addonbuilder it stays at last test, i have not tested with pboProject

#

comparing binarized p3d sizes with and without edit lod... with is larger

white jay
#

Would anyone happen to know how I can view multiple lods at a time in Object builder?

#

I figured it out. File > Options Click the box for background LOD.

shell saffron
#

Just be good and don't forget the AI lod for whatever you're making. It gives me great pain to see a nice model without an AI lod. @white jay

white jay
#

pboPoject uses binarize aswell same as addonbuilder so will be exact same, also why is their like 3 X3KJ people.
Apparently it is stored when binarized (for some unknown reason), but it won't have any effect otherwise

stark dagger
#

Thanks.

marble delta
#

Does anyone have experience with pasted faces not having any UV maps?

foggy finch
#

were they uvmapped to begin with?

marble delta
#

Yep 😃 come in from blender with UVsm but when I paste them into new LODs, they lose all their UVs and I have to remap

foggy finch
#

no idea about blender sorry,. never experienced that in max certainly

marble delta
#

They lose their UV maps only when I use pasting ops in Object Builder curiously

#

I have reinstalled A3T multiple times to no avail 😭

foggy finch
#

dunno OB has been janky for me since win10 fcu rolled out, I do as little as possible in that app anyways

marble delta
#

Yeah it's really wierd, Im very new to using it but it just suddenly stopped working.

#

I was copy pasting things left and right last night haha

stark dagger
#

How are you importing from Blender to OB?

marble delta
#

OBJ

#

and 3DS

#

i have gotten my vehicle in game and working and all that, but when I go to make more LODs, I copy paste LOD 0 into the others and remove un needed items

#

But it deletes my UVs 😭

#

It's an OB issue, as I have created and mapped a cube in a new P3D file and the problem stil persists

stark dagger
#

Have you tried duplicating lod 0 instead of copy pasting?

marble delta
#

Yeah has the same issue sadly

marble delta
#

Think I found the issue

#

For future reference

#

So my models I was doing these with had about 14 UVs

#

I deleted all but UV Set 0

#

And now all is well once more

white jay
#

Hi Guys, could anybody tell me where I can find instructions on creating a lamp with a light?

marble delta
#

Your best bet would be class Reflectors on the object

white jay
#

Thanks Good-O. Where can I find them? I mean. I have the model of the lamp. Now I have to add the light but have no idea on how to do it.

marble delta
#

If you have ArmA 3 Samples, you can look in there to see how the reflectors are set up

#

ArmA 3 Samples can be found on Steam's Tools page

white jay
#

Ok Thanks. I'll look for them.

sharp halo
#

Hello there, it's me again. I've been trying to understand basics of texturing in Arma for few days now and I need help from you guys.

#

My model textured in Substance Painter looks like that:

#

And same model in Buldozer with applied textures looks like that :

#

I dont quite fully understand rvmat yet , I copied one from other mod and just changed texture paths. Here it is:

#

If anyone could help I would be really glad and grateful

woeful viper
#

black stuff is usually because either the Ambient occlusion map is black where the UV's are (which could also indicate that UV somehow got garbled), or because of shading issues. From where and which format did you use to import the mesh into objectbuilder?

sharp halo
#

from 3ds max, 3ds format

woeful viper
#

ok that shouldnt cause problems.

#

Also, how did you create your shadowvolume model? It should be shrinked compared to the reslod (triangulate, then apply push modifier), otherwise it conflicts and surfaces are counted are self-shadowed

#

class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
uvSource="none";
};
actually, this looks problematic. for one, the detailmap is fully visible (alpha value 1). Have never seen uvsource="none" used anywhere as well

sharp halo
#

Hmm, I dont quite understand, I did everything according to video above, so I basicly right-clicked in object builder, created new lod , set in properties to be shadow volume, and resolution to 1.00

woeful viper
#

ok scratch the stage2 alpha thing, its correct (was intermixing it with MC map in my head). I would set class Stage2
uvSource="tex"; in there instead of "none"

sharp halo
#

Also, does that matter that I used template in Substance painter pbr-specular gloss? I know that Arma doesnt support PBR

woeful viper
#

how does your smdi texture look?

rich trail
#

It doesn't matter, as long as you export settings are correct.

sharp halo
quick kelp
#

Anyone got a good tutorial on LODs? Looking to learn about fire, ai, shadow. Can't find much as of yet.

sharp halo
#

Red and alpha are white

woeful viper
#

doesnt look wrong (that said, the gloss channel not having any texture in it will propably look suboptimal in arma)

sharp halo
#

Also when I look directly at it, it is completely black

#

Also, textures look weird. As you can see in Substance Painter, textures on buttons are bright, kinda grey, and in Buldozer they are completely black

woeful viper
#

so its a shading issue, which could either be mesh or rvmat related

#

if youve taken the rvmat from a model that you know works then i assume the "none" tex source works as intended. btw: The uv transform classes are superfluous if you dont intend to modify your UV's in some way

#

which leads me to believe its your mesh

#

select your res lod, triangulate it in object builder with "Structure-> Triangulate \ "and hit F5 (recalc normals), just in case

#

simple methology - to check if p3d or rvmat is at fault, use a sample model (from arma 3 samples), apply your rvmat and textures and check if the same issue occurs.

sharp halo
#

oh ok, I was checking everything again and now I got this result:

#

and different angle:

#

so now I think it is rvmat fault, am I correct?

woeful viper
#

its not a fault i think - its just the result of your smdi map combined with the rvmat settings

sharp halo
#

😮

#

I triangulated it, recalculated normals and it works great!

#

Thank you very much 😃

woeful viper
#

🤘

sharp halo
#

However still the weird thing is that buttons are black xd

#

But again, thank you for your time 😃

woeful viper
#

your gloss map channel in smdi is pretty much just one color - this doesnt look well in arma. You need the gloss channel to tell if something has a very smooth surface, or rough.

sharp halo
#

So what should I do?

woeful viper
#

i would use metalness workflow, because it is a lot easier to convert to both pbr spec-gloss and also traditional spec-gloss, as you already have the mask (metalness map) for modifying the differently handled materials (dielectric vs pure metal)

sharp halo
#

Oh ok, I actually used similiar workflow in Space Engineers becouse that game does support PBR rendering. I will try doing similiar in ARMA then

woeful viper
#

arma is traditional spec gloss, with the addition that the values in the specular channel are interpreted linearily -> impossible to get drastically different surfaces in the same map look good (e.g. polished glass and sand). Either one of them is too glossy or dull, or both are not proper.

sharp halo
#

I get it. There might be similiar thing in my model, becouse I used rubber and metal textures so it looks how it looks

lime nebula
#

it is possible to force the change of LOD resolution faster?

vale berry
#

Bloodwyn - 16.12.2017
Is there a way to change an Items facing (vectorUp) without editing the p3d itself? So via config?
F.a. https://i.imgur.com/t5oyJ24.png looks odd

Cre8or - 16.12.2017
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

Bloodwyn - 17.12.2017
Ill take a look at proxies. Thanks!

Items seem to ignore proxies completely... 😦

strong plaza
#

"it is possible to force the change of LOD resolution faster?"
I dont think so, I looked into it in arma 2 I think and it wasn't possible, would be nice though

white jay
#

@lime nebula closest thing you got is, [6:41 PM] Win32'Shelestov: loddensitycoef > 1 means more polygons at same distance

lime nebula
#

@white jay How i can use that ?

white jay
#

Its just a named property that adjusts the weight value when it switches lods. So you can have it more detailed / less detailed compared to other objects beside it

lime nebula
#

Applied to Res Lod ?

white jay
#

Check out the tanoa p3ds, till you find it. I would guess its just the geo lod and value applies to all the lods

lime nebula
#

Ok found, it's applied to geo lods, thanks for ur information @white jay

strong plaza
#

there's tanoa mlods?

lime nebula
#

No, using Eliteness, from mikero, to read named properties from tanoa assets

strong plaza
#

aha

ebon abyss
#

is anyone up to date about porting arma2 character models regarding splitting the head gear and vest up properly, like what file name standards to use and anything else important? I did this already back in 2013 but now cant remember squat hehe.

median bough
ebon abyss
#

thanks, will watch those.

ebon abyss
#

unfortunately on those videos there was nothing about head gear and vest.

#

also I understood that you can use hideenselectiontextures thing on gear, like if your arma2 characters had boonie hat in olive drab and tiger stripe you dont need to have two models anymore, just one and setup the other texture with config?

median bough
#

right

#

iirc it behaves the same way as textures on vehicles

cinder pivot
#

wasn't there a bug where hiddenselectionmaterials where the rvmat had to be somewhere in the model for it to work?

ebon abyss
#

got the character headgear / vest splitting working nicely, bunch of models already done. hiddenselectionstextures works also on uniform, but some odd reason could not get it to work on helmet.

cinder pivot
#

Helmets aren't objects, it doesn't work on those

ebon abyss
#

ah okay, well good to know. no reason to waste time "fixing it" then 😉

polar fiber
#

hiddenselectionstextures should work on helmets too

#

setobjecttexture script command doesn't

teal cargo
#

Hey Is there anyone that can make a couple of buildings for me that i can pay you for?

bold flare
teal cargo
#

oh thx

ebon abyss
#

hmm yeah I looked bis wiki character config guide and arma3 actual configs and helmet classes are filled with hiddenselectionstextures. hmm.

cinder pivot
#

Ah it was that command for scripts not textures, apologies

#

Could it be model cfg is off

quick kelp
#

Does anyone know what minimum dimension (metres) is required for a player to pass between two walls?

median bough
#

Yo Mama devided by 10
No, sorry... don't now (your question was just tempting 😄 )

ebon abyss
#

my headgear / hat config is odd. it IS the hiddenselectionstexture model/texture, shows as that in gear menu tooltip, when the hat is on the ground it IS correct, however when I pick it up and its on characters head, its the inherited class hat without the "camo" hiddenselections. hmph.

polar fiber
#

do you have the hiddenSelections in class ItemInfo as well?

ebon abyss
#

not at class ItemInfo: HeadgearItem, hmm I did not see them in example configs (or did I miss that)?

polar fiber
#
        class H_HelmetB_camo: H_HelmetB
        {
            ...
            hiddenSelections[] = {"camo1", "camo2"};
            hiddenSelectionsTextures[] = {"\A3\Characters_f\BLUFOR\Data\equip1_co.paa", "\A3\characters_f\common\data\ghillie2_co.paa"};
            class ItemInfo: HeadgearItem
            {
                ...
                hiddenSelections[] = {"camo1", "camo2"};
                ...
            };
        };```
ebon abyss
#

oh

#

let me try that...

teal cargo
#

hey is this a good deal for a modern police station this guy made

#

200 USD for it to be customised + lifetime updates

#

and does anyone know the modder names KangaroO?

ebon abyss
#

da12thMonkey: yes it works! thank you, much appreciated! 😃

stuck oyster
#

@teal cargo probably depends on what quality work he does and what sized /detailed model you will get in the end.

foggy finch
woeful viper
#

need to put a license on that info, so anyone who modells buildings or maps properly has to either use it non-commercially or pay me royalty muhahaha 🤵

civic stratus
#

I wish I knew the reason why my model isn't rendering in buldozer unless I select the model

#

google is not my friend today 😦

civic stratus
#

is the uveditor's simple unwrap tool not supposed to show me 6 sides if im working with a 6 sided shape? :S

bold flare
#

@quick kelp Remember guys. Fuck Discord shit

#

Can't even mention someone

wraith tendon
#

@bold flare No prob here

#

Must be your bad karma 😛

bold flare
#

throws hard stone at @wraith tendon

wraith tendon
#

*me watches at the stone and splits it*

#

I am Dschak Norris! I can do that!

sharp halo
#

What are limits for object builder? Trying to make cockpit for a jet and wondering how much polys can I get. I read somewhere that limit was around 32000 faces... Kinda small number :-/

stuck oyster
#

arma3 pushed the limits to millions but you should always use as few as possible nevertheless to keep the performance steady

#

also

#

a jet from outside does not necessarily have as detailed cockpit as in pilot view

sharp halo
#

I know about lods, however for testing purposes I have now a cockpit with about 50 k polys, I tried opening it in ob and it crashed :-/ is there a log file?

#

Dont want to make this model extremely low poly, becouse it will just look ugly

stuck oyster
#

50k for a cockpit does sound quite a lot

#

it should work however

#

but you may have something in there that OB just cant open

#

is the model triangulated for example

#

what format are you importing it with?

sharp halo
#

3ds. Now I dont have acces to pc, I will try tomorrow do trial and error with it. I didnt triangulated it yet so it might be a problem

stuck oyster
#

what do you model with?

sharp halo
#

3ds max

stuck oyster
#

ah Im Blender man so cant say much about that

#

but Id assume you can have all kinds of stuff there that OB cant handle

sharp halo
#

Are there any more mesh requirements for ob?

#

Also Substance Painter is amazing O.O

#

Just a thought.

stuck oyster
#

OB is quite basic software

#

also FBX might import better from 3DSM

sharp halo
#

I will try that. Was doing textures today and at the end I just check the model if it works in ob and it crashed so I had no time to test and experiment. I will try tomorrow. I also read about "proxies" but didnt quite understand that

stuck oyster
#

proxies got 2 purposes

#

1 they mark locations for engine - model interaction

#

like weapon proxies determine where weapon model is loaded on a character

#

or missile proxies on vehicles

#

or driver/gunner/cargo proxies

#

2]] they can be used to make more complex objects by loading up separate objects into a single p3d

#

today that is not really necessary though because engine limites went up

sharp halo
#

I read about the second purpose of that. And post about that was actually pretty old so it makes sense. Thank you for clarification :-)

stuck oyster
#

in theory you could recycle parts of details that are shared between models like turrets for example but I think that does not really offer much performance benefit

#

also proxies cant be animated

#

so each animated piece would need its own proxy p3d

sharp halo
#

So for example flaps on jet?

#

It wouldnt work as a proxy in single p3d?

stuck oyster
#

no

#

each flap would need its own model

#

so model vise you dont really need proxies other than the ones engine requires

sharp halo
#

Oh ok. That is good, one less thing to worry

stuck oyster
#

But also it is beneficial to model stuff so that you lose excess polies

sharp halo
#

I know, however I wanted to achieve similiar cockpit fidelity to DCS/BMS ones

#

I delete as much polies as possible, what is not visible, is deleted

stuck oyster
#

you could post a few pics to get more input on it too

sharp halo
#

I will, however tomorrow :-D I am on my phone now and dont have acces to pc for now

stuck oyster
#

poor pc been left all alone :C

sharp halo
#

:-D

#

It is resting, it has been used pretty long today

#

Ok must go, thank you for help again :-)

stuck oyster
#

np

ebon abyss
#

the hardest part of splitting the head gear and vest up is to keep track and identify what helmets/vests you already have separated.

glossy plank
#

Hi , since today i got a little problem with object builder, when i try to move around an object with ALT + right click, that's not smooth : https://youtu.be/RfUMwzYWWlI

bold flare
#

Yep. known

#

No known fix besides switching to DirectX rendering which maybe makes it a little better

glossy plank
#

Ok thank i will try this

#

Yeah same issue with Direct X rendering

foggy finch
#

BI are aware of it @glossy plank

glossy plank
#

Thank i will read this

bold flare
#

We are aware of the problem that the last update of Windows caused we are in the process of fixing them. That's not true tho. I'm on Win 8 with automatic updates disabled and didn't update before that bug appeared

foggy finch
#

Add the info to the tracker then,. could be something to do with a library update or something

white jay
#

Hello , I have a problem with my clothes
Especially hands that do not work
The character pass through the ground when I take control

stuck oyster
#

your hands need to be weighted like the arma default hands for them to work properly and you will need to have at least the same lods as in the sample characters for a character to work properly

#

also the hand/finger mesh needs to be aligned in the same position as the default man

#

Im assuming that is a ported character from somewhere so I do hope you have permission to use it

white jay
#

It's a personal project to learn 😉

stuck oyster
#

so you dont have

white jay
#

Thank you for your answer

#

This is a free model site

#

for personal use

stuck oyster
#

just so you know. free models sites are filled with stolen content

#

which does not mean its ok to use it

white jay
#

It's for a personal learning

stuck oyster
#

imho you would have much better learning experience doing it from scratch

white jay
#

I do not plan to use it for multiplayer content

#

Creating a 3D model ?

stuck oyster
#

yes

white jay
#

The day I will be engenieur 😉

warm leaf
#

Anyone ever have it where if you switch to the Memory LOD in O2 it doesn't show the main LOD in yellow?
When I click 'Show Proxy objects' it doesn't do anything and the edit history shows it as 'Half Rate Animation' (and clicking 'Hide Proxy Objects' writes to the history as 'From Matricies' 🤔 )

#

Making it very difficult to set up a new weapon

tulip beacon
#

file->options->view background lod

warm leaf
#

Cheers

sharp halo
#

Hello there, quick question. I have a cockpit model, it needs to be one object?

polar fiber
#

how do you mean, one object?

woeful viper
#

Simple version: the cockpit model needs to be in the plane's p3d viewPilot LOD. You can put static components that dont need animation in a proxy for easier organisation. But all parts that animate (switches, instruments, ...) must be inside the plane's p3d.

sharp halo
#

By object I mean one mesh

#

I know that cockpit needs to be there. I need to have multiple UVs, and question is do I have to use one mesh, or few meshes with same origin point(for example)

polar fiber
#

no, you don't have to weld it all as one continuous mesh

sharp halo
#

Ok, that is helpful, cause I dont need to put all mesh into Substance Painter at once. So what do I have to do?

woeful viper
#

have to do - what do you want to do is the question? I dont understand the problem... By multiple UV you mean multiple texture sets i assume.

sharp halo
#

Yes. Simply, I want a model with multiple texture sets, I have cockpit, so for example I want to have a separate texture for left panel, another for right panel etc. So the question is, how do I do that? I know that I have to have everything in View-Pilot LOD, but can I have there multiple meshes? Or one continuous mesh as said above. If I can have multiple meshes, what do I do?

cinder pivot
#

They all need to be in one LOD, multiple meshes are fine but with more and more texture sets the more it lowers performance

woeful viper
#

nothing in particular with .3ds import. Just export both at once from max, or seperate, as you wish and import them... Every Max object will appear as an individual item selection in the import setting

sharp halo
#

ok, but what to do to have these parts of mesh in exact place I want? (moving parts of meshes in Object Builder is not an option)

woeful viper
#

nothing. Import keeps the positions all intact...

sharp halo
#

oh ok, didnt know that. Sorry for noobish questions then

woeful viper
#

unlink + ungroup all parts and make them non-instances before export, otherwise position will not be correct

sharp halo
#

Ok, I will remember that

#

Thank you

ebon abyss
#

when character model does "The Thing" effect exploding to spiky blob, what was the common cause, broken/missing model.cfg? cant it be something in the model itself like bad selections?

cinder pivot
#

Bad animations iirc, missing or wrong skeleton

stuck oyster
#

also could be as simple as left = right mirrored model

ebon abyss
#

I split up character model to uniform, headgear and vest. did this like dozen+ times and now ironically the last model I worked on turns into The Thing. heh.

stuck oyster
#

perhaps a typo in model.cfg?

#

or missing class for the particular model

ebon abyss
#

not a typo on character model, just checked by copy pasting it from the actual filename in win explorer into model.cfg, its there. going to do one more check for headgear and vest as well.

stuck oyster
#

are left side selections on the left side?

#

etc

ebon abyss
#

no idea, it was working model earlier and all I did was to cut off the gear.

#

going to restore the original model (with gear) from backups and try with that, if it still goes The Thing, then it must be the new headgear and vest (right?).

stuck oyster
#

I dont think separated gear would do such

#

I can take a peek if you want though

ebon abyss
#

ok gimme a bit time to test it thoroughly first, something odd going on as separated headgear/vest was still working after I restored original model and binarized. hehe. maybe time to clean p:\temp\ or something 😃

stuck oyster
#

its could help too 😄

ebon abyss
#

hmm actually, if I restore older p3d and run pboproject... it wont update anything, right?

stuck oyster
#

mm that could actually happen

ebon abyss
#

hmm if you want to take a look at the models (character uniform, headgear and couple of vests), sure second pair of eyes would be great?

stuck oyster
#

yeah I got t bit of time so drop me a link

ebon abyss
#

thank you @stuck oyster for helping me debug The Thing effect, turns out it was uniformClass which pointed to base class which in fact is dupe with one from cfgGroups. all fixed now, aayeah.

stuck oyster
#

👍 👍 👌

#

making some appartment block tests

woeful viper
#

and i thought i had reason to worry about performance...

stuck oyster
#

😄

#

nah I'll make everyones mods feel smooth

#

both sides

brazen prairie
#

i have a blender model for a house, how do you bring it in the tool then add scripts for the doors then to the game

stuck oyster
#

step 1A export as fbx and import to Object Builder

step 1B use armatoolbox and assign all arma properties, selections, memorypoints, textures and materials etc etc in blender and export as working p3d

if step 1A :

Step 2 create selections and memorypoints and whatnot in OB and save as p3d

Step 3 create config.cpp (game config, useractions etc) and model.cfg (animations) and if needed check that all needed parts move in OB buldozer

step4 Pack with pboProject

step5 fix errors in config and model

step 6 pack again succesfully

Step 7 try it out in game

Step 8 repeat any steps you want to improve

woeful viper
#

HG, your structure looks like some advanced 3D parking rack, but for housing modules... And if you are not a good citizen, the rack ejects your flat with you in it 😄

stuck oyster
#

😄 thats why everyone behaves in our little utopia

woeful viper
#

how many verts is that? looks heavy

stuck oyster
#

single block or the whole scene?

#

counting such is heresy I tell you

brazen prairie
#

Thanks HorribleGoat

woeful viper
#

^this username is heresy

bold flare
#

U sure?

brazen prairie
#

Dedmen can you change my name to seb

#

i think people would be happy

bold flare
#

No

brazen prairie
#

oh dang

bold flare
#

Maybe a Moderator can

#

You can change your global nickname though and it will change here too

brazen prairie
#

true

stuck oyster
#

#

@woeful viper release when? 😝

woeful viper
#

together with all the rest 😛

#

long road for the buildings, i'm at square 0 as far as texture sets go

stuck oyster
#

xD I know the feeling xD

quick kelp
#

@foggy finch @bold flare thanks, and a bit late on catching this I know. Cheers

zenith gazelle
#

Hey 😃 I need some help. So how can I play a sound when I enable code 3

class Code 3
{
displayName = "<t color='#0000ff'>Code 3</t>";
position = "drivewheel";
radius = 2;
onlyForPlayer = 0;
condition = "player IN this";
shortcut="buldTerrainLower5m";
showWindow=0;
statement = "this playSound "siren"";
};

#

Can I do " this playSound "siren" "

stuck oyster
#

class Code 3 wont work, cant use spaces in classnames

#

Code3 or Code_3

#

and yes you can use audio playing commands in statement

zenith gazelle
#

ok thanks 😃 And the siren. Where do I write that? 😃 as this

class CfgSounds {
sounds[] = {};
class Siren {
name = "siren";
sound[] = {"Luke_RS6_AvantP\Sound\siren.ogg", 1, 1};
titles[] = {};
};
};

stuck oyster
#

could probably put that into the vehicles config.cpp

zenith gazelle
#

the cfgSounds is in the vehicles config.cpp

stuck oyster
#

cfgSounds is likely outside of cfgVehicles

#

you can check from ingame config viewer

white jay
#

Hi, I started modeling and I'm using Blender.
Now, I found a video on Youtube that explains how to create a building with 3DSM, Blender has some of the tools 3DSM has.
However, in 3DSM he uses the "slice" tool, which I can't find in Blender.
What can I do in order to slice the object in Blender?

stuck oyster
#

As its likely people here who use Blender do not know 3DSMax too well and vice versa so you might get best/fastest help from any Blender modeling tutorial there is.

#

the tools are same for modeling anything so the subject does not matter

#

but as you have noticed it may not get you far to try to mix tutorials from other software before you are familiar with the one you are using.

#

so dont get fixated on the slice tool or the method you saw and explore blender tutotrials and the program

white jay
#

Ok, thanks a lot! Are there any tutorials you would recommend?

stuck oyster
#

sorry dont have any. If I ever need one I just google it

median bough
white jay
#

Thanks anyway, I'll find something.

@median bough
Thanks, this is what I used in order to import A3 samples to Blender.

white jay
lapis goblet
#

all, how many vertices/faces does lod 1 of a standard a3 house have?

white jay
#

If you got mikero elitenesss you can check it out, info under "Face Structs"

lapis goblet
#

i do have it