#arma3_model

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lapis goblet
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thank you

lapis goblet
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is there a way to export a p3d back to blender, keeping dimensions intact?

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3DS seems to be working nicely but the dimensions are way off

lapis goblet
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ok nvm, using arma 3 tools for blender you can actually import from p3d

stuck oyster
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๐Ÿ‘† ๐Ÿ‘Œ

cinder pivot
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can you make FFV seats out of any old seating position? or do they have to be FFV specific - like it seems the legs of the unit are stationary and the body moves

elder cloud
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Hello guys

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I want to get into arma 3 modding

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And im new

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I want to ask about importing car model into arma3

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I work in 3ds max

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Should i assign bones in 3ds max?

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Or from arma 3 modding tool

outer condor
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@tom#5817 the first question is always in here: for a LIFE mod or not? ๐Ÿ˜›

elder cloud
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Any mod

bold flare
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IMO the first question is "where did you get that car model from?"

elder cloud
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I made it

bold flare
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If you are new then starting with a car is by far the worst thing you can do

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do something simple first

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then slowly go further

outer condor
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i think there is some old goods from RHS/PuFu about max-arma pipeline

bold flare
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Do you think Cars are the most complicated objects to make? I guess only helicopter might be harder

outer condor
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i think its outdated by now but you could ask SA or PuFu

elder cloud
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Someone told me i dont need to assign bones in 3ds max

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I can assign them in object builder

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Is that right ?

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Or no

bold flare
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You can do everything in object builder

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But I don't know which would be easier

elder cloud
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Oh

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So i can add bones from object builder

outer condor
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elder cloud
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Thx

civic stratus
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Is anyone familiar with the conditions in which a model won't display in the buldozer window?

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I have some p3d's that show and others that don't, and I'm kind of confused and frustrated

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I have to select the model to see it in the buldozer window

bold flare
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Well if the normals are the wrong way the model will be invisible and not show

foggy finch
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wip^ ๐Ÿ˜ƒ

civic stratus
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@bold flare pressing f5 to recalculate should fix that, no?

bold flare
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I don't think so. It shouldn't be able to magically fix that as you might intend to do it like that. And it can't read your mind+

foggy finch
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@civic stratus your faces could be inverted.

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select them and flip them.

civic stratus
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they look proper in the 3d preview

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viewing with direct3d

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i tried sharpening edges and fiddling with all the buldozer masking options

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i can't figure it out =/

foggy finch
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sure they arent hidden?

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select the mesh and iirc in the edit menu you can hide/unhide stuff

brazen prairie
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That worked for me might want to try @civic stratus
Step 1: Select the model(ctrl+a)
Step 2: Go in points on the top bar then select transform 2d then click mirior x
Step 3: Select your model(ctrl+a) then inverse (ctrl+w)
Step 4: Click Rotate on the toolbar XValue 0, YValue 180, ZValue 0 then hit preview then ok

polar fiber
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looks like @foggy finch you doing the L121 muzzle brake as well?

foggy finch
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the round one?

polar fiber
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yeah, was the typical brake on UK ones

foggy finch
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I was planning to yeah, was gonna do the eotech+mount and the long scope

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probs do the NV+mount for those too

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quite a few accessories for it

polar fiber
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never really understood why those are so high

foggy finch
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yeah

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because they use em for anti-smuggling firing from a helo

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that pic actually could be inside a helo going by how everything is strapped in

polar fiber
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it's inside a ship ready to load it all up on the Lynx. You can see parts of the M3M on the right as well

foggy finch
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nice ๐Ÿ˜„

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im probably gonna to the L115A3 aswell, since they are from the same family

polar fiber
foggy finch
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yeah

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thats a beast of a can haha

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there is this version also

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which looks integrally supressed

polar fiber
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That was the original heavy barrel AFAIK

foggy finch
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ahh, that'd explain it

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those are some good pics of the wear zones too, thanks for those dude

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they'll come in handly when i get it to lp

civic stratus
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@brazen prairie did not resolve the issue

pseudo elbow
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What can cause selection to shrink on rotation?

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Along with rotating by the axis it shrinks in size and I can't figure out why. Any ideas?

white jay
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If you can figure it out will be nice to know, encountered similar issue with the arma2 crane rotation

pseudo elbow
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I'm editing ACR Mi-17 model and its holographic display shrinks during rotation. If I copy it from Mi-8MTV3 from A2, same skeleton and selection names, it rotates just fine.

white jay
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Try check if the selection has points defined for another selection / bone etc
Just revisited the a2 crane and got it to rotate corrrectly, that was its issue

pseudo elbow
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Yeah seems to be other selection affecting this, gonna try to pin point it now

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Deleted everything but one selection and it stopped shrinking, thanks for advice

white jay
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Hi, it's probably a pretty stupid question, but how can I know that in Blender I scale the objects for the right scale of ArmA?
So they are at the same size as I want them to be in the game.

tacit karma
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Not sure if its the same than in max, but general scale to meter and unit scale to 1 unit = 1 cm

lapis goblet
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just to be on the safe side set your units to meter (so that you can check sizes), and remember to apply scale and rotation when you export to p3d

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(ctrl-a)

white jay
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Thanks

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Do you know how to perform a loop cut on both sides of a mesh?

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I'm trying to make a space for a window but it just cuts the front face and the back remains untouched.

bold flare
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Just make a temp mesh and use a boolean operator?

white jay
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Um ok I will try that

bold flare
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That is what I always do when I need a basic hole

dusk frost
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Hey guys, what can i do if i have a selection when i click check faces? I cant start buldozer with my model

stuck oyster
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  1. fix buldozer
  2. explain more about your problem
dusk frost
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Faces/Textures
In general it is also a good idea to test for any illegal/dead textures via

Structure | Check Faces

This is from the community wiki and i have done this and i get a selection if i click it. I think these things are broken

stuck oyster
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well do the selected faces have valid textures?

dusk frost
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And the selection is named like that: * Cannot generate ST coordinates

stuck oyster
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I think that refers to bad uvmapping

dusk frost
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I havent applied any textures yet

stuck oyster
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example: start empty OB and create a single cube mesh into it.

run the check face and notice it does nothing

then open uv editor and delete some part of the autogenerated uv

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then run check face again

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so it should mean non uvmapped surfaces

dusk frost
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okay, i will try that

oak lintel
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gives a method to disable the collision damage effect?

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for 2 objects

outer condor
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anyone remember C130J_static_EP1 from OA?
is it mergely different config (type house) or also the model adjusted in some form

stuck oyster
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Arma2 Air_E pbo has C130 folder that contains both C130J.p3d and C130J_Static.p3d

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config however only has a simple config for the plane

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in that folder at least

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@oak lintel what effect do you mean exactly?

oak lintel
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particel effect from collision > Vehicle vs. Trailer

stuck oyster
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you might be able to set the colliding pieces to have different surface material but not 100 sure if that works

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you doing a geometry pin and hole trailer?

oak lintel
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yeah thats my plan

stuck oyster
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that has been tried before too but it also has issues

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it for example does not work with AI

oak lintel
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i dont need it for AI

stuck oyster
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when the truck and trailer go out of view the collision model get simplified and the trailer falls off

oak lintel
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okay i try it but the particel damage effect is lame

stuck oyster
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you can set different surface material for the geometry components for the pin and hole

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that could help

oak lintel
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dont work shloRIP

stuck oyster
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what kind of effect do you see exactly?

oak lintel
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default effect. I think is broken metal

rough idol
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try adding those components to driveOnComponents[] array

lime nebula
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I don't think it's possible reyhard because his trailer is inside another model, i think

stuck oyster
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2 separate models dragged by geometry

wraith tendon
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Yeah, Pin&Hole "kinda" works, but there is still the UberHandbreak and the PhysX, that "stops working", when you are too far away

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IF that could be solved -> Truck&Trailer could be easily doable

foggy finch
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๐Ÿ˜ƒ

rough idol
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trailer is most likely defined as a vehicle too

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so both vehicles need to use driveOnComponent for contact points

bold flare
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That's a Leupold VX-6HD My first try at making a scope

foggy finch
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yeah different scope, mine is a Schmidt & Bender 3-12x50 PM II

bold flare
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How many segments would you use for your tube cylinder when you import it into the Game?
I wanted to be on the save side for my scope and went too far and ruined it :x I probably used <100 segments

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I guess the answer is probably it doesn't really matter as only the first-person model would be so high poly. And as you only have on of them on the scene.

tacit karma
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64 if its quite big

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otherwise 48 is usually enough for scopes

bold flare
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I was talking about the number of segments on the cylinder? Are you sure? 48 sounds really low. I thought people would use more.

twin urchin
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imho you can make 48 for 1st lod and more for pilot view

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because thats only what one guy can see

oak lintel
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truck&trailer is not the best options with ropes ^^....

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@rough idol: what you mean with "driveOnComponents[] array" and "driveOnComponents"

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?

oak lintel
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merci ๐Ÿ˜‰

crystal talon
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Hello everyone, At this moment i have created a flashlight and a weapon. However my flashlight has a gap. How can i attach it directly to the weapon?

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Is that a memory point or?

bold flare
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Afaik the attachment point is 0,0,0 in your flashlight model

crystal talon
bold flare
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If it's the same on other weapons then just artifically move it further down

crystal talon
bold flare
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Well that's mempoint I guess ๐Ÿ˜„

crystal talon
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Yeah i think so, i will look into it thx

glossy plank
bold flare
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nope

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atleast didn't read about it here

glossy plank
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:/

polar fiber
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@bold flare I only ever use 32-48 sides on the pilot view for my scopes

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and try to reduce it after the eyepiece

bold flare
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But that's visible right? I want a smooth-ish scope even if only in pilot.
Like obviously not 200 segments or such. Does anything speak against it besides performance? I don't intend to use multimaterial so it should still be quite cheap to draw I'd think

polar fiber
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In fact I did the same scope as Uro is doing. On this, only the rubber eyepiece and the very end piece of the scope tube is 48 sided. In the middle everything is necked down to 24 sides https://i.imgur.com/mcBLzf3.png

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can see there how the polycount is reduced on cylinder sides that don't form the silhouette

bold flare
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As I see that now I really wonder how much segments I used that it looks so terrible.
Your first picture looks perfectly smooth

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Oh! Sharp edges. That probably has something to do with that right?

past edge
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yes, you'll want the cylinder to be smooth ๐Ÿ˜›

polar fiber
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well yeah, you only really want sharp edges where there's a large change in the normal angle that might cause weird lighting https://i.imgur.com/4GkosAg.png

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and mine has a normal map baked from high poly to smooth over some of the corners

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but that wouldn't really affect the roundness of the model's silhouette

bold flare
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How did you make that normalmap? What tool can do that?
And sharp edges was then definetly my mistake why it looked soooo horrible..

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That's what I was intending to do. Make it low poly and then use a normal map to make it look good enough. But I kinda have no Idea how to do that ๐Ÿ˜„

past edge
polar fiber
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I baked mine in xNormal

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was quite a few years ago now though

bold flare
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Soo much new stuff to try out now :3

polar fiber
foggy finch
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im gonna need a bigger scope @polar fiber :p

polar fiber
foggy finch
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oh nice, i was looking at doing those too haha

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but first im gonna do the nv bracket and scope for this gun

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its more important ๐Ÿ˜ƒ

polar fiber
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I really should update that mod. I've had an Eotech 552 finished for it forever, but wanted to finish the 6x ACOG I did as well. I only finished the US version of the ACOG for RHS so far

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that was like 18 months ago

cobalt panther
twin urchin
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soviet NV scope , i wonder if RHS has that

cobalt panther
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I don't think I've seen it, saw it crop up on Tarkov the other day, I was like.... wooooooot the fuck is that?

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looks like a beast

polar fiber
cobalt panther
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Yea there you go

twin urchin
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back in the day NV scopes were huge mainly in 60-80s

cobalt panther
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Are they not used so much these days?

twin urchin
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these bigs ones , nah - there much better options now

cobalt panther
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ah yea, I just meant NV in general

twin urchin
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NV scopes are still used , even mainly NV adpaters in front of the main sniper scope

woeful viper
crystal talon
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To position a flashlight attachment. Do i need to change the position in the .p3d or a memory point . If i need to use a point could somebody help me out with it ๐Ÿ˜ƒ

stuck oyster
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you need to position the attachment proxy

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in the weapon p3d

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the 90degree corner is the 0,0,0 of your attachment p3d

polar fiber
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most BIS flashlight attachments aren't aligned with 0,0,0 though

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they're offset

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it's a pain in the arse to position them

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best to position your proxy in the weapon so that the BIS attachments fit, then move the attachment model in its .p3d to replicate that position

stuck oyster
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well he had his own attachment

polar fiber
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yeah, but I guess he'd like it to be compatible with Joint Rails or something?

stuck oyster
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true @da12thMonkey#2096 good point

crystal talon
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Mhhm i see, thank you very much. I opened the drawing (other dev makes the .p3d models) and it looks like the proxy for flashlight/laser is too high

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So when lowered it will work as intended

polar fiber
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so if you try to line the attachment point on your model up with that, it should fit most weapons

crystal talon
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thx

warm trench
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I've been working on a weapon mod that's largely finished. However, one thing that I'm stuck with is that I've got all the animations working for the weapon for the user of the weapon but in multiplayer, only some of the animations show for other players looking at the weapon. The ones that specifically don't work use "zeroing.1" and "reloadmagazine2" as the sources.
Is there something obvious / a nice trick that I'm missing here?

stuck oyster
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it is possible that those dont work in mp

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are they fast animations?

warm trench
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Not particularly. It's basically re-load and sight animations for a UGL. I've largely copied the Vanilla SPAR model.cfg which uses "reloadmagazine2" and seems to work in multiplayer. (Thanks for the quick reply, by the way!)

stuck oyster
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everyone in the server have the addon?

warm trench
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Yep. So they all see the rifle and you see the hand animation for the UGL reload. Just not the UGL components move itself. All the other animations (like bolt movement, lock open, main mag reload etc.) all are visible in MP.

twin urchin
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maybe those doesnt sync in MP , dunno test that with vanilla GL

polar fiber
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and they all have the exact same version of the mod?

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no chance of a skeleton name conflict with another addon?

twin urchin
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because i know arma beraly synced weapon anims via MP

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but that fixed for some time ago

warm trench
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All have the same version and yes, you do see those animations with the vanilla SPAR in multiplayer. Good shout on the skeleton bone names - I'll check I've called them something unlikely to be used elsewhere. But just going for a PC re-boot now. Big ARMA shunt that seems to have wiped out most of my PC!

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Hmmmm. pretty obscure bone names in the skeleton so unlikely (but not impossible) that's the issue.

stuck oyster
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how about the skeleton class itself?

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is it unique

warm trench
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yep - should be. But I could make it even more obscure just to make sure!

stuck oyster
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if you got your tag on it should be enough

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do you pack with pboproject?

warm trench
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Actually, it does not have my tag on it but it's a bit of a long winded name so I was thinking about just tagging it to be sure. This mod originally started before I reallised the importance of that and I've obviously not 'corrected' all areas yet! Yes - pboproject for packing

stuck oyster
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do you have custom animations for the character in the same folder?

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or do you use just the vanilla reload animations?

warm trench
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Not 100% sure I know what you mean. No custom hand animations - just use the Vanilla ones. If that's what you meant but sorry if I've answered the wrong question!

stuck oyster
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no thats what I wanted to know

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do the character animations play?

warm trench
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yes

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And it's specifically only the anims with those sources. All other are seen in MP

stuck oyster
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Could be some sort of MP incompatibility then

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very unfortunate

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any other addons active?

warm trench
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Many!

stuck oyster
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could be a weird conflict

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should debug with only the weapon in use

warm trench
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Yeah - understood. Might try that after we finish training this evening. At least it sounds like I've missed anything silly / simple!

stuck oyster
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yeah let us know how it goes without any other mods

warm trench
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Will do. Many thanks for the quick replies!

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Interesting - we've just done a test and it does seem to work this evening but only when re-loading if there's already a round in the camber. Most odd! But I might have an idea what's causing this....

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I think I might have another animation that I'm not 100% sure is working once the UGL is fired. (I'm trying to hide the round itself in the UGL - but the barrel is dark so hard to tell whether this is working or not!)

stuck oyster
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does it then matter ๐Ÿ˜„

warm trench
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It's much harder to test things in MP. You need a willing volunteer!

stuck oyster
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that indeed

warm trench
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Not sure I can explain why the animation on "zeroing.1" does not work though but will try to get a volunteer later this evening for more testing.

stuck oyster
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and it does work with vanilla weapons

warm trench
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Not checked the zeroing.1 with vanilla - just the reloadmagazine2. Will check that too when I get a chance & volunteers

stuck oyster
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zeroing especially may not transfer over mp

warm trench
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Yes - very believeable given that with rifles, those changes would be tiny

stuck oyster
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that indeed

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are you using it for something you could actually see?

warm trench
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For the UGL, yes. But I'm not that upset if that doesn't work. It was more the reload that bugged me!

oak lintel
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because of trailer:
When i drive forward with my trailer, my trailers wheels turn. But over 10mph, my wheels stop.
When i drive backward, my wheels turn correctly. someone knows how is the problem?

stuck oyster
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The engine may have hardcoded handbrake that goes on

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I think it was mentioned a while ago

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I think it only works if theres no one in the vehicle

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like how cars dont roll down hill if youre not in them

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but you could perhaps make a fake AI dirver that "keeps the engine running"

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it would be invisible and would not actually drive the vehicle

oak lintel
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no, then my first trailer went that too. only I forgot where the problem was

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differentialType="front_open"; he makes the wheels open

median bough
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@wraith tendon might know what it is. Iirc he has some experience with trailers

wraith tendon
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I like ๐ŸŒ

median bough
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What are you then? Dschanky Kong?

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๐Ÿ˜‚

wraith tendon
tulip beacon
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guys, what can cause tank track texture animation to not work?

halcyon wren
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Missing .rvmat

tulip beacon
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what rvmat does it require?

halcyon wren
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just any really.

tulip beacon
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hmm

halcyon wren
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Not sure if it was fixed now for tanks DLC, but it used to be (probably still is) one of the silly undocumented engine-quirks that tank tracks only animate if they also have a valid .rvmat assinged.

tulip beacon
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well, that was really frustrating

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thanks, gonna check now

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BIS!!!.jpg

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it works

wraith tendon
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๐Ÿ˜‚ rly?

halcyon wren
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Hah. So its still a bug. ๐Ÿ˜„

stuck oyster
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its a feature

oak lintel
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thx. wheels work.

crystal talon
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Arma 3 custom flashlight and custom weapon and proxy (light source) keeps disapearing when standing still. If i start walking it pop ups again.

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Tried to move it around, but that doenst help really, it only shows up in certain poses

stuck oyster
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got pics/video?

crystal talon
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I will make a photo

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photo's

stuck oyster
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perhaps the light point is inside the flashlight and the model gets in the way

crystal talon
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That's what i thought but placing the flashlight on like 40 cm to the left doesnt fix it

stuck oyster
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not the flashlight

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the memorypoint

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or yeah that would likely fix it

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unless it goes iside the weapon

crystal talon
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I moved the point and still the same occurence

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Very weird

stuck oyster
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I assume it does not happen with vanilla flashlights

crystal talon
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Lemme check that

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Oke vanilla has no problem, i will check the p3d again. I suppose it's a LOD or something

stuck oyster
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does the gun and flashlight have many lods

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resolution lods

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0.000 1.000 and so on

crystal talon
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0.000 to 5.000 and a view point

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Every lod has a side proxy foe the flash/laser attachment

stuck oyster
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how about the flashlight?

crystal talon
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Same

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Except forbthe proxy ofcourse

crystal talon
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It's working ๐Ÿ˜‰

stuck oyster
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excellent

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how did you fix it?

crystal talon
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I delete all the proxy's for flash/laser

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Then added them again and it magically worked, however i already did that like 4 times.

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Well you gotta love arma ahha

woeful viper
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@stuck oyster model blocking light... pft what are you dreaming man? Arma has neutrino lighting technology - it goes through pratically everythin unhindered

stuck oyster
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not the light but the flare

crystal talon
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Well don't know how you meant that @X3KJ, but thank you for your help @stuck oyster

stuck oyster
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youre welcome

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you did all the heavy lifting by yourself

sonic valve
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Theory question, could you make a model that is just fire geo?

stuck oyster
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well yes

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what would you want it to do

sonic valve
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Couple applications,

  1. You could use it to overlap objects that normally not dustructable. Allowing you to script some semi-realism way of caculating destruction to said objects.
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  1. You could implement a Trophy style system, attaching it to tanks.
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Assuming both would be possible.

stuck oyster
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Im not 100 sure how firegeo behaves without valid geometrylod but sure you should try

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without geometry lod you can just walk through objects

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but they do remain destructible so I would guess with firegeo and hitpoints you might as well succeed

pseudo elbow
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How far away weapon cursor is drawn from the camera?

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Trying to match holographic sight with ui cursor

twin urchin
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for what reason?

pseudo elbow
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To make holographic sight at least as accurate as cursor

twin urchin
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if your eye position is correct with reticle of your holo , then weapon cursor will be accurate too

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also i think the weapon crosshair never been 1:1 accurate

crystal talon
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I have already moved it to see if it was stuck but that doenst fix it

crystal talon
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Someon know something, i have placed in the memory lod the mem points

stuck oyster
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whats the problem exactly? the pic does not tell much as there is no comparison to working one

crystal talon
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The default laser emits a laser beam, and this one which is just a standard configuration is a ir dot

stuck oyster
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have you configured it to show the beam

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If I recall right its a config value

crystal talon
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Oke, i have checked other configs didnt see anything specific

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I will look into some more

stuck oyster
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you could try inheriting straight from one of the vanilla ones

crystal talon
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That's what i did indeed, i noticed that other laser attachments have the same config

stuck oyster
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do you have the laser memorypoints there too?

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in memory lod

crystal talon
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irLaserPos = "laser pos";
irLaserEnd = "laser dir";

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If you mean those yes

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Or do you mean laser pos and laser dir on the p3d for the laser itself or the weapon?

stuck oyster
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those for the attachment

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the weapon should not need any if it does not have one built in

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do you have space in the names?

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between laser and pos

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those are from your config?

crystal talon
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yes

stuck oyster
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It may be the game does not like spaces in names

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commonly that has been bad

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so either laserpos or laser_pos

crystal talon
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I will remove the spaces indeed

crystal talon
#

Oke well the spaces seems to be a part of the problem, i find it odd because the default configs uses spaces xD

foggy finch
woeful viper
#

may just be perspective, but it looks as if there was a heigth offset between both

foggy finch
#

the nv scope sits that high on my reference photo

crystal talon
#

Oke got the laser working perfect, how can i outline it with the crosshair?

stuck oyster
#

what do you mean

crystal talon
#

When i enable the crosshair it works fine, but it slowly goes too much to the right

#

lemme make a photo

stuck oyster
#

the laser will always be in offset because its in different position than the barrel where the crosshair is calculated from

crystal talon
#

Mhhm yes indeed, so stupid off me -_-

lime nebula
#

It's possible to fake a bouding box ? I have a models without res lods, and i want being able to place it in eden

cinder pivot
#

Could try making 8 verts for corners with no faces

stuck oyster
#

@lime nebula out of curiosity why do you have objects without anything visual in them?

lime nebula
#

Memory point object for some sounds

#

I want to place env sounds, at certain point of my map. So creating an object with only a memory point

stuck oyster
#

I see

#

well you could give them visual lod for placing them

#

and then just remove it before release

#

add a box in 0.00

#

and delete after

lime nebula
#

Yeah, i will try andrew things first and after yeah that was my idea

vernal lynx
#

finished my most ambitious 3D project ever โ˜  I ded

#

2nd link is ingame result

woeful viper
#

i understand the pain, i hate doing organic stuff as well. Looks good though

tall zephyr
#

hi

#

can i ask a question?

wraith tendon
#

no

#

(why do ppl alwys ask to ask a question?)

tall zephyr
#

idk XD

wraith tendon
#

Just simply ask the Question.

tall zephyr
#

where can i find a good tutorial of how to make a building on blender and export to arma 3

#

i was searching for days, but i didnt find nothing recent

woeful viper
#

wat

wraith tendon
#

Make the building first, then search for "Arma 3 import blender" ?!

woeful viper
#

how did you search? googled "i want to make building with red roof and three doors, round windows in blender and import in arma" ?

tall zephyr
#

make buildings for arma 3

bold flare
#

Look for how to make buildings first. Then look how to import buildings into Arma

#

And you don't need recent stuff for the importing stuff. 5 year old tutorials are just fine

tall zephyr
#

@bold flare thanks

bold flare
#

Even using Blender

woeful viper
#

but it doesnt have a red roof. Wrong tutorial.

wraith tendon
#

๐Ÿ˜‚

bold flare
#

A wed woof? Awoooo

wraith tendon
cinder pivot
#

thats not a good tutorial

ebon abyss
#

for helicopter to land on helipad, does the p3d need any specific properties or is it config.cpp related?

#

I have what I believe is arma(1) helipad sample model, it only has geometry class "vehicle" and in arma3 bis configs I could not see anything helos landing specific, and my helo wont land on this object. if I switch the object to land_helipadempty_f then helo lands nicely.

rough idol
#

are you inheriting from HeliH?

#

@ebon abyss

ebon abyss
#

nope. I looked the bis config and it was HeliH: NonStrategic odd one, didnt find any other reference to "HeliH". hum.

rough idol
#

seems like that's the culprit then. I guess object need to inherit from HeliH in order to be recognized as helipad

ebon abyss
#

alright I'll look into it again, thanks, will let you know how it turns out.

analog sand
#

Hey Guys, since the last A3 Update we have a problem with our Axe and Pickaxe, does someone have a solution for this problem? http://91.121.77.68/nextcloud/index.php/s/WCdhXzhxyeKmaTf
13:04:07 Warning Message: Embedded skeleton Weapon in 'a3\weapons_f\data\zaslehsdl_proxy.p3d' has different [ bones count ] in different p3d files. Skeleton/model 'dg_a3\axt\model\standart\dg_axt_holz_1_f.p3d' will probably not work correctly. So it is our first Secondary Weapon Model, i am only a scripting dude, so if someone can help me it will be nice

analog sand
#

okay i fixed it

#

^^

ebon abyss
#

HorribleGoat: do you have experience doing shadows, shadowvolume stuff?

stuck oyster
#

some

ebon abyss
#

I have my old info back from arma(1) era. so I went and googled "arma 3 shadows modeling tutorial" and was all smiley faces seeing our own tutorial page as the first hit, until I realized... it is pretty much the only viable hit. how come there are no shadow tutorials for arma3, or is it really just the same as in it has ever been?

stuck oyster
#

pretty much the same ye

#

very simple version of the model

#

and the shadow mesh should be kept inside the res lod or it will show through

#

there are new methods of shadowing tho

ebon abyss
#

annoying self shadowing

#

oh? do tell do tell ๐Ÿ˜ƒ

stuck oyster
#

like projecting straight from the reslod

#

no shadowlod needed

#

I think that makes the bit smooth edged shadows

ebon abyss
#

hmm new, isnt that just leaving out LODNoShadow = 1 heh?

stuck oyster
#

no normaly reslod would produce pretty broken shadow usually

#

+I think its pretty performance heavy

#

the other method afaik does it lighter

ebon abyss
#

shadowvolumes are more focused yeah, I would need to re-read our own tutorial for the specs. I checked some arma3 sample models and noticed that I think those specs have doubled, didnt write anything down so cant remember.

stuck oyster
#

generally speaking processing power has increased which allows for more complex models

ebon abyss
#

our tutorial page says max poly count is about 1000, but not sure I think I saw the arma3 sample models having like 2000, do you know if this or "standard" of doing this has changed?

#

if there are any changes, real changes for arma3 use, I definitely would like to write updated page. I think many people wont even look links for ofp/arma when they are googling arma3, at least I wont heh, well ok I do look what the initial link description is but yeah.

woeful viper
ebon abyss
#

yup same old info.

bleak tangle
#

According to Eliteness, some of the rifles added in Apex have 3k+ verts in their most detailed shadow LODs, but it drops into the low hundreds for their second shadow LOD

ebon abyss
#

oh, quite increase then.

bleak tangle
#

there are new methods of shadowing tho
He is probably referring to the named property in the geometry LOD sbsource=visualex. While there has been no official documentation on what it does, my best guess is that it's what BI was referring to in this sitrep https://dev.arma3.com/post/sitrep-00138

They will be able to use a technology that generates shadows of objects on-the-fly based on the shape of a resolution LOD.
#

The majority of objects on that list are ones from Apex. However, BI went back and added that named property to some of the vanilla A3 models, where I'm guessing they had shadow issues but couldn't be bothered/have the time to fix the shadow LOD manually

#

Hopefully we can convince @slate epoch or @rough idol to get some documentation on visualex, or at least some more information on when it should be used

ebon abyss
#

yeah would be great.

bleak tangle
#

There were a few buildings in CUP that had shadow issues, so I took the lazy approach and used visualex and here are the before and after results https://imgur.com/a/4vw1X

pseudo elbow
#

What defines center for the 3rd person camera in the model?

wraith tendon
#

wasn't it a cfg entry?

#

๐Ÿค”

#

(at least for vehicles)

pseudo elbow
#

Or config entry, thought maybe it had to do with bounding box or something

wraith tendon
#

๐Ÿค” hmmm

bleak tangle
#

On second thought, that's probably not helpful, since that'll likely be the camera's position relative to the center of the model

wraith tendon
#

Yeah, that was the one i had in mind, but couldn't remember the name

#

@bleak tangle
Yeah, from ModelCenter.
@pseudo elbow Was it that, what you were searching for?

pseudo elbow
#

red spheres are getPosATL and modelToWorld [0,0,0] positions while camera is clearly at very front of the vehicle

#

Its not origin in O2 either

cinder pivot
#

Are you wanting to change/move it?

#

the camera position

pseudo elbow
#

Yes

cinder pivot
#

If you have files for a2 samples/aplsa files I think the white skoda had the configs in for a different camera position, if not I can check what they are in a bit when I get home for you @pseudo elbow

pseudo elbow
#

Config as in game config or model config?

#

Looking at it right now

cinder pivot
#

Ingame iirc

#

Part of base class

pseudo elbow
#

memoryPointCameraTarget = "zamerny";

#

found it

#

oh wait, maybe not

cinder pivot
#

If that doesnt do the trick I think there was also a setting to set based on model position to set it

pseudo elbow
#

So, turns out "zamerny" is hardcoded memory point name for camera center

#

Used as any shape center, also apparently used as aiming point for AI

cinder pivot
#

So did that do anything for you

pseudo elbow
#

Yes, it worked

#

Changed lock on center too

#

OA though, not sure if this is still true for A3, but most likely it is

cinder pivot
#

๐Ÿ‘

agile flint
#

@bleak tangle With your VisualX testing did you still need a shadowLod? Or did the game just generate shadows based on the lod mesh?

bleak tangle
#

No, it doesn't seem like it's necessary. An example is the super market on Malden (a3\structures_f_argo\Commercial\Supermarket_01\Supermarket_01_malden_F.p3d), it uses sbsource=visualex and doesn't have any shadow LODs. I think there are some more examples with Tanoa buildings but this is just one I had in front of me

ebon abyss
#

sounds too good to be true ๐Ÿ˜‰

agile flint
#

Music to my ears!

#

haha

#

Sounds great though, sounds like it can come in handy indeed, just need that documentation like you said

white jay
#

Any critiques or tips would be appreciated, I haven't applied much normals at all, and still need to join a ton of faces to lower face count. But it's coming along.

agile flint
#

Are the blinds on the windows a mesh or texture?

#

Dumb question thats a texture

#

Looks really good though

lapis goblet
#

A question for game designers in general: where do you buy your models? I don't understand why very popular websites such as turbosquid don't even allow you to search by models with LOD already done for you. AFAIK all engines require LODS, and most of the time you don't need to have a gazillion poly count for a chair. So... where do you go?

onyx barn
#

Most make them...

lapis goblet
#

that is really weird though

#

there are thousands of models for thousands of different usages but... gamers, no, we need to have ourown model for everything?...

#

Simple example: I want a humvee in my game. On turbosquid: $200-500 for models with almost 1 million polygons. Useless for a game

white jay
#

_scar pretty sure unreal add the ability to generate lods awhile ago

bold flare
#

Can confirm that

lapis goblet
#

yes they do have automated generation of lods

#

but still, manual ones are generally much better, and also, why the $500 for 1 million polygons...?

#

Also, thinking about Arma obviously

terse elm
#

its costs that due the time/skill needed to make such a model

#

pay peanuts, dont expect much

lapis goblet
#

Oh don't get me wrong: I COMPLETELY understand and accept those costs. My point is that there does not seem to be a lot of models targeted for GAMES in comparison to ones for all the other usages

terse elm
#

but games is a broad spectrum

lapis goblet
#

Mike this has nothing to do. I'm not a cheapo complaining about costs, I spend way more for that

terse elm
#

one games model has different requiremnets to another

#

im not saying you are

lapis goblet
#

Can you please tell me one game that would require a humvee with 1 million polygons?

terse elm
#

cinematics

bold flare
#

Battlefield -3 probably

lapis goblet
#

really

white jay
#

You can also spend time reducing poly count for objects etc and make up your own lods etc

terse elm
#

i doubt the models used in BF are millions of polys

#

id imagine use in cinematics is a justifible use

bold flare
#

That's why I said BF -3. BF 1 doesn't use that high poly stuff ofc

#

And.. You can always reduce polycount easily. But it's hard to increase it if you need more

lapis goblet
#

well... easily, it depends. UV gets f&*ed up rather quickly, for instance.

terse elm
#

depends on game/engine

#

but prices on models on thoses sights can differ due to resaleability

lapis goblet
#

Another example: still on turbosquid there's no "low poly" search.

cinder pivot
#

Scar, if you are looking at models also check out cgtrader - lower priced things because creators have better % off each sale, higher poly stuff is better because you can lower it down for arma

lapis goblet
#

You can only do so by typing it in and hoping that the modeler put it in the description

cinder pivot
#

Try cgtrader, has low poly search, asset pack search etc

lapis goblet
#

I was told to pay attention to cgtrader because of many models on there being "kindly lended" from other games, but maybe this is not true

terse elm
#

unfortunately its like a roulette

lapis goblet
#

yeah ok, don't like risking a roulette when I always want to do things properly

median bough
#

ripped stuff also came up on turbosquit, but was removed pretty fast

cinder pivot
#

You can have that on other sites, as long as you look for what you are buying and not buy from the guy who only sells a few really good things for cheap

lapis goblet
#

ok, it's sensible advice

cinder pivot
#

You also wont be able to find something that works 100% out of the drop for arma.. best to know a bit of 3d modeling to fix up the meshes before they work with what you need

lapis goblet
#

Oh I know about modeling (not an expert) but I do have already my models in arma

tacit karma
#

@lapis goblet Rendering, as a highpoly for a base as lowpoly, movies....

#

theres enough of use for highpoly models

#

another good page is cgtraders

#

dont trust what you here about the page, is just bs

lapis goblet
#

i know there are good usages for hi poly ๐Ÿ˜ƒ

twin urchin
#

is there a list of opticsPPEffects that can be used?

livid plover
onyx barn
#

yes, there's a better one, wait a sec

#

also see the pinned messages

livid plover
#

Yeah but this is about config not converting model to arma3, object builder...

stuck oyster
#

there is sample character in the arma samples

#

your models topology must be similar to it and it has to be weighted the same way

median bough
vernal lynx
#

I keep getting this on a specific model
c:\w\dev\futura\lib\simul.cpp(5379)(func: Entity::SetEPEMass) [AssertRLS] MainThread=6428 Object LIB_LCM3 can't have zero or negative mass! ww2\assets_m\vehicles\boats_m\ww2_lcm3.p3d Object LIB_LCM3 can't have zero or negative mass! ww2\assets_m\vehicles\boats_m\ww2_lcm3.p3d

#

I have the same model duplicated, and it works fine

#

the duplicated model has an inherited config, a few change on geometry lod but nothing major

#

tried to regenerate completly the geometry lod, erased mass, reset it, still having this issue

stuck oyster
#

geometry lod has mass?

#

all of it?

vernal lynx
#

yes

#

ctrl+A then set mass

stuck oyster
#

should work yes

#

perhaps it does not update in packing right

#

have you tried deleting its temp files

vernal lynx
#

yeah going to try this way

#

that's weird tho since pboproject returns the build log

#

some edges were not converted to sharp by the convexcomponent script, maybe this

#

edit : that was not it

cinder pivot
#

select it all and set to 0 then back to mass?

vernal lynx
#

already did

#

did not help

#

I litteray took it from another model that works and removed geo lod first

#

and it did not make it D:

sharp halo
#

Hi there , Is there a possibilty to import smoohting groups from 3ds Max to Blender?

vernal osprey
#

Blender supports smoothing groups

lusty ginkgo
#

So I am making some variants of my sidewalk model for the specific needs of whatever region they are in, and I ran into a small issue with the preview updating in OB. For example, when I rotated the model 90 degrees, it updated, but when I went back and fourth in the history window it wouldn't reverse the changes. Sometimes it does, but then when I reapply the change by selecting in the history window, it won't update. The model seems to update to it's proper appearance sometimes for no obvious reason. It does this in both of the render modes in all different views. Any idea what this could be? If it isn't a problem with my OB setup, I suspect I might have RAM issues

#

Come to think of it, I had a very similar issue in PS recently as well, where changing the brightness of a layer would work but the changes wouldn't always apply. And when they do, undoing the changes doesn't visibly change anything

static fulcrum
#

@lusty ginkgo get that sometimes too though

twin urchin
#

I was wondering you can't masive rename proxies right?

#

it would be nice to have heh

ebon abyss
#

use moveObject

rough idol
#

@twin urchin you can use "Named Selection" o2 script in oxygen

twin urchin
#

hmm ok , good to know

stuck oyster
#

or run replace in files in notepad++

twin urchin
#

thats a good idea too

lunar plover
#

Modelling Problem | Character passes through the object? How can i solve

bold flare
#

you | geo add lod! object to

lunar plover
#

what lod? my english is bad ๐Ÿ˜ฆ

bold flare
#

Your Geometry LOD is missing

lunar plover
#

how can i add it LOD ?

bold flare
#

Just like how you added the View LOD

lunar plover
#

do you have a video tutorial

bold flare
#

No. But I'm sure Google can help you with that

lunar plover
#

I do a little research. Thank you. ๐Ÿ˜ƒ

vernal lynx
#

Hey there ! Again a brainfuck issue !

#

proxy and holster have the very same weight !

cinder pivot
#

whats the issue?

vernal lynx
#

obviously the gun doesnt move the same way as the holster despite it has the very wame weights

cinder pivot
#

could it be a proxy positioning issue? you could try using the actual makerov to see if it has any differences in movement

#

thats what it seems to me

white jay
#

Now I need to learn how to put things in game. Too much learning and reading ๐Ÿ˜ฆ

stuck oyster
#

chuul! ๐Ÿ‘

white jay
#

Sorry about the spastic camera angles, I have no clue wtf I'm doing.

agile flint
#

When it comes to vehicle based grenade smoke launchers, I'm guessing I need an actual projectile in the launcher to be able to have it physically shoot out?

outer condor
#

@TinyRick#4801 looking good mate ๐Ÿ˜ƒ what project are you involved in if you dont mind asking, or doing also a terrain with custom objects?

tacit karma
cinder pivot
#

Bruh the steering wheel ๐Ÿ˜

#

Nice work

tacit karma
#

thanks!

#

steering wheel will have some more info later

#

like engine and tire temp

crystal talon
#

Could somebody help me out with the reticle for my scope? How to make it see through?

stuck oyster
#

youll need a alpha transparent texture saved as _CA for it

#

for starters

tacit karma
#

@crystal talon what exactly do you mean by that? because the 2d reticle is something else than a 3d reticle

crystal talon
#

I actually have no clue where to start with the reticle hehe

#

It's my first time looking at a scope mode hehe

tacit karma
#

what scope is it?

crystal talon
#

Aimpoint M4

#

So a reddot one

tacit karma
#

oh that is simple

#

all you need is a _ca texture with a small dot in the center that is place inside the sight

crystal talon
#

Could you maybe help me out with that texture, of have somewhere documentation on how to make that. Texture is going oke, but _ca texture things doenst ring a bell ๐Ÿ˜ƒ

tacit karma
#

there should be a sample I think

stuck oyster
#

@crystal talon _CA is the suffix for RGB textures with alpha channel

#

yourreticletexture_CA.paa

crystal talon
#

oke lemme check if i can find that sample somewhere ๐Ÿ˜ƒ

stuck oyster
#

all the arma reticle textures are in the unpacked A3 files

#

you could even us one of them

tacit karma
#

he sure can

#

theres a point holo texture in it

#

P:\a3\weapons_f\acc\data\collimdot_dot_red_ca.paa

crystal talon
#

Oke i will check the A3 folder to see if i can find it

#

haha thx

tacit karma
#

can also use the collimdot.rvmat for it

crystal talon
#

Thx i will check it out asap

cinder pivot
#

@tacit karma to get your โ€œgearโ€ did you use the gear animation source ? Does that accurately work?

#

Thought it was only 0 and 1

#

-1*

tacit karma
#

no the source value is the gear

#

so reverse is -1

#

neutral 0

#

1st 1

#

and so on

cinder pivot
#

Ah okay cool

#

Never knew it went up, guess TIL

#

Thanks

tacit karma
#

np

#

theres a lot of trickery in there. like the rpm gauge is just a quad behind a modeled foreground where the two right verts are animated to move

#

and the LEDs are just hiding and unhiding

cinder pivot
#

The fine details make it work haha

#

Bet you have a nice selection count there ๐Ÿ˜‰

#

Lots of little stuff

#

The rpm is cool, didnt see that first viewing

tacit karma
#

temperatures have to be a bar or something as well.

#

only rpm and speed I can make as actual numbers unfortunately

rough idol
#

custom mfd values could be always scripted

polar fiber
#

Is MFD able to rotate with the steering wheel?

tacit karma
#

yup

polar fiber
#

I mean specifically the drawn class mfd stuff reyhard was talking about. Not just your modelled/animated mfd

#

though I suppose your spd readout is class mfd?

tacit karma
#

yeah.

#

well if the memory points are animated it should still carry over

rough idol
#

indeed - mfd is rotating with i.e. turrets of new apc interiors

stuck oyster
#

uuuh cool!!

tacit karma
#

true, completely forgot about that ๐Ÿ˜„

manic owl
#

gonna ask for your help really quick guys.. google didnt turn up anything useful

Embedded skeleton OFP2_ManSkeleton in 'a3\characters_f_bootcamp\common\vr_soldier_f.p3d' has different [ bone name ] in different p3d files. Skeleton/model 'my_path_and_model.p3d' will probably not work correctly.

Error: Skeleton of the head a3\characters_f\heads\m_white_01.p3d doesn't match the skeleton of the corresponding body my_path_and_model.p3d

What do these two buddy mean, whats their cause? They turned up with the lastest ArmA update

bold flare
#

That error seems to be pretty rare though. that's the third time I see somebody mention it

manic owl
#

I doubt the mentioned skeletons or models have changed lately, so thats why I am wondering

white jay
#

Because arma added that warning/check in before christmas, before it was only in arma diag exe

manic owl
#

ahh ok. Well the character still gets completly messed up ingame

#

before the patch it was working just fine..

white jay
#

Well you were lucky then
You can't have 2 different skeletons with same name
You admin/play Exile right ? This error is why Hatchback gets screwed up on Exile randomly

manic owl
#

nope, dont wanna deal with exile

white jay
#

Werid Exile has senfo person that was active on thier forums ๐Ÿ˜›

manic owl
#

That was a while ago

bold flare
#

One guy told me yesterday about that with a TFAR backpack. If the model is faulty I would expect more guys to notice and report that.

#

Maybe it's only with the VR dude?

manic owl
#

or as you correctly stated: was active

bold flare
#

I saw that error 3 times and everytime it's the vr_soldier

white jay
#

You can use mikero tools or t_d website to extract the skeleton to compare differences

manic owl
#

good idea, will do that!

manic owl
#

indeed, most of the names in vr_soldier are all lowercase while the ones in my OFP stuff are starting with upper letters

#

copied them over, got it to work!
thanks for the quick responses!

bold flare
#

Is the issue only with vr soldier?

#

Wouldn't making it lowercase then break it for every other soldier that has them uppercase?

manic owl
#

its basically only happening when "my" character model is spawned.
I assume vr_soldier ist just the first one it finds to compare it to

white jay
#

@outer condor Making a terrain of New Orleans, making tons of custom houses and buildings aswell.

wraith tendon
#

@safe ether it's enough to post it in one Channel.

pseudo elbow
#

Is there a way to select faces by texture?

#

Found it: In resouce library

fallen quiver
#

Does anyone know how to add the option to make a weapon both semi and fully automatic? Semi is working for me, just cant figure out how to do auto

stuck oyster
#

it needs another firemode defined

#

you can check any similar weapons config in configviewer

fallen quiver
#

Also having another issue, my muzzleFlash doesn't show up in game, but it does in buldozer

stuck oyster
#

that needs a model cfg animation class

fallen quiver
#

Already has one

stuck oyster
#

and it works in buldozer?

fallen quiver
#

yeah

#

well there's no animation

#

it just shows

stuck oyster
#

do you have the selection (Zhasleh/muzzleflash/whatever you use) in model.cfg your weapon class sections [] array?

#

selectionFireAnim = "muzzleFlash"; and this in your config.cpp class

crystal talon
#

I tried some combination and things, but the red dot.paa wont show. Short version= Collimator side doenst work, and i dont know where to look at atm

stuck oyster
#

you sure the face is in right direction?

#

have you unwrapped the mesh so that the sight texture is on it

crystal talon
#

Something is happening, i will report soon

#

The red dot is showing ๐Ÿ˜„

crystal talon
#

Sometimes complaining here works haha, red dot and my glass is working. Everything is up and running!

stuck oyster
#

๐Ÿ‘Œ

white jay
#

https://imgur.com/a/e38nw So most of the normals are applied, after I bake it I think I'll be finished. As far as my first house model learning completley from scratch I don't think it's terrible, room for plenty of improvement, but I'm just hoping to figure out how to get it in game now, I'll focus on cleaning everything up for my next one.. If anyone knows some good info for me to look into it to get this baby in game, it would be much appreciated.

cinder pivot
#

Looks good!

tacit karma
#

@white jay one Improvement: Try to use shingles on the verticle edges of the roof to mask the seams

#

otherwise, it does look pretty decent

oak lintel
#

and pls make the rain pipe round. ๐Ÿ˜ฎ and on the roof a rain pipe too

wraith tendon
#

doors are a bit narrow, or?

strong plaza
#

also extrude the concrete base further down into the ground so there won't be any gaps between the building and the ground on sloped terrain

knotty forum
#

anyone have a link to a resource to start doing this? had a look on youtube and was watching a series about it but seems it was taken down by the poster

bold flare
#

"this" as in making 3D models? or "this" as in importing them into Arma? or "this" as in some very specific model related thing?

knotty forum
#

sorry should of specified, the processes of getting model content into arma 3 such as buildings or props

#

i have experiance with some modeling software

bold flare
#

You export as .obj or .fbx (I use fbx personally) and then import that into Object Builder using File->Import.
That's what I can immediatly say.. Rest.. Uh.. I know there are wiki pages but not.... Oh

#

check pinned items in this channel. There are some links. maybe they help. I guess we should pin some more helpful resources like that building import guide from ofpwiki

quick terrace
#

lol

knotty forum
#

ok thanks i was going off of a youtube series i found awhile back for doing all this but agian its sadly gone, and kinda took a break for a bit

quick terrace
#

god i should really write down a buidling tut this year

#

ofpwiki @bold flare , rly/

bold flare
#

That was what I remembered ;u Dunno

#

Biki could really use more tutorials

white jay
#

Moreso a link or tut on writing Cinfog.CPP and all that shit necessary for the coding. I followed an OBJ Builder tutorial from youtube and pretty much got that down, it's more so the configs that basically leave me at a brick wall. I'll extrude that base and round them pipes out. As far as the doors are concerned, shotgun houses down here in Nola vary wildly with the way they are constructed and sometimes have super skinny doors.

#

Config.cpp*

waxen quiver
#

I think it an cool house. Will it have an interior?

#

Also, what are your toughts on this one:

white jay
#

Sadly no. Most of the houses I'm going to build are exterior only based on the fact that I'm going to chrun out at least 250 different variants and I will need to do so because of performance issues.

sonic valve
#

Inquiry on random thoughts. Why exactly has it been so difficult for arma modders to add a new mesh such as a female model to Arma 3? Just going through, it seems like BI gives us a skelton sample to use.

polar fiber
#

because you have to remake all the animations if you use a new skeleton

sonic valve
#

No way of just assigning and using the same naming convention?

#

Or let me rephrase that. You can't simply scale the male skeleton to what you need?

polar fiber
#

no

#

since rtm animations are AFAIK based on coordinates of the joints

#

if you make the skele smaller, as soon as you apply a .rtm it will stretch the model to fit the original coordinate space

glad pagoda
#

you could reuse the arma animations but you will need to debin them and then convert each animation to the new skeleton. Alot of work.

#

currently doing that for a custom model.

quick terrace
#

@Skyllio#5776 really? how do you do that if you don't mind me asking

sonic valve
#

Well I see you have a 40k logo so I'm hoping it's for that?

glad pagoda
#

I just used dertm from mikero tools to debin the rtm, then in blender i just import the animation to my new skeleton which has the same bone names and structure. It the skeleton is similar the animation should look alright most of the time.

#

yeah working on the new ork model

sonic valve
#

Nice, I was thinking of that.

glad pagoda
sonic valve
#

I haven't made a full charicter for arma, but too me it feels wierd that no sulution exist when all animations are is cordinates.

glad pagoda
#

have to adjust most of the animations though since the ork is bigger

sonic valve
#

Yea, but it's a good start. I always felt lack of scaled charicters, and proper laser mechanics were the main hold back of a good 40k mod

#

Any plans to deal with hitboxes and the fact orks won't be able to fit inside a normal human house?

glad pagoda
#

I'm going to make the geo lod small enough so this ork model can fit into the houses. the other two sizes won't fit in though.

quick terrace
#

ahh so you import the animation file to a new skeleton via blender, wasn't aware that this was possible

#

i did make a new skeleton myself for a much smaller skeleton

#

but then i had to redo all the animations for all stances due to different joint positions which is not worth the time

agile flint
#

Love how the Ork is so brutish yet when it walks with no weapon in hands its real casual haha

sonic valve
#

mmm....*digs up old 40k model art project..

#

Might have a bastion you guys can use.

quick terrace
#

weird thing is i was sure RTM anims cannot really be exported since, afaik, it is a matrices file that defines transformation based on word location of joints points

sonic valve
#

But that is what made it feel wierd to me.

#

Ultimatly you just turn it into raw data in blender.

#

Back when I did other game mods for animation. You could just grab all the keys and just move it to the right, left, ect. The animation is fine becuase your globally applying the change.

glad pagoda
median bough
#

can't the blender tools from alwarren also import RTMs?

quick terrace
#

yeah ok, not a blender user myself, does that importer runs how? imports a keyed animation file to an existing skeleton, as long as the bone naming is correct?

#

does that work if the size of thing is way different (longer bones, different joint position etc)?

glad pagoda
#

yeah that how it works i believe. Yeah it will works with different bone lengths and such, i tested on an eldar model which is taller than the normals arma model.

#

but might need some adjustments to it

#

alwarren arma toolbox only exports rtm's

median bough
#

ah, ok

#

thx

polar fiber
#

I knew there were .rtm importers around, but I thought they didn't work with the animation rigs in a way where you could modify the anim other than doing basic transformation similar to animating shit in O2

quick terrace
#

^^ same here

#

@Skyllio#5776 - i am asking about the skeleton, not the mesh

glad pagoda
#

also had to use an older version of pboproject to binerize the animations. animations would go all over the place if i used the new version

quick terrace
#

i guess i'll need to give it a try then, because from what i know about how rtm is done, what you are saying shouldn't really work directly

#

because the joins are not linked

glad pagoda
#

yeah a skeleton with longer bones should work. i was testing with a few different skeletons with different bone lengths.

quick terrace
#

rtm only keeps joint poistion (world XYZ pos)

#

if you change the joins position, a rtm anim will not work

sonic valve
#

But he is essentually making new ones from what I undestand. He is just exporting the animations to blender as a template.

#

I assume when he ports it back the game it just uses that current xyz data.

quick terrace
#

@sonic valve i do understand that, what i don't understand though is if i had a kid's skeleton, that is 50% in size of the male skeleton, with most animation files, minus .rtm, the size of the skeleton shouldn't matter, because the bones are linked and whatever not

#

for rtm, the joins are not part of a skeleton rig, driven by DK/IK whatever

#

they are point positions in world space

#

in any case, we should move to #arma3_animation, and i most likely need to give it a try

#

and, afaik, there is just a couple of rigs that are compatible with blender, macser's beeing one of these

#

maybe he created a new one/edited the existing one, i don't know

sonic valve
#

Maybe I'm just picturing it diffrently becuase it makes sense to me >.<

glad pagoda
#

Horriblegoat gave us a copy of his skeleton that he was using. Then i just made mine similar to his for my model.

sonic valve
#

Who would I contact if I have stuff to donate to the 40k mod? I have a small collection of modeled 40k buildings. Like Bastions, Barricades, ect

glad pagoda
woeful viper
#

@stuck oyster has made a batch converter for vanilla animations to target new skeletons

stuck oyster
woeful viper
#

yeah i saw... too late. Thats what you get when you read one after the other

wraith tendon
#

DrawLine or "native engine bullets"?

waxen quiver
#

Very nicely done

rough idol
#

Long translation?

rough idol
#

now I see that there are also EffectFly particles used too ๐Ÿ˜‰

wraith tendon
#

ah

stuck oyster
#

Long translation only

#

but separate object for the beams

#

so that the pilotview lasers work right and dont cut 2through" stuff

#

theres stream of engine bullets that I intend to use for hit/damage calculation

#

but the effect is very hacky fake ๐Ÿ˜„

rough idol
#

you can try effectFly too

#

I got something almost identical to your 2nd screen with just particle effects

#

it was working pretty nice with 1 beam but 4 of them could hit particle limit though

stuck oyster
#

yeah I was sceptical that particles could work in this case because of the limits

#

the second pic is bit blurry because how the material glows agains sky

#

so it causes flicker on the beam

#

and the beam is like 1cm thick anyway

crystal talon
#

@stuck oyster Are you building a mech warrior?

woeful viper
#

@rough idol unless its possible to make very long particles that exactly face along the direction of the shot

violet vale
#

So quick question - I'm modeling a peice of scuba gear for a custom mod, and I got all the wiehgt painting properly

#

how do I get the oxygen tubes to bend and stretch?

#

if anyone's confused, its kind of like a pilots helmet tube

tacit karma
#

also weighting

violet vale
#

which one do I weigh it to?

#

@tacit karma

tacit karma
#

some other parts of the mask that has weight = 1 anyway

violet vale
#

So make it 50/50

tacit karma
#

no you have to weight each vertex according to how much it needs to move

violet vale
#

K, thanks

#

I have like no experiance in wieging tho, i'm only like new to modding

tacit karma
#

well good luck then.

violet vale
#

thanks

whole hill
lime nebula
#

Check "noisy output" and send us the new "view output"

stuck oyster
#

have you written named proteprties like "propertyname = 1" because that would not be right

#

named property has 2 values, the class where you put its name and the value where you put the value of the class

daring solstice
#

Hello everyone!
I am a new model maker(ish)
I have been trying to import a model to Arma but am unsure of how to do it, I have the textures and Materials down (I think)
I have been doing this all on my own pretty much so I am unsure if I did it right and what to do next.

#

I am porting in Wolfenstein uniform models to Arma 3 and have been unsure if I am doing it right or not.

#

Anyone think they could help/give tips?

tacit karma
#

Yes.

#

Don't port ripped models.

#

kthxbye.

daring solstice
#

.-.

twin urchin
#

yes , this isnt Gmod you know

stuck oyster
#

@daring solstice As you may have noticed we here dont take content theft lightly. If youre interested in 3dmodelling and all that I would suggest you get familiar with your chosen 3d modeling program and get into making your own content.

daring solstice
#

I'm not trying to make a profit off of this, i just was wanting it so me and a few friends could make some fun scenarios...

stuck oyster
#

its not about profit. its about principle of not taking someone elses work.

woeful viper
#

^without their permission

median bough
#

I'm not trying to make a profit off of this, i just was wanting it so me and a few friends could make some fun scenarios...
it's still theft. don't expect help here

daring solstice
#

So what now? i just scrap what i did?

bold flare
#

Yes

daring solstice
#

I feel a bit bummed, I worked on this for awhile resizing it and all but I see where you all are coming from.

bold flare
#

We could tell you how to get a model in game and stuff. But that's useless as you can't use your model anyway

foggy finch
median bough
#

sweet!

hallow turtle
#

that looks pretty cool Uro

foggy finch
#

thanks - I have the other muzzle done too, just not in this render, bipod n scopes next ๐Ÿ˜ƒ

foggy finch
#

anyone know if HEIAP ammo is possible in A3 ?

#

such as Raufoss Mk211 rounds

polar fiber
#

we have a kind of Mk211 in RHS

#

not sure if it does what you had in mind

foggy finch
#

which ammo? ill give it a test and see ๐Ÿ˜„

#

oh nm found it

polar fiber
#

Mk211 for the M107

foggy finch
#

yeah shooting some ais atm ๐Ÿ˜„

foggy finch
#

yeah pretty similar

#

guess there's no way to delay the explosion until after the penetration for example shooting house walls etc, else you'd have already done it

white jay
#

I'm getting much better results with Cycles when doing texturing rather than Blender Render. Should I just use nodes in BR or is it worth the effort using Cycles for Arma.

polar fiber
woeful viper
#

almost any explosive ammo for ground usage has a very tiny delay - so that it does not harmlessly explode in front of a very thin sheet of metal, but behind it

foggy finch
#

yeah which by design is long enough a delay for the fuse to fire after penetration has occured, resulting in explosive/incentiary damage. for example shooting a light armoured vehicle and disabling the vehicle and it's occupants through fragmentation once the bullet has passed through the armour.

white jay
foggy finch
#

how wide are the doors? they look pretty narrow

white jay
#

Picture is on an angle so they look smaller than they are. Some doors on shotgun houses are pretty narrow to begin with though.

woeful viper
#

thats not due to the angle. they are narrow, or they are insanely high

dreamy lagoon
#

how do i change the particle effect when a bullet hits my object?

bold flare
#

The material on your GEO/fire geo lod

dreamy lagoon
#

thx!

#

should have read the documentation, lol

stuck oyster
#

๐Ÿ‘† Fast learner! ๐Ÿ‘Œ ๐Ÿ‘ ๐Ÿ’ช

dreamy lagoon
#

๐Ÿ˜„

foggy finch
#

@slender river can you cleanse this spammer from our lives?

twin urchin
#

fecking cross posting

foggy finch
#

i'd just outright ban him for spamming, but im a dick like that.

twin urchin
#

yeah almost on channels ffs

quick terrace
#

@fluid ocean ^^

obsidian forum
#

Greetings,
Is there a setting for adding an outline of a building in the 2d map?
no/yes - with a pointer to how is enough for me.

tulip beacon
#

named property map=house

obsidian forum
#

Will that make an actual outline or just a bounding box? The buildings 2d visualisation is a square while the original model is u-shaped.

tulip beacon
#

bounding box, probably you can create custom icon

obsidian forum
#

I did some experiments with Icons, but then I will have to "activate" the model so that it can be interacted with while editing the mission.

obsidian forum
#

I read somewhere about contour data, is there somewhere the rules for this kind of data is described?

stuck oyster
#

@obsidian forum Arma does only the bounding box representation of an object on the map, if you want U shape you need to split the object in 3 parts. What do you mean by contour data? the interwall of contour lines on the map or what? All that is generated from the heightmap as far as I know.

obsidian forum
#

I read somewhere some time ago about a named property->map=building outline, this parameter required contour data to make it work. If I remember correctly at al.

stuck oyster
#

I could be wrong but I dont thing that has been for Arma.

meager anchor
#

I have a problem with a uniform model I've got to work in the game, where when equpped it causes my pistol to become invisible. Any ideas?

polar fiber
#

missing proxy?

stuck oyster
#

Anyone know if thermal texture can be made look like its always hot

#

on a static object

tacit karma
#

static in house`?

#

or still vehicle class

twin urchin
#

@stuck oyster set it like always white?

stuck oyster
#

yes always white @twin urchin currently inherits from class house @tacit karma

#

so far have been able to make it always black in thermal

#

(whiteHot)

#

which is rather odd xD

twin urchin
#

when you set TI as a white texture , it is still black?

stuck oyster
#

yes the TI texture is all white, saved with _TI and I got pretty high values in the model.cfg temperature values

twin urchin
#

did you tried it without TI if tha changes anything?

stuck oyster
#

hmm no

#

ill give that a whirl too

tacit karma
#

try a procedural material

#

and put all channels to 1

#

@stuck oyster

stuck oyster
#

started with that but it did not seem to do anything. I've done this before somewhere but cant find the test file.

polar fiber
#

what's in your alpha channel?

rough idol
#

TI stage is not working for objects

#

TI is generated from CO map where white colours are treated as hot and black ones as cold

stuck oyster
#

ah that explains it ๐Ÿ˜„

#

thanks @rough idol for clarification!

tacit karma
#

ah yeah totally forgot that lol

stuck oyster
#

did not however get it to show up white even with just plain white texture

#

can probably turn it into a vehicle though so that might work

stuck oyster
#

ok so making my fake laser object a tank and turning its engine on via script I get the lasers to glow

rough idol
#

You don't need to turn on engine

#

There is set ti pars script command

stuck oyster
#

oh excellent

#

found it!! Thanks @rough idol

stuck oyster
#

pew pew

hallow turtle
#

What kind of wizard shit is this?

stuck oyster
#

I paid #350 to the ferryman

hallow turtle
#

๐Ÿ˜ฑ

stuck oyster
#

convergence needs a bit adjustment though

hallow turtle
#

Wow

stuck oyster
#

The torso animates with 124 bones of which about half is for the arm movement and weapon alignment ๐Ÿ˜„

hollow fulcrum
#

geezus man, awesome stuff though ๐Ÿ‘

median bough
#

I paid #350 to the ferryman
you fool... one coin is enough.... tststs

#

๐Ÿ˜„

#

@stuck oyster

stuck oyster
#

not for lasers

rough idol
#

Watch out for bone limit then

#

Reached it few times recently - it's 255 bones per model

agile flint
#

Cant you just range the laser like a normal weapon/

#

?

#

That could adjust convergence accordingly?

foggy finch
#

im wondering wth you were rigging that had 255+ bones

rough idol
#

MiG-29 ๐Ÿ˜‰ nozzle alone used ~80 bones

foggy finch
#

jeez

rough idol
#

T-72 Kontakt-1 ERA was also pretty heavy for arma

foggy finch
#

have some bipod love

rough idol
#

and from official content Xian reached bone limit too due to rocket MFD icons in cockpit pre dynamic loadout MFDs

foggy finch
#

ah yeah i forget that the mfd's use em

#

got the aw50/l121a1 in arma now, just need to tweak position n make custom reload anims

#

also found that a3/data_f/proxies/muzzle_flash_GM6.p3d has missing textures

twin urchin
#

speaking of bipods , you can somehow tweak the values how the bipod can turn meaning the angles?

#

or it is hardcoded?

foggy finch
#

think they are hardcoded, only thing in the rifle_base_f classes i can find relative to bipod n pivot is the bipod named selection itself deployedPivot = ""bipod";

stuck oyster
#

@rough idol yeah Im aware of the limit. Got most of the moving parts done already so can use the rest for some fancy stuff.

peak gull
#

Hey

#

im looking for hardcore experienced model maker

#

i need small help/tip with model.cfg

#

Any1 have 3mins to spare?

stuck oyster
#

best to drop yer issue here and usually someone can help

peak gull
#

Im trying to make Rifle, with specific part (selection on it)

#

this part has to rotare, just rotate.

#

All the time, from equip to drop it.

#

And i cant solve it with model.cfg, im not sure if its even possible

woeful viper
#

80 bones for engines? wat...

stuck oyster
#

you could try giving it animationsource = "time"

peak gull
#

Tried

#

its source or animationsource ?

stuck oyster
#

source yes

peak gull
#

in samples i saw source

stuck oyster
#

if it doesnt work for weapons it might not be possible

#

perhaps isSelected

#

and sourceAddress = "loop"

peak gull
#

lemme try

#

intresting