#arma3_model

1 messages · Page 106 of 1

peak gull
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class test {
type="rotationX";
source="time";
sourceAddress="loop";
selection="test_selection";
axis="";
centerFirstVertex=true;
minValue=0;
maxValue=4;
angle0="rad 0";
angle1="rad 360";
};

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its animate, but when i fire my gun

stuck oyster
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weapons are quite different animation wise from the rest of the objects unfortunately

peak gull
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Haha

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got it

stuck oyster
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👍

peak gull
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but its rotating slowly, with source="time";

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any idea how to speed it up?

stuck oyster
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whats your max value like?

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try adjusting that

peak gull
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Right

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lets try 0.1

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xD

stuck oyster
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where have you picked up centerFirstVertex?

peak gull
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i have to try delete it

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and use axis

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to be honest

stuck oyster
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ah found a reference

peak gull
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i dont know hot to define centerFirstVertex

stuck oyster
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yeah you cant

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or well Id assume it could be the firts vertex you select for that particular selection

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but its not very good method imo

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So got any pics of this interesting sounding weapon?

peak gull
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When i make it works properly i try to rec small video

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its working with axis, i need to adjust it to make it rotate properly

glad pagoda
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It be nice to have proper weights on the head sample model for facial animations. Right now it has all bone weights at 100%. So we can see how the weights should be when making custom heads.

https://i.imgur.com/KBSYdnC.jpg

simple lake
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Hmm it never used to be ,where are you getting the reference from ?

glad pagoda
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from the arma 3 samples bust model

simple lake
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I'll check mine later I made a custom head and it seems fine In game you checked all lods in sample ? And iiirc wasn't one in the rtm sample or ?

glad pagoda
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Yeah there is one in the templateRTM folder, it was the only place i found the head model. And there is only 2 lod's in the sample, the second one is the memory lod.

simple lake
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Yeah that's where I got mine I'll see what I did when I'm at pc , I may have reduced the weight using the brush in object builder but it was last year

simple lake
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Hi I checked and in my sample model the weights are not 100% for each face section but weighted accordingly to the vertices

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did you have the Jaw parts defined correct ?

glad pagoda
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ahh, the problem was on my end. Had to restart my computer. Everything is showing up with the right weights now. could've been a bug with blender that needed a restart.
No more horrifying facial animations like this now lol.
https://i.imgur.com/16jumET.mp4

simple lake
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nice one

dim quarry
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anyone managed to make a small fixed wing (small uav)? My model works great ingame if geolod is like 6 meters width, but if I lower it to 2 meters it get very unstable

brazen prairie
median bough
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maybe your screen ran out of black lines

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¯_(ツ)_/¯

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J/K, no clue 😄

twin hawk
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Hey, somebody from the mission makers channel suggested I ask this question here

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I'm having an issue where a door inside of a ship template I made will not open whenever the ship "shell" is present

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that video gives a demonstration, sorry for terrible quality

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I know the ship shell has invisible walls, and I suspect the walls are preventing the doors from opening, since I had to use a "disablecollision" script on players to prevent them from being boxed in by the walls.

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Does anyone have any idea how I could work around this issue? I'm really at a loss.

stuck oyster
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Dont think anything but removing the wall would help

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if there is a wall there

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@⎝⧹🆂🅴🅱⧸⎠#1383 its because of those white lines on your nick... Seriously though its likely you have not sorted your window faces that have alpha transparent texture on them. Select window faces OB topmenu surfaces - move top

eager pecan
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could some one help me ive made a building got it into object builder i just need help with the doors and lods

stuck oyster
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arma 3 samples got a house example which should get you started with those

eager pecan
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i know that its just getting my head round it lol

stuck oyster
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which part?

eager pecan
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doors mostly just getting them to open and close

stuck oyster
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your tools setup is not correct

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I recommend getting Mikeros toolset from Maveric Applications (free one available)

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and running arma3P to set it up

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also doors/ anything interactable need useractions which you can see example of in the sample houses config

eager pecan
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got it

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i have the paid one

stuck oyster
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run arma3P

eager pecan
stuck oyster
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update tools and install all of them

eager pecan
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still same

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worked this time lol

tacit shard
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Hey,

Is it possible to add a memory point to a model and then use that as a location to spawn objects on? Basically like a refference point. So as an example say I made some object that I want to spawn weapons, could I add a memory point to the model say with the name weapon_spawnpoint and then make a script that spawns the weapon on that memory point?

Thanks in advance.

stuck oyster
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yes

eager pecan
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got it in game but can walk though it lol getting ther

stuck oyster
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all objects need valid geometry lod to have collision, meaning each geometry piece needs to be convex, listed as components and have mass of 10+

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for walkable surfaces you also need roadway lod with mesh planes to indicate where walkable surfaces are

tacit shard
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HorribleGoat was that to me?

stuck oyster
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yes

tacit shard
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Ok nice thanks for the help 😃

stuck oyster
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np, was very good specific quesiton

lunar delta
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hi guys, I have a little question: what should i do to binarize my .p3d model? I tried to create model.cfg but it didnt helped: model is just deleting in pbo building process

stuck oyster
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what tools are you using? sounds like you are missing some steps there

lunar delta
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i'm using A3 Tools Addon Builder

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not sure, but I think i'm doing smth wrong in model.cfg

polar fiber
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model.cfg gets baked in to the .p3d

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so it should disappear

lunar delta
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yep, i know

polar fiber
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but you're losing the .p3d?

lunar delta
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yep, i'm losing the whole folder with model

tacit karma
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you sure its not just not packing?

lunar delta
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just right now tried to build pbo from A3 samples - same. p3d just disappears :c

polar fiber
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Using P:\ drive?

lunar delta
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yep

stuck oyster
#

would you consider getting better packing tools? Mikeros toolset hosted on Maveric Applications has packing tool called PboProject that likely work better

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or at least tell you if you have errors

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or missing stuff

lunar delta
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mb the problem is in my Temp folder?*

stuck oyster
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thing is, almost no one here uses addon builder because its unreliable

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but if it does not pack, there are likely a lot of problems because normally it lets just about anything through

lunar delta
#

free versions of Mikero tools allow you to bin your models?

stuck oyster
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yes

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it does everything, its just not updated so often

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you will need to install all of the mikeros tools for them to work

lunar delta
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hmmm... then im doing smth wrong cuz mikero makepbo writes me: Detected unbinarized p3d(s)

stuck oyster
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pboProject

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use that

lunar delta
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k, i'll try. thx

lunar delta
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k, thank you all for helping guys, .p3d(s) 're binarized. Now i have a little problem with .rtm binarization. Is there any way to exclude .rtm from binarization in PboProject?

 Checking for binarised rtm...

Bis binarise failed to binarise some or all rtm files.
There was no skeleton that could be used.
Read the documentation
stuck oyster
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for pboProject to do rtms the right way you need a model.cfg file in the rtm folder with the right skeleton defined in it

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mikeros tools got documentation about that

lunar delta
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aaaaaw, wow

stuck oyster
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if you want to read how it works

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also do note that you should only pack animations for single character (all rtms use same skeleton) at the time

lunar delta
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oh, thanks again @stuck oyster, you helped me a lot

stuck oyster
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no problem

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post pics of your work! 😄

lunar delta
broken abyss
#

So i tried making a uniform, vest and headgear but it turned out like this:

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Anyone know what could have caused it?

simple lake
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looks familair to my first attempt

stuck oyster
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wrong texture paths and missing right autocenter named parameter from geometry lod

broken abyss
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what is autocenter parameter

stuck oyster
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"named parameters" is what you want

simple lake
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check samples geo lod in property windows

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copy a piece over and delete it to save them to youir model

stuck oyster
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may need to enable the named properties tab in OB

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window-menu -> named parameters

broken abyss
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Ahh I see it

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Will test now

stuck oyster
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also there is a BIKI page about named parameters. there are more of them

woeful viper
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i expect nothing less than a mech builder, switching arms and legs via dynamic loadout 😄

stuck oyster
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planning on such. Though with reasonable working speeds😜 not like you can just swap em instantly, youll need to wait for the machine to do the work

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the model does support switching of each arm guns barrel

woeful viper
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and it needs a huge close combat weapon option 🤖

stuck oyster
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xD

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thats more a WH40K thing

strong plaza
white jay
woeful viper
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looks like either smoothing problem or mesh issue ( vertices in same spot but not welded)

tacit karma
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yeah looks like unwelded vert

open mist
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what in a god damn the fuck is that?!

simple lake
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The best add-on ever made

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Well ,2nd best the next one to the right is better

cinder pivot
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art

simple lake
ebon abyss
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blast that fool!

woeful viper
broken abyss
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Hey, what do I type in the properties tab in OB to make something indestructible

foggy finch
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damage = no

stuck oyster
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Relly nice Dakka you got there!! @X3KJ#8043

brazen prairie
stuck oyster
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👍

brazen prairie
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any good guides for lods

stuck oyster
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dont think there are. most of them are somewhat simplier versions of your first res lod (the visible one) BIKI has a page of LODS describing them pretty well

brazen prairie
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Alright cool I will check that out

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Thanks

agile flint
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I remember someone mentioning a ratio

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1st LOD = 100% Vert count
2nd LOD = 75% Vert count
3rd LOD = 40% Vert count
4th LOD = 15% Vert count

Someshit like that. Probbaly wrong but I have seen someone mention something like that

tulip beacon
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afaik every next lod should have halved tricount

tacit karma
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@⎝⧹🆂🅴🅱⧸⎠#1383 can you please change your nickname?

wraith tendon
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@brazen prairie

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There @tacit karma Marked him for you =}

tacit karma
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@wraith tendon vielen dank gnädiger Herr 😄

wraith tendon
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Gern gschehen 😄

terse elm
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What’s everyone working on? Get ur Wips out 😃

simple lake
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all done in the wondeful 02 /OB

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note section count is HIGH because of other lods usage of many textures

agile flint
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I'm working on this shitbox haha

foggy finch
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🙄 😃

twin urchin
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what kind of bullet is that?

simple lake
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you should know surely , all them guns you made 😃 ?

twin urchin
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well it looks like a 5.56 but still it looks kinda weird

bleak flame
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.338 or something very close

foggy finch
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bek wins

twin urchin
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thats .338?

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bullet looks way small

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and short

foggy finch
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lapua super magnum

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it's actually straight off the lapua spec sheets for em

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so guess it cant be too small 😃

twin urchin
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hmm interesting

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usually it has a sharp long bullet

foggy finch
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they do a few different loads

twin urchin
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that might explain it heh

foggy finch
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its close enough for my needs though

twin urchin
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you doing AX338 😛

foggy finch
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nah l115a3

twin urchin
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oh ok

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close enough 😉

foggy finch
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might do the AX sometime though

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finish this generation first tho innit 😃

polar fiber
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The drawing in the spec sheet might not be to scale. The measurements are, but sometimes such diagrams are drawn with proportions to emphasise the neck, shoulder, rim etc.

covert sundial
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How do I open a pre-made model in blender? & is that the best program to make arma 3 models with

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?

stuck oyster
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pre made model from where?

covert sundial
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Arma

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3

stuck oyster
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you cant

covert sundial
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You can't open vanilla models

stuck oyster
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arma models are in binarized format

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no

covert sundial
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Dang

stuck oyster
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and not any packed mod models either

covert sundial
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How would you open a pre-made model

stuck oyster
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you wont

covert sundial
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From arma

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A unpack one

stuck oyster
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you cant

covert sundial
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In that case is there any experience model makers here who could make a specific model?

stuck oyster
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probably there are

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but the guys who make comissions are likely to ask professional rates

covert sundial
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I'd expect that, anyone who's able to make a model and would like to talk about what I need doing and what it will require on your end feel free to Direct Message me on discord, looking for experienced model creator 😃

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@stuck oyster what are texture files called

stuck oyster
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sorry man im not google

white jay
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so i wanna start working on a b4 maintance stand. i get 2 stands and wondering if the updated version is used on lhds aka wasp class ships. first id i get is 1730-00-294-8883 and shows a stand with a different bottompart. more smaller rainlings and looks a bit fragile. https://imgur.com/a/IIlJR

tacit karma
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Lol

white jay
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the first pic shows the version used on lhds, but the second version is rather new i would argue. anyone got info on it beeing in use? the second version would also be easy to create, instead of the other version

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the reference ids are posted in the imgur link below the pics if anyone wanna search themself. i find the second, updated stand only beeing used with civilian planes, helis.

bold flare
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Are you on the wrong discord?

white jay
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model makers?

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also this channel proofed usefull before with other detailed info regarding tow tractors

bold flare
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Ah okey.. Seemed kinda weird that you seem to be asking about something entirely Arma unrelated in here

white jay
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how is a military service tool unrelated to arma?

stuck oyster
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mentioning BF4 in first sentence may cause misunderstanding

white jay
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sry that was a error on my part. i lost a finger some time ago and type weirdly currently. the stand is called B4 maintance stand

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not bf4

stuck oyster
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that explains a lot 😄

worn dove
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Sorry to hear that. No worries.

white jay
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right hand middle finger and im right handed. so yeah atleast aint the triggerfinger 😂

stuck oyster
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was this incident related to a man with big ✂

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just remember this childrens story about a man who cut off middlefingers of children you liked to flip people xD

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anyways, the yellow one looks like it can be raised

white jay
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no just a idiot beeing to stupid to open a can of dogfood. didnt watch clearly at it and slid of while i pulled the lid. cut off half of the finger.

stuck oyster
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the white one does not

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ouch

white jay
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so yeah that was a loss. learned to watch at what im doing tho haha

tacit shard
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https://imgur.com/a/elEoi (Link is an album) Working on this and I was just wondering if anyone else thinks the lighting is off? Im starting to like it but I think im just getting used to it. At certain points in the day though the lighting looks really odd imo. I was wondering if anyone could give me any feedback or advice?

Thanks in advance.

strong plaza
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is it possible to make it night in Object Builder's Buldozer?

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besides waiting for a really long time

stuck oyster
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not sure if the environment settings work anymore

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I think they did at some point

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in A3

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but at least could not get it to work

strong plaza
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how'd you get to them?

tacit shard
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click the button you press to start model viewer and then under that menu there is 'environment editor'

stuck oyster
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also dont do it if youre prone to epilepsy

strong plaza
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doesn't seem to work, set the time to 3 am and nothing changed

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only way I can view the emissive texture as night is ingame which is not practical because it takes a long time to pack

tacit shard
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What are you using to pack it?

rough idol
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there is script for that

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should be somewhere on BIF forum

strong plaza
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pboproject, naturally

tacit shard
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ok good lol, are you doing full build each time?

strong plaza
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what do you mean by "full build"?

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I am packing everything yeah

rough idol
hollow fulcrum
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haha, i was looking. haven't ever really needed it, but it would be nice. much appreciated @rough idol

rough idol
stuck oyster
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thats already implemented in mikeros tools

strong plaza
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implemented in paid version?

stuck oyster
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yes

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but dont think it works with OB buldozer

ebon abyss
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hmm maybe I'm wrong but doesnt that only work on terrains?

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hah

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yeah the few times I ran object builder buldozer I dont recall seeing lappihuans sqf welcome menu.

rough idol
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you can use that in regular buldozer too but afaik controls are limited in some way

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so you can preset date/time in script

stuck oyster
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the menu is there but the keys dont work

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or it comes up occasionally

strong plaza
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well shit

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when did the environment editor stop working?

hollow fulcrum
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it hasn't worked properly for some years now.

rough idol
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yeah, keys don't work that's why you need put your settings manualy in script

strong plaza
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hm

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I'll have a look at that

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probably faster than packing

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and loading the game

hollow fulcrum
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aye that works, easy peeze.

stuck oyster
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@rough idol thanks for the tip!

strong plaza
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how'd you do it?

rough idol
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so i.e. if you want to turn on nvg put camUseNVG true; in initBuldozer.sqf

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and so on

hollow fulcrum
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i just copied the files over, edited the editor.sqs

strong plaza
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I don't see an editor.sqs in neither the p: scripts folder nor the files I downloaded

rough idol
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create P:\scripts\initBuldozer.sqf and type there whatever script commands you want

strong plaza
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I do have an initBuldozer.sqf

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So what would I specifically put in there to make it 3 am?

hollow fulcrum
strong plaza
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hmm

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it started off as night, then when the model loaded it bacame day

rough idol
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ah, seems env editor kicks in

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I had a setup in work to override it - will take a look at it tomorrow

strong plaza
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cool, let me know if you figure it out

ebon abyss
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yes please, would be nice to document that.

hollow fulcrum
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ah yeah.. it does the same to me. loads properly but then doing anything resets it. im sure the master wizard has a solution though. look forward to it.

polar fiber
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you can use the environment editor slider. To avoid it flashing and giving seizures though, you have to click and hold a moment on the timeline at the desired position - don't drag the slider

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but repeatability is an issue - there's no clear indication what time of day the position you click on the slider corresponds to, and it changes after every time change

strong plaza
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doesn't work

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the slider won't move

polar fiber
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it doesn't move

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bar just turns black while you have MB held, then when you look in buldozer again, the time of day is different

daring solstice
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Well I am back, I know I have a bit of a record here but I thought about it and yea I'll make my own mod.

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Thinking of making a (Somewhat) Sci-fi Mod for Arma 3,
Something kinda like COD: Infinity Warfare's style, Humans go to space, make a colony, the colony breaks off and becomes a faction that fights against Earth.

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Not sure where to go to talk about this.

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I have ideas in my head, I want to make models but I am very new at it and am not sure so I am asking for advice.
Should I edit Arma 3 stuff and just retexture for now or should I actually go and make a full custom mod and everything??

stuck oyster
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learning to model could take some time so starting that early could be beneficial

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editing arma stuff would limit you to texture changes which can become very restrictive fast if youre trying to do something original

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and out of normal Arma scope

half heath
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Start small make a few models, learn to unwrap, bake, texture

foggy finch
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👆

polar fiber
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which ever you feel most comfortable modelling in

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Nothing that outweighs one's own personal preference for the interface and usability

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The differences aren't important until it comes to the market for third party tools, plugins and tutorials

foggy finch
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yep, couldnt have said it better. some will swear by one package, others a different one

woeful viper
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are there any samples for character heads with skinning to the facial bones? My gas mask is 100% weighted to the head bone and the chin clips through whenever he does the silly "check if my yaw still works" animation

glad pagoda
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There's one in the RtmTemplate folder in the arma 3 samples folder. The head model is called bust.

woeful viper
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ah ok thank you... i haven't thought about checking there, stupid me

broken abyss
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Hey! Anyone know what to write in named properties so an object follows terrain slopes?

formal vapor
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Can Zbrushcore export textures or paint files? I'm needing to upgrade my sculpting and 3d painting development and zbrushcore crossed my desk. Zbrush, the $789 version, is absolutely out of the question.

cinder pivot
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I was looking at zbrushcore for similar reasons, I know I don’t have an answer for your question but I would like to know myself as well @Tim#5638 but I did find out regarding sculpting.. If you purchase a wacom Intuos 3D you get a copy of ZBrushCore - I dont know if its a different version then regular but thats basically a med size tablet and zbrush for $200

formal vapor
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I honestly don't know if I'll get zbrush. So far this trial version is like blender and mac had a love child and spat out a program that makes no sense.

hollow fulcrum
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lol

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zbrush is certainly special in the UI department. uber powerful though.

formal vapor
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yea, i see a lot of great stuff in it. grumbles about the stupid transpose tool

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it has a pretty steep learning curve that's not good if you're trying to learn it in a week

cinder pivot
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Yea probably not

hollow fulcrum
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¯_(ツ)_/¯

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i belong to the master race. that is always a safe option.

formal vapor
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do you use zbrush?

formal vapor
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Well I got pretty far into my first z brush sculpt without chucking my computer straight out the window. I'll chalk this up under a win for tonight.

hollow fulcrum
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i use it on occasion. studio max most of the time though.

plain jackal
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hey so is there a faster/more efficient way to do Geometry LODs than just modelling them by hand? Just curious if there is some way to convert the Resolution LOD or something.

stuck oyster
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dont know of such tool from the top of my head

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would imagine such would need pretty complex calculation to determine what is wall and what is not

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and what is detail to leave out

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etc

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In my experience making them by hand is fastest

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though with rocks I have experimented with blender operator called convexHull to create convex geometry pieces of more complicated rock formations

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dont think It would apply so well on complex vehicle or a building though

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because details being in the way

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Im hoping your using some better 3D tool than ObjectBuilder for making them though because in there its painful xD

plain jackal
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yeah my art people usually make them

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though i dont always have that luxury 😞

stuck oyster
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do more of it and you get faster

plain jackal
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yeah its more me being lazy than anything else

stuck oyster
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there is no software for that Im afraid

plain jackal
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I didn't think so but i figured better to ask than just assume

stuck oyster
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it was more of a joke ;D but yeah at least im not aware of something that would generate simple geometries of complex geometry objects automagically

edgy yew
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Any modellers here intrested in some work?

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If any of you have the free time

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im looking for someone who is good at modelling armor/platecarriers/Vests

polar fiber
edgy yew
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oh sorry

formal vapor
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@plain jackal For fast testing you can duplicate the LOD and do a merge points. But LOD creation really does start with the first LOD, i.e. watching where you place edge loops so you can remove them easily for lower LODs or having textures under 3d model parts like bolts or lights.

vernal lynx
stuck oyster
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Since it is not an issue with anythin vanillla no it has not.

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its rather unfortunate limitation yes, but I think I have a just slightly hacky solution for it.

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In theory at least

vernal lynx
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I'm using vehicle-in-vehicle transport but I guess you guessed

stuck oyster
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yes

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but that same issue is with anything that is driven/flown/operated from very rear of the vehicle

vernal lynx
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Did you try to set driverLOD to cargoLOD ?

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via config

stuck oyster
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I recently ran into it with my walkers and laser beams I was doing for it

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no dont think those work either due to how the view of the passenger is rendered over everything else

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What I did was I put my laser beams and walker weapon arms into separate object and attached that to the same position

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and copy the torso movement to them so they keep up

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and thus my lasers dont draw over the view

simple lake
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only way i founf was to actually put a lod proxy and hide unhide the type

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i had pallets on a forklift and had to do this

#

i think in the end i even went so far as to make the pallet a Man class and actually move it in 😮

stuck oyster
#

I got a bit different approach in mind

simple lake
#

attachto also renders outside the lod too tho ?

stuck oyster
#

what do you mean?

simple lake
#

when in cargo view objects attach appear outside the res lod

stuck oyster
#

yes

#

but if its the driver that is the attached one

#

youd see the whole vehicle as "outisde" model

simple lake
#

that was always the problem so placing a Psuedo object in a cargo seat did the trick

stuck oyster
#

which is my theoretical approach

simple lake
#

its an old OFP approach i used in all armas too

stuck oyster
#

if you remote control an invisible driver of the main vehicle form a seat thats attached on its place

simple lake
#

i think most it was used in A2 heli transport

stuck oyster
#

you should see the whole vehicle

simple lake
#

for a emch i just made it man class

#

mech

#

it was a pain but it was much better the MEch part was a uniform

vernal lynx
#

quite a pita to setup

simple lake
#

yup

#

single player stuff at best

stuck oyster
#

my mechs legs are man class

simple lake
#

i did it all man calss and proxy the man in the driver seat and restriced what unit can drive

#

all proof of concept and got bored

#

think i have a vid somewhere

stuck oyster
#

mine has worked so far

#

¯_(ツ)_/¯

simple lake
#

that was a first test lol

stuck oyster
#

same principle

rough idol
#

wouldn't be it easier to use maverickWeapon instead?

simple lake
#

its good fun but AI was a pain

stuck oyster
#

not making mine AI inmind

#

if it works fine

#

if not the not

#

@rough idol could you ealborate about using mavericWeapon

rough idol
#

instead of making AI units, I've tried adding proxies & configured them as maverick weapons - "i think in the end i even went so far as to make the pallet a Man class and actually move it in "

#

so you can have some sort of modularity

#

back then geometries were not working with maverick weapons but after jets dlc you can have some sort of modularity of vehicle with this approach

stuck oyster
#

interesting! could open up some new avenues

simple lake
#

no because the pallet could move in the pallet truck and the truck it was loading too as it was man class

#

its easier to set it has a man than weapon

stuck oyster
#

@vernal lynx where you saying my method would be pain in the ass to set up earlier?

simple lake
#

and of course maverick is TYpe and so will register vehicle as dangerous prolly too

rough idol
#

huh?

#

how adding magazine is going to change side of vehicle?

simple lake
#

dunno what ya mean , you cant add a magazine to a vehicle if it isnt configged to have it

vernal lynx
#

Using a remote control over invisible AI yeah

simple lake
#

thus you would need to config them all

stuck oyster
#

it would be simple user action

simple lake
#

anyway it was 2008 when i last did pallet man

stuck oyster
#

or tied to the get in action of the invisible "drive anything" vehicle

simple lake
#

yeah but are you saying you can add maverickweapon to anything ?

ebon abyss
#

reyhard: days ago I asked about the helipad empty, your tip worked great, thank you.

simple lake
#

that reminds me i need to make a brown nose for a new character , anyone knows which is best head to use ?

dusk frost
#

Hey, how can i create a moving antenna for a vehicle. so it moves with the vehicle

bold flare
dusk frost
#

Okay, i will read through it. thanks

dusk frost
#

@bold flare Could it also work with gmetery?

bold flare
#

It could work with everything that can work in your mind I guess

#

You can use any of these in that list that apply to car/any

#

Could even animate it based on rpm 😄 Which would certainly look funny

dusk frost
#

yeah, i try some 😂 but how can i make, that just the end of the antenna bends?

#

so that it looks realistic

stuck oyster
#

you will need to weight it

cinder pivot
#

via geom or what do you mean?

bold flare
#

@cinder pivot gmetery the animation source

cinder pivot
#

🤦 ah I see now

#

cool

dusk frost
#

which part should i make heavier of the antenna? and in which lod?

stuck oyster
#

in animations weighting relates to "how much weight each moving bone applies to the part of mesh"

dusk frost
#

"how much weight each moving bone applies to the part of mesh" ?

stuck oyster
#

have you ever animated anything in arma?

#

or in any game

dusk frost
#

nope. thats the problem. but i want to learn it

dusk frost
#

okay i will read this ^^

vernal lynx
#

GL HF 😬

hollow fulcrum
#

go fast time.

cinder pivot
#

nice work ! Looks great

#

I have a RC version of that boat - wicked fast and fun

#

😄

hollow fulcrum
#

thanks! it's been fun sorting in game. currently running it on two bouy objects and it's a trip. thinking i can rig up some sort of physx foo so the canard has some functionality. we'll see how it works out. it's oddly enjoyable just going stupid fast that close to the water in such a small space. jet engine sounds are an added bonus.

stiff owl
#

does anyone know if there is a US coast guard mod if not someone should make it its something arma 3 needs for more ocean missions

twin urchin
#

what's that? a Batmans boat?

quick terrace
#

a @hollow fulcrum boat 😉

#

@Fuck This Kid in the pic#2886 this isn’t an addon request channel

terse elm
#

Looks great that hatchet!

woeful viper
#

can it transform into vtol plane? 😄 Looks dope

#

it only lacks one thing: rocket boosters

hollow fulcrum
#

thanks guys ☕

grand swan
#

Any one here know if Arma3 changed some stuff regarding lights. I use the Blue emergency light RVMAT that the Police Offroad uses. During the day its blue but when it changes to night it turns white, and it never was like this.

stuck oyster
#

dont think there has been such for a long time

grand swan
gentle grotto
#

Awh man.... that's so nice!

grand swan
gentle grotto
#

gorgeous i love the lighting

grand swan
#

Yea i liked it tho but now it doesnt work anymore

#

now it just looks like a box chaning color and not even the right color

stuck oyster
#

and what has changed

#

map?

#

model?

#

material?

#

did you make a copy of the material you had

grand swan
#

nothing have not touched it so i am guessing that arma must have changes something maby since i used their rvmats for the lights

stuck oyster
#

could be that has changed

#

it is possible

grand swan
#

P:\a3\data_f\lights\car_beacon_blue_emit.rvmat

#

this one i used

stuck oyster
#

well have you tried making a copy of it and tweaking it?

grand swan
#

i am now loading a older version to see if it still might be me that changed something

#

no not yet

stuck oyster
#

well try that older version first

#

but its possible the arma material has changed too

grand swan
#

or could it be maby because of a other mod?

stuck oyster
#

its possible

#

thats first thing you should have tested tho

grand swan
#

testing that now but i think it might be arma cuz i also seen some changes in the rvmat tool

quick terrace
#

@grand swan oh wow, nice model, did you make that?

grand swan
#

Got it from Abruzi hes a altis life modeler

cinder pivot
#

🏃

median bough
#

And where did HE get it from?

stuck oyster
#

oh..

quick terrace
#

@grand swan ohhh, such a pity....pretty sure he did that himself....

median bough
#

Never trust a model unless you made it yourself 😂

quick terrace
#

@stuck oyster noob 😃

stuck oyster
#

well im not really that supprised

#

would have been nice if it was legit

bold flare
#

I'm sure he is one of the more expensive modelers

#

for that car you bought @grand swan you probably payed half a thousand bucks or more.
Man I would never put that much money into a game i think.

hallow turtle
#

Wait a sec, the picture he first posted had a mercedez logo on it...wtf. Do they seriously make trucks like that?

cinder pivot
#

Yea

median bough
#

I think it's called M class?

median bough
#

In the Bundeswehr it's the Wolf iirc

cinder pivot
#

My guess ^

hallow turtle
#

Oh, are these the ones they made in the early 2000's?

median bough
#

Oh right, sorry... G class

hallow turtle
#

Because there are M class trucks if I remember correctly

grand swan
#

Its a mercedes G class 95 something

stuck oyster
#

what they were saying was that your source is very likely not legit

#

as in the model is taken from some other game

grand swan
#

Oh

stuck oyster
#

which happes a lot (too much) in the "Life" scene

#

if you have not yet heard now you do.

median bough
#

As i said: don't trust a model that isn't your own 😉

grand swan
#

Oke, well i did kinda fix my problem now on an other model but still it looks like a little box chaning color, like no glow around it

#

this one is legit, its the arma 2 SUV and the bumper i made my self and stuff

stuck oyster
#

youll need emissive material for it to glow

grand swan
#

yea i edited the one i got our of arma but still no glow

stuck oyster
#

examples at P:\a3\data_f\Lights

grand swan
#

yea thats where i got that from too

stuck oyster
#

did you apply it on the model?

#

repack it right

grand swan
#

yea

#

i also loaded a older version where i should have worked, but no luck

stuck oyster
#

does the vanilla one work?

grand swan
#

also the same

stuck oyster
#

then id suppose it can be the map youre on

#

or some other mod messing up your stuff

grand swan
#

i am only running the car now and its an arma map

#

so i think arma changed something lately

stuck oyster
#

well try only vanilla arma

#

and see how that looks

#

then youll know

#

I have no issues with my emmissive materials

grand swan
#

could you send me your RVMAT/

stuck oyster
#

the arma ones are pretty much the same

#

try without any mod stuff

grand swan
#

will do

stuck oyster
#

if the arma car works

grand swan
#

also white during the night

#

ps also noticed that the focus is not working on the camera mode

stuck oyster
#

which car is that?

#

could be vanilla related issue. Seems like most of the beacons loose the glow in certain directions

grand swan
#

it was the gendermarie one

#

offroad

formal vapor
#

Anybody use 3d Coat? I have a question about importing a model as reference for sculpting a separate object.

main jasper
#

Hey guys.
I have been having an issue with one of my models. I am trying to create a runway out of objects (I know it may not be the best way but for the sake of ease for what I am trying to do it is the best way.)
The issue I have been having is that when I shine light on the object the object looks black (See First picture.)
I have uploaded some pics of what it looks like in game at night and what it looks like in Object Builder. Any Ideas?
https://imgur.com/a/VAr0u

stuck oyster
#

could be RVMAT issue

main jasper
#

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,1};
emmisive[]={0,0,0,1};
specular[]={0.02,0.02,0.02,1};
specularPower=10;
PixelShaderID="NormalMapDetailSpecularMap";
VertexShaderID="NormalMap";
class Stage1
{
texture="PRP_GrandIslandObjects\MainAirport\Runway\rway_36_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage2
{
texture="#(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT)";
uvSource="tex";
class uvTransform
{
aside[]={14,0,0};
up[]={0,14,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="PRP_GrandIslandObjects\MainAirport\Runway\rway_36_smdi.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

stuck oyster
#

any special reason you are using these pixelshaders and vertexshader?

main jasper
#

To be honest with you it was just a template RVmat which I just played with some of the values with. I honestly am not too great with RVmats

stuck oyster
#

looks about right I guess. dont think Ive seen such lighting issue before

main jasper
#

Any ideas on first thing I could try to fix the issue maybe?

stuck oyster
#

is it just a simple plane mesh?

main jasper
#

It is a 50x50x0.1 box

stuck oyster
#

is it to be placed on terrain?

#

as there are better ways to do that

#

also it could be shadow error

polar fiber
#

add more subdivisions to the model

#

models are only lit at each vertex

#

so if your verts are 50m apart, and you're shining a light in the middle of it, it wont be lit where there is no vertex to illuminate

stuck oyster
#

Oh hey yeah that was a thing! Would not have remebered that one. Thanks @da12thMonkey#2096

#

but still if its to be used on terrain making it use the road tech could work better

main jasper
#

I see. So making the whole thing out of smaller boxes?

#

It is going on a terrain but it is raised off the ground so the normal ways would not work

stuck oyster
#

raising it will also cause trouble

#

stuff usually gets caught in the seams

#

if its on flat terrain

#

dont

#

and not smaller boxes

#

just divide the surface more

main jasper
#

I know more segments

#

That's what I meant by more boxes

stuck oyster
#

👌

main jasper
#

Well ty guys. I will try it out and come back with results

stuck oyster
#

well if planes bounce on the edges remember us

#

if it works then 👍

main jasper
#

xD I will do.. Lets hope planes are alright 😛

lusty ginkgo
#

Can AI navigate objects with Roadway LOD's if they are relatively basic?

#

Like if I make a giant hole in the ground and build a simple plane over it would they be able to walk on it as if it were just regular terrain?

#

or if I have catwalks/scaffold platforms on steep cliffsides

bold flare
#

afaik they need pathway lod

#

If it is a very easy and open object they might be able to walk on it without pathway.. But don't quote me on that

obtuse rain
#

da12thMonkey: "Models are only lit at each vertex" doesn't sound correct, point lights are usually evaluated in the pixel shader based on the TBN matrix (from each vertex) and the normal map.

polar fiber
#

I meant reflector lights like the one he was showing in the image

#

ones with direction

#

omni light sources work differently

lusty ginkgo
#

If it is a very easy and open object they might be able to walk on it without pathway.. But don't quote me on that In my experience that is true to some extent. I have made dirt piles and things like that that only have roadway LOD's and AI seem to be able to walk on them a bit

stuck oyster
#

they may still recognize the terrain beneath and walk on that

lusty ginkgo
#

I am going to do a test object protruding from a cliffside and see how they behave on that

simple lake
#

1 meter above terrain they get stuck < 1 they use terrain i learn this from my "dynamic Terrain tiles "

#

IE path using terrain but physically walk on the raodway lod OFC

lusty ginkgo
#

I don't think that is the case

#

my object went at least 5 meters above ground

simple lake
#

not sure what you mean as "wasnt the case" ?

#

i merely wrote my obesrvation of an AI calculating its path from 1 place to another

#

above 1 meter it thought for 40 + seconds below 1 meter it was < 10 seconds

#

its pathing time was greater when the height of the lod it was on was > 1m

#

it has to do with the anim starting of flying

#

been that way since OFP

#

i think in Arma it look like bow legged and ride a invisible bike

white jay
#

Arma AI Pathing is very basic, AI Path LOD are basically rail lines for ai to walk along i.e the edges of the face on the Path LOD.
Also if it worked with just Roadway LOD you wouldnt have simple dirt hump with AI Pathing on them

simple lake
#

sometime i used toi think also the snap points in memory were a guide however after 1 meter resolution for AI accuracy (lolz as if ) it seemed they became less accurate

bold flare
simple lake
#

@lusty ginkgo https://www.youtube.com/watch?v=DpgWxLtPzpM its only exaple of my own finding and not conclusive but this is problem i had since OFP in waypoint pathing and Ai when above 1 meter , maybe now Geometry lod and such allow for diffent perception to AI .

#

its not best example but an insight non the lesss 😃

lusty ginkgo
#

I'll let you know if I discover any miracles lol

simple lake
#

well for me its over because i cant animate Verrice in physx but i hope maybe in Enfusion things are changed 😃

lusty ginkgo
#

what is that plane supposed to be?

#

sat tile?

simple lake
#

those planes are my terrain tiles for making terrains in A3 ingame

#

theya re 7.5m for chernarus

#

yeah it has chernarus sat on it

#

well 000_000_lco

lusty ginkgo
#

could you make a model that is just a pathway LOD and roadway but otherwise invisible to players?

#

Or even make segments that could be put together on the terrain in bad areas?

simple lake
#

yeah im sure ya could the problem is for me Vehicles drive on Physx lod so its all borked lol

white jay
#

Where would I ask about adding a second fire mode to a gun? Similar to the type 115 but the underbarrel would fire 8rnd 12 gauge from the m1014

simple lake
#

configging

lusty ginkgo
#

I think you just need the right mem points on the models and the rest is just config

stuck oyster
#

mem points are important

#

so they got to be in the model

simple lake
#

i thought modes were single , semi ,auto 😃

lusty ginkgo
#

he means like adding an addition barrel I think

#

probably similar to a grenade launcher config wise

simple lake
#

yeah i think for that he need some sample model or somehting

#

or just downlaod that it shoots everything everywhere

white jay
#

My goal is to basically make Bucks sniper from Rainbow Six Siege out of a Cyrus 9.3 😂😂

simple lake
#

have fun in arma everything is possible as long as you can accept it will be 90% perfect adn 100% fun

#

i even made roller blade other day for no reason but fun

#

ok it was 30% perfect and 100% fun tho

quick terrace
#

😄

white jay
#

I'm just not quite sure where to start

simple lake
#

at the beggining and crawling 😃

#

dont walk or run for 1 week

simple lake
#

@white jay start simple with an easy shape like this in game 😃

#

my first Tent 😃

white jay
#

Well I'm just tryna make an underbarrel shotgun thing

simple lake
#

what are you starting with ?

#

the sample model has an element of everyhting i believe

white jay
#

@simple lake like I'm using the 9.3 I'm just trying to add on. It can be very simple but I just need to figure out how to make the animation work as well as the bullet coming out the actual underbarrel not out of the normal bareel

#

I just have No idea where to even start with the attachment

simple lake
#

well i would use the sample and examine it , get to know it and change it around

white jay
#

In what editor?

simple lake
#

mess with using different path in the config , maybe you can undersling the sample underbarrel to a full ingame model

#

nah in Notepadd ++ and object builder 😉

#

downlaod A3 tools on steam and Notepad ++

#

then tell all your friend and relative you will see them around 2020 (ish)

white jay
#

Lmao

#

Is there a tutorial anywhere that shows how to make things?

simple lake
#

no i think for this you need to learn by trial

#

usually under slinging an existing weapon is maybe step 100 in process

#

best to learn the example addon and then apply what is learned to your idea

white jay
#

What do you mean by "underslinging"

simple lake
#

well the underbarrel is slung

#

have a mess in configs see if you can make some fraknenstiens 😃 it will be fiun for you

sharp halo
#

Hi, how to put exact coordinates for point in space in OB?

#

ok nvm

simple lake
#

slect point and press Shift + e

white jay
#

You and I have different opinions of "fun"

simple lake
#

patience dear boy patience

woeful viper
#

wat

hollow fulcrum
#

@simple lake always has something crazy he's tinkering on 😄

simple lake
#

😉

#

one day i will get a retweet from A3 official then it can all end with a smile

woeful viper
#

at end of a3 life is a good opportunity for that, looking at the recent sitreps - 90% user content mentions 10% BI news ^^

simple lake
#

well out of 100% tags i got 0% retweets so far in 2 years lol

woeful viper
#

mebbe your content doesnt fit their hidden agenda 👽 #conspiracy

simple lake
#

haha well i dont do it for tweet only fun 😃 so i am content with my content 😉

simple lake
quick terrace
#

@simple lake AWESOME 😃

simple lake
#

now i just need to learn how to model 😉

quick terrace
#

😃 what you wanna do with it?

#

i would fix only the alphas and the svlod

#

love the overall techy feel of it

simple lake
#

well the shadow lod isnt closed as its a single plane thats why its funky but to be honest it helpled with seeing the tris

#

what i want to do is plot shapes in and animate on the plane using a quadrant graph

#

just for some dynamic ambinece in the horizon

quick terrace
#

duplicate that face and weld vertices = done

#

i always loved the wacky shit you do man

simple lake
#

yeah i will do that at some point but ya know for me the funky inbverted shadow is well groovy 😃

rough idol
#

or you might try sbSource = visualEX

#

did you tried if physx is working with roadway lod? @simple lake ?

simple lake
#

the weld vert fix it , no but i hope to try today 😃

#

iirc the problem was also that Geometry lods dont Triangulate in game like roadway lod

#

so when old geo animated it was sqaure plane not tri and so was a bit of a mess

#

but it will ne nice to revisit

lusty ginkgo
#

some A3 models have lodnoshadows as a named property instead of lodnoshadow

#

anyone know why this might be?

#

also some of the trees use frequent = 1

#

I thought that was only for clutter models

lime nebula
lusty ginkgo
#

so, as the name implies, it's for frequently occuring models

#

if I understand correctly

lime nebula
#

Yeah

lusty ginkgo
#

thanks

#

that should make things less confusing

lusty ginkgo
#

fixing my trees and added that property seems to have massively improved performance for me

pure whale
#

apparently maya doesnt do tgas well?

#

super fucked normals

hollow fulcrum
#

not sure how maya would not do .tga's well. not that i maya, but.. please do explain @pure whale

polar fiber
#

should bake to a format with a higher bit-depth tbh

#

reduces banding in the bake

lusty ginkgo
#

this was in one of A3's polyplane rvmat for one of its tree models

#

not sure if this is helpful info but I guess the comments explain how the shaders work

stuck oyster
#

great find!

lusty ginkgo
#

I'm not sure I am the first one to find this

#

but I figured maybe nobody has seen it

#

glad I decided to paste that

#

hopefully it is useful

pure whale
#

@hollow fulcrum it was the texture itself

#

was kinda sorta 1kb

woeful viper
#

you sure its not pebkac?

pure whale
#

no

#

the file was corrupted

#

is fine now

woeful viper
#

ok

#

@polar fiber since it has to be down-"deptht" back to 24bit for arma - what would that accomplish?

#

24bit dxt compressed even...

quick terrace
#

have some proper baked sources? @woeful viper

#

at the very least

polar fiber
#

baking at higher bit depth and then resaving at a lower bit depth produces better results

quick terrace
#

^^ true that

#

shit @polar fiber, now that we are free to do 4k textures for arma

#

i need to bake my sources @8k, that is what you are saying

#

😃

woeful viper
#

better but how much? "but i have golden audio cables" better?

polar fiber
#

transitions between colour regions generally seem less aliased

hollow fulcrum
#

you don't already do all your work in 8k?

woeful viper
#

I bake in target resolution. Tried double resolution and downscaling later - didn't look any better than baking straight to target resolution.

#

not worth the extra time it takes.

#

if id know i would be possibly selling my stuff for topdolla later - maybe i would switch to double res. But not as it stands

ebon abyss
#

X$KJ

woeful viper
#

i wish

woeful viper
#

hit W in OB

#

-reverts faces

late raft
#

Do I do that for all selections ?

stuck oyster
#

just those that are reversed like that hat of yours

#

and not selections per say

#

but the model

late raft
#

i feel like im going through terrain builder again

stuck oyster
#

every new tool takes some getting used to

late raft
#

How do I make a selection into a section for I can put a different texture on it?

stuck oyster
#

you make a selection and write it into model.cfg section list

#

and then write it in hiddenselections in config

late raft
#

I mean in OB.

stuck oyster
#

now I dont quite understand

#

as in assign different material/texture to it

late raft
#

yes in OB.

stuck oyster
#

well you can use the UV editor

#

or select your wanted parts of the mesh and hit E

#

and change material and texture there

late raft
#

I hit E and it's not popping up the face properties tab.

#

nevermind

#

buggy

languid urchin
#

Greetings ! I'm looking for someone who can help me with a p3d file ? i want to add a watch to the fatigues uniform?

white jay
#

Has anyone ever made a uniform from the ground up or has it always just been ported

languid urchin
#

I don't know, all i need is to open the fatigues p3d file and add a watch

cinder pivot
#

You can’t unless you made it or have source files

#

Since you don’t know, I am guessing that it fits none of those so you are out of luck

languid urchin
#

I Can open the sample p3d but bulldozer crashes..

#

when i click on preview

#

lol

sonic valve
#

Hi, I have a question.
My friend made a tank, works fine and such. But when it gets wrecked the model sinks half way into the ground. Infantry can run through it like it has no collision, but vehicles still interact with it as if it was there...

#

Firegeo seems to still be intact as well.

quick terrace
#

it is a geo lod issue not firegeo if you can walk through it

tacit karma
#

Do you have a Wrekc LOD?

atomic path
#

So we've encoutnered this problem:
the memorylod is offset from the resolutionlod ingame, but not in OB and bulldozer.
Basically the the model.cfg animations work well in bulldozer, and when launched ingame the axis are offset and the animations are bugged. Any ideas why doesn't the memorylod follow the weapon?

polar fiber
#

needs the correct autocenter named property

#

0 I think for weapons

atomic path
#

it is there

#

(also my other weapons without autocenter work)

#

it doesn't work with both autocenter 0 and no autocenter at all

polar fiber
#

autocenter 0 should be in the geometry LOD

#

doesn't need to be anywhere else

atomic path
#

oh right, there is no geometry lod at all in the weapon I described

vernal lynx
#

you need one for every model, even if it's empty

#

and you need to set a mass if you want collision to happen with the convexcomponent

#

about autocenter, I never did a single model without autocenter = 0, idk why this is not even a default value actually

#

actually for your gun you need your geometry lod + convexcomponent with mass since it will be used as buoyancy model for physx collision when your character dies

polar fiber
#

vehicles need it set to 1 (or no autocenter 0 in the model), else they have issues with water

vernal lynx
#

Never had any feedback reports on the vehicles I have checked right now which are autocenter=0 🤔

#

what kind of issues do you mention ?

polar fiber
#

try driving them through water. They don't slow down

vernal lynx
#

oh ok, gotta try it

polar fiber
#

it's a pain, because it then makes it hard to calculate model centre and do things like fordingdepths

#

setting to 1 I mean

vernal lynx
#

yet, does it happen a lot to drive in water ? 😃

#

the only time I drove in water on arma 3 is to cross a river on isla duala

polar fiber
#

it doesn't happen much no, but it's one of those things that bugs you a bit when you know it's not working

vernal lynx
#

it's not a bug it's a feature 😄

polar fiber
#

sure, if you like an express ride to the bottom of the ocean

vernal lynx
#

hehe

polar fiber
#

but yeah, for proper interaction with water, geo LOD needs autocenter 1, buoyancy 1 (and if your vehicle doesn't sink properly, a smaller buoyancy LOD) and to do some attachto fun to find out where the centre of your vehicle is ingame, and what value to plug in to maxFordingDepth to get the right offset

#

fortunately you can use negative values on maxfordingdepth now when autocenter is above the required water level

lean merlin
stuck oyster
#

reinstalling tools might help

#

also are you running them from the installation directory exe/shortcut or through armatools?

lean merlin
#

arma tools

stuck oyster
#

armatools should be run only once so it does its registry stuff and you set up the P:\ drive path in the settings

#

after that you should use the exes in hte respective installation folders

#

also dont run any of the tools in Admin mode

lean merlin
#

tried what u said and doesnt work still..

#

maybe i reinstall object builder?

#

still now ork

plain jackal
#

are the APEX assets not usable as proxies?

stuck oyster
#

which one youre trying to use and does it give error or something?

plain jackal
#

I'm trying to use the apex balaclava with a piece of headgear but it just doesn't show in-game

#

no errors or anything

#

which leads me to believe its encrypted or something

stuck oyster
#

dont think character relataed stuff can use proxies

#

as in other than the engine proxies for head, weapon etc

plain jackal
#

damn

stuck oyster
#

something something I've recently put together

agile flint
#

This is probably the most obvious question, however is it possible to change track length/size ingame? I ask due to me working on a tank that has hydraulic suspension and can thus lower itself nice and low to the ground, which in turn the tracks need to change shape to accomodate this lowering

ebon abyss
#

HorribleGoat: nice looking mech action, great work.

stuck oyster
#

if the physx wheels are animated then Id guess having them in the animated selection(s) could work

#

and by them I mean the memorypoints for the physx wheels

#

and thanks @ebon abyss ! Pretty proud of it! 😄

agile flint
#

This is what I mean so you can visually see it

stuck oyster
#

oh

#

mm just animate the different parts to move as you like?

#

you might need to make something to disble movemnt while its down

agile flint
#

Hmm yea I'd have to have a look at that. I'm not even close to that part of modding the vehicle, was curious if it was possible in advance.

stuck oyster
#

id say so

agile flint
#

Disable movement might work for the transition, or do you mean full on movement disabled?

stuck oyster
#

especially if you dont need to change the physx wheels

#

well it might look pretty funny if it still drove around like that

#

could it do so irl?

agile flint
#

Well the tank was never made physically, only really on paper

#

But I presume it could but very slowly?

stuck oyster
#

I think the bottom is tightly on the ground

#

dont think it would move

agile flint
#

Yea the bottom of the hull is merely cm off the ground

stuck oyster
#

if the surface its on is perfectly level then maybe

#

but what in arma is like that 😄

#

also

#

physx dampening etc might look really odd

#

but then again it might even work as driveable when down

agile flint
#

Well if Arma is going to be dodgy about it I might leave it then 😛

stuck oyster
#

uu

#

nice

agile flint
#

Its a fuckin low tank already, only sitting a like 1.6-7m tall

stuck oyster
#

but yeah the hull is definitely animateable like that

agile flint
#

At least I now know that its somewhat doable

#

Just got to see whether Arma likes it or not

#

Wait doesnt some RHS Russian VDV vehicle have hydraulic suspension?

#

Might have a look at that

polar fiber
#

yes, the BMD does. We do it by increasing the vehicle's mass with setMass

#

so the dampers compress

#

but that naturally has some effect on the physX behaviour of the vehicle when trying to drive with the suspension lowered

stuck oyster
#

you need to give it appropriate setvelocity boost 😄

agile flint
#

@polar fiber So the mass is applied slowly over the duration thus lowering it? And yeah I did notice driving it around while lowered is a bitch sktechy for arma standards

livid plover
#

Hello, my viewer is crashing with object builder when I start viewer. My model have ~200k poly. Is there option to fix it?

quick terrace
#

yeah, have game asset polycount. 200k is not such a count

livid plover
#

So there is no option to fix it?

obtuse rain
#

He means reduce it to something like 32-48k. The only thing that should be larger than 64K are things such as the Kavala Hospital or abandoned hotel.

median bough
#

Reduce polycount

obtuse rain
#

The tools can deal with > 64k now, but they tend to become unstable going too far above it.

rough idol
#

...split to proxies! :d

obtuse rain
#

And if you genuinely have such a massive building you may want to split it up anyhow since the first pass occlusion culling works on a per-model level.

livid plover
#

Okay, thanks

#

Simplygon to reduce poly count is good? Or someone have better tool?

obtuse rain
#

Well, the issue now is that it doesn't sound like you made the model yourself.

livid plover
#

Yes, I don't made model. I'm learning how to port to Arma 3 right now.

#

So I'm using free models to learn

obtuse rain
#

To take an arbitrary model and make it game ready for Arma pretty much needs all the same tools and skills you'd need to be making models from scratch though.

quick terrace
#

@KifKick#0326 not sure if you have noticed, but this channel is called #arma3_model with an emphasis on makers

#

pretty sure it isn't a building, but rather some car of sorts

wraith tendon
#

lifer ¯_(ツ)_/¯

lean merlin
polar fiber
#

What paths do the .rvmats have?

#

looks like an _as problem more than just the texture missing

#

and is your P:\ drive mounted properly in a location that is not your tools folder? How are you launching Object Builder?

kind lion
#

has it ever happened to you that the scrolling speed in object viewer viewport suddenly went down?

#

its the only thing that doesnt seem to work right since when i reinstalled the tools

#

everything works, zooming in and out and whatnot

#

but moving left right up and down is SLLLLLLLLLLOOOOOOOOOOOOOOOOOOOWWWWWWWWW

#

cant even find anything in the options that would fix it

hollow fulcrum
#

mine is way slower now also.

#

i have no clue why, i honestly thought it was a feature because for me previously, it was somewhat chaotic.

polar fiber
#

isn't it the current Windows 10 bug?

hollow fulcrum
#

maybe? this is the only place it happens to me.

#

that i've noticed anyway.

polar fiber
#

see if direct3D mode speeds it up

hollow fulcrum
#

roger will check

#

aye, if all viewports are in dx mode, it's actually quite nice. if one is not set to dx, it turns to laggy poo for all.

kind lion
#

interesting, lemme try

#

nope, still panning super slow on my end

hollow fulcrum
#

it is for sure still way slower than previously for me.

kind lion
#

i also found out there's a bug after win10 creators update with panning speed in some programs

#

well, this sucks

#

moving around takes 10x as much time as before

#

i used to change mouse sensitivity on the fly when needed more precision in OB

hollow fulcrum
#

aye, that was how i was doing it. seems to still work.

#

still goofy though

rough idol
#

it supposed to be fixed in windows insider builds but so far didn't heard any confirmation about it

kind lion
#

well i guess i should be relieved its not actually an issue with my tools... 😩

lean merlin
#

still having issues with texture path. its as if my path for textures is set but its not recognising it

stuck oyster
#

@lean merlin was that OB issue

lean merlin
#

rindeed

stuck oyster
#

and you did not see textures in buldozer

#

as in .paa dont show in the OB viewport

#

have you set up P: drive with Mikeros Arma3P and have you set up your buldozer executable path to your Arma3.exe (with right startup parameters of course)

#

and are you running OB from the installation directory exe without being an admin

vernal lynx
#

I will do an interactive course tonight : importing a backpack

  • quick sculpting / baking of the straps
  • texturing in substance
  • weighting simple straps
  • export to P3D / ingame

9PM CET : https://www.twitch.tv/el_tyranos

#

initially planned for IFA3 team but anyone can hop in

ebon abyss
#

sounds good, will be watching. so about 50min from now?

vernal lynx
#

yes

lean merlin
#

@stuck oyster F:\Programs\Steam\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

stuck oyster
#

does it give you any errors?

lean merlin
#

your the real champ, redoing p with mikero tools

#

works

stuck oyster
#

👍

hollow fulcrum
#

a quick wip image from a project i started working on this week. always wanted to have various barges to utilize in the game. after some testing of things (barges are in game, and usable..), i decided there was a need for a larger boat. so... i made foo:
https://gyazo.com/e5c5e9f378b18f6d640f45fb6e50455b

stuck oyster
#

uuuh

#

very cool!

hollow fulcrum
#

thanks man. it all works pretty well actually. still wish we could define some ropes a bit better. but maybe one day 😄

stuck oyster
#

ah physx joints

#

the wet dream

hollow fulcrum
#

that would be even better.

ebon abyss
#

Hatchet: very cool indeed. we need more boats / ships.

hollow fulcrum
#

with everything weighted properly, it's pretty cool. those large containers are fairly heavy, and it's tougher to pull than something with less on it. probably still going to have to scale it a bit, but meh.. things.

#

should make for good static pieces as well, so i opened the whole boat up. just fortunate all the physx stuff is behaving well enough to justify doing that bit. probably a royal clusterfoo in mp though. anyway dinner time for me.

white jay
#

How do I open a P3D file?

#

They seem to be important for effects........

median bough
#

If it is an arma3 vanilla, you can't

white jay
#

Why?..... 😕

median bough
#

Against the EULA

#

What do you need?

white jay
#

I need to see what's inside it

#

Not planning to reuse

#

How can I view it? It seems to be used a fair bit in particle effects.....

#

@median bough The p3d file seems to be associated with the shape of the explosion, but I need to check to make sure

terse elm
#

hatchet mate, this makes me want to make boats again

quick terrace
#

@white jay you cannot open A3 .p3ds, be it vanilla or mods

#

if you wanna check how something is done, use the samples or the older A1/A2 content that was released

obtuse rain
#

DavidNichisson: Which .p3d? Usually they are just flat squares.

#

(for example, data_f\ParticleEffects\Universal\smoke.p3d is literally just a 1m x 1m one-sided square with the UV mapped to the entire UV space)

woeful viper
#

yeah, billboard type effects are just 2D planes, because they always face the viewer

obtuse rain
#

Glass and guts are different shapes though.

stuck oyster
#

one can create the objects in game

severe ridge
simple lake
#

its usually actual weight in model geo lod mass vs weight subscribed in the physx .cpp but can also be other thing like wheel damage circufrance / maxdroop et al

severe ridge
#

@simple lake This might be a stupid question but how would I change the weight in the geo lod?

simple lake
#

basic explanation is select everything and raise the mass via the mass ( select it in the window tab if not already avaialbe)

#

i think on BI forums there is a pictorial reference

#

in relation to the problem

cinder pivot
#

Unless you have a certain weighting going on, wouldn’t it be best to set weight to 0 then set to desired mass?

#

So it clears and sets to a uniform scale across points

woeful viper
#

awilliam, your wheel animation values propably dont match the damper values

cinder pivot
#

Isnt that the striker from a2? I think it might be a carX with 8 wheels

#

If that is what the vehicle is

severe ridge
#

It is the deltagamer source files he released for his port so yeah it is kinda the arma 2 one

tacit karma
#

shit I really have to ask a mod to delete that old thread 😩

woeful viper
#

i think making it un-sticky would work as well ^^

tacit karma
#

oh yeah

simple lake
#

why delete it that picture of sunk and raised wheels has saved many a vehicle maker 😃

cinder pivot
#

Even if its outdated or whatever the reasoning its still useful

#

¯_(ツ)_/¯

simple lake
#

onl;y outdated is the links

cinder pivot
#

Ah

simple lake
#

but its more the picture that has helped many 😃

cinder pivot
#

Pretty sure I have all the downloads for that guide somewhere

#

Lol

#

Yea, the pictures helped for sure, I had used the guide to help understand a good amt so it helped but then still did everything by playing with values.. only thing that would be super helpful is the inhouse physx draw tools

#

One can dream cough reyhard pls cough