#arma3_model

1 messages Β· Page 107 of 1

white jay
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https://imgur.com/a/8vnCz does this look like an acceptable vert/face count? Should I try to lower it or am I still in the clear?

stuck oyster
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all good

sharp halo
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I cant merge as selection in one way. I mean I have to models, and I want to merge them, I open object 1 and click merge as selection object 2 and works fine, but when I open object 2 and merge as selection object 1 it doesnt work. Why?

stuck oyster
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merge where?

sharp halo
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into one p3d file

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I have a jet model

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and cokcpit model

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separately

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and I want to merge cockpit model into the jet model file

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and I cant becouse when I do, nothing shows

stuck oyster
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in OB you can just copy paste from one instance to another

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chances are merge is broken

sharp halo
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oh ok will do

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thank you , it worked πŸ˜ƒ

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How can I precisely move a selection?

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nvm

agile flint
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Tris 4k for a house? Fuck my tanks are like 54k Tris haha

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If the house is just for external view only, without interior, thats pretty goodo

white jay
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It's almost completed. I need to add some water heater tanks inside of sheds in the back and some more wiring on the side. Exterior only.

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Everyone is always talking about low poly count, but I'm so much of a noob that i cannot figure out which category (vert/faces/tris) counts as poly's.

agile flint
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I was exactly the same when I first started, no idea what was good

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I kept getting told Tris is what to look for, since the game converts everything to Tris

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i.e only Tris will show up in games (not every game though), but Arma its Tris

obtuse rain
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No game can render both triangles and quads at the same time. Arma keeps quads in binarized .p3d's but before sending it to the GPU converts everything to triangles.

white jay
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I kept hearing iirc that most structures should be under 50k polys. So I should basically keep my houses under 50k tris?

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If thats the case then i should be good to go, if that house is only 4k then the majority of the houses im doing should be well under 20-25.

obtuse rain
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The Arma ones are around 6k-12k. If you find similar assets to what you're creating and then open them in Mikero's Eliteness you can get polygon counts.

white jay
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Well my face/vert count could probably be lowered with sliding edges and removing doubles, that building is a straight loop cut nightmare from a cube. I'll just have to go read up and figure out what counts as a tris and lower them as much as possible.

foggy finch
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tri's(triangles) are what quads are split into to render correctly in game,. if you don't pre-triangulate your mesh in your 3d package you can do it in OB, results/mileage will vary depending on the model doing it that way

obtuse rain
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You might want to keep it in quads until export, it's easier to LOD quads. You can often remove edges that are sitting on planar surfaces (automatically) and then triangulate the ngons that result to drop the count.

wraith socket
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Hey does anyone know how you put a normal map on a object, I can't find the option in object builder

obtuse rain
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You need an RVMAT for that, and I think the only decent references on that are in some of the "make an object" tutorials.

wraith socket
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oh boy the rabbit hole goes deeper :P

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I thought it would be a lot easier to put my models in arma

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but its turning out to be quite a adventure

agile flint
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Lol Arma easy, gg

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Hopefully Enfusion is easy to mod

wraith socket
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Hey @obtuse rain do you have the link to any of those tutorials?

obtuse rain
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No sorry, check the forums, they often have pins with them.

wraith socket
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Will do thanks

bold flare
wraith socket
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Oh boy random guessing what button to press πŸ€”

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Ive got my normal map ready to go

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so the second link is done I guess?

ebon abyss
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maybe Mondkalb still has the images, I could put everything up to our wiki for preventing this from happening again.

bold flare
wraith socket
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Giving that a go now πŸ‘

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Thanks

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What would be the course of action to follow if you had no specular map?

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Also that seems to be focused for arma 2 does it all still apply fine without any changes in arma 3?

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Ok so I followed that guide and made a rvmat, attached it in object builder aaaaannnnnd, https://i.imgur.com/lB82zTc.png completly black, however I then noticed that it has actually attached the normal map as I could see a reflection in the object of the normal map. Any ideas? Quick appology for so many question as well :P

quick terrace
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what shader are you using? supershader?

wraith socket
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Yes, I acutally just fixed it as you put that message in, thanks anyway though

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Now I just have to make it so that people dont walk straight through the object

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and its job done

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Alright got a geometry lod

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thats job done

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thanks for all the help guys

obtuse rain
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What are you making? Specular maps usually vary where you have different materials (metals versus plastics) or varying levels of wear.

polar fiber
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your normal map needs the green channel inverting by the looks

wraith socket
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Yeah managed to fix that one

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however im encountering another issue

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Ill post my RVMAT incase thats helpful

surfaceInfo = "kube\textures\3.bisurf"; //Definition od physical properties
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]= {0.536604, 0.600000, 0.480000, 1.000000};
specularPower=850; /// Glossiness; 1 = high, 64 = middle, 1000 = none
PixelShaderID = "NormalMapSpecularDIMap"; // The pixelshader
// The pixelshader tells what stages (modes) the face should use.

VertexShaderID = "NormalMap";

class Stage1 {
    // The "NormalMap"
    texture="m3ch\data\Body_Metallic.paa";
    uvSource="tex";
    class uvTransform {
        aside[] = {1.000000, 0.000000, 0.000000};
        up[] = {0.000000, 1.000000, 0.000000};
        dir[] = {0.000000, 0.000000, 0.000000};
        pos[] = {0.000000, 0.000000, 0.000000};
    };
};

class Stage3 {
    // The "SpecularDIMap"
    texture="m3ch\data\Body_Metallic.paa";
    uvSource = "tex";

    class uvTransform {
        aside[] = {1.000000, 0.000000, 0.000000};
        up[] = {0.000000, 1.000000, 0.000000};
        dir[] = {0.000000, 0.000000, 0.000000};
        pos[] = {0.000000, 0.000000, 0.000000};
    };
};
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Oh

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I was linking the metallic to the normal

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🀦

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And thats not a metallic its a specular
double facepalm here

twin urchin
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why you dont use super shader ? that rvmat is so outdated

wraith socket
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To put it in short its because im a absolute noob who just started modding last night, if you fill me in on the super shader id be deligted to listen.

twin urchin
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wiki is your friend

wraith socket
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wiki is my friend indeed

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Ill have a read of that now

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This is quite a nice shader actually

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Is the supershader still a .RVMAT?

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woaha super shader blows the RVMAT away

simple lake
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is there a guide as to which Class will darw/use a Physx Lod , I.E wil a Nonstartegic class use it vs a House using it ?

polar fiber
wraith socket
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if its already a paa do the naming conventions matter?

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(im using them anyway just wondering)

polar fiber
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IIRC just renaming them when they are already .paa has no effect. So in theory no, it doesn't matter if the file was converted from a .tga that was named properly

wraith socket
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Btw money, sorry for off topic but what is your profile picture? I like the design.

stuck oyster
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another mech maker I see. Interesting to see what you come up with!

stuck oyster
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@wraith socket out of curiosity whats your approach on animating it?

wraith socket
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cry in the corner :P

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Im just using it as a prop in my milsim missions for now

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so its stationary

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they have to reclaim a few of them scattered around

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I only started arma mod making on saturday so for actually animating anything im clueless

stuck oyster
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yeah its tricky to make walking tanks xD

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well mechs in arma is at the very deep dark end of the pool

wraith socket
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I dream of one day making a mechwarrior mod akin to living legends (that I actually work on by the way) but for arma

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What sort of mechs have you made?

stuck oyster
wraith socket
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Oh dude I think I remeber seeing your mod AGES ago on mod DB

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Watching the video now

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Looks incredible so far

stuck oyster
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yeah we've been developing the proof of concept for a while now XD

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its coming together slowly but steadily

wraith socket
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When the screens turned on I think a little bit of pee came out

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that is awesome

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Have you managed to figure out foot IK?

stuck oyster
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yeah the feet/legs are separate Man based object

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so they behave like men on terrain

wraith socket
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Nice

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A lot of the other mech mods do that really jankily

stuck oyster
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yah they are all just a tank

wraith socket
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Im just suffereing trying to get a hitbox working right now

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its reacting to shots

stuck oyster
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@timber cobalt has made awesome work on animating his sentinel and Macross mechs though

wraith socket
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but not to players walking into it

stuck oyster
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as tanks

wraith socket
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ive seen clips of those on youtube

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they look awesome

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espically the macross

stuck oyster
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Yep so it can be done with tanks too

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We found our approach of ManTank monstrosity and want to see how far it can go

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so far so good though

wraith socket
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the star wars walker looked good with the IK before they got a DMCA

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Shame that one never got released

stuck oyster
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eh well. unfortunately the star wars scene got skecthy real quick with all the ripped models

wraith socket
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What did they rip models form, the star wars games?

stuck oyster
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yeah

wraith socket
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in my research over the last few days it seems ripping (or not doing it to be specific) is taken pretty seriously within the arma modding community

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Even with there being a IP rights violations channel in this discord

stuck oyster
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yeah it is

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most of all its about respecting the wishes and rights of the creator of the models/whatever stuff it is.

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lots of original content creators here who want and deserve that on their work and thus want it for other peoples work too

wraith socket
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Yeah thats pretty good, I wouldn't be the happiest if someone ripped one of my models :P

timber cobalt
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@wraith socket The way I solved the mech walking was timing the leg movements with its speed. The whole thing is also a local seperate object placed on top of an invinsible tank (it needs to be local or the animations will flood the network causing desync issues). Its probably best using the man class like @stuck oyster cause it will allow smoother more man like movements (also looks when walking up steep hills and over obstacles). He doesnt have to think about flooding the network either since .rtm animations work differently. I am limited to tank movements, and cannot strafe

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AI works good with the tank approuch, dont know how AI works with @stuck oyster 's mech

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This is mainly how my mech works

wraith socket
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I cant imagine trying to get any of that to work

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im strugeling with a basic hitbox

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genuinely doing my head in at this point

stuck oyster
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My manTank will probably need a bit more script controlled AI if it will ever work without player in the first place.

wraith socket
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The hitbox is so annoying

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it works sometimes

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then somtimes doesnt

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with seemly no explantion

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I have the geometry lod

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with a perfectly acceptable mesh

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without any funny angles that it complains about

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and yet it fails

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I wish I knew what I was doing wrong

timber cobalt
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Another disadvantage I have is that my hitpoints dont animate/follow the legs movements

stuck oyster
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@wraith socket does your geoemtry blocks have mass and are all named ComponentXXX

timber cobalt
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Yeah @stuck oyster 's approuch requires the most scripting and is more advanced

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Is it the hitpoint lod or fire geometry that has the problem?

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@wraith socket I like that more people are working on mechs πŸ‘

wraith socket
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Yup

timber cobalt
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Can we have a look?

wraith socket
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Do you want the file?

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Or extensive screenshots

timber cobalt
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Just post screens

wraith socket
stuck oyster
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Not too many WIP screens on this channel! Always room for more

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is that all one block?

wraith socket
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Yes

stuck oyster
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run component convex hull on it

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from mmm

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what menu was that in

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structure

wraith socket
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found it

stuck oyster
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geometry

wraith socket
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structure

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yeee

timber cobalt
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Is it closed and convex?

stuck oyster
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yeah that makes all separate pieces convex and names them ComponenXX

wraith socket
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If I do find non convexs, and it selects stuff thats bad right?

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Because the model is exclusivly 90 degree corners

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Theres the wireframe

stuck oyster
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are those all different blocks?

wraith socket
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No

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One connected block

stuck oyster
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then its not convex

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as int the leg parts need to be separate

wraith socket
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Oohhhhhh

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I thought convex just meant everything was 90 degrees

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Im not even sure where I got that idea from

stuck oyster
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no it means theres no holes or outprotuding shapes

wraith socket
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Ok

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made it into 3 seperate boxes

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It seems to "find components" as one single component, is that a issue?

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There we go I moved it apart slightly and it found 3

timber cobalt
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Good. What exactly isnt working btw?

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Parts not taking damage?

wraith socket
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Ill tell you after this test

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To keep the information fresh

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ill just be a mo

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OK! No issue anymore

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The deconvexing fixed it

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Thanks guys

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Wont make that mistake again

timber cobalt
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GreatπŸ‘

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Let me know which approuch you are going for regarding walking animations

wraith socket
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haha not sure if I have the endurance to go through with that, I don't know how to make a vehicle and ive taken 5 hours to make a simple prop work :P

stuck oyster
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Ive been messing with mine for 3 years now

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its starting to be in working shape xD

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(there has been numerouse redesigns on the way though)

wraith socket
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I think my next goal is to make it so it looks as good as (or as close to as good as) it looks in the substance painter viewport as well as putting the 3 camos in that I have made https://i.imgur.com/HYtYhqv.png

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Thats the desert, ive done the forrest

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And theres a snow

timber cobalt
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Remember I also struggled with just getting props working too πŸ˜†

wraith socket
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also does arma hard limit the resoloution of textures?

timber cobalt
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Cool looking mech. Would be a shame if it never walks

wraith socket
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I put these in as 4K

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And they aren't 4K in game

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(yes I know 4K is ridiculus its just what I had to hand)

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If you want to make it walk, im more than happy to send you the model

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But I don't think ill be going there

timber cobalt
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Im not doing it. Too much work πŸ˜‚ πŸ˜‚

wraith socket
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glad were on the same wave length then haha

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Because thats my exact thoughts

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Well thanks again for all the help guys

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Id still be stuck trying to wedge textures on that thing if it wasn't for this channel's help

timber cobalt
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GL

stuck oyster
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πŸ‘

wraith socket
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Ive had this idea @stuck oyster and its either horrific or fantastic in terms of how to manage mechs. Basically heres my idea, you have vehicle mechs that are just props in a "powered down pose", then when they player gets in the mech the mech is deleted and the player inventory is locked and a uniform is put on the player that makes the player the size shape and have the hit boxes of a mech, the ugandan kunckles mod proves that possible probably, then the players movement is switched to a alternate script with whole different animations and movement script. This should be possible proved by enhanced movement, and finally you can switch between the weapons as if they are a rifle, this should be possible as its proven by weapons with slung GL's and the type 115. Its probably horiffic to program and/or make work but I think its either good or horrific, wondering about your professional oppinion

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ps I haven't got the foggiest how you would program that ;)

stuck oyster
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oh yeah sure you could make your mech a full "man" character

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no problem

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some limitations though

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in weapon handling at least

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and not sure if torso turning could be done effectively

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perhaps

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did not look into that

wraith socket
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perhaps the freelook script could be somehow transformed into torso movement?

stuck oyster
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also no need to swich vehicles, just strap invisible tank on its back like I do and remote control the mech from there

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and switch to its optics

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there might be problematic to create a nice cockpit for it too

wraith socket
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Thats true

stuck oyster
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and certain type of animations may be hard to make

wraith socket
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I must admit I haven't though this through perhaps as much as I could have

stuck oyster
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like opening of weapon hatches and the like

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its ok to bounce off ideas

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I got some experience in this particular field tho xD Been thinking about arma mechs for some time

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but it does not mean all my info is right either

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so things definitely could be done differently

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We will likely try full "class man" mechs too with more humanoid designs

sharp halo
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Hi, anyone could help with PIP? I am working on sample model, it has a mirror, so I tried to make it a custom shape, I have a shape, named it mirror_pip_l just like the one which is working, added #(argb,256,512,1)r2t(rendertarget1,1.0) as texture, anything else? Becouse it doesnt work

stuck oyster
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uv mapped it?

wraith socket
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Let me know how it goes when you try it

stuck oyster
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πŸ‘Œ

sharp halo
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Probably not, will do in a minute

wraith socket
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And heres to hoping for offical mechs in arma 4 :P

stuck oyster
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check how the sample mirror is uvmapped and do the same

sharp halo
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ok

stuck oyster
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@wraith socket dont have to be any but more open way to work with vehicles

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unless of course its really good mech type vehicle setup πŸ˜„

wraith socket
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here to hoping for both

stuck oyster
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now that I think of it the weapon handling can be easily solved by scripted projectile creation

sharp halo
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ok so I unwrapped it, named exactly like the sample one, and I get grey texture :/

stuck oyster
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do you have PIP configured in your config?

sharp halo
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Yes, becouse with sample it works, soething must be off in the model

stuck oyster
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you got memory points for it?

sharp halo
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Yes

sharp halo
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Ok got it to work

stuck oyster
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excellent what was it?

sharp halo
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I moved the PIP screen to the left and it worked, However I will retry this again, becouse this shouldnt be it. it should show what the memory point vector is looking at, whatever the position of "mirror" is

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Atleast I understand it that way

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Hmm it connects but image is like zoomed O.o

stuck oyster
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try changing the last number

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(argb,256,512,1)r2t(rendertarget1,1.0)

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the 1.0 after rendertarget1

sharp halo
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ok will do

stuck oyster
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hmm also what have you set as your fov in your PIP config

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0.7 is narrover field of view meaning it will zoom in

sharp halo
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0.7

stuck oyster
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try 1

sharp halo
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ok

late raft
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Is there a video of making a uniform for arma? I just want to see the process of it for I can get a understanding of how I need to make the model

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Out of town, so. Cant look at samples rn

stuck oyster
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dont think theres any like for modeling it from ground up

late raft
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More of like

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Putting it into obj builder and attaching it to the player

cinder pivot
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The uniform is the character model

late raft
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Ah.

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alright

stuck oyster
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you will need to match the size of the vanilla arma man and then match the general topology of the mesh (similar joint areas etc) and then you need to match skeletal weighting of the Arma man

late raft
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So best bet is

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Make the model and compare it to the model of arma man on blender

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and then put into ob and do all that

stuck oyster
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Basically yes. Also you can transfer weights from Arma man to your model to get close approximation on how they should be

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If you use blender Id suggest you do all the weighting there

late raft
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hm alright

stuck oyster
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Macsers Armarig can be made to move your new character mesh

late raft
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Prob gonna have to do test runs before i start the actual thing

stuck oyster
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so you can see how it would behave in game

late raft
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πŸ‘

stuck oyster
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arma animations can run a bit different from Blender environment but usually if it moves good in blender it moves good in arma

sharp halo
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Ok , I fixed that PIP thanks to you, thank you very much πŸ˜ƒ

late raft
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wtf

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why so u have he same avatar as me

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discord is so buggeddd

sharp halo
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It is, becouse I have no avatar xd

hard robin
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Would anybody happen to know if or where i can find the source to the old DC3? It doesnt seem to be in the A1 APL Data

late raft
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dc3?

hard robin
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Double prop transport plane. i think it was added to A1 with the Queens gambit DLC? Better known for its military designation as "C-47"

hollow fulcrum
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yeah, it was queens qambit. not everything made the public data. i assume that is one of those if it's not there.

hard robin
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Alrighty. Roger

sharp halo
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I need help again, every second time I start in editor, the PIP screen is black, I restart it works, I restart its black and so on. (I restart mission, not game)

polar fiber
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are you inheriting the rendertargets classes from somewhere or writing it yourself??

sharp halo
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Inheriting, I am editing model by puting my cockpit

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Of course with permission

polar fiber
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does the class inherit a BBoxes[] array from somewhere?

sharp halo
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No it doesnt

polar fiber
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Certain? because a lot of BIS models have it now if the vehicle inherits in any way from them

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and if it has BBoxes, the pip only loads and updates if you're looking at the bounding box (defined by mem points)

sharp halo
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Yes, I've searched config with notepad and it is clear of these

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I figured it must be again with model, becouse I copied the "old"mirrors and it wor flawlessly

polar fiber
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if it's inherited from an external config it wont show in the config file itself. You'd have to check in the ingame config viewer

sharp halo
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Well, turned out it had something to do with the model , and I honestly dont know what. I copied everything again as I did and it works. But big thanks for the above

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Also, sorry if I ask trivia questions

plain jackal
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Does anyone know what I have to do within the model of a custom missile for it to make use of the effectsMissile config entry?

agile flint
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For anyone whos made tank tracks with alpha textures, how should such a track look model wise?

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I'm guessing its like layers upon layers?

hollow fulcrum
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not sure what you mean layer upon layers.

agile flint
twin urchin
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are you sure thats alpha textures? to me thats 3D

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and i know world of tanks or even warthunder had already 3D tracks

agile flint
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World of tanks tracks are solid 3d

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War Thunder look fake solid 3d by the looks of it, but works the same way

hollow fulcrum
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hrmmm.. honestly i can't think of a good way to accomplish that look using mostly alphas. that looks mostly 3D to me, granted it has a lot of alpha/transparency in there it seems.

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Β―_(ツ)_/Β―

late raft
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How would you see how a texture file fits onto a object specifically? I want to change a fraction of the file to a diff. color

hollow fulcrum
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UV's?

late raft
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right

stuck oyster
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@Scorch_052#2984 dont think you need anything in the model for the effects to work

simple lake
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centerFirstVertex=true; //use first vertex of selection as center of rotation

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sure its been mentioned but first time i used it

plain jackal
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hmm

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I've got the config value but nothing shows on me model

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could it be related to the "thrust" values in CfgAmmo?

stuck oyster
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the effects themselves can have conditions

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what are you trying to use?

plain jackal
stuck oyster
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so you want smoke come out of it yes?

plain jackal
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I want smoke and the fire effects of the NLAW missile to come out of it

stuck oyster
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Im thinking the thrusttime is the key here. as thats when the missiles engine is on

plain jackal
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is that how long the engine is on or how long it takes for it to turn on?

stuck oyster
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or if you want fire effects

plain jackal
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I interpreted it as the latter

stuck oyster
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those are configured in the weapon

plain jackal
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fire effects on the missile in flight i meant

stuck oyster
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is the config otherwise as NLAW?

plain jackal
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yeah

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is inheriting

civic salmon
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hey guys, I was wondering if anyone would be willing to share their approaches to making convex components for natural shaped objects. I have been using the technique of first creating a few simple convex geospheres and then sort of "shrink wrapping" them with a conform compound object in 3ds max in order to create the resolution mesh. But I'm wondering what other people do

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this is for rocks

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and trees and such

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It seems like in a rock it doesn't matter if the components clip each into each other as long as the internal volume of the rock is mostly filled and the components are just toiuching the edge

hollow fulcrum
#

there are many ways to do things. i'll often cut up a larger model into a few pieces, and put a MassFX modifier on each of those. in there you can choose to create a convex shape, choose a total number of verts to utilize, and generate/convert that to a new mesh.

civic salmon
#

massFX, interesting, Ill have to try that

hollow fulcrum
#

cheap, but works.

#

Β―_(ツ)_/Β―

civic salmon
#

heheh yeah I like my method but I'd like to be able to take a premade model that has a res LOD and create good components

#

yours sounds like it would work for that

hollow fulcrum
#

it does not handle multiple components. that is what it is mostly.

civic salmon
#

right you have to slice it up yourself

hollow fulcrum
#

yerp

civic salmon
#

well thanks for sharing

hollow fulcrum
#

aye np

late raft
#

What are ways that I can get rid of arma’s attempt at changing the color of my texture ingame?

#

For example - a olive color becomes a bright olive color.

plain jackal
#

sounds like rvmat issues

late raft
#

That’s the thing

#

i dont use a rvmat

#

i just plug the tex into ob

#

on the faces

plain jackal
#

so what the texture just gets in-game and its too bright?

late raft
#

Its more like

plain jackal
#

There is no "arma’s attempt at changing the color" without an rvmat

late raft
#

Arma renders it to be brighter than it actually is, thus changing the color.

plain jackal
#

pm me the map and what it looks like in-game

late raft
#

I’d have to get back to u on that, driving rn.

plain jackal
#

πŸ€” ok

#

πŸš“ no modding while driving πŸš“

late raft
#

πŸ˜‚

stuck oyster
#

use rvmat

#

arma (game engine )lighting multiplies colors etc and what you see on texture when you view it is not what you will get in the environment

#

rvmat is problaby only thing you can use to affect that

late raft
#

Alright.

#

I’ll try it out after I make this uv mapping

stuck oyster
#

when in doubt use what vanilla arma assets use

late raft
#

da comrade

#

Can OB export as a obj?

#

Debating whether or not im gonna cry when i get home

hollow fulcrum
#

ermmm.. no.

late raft
#

k gon cry then

stuck oyster
#

why do you need to export as .obj?

late raft
#

I resized the object in OB and not blender. It’s good tho. I can use arma man for reference in blender

stuck oyster
#

you can import p3d into blender..

late raft
#

wot

stuck oyster
#

FHQ toolbox

#

imports and exports p3d

late raft
#

Thank god

sharp halo
#

Idk if it should be here or in config, what is pilotCameraRotX and pilotCameraRotY value? Asking becouse I need to adjust max value

#

I mean are those degrees or smth else

stuck oyster
#

I would say usually any config.cpp rotate value is in degrees

foggy finch
#

RotX is yaw, RotY is pitch

sharp halo
#

I know what are those, but when I have something like this:

#

class MainTurret
{
type = "rotation";
source = "pilotCameraRotX";
selection = "turret_main";
axis = "axis_turret_main";
memory = 1;
sourceAddress = "loop";
minValue = 0;
maxValue = 10;
angle0 = 0;
angle1 = "rad +360";
};

        class MainGun 
        {
            type = "rotation";
            source = "pilotCameraRotY";
            selection = "turret_maingun";
            axis = "axis_turret_maingun";
            memory = 1;
            minValue = 0;
            maxValue = 5;
            angle0 = 0;
            angle1 = "rad -180";
        };
#

the point at which the PIP camera is pointing doesnt match the exact position at which the pilot camera is looking at

sharp halo
#

however I just found out by accident that putting pi number in maxvalue of RotX aligns pitch perfectly

foggy finch
#

do you have a pilotCamera class ?

sharp halo
#

yes

stuck oyster
#

the animation classes should have +/-360 angles

#

and the config.cpp classes are then what limits them

sharp halo
#

oh ok thank you

#

so then, the maxvalue in model.cfg should be 1?

stuck oyster
#

for turret stuff yes

#

oh wait no

#

+/- rad 360

sharp halo
#

maxvaue +/- rad 360 or angle?

stuck oyster
#

both

sharp halo
#

ok

#

thanks πŸ˜ƒ

#

thats why putting pi fixed it for me

ruby cave
#

Hey, im sorta new to modeling for arma 3 and I was wondering how do you declare at what range does a LOD take place? I know you have to create a 0.0 as your base then 1.0 and so on and so forth but is there a way to set at what distance these take in place? And if so where/how

stuck oyster
#

you cant. lods are not range dependant but change according to scene complexity and video settings

#

well yes range is a factor in that too

#

but there are no hard figures

ruby cave
#

Alright, so if I just set my 'LOD' model in as the next lod it will automatically work and change depending on the user?

stuck oyster
#

yes

ruby cave
#

Awesome, thanks πŸ˜ƒ

stuck oyster
#

also res lods should in general half the polycount with each level

#

so lod1 1000polies obejct is should be reduced to around 500 polies on lod2 and so on

#

there is a biki page on lods

ruby cave
#

Gotcha πŸ‘

stuck oyster
#

if you google something like Arma lods

ruby cave
#

Yeah ive read through it

late raft
#

im having a brain fart

#

how the heck do you move the camera in the 2D views...

#

on OB.

#

and figured it out

#

Question, probably common sense but, if part of my p3d was reversed faces and I add more faces, do I have to do the same with them or can I select it and reverse it

stuck oyster
#

well yes you can reverse any face any time

#

but doing it in OB is pain in the buttocks

#

but preferably youd work so that you dont get unnecessary reverse faces

late raft
#

But, if it is half reversed, half not reversed, if I select it all and reverse, will it become the same or no?

stuck oyster
#

no

late raft
#

fuck

stuck oyster
#

back to blender

late raft
#

yerp

#

either that or i can figure out how to select the new ones

stuck oyster
#

and when you scale stuff -1 /mirror them remember to fix faces

#

blender will be faster

late raft
#

probably

late raft
#

If I have a selection not defined as "head" - I put them in hiddenSelections in the config right? Else they don't show

#

because part of the obj isn't showing.

late raft
#

figured it out

lusty ginkgo
#

Shadow volume resolutions work the same way that regular resolution LOD's work, correct?

#

I only ask because one of the A2 sample models has a really simple piece of geometry as shadowvolume 0 and a far more complex mesh as shadowvolume 1

teal cargo
#

hey if could I pay someone to make the buildings from the American Buildings and add interior?

plain jackal
severe ridge
stuck oyster
#

needs to fix physx config

#

possibly alter geometry too

#

try copying physx parameters form one of the vanilla wheeled apcs

#

also its possible your damper axis is upside down

severe ridge
#

I know this is a dumb question but where would one find the physx configs for the base arma apc i assume you mean the physx.hpp stuff?

stuck oyster
#

if nowhere else then in the game config viewer

#

Id assume they are also in the unpacked A3 configs somewhere

severe ridge
#

If the damper axis is upside down how would I even figure that out/fix it?

stuck oyster
#

you should have memorypoints in the model for that

#

and you just flip them

tacit shard
stuck oyster
#

what suffix youre using?

tacit shard
#

_CO

polar fiber
#

are you using valid image resoutions for the input .tga? because the fact that your paa output is 1024Γ—866 is odd

tacit shard
#

thats just cos its a gyazo capture

#

my inage size is 2048x2048

placid relic
#

Hi, is it possible to add a hiddenselection "insignia" on a vest? My friend and I have been trying for a few hours now without success. And since we've never seen that on anything other than a uniform, we wonder if that's possible in the end.

stuck oyster
#

depends if the vest has appropriate setup for such

#

do you mean by insignia like a squad logo? or something else

#

camo usually in arma refers to the whole texture of a uniform/vest stuff

placid relic
#

I'm talking about the hiddenselection called "insignia" that we usually use on these kind of uniform to display vanilla insignia or yes, squad logo. http://puu.sh/zoq0a/663dd3a1e4.jpg

stuck oyster
#

it is called a hiddenselection

placid relic
#

yes sorry ^^

stuck oyster
#

"camo" is one of them

#

just so you get you message across

#

and you will need to add that selection name into the vests model.cfg sections[] array

placid relic
#

sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","insignia","Camo","CamoB","Camo1","Camo2","Camo3","personality","hl", "injury_head"
};

#

yep, it's done

stuck oyster
#

and it needs to have a hiddenselections defined in its config

placid relic
#

already done too

hiddenSelections[]={"insignia"};
hiddenSelectionsTextures[]={"\HL_Equipements_Gnd\data\insignia\IN_ELG.paa"};

#

update : When I set manually the .paa in the p3d, it work

#

But the hiddenSelectionTextures seems to change nothing

stuck oyster
#

also insignia may be reading it from somewhere else

#

and are you applying the command to right place

placid relic
#

I don't use command, I go directly through the config

stuck oyster
#

try some other selection name

placid relic
#

have to move, 'll be back soon

#

(i'll try)

stuck oyster
#

insignia is engine used

late raft
#

Is there a limit or "suggested max" amount of polygons for a3?

#

Someone said to me in my community.. above 12k is basically a lag fest.

stuck oyster
#

depends a lot if the model has properly set up distance lods

#

and not using millions of texture files

#

complex vehicles could be said to be in the 30-50k range

late raft
#

Is 26k a bit much for a uniform?

stuck oyster
#

depends on what kind of an uniform it is

#

it sounds a bit much

late raft
#

It's basically just going to be a ceremony uniform

#

but a lot of people will be wearing it at once in the same area

stuck oyster
#

ten Id say you could do with a lot less

#

but also tell your community to make better distance lods and use reasonable texture sizes ;D

late raft
#

i might yolo it

stuck oyster
#

if you lod well it should work

#

if you dont

#

it likely wont

late raft
#

mk

opaque zephyr
#

@stuck oyster you know it, because you know a lotπŸ˜…

stuck oyster
#

using superhader or multimaterial?

opaque zephyr
#

The problem is that the same materials I use in other models, and there everything is fine

stuck oyster
#

anything transparent in this one?

opaque zephyr
#

Half the models have a problem, others do not, it's strange

#

all mesh

stuck oyster
#

is that in game screenshot or buldozer?

opaque zephyr
#

here and there

#

advise where to look for the problem

stuck oyster
#

are the textures _CO?

opaque zephyr
#

y

stuck oyster
#

is it a very large building?

opaque zephyr
#

no

#

mid

#

3.6 r poly

#

3.6k

stuck oyster
#

i mean the size

#

in meters

opaque zephyr
#

40*20

stuck oyster
#

should be ok

#

does it have geometry?

opaque zephyr
#

all lods

stuck oyster
#

does it happen on vanilla arma maps?

#

if you place them in editor

opaque zephyr
#

mb rvmat bad?

#

see

#

ambient[]={0.44705883,0.44705883,0.44705883,1};
diffuse[]={0.44705883,0.44705883,0.44705883,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="SLM\tex_build\data\kirpich88_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(0.5,0.5,0.5,1,DT)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage3
{
texture="#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage4
{
texture="#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage5
{
texture="#(argb,8,8,3)color(0,0,1,1,SMDI)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage6
{
texture="#(ai,32,128,1)fresnel(0.01,0.01)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
class Stage7
{
texture="#(argb,8,8,3)color(0,0,0,1,CO)";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

#

on any map such problem

stuck oyster
#

dont see anything suspicious there

#

you do have very very Very large section count there though

#

does to model have many different materials?

ebon abyss
#

holy smokes, nice paste!

stuck oyster
#

also you could try recalculating normals for the whole object

#

and sorting the faces

#

OB face menu in the top toolbar

opaque zephyr
#

sorting the face did, I think the problem is rvmat, I'll try to change them

#

the result I will write, thanks for the advice

stuck oyster
#

try using just 1 material for the whole model

white jay
stuck oyster
#

restart blender. the script has got stuck

opaque zephyr
#

@stuck oyster rvmat did not give a result, but removing textures from the model removed transparency, but the same textures are used on another model, and it's not transparent, it's some sort of mysticism, could not the BIS in the last update do something

stuck oyster
#

dont think so. but it can be that you have too many textures on it

opaque zephyr
#

@stuck oyster you're right, deleted some of the textures and the transparency is gone, but is there information to limit the number of textures for one model?

stuck oyster
#

not sure but each texture used raises section count witch makes the model more performance heavy

#

and your section count (in OB bottom info bar)

#

is way too much

#

it also could be some of your textures have converted badly and cause it

#

are all your textures 512/1024/2048/4096

#

or do you have some random sizes?

woeful viper
#

1100 sections holy shit batman...

#

@opaque zephyr this is imported stalker model, isnt it? Did you import it to 3ds max?

opaque zephyr
#

@stuck oyster basic size textures 1024/2048

#

@woeful viper I do not understand your dick dude, you already say what you think

woeful viper
#

calm your tits... i helped you before if i remember correctly and i asked because i know that there is something that can screw up models like that in 3ds max. But since you insult me i'm off to play a game instead...

opaque zephyr
#

@woeful viper maybe the problem of an interpreter, I understand it because it translates Google, and I answer with a wide soul, so enjoy it

strong plaza
polar fiber
#

STR just refers to the stringtables. So could be anything

#

is languagecore_f unpacked on your P: drive?

strong plaza
#

yes

#

but now it seems the error is gone for some reason

white jay
sharp halo
#

Hi, how can I load an object in place of proxy?

quick terrace
#

right click proxy in the selection list and load the model

sharp halo
#

@quick terrace I dont have option to load :/

quick terrace
#

yeah whatever it is called, extract proxy / extract proxy all lods does just that

sharp halo
#

Ok thank you

tacit karma
hollow fulcrum
#

sweet! another tube of doom.

woeful viper
#

which side do you light on fire for it to go off?

#

i think it should be better labeled

#

<--- face away from friendly | face towards enemy ---->

hollow fulcrum
#

lol

sharp halo
#

I need help again, how do I determine minvalues and maxvalues in model.cfg?

foggy finch
#

divide by zero

#

or poke @stuck oyster

sonic valve
#

Anybody give me a rundown on how I set up my weapons for dynamic loadouts? Particuarlly the launching rack with the missle.

sonic valve
#

Thanks

stuck oyster
#

@RiverX#2751 values for what?

#

depends on what kind of animation you have etcetc

tacit karma
#

theres a sticker missing, but I add that as soon as I have it

woeful viper
#

Model looks nice, right hand posture looks a bit like broken wrist though

lusty ginkgo
#

In OB I thought you could only view .paa textures in buldozer

#

I can see a surface texture though

median bough
#

@tacit karma
is that the noobtube i was holding?

#

that's sexy AF

#

πŸ‘

tacit karma
#

yeah it is

median bough
#

does the zeroing work like the original?

tacit karma
#

If Kllrt makes it work then yes πŸ˜„

median bough
#

@slate epoch
DU ET, NAOW!

tacit karma
#

πŸ˜„

median bough
#

no response... it saturday, i guess he's laying wasted under some table πŸ˜„

slate epoch
#

not really thonk

#

Anyway, there isn't much zeroing to "work"

#

there are 3 settings for rear sights - normal, for temp bellow 0Β°C and for temp over 30Β°C

median bough
#

so if there isn't much to it, are you done? πŸ˜›

tacit karma
#

didnt even start yet

sharp halo
#

How to use translation anim type? I have smth like this
class PedalLeft
{
type="translationZ";
source="rudder";
selection="LeftPedal";
minValue=-0.1;
maxValue=0.1;
offset0 = "-0.1";
offset1 = "0.1";
};
class PedalRight
{
type="translationZ";
source="rudder";
selection="RightPedal";
minValue=-0.1;
maxValue=0.1;
offset0 = "0.1";
offset1 = "-0.1";
};

#

And I want to move left pedal in other direction that the right one

#

In rotation type I just use negative angle but here it doesnt work with offset

#

Above does that both pedals move in same direction

tacit karma
#

values best be 0 and 1

#

oh was I too quick @stuck oyster ? πŸ˜›

stuck oyster
#

nah

#

I was going to suggest using type "translation" and defining the direction/movement distance with axis

tacit karma
#

he coudl try that as well

sharp halo
#

How do I define direction then? I understand I have to create two axis for each pedal, and the distance will be according to the axis length?

stuck oyster
#

yes and the order of the 2 axis points determine the direction

#

if it goes wrong way just flip the points around

sharp halo
#

oh ok then, thanks

white jay
#

Where can I find accurate weapon blueprints/drawings?

sonic valve
#

Advise on unwrapping missles?

#

I can't seem to get a clean unwrap :\

#

Mainly the nose cone of the missle

white jay
#

@sonic valve can you send me a wireframe of the missile?

sonic valve
#

What format would you like?

white jay
#

.png πŸ˜‰

#

@sonic valve I can do it for you I suppose, but you'd get more out of it if you did it yourself πŸ˜‰

sonic valve
#

Ow yea, I want to do it myself

#

I just wanted some advice how you deal with cones and such

white jay
#

So send that pic over

sonic valve
#

ugh *mumbles about BI discord not just letting me upload pics..

lusty ginkgo
#

Are there any reasons why a mode might be invisible in game?

#

or buldozer?

#

I edited one of the sample models but one variant of that model is simply invisible

#

It has textures and it isn't hidden, has no special properties

#

The vertex properties were set to hidden for some reason

#

nevermind me

atomic path
#

So in model.cfg you can use "ammo" to read the value of bullets in magazine as a source.
Therefore it's possible to make "disappearing" bullets from the magazine.
Do you know if it works in infantry weapons? I've done it light this and it doesn't work:

class light_1
{
type="hide";
source="ammo";
selection="li_1";
hideValue = 0;
unHideValue = 24;
animPeriod = 0.0;
initPhase = 0.0;
};
class light_2
{
type="hide";
source="ammo";
selection="li_2";
hideValue = 1;
unHideValue = 24;
animPeriod = 0.0;
initPhase = 0.0;
};
class light_3
{
type="hide";
source="ammo";
selection="li_3";
hideValue = 3;
unHideValue = 24;
animPeriod = 0;
initPhase = 0.0;
};

#

24 bullets in mag

#

the lights should appear/disappear when the last 3 bullets are fired accordingly

#

(selections are good)

stuck oyster
#

yes it should work on man weapons

#

should you not have unhide value in 22, 23 and 24?

#

though just thinking out loud here. cant remember how it worked from the top of my head

#

no sorry I apparently starts from the top

woeful viper
atomic path
#

Noice!
Is there a way to see that wapon's model.cfg file?

atomic path
#

I've found it, it should use "revolving" as source

stuck oyster
#

hmm im pretty sure ammo should work too

#

but if revolving works for you its ok too

atomic path
#

Well, I shall try

#

It's even easier to use coz there is a set value for full magazine (if you'd load half-full mag it might not work in certain scripts)
Yup, it works!

stuck oyster
#

πŸ‘

rough idol
#

Hide and under hide are only working in 0-1 range where minvalue = 0 and max value is 1

#

@atomic path

atomic path
#

Yea, I got to this. Everything is working fine

tulip beacon
#

what can cause this?

#

in TB buldozer there is "gap" or something in the shadow

#

in OB buldozer all fine

stuck oyster
#

TB dozer does not matter.

#

what it look like in game

#

if its there then we can try debugging it

#

TB dozer is not exactly same as ingame

#

dozer in general is not exactly same

tulip beacon
#

yeah, it exists ingame also

stuck oyster
#

look for the same spot in OB buldozer

tulip beacon
stuck oyster
#

does it have shadowlod?

#

or are you using some different sbsource?

tulip beacon
#

yes, should have shadow lod

stuck oyster
#

what named properties you have on it?

#

what shadow quality do you have in settings?

tulip beacon
#

ok, so it has shadowvolume 0 lod, and namedproperty "sbsource"=shadowvolume

#

shadow qality ultra

#

ok, so shadow lod was removed, all shadow related named properties were removed, so it now uses visual lod for shadow and it looks ok

stuck oyster
#

visualex?

#

as sbsource?

tulip beacon
#

what is default lod it tries to use if there's no sv lod?

stuck oyster
#

all res lods

#

probably it draws it from whatever lod is currently show

#

except if a lod has lodNoShadow = 1 named property

tulip beacon
#

well, seems like solved

stuck oyster
#

πŸ‘Œ

sharp halo
#

How do I properly and quickly binarize p3d? It loads for 15 seconds ingame now...

stuck oyster
#

what kind of model is it?

#

if it loads that long it likely has all kinds of errors

sharp halo
#

Simple jet model, it is source model provided so it shouldnt have errors

#

I cant binarize it using Addon builder or binpbo

#

But the model works fine

stuck oyster
#

pboProject

#

you have been here long enough that you already should know that

median bough
#

If you can't pack it with pboProject, your model is fishy

#

Easy as it is

sharp halo
#

ok will try that thank you

wind sluice
#

Anyone know where to find a decent checklist for creating a new turret? I have a rail-gun I've been working on, it's at the point of being textured, I've done things like created and imported static objects but never anything that requires animation.

stuck oyster
#

@Jcoop2300#2702 google arma model.cfg animation

hallow turtle
#

Is there any good starter stuff for a beginner in 3ds Max? How did you all learn?

stuck oyster
#

From my experience there are lots of beginner tutorials for all the popular modeling programs. Usually trying to make something simple is the easiest way to get to know new tools especially if youre not familiar with 3d modeling from before. some simple man made object like a crate or a barrel could be something one could start with.

hallow turtle
#

Okay, that makes sense.

#

Is modeling sort of like: As long as you know your toolset you can do a lot, or is it more skill / technique based?

stuck oyster
#

Same principles apply to just about any program, tools and techniques are a bit different but that does not really matter as afaik people rarely change the programs they get used to.

#

skill is involved sure

#

the more skilled you get the more faster you can produce stuff

#

and maybe the more you know your tools and more skilled you are you can imagine/design more complex models

hallow turtle
#

Alright, thanks for the feedback. I'll definitely keep this in mind.

stuck oyster
#

Youre welcome!

wind sluice
#

@stuck oyster Thanks I'm checking it out now. Where can we post photos of our projects?

stuck oyster
#

well you could make a imgur gallery out of them and throw the link here

#

we enjoy wip shots here

#

Biforums is another place you could make a post on

wraith socket
#

I have no idea if you have control over this or not

#

but it should be OK to post photos here

#

this is a graphical discussion channel anyway

stuck oyster
#

me?

#

nope

#

Though I can now that I got blue name xD

#

but I think it may be a moderation nightmare to have many fully open image posting channels

wraith socket
#

could make a role that allows? idk

hollow fulcrum
#

just upload and link it. i doubt very seriously you'll see mass ability to post images on this server.

hallow turtle
#

#screenshots_arma ocassionally gets random pictures, i can only imagine what would happen if you allowed global upload ability

polar bone
#

Is there any guide on how to implement buildings in arma?

obtuse rain
#

The sample building is a good start, had a look at it?

outer condor
#

so models became considerable larger with todays update

#

1.2 to 5 MB for ODOL

#

14 MB to to 57 MB for MLOD

#

ODOL version seems still the same

#

however this should be new LOD

stuck oyster
#

uuu nice new shiny toys! πŸ˜„

outer condor
#

now to damage system stuff

hollow fulcrum
#

awesome, thanks for that @outer condor πŸ‘

outer condor
#

np

rough idol
#

there interior occluders now

#

you can try how it works by making empty interior & some inverted box with occluder name

#

land contact points are for proper snapping to ground in eden (cars had it always) & should also a little bit improve physx collisions

#

lods with number 1201-1299 can be used with lodTurnedIn/Out property

hollow fulcrum
#

this is excellent is news. very much appreciate the info @rough idol

#

will try the interior occluder foo here shortly. that seems needed.

rough idol
#

view geo seems like a bug - are you sure tool debined it correctly?

outer condor
#

@white jay ^

white jay
#

πŸ™„

woeful viper
#

wait wat? land contact points are new for tanks? Always had them in for ages... I guess that explains why one of my tanks in my usual testing mission goes consistently airborne since very recently xD

rough idol
#

they had those land contact points but they weren't connect to any bone @woeful viper

woeful viper
#

do they need to be to function ok?

tacit shard
#

How bad is it for performance to have a looped animation that doesnt stop? (just something spinning)

#

their could be a fair few of them though

stuck oyster
#

you make them use time as animation source and it should not be an issue. Windmills perchance?

tacit shard
#

nah fan in an oxygen unit

woeful viper
#

preferably a while loop with 0.001s wait, repeating the same animate "myfan1". Servers love that.

agile flint
woeful viper
#

maybe (no idea) it uses center of bounding box for centering the icon?

hollow fulcrum
#

that is what my brain tells me. wound't be surprised if there was something for it though. sometimes there is hidden geometry you'd rather not be part of the bounding box.

#

which i suppose is also a possible fix.

ruby cave
#

How do you actually turn the camera in object builder? I know you can use the numpad to move around, but what button is for rotation?

woeful viper
#

alt + RMB/LMB

ruby cave
#

Alright thanks πŸ˜ƒ

woeful viper
#

every 3d navigation tool uses its own scheme... its slightly infuriating when you have to switch often :D
General advice if in doubt just try combinations of RMB/LMB/MMB dragin and pressing crtl, alt, shift or combinations until you find whats what

ruby cave
#

yeah, Ive tried everything just havnt thought of that, going between, unreal, unity, blender, surface painter, eden, and so many others, can never be simple xD

woeful viper
#

i especially hate if they rely much on MMB draging. MMB are generally way too stiff for doing that repeatedly over long periods. Inventor is the worst. Relies on MMB + ctrl/shift/alt for everything. At work at some point i couldn't continue to model as i was suffering wrist and forearm cramps and pain after a few days of extensive modelling/constructive iterations.

ruby cave
#

For sure, also does view geometry have to have the same classifications as normal geometry, Non-Convex, Closed, etcetera

woeful viper
#
  • components. yeah, all geometry lods are the same in this regard
ruby cave
#

Alright thanks again πŸ˜ƒ

fervent steppe
#

Bentley redline uses mmb/drag to select prints at work. Soooo annoying.

timber cobalt
#

Hi guys. Anybody know what named property I need to let my object be visible at all distances?

woeful viper
#

^i'm not actually sure anymore there's a named property for that , i may have led you on a blue moon chase

hollow fulcrum
#

ermmm.. thought there was a recently added method for addressing this. i can't recall it at the moment, and not sitting at a machine.

timber cobalt
#

found it

hollow fulcrum
#

yeah that

wraith socket
#

So im modding a fence into arma 3

#

alls fine with the normal map

#

But then when I add spec this happens

#

Any ideas?

#
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.700000,0.700000,0.700000,1.000000};
specularPower=180.000000;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="fence\Material\Textures\Fence_NO.paa";
    uvSource="tex";
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";
    uvSource="tex";
};
class Stage3
{
       texture="#(argb,8,8,3)color(0,0,0,0)";
    uvSource="tex";
};
class Stage4
{
    texture="#(argb,8,8,3)color(0,1,1,1)";
    uvSource="tex";
};
class Stage5
{
    texture="fence\Material\Textures\Fence_SL.paa";
    uvSource="tex";
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.3,7)";
    uvSource="none";
};
class Stage7
{
    texture="ca\air\data\env_co.paa";
    uvSource="none";
};




``` my RVMAT
tacit karma
#

class Stage7
{
texture="ca\air\data\env_co.paa";
uvSource="none";
};

#

you are also missing suffixes

wraith socket
#

Whats wrong with stage 7 so I can fix it, also what suffixes have I dropped?

cinder pivot
#

ca is for arma2

#

isn't it?

wraith socket
#

possibly, im just using a config off the wiki

#

Im a little shaky with what stage 7 actually does

#

Can I just delete it?

polar fiber
#

no

#

super shader wants all those stages

wraith socket
#

Can I get a shader thats just normal and spec?

#

slightly less super shader

polar fiber
#

but super is the standard

wraith socket
#

ill use the super then I guess

polar fiber
#

all you really need to do is use the right path for Arma 3 class Stage7 { texture="A3\data_f\env_land_co.paa"; uvSource="none"; };

wraith socket
#

Alright got that thanks

#

One last thing

#

Thats it in bulldozer

#

ingame its gone red

#

wait no I had saturation at 200% ingame 🀦

#

thanks for the help

white jay
#

@outer condor @rough idol I had a look at the model myself and dont see an obvious problem with the debin result. seems to make sense to me

#

talking about view cargo geometry lod

late raft
#

lol

balmy flax
#

If I'm having a problem with a texture appearing on a model. Should I troubleshoot here or #arma3_texture ?

hollow fulcrum
#

whats the issue? @balmy flax

balmy flax
#

I have a m48b Cricket

#

and 4 seperate rvmats

#

but one of them doesnt show

#

for no discernable reason

#

I have the config and files on a google drive if you wouldnt mind looking at it?

wraith socket
#

When I apply my specualr map it seems to use the wrong UV's

#

Does anyone know how to fix this

polar fiber
#

what uvsource are you using?

#

in rvmat

wraith socket
#

tex

#

hold on ill post it

#
surfaceInfo="fence\Material\wood.bisurf";
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.700000,0.700000,0.700000,1.000000};
specularPower=150.000000;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
    texture="fence\Material\Textures\Fence_NO.paa";
    uvSource="tex";
};
class Stage2
{
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,0)";
    uvSource="tex";
};
class Stage3
{
    texture="#(argb,8,8,3)color(0,0,0,0)";
    uvSource="tex";
};
class Stage4
{
    texture="#(argb,8,8,3)color(0,1,1,1)";
    uvSource="tex";
};
class Stage5
{
    texture="fence\Material\Textures\Fence_SMDI.paa";
    uvSource="none";
};
class Stage6
{
    texture="#(ai,64,64,1)fresnel(1.3,7)";
    uvSource="none";
};
class Stage7
{
    texture="A3\data_f\env_land_co.paa";
    uvSource="none";
};

quick terrace
#

@wraith socket da fuck suffix is _no

wraith socket
#

normal

quick terrace
#

yeah use nohq instead

wraith socket
#

alright

quick terrace
#

what are your raw textures file format

#

PNG?

wraith socket
#

tiff

#

then to paa

quick terrace
#

lol

#

use TGA, or PNG

wraith socket
#

Sorry yeah PNG

#

I thought they were tiff

quick terrace
#

try saving that PNG as TGA

#

let Oxygen convert that for your automaticly

#

i had issues with PNGs myself

wraith socket
#

Whats oxygen?

quick terrace
#

whatever the fuck they call it these days

#

object builder

wraith socket
#

oh right

#

didnt even know that can convert

quick terrace
#

are the textures 2^n file format?

wraith socket
#

Im not sure what that is

#

Is that a normal fomating thing?

median bough
#

All sides are equal like 4x4, 8x8, ect

wraith socket
#

Oh right

#

No its not actually

#

Is that nesscassary?

median bough
#

Jup

wraith socket
#

Hmm how come the normal and diffuse worked fine then, but the spec messed up?

polar fiber
#

because you have uvsource none

wraith socket
#

changed that

wraith socket
#

Alright, changed that and convirted to square textures and im still getting the same issue πŸ€”

wraith socket
#

Alright sorted it

#

my channels were all wrong

tacit karma
#

@wraith socket even when in modern game engines its not 100% necessary anymore, you should always obey the power of two rules

wraith socket
#

Usually do yeah, this time I just decided not to at first

hollow fulcrum
#

still needs paint and a couple more pieces i think will be useful. but is all working very well. even turns properly.

quick terrace
#

that is pretty cool @hollow fulcrum

#

does it honk though?

hollow fulcrum
#

lol it needs to for sure.

quick terrace
hollow fulcrum
#

thats pretty sick

cinder pivot
#

I didn't know that today was the day I was going down the hole of cruise ship horn battles and songs on youtube

#

lol

hollow fulcrum
#

no kidding πŸ˜„

cinder pivot
#

bruh this is the best thing I never knew existed

hollow fulcrum
#

the Splendida, haha. thats probably the best one.

hollow fulcrum
ebon abyss
#

heh nice.

#

how did you create that water there?

hollow fulcrum
#

and that water is actually on the heightmap. (NE corner)

#

Β―_(ツ)_/Β―

hollow fulcrum
#

hmph.. dunno. for whatever reason, can't seem to raise el tide. that being said, it does seem i can load things up in VR, return to editor, load Tanoa, and see diagnostic things there.

outer condor
#

probably just a pond object there and not real water

late raft
#

isnt the height on vr 0m?

hollow fulcrum
#

ermmm.. maybe. it absolutely worked before though. wherever on the map i was doing things. i dont see anything in current configs that changed though.

late raft
#

or 1m

hollow fulcrum
#

VR i believe is 1m default flat on the heightmap, been a long time since i looked. tide for it is -1.5m, but changing that isn't working for me.

hollow fulcrum
#

as a work around, i made some snappable pond objects, so i'll make a more suitable tinkering area tomorrow ... 50m at a time.

stuck oyster
#

That is normal 0m sealevel water in VR. theres a small hole in the heightmap just like Hatched said.

fervent steppe
#

Haha. That's cool

edgy cobalt
#

Hi, I've tried to apply "canbeoccluded = 1" property on car, but i still see FPS drop if vehicles are hidden behind the walls with "canocclude = 1" property. But AI don't know that there is an enemy vehicle even through thin wall.
Is it hardcoded feature to always draw a vehicles?

hollow fulcrum
late raft
#

lol

hollow fulcrum
#

@edgy cobalt not sure i understand your question fully. the engine by default renders everything in the scene (mostly true). the usage of occluders can negate some of that. i would not be surprised if 'canbeoccluded' doesn't work on specifc classes. that being said, i've not had time to test it thoroughly.

quick terrace
#

@edgy cobalt as far as i know these work ONLY on structures

hollow fulcrum
#

they did add an occluder with tanks dlc for interiors.

#

which i believe works across the board for vehicle classes. just a box with inverted faces, and 'occluder' as named property, i think it was. not sitting at the machine to look.

rough idol
#

No named property is required

#

It needs occluderX named selection where x can be whatever

hollow fulcrum
#

thanks for clarification reyhard

white jay
#

https://imgur.com/a/GUSIE Just gotta texture the mailbox and then make the overall texture a bit worn.dirty, but I think I'm about done with this one.

hollow fulcrum
#

that looks good man

quick terrace
#

@CommieCrusher#4801 no interior?

lusty ginkgo
#

I have some road decal models for my terrain. Thing is, they can't be moved or deleted completely in buldozer. They are invisible on creation unless they existed before I opened buldozer, but then the actual decal doesn't follow that actual object's position.

I fixed this by removing the named property class = land_decal from the models, but I though I needed that. Is this expected behaviour for these model types?

flat flare
#

Anyone know why my mouse moves so slowly in object builder now?

quick terrace
#

windows 10 creators whatever update issue

median bough
#

don't use betas or early access products (win10)

#

Β―_(ツ)_/Β―

strong plaza
#

I thought BI fixed the slow mouse issue?

#

either that or I got so used to it that I don't notice it anymore

livid plover
#

Hello is there any way to disable Hull hit point? I wan't to disable destroy vehicles with this hitpoint

white jay
#

@quick terrace no interiors, the vast amount of buildings im making will have a serious performance issue if I have too many with interiors, gotta keep the number low.

wind pewter
#

So its not just me Boss Baby lol I thought i was going nuts

hollow fulcrum
#

if you switch all the viewports to directx it seems to work better. if they fixed it, it isn't working here.

ebon abyss
#

got a few aircraft models with landing gear / wheels modeled in up or "stowed in" position, is this going to be a problem when doing physx config?

bold valve
#

one question more or less max polygons models for a model ΒΏ? like helicopter or plane thanks

obtuse rain
#

For helicopters it really depends if it's a MH-6 or a HIND.

stuck oyster
#

Engine max is in millions. preferably you should not go much above 40k to keep them up par with vanilla assets

obtuse rain
#

It's unreliable trying to binarize over 100k-200k though.

quick terrace
#

@stuck oyster actually, the hard limit is not the 2^32 as per DX docs, but rather 2^20

#

oxygen will have issues with lower polycount

stuck oyster
#

@quick terrace thanks, always remeber just the general ~millions region.

#

but whatever the maximum is, it does not mean one should be aiming at it. πŸ˜„

quick terrace
#

true that

#

2^32 = 4 billions

bold valve
#

30.000 polygons in 3d max its ok?

quick terrace
#

important numbers are triangles(the lowest polygon denominator) and vertices

ruby cave
#

30k is way too much gotta say, trees average at 6-8 for lod 0, buildings also around 7k including interiors and all, going off of what I’ve seen in arma 2

#

Helicopters I could see around 14k? Never looked into one but 30 seems like a lot

polar fiber
#

it's not a lot if it has fairly detailed door guns and things

#

the Ghosthawk is probably in excess of 32k points, because of the door guns

#

they were proxies (split in multiple parts for animation)

#

dunno if they still are

#

but if it's 30k for senseless reasons like having a detailed cockpit in the res LODs, then yes it's too much

fervent steppe
#

@quick terrace haha. The Donald is modeling in 02 now! This asset collection much be yuge!

quick terrace
#

@fervent steppe bigly

fervent steppe
#

πŸ˜‚πŸ˜‚πŸ˜‚

foggy finch
#

he's currently dealing with lod size limits on walls

hollow fulcrum
#

laughs at the thought of poly limits...

stray cobalt
#

hey guys, im making my own model and when i try to test it in arma i get the error message datafile too short but everything works in vbs, any idea what could be the issue ? do i need some more file to be able to test in arma?

hollow fulcrum
#

ermmm... that is usually related to a muckered up install if im recalling correctly. that being said, if it works fine without your .pbo then that is likely the culprit. not that i can recall ever having that error myself with things.

stray cobalt
#

ok i will keep searching thanks

hallow turtle
#

@stray cobalt #rules , don't double post

hollow fulcrum
#

...

#

@stray cobalt how are you building things, which tools?

stray cobalt
#

im using 3ds for the model and lod, oxygen or object builder for the memory point

hollow fulcrum
#

packing it bi tools or mikeros?

stray cobalt
#

addonPacker_x64

#

comes with vbs and arma 3 tool

hollow fulcrum
#

i haven't messed with vbs things in years. i would not swap tools between the two in general practice though. and i would most certainly utilize Mikeros tools over BI's, as an absolute.

#

the error itself though, to the best of my knowledge is corrupted data, or at least it appears that way to the engine.

#

there are smarter guys around here who can probably pin it down tighter.

stray cobalt
#

aight thanks anyway, ill keep searching .. midnight will chew my ass if i ask elsewhere...

hallow turtle
#

Always

hollow fulcrum
#

people will see it here, wide range of time zones though, so takes a bit sometimes.

woeful viper
#

addonPacker_x64 - thats not arma 3

stuck oyster
#

@stray cobalt vbs tools dont pack for arma

#

and im pretty sure the vbs eula says you cant use them for anything else but vbs

#

so for arma you have to use arma tools

#

not vbs tools

stray cobalt
#

w/e the tool i use i have the same result

stuck oyster
#

whole process with Arma tools only?

stray cobalt
#

maybe the config.cpp is different, ill have to unpack a vehicle from arma to check

stuck oyster
#

I would be veeery careful now with how you use your VBS tools

#

you could get into trouble

stray cobalt
#

im not releasing anything so no i cannot get into trouble

stuck oyster
#

πŸšͺ

hollow fulcrum
#

yeah that kind of mentality won't get you far around here.. either way you're doing it wrong if you're using those tools.

#

Β―_(ツ)_/Β―

stuck oyster
#

Lets say someone working for BiSim reads what you just said and quicky googles you up and finds out where youre from and then they dig up how many firms use VBS in there and contact them to find out who you work for and misuse the software and then inform your boss about it.

#

just saying best to keep on appropriate tools for work and for pleasure

hollow fulcrum
#

and relative to arma/vbs config foo, you can use mikeros tools within the armaverse and find things that are not proper rather quickly. although it is quite strict. which is good at the end of the day, but might take a minute to work through.

stuck oyster
#

vbs and Arma share some of the basic config parameters and then throw in a loot of program specific stuff into the mix so while they resemble each other, theyre totally different

fervent steppe
#

πŸ€¦β€β™‚οΈ

lean merlin
#

In Oxygen2 is there a way to change movement speed on my mouse, in buldozer it's fine but in the actually four views its slow af

#

Only a recent issue

polar fiber
#

it's a Windows 10 problem

#

using Direct3D mode for the viewports (all of them) helps

ebon abyss
#

win10 keeps on giving