#arma3_model

1 messages Β· Page 108 of 1

obtuse rain
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@BelleGueule#9574 VBS Addon Packer can't produce .p3d's that Arma 3 understands. It doesn't even produce .pbo's that Arma 3 can read. Which is sad given how much faster it is.

Your .p3d's from before packing (straight out of O2) and all the other input files should work with the Arma 3 packing tools though.

fervent steppe
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@polar fiber so that problem only occurs when you are viewing all the viewports?

polar fiber
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I don't know. I just heard that it works best if all viewports are D3D, not just the one you're working in

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can test it I suppose

fervent steppe
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I'll have to check it out tonight.

jovial bramble
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Hey guys, sorry for all the noobness from this post already. I am looking to find some decent tutorials for adding new weapons into the game, does anyone have any? Preferably text tutorials πŸ˜ƒ

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I am aware of the pinned posts, just want to try and find something more specific

agile flint
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Text tutorials, crikey

late raft
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@jovial bramble Unfortunately, (to me), the modeling side of ArmA doesn't have much text-tutorials nor video-tutorials on a step by step process of making a weapon. It's something you will have to try to skrrrt by with yourself/help from this channel (after searching for it yourself) as you learn to use OB and a few other things. You can try to find something on the PMC WIKI, but I haven't found much rather than information on certain things. I would look at ArmA 3 Samples, it has an example weapon p3d, I believe.

hollow fulcrum
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@fervent steppe doesn't really matter how many windows you are viewing. DX mode is a lot better for me per window, but when i set them all to DX (i use a 4 port layout), it seems to be even less wonky. individual mileage varies it seems though.

fervent steppe
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Hmm. Thanks hatchet!

warm leaf
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this guide has everything you need to get something from a 3d model to in game

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and its text!

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(I say this as someone who is working on their first weapon addon following this guide with mostly success)

late raft
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πŸ‘πŸΌ

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Should get this on the wiki tbh.

warm leaf
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Yeah there's a bunch of disparate sources out there in different places. A lot of this stuff does take some digging, but honestly it's a complex system to try and work with, and tools that are showing their age don't make it any easier. On the flip side, it means a tutorial from 6 years ago for arma 1 or 2 is probably still mostly right.

jaunty leaf
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anyone know why my aircraft would start sinking into the ground when it stops?

jaunty leaf
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fixed the thing sinking into the ground by adding wheels to the physx lod

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and control surfaces now work but the problem is it doesn't want to move on the ground :x

white jay
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hello ,

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Do you know why the feet are visible when they should be hidden

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In FPP they are visible in TPP they are under the dashboard

ebon abyss
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Mallowe: did you add memory points and config.cpp class wheels?

icy roost
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Can someone help me convert an Arma 1 model of the RG-6 into a usable format? I can't seem to get it working with DeP3D and P3DAnalyzer.

obtuse rain
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@icy roost Who made the model?

icy roost
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BIS.

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It's the same (original) model CUP used for their RG-6.

obtuse rain
icy roost
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Doesn't include Queen's Gambit models unfortunately.

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So this is the only way to get the RG-6.

obtuse rain
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Hmm, how did CUP get it then?

icy roost
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Debinning.

obtuse rain
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Might be worth going onto the CUP Discord and asking if you can use it, they have all the source models in a repository (and are presumably looking for people to spruce up old models too).

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You generally won't get anyone to help you debin things because 99% of the time the people asking are intending to nick things to use on pay-to-play Arma 3 Life servers which no one here's very keen on.

icy roost
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Fair enough.

obtuse rain
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But yeah, you'd probably find a lot of good advice on updating models from the CUP guys too since they've done so many.

tribal vigil
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Hey guys,
after a long break and and a new computer, I was gonna continue the work on my 3d objects, but unfortunately my bulldozer keep crashing when I load it up through object builder.
The bulldozer rpt says this:

== P:\buldozer.exe
== P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

Original output filename: Arma3Retail_DX11
Exe timestamp: 2017/12/13 18:03:13
Current time: 2018/03/02 13:01:25

Type: Public
Build: Stable
Version: 1.80.143869

Allocator: Windows [] []
PhysMem: 32 GiB, VirtMem : 4.0 GiB, AvailPhys : 26 GiB, AvailVirt : 3.7 GiB, AvailPage : 30 GiB

13:01:25 No product.bin found, using defaults for a core engine.
13:01:25 SteamAPI initialization failed. Steam features won't be accessible!
13:01:25 Splash window: Unable to load config file: dta\splashwindow.bin

the splashwindow.bin file is there and it should work... any ideas?
thanks in advance πŸ˜‰

outer condor
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@tribal vigil did you use arma3p for the setup?

tribal vigil
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used the arma tools for a change, not a bad shout, I shall try that

white jay
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@icy roost send me the model

stuck oyster
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@white jay is the crane custom model with proper LODs or have you just attached character to it?

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first person view is drawn over everything else so that stuff does not stick through cars for example

white jay
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The lods is in the model

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the models of arma it's the same things

stuck oyster
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that does not sound right at all

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@white jay cant see that happening on vanilla vehicles

white jay
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It's driver , not turret

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The problem happens only on turret

stuck oyster
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are you using turned out view or optics?

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and gunner works too

white jay
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class CargoTurret;
class Turrets
{
class CargoTurret_01: CargoTurret
{
gunnerAction="Turret_Grue_Roue";
gunnerGetInAction="GetInMedium";
gunnerGetOutAction="GetOutMedium";
memoryPointsGetInGunner="pos cargo 2";
memoryPointsGetInGunnerDir="pos cargo dir 2";
gunnerName="Montez dans le Coffre";
gunnerCompartments="Compartment3";
proxyIndex=2;
lodTurnedIn=1;
lodTurnedOut=1;
maxElev=0;
minElev=0;
maxTurn=0;
minTurn=0;
isPersonTurret=1;
};

    };
polar fiber
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is part of the cabin a proxy?

white jay
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Not a proxy

stuck oyster
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paste your whole config in pastebin

white jay
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Qilin

stuck oyster
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are you running any mods?

polar fiber
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try a forceNotAlpha property

white jay
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For the tests I do not mods

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I am french sorry for my english πŸ˜ƒ

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forcenotalpha = 1

polar fiber
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yeah in named properties of the crane model

white jay
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Yes it is 1

stuck oyster
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ah now I see it

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must be a FireFromVehicle issue

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make a ticket and hope for the best

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you could make it a just a normal turret though

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unless you want the man to be able to shoot out

white jay
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Not shoot , just pilot crane

stuck oyster
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then dont use cragoturret

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just make it a normal turret

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Im guessing the FFV character might be its own unit just glued to the car and not exactly part of the car like the other crew positions

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so in FFV the character is drawn over the car model

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though then the car model should clip into things

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ah grass clips through the car

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so that does seem to cofirm it

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FFV character is not part of the car so its drawn over the car

turbid cove
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so it's basically an attachTo ?

stuck oyster
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yes

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just little better

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so just make it a normal gunner seat and it should be fine

white jay
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I will try

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thank you

worn flax
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Hello. Is it possible to hide a useraction in game's menu? I try available = 0 but it doesn't work
for exemple :
class avance_bras
{
available=0;
displayName="Avancer"; // Z
position="axis_grue";
shortcut="CarForward";
radius=5;
onlyForplayer="false";
condition="player in crew this && count assignedVehicleRole player == 2 && this animationphase ""pieds"">0.99;";
statement = "for ""_i"" from 2 to 6 do {[this,format[""bras%1"",_i],1] spawn DATA_fnc_animation_continue_grue;};";
};

stuck oyster
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you could just clear the action class if you dont want it to be available

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or set it to very very small radius

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and to some point in the vehicle that cant be reached

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when the radius is so small

worn flax
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It is necessary that the action is available by the shorcut without appearing in the menu

stuck oyster
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what does it do?

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I mean there may be better ways to make a key do something

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that do not involve useraction

worn flax
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My shortcut key is "Z", I want to use the action with the key without seeing the action in the menu

stuck oyster
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but what does the action do?

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animates something?

worn flax
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it moves an element of the model

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yes a animation

stuck oyster
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so its a car that has some part that is animated when it goes forward?

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can you tie the animation to some animationSource that is powered by movement?

worn flax
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no, action is for crew , not for the driver

stuck oyster
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is it constant animation

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could you just tell what it animates without beating around the bush?

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would make this easier

worn flax
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to animate the crane

stuck oyster
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nice crane

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so if I were you Id use DisplayEventhandlers that are tied to the pressed keys

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you can add the events on character that enters the vehicle for example with getIn eventhandler

worn flax
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I have a lot of actions

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there will be 18 scripts in the background?
I have never used DisplayEventhandlers

stuck oyster
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time to learn

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you can have just 1 for example that uses switch caseses

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it then can have different actions for each key

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also the keyDown event recognises modifier keys like shift and ctrl

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useractions would be ok if you tied the actions to actual controls on the model

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like buttons and joystick

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but I think they are not the best approach for what you want to do here

worn flax
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it impacts the server or only the check of the key happens at the user?

stuck oyster
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If ive understood right display events happen only on your screen if they are added to the "display" that is the game view

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but the commands do transfer

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especially if you animate something

worn flax
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I will try, thanks for the help

polar fiber
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if it's a crew turret, why not use something like the ObsElevation animation source? Like is used to raise/lower the camera turret on the Strider?

jaunty leaf
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Smoothing groups look a little weird?

timber cobalt
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Hi guys. is it possible to animate parts of the UV map? lets say if I want a UV island to slide across a texture to create a visual effect. Can that be done?

tank tracks kinda do that already, but thats maybe hardcoded somehow

rough idol
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there is water shader but there is no way to control that uv movement

timber cobalt
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So it will move randomly around?

rough idol
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like waves if i remember correctly

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or maybe it was constant movement

placid relic
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Hi everyone !
I had an idea the other night about a special gun that would have an integrated tazer below the barrel instead of the lamp / laser. ( concept : http://puu.sh/zzHYh/b0a0af4c99.png )
I know it's possible to have 2 magazines slots like the Type115 ( http://puu.sh/zzHRM/48061f2a42.jpg ) and I need 2 magazines slot because the tazer's script would work on the magazine's type.
The problem is that I do not know at all if it is possible to create a secondary weapon with 2 slots of magazines.
Has anyone ever tried?

warm leaf
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I don't see why it wouldn't be if you inherited the same class

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arguably any weapon with an attached grenade launcher uses a similar framework that could work for your concept

polar fiber
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at any rate, there are SMAW launcher addons with a second muzzle for the spotting rifle. It's a secondary slot weapon rather than handgun, but I guess it shows that non-Primary weapons can have it

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will have to check whether the inventory UI supports it the same way though

placid relic
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@polar fiber you're right, i'll ask in the config section ^^

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πŸ˜…

languid urchin
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I got a vehicle that makes my game crash when he hits another vehicle or touches another vehicle

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any clue why?

stuck oyster
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some broken config bit. check rpt if it contains any clues

languid urchin
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rpt?

quick terrace
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@stuck oyster why do you even bother....

median bough
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@quick terrace
any intel? or where does your comment come from?

languid urchin
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people makes me laugh

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they get to know something and they think they are the shit

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i know other things that you would beg me to teach you πŸ˜ƒ

median bough
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like what?

languid urchin
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wasn't talking to you buddy

median bough
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arma related? doubt...

languid urchin
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doesn't matter bro

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πŸ˜ƒ

median bough
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🀦

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"i got a secret but not telling you" - kevin, 8y

languid urchin
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dude i wasn't talking to you to begin with

median bough
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Β―_(ツ)_/Β―

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i asked a simple question "like what" and you went into my face, buddy

languid urchin
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i asked for something and i got an answer that answer wasn't clear for me so i asked again and somebody else answered me with some stupid shit. people if you don't know the answer or can't help stay quiet.

median bough
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ooohhh.... playing big?

languid urchin
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no not at all

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look at PuFu's answer

median bough
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yes, and i still wait for him to answer

languid urchin
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this guy answer is: @stuck oyster why do you even bother....

median bough
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i've read that

languid urchin
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so what does that tell you?

median bough
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nothing, because i'm not into assumptions

languid urchin
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he's telling somebody else not to bother answer my question

median bough
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no, he is asking WHY goat is bothering...

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small difference πŸ˜‰

languid urchin
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i'm done here.. i got shit to do man.

median bough
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bye

quick terrace
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??@median bough

median bough
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was related to @HorribleGoat why do you even bother....

quick terrace
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if a person is actually looking for an answer, that person will be able to phrase more then a sentence

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including things that he has already tried to do

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sure we can all guestimate, but why would i need to pull someone’s tongue for something the person asking for help

median bough
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ah ok, got it. thx

quick terrace
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should tell me from the get go

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besides, all things considered goat has made a habbit of actually answering just the lifer’s questions

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in any case i am pretty sure the game crash is physx related rather then config

minor jasper
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makes sense if it's collision related

stuck oyster
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huh I play some Witcher and the channel implodes into itself xD

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Dunno really why @quick terrace teach a man to fish and maybe man becomes a better man or something.

quick terrace
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i am not asking why you trying to help, but rather why are you trying to help people that cannot be bothered to ask for help.... @stuck oyster

fervent steppe
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@stuck oyster hahahhaa

lusty ginkgo
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A2 models are such a mess

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have like 30 different texture each

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same for ones before A2 as well I guess

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I understand why people don't retexture these buildings very often

quick terrace
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?? afaik A2 models are still using multimats

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1 multi mat = 3 (_co/_nohq/_dtsmdi) x4 (id channels let's call em) +3 (_ads /_mc/_mask) texture maps each = 15

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if you have 2 multimats (one inside + 1 outside ) + one supershaders (the roof or some accesories) < the vast majority = at least 30 individual texture maps

halcyon wren
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Pair that with smart use of MC and B/W _co textures and Multimat is really powerful and allows for quick retexing of houses by just changing the MC

quick terrace
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yeah ^^
but part of that MC needs to be used for distance shadows unfortunatelly

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some weekend work (i have been actually dragging it for a while, used boolean zbrush dynamesh for the HP parts) - i did the attachments, the base VZ58 is not mine

icy roost
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Very nice.

twin urchin
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thats very nice

lusty ginkgo
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?? afaik A2 models are still using multimats @quick terrace but they still use like 15 sections instead of properly taking advantage of multi materials. A lot of the models use single textures for individual parts of a model where it doesn't seem necessary. Also a lot of the buildings load interiors as proxies that have 15 more sections that use there own multi materials that have 30 different textures

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Most of them don't even use MC textures

quick terrace
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hmmm, might be worth comparing with the binned one

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it is unlikely that is final, they sort of released the mlods

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some of which are pretty weird indeed

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yeah the proxy shit is legacy stuff

lusty ginkgo
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The A3 models are way better with utilizing the materials in more efficient ways

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probably due to the fact most buildings have interiors on Altis so they were probably careful in that respect

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for optimization's sake I mean

halcyon wren
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but part of that MC needs to be used for distance shadows unfortunatelly

Blue channel in ADS, not MC. (MultiMat)

quick terrace
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i am aware of how ADS works, nope, you can use MC for that as well (inverted AO in MC alpha)

strong plaza
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what's the difference between AS and ADS?

late raft
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Why does the sample files for A3_Character have random points everywhere surrouding the character. Is it meant for something?

stuck oyster
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random points?

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from the proxies?

late raft
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yes

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Do they represent something?

stuck oyster
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yes the different engine proxies the character needs to work

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weapon, head, etc etc

late raft
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ah k

stuck oyster
late raft
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Ahh..

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Matching my model w/ character rn. hopefully doesnt freak out.

sharp halo
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I got a problem, I got error that one of rvmat files cannot be loaded becouse it is not present in the path. How can I check which part/selection of model it is assigned to? I tried resources library and mass texture and material renaming but I couldnt find it. I have also same material in different directory, can this cause issue? I just want to find the one selection which has this wrong path defined

late raft
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pretty sure thats config

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or

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the path is wrong

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which is obv.

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Where is it giving the error

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pboproject?

sharp halo
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no, ingame

late raft
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so

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not buldzoer

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buldozer

sharp halo
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no, buldozer is fine

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also worth mentioning

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It only shows error when ejecting from jet, I chected p3d file of ejection seat aswell and it is clear

late raft
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It's not an OB thing then.

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RVMATS don't even really go into OB (at least in my experience)

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its something somewhere in your config

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files

sharp halo
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@late raft I am sorry but I dont understand, you can define rvmats in config?

stuck oyster
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no

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do you have hiddenselections that could have the wrong path

sharp halo
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@stuck oyster Checked all now, all seem to be fine

stuck oyster
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you can do a search for the path in files/folders in notepad++

late raft
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it would prob help if you told us the specific error

sharp halo
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sure, give me a sec

#
js_jc_fa18\data\cockpit\rightpanel.rvmat```
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thats it

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I have a rightpanel.rvmat but in directory: js_jc_fa18\data\cockpit\rightpanel\rightpanel.rvmat

late raft
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can you hastebin the contents of the rvmat

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and the config

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files

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file

sharp halo
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rvmat

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You mean entire config?

late raft
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Yes

sharp halo
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ok

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It exceeds the length of hastebin

late raft
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Pastebin

halcyon wren
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@strong plaza ADS maps allow you to use the blue channel to provide extra shading info. The shadow lod disappears at a distance and would let the interiors in houses fully lit. If you have all the interior surfaces in the house covered in black in the blue channel, those will stay dark at a distance. No more glowing interiors at distance.

@quick terrace Interesting to know. Never bothered to use the alpha of MC's in multimat. Does that channel behave different from ADS' blue channel?

quick terrace
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i’ll see if i can give you an example sometimes later

halcyon wren
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Thanks, that would be much appreciated!

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Earlierst I'll get to testing it myself will be next friday. :/

Edit: I think it will be the same behaviour that MC's alpha channel will have in trees.

sharp halo
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@late raft Sorry for the delay, here is the config code. https://codeshare.io/GqlwDq
However I just checked with the not edited config file and problem remains so I dont know if it is a config related problem

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OK I found it, it was model related after all , thank you πŸ˜ƒ

late raft
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So, in simple theory for OB w/ Uniform/Character rigging. All I have to do is redefine the specific bone parts to the new selection in order for animations to work correctly.

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Then, I can delete the sample character selections.

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make sure it lines up etc for its not all screwed up

stuck oyster
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well yes

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but I would do the rigging in whatever 3D program you use

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because OB tools for that are quite tedious to use

late raft
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yea the model isn't really "fun" to adjust into armaman

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arms aren't straight etc

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I'll try it in 3d

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Everytime the sun shines on the model, part of it shows the edges of the model, but the other parts (not in direct sunlight of A3) don't.

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Any ideas?

cinder pivot
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What are you using to make it

late raft
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OB + UV mapped textures.

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I didn't add the normals or anything.

cinder pivot
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3ds max blender

late raft
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it was made w/ 3ds

cinder pivot
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Needs to be in a smooth group

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The edges are sharp so they appear to show when seen at a certain angle

late raft
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k I'll try it out

late raft
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πŸ˜› think i broke it by making it too smooth and putting it OB. got that infinite import now

cinder pivot
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Don’t turbo smooth it just because

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Apply a smoothing group on it

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Wont change face count or uvs

late raft
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πŸ‘πŸΌ

late raft
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@stuck oyster So. I'd have to use the 3d Software to define the bones (kind of like arma rig)?

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or is there a way I can attach it to the actual armarig and do it that way

stuck oyster
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Im Blender user and yes I do exactly that in Blender for my chacracters.

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if you use max you should look up tutorials for it

late raft
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I'd use blender tbh.

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Seems so much easier in blender as I watch this guide, heh.

stuck oyster
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Tbh i could not say. I do like Blender though a lot

late raft
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So, you do the weight painting + stick bones?

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or do you attach it to arma rig

stuck oyster
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Arma rig should be enough

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I usually transfer weights from the sample character and then just do some fixing up

late raft
#

mk

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Do you happen to have a written/video guide on that?

stuck oyster
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I have written down the basic steps on animation channel I think

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a couple of times

late raft
#

πŸ‘πŸΌ

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ill try to find it

stuck oyster
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there may be even pictures

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cant remeber anymore xD

late raft
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lol

stuck oyster
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was actually here on model makers

late raft
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lol it was so long ago you only said "armarig" three times, last time was 09/29/17

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in this channel lol

stuck oyster
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11/16/2016

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was just yesterday wasnt it

late raft
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lol

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Found it.

  1. open your model in 1 blender instance
  2. open 2nd blender instance and import the sample man there.
  3. select the LOD0 sampleman object Ctrl+C copy it
  4. Paste it ctrl+V to your model
    5.make sure they are in the same position (should be automatically)
    6.select armaman object with mouse
    7.select your man object so it is the active one
    8.use weight transfer tool
    you might want to google the weight transfer tool since it got all kinds of options and im feeling too lazy to open it up and write up how it works :9
    sorry
stuck oyster
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I probalby have written the transfer tool steps too somewhere

late raft
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think u just linked or something

tacit shard
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Has anyone had an issue in ARMA where certain textures in your multimaterial are an odd colour? 2 of my multimat textures have gone blue while the other one seems normal https://i.imgur.com/J6it93y.jpg

polar fiber
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textures appearing blue is often because the texture isn't using correct dimensions

late raft
#

looks cool tho tbh

hallow turtle
#

@late raft Why would you ever lie?

late raft
#

im not. it looks kinda cool

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I mesan

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I mean it's purple as heck but

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Looks very nice

hallow turtle
#

tbh, to be honest.
Are you ever dis honest?

late raft
#

hm

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good question

hallow turtle
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🀷

late raft
#

πŸ€”

hallow turtle
#

πŸ€”

white jay
#

Anyone want to make a handbag for me? Need one for one of my clan members as he's always winging haha

hallow turtle
white jay
#

Thanks, didnt see that channel

late raft
#

@stuck oyster Sorry, I'm brain farting a bit. Trying to use sample character files to retrieve their bone groups and copy for rigging. Sample files show only the arms and a bunch of f'd up other parts. Got lost trying to take bones from armarig. Is there a specific model I should be taking from?

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oh and the .fbx files from sample files don't import anything.

stuck oyster
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@late raft one imports the A3_character_example into Blender and uses that

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and you dont take bones

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you take selections on the mesh

#

that are then controlled by the bones

#

but the bones are not necessary for you to make the weighted selection groups

late raft
#

Oh.. it won't import the .fbx because of the version of blender. Lol.

#

Jeeez.

stuck oyster
#

one uses FHQBlenderToolbox and imports p3d

#

and then one exports p3d

#

one leaves fbx for Max users

late raft
#

lol

white jay
#

Messing in object builder whilst downloading arma again, i have a .obj imported but when i reverse the model it wont load in buldozer, anyone experienced this and got a fix?

stuck oyster
#

could be too complex model

#

or missing textures

white jay
#

it loads before i reverse it, just not after

stuck oyster
#

got pics?

#

reverse it again a couple times

white jay
#

This is before reversing it, straight after importing the obj

#

Ive just noticed that object builder keeps opening a window titled "viewer search" like its unable to link to Buldozer now

stuck oyster
#

I got to ask thats not your model right?

white jay
#

ah it's working now

#

yeah it's not mine

stuck oyster
#

is it ripped?

#

as it looks a lot like it could be

#

and thats a big no no around here

white jay
#

erm...... yeah, i got it from a site that hosts models from forza etc

stuck oyster
#

yeah dont expect too much help with that

#

sorry but we take IP matters very seriously here

white jay
#

haha i'll get rid, i thought that's how every was getting models etc, my bad

#

everyone*

stuck oyster
#

everyone who steals

#

as in the life kiddies and such

#

who may or may not know better

#

but Id bet most of them do

white jay
#

without a doubt

#

guess i'll be looking for tutorials on 3d modelling then

stuck oyster
#

thats more like it!

#

πŸ‘

white jay
#

Blender be a good place to start right? i've seen a lot of people mention it in the past.

stuck oyster
#

I use Blender. Its a good tool and free

#

and lots of tutorial material for it

white jay
#

brilliant, thanks for pointing me in the right direction πŸ˜„

stuck oyster
#

good luck

plain jackal
#

Does anyone know if not having wheels in the Geo LOD of a "carX" class vehicle would cause CTDs when colliding with PhysX objects?

sharp halo
#

How can I get model.cfg animation to unhide when engine is on? I mean what would be the source? Becouse for classMFD there is engineON source, but I dont see anything similiar for model.cfg

stuck oyster
#

apply animation command to engineOn engineOff eventhandlers

half heath
#

Just curious, Has anyone tried using DecalMachine for Arma asset creation?

polar fiber
#

Can probably use RPM source

sharp halo
#

Thanks

stuck oyster
#

@half heath it should work sure, you will need to bake out Arma compatible textures from Blender with any tool/method you produce your model

wary radish
#

Hello, do you know why when you destroy a wheel, the car is completely destroyed visually

rough idol
#

use visual = "-" in hitpoint cfg

wary radish
#

In class wheel_1_1_destruct ?

#

I have never seen that

#

It's not in the config.cpp?

#

class HitLFWheel: HitLFWheel
{
armor=0.15;
passThrough="false";
radius=0.1;
visual="";
};

rough idol
#

you need to change that in those wheel hitpoints

wary radish
#

I'm going to change that

#

Thank you very much it works perfectly

#

strange that arma do not do that

agile flint
#

In the Devblog video when one the of the dudes has the new AAF vehicle open in 3dx, from what I can see its 54k polys, however the vehicle is about the size of a very small car.

#

Which makes me come to the conclusion that my 54k poly vehicles, that are the size of busses, seems to be pretty good in comparison haha

stuck oyster
#

it may contain the interior too

#

which is likely to ramp up the polycount

hollow fulcrum
#

having occluders for the interiors certainly helps make that more viable in current form.

agile flint
#

@stuck oyster Possibly but it didnt look like it in the video

The NATO MBT whole exterior model is 32k (roughly) Poly while the entire interior is 86k (roughly) poly if I remember correct.

fathom dagger
#

woah wut? damn

sonic valve
#

holy hell

#

Like really?

agile flint
#

My memory was a bit off, but they were close enough haha

stuck oyster
#

As ive understood it polycount is not that big a issue anymore

agile flint
#

Well as long as the LODs are done well and the base model isnt some 1mil high poly, then it should be alright

stuck oyster
#

exactly

agile flint
#

And you dont have too many sections, if thats what they're called

rough idol
#

MGS is around 80k tris for first res lod

stuck oyster
#

uuu

twin urchin
#

oh wow , it doesnt even look that detailed πŸ˜›

rough idol
#

look at the wheels

twin urchin
#

well those could been baked more

#

that detail isnt so much needed

quick terrace
#

i personally prefer a more rounded wheel πŸ˜ƒ

twin urchin
#

also little small wasted opportunity , that it doesnt use airless tyres

#

by that time surely something would been used

agile flint
#

Are wheels even round though when you think about it haha

#

Theres just millions of flat edges that make it look round πŸ€”

#

Stay woke people haha

#

80k tris though is hektic. I was thinking maybe 50k but strewth, 80k is pretty good. Nice looking vehicle though

terse elm
#

Makes me feel better about my 45k mexeflote

#

Although I plan to drop it where I can

twin urchin
#

it is always better to have less but still very good looking

#

this is not a movie CGI so the model doesnt need to be so high poly count πŸ˜›

halcyon wren
#

Use lods to reduce section count and polygons, then you're good.

#

If the lods are made well enough so switching is not noticeable, you can go high-poly in close lods. They will drop down super quick, though.

polar fiber
#

is that 80k with the slat and camnet stuff as well?

twin urchin
#

i guess so

strong plaza
#

anyone here good with MODO UVing?

#

some of the faces on my model are not unwrapping the right proportion

quick terrace
#

doesn't it have a relax funciton (or relax until flat sort of thing)?

#

@strong plaza

pure aspen
#

have a nice day i dont understand can i upload content (weap, accs) from another game (not BIS) to Steam Workshop?

white jay
#

Only, if you have permission from the original creator I would assume

quick terrace
#

@pure aspen you cannot use any content unless you have persmission to use it

#

you cannot upload any content you have no IP rights for, even if you have permission to use it in another engine

#

to SW

pure aspen
#

@quick terrace, @white jay thanks!

strong plaza
#

what the hell does this mean?

#

ah nvm, had the same model open in Modo

obtuse rain
#

Opteryx: Any issues with the Modo .p3d plugin?

strong plaza
#

not so far

half heath
#

I've received that error and noticed I have to completely close Modo. Not just the Scene.

stuck oyster
#

I get that in Blender if the p3d export fails for any reason. The file gets stuck in blender

strong plaza
past edge
#

if you drop a grenade at your feet inside that house, does it clip into the floor or does it simply rest ontop of it (like on terrain)?

strong plaza
#

it falls to the floor and kills me

#

just like it should

#

hmm

#

two grenades seems to kill them, maybe they have really good body armor?

ebon abyss
#

bis 2035

#

7 shots, one kill

strong plaza
#

heh

#

so I killed a civ with one grenade inside

#

not something wrong with the house then

rough idol
#

is roadway lod slightly above geometry?

quick terrace
#

does it need to be above, can't it be right on the same plane?

strong plaza
#

shit, there's something I forgot, I think it's coplanar with the geo lod, but it works as far as walking on it goes

rough idol
#

better to have it slightly above regular/view/fire geo

#

also bear in mind that objects via editor are using roadway LOD to bake geo physx

broken abyss
#

I need some help with an issue! I checked the weighing and found no apparent problems on my model. deleted image link

stuck oyster
#

those verticles are missing weight

#

simple as that

broken abyss
#

Ok thanks, ill try to look for them

woeful viper
#

what is LOD 1202?
(seen in LODDriverOpticsIn = 1202)

#

are there new lod?

terse elm
#

anyone know how the hell i get a flag on a custom made ship?

stuck oyster
#

flag proxy?

hollow fulcrum
#

@woeful viper there are lods relative to turn in/out foo, maybe that is those? don't recall any others, but they've been doing a fair bit.

woeful viper
#

well yeah, 1000=Gunnerview; 1100=Pilotview; 1200=Cargoview;
but 1202 i have not seen yet

hollow fulcrum
#

aye, pretty sure they are specific to turned in/turned out functions. at least i think thats what i read from reyhard at some point.

cinder pivot
#

Mike, are you meaning to like get it a part of the ship? I don't know if arma allows that - has to be a sep obj

rough idol
#

Lods 1201-1299 are custom ones that can be used with LodTurnedIn & out parameters

#

Or optics variants

hollow fulcrum
#

ah, he is awake.

stuck oyster
#

ooh different lods for different optics

rough idol
#

If you put just 1 then it will use first visual lod

woeful viper
#

thats cool. How would i define a custom one in OB?

#

does it need updated OB version?

hollow fulcrum
#

think you can do it with current version, just uses numbers instead.

rough idol
#

Yeah, just use res lod with proper number

#

Btw That technic was available in Arma from the beginning :p

broken abyss
#

Any idea whats the problem?

#

I deleted everything and left the base first vis lod

#

Deleted all selections that were empty

#

I'd be greatful for some help!

stuck oyster
#

@broken abyss I assume youre trying to export it?

#

is the target file open somewhere else

broken abyss
#

Yes, sorry if I wasnt clear

stuck oyster
#

try restarting blender

broken abyss
#

It's not open and I have restarted blender

#

Hours of frustration

quick terrace
#

@warm trench it has nothing to do with #arma3_model . and yes that is allowed

stuck oyster
#

@broken abyss has your export worked before?

broken abyss
#

Yes, on the uniform part which was in the same blender file with same selections

stuck oyster
#

@broken abyss have you tried different target file?

quick terrace
#

@warm trench no worries, but for that sort of stuff unless i get pinged i won't see a notification about it. next time send a twitter/FB PM

warm trench
#

Thanks - I was not expecting a quick reply at all and did not want to pester anyone with a PM so most appreciated.

cinder pivot
#

Pufu while you are still here hopefully

#

Can you use RHS stuff as a proxy in a model?

quick terrace
#

no, or well, it depends, but that sort of thing already modifies the model itself

broken abyss
#

@stuck oyster It produces the same results

quick terrace
#

ie: if you want to use RHS backpacks to populate your own vehicle, similar to how BI did it, then yes, no issues here

stuck oyster
#

@broken abyss can you send me the file?

quick terrace
#

so @warm trench what proxy in what model?

cinder pivot
#

@quick terrace that was me not steve with the proxy

broken abyss
#

@stuck oyster Sure, one sec

quick terrace
#

@cinder pivot ahh fuck, sorry

stuck oyster
#

must be your avatars. theyre almost the same right!

cinder pivot
#

And yes like that pretty much

#

πŸ˜›

#

Basically yea I just point to the whole model in my own

quick terrace
#

i know what proxies does, but it depends on how you use it

broken abyss
quick terrace
#

as long as you don't change any of the original models by some weird proxy hackors then it is ok.

broken abyss
#

Thanks in advance

quick terrace
#

just note that as per our ND license, we can be very picky about what can and cannot be tolerated

cinder pivot
#

Can I pm you or a method to lay out what I all have to see if its OK with your license?

quick terrace
#

yes

stuck oyster
#

@broken abyss you got bad weight group somewhere in there. I removed all the vertex groups and it exported ok.

#

go through those

broken abyss
#

What do you mean bad weight group?

stuck oyster
#

the vertex groups

#

where the mesh weighting is stored in

broken abyss
#

Ok thanks I'll check them

#

Thank youo for your help

stuck oyster
#

one/some of them dont work

#

np

tacit shard
agile flint
#

Reminds me of that artefact shit you when you have 2 faces occupying the same space

tacit shard
#

yeah ive checked that already deffinetly no double faces

stuck oyster
#

cant see it

#

what am I supposed to see

tacit shard
#

@stuck oyster the lightning stike effect on the wall

stuck oyster
#

πŸ™ˆ

#

these?

tacit shard
#

yeah

stuck oyster
#

you sure theyre not part of the texture?

quick terrace
#

^^

tacit shard
#

100% they dissaper if you look at a different angle

#

two secs ill post the texture

quick terrace
#

do you have just CO textures?

tacit shard
#

no CO, NOHQ and DTSMDI

stuck oyster
#

whats your DTSMDI like

#

could very well come from there

tacit shard
#

two secs ill post it

quick terrace
#

yeah ^ nothing in the red channel of dtsmdi?

#

yeah post em by channel not the entire thing

tacit shard
#

red channel has a detail map thats the difference between dtsmdi and smdi I thought

quick terrace
#

hence the name yeah DT SMDI

stuck oyster
#

definitely texture related. they are in tiled pattern

quick terrace
#

yeah looking at that first pic you posted

#

that thing is tiled all over the place in the same location everytime

tacit shard
#

those darker spots in the first pic arent it, I feel its lod related because they dontt show up in object builder

quick terrace
#

yeah it is your RED channel why do you have the same green channel in red channel?

tacit shard
#

they're not the same?

quick terrace
#

they have the same pattern, just different histogram

#

not how DTSMDI are supposed to work

#

remove red channel (make it white)

tacit shard
#

How is DTSMDI supposed to work? what ive been able to deduce is its a map at the roughly 125 mark

quick terrace
#

and see if that fixes it

tacit shard
#

ok will do two secs

#

yeah that seemed to fix it thanks, guess I need to look back into how im supposed to create the Red Channel

quick terrace
#

the DT is not part of the SMDI actually

#

i mean not part of gloss/spec

tacit shard
#

yeah I know SMDI and DTSMDI are seperate things but as far as I understand im meant to use DTSMDI for buildings

quick terrace
#

it works like any other DT texture, just used as a separate channel

#

yeah the point is to combine 2 individual maps in a single texture map

#

not sure why that isn't true for SMDI, but well

#

i mean i know why, because you cannot control the different UV settings for buildings

tacit shard
#

yeah I get that I dont suppose you have a link or a suggestion for a place to learn what DT map is and how to make them because most of the stuff I found was in regards to terrain textures about how they get more detailed up close because they load the detail map

quick terrace
#

one sec

#

for wood usually is not necesary, or well...i have not done it myself for tanoa, used a 128 grey (or 0.5)

#

let me give you an wall example:

#

for DT, the neutral pixel is 50% grey

tacit shard
#

so its a grayscale of the colour or? im still a little confused

tacit shard
#

ohhhh

#

its like marking on top

quick terrace
#

yes ^

tacit shard
#

ohhhh that makes sooo much more sense

#

I thought it was like just taking a gloss map and averaging it

quick terrace
#

so if you wanna emphasize cracks in wood

#

lol no, again

#

it has NOTHING to do with SMDI

#

it is using the empty otherwise channel

tacit shard
#

yeah I get you now lol

quick terrace
#

of that SMDI

tacit shard
#

so basically just trying to avoid making an addition texture file to be loaded

quick terrace
#

the RED to use a greyscal map - it is on top of the color in any case

#

precisely

tacit shard
#

right

quick terrace
#

because a single multimat loads 15 texture maps

#

they are trying to bake that (3x4 + 3) 15 and not 4x4 + 3 = 19 textures, saving 4 from loading from SSD/HDD

tacit shard
#

ok I get you, thanks for the explanation dude its really helpful.

quick terrace
#

my feedback on that texture of yours though

#

use a 2x1 texture intead of that 1x1

#

it gives variation

#

because atm i can see these seams you have there

#

also, use something like 2k x 1k

tacit shard
#

I would but its just a seamless one from substance source

quick terrace
#

how did you texture it?

tacit shard
#

used substance player to export the diffuse, specular, gloss and normal map from the .sbsar file and then made the smdi from that and applied it in the multiamt

#

my ones darker because I adjusted the values in substance player

#

(off the diffusE)

quick terrace
#

alright, i would do it a bit differently tbh

tacit shard
#

ok

quick terrace
#

that is, if you want feedback on it πŸ˜ƒ

tacit shard
#

offcourse im always looking for feedback

tribal vigil
#

Hello :)
I'm currently trying to make a pbo out of my model but pboproject stops and shows me this error: "p3d error Generic error or premature EOF"
I've tried fixes that worked for others (discord chat history), but non of them worked for me... any ideas?

stuck oyster
#

does the pboProject logs say anything?

#

what kind of a model is it?

#

does it have configs?

tribal vigil
#

yes it does, it just an object, no animations or anything like this

#

and thats all the output says yupo

stuck oyster
#

is it very complex model

#

does it work in OB buldozer?

tribal vigil
#

not at all, just a heap of dirt

#

yup works everywere just fine

#

works ingame just as fine (addonbuilder)

stuck oyster
#

I would say bad config then

#

EOF means end of file

#

so possibly some class ending issue

tribal vigil
#

mh, I've used the same config for a different object and that one works just fine, but I might've done something without noticing it, I will double check

stuck oyster
#

copy paste errors are easy to make

tribal vigil
#

alright, working config, same error

stuck oyster
#

copy the model to somewhere else and make same named .p3d that has just a simple cube in it

#

to rule out p3d problem

tribal vigil
#

yea that was my next thought, lod after lod

stuck oyster
#

simple cube model is enough to test if the p3d is faulty

jade rock
#

https://imgur.com/a/jvNOb any good for a first attempt, this is just in c4d atm, still have to import to ob and sort the animations

agile flint
#

Looks like a safe?

tribal vigil
#

Okay figured out that the geometry lod is causing the error.
In some of my objects its just a simple cube that seems to be broken, redoing the geometry seems to fix it.

#

weird

tacit shard
#

Is there any way to listen to the 'surfaces' sounds without applying them and loading it in game? like I just want to listen to the footstep sound of say a3/data_f/surfaces/surfint_wood_co.paa

stuck oyster
#

well you can play the sounds for sure

#

they might not sound quite the same though

tacit shard
#

Yeah ive just figured out how to do it with mikeros tools but turns out they're just one footstep at a time so its just gunna be easier to put it in game lol

stuck oyster
#

make a custom model that has all of the surfaces applied

white jay
tulip beacon
#

nice

agile flint
#

Just some quick feedback

#

Doesnt that look too big for a turbine exhaust?

velvet fractal
#

One of the two sides did be lost at baking. Red line as it is now, and green i want

quick terrace
#

@velvet fractal how does the HP / LP looks like? do you use a cage or?

velvet fractal
#

High Poly

#

@quick terrace

quick terrace
#

which one? he left one (blender viewport)?

#

because that is no HP. did you tried baking the stuff on a single plane?

#

you need to bevel it somewhat, you cannot bake 90deg depth directly

velvet fractal
#

Yep, i add 10-20 deg for this

late raft
#

Blender is giving me aids.

velvet fractal
#

and it looks like imaginary line in centry UV or plane and then respectively of left or right imaginary line be lost side @quick terrace

quick terrace
#

not sure how you have done your UVs there. But the HP you showed is not a HP. make sure you use some different agle there (even if not realistic, but that is how normals maps work), also make sure you bevel your edges a bit to get a proper bake going

#

100% sharp edge will always lead to issues

velvet fractal
#

Thank you, i will do it

quick terrace
late raft
#

Does anyone know how to remove "excess/non-connected" weight paints in blender?

#

For example.. I'm weight painting a leg, but there's a small dab of weight painted on the head (connected to said bone) that is so small I can't see/find. <-- Just an example.

late raft
#

Nevermind.

upbeat grail
#

ok so i have 3 models for ais/characters does anyone here know how to turn them into arma 3 mods?

late raft
#

yes.

late raft
#

Is there any reason when exporting a .p3d from blender w/ ArmA Toolbox, that it makes a unloadable .p3d?

#

I defined the model w/ the ArmA Object Properties tab in blender.

#

There is a file size to it, so something is there. I just open it and boom, unable to load, file error.

#

Yeah. I checked the box in ArmA Object Properties in blender, made sure all parts of the model were defined as it, and attempted to export. It exports, I go to open the file in Object Builder, says unable to load. O2Script.exe is defined in the path settings correctly.

lime nebula
#

Hello, i have a custom model of helicopter, but when i activate my advanced simulation for helicopter, an A3 model one working fine, but my custom model doesn't working, i don't see any instrument for advanced flight model

sharp halo
#

[Object builder] how to set time to night in viewer? Becouse when I try set it in environment settings it goes epileptic

polar fiber
#

click and hold for a moment on the timeline

#

do not drag the slider

sharp halo
#

@da12thMonkey#2096 Thank you :>

timber cobalt
#

Hi guys. In the sample house ActionBegin and ActionEnd are used to make AI open doors am I right? Can they also be used to make AI climb ladders?

pine fable
stuck oyster
#

depends a bit what modeling program you use but the usual/popular ones (3DSMax, Blender) got loads of modeling tutorials available. Maybe not as specific as "european building"

#

but you got to get familiar with basics first

warm trench
#

Quick question on LODs. Which LOD determines whether things like flashlights or laser pointers are 'blocked' (i.e. don't pass through/ shine through the other side of an object) when a laser or flashlight is pointed at an object?

stuck oyster
#

likely geometry lod

#

lights can shine through things though

#

Arma does not have very modern lighting system

native garnet
#

not very

woeful viper
#

only sunlight gets blocked (by shadow lod if activated)

#

laser - geoLOD or vis LOD i would assume

warm trench
#

Thanks, folks.

astral maple
#

Hey quick question for anyone familiar with Arma Tools for Blender. Up until recently, I was able to take my .p3d's and open them up in blender, make changes (right now namely, decimating LODs for distance efficiency). Only a little while ago, I can still import .p3d's just fine, but if I export I get this error message, and the .p3d output is blank. I have tried to reinstall the addon and blender itself with no avail, any assistance would be greatly appreciated!

#

The only thing I can think of that I have changed, was a Source extension for Blender, which I had disabled after trying, and now have removed.

#

Oh, and if I export as a selection (Which doesnt help when trying to export multiple LODs) it works fine.

astral maple
#

And the path to the ObjectBuilder folder is correct

astral maple
#

Its seems that the uniform/vest i used works perfectly fine, but the backpack im modeling and some headgear dont work.

#

@late raft I think i have the same problem as you do. Let me know if you find anything out and ill do the same?

timber cobalt
#

@astral maple you have an empty object in there somewhere

astral maple
#

Like a lone point or something?

#

I havent yet made a shadowLOD or geometry LOD, could those be it?

timber cobalt
#

Be sure nothing is hidden, then deselect one lod after the other till you find the layer that gives you the problem

astral maple
#

how do you select each LOD individually? I was only aware of exporting all of them or only a selected object

timber cobalt
#

I mean you have an object in there that dont contain any mesh

astral maple
#

Ahh okay

timber cobalt
#

You can check "export selection only"

#

When exporting p3d

astral maple
#

gotcha

#

ill try that out, thanks for the help man

timber cobalt
#

If that doesnt work, uncheck one lod after the other

vernal lynx
#

This afternoon I will work on importing a model in ArmA - Junker 52 plane by Diabolical for IFA3
Follow up on my twitch channel for an interactive pass through

#

(from blender to in-game from the base model)

hard robin
#

Question: is it allowed to remodel the A3 head provided within the sample files? I really wanna take a crack at it and it makes for such a good base 😬

polar fiber
#

read there about licensing

hard robin
#

roger that. Found my answer πŸ˜„

ruby cave
#

How do I get a texture to appear on both sides of a face without copy pasting and reversing?

stuck oyster
#

proper uvmapping required

#

and uv layout fitting texture

ruby cave
stuck oyster
#

arma does not support double sided faces so copy paste and flip

ruby cave
#

Its gotta be something, because theres it states when selecting it only has 1 point, but if I do that,my version says theres 2 points

stuck oyster
#

you can then merge the edges

ruby cave
#

O

#

Okay

#

Thanks

quick terrace
#

@X3KJ#8043 manual loding?

woeful viper
#

yeh

agile flint
#

When it comes to modelling high poly, if I'm modelling something that is round, is having more than a 32vert circle necessary? Or does 32 do high poly jobs fine?

languid urchin
#

I was learning blender 3D and i come up with these by following a tutorial on youtube. should i keep learning ?

quick terrace
#

@agile flint 32 sided circle is a minimum for sights game models for instance. Use a multiple X side of what is needed.
IE: if you are making a supressor that has 8 grooves or cuts around it, you would use multiple of 16 sided cilinder. if it is 5, a multiple of 10 and so forth.

And since HP meshes are in the milions via subD anyways (last one i did was 12million for some dynamesh boolean parts ris rails) the low poly is where you need a specific value. for everything else use a multiple of 8 sided(so 8, 16, 32 etc), since it is easier to LOD it (or reduce it).

example of 16 sided cylinder:
https://fn57sale.com/wp-content/uploads/2016/03/interceptor-suppressor-fnh.png

agile flint
#

That makes sense for sure. Good to have the clarification though from an experienced modeller, cheers! πŸ˜ƒ

quick terrace
#

also, for stuff that you look at along the cylinder parts (as in sights), you can push the game model sides a tad more

#

for stuff that is close to the viewpoint but is not viewed the same way, but perpendicular, you can get away with lower values

#

no worries

agile flint
#

I'm only making vehicles atm. So mainly wheels and whatever round parts are on the said vehicle

#

But I guess it still somewhat applies

quick terrace
agile flint
#

Yea looks nice. Cheers for the info!

#

I'll hopefully put it some some good use. Since I apparently made the mistake of making all my vehicles low poly game ready (even though they were around 50k+ each)

#

So now I need to remake everything high poly haha

cinder pivot
#

Love me some wheels πŸ˜πŸ‘ŒπŸ‘

white jay
#

Hey guys, is it possible to make part of the model transparent by adding transparency to texture?

stuck oyster
#

If original texture is not transparent then transparency does not usually work very well as the engine still thinks it is not transparent

#

if you have applied alpha layer and saved your texture as yourtexturename_CA.paa and that is the result then nothing can be done

#

headband model like that should not be very difficult to make though so it could be your introduction into modeling. (assuming it would be your first time)

white jay
#

Yeah, I'm completely green to modelling. Done some retextures so I wondered if it could be done without learing modelling

white jay
#

So I made a model in blender (something kinda resembling headband, lol) https://i.imgur.com/moY8CDu.jpg, what would be the steps now to make it work in Arma?

#

I've got Arma toolbox, but I'm confused about those options

stuck oyster
#

you will need to UV-unwrap it to be able to use textures on it and FHQ toolbox thread on BIforums has some more explanation on how that works. And the Arma3 Samples have character example that contains also headgear setup.

white jay
#

All right, thanks I will have a look at this

white jay
#

hey all
i have a fair bit of trouble getting my models, tools and import to work
the pbo i work on is on my pdrive, confugured by mikeros tools, when i import the model obj, which is triangulated and quick uv mapped, and i try to apply a texture, it just ingores the texture altogether whether tga, paa or jpeg ( power of 2 format, 24 bit tga)
on export i get a "shadow lod too deailed", "old style material flags", "unrecognized texture type" error
ingame the model "works" but its invisible and doesnt have sound o impacts

dusk frost
#

Hello, i saw that i can split my p3d in two p3d's because of the high poly count. If i have one p3d as interior and one p3d as exterior, how would i handle the lod? can i edit the lod in the seperated p3d? because i use the interior like a proxy in my exterior

hollow fulcrum
#

@white jay did you assign the material to the faces?

white jay
#

i just managed to fix id with the help of someone

#

it was certainly the shadow lod causing issues and possible rvmat

hollow fulcrum
#

@dusk frost ermmm, sure? not sure i entirely understand your question. but yes, typically you'd utilize things as a proxy within your main object.

#

honestly though, with the current tools, that generally isn't an issue. most reasonable things will load into OB these days as a single model. which is great for section reduction.

white jay
#

I managed to get my headband into the game and test texture seems to be working, but I can't position it correctly. I scaled it and moved up in object builder, but moving it to the sides does nothing and it looks like this https://i.imgur.com/4vhaCKy.jpg

#

Is there some way to move it?

cinder pivot
#

Is it weighted to the head and has proper model cfg?

white jay
#

I took model cfg from a headgear in Arma 3 Samples, but how to wieght it to the head?

late raft
#

You have to move it in OB.

#

If it's backwards, then in OB, change the rotation.,

#

If it's too high on his head, then lower the height via OB.

white jay
#

I did move it higher, but moving it to the front or right does nothing

stuck oyster
#

you will need to add a selection to it corresponding to the "head" bone

#

@dusk frost how much polies you got?

#

also if you got so much polies you need to split it to proxies you will need to make very good resolution lods to make it a viable game object

dusk frost
#

@stuck oyster 200k

stuck oyster
#

that is quite a lot

#

any room to reduce it?

dusk frost
#

i tried but i think i cant change it

stuck oyster
#

you need to sort the faces that use transparent material to top

#

OB has a tool for that in the topbat menus

#

I got to ask what kind of a model takes 200k faces

dusk frost
#

For a roleplay project and my first project :D its a bmw

stuck oyster
#

I hope its not one of those free internez models with scetchy sources... As in those tend to be very unoptimized

#

and 200k does not quite sound like an optimized game model

dusk frost
#

idk i downloaded it like a year ago and found it today. Is there a way to optimize it?

stuck oyster
#

well yes, but you would be better of making it yourself at that point.

#

an if you use downloaded model you should always know the source

#

because someone might actually own the model

dusk frost
#

Yeah i know. but atm i just want to learn object builder and that stuff. i tried it a year ago but never finished it

#

How can i give a credit the right way?

stuck oyster
#

and you have been around to know this community does care about IP rights quite a bit

#

depends what the models license is

dusk frost
#

hmm okay. but is it okay if i use it only myself for testing?

woeful viper
#

whats the point?

#

if you cant make model, why "test" making a model?

#

like trying to run if you cant walk

dusk frost
stuck oyster
#

as I said you need to sort the the different meshes in right order

#

the one in front to top and so on

tacit shard
#

Is it possible to assign rvmats in 3dsmax?

stuck oyster
#

I highly doubt that undless someone has made a plugin for that

#

could be wrong tho

#

+Im a blender man

candid loom
quick terrace
#

@tacit shard not directly, but you can:
a. replicate the rvmat behavior using one of the 3ds max existing shaders and materials available
b. write your own shader

tacit shard
#

Ok nice, thanks guys πŸ˜ƒ

white jay
#

How do I connect headgear to a head so it turns with it and not just floats around?

quick terrace
#

@white jay you have been asnwered before - you need a named selections "head" with the proper vert weights

white jay
#

All right, so I have selection named head, but what are proper weights?

quick terrace
#

what is inside that selections of yours?

#

the entire headband?

white jay
#

yeah

quick terrace
#

and it is not rotating with the head?

#

did you have a look over the A3 samples?

white jay
#

It's not. It looks good while in default position, but when character moves it just floats above it

quick terrace
#

it just floats above it
what is IT in that sentance?

white jay
#

I mean it floats above the head in the original position, not moving with the head.

quick terrace
#

can i see a screenshot of that name selections - open Oxygen and click on that selection

#

then screenshot it

#

do you have a geo LOD btw?

white jay
#

I think I created geometry lod in Blender, but not sure if done it right.

quick terrace
#

it can be empty (as in no mesh needed), just add autocenter 0 in named properties

white jay
#

Ok, I will test if it works

#

The headband still floats 😫

quick terrace
#

no idea then

white jay
#

Thanks for trying to help anyway

woeful viper
#

do you have the human skeleton class in your model.cfg?

white jay
#

I took model.cfg from arma 3 samples, but it seems there's no "human skeleton" there anywhere.

stuck oyster
#

you need it from the character sample

#

and in there at the bottom theres classes for the actual character and the different gear

#

you need one like the character has but named with same name your .p3d has

#

starts like this

#

ends with this

#

you need that ArmaMan part

#

and rename the ArmaMan with your p3d name

#

also you may clear the sections array there and leave only "Camo "

white jay
#

Ok, changed it, will test it

#

Hm, now the model is invisible. I can only see shadow of it

stuck oyster
#

it is possible you have set it to use no texture in the config

#

if you left the camo there

#

its default selection/section name for changeable texture

white jay
#

so I have to add something like this to config?

#

hiddenSelections[] = {"camo"}; /// what selection in model could have different textures
hiddenSelectionsTextures[] = {"\a3\characters_f\common\data\capb_police_co.paa"}; /// what texture is going to be used

stuck oyster
#

yes

white jay
#

It seems to be working now, thanks guys

stuck oyster
#

πŸ‘Œ

white jay
#

Will the arma engine read a blender material such as glass? For example, I have made a model with planes on windows as having a glass material, or does the game read textures only?

#

Iv'e made the shop windows/door panels and the top left 2 windows with a glass plane in front of them. https://imgur.com/a/CTI51

quick terrace
#

lol, no it won't

white jay
#

Ok, had no idea if they could be imported into OBJ builder or something, so I'll just be sticking with textures, not an issue. Thanks for the quick response before I went ahead and did all them bastards.

quick terrace
#

you need to create a glass shader + textures

#

and assign that glass shader to your double sided glass planes in OB

late raft
#

In order for ArmA's default animations to work on a custom character, I'm guessing all bones must be the same as defined on armaman?

halcyon wren
#

You are correct.

late raft
#

πŸ‘πŸΌ

atomic path
#

Hey guys, I'm working on holosight. Even though my "eye" in MemoryLOD is way above the holosight, the view is placed below it. Looks like the viewpoint is somewhere between "eye" and some other point below it. I've experienced it with vanilla optics using my custom weapons also. The iron sights on custom weapon also use "eye" and work perfectly. Looks like the weapon is causing issues, but I wasn't able to check my holosight with vanilla weapons (don't want to modify vanilla files) Any idea what could be the problem?

polar fiber
#

does your weapon and sight both have a proper pilot LOD with the optics proxy in the weapon's Pilot?

atomic path
#

I was using resLOD, as pilot, I'll re-pack it with pilot

late raft
#

Is there a way other (other than selecting the vertices independently) to get rid of the excess selections of vertices on something?

#

Weird question.

stuck oyster
#

select only what you want in the selection and redefine it

late raft
#

depression

stuck oyster
#

as in deselect the rest

#

crtl+shift+mouse box selector or something like that

#

actually OB may have one combo that leaves only what you got in the selection box selected

late raft
#

Trying to find the easiest way πŸ˜›

#

though nothing is easy

#

For some reason my model gets distorted when I import it from blender.

#

Only like a specific part, though

stuck oyster
#

scale issue?

#

some modifier you using?

late raft
#

Maybe.

#

I did some decimation on it to reduce polycount.

stuck oyster
#

everything exported to arma should be exported with 1,1,1 scale

#

otherwise it will be messed up

late raft
#

ah true.

#

thats probably it

#

Nope..

stuck oyster
#

pics?

late raft
#

That's suppose to be a hand.

#

It's the only distorted part of the entire model.

#

Trying to get a buldozer view of it.

stuck oyster
#

exported with toolbox?

#

into p3d

late raft
#

my toolbox broke again..

#

rip

stuck oyster
#

fix your tools man

late raft
#

blender is triggering

stuck oyster
#

user error man, user error.😜

late raft
#

its user error 99% of the time for me lol

stuck oyster
#

for that I dont have a fix

late raft
#

When you export with toolbox, do you select the rig + mesh/obj or just the mesh/obj?

stuck oyster
#

just the object

late raft
#

omg

stuck oyster
#

rig has nothing to do with Arma

#

also make sure its not you rig causing issues

late raft
#

as in weights?

#

Even Al's experimental version doesn't work for me. I think I'm doing something wrong tbh.

#

Would exporting it as .fbx and importing into OB work?

stuck oyster
#

well sure but with blender its not the best way

late raft
#

Yeah just tried it and the hand was still distorted.

stuck oyster
#

you got something somewhere applied to it that gets baked into the export

late raft
#

Could the weights of the bones affect that?

#

on export?

#

Fixed it.

#

No idea how.

late raft
#

Alright. So I got it into OB, only issue now is that.. it doesn't show up in buldozer, but like 2 proxies do.

stuck oyster
#

selec whole model in OB hit W couple of times to flip the faces

#

it fixes the face normals

atomic path
#

F5 is re-calculate, doesn't it fix?

late raft
#

Smashed W, no worky.

#

No idea why the example had a proxy which was a flag.

atomic path
#

It's normal if it's character

late raft
#

mk

#

Yeah. Tried F5 + Reversing faces, still doesn't show.

stuck oyster
#

you may have invalid texture/material on it

late raft
#

Invalid as in corrupt or wrong file format?

stuck oyster
#

anything that makes it not load

late raft
#

just spent 30 minutes trying to find out why it wasnt showing up ingame

#

the mod i was packing

#

i wasnt even packing it in the first place. πŸ˜› derp

#

am really good at this

stuck oyster
#

πŸ‘

#

looks valid

#

congratulations

late raft
#

πŸ˜›

atomic path
#

Well I don't seem to get the idea of holosights in A3.
In a weapon, the viewpoint is an "eye" and the point that the camera is looking at is "eye_look", right?
There is an "eye" point in holosight too, but there is no "eye_look", where does the camera look then?

late raft
#

Time to fix weights.

stuck oyster
#

@atomic path samples are your friends

#

it looks straight ahead

late raft
#

oof

atomic path
#

Yes, I got this far, I'm just bothered that "eye" from optics may somewaht interfere with "eye" from the weapon

stuck oyster
#

nope that should not happen

#

totally different game states

#

optics on, optics off

late raft
#

When defining vertices to become weights.. how do you do fade it out as in how it goes from red to blue?

stuck oyster
#

you do it in blender

late raft
#

oof

stuck oyster
#

because OB weighting tools are very awkward

#

or if you really want to then hit N

atomic path
#

The best way of doing it is getting your model on the ArmaRig and painting the weights on the skeleton

late raft
#

Blender is a bit weird due to me being unable to get precise weights with blenders dumb weight paint tool

stuck oyster
#

ur using it wrong

#

it paints exactly what you set it to paint xP

late raft
#

But it paints the faces

stuck oyster
#

also you can transfer weights form the sample character as a base

#

no it paints verticles in weight paint mode

late raft
#

Alright. Guess I'll empty all the weights and then redo it to be much better.

late raft
#

Damn. I just redid the entire weight-painting and it still does the same thing. 😦

#

well. only half way.

#

It's a lot better than it was before.

stuck oyster
#

transfer the weight from the sample p3d and tweak