#arma3_model

1 messages Β· Page 109 of 1

stuck oyster
#

makes your life a lot easier

late raft
#

I'll try it out.

white jay
#

Anyone here know Massi of Mas weapons fame .. ? If so reach out to him .. help him fix his mod signature probs since he updated on steam

quick terrace
#

@white jay this model makers channel mate, you lost?

white jay
#

No .. just seeing if anyone knows him as I said

stuck oyster
#

send him a message?

white jay
#

Never mind .. no one can read lol

stuck oyster
#

you could drop the .. and so on to make it a bit clearer. but Ok he has issues fixing his mod signatures.

#

or apparently you got errors with his new signatures

#

might be server addon version mismatch or server owner has not updated keys etc etc

quick terrace
#

πŸš“ again, why is this in model makers channel. there is a general chat for a reason...you can also use BIF to send the bloke a message etc

stuck oyster
#

they have already messaged on massis steam workshop

#

Β―_(ツ)_/Β―

#

moving on.

quick terrace
#

or that tru πŸ˜„

merry gorge
timber cobalt
#

yeah

#

you have an object in blender which is empty

#

try to uncheck one arma lod at a time

#

till you find your problem object

stuck oyster
#

πŸ‘Œ

timber cobalt
#

✊🏽

onyx carbon
woeful viper
#

rvmat related i think (or lack thereof)

onyx carbon
#

Ah I understand, yeah there is no rvmat applied at this moment. Thank you

bleak tangle
#

I think that can also be caused by faces of the shadow LOD being too close to the visual LODs. One way to test that theory would be to disable shadows in your video settings and see if the lines still exist

stuck oyster
#

or lack of shadowlod

#

I think that can happen with the sbsource that projects shadow from the visual lod

quick terrace
#

^^ precisely, nothing to do with rvmat

jolly mist
#

Really odd question but is it possible to have an animate a backpack? lol

#

Im assuming no but Im not sure how that stuff works when it comes to the engine

stuck oyster
#

no

#

it shares skeleton with the character and thus can only follow the character animation like uniform or vest

onyx carbon
#

Thank you all for the responses above, will try it out!
Another thing, if i'd like to use something from Laws of War and need to refrains it to the p3d in the A3 folder, what is the easiest way to find it?

stuck oyster
#

depends what do you want to use and how

onyx carbon
#

What I want to do is basically use the bodybag as an item in your bag, so referring to the model in a3 folder

stuck oyster
#

if it has config class you can trace that in the config viewer

#

or use this

onyx carbon
#

I see! Many thanks again!

late raft
#

The weighting issue I'm having now is.. when my character does an animation (like a pushup, perhaps) the appearance of his hands are practically perfect, yet when they are resting w/o animation (or just standing there) they look like this - https://gyazo.com/755c9367ace5bf2dcf74a1da3253dbbc

outer condor
#

wasnt there some config/memory point introduced recently to adjust that?

rough idol
#

No, that new param is ai raytracing

#

Aiming point is "zamerny " mΓ©m point

#

SensorPos=start

#

Zamerny=end

#

It's sort of bad compromise since ai can fire from behind the cover but sometimes ai on the other side is not able to return fire

rough idol
outer condor
#

@rough idol thanks as always! whats the consensus of Zamerny positioning - i guess BI puts it at model center, yet is this really the best approach?

rough idol
#

before recent changes it was either missing or placed on driver head (sic!)

#

right now Oukej moved it a little bit below turret ring

#

together with increased weapon dispersion it should give pretty decent results but it's still not perfect

past edge
#

on the infinitely small offchance that it gets considered by one of the programming gurus, I pitched an idea regarding those AI memory points in the thread kju posted

#

and if not, one can dream~ 🀀

wooden osprey
#

Hey guys I need to ask I wanted to port vehicles from arms 2 to arma 3 its add-on with polish armed forces. Ok how to start because I've watched 6 tutorials and still idk what to do If I want to port

stuck oyster
#

then you would need the models you want to port

#

but as you may have noticed porting anything into arma is not easy and even with Arma 2 models you cant just "throw" them in and they magically work

#

they will need a lot of config work to be usable

#

does CUP already have the models you want to port?

wooden osprey
#

Yea

#

Yea I know but main problem is renaming it. Physyx and memory points even geometry tutorials I saw its nothing helpful I have completely wrong it because every tutorial says about cars but I need apc and tank

stuck oyster
#

Tutorials cover only the basic idea of how to do it in general, not how to do some specific model. You need to learn how Arma configs work and then use that knowledge to do what you want.

late raft
#

How would you make an insignia to put into the game?

#

unless its a mission thing.

#

I think it's a mission description.ext thing, mbad.

stuck oyster
#

no im sure you can make a pbo with it and use it on custom faction etc

late raft
#

yeah

#

there's a config way and a description.ext way

#

rather do the description.ext way tho.

stuck oyster
#

as you fish.

woeful viper
#

really? zamerny hardcoded? >.< if anything grinds my gears it is having options in config, except hardcode just ignoring it and using some czenglish stuff from ofp days...

sharp halo
#

In OB, can I copy few selections from one instance, to another, replacing the selections with same names in that one that I am copying it into? (becouse now it just adds to existing ones)

stuck oyster
#

no it wont replace

#

you got to clear the old selection first

sharp halo
#

Ok got it, thanks

agile flint
#

@rough idol So what does the AI target, the zamery jazz? That got me thinking, what happens when you have a tank with really good gun depression, and the whole hull is still hidden behind the land? Ultimately means then AI will never hit you?

rough idol
#

Yes, see the picture

#

Moving it to ie turret would mean it would be extremely hard to destroy if all critical hitpoints are located lower

oak lintel
#

is the shadow lod compatible with the light from the flashlight? the light from the flashlight is not correct on the models . not all models...

polar fiber
#

no, dynamic lights do not cast shadows

oak lintel
#

hmhm but work it only with the geometry?

plain jackal
#

is anyone having issues with buldozer not launching properly?

polar fiber
#

happens to me if I don't have steam running, yes

plain jackal
#

odd

#

maybe just a restart will fix it

#

no luck

foggy finch
#

used to get that if the a3 launcher was running at same time as launching buldozer

fleet aurora
#

This is kind of a noob question, but does anyone here know how to make vegetation sway in the wind? I'm trying to make a corn object, but it is currently stationary. I've changed the class property in the Geometry LOD to bushSoft, but when I go in game the corn doesn't sway in the wind. I know @foggy finch answered this before, but for the life of me I cant get it to move.

pale quartz
#

affectedByWind

fleet aurora
#

would I need to make a separate clutter config, or can I just place it within the config.cpp?

pale quartz
#

Are you using the corn as clutter?

fleet aurora
#

I am using it as an object to be placed down in xcam and terrain builder.

#

Im not using it as clutter because It needs to be aligned with eachother

pale quartz
#

Then it needs to be defined in the model config I believe.

fleet aurora
#

Would I just make a model.cfg and add the clutter config for the wind? or would it need to be defined in another way? such as a skelton/bones config?

pale quartz
#

I’ve only ever defined it with clutter. Haven’t gotten around to making my own trees and shrubs so you may need a more experienced modeler for the definitive answer.

pale quartz
#

That should point you in the right direction.

fleet aurora
#

thanks for the help, I managed to get it to work when I place the object in the terrain builder, but not in the eden editor in terms of sway. that mikebarts stuff really helped me understand how everything should look like.

stuck oyster
#

clutter/map objects are configured by named properties in the geometry class

#

@fleet aurora

#

notice the bush/tree-soft/hard classes

#

terrain objects and scenario objects do not always behave the same

foggy finch
#

^this, they dont have a unique cfgvehicles config class entry because all of their animations (wind sway etc) are done by the engine using the baked in named properties,. if you are loading them via cfgvehicles class in xcam/whatever, chances are they wont sway as per a map baked object.

rough idol
foggy finch
#

neat

pale quartz
#

@fleet aurora glad I was able to be helpful.

onyx carbon
#

Alt + L ?

vernal lynx
#

Object::Intersect bme 1.#R,1.#R,1.#R normal

#

does this RPT entry talks to anyone ?

#

I have weird twinkling faces

strong plaza
#

is there a penetration material for bricks/cinderblocks?

median bough
#

This maybe?
a3\data_f\penetration\building.rvmat

#

@strong plaza

#

a3\data_f\penetration\concrete.rvmat

agile jackal
#

(No points in mesh Model) Dose anyone know how i could fix this?

bleak tangle
strong plaza
#

cool, thanks!

#

also, are penetration materials supposed to be applied to the fire or view lod? in the sample it looks like they're applied to the view lod

bleak tangle
#

Does the sample model have a fire geometry LOD?
My understanding of it is:
Only geometry -> geometry is used for view and fire
Geometry and view -> view is used for fire
Geometry and fire -> geometry is used for view

strong plaza
#

aha

#

it has no fire lod

#

so I guess it defaults to the view lod then

#

uh

#

I was looking at the wrong model

#

was looking at the damaged model

agile jackal
#

(No points in mesh Model) Dose anyone know how i could fix this?

late raft
#

ArmA 3 Samples from steam.

stuck oyster
#

@agile jackal where does the error come up and when

candid loom
#

Hey there guys, I'm a relatively new to the arma modeling world. I'm working on a set of PVS-31s (+ other items) and I'm trying to figure out what's a safe poly count for items when going from high poly to low poly?

quick terrace
#

@candid loom for that thing, i would aim around 3-5k verts tops

#

32k is something like a vehicle

candid loom
#

Going to have to get creative with what'll be the remaining verts

quick terrace
#

what do you mean? for one, that piece of equipment is never seen from 1st perspective

candid loom
#

I know that, just would like to retain as much of the shape as possible

quick terrace
#

secondly, you can bake down a lot of that into your LP normals map

#

no reason why you shouldn't be able to retain the shape

agile jackal
#

@stuck oyster It comes up when i import my object into object builder.

turbid cove
#

I haven't seen that since Arma 2!

oak lintel
#

ok. didnt help me.

turbid cove
#

I wish I could ❀

#

are these custom models, or vanilla models? @oak lintel

oak lintel
#

custom buildings

bleak tangle
#

I think that could be caused by a bad shadow LOD

polar fiber
#

looks like bad smoothing groups to me

oak lintel
#

i have test it, i harded all > doesnt work. I smooth all -> doesnt work.
Delete Shadow lod > doesnt work

hmhm

timber cobalt
#

Hi guys. Anybody know the exact size limit on geometry? I've heard people say 50m,60m,70m etc

stuck oyster
#

dont think it can be said very exactly @timber cobalt I believe map parameters also can affect it

#

so 50 is said to be safe

#

60-70 may or may not work

timber cobalt
#

ok thanks. Ill stick with 50 then

stuck oyster
#

@agile jackal what format you are importing from, what program is the model made in. Need all the details you can give

#

@oak lintel you may need to divide the surface more

#

per vertex lighting it may be called or something like that

oak lintel
#

omg.. arma like... more loops per faces

#

i test it in the next time @stuck oyster

stuck oyster
#

similar issues have popped up on this channel from time to time

oak lintel
#

okay.. creepy... btw: best pitcure ^^

stuck oyster
#

Arma + dynamic lighting == pain in the buttocks

velvet fractal
#

Hi, guys. Anyone can help me with two problems? LOD geometry not working, i don't now why, i placed simple box for geo. Second problem: bug\glitch in texture, , looks like sifter when approaching - https://i.imgur.com/Vx3IVnO.jpg

stuck oyster
#

geometry must be made out of convex shapes, each named componentXXX (thers find components tool in OB) and geometry must have mass applied to it in OB for the engine to recognize it

#

and care to explain more about what in the texture bugs?

velvet fractal
#

I think is shadow LOD conflict. I did copy LOD "01" in "shadow"

stuck oyster
#

can you point on the picture what is wrong?

velvet fractal
#

Sec

stuck oyster
#

shadowlLod needs to be closed and preferably as simple as possible

velvet fractal
#

Just copy geometry, if he work, right?

stuck oyster
#

well that can work

#

but shadowlod pieces must also stay inside the reslod

#

or they will cast shadows over it

#

so Id say no

#

make a new one correctly

velvet fractal
stuck oyster
#

you got to go make a better pic

#

cant see anything there

velvet fractal
#

It does not matter

#

Thank you for advice

#

Maybe need invert face? @stuck oyster

#

I heard about it somewhere

stuck oyster
#

which face?

velvet fractal
#

Faces, yes

stuck oyster
#

yes but where?

#

what lod

#

what part of the model

#

what do you think it will help?

velvet fractal
#

Geometry

stuck oyster
#

no dont think that would do anything

velvet fractal
#

):

stuck oyster
#

and I still cant understand what problem you have

#

or is it the geometry not working?

#

I already wrote what it needs to for it to work above

#

does your geometry already have all I wrote?

velvet fractal
#

I did "Component convex hull" and geometry not work. I can place bipods, but unit can going through building

#

@stuck oyster

stuck oyster
#

did you add mass

velvet fractal
#

yes

stuck oyster
#

how much?

velvet fractal
#

1000.0

stuck oyster
#

should be alright

#

did you rebinarize it?

velvet fractal
#

sure

#

All right working, aside from geometry

stuck oyster
#

can cars go through it?

velvet fractal
#

Not can through

#

I placed very simple box and he same not work, it very strange

stuck oyster
#

did you add the mass to the whole object?

velvet fractal
#

Only geometry for all components

#

Wow

#

Stop

#

Happened confuz with mass and now all working. O, thank you!

#

Urha!

stuck oyster
#

πŸ‘Œ

agile jackal
#

@stuck oyster Its a pontoon boat off of skeckup and is coverted over using 3d studios and i exported as a .3ds file.Which when i go to object builder i tells me i can do a .3ds file format so do i need to rename it with different file format?

stuck oyster
#

no renaming it will just break it

#

you should use fbx to export form 3Dstudio to OB

#

And skechup may not be very good program to make models for Arma

#

Id suggest you work in 3dmax if you already have it

#

and if you are not the original author Id make sure its licensed so that you can use it

agile jackal
#

So for doors do i need to sperate them from other objects?

stuck oyster
#

doors on what?

river kite
#

does someone has the newest win10 update and problems after that with object builder ß

onyx carbon
#

Just opened Object builder with the latest win10 update, no problem at all

vital geyser
#

Fine for me

river kite
#

Hm ok then the update has just broken my ssd but thx for the answers

rough idol
#

@river kite

river kite
#

Yeah thats the problem that i have too

pale quartz
#

You guys try disabling the game mode features of Win 10?

#

Don’t know if it will help but it’s a place to start.

wind lintel
#

good afternoon guys. so I am starting making simple structures objects with Blender software, I was great about .p3d extension but when I try make a .pbo I give errors. I want to know if you don't have some material for introduce a content about .pbo folder. I did all the steps like open the archive .p3d in Oxygem and define texture again... So in this step I don't what I can do to create a .pbo folder of my project! questions like "creating" config.cpp, textheaders.cpp... with the "object" to load in Arma 3 for use in map...... I only want something like a "plane", "ground", "floor" to close one area of yard map and construce a city

stuck oyster
#

BI forums have lot of basic questions asked and answered for and there is a plugin for Blender to export P3D directly called "FHQ Blender toolbox" which could help you out.
It has a thread on BI forums too where a lot of questions relating to its use are answered.

Steam also has Arma 3 Samples available which are very helpful in studying how Arma models are set up correctly.

bleak flame
#

.pbo isn't something you make manually usually, it's created by addon builder or mikero's third party pboProject

stuck oyster
#

also PMCWiki is great source of info for a beginner. Starting from how to set up your tools the correct way.

vital geyser
#

@wind lintel Don't use Oxygen for Arma 3 it has been replaced by Object Builder in Arma 3 Tools

vernal lynx
#

if that can be of any help πŸ˜ƒ

white jay
#

hi guys, i didn't found the anwser on bis forum : How to attach a door_trigger to a door, for a building , like a3's buildings. I don't find the anwser in the model.cfg ( didn't seems to be a "bone ") or in the memory lod... thanks for your help !

stuck oyster
#

model.cfg defines the animations that a model has and animations are all run by a "skeleton" that has "bones" that the animation classes then move around

#

these can be accessed in numerous ways with scirpts or with what I believe you are after "userActions"

#

There are some default ones like door interaction

#

and I recommend you study the Arma 3 Samples to understand how the system works

harsh minnow
#

I can just about use zeus so I got no idea what u guys talking bout

#

πŸ€” πŸ”«

stuck oyster
#

Β―_(ツ)_/Β―

#

you dont have to if you dont intend to do models for Arma

white jay
#

sorry , i was talking about a door_trigger, in the memory lod, for a building model... not about a script trigger.

stuck oyster
#

yes so was I

#

check the Arma 3 Sample models

white jay
#

hum ok... but when you open the model.cfg from the house sample... there are no connection with the door trigger...

stuck oyster
#

therse a house with doors set up there

white jay
#

i already didi it

#

my door is opening well, but the trigger is not rotation with the door

#

*rotating

stuck oyster
#

everyrhing you want to move with an animation must be in the selection you are animating

#

or in a selection that is is connected to the previous moving selection

#

like "bone2", "bone1",

#

animating bone1 will keep bone2 pieces with it until you animate bone2 pieces

#

and that includes memorypoints too

white jay
#

have you already made yourrself a bulding with a functional door , with the trigger rotating well ?

vital geyser
#

the mem point just needs to have the same selection as HorribleGoat said

stuck oyster
#

I have made just about everything its possible to make in Arma

vital geyser
#

and you need to be looking at geo lod to be able to interact with a mem point

white jay
#

yeah i already tried all that ....

late raft
#

Yeah HG is like

#

the #1 source of help on here

#

in every field

stuck oyster
#

@white jay so you have your door selection res lod, memory lod and geometry lod

#

is your door opening so that it goes outside the original model

white jay
#

yes

#

my door open well

stuck oyster
#

could you drop some pics of the model in OB top view

late raft
#

he likes to draw

#

πŸ˜‚

stuck oyster
#

it usually gets the message through better due to language barrier

late raft
#

ikr

stuck oyster
#

then again my pic there can be understood wrong too

white jay
#

πŸ˜‰

stuck oyster
#

beacause its not complex enough to properly show the concept of the model bounding box

#

so just to be clear @white jay you get what I mean with the model bounding box

white jay
#

yes yes

stuck oyster
#

it can be easily solved by placing few memorypoints around the house to increase the bounding box size

white jay
#

okay, but i don't see in the Sample House, how it's connected...

#

so don't bother you no more... i will post on bis forum, my config, and my lods !....

stuck oyster
#

what is connected

#

Im not quite sure what you mean by that term

white jay
#

the door trigger following the door animation

stuck oyster
#

do you have the useractions configured for your doors?

#

the action memorypoint is defined there

#

and that memorypoint must also be in the door selection

#

so that it moves with it

white jay
#

memorypoint is not in the door selection in the House sample

stuck oyster
#

and the door will need properly named geometry part too so that when you look at the door the action comes up

white jay
#

yes i have the use action

#

user

stuck oyster
#

do you have a geometry block for the door?

white jay
#

yes

#

and it works fine

stuck oyster
#

well would you try ot add the memorypoint the the door selection too?

white jay
#

yes of course

#

but it's not working, and it's not like this in the House sample

stuck oyster
#

Samples are not always right (neither am I) but have you tested binarizing the sample house if it works as you want

white jay
#

yes its works

stuck oyster
#

Then you need to figure out whats different between the sample and your model

#

also what do you pack with?

white jay
#

yes i think i just found it

#

it's in the condition = ((this animationPhase 'Door_2_rot') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
statement = ([this, 'Door_2_rot', 'Door_Handle_2_rot_1', 'Door_Handle_2_rot_2'] call BIS_fnc_DoorOpen);

#

i don't call it the exact same way

stuck oyster
#

well yes if your condition for the action is not met then it wont show up

#

you dont have to have it exactly like that

#

but the condition has to be met

#

you can put simple condition = true;

#

to make it always there

white jay
#

so where did it says that the trigger has to move ? here, or in the BIS_fnc_DoorOpen ?

stuck oyster
#

to test

#

nowhere

white jay
#

okay, because some modders told me not to use call BIS_fnc_DoorOpen

stuck oyster
#

yes thats just simple way of handling multipart door opening

#

but it handles the animations

#

how many useractions you have for your door?

#

and when you say it animates right how do you test it

#

and where do you want the trigger to move

#

and if the actions work where is the trigger now then?

white jay
#

it' not animated

#

with condition = "this animationPhase ""Door_1_rot"" <= 0.5";
statement = "this animate [""Door_1_rot"", 1];";

#

i replace the sample"s house with this lines

#

and the trigger is no more animated

#

that how i found it...

stuck oyster
#

ok so you see the user action?

#

but it does not do anything?

white jay
#

i see it, it's opening the door

#

but the user action is no more rotating with the door !

stuck oyster
#

you need another useraction for closing the door

#

the opening one becomes hidden when you use it

foggy finch
#
[V]Xnam - Today at 20:51
i already didi it
my door is opening well, but the trigger is not rotation with the door
*rotating

You could just attach the trigger(memLOD vertice / named selection) to the door in the skeleton in the model.cfg and it should move with the door when it opens

#

or did i miss something?

stuck oyster
#

a lot

#

Im thinking its more a useraction issue

white jay
#

it should but it' not working like this URO...

stuck oyster
#

do you have useraction for closing the door

white jay
#

yes of course

stuck oyster
#

it was not clear before

white jay
#

user action just works fine

#

my only probleme was to make the user action rotating with the door...

stuck oyster
#

so where do you see the second user action then

white jay
#

and it's defined somewhere here

#

condition = ((this animationPhase 'Door_2_rot') < 0.5) && ((this animationPhase 'Hitzone_2_hide') < 0.99999);
statement = ([this, 'Door_2_rot', 'Door_Handle_2_rot_1', 'Door_Handle_2_rot_2'] call BIS_fnc_DoorOpen);

stuck oyster
#

no in game

#

you look at the door

#

theres open door user action

#

you use that

white jay
#

yes....

stuck oyster
#

then where do you look to see the close door user action

white jay
#

the same place

stuck oyster
#

the doorway

#

or the door

white jay
#

don't know the difference of this two word in english

#

sorry about that

stuck oyster
white jay
#

thanks πŸ˜‰ : DOORWAY

foggy finch
#

πŸ˜‚

stuck oyster
#

and with sample config you see the second useraction at the door

white jay
#

i see both with both script

stuck oyster
#

yes but with sample config does the trigger point move with the door

white jay
#

sorry YES

#

miss read

stuck oyster
#

alright

foggy finch
#

could you post pastebin your config.cpp and model.cfg?

#

i thin your missing something, or something not defined correctly

white jay
#

yes it's my way to call the opening door, i didn't know that the call BIS_fnc_DoorOpen handle the animation of the User action

#

it's fixed know, i will use it

stuck oyster
#

its just one way to do it

white jay
#

apparently condition = "this animationPhase ""Door_1_rot"" <= 0.5";
statement = "this animate [""Door_1_rot"", 1];";

#

is not the good way

#

so....

stuck oyster
#

basically what it does is this ``` _structure animate [_door, _target];
_structure animate [_doorHandleDown, _target];
_structure animate [_doorHandleUp, _target];

#

so it just animates the animations you have given it in the statement

#

so your animate command is ok

white jay
#

.... so where is the USER ACTION rotation ?

stuck oyster
#

your animate command already does that

#

it runs the rotation animation you have given the model in model.cfg

white jay
#

yes for the door, but not for the User action button !

#

no ?

stuck oyster
#

are you using the sample model or your model to test this?

white jay
#

both

#

but no differences in the model. cfg

#

hey you know, it's no a big deal if i don't understand why it's works... i will just use it like this and tha's all

#

*it works

stuck oyster
#

just a moment I'll test the sample house myself

#

also what did you pack your addon with?

white jay
#

pbo project old version

#

(freeware)

stuck oyster
#

from MavericApplications

#

?

white jay
#

yes

stuck oyster
#

alright

#

sample house door triggers do not move

#

they are all fixed in the doorways

white jay
#

not in my house πŸ˜ƒ

#

wtf

#

try with a lower radius for the user action

#

i think i scale is down a bit to see it properly.

#

*i scaled it

#

it's not easy to see, i will try on my door, it' slides for 3 meters.

stuck oyster
#

meh cant even get to the action points when theyre small

#

Im still very willing to say sample houses points dont animate

#

what you can do

#

is set another point where the door is open

#

and use that for the close door action

#

if you cant get the point to animate with the door

white jay
#

" Im still very willing to say sample houses points dont animate ", you mean, still the beginning of the discussion ?

#

or just in the sample house

stuck oyster
#

in the sample house

#

the points are not animated at all

#

whatever youve seen that has felt like they are I cant replicate

white jay
#

okay maybe, but it works in the big metal sheld in A3, and there are no animated bones in the model.cfg

stuck oyster
#

if theres moving parts there are animated bones in model.cfg

white jay
#

or what ever in the model.cfg, who is different from the Sample house' s model.cfg

#

okay, so i just miss it

#

😒

stuck oyster
#

but in model cfg you would still just see the moving selections

#

like "door1"

#

the memory point "door1trigger" would need to be also in the "door1" selection

#

to move with it

white jay
#

i tried, it' not working

#

did you tried ?

stuck oyster
#

alright just tested it. even with the selection set up it apparently does not move with it.

#

so I either remembered it wrong that the action points move or it has broken at some point.

#

solution is to use multiple trigger points

white jay
#

OK will try to use this trick, thx for your time

bleak tangle
#

I don't think the triggers in vanilla A3 structures move either, but they use some newer tech that I don't think the sample house was updated for

strong plaza
#

AI pathing is entirely done in OB, no config stuff needed?

bleak tangle
#

Yes, in terms of the positions within the object. However config stuff is needed for them to interact with doors

strong plaza
#

copy that

#

for now my MOUT buildings are doorless

#

does the sequence of the pos numbers matter on the path mesh?

foggy finch
#

i never found it matters

#

just use them for positions you want the ai to stop at

strong plaza
#

I copy pasted the paths from the sample building, but it looks like it's not working

foggy finch
#

the samples have a fairly good example of the point setups in regards to good places forr posXX points

#

are the inXX points above ground level in your model?

#

if they end up under the terrain surface for whatever reason the AI wont see them

strong plaza
#

when I order the AI to move somewhere the building pos don't show up either

foggy finch
#

you should number them in order too 1++

strong plaza
#

but it's a copy paste from the sample, shouldn't it just work?

foggy finch
#

this is arma

strong plaza
#

fair enough

bleak tangle
#

Yeah I'm fairly certain you need to number them in order from 1, but their position relative to each other within the model doesn't matter

#

That'll give you labels and + icons at all of the positions from the path LOD in the building closest to you

foggy finch
#

πŸ‘

#

at engine level i'd hazard a guess that it looks for the first inXX named selection and if it doesn't find the first one (in1/in01) it skips building a inXX array.

#

it's all about naming conventions really,. and keeping them consistent

strong plaza
#

I copied the whole path mesh from the sample building and it still doesn't work

strong plaza
#

so building paths work with editor placed houses, but the ones in places in TB doesn't

#

any ideas why?

strong plaza
white jay
#

@Pennyworth#2634 , short and accurate answer, thanks a lot, i will check on this new actionNamedSel

white jay
strong plaza
white jay
#

class Land_opx_tac_obj_block1: House_F has to be renamed with your p3D name

#

like this class Land_opx_tac_house1: House_F

#

and you have to check too, in your geolod, that you have a : class = house, in your property name

strong plaza
#

got it working now, thanks!

river kite
#

So after i had to install my windows new, i get this error when i want to open object builder Exeption -2147467259, something with the side by side configutarion is invalid. But i dont find any solutions for this

white jay
#

did you followed windows 10 's procedure to fixe side by side applications issues ?

river kite
#

how to do that ?

white jay
#

i think you can start with the 4rth !

#

i suppose, its a windows installation issue, it's not related to object builder.

river kite
#

ok thanks will try this

white jay
#

good luck !

river kite
#

hm tried this but doesnt help. found a topic of this in the BI forum he installed some Microsoft visual c++ updates. Checked this and saw i have some outdated versions. After that i downloaded some of those at microsoft but it seems like that are older versions.

white jay
#

yes it's in the link i gave you too the Method 3: Reinstall the Microsoft Visual C++ Redistributable Packages

echo rain
#

does weighting work on procedural model.cfg anims? or only 100% vertex weight named selections?

stuck oyster
#

it should but cant remember did it need the isDiscrete set to 0/1 (whatever man class has)

#

ive found it rather mysteriosly working myself xP

#

actually my water planes use it for little wave motion

#

and that worked fine

fleet aurora
#

For vegetation models such as grass/bushes, how do you make it flatten out when vehicles roll over it. can anyone point me in the right direction?

tulip beacon
#

dammage = tent

#

in geometry lod's named properties

#

obviously you have to have a valid geolod for collisions to work

languid urchin
#

Can somebody tell me what am i missing here?

plain jackal
#

open faces in your shadow lod looks like

#

make sure its sharp edges, triangulated, and closed

languid urchin
#

I didn't do the modeling i'm retexturing and doing my own config.cpp

#

and the original model doesn't have this problem

plain jackal
#

are you taking a binarized model?

languid urchin
#

no

#

dude

#

i got permission from the owner to retexture and create my own config

#

his works just fine

plain jackal
#

lol so defensive

languid urchin
#

defensive?

plain jackal
#

if you have the binarized p3d and try to re-binarize it you will have issues IIRC

languid urchin
#

I am not trying to binarize ..

plain jackal
#

but if you're just calling to the model from the original addon I don't see what would cause that

#

when you load your mod alongside the original does the original helmet also have the issue?

languid urchin
#

i'm creating my own config.cpp that is it and i believe i'm missing a material

#

no it doesn't

#

it works just fine

#

when i load both mods

plain jackal
#

pastebin dat config

languid urchin
#

mine?

#

or his?

plain jackal
#

yours

languid urchin
#

1 sec

plain jackal
#

its probably because you have model= pointing to a vanilla helmet

#

while uniformModel= is pointing to the mod's helmet

languid urchin
#

mm

plain jackal
#

while I don't think that would cause the issue pictured, that could be a culprit

languid urchin
#

I did that because when i put the helmet on the floor

#

it dissapear

#

disappear*

#

or invisible

plain jackal
#

try changing that

languid urchin
#

working on it..

#

nope

#

it didn't work

plain jackal
#

wait

#

BEA_Headgear is your pbo right?

languid urchin
#

yeah

#

i believe its a material

#

but i don't know which one

plain jackal
#

ok so rather than taking the p3d out of VSM, you should just be pointing to it within VSM

#

so "\BEA_Headgear\Data\Helmets\Models\VSM_ops" should be "\VSM_WhateverPBO\Path\VSM_ops"

languid urchin
#

No because i dond't want to depend on VSM that's the whole point of creating my own mod

plain jackal
#

well you dont get to make retextures of a model you didn't make and dont have access to the source files of

#

if you want to do that you'll need to get the unbinarized models from the author

languid urchin
#

I've done it bro.. i already have other headgear that are working just fine

#

without VSM

plain jackal
#

alright well frankly your attitude just makes me not want to help you

#

ive told you what you need to do

#

its up to you whether you want to do it or not

languid urchin
#

where are you from?

plain jackal
#

usa

languid urchin
#

thats weird

#

we Mericans aren't that sensitive

plain jackal
#

Β―_(ツ)_/Β―

languid urchin
#

thanks for your help kind sir

#

I'll keep messing around with the configs see if i can fix it

plain jackal
#

lol good luck i guess

languid urchin
#

Thanks

onyx carbon
#

When stuff are invisible/transparent its usually an material issue

plain jackal
#

lol good luck i guess

languid urchin
#

is that all you can conjunction?

plain jackal
#

sent twice cuz phone

languid urchin
#

k

late raft
#

uh

#

why is uniformModel pointing to headgear?

languid urchin
#

Isn't that how it supposed to be?

#

that's how the helmet looks like when put on ground

polar fiber
stuck oyster
#

bigbadabum! @polar fiber

#

looks mighty fine

white jay
#

Is there a way to reload a proxy?

polar fiber
#

in buldozer?

#

have to restart it AFAIK

stuck oyster
#

could try doubleclicking the proxy selection to open the proxy dialog and then re selecting it

fleet aurora
#

@Win32'Shelestov#6717 I set the dammage to tent, but nothing happens when I drive over the object, do I need to set a higher mass in order for vehicles to interact with it?

late raft
#

?

#

More info?

stuck oyster
#

does the object have geometry and fire geometry LODs?

#

where did you apply the dammage property?

#

are you talking about terrain object or scenario placed object

#

@fleet aurora

#

Im off to bed as soon as Blender closes.

fleet aurora
#

I set that, but nothing happens ingame when I drive over it. and its a terrain object that im testing.

stuck oyster
#

does it the geometry have mass value

#

and does it have FIREgeometry?

fleet aurora
#

it has a low mass set right now

stuck oyster
#

I wissh you all set up your OB layout to something useful xD

fleet aurora
#

yeah, im new to modeling and I havent changed the layout yet

stuck oyster
#

how low is your mass

#

cant spot oit anywhere

fleet aurora
#

its set to 2kg atm, what should it be set to for a bush?

stuck oyster
#

minimun value engine registers is 10

#

so try giving it something 10+

fleet aurora
#

okay, Ill try that.

#

I had it set earlier to 20, but it would block the character from entering the corn, so I lowered it wayyy down.

stuck oyster
#

yes it stopped recognizing the colision altogether

#

you can try making the geometry just small bump and give it larger box for fire and view geometries

#

and physx geometry

#

it should be enough that the vehicle just touches the geometry a bit to make it break

#

Blenders closed

#

Im off.

#

Laters

fleet aurora
#

alright see ya

#

thanks for the help

fleet aurora
#

I got it working, thank you for the help HorribleGoat.

lunar plover
#

Hi all

#

i want to arma3 modell

#

but i have e problem.

#

i do sample modelling in the blender

#

but it looks like this when i rander it

#

why ?

stuck oyster
#

Hi @lunar plover. I suggest you read a bit more about 3D modelling to get yourself familiar with how it works and whats what. Each program has their specific ways of doing things and showing things but the building blocks that 3D models are made of stay the same.

What you see in Blenders view in that picture is called "solid shading" view mode and Blender offers a variety of different viewmodes for different purposes. Rendering it would mean a bit different thing to get terminology right, but that all will come to you when youve 3D modeled for a while.

In OB view there you see wireshaded mode which shows the mesh as the edges of the triangles/polygons the mesh is made of and can also be changed to same kind of solid view as you see in Blender and to others like textured view etc (also in Blender)

Now since you've chosen Blender as your program I suggest you look up tutorials on its use and go through those a bit more to get yourself familiarized with the program and start experimenting with 3D modeling and start building your ideas.

lunar plover
#

Thank you very much for your idea. @stuck oyster πŸ˜ƒ

#

I'm watching tutorials

stuck oyster
#

Well it is very basic approach to any new program of creative activity.

#

good luck.

plain jackal
#

once you are comfortably familiar with modelling in general of course

onyx carbon
#

^ more or less a must have

lunar plover
#

what should I reference for a measurement when modeling a building ?

stuck oyster
#

you can set blende to use metric units if you want

#

but 1 blender unit is 1 meter in Arma

#

and 1 meter in blender too if you set it to use metrics

lunar plover
#

I did not set any meters

#

i usinf default blander setting

#

i using

stuck oyster
#

1 blender unit is 1 meter

lunar plover
#

ok thank you

onyx carbon
velvet fractal
#

Help, please, error at pack in pboproject

scanning for pbos to make....
preprocessing Catholic_Gateway.pbo
<scanning files to pack>
..#UVSet#
bad tagg count 97144

Catholic_Gateway.p3d invalid file

</endscan>
preprocessing files produced an error
Catholic_Gateway.pbo not produced due to error(s)
Job(s) completed in 1secs on Fri Mar 30 20:00:01 2018

stuck oyster
#

bad p3d

#

could be something UV related

#

is it very complex model

velvet fractal
#

I have LODS 1,2,3 Geometry, HitPoint, Memory. Until a certain moment everything worked

#

1,2,3 have UV

stuck oyster
#

does it have many uvsets?

velvet fractal
#

1

stuck oyster
#

is it very highpoly?

velvet fractal
#

Low

#

I have one UV for general textures and for glass

#

I forgot

stuck oyster
#

does it load in buldozer?

velvet fractal
#

Yep, i see model, but i does path to texture without "p:" - full path "Catholic_Gateway\Catholic_Gateway\Textures\Imege.paa" and same rvmat

stuck oyster
#

why do you have so any cahholic_gateway folders

velvet fractal
#

What?

#

Why&

#

Just

#

I have only try path and he correct

#

Now bulldozer not saved p3d, "An error occured during save operation."

stuck oyster
#

just odd folder setup with Catholic_Gateway\Catholic_Gateway\ but thats not an issue

#

just odd

#

try saving to another p3d

#

you may have got it locked in some program

late raft
#

what does the output say on pbo

#

project

velvet fractal
#

Problems himself solved, i does restarted computer and now all working... magic. Thank you, @stuck oyster

lunar plover
#

i have another problem πŸ˜ƒ

#

character remains in the space

#

how can i solve

stuck oyster
#

@wind sluice youd need to have increase the emmissive values of your rvmat

#

but be aware that emmissive texture will not cast light out

#

it will just look like glowing

#

time to learn I suppose πŸ˜„

#

its very essential part of Arma graphics

#

not quite sure if there are any. Ive learened most by just experimenting with them, though some of it is written down on the forums and BI wiki pages

#

and then hearing stuff form other modders

#

the unpacked arma data has lots of rvmats to study though

#

some are even commented

#

and they got the textures used in them right next to them so you can figure out what kind of textures you would need

foggy finch
#

oh crap i missed wip friday picture time, seems the clock rolled into saturday for me

sonic valve
#

Question, how does collision work with dynamic loadouts? Does the pylon provide all that info or do I need to model a chunk of geo to get a rough idea how much it will take?

peak skiff
stuck oyster
#

likely your weight is not distributed evenly

#

cool plane I might add

peak skiff
#

thnx

stuck oyster
#

when your OB viewports are not in DX viewmode you can see the weight center as blue cross

native garnet
#

You're a cool plane!

stuck oyster
#

No you are @native garnet

dusk frost
#

Hello Guys, I have a problem with my model. I try to set my reverse light. I select the faces, copy them and then redefine them. After that i set the material to headlight_emit.rvmat but it wont show up in the object viewer. The headlights work, any ideas?

stuck oyster
#

do you have the light selection in the model.cfg sections array?

dusk frost
#

no, does buldozer load the model.cfg?

#

Because my headlight rvmat work but my backlight and reverse light dont

stuck oyster
#

yes it does

#

compare to the sample car

dusk frost
#

okay, i will check it

#

yeah i disable the config load and it works :D thanks ^^

#

@stuck oyster Where do i need to add it? I have never edited this config ^^

stuck oyster
#

sample car has sections[] array

#

in model.cfg

dusk frost
#

okay and in this array i can add the reverse_light?

stuck oyster
#

read what the sample has there

fierce dagger
#

Im getting back into working on an addon since I have a bit of a break from school. I'm having trouble with this model here:
https://i.gyazo.com/6afd0aa0ba04ebe6d115d474f7fd0d9c.png
I've been using Blender and the Arma Blender Toolbox, managed to weight the mask using the arma man skeleton.
But bringin it in game, the head, back of the neck, and lower leck appear to be fine, stickign to the head as it moves, but I don't seem to have weighted the face bones right. Checking the skeleton I have in arma, there aren't any facial bones. Is there a Arma man's facial bone armature out there? Or is it somethign I haven't been able to find in the sample models?

stuck oyster
#

there is a sample bust that I used pretty successfully to copy weights to one of my hooded uniforms

fierce dagger
#

the bust has weights on it?

#

I

#

I re-weighted the entire thing then

stuck oyster
#

You can import the bust into Blender with the toolbox

lunar plover
woeful viper
stuck oyster
#

could be that yeh

fierce dagger
#

@stuck oyster thanks for the help, I think it worked, but I must have borked somethign else in the model cuz now Arma 3 stops working when I try to load the arsenal

#

I will work on it tomorrow

stuck oyster
#

good luck

merry gorge
#

Got my first untextured object in-game and it seems to have some invisible faces, anyone got any ideas?

pale quartz
#

Flipped normals?

stuck oyster
#

πŸ‘†

lusty ginkgo
#

So one of the LOD's on one of my models had 18 sections (should have been 4) so I sorted the faces and all that and refreshed the LOD and the section count was still 18. I saved and restarted, and then opened the model and switched to the LOD in question. The display this time said it had 333 sections. I sorted the faces again, and now it reads 91

#

So my question is as follows:
The fuck?

lusty ginkgo
#

Now it's at 68

#

nvm it seems that I somehow missed a few faces that had the original LOD .rvmat and not the lower res one

#

sorting that out seems to have fixed it

oak lintel
#

@stuck oyster: its right. Bigger walls need more edges (loops) in the first LOD. The flashlight need them in the resolution lod. its very importent.

oak lintel
#

but its a littlebit better... but not perfect..

stuck oyster
#

πŸ‘

oak lintel
#

πŸ‘Ž

bitter shore
#

hey guys how do I make my model object indestructible?

stuck oyster
#

map objects need geometry lod named property dammage = no and objects with config.cpp classes can use destrType = "DestructNo";

#

also you can give them some ridiculously high armor value

bitter shore
#

ok thanks @stuck oyster

strong plaza
#

what value should a wall/fence have in the geo lod for damage?

#

I'm looking at arma 2 sample walls, it says "dammage - tree" but that makes my walls fall over in random directions

foggy finch
#

damage = wall

strong plaza
#

thanks!

#

is it damage or dammage?

#

sample models say dammage

foggy finch
#

either

strong plaza
#

aha

foggy finch
#

dammage was from a typo a long time ago, both are accepted,. mikeros tools will change dammage to damage for you iirc

strong plaza
#

good to know

foggy finch
#

you will need your walls to face you in the front view on OB, otherwise they will fall over to the side since damage wall only works on that axis

#

I made 32 wall objects before configuring them only to find that out πŸ˜„

strong plaza
#

yep, already made sure of that

#

I had that problem in arma 1

foggy finch
#

if you in any doubt as to named properties differences between a2 and a3, I always open an a3 asset of similar type in eliteness and have a quick scan at the properties in those

#

some stuff that was ok in a2 has been developed further for a3,. so always worth a quick look into an a3 model imo

strong plaza
#

I've noticed that too

late raft
#

I was watching a timelapse modeling tonight

#

They make it look so easy in blender

pale quartz
#

it can be if you know the tools better than I do

late raft
#

Im still learning the tools.

#

I hope one day I’ll be confident enough to model something very nice

agile flint
#

When modelling suspension on a vehicle, does it matter whether its modelled at full compression or non compressed at all?

#

I'm unsure on what to do

#

Is there a benefit to either etc?

rough idol
#

Middle? :p

agile flint
#

@rough idol So this is my tank suspension. https://gyazo.com/0e2ac90eccf0c25089e944e4d096bcaf

Where those arms go up and down, both equal degrees in the positive and negative. So from your straight to the point answer, I presume it would be best to make them so the arms at at 0deg +/-

rough idol
#

For tanks takΓ© into account that you cannot animate those parts properly

#

One end will be most likely attached to the wheel which will be going up and down

agile flint
#

So I cant make it rotate around its pivot point?

#

😦

rough idol
#

Nope

agile flint
#

Well thats going to be awkward since you can actually see this suspension fairly easy from an infantry perspective

#

So any vehicle with pivotal suspension isnt going to work properly?

rough idol
#

Cars are different story

agile flint
#

May I ask why tanks are different?

rough idol
#

Because they don't have suspension mask

#

Asked about it once but incorporating it to tanks was considered low priority

agile flint
#

😦 Fair enough. Looks like Arma 4 it is then haha

agile flint
#

@rough idol One more question, how does Arma handle round armour with thickness changes throughout it? I.e a classic soviet tank turret where the frontal is thicker than the sides etc? Does the whole turret have to be one thickness? Or can you define thicknesses for something like?

woeful viper
#

works fine - creating it is a bit of a pain though because you have to slice the turret into smaller sections to get it convex

outer condor
#

should the said page be linked somewhere?

#

(currently its not and thus overlooked)

minor jasper
#

Making convex closed curved geo in object builder is one of my pet hates but i find it curiously addictive

#

It’s like solving a 3d puzzle though much more difficult than the rubiks cube

woeful viper
#

why do it in OB?

woeful viper
#

most of that link is already in the damage description, apart from the 3d pictures

minor jasper
#

Im an encoder not a modeler, so of no modeler is available i have to make the best of it πŸ˜‰

woeful viper
#

and yet you model in OB...

#

takes you maybe a day at most to get started modelling such basic shapes as required for fireGeo etc in blender or another proper 3d tool - quicker if you already know stuff from modelling on OB.

polar fiber
#

I usually do shadows and geo in OB too

#

quicker to check that it works in the way that Arma wants it to

#

and it's only simple shapes

minor jasper
#

Given the quality of some guys work like nodunit, pufu, gurdy, toadie etc i would never describe myself as a modeler. As an encoder i get to tweak the work of modelers, and fire geo tends to be one of those areas that needs tweaking a lot. OB is ok once you get the hang of it. Just wish their was a decent user guide explaining all of the advanced keys and shortcuts in detail

#

Its all word of mouth trial and error for new guys

woeful viper
#

Petyr talked about FireGeo - not sure how "fun" would be to make proper firegeo for something like T-54 or T-72 in OB. So i assumed Rob means geo including firegeo.
checking if stuff is closed is easy to do in max as well (i assume other tools are not behind in this)
and checking convexity is also very easy to do visually. Based on triangulated smoothing i can see immediately if a quadface is non-convex and nudge the vertices a bit to make it convex. Well, to each their own - i wouldnt want to miss the powerfull and easy to use tools.

Doing shadows in OB would be a nightmare for complex models for me - those that are not just convex and have detailed attached on the outside.

oak lintel
oak lintel
worn lintel
#

Hiya lads. I’m currently working on a mod, but require a modeller to help me progress the mod. If anyone wants extra details, message πŸ˜ƒ

outer condor
lusty ginkgo
#

so in OB when you create a selection from the face properties how do I add the actual vertices to the selection and not JUST the faces

#

I can just select the opposite faces and create a selection from them and invert it

#

not really a great workaround

polar fiber
#

why making one from face properties?

#

if you're creating selection by texture/material, it's probably wiser to Ctrl+doubleclick from the list in Resource Library>>Sections

lusty ginkgo
#

I can select a part of the model, edit the face properties, and select the texture of the faces, create the selection

#

so it is selection by the texture and material of only part of the model

polar fiber
#

as I said, try doing it through Ctrl+Double click from the texture or resource library instead, if you want to select by texture. That will select the full face rather than just points

#

but AFAIK selecting the verts is no different to selecting the face in terms of how the game treats it

#

I think model.cfg selections reference the vertex IDs, and the only difference is how OB displays highlighting

lusty ginkgo
#

See, I can't do anything with the verts if they aren't selected

#

my goal in this case was to hide all verts and faces with a certain texture within an area I selected while leaving the verts with the same texture outside of the current selection visible

stuck oyster
#

can you perhaps do the selections where you make the model?

lusty ginkgo
#

I haven't done anything with this model outside of OB

stuck oyster
#

ah

#

Id still think for example Blender would be far faster for things like that

lusty ginkgo
#

Yeah but you can't quickly switch between LOD's and have one layer as a background outline or use buldozer or anything like that

#

but I have solved that issue so it doesn't really matter now lol

stuck oyster
#

πŸ‘Œ

lusty ginkgo
#

if y'all aren't aware there is a pretty cool blender addon called archimesh that is useful for creating houses with interiors and things like that

#

if comes with blender and it's free so that's nice

shut arch
#

@lusty ginkgo the easiest way to set something like that up is to put each LOD on a different layer you can then select multiple layers to view. I by no way suggest that I am a good modeller. My brain just can’t get around making shapes work.

bitter shore
turbid cove
#

it's not broken, it's... < Arma 2 quality :D
a geometry LOD issue iirc

bitter shore
#

A2? I didnt understand I made this for A3. Is the problem with it geometery?

turbid cove
#

I know, I was just kidding about Arma 1 and earlier
I don't have the exact answer, but other people here do (or may)

bitter shore
#

oh ok :p , I really need to know the problem as it took me loads of time to make this mod and would take me more i think to apply fixes for each model xD

lusty ginkgo
#

anyone know how to properly preserve the scale of a model being importing into OB?

halcyon wren
#

@bitter shore its an issue with the specularity + onsurface. especially noticeable if you have roads using the shapefiles.

#

Bi fixed that issue by not using specularity much or at all on their roads.

#

So not really fixed 😦

stuck oyster
#

would splitting them in smaller grid mesh help?

bitter shore
#

There is not way to fix it?, I cant split them it would take a long time

stuck oyster
#

remove specularity I guess

bitter shore
#

how :x

stuck oyster
#

the parameters are in the .rvmat

#

the model uses

bitter shore
#

aha

#

ok will try that

#

Thanks guys !

broken abyss
#

I ran in to a bit of a pickle a few days back and I cannot resolve it since. I have a CfgVehicles.hpp and I seem to have everything set up but both PboProject and AddonBuilder say that there is a missing inheritance class:"...\CfgVehicles.hpp: Line 285 rap: missing inheritence class(es)"

#

I am lost

#

It says the problem is with class ViewOptics: ViewOptics but it is defined at the beginning

cinder pivot
#

your turrets class doesn't have a closing };

#

no wait it does, just way way down I guess

broken abyss
#

I almost shot myself

#

So can you see anything else wrong with it?

#

Actually it was an extra '};'

#

Got it

#

But thanks for bringing light to it

#

I hate how it can't write whats really wrong with my config

turbid cove
#

@broken abyss use N++ and Allman style instead πŸ˜‰

class myClass
{
   (…)
}

instead of class myClass {

sonic valve
#

Is it possible to add GPS as a PIP in a cockpit?

median bough
#

That's an interesting question and idea

minor jasper
#

Pip afaik is a CAMERA

lunar plover
turbid cove
#

looks like an inversion X,Y,Z β†’ X,Z,Y ?

lunar plover
#

How to inversion X, Y, Z to X, Z, Y ?

turbid cove
#

I honestly don't know sorry, I am mostly in this channel as a curious tourist

lunar plover
#

Ok no problem πŸ˜ƒ

#

My problem resolved. I solved the problem by opening a new blender file

woeful viper
#

i'm looking for input on solutions for the dilemma of firing slits on buildings/ fortifications:
When made realistic(ally small) they work well for Players but AI is utterly useless - they just fire against the wall. When the firing ports are made large so AI can use them the fortifications barely work for players anymore, because the "slots" would have to be as large as a building window.
Example of what i'm talking about: https://abload.de/img/firingportsc9omp.jpg
This works extremely well with weapon deployment and the stance system for players but completely unusable for AI. I'm maybe thinking of turrets that simulate handweapon deployment for AI to let them use those slots. The problem is that somehow the right weapon and magazines classes have to be spawned into the turret (propably doable), depending on what handweapon the soldier uses. But most importantly the model and also animations of said weapon in the turret need to be displayed.

FFV doesn't work, because the pivot in FFV is around the body, but i need it around the deployment point.
Using the Handweapon Proxy of the gunner's rtm would be a start for the weapon model inside the turret, but there is no animation or muzzle flash then, and the proxy can't animate indepently from the soldier.

Any ideas/ thoughts on this? Any better ideas?

stuck oyster
#

quite a pickle

lusty ginkgo
#

hopefully the scale won't be messed up from blender

frigid dirge
#

I'm currently working on a Helicopter.
The Copilot has or should have a camera (FLIR).

This camera is not modeled, it only exists for the copilot.

Now my problem: As Copilot everything works fine. You can get in, you are able to take over the controls and all that oder stuff.
But when you are entering the camera (Optics) you cannot move it. It stucks in its view to the front - moving the mouse does nothing. Zooming in however works properly.
Do you have any idea where the Problem might be? https://pastebin.com/tu1sjX83
I already tried to use configs from other mods with the same result.

sharp halo
#

@frigid dirge is it defined also in model.cfg?

frigid dirge
#

Well, do I actually have to define something in the model.cfg? Because there is no animation whatsoever - just the Optics for the copilot.

sharp halo
#

Nvm, I got confused with PIP, let me check again

#

Dont know if that matters, but in the config for example of Blackfoot, memoryPointGun and memoryPointGunnerOptics are different points, and from what I understand, memoryPointGunnerOptics should be moved , so these two points create vector.

frigid dirge
#

Well I'll have a look at that tomorrow, thanks so far πŸ™ƒ

inland atlas
#

So on a gun, the proxys for top, muzzle, side and so on. Do the distances between the three points in a proxy matter?

tacit shard
#

Hey,
I just wanted to double check something, for the ViewGeometry LOD does it follow the same requirements as the other Geometry lods such as Geo and Physics? (Convex Shape and named component00)
Thanks

lusty ginkgo
#

yes

#

only difference is it has no mass and no penetration materials

minor jasper
#

It can also be quite simply made, no need to map to exact vis lod like fire geo

lusty ginkgo
#

it does affect the camera collision and occlusion so that should be taken into account for sure

sonic valve
#

@woeful viper

I think the Malden bunkers kinda give the best example of the balance between the two. Apex Pillboxes take it to the extreme, why sandbag bunkers take it to the latter. Rather then weapon resting, you could try firing slits like a cross or something, to give the AI the up and down view it needs.

minor jasper
#

it should also be closed, not just convex.

polar fiber
#

@inland atlas no, the size of the proxy doesn't matter.

sharp halo
#

I exported file from OB to 3ds max with scale of 10000 to 1, 3ds format. When I import it back(edited) with 3ds format, I can scale it only 1 to 1000. Any way around? I am not using fbx becouse it messes up smoothing groups for me

polar fiber
#

triangulate it in Max before exporting as .fbx

#

and use 2014 version of fbx

#

but you can scale it after importing to object builder anyway. Activate the pin at [0,0,0] on the grid (just press Shift+C after starting OB) and use the Scale Points tool with an appropriate scale factor, making sure "Relative to pin" is checked and "Apply to all LODs" (if you're scaling multiple LODs at the same time)

inland atlas
#

@da12thMonkey#2096 Thanks.

tacit shard
#

Thanks for the help.

broken abyss
#

If you lock scale in blender it should be ok. @lusty ginkgo

woeful viper
#

@sonic valve last time i tried AI couldnt even use one of them Apex bunkers that had like a little second story and a huge window in the lower one - the AI see the target, then go to crouch to shoot (and hit the bunker wall), stand up again to re-find the target rinse repeat

edgy cobalt
#

Someone have idea, why all Apex objects have canocclude=0 and canbeoccluded = 0 properties?

lusty ginkgo
#

ALL objects?

turbid cove
#

@edgy cobalt I would say canBeOccluded allows it to be hidden thanks to "occlusion panels", and canOcclude tells the engine it has occlusion panels?

stuck oyster
#

those existed before the new occlusion geometry too

#

could be an oversight

lusty ginkgo
#

any reason to have 2 or less UV sets on a model?

woeful viper
#

two or less? To my knowledge you can't have more than two, so your question doesnt make sense

lusty ginkgo
#

I was told some time ago there was no specific limit

stuck oyster
#

any reason to have more than 2?

#

I mean different materials/textures can share the uv0 set

#

youd need more only if you have different uv layouts for different materials

#

like multimaterial has

lusty ginkgo
#

or any material with a detail texture or tiled MC texture

#

in most cases I don't see why I would need more than 2

#

wait nvm the mc + detail that's just UVTransform

stuck oyster
#

did you maybe mean to ask 2 or more UV sets then?

#

because your question above is a bit confusing

lusty ginkgo
#

yeah, UVSets

stuck oyster
#

yes but more or less than 2

#

which did you mean to ask

lusty ginkgo
#

I would want one that fits inside the boundaries for the MC texture or main texture and one that isn't contained for the multi material with tiling textures. I am wondering if there is any reason to stay at 2 or less or if you can even go above 2 at all

stuck oyster
#

thanks. πŸ˜„ I just got confused when you asked it like that and then next said no need for more than 2

#

but yeah only if you have some other texture you want to use some other uv layout for

#

then you would need another uvset for that

lusty ginkgo
#

I just don't know if there is a performance hit or if it is even possible

#

I have only ever used 2

stuck oyster
#

dunno about performance hit as it still loads the same number of materials

#

I've used only 2 too because never needed another

#

but I suppose it should work except if Arma limits them somehow

#

p3d certainly supports more than 2

merry gorge
#

Does an object NEED an rvmat to actually work? Making some posters and they dont need any nohq's.

#

so just wondering if I just path only the texture in face properties without pathing the rvmat

polar fiber
#

bottom LOD of most models in Arma don't have .rvmat applied, to improve performance

stuck oyster
#

sure but their lighting etc may differ up close

merry gorge
#

is it possible to have an rvmat that handles the lighting properties without applying any paralax etc

#

like ambient[] = {1,1,1,1}; diffuse[] = {1,1,1,1}; forcedDiffuse[] = {0,0,0,0}; emmisive[] = {0,0,0,1}; specular[] = {0.15,0.15,0.15,0}; specularPower = 90; PixelShaderID = "Super"; VertexShaderID = "Super";

stuck oyster
#

sure just leave the different stages to the basic generated ones

merry gorge
#

but without the Stages

stuck oyster
#

no stages you'll need

polar fiber
#

put a procedural in the normal map stage, or you use a different shader that doesn't use normal maps

stuck oyster
#

πŸ‘†

polar fiber
#

"super" pixel and vertex shader are simply the most commonly used

stuck oyster
#

you can however try what it looks like without rvmat

#

if its ok then go for it

merry gorge
#

Alright perfect, cheers for the help. Still trying to get my head around the import to arma!

lusty ginkgo
#

Is there any way to ensure that my UV layout doesn't have islands that go below 1 pixel?

#

I thought that was what the lightmap pack thing in blender was for but there are still some small corners and faces that are black because the UV island is too small

polar fiber
#

doubt it, if you're completely reliant on automating the UV packing process

#

they usually use a single texel density for the whole model

lusty ginkgo
#

So naturally you wouldn't want a density that results in having islands below the size of one pixel. I can't find a way to control that, though

#

Maybe I'm just uneducated, but why exactly can't a minimun UV island size be set? Unless there isn't enough room as a result, I don't see why that wouldn't be technically possible

polar fiber
#

I'm sure it is possible to write a plugin that'll allow setting minimal texel density. There are certainly ones where you can specify the texel density of an object, but whether it plays nice with the packing of other objects, I don't know (not a blender user)

lusty ginkgo
#

I'll see if I can't find something

polar fiber
#

personally I never autopack the UVs for a whole model. I do it in parts, combining UVs based on how much texel density I think the objects will need, then manually do the layout to make everything fit

#

autopacking everything usually makes things difficult when it comes to generating LODs. As things that should be close together, end up all over the place. And it becomes a pain to decimate border edges

knotty forum
#

hello was wondering if anyone knows of any good sources on video guides for making unifroms and such with arma 3 tools, cant find much on youtube

formal vapor
#

Random question, anybody run into problems with wonky specular maps with high poly models? Like 50k+?

lusty ginkgo
#

Only these faces and some on the wall in the background look this way. Everything else looks fine

outer condor
knotty forum
#

ok i got blender

#

thanks

#

yah these are the same videos i found online, didnt really help

stuck oyster
#

what kind of tutorial you mean exactly? theres tons of general modeling tutorials for blender and learning to model is all about learning how the tools work and then adapting that knowledge to what you want to make. there rarely are tutorials on how to make something that specific

outer condor
#

Object Builder

Added: Ability to rename and delete a selection across all LODs at once

#

is that new? there was an o2script for this already, was it not?

polar fiber
#

I imagine there's simply a menu/tool for it now, rather having to run the script

lunar plover
#

I get this error when I want to save my model. Why ?

#

Ahh ok. My problem is solved...

foggy finch
#

i see a tools update are the OB viewports still derping? (too lazy to switch to dev branch tools)

polar fiber
#

yes

foggy finch
#

damn

twin urchin
#

you mean the win10 issue?

foggy finch
#

ya

twin urchin
#

hmm ye they added a feature that you can delete some selection from all lods with one click

#

and they probably dont use win10 in BI offices πŸ˜›

polar fiber
#

people at BIS have the same problem

past edge
#

wait, so OB's viewport sensitivity being crazy low is because of a Win10 issue?

foggy finch
past edge
#

I just shrugged that off as me having screwed up my installation

foggy finch
#

see issue

past edge
#

hmm, that's similar to what I've got

#

unlike in the video, my 3D viewport is slow and sluggish

#

the same way the 2D viewports are in that video

#

probably the same underlying issue, but a different manifestation of it

stuck oyster
#

Going to redo my trees and this is the first of three tree surface materials I intend to use. Colors are just my sculpt material. πŸ˜„

woeful viper
#

i would use 2heigth : 1 Width aspectratio for tree textures at least - you always have more tiling in heigth than in circumference

#

looks decently organic, with a bit of fancy material work in substance that would look pretty dope i recon.

stuck oyster
#

that could be wise indeed

#

though I dont have Substance so I got to do my materials in Blender

lusty ginkgo
#

blender's texture fill brush is so bad

late raft
#

lol

#

HG those look nice.

dusk frost
#

Hi, i asked some time ago what these blue dots in vest example are. I know they are points with 0 weight, but what does that exactly do? or how does this effect the vest?

late raft
#

Are you asking what weights are or are you asking for the significance of 0% weight on parts of a model

#

@dusk frost

lusty ginkgo
#

There is something that is just so satisfying about a 16-bit greyscale 4k ambient occlusion map

#

baked with 32 samples

#

it's so smooth and perfect

#

of course I will downscale it to 2k for in game use but still

jade rock
#

what do I need to do to create an interation point on an object ?

foggy finch
#

32 samples is super low,. i usually use 512 or more

lusty ginkgo
#

yeah but that takes ages and melts my CPU

foggy finch
#

what are you baking with?

lusty ginkgo
#

so I just do it at 2x resolution and use noise reduction on low settings and a very small amount of blur before scaling it down to 1x

#

blender

foggy finch
#

I dont blender, so cant help you with that