#arma3_model

1 messages Β· Page 110 of 1

foggy finch
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I bake in toolbag3, much more efficient

lusty ginkgo
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how long does it take to bake something at 512 samples?

foggy finch
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depends on how many uv shells etc, but 4k with 512 samples and 4x supersampling is usually less than 5 mins

lusty ginkgo
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5 minutes

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not 5 hours?

foggy finch
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no

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i have had some things take up to 15 mins, but those were highly detailed complicated meshes

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substance has a baker too if you have that software

lusty ginkgo
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I might check it out

past edge
obtuse rain
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Cre8or: You might want to try GI baking with radiance caching rather than simple occlusion baking. The irradiance caching means you get much smoother results for a muuuuch lower ray count.

past edge
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I'm not sure what any of that means, but with what little modelling I do these days I can pobably get away with waiting a few hours to get a final, high-quality AO bake using my seemingly archaic method πŸ˜›

obtuse rain
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It's what happens when you do a raytrace in your modelling application, it does a kind of "ambient occlusion" pass with multiple bounces and radiance caching.

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But instead of using it in a ray trace you can tell the renderer to bake it onto a UV mapped texture.

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A typical pass is <1 minute.

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The radiance caching means it only fires off rays from some parts of the geometry and then smoothly interpolates.

past edge
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am I mistaken in saying that this is not supported in 3DS Max? because I can't find any documentation about it

obtuse rain
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I'd be surprised if it wasn't, Modo does it.

lusty ginkgo
lusty ginkgo
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is there any way to change what UVset the actual texture is applied to?

past edge
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and that's a nice looking AO btw

polar fiber
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texture (_co) will only use tex

lusty ginkgo
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I know about the rvmat but I was hoping I could with the face texture as well

polar fiber
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try using an _MC to change the base texture

lusty ginkgo
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I was trying to see what the mc texture looked like on its own

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I just made a separate super .rvmat for that

half heath
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Is translating a rotation axis not possible? Example: charging handle axis needs to translate backwards while also serving as an axis for rotation for said charging handle

polar fiber
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should be possible if you set up the skeleton right

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have a bone for the translation and have the axis mem points as part of that named selection, and have the charging handle as child of that bone

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if it didn't work, you wouldn't be able to have wheels that rotated while on dampers that move up and down

dusk frost
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@late raft I mean why they need to be there? Like how do they influence the model ingame

late raft
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@dusk frost They are used to define which bone has influence over which area of the model for animations

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@dusk frost

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Thats what weights are

lusty ginkgo
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Out of curiosity, if you have an animated door selection only contain half of the vertices for the door object, would only those vertices move?

polar fiber
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yes

dusk frost
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@late raft Thanks :D

lusty ginkgo
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Why is using a multi material better than just using 3 different textures on a universal .rvmat? Obviously it has a smaller section count but it is also loading a lot more textures and uses the mask and what not

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wouldn't that also have an impact on performance?

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I know multi is better I just don't know how much better

timber cobalt
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hi guys. Anybody know why my reflectors dim like this when looking on the ground?

storm nacelle
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Are there any good guides out there to start clothes/vest modeling in blender for Arma 3? I’ve been taking a blender course in unity which has been going great but I just needed some direction or tutorial on how to progress into modeling for Arma. I’ve checked out this link https://community.bistudio.com/wiki/Arma_3_Modding_Characters
But im still leaving a bit confused. Any help would be appreciated! πŸ™‚ thank you!

timber cobalt
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You mean how to model or how to make lods?

hollow bronze
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are issues with shadows a common thing with models?

lusty ginkgo
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define issues

hollow bronze
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^ issues

quick terrace
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shadow lod meshes need to be closed, triangulated and hard edged

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also no UV data present

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@hollow bronze

hollow bronze
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Hmm. I think I'm in a little out of my depth here.

quick terrace
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if you are out of depth when having to close, triangulate and make sure the faces are set to hard edge (last 2 being 2 individual clicks in o2) , you will have more trouble down the line

hollow bronze
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I've never really played with modelling before so a lot of this stuff is new to me. I'm willing to learn of course, but I don't really know the tools.

timber cobalt
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@hollow bronze in blender, ctrl+alt+shift->m. This show you where your geometry is not closed

hollow bronze
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So many keybinds to remember πŸ˜›

timber cobalt
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In OB, "structure->topology->find non closed" does the same thing

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@white jay you should download the eurofighter by pookie. It is unbinarized and has a working ejectionseat

hollow bronze
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Thanks for your help Battlestad. ❀

timber cobalt
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Remember to triangulate and sharpen edges again after closing geometry

eternal burrow
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What is the distance work LOD (meters)?

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Somebody knows?

stuck oyster
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it does not work in meters

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its changed depenging the scene complexity as in how much and what stuff you got on sreen and how much power your GPU got

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to simplify it a bit

eternal burrow
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Thnx

timber cobalt
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@eternal burrow

foggy finch
late raft
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me want

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πŸ–πŸΌ

foggy finch
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heheh

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all in good time πŸ˜‰

late raft
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are those attachments gonna be proxies

foggy finch
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the scopes, bipods or can?

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they will all be slottable addons to the rifles

late raft
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alright good. just gotta make sure

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cuz yes

cinder pivot
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Anyone know how intensive animation selections are/extra selections to animate?

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No extra textures just movement in positions

stuck oyster
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intensive?

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as in network use or something else?

cinder pivot
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Just like a lot of movements/animations

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Just want to mess with movements/hides based on current hitpoints dmg

woeful viper
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how many animations are we talking?

storm nacelle
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Just mainly where to begin with modeling for Arma 3 in blender, ie where to get character rigs, import, export. I’m just looking for a tutorial to kind of nudge me in the right direction.

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Whenever I google anything I just seem to get retexturing tutorials

cinder pivot
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@woeful viper no clue - I am just trying to feel the waters

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I would assume like 5-7 animations and like quite a number of different bones

stuck oyster
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if they are all part of same animation sequence use same animation source on all of them and trigger that

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should not be a problem at all

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you should already know we can best help you if you dont beat around the bush with your question 😝

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and tell us what is it you want to do

cinder pivot
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Well I don’t know what I wanted to do tbh

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Like I think 2017 mod for a3 was going to have like a armour system

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Where stuff is damaged based on hitpoints

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To animate

stuck oyster
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on vehicles?

cinder pivot
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Yea

stuck oyster
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Id say that should work

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there are bone count limits though

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256 or something like that

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animations you can have a lot

cinder pivot
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Gotcha so thats what the issue would be, since its limited bones vs like a few animations

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Like 1 animation per side and X bones to use that is the issue

stuck oyster
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yeh so cant really animate each plate and bolt πŸ˜„

cinder pivot
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Yea

stuck oyster
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well sure you could have at least 6 directions

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sides, front, rear, and corners

cinder pivot
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256.. will have to see how many vehicles base bones are

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Yep

stuck oyster
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Id say there aint that many really

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but also you can add that only to custom models

cinder pivot
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Summer is a coming up, gotta break out my vehicles again

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Yea

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Ofc πŸ˜›

stuck oyster
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πŸ˜„

cinder pivot
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But yea, thx - bones would be my issue then vs animations

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Good to know though, Ill stuff it in the back of my mind

stuck oyster
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cant remember what the exact limit was

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but not more than 256 at least

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maybe some less

cinder pivot
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Will also be fun to check out new physx on hatchbacks etc

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Yea that number seems familiar .. 255/256 bones

polar fiber
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yes, it's 256

cinder pivot
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πŸ‘Œ thanks

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Does stuff just limbo when that happens?

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Or errors or what

stuck oyster
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animations dont work on the bones over the limit

lethal axle
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Anyone got a character model that I can import into blender to use as reference?

stuck oyster
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Arma 3 Sample models has all you need

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get FHQ blender toolbox and import the A3_character_example.p3d

lethal axle
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okay thanks

lusty ginkgo
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So what's the trick to baking AO maps on models with windows and doors?

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for windows there simple doesn't need to be a window pane so that works fine but with doors the door still needs to be affected by the AO so it can't be removed

quick terrace
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for doors i do 2 bakes, and blend em

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it is shit with no doors, just as shit with door present

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also it is way more visible than with windows

lusty ginkgo
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I just need to find a way to exclude certain objects from affecting the AO during baking so I don't have to move everything 20 meters away

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not sure if I can in blender though

quick terrace
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can’t you hide stuff instead of moving it?

lusty ginkgo
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See, that would be the obvious solution

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but of course doesn't work with blender lol

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it seems you have to either literally delete the object, or move it away for it to be ignored during baking

quick terrace
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pretty sure there is an option someplace otherwise it is a bit stupid

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that said door and window frames still require their lighting bakes

lusty ginkgo
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The frames are part of the structure so that isn't an issue

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I just don't want glowing doors

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anyway, I'll figure that out later, I gtg for now, thanks for the input

polar fiber
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so I don't have to move everything 20 meters away but "exploding" the mesh is the standard practise for baking models with animated parts

stuck oyster
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@lusty ginkgo you can set Blender to bake only from selected objects to active object

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or move stuff to other layer

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possibly setting them not to render can also work

lusty ginkgo
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I'll try another layer

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hiding them or disabling their render setting doesn't do it but I forgot that blender has such an odd layer system

atomic path
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I've copy-pasted the insignia proxy from samples to my uniform and it gives me some weird shadow glitches. It's not added to shadowLOD (same as in sample files), only resolutionLODs. Gives similar artifacts to un-triangulated shadowlod faces. Any idea how to fix?

stuck oyster
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got pics?

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cant remember there being an insignia proxy?

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do you mean youve copied the mesh piece with the insignia selection

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does your uniform have a shadowlod?

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is the insignia mesh piece in it

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as it should not be

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do you have this named property in your res LODs

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it disables that lod from shadow calculation

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@sokolonko#0094

stuck oyster
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but if you think your question through you will notice the probelm with what you would want to do when you have multiple different lods that have different meshes

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where your selection projected to the other lods it would never match it 100%

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because the mesh in each reslod should be much simpler than the previous one

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not to mention memorylod or geometery lods which are again far different

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depends what program you made your modeli in it could be simpler and faster to create the slections there

sacred grail
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how is nvidia's new ray tracing going to affect texture baking?

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I understand it won't change anything for Arma but what about with other engines?

bitter shore
atomic path
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@stuck oyster I have shadowLOD, the insignia mesh is not there, all reslods have LODNoShadow

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And yeah, I just copied the insignia from vanilla

quick terrace
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@Hololand#5890 it won't affect it. ray tracing is nothing new, just being able to ray trace real time is.

lusty ginkgo
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finally done with the actual modelling part

stuck oyster
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πŸŽ‰

fervent steppe
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Cool

vernal lynx
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@atomic path In O2, select a square on your uniform shoulder, copy paste it, move it a bit so it doesnt collide with the original mesh, re UV it in UV editor, assign "insignia" named selection, enjoy (dont forget the section in model.cfg)

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you can also do all that in blender, doesnt matter

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oh and texture : #(argb,8,8,3)color(0,0,0,0)
rvmat : a3\data_f\default_super.rvmat

sharp halo
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I dont know if it has been posted or not but apparently in Tanks DLC, Joysticks for gunners use turret_control_x and turret_control_y but I am not sure how to use them

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Or I am wrong and suddenly you can create custom anim sources with custom names ?

polar fiber
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you can make custom names

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e.g. in turret classanimationSourceStickX = gunner_stick_trav; animationSourceStickY = gunner_stick_elev;

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and in model.cfg class gunner_stick_trav: MainTurret { type= rotation; source= gunner_stick_trav; selection= gunner_stick; axis= gnrstick_trav_axis; minValue= -1; maxValue= 1; angle0= rad -30; angle1= rad 30; }; class gunner_stick_elev: gunner_stick_trav { source= gunner_stick_elev; axis= gnrstick_elev_axis; angle0= rad -30; angle1= rad 30; };

sharp halo
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@polar fiber :-o thank you so much! I thought I would give you something and instead I learned something :-) thanks again

polar fiber
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it was added in the Tac Ops DLC IIRC

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We had it on a couple of RHS vehicles for a while at least

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but I imagine it was part of the Tanks development regardless, since that's been a major feature of having interiors

sharp halo
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I was worried also that my view pilot Lod was too heavy, being 35k faces, but then I checked the pilot lod for M2 tank has 80k so yeah

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Thanks again, everything works great πŸ˜ƒ

lusty ginkgo
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Is there a detailed page that documents how _ADS textures work?

sonic valve
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Can a turret like on the ghosthawk move on multiple pivot points?

sonic valve
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Like have a swing bar + moving on rotation?

stuck oyster
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turret/gun animationSource can power any number of chained bones/animations

polar fiber
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possible that the AI isn't so great at aiming when the animation isn't a simple arc though

bitter shore
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Any good tutorials on OB UV mapping?

quick terrace
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@lusty ginkgo not really ;)
@bitter shore great nickname, never do UVs in OB if you wanna remain sane

bitter shore
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@quick terrace Thnx ^^, I just want to make a simple UV for a car. Whenever I add oneside and then try to add the other top side the first side disappears :c

quick terrace
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did you model that car in OB? i doubt that, so why don't you UV it in the software you used to model it in ? @bitter shore

bitter shore
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Back to 3dmax it is :c

bitter shore
quick terrace
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lol

cinder pivot
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πŸ€”πŸ˜•

tacit herald
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I'm lost

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my transparent textures are black

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as in what should be transparent, is showing as black

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any thoughts?

quick terrace
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what file format did you convert it from, what was the bit depth per channel and how many channels

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what is the resolution of that texture

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how did you convert the file

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did you use the proper sufix?

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@tacit herald

tacit herald
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hang on

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from png 1024x1024

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32bit

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converted through Texview

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ah64d_glass_ca

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RGB/None

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DXT5

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and it has 4 channel. Red Green Blue and Alpha

minor jasper
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send me the texture in pm if u want

lunar plover
polar fiber
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@tacit herald your .rvmat probably references a .paa file that is not unpacked on your P: drive

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binarisation bakes information about which faces have alpha applied to them, in to the model. So it needs to be able to reference the files when packing the ODOL model

tacit herald
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I just checked

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all reference paas are there

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and reference correctly

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thing is...I released this mod before. I changed 1 line in the config.cpp months after the previous release

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now this

minor jasper
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i sent the guy the right texture - he should be fine now

formal vapor
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How do I collapse sections in oxygen?

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I have a high poly model with about what is supposed to be 13 sections, but about 141 is shown in the status bar

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I need to fix this because I think it's causing a specular map issue

broken abyss
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I'm not sure if this is your problem but try removing doubles in blender

lusty ginkgo
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https://i.imgur.com/M9cug8i.png
Anyone know what might cause this? First time testing in buldozer and those weird little black flickering lines are there. Also I should mention that is the MC texture so that's why it is so low res here

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Having no texture on the faces and just the MC in the .rvmat doesn't have this issue

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The combination of the MC having no alpha channel and being assigned as the face texture seems to have been the cause

lunar plover
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My firs model πŸ˜ƒ

sharp halo
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@lunar plover try Substance Painter if you want to texture. It is 1000 times better and yeasier(atleast for me)

gray jay
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Great start Spook, now it's time to continue and learn abouth high and low poly, baking normals and finding a software that suits you best for textures. good luck.

bold flare
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Encoders will also find a new handy feature in Object Builder: a single selection can now be renamed or deleted across all LODs where it exists. \(O_O)/

fathom dagger
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oh if only i knew what that meant :(

foggy finch
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lol

wraith tendon
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Select one, delete everywhere

lime nebula
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That's cool

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I prefer 64-bit version of Binarize

bold flare
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the return of the sources of the core configs That sounds nice. But I'm not sure what that means. configs with comments probably right?

foggy finch
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yep

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p:\bin\config.cpp etc were commented at one point, dissappeared a few patches ago, more a fixed regression than anything

halcyon wren
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Yeh, it will very likely be commented sources. Was looking for them last week and was sad they were gone :/

foggy finch
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they are a good resource to reference for base classifications

outer condor
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@bold flare .\a3tools\binarize\bin\* had them till recently

bold flare
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yep. They are back in latest tools update

lethal axle
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Is there a hard cap limit to model you can put ingame?

stuck oyster
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yes but if you reach it youre doing it wrong

outer condor
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@bold flare are they? i am on at tools dev branch and its only config.cpp and config.bin

lethal axle
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@stuck oyster I am trying to import cars Into the game but I am not the one modelling them.

bold flare
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atleast the techrep says they are. And someone on forum reminded tom about it

stuck oyster
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@lethal axle Im hoping these are legit cars and not ripped from anywhere

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as such cars have 99% of the time been

lethal axle
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Hum3D

stuck oyster
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yeah those are not game ready

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at least the ones I checked out

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those are for rendering and highpoly-lowpoly baking

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but not worth it even trying to use them as is in a game

lethal axle
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yeah, but you can order them to be GameReady on certain ones.

stuck oyster
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sure those might be useable

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if you want to invest the money

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but thats a lot of money to make a mod

lethal axle
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Money isn't a big issue to me. I can always earn more

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I just wanted to know what to cap was to be able to purchase models under that.

stuck oyster
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well vehicles usually are kept in the 40k range

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but to work properly

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they need something like 4-6 resolution lods each ~half the polies the previous one

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so that when they are faraway they dont beat the crap out of your performance

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or when theres many of them on screen

lethal axle
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Okay

stuck oyster
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so you would probably want at least the 20-30k range and if you dont intend to do the rest yourself the 3-5k too

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if you want to make them performance friendly

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also you probably would want the uvmapping and texturing too

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possibly the interior option too

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so ~1500$ a car

river kite
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For your information those models are Not uvmapped properly their uvs are a joke

cinder pivot
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Best to learn somewhat of what you are doing

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Then do the legwork yourself

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Save thousands

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??

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Profit

river kite
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A mate bought some Time ago a Model of them, the result is He asked me if i could uvmap the model completly new

stuck oyster
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Β―_(ツ)_/Β―

woeful viper
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40k? i heard 40k ? Someone wants to volunteer for my... oh nvm.

stuck oyster
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xD

woeful viper
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dont worry about UV, its entirely optional in life mods, according to popularity of models with solid colors slapped on them

minor jasper
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Lods no more than 30k for exterior then halve and halve again until its below 300. If youre being really cheap just a good pilot view and exterior view plus simplified interior will do. You can make your own distance lods in OB but they wont be pretty. Then a decent shadow volume of 1.5k polys and a detailed fire geo. You can make the other shadows and geos from those.

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So spending a little of your budget on a decent artist here would make sense to get your shadow and geo sorted

lusty ginkgo
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So my ambient shadow texture on my model is behaving very strangely

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I can only see it when the face is almost directly to my left, or right, when in buldozer, while faces I am looking at directly aren't shaded at all

stuck oyster
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pics?

lusty ginkgo
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one sec

stuck oyster
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odd, have not seen it behave like that

lusty ginkgo
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it actually does that with procedural ADS textures as well

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I guess it's just the shading in general

stuck oyster
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could be your models face normals are not correct

lusty ginkgo
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tried that

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I set all the edges to smooth and the interior looks much better

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it looks like all the edges were sharp before but they weren't so I don't understand why everything was affected

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in fact very few edges should be marked as sharp edges at all

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might be something with the blender > p3d export I missed

stuck oyster
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I get messed up normals in B > p3d sometimes. not quite sure why it happes. Should make some tests at some point xP

lusty ginkgo
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in blender I had to manually flip a bunch of faces on the interior because the normals were reversed for some reason

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but I always recalculate in OB since they never look correct straight from blender anyway

lusty ginkgo
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So I guess it always exports the .p3d with every edge marked as sharp

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can't figure out why though

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oh nvm it uses the actual face shading instead of the actually marked edges

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the faces all have to be smooth shaded for it to use edges

foggy finch
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if you have a mish mash of flipped faces in blender, make sure all your vertices are welded, and faces pointing the correct way,. that shading in your earlier pics looked like a double edge caused by unwelded vertices due to flipped faces.

lusty ginkgo
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by welded do you mean merged? So there aren't any overlapping vertices? I have fixed all of those

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I have some loose edges and points for the memory LOD actually so I should move those to a separate object

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not sure if that makes any difference

foggy finch
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where your wall meets the floor looked like a split edge / unwelded corner vertices (unmerged/split, so 2-3 vertices instead of one), this will give you a shading error regardless of how good your textures are.

lusty ginkgo
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the wall aren't connected to the floor or the ceiling

sharp halo
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And they should

lusty ginkgo
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there is no way to do that without making some messy abomination of a model though

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unless I just place every vertex manually

sharp halo
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I dont quite understand then. How does it look?

lusty ginkgo
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just about the same as the vanilla A3 models

quick terrace
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that sort of bake shouldn’t happen no matter of the floor is welded to the walls

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that said, it should be

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also, unless you want a modular house build or something

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you might wanna clean that topology...a lot

lusty ginkgo
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it's divided into a grid just like the A3 floors since it uses an image with several smaller textures in it

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also has an edge texture for edge tiles

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in between each wall there is a line and seam so each room can have individual grid pieces for the floor texture

quick terrace
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no, a3 floors are not like that

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i should know since some of the a3 buildings are made by me...

lusty ginkgo
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same principle, no?

quick terrace
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no

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because in your case there is no point for the grid

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because you are using a seamless texture

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the sample is using a tile type texture

lusty ginkgo
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I literally sent a screenshot showing the UV

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I am using the same texture so the floor needs to be in a grid pattern for the UV map

quick terrace
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is this yours yeah?

lusty ginkgo
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some of the floor faces go under the wall so maybe I should fix that so they're aligned

quick terrace
lusty ginkgo
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that is mine

quick terrace
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where is the tile?

lusty ginkgo
quick terrace
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how many multimats are you using

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and why you are using a texture that is not seamless instead, run out of individual textures?

lusty ginkgo
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in the screens it's just different materials on different vertex groups so I can see in blender and bake the MC/low res texture. It only uses 2 multi rvmats

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I am trying to make a building similar to the A3 ones for the learning experience

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using the same textures

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also the tile has surrounding darker tiles so each individual face can be shifted on the edges of the floor

quick terrace
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ok, so the reason for the grid is that you are using existing textures already made

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not because you are capped in terms of textures 4 per multimat

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whatever, i consider what you are doing poor practice but whatever

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back to your ao issues

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unless there is a fuckup with the second uv set

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the ao should back in walls and floor no matter if these are connected or not

lusty ginkgo
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so the floor should end where the wall starts?

#

btw the A3 building materials I was looking at for a guide uses 4 textures in the first multi and 3 in the second. Also one of the textures is in both .rvmats and they have the same UVTransform and everything, so if that was part of the first material's mask, that would leave 2 free texture slots for the 2 .rvmat

#

I am probably going to just do some heavy modification of my building using custom textures now that I have the basic idea

jade rock
#

quick question. but would memory points on proxy models work for useractions ?

cinder pivot
#

Logically, I don’t think it does. You could always try though

jade rock
#

Yeah i think im being limited by max memory points for what I want to do then 😦

#
count selectionNames cursorObject
``` returns 107 xD
cinder pivot
#

Wtf

#

Why you got that many?

jade rock
#

mm_bank ...

#

im lost

#

all i wanna do is add a few more user actions

edgy cobalt
#

Why can't you place points inside primary model? And also you can use one point for different useractions

jade rock
#

I tried adding a memory point to test , and it didnt work.

#

I watched some videos, and on one they said it was limited to 99 selections

edgy cobalt
#

i have much more points and selections in my modular damageable vehicles and it works well. Are you sure that problem is with amount of points?

jade rock
#

hm

#

I dont know

#

I tried adding a memory point.

#

didnt seem to work

#

I got the memory point there.

#
          class accessatm {
            displayName = "Access ATM";
            position = "atmscreen";
            radius = 3;
            onlyForplayer = "false";
            condition = "";
            statement = "hint 'test'";
          };
``` within my userActions class
edgy cobalt
#

Every named selection represented only by one point?

jade rock
#

just the memory points

#

most of the selectionNames are glass_hide and unhide ...

#

still no action

edgy cobalt
#

Yes, but if atmscreen selection contains more then one point it merges it like if you press Shift+D
Also if someone hides a point it will appear at [0,0,0] of the model
Try to check this

jade rock
#

didnt move

edgy cobalt
#

Try to add "alive this" or somthing else into condition = "";
Not sure that empty string works fine

jade rock
#

still nohting. will try again

edgy cobalt
#

But the original bank, vithout your modifications works fine? Cause I remember, that there was an errors in australian building sources.
for e.g. showroom doors condition or statement was wrong

jade rock
#

Im just adding new points.

#

the only thing that does't work is the sliding doors

#

OOOH

#

I GOT IT

#

WOO

#

I have no idea what i did.

#

i just fiddled

#

now time to see if i can do it again xD

#

hmm

#

next one. can i make it so i cant get the options through walls xD

edgy cobalt
#

with default interactions you can only try to configure a radius of useractions

lusty ginkgo
#

How exactly does one combine two meshes? I can't seem to find a way

lusty ginkgo
#

knife project worked fairly well in my circumstances

quick terrace
#

can you be more specific about what you mean by combining 2 meshes?

teal remnant
#

any reason why the new "spz" plates only work on one plain typically the back one

lusty ginkgo
#

I mean like they have combined topology

#

just noticed the thing by the door where the points aren't connected

quick terrace
#

no idea for blender since i am not using it, for max is a matter of attaching a mesh to the other and low target welding points

#

but the points needs to be on top of the other to weld correctly

lusty ginkgo
#

I was hoping I wouldn't have to do it manually but I found a faster way to cut the faces

#

used the walls to knife project onto the floor and merged doubles

quick terrace
#

and yes that is definately and improvement

lusty ginkgo
#

Perhaps drawing a sort of "floor plan" with edges and then extruding them would be a better way to do the interiors

#

next time I'll start there lol

#

thanks for the help

quick terrace
#

neah, i always do the walls first

#

the floor and ceiling, if flat, is a matter of selecting the open edges then capping and triangulating, unless i want something specific done

#

i also always think about the textures - if i want some classic wood parquet on the floor, there is always some wooden border between the parquet general surface and walls, besides the wall plinth

#

so that would need some extra geometry

#

always know what textures you wanna use and where you wanna use it

#

also, when dealing with 2 multimats, i found it easier to split these by interior and exterior

lusty ginkgo
#

Makes sense to me

foggy finch
#

yeah i usually split my interiors and exteriors for multis for house sized and larger buildings aswell

#

latest topo looks drastically better than what you posted earlier btw rylan

lunar plover
#

Thank you @sharp halo - dΓΌn 14:5

#

Thank you @sharp halo @gray jay There is no idea about the Substance Painter and high and low poly. I will search.

quick terrace
#

@white jay yes, weight (mass) distribution

jade rock
#

: Can I do useractions on basic items ?i.e items with Items_base_F inheritence.

white jay
stuck oyster
#

πŸ‘

#

now make a multimat mask baker out of it too!

white jay
#

No idea what the hell that is but I'm sure I'm going to have to learn that soon lol

stuck oyster
#

well basically you replace textures with colors

#

so you can use multimaterial shader to slap them on it in Arma

lunar plover
#

How can i solve this problem ?

stuck oyster
#

what is this problem?

lunar plover
#

the back of the objen looks

stuck oyster
#

flip the faces?

lunar plover
#

in blender

stuck oyster
#

you need to make the interorio mesh too

#

Arma does not suppor 2 sided faces

lunar plover
#

create a copy of the object, I need to reverse it ?

stuck oyster
#

and your blender view has 2 sided faces on

#

turn on backface culling

#

If you want paper thin walls yes you can reverse it

#

if you want proper walls you need to model the interior smaller

#

in any way you want

lunar plover
#

this settings correct ?

stuck oyster
#

yes

lunar plover
#

If I get this type of render, the problem is solved?

stuck oyster
#

no

#

you still need to make the interior for that room

lunar plover
#

create a copy of the object ?

stuck oyster
#

if thats how you want to make it

#

I would say its not the best option

#

but it will work

lunar plover
#

how should I do?

stuck oyster
#

like you have done the whole building in the first place

lunar plover
#

can i use cube?

stuck oyster
#

sure

#

try out things

lunar plover
#

ok thank you. i'll try

foggy finch
#

anyone made editor previews for assets since this patch dropped? its telling me no classes found, yet they are loaded in game... if I run the command with the default params it'll dump everything vanilla,. I tried with other mods and also returning no classes.

#

oblig command link for reference

polar fiber
#

Yeah, I had that the other day. Had to specify classnames in the 6th index of the array instead of using the cfgpatches classname in the 5th index

#

e.g. 0 = [0.5,"all",[],[],[],["some_classname"]] spawn BIS_fnc_exportEditorPreviews;

foggy finch
#

damn thats a chore

#

strange, it works with a mod of mine that only contains 1 building.. hm

polar fiber
#

strange thing is, the 5th index worked on one addon (rhs_c_fmtv) but not another (rhs_c_hmmwv)

foggy finch
#

yeah

#

wierd..

lusty ginkgo
#

@stuck oyster is that one of your rock models? How did you manage to get such good results on your mask like that?

foggy finch
#

nah still not working for weapons hm..

stuck oyster
#

yes thats one of my rocks

#

and because my procedural material looks like this πŸ˜„

lusty ginkgo
#

is that blender?

stuck oyster
#

yes

#

cycles nodes

lusty ginkgo
#

I don't want to learn cycles

#

it looks hard and confusing

stuck oyster
#

you should

#

its not that confusing once you get into it

#

and its very powerful

lusty ginkgo
#

I imagine it functions in a similar way to world machine what with the nodes and such

stuck oyster
#

mm yes Id suppose so

lusty ginkgo
#

WM is easy to learn

#

easy-ish

stuck oyster
#

well then you already got one foot in the doorway

lusty ginkgo
#

yeah but now a 3rd dimension is getting involved

stuck oyster
#

πŸ˜„

#

yeah it took me a while to figure out how to separate different directions

#

but its possible

#

this mossy rock material works great and always covers the object the same way

#

so it produces 100% compatible rocks

#

and the mask is produced with same procedural setup where the textures are replaced with solid mask colors

lusty ginkgo
#

you know you can blend multi material masks, right?

stuck oyster
#

yes

lusty ginkgo
#

not sure if that would help with the look you're going for here but it works

stuck oyster
#

id do that a bit

#

I blend baked full model _CO over the masked tiling textures

#

in Arma

lusty ginkgo
#

you could just render some red and green + blue and green clouds, set them to HUE blending mode, and lower the oppacity a bit in PS to make it look a bit more random

stuck oyster
#

and some of the color edges blend together too

#

it does not need any more random

#

it would become messy

lusty ginkgo
#

probably not lol

stuck oyster
#

and they look nice in game too

lusty ginkgo
#

indeed

lusty ginkgo
#

having connected topology on the interior of my building makes vertex groups pointless

#

damn blender

#

guess I'll have to use materials then

half heath
#

Nice rocks you got there

cinder pivot
#

I agree, they rock

sharp halo
#

Is it possible to hide big part of lets say a big square plane, and show only a little square in the middle , using other geometry as mask?
Something like this: https://imgur.com/UyfHBCG
Or is there any other solution that would work, in order to only show that little part of that square ?(the square is going to move)

#

I got something, but it works partially, becouse it hides my HUD also, maybe I could make that my HUD is visible through geometry?

agile flint
#

Good to see some rocks they arent 100% grey

lusty ginkgo
lusty ginkgo
sharp halo
#

Nice, very nice

rough idol
#

@sharp halo you can always create mfd on top of mfd and animate MFD memory points πŸ˜›

sharp halo
#

@rough idol I am not sure If I understand you correctly. You mean moving memory points of Mfd in front of the geometry?

rough idol
#

yes

sharp halo
#

Yeah, cant do that in this case, becouse I have mfd points which I use for creating other display, which unfortunately is behind the one which I want to add this geometry to.

rough idol
#

why? you can have multiple mfds & mfds memory points

#

just create a bone which contains those mem points and do whatever structure you need

sharp halo
#

What do you mean by bone with memory points? In class mfd?

#

My problem is that geometry blocks visibility of these memory points(and I cant delete that geometry or move memory points)

rough idol
#

you can make 2nd mfd with square you want

#

and then animate position of it with model.cfg

#

memory points of those 2nd mfd need to be in some bone if you want to animate them

sharp halo
#

Oooh that is what you are saying. My problem is with visibility of MFD defined via class MFD in the config, not MFD with texture

rough idol
#

so? what I'm saying should still work

#

what are you trying to do exactly?

sharp halo
#

@rough idol I have 4 mem points defining position for class MFD Hud. I am also trying to make a moveable map on one screen. So I found a way to do that in fz ah64, where it was done by masking the square with map texture with geometry and applied rvmat to it, I can post full rvmats but later when I am home. (from what I remember the map geometry uses NoZWrite flag in rvmat). And from the pilot point of view, the memory points for class MfD are behind that geometry, and that results in not showing Hud ingame

sharp halo
#

@rough idol Ok I am home again, so I dont know if you understood me correctly , so here is what I want to achieve.
https://imgur.com/308xexc
On the first pic, the blue line geometry is my masking geometry. It hides part of the small red lined square, on which will be displayed actual map. Ingame it works using these two rvmats.
Masking geometry:
https://pastebin.com/5jQvN18V
And map square:
https://pastebin.com/wH9nS9eT

#

I dont quite understand rvmats so I would appreciate any help.
Currently, that masking geometry, hides the unwanted part of the map perfectly. But with that it also hides any HUDs, becouse memory points for that are behind it from the pilot perspective.
Also, the map geometry itself does not block the HUDs visibility so that is even weirder.

woeful viper
#

why nozwrite?

sharp halo
#

@woeful viper I copied these from fz ah64d, I guess it is used to hide that map part

woeful viper
#

dont copy stuff you have no idea about - esp. in such cases.

sharp halo
#

@woeful viper source files have been released so I am trying to understand that

woeful viper
#

start with standard rvmat and then work from there

#

its no problem to look at other stuff, but you need to try out to learn what those flags and stuff do, compared to the "standard" way - instead of taking everything as is and then wondering why some other things dont work

sharp halo
#

I am trying, I've read the wiki and I have been trying to work this one out for 4 days now. I was thinking I could do it other way but nothing comes to my mind. Also , what is Z-buffer? Wiki doesnt explain that at all

woeful viper
#

what happens if you dont use nozwrite, have you tried that? And by "what happens" i mean what happens to that face with the rvmat, vs the background model. Ignore the mfd for now

#

z-buffer determines the order of faces for rendering. Ever heard of z-fighting? thats when 2 faces are too close together, so the algorithm doesnt know which one is front and it leads to flickering.

sharp halo
#

@woeful viper Thank you for explanation. Now it makes sense why on the wiki it says that this flag is used to fix shadow artifacts. As for your question, If I delete the that flag in this rvmat(which corresponds to texture map), this is what happens:
This is with the NoZWrite:
https://imgur.com/qYWMom5

#

and without:

#

on the right MFD you can see on the first picture small blue square-it is part of the map

woeful viper
#

ok so you have this giant plane of the map in-plane of the "nav screen" if i interpret that right?

sharp halo
#

@woeful viper yes, this giant plane which causes everything to disappear is that masking geometry which I showed earlier, and without adding NoZWrite to the map square , it causes everything behind to go invisible.

woeful viper
#

It would not surprise me if the MFD rendering feature would not work with NoZWrite render feature, because i do not think this is ever utilized in vanilla with vehicles that use MFD

sharp halo
#

Too bad. I got a question also

#

@woeful viper I thought maybe there would be a way, to make something similiar but other way around. No masking geometry, but somehow make the little square behind the map screen, and with that approach show only the part of the map where is square behind it?

#

If that wont help, only solution is going with PIP

woeful viper
#

make the map static and show the position of the plane as indicator... easiest method. Yes no magnification, but at least it works properly

#

you can't animate the UV's and keep the mesh fixed unfortunately, otherwise you could "scroll" the map very easily without any physical transformation.

sharp halo
#

Yeah I wondered about it and searched for it a lot, but ound nothing. But after all, thank you for your time and help

sonic valve
#

@sharp halo I been looking for something like that as well, how did you do that?

sharp halo
#

@sonic valve Placed a box with the rvmat above in 1.00 LOD (becouse PIP seem only to work in that LOD), placed a map inside this box, and I am moving the map with the script and model.cfg animations. Box has to have faces pointed inside, and applied that short rvmat, map has to have that long rvmat

foggy finch
#

pastebin.com lets you paste code into a website, you can then link the paste instead of spamming a full rvmat into chat πŸ˜‰

sharp halo
#

@foggy finch Ok, sorry for that . Edited πŸ˜ƒ

foggy finch
#

np, just making you aware such sites exist πŸ˜ƒ

rough idol
#

hm, never used sooo large square for hidding stuff

#

so I guess you can either use pip or try to use mfd picture thing

sonic valve
#

Very surprised that you can't just slap the current GPS screen onto a object.

sharp halo
#

@rough idol but using mfd picture poly will allow me to use only one colour , correct?

rough idol
#

hm, if color in array is white then it should left picture unmodified

#

not sure atm

sharp halo
#

But there is a catch also becouse it only draws alpha channel AFAIK

lusty ginkgo
#

door and body are both from A3 samples

strong plaza
#

yeah building looks too big

lusty ginkgo
#

the should-height door knob looks wrong but in the last screen those are both sample models

strong plaza
#

weird

#

something is off with the scale

lusty ginkgo
#

I applied the scale to both

#

maybe if I combine them in OB

lusty ginkgo
onyx carbon
#

Damn never thought about that, that is one freaking big door

lusty ginkgo
#

the model has no head or gear for one thing

#

still seems weird though

#

also the house plans I am using are a bit claustrophobic if it is scaled correctly

#

which it looks like it is

#

maybe the buildings are taller on Limnos lol idk

strong plaza
#

that's weird

#

never noticed that

#

those doors are unusually tall

#

wait

lusty ginkgo
#

I always thought they were a bit thin and small when I was actually playing

#

unless it's just the shop doors

strong plaza
#

I noticed something, look at the rock texture around the doors and windows, the UV looks stretched as if the size of the doors/windows has been changed

lusty ginkgo
#

same with the two windows on the left

strong plaza
#

is that untouched vanilla asset?

lusty ginkgo
#

yes

#

have we uncovered a conspiracy?

strong plaza
#

I'm gonna have to jump ingame as see if it's there for me too

lusty ginkgo
quick terrace
#

a normal door is 210x90cm, for arma you can use 220x100-110

#

that looks like a 240-250, considering the characters in arma are 1.81 in height

median bough
#

90cm? for my manly shoulders?

#

i'd fit there twice
insert OK guy meme

lusty ginkgo
#

obviously it's so you can fit your quadbike through

strong plaza
#

I also have the same distortion ingame

#

looks like a BI modeller had an accident

lusty ginkgo
#

madness

woeful viper
#

its to fix a bug with perspective distortion in arma

lusty ginkgo
#

what perspective distortion

woeful viper
#

the renderer became crooked with Arma 3 update, but they didnt manage to straighten it, because its too complicated. So they made doors taller to compensate

lusty ginkgo
#

that's absurd lol

sharp halo
#

But easy xd

woeful viper
#

just arma things

lusty ginkgo
#

so was it always like that in a3?

woeful viper
#

happened in early development

lusty ginkgo
#

In OB I can't switched from some named selections to others

#

I can click selection 1, 2,3 4, and when I try to select 5 it stays on 4

#

but if I deselect first and start with 5 it selects the correct points

lusty ginkgo
#

should my building damage hitpoints contain any of the window damage hitpoints if they occupy the same-ish area?

woeful viper
#

Think about it for a minute and you know the answer.

#

Shoot glass with tank APFSDS... Now the wall collapses. Makes sense? No.

lusty ginkgo
#

Actually it would switch to a different model anyway so I don't know what I was thinking lol

#

the glass would already be broken and also shooting the glass would probably just destroy everything

lusty ginkgo
#

Does anyone know of a way in blender to cut straight lines along an axis?

#

You know, like the knife tool

#

but not lacking an ability to use an axis instead of the SCREEN ANGLE

#

seems absurd

#

adding a point to a line or splitting with precision shouldn't require 30 steps of setup lol

lusty ginkgo
sonic valve
#

loop cut does that

#

but your topology needs to be kosher, only quads/tri

lusty ginkgo
#

that is my geometry LOD

#

trying to figure out a "convex decomposition" something or other addon

merry gorge
#

Where would one find the option to make a plane/texture slope over the terrain? A placable texture basically.

stuck oyster
#

named properties πŸ‘†

#

geometry lod

merry gorge
#

awesome, this is the same option for auto slope for walls after TB import?

stuck oyster
#

no

#

this is for land decals

merry gorge
#

Do you know where that can be found also? basically made some walls along with the textures and I know how much of a pain it will be if I dont do it.

stuck oyster
#

if you got mikeros tools you can check .p3d named properties with eliteness

hexed fulcrum
#

hello there! i'm making a new terrain right now and i need help on some things.. the big part is done but now i need some special objects to place on the map currently im looking for different size and texture tiles to place on top of the terrain texture to blend it better when i need to place buildings (like tarmac or concrete square itles) can someone help me with this?

stuck oyster
#

if you want tips how to do it yourself then this is the place

hexed fulcrum
#

i want to know how to make them

stuck oyster
#

well basically what you want is flat plane that has the desider texture unwrapped on it with the named properties in geometry lod I just pasted above for @merry gorge

hexed fulcrum
#

i have basic knowledge of 3d editing but nothing on object builder itself

#

i can make a 3d flat plane but then what size? what format? import in to object builder and what to do? xD

stuck oyster
#

size is how big you want it to be. Arma can have difficulties with anything larger than 50mx50mx50m

#

Object Builder units are in meters for example

#

for basic stuff on how to use the programs there are a lot of answers on BI forums for example

#

or if you use some finer program those usually have more indepth tutorials on how to use the tools

merry gorge
#

if say I have a wall which is way below the max LOD verts, it's ok to just duplicate the base lod to create the geo/shadow/firegeo etc without any edits? So literally opening the fresh .p3d from blender and right click>duplicate>set properties>save.

hexed fulcrum
#

im making the 3d flat plane for decals, now im editing the uv map how to fit the mesh in to the uv border?

woeful viper
#

"below max LOD verts" -> that is no criterion. The maximum technically allowable is in the several hundred thousands. Everything should only have as many verts and faces as absolutely necessary.

#

show us an example if you need specific advice

stuck oyster
#

@merry gorge if you want to make proper models that work right you got to do the lods properly. Geometry blocks have to be convex and as simple as possible to work

#

@hexed fulcrum if youre doing it in OB be aware that its uv tools are not the most easiest to use efficiently

hexed fulcrum
#

can you please stop tell me generic sentence? i know arma is not easy i make mod and scripts since it comes out but now im tryng to do something new i dont know how.. so if you dont want to help its ok but dont tell me generic things... at least could you please link some good tutorials?

stuck oyster
#

Well I dont really have any tutorials for OB so sorry cant help there. Id say check our if your questions are answered in BIforums.

hexed fulcrum
#

do not misunderstand me I do not want to offend anyone im just a bit nervous i cant find help of making a simple plane f course everyone does what he can

quick terrace
#

lol - what do you want, a session where you are told which precise keys to press and which succesion?

stuck oyster
#

go easy on the guy, hes dipping his foot first time in unknown waters

#

but yeah that kind of help is unfortunately not very realistic

quick terrace
#

make a plane in your favourite 3d modelling ap, unwrap the said plane to the UV 0-1/0-1 coordinates if you plan creating your own textures, or use a seamless texture map so then just map it as you want, create the aditional needed texture maps, export the mesh from your favourite 3d modelling app as .fbx or .obj

#

import that file in O2 using the correct metric units

#

create an empty geo lod and use named properties

map = hide```
#

pretty simple, right?

hexed fulcrum
#

ok thanks

quick terrace
#

again, no offense, this this model makers channel for ArMA, it means you will surely find help for stuff that is arma specific, unlikely to find someone to hold your hand through the entire process if you have absolutelly no idea how basic things works. there are plenty tutorials around the web for that sort of thing instead

#

which are also software specific

hexed fulcrum
#

i know i was asking this only because i need a simple flat plane but things seems more hard than i guess so its ok

stuck oyster
#

The procedure for a simple plane is same as for a house or a car really. The latter just take more time doing certain parts of the procedure.

hexed fulcrum
#

ok guys thanks anyway sorry if i bothered you i will search for a complete tutorial on 3d model etc...

stuck oyster
#

asking is never a bad thing

#

but you got to understand if we spent like couple of hours with you going through everything step by step

#

wed be doing that forever with the next guy and the next guy

#

specific questions are easy and fast to answer

#

but big questions like how do I do X are not

#

and in cases where people have had such luxurious help they do not come back to answer the next guys question

hexed fulcrum
#

I understand perfectly you're right

stuck oyster
#

I would personally recommend using Blender as its free and good tool and has arma compatible plugins. But of course if you dont intend to do more modeling, learning a new tool like that would perhaps be waste of time

#

then again you might like it and start modeling more

hexed fulcrum
#

i would love make new objects on arma but yes its very time consuming

stuck oyster
#

OB can do what you want but OB like most of Arma tools is not very well documented

#

yes that it is

#

but also "bigger" tools like Blender or 3DSMax got plenty of tutorials that can get you started

quick terrace
#

OB is honestly as far as a modelling package as possible

hexed fulcrum
#

but then when i need to configure the model for the arma engine i need to know proprieties and configs to insert in to the object builder to make a obj in to a ready .p3d i cant find these type of tutorial

quick terrace
#

everything that is needed .p3d wise have been described here.
for all config related things go to #arma3_config

stuck oyster
#

well now that its on the table, the basic .p3d you drop on your terrain does not need a config at all. Config is needed only for stuff placed in game. (and not necessarily for that either if you use them as simple objects)

#

and you got A3 data folder full of configs to study

#

and the Arma3 samples also offer most types of examples

#

and for more specific questions as PuFu said #arma3_config is the place to ask

white jay
#

https://imgur.com/a/gIMtM Two questions. 1. How can i determine how many sections I'm going to have to split this building into, I'm guessing this will be WAY too large to import as one structure. And, 2. Who around here accepts handjobs as a form of payment so I don't have to unwrap/texture all of these windows.

stuck oyster
#

Arma can safely handle 50m x50m structures

#

and you unwrap 1 window

#

and copy that to the rest

late raft
#

hg with his words of wisdom

white jay
#

Awesome news, Iv'e seen some mods that had huge skyscrapers split into 2/3 sections so I was trying to prepare myself to do that. And I'll have to go look up how to do that. Thanks for the quick response.

foggy finch
#

(Dont take this building size as something to go by, I was doing a quick 3d model run through from max -> arma for practice).

late raft
#

i love when people put 4 textures in 1 image

#

made me feel dumb

#

now am smart

white jay
#

This is good to know, I'll keep this in mind once i get to texturing this thing.

white jay
#

Hello gentlemen, finally found this secret place where all questions arma modding-wise have already been answered! πŸ˜‰ Hope to find all those answers 😎

stuck oyster
#

that depends on what kind of questions you have

#

also if you got time you can read through the whole channel history xD

late raft
#

4 years later

stuck oyster
#

you can start modding Arma 4

#

win - win

white jay
#

Yeah, 35 modding gurus and app 2800 users. I knew it won't work! But, seriously, just great to be on this awesome board πŸ˜ƒ

bold flare
#

12k users in total

white jay
#

It's just insane.

median bough
#

12k users in total
and one @wraith tendon

#

well, nothing is perfect tho

#

πŸ˜„

wraith tendon
#

hi πŸ‘‹

stuck oyster
#

πŸ––

foggy finch
lusty ginkgo
#

should I have geometry on my windows? I would think so but at the same time I don't know how that would work when the windows are broken

foggy finch
#

hide/unhide using hitpoints

#

test house has all of the info for that

high stag
#

Can anyone explain to me how suspension works in arma 3 for vehicles?

#

I read the forums and was told that in order to figure out the correct offset values for the dampers, we divide the distance of the damper memory points by the maxcompression and maxdrop values

#

but my tires are always not touching the ground

lusty ginkgo
#

@foggy finch the sample building has no geometry for the windows or the glass door but I am pretty sure they still have collision if you try to throw a grenade or something through them while they are unbroken. Do the hitpoints control that?

#

wait nvm fire geometry

#

the fire geo components have the selections nvm me just missing obvious shit lol

foggy finch
#

πŸ˜ƒ

dusk frost
#

Hello, is it possible to bend a selection when another selection moves, that is connected to that bended selection? i.e. if you have an antenna and move the top part how would i go about move the other part flexible with it?

minor jasper
#

Make the selections using vertices not faces

dusk frost
#

@minor jasper The bend selection? and then connect them via model.cfg?

lusty ginkgo
#

what is the difference between penetraion.rvmat and penetration_plate.rvmat?

#

I think the plate variants collide on each face as if it is a separate piece of geometry or something like that but I am not entirely sure and don't know which variant to use

foggy finch
#

plate has thinner penetration values, 20mm iirc

white jay
#

Normal Materials only define material characteristics. The thickness is determined by the modelled component. (penetration.rvmat)
Plate Materials have a pre-defined thickness value. The armor thickness check will take the defined thickness and the modelled thickness into account. It will always use the value that is lower. (penetration_plate.rvmat)
Source: https://community.bistudio.com/wiki/LOD#Fire_Geometry

lusty ginkgo
#

ah, thanks

#

also does edge sharpness/smoothness matter on geometry LOD's?

white jay
fervent steppe
#

Yep. Closed, convex. And add weight

lusty ginkgo
#

Obivously

#

but should the edges be smooth or sharp?

lusty ginkgo
#

Why do roadway surface textures work in OB as .paa's?

polar fiber
#

smooth or sharp likely doesn't matter since the LOD is not rendered

lusty ginkgo
#

that makes sense

#

oh god I forgot about AI paths

#

this is probably going to be hard lol

lusty ginkgo
#

Haven't made any named selections yet just the actual path

strong plaza
#

looks fine

#

I had some issues having the "in" bit like the sample model though

lusty ginkgo
#

with the weird fan shapes and such?

strong plaza
#

yeah

lusty ginkgo
#

is each end vertex on the fan an 'in' point?

strong plaza
#

no, only 1

lusty ginkgo
#

Shouldn't they all though? So AI can enter the path from any direction on the fan?

strong plaza
#

I think I used an arma 2 model as an example

#

but it works fine

#

I don't know how it works exactly

lusty ginkgo
#

I am trying to figure out how the fan works on the a3 sample model

#

doesn't make a lot of sense to me

fervent steppe
#

ianbanks had a very nice markup of how it works

strong plaza
lusty ginkgo
#

might be a stupid question, but what effect does mass have on the geometry of static buildings?

fervent steppe
#

The gets factored into the damage the building can take before being destroyed

rough idol
#

you are not using named selections for door actions? @fervent steppe

fervent steppe
#

I'm confused πŸ˜€ if you don't give the door a named selection it won't work

rough idol
#

namedSel in userActions

#

action is visible only when you are pointing at component in geometry

fervent steppe
#

Oh is that new fancy tech?

#

I forgot about that

rough idol
#

it's almost 1 year old now πŸ˜‰

fervent steppe
#

Haha. I was on hiatus for about a year πŸ˜ƒ

#

Awesome sauce. I'll add that tonight

#

Now I gotta redo all my other buildings 😲

rough idol
#

also, for windows you no longer have to put bazilion of memory points

#

you can use single hit point vertex (for explosive damage calculation) & armorComponent - name of selection in fire geometry

#
            class OpenDoor_1
            {
                displayNameDefault = "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
                displayName = "Open door";
                position = "Door_1_trigger";
                priority = 11;
                actionNamedSel = "Door_1_action";
                radius = 1;
                aiMaxRange = 3;
                onlyForPlayer = 0;
                condition = "((this animationSourcePhase 'Door_1_sound_source') < 0.5) && (cameraOn isKindOf 'CAManBase')";
                statement = "([this, 1, 1] call BIS_fnc_Door)";
            };```
fervent steppe
#

πŸ‘

fervent steppe
#

Thanks for the tips!

rough idol
#

np

#

I don't remember atm if actionNamedSel was taken from geometry, view geometry or fire geometry

#

I think it was geometry but not 100% sure

#

one note about armorComponent - previously, amount of damage was also affected by size of object bounding box. with armor component it's no longer working like that so armor values might need some adjustment

#

negative syntax for armor is also quite interesting in this case since it's outcome is more predictable

#

i.e. pistol bullet have hit = 8 in cfg, glass has armor = -9; -> result: window will survive 2 shots from pistol

fervent steppe
#

Hmm. So you only need one hitpoint vertices in that lod then or does it work solely on the fire lod named component

rough idol
#

hitpoint vertex is still required for calculating explosive damage

#

usually i just merge all vertexes of fire geo components and copy paste end result to hitpoints LOD

fervent steppe
#

Ah

#

Good stuff. Thanks reyhard.

foggy finch
#

protips reyhard πŸ‘

fervent steppe
#

good thing is with my macro configs its easily updatable lol

woeful viper
#

always satisfying to be able to flip a single 'switch' and everything updates just like that πŸ˜€

fervent steppe
#

and done!

rough idol
fervent steppe
#

Thanks again

#

much better performance

rough idol
#

grab then some even more macros πŸ˜‰

fervent steppe
#

now i just gotta change all the older jbad stuff

rough idol
#

(notice that glass macro is using old, convexComponent instead of proper armorComponent - seems like I forgot to update it, ooops)

fervent steppe
#

yep i noticed that hehe

#

@woeful viper do you remember talking about using the view geomoetry to possibly block ladder access points?

woeful viper
#

no not at all

fervent steppe
#

lol damn i cant rememebr who i was talking to about that...ive been meaning to try it but im not 100 percent on what we had spoken about

fervent steppe
#

ohh thats new

#

hmm with that i could potentially make a component that blocks the view of the ladder

rough idol
#

or hide ladder? πŸ˜›

woeful viper
#

25.Dez 2017 by Torndeco in this channel- maybe thats what you mean milkman?

fervent steppe
#

yes! so untill you remove the cover you can not go down the ladder...for my hidden area room in one of the old takistan houses

woeful viper
#

"Anyone got tips for AI Pathing with Ladders [...]"

fervent steppe
#

damn ive missed a lot of new tech introduced

#

This is great!

woeful viper
#

This stuff is not really publizised much either. Once it gets introduced it has a chance of beeing forgotten just as quick as it was introduced...

fervent steppe
woeful viper
#

i compiled a changelog for all the good but small changes and additions to vehicles and weapons since plane dlc i think, so i can go through it once in a while to maybe discover/rediscover stuff again

fervent steppe
#

That's a good idea

foggy finch
fervent steppe
#

@foggy finch yea that's probably not fixable but al least I can stop the man from getting on the ladder in the first place πŸ˜€

foggy finch
#

true πŸ˜ƒ

woeful viper
#

the question is if you should block the person, or if you just should automatically animate the hatch. The later might be doable?

fervent steppe
#

Well the hatch already animates so I was gonna go that route

#

This way when the hatch is moved the ladder will become accessible.

lusty ginkgo
#

so I want to test my AI paths

#

but my squad mate won't fucking move

#

and it's not because of my paths

#

he just doesn't listen lol

fervent steppe
#

Is he linked to you?

lusty ginkgo
#

he is in my group

#

he won't follow waypoints from the mission either

fervent steppe
#

Shoot him. He's obviously possessed

lusty ginkgo
#

I just started a new mission on altis and tested the ai

#

it works there

#

and now it works here on my terrain

#

not a clue

#

he gets stuck on the stairs

#

guess the fan path thing doesn't work

fervent steppe
#

Hmm. Got an image?

lusty ginkgo
stuck oyster
#

are the paths above the roadway?

lusty ginkgo
#

yeah

#

meant to send this as the second link

#

it's about 100 cm above the roadway

fervent steppe
#

I think 10cm above the roadway is good.

#

And you have the named verts in the lod as well?

#

inXX and posXX

lusty ginkgo
#

yes

#

eventually the guy made it in and all of the positions seem to work

#

he walks in circles a bunch

#

I copied the path from the sample model for the stairs but it doesn't seem to work

#

I renamed the selections as well

fervent steppe
#

Just drop points in urself and make faces

lusty ginkgo
#

when I raise the building he gets ther just fine

fervent steppe
#

Make sure the faces face upwards

#

So there's issues with the man getting into the model

lusty ginkgo
#

I have face culling on in blender so I know they are properly oriented

#

if the building is raised everything functions as intended aside from some doors with the wrong actions

#

I might need to simply tweak the location of some of the in points

fervent steppe
#

@rough idol quick question. With the hot points for glass being reduced to 1-5 vertices is there a noticeable In game performance gain?

rough idol
#

I don't think so

fervent steppe
#

Ok just curious.

#

Def much easier to open doors lol

#

Now you don't have to be staring at the mem point

foggy finch
late raft
#

Yassss @foggy finch

foggy finch
#

πŸ˜„

lusty ginkgo
#

also the AI still won't use the front stairs

#

I'll fix that later

#

on to new things now lol

fervent steppe
#

@foggy finch nice!! @lusty ginkgo no roadway lod?

lusty ginkgo
#

on the front porch there is an open side with no stairs but at ground level it's a single step and I didn't think to put any of the roadway there

#

so you can just walk into the floor and go prone

fervent steppe
#

Hehe

#

That's a feature not a bug πŸ˜‚

lusty ginkgo
#

it's just a crawlspace

fervent steppe
#

I got one of those...it's behind a bookcase

#

Come to think about it I never made a video about it. I wonder if people found it

#

And there's another hidden space I made then I never told anyone. But it leads to a great sniper viewpoint

lusty ginkgo
sudden chasm
#

Are there any tutorials that go over the whole process for making buildings for arma?

quick terrace
#

not really no

halcyon wren
#

Start with something simple and small, like a container, then work your way up to buildings. There's a lot more to understand than just modeling a house.

bitter shore
agile flint
#

Isnt that a triangulation problem?

stuck oyster
#

and/or the mesh has to be divided into smaller grid

#

perVertex lighting works like that

#

and because Arma is not meant for such

#

or well not very well at least

bitter shore
#

so no solution for it?

stuck oyster
#

divide mesh to smaller segments

lusty ginkgo
#

why does lighting sometimes work on meshes that have bigger triangles?

bitter shore
#

ok will try that

lusty ginkgo
#

I don't see buildings with that kind of lighting that have a lot of space between vertices

#

is it different for decals

vital geyser
#

it has to do with it not being a flat surface @lusty ginkgo

bitter shore
#

is the light subjected on the roadway or LOD 0?

bold flare
#

I'd say visible LOD.

#

roadway is supposed to be as simple as possible. So splitting it up into tons of smaller segments would go against that

bitter shore
#

is there a way to split meshes via object builder? as i have around 200 pieces and i used mostly macros to mini patches

stuck oyster
#

not that I know

candid loom
#

What's the recommended number of verts for an Ops-Core like helmet for Arma 3?

polar fiber
#

3.5k ish

#

but lower than that would be better

minor jasper
candid loom
#

Huh, weird because earlier I was told 4-5k for NVDs.

minor jasper
#

i've never used it but need to have a look at it for the first time

#

does it work just like textures?

stuck oyster
#

If I recall right it works only if the object in question hast all the wanted materials in it when packed

#

otherwise it cant change them on the fly

#

could be I remember something else though.

minor jasper
#

so i should make a tiny part of the model use the alternative material?

stuck oyster
#

Id try it first if I remember it all wrong xD

#

but if that is the case (that I remember it right) then yes

minor jasper
#

we have a camo and a silver aircraft, so need to apply separate materials as well as textures

#

ok thanks

stuck oyster
#

at least im pretty sure setobjectmaterial was very buggy in the past (1-2 yearsish)

polar fiber
#

hiddenSelectionsMaterials is the one that doesn't work well unless the materials are preloaded somehow

#

setobjectmaterial seems to work fine

#

problem is it only works on cfgvehicles

#

as it's a script command

stuck oyster
#

so got close

polar fiber
#

this is how we do the muddy versions of the MRZR in RHS

#
            class mud
            {
                displayName="Tan (Muddy)";
                textures[]=
                {
                    "\rhsusf\addons\rhsusf_mrzr\data\blue_tan_mud_co.paa",
                    "\rhsusf\addons\rhsusf_mrzr\data\yel_tan_mud_co.paa",
                    "\rhsusf\addons\rhsusf_mrzr\data\red_tan_mud_co.paa",
                    "\rhsusf\addons\rhsusf_mrzr\data\grn_tan_mud_co.paa",
                    "\rhsusf\addons\rhsusf_mrzr\data\merged\orng_tan_mud_co.paa"
                };
                materials[]=
                {
                    "\rhsusf\addons\rhsusf_mrzr\data\rhsusf_mrzr_blue_mud.rvmat",
                    "\rhsusf\addons\rhsusf_mrzr\data\rhsusf_mrzr_yel_metal_mud.rvmat",
                    "\rhsusf\addons\rhsusf_mrzr\data\rhsusf_mrzr_red_mud.rvmat",
                    "\rhsusf\addons\rhsusf_mrzr\data\rhsusf_mrzr_grn_mud.rvmat"
                };
                factions[]=
                {
                    rhs_faction_socom
                };
            };```
minor jasper
#

i guess im trying to use both the old way and the new way - so setting up preconfigured silver and camo versions, and then have virtual garage modify them also

polar fiber
#

you can use VhC to preconfigure vehicles too

minor jasper
#

ok perfect thanks - so that will work in the VG

stuck oyster
#

so they kinda did not fix whatever was the issue but made a new system that works?

minor jasper
#

looks good thanks - we'll have a go at implementing this on a test vehicle

#

this could really improve some of our old vehicles which have really complex randomised clutter and decals

polar fiber
#

to set up VhC to handle the textures on editor-placed variants you add an eventhandler to add initvehicle function class Eventhandlers: Eventhandlers { class BIS_Randomisation { init = "if (local (_this select 0)) then {[(_this select 0), """", [], false] call bis_fnc_initVehicle;}"; }; };

#

then in the vehicle you add textureList[] = { "TextureSource_Name", 1 };

#

1 means it will use that texturesource class 100% of the time if it's the only one in the list

#

but you can also add more and randomise it

#

e.g. textureList[] = { "Green_camo", 1, "Green_camo2", 1, "Green_camo3", 0.2, "Green_camo4", 0.2, "Green_camo5", 0.2, "Green_camo6", 0.2, "Green_camo7", 0.5, "Green_camo_kubinka", 0.2 };

#

where the numbers there act as weighted probabilities

#

they don't need to add up to 1, as the probability is averaged over the number of textures in the array anyway

minor jasper
#

thanks i've just pasted that straight into a phab ticket for tetet lol

minor jasper
#

so without doing the randomisation VhC stuff, or the virtual garage, is it possible to set the material to use in the config of the plane, like hiddenselectionsmaterials [] = {"my.rvmat"}; can't seem to find any documentation on that

#

my plane looks smashing in virtual garage, as that has the materials[] array like monkey suggested, but the base plane using hiddenselectionstextures clearly doesn't have the material file applied (obviously) so i'll need to find a way to add it to the model for the permanently silver versions (without duplicating the model to apply the material).

polar fiber
#

can try putting the other .rvmat in another LOD of the model

halcyon wren
#

Thats IMo the best way to do it.

minor jasper
#

i'm just wonderinghow to actually force on the material in a normal config (without yet adding garage or customisation classes) cfgvehicles {class myplane {hiddenselectionsmaterials [] = {"my.rvmat"}; };};

#

is hiddenselectionsmaterials an actual syntax?

#

i'm lovingthis new rename in all lods function in OB - thanks Bohemia! πŸ‘

quick terrace
#

if you wanna do another class, yes

minor jasper
#

ok thanks, i'll give it a try. came up blank when i googled the syntax, also wan't anywhere on wiki

quick terrace
#

one thing there, the selections are definned in materials[]=

#

see monkey example above

minor jasper
#

for script (setobjectmaterial) or virtual garage (materials[]) and in normal config use i can confirm that hiddenselectionsmaterials[] works πŸ˜ƒ

stuck oyster
#

πŸ‘Œ

inland atlas
polar fiber
#

make your model less black