#arma3_model
1 messages Β· Page 111 of 1
Ah, thanks. Hoped there was something about the shadows-stuff that could help.
Yeah, it's weird stuff. I tried all sorts of things on the A-10, then reyhard found out it was just the HDR hates when a significant part of the screen space is black
Rip. Still, cheers.
we could literally observe the HDR unfucking itself by applying vehicle player setObjectTexture [1,"#(argb,8,8,3)color(1,1,1,1.0,CO)"] so the cockpit texture turned a lighter color π
π¬
but actually retexturing the cockpit is not an easy task, so we have to live with it for a while
i hope this is the right place to be asking :/ has anyone done a mod like open chernarus but for tanoa yet?
what is open chernarus?
adds enterable buildings to cherno/ arma 2 buildings
ahh, yeah unlikely because :
a. TANOA is DLC content, so no way to edit this one .ebo format last i checked
b. structures on Tanoa are DLC specific, still in .ebo format
just had a look, Tanoa is in pbo format now, i too doubt anyone will do it either tbh
afaik it's not the Tanoa islands that needs to be changed /edited but the structures
and structures and binned either way, even if not in .pbo format
yeah, not sure how the dude did it with open chernarus, may have made the buildings from scratch and somehow have his mod overright the map buildings
source files for arma 2 are publicly available
good point
i guess thats what it comes down to, no go untill they release the source files
You would just need to run a building replacement on server startup
thats basically all openChernarus is.. with extra buildings ofcourse.
@jade rock
Nope, not that easy on tanoa i'm affraid
hmm i suppose, like the arma 2 assets, they wont be available till pretty much the end of arma 3's life, twas a good idea though
@median bough all it does is hide the original building, and create a new one over the top
for "_i" from 0 to(count myBuildings-1) do
{
_CurrentBuilding = (myBuildings select _i) select 0;
_bldgObjects = nearestObjects [(getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [_CurrentBuilding], 20000];
_countBldgs = count(_bldgObjects);
if(OCP_DEBUG)then{diag_log format["eXpochDEBUG:searchNreplace 1 - _CurrentBuilding:%1 _countBldgs:%2 _bldgObjects:%3 ", _CurrentBuilding, _countBldgs, _bldgObjects];};
if!(_countBldgs < 1)then
{
_ReplacementBuilding = (myBuildings select _i) select 1;
_DirectionOffset = (myBuildings select _i) select 2;
{
hideObjectGlobal _x;
_myReplacement = createVehicle [_ReplacementBuilding, getPosATL _x, [], 0, "CAN_COLLIDE"];
_myReplacement setDir (getdir _x) + _DirectionOffset;
_myReplacement setPosATL (getPosATL _x);
if(dynamicSimulationSystemEnabled)then
{
_myReplacement enableDynamicSimulation true;
}else{
_myReplacement enableSimulationGlobal false;
};
} forEach nearestObjects [(getArray (configFile >> "CfgWorlds" >> worldName >> "centerPosition")), [_CurrentBuilding], 20000];
};
};
or you can utilise the replaceobjects array in the actual cfgworlds config and stop wasting script engine time in the executable.
of course the most efficient way is to just make your own terrain, own models and compile the wrp correctly.
When you hide them and an explosion goes of that makes the old ones appear, atleast in my experience (So might be wrong stating it)
Anyone have any tips on scaling? I feel like other than scaling the entire model, it looks like i may have some issues when it comes to dimensions across multiple objects etc. https://imgur.com/a/dKWOyp1
best tip regarding scalling is to model stuff based on their real life counterparts
I mostly use the Arma 3 samples soldier model as size reference
If I am not using real life dimensions that is
basically real life + 10cm π
Hey guys, is there any "easy" way to fix these types of errors: 21:52:43 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.Library'. 21:52:43 Warning Message: No entry '.libTextDesc'. 21:52:43 Warning Message: '/' is not a value 21:52:43 Warning Message: No entry 'bin\config.bin/CfgWeapons/ItemInfo.model'.
I have no clue what addon they're in, but it's just spamming my RPTs with "No entry X" and it's just annoying. Sorry if this isn't the correct place to put it.
- it isn't the correct place as it is config related #arma3_config
- very hard to track if you have no idea what addon is causing it, pretty sure you are using quite a number
@dreamy imp
Ah, sorry. And yeah, i have quite a few mods, most of them are for the map i'm building, but i don't really know a lot about these type of errors. Thanks, though π
one seems to be an empty thing where the value is / (or missing some semicolons)
also if it isn't your mod, there is no real chance for a fix
run one mod at a time and check the rpt files. this way youll know what mod causes it
using logs and diag.exe might also help quite a bit
β
diag.exe?
in dev branche
Oh, ok. Thank you
any fix that my smoothing groups dont get f***ed up when im importing into object builder ? using FBX 14/15
triangulate it before exporting
its already triangulated :/
fbx from what?
3ds max 2017
do you have 2 uv sets by any chance?
uhm yeah 3 different materials in max
not what i asked
how many uv sets
do check
that is the only time i had fbx borked on import
so yeah 3 UV Sets
3 materials doesnβt mean 3 uv sets btw
what is the model though, if you donβt mind me asking?
G36
why would you need 3uvs for that?
different parts, Base Model, AG40, IDZ Parts
but even when i import the Base Model only the smoothing groups are getting destroyed
yeah i noticed this too, sometimes recalculating normals inside OB can fix it, 50/50 would flip that coin again.
and thats with one uvset π
Does someone know good Blender discord server similiar to this?
How about the official Blender Discord server that you can find with a 3 second google?
Atleast they say they are official and they have 1k users online right now
You need to change vertex property too
the class = land_decal property works without changes to the vertex properties
btw you have to refresh the road network to see updates if you have class = land_decal
you also can't place them in the editor
does anyone know how I can bake reflections in blender cycles?
I can't seem to figure it out
best I can get is direct lighting
bake the env map into the texture I guess?
Or reflections of other objects nearby?
Hi guys. Im having trouble getting the AI to enter vehicles when standing on a roof far above ground. Is this a game engine limitation? lets say I have a flat face (with paths and everything). If I place this on the ground with a helicopter on top, the AI enters it as they should. If I place the platform 100m in the air, the AI refuse to get in. Any way around this?
could force them in with scripts when they are close enough
probably some sort of AI pathing limitation
with heights
Does it have aroadawy lod?
And paths?
Sounds to me likethere is a lod missing that is being accountedfor by the terrain
I though ai couldn't enter one roadway lod to another.
For instance if you have a platform with a path lod and a house with a path lod on top of the platform
They can't go from the platform pathlod to the house pathlod
they can
at least my 2x2 piece hangar paths worked fine crossing from one piece to another
How is it put together tho. Is it a proxy?
no 4 separate objects
hi all just a quick one that i have spotted in buldozer today and im interested if anyone else is getting this problem. I have selected a proxy inside a model, clicked on the move button and ticked selected and all LODs but it is moving the entire model. I have just reinstalled arma 3 tools. Just wondering if this is just me or a wide spread problem
the exit points inside overlap between models
Cool I guess they fixed it then. Cause I don't think it was the case in a2
@shut arch all lods moves everything
that didn't use to be the case though
it use to move the selected object across all lods
pretty sure it has always been so (OB moving stuff)
why have they changed it?
how would it know what you have selected between totally different looking lods?
Na. On Sara the ai were all fudged up trying to enter the houses on the elevated terraces
Although maybe it was poor pathing π
you wouldn't but im sure thats how it use to work. If it isn't is there an easy way you know of, of moving an object on all lods
I never went back and really looked into it
yeh about that I only have experience in A3
@shut arch never seen it work like that but in any case, move the proxy in one lod, copy it and replace the proxies in the other lods
@fervent steppe could be it was because my paths were exactly aligned
so they just continued on them
Yea that's cool. Glad it works
xD me too
most of my plans would not work at all if it did not
regarding AI at least
which reminds me I have to try dynamic AI path thing I came up with a while ago
at some pointβ’ xD
Cool that sounds interesting
I'm just finishing rigging up another apartment complex
Soooo many glass panes lol
xD
How does arma work with textures with alpha channels? For example, I have a large wrought iron balcony I need to place on a pretty long structure, does arma support the use of transparent alpha channel image textures so I can just use a single image texture across the entire face?
yes it does
Okay awesome, would the majority of that work be done in OBJ or could I just do it in blender since the entire railing is part of my structure?
Yeah, I just didn't know if it worked the same way as transparent windows do, which I was told cannot be done in blender.
What I'm working with atm. Basically want to turn that entire face into a balcony with transparency between posts/curves etc.
who told you that?
Cant remember, someone on here. I asked if I could use transparent faces in blender for windows, and someone mentioned you had to do all that shit in Object Builder.
Like, glossy bdsf material windows.
mm well yeah they wont be the same
Well since I know now that the option is there i'm going to try my hand at it and see which works better. now i just need to go find some damn balcony textures
I mean you will still need to assign the Arma texture/materials to it for Arma use
but you can preview them in Blender
btw @white jay how big is that building?
just wanted to make sure you know that things can start breaking if you go larger than 50x50m objects
https://imgur.com/a/zPNdqO7 That makehuman model is 1.81m tall
if you want an accurate character model for reference import one from the samples
π
https://i.imgur.com/tNDNyP7.png
Not sure why I thought this was a good idea though
the house plans I used are scaled up by ~20% too
That looks great for a 2nd house
use cubes. be done in no time
the interior though
same thing..its not to hard.
tedious af though
@fervent steppe what is your workflow for creating geometry LOD's?
do you just copy your main mesh and cut it into pieces or create it from scratch?
no dont use ur main mesh that more than likely will not work as the geo lod must be closed and convex
i ususally just create cubes and make all the walls and doors that way..once i get going is usully pretty quick
with the main mesh I mean manually cut it into smaller convex components
How do you create the cubes accurately to match the position of the walls? Render the outline of the regular mesh as a guide?
i use the main mesh as a guide
https://i.imgur.com/SOfeXhy.png
Forgot I had the sample model as a dummy for scale when I did my first test AO bake
spooky shadow man is the result lol
@CommieCrusher#4801 Blender can be set to show the object size units in meters but also 1 Blender unit is 1 meter in Arma. So how many blender units is that building as I cant be arsed to calculate it from the picture.
@lusty ginkgo the geometry does not have to be that accurate
1cm here or there wont make any difference in game
Well obviously something that small won't make a noticeable difference
isnt there a vertex snap mode in blender? 100% accuracy
I' m going to have to go take a measurement soon and check it out. I know it's pretty damn big though. On a good note, I spent all night tracing out railings from pictures so at least I have that working π
Yea Vertex snap is dope
You're dope
Fuckin right
lol.
hi guys. we're in the market for a second really good organic character artist for a DLC project. Can anyone send me a recommendation of someone to approach by PM?
https://i.imgur.com/Ww3bAd2.png
Why does the multi material shader do this
there are literally no pixels other than the floor color anywhere near these face's UV's
Fixed it by changing the background color to mostly red (the red in the screenshot represents black)
not sure why this fixed the floor but it fixed other areas as well
The milkman always delivers
Haha
how the fuck long did that take?
I didn't make the model. I just fixed it up. Added all the doors and windows. Made them all breakable and added the animations. The overall main model was made by OPteryx
Added all the doors and windows. Made them all breakable and added the animations That's the long and boring part though
If you're not going to add/make shadow LODs I'd recommend using sbsource = visualex
What does that do?
shadows based off of visual lod
isn't the purpose of shadow volumes to prevent that level of detail for performance reasons?
does land_decal suppress clutter?
only if it has a roadway LOD
It does have a shadow lod. Two actually. @bleak tangle is there any decrease in performance using visualex?
iirc its negligable,. but if you have a drop in performance or a lower end pc it might cull creating visualex shadows,. if you have actual shadow lods it'll use those instead of rendering them based on visual lods (visualex)
shadow lods render better shadows imo, or certainly has less banding/artifacting
Oh it does look like you had shadows on the lower floors. I had just noticed that it looked like the sun was coming through on the top floor and the bits on the roof didnβt have a shadow.
@fervent steppe wheres all the furniture?? π
nevermind the furniture he needs some of that black n yello stripes so he can see the pillars and not break his car π
Hahaha
Yea I'll take a look at the shadow lod. And make sure it's tight. I didn't actually make the shadow lod so maybe there's issues. I feel like shadow lods aren't the best in terms of Arma rendering them. They always seem to have some sunlight creeping through the edges. Even if it's a sealed box
M1lkm8n: It shouldn't creep through the edges, if your shadow LOD is water tight then it will be watertight on the shadow buffer.
(And all you need for the GPU to consider it water tight is that the vertex coordinates are exactly the same floating point values)
One of the issues is the game can only evaluate a certain number of rays from the sun (by drawing the scene from the point of view of the sun) and then it has to try to interpolate between those rays to see how far the sunlight got into the scene.
It also uses 3 levels of detail for that (IIRC) which is why you often see the size of the shadow "pixels" change as you smoothly move away from an object.
Here's what they look like in the GPU: https://imgur.com/a/YShug9n
Black is closer to the sun, white is further. You can see that the solid objects are solid as far as the sun can see.
Also why did it take 19 seconds before you shot a window? π
Whats the best modeling program?? (Im using 3ds max)
Whats your favorite food?
Idk
best program is the one you can use.
In this case, no best programm for me π
I can use notepad but I don't think I can just write up a complex 3d model
Might be able to write an ASCII .fbx model
I know it's technically possible to achieve but that's not the point damn it
So is there a similar function to OB's "Component Convex Hull" within blender?
so far I've used make convex in editmode
it makes a convex blob out of everything you got selected
not as automated as OBs CCH
I meant the naming part
also I don't want to have to redefine my door geometry everytime I modify the geometry and need to run the naming thing again
ah no dont know anything automated for that.
I'll just use OB then
the component naming convention is quite unique for Arma unfortunately
I think Alwarren was considering something like that for Blender toolbox once
@obtuse rain Thanks for the explanation. I'll have to look over the shadowlod. Also Be sure to make shooting out a window a priority in future videos π
<<<<best program is the one you can use.
@stuck oyster that's why I've been using Oxygen for so long π
Honestly I am glad I switched to blender
so much easier
with the arma tools you can basically do everything just in blender
Modo is nice too. And ian make it so you can pretty much go right from modo to game
What I said about best program applies to both. ;D
Hehe
How can I automatically name my geometry pieces without disrupting my other selections? (Doors, glass, etc)
It seems that hiding the named selections, deselecting them, and selection everything visible before running the component convex hull thing in OB leaves them intact
Though it doesn't keep the .rvmats for any of the faces
Why isn't there an option JUST for the naming part?
tempted to learn python just to figure this out
its like 10000 faces oof yeah it will run in arma with 35000 faces (i know as we had a model givenn to us like that) but 1000 and 100 is about ideal for SV0 and SV10.
Yea eggbeast that was my concern. It was too detailed
@lusty ginkgo o2script will be your easiest choice. Its the same syntax as sqf but with a different set of commands relevant to O2. I use it to generate my roadsigns for example.
Or have a mass path-renaming tool
Hi, all. Anyone can help me with one problem? Most of all glasses stretch to one point. I think error have config-model.cfg
now thats soemthing new
i want to retexture the black stealth balaclava (where the mouth area is) to have skull mouth on it. Anybody want to (if any) give me the mod to their retexutre before retexture?
So you want a example retexture mod? Why don't you ask in #arma3_texture if you want to ask about texture making?
thank you
@velvet fractal have you anykind of animation active in there?
DayZ standalone 0.63 stress testing is out and there is lots more info now.
Models are FBX files and thus viewable and editable for everyone that can unpack the PBO
https://s.sqf.ovh/CINEMA 4D_2018-04-24_19-10-22.png
I don't know if that's good or bad news
@velvet fractal I though that may be the case. Its the hide animation that works like that, as in it scales the selection into 0,0,0 thus hiding it
so you need to make sure the meshes with hide selection are separate form their surroundings
otherwise it will pull the face its connected in with it
like what you see
@bold flare that is highly interesting! π Though there may be some eula restrictions in using them in Arma that will definitely help SA modding
I'm just hoping this gives us info about A4
I'm more curious why they have the Blackfish in the DayZ files..
maybe as testbed for vehicle weapon stuff and vtol for the engine?
aye, like the reason the XF-35 was in Arma 3 originally
@halcyon wren o2script will be your easiest choice. Its the same syntax as sqf but with a different set of commands relevant to O2. I use it to generate my roadsigns for example.
I'll give that a shot I guess
Or have a mass path-renaming tool
Not sure how this would help with component naming or keeping face materials/selections intact
who of you guys got diag_mergeConfigFile working? we at cup have troubles running it. it's bitching about model.cfg errors
nvm, seems to be working
Parameters:
path: Array - The path to the config on your drive ([FileName,UserDir])
any idea what this means in plain english chris?
filename,userdir
there's a really bad example on the wiki
diag_mergeConfigFile ["O:\Arma3\A3\Stuff_F\config.cpp"]
as none of us use an O drive, I have no idea what this implies, and there's no example using the second param
so if im running d:\steam\steamapps\coomon\arma 3\arma3diag_x64.exe
and then i run @unsung\addons mod
and i want to patch uns_missilebox_c.pbo (config.cpp inside it)
diag_mergeConfigFile ["uns_missilebox_c\config.cpp","P:\uns_missilebox_c\config.cpp"]
ignore the last param
would that do it? i.e. patch the mod file in arma 3 file with the P drive source file?
diag_mergeConfigFile ["copypathtofile"]
Unless it changed in the last 1 day that's what i always used with sucess
yep
o kthanks - that's helpful. i never used this before as the wiki is really confusing
do keep in mind in some cases you might need to "reload" whatever it is you're trying to do, for example if you wanted to reload cfgWorlds entry you sometimes need to switch to another terrain and back again
Some things don't work at all (i believe animations) and others work directly, it's all rather vague but if you can find a suitable usecase it's insanely helpful
Maybe I'm doing it all wrong but i never used the userDir thing and i've used it with pretty good success π
also Merging config file means also that you can't delete parameters through diag_mergeConfigFile is quite important to note, rather than deleting entries you should set it to whatever you inherit from or to a default
thanks mate, in this case parameters means?
this might also be important to know (by alwarren):
change
#include "\CUP\Vehicles\CUP_Vehicles_Core\BasicDefines.hpp"
to
#include "..\..\Vehicles\CUP_Vehicles_Core\BasicDefines.hpp"```
@minor jasper
parameters means config entries
ie
class bar {
something = 2;
};
class foo: bar {
something = 1;
anotherthing = 2;
};
if you would delete something = 1;, it would still have that value (something = 1;) through mergeConfig
So instead you'd have to set it to something = 2; to get the result you would want from deleting that value
aha. ok never knew the ywere called parameters. thanks
They're not, they're called entires but the biki has got it wrong (i think)
yeah ok. i'd call it a config entry and a value
i think the include paths is a thing if you have a different folder on P to your actual mod folder structure. we have a 1:1 translation of that for unsung, (unlike cup and rhs) so i think we're ok not paying any mind to that part
If I have a path that goes around the left side of a room and ends, and a path that goes around the right and ends, and have them connected somewhere in the middle, MAYBE also the end, would the AI follow the shortest path to the point they travelling to?
Like can there be closed loops and "shortcuts" and areas that branch off into the corner of a room and the AI will choose the best path?
screenshot for clarity I guess
Like depending on the specific end position they are navigating towards, will they take the best path? and on the way back will they follow they way they came in or cut across the room if they initially moved along a wall?
not sure if I'm making any sense here
Hey, so when i place my gate down on the editor, i can open it etc, but when i place it down on terrain, i can't. And when i do typeOf cursorObject it just displays "", anyone know what could be causing this?
it's a land class right?
Yeah, it is
class = house named property in geo lod is missing
seriously how the fuck do you do stairs in the path LOD
mine are practically identical to the ones in the sample model
What's not working with them?
the AI can't enter the stairs and runs in circles a bit, occasionally walking through some geometry and getting stuck running in place against non existent geometry
How is the mesh set up?
What do you mean?
how does the path lod look like
and in 3d?
The path for the stairs should just lead up the stairs. its really simple geometry
looks fine for the door on the right, but messed up on the left.
messed up how? the scaling?
ah, it was just very thin, loked like the path was going into the wall/platform
the path slightly clips through the roadway on the doorways since it rises a bit because of the doorframe
fixed that
You also need all of the edges to be connected via the exact same vertices; they can't just be close, they have to be the same vertices that connect two edges.
And the path has to be slightly above a roadway.
the exact same vertices?
like a single mesh?
figured that was a given lol
says right on the community page
anyway I changed a bunch of stuff so hopefully it works I'll test it tomorrow
Ez working?
the AI only enters the path if it is the building is slightly elevated
That means your "feather" entries are not close enough on level. Thats why there is this feathering, to allow AI to enter it at various heights.
what
From the BI sample building:
https://i.imgur.com/MIPYoCY.png
that's what mine look like
Where are your "in#" points?
the raised point lines up with the center point of the next "fan" up, and the raised points are also marked as "in#" selections
Yup, how it should be.
I don't get why it needs to have a fan shape if there is only one vertex defined as the in point
The Ai uses the edges of the faces as navmesh routes between vertices to reach the relevant named vertices..
the "in" points are used to transition between world-pathplanning and building pathplanning. Thats why they are required to be "funneled", to have them transition pathplanning modes
If such an in point is below the surface it is ignored by the ai, and thus it can never enter/exit the building.
there is always at least one, probably two, in points above ground on each staircase when the building is at ground level
hi guys. Anybody know if BI fucked up how ShadowVolume 0 and ShadowVolume 10 is drawn?
On my recent projects I've noticed that ShadowVolume 10 is drawn when Im as close as I can be. Isnt that supposed to be the low res shadow lod? the highest res is never drawn in my case
how high res is svlod0?
@lusty ginkgo you can literally copy the funnel part of the path lod from the sample house to your project. I've tried that and it works fine in all the houses I've used it in
No lol
I tried that, didn't work
You renamed all the points and connected it to your mesh, right?
I can't remember exactly
was some weeks back
then I think I mimicked some arma 1/2 paths and got it working
anywhere i can get a ported a2 SUV model?
Cup
I just grabbed the pathlod from the sample house for the apartmentcomplex4 @strong plaza and it worked for me. Weird
@lusty ginkgo he never asked for source files - technically its correct π
there is the a2 black suv in cup
Considering this channel is about editing models I think you know what he means lol
π
@quick terrace polycount is around 1500
weird
Yeah I dont get it.
@timber cobalt do you have the property lodnoshadow =1 in your SV0? as that would disable it. do you have in geo prefershadowvolume =1 and sbsource = shadowvolume? as those are needed to force the shadow to be used
also maybe check all your other lods properties as there may be a shadow = hybrid in there
and of course make sure your shadow is closed, triangulated, sharp and contains no textures, materials or uvmaps
so I can walk up to a wall and look down and the player's head sort of clips through the wall
does the geometry need to be thicker? don't see why that would be the case since the view shouldn't clip through the surface in the first place but I don't know what else it could be
have yo ucompared it t oa similar vanilla model?
player heads and helmets etc typically have no collision geometry
so it's likely not the walls fault
it's only when the gun is lowered
but if you want to prevent for example a player seeing through the other side in 3rd person, then you need a very thick wall
yeah the gun proxy in a character has geometry
it happens on vanilla structures too nvm
so that will collide
I could add double sided faces but I don't really think it's worth it honestly
wqe noticed this a while back whe nclipping through aircraft bellies
puzzling over the airframe geo
then realised it's just expected behaviour
the whole 3rd person camera in arma is a liability when you want to build vietcong tunnels, or complex interiors
as it doesn't respect surrounding geometry
running 1st person only is the key!
yeah making things 3rd person proof isn't achievable so it isn't really worth trying to compensate for
really? we have a tunnel complex and the ceiling is quite low, and if you switch to 3rd person the camera can peek through the walls and ceiling
yep
have you tested with AI
3rd person view is not an AI issue
that's not the point
it's a visual quality one
yes the VG works fine
which would allow the 3rd person camera to pass through it freely
@minor jasper I have lodnoshadow = 1 on my visual lod. Didnt think I needed prefershadowvolume on my geo. Gonna try when I get home
Ohh. I think I still have materials on my shadow lod. Didnt think that mattered as long as I deleted the UV map
that list is al lthe checks i would do. not sure they will cause your issue. for sure lodnoshadow 1 in your SV will though
https://i.imgur.com/bIO5xzE.png
Replacing my wall texture with the tile floor texture creates a padded room wtf
π
bit big those tiles? :D
Anyone here know how to setup a custom street light for terrain builder? I tried adding my own lamps (made off the arma 3 sample lamp) and they only work properly when placed in 3den. The ones placed in TB don't turn on at night. It's pretty frustrating.
What does the land class look like?
^ can you pastebin (or another text sharing site) your config. Things working when placed in Eden but not when placed in TB is usually because of missing or incorrect land class in the config.
class CfgVehicles
{
class Lamps_base_F;
class Land_Your_Lamp_Model_Name: Lamps_base_F
{
model = "\Path\To\Your_Lamp_Model_Name.p3d";
// various other stuff after this
};
};
That one is in cfgnonAIVehicles because I remember reading somewhere that TB lamps had to be in that spot
I also made a cfgvehicles one, which works fine in 3den, but does not work in TB: https://pastebin.com/Ukf0P6sn
the land class should probably be in CfgVehicles
also TB doesn't use the object configs so I'm not sure what the point is
it only matters for in game functionality
Also the name of the model doesn't match the class name
though I haven't done lamps before so I could be wrong
I don't think CfgNonAiVehicles matters, as I can't find any A3 lamps defined using it
object builder - properties in geo LOD ? class lamp?
class streetlamp is the properties setting
I havent yet, will do that next test
terrain is packed with pboproj
the lamp asset with AB
pack everything with pboproject
at what res LOD would it be safe to start removing the interior faces and verts of a structure?
^^
Arma barely knows what a door is, it should be possible to make them slide if you wanted to.
Pretty sure Arma has no idea what is going on half the time
Yeap, more precisely though a door is just an animation (any kind, really) connected to an action (to open and close it) that has geometry (to stop you moving through it) and has links into the AI path lod (so that they stop and open it when they reach that part of the path).
afaik doors anims are run by a script not by some anim source or anything
@woeful tartan u might know stuff about A3 Models? If so i have a question that i have noticed and got me questioned if there is a diffrence between mods and "real" game objects.
are there? and if so can u make them look more appealing?
because i have seen alot of modded stuff and it always seems that BI Models are more "smooth" to look at where Modded Objects always have super sharp edges and stay out like crazy.
https://arma3.com/assets/img/post/images/scanning_2015_3.jpg
Everything seems to be normal
but this:
for example
u can see that the building looks quiet weird and thats for most modded stuff im pretty sure it has something to do with sampleing
also happend to some of the grass but i guess that was just a glitch but its pretty much the same look : https://img2.picload.org/image/dorlogra/20180418232407_1.jpg
I'm obviously not Dwarden but it might have something to do with high poly baking?
u think they bevel the edges and bake the normals of that into the lowpoly?
buildings usually don't use universal normal maps
if they're using the multi material shader that is
which many do
what is an universal normal map?
i would guess just some kind of roughness ^^
there is no such term
I mean like one for the whole structure using the second UV set
also, dwarden had nothing to do with a3 art creation
can't think of a better way to put that lol
qnd your own question is vague
Buildings in Arma 3 actually have real bevels, too.
i dont know that i just see him im purple sitting here in discord he might be some kind of a Community Manager but im pretty sure he has some insight into whats going on and might now some stuff about the games π
That plus the global illumination ambient occlusion baking they do is what makes them look far better than the flat walls of old buildings.
sure they do, vanilla ones do, so do the few 3rd party ones that follow the same type of process
is there a way to do it as a modder ?
sure there is
Yeah, you put 3-5cm bevels on the building and then do global illumination AO baking. π
that is simplistic part in any case
There's also weathering which tends to make things less flat.
90% of the structures i have seen have really poor ao bakes and poor use of ads/mc maps
And the A3 buildings tend to have a lot more detail than you think; they do things like push roofs out of being planar.
in conjunction with seamless texture sets that are flat, with poor normals and smdi info
the A3 MC maps are hard to replicate
Also Dwarden's only really able to help with getting technical details from inside BI out to veteran modders, there's not enough time in the world for one person to deal with modder support requests. π
When making buildings using the multimaterial, it is all about the MC.
Its a texture that mixes its color info with the detail texture.
macro color I think is what it stands for
thats a bi thing right?
Yes, its super ancient but still covers the basics.
The way A3 does buildings is slightly different to the tutorial though, so if you want to slavishly copy the A3 building style you probably want to look closely at the samples after reading the tutorial.
Yes, my approach to it has changed dramatically these days π
so i cant just take a 3d Model with a Texutre and Normal map and port it into arma ?
you can
For example I've removed all color information from my detail textures and moved all that to the MC
also a lot of the A3 multi materials for arma waste slots by having the same texture in two .rvmats for the same building and having some empty slots
not sure why
ian lately only Invade and Annex but they are dieing lately ... atm im playing on Bro Unit and from time to time on a modded invade and annex server from [apx] and if im playing with friends i tend to play on Exile PvE servers cause im lame and to old for pvp π
Hey Konners, what kind of servers do you usually play on? also lol
Ah, cool.
There's an A3 sample building you can look at, if you have a 3D package like Maya you might want to import it and add the textures back in from the .paa's so you can study how it is done.
The wind blowed my ATV into the trees i have 0 luck in exile lol
had to chop the tree to get the atv
Or if you don't have a 3D package yet you might want to look at Blender (or Modo if you're rich) because they both have good plugins for Arma 3 work.
i use blender ^^
blender is pretty good with the plugin
im a super noob with blender...
Yeah, grab the blender plugin, import the sample, and then add all the textures back in so you can get a good idea of how they use the two UV sets with the multimats.
also I think I know of a way to bake an ADS texture and the mask texture completely in blender cycles render and I can save so much time if it works
And study the little details like how they "crack" walls and do rough bevels on edges to get away from the cardboard building look that old games had.
i use other programms to make my materials :S
That was the Sketch
thats the model
Sideways
Cause blender looks to complicated with textureing xD all these nods and that
Making masks is super easy in blender.
And flying a plane is easy with a 747...
if your a pilot π
always depends on who is looking into it i guess ^^
Anyone with the motivation will do.
same goes for coding and scriping if u know what ur doing it seems simple for other people its rocket sience π
tbh a 747 would be pretty hard compared to a more modern jet today
yeah big airplanes fly by them selfs pretty much and if another airplane is near by the system tells you what to do only starting and landing is the pilots job ^^
Anyone played "The Devision" ...the Darkzone as a Arma 3 Mod would be a cool thing π€
Cause in the game itself the marking on players going rogue is just anyoing and brings people to use cheese methods by running into people line of sight to get hit first while they shoot on ai so they can kill the player without getting the skull over your head every player sees from a mile... ^^
@halcyon wren
For example I've removed all color information from my detail textures and moved all that to the MC
did you try the inverted G channel ADS in MC alpha?
Yes. I did some experiments with alpha in MC, and I found it just controlled the MC's intensity.
More transparency -> Less instense MC color info being passed through to the detail map.
Btw Foxhound website is down apparently. (In reference to his Modo plugin)
Yeap, need to move it, I can send captures if anyone needs it though.
Comparing my results of using alpha in MC matches with the way this mc from tanoa is used:
\structures_f_exp_civilian\house_big_05\data\house_big_05_mc.paa
RGB are filled with a 25% grey and intensity of this is then controlled via alpha.
Exact same result can be achieved by lightening and darkening areas in just the RGB channels.
So i reckon the reason it was done via alpha is for reduction compression artifacts.
sure, i mean using a full blacK RGB with an inverted ADS G channel in alpha. I have not tested it recently, but as you said, the same thing could be done directly in RGB channels with a full black alpha
i assume, given the move from ADS to ADSHQ (that is using alpha)
that is indeed because of banding artifacts
I remember the example picture you had along with that MC way to darken the rooms.
Thats why I started experimenting with it again, but in the end my results were: Its darker because the MC is darker.
So in my method, where I make use of RGB individually for the MC, I'd use the AO as an overlay onto the MC.
Gonna head for lunch, will be back in an hour or so π
yeah that is true, but i feel the darkening of the texture is needed to provide the "shading" look around where it would be some indirect shadows
which ADS doesn't actually cover
i wish Arma 3 had more weapons they could do some kind of Community DLC where they make mods game content if u compare A2 Arsenal vs A3 ^^ i would love to have a bigger choice of weapons and gear π
Free ofcourse π
Isn't that what RHS is for?
yeah but the server needs to have and use the mods
at least that
and most people just want to fire up the game and play ^^
The launcher lets you do that, practically every second popular KOTH server now loads up RHS automatically when you join it through the launcher.
try to find a Invade and Annex server with mods that is not empty... or are they under another name? cause i cant find any most of the servers are Exile
i want to do Missions against AI without PvP
Though it's going off topic that's probably more to do with it getting towards the tail end of A3's popularity.
@cunning temple you can set the direction to door opens in the model config.
for creating an MC texture like the ones A3 buildings use, I just use an inverted blend of the green and blue ADS channels and then use that as an alpha mask for some noise/dirt/whatever patterns over a black background. I then merge that and use it as the alpha mask for the regular MC texture and it works pretty well
I can't find an easy way to really replicate the detail and quality vanilla MC textures though
Also it has to be pretty dark to look good so added colors don't make much of a difference
https://i.imgur.com/cM1yESe.png
What my alpha mask looks like
I could maybe use the path LOD as a guide for adding more wear/weathering to areas that would commonly be walked upon to add some realistic detail there
Don't think there is an easy way to do this all within blender
so making the destroyed variant
is there a specific workflow recommended for doing this part?
the best way I can think of would create bad topology and mess up the UV layout a lot
a long time ago someone showed me how to make buldings and doors but he selected every face got to a texture path to texture it cant i just make a UVmap with 1 texture for the whole bulding and use that without having to click on every face?
what?
@lusty ginkgo it should never be so much noise that bake
topology doesn't matter for stuff that isn't animated. for damaged buildings, it is a mix of cuts basically
@lusty ginkgo if that "what" was towards me for example a Cube he would select one face after another applying a material he searched for on the P drive like a wall material for example. But is that realy needed? cant i just make a UVmap and make a texture for that cube and apply it so it covers all faces with the right material?
looks so overcomplicated... compared to UE4 or everything else on this planet
π€¦
it's actually really simple
compared to [...] everything else on this planet
lol
π
For future reference for myself. When it comes to texturing, do you texture the highpoly UV? Or bake the UV onto the lowpoly then texture that?
I think this is more a model question than texturing question haha
bake the normal map, ao etc from the HP to the low poly and use that to generate textures
don't need to UV map the high poly
Ahh ok cool. So bake the highpoly onto the low poly, then texture the results?
yes
I'd recommend baking a curvature map from your HP on to the LP too
even though Arma doesn't use them, they provide a good base for texturing the diffuse
most people who retexture assets without access to the model, end up making a pseudo curvature map from the normal map
I've never heard of a curvature map before. Though they make sense
Yea thats fair enough
Anyway thanks for that info mate! Much appreciated π
@quick terrace it should never be so much noise that bake
What do you mean?
i mean this https://i.imgur.com/cM1yESe.png is way way too noisy
see these splotches? should be there
and how did you end up with it, did you manually paint all that?
"@cunning temple you can set the direction to door opens in the model config." to add on the end of this,
class Door_2_rot
{
type="rotation";
source="Door_02_source";
selection="Door_02";
axis="Door_02_axis";
memory=1;
minValue=0;
maxValue=1;
angle0=0;
angle1="(rad 95)";
};
angle1-"(rad97)"; ///this is the value you change to rotate them towards or away from you.
On a different note. I am having some trouble with ai pathing atm, In a video I did a while back on the rso models, I managed to get my ai to see and follow a path of 21 positions no problem, and walk through building and open the doors. For some reason, I cannot seem to get the ai to see any paths that are on multiple floors, if you are familar with the alpha of the rso buildings pack, I'm just messing about with one of the high rises at the moment and no matter how many times I replicate the successful path from a previous build I cannot for the life of me get them to follow it correctly.
the Ai do one of two things, don't see the path at all, or the go inside to the ground floor, then I have to go higher up and find the positions myself and make them move that way. So they will only see the pos if inside the building already.
Also they don't seem to be recognising the doors now either. They just walk straight through them. I have the in1, in2 etc for entering the building, pos named selections and the ActionBegin and ActionEnd named correctly for them to recognise door pos and unit pos.
Any ideas what might be the cause of their ineptitude, apart from the ai being dumb as fuck on many occasions. lol
@quick terrace for creating an MC texture like the ones A3 buildings use, I just use an inverted blend of the green and blue ADS channels and then use that as an alpha mask for some noise/dirt/whatever patterns over a black background. I then merge that and use it as the alpha mask for the regular MC texture and it works pretty well
In the post with the linked image I explained
https://i.imgur.com/N4tG9vV.png
it was my first attempt at doing something like this
obviously a lot more manually painting went into that one
fair enough then, if it works it works, but that is not how the A3 ones are done
I am just trying to find a good way to get the general look as something to start from
has anyone checked if shadowvolume - viewPilot works on handweapons?
i haven't but there is no reason not to
i would think so as well... but you know... arma things π¦
I'm having an issue with my LODs: whenever I throw a grenade, it has the lowest possible LOD
Even at point-blank range it still renders with the lowest resolution LOD
Hey, I'm having an issue with adding mass to a component convex hull, the mass box in o2 is greyed out. It's never done this before and has working fine in the past, does anyone have any ideas?
Oh, nevermind, I had selected the wrong LOD in properties.
Does anyone know a reason why a part of my model get's rotated after exporting to FBX from 3ds max and importing to substance painter?
https://s.sqf.ovh/Substance Painter_2018-04-29_21-01-38.jpg
The top two missle housings are a "reference" copy of the lower two.
if I import that same FBX into OB it looks fine. Cinema4D import looks also fine.
It's just substance that rotates that part for some reason.
https://s.sqf.ovh/3dsmax_2018-04-29_21-04-50.png
FBX v2018 vs v2014 doesn't make a difference
@bold flare it's often the case when you link stuff (the chain tool in the top left) and rotate the parent, and then export that whole thing
β
Yeah it's parent is rotated by the bone and the top part then get's rotated by it's parent.
How else should I do that? I guess I could just merge them into one object.
problem is the bottom left is the main. Bottom right is generated by symmetry.
And the tops are reference to bottom. So I only need to edit the bottom left.
I didn't find another way to stack them on top. Symmetry would always also mirror them
save scene, unlink and merge everything into one object, export, reload scene ^^
π Okey. I'll merge them then and just live with the fact that I need to delete and recopy them when I change something. Doesn't have to be exact anyway
unlinking and making all parts unique (not referenced) - for example by selecting everything converting to editable poly - is enough though. No need to merge everything
Reposting from #community_wiki because you guys probably care about this.. https://community.bistudio.com/wiki/Arma_3_Vehicle_Handling_Configuration
nice
does eliteness show section count on odol format?
iirc you can turn on accumulate lod switch and cycles through the lods, section count will be the tally of materials
you could ask @sturdy parcel to add it as a feature maybe?
or BI could finally publish their diag for the ingame display
They just fixed ponds when someone pointed it out in like 2015/2016
Give them some cool down kju π
Lol
Just curious.. instead of bevelling or subsurface-ing hard edges, would sculpting them still work? If that makes sense? Mainly for the normals
Like a very subtle smooth/round brush?
for normals, of course it would
yeah there's a hard surface workflow using zBrush, that basically results in polishing hard edges to smooth, rounded ones for the highpoly
Hey folks. What do I need to get a very simple 0.5x0.5x0.01m cube into Arma 3? I just need it to stop bullets, no display or anything, just the fire geo.
p3d with empty reslod, empty geom lod, empty shadow lod, cube in the firegeomlod, possibly empty viewlod depending do you want it to be seen/ block line of sight, config.cpp class inheriting from whatever you deem appropriate.
if the firegeom alone does not block shots you may need a real geom mesh on it too
Im assuming this may be some sort of shield of active countermeasure thing
yup
how do you intend to use it?
attached to stuff or created inbetween projectile and target
nah, I got that covered
I intercept missiles, bombs and shit and then have it smash into a blocker object (currently a VR cube). Works fine and now I just want to use a simple invisible object in place of that VR cube
then what I wrote above should apply
you could however set the vr cube to use empty "" texture and hide it that way
Geometry can do some insane things when close to other objects
nah its a bit too big and might stop something I don't want it to
as for closeness, intercept happens 15m away from tank
Sorry to interrupt, just a real quick question; when prepping a weapon in o2, if I omit the shell casing ejection memory points (narojnicestart and narojniceend), would my weapon be caseless?
Yeah, but you can set that in config IIRC
mm no would it not just drop tha cases out of the origin 0,0,0
if no defined memorypoint is found
its the configs you set the effects right way
Ah, that makes sense. Iβll poke around in the configs then and see what I can do. Thanks guys!
@atomic path only solution is to have a dedicated model for the throwed model of the grenade with only one LOD
so you have one object with lods (that will draw when the grenade is on the ground, uneqquiped)
yeah, scripted stuff
how to swtich between them thoug?
class LIB_Shg24: HandGrenade_West
{
author = "AWAR";
displayName = "$STR_LIB_MN_M24";
displayNameShort = "$STR_MAG_LIB_shg24_DNS";
descriptionShort = "$STR_LIB_DSS_M24";
ammo = "LIB_SHG24";
model = "\WW2\Assets_m\Weapons\Grenades_m\IF_M24_Mag.p3d";
picture = "\WW2\Assets_t\Weapons\Equipment_t\Grenades\Gear_M24_ca.paa";
deflecting = 50;
initSpeed = 18;
mass = 13.56;
};```
class LIB_Shg24: LIB_GrenadeHand_base
{
hit = 55;
indirectHit = 25;
indirectHitRange = 3;
visibleFire = 2;
audibleFire = 0.25;
visibleFireTime = 5;
model = "\WW2\Assets_m\Weapons\Grenades_m\IF_M24.p3d";
whistleDist = 15;
explosionTime = 4.5;
LIB_Debris[] = {40,50,15};
deflecting = 50;
deflectionSlowDown = 0.35;
explosionEffects = "LibExplosion";
cost = 10;
timeToLive = 10;
};```
not the same model between ammo and magazine π
the magazine one has lods, the ammo one is the live grenade - 1 lod no spoon
Which would be better, a building with 2 multi materials and 5 different textures, or a building with 1 multi material and 1 super and 5 different textures?
I have only one surface type that won't fit within the first multi material, so I don't see a need to have a second if it can just be a super material
whichever produces smallest section count I think.
but could very well be that they are quite the same
well having two materials produces 2 sections either way but the super material loads less textures than the multi material so I figure it would make sense to have 2 sections with less texture rather than 2 sections with more
even though the unused textures would just be procedural
Personally I think that kind of minmaxing starts to go way over the top. But then again it might save a frame or two for someone. I would not bother my head with it and would just go with which ever looked better xD
how much does section count matter now a days with fast gpus.
For instance a building with let's say 5 sections vs a building with one multimat
with tons of different buildings in high density all using different textures per model it adds up a lot I'm sure
7
isn't like the average section count 5 for vanilla buildings?
Honestly it all depends on the building
But I'm wondering in terms of fps how much a difference it makes π€·π»ββοΈ
it's probably significant enough since most A3 buildings use exclusively multi materials while a lot of A2 or older objects don't and have much higher section counts
and A3 runs way better than A2, and this might be part of the reason
anyway, working on this destroyed version of my building is taking way too long and I keep messing it up so I am going to do something else for now lol
there is probably a much faster and more efficient way to do this without needing to redo the UV and mask texture
@lusty ginkgo 1 multi and 1 super
how do you export a model from 3dsmax 2016 to arma 3 ?
is their a export thing that i need to use or is it a certain fileformat i need to export as ?
you export as FBX and then import the FBX in Object builder.
And repeat that for all the lods.
You can also export as *.3ds file and export all lods at once. But I had bad experience with that the last time I tried
It depends on the weapon imo, I typically will go for 0 (full mesh), 1, 2, 3, 4, and 5, and then an extremely low poly 10
1-5 res lods, view pilot, 5x shadowvolume 1x shadowvolume-vp, geo, view geo, mem.
thats what i do π
ok thx for the help π
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Bill: You've picked possibly the most obscure part of Arma (the skin shader) so you might want to do some tests with a simpler object first and then turn to face/head models.
@vapid nexus you halve your model face count each lod until it's under 300.
so if you have a 10k model, your lods would be 10, 5, 2.5, 1.2, 0.6, 0.3 = 6 lods
if you have a 20k model, lods would be 20, 10, 5, 2.5, 1.2, 0.6, 0.3 = 7 lods
typical weapon should be 7-10k in viewpilot, 5-7k in lod 1, then half and half again til you're about 300.
shadowvolume 0 approx 1500 faces and SV10 100 faces
ok
typical weapon should be 7-10k in viewpilot, 5-7k in lod 1
It's 2018
LOD0 can easily be same as pilot
shadow volume should be roughly around 1000 to 2000 vertices
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Bill: Ah, right, you might need to make your questions about face/head models a bit more specific then. I don't remember seeing any guides other than the very vague details on the skin shader in the biki.
actually, a SVLod max vertices should be 3000. In general terms, faces (or polygons) is the wrong term to use, because a ngon, a quad and tri are all faces/polgons. Either use vertices or triangles when you wanna count something
yeah i go by tri count whenever someone asks for any count info, accuracy β
I somehow broke my Object Builder to the point where Buldozer crashes on start, preventing me from visualising my models - already tried redownloading A3 tools but that didn't do it either; is there a proper way to reinstall Object Builder, or am I just out of luck?
also worth noting that I broke it while attempting to fix Buldozer not showing textures on my models, including older ones (which worked in the past)
A common problem and i wish you luck fixing it. Make sure steam is not trying to download game updates and try running steam as admin and also try not admin. It behaves really strangely at times
I've done some digging and determined that it's most likely one of the visual studio c++ packages
you'd think it'd be as easy as grabbing the most recent file from microsoft, but either I'm blind/stupid or there is no way of telling what the most recent version is, short of googling around a ton
so I've no idea which ones I'm missing now
can't believe I'm saying this, but... I think I'm about to just give up on Object Builder entirely
there is nothing more frustrating than working away blindly at a problem with no indication of what the issue could be, especially when none of the fixes other people have tried work for you
there is a common redistributable directory in the tools folder, run through all those and make sure they are installed and you tools should have all the libraries they need
thanks for the tip, I'll try that tomorrow as I can't be arsed to tinker with this anymore today (as it's the 2nd afternoon that I wasted on this issue)
@past edge do you use Arma3 exes as buldozer and have you run Arma3p after the last A3 update? (hopefully your using Mikeros tools that is)
I assume the BI tools take care of renaming the .exe files, because I only used this guide for the installation - in the assumption that it's been proven to work reliably: https://forums.bohemia.net/forums/topic/190353-howto-work-drive-setup-bulldozer/
I still have an old version of Mikero's tools from my last subscription, so unless anything major changed I assume I could just use that to re-extract the A3 data (though I somehow doubt this will make a difference?)
I'll definitely reply back here once I get it to work again
Just noticed OB now corrects ngons by automatically triangulating them on import
what format you use inbetween?
π
its just that it may not be OB that does it
Or maybe that it can do it on some formats but not on others. I wanted to ask that too but I thought of asking "Maybe only with FBX?" but then I don't know if he's using FBX and my brain was unable to formulate a more proper question so I gave up
pretty sure there is a triangulate on export checkbox around here someplace
wanders off looking for it
it is in the FBX export, and depending on software in .obj exporter as well
also, afaik legacy .3ds file cannot handle ngons, so some exporters will triangulate on their own
π
Can someone explain the importance of having a physx geometry LOD? I don't really understand honestly
From what I have seen only some objects require other models to have one to interact properly but even then it isn't always the case
ugh... after two full afternoons of failed attempts of fixing my Object Builder, I finally got it sorted within a matter of minutes
all I did was switch the path to the external viewer from P:\buldozer.exe to "D:\Steam\SteamApps\common\Arma 3\arma3.exe"
works like a charm...
welp, almost a full day of my life that I won't be getting back - but at least now I can mod again
thanks for the nudge in the right direction @stuck oyster
Yeah that can help fix buldozer issues but ive also seen it make them worse lol
@lusty ginkgo physx lod is required if your model uses the simulation type ending in X
CarX or shipX etc
Old simulation types without physx lod like car and ship are no longer supported and they cause CTD in 64 bit exe due to missing libraries
For structures tho things like grenades I believe interact with the physx lod
I though that too but it appears to use the fire geometry
You'll have to test that one. From my understanding bullet penetration uses the fire lod but grenades used the physx lod if present.
π€·π»ββοΈ
I usually just copy my geo lod into the physx lod as long as it fits properly
any tips on making shadow LOD's in blender?
especially making sure there is no clipping or overlap anywhere
perhaps an inverted version of the model and a boolean modifier? not sure that is a great solution though
depends a bit on a model but it can be build pretty fast from simple boxes and few extrues when snap to surface or snap to verticle is used
you can give it some bright colored material to compare to the reslod
And it must be closed
(and later tested for degenerated faces in OB!)
Hello, I'm currently facing a problem, where you cannot see things which are attached(via attachTo) to my vehicle from the inside.
To better explain this: You attach an Object or anything to your Vehicle and it looks just normal, but in first Person it is HUGE. Also you cannot see in first person when it should be inside the vehicle.
Do you have any solutions for me? Thx
First Person = First Person when inside the vehicle as for example passenger
The more it should be inside the vehicle the bigger it is
@frigid dirge there is no solution, first person view is drawn over everything else
so anything not in the actual model will be drawn first and then the first person view on top of that
also the camera view is different between the first person view and outside objects so they will look to have different perspective
so you cant add things into interiors with attachTo
Well I'll show you something in a sec...
im pretty sure the answer will still be the same
as that is just how it works
but go ahead
https://prnt.sc/jdajt6
https://prnt.sc/jdak1i
The Red thing (I dont know the english name) has been attached via attachTo to the Vehicle and I'm currently sitting on a gunner seat of the vehicle
whats the issue then? its possible latest updates have changed something to the better regarding the interior drawing but at least the proxy is still drawn over everything else
oh wait is that a FFV turret?
FFV?
(fire from vehicle)
I think so
ah
that works differently from normal interior view
its more like the character is attached to that position
instead of being part of the vehicle
which is why the character is drawn over everything else
as you are in the characters first person view
not the vehicles view
in that view you can see attached stuff right
jep
but the character is drawn over everything
exactly
if you want that same kind of view then yes I suppose that should work
Well I'll give it a try, thanks π
isn't it a LOD issue?
i.e. turrets use viewgunner lod and cargo seats use viewcargo lod generally.
yes but the draw order seems to be different from like driver view or regular gunner view
i've never considered what would happen with attachto when viewing from a turret. i imagine it would only show lod 1 of the attached model. really have no idea. if it was a proxy model that was hidden or unhidden whe nloaded, then the lods inside the model would be important.
but for attachto? no clue.
class CargoTurret_01: CargoTurret
{
proxyIndex = 7; // cargo1
gunnerName = "Observer - Front";
animationSourceHatch = "hatchObserver";
enabledByAnimationSource = "hatchObserver";
//add new hatch for this class
// FFV won't work unless this animation source is 1 (e.g. an open door)
memoryPointsGetInGunner = "pos cargo";
memoryPointsGetInGunnerDir = "pos cargo dir";
memoryPointsGetInCargo = "pos cargo";
memoryPointsGetInCargoDir = "pos cargo dir";
initElev = 0;
minElev = -60;
maxElev = 80;
initTurn = 0;
minTurn = -180;
maxTurn = 180;
memoryPointGunnerOptics = "gunnerview_front";
memoryPointGunnerOutOptics = "gunnerview_front";
memoryPointGunnerOut = "gunnerview_front";
gunnerAction = "vehicle_turnout_2";
gunnerInAction = "passenger_generic01_foldhands";
gunnerForceOptics = 0;
gunnerOpticsModel = "\uns_compat\ca\wheeled2\LAV25\Optics_Driver";
gunnerOutOpticsModel = "\uns_compat\ca\Weapons\optika_empty";
gunnerCompartments = "Compartment1";
canHideGunner = 1; // Enable Turn-In/Out
outGunnerMayFire = 1; // FFV when turned-out
isPersonTurret = 1;
LODTurnedIn = 1000; //
LODTurnedOut = 1000;//gunner_view
};
yo ucan see here we forced our cargoturret to use viewgunner lod
not sure if it helps
It works! @stuck oyster was right:
for the love of god people use pastebin
xD
@frigid dirge
```
stuff
```
driver view
is drawn over everything
but player proxy is in the same space and not drawn over the vehicle
FFV cargo seat
notice the vehicle is not drawn over everything
but the player is
Added: A new "deleteIfEmpty" magazine parameter (-1 will remove the magazine from the weapon when it is empty and maxAmmo is set to 1 - old & default behavior; 0 means that the magazine is never removed; 1 will always remove the magazine when empty)
some new stuff in todays changleog could be useful for weapon peoples
nice
well shit... i scrapped my laser weapon magazine recharger model
HG, the driver can use user-defined LOD's now too, he doesnt necessarily need to use viewPilot or viewCargo -> so maybe if that priority rendering is tied to the LOD, then using a custom LOD or a regular visLOD we might get around this issue?
it would be really great, because then it would be possible to createVehicleLocal some fancy 3D radar console just for one person and animate that via model.cfg with all bells and wistles, without affecting other people and network performance
or a 3d fire control computer
i'd rather work with model.cfg than trying to learn GUI/ dialog stuff and having to render everything on to an image...
What about mfd?
can that take scripted inputs? Because all that stuff requires scripts to run everything.
I dont find MFD particularly attractive either - just looking at the current configs makes want to make a big circle around it
after getting used to macros it's pretty easy to modify it
interesting. My biggest problem with it though is that it only looks ok for modern stuff. For old nixie tube things and analog dials it is not suitable
what about UI model.cfg? π
2 more script commands in 144690: CtrlAnimateModel and CtrlAnimationPhaseModel
example: ((findDisplay 12) displayCtrl 102) ctrlAnimateModel ["close",1] https://t.co/GIO3MUQ7sI
its def. interesting - as alternate to doing everything in UI with rendered images
But if you already have a modelled fire control console in an artillery piece for example, having a GUI pop up when you want to use it is less immersive than having it as "integrated into the environment"
I'm afraid then you will still have to deal w animate network traffic
changing LOD via parameter doesn't change rendering context after all
changing LOD with the idea to try and circumvent the priority rendering of the viewPilot and similar (the behaviour horriblegoat showed with the last couple screens)
If that works, you can spawn the model of a console via createVehicleLocal in the interior and have it displayed correctly -> no network traffic from animations on the console. thats the theory
My static weapon keeps rolling over whenever I aim it to the sides, here's the geo LOD with weight:
this looks like it just has 2 points left and right as weight? Place it further apart. Make fake weights and components if necessary
then look at recoil -> reduce muzzleImpulseCoef
Doesn't help really
Is the landcontactLOD necesary?
It tends to flip and balance on the side
despite the fact that center of mass is almost touching the ground
yes landcontact is relevant to what i know. Also, put the masses wider apart. Your current setup looks like trying to balance a pen on its tip
π
Yea I've added more landcontact points and geometry and it's almost stationary π
anyway thanks
π
@atomic path how much weight have you given your geomlod?
I've started with 1000
but apparently 70 is enough
and quite close to real
it works good now
π
Friday wip, have a nice weekend folks π -> https://www.artstation.com/artwork/XZN5y
πͺ
i have the ugly, less elegant brother https://abload.de/img/stubgunecucf.jpg
cool
gotta say im totally gonna give your mod a go when it's ready, you have been working on some neat assets
thanks, you need to hold tight for just another 5 years at the current rate π
honestly, i'm a little surprised i can't find people interested in helping with configs for my mod. I thought since it's a bit easier to learn than modelling or terrain making the pool of potential volunteers would be larger? guess not...
from my experience people only know/learn how to configure/encode assets when they have to do it for themselves,.. it's a skill the same as creating 3d assets is.
idk... back in the days when i started modding (battlefield vietnam), thats all i did... playing around with configs and making fun weapon tweaks
i guess its the realistic nature of arma, it doesnt invite for a lot of "funny tweaks" as purely fictional stuff might do. Plus the difficulty in getting started/ finding good info. So you are propably right on the money there.
yeah it's the open nature of arma compared to other titles though, the fact that you can add your own content in a fairly easy and open way compared to any other title
π
Cool
Since people are posting their Friday work. I finished a fancy stick https://i.imgur.com/F41AyFl.jpg with some Russian on it
oh my. monkey that's just GORGEOUS
this was my teams work this week (horriblegoat on nohq, nodunit on smdi and rvmat, me on decals, design, model rigging, crew anim, sounds, and configs, Tetet on damage model and ejection seat, Timms on texturing. yacs original model) https://i.imgur.com/3RAMHS4.jpg
and this https://i.imgur.com/oPABSA4.jpg
@vapid nexus nice A1 model mate π what's it for?
nice A1 π
da12thMonkey, but did you count all rivets? π
I counted as many as I could actually see
But yeah, drawing all those screws in to the normal map was by far the worst part
da12: Are you using substance painter?
if you're suggesting to use symmetry in SP to speed it up: the rail I was texturing is mostly asymmetric so it wouldn't have helped much
Nup, was going to ask if you used height map stamping or a normal map layer to stamp the rivets on.
no, I made some myself in PS and ran it through nDo, because I wanted the slots to be consistent sizes even if the screw heads were different diameters. Where stamps/brushes scale the whole thing
so I had the normal map down before working with painter, materials etc.
and I wasn't sure how well SP would like it as a 4:1 ratio texture
If you scaled the stamp/brush up and down in size?
then the slots are too small to see on some of the smaller screws
it's a pretty minor prop, so I'm not using a particularly high texture resolution on it
even on the larger screws, the slots are only like 1-2px wide
so it doesn't scale down too well using pre-made brushes
@minor jasper for a vietnam Templat that i have been making for my unit and i though why not make an M16a1 andd try to bring it ingame just for the hell of it
Quick question regarding Optics:
Am I right in thinking you can't change the 3D model between OpticsModes? (E.g. for Magnifier positions etc.) You swap models via swapping class using MRT/CBA type functions instead?
yeah
Thought so. Thanks for the quick answer. (Again!!!)
fast and silly way for new tank dlc interiors π
neat, hadn't thought of that
π
so like.. you used a vanilla tank interior model and place it on a T-80?
I mean.. not bad since simply having it exist greatly outweighs the "immersion" experience.
although actually... now that I think about it.. the T-100 Varsuk is nothing more than a heavily modified T-80 Black Eagle so YEAH.. I guess it works right?
it works for the model itself, but for all integrated pieces that need to animate (steering levers/wheels, etc) it's not suitable. Also, if you don't care much about authenticity and just want something instead of a letterbox its a decent method
you can position driver proxy so that he only sees what you want and black out the rest with black blocks or something like that, if yout want 'just' viewports for example
^
Is there any way to animate a model with a swing movement
its a static model
its this
I have the model fully texturized and everything done but dont know how to achieve that movement
the rotation animation is not the thing i want
i NEED THE MODEL TO ROTATE SLOWLY ON EDGES
ups
then you need to either make multiple rotations that create the slowing effect
or control the animation speed via script
why doesn't alpha work on multi material
#arma3_texture - no idea but indeed it doesn't
Are all the materials in use _CA?
Is it possible to view model in thermal vision in the bulldozer?
another question: how do you add thermal textures to the model? The mat editor does not show them, and if I ad them by editing the file the changes are not applied
ti textures are added via rvmat - if thats what you mean
I only ever edit .rvmats in text editors. The Mat editor's not very good IMO
{
texture = "#(argb,1,1,1)color(0,0,0,0,TI)";
};```
or a path to the image
default in many vanilla rvmats is class StageTI { texture="a3\data_f\default_ti_ca.paa";};
I'm trying to fix the russian thermal camo on CUP uniforms, but for some reason none of my changes take an effect on the thermal texture
the base look (with default_ti_ca) looks like the Ambient occlusion map but inverted
are you clearing your temp folder when you build?
Was StageTI working on only with vehicles and characters?
cant build that way, BIS in its infinate wisdom broke the unpacking script , so no base game files get extracted.and now random stuff is missing when I try to pbo with mikero's tool
it was after tanks DLC
do you use Arma3P?
the tools
It seems that thermals do not get displayed properly in bulldozer, I just get grey models, not like, stuff you seen in the game. Even exposed body is just grey.
does it have the thermal values determined in model.cfg
@stuck oyster It works in the game for that uniform model
@graceful cave Wrong channel
im sorry
Even vanilla or things I know that work, they do not have working thermals in bulldozer
I tried adding vanilla TI textures, generated textures to the rvmats and absolutely nothing has effect on the flora and EMR uniforms (the ones I'm testing). Now Russia stronk thanks to OP thermal camo for every soldier. I have no idea why it does not function though. Editing the rvmats should have at least some effect.. Is there some obscure setting in model or such?
Ok figured out the procedural that works texture = "#(argb,1,1,1)color(1,0,0,0.5,TI)";
Is there a tutorial somewhere or can someone give me some simple instruction on how to get the arms samples man into blender
@white jay check this one: https://www.youtube.com/watch?v=RxdLKuGFJoA
In this video I go over how to get the Arma 3 Toolbox for Blender installed, go over some of the basic features of the toolbox and the example file. This exa...
awesome, thanks!
https://imgur.com/a/goHITpu Almost done texturing the windows and shop doors, I'm so ready to be done with this huge fucker.
Hello all. Models use third LOD for close distance. Until a certain moment all worked
https://i.imgur.com/wL73ziS.jpg
third lod?
normally you have lod0.00 that has the most details and multiple lods that reduce the model verticlecount by 1/2 each
@velvet fractal would you elaborate about this third lod
Resolution 1,2,3 and 3 dispay close distance
mmm that does not sound right
Maybe need change 1 to 0, 2 to 1, 3 to 2?
0 should be the closest one and so on
no idea how your 3rd has ever worked
as the close one
Top lods could have been too much so it renders lod 0
no the order is 0, 1, 2 and so one so 0 would be loaded first
and the rest depending on scene complexity
Yes and I don't think the actual number matters
If i change 2 and 3 lods to Edit, first lod visible. If only 3, then 2 visible in close distance
@stuck oyster
distance is only a small part of what lod is shown. primarily the scene complextity defines what lods are shown as in how much verticles theres on screen and how much power your system has to show them
how many verticles your lods are @velvet fractal
and how many "sections"?
94 for glass(hide, unhide)
sections, not selections
hm, what it?