#arma3_model
1 messages · Page 112 of 1
how many different materials are you using?
Could be copy and pasting. Sometimes that raises the sectio. Count even tho it's the same material
Ok, i will do
@velvet fractal see https://pmc.editing.wiki/doku.php?id=arma:modeling:section_fixing
are there any good tutorials about brining a weapon ingame for arma 3 out there ?
how do i make a models lods be visible in for example roadway
it would be https://community.bistudio.com/wiki/diag_drawMode but that's only available on BIS's internal diagnostic version of the game AFAIK
so you can't, without moving your roadway geometry temporarily to one of your visual LODs
unless you just mean the background LOD thing in Object Builder
in which case it's in the options
diag_drawMode can be enabled with a Intercept plugin. But I didn't update that to latest game version yet
Hello! Anyone knows why i do model animate ["test", 0] when model animationPhase "test" > 0 And it animates and not change inmediatly?
sorry for the explanation :S
Also animPeriod is 0 in modelcfg;
animperiod in the model.cfg or in the animationSource class in config.cpp?
both
👍
Hey guys, wondering if anyone knows how to fix this lighting error, https://gyazo.com/5e26a2457bd83cc500a917c1485f0a4e Ive been spending hours through multiple people trying to fix it but cant figure it out, weve gone to the degree of fully redoing the shadow volume and all but consistently seems to light up strange areas of the room when using a flashlight
going to more likely be a UV set issue by looks of it, look into that
If you chuck a .pbo up with it I can take a look.
Hmm sounds fair enough
same object can switch on different distances in different scenes and graphic settings
Even though I havent done LODs yet, is there a way to test performance of LODs then? Considering there are so many variables to consider?
you'll end up with hundreds of dependencies graphics for different scenes/settings/etc
try cube with different color lods, but you won't get much useful info from that, as it will be still mostly dependent on specific object's properties and context
i don't know if there are guidelines for "reasonable polycount/texture size/sections count" for different types of objects gathered in one place, but using that would make more sense
Like, for trees i've checked vanilla ones with elitness to get an idea of what is considered by bis as reasonable polycount. But it also depends on how you use them. If i'm gonna do forest density higher than on vanilla terrains then i have to reduce polycount on my trees, and so on.
for the last lod you want to have as little sections as you can make (1 in perfect case)
One thing though is it is based on the average number of polygons per pixel on screen, so doing odd things like intentionally changing your bounding box to be much bigger than the actual size of the object will mess with it.
And alternatively, making objects much harder to render than their polygon count would suggest (huge numbers of sections, overuse of transparency, etc) will also mislead it.
i did that to have clutter drawn at bigger distance
would be nice to have pmc wiki page with such guidelines
The best practice is to mimic what similar A3 assets are using, because one has to assume they've tuned the engine on a wide range of hardware to deal with those budgets.
well, to mimic certain aspects you at least have to understand that "it is an big deal aspect"
like this number of polygons per pixel on screen, i didn't know such thing exists
@ruby cave had someone else with same issue recently. Let me guess your roof is 2 triangles? Arma lighting apparently only lights per triangle. So if you split your plane into more smaller triangles it should fix that
If that was true most of the A3 buildings wouldn't work: https://imgur.com/a/y1Su3WP
(The image is a 3.4m x 13m quad on the side of the hospital)
That guy had the problem with roads. Don't know if they are different.
Ah just looked it up again. Mondkalb's answer was its an issue with the specularity + onsurface. especially noticeable if you have roads using the shapefiles. Again. Related to Roads but the video from the roads looks exactly the same as with the building
You can also see the per-pixel shader looping though the lights array and doing things that look terribly like attenuation calculations.
e.g.
while(true){
if ((floatBitsToInt(Temp[0]).w>= PSCB_Lights1PS.PSC_PointLoopCount.x)) { break; }
// ...
Temp[14].xyz = (-Input12.xyz) + PSCB_Lights2PS.PSC_LPSData[floatBitsToInt(Temp[2]).w + 0].xyz;
// ...
Temp[3].w = Temp[2].w * PSCB_Lights1PS.PSC_LightDistScale.x + (-PSCB_Lights2PS.PSC_LPSData[floatBitsToInt(Temp[14]).x + 0].x);
@ruby cave now i'm a model-noob encoder-type but i'd guess the wa ythe light is triangulating on your surfaces that you have sharp edges in your wall faces. try selecting those faces all together and pressing "i" to form a smoothing group, s othe light spills evenly and smoothly across the connected faces.
i may be wrong, as i'm not a modeller
Thanks for all the suggestions, I’ll give them a test when I get home tonght and update on info
just a quick question is 1 Blender unit 1 meter in arma ?
no, one 1 unit in Oxygen/object builder is 1 meter
in blender the units are configurable afaik, to be anything from mm to km or inch and feet
Hey guys how do you rotate a vertex in O2? And is there actually any way to tell which way it's facing? Trying to get some ladders set up on a building
a single vertex doesn't have a direction afaik. You make "directional" verticies by making a triangle basically
I think the trianles normal is then the direction
can't find the source where I read that
I am not sure if that is what I'm talking about, to create ladders in a building, you have to create a single vertex called "Start" and one called "end" that is referenced in the config, but they do have a direction
I thought it was ctrl-right click to rotate it
I know sometimes you have to create more than one vertex, like for a light, but with ladders its just a single vertex
how do i setup LOD's in 3dmax so that when i import them into OB it shows up as a LOD ?
^ Also interested. I do it manually currently because I expect that not to be possible :x
Also my 3ds max FBX export isn't exporting materials. I'm using one material with 3 submaterials. And I have export media checked. But OB doesn't detect any materials in the fbx when importing.
I think I can solve that on my own given enough time. But maybe someone already knows that problem and the solution
You could export your LODs as separate .obj files and import them one by one to keep it organized
otherwise you'll have to set up the LODs manually, probably
yeah i do that.
I know you can also export all in a 3ds file. And then when importing you can select which objects should go into which lods
when I'm making a model I use prefixes on each element to denote what LOD they are for
so I can import it in one shot and then just set up the LODs on the import dialog
But I prefer FBX with one LOD per file. Because always selecting all lods on 3ds import is too tedious for me 😄
yeah, especially if you make an update, you have to do the whole thing over
Hey there, are there any cons to go from this
https://cdn.discordapp.com/attachments/442249892673355777/443479069460529153/unknown.png
to this
https://cdn.discordapp.com/attachments/442249892673355777/443479159201726484/unknown.png
?
it's not a real "center all" because proxy points makes it offset, it's more like a manual centering, not 100% accurate
I don't think it matters. The T-80 we have is offset below the origin. the T-72 sits on it
is there a reason you moved it though?
ACE interaction are place on 0,0,0
so move the model or add a memory point + declare a config entry
isn't autocenter going to kick in anyway?
unless the dreaded autocenter = 0 is in the vehicle
but then buoyancy won't work anymore
@civic salmon you can just select the viewport that faces where the ladder is (as if you were going to climb it) and place verts that way. Or you can copy a sample ladder verts and put them into position.
yes, excellent, thank you @fervent steppe
@quick terrace but how do i know how big i have to scale it in blender ? or can i rescale easy in Oxygen?
@rough idol @polar fiber afaik all (or most) of our vehicles are autocenter=0
changing position of model will most likely break all missions then
yeah ok this I get it
anyway, autocenter = 1 would do same thing as on this picture https://cdn.discordapp.com/attachments/442249892673355777/443479159201726484/unknown.png
ok, but is autocenter recommended for vehicles ?
I am sorry for asking so many questions today. I bought the subscriber mikeros tools, and was finally able to binarise without any errors my custom land_xx object as a terrain object, hooray! However, now the ladders, lights, etc are not working. I guess it's not finding the path-to-config? Anyone know what to do? Do I need to remake my .wrp or something
another thing - moving model or adding autocenter = 1 will break also maxFordingDepth since it's calculated from model center
thanks god you can use negative values since last year
well WW2 tanks did not like water that much so unless dday event they are not likely to cross rivers :p
but we might change at least our tanks to autocenter=1 then
one sec
I think it's correct because it works when placed as an editor object
it is located in a separate mod if that makes any difference
(that is not the whole config)
earlier today, before I bought mikero subscriber tools, it would throw a missing land class error when I tried to binarize it as a terrain object, but now it loads in ok the ladders and lights just dont work
I figure it's not finding the right config reference for some reason
@minor jasper Wasn't expecting that idea to work.... and it didnt =/ And I also edited the UV Map, in which also made no change
@vernal lynx or just delete the autocenter property - in which case default is used (which is ON... unless i'm terribly mistaken)
it seems like this guy was having the same problem as me but for whatever reason his solution isn't working https://forums.bohemia.net/forums/topic/202615-p3d-files-do-not-link-to-cfgvehilce-cfgmodel-configs-when-placed-in-terrain-builder-but-work-in-eden/
I had my named properties set up correctly
I must be doing something wrong in PBOproject. The old version had an option to put in paths to land configs... the new version binarizes fine without that, but then the ladder doesn't work. Is there a way to enter those paths to config in the current version of pboproject?
@dark flint model it in real units based on real data would be the easy thing to do
so set it to meters and keep it real
yeah
Can anyone point me in a direction where to read about howto create selections for textures in ObjectBuilder for A3
@civic salmon your land_xx classname does not match the p3d name
class land_l4z0r_billboard_monople: House_F
model = "\l4z0r\l4z0r_utah_objects\l4z0r_billboard_monopole.p3d";
more reading --> https://community.bistudio.com/wiki/The_Land_xx_class
I knew I would feel like an idiot at the end of this but thank you @foggy finch of course it was a typo. thank you so much for pointing that out to me 😃
I'll fix that and see how it does
thanks again
it is really a nice community we have here.
np
you know how it is, I read over it 20 times but never caught that 😃
you have mikero to thank for taking the time to write the wiki page for land_xx otherwise people would still be flying blind 😉
sometimes just a fresh set of eyes, plus i done my fair share of config foo to spot the common culprits fairly quickly
yeah, mikero has really done alot, thank you too though
i was pulling my hair for hours because of a little typo...
i had
CUP_some_foo_and_stuff.p3d but needed CUP_somefoo_and_stuff.p3d
¯_(ツ)_/¯
a day later and a good sleep, i was looking at it and questioned my sanity right on the point
man, I feel that
at least with a missing ; it usually tells u
not so much anymore since mikero's tools check for that deeply now
usually within a line or two of there reported unless you use a load of defines, then its needle/haystack 😉
☝
the sub tools are great, they point out lots of errors that I never would have noticed... some don't necessarily break anything NOW but they could be a problem later.... like trailing spaces for example
exactly. trailing spaces in p3d and missing requiredAddons gave me a good hate outburst for a little while when i wanted to do a full build, and couldn't...
😄
but after fixing all this, it went smooth
then you just have new additions to keep clean and smooth sailing
keep clean and smooth like a...
nope...
keep it together, think... there might be kids around
😂
URO saves the day
😃
Yes the worst is an error in the define. Omg I spent like 2 days searching for an error only to realize I was missing a )
I wanted to shoot myself lol
yeah its how it goes isn't it!
in blender my AO bake keeps getting stuck at around 99%
there are a few faces that have no pixels at all in the actual image and nothing seems to be changing either
CPU usage is at like 100% and I blender is still functioning and I get no errors
any idea what might be the cause?
Have you tried a lower resolution bake or quality?
@lusty ginkgo I had a problem in maya baking just now and I had to turn it down because it was going to take forever.
it getting to 99% and stopping has nothing to do with the speed since it was obviously working before
Same with my bake just that last bit.
Its didnt like some of my UV`s for some reason.
I have done a bunch of bakes with the exact same settings so it must be an issue with the model
You might have to retopologize it to make it work @Rylan#3604 .
question how do you do ladders properly?
class Land_Cooling_Bottom_F: House_F
{
author="Crazy Mike";
mapSize=15.34;
_generalMacro="Cooling_Bottom_F";
scope=2;
displayName="Cooling Tower";
model="\sz_structures\nuclear\cooling_bottom.p3d";
icon="iconObject";
editorSubcategory="EdSubcat_ConstructionSites";
ladders[]={{"start","end"}};
destrType="DestructNo";
cost=10000;
};
the memorypoints must not be 100 straight
there needs to be ever so slight offset
in the direction you want the climber to face
honestly that pic tells very little xD
yep thats good
i actually just copy pasted the pier ladder from arma 2
the mem points and model
for my models ladder
did you check the config for it?
yes
ladders[]={{"start","end"}};
this was all that was in it
for ladders
name of mem points
the points have the proper selections too
ill check another model i have that 100% works
but its pretty straightforward
😒
ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"},{"Ladder_2_start","Ladder_2_end",2.5,"Ladder_2_action"}};
hmm
displayName = "HouseV_2t1";
ladders[] = {{"start","end"}};
this is from a house config i have
and this ladder works ingame
ill try what yoiu posted
you could check the working config in game if it has anything inherited
both models inherrit off of : House
geometry stuff and rest of the basic model stuff alright?
yes
ladders dont need geometry or anything to get the option?
nvm
thats dumb lol
screw it ill use a staircase for now lol
ill keep trying later
thanks for help
@fervent steppe you did ladders recently and probably remember this one better!?
i mean all ladders are are the config entry for ladders and name the two points per ladder
in memory lod &config
and thats it right?
You need the geolod just so the character doesn't go through the ladder.
How about class = house. I forget if that's needed to get the action
the one that works is class house
the ones that dont are actually house_f
ill try inherriting without the _f and see if that makes them work
is there a class house?
class House;
class House_F: House
{
class DestructionEffects;
};
i dont think it would do much
in my configs case anyway
which one it is
No no. In the geo lod as a named property
In fact I think that's the issue.
Is your ladder a stand alone object?
Most are inside a house model or something which would have class = house in the geo lod
it is part of another model
proxy?
What type of model?
Cool
What type of object is it tho.
its a cooling tower
it didnt have anything in geo properties
forgot to do them
prob where my problems started
Oh ok. Yea just use class house
Fingers crossed 🤞
Cool. And not sure
I never tested but now I'm curious lol
the ladder is just 3 10m ladders strapped togetherxd
i remember in chernogorsk you had multiple ladders to climb to get up a large building
so gave me the idea there may be a limit
Yea but I think that's because it had sections you could walk on
wasnt there some super long tower you could climb up?
I think the solar towers on Altis use 3 ladders. One short one up to a platform, a second one about halfway up with a platform, and then a third to the very top.
I doubt there is some restriction preventing them from having one long ladder, they probably just think it’s not very fun being stuck on a single ladder for a 100 meter climb
Yep lol
A quick LOD question: For infantry weapons / attachments, is the View-Pilot always used when in 1st person view regardless of whether the weapon is raised or not? I think the answer is 'yes' but was rather hoping that View-Gunner might be used if the weapon is raised if it's present. Wiki etc. only really talks about these LODs with respect to vehicles not infantry...
yes, it always uses the view pilot LOD
Thought so. I'm struggling to see how BI do their 2x view for the RCO/ERCO etc. But it might just be because they are relatively short sights with quite large apertures. They just don't seem to suffer the same 'perspective' issue that longish tubular sights normally seem to suffer. (Thanks for the quick answer, by the way!)
The view pilot LODs on most BIS scopes are flared outwards by a small percentage, so they're wider at the front than at the back
iron sights as well
Yeah - I was just looking at https://community.bistudio.com/wiki/Arma_3_Scope_3D and noticed the inner 'tube' expands quite significantly from back to front in the sight. I've been playing about with flip up magnifiers so this won't really work in this situation as the forward sight would still be problematic!
Shame really - I was quite pleased with how they looked from the outside: https://steamuserimages-a.akamaihd.net/ugc/916924240927259251/BBF7390F10D0F2304EDD0CEB49BA3225955E2716/
e.g. BIS' RCO https://i.imgur.com/3IQ8dFw.jpg, and the G33 magnifier I set up for RHS https://i.imgur.com/Apx0MNK.jpg
Thanks, @da12thMonkey#2096 that's really insightful. So is the T1 sight stretched in the view-pilot LOD to help with this? I'm just surprised it's not noticeable in 1st person view when the weapon is not raised!
no, the T1 is the same. I only flared out the magnifier
With how my geometry works (slightly longer aimpoint magnifier, and I think my T1 might be slightly too small - despite it being based off aimpoint's spec sheet!), I may just have to cheat and do the magnifier view as a 2D sight. But I really want to avoid this! So will keep thinking...
distance between the lens of your eye mem point and the lens of the T1 has some affect on the field of view, as does the magnification/FOV. So results might be better than you expect https://imgur.com/a/v5cJ1Ci/layout/grid
This was about as close as I could get to the RHS field of view - which I was not really happy with as I think it's quite a lot worse... https://steamuserimages-a.akamaihd.net/ugc/916924240927345068/4B0869C46FFBECB0C369F1427CFF67B59E059A02/
But think it's down to the slightly smaller T1 and also the longer, non-tapered magnifier
I've gone through a lot of eye positions to try to find something I was happy with and failed! One that was 'kind of' interesting was actually putting the memory point inside the sight itself and then adding a blur effect to the lens which gave this https://steamuserimages-a.akamaihd.net/ugc/916924240927357959/32A07120D7BEB8C66027F54A23CE68EE9B27D2A9/
So it keeps the nice inertia effects of 3D sights but looks much more like a 2D sight
The downside is, with Track IR, you can look around 'inside' the sight!!!
that looks quite cool
I nearly stuck with that! It was only by luck that I was testing with TrackIR on and spotted the issue that occurs when you move your head.
But may be I'll go back and work on this option a bit more. One other issue is the 'best' eye position l found was quite close to the gap between the magnifier and the T1 sight so if you turn your head enough, you can see out the gap between the two!
Does it work if you place it from the editor? Could it be a missing land class?
nope
nvm im kidding
it does work in the edityor
but not on the object in wrp
now im confused
my other structures i guess link up to their config entires when placed in the wrp
but not this specific one
land class?
@fervent steppe i did some tests a while back and found that ladders stopped working at about 20m. was making sniper trees for unsung.
15m is fine, but higher and it suddenly just doesnt work any more
this one is 30m and it works ok now
anyone have any issues with rotation in an object causing the object to act funky after a rotating?
i have a bar gate that i applied rotation to. when it opens all the way it seems to loose the collision and at an angle the object disapears
its about 18 meters long
ill post a video
damn... at 55mb p3d size objectbuilder seems to get quite sluggish
must be a nightmare combined with viewport issues
no viewport issues, but then again i only look at 2D wireframe views anyway. But opening the E dialog takes forever, creating new sections is sluggish etc
Here you can ask about creating a mods?
"Discussion about anything related to Model creation and usage within game modifications"
@fervent steppe you got autocenter in geo? also if you stick some vertices outside the arc of it opening it'll not vanish like in your vid
Hmm. I don't have autocenter. And I'll try the vert trick. Thanks pal
I'll let you know if it works 😜
Hehe
@fervent steppe if geometry is animated outside the original bounds of the model its not detected anymore
so basically the objects bounds need to be as large as the animation makes it as @foggy finch suggested
Ahhhh. That makes sense! Thanks gents. I'll fix it tonight. I feel asleep on the couch 😂
Is there a way to tell 3ds max to export custom names as texture/material on FBX export?
Right now I just use a sacrificial image with bitmap on a material. So then it exports as lod0.fbm\mat0temp.png and I have to re-assign all textures in OB after importing.
Can I tell 3ds max to directly export with z\wolf\addons\MIM104\tex\main_base_co.paa as texture even though that file doesn't exist for 3ds?
So lIke.. My material has a "map" for "Diffuse Color". The Map is a Bitmap and is referring the temp image. I want it to export a custom path of a bitmap that doesn't exist.. max doesn't let me enter a custom path for the bitmap. I have to choose a custom file.
Just tried setting the materials map to OSL->Values->File Name
and OB just exports it as "unmapped"
TLDR;
If I add a bitmap with path E:\projects\mim-104\exp\main_base_co.png to my material. Then export as FBX and import into OB, OB set's the texture name to lod0.fbm\main_base_co.png meaning I have to select and edit each selection with that material and change it to the proper path that it will have in the pbo.
Can I tell 3ds max to instead of lod0.fbm\main_base_co.png export something like z\wolf\addons\MIM104\tex\main_base_co.paa as name and have OB use that directly?
If I import that FBX into Cinema4D it imports as the name of the actual material. But OB only recognizes the material if I assign a bitmap map to the material and then imports it as the name of the bitmap that I assigned.
If I uncheck "Embed Media" on the FBX export I get the full E:\projects\mim-104\exp\main_base_co.png path imported into OB. But I still have to edit everything to change it to the proper PBO path. Which I cannot enter in max.
I could make everything selections and use hiddenSelectionTextures/Materials in the config to always overwrite what's written in the model 😄
@stuck oyster that's interesting info. somehow makes me feel like i canceled some weird project in the past because i didn't know that 😄
Haha right ^
Is there any good info on what the max slope is for a roadway to be aable to walk onto it?
any one know off the top of their head what these holes are in my texture/ shity house model
https://imgur.com/a/WgeGtRD
im assuming i fucked something up somewhere.
@Adanteh#0761 i dont know that max slope but if its too steep the player will fall through it
@stuck oyster and @foggy finch thanks gents
boom gate is working!
👍
@native garnet for what purpose exactly? i ask because not only slope matters. if a roadway surface is flat but not very high up you character will auto move up on it. up to a certain height. not an answer to your question but something to consider for whatever you wanna do
Making a bunch of large dirt mounds, so we can place ez fortification compositions on slopes (player build in the mission)
basically the top is flat, but it'll be quite a tall object to make sure it works on slopes
i guess make 3 quick mockups with 50, 60 and 70 degrees, and see what happens?
one will surely fail
wouldbe interesting to know the limit, like the ladder height question
I'd have though using one of the existing ramp models and adding rotation in eden to increase its slope, would work too
much simpler 👍
that's a good suggestion actually, ima give that a go
Is there a way to export a maya group to object builder?
no, selections don't work like that in object builder
the group name gets added to the object names on export however
but I think there's a character limit
is there a way to premake a selection in maya ?
so i don't have to select 30 different selections and combine them into 1
nope
at least I don't think there is in a way that will survive .fbx export and automatically assign in object builder
i can't wait for arma 4 and proper modding tools
You can create sets in Maya. But I don't think that transfers outside the .ma/.mb
Other intermediate way would be to export multiple .fbx files based on selection. Import to different instances of O2, save and "Merge as Selection"
i guess
Does anyone have any idea why my tankx vehicle would not move at all when accelerating?
too heavy/ not enough power in engine, wheels not touching ground
should the bound mem points be on the bottom of the track or wheel?
if configured right yeah.
could also be too loose dampers so that your hull touches ground
@minor jasper wouldbe interesting to know the limit, like the ladder height question
It doesn't seem like the limit is basically 89 degrees, but if you actually have geometry there (Which i didn't because i'm a noot) then that will block you instead
Anyone know how to prevent this? I've widened the sleeves on the jacket (vest) but I still get this intersection with the CUP Khet.
needs totally matching topology and weighting to have a chance to work
sounds complicated
Or could perhaps make use of the ghillie suit techs hide parts
not complicated just a pain in the dick
maybe better to combine the jacket/khet into a uniform?
possibly yes
trying to model for Houthis... who seem to love to wear suit jackets/sport coats!
Thanks
What selection makes tracks animate on a tankx class vehicle?
pasoffsetL/pasoffsetP
but as said, it can be redefined with selectionLeftOffset selectionRightOffset
Hmm
Any axes need to be defined or anything?
Currently have them named that but they don't seem to be animating
It's worth noting I can't get the vehicle to move either though 😅
Not sure if the tracks are based on engine or actual movement
Yeah it goes up and down.
make sure you tracks are not part of another selection that's listen in the sections[] array
yes
I said sections though
I'm not sure why you'd have podkolos in the sections array
i thought i need them in sections but ive learned i dont
sections are only really for things that will change texture
including hardcoded hiding of things like lights and rotor blurs - where they are hidden by swapping to a transparent texture rather than by animation
would you be willing to go to PMs for this?
lol understandable
This has most likely been answered before but can't find it.
Why cant I load my texture in in object builder but it works in game?
Won't load in bulldozer either
whats your texture path?
texture\borderwall\borderwalldark_co.paa
OB in general does not read .paa so if you want see your texture in it you need to use .tga or .png (which the binarization will swap to .paa on packing)
buldozer however should show .paa
Sorry ment texture\borderwall\borderwalldark_co.tga
Just changed it to paa to port it into game
in OBs mass object texture and material rename tool are your paths red or black
have you followd PMC wikis p:drive and tools/buldozer setup guide?
Oh, thanks. Those are red for me
that means it cant access them
do you have this in your OB config
file - options
Yeah for some reason I didn't have that, thanks!
Still not showing but will do a restart
showing in BZ or OB view?
I dont myself use the OB viewport for texture viewing at all but BZ does come in handy from time to time
👍
Hello, haven't used here in a while, but i am making a prison wall sorta thing atm. and i am trying to ad some barb wire on the to, but i cant quite figure out how to. would anyone be able to help?
tile some slanted barbwire texture with alpha mask on a cylinder
so i just noticed in our unsung mod:
the Reflex sight model is suddenly now off target for these models
UH1C models
UH-1 ARA
ACH47 models
- I may need to reposition pilot proxy so his zoomed in optic lines up with the central rocket crosshair
- I need to modify reflex sight to line up with zoomed in optic / rocket crosshair and bullet hit location.
This has happened without us having touched the aircraft. I wonder what specifically caused it? Either a change by bohemia in viewpilot, the vanilla A3 driveraction rtm we use, or maybe the proxy driver/ pilot model we use in the model
has anyone else noticed any weird changes to their helicopter pilot view positions?
happened on the MELB grease pencil mark in RHS when we added dynamic loadouts
this has happened in our steam release version (no loadouts) and in beta version (has loadouts) at exactly the same time - i.e. in the past 14-28 days or so
but it was because the chamber+muzzle mem points don't have the same alignment as gunpods as they did when the mem points were part of the helicopter model
ok yeah good shout for applying those. this hasn't happened for us as a result of using pods though, our released versions have no dynamic rocket pods
maybe some tweaks to the view config values then. I remember they did some changes to headaimdown values in Tanks DLC
yeah basically our reflex aimpoint is about 5cm too low (on the windscreen, compared to the default rocket crosshair) and when zooming in, it is off the foot of the screen now
so i guess i'll have to manually adjust our helicopter pilot proxy (and stick and seat positions) and modify the position of the reflex sight also - half a days fun to look forward to!
damn! i can't for the live of me figure out the dimensions of the kinematic i need for this lid mechanism https://www.youtube.com/watch?v=MaP_qTppD_c
already fiddling with it half the day
the model.cfg has no externals
i commented out the entire contents of the model.cfg and it has the same error
i removed the model.cfg and it packed
this is the only model.cfg currently in the pack
dont really understander
tried packing on my old pc which has old tools and it packed
are there model.cfg files in the project directories above that one?
iirc pboproject will #include a model.cfg all the way back to the root folder
no there arent
delete class rotation; and chec kyou dont have any class myanim: rotation {etc};
or
add in a new class rotation definition
never had any class rotation; to inherrit from
nor anything inherrited from : rotation
and ive tried with and without rotation defined
all same error
ok
fixed
how fixed?
Magic
can the "insignia" and "clan" selections be assigned to vests? I've got a vest that completely covers the players uniform and am trying to see if there's any way to still display that stuff over the vest.
I think you need a selection in your vest, like a hiddenSelection
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
well right but what im asking is do vests actually support that?
I guess there's a surefire way to find out
because i am an idiot
thats why it was broken
one of my pistols didnt have class rotation in its model.cfg
and apparently now you need that in every model.cfg
i guess
not unless you have class myanim: rotation { etc};
yo ucan avoid needing a class rotation definition by not having it used as a parent class
@pure whale as rob said class rotation is totally unnecessary for model.cfg to work. Not sure if its BI or Mikero thing but external class support was removed some time ago from model.cfg, so any empty class you use need either something defined in them or be removed with their inheritnace setup.
that's weird because I don't have any external references
unless I'm actually a moron
@hardy eagle you can proxy vanilla building and add your additional content
you cannot remove anything via this method
- door animations inside proxy are not working
@hardy eagle for something like planks you could use scripting. like adding furniture too. some missions/mods do that. you should do it in a performance friendly way though. maybe dynamic
no you cannot modify models from arma 3
if you distribute it it's a crime
basically
reverse engineering of binarized data ect
If I create a custom P3D with createSimpleObject and have signatureCheck/onHackedData active on a dedicated server, sometimes people get kicked off the server randomly. Is there a known fix for this, without turning it into a mod?
something you can do is just use the a3 textures
that's a quick way to make your objects blend in well
Does anybody know if there's an Asian bust available?
Is there a method to figuring out the correct angles to put the cameraDir and discreteDistanceCameraPoints at for a launcher sight/rocket combo or some rules of thumb, beyond trial and error?
as far as I know, no
trial and error has been my method
will take other opinions too xD
I mean, it should be possible to just calculate it, but it seems as if getting that mathematical model correct would take even longer.
dunno really, tried calculating angles, but could not get good enough math to take accord the projectile arch. So eyeballed positions from there and have got grenade launchers to be spot on accurate on given zeroing distances with a few tries
I guess I'll get working on that then, thanks.
@inland atlas calculating doesn't work - discretecampoint works in some wonky unpredictable way
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@drowsy osprey as general rule you shoud not spam multiple channels with same message and with links to images you really should give a short description what youre posting
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no no no thats not right way
@woeful viper Ah, thanks for the link.
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because its stealing
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well crude comparison you would not steal a car for personal use
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takes some time to learn how to put together more complex models
just takes practise
but if you want to be taken seriously dont rip models
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internetz is full of pics and tutorials for all major 3d packages
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👌 looking forward seeing more original stuff from you
@stuck oyster Do you happen to know where I can look for that Asian Bust?
You mentioned A2, doez A2 have samples?
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Asian bust 🤔
What are the size (dimensions) limitations for A3 objects again?
nvm found The answer in this wiki page on the geometry section https://community.bistudio.com/wiki/LOD
@subtle timber A2 released datafiles might have it
hi,
I have 1 question, is it possible to "disable the damage" of a building via model config?
you should be able to remove the hitpoints.. not sure if they are model config or config.cpp
the thing is, i want to place this object via terrainbuilder, so i think it must be in the model config isnt it?
Because i have it in the config and there it is working if i place it via editor
ah i think i found it
you've sent the link to report your comment to moderators 😄
Can you get that on github. either gist or repo? And can we then link that on biki?
Would prefer repo so that we can see changes over versions. If you want a place for more such stuff i can give you repos on github.com/arma3
polish? 🇵🇱
darn posted in the wrong channel 😊
@royal prism you can set the damage of a building to none in the main config
anyone have a tutorial or something that tells you how to make a muzzle....config seems like a copy paste, but i don't know what is required of a p3d?
muzzle? or suppressor?
using the same proxy as a supressor would use, pretty sure its called muzzle in the weapon p3d
true
The model I would thin does not need much
teh visual mesh and reasolution lods
shadowlod
perhaps a basic geometry lod
if you have mikeros toosl (you probably should)
you can use eliteness to look into vanilla p3d statistics
be nice if arma didnt lock everything behind a binarize, so can actually figure out how to make propper p3ds
alrighty, so some strange word that is probably the proxy link
no you don’t need eveything open
some more samples would work just on for begginers
got another question that me and some other folks get stuck on
So, i have say 2 shadow lods.....0, and 10.....why does the game always render the 10?
and also, why does the test weapon have a single plane shadow lod....when they doesnt visuall show up right ingame
look in rpt if there are errors mentioning shadowlod maybe
not sure what an rpt is
google arma rpt
good luck! 👌 💪 ⚔
Anyone know about wall damage. Can it be set for vehicular damage or does the damage only apply to bullet type damage?
Seems like one hit from a car topples walls
@dapper girder I think I'm the geo lod you can add a named property
Prefershadowvolume=0
@fervent steppe I think the mass of the wall object plays some part in this and also you can give it geometry named property armor
I got this on my huuge trees
and only the biggest ships can topple them
👌
well just adding the armor = in the geo lod didnt change anything
gonna try adding it to the main config as well
damn and adding it to the main config didnt change anything either
gonna try changing the mass now
armor didnt help?
no
and its a mapobject?
well currently placed via the editor
hmmm seems adding mass does make it harder to topple
if i nudge the one object with a car it instantly falls over while the other one doesnt
one has a mass of 500 the other 10000
man i dunno it seems to just inaccurate results
so i have two guardrails
one i set to 25000 mass
the other 500
both topple when barely hit with a car
whats their armor value in the config?
oh let me see if that changes anything as well
for editor objects you might need that
what class is your guardrail?
it works
upping the armor in the config apparently is needed for editor placed objects
1000
onl y the tanks can run it over
cars are stopped by it
thanks gents!
now to find the right amount for island binned objects lol
its classed as a wall
it may still depend on object's mass and (probably) size and shape of geolod
from my tests if object's class is house and it has config (i think it's essential for house class objects) armor indeed is set up in config, as well as damage type
but if object has no config (like tree) armor and damage type are set in named properties
cool. thanks!
so interesting....
apparently the weight does still play a factor in editor placed object
guardrail1 - armor 1000, weight 10000
guardrail2 - armor 1000, weight 1000
g2 falls over with a nudge of the car while g1 only falls if struck by a tank
it may also depend on mass of the vehicle that is hitting it
true
so many variables lol
i think ill set them up as g1
i mean a normal car wouldnt take out a guard rail so easily
again i guess it depends on the type of guardrail too lol
but i need a happy medium
Does anyone know what causes my carx vehicle's wheels to float like this? https://i.imgur.com/rrNmyKF.png
so the max size of a model is 72m x 72m if I understand correctly, right?
or does that only apply to the roadway LOD
So if I have a model that has only a res LOD, how big can I make it?
I imagine at some point there are visual issues
I'm pretty sure the geo can be way bigger
That's atleast what the wiki says. Can't find a note about max size in the res lod section
how gigantic?
like an entire airport in one model
reading the whole sentence makes more sense
If the geometry LOD is larger then the size limit, it gets glitchy (collision does not work for example and the object may disappear at certain view angles). The exact value of the limit is not yet known, but it's somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin).
it also depends on terrain sampler settings
from what I've heard from tech guys like pennyworth
the large TKOH buildings were bugged in A3 as they didnt port the technology
however it may work now
Snakeman or Chris should know
I'm pretty sure the roadway was messed up in ToH there too
I tried to walk on a skyscraper roof and the roadway was not working
I've partially ported some ToH buildings, but I don't remember if I tested them ingame yet
was a few months back
what would be causing my object layers to be showing up wrong in the named selections?
for example ive named the base lod "0" and geo "geometry" in blender but when going into O2 they are both named "1"
are you using the blender toolbox to export to p3d?
yep but anytime I select geometry for the geo lod it pops an error on export
what "error"?
went to get the error and it didnt pop for the first time...
maybe restarting blender helped I guess, basically it was an error about paths to the toolbox
Im making a simple concrete bunker, to walk on top it will require a roadway/pathway lod?
roadway yes.
a simple square on the roof would do?
pathway only for AI
@merry gorge if you have empty lods in the p3d toolbox import will import those as empty objects but I think it does not like to export them.
Or you may have objects in the scene that do not have "arma properties" enabled and those will also drop error with export
unless "only selected" is used and only "arma property" objects are used
also you can only have 1 of each lod so you need to combine (join) all pieces of certain lod type into single object before export
Hi, i dont usually use tiling in blender, but i am trying to tile some barb wire, but when i put it in game it comes out as just the single texture im tiling
you need to unwrap the surface so that your texture tiles on it
using blenders own material/texture tiling attributes do not transfer over export
Do buildings need FireGeo to determine thickness?
if firegeo is not present it will use geometry for that
so if you want specific thickness and penetration material on certain parts then yes
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not really. just perhaps shows a bit of lack of taste. but no rule against it
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you sir are obsessed with balls.
@median bough i'm sure there are customer services to 3d scan anyones balls and turn it into a grip for them
hahah 3d scan some nuts
You might get a wide variety of grips though, depending on the operators needs
Just want I always wanted in my firearm. A ball grip.
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anyone know why my model looks like this?
it is above the water by about 5 meters
another model using the exact same texture and .rvmat looks solid
for this particular use this actually looks kind of good with what I am attempting to achieve but I would like to know the cause
to be clear I am talking about the distortion
Maybe your object is getting overdrawn by the ocean but is still visible when the screen space reflection buffer is copied into.
Can someone give me some pointer in how to convert fbx into p3d? Googling kind of gives me mostly the other way round. I do want to add a grenade as a mod. configs are done, just needs the model.
open Object Builder
Click File > Import > FBX (https://i.imgur.com/gicUHea.png image if you can't find it)
Nice, thank you. Is there anything i need to know before I export the model, as in size, textures or materials?
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Question, is there a example or documentation on how to implement things that get effected by wind like flags?
The Arma 2 data pack has unbinarized flags, with that and the configs you should be able to get a good start.
Would it have the proper set up though? It seems like the A3 one is far more advanced.
a3 is also using different selection names
but beside that, there are not that much different
Anyone interested in huge pack of quality european vegetation? Since i'm making it for my terrain anyway, and at the end it will be available for anyone to use after release -- maybe someone would like to contribute to speed up the process a bit in exchange for early access to the models?
I have a task that needs to be done, which i can't do while i am where i am now. I have one person doing it atm but that is a lot of work for one person. To be more specific -- i need hi poly (hi to certain degree) leaf models of ~30 veg species -- 3d scans in the perfect case, and true normals of their surface. 5-10 different leaves for each species.
@dark flint there are really no such specific tutorials (and not many arma tutorials to begin with)
if you are looking for tutorials how to model stuff you can use any generic tutorial for your chosen progrma
@tulip beacon https://megascans.se/library?search=leaf
blender in this case has loads of tutorials from basic to advanced modeling
arma sample modles provide pretty good idea what requirements there is for a model to work in specific way
so you can import the house for example into blender (via FHQ toolbox)
and see how its done
because what i have seen is they select walls for example and "uv" them by just giving them a texture why not UV it in Blender with seams and then make a Texture for the Building so u have to import only 1 texture into ObjectBuilder or is that possible and if so do i have to select the whole model ?
@dark flint is that textures or models?
@dark flint buildings like many large models in arma use multimaterial
which allows you to get much more detailed surfaces close up
with the use of multiple tiling textures that are masked over the model
@tulip beacon https://img2.picload.org/image/dooodgir/leaf01.png
so "SpeedTree Modler" is quiet easy to use 😬
like model of leaf that texture was taken from + texture of course
the "textures" are photoscanned from reallife
yes, but i need the mesh itself too, not just texture
thats hella work
@stuck oyster But "https://community.bistudio.com/wiki/File:MBG_Tut_MC.png" is what a UVMap does in blender...
mm yes? I dont quite understand the problem?
did you read through how multimaterial works?
i dont get the first step to begin with when it says "Step One: Preparing the Model
MBG Tut Unwrap.png
First on we need to create a proper UV-Map." create the uvmap in blender/3d program of choice or in ObjectBuilder ?
i wonder if the uv + texture gets ported into Oxygen
or objectbuilder however its called ^^
from blender?
yup
uv yes, is part of the mesh data
so for example i have made a model made a uvmap and textured it in blender all fine i have exported the fbx + Texture that fits the uv i made in blender how to make it work in ObjectBuilder
so youre looking for "how to import stuff in to OB/Arma"
yes 😄
with blender you have the option to use FHQ toolbox addon that can export straight to p3d
and you should have made that clear from the start
what about them
so i dont need to work with that scary terry Object builder atall if i have the Toolbox?
if you understand what the model needs then no
but I often use it to preview the model.
because what it looks like in Blender does not often fully translate into Armas environment
hmh 🤔 what i meant with doors and windows is how to make them Transparent could i do that with a simple material on the window face that is 50% transparent?
and how to make doors work?
things like transparency are controlled by texture alpha opacity so yes simple half transparent texture like that would work
if you want more glassy look you would also need a glass material applied to it
have you looked into Arma 3 editing section of BI forums?
also doors need 3 parts to work
the model with appropriate named selections on right parts of the mesh
model.cfg animation classes to power up the movement
and config.cpp to configure the user actions
but when i export to p3d i have to setup a model and config anyway or not?
yes you will have to do that
so I'll repeat:
have you looked into Arma 3 editing section of BI forums?
for the most part
Im not a s nice as @cunning temple so I'll let you find the right forum section yourself
but im looking at 2 topics on the first page of that section that should get you started
👌 yes indeed
you keep digging on that editing section and you should find answers
and just so you know it is very much in your own benefit to look up and find the answers yourself.
now youre getting somewhere
those 2 pages and arma 3 samples should be all you need
do only vertics work as bones ?
there are no real "bones" created in your p3d when you do animations through model.cfg
they are virtual concepts
but they do have memory points that define their position and axis
and axis memorypoints work in pairs
the pair creates the virtual bone axis
compare to the Arma 3 samples
i also heared that arma uses z for sidemovement
door movement
you can define your own axis with the memorypoints
for rotation or translation type animations
how do i get a sample building into blender? ^^
FHQ toolbox has p3d import...
but for animation stuff you might want to tackle the bear thats called Object Builder
as its the only way to properly preview the animations
hmmm...
u cant imagine how much i hate Objectbuilder xD
it starts with the inverted mouse in Bulldozer and that i have to fireup bulldozer for preview and aaaaall that x
xD
cant be helped really
if you want to do animated things any way efficiently you got to get over that
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my 2 cents here, could have spared a few more polygons around
also if these 2 hexagonal black things are actiual holes and you baked some screws there
they look pretty weird
the screw bakes look on, the dark black thing around em don't 😃
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One side has countersunk hexagon nuts, that's ok, but then the other side needs round screw heads and side with nut never has indent for the tool^^
it is this one, isn't it?
https://www.magpul.com/products/rvg
so the hexa side is where the screws come out through, not where the screws caps are (left side most likely)
that is also left side 😄
here we are, obsessing over nuts again 😄
one of these days I need to start obsessing over butts instead https://c1.staticflickr.com/7/6152/6267306068_a045e4bd07_b.jpg
ah a PIP stock
Would be an interesting piece
Who doesnt like a good butt
Me, evidently. It's been on my "to do" list for over a year. But I keep finding other things to do
ooooh.. the M240Lima dream...
I am having problems getting a model into the game properly. The textures are missing and the model is supposed to be a grenade, yet it will just stand still in the air.
Could someone help me spot what is wrong?
here are the files for the model and textures. Both original and binarized p3d and rvmat included
http://diwako.net/zeug/bolt.zip
I am packing them into a pbo and assigning a new grenade with model attribute "\diwako_anomalies\data\models\bolt.p3d" and the model does appear
for the mid air issue you need a geometry with enough mass for it to be registered as physics object
for missing textures you may have set up your develpment environment wrong (P: drive == virtual game root folder where all paths begin)
also what are you packing with?
and does the textures work in Object Builder buldozer preview?
well i do not have a pdrive. however the binarized p3d seems to have accepted the rvmat as the paa files showed up in the binarized version
no textures in object builder
should i also assign a texture there or just the material?
ok so first you set up your p:drive and all that jazz right and then we can talk
is the p drive really necessary?
okayi i have now a virtual drive pointing to my arma project folder.
root of my projects folders
not the root of the mod project itself
ok good
if you dont have p: drive I assume you dont use Mikeros tools and pboProject
AddonBuilder?
i use mikeros tool to pack, yet i have no idea how to binarize with it, so i use addonbuilder like a pleb for this
🙈
addonbuilder on itself would work, but it never packs the sqf files for me
it is utterly a mystery for me right now
yeah .sqf needed to be added to the direct copy list or somesuch
pboProject is the tool in Mikero arsenal that does what addon builder does
only better
and it does not let you build errors
i take it pboproject is the paid version of it? i only have makepbo and the like
at least most of those are caught and it even gives you error message whats wrong
no
pboProject is part of the free tools too
I'll assume you got some very old version too
makepbo x64Version 1.97, Dll 6.63
Maverick Applications - ArmA Services
linux tools tho
my av does not like mikeros tool
so i just use it in the linux bash window for windows
I'll pray for you.
well, guess addonbuilder it is then
well ok AB works
but you got to get everything right on your own
because it lets you pack up just about anything
oh damn i really need to include tons of things or they do not get packed
but now that you got p: drive working I suggest you check in Object Builder and Buldozer that your paths really work
okay, anyway to test if object builder would work now?
so the material points now to
P:\diwako_anomalies\Data\UI\bolt.rvmat
with p: being a virtual root you never put the P: part into paths
aight, so i just remove "P:" then it basically is the path the mod would have normally
texture = "LoDR_Water\data\LoDR_Water_01_NOHQ.png";
for example
LoDR_Water folder is in p:\
yes that looks right
from packing?
oh hang on, I forgot to save the p3d it was still pointing to p:
ye now there is a rvmat
also binarized in the pbo
👌
gonna test if the model is now textured
if not then i cry silently and need to try agaain
heureka
https://i.imgur.com/nNaKRoy.png
and now let's compare it to substance painter version https://cdn.discordapp.com/attachments/258350836080574479/446443921443258399/unknown.png
are there mlods available for altis vegetation?
no
guess it won't get released until arma4 then
@fringe marlin be advised that SPs metallic workflow does not translate directly to Armas specular/glossmap
Ye
I wanna knock off a few LODs for a low detail map I'm working on
i did not make that model, a friend of mine did and they are into UE4 material pipelines
I will redo the textures the way I am used to from Source engine. for now I just need to get the bolt to actually fly somewhere
as in, get thrown as a nade
will it explode?
it will disapear before the explosion
hehe
i mean my arma group has rocks in the modpack which explode
I've played enough stalker
okay, seems that material only does not work on models, right? now it is untextured again.
well, never mind, getting the physics to work is more important for now
get the Arma 3 samples
and now that you got you P: drive
I suggest you unpack the Arma data in it
so you got examples from there too
so i take it, i will have to add the missing thing in object builder then
also looks like the material works, just the normal and specular mapping are too weak https://i.imgur.com/aqOkUOg.png
pure willpower and a bit of google foo.
mostly trial and error until i gave up and asked here
the arma samples are downloading right now
how did you get it into p3d?
read up on it a bit and read somewhere you can import fbx and 3ds files into it
into object builder i mean
ah ok
so i went ahead and tried it out
i already know a bit about p3d, since i extracted models and all that to build my personal content mod about a few things. which meant to change paths of materials and textures in p3d files and the like
so I kinda knew how the material and model paths should look like
ooh, so geametry is just another lod? Hm wonder if I can just add one in objet builder
yes you can
geometryl lod has a few requirements but making that should be enough yes
nah, looks like it was no enough, still floating
hm is it normal that double clicking the geometry lod resutls in the model disappearing from the viewer?
yes. If you switch the LOD the others are hidden
there is a setting to still show the other LOD in the background though
guess i need to add at least a cube into this lod for it to work
Just wanted to say thanks here, it worked out in the end