#arma3_model

1 messages · Page 112 of 1

stuck oyster
velvet fractal
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22

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in first lod

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30 in second lod

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hmm

stuck oyster
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how many different materials are you using?

velvet fractal
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3

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1 for everything, 2(3) for glass(full, half(see in config), destrustion)

fervent steppe
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Could be copy and pasting. Sometimes that raises the sectio. Count even tho it's the same material

velvet fractal
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Ok, i will do

outer condor
vapid nexus
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are there any good tutorials about brining a weapon ingame for arma 3 out there ?

foggy finch
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ElTyranos did a video tut if thats what your looking for?

pure whale
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how do i make a models lods be visible in for example roadway

polar fiber
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so you can't, without moving your roadway geometry temporarily to one of your visual LODs

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unless you just mean the background LOD thing in Object Builder

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in which case it's in the options

bold flare
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diag_drawMode can be enabled with a Intercept plugin. But I didn't update that to latest game version yet

tough sinew
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Hello! Anyone knows why i do model animate ["test", 0] when model animationPhase "test" > 0 And it animates and not change inmediatly?

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sorry for the explanation :S

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Also animPeriod is 0 in modelcfg;

stuck oyster
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animperiod in the model.cfg or in the animationSource class in config.cpp?

tough sinew
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both

stuck oyster
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ah modle.cfg

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check the last variable

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for speed

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and use "true"

tough sinew
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uh

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let me chech

tough sinew
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Uh sorry for late response 😄

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Its working thanks!

stuck oyster
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👍

ruby cave
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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

last spindle
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going to more likely be a UV set issue by looks of it, look into that

obtuse rain
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If you chuck a .pbo up with it I can take a look.

agile flint
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For future reference, at what distance do each LODs change?

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General distance anyway

tulip beacon
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depends on performance of scene and graphics settings

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there is no fixed distance

agile flint
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Hmm sounds fair enough

tulip beacon
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same object can switch on different distances in different scenes and graphic settings

agile flint
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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?

tulip beacon
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you'll end up with hundreds of dependencies graphics for different scenes/settings/etc

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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

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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

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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.

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for the last lod you want to have as little sections as you can make (1 in perfect case)

obtuse rain
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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.

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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.

tulip beacon
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i did that to have clutter drawn at bigger distance

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would be nice to have pmc wiki page with such guidelines

obtuse rain
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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.

tulip beacon
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well, to mimic certain aspects you at least have to understand that "it is an big deal aspect"

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like this number of polygons per pixel on screen, i didn't know such thing exists

bold flare
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@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

obtuse rain
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(The image is a 3.4m x 13m quad on the side of the hospital)

bold flare
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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

obtuse rain
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You can also see the per-pixel shader looping though the lights array and doing things that look terribly like attenuation calculations.

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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);
minor jasper
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@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.

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i may be wrong, as i'm not a modeller

ruby cave
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Thanks for all the suggestions, I’ll give them a test when I get home tonght and update on info

dark flint
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just a quick question is 1 Blender unit 1 meter in arma ?

quick terrace
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no, one 1 unit in Oxygen/object builder is 1 meter

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in blender the units are configurable afaik, to be anything from mm to km or inch and feet

civic salmon
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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

bold flare
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a single vertex doesn't have a direction afaik. You make "directional" verticies by making a triangle basically

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I think the trianles normal is then the direction

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can't find the source where I read that

civic salmon
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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

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I thought it was ctrl-right click to rotate it

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I know sometimes you have to create more than one vertex, like for a light, but with ladders its just a single vertex

vapid nexus
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how do i setup LOD's in 3dmax so that when i import them into OB it shows up as a LOD ?

bold flare
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^ Also interested. I do it manually currently because I expect that not to be possible :x

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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

civic salmon
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You could export your LODs as separate .obj files and import them one by one to keep it organized

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otherwise you'll have to set up the LODs manually, probably

bold flare
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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

civic salmon
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when I'm making a model I use prefixes on each element to denote what LOD they are for

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so I can import it in one shot and then just set up the LODs on the import dialog

bold flare
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But I prefer FBX with one LOD per file. Because always selecting all lods on 3ds import is too tedious for me 😄

civic salmon
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yeah, especially if you make an update, you have to do the whole thing over

vernal lynx
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it's not a real "center all" because proxy points makes it offset, it's more like a manual centering, not 100% accurate

polar fiber
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I don't think it matters. The T-80 we have is offset below the origin. the T-72 sits on it

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is there a reason you moved it though?

vernal lynx
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ACE interaction are place on 0,0,0

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so move the model or add a memory point + declare a config entry

rough idol
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isn't autocenter going to kick in anyway?

polar fiber
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unless the dreaded autocenter = 0 is in the vehicle

rough idol
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but then buoyancy won't work anymore

fervent steppe
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@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.

civic salmon
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yes, excellent, thank you @fervent steppe

dark flint
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@quick terrace but how do i know how big i have to scale it in blender ? or can i rescale easy in Oxygen?

vernal lynx
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@rough idol @polar fiber afaik all (or most) of our vehicles are autocenter=0

rough idol
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changing position of model will most likely break all missions then

vernal lynx
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yeah ok this I get it

rough idol
vernal lynx
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ok, but is autocenter recommended for vehicles ?

rough idol
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then after adding buoyancy = 1 tanks would also slow down when in water

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it is

civic salmon
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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

rough idol
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another thing - moving model or adding autocenter = 1 will break also maxFordingDepth since it's calculated from model center

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thanks god you can use negative values since last year

vernal lynx
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well WW2 tanks did not like water that much so unless dday event they are not likely to cross rivers :p

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but we might change at least our tanks to autocenter=1 then

fervent steppe
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Post your config. Is that correct?

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For the model

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@civic salmon

civic salmon
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one sec

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I think it's correct because it works when placed as an editor object

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it is located in a separate mod if that makes any difference

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(that is not the whole config)

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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

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I figure it's not finding the right config reference for some reason

ruby cave
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@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

woeful viper
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@vernal lynx or just delete the autocenter property - in which case default is used (which is ON... unless i'm terribly mistaken)

civic salmon
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I had my named properties set up correctly

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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?

quick terrace
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@dark flint model it in real units based on real data would be the easy thing to do

dark flint
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so set it to meters and keep it real

quick terrace
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yeah

grizzled moss
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Can anyone point me in a direction where to read about howto create selections for textures in ObjectBuilder for A3

foggy finch
civic salmon
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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 😃

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I'll fix that and see how it does

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thanks again

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it is really a nice community we have here.

foggy finch
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np

civic salmon
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you know how it is, I read over it 20 times but never caught that 😃

foggy finch
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you have mikero to thank for taking the time to write the wiki page for land_xx otherwise people would still be flying blind 😉

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sometimes just a fresh set of eyes, plus i done my fair share of config foo to spot the common culprits fairly quickly

civic salmon
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yeah, mikero has really done alot, thank you too though

median bough
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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

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¯_(ツ)_/¯

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a day later and a good sleep, i was looking at it and questioned my sanity right on the point

civic salmon
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man, I feel that

median bough
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but the worst buggers are: , at the end of an array, or missing ;

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well, where

civic salmon
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at least with a missing ; it usually tells u

median bough
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not so much anymore since mikero's tools check for that deeply now

foggy finch
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usually within a line or two of there reported unless you use a load of defines, then its needle/haystack 😉

median bough
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civic salmon
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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

median bough
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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...

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😄

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but after fixing all this, it went smooth

foggy finch
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then you just have new additions to keep clean and smooth sailing

median bough
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keep clean and smooth like a...
nope...
keep it together, think... there might be kids around

foggy finch
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😂

median bough
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#TheInternetHasRuinedMe

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the first who answeres with #MeToo gets a cookie

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😄

fervent steppe
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URO saves the day

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😃

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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 )

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I wanted to shoot myself lol

civic salmon
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yeah its how it goes isn't it!

lusty ginkgo
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in blender my AO bake keeps getting stuck at around 99%

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there are a few faces that have no pixels at all in the actual image and nothing seems to be changing either

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CPU usage is at like 100% and I blender is still functioning and I get no errors

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any idea what might be the cause?

deft heron
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Have you tried a lower resolution bake or quality?

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@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.

lusty ginkgo
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it getting to 99% and stopping has nothing to do with the speed since it was obviously working before

deft heron
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Same with my bake just that last bit.

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Its didnt like some of my UV`s for some reason.

lusty ginkgo
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I have done a bunch of bakes with the exact same settings so it must be an issue with the model

deft heron
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You might have to retopologize it to make it work @Rylan#3604 .

pure whale
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question how do you do ladders properly?

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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;
};

stuck oyster
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the memorypoints must not be 100 straight

pure whale
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hmm

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alright

stuck oyster
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there needs to be ever so slight offset

pure whale
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to even have the options show ingame?

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they do not

stuck oyster
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in the direction you want the climber to face

pure whale
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they are not directly up and down

stuck oyster
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honestly that pic tells very little xD

pure whale
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yea sorry xd

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but they arent exactly vertical to eachother

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offset

stuck oyster
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yep thats good

pure whale
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i actually just copy pasted the pier ladder from arma 2

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the mem points and model

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for my models ladder

stuck oyster
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did you check the config for it?

pure whale
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yes

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ladders[]={{"start","end"}};

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this was all that was in it

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for ladders

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name of mem points

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the points have the proper selections too

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ill check another model i have that 100% works

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but its pretty straightforward

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😒

stuck oyster
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ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"},{"Ladder_2_start","Ladder_2_end",2.5,"Ladder_2_action"}};

pure whale
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hmm

stuck oyster
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from arma structures\training config.cpp

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this is a Land_Obstacle_Climb_F

pure whale
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displayName = "HouseV_2t1";
ladders[] = {{"start","end"}};

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this is from a house config i have

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and this ladder works ingame

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ill try what yoiu posted

stuck oyster
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you could check the working config in game if it has anything inherited

pure whale
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both models inherrit off of : House

stuck oyster
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geometry stuff and rest of the basic model stuff alright?

pure whale
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yes

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ladders dont need geometry or anything to get the option?

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nvm

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thats dumb lol

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screw it ill use a staircase for now lol

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ill keep trying later

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thanks for help

stuck oyster
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@fervent steppe you did ladders recently and probably remember this one better!?

pure whale
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i mean all ladders are are the config entry for ladders and name the two points per ladder

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in memory lod &config

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and thats it right?

fervent steppe
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You need the geolod just so the character doesn't go through the ladder.

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How about class = house. I forget if that's needed to get the action

pure whale
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the one that works is class house

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the ones that dont are actually house_f

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ill try inherriting without the _f and see if that makes them work

stuck oyster
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is there a class house?

pure whale
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class House;
class House_F: House
{
class DestructionEffects;
};

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i dont think it would do much

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in my configs case anyway

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which one it is

fervent steppe
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No no. In the geo lod as a named property

pure whale
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ah k

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sec

fervent steppe
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In fact I think that's the issue.

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Is your ladder a stand alone object?

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Most are inside a house model or something which would have class = house in the geo lod

pure whale
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it is part of another model

stuck oyster
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proxy?

fervent steppe
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What type of model?

pure whale
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just made it house

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in the properties

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for geo

fervent steppe
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Cool

pure whale
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forgot that

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😒

fervent steppe
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What type of object is it tho.

pure whale
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its a cooling tower

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it didnt have anything in geo properties

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forgot to do them

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prob where my problems started

fervent steppe
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Oh ok. Yea just use class house

pure whale
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giving it a try

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thanks

fervent steppe
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Fingers crossed 🤞

pure whale
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its about 30m long

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do ladders have a limit in length they can be?

fervent steppe
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Cool. And not sure

pure whale
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well packing so we will see

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id imagine not

fervent steppe
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I never tested but now I'm curious lol

pure whale
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the ladder is just 3 10m ladders strapped togetherxd

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i remember in chernogorsk you had multiple ladders to climb to get up a large building

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so gave me the idea there may be a limit

fervent steppe
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Yea but I think that's because it had sections you could walk on

stuck oyster
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wasnt there some super long tower you could climb up?

pure whale
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yea

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well how tall is the solar tower

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i dont think it has any breaks in it

bleak tangle
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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.

fervent steppe
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Ok I guess we'll have to test a huge ladder tonight then.

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Stay tuned 😂

bleak tangle
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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

fervent steppe
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Yep lol

warm trench
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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...

polar fiber
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yes, it always uses the view pilot LOD

warm trench
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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!)

polar fiber
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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

woeful viper
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iron sights as well

warm trench
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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!

polar fiber
warm trench
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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!

polar fiber
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no, the T1 is the same. I only flared out the magnifier

warm trench
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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...

polar fiber
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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

warm trench
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But think it's down to the slightly smaller T1 and also the longer, non-tapered magnifier

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So it keeps the nice inertia effects of 3D sights but looks much more like a 2D sight

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The downside is, with Track IR, you can look around 'inside' the sight!!!

polar fiber
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that looks quite cool

warm trench
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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.

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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!

pure whale
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ladders still dont work

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gholy shit im annoyed

bleak tangle
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Does it work if you place it from the editor? Could it be a missing land class?

pure whale
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nope

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nvm im kidding

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it does work in the edityor

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but not on the object in wrp

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now im confused

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my other structures i guess link up to their config entires when placed in the wrp

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but not this specific one

stuck oyster
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land class?

pure whale
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ok

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it works now?

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wtf

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i just restarted game and now it just works

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?? 😒

minor jasper
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@fervent steppe i did some tests a while back and found that ladders stopped working at about 20m. was making sniper trees for unsung.

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15m is fine, but higher and it suddenly just doesnt work any more

pure whale
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this one is 30m and it works ok now

pure whale
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ok

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my ladders work on a dedicated server

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but not the editor

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i just dont

fervent steppe
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hmm interesting @minor jasper

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im gonna try one now too

fervent steppe
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anyone have any issues with rotation in an object causing the object to act funky after a rotating?

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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

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its about 18 meters long

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ill post a video

woeful viper
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damn... at 55mb p3d size objectbuilder seems to get quite sluggish

foggy finch
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must be a nightmare combined with viewport issues

woeful viper
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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

white mural
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Here you can ask about creating a mods?

woeful viper
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"Discussion about anything related to Model creation and usage within game modifications"

foggy finch
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@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

fervent steppe
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Hmm. I don't have autocenter. And I'll try the vert trick. Thanks pal

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I'll let you know if it works 😜

foggy finch
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ye

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dont leave me hangin 😛

fervent steppe
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Hehe

stuck oyster
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@fervent steppe if geometry is animated outside the original bounds of the model its not detected anymore

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so basically the objects bounds need to be as large as the animation makes it as @foggy finch suggested

fervent steppe
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Ahhhh. That makes sense! Thanks gents. I'll fix it tonight. I feel asleep on the couch 😂

bold flare
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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 😄

echo rain
#

@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 😄

fervent steppe
#

Haha right ^

native garnet
#

Is there any good info on what the max slope is for a roadway to be aable to walk onto it?

sudden chasm
#

im assuming i fucked something up somewhere.

fervent steppe
#

@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!

foggy finch
#

👍

echo rain
#

@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

native garnet
#

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

minor jasper
#

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

polar fiber
#

I'd have though using one of the existing ramp models and adding rotation in eden to increase its slope, would work too

minor jasper
#

much simpler 👍

native garnet
#

that's a good suggestion actually, ima give that a go

hazy root
#

Is there a way to export a maya group to object builder?

polar fiber
#

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

hazy root
#

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

polar fiber
#

nope

#

at least I don't think there is in a way that will survive .fbx export and automatically assign in object builder

hazy root
#

i can't wait for arma 4 and proper modding tools

polar fiber
#

You can create sets in Maya. But I don't think that transfers outside the .ma/.mb

hazy root
#

allready tried them

#

nope

polar fiber
#

Other intermediate way would be to export multiple .fbx files based on selection. Import to different instances of O2, save and "Merge as Selection"

hazy root
#

i guess

plain jackal
#

Does anyone have any idea why my tankx vehicle would not move at all when accelerating?

stuck oyster
#

too heavy/ not enough power in engine, wheels not touching ground

plain jackal
#

should the bound mem points be on the bottom of the track or wheel?

stuck oyster
#

if configured right yeah.

#

could also be too loose dampers so that your hull touches ground

native garnet
#

@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

still trail
#

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.

stuck oyster
#

needs totally matching topology and weighting to have a chance to work

still trail
#

sounds complicated

stuck oyster
#

Or could perhaps make use of the ghillie suit techs hide parts

lusty ginkgo
#

not complicated just a pain in the dick

still trail
#

maybe better to combine the jacket/khet into a uniform?

stuck oyster
#

possibly yes

still trail
#

trying to model for Houthis... who seem to love to wear suit jackets/sport coats!

#

Thanks

plain jackal
#

What selection makes tracks animate on a tankx class vehicle?

stuck oyster
#

they can be defined in config.cpp

#

default iiiisss

#

mm

#

well in the sample tank

polar fiber
#

pasoffsetL/pasoffsetP

#

but as said, it can be redefined with selectionLeftOffset selectionRightOffset

plain jackal
#

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

stuck oyster
#

it just scrolls the track texture on them

#

from up to down I think

nimble vapor
#

Yeah it goes up and down.

polar fiber
#

make sure you tracks are not part of another selection that's listen in the sections[] array

plain jackal
#

does that include the podKolo bits?

#

@polar fiber

polar fiber
#

yes

#

I said sections though

#

I'm not sure why you'd have podkolos in the sections array

plain jackal
#

i thought i need them in sections but ive learned i dont

polar fiber
#

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

plain jackal
#

would you be willing to go to PMs for this?

polar fiber
#

no, it's 2am

#

I'm gonna sleep

plain jackal
#

lol understandable

onyx carbon
stuck oyster
#

whats your texture path?

onyx carbon
#

texture\borderwall\borderwalldark_co.paa

stuck oyster
#

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

onyx carbon
#

Sorry ment texture\borderwall\borderwalldark_co.tga
Just changed it to paa to port it into game

stuck oyster
#

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?

onyx carbon
#

Thats in the Face Properties correct?

#

Yeah

stuck oyster
#

no in top bar tools

onyx carbon
#

Oh, thanks. Those are red for me

stuck oyster
#

that means it cant access them

#

do you have this in your OB config

#

file - options

onyx carbon
#

Yeah for some reason I didn't have that, thanks!

#

Still not showing but will do a restart

stuck oyster
#

showing in BZ or OB view?

onyx carbon
#

Ob view

#

That got it to work, many thanks HorribleGoat

stuck oyster
#

I dont myself use the OB viewport for texture viewing at all but BZ does come in handy from time to time

#

👍

tacit badger
#

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?

strong plaza
#

tile some slanted barbwire texture with alpha mask on a cylinder

minor jasper
#

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?
polar fiber
#

happened on the MELB grease pencil mark in RHS when we added dynamic loadouts

minor jasper
#

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

polar fiber
#

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

minor jasper
#

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

polar fiber
#

maybe some tweaks to the view config values then. I remember they did some changes to headaimdown values in Tanks DLC

minor jasper
#

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!

woeful viper
pure whale
#

this error is new to me

#

trying to repack old weapons pbo

pure whale
#

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

polar fiber
#

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

pure whale
#

no there arent

minor jasper
#

delete class rotation; and chec kyou dont have any class myanim: rotation {etc};

#

or

#

add in a new class rotation definition

pure whale
#

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

minor jasper
#

how fixed?

fervent steppe
#

Magic

plain jackal
#

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.

median bough
plain jackal
#

well right but what im asking is do vests actually support that?

#

I guess there's a surefire way to find out

pure whale
#

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

minor jasper
#

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

stuck oyster
#

@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.

bold flare
#

edit buildings no

#

but you can just make a planks model and attach it to the building

pure whale
#

that's weird because I don't have any external references

#

unless I'm actually a moron

rough idol
#

@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
echo rain
#

@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

pure whale
#

no you cannot modify models from arma 3

#

if you distribute it it's a crime

#

basically

#

reverse engineering of binarized data ect

white jay
#

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?

pure whale
#

something you can do is just use the a3 textures

#

that's a quick way to make your objects blend in well

subtle timber
#

Does anybody know if there's an Asian bust available?

stuck oyster
#

A2 may have older one

#

but other than that, no

inland atlas
#

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?

stuck oyster
#

as far as I know, no

#

trial and error has been my method

#

will take other opinions too xD

inland atlas
#

I mean, it should be possible to just calculate it, but it seems as if getting that mathematical model correct would take even longer.

stuck oyster
#

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

inland atlas
#

I guess I'll get working on that then, thanks.

woeful viper
#

@inland atlas calculating doesn't work - discretecampoint works in some wonky unpredictable way

drowsy osprey
#

One message removed from a suspended account.

stuck oyster
#

@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

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

no no no thats not right way

inland atlas
#

@woeful viper Ah, thanks for the link.

stuck oyster
#

dont rip models from other games

#

that will get you kicked in the nuts

drowsy osprey
#

One message removed from a suspended account.

stuck oyster
#

because its stealing

drowsy osprey
#

One message removed from a suspended account.

woeful viper
#

🚓

#

sure

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

well crude comparison you would not steal a car for personal use

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

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

drowsy osprey
#

One message removed from a suspended account.

stuck oyster
#

internetz is full of pics and tutorials for all major 3d packages

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

👌 looking forward seeing more original stuff from you

subtle timber
#

@stuck oyster Do you happen to know where I can look for that Asian Bust?

#

You mentioned A2, doez A2 have samples?

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

agile flint
#

Asian bust 🤔

subtle timber
#

Asian head example

#

The unbinarized model without face textures

granite berry
#

What are the size (dimensions) limitations for A3 objects again?

stuck oyster
#

@subtle timber A2 released datafiles might have it

royal prism
#

hi,

I have 1 question, is it possible to "disable the damage" of a building via model config?

bold flare
#

you should be able to remove the hitpoints.. not sure if they are model config or config.cpp

royal prism
#

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

bold flare
#

you've sent the link to report your comment to moderators 😄

outer condor
bold flare
#

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? 🇵🇱

outer condor
#

darn posted in the wrong channel 😊

fervent steppe
#

@royal prism you can set the damage of a building to none in the main config

dapper girder
#

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?

stuck oyster
#

muzzle? or suppressor?

dapper girder
#

using the same proxy as a supressor would use, pretty sure its called muzzle in the weapon p3d

stuck oyster
#

true

#

The model I would thin does not need much

#

teh visual mesh and reasolution lods

#

shadowlod

#

perhaps a basic geometry lod

dapper girder
#

what about this guy?

stuck oyster
#

if you have mikeros toosl (you probably should)

#

you can use eliteness to look into vanilla p3d statistics

dapper girder
#

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

quick terrace
#

no you don’t need eveything open

#

some more samples would work just on for begginers

dapper girder
#

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

woeful viper
#

look in rpt if there are errors mentioning shadowlod maybe

dapper girder
#

not sure what an rpt is

woeful viper
#

google arma rpt

dapper girder
#

k, well thanks everyone!

#

off to modding adventures 😄

stuck oyster
#

good luck! 👌 💪 ⚔

fervent steppe
#

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

stuck oyster
#

@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

fervent steppe
#

Oh interesting. I'll try that

#

Thanks man. I'll report back in a few

stuck oyster
#

👌

fervent steppe
#

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

stuck oyster
#

armor didnt help?

fervent steppe
#

no

stuck oyster
#

and its a mapobject?

fervent steppe
#

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

stuck oyster
#

cant topple the fatty

#

you got to feed you walls more concrete

fervent steppe
#

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

stuck oyster
#

whats their armor value in the config?

fervent steppe
#

oh let me see if that changes anything as well

stuck oyster
#

for editor objects you might need that

fervent steppe
#

ok so i set one to 1000 the other to 50

#

ill report back

tulip beacon
#

what class is your guardrail?

fervent steppe
#

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

tulip beacon
#

it may still depend on object's mass and (probably) size and shape of geolod

fervent steppe
#

yea i bet it does

#

ill have to test it on a sample terrian

tulip beacon
#

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

fervent steppe
#

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

tulip beacon
#

it may also depend on mass of the vehicle that is hitting it

fervent steppe
#

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

plain jackal
lusty ginkgo
#

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

bold flare
#

The max size of the Roadway LOD

#

geometry lod can be 100m x 100m

lusty ginkgo
#

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

strong plaza
#

I'm pretty sure the geo can be way bigger

bold flare
#

That's atleast what the wiki says. Can't find a note about max size in the res lod section

strong plaza
#

the models in ToH are gigantic

#

roadway doesn't work on them

#

but geo does

lusty ginkgo
#

how gigantic?

strong plaza
#

airport gigantic

#

hang on

lusty ginkgo
#

like an entire airport in one model

strong plaza
bold flare
#

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).

strong plaza
#

it also depends on terrain sampler settings

#

from what I've heard from tech guys like pennyworth

outer condor
#

the large TKOH buildings were bugged in A3 as they didnt port the technology

#

however it may work now

#

Snakeman or Chris should know

strong plaza
#

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

merry gorge
#

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"

bold flare
#

are you using the blender toolbox to export to p3d?

merry gorge
#

yep but anytime I select geometry for the geo lod it pops an error on export

bold flare
#

what "error"?

merry gorge
#

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?

bold flare
#

roadway yes.

merry gorge
#

a simple square on the roof would do?

bold flare
#

pathway only for AI

stuck oyster
#

@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

tacit badger
#

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

stuck oyster
#

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

sonic valve
#

Do buildings need FireGeo to determine thickness?

stuck oyster
#

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

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

not really. just perhaps shows a bit of lack of taste. but no rule against it

median bough
#

who TF wants to touch balls that are not between his own legs...?

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

you sir are obsessed with balls.

woeful viper
#

@median bough i'm sure there are customer services to 3d scan anyones balls and turn it into a grip for them

agile flint
#

hahah 3d scan some nuts

#

You might get a wide variety of grips though, depending on the operators needs

fervent steppe
#

Just want I always wanted in my firearm. A ball grip.

drowsy osprey
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drowsy osprey
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lusty ginkgo
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anyone know why my model looks like this?

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it is above the water by about 5 meters

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another model using the exact same texture and .rvmat looks solid

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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

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to be clear I am talking about the distortion

obtuse rain
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Maybe your object is getting overdrawn by the ocean but is still visible when the screen space reflection buffer is copied into.

lusty ginkgo
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figured it out

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named property

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one of the occlude ones

fringe marlin
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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.

plain jackal
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open Object Builder

fringe marlin
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Nice, thank you. Is there anything i need to know before I export the model, as in size, textures or materials?

plain jackal
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uh not really

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you'll probably need to adjust the scale

drowsy osprey
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One message removed from a suspended account.

sonic valve
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Question, is there a example or documentation on how to implement things that get effected by wind like flags?

obtuse rain
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The Arma 2 data pack has unbinarized flags, with that and the configs you should be able to get a good start.

sonic valve
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Would it have the proper set up though? It seems like the A3 one is far more advanced.

rough idol
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a3 is also using different selection names

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but beside that, there are not that much different

dark flint
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is there any Tutorial on Blender -> Arma 3 (Building + Doors)

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and maybe even windows

tulip beacon
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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
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hmm... 🤔

stuck oyster
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@dark flint there are really no such specific tutorials (and not many arma tutorials to begin with)

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if you are looking for tutorials how to model stuff you can use any generic tutorial for your chosen progrma

dark flint
stuck oyster
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blender in this case has loads of tutorials from basic to advanced modeling

dark flint
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im fine with blender

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its more the workflow from blender to Arma

stuck oyster
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arma sample modles provide pretty good idea what requirements there is for a model to work in specific way

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so you can import the house for example into blender (via FHQ toolbox)

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and see how its done

dark flint
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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 ?

tulip beacon
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@dark flint is that textures or models?

dark flint
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textures

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they also provide models and much more

tulip beacon
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like this is definitely not a model

stuck oyster
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@dark flint buildings like many large models in arma use multimaterial

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which allows you to get much more detailed surfaces close up

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with the use of multiple tiling textures that are masked over the model

dark flint
tulip beacon
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yeah, that's texture

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i need m o d e l

dark flint
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so "SpeedTree Modler" is quiet easy to use 😬

tulip beacon
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like model of leaf that texture was taken from + texture of course

dark flint
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the "textures" are photoscanned from reallife

tulip beacon
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yes, but i need the mesh itself too, not just texture

dark flint
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thats hella work

stuck oyster
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mm yes? I dont quite understand the problem?

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did you read through how multimaterial works?

dark flint
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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 ?

stuck oyster
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so you dont know how to unwrap the uv or what?

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@dark flint ?

dark flint
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i wonder if the uv + texture gets ported into Oxygen

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or objectbuilder however its called ^^

stuck oyster
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from blender?

dark flint
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yup

stuck oyster
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uv yes, is part of the mesh data

dark flint
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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

stuck oyster
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so youre looking for "how to import stuff in to OB/Arma"

dark flint
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yes 😄

stuck oyster
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with blender you have the option to use FHQ toolbox addon that can export straight to p3d

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and you should have made that clear from the start

dark flint
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im an idiot 😃

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but how about glass/windows + doors 🤔

stuck oyster
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what about them

dark flint
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so i dont need to work with that scary terry Object builder atall if i have the Toolbox?

stuck oyster
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if you understand what the model needs then no

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but I often use it to preview the model.

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because what it looks like in Blender does not often fully translate into Armas environment

dark flint
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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?

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and how to make doors work?

stuck oyster
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things like transparency are controlled by texture alpha opacity so yes simple half transparent texture like that would work

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if you want more glassy look you would also need a glass material applied to it

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have you looked into Arma 3 editing section of BI forums?

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also doors need 3 parts to work

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the model with appropriate named selections on right parts of the mesh

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model.cfg animation classes to power up the movement

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and config.cpp to configure the user actions

dark flint
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but when i export to p3d i have to setup a model and config anyway or not?

stuck oyster
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yes you will have to do that

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so I'll repeat:
have you looked into Arma 3 editing section of BI forums?

dark flint
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not realy

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is that stuff Up to date?

stuck oyster
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for the most part

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Im not a s nice as @cunning temple so I'll let you find the right forum section yourself

dark flint
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i guess

stuck oyster
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but im looking at 2 topics on the first page of that section that should get you started

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👌 yes indeed

dark flint
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but they are just simple objects no doors and windows <_<

stuck oyster
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you keep digging on that editing section and you should find answers

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and just so you know it is very much in your own benefit to look up and find the answers yourself.

stuck oyster
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now youre getting somewhere

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those 2 pages and arma 3 samples should be all you need

dark flint
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do only vertics work as bones ?

stuck oyster
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there are no real "bones" created in your p3d when you do animations through model.cfg

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they are virtual concepts

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but they do have memory points that define their position and axis

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and axis memorypoints work in pairs

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the pair creates the virtual bone axis

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compare to the Arma 3 samples

dark flint
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i also heared that arma uses z for sidemovement

stuck oyster
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no Z axis is the depth/ front-back direction

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but why does that matter?

dark flint
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door movement

stuck oyster
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you can define your own axis with the memorypoints

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for rotation or translation type animations

dark flint
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how do i get a sample building into blender? ^^

stuck oyster
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FHQ toolbox has p3d import...

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but for animation stuff you might want to tackle the bear thats called Object Builder

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as its the only way to properly preview the animations

dark flint
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hmmm...

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u cant imagine how much i hate Objectbuilder xD

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it starts with the inverted mouse in Bulldozer and that i have to fireup bulldozer for preview and aaaaall that x

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xD

stuck oyster
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cant be helped really

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if you want to do animated things any way efficiently you got to get over that

drowsy osprey
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One message removed from a suspended account.

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quick terrace
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my 2 cents here, could have spared a few more polygons around

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also if these 2 hexagonal black things are actiual holes and you baked some screws there

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they look pretty weird

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the screw bakes look on, the dark black thing around em don't 😃

drowsy osprey
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One message removed from a suspended account.

woeful viper
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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^^

quick terrace
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so the hexa side is where the screws come out through, not where the screws caps are (left side most likely)

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that is also left side 😄

woeful viper
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here we are, obsessing over nuts again 😄

polar fiber
twin urchin
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ah a PIP stock

terse elm
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Would be an interesting piece

agile flint
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Who doesnt like a good butt

polar fiber
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Me, evidently. It's been on my "to do" list for over a year. But I keep finding other things to do

fathom dagger
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ooooh.. the M240Lima dream...

fringe marlin
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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

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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

stuck oyster
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for the mid air issue you need a geometry with enough mass for it to be registered as physics object

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for missing textures you may have set up your develpment environment wrong (P: drive == virtual game root folder where all paths begin)

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also what are you packing with?

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and does the textures work in Object Builder buldozer preview?

fringe marlin
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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

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no textures in object builder

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should i also assign a texture there or just the material?

stuck oyster
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ok so first you set up your p:drive and all that jazz right and then we can talk

fringe marlin
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is the p drive really necessary?

stuck oyster
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yes

fringe marlin
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okayi i have now a virtual drive pointing to my arma project folder.

stuck oyster
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root of your project?

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or the folder your project is in

fringe marlin
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root of my projects folders
not the root of the mod project itself

stuck oyster
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ok good

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if you dont have p: drive I assume you dont use Mikeros tools and pboProject

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AddonBuilder?

fringe marlin
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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

stuck oyster
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🙈

fringe marlin
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addonbuilder on itself would work, but it never packs the sqf files for me

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it is utterly a mystery for me right now

stuck oyster
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yeah .sqf needed to be added to the direct copy list or somesuch

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pboProject is the tool in Mikero arsenal that does what addon builder does

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only better

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and it does not let you build errors

fringe marlin
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i take it pboproject is the paid version of it? i only have makepbo and the like

stuck oyster
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at least most of those are caught and it even gives you error message whats wrong

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no

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pboProject is part of the free tools too

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I'll assume you got some very old version too

fringe marlin
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makepbo x64Version 1.97, Dll 6.63

fringe marlin
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linux tools tho

stuck oyster
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ouch

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of that world I got no idea

fringe marlin
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my av does not like mikeros tool

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so i just use it in the linux bash window for windows

stuck oyster
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I'll pray for you.

fringe marlin
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well, guess addonbuilder it is then

stuck oyster
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well ok AB works

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but you got to get everything right on your own

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because it lets you pack up just about anything

fringe marlin
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oh damn i really need to include tons of things or they do not get packed

stuck oyster
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but now that you got p: drive working I suggest you check in Object Builder and Buldozer that your paths really work

fringe marlin
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okay, anyway to test if object builder would work now?

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so the material points now to
P:\diwako_anomalies\Data\UI\bolt.rvmat

stuck oyster
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with p: being a virtual root you never put the P: part into paths

fringe marlin
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aight, so i just remove "P:" then it basically is the path the mod would have normally

stuck oyster
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texture = "LoDR_Water\data\LoDR_Water_01_NOHQ.png";

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for example

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LoDR_Water folder is in p:\

fringe marlin
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texture = "diwako_anomalies\Data\UI\bolt_nohq.paa";

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that is how it is in my rvmat

stuck oyster
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yes that looks right

fringe marlin
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okay so, packing works

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just the rvmat is exluded.

stuck oyster
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from packing?

fringe marlin
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oh hang on, I forgot to save the p3d it was still pointing to p:

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ye now there is a rvmat

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also binarized in the pbo

stuck oyster
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👌

fringe marlin
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gonna test if the model is now textured

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if not then i cry silently and need to try agaain

strong plaza
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are there mlods available for altis vegetation?

tulip beacon
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no

strong plaza
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guess it won't get released until arma4 then

tulip beacon
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4sho

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why do you need them?

stuck oyster
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@fringe marlin be advised that SPs metallic workflow does not translate directly to Armas specular/glossmap

fringe marlin
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Ye

strong plaza
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I wanna knock off a few LODs for a low detail map I'm working on

fringe marlin
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i did not make that model, a friend of mine did and they are into UE4 material pipelines

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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

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as in, get thrown as a nade

stuck oyster
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will it explode?

fringe marlin
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no

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it is a bolt for my anomalies mod

stuck oyster
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I know

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was just joking

fringe marlin
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it will disapear before the explosion

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hehe

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i mean my arma group has rocks in the modpack which explode

stuck oyster
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I've played enough stalker

fringe marlin
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okay, seems that material only does not work on models, right? now it is untextured again.

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well, never mind, getting the physics to work is more important for now

stuck oyster
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get the Arma 3 samples

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and now that you got you P: drive

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I suggest you unpack the Arma data in it

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so you got examples from there too

fringe marlin
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so i take it, i will have to add the missing thing in object builder then

stuck oyster
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Yes

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what do you have used to get it this far?

fringe marlin
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pure willpower and a bit of google foo.

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mostly trial and error until i gave up and asked here

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the arma samples are downloading right now

stuck oyster
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how did you get it into p3d?

fringe marlin
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read up on it a bit and read somewhere you can import fbx and 3ds files into it

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into object builder i mean

stuck oyster
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ah ok

fringe marlin
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so i went ahead and tried it out

stuck oyster
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I got the impression you had not used it xD

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but yeah thats the right way

fringe marlin
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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

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so I kinda knew how the material and model paths should look like

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ooh, so geametry is just another lod? Hm wonder if I can just add one in objet builder

stuck oyster
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yes you can

fringe marlin
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hope that is enough, I just added a new one and set the properties to Geometry

stuck oyster
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geometryl lod has a few requirements but making that should be enough yes

fringe marlin
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nah, looks like it was no enough, still floating

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hm is it normal that double clicking the geometry lod resutls in the model disappearing from the viewer?

bold flare
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yes. If you switch the LOD the others are hidden

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there is a setting to still show the other LOD in the background though

fringe marlin
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guess i need to add at least a cube into this lod for it to work

bold flare
fringe marlin
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thanks, so a simple bounding box will do

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  • some mass
fringe marlin
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Just wanted to say thanks here, it worked out in the end