#arma3_model

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drowsy osprey
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quick terrace
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much better

drowsy osprey
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wet blade
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does Object Builder even work ?

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when I try to run it, nothing happens. Arma 3 Tools just close

stuck oyster
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yes it does. your tools are somehow installed wrong

median bough
wet blade
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I just got it to work

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just had to run it manually with .exe first

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so it magically started to work with arma 3 tools aswell

median bough
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but still, do yourself a favor and read the stuff on the wiki. if more ppl would do so, we wouldn't have the same questions over and over again.

drowsy osprey
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stuck oyster
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Pip setup could work but then again it might not

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Arma is not quite well equipped for fancy scopes like that

median bough
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FPS are locked on low for PIP iirc = no fun looking through a PIP scope

drowsy osprey
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stuck oyster
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or pic a more convenient scope to make

lusty ginkgo
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so with my river models I worry about running into performance issues

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is there anything I can really do about this?

stuck oyster
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good lodds

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other than that, probably not

lusty ginkgo
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the LODs doesn't help a whole lot it seems

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the smallest is literally just a four pointed plane

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the model is 64mx64m and it decreases my fps from ~50-60 to ~40-45 while on screen

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and I might need to make the models be visible from any distance so it doesn't look weird

stuck oyster
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whats your section count on it?

lusty ginkgo
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1

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kept it to 1 .rvmat and a procedural texture

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the material loads 3 different images though

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that's the material

stuck oyster
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did you animate the mesh?

lusty ginkgo
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yeah a little bit

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it's barely noticeable though

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just using model.cfg animations

stuck oyster
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try without

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see if there is a difference

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and then try without animated texture

lusty ginkgo
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with just tex as uvsource?

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also there is the issue of getting the river to bend around turns

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probably will need to make various degrees of bends which might be worse for performance

stuck oyster
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you will need special parts for that

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that

lusty ginkgo
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if the models use the exact same textures and materials does it become a performance issue or is it just the same since the models are basically the same

stuck oyster
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couple of textures and fairly low poly models should not be an issue like that I think

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but it could be the animations or the animated texture that is heavy

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what animation source did you use?

lusty ginkgo
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yeah, but low poly isn't exactly, well, accurate for the main LOD's

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animation source?

stuck oyster
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how much is it?

lusty ginkgo
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8.5k

stuck oyster
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for themodel.cfg animation

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how big a tile is is?

lusty ginkgo
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64 meters

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was 32 but I upped it

stuck oyster
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well fairly big and would need the verticles to make the waves look anyway decent

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but lods should cut that no problem

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so the animations are my main suspect

drowsy osprey
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lusty ginkgo
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the animations aren't even necessary

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the water flows over the bumps and it looks like waves unless you look very closely

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it just adds a nice touch

stuck oyster
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make the test without them

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youll know then

fervent steppe
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@lusty ginkgo there are plenty of sample water models available. Why are you trying to change the way it's done?

lusty ginkgo
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I want to make something that I think looks good and also something I can change and modify however I want

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also I haven't seen "flowing" water done this way before

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other than the water anim uv thingy

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the "overlay" method I am attempting is very large scale as well

fathom dagger
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^

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๐Ÿ‘

merry gorge
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Anyone know where I'm going wrong with a geo lod? I've made a default cube and still cant get it working. Is there a workflow shown anywhere?

bold flare
merry gorge
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Yep I've followed that, added mass, validated geo

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not sure about this part though Object must be named ComponentXX (where XX is a consecutive number between 01 and 99)

bold flare
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your object must have a named selection that's called Component01 for example

merry gorge
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so call it Geometry01?

bold flare
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No

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Component not Geometry

merry gorge
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Where is it shown in O2 though, that's where im getting confused. Not sure where to actually name the lod for this component thing.

bold flare
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bottom right by default

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if you don't have any named selections that'll probably be empty. You can right-click->New

merry gorge
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this must be where I'm messing up, cheers ๐Ÿ‘

fervent steppe
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Don't name it yourself tho. You need to go to topology > find components and o2 will find and label all the components in the geo lod

minor jasper
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(unless you wish any parts of geo to be non colliding, e.g. gravity boxes (with mass) added outside a helicopters physical space for convenient flight model tweaking). These should be present, but with no aassigned component (tip, delete all componetXX selection names, cut the gravity boxes, find components, then paste them back)

wet blade
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is Addon Builder's Binarization broken ? it removes all .p3d files

woeful viper
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are the p3d binarized prior to binarization?

wet blade
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nope

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is there any other way to binarize them ?

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and Mikero's MakePbo also requires already binarized .p3d's

bold flare
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Mikero's pboProject is the AddonBuilder alternative

wet blade
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oh nvm, I just got it fixed by unchecking the Binarize all textures option in Addon Builder

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that's weird

fervent steppe
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I would toss addon builder in the trash heap and use pboproject

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It is worlds better

wet blade
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I'm trying to use it, but I'm getting "missing vanilla texture errors", like
missing file: Line 81: A3\sounds_f\dummysound
but I have mapped the vanilla folder on P drive using A3 Tools.
It's shown there as A3_Retail so I don't know what's wrong

bold flare
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It should be on P:\A3\sounds_f\dummysound if it's not there then you did something wrong

wet blade
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oh, then it's wrong indeed

foggy finch
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@lusty ginkgo if you expect any help from any community members in this discord I suggest you watch your language and start treating anyone here with a bit more respect.
Statements like this:

Rylan - Today at 04:04
cuz fuk u that's why

Get you added to block lists pretty fast.

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you were asked a legitimate question, and responded like that, how do you ever expect to be taken seriously?

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it's not me you need to apologise to, perhaps you should apologise to the people in the conversation at the time.

obtuse rain
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Are you from Australia, Rylan?

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Your typing has an Australian accent.

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I was only about 180ยฐ of longitude off though, so pretty close.

fervent steppe
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All good Rylan

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I have a friend in bozeman

wet blade
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I just got an error using Mikero tools:
18:12:26: PhysX SDK ERROR: 32, msg: ConvexHullBuilder::CreateTrianglesFromPolygons: convex hull has a polygon with less than 3 vertices!, file C:\diskP\W\C\Futura_2\extern\PhysX3\Source\PhysXCooking\src\convex\ConvexHullBuilder.cpp, line 1116
is there a way to find those polygons using Object Builder ?

bold flare
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do you have a physx LOD?

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use the Object builder feature to "check convex hull"

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and one other verification thingy. Don't remember the name

stuck oyster
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@wet blade how have you created the geometry?

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hmm check convex hull could actually work on this

wet blade
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@stuck oyster the thing is, I didn't. yet I'm trying to fix the issues

stuck oyster
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but you have a geometry lod?

wet blade
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yes

stuck oyster
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so where did it come from?

woeful viper
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doesnt physx take normal geoLOD if it's not specified?

stuck oyster
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yes

wet blade
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it's a structure

stuck oyster
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but normal geom would not like unconvex hull either

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did you make it and how familiar are you with the tools?

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this matters because what kind of help you need is related to how much you know

wet blade
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as I said, I didn't make it, and I'm familiar more with configs editing than modelling

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and I didn't work with object builder. I know how to change models a bit, but that's all. I'm not going to model anything though. I just want to get it fixed make it pass through mikero tools lol

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those are some really minor issues. Is there a way to make it pass through mikero tools ?

stuck oyster
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no

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and you really should not think like that

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its what makes broken crap mods

wet blade
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well, mikero tools show 15 errors and 432 warnings, I'm gonna slice myself

stuck oyster
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wheres the model from then? its seems its may have some major issues

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If you want it to work you got to go fix all that

wet blade
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it's USS Iowa

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a ship made of 30+ attached structures

stuck oyster
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from the mod?

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but your not the original author?

wet blade
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no, I'm not the author. I got permission to edit it though

stuck oyster
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I see. Well that is a major league undertaking so I dont think you can just throw it together. You got to learn the ropes for big operation like that

woeful viper
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432 warning -> that doesnt say much. One error could cause many warnings (several hundreds)

stuck oyster
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In my experience editing someone elses work is never simple

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never know how some things are done

wet blade
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@stuck oyster I don't give up easly. already managed to fix it so it doesn't crash in Multiplayer anymore, and improved/added some config related stuff.
But do mikero tools let warnings to pass on?

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oh, well I didn't know either, untill I launched Mikero tools lol

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like... the ship works just fine in game

stuck oyster
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Ok I'll just say this once. Sure it can run in game with errors and stuff

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but you cant reliably build anything upon that

hollow fulcrum
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lol

stuck oyster
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as errors and shit can come bite your ass in the long run

wet blade
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there is only one thing crashing (when barrels from 2 front turrets touch each other, Arma doesn't want to launch the ship in space and crashes)

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removing collisions would fix that

stuck oyster
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no idea how its put together to behave like that

wet blade
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@stuck oyster it's honestly put together with AttachTo lol I'm not joking

hollow fulcrum
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it's a land_ class assembly.

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i happen to know because i helped the guy out when it was originally made. there are a number of things i would do differently quite honestly.

stuck oyster
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land class doesnt have physx behaviour?

hollow fulcrum
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think the turrets are attached after the assembly is constructed.

wet blade
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no no

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actually turrets are part of the ship

stuck oyster
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in any case @wet blade you will need to learn the ropes to do it properly

hollow fulcrum
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been so long, i have the files here somewhere im sure.

wet blade
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they are properly defined under CfgVehicles for the ship

hollow fulcrum
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yep, good luck with it ๐Ÿ˜ƒ

lusty ginkgo
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16.3km from top to bottom btw

lusty ginkgo
strong plaza
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how does that work when you're really far away, have you figured out a way to make it render very far out? so far I've only managed to get objects to render at max 12 km

lusty ginkgo
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I remember there being a config value or something like that that forces an object to always render

strong plaza
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featureSize = 50;
featureType = 2;

lusty ginkgo
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in the gif I just happened to be near it's center

strong plaza
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I tried that over a year ago, was not successful

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hmmm

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I know the runway lights will render on 12 km and infact over 40km, I should have a look at them in eliteness

lusty ginkgo
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good idea

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I don't see anything there that seems out of the ordinary

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there are objects that use those values in the config so they must work

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maybe I need to make the model so it can't be occluded

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none of them have the featureType value

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highest value is 98.5 for Submarine_01_F for some reason

lusty ginkgo
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also there is a possibility it only works on objects in the actual .wrp and not editor objects

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another issue is the way it flickers with the sea water at a distance

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also btw @stuck oyster removing the animations does seem to have had a positive effect on performance

lusty ginkgo
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it being in the .wrp doesn't seem to have made a difference either

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shame

lusty ginkgo
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not even inheriting from the lights does the trick

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there must be something else outside of the model and it's config

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there are some differences in the model info between my p3d and the navig light but I'm not sure how to change them

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view density might be a thing

lusty ginkgo
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viewdensitycoefunfortunately didn't work

dreamy imp
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Hey everyone, so quick question; i have a model that my friend gave me (I've got source too) and it works when you place it down in editor, but when i place it on my terrain, this happens: https://i.imgur.com/gpI5Dfg.jpg

bleak tangle
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Does the model use proxies?

dreamy imp
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Yeah, it does

bleak tangle
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Does it have a config?

dreamy imp
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Yeah

bleak tangle
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Does it have a land tag?

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(in the config)

dreamy imp
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Let me check quickly

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you mean like land_building_1? instead of building_1?

bleak tangle
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Yes

dreamy imp
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it does not

bleak tangle
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And the name of the model used in that case would need to be building_1.p3d

dreamy imp
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Yeah, it is

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Name is the same as the p3d

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It has anims and user actions, do i need to do anything other than add in the land_

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@bleak tangle

bleak tangle
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No, that's all that needed. Not having land_ would also mean that the animations wouldn't work for that object if it was placed in the WRP

dreamy imp
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ahhhhhh ok, thank you

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I appreciate it very much

dreamy imp
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@bleak tangle Sorry for @ you, but the animations aren't working on it

outer condor
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@dreamy imp you should pastebin your model.cfg and config if you want assistance

stuck oyster
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@lusty ginkgo It could be the uvtransform animation then gets too heavy

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especially on a more complex mesh

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you could try with very simple flat planes too

lusty ginkgo
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binarizing it into the terrain with the featureType and featureSize config as well as the viewdensitycoef values has actually made a noticeable difference

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the river doesn't flicker in and out of existence depending on viewing angle for one thing

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and you can see it from a lot farther away

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but it still isn't quite enough

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also I am still concerned about the flickering between the surface of the sea water and the river model surface from a distance

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not sure if there is a way to prevent this or not

stuck oyster
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is that where the river meets the sea?

lusty ginkgo
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the river model is an overlay on top of the sea

stuck oyster
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like whole way?

lusty ginkgo
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the sea has waves disabled so there is no collision visually

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yeah

stuck oyster
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oh

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im curious why you chose that approach?

lusty ginkgo
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I'm limited to using the super shader for this for a few reasons, so I wan't to maintain some of the visuals of the sea water shader, which I have customized a lot, and it really looks better this way. Another thing is the roadway LOD problem. That isn't an issue with the sea but would be a much bigger problem to try and deal with using such a large scale model, and breaking the model up is the main thing I wan't to avoid here. Also the terrain that has the river already has the heightfield set up in such a way that the sea fills in the river and there isn't much I can/want to do about that

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I'm experimenting with this method as well because if I can make it work out it would make this kind of terrain feature much easier to replicate in the future on other terrains

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maybe thiss approach doesn't make much sense lol

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another huge benefit I forgot to mention is with keeping the sea, I can make the river model optional with a module that would remove it for people that might not like it or if it in some way causes performance issues

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also it would appear that the sea doesn't use the CfgMaterials water at all

granite berry
lusty ginkgo
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I have

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not great

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faster to just do it manually in my experience than to spend forever tweaking it to get decent results

granite berry
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yeah the results look a bit messed up

lusty ginkgo
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the lack of decent documentation makes it hard to figure out

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I'm sure if I knew how to use it it might be helpful

stuck oyster
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Well you have quite special case with the terrain being how it is and all that so with all that there is a clear reason in your though.

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You could try messing with the different render flags on the rvmat to fix/minimize the flickering

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is the flow supposed to be that fast or is it just for testing?

lusty ginkgo
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that is just using the same .rvmat as the smaller flowing water overlays

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I haven't tweaked it yet

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also the UV's obviously need work as well but I will worry about that when/if I can get everything else working

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renderFlags[] = {"NoZWrite","NoAlphaWrite"};

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it already uses those

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not entirely sure what those do tbh

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whether or not this works out I think it's worth it for knowledge but it would be very unfortunate if my effort here doesn't have an outcome

lusty ginkgo
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if my view distance is all the way up (the regular one not the object one) I can see the river model throughout the terrain

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even my the object view distance is all the way down

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I can't seem to get decent results tweaking the waterexpars so I guess I'll try and mess with the material now

hexed fulcrum
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hello, I am currently working at some 3d objects on 3ds max, i find a script in to the "A3_Character_Examples_1.1" for exporting .p3d s but I can not make it work.. is there anyone using 3ds max can tell me how to export things in object builder? thanks

lusty ginkgo
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Are you trying to export a .p3d from 3ds or import something into OB?

hexed fulcrum
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its not the same thing?

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meaby you mean that there is a way that 3ds export the final .p3d

lusty ginkgo
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you can import .fbx and .obj models into object builder

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there are tools for blender that allow direct .p3d export but I don't know about 3ds

median bough
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Safe would be exporting as .obj and then import that to OB.

hexed fulcrum
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i do its working... now if i make only 1 lod as "0.00" in game i will see only this until i reach the render limit or i need to define an ending lod?

lusty ginkgo
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as far as I know the general rule is to make LOD's approx. half the size of the previous version until the face count of the smallest LOD is < 300 faces

outer condor
bold flare
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Should I add the default naming to the LOD page? Like how the object has to be named on Export so that on OB import it automatically puts it into the right LOD?

lusty ginkgo
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well it seems there is no way to force an object to render regardless of view distance

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the view density thing only seems to work for objects within the overall view distance

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so if it is set to max, objects within the 12km max view distance that have that property are visible, but they aren't outside of it

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since the model I am attempting to use is so large, and the center of the model is technically in it's center of mass, it's only visible if the player is within the set overall view distance of that position

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not the actual edge of the model

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there doesn't seem to be any documentation anywhere on the ViewDensityCoef named property so I don't really know how to experiment with that

stuck oyster
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@hexed fulcrum .FBX might also be better format to go from MAX to OB

lusty ginkgo
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screw it I'll just split the model into a few pieces

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not sure what I can do about the flickering though

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maybe I could have the flowing water under the surface?

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unfortunately it doesn't look like it's possible to make the surface of the water transparent

stuck oyster
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with supeshader?

lusty ginkgo
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I meant the sea water

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I was seeing if replacing it would work

stuck oyster
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aa yeah probably cant mess with that

stuck oyster
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nyah nyah nyah

woeful viper
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dammage no; damage yes ๐Ÿ

stuck oyster
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xD

quick terrace
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same thing in arma's world ๐Ÿ˜ƒ

stuck oyster
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just gotta put it dammage for nostalgia

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I wonder which one it would use if both were present

quick terrace
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the longer string obviously

stuck oyster
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that simple?

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dammage it is then

woeful viper
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should use damage to save 1 byte โ˜

stuck oyster
bold flare
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Is there a list of all named properties per LOD on the biki?

stuck oyster
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@woeful viper if I got 10Gb of terrain texture data 1 byte here or there is irrelevant

woeful viper
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u rong - that's a whole uncompressed pixel in a greyscale map!

stuck oyster
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๐Ÿ˜„

woeful viper
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I dont believe in 'holy manuals'. However, I'm sure throwing insults around for no reason is also a sin

foggy finch
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@bold flare there's a few pages with named properties on em, tbh they could do with collating and formatting to keep it up to date, I used to reference the BISIM wiki for most of my needs but its no longer public

stuck oyster
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thats a respectable length for a runway

foggy finch
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yeah one of those - will this road ever end - jobs haha

stuck oyster
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xD

foggy finch
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for ref, its 48m wide

fervent steppe
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Holy runway

bold flare
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@foggy finch can you send me the bisim pages for reference? I'll update the LOD page with more info when I have time. Maybe tomorrow

bold flare
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Not trying to make a house but just interested.
How do you do the geom LOD on a house with windows? Just have 4 seperate geometry objects around the window? And what if the window has like a wodden cross in the middle that would need another 2 seperate geo objects.
Is that how it's done? And what if you get to Component99?

summer hemlock
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building makers, how do you save buildingpositions ? into model ?

dark flint
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When i try to open any P3D on my P drive for reference it says An Unnamed File Contains an Invalid Path

stuck oyster
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@summer hemlock you need to create a path lod

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@dark flint what p3ds?

dark flint
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just a bridge from structures_F -> Bridges Folder on P Drive

stuck oyster
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A3 one?

dark flint
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yup

stuck oyster
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those are binarized

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cant be opened

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anything you unpack is binarized and does not open anymore.

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what are you looking for?

dark flint
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i just wanted to give Object Builder a shot and wanted to open a "sample"

stuck oyster
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A3 sample data has examples out of almost everything

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then you need to download the A3 samples from steam

dark flint
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and a bridge would be a "easy" thing to start with because its a static mesh and i would be interested in how to make it appear as a road on the map in the config ^^

stuck oyster
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no config stuff in there

dark flint
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downloading samples right now ๐Ÿ˜ƒ

stuck oyster
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but sure there are some specifics model vise to make it part of the road network

dark flint
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i used tanoa bridges last time and they showed up as roads on map fine

stuck oyster
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yes

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as they should

dark flint
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but if i make just a model of a bridge im pretty sure they wont show up as road ๐Ÿ˜„

stuck oyster
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no

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Im pretty positive if you look it up from like BIforums youll find the specifics listed

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or you can get Arma 2 samples or the released datapacks and check those out

dark flint
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that sounds like a idea

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atm im looking at something in the forum

minor jasper
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re properties - my advice to our team is here:

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https://community.bistudio.com/wiki/Named_Properties
1. lodnoshadow 1 in all vis lods
2. empty every other lod
3. except geometry which has
- autocenter 0 (for proxy models, reyhard advises to add it to all models, but take care as it will cause height placement issues (and collision explosions) in historical missions)
- sbsource shadowvolume (sometimes this may be hybrid for foliage etc)
- prefershadowvolume 1
- buoyancy 1 (if a buoyancy lod is present)
- forcenotalpha 1 (occasionally used to manage transparency problems)

special properties for terrain placed items
- placement slope/vertical etc (as required if used in visitor/ terrain item)
- class vehicle/ house/ etc  (as required if used in visitor/ terrain item and it has a corresponding Land_modelname config entry)
- map house etc (if a map icon is required in visitor)

all other properties should be deleted
any property with the trailing spaces error should be checked and have the space removed from the end of the line. these are caused whe ntwo identical properties (excapt normally a case change) are pasted into the same model.```
dark flint
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pathlod or something

stuck oyster
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pathlod is for characters

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and usually buildings have that yes

dark flint
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for pathfinding for ai

stuck oyster
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so that units can walk on them

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yes

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no paths == no walking

bold flare
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@dark flint if you need more samples than A3 samples can give you then take a look at https://github.com/deathlyrage/breakingpointmod They have a crapton of stuff. Very nice reference material. If something is not in the samples I look there first

stuck oyster
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@bold flare good tip

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๐Ÿ‘

dark flint
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is there a bridge? ๐Ÿ˜„

bold flare
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I didn't find a bridge in a quick 20 second random clickaround. But they have roads

dark flint
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i remember breaking point from A2 it was quiet nice and the zombies had custom sounds pretty scary ones lol

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could that be one ?

bold flare
#

That's binarized :u

dark flint
#

fugg me

stuck oyster
#

you could also start with something simper

dark flint
#

๐Ÿ˜ญ

#

how can it be more simple?

#

lets shake the magical orb and say @fervent steppe 3 times

bold flare
#

A bridge is basically only your model. Plus roadway LOD on top.
You'll probably need path LOD for AI to navigate it but that's a little more complicated. But a human only bridge is probably simple enough

dark flint
#

yeah but how to make it show up as a road on map ๐Ÿค”

bold flare
#

I guess that's #arma3_terrain. It probably only shows up when placed directly in the terrain

dark flint
#

thats not the problem but it should be a config thin i have to do or not?

stuck oyster
#

not it needs right class in geometry lod

#

aand if I recall right memorypoints for the road area

#

yeay this was supprisingly simple to geometrisize

#

was dreading it a bit

fervent steppe
#

Someone rang

#

Map = road
In the geo lod should make is show up on the map as a road.
Use eliteness on a a3 model and you can see the named properties

dark flint
#

๐Ÿ‘

olive quiver
#

hey guys, any of you know of any good tuts to get from blender to arma?

fervent steppe
#

@summer hemlock what do you mean building positions?

#

Like the positions the ai can stop?

#

If so then like horriblegoat said you need to create a path lod. In the pathlod you name certain vertices posXX.

#

Those verts with those labels are the points the ai can stop at

summer hemlock
#

I got the answer

#

It's a lod

#

Thanks @stuck oyster

stuck oyster
#

@olive quiver look into BI forums Arma 3 editting section

fervent steppe
#

Most of the chatter can be answered by looking at the wiki ๐Ÿ˜‚

stuck oyster
#

๐Ÿ‘†

olive quiver
#

haha yeah seems that way, most vids ive watched are missing too much to put all the pieces together

stuck oyster
#

did you look into BI forums editting section yet?

#

and you can ask about the bits you dont quite get if you cant find info online

olive quiver
#

yeah looking now

#

i know one things for sure, i want to avoid O2 as much as possible ๐Ÿ˜„

spare bear
#

Has anyone had any issues with the viewport in Object Builder? My mouse is super slow and the mouse icon is flickering like crazy. Moving the camera is very strenuous.

lusty ginkgo
#

try turning on direct3d

spare bear
#

I tried, it helps, but it's still painfully slow, the flickering kind of goes away but it's still there.

stuck oyster
#

its known Windows 10 issue

spare bear
#

What does that mean?

stuck oyster
#

that it happens on windows 10

#

and people have had it for long time now

#

dont remember the details but some update changed something and broke it

spare bear
#

Did developers even acknowledge that their tools are broken on windows 10 then?

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

spare bear
#

That's just fantastic

stuck oyster
#

you can check the feedback tracker it there is a ticket

#

thats about it I guess unfortunately

#

or at least cant remember anyone having a fix

spare bear
#

There's a ticket open with a similar problem, but I didn't think it was my problem.

#

Mostly because it was reviewed and considered normal.

stuck oyster
#

dont know any more about that

#

running win 7 still and got no issues

#

and my workflow skips OB use almost completely anyway

spare bear
#

Are you making buildings / environmental assets?

stuck oyster
#

i do pretty much everything

#

so yes

spare bear
#

Wonderful, more tools.

#

What's your workflow?

stuck oyster
#

Blender to p3d

#

simple as that

#

might check animations in Buldozer

#

or set some face properties in OB

#

but thats about it

#

theres the FHQ toolbox plugin for Blender that has direct p3d export

#

with complimentary Arma properties for all basic object needs

spare bear
#

Including texgens and multimaterial functionality?

stuck oyster
#

wut?

#

well you can set arma texture/material (rvmat) paths

#

texgens are rvmat stuff

#

im not quite following what youre mean

spare bear
#

Uvsource

dreamy imp
#

Hey @stuck oyster are you able to check your PMs please?

stuck oyster
#

yes blender can do uvmapping and whatnot related to that

#

if thats what you mean

#

just like any major 3Dpackage

spare bear
#

Two UV maps for the same object, simultaneously.

stuck oyster
#

yes

#

as many as you want

#

though in arma case 2

dreamy imp
#

So, i have an issue with another model my friend sent me; it's an object i placed on my terrain & the animations aren't being listed when i do animationNames cursorObject as a watch statement, the animations work in Object Builder, but not in game. It's got a land_ tag, the property names are correct, the model.cfg has no issues and the config is perfectly fine. It all worked until it was placed on my terrain. Does anyone have any ideas?

stuck oyster
#

do the classnames in cpp and cfg match the p3d name

dreamy imp
#

Yeah

stuck oyster
#

is the object class house in geometry lod

dreamy imp
#

Yes

#

They all have class house and map house

stuck oyster
#

does it have autocenter 0?

#

in geometry lod?

dreamy imp
#

Yeah

#

I just thought of something... Do you think it's because the doors are done by proxies and they're not included in the model.cfg?

stuck oyster
#

thats all i got as its 7AM and horizontal resting pose is calling

#

is the proxy part of the animated selection

dreamy imp
#

Yeah

stuck oyster
#

but yeah could be

dreamy imp
#

Hmm, ok i'll try it

#

Thank you

stuck oyster
#

good luck

dreamy imp
#

Thank you

dreamy imp
#

Still can't get it to work :/ anyone possibly able to help me?

outer condor
#
#

@bold flare

minor jasper
#

@dreamy imp animated =1 in config?

dreamy imp
#

@minor jasper yeah, still haven't been able to fix it ๐Ÿ˜ฆ

fervent steppe
#

What's the issue. Your house isn't animating?

dreamy imp
#

@fervent steppe Basically, i've got a model (that i didn't create, made by a friend), and i'm trying to use it on my terrain. Everything is working perfectly except the animations. I do animationNames cursorObject as a watch statement, and i get "[]" returned. The model.cfg is good as far as i can tell, etc

fervent steppe
#

So in buldozer you can see the animations work?

dreamy imp
#

Yeah

#

They work perfectly

fervent steppe
#

How are you packing?

#

Which program?

dreamy imp
#

Addon builder, as pboProject gives me a lot of errors about ```obsolete ofp mass array used

house_1.p3d Generic error or premature EOF```

#

And i have no clue how to fix that

#

He gave me a whole pack of source

fervent steppe
#

Do yourself a favor and forget about addon builder

dreamy imp
#

Oh i know, i refer to it as Addon Breaker

#

But it was my last resort to be honest

fervent steppe
#

But yet you are using it?

#

Fix the errors that pboproject is listing

dreamy imp
#

I would if i knew how

#

I asked a few days back, and no one replied

fervent steppe
#

Well premature eof is probably due to a missing bracket

dreamy imp
#

Where would a bracket be? In the .cpp?

fervent steppe
#

Yea

dreamy imp
#

I'll have a look, what about the obsolete ofp mass array?

fervent steppe
#

Post ur config here via pastebin

#

Not sure about that. Post ur config first and let me take a look.

dreamy imp
#

I PM'd it to you

fervent steppe
#

So the issue with addon builder and most new guys don't know this because pboproject takes care of this for you but.....in order for animations to work on ur island you need to create a folder in the root folder of your island with every config of every object you use that has animations. And those folders are basically the entire a3 library with just the configs in them.

Like I said. Pboproject does it for you. Before arma2p used to make a config work folder you would drop into your island root.

dreamy imp
#

Ah ok, i get that

#

I pack my map with pboproject, if that helps ๐Ÿ˜„

fervent steppe
#

try this

#

i dont know if you have the macro set up for the generalMacro line or the vehicleClass since the new editor uses editorCategory = "";
editorSubCategory = "";

#

i also woulnt recommend using the island placed objects like this either as every house you place will now say house1 house2 and so on instead of just house...i generally make all the objects non placeable then create a seperate config via a macro for editor placed objects

#

that would look like this^

sturdy parcel
#

I'll have a look, what about the obsolete ofp mass array?

there is/was a bug in bis binarise (which seemed to relate to bad mass, where, as usual, bis tools simply don't report errors and make the rtm/rvmat/p3d/wrp/wss file no-matter-what)

you are the favored person here when binarise produced a crap p3d, and pboProject has detected it.

#

the binarised version of the p3d is broken, kaput, bazongled, by all means, if you want to publish crap, keep doing so with addon breaker.

#

rebinarise the original source, and if you don't have access to it, get rid of the damn thing.

#

MikeroTools subscriber update:

model/terrain makers:

pboProject now (optionally) uses bin64.exe, note with care, this exe from bis is BETA, expect wrinkles.

rapify:
causing hangs in proProject or MakePbo no longer happens.
very noisy output about rebuilding units= has gone away

model makers:

dep3d:
major re-write of named property editing. You can now:

add/delete/change ANY property in any/all lod(s), in ANYp3d, or ALL p3d's in folders.

unbinarised/binarised are born equal

enjoy

foggy finch
#

๐Ÿ‘

wet blade
#

Addon Breaker lol, so true...

dark flint
#

i found nemo ๐Ÿ™ƒ

lusty ginkgo
#

If a model is a proxy to another model does it render based on the location of the main model or does it render based on it's own position?

stuck oyster
#

Id say the main models location

lusty ginkgo
#

that's probably the case

#

I was just wondering if that could be an easy way to position my split models

stuck oyster
#

๐Ÿ˜„

#

Arma and easy way

#

@lusty ginkgo you should already know better

lusty ginkgo
#

I can dream

#

positioning each of my 16 models shouldn't be too difficult, maybe a bit of a pain, but nothing too bad, but I have to recalculate the normals and sort + sort the alpha faces of every model and add a blank geometry LOD with the necessary named properties to each one

#

is this something that could be done with o2script or whatever it's called?

fervent steppe
#

correct goat. it renders based off where the proxy is inside the main model

lusty ginkgo
#

converting blender coordinates seems to have worked quite well

stuck oyster
#

๐Ÿ‘Œ

lusty ginkgo
#

now I just have to do it 15 more times

#

going to make sure it works first though lol

stuck oyster
#

terrain loddinh does complicate things

#

you may need pieces fitting the river width

lusty ginkgo
#

what do you mean?

#

oh nvm

#

it still flickers in and out of view depending on camera angle

strong plaza
#

how about making the riverbed deeper to avoid z-fighting?

lusty ginkgo
#

it has to to really far to avoid that

#

but in this case I mean if I am facing away from the center point of the model and move away from it, parts that are still visible disappear

#

the editor placed version doesn't seem to have that issue

#

in fact it appears that the view density thing has only affected the editor placed version for some reason

#

might be because of a named property

outer condor
strong plaza
#

does anyone know why featureSize doesn't work on map placed objects, but works on objects placed in Eden?

lusty ginkgo
#

I seem to have the same problem and @outer condor I have

#

It definitely only works on editor objects

#

I though I had it working before

strong plaza
#

yeah I just tested featureSize = 100; and had a building render out at 20km, but only works when placed in editor, also featureType doesn't seem to do anything

lusty ginkgo
#

in config:

    featureSize = 50;
    featureType = 2;

model named properties:

ViewDensityCoef = 10
canOcclude = 0
canbeoccluded = 0

None of this seems to work unfortunately

#

the NavigLight model has a featureType of 0 and that's what the runway lights inherit from

outer condor
#

did you try it as named property?

lusty ginkgo
#

featureType?

outer condor
#

yes

lusty ginkgo
#

Ill give it shot

strong plaza
#

what does the featuretype value even mean?

lusty ginkgo
#

from my understanding it basically means which render distance type it will use

#

0 is for objects, 2 is for terrain, 1 is for a thing

outer condor
#

will check if/what BI uses for their models

strong plaza
#

the runway lights only have featuresize in their config as far as I can tell

lusty ginkgo
#

no luck

strong plaza
#

I really wonder why it works on editor placed objects and not on terrain placed ones

lusty ginkgo
#

is there a way to tell if an object is using it's land class or not?

strong plaza
#

no idea

lusty ginkgo
#

hint str nearestTerrainObjects[player,[],1250] That lists the name of the .p3d model

#

yeah it just does that for everything nvm

outer condor
#

terrain objects dont use/read from config - exception land_ classes (and here not sure if all or only specific parameters/subclasses)

#

for them you have to use named properties instead

#

@sturdy parcel do you know if all of the config class is used by "land_ class" mapped p3d?

lusty ginkgo
#

the only named property I know of that might be the right one is the ViewDensityCoef = 10 and I don't even know for sure what that does

#

in eliteness it changes the view density value after binarization so it is closer to the value that runway lights have

#

it doesn't seem to actually do anything, though

outer condor
#

thats more a modifier for RES LOD prio or sth long these lines

#

not what you are after

lusty ginkgo
#

I thought that was what loddensitycoef was for

strong plaza
#

hva you guys looked at the solar towers? they use
featureSize = 50;
featureType = 2;

lusty ginkgo
#

I know

#

a lot of bigger structures do

#

there is a submarine model that uses featureSize = 98.5 for some reason as well

outer condor
#

sorry misread

lusty ginkgo
#

Where else could any sort of additional configuration be? If it isn't the config values, and it isn't named properties, then what is it that makes vanilla BIS models work?

outer condor
#

@lusty ginkgo do the A3 models with featureType work for you as terrain object?

#

like best to verify first its working at all

#

never rule out that BI didnt break it

lusty ginkgo
#

I think the solar towers do

#

I know for sure that the runway lights work

strong plaza
lusty ginkgo
#

Does the .wrp need to be exported and binarized with the config and named properties already in place maybe?

#

I think that just uses the featureSize value

outer condor
#

it might put the the parameter in the wrp itself yes. so you probably have to rebin the wrp after you changed the model (and rebinned it too)

lusty ginkgo
#

I will do that on my test terrain real quick

outer condor
#

hm cant find any feature* as named property in models

#

this is spp_tower_f.p3d

#

did you set class as property @lusty ginkgo ?

lusty ginkgo
#

I have tried that before but it didn't appear to actually do anything

outer condor
#

well this is needed for terrain objects to read stuff from config

#

it only works for a few types like house, housesimulated and 1-3 more

lusty ginkgo
#

any idea what the style property does?

outer condor
#

style=<value>

Intended to help LOD control system to adjust polygon allocation depending on object visual style (assuming foliage or houses require less polygons than humans). Unused in ArmA, the engine decides based on object simulation instead.

Possible <values> for this property are 'creature', 'plant', 'machinery', 'structure'.

lusty ginkgo
#

Still no luck

outer condor
#

just to be clear:

  1. p3d needs named property class=house[simulated]
  2. rebinned
  3. config with Land_p3dName and featureType=2;
lusty ginkgo
#

I modify the model, save it, pack the addon it's in, open the TB project, add it to the world, export the .wrp, and pack the terrain each time

#

unless you mean the model needs to be prebinarized

outer condor
#

this is all featureSize/featureType models named properties

#

well you certainly need rebin the p3d - not sure if the wrp has to be too. @sturdy parcel might know

sturdy parcel
#

@sturdy parcel do you know if all of the config class is used by "land_ class" mapped p3d?

ALL land_xx classes are triggers baked into the wrp. they trigger the engine to always activate the real land class in a config somewhere. there are no exceptions

#

whether that land class does anything useful like open doors is another matter

outer condor
#

ok @lusty ginkgo so you have to rebin the terrain too

strong plaza
#

I just tried and didn't work

sturdy parcel
#

rebin the wrp specifially

lusty ginkgo
#

by rebin you mean rebinarize by packing?

sturdy parcel
#

crunching

lusty ginkgo
#

right

#

no difference

sturdy parcel
#

packing = addon breaker

strong plaza
#

?

sturdy parcel
#

<sarcasm>

strong plaza
#

I packed with pboproject

lusty ginkgo
#

I meant no difference as in no difference in the result

#

as in no luck

strong plaza
#

yeah, same here

tulip beacon
#
  1. P3d needs named property (in geolod) class=house[simulated]
  2. Config with Land_p3dName and featureSIZE=50 AND featureTYPE=2
  3. Rebinned p3d
  4. Rebinned wrp
#

try again

strong plaza
#

I just did that

sturdy parcel
#

i've trawled up the messages folks, but i don't understand what the issue is.

tulip beacon
#

in order

#

doublecheck everything

#

make full build

sturdy parcel
#

i don't know what a feature size or type is if it bit me,

lusty ginkgo
#

it is supposed to make the object render from farther away

#

it works on the editor object, but not the one in the .wrp

#

also @tulip beacon I follow those steps and re-export the .wrp each time for good measure and nothing

tulip beacon
#

have you tried placing that solar tower in TB?

sturdy parcel
#

do you folks know, for a fact, that this 'feature' works for baked in p3ds on an arma map?

strong plaza
#

the solar towers have it

sturdy parcel
#

then discover the difference in properties of the p3d versus yours

lusty ginkgo
#

runway lights too

strong plaza
#

yep

lusty ginkgo
#

that's what we've been doing lol

strong plaza
#

runwaylights render over 40km

sturdy parcel
#

yep. apologies there ryan, i;ve come late to the conversation

lusty ginkgo
#

I'm more offended you left the 'l' out of my name

sturdy parcel
#

burp, alzheimers

#

check with eliteness that this wrp really truly has the land class baked in

outer condor
#

@lusty ginkgo @strong plaza please pastebin your config and screenshot the geo lod of the model

lusty ginkgo
#

copy that

outer condor
#

i cant see anything else in the config or model relevant

#

unless the model is special in some way (or rvmat/shaders)

#

as mikero says to be 100% you should also verify the binarized p3d and wrp for the info to be present (with eliteness)

lusty ginkgo
outer condor
#

@lusty ginkgo doesnt show class name ๐Ÿ˜›

lusty ginkgo
#

title

#

I think

outer condor
#

it could lie, but yes - whats the inheritance? did you try to make it a subclass of one of the working BI classes yet?

lusty ginkgo
#

I have tried inheriting from the navig light class

#

I also compared from this to that one and made some changes

#

that's the base config

outer condor
#

by itself this wouldnt be enough - would still need the land class tag too. however doing this you can reduce your config parameters and thus rule out mistakes (not by intention or lack of knowledge)

strong plaza
lusty ginkgo
#

also I see the land class in my .wrp

outer condor
#

inheritance should be OK

#

@lusty ginkgo how do you create your config pbo? did you set the units[] in cfgPatches?

lusty ginkgo
#

Using pboProject and no I didn't

outer condor
#

PP should take care of that I think. to be safe you may want to try to list your class in there

#

@strong plaza looks OK too

lusty ginkgo
#

I see it in the config.cpp of the extracted .pbo so it's there along with all of my other objects

outer condor
#

what you could try is to add some dummy door or another animation to verify that the animation<->land class works in the first place

#

what shaders/rvmat do you use here?

lusty ginkgo
#

this has become quite the mystery

strong plaza
#

uhu

#

and it would be so damn useful to have working too

outer condor
#

just to be sure: did you place the other "working" objects from BI also into your demo terrain next to yours?

strong plaza
#

I did not, I could try that

lusty ginkgo
#

@strong plaza do any of your models have ViewDensityCoef = 10 as a named property

strong plaza
#

no

lusty ginkgo
#

the models that can be seen from long distances all seem to have a view density of -100 in eliteness and adding that named property changes that value in the final binarized model so maybe that would work for you

strong plaza
#

-100?

lusty ginkgo
#

yeah

strong plaza
#

shouldn't it be positive number?

lusty ginkgo
#

you'd think so

#

the higher the number in the named property the lower the view density value displayed in eliteness

#

I have tried -10 but that doesn't seem to help

#

also the vanilla models all have a value of exactly -100 and mine have their default value -100 so like -149 or something

strong plaza
#

ugh, that's enough for me today

#

please figure this out while I sleep ๐Ÿ˜›

lusty ginkgo
#

I'll try lol

outer condor
#

-100 could be special switch to enable the long rendering

#

@rough idol do you know something on the topic by chance? (featureType)

lusty ginkgo
#

thinks it's worth it to try and get my model to be at exactly -100?

#

nvm it's already there

#

before it was something like -149.74

#

now it is exact

sturdy parcel
#

as kju has said, it is a 'good idea' (tm) to test that a door opens in the model, or any other easily made animation. this, to ensure, that the land class itself is actually triggered and operating. There's no (sensible) reason why it should not, but...

lusty ginkgo
#

my model doesn't really have anything that can be animated but I'll try some random stuff for the sake of testing

tulip beacon
#

got it working

#

but

#

i have no idea how

#

inherited a config of that tower (in half-corrupted state)

lusty ginkgo
#

can you post the config of the working object?

#

from the config viewer?

tulip beacon
#

how do you copy it's content?

sturdy parcel
#

wow, you guys are way past my pay grade.

lusty ginkgo
#

@tulip beacon Ctrl + Shift + C

tulip beacon
#

path is P:\CST\feat\testtower.p3d

sturdy parcel
#

I'm having trouble here with you gentlemen claiming that the viewdistance you expect is there via the editor, but not, as a baked in p3d

lusty ginkgo
#

you'd think it would be the other way around

#

but it's not

#

@tulip beacon that is in the actual terrain?

tulip beacon
#

i still don't understand all that config stuff, inheritance and shit, this model will spit some errors regarding hitpoints but should work

lusty ginkgo
#

is it placed in the editor?

tulip beacon
#

don't think so

lusty ginkgo
#

btw that link is to a corrupted file

sturdy parcel
#

huh? that was a simple question sheletov

tulip beacon
#

but since you're interested in baking it to terrain (aren't you?) try to bake it to small test terrain and see if it works

lusty ginkgo
#

that's what I have been doing

#

it works in eden but not when it is actually baked into the .wrp

tulip beacon
#

what do you mean corrupted? i've downloaded it just fine

#

ah, it's baked to terrain, yes

lusty ginkgo
#

the .rar file is corrupted each time I download it

sturdy parcel
#

so, current state of play is sheletov CAN get this model to work 'properly'in a wrp.

tulip beacon
#

that's something on your side

#

i can open downloaded rar just fine

sturdy parcel
#

goats (lack of)

lusty ginkgo
#

can you just pastebin it?

#

wtf nvm it's the model

tulip beacon
lusty ginkgo
#

opens with 7zip not winrar

#

odd

sturdy parcel
#

imo: the model itself is irrelevant. if it works 'as is' in the editor, no amount of twiddling properties in the p3d will change the outcome. (except of course the all-important class=)

lusty ginkgo
#

it's just inheriting from the vanilla model?

tulip beacon
#

as for model itself i made 6 lods (all the same) and copied all named properties from tower (even lodnoshadow=1 in 6th res lod)

sturdy parcel
#

irrelevant in the sense that Rylan's model already works in editor

#

class Land_spp_Tower_F;

this< is the clue. it's inheriting via a mystery

#

the underlying basics of the config are different

tulip beacon
#

ok, when i put it through createsimpleobject it does not work

sturdy parcel
#

serves you right

tulip beacon
#

so definitely config

sturdy parcel
#

oh, YES. (nice test, nice nice nice, confimation)

lusty ginkgo
#

about to test inheriting from the Land_spp_Tower_F class

#

re crunched both map data and terrain .pbo's

tulip beacon
#

then you have to cut out strings in config to determine when it'll stop working

sturdy parcel
#

+1

lusty ginkgo
#

no fucking way

#

it works

#

I tried inheriting from other models that work

#

just not this one

sturdy parcel
#

ouch

tulip beacon
#

you are welcome

lusty ginkgo
#

going to revert and compare the differences between the Land_spp_Tower_F and my original config to try and pinpoint what is causing this enigma

sturdy parcel
#

goats of course

lusty ginkgo
#

thank you so much @tulip beacon I don't know how we could have figured this out

sturdy parcel
#

+1

lusty ginkgo
#

@strong plaza good news next time you're here

tulip beacon
#

now i feel that i've made a contribution, finally

sturdy parcel
#

you unfailingly 'contribute' to my list of 'undocumented features' in my tools.

tulip beacon
#

you are more than welcome

lusty ginkgo
#

One sec and I'll list all the differences and new lines in the tower config

sturdy parcel
#

@tulip beacon may the bluebird of happiness crap on your birthday cake.

#

(google won't translate that well, to ะดะฑะคะ“ Ukranian)

tulip beacon
#

i get it from the context

sturdy parcel
#

you have been responsible for some of my sleepless nights. Discovering i'm not as smart as I thought I was, is 'disturbing'

tulip beacon
#

you sound like Rick

#

(from Rick and Morty)

lusty ginkgo
#

there are a few parameters in there I suspect may be the cause

sturdy parcel
#

oh, btw, I ๐Ÿ˜ your cfgPatches, you're letting my dll do it properly.

lusty ginkgo
#

don't have time to test any more now, I am going to sleep now

#

thanks again gentlemen

sturdy parcel
#

all credit to sheletov

tulip beacon
#

accuracy and cost?

sturdy parcel
#

you could, at least, have worn a decent tie.

tulip beacon
#

not all heroes wear decent ties

lusty ginkgo
#

accuracy and cost maybe

#

accuracy sounds suspect but that's because I don't really know what it does lol

tulip beacon
#

is your cost 9000?

sturdy parcel
#

oh YES

#

accuracy=

tulip beacon
#

maybe it's kind of RENDERING cost?

sturdy parcel
#

jesus, why didn'ti know that

tulip beacon
#

performance cost

lusty ginkgo
#

the format is how it's listed at the top respectively

sturdy parcel
#

no, cost= valuableness to the enemy

lusty ginkgo
#

or just value in general

sturdy parcel
#

cost= is used by ai targetting. it has no other meaning

#

medic and officer cost's are llarger than grunts

#

ditto structures

#

accuracy= is associated with detection. the smaller the value, the closer you have to be. or vice versa can't remember.

#

so yes, if the engine doesn't 'see' the object (at that distance) it aint gonna react

#

nothing to do with what you see visually

lusty ginkgo
#

so that isn't the reason?

sturdy parcel
#

no I worded that badlly

#

i soldier can be 'seen' but what type of soldier cannot be 'seen' until you get closer, (officer eg, grunt eg, spy eg)

#

the 2nd bit is all down to accuracy=, nothing to do with lod viewdistances

#

and hence, it's possible, that what you want isn't activated

lusty ginkgo
#

I'll try with just the new accuracy value tomorrow

#

btw does that mean I don't need any named properties for my model?

#

in my case it's JUST a res lod

#

and an empty geo lod with the properties

sturdy parcel
#

you need whatever works in the editor, that, should be obvious

tulip beacon
#

class=house(simulated) is essential since this thing relies on config

sturdy parcel
#

+1 (i mentioned that before)

lusty ginkgo
#

I thought you said it uses the land config regardless

sturdy parcel
#

if there;s no class=house...., there's no land class, and we've put that issue to bed..

tulip beacon
#

in order for Land_ to work model must have class=house

lusty ginkgo
#

I see

#

didn't know that

sturdy parcel
#

with the single exception of class= no twiddling of the p3d makes a differnece to the outcome IF it works in the game editor

tulip beacon
#

so there are 2 types of models: 1. With class=house in geolod which relies on config stuff and can have nice things like animations and stuff. 2 Other models.

sturdy parcel
#

trees eg

outer condor
#

@lusty ginkgo contact me via PM when around again. i have an export mission that is better suited for comparison and makes sure one doesnt miss anything

sturdy parcel
#

trees don't need a config to tell it how to wobble the leaves

lusty ginkgo
#

will do

tulip beacon
#

though some important parameters like "armor" "damage" are getting set up in named properties of p3d if there's no class=house

sturdy parcel
#

because there's no requirement to state them in a config IF they are already stated in the p3d

lusty ginkgo
#

one more thing before I go, is there an easy way to copy a single LOD to a bunch of different models?

sturdy parcel
#

(the config values over-ride the p3d values, if present)

#

@lusty ginkgo, yes there is. Goats

tulip beacon
#

afaik if there are no values in config at all they wouldn't work even if they are present in named properties

#

but that's not 100%

lusty ginkgo
#

I have to recalc normals, sort faces, add empty geo LOD's and named properties to like 15 other models

#

I might end up needing to redo all of them regularly too lol

sturdy parcel
#

in actual fact, copying of lods since arma1, has led to the klag, with 'trailing spaces'

lusty ginkgo
#

maybe just a single point being copied

wet blade
#

ffs, is there an alternate to Object Builder? my .p3d opened fine yesterday. Today it crashes...

sturdy parcel
#

the mistake started there in a1, and bred.

tulip beacon
#

@wet blade perform clean tools install

wet blade
#

how shitty can tools be?

tulip beacon
#

ofp tools were worse

#

(i'm NOT talking about wrpTool and wrpEdit)

sturdy parcel
#

bis never released any tools for ofp (afaik). it came as a great shock to them that the community did, and is the primary reason why we have bis tools at all (to break modding)

#

there may have been an altruistic motive to start with (I doubt it), but that isn't the case now.

#

there was no incentive to improve eg dschulle's brilliant wrpedit, or odol explorer when bis provided the answer.

#

long may we regret it.

tulip beacon
#

i've only used wrptool and it was fantastic

#

freakin 3d preview

#

fence tool

#

region tool

sturdy parcel
#

you only have to see the result of providing addon breaker, to the point where it's a disincentive to improve pboProject

#

and the perpetual issue of most noobs don't even know there's a better tool

#

and that's their policy

#

if you think bis are on your side and want to help you, you also believe in the tooth fairy.
that statement might be a complete, insulting, lie, but if you have that philsophy, your modding career will take off.

ebon abyss
#

mikero please, WrpTool was made by us, WrpEdit was by some russians OFPInternals or something like that.

#

bis never released any tools for ofp? so oxygen, visitor and binarize dont count as tools then?

sturdy parcel
#

yes. wasn't sure where dsculle came into it. now i do.

#

i wasn't awere of oxygen for ofp snakeman (release to the public)

ebon abyss
#

yeah I was editing P3D models in o2 already back in the OFP days, must have been like 2004 or so.

sturdy parcel
#

no argument, i was not aware that anyone could grab a copy

#

which, in fairness i think, was the reason for wrpedit/odol explorer

velvet fractal
#

Hello everyone. I still did not solve the problem with not corectly visiblity lods. I did sort material (face/sort in OB), how advise @outer condor. Was 150 and more sections, now 3 - should be. Maybe problem in config?

ebon abyss
#

Objektiv2Light.exe on my backup files is dated for 2002-08-21, not sure if thats bis date or just something which happened later on my hard disk. PoseidonVisitor.exe dated for 2002-04-22. buldozer.exe 2002-02-21.

outer condor
#

@velvet fractal it says: Welcome to DwayneHicks123's profile! Unfortunately, there's nothing to see here.

velvet fractal
#

ups

minor jasper
#

looks like you need to remap those faces after merging points, or better still create your distance lods in blender or any other non-OB tool

velvet fractal
#

Yes, i did in Blender

minor jasper
#

depends on your workflow basically

#

ah ok, i'll let a blender user answer. i can only help in OB

sturdy parcel
#

Posted June 19, 2003

Visitor 2 is available finally. See this topic for more information.

#

I was in Afghanistan that day. little wonder it passed me by ๐Ÿ˜ท

obtuse rain
#

Were you ADF? Or just into extreme tourism? ๐Ÿ˜ƒ

sturdy parcel
#

getting friends out of there (which included some russians).

#

I lived most of my teenage life in Kabul, and connections you make at that age run deep across all racial / politcal barriers.

neon pelican
#

oof

#

my father was in iran right before the revolution, it is not the same experience as yours but he grew up there for part of his life and im sure hed say something similar

sturdy parcel
#

yep. i know him without ever meeting him (and he sure as hell 'knows' me too)

#

Bast in persian (Farsi) means enough.

#

oddly, it's the same word in Italian

neon pelican
#

๐Ÿค”

#

Strange.

#

I have a friend stranded in the Donetsk People's Republic. I wish I could get him out of there.

sturdy parcel
#

i can't cmment for risk of too much off topic

neon pelican
broken abyss
#

Hello everyone,

#

I have found no documentation on how to config destructible buildings

#

Can anyone help me perhaps?

lusty ginkgo
#

Look at the sample models

#

the config has documentation

broken abyss
#

Ok mr, thanks

civic salmon
#

Can anyone give me any hints about how to make a motorcycle Physics model? I am using CarX simulation... as far as I've heard arma 3 does not support the a2 style motorcycle physics

#

I'm just using the a2 old moto as a base model right now so I can figure out how it could work, then I'll be making some custom bikes

median bough
#

a lot of experienced guys tried making working bikes in a3, and all failed

civic salmon
#

yeah that's how it seems

strong plaza
#

@lusty ginkgo you on?

civic salmon
#

I had something that almost worked but it would sway back and forth like crazy

#

but I've never made a vehicle period so maybe I should make a car first ๐Ÿ˜„

#

it seems like a few people have made motorcycles, the ones that work best don't feel really like motorcycles though. I wonder if they just have invisible 2 wheels or what... that's what I'm after, is the modeling and physics model stuff

rough idol
#

I'm 99% sure they have additional 2 wheels

median bough
#

I'm also pretty sure those bikes use car physx

lusty ginkgo
#

@strong plaza I am now

strong plaza
#

I see you guys fixed the feature size thing, but I'm not entirely sure how to update my config

lusty ginkgo
#

accuracy = 1000;
I think that should do the trick but I haven't tested it fully

#

just add that line for starters

strong plaza
#

so adding that makes the featuresize work?

lusty ginkgo
#

that's the theory, yeah

strong plaza
#

didn't work

#

I gotta go to the grocery store, will try more when I get home

lusty ginkgo
#

Try inheriting from the tower

#

also make sure to rebin the wrp too if you weren't already

strong plaza
lusty ginkgo
#

that's odd

#

you rebinning your .wrp?

strong plaza
#

yes

lusty ginkgo
#

does the land class show up in eliteness for the .wrp?

strong plaza
#

lemme check

#

you mean "Land_spp_Tower_F"?

lusty ginkgo
#

no your buildings

strong plaza
#

"Land_opx_tac_house1" ?

#

those classes?

lusty ginkgo
#

yeah

#

what named properties do the models have?

strong plaza
lusty ginkgo
#

view density coef should just be 10

#

10 = -100 in the binarized model

#

try canbeoccluded = 0

#

I haven't tried without inheriting so there is a chance that there are more config values the solar tower has that are necessary but if inheriting doesn't work for you I am at a loss here

strong plaza
#

something weird is up, when I pack the map it doesn't seem to be updated, I placed a few of that building around in areas to make sure it's been changed, but I cannot see them where they're supposed to be

lusty ginkgo
#

check your other addon folders

#

pboProject sometimes updates out of date .pbo but if it is a separate mod it might put it in the wrong folder and the outdated one might be loading

strong plaza
#

works now, think it was because I deleted temp files

#

but I got an error on another project which I didn't have errors from before

#

and I haven't touched that

#

uh, disregard that comment

#

at any rate, shit works ๐Ÿ˜„

lusty ginkgo
#

I did delete my temp files at some point as well so that probably has something to do with it

#

glad you got it working

strong plaza
#

thanks dude

olive quiver
#

Cheers @outer condor that might do it for now. do the export settings from Substance painter matter too much? couldnt really follow the ones from that video

vernal lynx
sick lagoon
#

Hi! Can anyone help me understand what's wrong with this vehicle? https://i.gyazo.com/331a68878d7767bb7558fff27e97c3f1.mp4
I was tried change offset0 and offset1 from 0.01 to 1.5 in class Wheel_1_1_Damper and playing with maxCompression, MaxDroop, sprungMass, springStrength and springDamperRate. Also checked few times geometry lod, memory and land contact lods - all looks good for me: http://take.ms/Pafp5
Mass of vehicle in geo lod: 1500, actual sprungMass = 385;

UPD: Wheels above the car was because I set type="translationY"; in class Wheel_1_1_Damper. When I change it to type="translation"; wheels looks good, but car still floating and being like monster truck https://i.gyazo.com/6a7f303edc18375a4217f04f054d56f2.mp4

UPD2: I'm stupid, forgot wheel_x_x_bound points in memory, shame on me.
Thanks for the reading and help dancing

merry gorge
#

what is the point in mass exactly?

#

and what is recommened for use in static objects like houses

white jay
#

I met some troubles while exporting my cockpit model from 3d max 16. Everything looks OK in 3dmax and OB (FBX interchange format). However, while previewing the model in Buldozer, textures (UV actually) gets distorted. Any clues how to fix it (is there any easy way other than redoing UV and textures)?

This is how it looks in 3d max:

https://imgur.com/a/g00ef68

After import from FBX into OB:

https://imgur.com/a/k92uQSL

Buldozer preview:

https://imgur.com/a/7OCSZSB

agile flint
#

@rough idol When we getting bikeX simulation class haha

polar fiber
#

@white jay does the .fbx end up importing keyframes in the animation window? Buldozer doesn't like having them there

sturdy parcel
#

regarding bicycles (motorbikes) we had no issues using the model from cwr2 in (the now defunct) cwr3 with a small correction to the human animation. The 'key' appeared to be this:

class Bicycle: LandVehicle
{
class PlateInfos;

    class HitPoints
    {
        class HitEngine;
        class HitRGlass;
        class HitLGlass;
        class HitBody;
        class HitFuel;
        class HitFWheel;
        class HitBWheel;
    };
    class ViewPilot: ViewPilot{};
    class Reflectors
    {
        class Right;
    };
    class AnimationSources
    {
        class FrontDamper;
        class BackDamper;
    };
};
#

i can't recall now, if there were issues with the Jawa (motorbike) but i don't think so.

#

animations (hitpoints), steering, and pedals/wheels revolving all worked

#

yes, making it a four wheel 'car_f' would also have been 'better', but wasn't necessary. I can paste the contents of this class if you gentlemen require it, but there's nothing spooky in there and physx is avoided.

white jay
#

@polar fiber Thanks for comment. Yes, fbx has keyframes included indeed, but I did switch that option off before exporting the model from 3d max. So, after importing it into OB there were no keyframes stored in animations window. I read somewhere that after UV unwrapping is done the model's mesh must not be touched as that may cause similar problems. Indeed, I collapsed UV than improved mesh and reworked UV again before exporting the model. But how come the UV is still shown properly in OB but not in Buldozer? By the way, changing the import/export format doesn't solve the problem, have been trying a couple of different ones...

stuck oyster
#

do you have multiple uvsets?

woeful viper
#

@white jay are your textures 2^n (1024, 2048, etc)? Post your rvmat - it can distort UV with the right/wrong settings

strong plaza
#

if UV islands are tiled over very many "canvases" (not sure what it's called) it can distort textures, but I've not seen it that bad

wet blade
#

is it possible to binarize a single .p3d file?

#

without making a .pbo

bold flare
#

yes.. That is actually done when making a pbo

#

every p3d is binarized on it's own. And then the binarized ones are packed into a pbo

stuck oyster
#

why would you not want to make a pbo?

wet blade
#

becouse I have to test my single fixes and pack it with some errors. Mikero tools don't allow any errors, so I can't test my fixes

#

and I don't want to fix few hundert of errors just to realize that I fixed them wrong

stuck oyster
#

you see if you fixed them when theres less error messages

wet blade
#

yes, the problem is that it's bone-related stuff, which I'm trying to remove becouse some bones are shared/duplicated

#

vertices of bone turretpri_c_recoil_r are shared with bone turretpri_c_muzzle_r mostly stuff like this

stuck oyster
#

so you just have to redefine the selections

#

should be pretty straightforward

wet blade
#

so is it ok if I have same vertice names in different selections?

stuck oyster
#

it gives you error doesnt it?

wet blade
#

yea

stuck oyster
#

error == 0) ok/ 1) not ok?

#

hintSilent = "1";

jaunty leaf
#

how many people here use zbrush for modelling fabric stuff like helmet covers

sturdy parcel
#

@wet blade , you can test unbinarised/binarised p3d's directly in the engine by using mergeconfig & -filepatching. i've never bothered using it, but, it's becoming popular. But you're not going to see much else than what buldozer can give you already. The positive you do get of course, is driving the car, or shooting the weapon.

wet blade
#

I can't get the Bullcrapper to work. always crashing on startup. I have it configured, P drive mounted and stuff

stuck oyster
#

have you run arma3p?

wet blade
#

it works when I launch arma with a parameter, but if I run it through arma 3 tools and even check the "use buldozer from install directory of the game" it still crashes

stuck oyster
#

nno

#

dont run anything through arma 3 tools

#

run everything from the exes in their installation folder

#

you run arma tools just once

#

when you set up stuff

wet blade
#

also as I open it in OB, it crashes aswell

stuck oyster
#

then never again

#

did you run arma3p

wet blade
#

I have P mounted, and got bulldozer in it

stuck oyster
#

DID YOU RUN ARMA3P???????

#

how many times I got to ask man?

#

same as with the previous guy

#

cant get an answer to a simple question :L

#

follow this

#

and then this

wet blade
#

ofcourse it's same as "previous guy", becouse you didn't mention it's Mikero's tool.
I firstly thought it's some BI's secret codename of some app for mounting P drive like "Project Drive Management" or "Mount the Project Drive"

bold flare
#

There is only one "arma3p"

sturdy parcel
#

It still doesn't tell us whether you ran it. ๐Ÿ˜‡

stuck oyster
#

if you dont know what something is just ask

#

or drop it in google and it will likely tell you.

sturdy parcel
#

anyay @wet blade , you're in that rock N hard place, we all get to some call the twilight zone. You're spending bags of energy in the wrong place trying to get round your inability to use/setup the tools properly. No insult, we've all been there. dun that.

wet blade
#

so no, I have used some BI guide to setup the P drive

#

will Arma3P remove the content from the P drive? do I need to make backup ?

stuck oyster
#

alright those unfortunately rarely setup into easily working order

#

no it wont

sturdy parcel
#
  1. it's wrong,
  2. its's deadly to your pc
  3. it's deadly to your sanity.
bold flare
#

I used BI's P drive tools once. Ended in bluescreen on boot and me having to go to friend to create a rescue disk to boot it and patch the registry manually.. That was a fun day. Missed the Arma match on that day.

foggy finch
#

lol

wet blade
#

holy shit, ok... you got me convinced m8

bold flare
#

Bad combination with my ramdisk software.

sturdy parcel
#

just run arma3p and walk away. you'll wonder wht the fuss was about

wet blade
#

but like seriously... aren't devs aware of that or what? why would the release something that doesn't simply work

sturdy parcel
#

oh dear

#

๐Ÿ˜ท