#arma3_model

1 messages Β· Page 115 of 1

half heath
strong plaza
#

^^^this

tacit badger
#

this may be a very simple fix, but i have been playing around with a vest model, but i cant seem to get it to connect with the player model. I have the model.cfg in with it and have the vertex groups selected but it just sits at the players feet.

quick terrace
#

autocenter = 0 in geo lod? is the name of the p3d correctly inserted in that model.cfg

tacit badger
#

ahh i will check the model.cfg

velvet fractal
#

Hello everyone.
{
skeletonInherit = "Default";
skeletonBones[] =
"glass_1_hide", "Door_1",
"glass_1_unhide", ""
};
How to do this - Add to two selection in double quotes? For example, what i want do

{
"glass_1_hide", "Door_1", "Door_2",
"glass_1_unhide", ""
};

rough idol
#

you can't do it like that

velvet fractal
#

😦

#

Very bad

#

Thank you

velvet fractal
#

working example
"glass_21_hide", "Door_1",
"Door_1", "Door_2",
"Door_2", "",

half heath
#

Class Wheel and PhysX makes me want to claw my eyeballs out

stuck oyster
#

whys that

merry gorge
#

is there a trick to assinging textures to faces in object builder?

#

i have 2 textures for a house, 1 for shutters and windows and one for the rest. I need to select all the shutters and windows in one go if possible

stuck oyster
#

yes, assing textures in proper 3D editor.

#

if you dont have anything assigned you got to manually select everything and imo other programs do that way easier than OB

foggy finch
#

create a named selection that contains all your windows/shutters, then just use that to select them.

merry gorge
#

then merge them inside O2 instead?

stuck oyster
#

@merry gorge what do you model with?

merry gorge
#

blender

stuck oyster
#

do you use FHQ toolbox to export?

#

@merry gorge

merry gorge
stuck oyster
#

yes though there migth be a newer release at FHQ website

#

in any case set your textures/materials in Blender and you dont have to worry about OB

merry gorge
#

ahhh I totally forgot that existed

stuck oyster
#

makes things easier

merry gorge
#

either way though, wont I still need 2 seperate selections/layers? Do I still merge them in blender before going in to o2

stuck oyster
#

I dont understand what you mean

hollow fulcrum
#

are the models unwrapped?

merry gorge
#

yep all unwrapped and ready for ingame basically

stuck oyster
#

then you should just need to plug in the materials/textuers for each material type you have

#

I dont understand this layers thing you mention

merry gorge
#

so I have fire geo and geo with lods, currently the windows and shutters and all merged in one "layer"

stuck oyster
#

object

#

theyre objects

#

objects are built form mesh(es)

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in Blender

merry gorge
#

so to assign different textures and arma properties they need to be seperate but also need to be merged in o2

stuck oyster
#

you can have multiple materials in singel object

#

and thus multiple arma materials for different parts of the object

merry gorge
#

ah that should do it then, cheers!

jaunty leaf
#

first time baking HP map from zbrush onto max lowpoly

#

it actually looks ok apart from some obvious errors

stuck oyster
#

πŸ‘

lusty ginkgo
#

so does texGen = "#" actually do anything on multi materials or not?

#

because changing it or removing it doesn't seem to actually do anything

stuck oyster
#

it refers to what texGen class that particular stage uses

#

for instance if you want to use differen uvSources

lusty ginkgo
#

I know what it does

#

it doesn't work though

#

at least it doesn't seem to

stuck oyster
#

mine works

#

what are you trying to do?

lusty ginkgo
#

well for a particular object I have a non-object specific mc texture that I want to use a different UV source for

#

since the MC stage by default uses the same texGen and UV source as the ambient shadow and mask texture I can't modify the actual texGen info

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so I though maybe I could just change it to use the same texGen as one of the tiling textures I have

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but it doesn't seem to change anything

stuck oyster
#

its possible tehre are expections. let me test mine

#

so stage9 texgen?

lusty ginkgo
#

I thought that might be the case but I can't see any difference changine any stages texgen

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yeah stage 9

stuck oyster
#

ok so by default I have texgen 4 there

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tex1 as uvsource

lusty ginkgo
#

same for me

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also nice rock

stuck oyster
#

hmm can see any changes

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could be it does not apply chages to it on the fly

lusty ginkgo
#

I tried restarting buldozer as well

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might be those stages are limited

stuck oyster
#

possibly

sturdy parcel
#

rvmats used by a p3d are baked into that p3d.

stuck oyster
#

when buldozer starts?

sturdy parcel
#

assuming the p3d is binarised, yes, otherwise no.

stuck oyster
#

no these are unbinarized

sturdy parcel
#

well my comnent above is irrelevant in the sense that buldozer (the engine) binarises them on-the-fly

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however (there's always a but)

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... moment, i need to look up the right words...

stuck oyster
#

in the meantime @lusty ginkgo changing uvsource in the particular texGen it originally uses works so could be the texGen classes are predefined for multimaterial

sturdy parcel
#

pixelshaderID = determines the number of stages 'allowed'

lusty ginkgo
#

that's what I was thinking

vernal lynx
#

@stuck oyster do you have a tutorial to this ? It's something I dont master yet and I'm to do more buildings in coming weeks so I have to learn :p^

#

(ref multimaterial rock)

stuck oyster
#

not really. Ive read the one Mondkalb wrote about multimaterial on BIWiki

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and then looked up how BI MMs were set up

sturdy parcel
#

the biki on p3ds contains the counts for (most) shaderID"s and was done by Synide some time ago.

vernal lynx
#

Ok I'll go the same way then, thanks

stuck oyster
#

yes MM has set amount of stages

foggy finch
#

iirc @bold flare was working on updating those

stuck oyster
#

but it also has a number of TexGen classes

#

class TexGen7
{
    uvSource = "tex1";
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,1};
        pos[] = {0,0,0};
    };
};
class Stage0 //black
{
    texture = "#(argb,8,8,3)color(0,0,0,0,co)";
    texGen = "0";
};```
bold flare
#

pixelshaderID = determines the number of stages 'allowed' Yeah. And BI binarize thinks SuperExt doesn't allow the emissive last stage -.-

sturdy parcel
#

texgen's don't exist in the baked in version of p3ds, they are transformed, (or fill in) each respective stage that uses them.

#

texgens are simply a cheap way of indicating inheritence

lusty ginkgo
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I don't quite understand

stuck oyster
#

hmm so lets test if those parameters can be set into the stage itself

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nope

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could multimaterial have predefined stage - texgen class relations?

sturdy parcel
#

it might be useful to you Mr Goat if you binarise the p3d and then use eliteness to compare what's actually there.

stuck oyster
#

true

sturdy parcel
#

it might give some insights into how you can resolve this.

#

....all of which is beyond my paygrade 😊

lusty ginkgo
#

it's more my issue and honestly I don't need it solved that badly lol

stuck oyster
#

indeed

#

@sturdy parcel thanks for the tip

#
class stage8
{
    texture="a3\rocks_f\blunt\data\bluntrock_floor_dtsmdi.paa";
    uvSource=Tex;
    class uvTransform//(TransformIndex 3)
    {
        aside[] =    {   7.0000,   0.0000,   0.0000};
        up[] =    {   0.0000,   7.0000,   0.0000};
        dir[] =    {   0.0000,   0.0000,   1.0000};
        pos[] =    {   0.0000,   0.0000,   0.0000};
    };
};
class stage9
{
    texture="#(argb,8,8,3)color(0,0,0,0,mc)";
    uvSource=Tex5;
};
class stage10
{
    texture="lodr_rocks\lodr_cliffs\data\lodr_cliff_01_mm\lodr_cliffside_01_ads.paa";
    uvSource=Tex5;
};
#

so certain stage classes get baked in like this

#

so from this I gather they are predefined

sturdy parcel
#

hmmm....

#

yes, i seem to recall a document somewhere from synide in years gone by about 'predefined' texgens but I am now way out of my depth.

stuck oyster
#

now that I look at it

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it seems that stages that use uvsource = "tex1"

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become like stage9 and stage10 above

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using mysterious tex5 πŸ˜„

#

ok so I'll do a quick test and pack up this p3d with stage9 using pointing to a texgen usin "tex" as source

sturdy parcel
#

It's a pity @white jay isn't part of this conversation.

white jay
#

😢

stuck oyster
#

πŸ˜„

white jay
#

I am not even sure I understand what you want to know ^^

stuck oyster
#

are the texgen classes predifend for different stage classes in multimaterial

white jay
#

I can have a look

stuck oyster
#

and is the texGen = "#"; just a reference

#

ok so they are not

#

I set stage9 to use texgen1 and those values are now baked on the class

#

class stage8
{
    texture="a3\rocks_f\blunt\data\bluntrock_floor_dtsmdi.paa";
    uvSource=Tex;
    class uvTransform//(TransformIndex 3)
    {
        aside[] =    {   7.0000,   0.0000,   0.0000};
        up[] =    {   0.0000,   7.0000,   0.0000};
        dir[] =    {   0.0000,   0.0000,   1.0000};
        pos[] =    {   0.0000,   0.0000,   0.0000};
    };
};
class stage9
{
    texture="#(argb,8,8,3)color(0,2,0,0,mc)";
    uvSource=Tex;
    class uvTransform//(TransformIndex 1)
    {
        aside[] =    {   3.0000,   0.0000,   0.0000};
        up[] =    {   0.0000,   3.0000,   0.0000};
        dir[] =    {   0.0000,   0.0000,   1.0000};
        pos[] =    {   0.3700,   0.0000,   0.0000};
    };
};
class stage10
{
    texture="lodr_rocks\lodr_cliffs\data\lodr_cliff_01_mm\lodr_cliffside_01_ads.paa";
    uvSource=Tex5;
};```
lusty ginkgo
#

what did you do?

stuck oyster
#

packed it

lusty ginkgo
#

so it does work when it's binarized?

stuck oyster
#

possibly.

#

checking what it looks like in game

#

though with that procedural color probably cant see any changes πŸ˜„

lusty ginkgo
#

yeah that might be an issue lol

stuck oyster
#

ok so once more

stuck oyster
#

no cant see any changes

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which is probably because I may have packed it with the origina texgen πŸ˜„

#

duh

#

so another once more

#

yea no does not seem to change anything

sturdy parcel
#

if you alter the contents of an rvmat it has to reflect thru to the baked in p3d. unless of course, the stage itself simply doesn't exist (in the p3d) due to the PixelShaderID

#

and i'm not sure if it's a clamp limit, or simply the nStages expected.

stuck oyster
#

the p3d shows it using the "tex" source instead of the "tex5" it showed before

#

but in game there are no visible changes

sturdy parcel
#

short of making the shade all red or all blue, visible changes aren't too good a test.

stuck oyster
#

I have this

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but with the uvsource changes this should be tiling way more

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but it is the same as with tex1

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so from this I would say some stages have predefined UVsource no matter what the rvmat says

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or something like that anyway

sturdy parcel
#

just to make your day, i noticed this behaviour some time ago, and it passed me by, i was hoping that lazy @white jay would provide the answer so that I could get all the credit.

stuck oyster
#

xD

white jay
#

what kind of object is that rock? clutter object, editor object, map object?

stuck oyster
#

editor object atm

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just testing out something for @lusty ginkgo

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If the Stage9 could be made to use different uvSet

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without changing the texGen4 uvSource

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so that other stages using it would not be affected

white jay
stuck oyster
#

what does TexClamp do?

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clamps the uv into single uv tile space?

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would explain the behaviour above

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stage4 being the mask, stage9 the MC and stage10 the ambientshadow

lusty ginkgo
#

that would make sense

sacred grail
#

What would be the best / easiest approach to making a cornered piece of corrugated metal? In the shape of the pale green object in the following picture.

#

I would imagine just copying the first model and doing a boolean operation on the two?

stuck oyster
#

testing out staircase wall texture

lusty ginkgo
#

Hex patterns are legit

stuck oyster
#

hexLifeβ„’

tacit badger
#

Hello, im getting an error when exporting from blender to p3d, the error is "UnboundLocalError: local variable 'v' refrenced before assignment" then alot of file execute before that.

stuck oyster
#

are you exporting only objects with Arma Properties on?

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usually its best to export only with the selected check box ticked in export dialog

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so you know exactly what objects you are exporting

pure whale
#

quick question

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is there something in the memory lod which will be the area to access a models storage if i give it any

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or config

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so u have to be in a specific spot to get the storage option

rough idol
#

doplnovani

#

memoryPointSupply = "doplnovani";

pure whale
#

yea i saw it in the default config

#

o7

merry gorge
#

for a firegeo lod would it work to just duplicate the geometry lod?

lusty ginkgo
#

it would but it would be kind of pointless unless you intend on modifying it

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if not you could just give the geometry LOD the penetration .rvmat

merry gorge
#

didnt know it was possible to apply it to the geo lod

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that would save a huge amount of time

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so basic objects dont need firegeo?

lusty ginkgo
#

the fire geometry should be more accurate to the model though

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as far as I know you don't need the fire geo

lusty ginkgo
#

woah

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what does it do exactly?

stuck oyster
#

well its a highpoly rock

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that I test procedural rock materials with

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above is just the sculpting shader I used πŸ˜„

lusty ginkgo
#

What is your method for creating such detailed rocks? That looks real and I imagine even the low poly version looks good

stuck oyster
#

well I've looked at rock pictures a lot xD kinda have a sense of what generic rock looks like and have found workflow to produce pretty good raw shapes that i then refine further with the various brushes.

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I got a set of rock brushes too that help a lot

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combined with good base shape and lots of brushing

lusty ginkgo
#

cool

#

well your workflow definitely gives good results

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I might try making some custom sculpting brushes and make my own models

stuck oyster
#

takes some practise but if you want nice rocks its worth it

tacit shard
stuck oyster
#

always explain the problem in words

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pictures can support them but just looking at the pictures it can be really hard to get what is "this"

#

@tacit shard

#

problem explained just in words : get us some pictures
problem explained just with a picture : what do you meeean??

== always use pictures and words to describe your problem.

tacit shard
#

So basically as you can see the textures arent ligning up correctly. Ive checked the uvs and they are all lining up with the mask file however as you can see in the images the textures arent showing up correctly like theres the wood part showing on the top off the overhang thats the wrong texture and its doing that all over.

stuck oyster
#

perhaps you have wrong textures in wrong stages

tacit shard
#

Sorry for the long reply. Nah Im using the same multi mat as I always do and ive got the stages commented so I know what ones are what colours. Have already checked that.

stuck oyster
#

have you saved right textures?

dark flint
#

Jimmy Bulmer not Bummer πŸ€”

stuck oyster
#

forza cars?

#

whats your point @dark flint

dark flint
#

no his name πŸ˜‚

#

are those forza cars?

#

Yesterday E3 stream new Forza looks quiet good and will be in xbox gamepass might give it a shot ^^

stuck oyster
#

if not explicitly proven otherwise I believe solidly all lifer cars are from forza

#

compare modeling between cars and the houses etc

#

you see theyre not self made

dark flint
#

but on ~23:00 minutes there is a clock on a model and i saw that on churches in arma already is it hard to make such clock ?

stuck oyster
#

not particularly I suppose

dark flint
#

what u mean by that ?

stuck oyster
#

well its couple of simple animations

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and a model

dark flint
#

but its not simply spinning it always shows the "server" time

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ingame time

stuck oyster
#

yes

#

couple of simple animations that use the right animation sources

dark flint
#

do the pointers have to show 12:00 on start for example?

bold flare
#

Adding stuff to stolen models is also not hard.

dark flint
#

Life Server community is AIDS anyway

tacit shard
#

@dark flint Yeah thats me lol. @stuck oyster what do you mean have I saved the right textures?

dark flint
#

i like watching it but the shit they have to handle with DDOSing each other and shit like that

stuck oyster
#

yeh yeh we all have hears teh life scene troubles. Moving on to model making

#

and @tacit shard I mean is the texture you have the right one?

#

or have you overwritten it with some other one

tacit shard
#

@stuck oyster as in the mask? Yeah it is ive checked the textures and the references in the multimat they're all correct

stuck oyster
#

so whats it supposed to look like?

#

like in the bulldozer pic?

tacit shard
#

Well the shingles textures are meant to cover the entire roof and inside the wood plank floor boards are meant to cover the entire floor but also get replaced by a wood texture about half way across two secs ill show you what I mean

stuck oyster
#

so the black is the problem?

#

is it possible ADS/AS or SMDI or MCO has black on those parts?

tacit shard
#

no the black isnt the problem that was just because there was no texture assigned to the black and blue rvmat sections if you look in the last link the imgur one where I have assigned a shingle texture you can see on the roof half way across it cuts into a different texture. https://i.imgur.com/Z2ay1iw.jpg its a bit harder to see in this image but it does the same thing on the floor inside

stuck oyster
#

this is why clearly explaining your problem is very important

#

the one with the blacksmith text?

tacit shard
#

yes

stuck oyster
#

so thats correct?

tacit shard
#

https://i.imgur.com/or0m4rx.png
https://i.imgur.com/uIt5MOY.png

Best way I can think of explaining it is through these two. So if you see on the front shelter piece where there is the wood shingle texture which all of a sudden transforms into a wood panel texture, that shouldnt be happening because if you look at the mask from the second image that top part is all black so it should all be the shingle texture

stuck oyster
#

ah that part

#

ok so next time

#

draw some lines to point at the problem

tacit shard
stuck oyster
#

so that parts uv island is over the black part in your mask?

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and not like crossing over to the next color

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show the uv layout with that part selected over the mask texture

tacit shard
#

two secs ill do it with just that part selected

#

oh

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wtf

sturdy parcel
#

do the pointers have to show 12:00 on start for example?
no the animations used are source= hour, source=minute. and they reflect the time of day, not, elapsed time.

stuck oyster
#

is it here

tacit shard
#

yes

stuck oyster
#

yah that does not align

tacit shard
#

i was confused because it looks like it has an edge correctly there but ive just selected it and it doesnt

stuck oyster
#

you got to check only the offending faces selected or visible

tacit shard
stuck oyster
#

I'll send you the bill for #350

tacit shard
#

okay lol. Cheers for the help dude I cant believe that I had used a uv packer so I guess something changed after

stuck oyster
#

those dont always work 100%

#

you could also have checked what the model looks like just the mask applied

#

as texture

#

would have seen it right away then

#

protip for next time

tacit shard
#

thats a good idea... I had done that with the mc map for the multi mat 01 I dunno why I didnt think about it for the second one lol. Cheers

dark flint
#

Arma does not support 4K textures right?

stuck oyster
#

false

#

but you should always carefully consider do you need 4k texture

median bough
#

Afaik the standard arma rendering is 2k and only a few racks handle 4k textures

polar fiber
#

Indeed, 4k is supported but doesn't show the 4k at all unless the user has textures set to V High or Ultra, and if the game needs to optimise VRAM usage it will usually go for the 4k textures first, even if they are close to the camera

#

but at least now the game mips down from 4k to 2k properly instead of diving down to like 1k or 512 or what ever it was doing before

dark flint
#

hmh interesting

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because on buildings and co with bigger signs or something

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its better to have a higher resolution

stuck oyster
#

its kinda poor choice though

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because how much more gpu strain 4k texture makes

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for something like a sign

dark flint
#

πŸ€”

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are emissiv maps like a layer ontop?

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or do i have to leave the space free in other texture maps ?

bold flare
#

If you use SuperExt or other shaders that support Emissive then they are just a seperate stage

strong plaza
strong plaza
#

seems very limited

pure whale
#

treeit is ok for a random free program off the internet

fervent steppe
#

lol

sturdy parcel
#

i stood back from my monitor while you were opening those garage doors.

stuck oyster
#

worried there may have been supprises?

#

πŸ†

sturdy parcel
#

not worried, certain.

rough idol
#

@fervent steppe - did tried already adding sound memory points to buildings? Those AC units are pretty silent πŸ˜‰

fervent steppe
#

Haha. I heard they are trying to conserve energy.

No your right. I didn't not add them. But I will

lime nebula
#

How you made the door working, the one with translation ?

fervent steppe
#

Why you're here @rough idol why would ai on a path seem to ignore some door opening/closing actions but some other door opening/closing actions work just fine. All the mem points are there. The config is correct. I just can't understand it. Like I said. Some work and some they seems to ignore.

@lime nebula yes they use translation.

#

And I just made the bottom vertices of the door the actual moving part. It's a cheap fix. If there's enough space for the whole door to slide upward then I do that but if that this way works too.

pure whale
#

coefInside = 2; // cost for movement inside buildings
coefInsideHeur = 4.3; // estimation of cost based on in/out points
coefSpeedInside = 2; // we must go slowly inside houses
Used by the static class for non moving objects such as buildings

coefInside = 1; // forest
coefInsideHeur = 0.25;

#

apparently this will control ai movement inside buildings along te path

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however I can't get it to have any affect

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after changing values a few times

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I put it in house, house_f, and the building I'm trying to make it work ons config

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any insight

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I want to force ai to walk when in a building path

terse sparrow
pure whale
#

should those config entries be placed in the units config and not the structure?

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pretty sure units are cfg vehicles

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not at pc atm

terse sparrow
#

I'm setting values ​​like 0.00000000001 or 999999999999 and it seems not to change

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Oh it seems to work only for helicopters now...

rough idol
#

@terse sparrow it's working only for helicopters

outer condor
#

@pure whale check what dayz mod set (vs vanilla OA/CO)

pure whale
#

didn't all arma 2 ai walk indoors?

stuck oyster
#

pretty much as far as I can remember

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cant recall seeing A3 AI run indoors either though

pure whale
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then did when I set a waypoint to move to in editor

stuck oyster
#

oh

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nice

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though of course not for you if you wanted them to walk

rough idol
#

it's house param

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I would try coefSpeedInside = 0.001;

pure whale
#

yea 0.1 didn't change anything

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I'll try that in a few hrs when I'm off work

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ty!

stuck oyster
#

@rough idol you got any scale for that parameter around? as in from what to what values can it use?

rough idol
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it's coef to max speed

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default value is 1

stuck oyster
#

ah yeah right xD

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that could make interesting modular buildings

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like in some parts AI would be forced to move slowly and on some it could run

pure whale
#

wait so why is it 2 in the default config lol

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I'm guessing that disables it? xd

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I Ctrl f searched coefspeedinside but got nothing inside structures_f

outer condor
pure whale
#

bet u I had case sensitive on

dark flint
#

are LODΒ΄s always "needed" ?

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on very simple models

#

159 faces 574 tris 300 verts

sturdy parcel
#

you need, as a minimum, a single, viewable lod.

#

eg a resiolutuon < 1000

dark flint
#

so they dissapear after 1000?

sturdy parcel
#

probably

dark flint
#

should be fine for a fence

sturdy parcel
#

most viewable lods are between 1, and 20

dark flint
#

thats a preview render of it textured

#

extra long bottom for terrain changes

sturdy parcel
#

then you should look at the a2 fences of a similar appearance. rust_branka eg

#

a classic, single lod is a road. look at them too.

dark flint
#

yeah but normal arma fences tip when i sneeze at them lol

polar fiber
#

fence is going to be repeated a lot in a scene, so it would be wise to make LODs

sturdy parcel
#

tipping etc is irrelevant to a p3d file and the lods it contains.

polar fiber
#

300 points isn't a lot, but 20x300 is

dark flint
#

i need tons of them its for the airfield

sturdy parcel
#

and?

dark flint
#

the reason i dont want to make lods i hate to do textures lol πŸ˜‚

#

maybe i do a simple plane/box sepereated in 2 one is fence material again and the bottom concrete again ?

sturdy parcel
#

well, with respect, it's one hell of a dumb question. the lod is the visual component of a p3d

dark flint
#

LOD = Level of Detail (Model u see based on distance) for normal the more u go away = less details

strong plaza
#

a fence is about the simplest thing you could make, I don't see why you wouldn't bother making a couple of res LODs

dark flint
#

if i meant the "main" lod i would say Mesh or object

sturdy parcel
#

+1

dark flint
#

so u think its fine without other lods ?

sturdy parcel
#

look at any road p3d is your answer

dark flint
#

?

#

im more of a terrain maker / Level designer not realy a 3d Modeler

sturdy parcel
#

fair enough, I am neither, so just make a single reslod p3d

#

it automatically becomes the geolod, in addition to being displayed.

dark flint
#

yeah my question was maybe a bit simple sayed on the start what i wanted to know is "how about performance if i place ~200 of them without a lod for a more far distance but i dont think its "horrobil" if they disapear on ~500-1000m distance

sturdy parcel
#

exactly

dark flint
#

so multiple lods are only for "bigger" objects like buildings that i should see beyond that distance quiet clearly

sturdy parcel
#

but dissapearing is a consequence of viewdistance. the lod actually used at any time is the 'best' avaiable. irrespective.

dark flint
#

besides the round things its quiet a simple mesh πŸ€”

strong plaza
#

too detailed IMO

sturdy parcel
#

you actually, do, raise a good point konners, in ofp days, sandbags were notorious for causing lag.

#

stacked as a wall, you dare not go near them if you want game-play

#

but branka (chainmesh) fences surrounded all airports in ofp, and consequently all converstions of those islands to arma2. (the very same models). Lag was never reported as an issue. Cup has all the various varieties avalaible.

#

you are probably diverting your creative talents as a map maker into a place you don't need to go.

dark flint
#

its cool that the objects are destructable but everytime i see a driven over bargate at HQ im abit salty lol

#

i can understand that people want to go back to AO as fast as possible but still...

sturdy parcel
#

that can be alitered in a config.cpp

dark flint
#

yeah but then i would have to rewrite nearly every config

sturdy parcel
#

armor=1000;

dark flint
#

could i make a config for all objects?

#

some kind of Land_* stuff

sturdy parcel
#

sure, but you're not talking ALL objects, just Land_branka

dark flint
#

because i can understand that a tank rolls over a wall but i dont reaaaaly see a hunter rolling down these walls even tho its possible in reallife

sturdy parcel
#

the cement foundations should stop that.

dark flint
#

such a nice car πŸ˜„

sturdy parcel
#

haaaaaaaaaaa. brilliant

strong plaza
#

I don't buy that the windows can shrug off and RPG

dark flint
#

watch the end with the c4 πŸ˜‚

#

if i ever become rich that would be the car i would drive πŸ˜‚

strong plaza
#

I did

#

still don't believe the windows can stop an RPG

sturdy parcel
#

it's what mythbusters use to stand behind. glass (of that thickness) behaves like rubber on impact. Glass is, after all, a semi liquid to begin with.

strong plaza
#

and RPG is a shape charge that can penetrate over 60mm of steel

dark flint
#

πŸ˜‚

#

adam savages one day builds are quiet interesting some time but man did he get old so do i lol

#

@strong plaza World is crazy have u ever heared of bullet proof glass that is save from one side but u can shoot from the otherside out?

strong plaza
#

okay, so why aren't armoured vehicles made of that magic glass then?

dark flint
#

why arent airplanes made out of the same material the blackbox is? πŸ˜‚

strong plaza
#

because its too heavy

#

and not flexible enough

dark flint
#

and for the glass i would say its the frame that it might sit in that catches some of the impact + the size of the windows

#

pretty interesting stuff ^^

strong plaza
#

do you realize the enormous energy output level difference of a small kinetic projectile and a shapecharge?

#

think about it, 90mm of glass vs 600mm of steel

#

again, if it really were that efficient all armored vehicles would be built of it

spiral solstice
#

What's an ideal polycount for custom player models?

strong plaza
#

oh and we're way off topic here

dark flint
#

yeah

#

here is a video rpg vs bulletproof glass

strong plaza
#

empty warhead

twin hawk
#

Alright, question for you guys

#

I'm currently poking around the files of a mod right now trying to figure out how it works (the walkers from the Warhammer mod, to be specific). However, I wanted to take a look at how the .p3d for the walker was set up, and whenever I attempt to open it it's crashing o2 after a second or two. I've tried looking at the logs for info but it doesn't seem to have recorded anything about the crash, it just notes that I've started another instance.

#

Anybody have any ideas?

bold flare
#

You can't.

#

You'd have to ask the Mod author.

lusty ginkgo
#

you can look at the A2 samples but I see how that might not answer all your questions about such a specific type of model

#

best bet is to get in contact with the author of the mod like dedmen said

twin hawk
#

@bold flare @lusty ginkgo Gotcha, will do. Thanks for the help!

half heath
#

So would zamerny mem point work on any vehicle? AI seems to be shooting above my aircraft not directly at it, especially at closer ranges..

rough idol
#

it should be working on all vehicles

sacred grail
#

what steps are involved in removing backface culling? if i want a single face as a cloth for example and want it visible from both sides?

#

is this done in obj builder?

bold flare
#

afaik you can't

#

need to add the backface in the model

sacred grail
#

I am sure i have seen single face's visible from both sides like on camo nets for example though?

#

or they are two faces just very close?

#

with flipped normals

half heath
#

@rough idol Thanks so without Zamerny, AI just aims at object center?

rough idol
#

Yes

stuck oyster
#

@spiral solstice sometihn like 10-16k for the main clothing exluding the head with good lodding should be ok. pretty much the less you need the better it will perform

foggy finch
#

@sacred grail copy the faces, paste them and flip them. iirc RV doesn't support double sided faces

stark plume
#

I have been summoned

foggy finch
#

apologies, discords tagging pinged you πŸ˜ƒ

stark plume
#

Hahaha you scared me :D

outer condor
#

@foggy finch tagging doesnt notify when using edit message

foggy finch
#

ah well, they might see it when they logon again

#

πŸ˜„

spiral solstice
#

@stuck oyster Thanks! I'm looking forward to creating a new mesh/body for it, but the resources about it are minimal

stuck oyster
#

just be adviced it needs to match the man characters shape if you intend to use its animations

#

as the animations do not scale

#

you can have a couple of cm of variation if you weight the character well enough

dark flint
#

i got a question because i get kinda confused i made a texture on a plane in substance painter

#

thats the texture

#

and the fence is is "invisible" in between

#

all good

#

in substance painter it looks fine

#

in Blender one side is not textured

#

but in painter i see the texture on both sides....

#

how will it be in Arma?

#

also the fence isnt invisible in blender somehow....

stuck oyster
#

in blende you would have to set up the material for alpha transparency

#

and by default blender shows the backside of faces but if you have backface culling on it does not

#

and arma does not show backside of faces

#

so you need to duplicate and flip your faces

jaunty leaf
#

there is a problem

stuck oyster
#

so it seems

#

will you fix it?

jaunty leaf
#

yeh

pure whale
#

nice 4head

#

if you raise the helmet up a bit should fix it?

jaunty leaf
#

getting there

stuck oyster
#

πŸ‘Œ

jaunty leaf
#

still needs some adjustment but it looks alright at least

woeful viper
spiral solstice
#

@stuck oyster It's going to have a different shape from the default model, what are some guidelines to keep in mind?

high stag
#

Anyone have any knowledge on how flags work in Arma?

#

I'm trying to add flags in front of my car like the presidental limos but the flag proxy in arma is too big. Am I able to resize it somehow via script?

sturdy parcel
#

create a smaller flag

merry gorge
#

where can the terrain slope option be found in o2?

strong plaza
#

uh, you sure you don't mean Terrain Builder?

merry gorge
#

nah for walls so when imported into TB they auto slope to terrain

strong plaza
#

oh I see what you mean

#

placement = slope

#

in named properties

#

in geo LOD

merry gorge
#

only in geo lod?

strong plaza
#

yes

merry gorge
#

perfect, thanks

#

took me a whole 30 min searching around so had to ask

strong plaza
#

yeah it's best to ask then look while you wait for reply, often you get an answer before you figure it out yourself

stuck oyster
#

@spiral solstice you got to give out details what you want to achieve. It pretty much have to be exactly same sized if you want the animations to work.

#

otherwise it will need all new animations

pure whale
#

any way to view what a shadowlod may look like ingame instead of packing over and over?

woeful viper
#

why? shadowlod behaves pretty predictably

stuck oyster
#

buldozer?

pure whale
#

but i cant see how the shadow lod looks with the visual

#

in buldozer

polar fiber
#

yes you can

#

if you don't have "show shadow" turned off

stuck oyster
#

also you will need to place some sort of an surface under the model

polar fiber
#

yeah, if you want to see how it projects further from the object.

#

I assumed he meant how it projects on itself

#

I just generate a cube and hit W to reverse the faces for the shadow to reflect on

rigid crane
#

im starting buldozer and its just crush

stuck oyster
#

setup your tools according to the PMC wiki tools and P:drive setup guides

rigid crane
#

i did that

stuck oyster
#

so your buldozer runs from arma3 exe?

#

and you have set up p:drive with arma3p?

#

do you run OB from arma tools? if so dont do that but run it form its installation folder

#

directly from the exe

#

@rigid crane

tulip beacon
#

@pure whale you can place unpacked model as a simpleobject in diag exe

pure whale
#

ooh

tulip beacon
#

and then use "reset_shapes" after modifying and saving the model

#

hang on

#

that's my setup, it spawns simpleobject under (center of the screen) cursor, and if p3d was modified it spawns modified version

#

but old one stays as it was at that point

pure whale
#

yea thats good

#

thanks for the tip

#

πŸ˜›

tulip beacon
#

do you know how to use diag exe? all that symlink stuff?

pure whale
#

yea ive used it before for terrain lighting

tulip beacon
#

k

pure whale
#

o7

#

have to redo most of the shadowlod that my friend gave me

#

itll be a headache in obj builder

tulip beacon
#

nice

woeful viper
#

then use something better?

#

also, more importantly - how did they manage to park that truck? xD

pure whale
#

the fence is actually a gate

#

πŸ˜’

white jay
#

https://imgur.com/a/7YJEpvN The tris count on this building is reaching 80k and it's not really finished as the backside mirrored details aren't applied. Any tips for lowering the tris count in Blender while not having to redo this whole building?

woeful viper
#

difficult to say without seeing the wireframe

strong plaza
#

at least make those corner stones into a decal, I had to do that on one of my buildings and it lowered the polycount quite a lot

#

btw, very nice architecture

white jay
#

https://imgur.com/a/Ry2PxQN I'm going to have to do my best to merge as many verticies/faces as possible, especially on the brackets. Once I'm ready to start doing UV's I'll get to that I'm guesing.

#

And thanks, that building was heavily inspired by my favorite Seige map, haha.

woeful viper
#

the little detail eats almost all the polycount. Bake it into a texture

quick terrace
#

+1 ^

bold flare
#

by my favorite Seige map literally immediately recognized it from the screenshot πŸ˜„

quick terrace
#

i really think you could do interior instead of having these small details all across

#

could so easily bake em

white jay
#

Guys I fucked up and decided to blender while stoned, hit a hotkey and now all my faces and any new cube i make looks like this. I know not what to do.

#

And I do plan on doing some interior buildings soon. I'm just going to have so many across the map, if they all have interiors it will most likely make Arma run at -600 fps and break someones computer.

agile flint
#

@white jay Looks like you got a subsurf modifier on

#

Thats all it looks like

white jay
#

❀ Thank you very much. I had no idea wha I did so I did not even know what to google on a fix.

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
#

@drowsy osprey cool monstah! Im pretty sure its 3 kids standing on eachothers shoulders tho!

#

or 2 kids and stilts

#

nice fluid movement there too

drowsy osprey
#

One message removed from a suspended account.

stuck oyster
#

yeah youre gonna have fun

#

its not too complicated once you get familiar with how the configs work

#

gonna need buttload more animations though xD

woeful viper
#

thats me in the morning after eating junk food

brazen prairie
brazen prairie
#

at some angles it looks fine tho

#

well never mind i removed the rvmat and now it look great

polar fiber
#

probably because your materials are using the wrong filenames

brazen prairie
#

i will check again worst case no rvmats haha

#

πŸ˜ƒ

polar fiber
#

else they don't get formatted properly when converting to .paa

#

can create weird ass shading

brazen prairie
#

oh i see what you meant thats good to know i never knew about that

#

thanks a lot

half heath
#

Does anyone know what this does? memoryPointGunBone[] found it in the VTOL_01 configs..

#

memoryPointGunBone[] = {"Gatling_rot"};

sturdy parcel
#

not very hard to figure out, is it.

white jay
#

is there no interest in kiowa helicopter to be made..? all projects are in alpha for years.

median bough
#

No need for kiowas since we have longbows

#

But would be nice anyway

white jay
#

other countires do have kiowas πŸ˜ƒ

#

i have the model in 3dsmax but its also alpha would be cool if someone would like to finish it up

jaunty leaf
#

Kiowa seems like a cursed project since at least 3 have been started but they never get finished

sturdy parcel
#

goats ate them is why

#

they are particularly fond of plexiglass.

jaunty leaf
#

I thought that was the trabant

sturdy parcel
#

only if they have blaupunkt radios in them and no windscreen wipers (the rubber gives them indigestion)

#

we made serverl trabant models for cwr2 and locked the goats up for the week.

white jay
#

hello, I have a problem with the car that I'm creating, the mirrors are reversed, somebody knows how to fix this?

polar fiber
#

flip the UVs

white jay
#

I tried but It's not workin

#

working*

polar fiber
#

but how do you mean reversed then?

#

left mirror shows the right side of the vehicle?

white jay
#

no, the mirror is upside down

polar fiber
#

well that should just be a matter of flipping the V axis in the UV

#

or rotating it 180, depending

quick terrace
#

@jaunty leaf neah it isn't cursed, i for one just didn't have the time, mood or patience to finish my model, mainly because each time i open that file i remember i don't really know where precisely i left it, and what needs finished and what needs changed πŸ˜ƒ

jaunty leaf
#

fair

rigid crane
#

smart ways to line it up?

rigid crane
#

i guess no

polar fiber
#

how do you mean?

#

snap them to the same level?

#

go in to an orthogonal viewport (e.g. front, right etc.) and lock movement to the Y axis ([Y] key should switch between XY and Y mode in the toolbar, or you can press the button there)

#

select the object you want to move

#

switch to pin tool

#

mouse over the bottom vert of the object that you want to line up with the bottom vert of the other object. Should highlight with a blue square

#

hold RMB and drag the cursor from the blue highlighted vert, to the target vert that you want to line up with on the next object

#

should snap the blue vert in line with the target vert only in the Y axis (the axis lock setting is local to each viewport)

merry gorge
coarse vale
#

Is there a standard orientation for models within model space? addForce command applies a force (in world space) at a particular position in model space. The question is how to know do we know where a position in model space corresponds to on the model for a built in BI model (example: C_RubberBoat)? https://community.bistudio.com/wiki/addForce

polar fiber
#

Attach a VR sphere object to the BI model _object attachto [_vehicle,[0,0,0]]

#

then you can put values in the array to find the offset you want

rough idol
#

There is scripting command to get center of mass

stark dagger
coarse vale
#

@polar fiber Sorry to be daft, but VR sphere?

polar fiber
#

in the eden there are some little translucent golden spheres objects

#

I think they've in the VR objects category, but just searching "sphere" will show them I guess

#

there are also arrows and things

coarse vale
#

Ok, may have found them under Objects > Signs > Helpers.

#

No, I think those are actual spheres that you can't see if they are inside the model. I think I know the ones you are talking about - they are the ones that you see in Zeus sometimes or playing that are translucent and you can see inside objects?

coarse vale
#

@polar fiber Thanks, got it working with the sphere - cannot find class for the translucent vision aids shown on friendly and enemy units with vision aid, but trial and error with moving sphere works well enough.

white jay
#

https://i.imgur.com/OoOlMqm.jpg redesigned the brackets and removed a shitton of backfaces of the quoining and got the vert count down from 79k to around 25k with them on the front/back. Fucking brackets.

woeful viper
#

make into a texture and you can cut 2 zero's more

coarse vale
#

@woeful viper If he did, can he apply normal or bump maps to simulate some of the lost geometric resolution?

white jay
#

I'll have to look into trying that. To be completely honest Iv'e not even gotten to the point where I have baked anything in cycles because I'm still learning as I go. So I'm guessing that normal maps would give it the look im going for, just need to complete a building and then try baking it and see where it goes from there.

woeful viper
#

bake lighting into the texture. Just normal isnt enough for arma...

coarse vale
#

@woeful viper How do you bake lighting on Arma models that are out doors and could be lit differently based on time of day?

woeful viper
#

highlight edges darken shadows

#

like in any other last gen game... just study textures of non-next-gen games

polar fiber
#

curvature/cavity maps basically

sturdy parcel
#

Someone say Trabant?
😍

sonic valve
#

What would be the best method of linking a model to a vanilla texture?

#

Like using the dirt tile textures in-game over your own custom texture

dark flint
#

whats the avrage polycount for a Tall building in arma 3 ?

stuck oyster
#

how tall?

#

interiors or not?

dark flint
#

no interriors tall

#

like the multistory builings from apex for example

stuck oyster
#

if you got eliteness you can check them yourself

#

it shows the model details

dark flint
#

how many do you use in general on buildings?

stuck oyster
#

My shit is pretty exceptional because I got so huge structures

#

And dont count my polies so much atm.

#

so cant really compare

rigid crane
stuck oyster
#

your tools are not set up correctly and you are running OB from Armatools

#

PMCwiki has pages both for proven to work steps to set up working P: drive

#

and Buldozer

merry gorge
#

having some trouble getting firegeo to work for a wall, should I be using _plate? I have assigned the damage .rvmat to the geometry lod as someone suggested. Or it is assigned but i cant see pops of dusts when rounds hit

high kestrel
#

@merry gorge I would suggest to make a Fire Geo lod then apply one the BIS .rvmats. Not all impact effects are dust you can have Sparks from Steel or splinters from wood all depends on what .rvmat you apply. The difference between _plate and without is the thickness of the material eg. concrete_plate is thicker than concrete and will need a higher calibre or faster round to penetrate it.

pure whale
#

@merry gorge is your issue with the fire geo that it is just not working?

#

bullets flying thru

#

or have u not tried making a fire geo at all

#

k reread

stuck oyster
#

how thick is the geometry?

pure whale
#

do what the guy above posted

stuck oyster
#

and actually the _plate.rvmats in most cases have set "simulated" thickness

#

for penetration calculation

#

where as the plain .rvmats calculate the penetration thickness of the whole geometry shape

#

so you can have a simple geometry cube that acts as plate steel box or a full solid steel block for example

sturdy parcel
#

Mikero hopes all this accumulated wisdom is not gone forever with the enfusion engine.

stuck oyster
#

πŸ˜„ its likely as good as a fart in the wind

sturdy parcel
#

well said

merry gorge
#

If enfusion ditches everything the pain will be overwhelming

#

also @stuck oyster this is the geo, I've not duplicated it for a firegeo since apparently it's ok to assign the rvmat to the geo instead. I've used wood.rvmat (not plate). https://imgur.com/a/KlF7pe6

#

I'm assuming the ability to assign the rvmat to the geo doesnt work tbh

stuck oyster
#

it works

#

is that geometry single piece? or multiple components?

#

because if its single component its not convex and thus not valid geometry component

#

also each geometry piece needs the componenXXX name (find components tool in OB)

#

and mass of 10+

merry gorge
#

it's 2 parts

#

the geometry is working from what I can remember, just didnt see dust when shooting at it, will test in VR to see

quick terrace
#

@stuck oyster wasn't it the minimum mass 1

stuck oyster
#

could be, I remember 10 for some reason

quick terrace
#

pretty sure it is 1, we use them for headgear and the like

#

any lower value will not make geo work

woeful viper
#

doubt Enfusion will ditch everything we know and do it different. People who are used to old system will often do something similar when starting from scratch ("established best practice") except where it was not working well enough.

#

one thing i strongly believe though: no objectbuilder equivalent for enfusion

pure whale
#

my mass for all my models range from 2000-20000

#

whenever I stop clicking 0

#

usually buildings tho

median bough
#

@woeful viper
I don't think we will see any kind of toolset for modding in enfusion within the first 6-12 month after game release. Best we can hope for will be some kind of documentation

#

*offical toolset

stuck oyster
#

well stuff in DayZ is fairly well commented so there is hope for that

median bough
#

i guess we will know more once modding for dayz is avaliable.

#

who knows, maybe alwarren will extend his arma blender toolbox

stuck oyster
#

yep

#

will depend a lot what the final format will be

#

if its p3d or something totally different

median bough
#

i think i read something about native FBX support, i could be wrong tho

stuck oyster
#

yep I've heard that too

#

Hopefully Blender team updates the fbx exporter xD

median bough
#

is it that bad? never worked with it

stuck oyster
#

neither have I much but there has been some compatibility issues with it

#

the few times I have had to

median bough
#

we will see, it's still a long road until we get there.
do you happen to know the native model format in dayz?

stuck oyster
#

I think the current one still runs p3d

#

@pure whale you got more accurate info on this πŸ‘†

median bough
#

currently P3D but FBX support

pure whale
#

current wat

#

oh yea

#

uh type 73 p3ds arma has don't work with dayz anymore

#

I think

foggy finch
#

yeah it uses a new p3d type

#

even eliteness wont open them anymore

pure whale
#

maybe a byproduct of the upcoming fbx support

#

maybe cus they don't want idiots porting dayz content

#

dunno

foggy finch
#

most likely because the added new features to p3d's, they dont tend to change types often unless integrating new tech

pure whale
#

yer

#

I think roadways are a thing of the past

#

ive seen players walk on shit

foggy finch
#

navmesh

pure whale
#

that totally doesn't have roads

#

ye

foggy finch
#

i always thought the roadway was a waste of a lod tbh,. when you could just use the z+ faces from the collision lods

pure whale
#

^

#

prevents glitchy shit

foggy finch
#

its fine for attaching sound shaders to tho i guess

median bough
#

couldn't this also be done with a simple surface material check?

pure whale
#

yea but there could be other ways to do that

#

like add more functionality to geometry

#

add texture to define the surface

#

or however they do now

#

in dayz

median bough
#

add texture to define the surface
☝

foggy finch
#

thats how the sound shaders work on structures chris, via assigning surf_something_co textures to them, they are bound to soundshaders

median bough
#

cool, didn't know that

foggy finch
#

P:\a3\data_f\surfaces

pure whale
#

it's like from roadway assign texture then make a cfgsurface entry for that texture

#

then from there make a soundshader

foggy finch
#

surf / surfint (internal sounds)

pure whale
#

they have all the old Czech names in there too

#

also working I think

#

beton ect

foggy finch
#

this is also how the rain sounds differentiate from being insde a building to outside

pure whale
#

yea soundshader / soundest r good

foggy finch
#

weapon echos etc

pure whale
#

I use it over the older method for my map

foggy finch
#

i just wish the building sound tech got upgraded to allow more,. its still using a2 tech

pure whale
#

mempoints and spatial sound config

#

gggggg

foggy finch
#

hopefully they upgraded it in enfusion

pure whale
#

welp u could crack open their sounds pbo right now

#

I bet it's the same shit

median bough
#

laxe posted something really interesting about sound in #arma3_audio

foggy finch
#

they have way more door sounds in dayz

pure whale
#

read that at work chris

#

forgot about it

#

so I didn't watch vis

#

vid

median bough
#

this sound tech applied to a game / engine like arma would make some jaws drop like panties. calculating sound with physics and surface material in realtime. no need to set soundshaders anymore, just devine the model material (walls inside a house) and the engine does the rest.
in theory....

foggy finch
#

hm looks like they still using surface noise via texture applied to roadways

pure whale
#

yea I mean the roadway shit is satisfactory for now but some innovation between now and when they get the next game under heavy development would be awesome

foggy finch
#

yep

#

pbr combined with that sound tech would be sweet πŸ˜‰

eternal bloom
bold flare
#

Maybe better in #arma3_texture? I wish I could make such materials in substance :/ Guess I just gotta learn

eternal bloom
#

it kinda belongs to terrain, model and texture i think

#

thoses are scans, photogrammetry i guess

lusty ginkgo
#

it's definitely relevant to those channels

white jay
#

resident evil 1 door opening and closing sounds pls

lusty ginkgo
#

so does anyone know of a way to deform an object using the shape of another mesh in blender?

white jay
#

boolean tool?

lusty ginkgo
#

like take a sphere for example and have a large cube around it and deform the sphere to match the shape of the cube more closely

#

similar to the strength slider in the lattice deform modifier

#

I am trying to make my object partially match the general shape of another object I have but not entirely

#

not sure if that makes any sense

viral cradle
#

Have you tried shrinkwrap? Although it might be a bit harsh depending on what you're aiming for.

lusty ginkgo
#

there aren't any parameters

#

it just shrinks to the shape fully

#

I am essentially trying to make it somewhere in between it's original shape and the shape of the other object

viral cradle
#

So what kind of shape are we talking about? Something complex?

lusty ginkgo
#

pretty complex, yeah

viral cradle
#

Ok. I can see you're cagey about revealing too much. πŸ˜ƒ The shrinkwrap modifier doesn't have a strength/influence parameter, but you can use the offset to get a shape somewhere between the original and the copy. Obviously you'd need to scale it down afterwards. Other than that, I can't think of anything right now.

lusty ginkgo
#

Ok. I can see you're cagey about revealing too much. :smiley:
wat

#

it's just a general method that could add to my workflow I haven't started using it for any specific thing just yet. The focus is on high poly natural objects like rocks and terrace models and things like that

viral cradle
#

Fair enough. Occasionally people don't like showing things they're working on. I thought that might be the case with you. πŸ˜ƒ

lusty ginkgo
#

I really wish it was possible to preview multi materials with their configured stage texgen's within buldozer

quick terrace
#

it should be possible ^, just need to create a proper shader / material for it yourself

olive quiver
stuck oyster
#

for what purpose?

olive quiver
#

im not too sure how to answer that

#

i guess my best answer would be so it can then be put into O2 and sorted out for use in game

stuck oyster
#

well for FHQtoolbox p3d export to work you need to combine it all as single object/lod

#

so view geom stuff as one lod

#

geometry as one lod

#

etc

#

but you might want ot set them to different vertex groups first

#

as those transfer over to P3D as named selections

#

also the term you are after is exporting it for Arma

#

I assume you use FHQtoolbox addon for Blender?

olive quiver
#

i do indeed, ive merged it all and created all the lods. it was more of an afterthought regarding the different objects as in the image weather or not i should have done things differently

stuck oyster
#

different objects?

#

you see the image tells very little without context

olive quiver
#

im not too savy with all the lingo πŸ˜„ mesh's? perhaps

stuck oyster
#

different parts of the vehicle?

#

you have modeled them separately yes?

olive quiver
#

yeah, well the original creator did yes

stuck oyster
#

and then combined (joined in blender terms)

#

Original creator?

olive quiver
#

yeah the jeep is from mr.proper and is an unsung asset

stuck oyster
#

I assume you have permission to work on it?

olive quiver
#

afirm, joined the team as an apprentice

stuck oyster
#

ah youre one of Robs "younglings"

#

alright

olive quiver
#

haha thats the one

stuck oyster
#

as for your original question for exporting as p3d you need to join them as single object yes

#

but for editing Id keep the parts separate as long as possible

#

usually makes things easier to manage

#

and different LOD types all need separate objects too

olive quiver
#

ok sweet, i think ive got it sussed for now anyway

#

hopefully πŸ˜„

olive quiver
#

has anyone here found a fix, even a temporary one for the mouse bug in O2

hollow fulcrum
#

@olive quiver set all viewports to DX mode. is rumored to be helpful. mileage may vary.

crimson geyser
pure whale
#

πŸ˜’

lusty ginkgo
#

anyone know of a good way to ensure the geometry and roadway lod's have no overlap?

bold flare
#

I just give them different colors when modelling. Something very bright for geo so that I can see if it's clipping through

lusty ginkgo
#

that's pretty much what I'm doing but it is a pain in the dick to balance it out so the roadway isn't floating a meter above the res LOD and the geometry stays convex

#

in blender I tried applying a shrinkwrap modifier as a shape key and setting it to %50 and scaling it so it fits the geometry a bit better without serious upscaling but that isn't ideal either

cinder pivot
#

I mean why not make the geometry, copy and paste to the roadway lod then delete all non walkable vertices or just leave it as is

#

Odd enough roadway doesn’t have to be just flat planes, you could have a box in roadway lod and it would work fine

lusty ginkgo
#

that would probably cause a number of issues

bold flare
#

Just yesterday I tried exactly that for the first time. Was just a quick low effort model. So I just copied geom to roadway LOD and done. Worked fine

lusty ginkgo
#

Tested with AI?

bold flare
#

no ^^

lusty ginkgo
#

might screw with AI drivers too

woeful viper
#

with vertex snap you can build roadway in 5min, then just push it up.

#

dont understand the fuss

cinder pivot
#

How would it screw with ai drivers? Vehicles don’t use roadway, only units use it to walk on. Vehicles use geometry to drive on I am pretty sure

#

Like make a basic ramp as a triangle in geom and you can drive up it with no issue, where you cant walk on it (iirc)

lusty ginkgo
#

They use the roadway sometimes tanks try to drive up the side of hangers because they detect it as terrain but they don't on the older models that don't have roadway lods

stuck oyster
#

Not sure but has someone mentioned there was some property to make the roadway non vehicle one

#

or did that apply to roads

timber cobalt
#

what is more demanding(or recommended course of action). hiding stuff with hide animation, or setObjectTexture ""
?

polar fiber
#

well hiddenselections is adding sections to the model, so I'd probably guess that is more intensive

#

also wont hide things like shadows and collision for those parts

ruby dragon
#

So in 3ds max, i can export my model into object builder, but its wireframe and says it cant find the texture, whats the proper way to export texture please?

bold flare
#

^ Would like to know too if that's possible, already asked that a month ago and got no answer. Afaik it's not possible though.

#

you need to select your faces. Press E and set your texture and materials

opaque olive
#

Hi, can anyone help me? when i launch Buldozer and update the model with textures the buldozer doesnt update i need to restart it every time it used to update live before

#

anyone?

stuck oyster
#

Patience. This is no 24/7 helpdesk

opaque olive
#

xdd

stuck oyster
#

have you set up P: drive with mikeros tools and are you running buldozer from Arma3 exe?

#

or are you running stuff from Steam Arma Tools

opaque olive
#

i dont have mikeros tools

#

no nothing

#

it was working before but idk what i did

#

i reintalled everything

#

reinstalled*

stuck oyster
#

you do this, then we should have debuggable baseline to work with if it does not work after these steps

opaque olive
#

ty

#

still not updating

#

😦

stuck oyster
#

so you got mikerso tools and set up buldozer to use arma3.exe?

#

and ran arma3p to set up p:drive?

opaque olive
#

yea but withoit mikerso

#

i didnt have it before

stuck oyster
#

what I meant above is that if you do it like the PMC guide says then I can help you because then I know what you have installed and how

opaque olive
#

ok im downloading them

#

1 sec

#

where do i get the mapdisk.bat?

stuck oyster
#

you either replace the one in armaTools

#

or make new one

opaque olive
#

with what do i replace it

stuck oyster
#

the guide tells you what to do...

opaque olive
#

it says replace it with ur own

#

i dont have one

stuck oyster
#

you either create one. or edit the one in the folder

#

and replace everything in it with the 2 lines

opaque olive
#

oh

#

kk

cyan heart
#

Anyone knows what LOD is needed for CursorTarget to work?

stuck oyster
#

geometry or viewgeometry I would guess

#

what kind of object are you trying to track with it?

cyan heart
#

Just a static object, like a rock

#

I'll try the view geo thanks :)

outer condor
#

try also cursorObject

merry gorge
#

is it possible to darken the textures on an object via rvmat?

stuck oyster
#

the diffuse /forceddiffuce parameters I believe do that

polar fiber
#

reducing specular[] makes things appear a bit darker

pure whale
#

it is not possible to have multiple supply points right?

polar fiber
#

the parameter isn't an array, so no

#

and if you have several points with the same name, it will use the average position AFAIK

ruby dragon
#

Hmm so if i have a standard material on an object in 3ds, and i export that to tga, when i get to object builder, do i put it as texture or material?

stuck oyster
#

if its image format then Id suppose its texture

#

material in Arma engine is the .rvmat file

ruby dragon
#

idk what a .rvmat file is

stuck oyster
#

that gives the object shader and shader related extra textures

#

look it up

ruby dragon
#

i can get the object into object builder. but cannot for the life of me get the texture/material on the object

stuck oyster
#

also the BIforums editing section has lots of info

#

basic game modeling: you have your mesh (the object) it has to be UVmapped, so a texture can be applied to it

ruby dragon
#

Do you use 3ds max?

stuck oyster
#

no

ruby dragon
#

Ah

stuck oyster
#

and even if I used it I could not tutor you in the basics like this and take your hand and lead you through it

#

theres a lot of this written already down in the forums

ruby dragon
#

Well it shouldnt be high math to get a basic textured cube into a game. thats basic functionality

stuck oyster
#

and in general there are modeling tutorials that explain modeling, uv-unwrapping, texturing etc

ruby dragon
#

And my friend, I have googled and youtubed till my fingers hurt for just 1 tut on getting a simple object from 3ds max to object builder, havent found 1

stuck oyster
#

you need to understand the concepts of 3d modeling first and what exports from 3dsmax and what imports into Object Builder

#

have you looked through here?

ruby dragon
#

isnt o2 different than object builder?

stuck oyster
#

no

#

it was called O2 in Arma2

#

they renamed it for A3 and maybe updated some bits

ruby dragon
#

Wel lthanks, I'l dig through this forum, see if i can find anything. I apologize for asking. I didnt want hand holding, I just cannot seem to make any forward progress

stuck oyster
#

can you use 3dsmax already?

ruby dragon
#

yes

#

im not a pro

#

but I can use it

stuck oyster
#

but you know how to unwrap mesh and apply textures to it and so on?

ruby dragon
#

unwrap mesh, no. textures yes

stuck oyster
#

then you look up tutorials how to do that

#

if you dont unwrap it you dont apply textures to it

ruby dragon
#

from what ive read, that the export of the texture into a tga. is it that ?

stuck oyster
#

no

ruby dragon
#

thats legit the one i found and loaded up lol

stuck oyster
#

well that was the first one on google search

ruby dragon
#

ya ty

#

im having a look

stuck oyster
#

if you get a term you dont understand look it up

#

or youll miss important stuff

ruby dragon
#

whats the difference in a 3d mesh vs a 3d object?

stuck oyster
ruby dragon
#

Hmmm I may be better off just hiring someone to do this part. This is some very deep stuff

stuck oyster
#

well you dont have to understand it that deep perhaps

ruby dragon
#

Ive made objects for unity, unreal engine, elder scrolls mods, etc. never went this deep

stuck oyster
#

dunno what to tell you

#

same basic principles apply to Arma models

#

you should be able to do it just fine if youve done it for other engines

ruby dragon
#

that true, the problem is i dont know what i dont know if that makes sense. I have it loaded in the Object Builder, but when i run buldozer, the textures just... all messed up if its even applying it

#

i cant tell which

stuck oyster
#

since you dont seem to know what unwrapping is then I would suspect its that you have not done it

#

that should however be same with any other game engine

ruby dragon
#

nope, always used render texture and used the tga file

vapid nexus
#

unwrapped is used on all models

stuck oyster
#

that does not sound right at all

vapid nexus
#

in all engines

stuck oyster
#

Wolf my man just in time to take over. Im off to bed. πŸ˜„

ruby dragon
#

Idk wolf, maybe it auto did it on export?

#

lol

stuck oyster
#

night and good luck

ruby dragon
#

@vapid nexus are you familiar with 3ds max?

vapid nexus
#

yes

#

i use it to model guns

cinder pivot
#

Night sweet dreams love you @stuck oyster

vapid nexus
#

night @stuck oyster

ruby dragon
#

Well at the moment, i created a simple cylinder, and added a material to it.

#

Can get the object into OB but not the material

vapid nexus
#

thats material tiling with a simple uwvmap if you would create a more complex object where you have extruded things and edit stuffs it would look wierd with the tiling

#

and when you create that more complex object it will require uvwrapping

ruby dragon
#

When i exported it applied an "Auto flatten UV" modifier

#

I did notice that

vapid nexus
#

thats more or less that