#arma3_model

1 messages Β· Page 116 of 1

ruby dragon
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thats the rendered view and the material, just a quick thing i threw together to test this

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I used render texture to output the tga file

vapid nexus
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if you add an uwvmap on that you could change the tiling

ruby dragon
vapid nexus
ruby dragon
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thats what it looks like in buldozer

vapid nexus
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i would never in a million years be able to render out a normal map and texture in a program like photoshop

ruby dragon
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Ok, let me ask this. How should i export? what format and settings?

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This is not a high res or anything

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from 3ds'

vapid nexus
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when it comes to bulldozer i don't know

ruby dragon
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I mean in 3ds max

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3ds, fbx, etc

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Obj

vapid nexus
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i would think fbx

ruby dragon
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alright

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Now theres a ton of settings for fbx export, different ones play well with different editors. any suggestions?

vapid nexus
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try it normal first

ruby dragon
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"Some materials in this scene may not be supported by certain applications and will import as standard gray materials instead. The following materials are affected:
-Material #26 [Cylinder001]"

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odd, its a standard material

vapid nexus
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yes and in bulldozer it should be converted into an .paa file

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wich is the correct fileformat for arma 3

ruby dragon
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Convert the tga to paa?

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Ive tried that as well, same result

vapid nexus
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are you opening it in oxygen 2 or bulldozer ?

ruby dragon
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i dont have oxygen, im opening it in object builder and previewing with buldozer

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well im importing it

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tried 3ds and fbx

quick terrace
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oxygen and object builder is the same thing

vapid nexus
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i suggest looking into this reddit thread

quick terrace
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people who have been around for quite some time , myself included, will always call oibjhect builder oxygen

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because we are used to that

ruby dragon
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totally understandable PuFu

quick terrace
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you need to export a texture, not a material

ruby dragon
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I mean for all I know its buldozer thats messed up

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idk

quick terrace
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do you use proper suffix naming?

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yo

ruby dragon
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and idk if .rvmat is made in 3ds or object builder

quick terrace
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rvmat is basically a text file made with notepad

cinder pivot
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Good info there^

vapid nexus
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oh thanks andrew i will put that into my arma 3 texturing tutorials folder πŸ˜„

quick terrace
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yeah there is some good info in these SA vids

ruby dragon
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um

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no i didnt name it anything special

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lol

quick terrace
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you need to assign both a texture

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and a material to a mesh selection

ruby dragon
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I was thinking so... but when i export from 3ds max, all i get is a tga file

quick terrace
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what sort of mesh are you working on?

vapid nexus
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he is testing on an cylinder

quick terrace
ruby dragon
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a cylinder

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yes i exported the diffuse

quick terrace
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the RV Material and ATtributes

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contains aditional texture maps\

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such as normals, detail, spec/gloss ambient occlussion/shadow maps

ruby dragon
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Just to see what my options are.... any of you do work for hire? Im making a free mod, but it may be more worthwhile to just pay than learn all this, its WAY over my head.

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I never dreamed it would be this deep to get a simple single object into a game with a standard texture using 1 channel

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That page you linked might as well be written in greek, i dont understand any of it

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oh and @cinder pivot ty for the link. Ive saved it. Thats 3 hours worth of videos I will do my best to try and watch it

quick terrace
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any of you do work for hire? Im making a free mod, but it may be more worthwhile to just pay than learn all this, its WAY over my head.
i am, but i am on the expensive side. in any case:
#creators_recruiting

ruby dragon
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So can I dm you or should I reask the same question in that channel?

cinder pivot
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πŸ€‘ whatchu need made

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Lol

ruby dragon
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Just a few simple basic models. Nothing special. Vegetation

woeful viper
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Vegetation is very special, actually...

ruby dragon
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Not when you take it down as simple as im taking it. And hell it can be 2d for all i care

half heath
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I start at $90 an hour

fathom dagger
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oof

edgy coral
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Hey guys, any idea what I'm missing here? I have a new model in game, and everything is working fine except everytime I do cursortarget or cursorobject on it I get null object returned

past edge
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have you tried revealing the object to yourself?

agile flint
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@lime quest Is that dirt or rust on it?

lime quest
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Rust

agile flint
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If its rust it looks way too confided. I've never seen rust just apply itself so perfectly in spots like that and leave a perfectly smooth and good surfacve just next to it

lime quest
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Youre right i wasnt so sure about the rust placement

agile flint
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Maybe try make the rust more prominent over the entire thing? But also keep the confined areas

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Just looks too clean for rust that heavy thats all

lime quest
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Ill make some edits

edgy coral
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@past edge Yep, it still returns null object

molten thunder
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Right I cant get the object viewer in the object builder to load for whatever reason, bulldozer comes up with the message of External view Attach Failed, no Viewer Found. I know this has probably been ased a million times and I have tried looking online doing doing what they say, I even followed a video to set up the work drive etc so as to make sure that wasnt my problem and try to figure it out, but after hours of scratching my head as to what is going on Its not working, has anyone figured this out?

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in the configurator for bulldozer I have this path E:\ESO\steamapps\common\Arma 3 Tools [Work Drive]

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The Arma 3 Directory is set up in tools options as is the P;/ drive which is just P:/

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and in the object builder the options are this: P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

bold flare
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E:\ESO\steamapps\common\Arma 3 Tools [Work Drive] That looks weird. Shouldn't that just be P:\ ?

molten thunder
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ill give it a shot

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I mean it has to find the arma3.exe doesnt it? which would be in the copy of the arma 3 tools folder no?

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so my duplicate

bold flare
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don't know what buldozer would need arma3.exe for

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buldozer itself == arma3.exe usually

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atleast I used arma3.exe as my buldozer in the past

molten thunder
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sorry just realised what I put, not in the bulldozer configurator, its in the Arma 3 Tools Options

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?

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What did I do?

bold flare
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Nothing.

molten thunder
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Alright, Ill check to see what I have in bulldozer config

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Yeah its just P:/

bold flare
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Like.. you could try... Just taking your arma3.exe, moving it to your pdrive and launching that in Object Builder instead of buldozer

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no guarantees tho ^^

halcyon wren
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needs -buldozer startup param

molten thunder
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in this bit? P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

halcyon wren
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Yes.

molten thunder
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Whats the startup param or is it literally what you said?

halcyon wren
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its already in there

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P:\buldozer.exe -buldozer

molten thunder
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Ah so, it wouldn't be that then as it has it

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Right?

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Yeah the object builder options have External Viewer as P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg and the DLL as E:\ESO\steamapps\common\Arma 3 Tools [Work Drive]\ObjectBuilder

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Path for Textures is just P:\ like the manual says

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if I try to run just bulldozer on its own it says "FatalError P:\Dll\x64\PxFoundation_x64.dll could not be loaded" , is it possibly something to do with that?

bold flare
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you can find that dll in your arma directory

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just move them over manually

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but if you run buldozer without the -buldozer parameter then it will just try to launch arma

molten thunder
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Okay, I have moved it, Ill give it a shot now, just a quick one I've noticed though as I was moving the file over in the Arma directory the folder is "Arma 3\Dll" and in the tools directory its "P:\dll" would that matter?

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Still says that it Failed to attach

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Ahh got it now, the x86 wasnt there either

sturdy parcel
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there is only one 'buldozer' on your pc, it's called arma3(x64) exe.
there is no relationship between P:\buldozer, the dta\bin.poo you have on your pc, nor the dlls that the real engine uses and what a p:\buldozzer. exe might, possbly, be able to use. And, as often as not the shaders you must use because they came with the game, aren't always the same as those that P:\buldozer wanted. It is also ridiculul;ous to copy over a dozen or a milion dll's onto p: when the exe shoudl nto be there in the first place.
To fix this, permanently, all you have to do, change from "P:\buldozer.exe -lots -of -options" to "\where\ever\arma3,exe -lots of options"

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The bin\config.bin /cpp that ships with bi's true bulzozer is also incompatible and, in the past, caused the tiresome tetrahedron bug.

do you self a favor and run arma3p to be finished with this nonsense forever.

stuck oyster
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@edgy coral what type of object is it? cursorTarget does not return everything afaik

edgy coral
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@stuck oyster it's just a box, like a planters pot sort of. cursorObject isn't working either

stuck oyster
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does it have a config?

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is it a terrain object?

molten thunder
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I just copied the files it said it was missing and it appears to be working now

stuck oyster
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Id still suggest you do the above.

edgy coral
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Yeah it has a config. It's using House as it's base class

stuck oyster
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thats what I was after

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does it have valid geometryLOD?

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convex shape, componentXXX naming, mass 1+

molten thunder
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Anyone happen to know the location of the .paa texture files in the A3 Samples? such as Glass etc

lime quest
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More, less or no rust?

stuck oyster
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@molten thunder they are in the unpacked A3 data

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@lime quest less

lime quest
stuck oyster
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looks like advanced equipment

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should be made out of materials that dont rust

lime quest
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@stuck oyster How is that Lost Dragons mod my friend

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I didnt realize until now that i recognized your name lol

lime quest
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ive been waiting for it

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holy smokes

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looks like ME

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Mass effect

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citadel

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Very nice work πŸ˜ƒ

lean monolith
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What is this supposed to be though?

stuck oyster
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it is a city complex

lime quest
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looks like a giant hive city from WH:40k

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although lost dragons isnt based completely off WH:40k

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Maybe its inspired i have no say since i didnt create it

lime quest
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but looks amazing

lean monolith
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Oh. I can see the resembalance now

stuck oyster
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its insipired by a lot of things really

molten thunder
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see im looking for data_f but its just noth there, plenty of other ones but no data_F

edgy coral
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It has a mass of 150000, Component01, the convex shape I'm not too sure on how to make sure it's right @stuck oyster

stuck oyster
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should be

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Mod DB

Lost Dragons is a multiplayer total modification aiming to bring out a new thrilling gamemode for Arma3 . Our concept is futuristic objective based team warfare with randomly generated map elements to ensure every game is a unique experience with completely...

lime quest
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when can we expect release lmao ive been waiting since 2013

stuck oyster
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soonβ„’

lime quest
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Time = Quality atleast

stuck oyster
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I may enjoy making it more than releasing it xD

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πŸ™ˆ πŸ™Š

lean monolith
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🐷

stuck oyster
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@edgy coral therse component convex hull tool in OB

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structure - convexity

edgy coral
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I did the convex hull just to make sure and repacked. Still doesn't return anything with cursortarget or cursorobject

stuck oyster
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how do you create it?

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in Eden?

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with scripts?

edgy coral
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I'm creating it in eden

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on the vr map

stuck oyster
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if you drop some house next to it does that get returned with the commands?

edgy coral
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Yup, I get the object back when I do cursortarget on a building next to it

sacred grail
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Can somebody help me with this bake?

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Its such a simple object and I have had no issue with objects like this before

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I can send you the obj if you want to try it?

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I have tried with and without a cage

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and keep getting this result

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I am baking with SP2

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Here is the Obj

timber cobalt
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@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"

thanks

molten thunder
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anyone know the location of a body.rvmat?

median bough
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go to your P drive
go to your a3 folder
hit F3
type body.rvmat
thank me later

molten thunder
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I dont actually know why I didnt even think of that

median bough
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Β―_(ツ)_/Β―

molten thunder
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Its so obvious, Cheers πŸ˜‚

median bough
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πŸ˜„

molten thunder
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So im trying to pack the model and test it in game, however, it doesnt appear to be packing all the files into the pbo, so for example it will only pack config, and not pack the other files in the folder such as sounds and physx

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and therefor I cant test it as it wont show up in editor

stuck oyster
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are you packing with addon builder?

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@molten thunder

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If so I would strongly recommend the tools installation method I linked earlier and using Mikeros PboProject (free version is available) for packing

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as it gives you a wide array of error reports when whatever you are packing has errors in it

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Addon builder on the other hand tells you just about nothing

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but if you insist packing with it you may have to adjust its settings to include right file types

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you might also have the common config error for example wrong pathing somewhere

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but since you already left I'll go to sleep too.

molten thunder
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Im just looking for that link standby

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Well the free version is broken apparently, its too late to do this now, Ill try again in the morning

stuck oyster
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it is not broken

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you just have to install all the mikero tools.

craggy basin
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People, what tool do you use for creating 3D models for Arma? Blender or something else?

woeful viper
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whatever floats your boat - blender is a solid choice

bold flare
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I started with Cinema4D and switched to 3ds Max now. Mainly switched because I wanted to teach myself more professional tools.
In the end you export as fbx anyway. No matter what tool you used the end result is the same

craggy basin
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Is it easier than Blender ?

bold flare
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3ds max definetly not

craggy basin
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I'm concerned about transition from <tool of your choice> => Arma 3

bold flare
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also getting 3ds max is not that cheap unless you are a student to get it free

craggy basin
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which tool does that with less hussle

woeful viper
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blender

bold flare
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Blender probably with the blender toolbox for arma

stuck oyster
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I would guess Blender

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πŸ‘†

craggy basin
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thanks lads

stuck oyster
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whatever tool you make the model, getting it into game requires pretty much same steps. The part where you convert it to p3d is so tiny that it does not really matter that much

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pretty much either export as P3D from Blender or FBX to ObjectBuilder to P3D from other software

craggy basin
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cool

stuck oyster
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before the P3D stage there is the modeling of all the necessary LODS and after that is the configs and related shizels

craggy basin
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I know you're going to hate me for asking - but how much time goes in making one vehicle from start to deployment?

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probably a lot

bold flare
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months?

stuck oyster
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X amount of time

craggy basin
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πŸ™‚

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sounds fair

stuck oyster
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depends on how good a modeler you are

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how good config writer you are

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what kind of detail level you are going for

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I can make a box with cylinder wheels work as a car in an hour

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but its a box with cylinder wheels

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a good model can take weeks

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as in model and textures

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and good refined config can take days

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not working 24/7 tho

craggy basin
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do you think BI have some internal tools for it?

stuck oyster
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for what?

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@craggy basin

craggy basin
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entire process

sturdy parcel
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Like any game company, they're going to have a whole range of 3rd party tools to make models. 3dsmax for starters. BUT, if you're question relates to BIS tools, what you see, they use also.

craggy basin
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I see

bold flare
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There have been many videos on BI's youtube channel where you could see how they make models and write configs

craggy basin
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no shortcuts for them either then

sturdy parcel
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no more than we have, and probably a little less than we have.

woeful viper
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its not particularly complicated once you get the hang of it

stuck oyster
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πŸ‘†

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that just might take a bit of time

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(can be counted in years)

craggy basin
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πŸ˜ƒ

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I used to work some basic stuff in Blender, but it was some time ago. What scares me most is "armafication" of all that.

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but ok, thanks for all the help

stuck oyster
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armafication is pretty much like in any other game and can have some quirks. modeling is the same for all though

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and there are the sample models that show quite well how the basic stuff work too

agile flint
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Blender is getting a nice 2.8 update soonish which take the platform to a whole new level

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Plus its free haha

bold flare
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Maybe I should get into Blender too πŸ€”

woeful viper
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good luck - if you are used to max it will be painfull

bold flare
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Well I just learned max and started maybe 4 months ago with it ^^
I'd say I'm not used to anything

fickle olive
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as good a place to ask as any, anyone know which mod contains the mraps with the full RPG cage? not in CUP :/

molten thunder
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Okay so I have downloaded all of the Mikeroos tools like you suggested @stuck oyster , for some reason though its still not working, saying something about Tools not found

sturdy parcel
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which 'something' can't it find?

molten thunder
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it hits makePBO and says MakePBO is installed - One or more cant be found

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Iv'e just uninstalled everything and going to try reinstalling

stuck oyster
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pboProject

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?

bold flare
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Have the same problem too. Didn't have time to fuss around and just use armake since then. My error is

locating rapify...One (or more) tools are not installed for this user (or pc):

Press the any key
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The : looks like there should be a list.. but there is none

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And Rapify.exe is right under pboProject.exe in the same folder which is also the working directory

molten thunder
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Yeah when I try and run PboProject thats what it says

bold flare
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"Press the any key" .. For one I have no "any" key.
Second. It crashes when I press anything

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MakePbo/Rapify/ExtractPbo/Eliteness all work fine

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Just use armake instead if you need a pboProject alternative.

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It's faster to use, faster, and IMO easier to use too.

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Don't even need a pdrive for it.

molten thunder
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for me its locating rapify...found locating makepbo..One (or more) tools are not installed for this user (or pc): press the any key

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but if I run makepbo on its on it runs, so Im not sure

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or atleast it pops up with the debug

gritty osprey
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Reinstall with antivirus off all of Mikeros Tools

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I had the same thing

molten thunder
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alright ill give it a shot

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heres on during DePBO setup it says something about Target (PATH) not being found and then asks me about a headless server installation

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is that normal?

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Nope still says locating rapify...found locating makepbo..One (or more) tools are not installed for this user (or pc): press the any key

bleak tangle
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What specifically does it say about the target path? You can just say no to the headless server installation, I believe that's for situations where you're installing tools without a UI, i.e. through command line

bold flare
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"press the no button in the UI if you are installing without having a UI"

molten thunder
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I managed to get the addon Builder to work in the end and not hide files that I needed, still not showing up in the editor though Β―_(ツ)_/Β―

bold flare
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Show me your config

molten thunder
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must be the config

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ill PM you it

bold flare
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πŸ˜„

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Aww expected something hard πŸ˜„

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scope is missing

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scope = 2

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The Car_F class is by default hidden. So if you inherit you need to "unhide" it

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Also make sure your CfgPatches has the car classname in units[]

molten thunder
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soo patches is // List of units defined in this "PBO" units[]= { "MG_Cortina", };

bold flare
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yeah

molten thunder
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Cool thats set up right then, and scope is missing where? the first part?

bold flare
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In your vehicle config

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your model path model = "\@NI_Assets\\Veh\MG_Cortina" looks very wrong

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usually the prefix doesn't have a @ in it

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and the double backslash

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Do you have a pboPrefix?

molten thunder
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So the actual folder has @NI_Assets the double backslash probably missed when I was changing something

bold flare
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what is @NI_Assets?

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The pbo is called @NI_Assets.pbo?

molten thunder
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the Folder name so its @NI_Assets\addons\NI_assests.pbo

bold flare
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So do you have a pboprefix or not?

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NI_assests.pbo is that a typo?

molten thunder
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might be, im going to have a look

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so the .pbo is actually called @NI_Assets.pbo

bold flare
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So if you don't have a pboPrefix your path is correct (besides the double backslash)

molten thunder
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yeah thats probably whats causing it im guessing

bold flare
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atleast theoretically it's correct. Don't know if Arma takes the @ properly. But it should

molten thunder
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well here goes again haha

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Nope, still cant open the model

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ill try removing the @

bold flare
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You still didn't answer my pboPrefix question....

molten thunder
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im not sure what youre talking about if im honest, this is my first model

bold flare
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Are you building with BI Addon Builder now?

molten thunder
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Yeah, only thing I could get to work

bold flare
molten thunder
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theres no prefix

bold flare
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hm.. Then it's probably really the @

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you could also just add a prefix

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if you don't use a prefix then it will automatically be set to your pbo name

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meaning if someone renames your pbo your mod will break

molten thunder
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ah I see, so I put something like NI_Asset_Pack\addons

bold flare
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yeah

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or just NI_Asset_Pack

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And then your model path would be NI_Asset_Pack\Veh\MG_Cortina.p3d not sure if you need the p3d

molten thunder
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alright ill give it a shot

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Still cant open the object

bold flare
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PM me your final pbo

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🀦

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you give it the path to your model

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not the path to a folder which contains some model with some name

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Is that wrong like that in the samples??

molten thunder
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Its probably my mistake if im honest

minor jasper
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hi guys. so I have been lookinga tsome old huts used on our maps in unsung yesterday. I noticed they all had shadowvolume 0 only. and this lod has maybe 900 faces. so i added an additional lod shadowvolume10, and removed a lot of details. now in game the model shows SV10 and NEVER shows SV0. this has happened simultaneously on 20+ models I added SV10 for. they have property prefershadowvolume set to 1 and sbsource set to shadowvolume - they also have property class set to house and map set to house any idea why my models only show the lowest res shadow now? this happens on 12000 viewdistance or 500 viewdistance, with shadows on 50 or 200.

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all shadows are triangulated, sharp and closed.

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happens in VR wit hone hut present, or on a busy jungle map with 20 huts nearby

molten thunder
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Fantastic, its all in the game now Thanks for all your help @bold flare

woeful viper
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Rob, are you on maximum graphics settings?

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you could try delete half the SV0 mesh (half the face count) and check if it still behaves the same - maybe it's the amount of faces that let the algorithm go "nope, wont use that"

molten thunder
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So I cant seem to get the textures to load as it just puts a white one over it, they work fine on the model in the object builder, Im guessing its part of the config that I have to change so that it doesnt change them, which part would it be?

minor jasper
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@woeful viper it's odd i tried on lowest and highest settings and it only shows SV10.

woeful viper
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might the algorithm screwing with you saying "nope, 900 faces too much for my liking, so i use SV10 instead"

minor jasper
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yea hok i'll tr yand reduce SV0 to just above SV10, but with something obvious in it, and see what happens - it's very peculiar t ohappen on every single building

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same in dev branch or stable

quick terrace
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what is the amount of vertices, not faces for that SVLod 0?

tough sinew
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As in config channel no one answers, let me ask here, is there any way to see reflectors in bulldozer in objectbuilder?

stuck oyster
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I recall they dont work in BZ

tough sinew
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😦

tough sinew
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and reflector can be hhidden with a selection?

hollow fulcrum
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yes

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generally speaking

tough sinew
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speaking?

molten thunder
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Its a phrase, like yeah normally

sturdy parcel
#

If I have my facts right (for a change), Bis also moved goalposts on reflectors and they are either no longer cfgNonAiVehicles, or the class has changed for A3. Point being, whatever we've contributed in the past to the biki is no longer valide.

#

re pboProject not finding makepbo: FREE TOOLS ONLY

for some reason I don't recall, for some people using win10 (not all), you need to installe makepbo TWICE. It's something to do with a change to the registry hive for HKLM vs HKCU. It will be fixed on the next release of free tools. (subscribers already had the patch two days after I released the free versions. Murphy's law strikes again)

ebon abyss
#

same with win 7 64bit

minor jasper
#

@quick terrace sampled 3 models with the same problem SV0 has

  1. 700 pts 1140 faces
  2. 193 pts 340 faces
  3. 528 pts 936 faces
#

never see nbefore the selection of SV10 over SV0 on EVERY model we edited...

#

seems really weird

stuck oyster
#

if SV10 is removed does SV0 then work?

minor jasper
#

that's a good point - will test later. i'm wondering if we need t omigrate al lthe lods to a new p3d file shell

#

as they were made over 10 years ago

quick terrace
#

these are structures?

minor jasper
#

yes houses

quick terrace
#

weird indeed

minor jasper
#

ok was just checking if anyone had this experience

#

i'm thinking OLD models might have some old shite inside the p3d we can't see

#

it's happend before lol

quick terrace
#

might be worth copy pasting everyhing in a new p3d

minor jasper
#

not specifically this issue, but i've had to migrate some of these old structures t oa new p3d to prevent CTDs

quick terrace
#

what are the named props again?

minor jasper
#

yeah will try that wit hone ofthem and see if it fixes the issue

#
map house
class house
sbsource shadowvolume
prefershadowvolume 1
placement vertical
#

the yeach have a SV0 and SV10 with no props

#

and all vis lods have lodnoshadow 1

#

shadow volumes are closed, triangulated and sharp

#

and generally look like they should work

#

there's a slim possibility tha tthe models were debinarized 6 years ago, but it's only slim

#

so i ntha tcase the models would have broken geometry as each "cube" becomes "6 separate squares" kinda thing

#

in the vis lods

quick terrace
#

use prefershadowvolume 0

#

that is where the issue is

minor jasper
#

how does it work?

quick terrace
#

that named prop is not binary, so 0 is not false and 1 true

#

but actually prefershadowvolume 0 points to svlod 0

minor jasper
#

prefershadowvolume=
Choose which shadow casting technique will be used. 0 = Shadow Buffer; 1 = Shadow Volume

quick terrace
#

nope

#

that is sbsource

minor jasper
#

i thought 0 meant it would choose any vis lods without lodnoshadow 1

#

is wiki wrong again (sigh) lol

#

i thought we were trying to force the engine to choose the SV instead of trying to make a shadow fro mthe vis lods

#

to be more efficient

quick terrace
#

i am telling you how i set up all my structure models πŸ˜‰ my own and the one i did for apex

#

do try it

minor jasper
#

yep understood mate. i'm jus tasking if the wiki is wrong

#

will of course try it!

quick terrace
#

most likely

stuck oyster
#

noooo how could that beeee

minor jasper
#

lol

#

thanks guys, really helpful as always - will report back

#

πŸ˜ƒ

quick terrace
#

there is another BISIM page with more info but i cannot find it on my phone right now

stuck oyster
#

doesnt seem to mentiom preferredshadowvolume

quick terrace
#

yeah not this one

#

πŸ˜„

#

also i see there is no mention of visualx thing

stuck oyster
#

shadow volume general guidelines has this:

#
no properties needed in visual lods
geometry lod has named property "sbsource=shadowvolume"
geometry lod has named property "prefershadowvolume=0"
there should be at least two sv lods, 0.000 for normal high detail and 10.000 for medium detail which should be around 500 triangles.```
quick terrace
#

yeah

stuck oyster
#

cant seem to find much anything about the sbsource = visualex

minor jasper
#

ok perfec tthanks

woeful viper
#

visualex is the one where it ends up looking all stripey i think - i couldnt live with that

quick terrace
#

same is for SVLod in certain cases

woeful viper
#

but you can control it (by shrinking SV lod) to get rid of that

quick terrace
#

true

stuck oyster
#

visualex works better for massive objects though

#

in my tests anyway

tough sinew
#

I hhave a problem with reflectors can anyone help me please πŸ˜„

stuck oyster
#

depends what kind of problem it is.

tough sinew
#

I have a police car, when I turn the police lights the lightbar start to shine and there are 2 reflectors showing

#

like normal lightbars

#

the problem is that the selection on those reflectors are called "arcus" and there is no arcus named selection anywhere

#

but the lights works

stuck oyster
#

where is this "arcus" defined?

tough sinew
#

model.cfg

#

only

stuck oyster
#

then that wont affect anything really

tough sinew
#

skeletonbones

#

at the end "arcus", ""

stuck oyster
#

if its not used anywhere

tough sinew
#

and Ingame If i turn lights on, i can see the lights only when is ON

sturdy parcel
#

a bone is a named selection.

stuck oyster
#

I assume you have not made this car

sturdy parcel
#

in a model.cfg, bis binarise ignores ALL 'bones' that don't actually correspond to a previousl;y named, named selection.

tough sinew
#

its from my comunity, im redoing some things

stuck oyster
#

is there an animation for it?

tough sinew
#

yes

sturdy parcel
#

paste your model.cfg please.

tough sinew
#

ok

stuck oyster
#

you probably have that selection in the memory lod

sturdy parcel
#

obviously not directly into here.

stuck oyster
#

so it hides the reflector memorypoints

tough sinew
#

Ive searched in all lods

#

and there is no arcus

#

its arcus_and more thhings

#

like arcus_right

stuck oyster
#

yeah the "arcus" has nothing to do with the light hiding

#

its some sort of rotating thing

#

the other "arcus_aisghjaoihgahg" stuff are the lights

tough sinew
#

but its working XD

stuck oyster
#

yes

#

as I said

tough sinew
#
                color[]     = {0, 0, 2500};   
                ambient[]   = {5, 5, 5};       
                position    = "arcus_azul_der_start";
                direction   = "arcus_azul_der_end"; 
                hitpoint    = "arcus_azul_der_hitpoint";
                selection   = "arcus";       
                size        = 1.25;          
                innerAngle    = 150;          
                outerAngle    = 170;        
                coneFadeCoef  = 4;           
                intensity     = 1;           
                useFlare      = 1;        
                dayLight      = 0;       
                flareSize     = 1.0;         
                
                class Attenuation {
                    start       = 1.0;
                    constant    = 0;
                    linear      = 0;
                    quadratic   = 0.25;
                    hardLimitStart  = 30;   
                    hardLimitEnd  = 65;   
                };
            };
            
            
            class arcus_izquierda1: arcus_derecha1
            {
                position  = "arcus_azul_izq_start";
                direction   = "arcus_azul_izq_end";
                hitpoint  = "arcus_azul_izq_hitpoint";
                selection   = "arcus";
            };
            
            
            
            class arcus_derecha2: arcus_derecha1
            {
                position    = "arcus_azul_der_start_1";  
                direction     = "arcus_azul_der_end_1"; 
                hitpoint    = "arcus_azul_der_hitpoint_1";      
                selection   = "arcus";
            };```
stuck oyster
#

teh "arcus" selection does nothing

tough sinew
#

the hitpoints also doesnt exist

stuck oyster
#

well if a selection does not exist it defaults to [0,0,0]

tough sinew
#

hmmm

#

could be

stuck oyster
#

no

#

it is

tough sinew
#

ah hahaha

#

so the thing is

#

What is making those lights to be hidden

stuck oyster
#

the classes with type = "hide"

#

I would assume

tough sinew
#

but its a reflector

sturdy parcel
#

no, it's a 'named selection'

stuck oyster
#

as far as I know the memory points are affected with that type of animation too

tough sinew
#

hmm

#

look @sturdy parcel

sturdy parcel
#

it's simply a named selection, first and foremost, used as a reflector. but that should not affect the charactersitics of damageHide

tough sinew
#

So

#

What links the light to the named selection

#

the hitpoints?

sturdy parcel
#

the bone names.

#

...which become classes (inside the model cfg)

tough sinew
#

I sorry for being a bit stupid hahaha

sturdy parcel
#

you don't sound stupid to me.

stuck oyster
#

position = "arcus_azul_der_start"; direction = "arcus_azul_der_end";

tough sinew
#

those are hitpoints

#

in memory

#

points*

sturdy parcel
#

ah, i apologize, they are mempoints. (normally seen in the use of door activations)

tough sinew
#

yes

#

I know, im not moving anything

stuck oyster
#

you have few hundred lines of hide animation classes in the model,cfg to hide these

tough sinew
#

I have the selection to hide and show the selections in the light bar

#

and somehow when activating those, arefector comes out

stuck oyster
#

you hide the reflector memory points

#

they dont show

#

you unhide them

#

they show

tough sinew
#

ahh

#

le me test

tough sinew
#

nope

#

if i hide the hitpoint, light is not hiding

#

😦

woeful viper
#

@stuck oyster what do you mean by visualex working better on large objects?

stuck oyster
#

well I've had shadows work longer distance on tall 90m+ objects

#

with it

woeful viper
#

so you mean SV dissappears too soon?

stuck oyster
#

yeah

woeful viper
#

hm...

stuck oyster
#

also my walker legs neede visualex

#

as they are character

#

and SV seems to draw very small on them

#

visualex draws it fully

woeful viper
#

do you have the stripe problem on it?

stuck oyster
#

yeah it seems to be present

woeful viper
#

i hate the stripes, it looks so awefull 😦 Walking on tanoa all i see is those stupid stripes

stuck oyster
#

Β―_(ツ)_/Β―

#

I dont pay that much attention to them xD

agile flint
#

I've honestly never noticed them

#

Apart from in this channel haha

cinder pivot
#

Is visualex bad for vehicles/performance?

eager trail
#

How close to the buldozer view should my textures look? They seem to look a lot better in buldozer than they do in-game.

Not sure if I'm doing something wrong or just need to tweak my textures/rvmat.

stuck oyster
#

the OB buldozer uses the old lighting so there may be some differences

eager trail
#

That would explain it, thanks for your help.

obtuse rain
#

Matt: Are you using Substance Painter?

eager trail
#

yes

sudden chasm
#

I don't suppose anyone knows of a way to have non clutter object inherit color from a terrains sat map?

stuck oyster
#

no way to do so

lusty ginkgo
#

has anyone tried using the terrain .rvmat shaders on regular objects?

#

if so, what were the results?

stuck oyster
#

As far as I know it does not work

#

been a while since I messed with it though

lusty ginkgo
#

damn

stuck oyster
#

might have even crashed the game

lusty ginkgo
#

I remember setting an object to use the materials with hidden selections in a mission and I think it crashed the game so that probably is the case

formal vapor
#

I wish BI would make a super multi-material shader with more than 4 materials and a enviro map cough @woeful tartan cough

#

It would be interesting to see what someone could do with terrain shaders on objects though. Maybe it'll work in buldozer.

thin salmon
#

Does anyone know where to find to find a good arma player model for blender? I want one for scaling

woeful viper
#

if i had to choose i think i would prefer having parallax/displacement map effect for super and multimat shader over super-multi-mat tbh

formal vapor
#

The A3 samples should have something you can import

#

Or, how about a super, duper multimaterial shader with everything! Muhahaha

woeful viper
#

with everything, including worse performance duh πŸ˜›

formal vapor
#

The multi kind of sucks in the shadows. The normal super shader uses the enviro to make the normal "pop" in the shadows.

quick terrace
#

what?

median bough
#

@thin salmon
You could also check the arma2 public data pack for models

formal vapor
#

@quick terrace ?

stuck oyster
#

@thin salmon macsers arma rig or Arma samples from steam

thin salmon
#

I've tried arma3 samples but it always pops errors

formal vapor
#

You might be trying to import the max file

stuck oyster
#

how did you try it

formal vapor
#

you need someone to convert it to obj or .p3d

#

sorry, .3ds

stuck oyster
#

@thin salmon get FHQToolbox addon for blender and import the p3d

#

simple as that

formal vapor
#

You might be able to open the sample model in object builder and export it as an .fbx or .3ds and import that into blender

stuck oyster
#

that works too

#

but why not just get the toolbox addon and use p3d directly

#

and get rid of the middle step

#

like a pro xD

#

πŸ™ˆ

formal vapor
#

I don't use blender so I don't know anything about FHQT, but I would definitely recommend it @thin salmon

quick terrace
#

The multi kind of sucks in the shadows. The normal super shader uses the enviro to make the normal "pop" in the shadows.
can you rephrase?

#

@formal vapor

thin salmon
formal vapor
#

With the multi-material shader the normal map doesn't show in the shadows. I would guess that's because the light source isn't shining on the specular map since it's in the shadow. With the super shader though you can still view the enviro-map, which apparently is affected by the normal map.

quick terrace
#

hmm, need to check that

#

because that is not how i remember it behaving at all. you using a proper ADS for that multi?

olive quiver
#

hey guys, got a (possibly dumb) question. in O2 how would i find a memory points x,y,z location?
for a bit of context, im trying to get a model to be towable with leesh's tow mod and untill i figure out how to get it to lock onto memory points i need to find its coordinates

stuck oyster
#

does the memorypoint have named selection?

olive quiver
#

yep sure does

formal vapor
#

@quick terrace You're more than welcome to take a look if you like, but that's what's happening for me. If you know a secret please do share.

olive quiver
#

Awesome, cheers

formal vapor
#

I can put something together and send it over.

quick terrace
#

neah i can test that on my own (the fact that normal maps are no visible in shadows)

agile zenith
stuck oyster
#

@agile zenith

agile zenith
#

Oh god, thanks! I was looking at the wrong places the entire time.

stuck oyster
#

well that was just the first page to come up in google

#

so I figured perhaps its ok

agile zenith
stuck oyster
#

ye its more in the basic model stuff sector that one

viral cradle
#

@agile zenith Unless you're planning to bake details to a lower poly model, then there's no need to use subsurf. If you want edges that aren't razor sharp you could try the bevel modifier. It'll take a bit of practice though. I suggest doing a bit of research on it.

quick terrace
#

always bake them details ^

lusty ginkgo
#

for beveling edges I find it a bit easier to just make a selection and do them in edit mode in blender

#

you'll have to remember the size though if you want to add more later

lusty ginkgo
#

do the fogMode and mainLight parameters in .rvmats apply to all shaders?

ruby dragon
#

Please help me, Im apparently retarded 😦 I have arma toolbox for blender. I open blender, and I create a cube. I check the arma object box to make it an arma object. I export to p3d in a folder P:\myaddon\export.p3d Then I open the p3d in the Object builder, it appears to open the file, but the cube isnt there.... Help?

#

there is also no object in the middle list box, just 1.000 in the top right one

lusty ginkgo
#

that's odd

#

try ctrl + a and applying all the transforms first

ruby dragon
#

Ty for response! Well I didnt do any transforms to it

#

I literally pressed shit+a

#

exported

#

well after checking the arma box

#

Ive been at this for days, and I cant find out what im doing wrong

lusty ginkgo
#

honestly I don't know why that might be happening

#

have you tried checking the selection only box when exporting?

ruby dragon
#

I will try that now

#

That is the result in object builder

lusty ginkgo
#

it says there are points and faces

#

maybe it is the scale?

#

might be massive or something

ruby dragon
#

Im new to object builder, how can I rescale it in there?

lusty ginkgo
#

the scale shouldn't be different than it is in blender which is odd

#

ctrl + a to select all, points, transform 3d, scale

ruby dragon
#

nothing

#

tried .2 scale up to 20 scale

lusty ginkgo
#

try clicking the yellow 'X' button at the top

ruby dragon
#

Use Direct3d. Tried it, no changes

#

I am just at a loss because I dont know if its an export problem, a blender problem, an import problem or a object builder problem

#

It says it has 8 points, 6 faces, etc

lusty ginkgo
#

well it seems to be loading into OB if the info in the corner is any indication so I don't think it is import/export

#

yeah

#

if you create a shape within OB does that show up?

ruby dragon
#

Im sorry this is such a pain, and you have no idea how much i appreciate your help!

#

I will be honest, I dont know how

#

oh nvm

#

yes

#

i create a box, it makes a box with a pink checkerboard

lusty ginkgo
#

try pressing f5 to recalculate normals

ruby dragon
#

no changes

#

well it added recalc normals to the history box

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

ruby dragon
#

@drowsy osprey NICE! i dig it

lusty ginkgo
#

try creating something in OB and importing the p3d into blender

drowsy osprey
#

One message removed from a suspended account.

stuck oyster
#

@ruby dragon what does it say the cubes dimensions are in Blender

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

ruby dragon
#

Radius: 10m

stuck oyster
ruby dragon
#

all is same as yours but unit scale is 0.01

stuck oyster
#

yea that probably breaks it

#

why have you set it so?

ruby dragon
#

I didnt

#

I legit, just created a cube and exported it

stuck oyster
#

by default it should be 1

ruby dragon
#

Your guess is as good as mine

stuck oyster
#

well set it to 1

ruby dragon
#

When I do that, the Dimensions circled in your pic change from 2m to 200m

stuck oyster
#

yep

#

your cube is there in OB

#

its just 200m in size

#

and OB has trouble showing large stuff like that in the viewport

lusty ginkgo
#

thats what I thought might be the issue

stuck oyster
#

yep

#

usually it is just that

ruby dragon
#

Now when i try to open in OB it says "Unable to load file. Load error."

lusty ginkgo
#

did you actually preview when scaling down earlier?

stuck oyster
#

never seen anyone having unit scale messed up tho

ruby dragon
#

all i did was set scale to 1 and change 200m to 20m

lusty ginkgo
#

in blender its usually 1:1 with the tools so that is odd

stuck oyster
#

@ruby dragon you may need to restart blender

#

sometimes the p3d gets stuck in the plugin

#

close OB

ruby dragon
#

ok

stuck oyster
#

and blender

#

and start them again

ruby dragon
#

ok

stuck oyster
#

and re expot

#

also

#

when you edit the unitscale and stuff to be correct

#

save the startup file again

ruby dragon
#

restarted, it did it again

stuck oyster
#

so you always get the right settings

ruby dragon
#

scale .01

#

ahh ok

stuck oyster
#

yes Blender opens a startup Blend where all the settings are stored

ruby dragon
#

hey it works!

#

now, lets see if i can get it to drop using eden

lusty ginkgo
#

one of the most common problems I have encountered modelling for anything is inconsistent scale so if you have similar issues that should be the first thing you check

#

and of course apply the scale transfomation in blender before you export

ruby dragon
#

I LOVE YOU GUYS!!! ❀ ❀ ❀ ❀ ❀

#

it drops in the 3den editor WOOOT

lusty ginkgo
#

glad it works

ruby dragon
#

ty soo much!

#

now if its not too much to ask please, check my math here. All i need to do for texture/material is to create one in blender for it, export that, convert to .paa, set it as the texture in the arma toolbox in blender, and export yes?

stuck oyster
#

well yes

lusty ginkgo
#

you need a texture (.paa) and a material (.rvmat) and in the .rvmat you configure the normal map texture and that sort of thing

#

but yeah

ruby dragon
#

wel idk what an rvmat is and the instructions with arma toolbox said it was optional?

lusty ginkgo
#

just look at vanilla .rvmat files for reference

#

it's optional in the toolset

#

but your object will look odd without one in game

ruby dragon
#

well

#

shit

lusty ginkgo
#

a3\data_f\default.rvmat Just set it to that in object builder if you don't want to make a custom one

ruby dragon
#

ok

#

ty

#

is this the surface painter people are often using in tut vids?

#

Like.. its priced the same as an Adobe app per month... thats insane

stuck oyster
#

welllll you could get only the substance painter I suppose

#

but its not a mandatory tool

#

its just popular right now

ruby dragon
#

ah ok

#

So goat. I added a material and made no changes, then i added a texture. I loaded a jpg image to use as the texture. Can you tell me how to get this to the paa that i need to put into the material box?

stuck oyster
#

there are converter tools for that in the ArmaTools package. Either texview or the newer ImageToPaa

ruby dragon
#

OH I just need to convert the image im using for a texture and remove the texture in blender!

stuck oyster
#

also look up the sizer rules textures have

#

and dont use jpg if possible

#

its not very good texture format

ruby dragon
#

does the paa need included in the pbo ? WORKING: P:\myaddon\thing.p3d P:\myaddon\tex.paa DONE: @Mod \objects\thing.p3d

#

in the editor it says error: myaddon\tex.paa not found. I tried addint myaddon\tex.paa to the pbo

#

didnt work ive got that paths wrong?

ruby dragon
#

Anyone?

strong plaza
#

try removing P:\ from your path

timber cobalt
quick terrace
#

@timber cobalt pretty weird that the UVs get fubared. do you triangulate a mesh that has normals maps baked?

timber cobalt
#

the glass itself has no normals, but the stuff under the glass does

#

oh that is not entierly correct. my glass has normals too. I use vanilla rvmat for the glass

quick terrace
#

are the faces on your islands not welded (the vertices)

timber cobalt
#

you mean if they are loose?

#

this is my UV map

quick terrace
#

there are cases (i know it happened to me)

#

where the faces are not welded to other faces, inside the UV islands

#

in my case, as a 3ds max user, there was a UVW script that was causing it

#

so each individual face was indeed unwrapped, but each was on itself an islands

#

quick fix was welding all vertices with a small distance threshold

timber cobalt
#

πŸ€”

quick terrace
#

other than that i have no idea what could be causing it, because i never actually had that sort of issue. but do check your UVs after triangulating (inside oxygen i assume you are doing it)

timber cobalt
#

I do it in blender

#

but I kinda found a fix for it. Faces->Move top in Object builder on the glass selection

quick terrace
#

you have overlapping UV islands as far as i can see

timber cobalt
#

but then if I triangulate it, I get these lines

#

yeah that I do. I have some mesh that are sharing UV space

quick terrace
#

do you have some other mesh behind that stop (glass selection)?

timber cobalt
#

you mean in the UV map?

quick terrace
#

no, i mean a mesh behind that stop

#

also, yeah, is that area overlapped in the UV?

#

try an f5 on that glass selection (recalculating normals)

timber cobalt
#

the glass is on its own UV map with nothing under it. but Im not sure what you mean by "stop"

#

f5 in Object builder right?

quick terrace
#

back light whatever

#

f5 in oxygen yes

timber cobalt
#

ok

quick terrace
#

can you grab a screenshot from OB in that area?

#

wireframe?

timber cobalt
#

I really suck using Oxygen. I do almost everything in Blender -_-

#

f5 didnt do anything. The normals was already recalculated in blender

#

Dont know why "Faces->move top" in object builder kinda fixes that funkyness

#

But I still see that line from when its triangulated

quick terrace
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because that is how alpha works

timber cobalt
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Guess I can triangulate everything except the glass piece to get around it. Still bothers me though

quick terrace
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from that image i am not sure if the line is from the back stop light or from the glass on top of it

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it is mandatory to triangulate stuff when you want to bake normals

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instead of tringulating that face on auto, see if you can connect the other 2 verts (the top left to bottom right diagonal)

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manually

timber cobalt
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You mean connect the glass piece to the body? Atm the glass is a separate mesh

quick terrace
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nope

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i mean connecting the other 2 vertices

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the face before triangulating is most likely a quad

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you can have 2 triangles in a quad, depending on diagonal (left right, right left)

timber cobalt
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Oh yes it is quad

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Like making an x

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Gonna try

quick terrace
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i have no other ideas tbh

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it is a shading issue in relation to normals afaik

timber cobalt
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Alright thanks so far

stuck oyster
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is the edge between the faces sharp or soft?

quick terrace
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oh yeah, sharpness as well

timber cobalt
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@stuck oyster soft

stuck oyster
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do both faces have same material and texture?

timber cobalt
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Same material, different textures

stuck oyster
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different texture on both faces of the glass surface?

timber cobalt
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I think I forgot to say this, but I have 2 glass textures here. One that covers the whole lense thing, and one under it on the lense itself

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The cover uses a light grey texture with alpha

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The one below is red with alpha

stuck oyster
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if you hide/remove the red one is the line still visible?

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or you could sort the red glass part on top

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then the whole cover

timber cobalt
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Ok gonna try. Not home atm

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Ill let you know how it goes

edgy yew
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Hello

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I think this is the right place to ask

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Does anyone have a comprehensive guide on how to import a model into A3?

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Im talking start to finish (excluding the moddeling)

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I have some models that I would like to import into the game

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Scripting and stuff should be no problem but every tutorial seems to be different

bold flare
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What kind of model? Just a static object?

timber cobalt
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@edgy yew you could have a look at some of my videos

edgy yew
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@timber cobalt thanks, I might try a helicopter later

timber cobalt
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Or this by sokolonko

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I have a tutorial for a door in there too

edgy yew
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isn't flight physics hard to setup tho?

timber cobalt
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Yeah true you should start with a plain static object

edgy yew
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I have this

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Stationary Artillery model

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and anohter stationary AA rocket

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should I try those first?

timber cobalt
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So you just want them as props for starters?

stuck oyster
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this could be useful too

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@edgy yew expect that you will not find full step by step guide though for everything so you will need to figure stuff out (like the physx) by looking into the Arma3 sample models and BI wikipages and BI forum

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also the top 2 links here show how to easily set up the tools and development environment (P: drive) right

edgy yew
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@timber cobalt I have a few models, I want to import them into A3 and eventually make them work properrly and compile them into a pack

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The models are pretty much done, but now I have to import and configure them

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I have a few weapons, vehicle(s) , and some static launchers and turrets

timber cobalt
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ok gl. I think you'll find alot of useful stuff in the tutorials posted

stuck oyster
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got any pics @edgy yew

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been a while since we've seen new stuff around here

edgy yew
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Idk if I can share pictures

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need to look that up

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but for example

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the static launcher

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is a copy of this one

stuck oyster
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you can share links

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cant directly share images unless you have veteran status

edgy yew
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the launcher is a copy of this one

stuck oyster
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but for instance if you have sent a pic to someone on discord you can use that link here too

edgy yew
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I don't want redundant stuff what other mods already have

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but just as I wanted to use this model to test import

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BI announces jets bonus DLC with one of these

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but I still plan on doing it I guess

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if I can everything to work

timber cobalt
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@stuck oyster @quick terrace it works now for some reason. Not exactly sure what did it. I re-UV mapped the glass and put faces on top

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I also reapplied the glass material

edgy yew
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yo

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how do I rotate in object builder

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I need to turn the actual object and not tilt/change the camera angle

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In front view

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I want the butt stock to be on the left side and the barrel facing to the right

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nvr mind I got it

stuck oyster
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@edgy yew what do you model with? I would probably be easier to make everything ready outside of OB

edgy yew
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Its ready

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im trying to import it now

stuck oyster
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well for the future at least could be worthwhile to make everything ready before taking stuff to OB

edgy yew
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this is my first time doing this, According to the tutorial the weapon should be like that in the "front view" in OB

stuck oyster
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also if you happen to model in Blender you can use ArmaToolbox plugin to do almost everything in Blender and export directyl into p3d

edgy yew
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wait seriously

stuck oyster
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yes

edgy yew
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the models I have are for 3DS Max

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and some .obj

stuck oyster
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you did not make them then?

edgy yew
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I almost never work with blender

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im more familliar with 3DS Max

stuck oyster
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well then you got to do it the traditional way

edgy yew
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familliar meaning I have watched a few more tutorials on 3ds max

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I can try to import them into blender and then directly into a p3d right

stuck oyster
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word of caution though about using models from the interwebs. Make sure they are not ripped from some other game

edgy yew
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IIRC ripped models can only be used privately right

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distributing them on the steam workshop is insta ban or not

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doesnt that chinese guy that makes KA weapons pack rips some of his stuff

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he uploads them once in a while and tells his subscribers to quickly make a local copy before it gets removed

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but then again I don't copyright translates into chinese

stuck oyster
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Endorsing any ripping is morally wrong and will have other consequenses in the community if you get caught using them

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you dont for example see mr KA here

oblique vapor
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Hey, looking for someone to do a rigging job of a character mesh. DM if interested

bold flare
oblique vapor
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Oh wasn't aware of that channel, thanks

edgy yew
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does anyone know

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how to import P3D files into blender

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do i need an extension from somewhere

ruby dragon
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Arma toolbox

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Plugin for blender that will allow you to import and export

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So um, with blender, how do we setup collision?

stuck oyster
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for Arma?

ruby dragon
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Yes

stuck oyster
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like in OB

ruby dragon
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Ive got my object in the editor

stuck oyster
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make a geometry object

ruby dragon
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but players can walk through it

stuck oyster
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it still needs to adhere to the same Geometry rules arma has

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all parts of the geometry lod must be convex

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must have mass

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and must be named componentXXX

ruby dragon
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It has a mass, its set to 1, but there is a mass

stuck oyster
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what type of object is it?

ruby dragon
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joined planes

stuck oyster
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why is the mass 1

ruby dragon
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idk

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just getting everything to work

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it doesnt move at all

stuck oyster
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and what do you mean joined planes?

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what does your geometry look like?

ruby dragon
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tbh im not so much worried about the collision per se, but i cant get any menus to pop up

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create a plane, duplicate it and rotate 180 on z. join them. duplicate that, rotate 90 on z, join that

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well flip normals in there too

stuck oyster
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no that does not work

ruby dragon
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Shows up in game properly

stuck oyster
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I did not mean the vis lod

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but the geometry lod

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what do you have there?

ruby dragon
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just left the arma toolbox default

stuck oyster
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do you have a mesh in the geometry lod?

ruby dragon
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i have no idea

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its just a transparent png texture on a plane

stuck oyster
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then you probably do not

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mesh = object

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3d model

ruby dragon
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yes

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and all i did was create it, check arma object

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thats it

stuck oyster
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then you have the resolution lod for it

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which is the parts you can see

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you also need separate lods for different functions of the game object

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like collision needs geometryLOD

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also

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if you dont already have them

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get the Arma 3 samples from steam

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and look how they are made

ruby dragon
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so in blender, where does one see/set the lods?

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of the mesh

stuck oyster
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arma properties tab

ruby dragon
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well all it has is LOD Preset which is set to custom

stuck oyster
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yes

ruby dragon
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and custom distance is 1

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1.00 to be precise

stuck oyster
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that is the "resolution" lod 1.00

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you go read that link now

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then look at what that particular dropdown menu in arma properties offers

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in Blender it works by having a separate object for each lod you want to export

ruby dragon
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and what if i only need 1?

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Its such a simple object there would be no gain on lowering it a further distances

stuck oyster
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then you dont need more

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simple as that

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but if you want collisions or shadows then you need to make those too

ruby dragon
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hmm. well i do remember i read that before and it said something about geometry physX

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but when i click that from the dropdown, there is only 1 thing to set and that is the mass

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If this matters, Im trying to use just blender. Not use OB at all

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is that my problem? I hate that thing

stuck oyster
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no you just dont click around enough

ruby dragon
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hmmm i dont have that

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nvm mins just inverted to yours

stuck oyster
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and in arma modding if you want to get anything really done you got to let go of any silly hate about the tools

ruby dragon
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I respect that I do. TBH, once i finish this mod, im likely to either leave Arma modding, or at least stick to code-only mods. But Ive got many hours in this one and want to finish it

stuck oyster
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when you have 4 years+ into a mod we can talk about hours.

ruby dragon
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lol no I dont have 4 years, but still dont wanna scrap a project if i can avoid it

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graphics / modeling arent my strong suit obviously. And if i must dabble, I need an engine thats more n00b friendly. So enabling physics on the object in blender such as collision or rigid body is useless ?

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Also, things are a bit tougher in this case, im creating an exile mod. So im creating a mod for a mod for a game lol

stuck oyster
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yes

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read the lod page

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and look up that blender to Arma tutorial post on BI forumst - editing - modeling

ruby dragon
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Must have 'Mass' (Alt-M).

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so if it has mass, even if its low (such as 1) is that going to work?

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Or does it need higher?

stuck oyster
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no if its not the geometry lod

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Import the Arma sample house into Blender

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study that

ruby dragon
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I have but will again. How do i translate it into what needs to be put into the arma toolbox?

stuck oyster
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when you import it with the arma toolbox p3d import it has all the arma properties set up

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for each lod it has

ruby dragon
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Ok, thanks as always for responding Goat πŸ˜ƒ

latent trail
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Hey, Is there any guides for setting up hiddenselections/camo?

worldly belfry
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Set up and name the selection in objectbuilder, add your hiddenSelections config under the class and include the sections in the model.cfg

sturdy parcel
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best example of how-to you can get is the 5t truck or if you're old enough to remember it, the Russian Ural. Both use the same model, but cleverly hide the canopy, or the fuel bunker, or the repair tank to make them different, visual, models.

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if you don't have access to the unbinarised versions, eliteness will extract the all-important model.cfg for you, and show you the releveant lod(s) and named selections.

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so if it has mass, even if its low (such as 1) is that going to work?

as the Goat has mentioned, mass only has relevance in the 'geometry lod'. Which sounds fine, but which geometry lod <grin>. If you only have one visual lod in the p3d, that is the geometry lod. If you have phsyx lods (two types), they and the boyancy lod is also a 'geometry' lod,. And via a mistake they made in bis binarise, mass MUST *also *be stated in these other types. While it must be present, it is not, actually, used.

outer condor
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Vertex buffer needs to be created before rendering. Out of memory? ww2\assets_m\vehicles\planes_m\if_fw190f8.p3d
c:\bis\source\dev\futura\lib\object.cpp(2260)(func: Object::DrawSimpleInstanced)  [AssertNoDlg]  ThreadID=1148 cb.GetCB()<0```
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getting crashes with planes. any ideas what these could mean?

worn lintel
#

Hiya lads. I recently obtained permission from someone to use their model in a mod that’s in development. The issue is however he no longer has the source on his PC and the one on armaholic is binarised (as expected). I was wondering if there’s a way we can unbinarise the model ourselves?

simple lake
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@outer condor sound like to detail LOD or Vert count in total for p3d

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i think i had when shadow lod sent total over limit or Shadow lod was to big for single lod

outer condor
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it appears to happen actually when the plane crash

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its either the impact itself or something with the wreck model

simple lake
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maybe wreck model is too complex or non existent

outer condor
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thanks will do

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too complex might be

sturdy parcel
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also check the binarise log. as noisy as it is, it's valuable info which might save you hunting where the error is happening.

outer condor
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not much in rpt/debug.log

sturdy parcel
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i meant the binlog that bis binarise produces.

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@worn lintel Tim Dittmar will reverse engineer the p3d for you providing you can prove ownership. Anything less than that, and no-one is interested in helping you.

worn lintel
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Of course, where can I get in contact with Mr Dittmar?

sturdy parcel
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he's on discord. moment....

worn lintel
#

Thanks πŸ˜ƒ

sturdy parcel
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@white jay

worn lintel
#

Thanks Mikero πŸ˜ƒ

sturdy parcel
#

hayppy to help., but understand the above request and the way you phrased it is a typical ploy of the thieves. That, undoubtedly, is no fault of yours, but just be aware of the high alert status such requests make.