#arma3_model

1 messages Β· Page 117 of 1

worn lintel
#

Of course I entirely get it

#

Thankfully Scorch was quite understanding

outer condor
#

@sturdy parcel debug.log produces mostly the same as bin.log (and more) (and some stuff not)

sturdy parcel
#

k

vapid nexus
#

question do i need to have my Magazine for the weapon in the same p3d file or can i use that in its own .p3d file ?

sturdy parcel
#

i think you mean same pbo, and the answer to that is no.

vapid nexus
#

oki thanks πŸ˜ƒ

sturdy parcel
#

it's part of the magic of the bis addressing scheme, it liberates you at the same time as needing to take more care. Most very large projects, such as Unsung, such as Cup, such as cwr2, will package all their magazines in one pbo, and all their terrain configs (eg) in another, and all ammo..... etc etc.

vapid nexus
#

yea it was kinda of worrying me about the mag and ammo but if i can do that in diffrent pbo it will alot easier that way

versed escarp
#

Ever since changing over to new pc, my bulldozer just doesent want to attach, anyone able to help ?

stuck oyster
#

@versed escarp have you done this?

#

also dont run the arma tools as in OB and TB from the steam armatools

#

run them from the exes in their respective installation folders

#

(or shortcuts)

#

but not from the Arma tools

versed escarp
#

Will give it a try now

#

Still gives me this

#

Options in object builder appear to be fine

simple lake
#

in armatools ? path to p : ? setting in buldozer configurator ?

versed escarp
#

ive reinstalled tools, no difference, also Bulldozer configurator does not make any difference.

#

and yes it it ^^^ @simple lake

simple lake
#

what exe is your buldozer 64 or 32

versed escarp
#

Also are BI planning on fixing the Win10 bug with the view port anytime soon ?

#

and x32

sturdy parcel
#

there is only one 'buldozer' on your pc, it's called arma3.exe, and possibly _x64.exe but if I recall, 64 bit works on TB but not OB

versed escarp
#

Tried that already, still doesn't work

#

^ Correct only works for TB not OB

sturdy parcel
#

paste the -params you are using for 'buldozer' please.

versed escarp
#

P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

sturdy parcel
#

this is mine:
c:\program files (x86)\steam\steamapps\common\arma 3\arma3.exe -window -buldozer -noland

versed escarp
#

Ill give that a try

sturdy parcel
#

not suggesting it's perfect. it works.

#

you could be lacking some dll's on that pDrive, and if running as admin, the drive might not even exist.

versed escarp
#

Asif by magic its fixed, and to me thats all that matters at this point haha, Thanks @sturdy parcel πŸ˜ƒ

sturdy parcel
#

only too happy to help you.

versed escarp
#

Only issue now, Is for some odd reason No textures want to load.

#

neither do proxies apparently

stuck oyster
#

you are running p: drive with arma tools correct?

#

that unfortunately causes massive issues

#

had you done the tools and buldozer setup like in the PMC guide I linked you would have everything working already πŸ˜›

versed escarp
#

I uninstalled and followed it and got the same outcome

bold flare
#

@deft heron #rules no cross-posting

deft heron
#

Atleast someone noticed Saba.

vernal lynx
#

Hey there, I'm doing a ship and it's floating "too high" into the water despite being 200 tons. Any idea ? πŸ€”

rough idol
#

try using some custom (smaller) geo buoyancy?

vernal lynx
#

I did set buoyancy=1 in geometry LOD that's all

#

Thought it was enough but yeah ok just read the wiki page, trying again right now

vernal lynx
#

does buoyancy lod need a mass ?

bold flare
terse elm
#

El to lower it u either need to descrese ur buoyence lod volume or increase ur mass in the geo lod or a bit of both

#

@vernal lynx

vernal lynx
#

ok, going to do some essay error then πŸ˜ƒ TY

quick terrace
#

into the water despite being 200 tons. Any idea ?
so you have a 200 000 mass in your GEO? what about the buoyonce lod volume?

vernal lynx
#

yes about the mass, my buoyancy lod is basically the hull without any deck detail

sturdy parcel
#

boyancy requires the same mass as geo even tho it's not used.

vernal lynx
#

mmh no matter what I do it doesnt sink

#

I redid the geometry so it is simpler, gave it same weight, made it higher, reduced its size

#

I have buoyancy=1 named property only in geometry LOD

#

ok nevermind... IFA3 baseclass was simulation=ship

#

πŸ”«

rough idol
#

πŸ˜„

woeful viper
#

was cursed with jesus syndrome - would not sink

vapid nexus
#

Goddammit sink that boat

#

🐷

surreal leaf
#

Hi im looking for someone who can get a modle i currently haveinto arma 3 from sketchphab. Its a willys jeep a friend purchased and we cant find any tutorials on how to actully get a modle that has never been brought to arma before into arma 3.\

#

Agian it would be greatly appriciated

woeful viper
#

"willies jeep never been brought in arma"... wat?

surreal leaf
#

If your talking about what i stated this modle hasent been apart of any games. its off of a web sight called sketfab. My friend had purchased it awhile back and he cant fingure out how to get it into the arma 3 engine. He can do the scripting and such for the vehicle once its in the arma 3 engine.

#

What were shooting for is to bring a armed willies jeep into arma 3 due to there being no mods with the armed varrients based in the ww2 era. Plus no one wants to download a 10 GB mod thats vietnam for just there jeeps.

quick terrace
#

dude that spelling...

plain tinsel
#

How shitty is this?

#

oh i cant put images here

median bough
#

You can't

bold flare
#

#arma3_model wise it's a very nice box.
#arma3_texture wise it could use some depth effects with a normal map.. But no cookie box producer invests so much into their packaging I think

vapid nexus
#

hands are all fucked up

stuck oyster
#

@vapid nexus lets start by finding out what tools&stuff have you used and what have you done to get that

vapid nexus
#

i started in 3dmax imported into OB setup the viewpilot and lod with geomentry, shadowvolume and memory after that

#

i made a custom idle animation in OB with the BISkeleton_Edit from the tutorial of ZachGibsons

#

and i setup model.cfg and config.cpp and in the animation folder there is also the model.cfg for the skeleton

stuck oyster
#

mm what did you import from 3dmax?

#

animation?

vapid nexus
#

the gun model only

stuck oyster
#

ah yeah that does not have anything to do with the animation

vapid nexus
#

could i posslbe be that its just that its imported in the wrong direction

stuck oyster
#

whats this tutorial?

#

could be yes

vapid nexus
stuck oyster
#

did you compare your weaopn to the sample rifle so that it was in the same position

vapid nexus
#

yep

stuck oyster
#

where is he supposed to be pointing the gun?

vapid nexus
#

forward πŸ˜›

stuck oyster
#

as its not pointing in the right direction

vapid nexus
#

or do you mean in OB

stuck oyster
#

in the animation

vapid nexus
#

in the animation its suppose to be idle looking forward

stuck oyster
#

what did you pack the pbo with?

vapid nexus
#

i tried it with the addon builder

stuck oyster
#

that usually messes up rmts royally

#

and pretty much everything else too if you dont get everything just right

#

would you be interested in better ways to do that stuff?

#

πŸ˜„

vapid nexus
#

of course πŸ˜„

stuck oyster
#

I have these pamphlets

#

ok so first of all you would need to get mikeros tools and pack the rtm containing pbo with pboProject

#

I would also recommend setting up stuff according to the guide above

vapid nexus
#

i will try that=)

stuck oyster
#

also you did make the animation to point in the direction the character looks at in OB

vapid nexus
#

yep

#

i think i will start at zero and check if i might have done something wrong in between all that

stuck oyster
#

also animations are 10000000 times easier to produce in Blender with Macsers Armarig and FHQBlenderToolbox that can export them direclty to .RTM

#

of course if you are MAX-man then that might not be a viable option for you

vapid nexus
#

nop Man-man to the bone and i found blender hard to use πŸ˜›

stuck oyster
#

well then its not such a good option

#

Im pretty sure there is a rig for MAX too than can transfer animations via FBX to OB

#

but I suspect that its just the AddonBreaker doing its thing

vapid nexus
#

ok

vapid nexus
#

I am 100% sure that its the rotation that is wrong

#

πŸ˜›

stuck oyster
#

quite likely

#

or you have saved the gun p3d in wrong direction

#

the animation direction could be right

vapid nexus
#

so i could just rotate the p3d and save it again ?

stuck oyster
#

well yes

lusty ginkgo
#

so does stage 0 in a super .rvmat basically just replace the face's texture?

#

because that's what it appears to do and it has UVtransfrom controls so I don't need an additional UVset

quick terrace
#

stage 0 in a super shader?

lusty ginkgo
#

yeah

#

should have been more clear

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

#

One message removed from a suspended account.

woeful viper
#

you shouldnt

drowsy osprey
#

One message removed from a suspended account.

halcyon wren
#

Q: I remember that fairly recently a new named property was introduced that makes an object not be considered an obstacle by AI. Anyone remember anything about this?

#

aiignore=1 floats around in the back of my head, but i'm not sure.

bold flare
#

There is a aicovers property

halcyon wren
#

The new one was specifically for pathplanning.

bold flare
#

Can't see anything else that sounds like that in 1.82.
Maybe frequent dunno what that is.. Man the wiki for the properties needs updating ^^

halcyon wren
#

frequent is a helper for instancing objects.

#

traditionally only vegetation has it

rough idol
#

named property? I think it was config entry

halcyon wren
#

Oh, that could be it, too!

rough idol
#

only one wall was using that as a test but it should still working

halcyon wren
#

Any idea where this was mentioned?

rough idol
#

no idea, I found it when browsing through arma 3 source code

#

but I'm looking for it now so give me a minute (or maybe few)

halcyon wren
#

many thanks πŸ˜„

rough idol
#

driveThroughEnabled

#
        class Land_New_WiredFence_10m_Dam_F: Wall_F
        {
            author = "Bohemia Interactive";
            mapSize = 10.34;
            class SimpleObject
            {
                eden = 0;
                animate[] = {};
                hide[] = {};
                verticalOffset = 1.115;
                verticalOffsetWorld = 0;
                init = "''";
            };
            editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_New_WiredFence_10m_Dam_F.jpg";
            _generalMacro = "Land_New_WiredFence_10m_Dam_F";
            scope = 2;
            scopeCurator = 2;
            displayName = "Barbed Wire Fence (Long, Destroyed)";
            model = "\A3\Structures_F\Walls\New_WiredFence_10m_Dam_F.p3d";
            icon = "iconObject_10x1";
            editorCategory = "EdCat_Fences";
            editorSubcategory = "EdSubcat_Military";
            vehicleClass = "Structures_Fences";
            driveThroughEnabled = 1;
        };```
bold flare
#

Ahh crap. You were literally 5 seconds faster than me

halcyon wren
#

πŸ‘ πŸ˜„

rough idol
#

unrelated but might be interesting for someone - there was also "useRoadwayForVehicles" next to it but I'm not sure if it's working

vernal lynx
#

Hey there, still working on my ship (which floats correctly now πŸ˜„ ) I want to give it 60 cargo slots, which are supposed to be hidden inside the hull. What would be the best way to deal with this ?

  • no proxy to save ressources ?
  • black box with only one proxy ?
  • is it possible to assign an optic to cargo or do I have to fake with viewcargoLOD ?
#

I'm browing A3 config and see no pratical solution πŸ€”

#

Maybe this with one proxy + 2D optic right in front of the head in viewcargoLOD

        minCargoAngleY = 0;
        maxCargoAngleY = 0;```
rough idol
#

60 turrets with forced optics or black box I guess

vernal lynx
#

went for a simple interior, it would be to annoying to setup individual gunners and blackbox would look lame

stoic pewter
#

Hello. I am part of a milsim in arma 3 called the 16th AAB and we are currently looking into a mod called the Avro Vulcan. The thing is the mod looks fine and the textures are amazing however aparently the cockpit is broken and the AWS is broken. We were looking into using this mod in one of our campaigns. I am seeking a modder or someone who has experience in this field to help me fix this mod. Would you know someone or even be willing to fix this mod?

bold flare
#

It's most likely a bug in the model. And as you are already posting that in #arma3_model I think you think that too.
You can't just fix that. You need the source files from the Author. And permission too.

median bough
#

Only the original autor is allowed to edit his mod

bold flare
#

That guy from the steamworkshop item you linked didn't even make that mod. he just "fixed" it because someone requested it.
Aaand the original: http://www.armaholic.com/page.php?id=2753
Download disabled since this was ported to Arma without permissions. Well. Nothing more to say to that.

median bough
#

🀷

bold flare
median bough
#

Best would be to skip that mod and look for an alternative
@stoic pewter

frail sequoia
#

Hello, I have been trying to configure the buldozer for these two days and I have not gotten results, the error that appears is "External Viewer: Unable to create viewer" when I press to start. I have followed the classic guides and I have tried with the mikero tools and I have not got results. I tried everything the forums say, to change the path in File-Options (Object Builder) in a thousand possible ways and nothing. If someone would be so kind to provide me with a real guide or video, I would appreciate it very much. Sorry for my bad English. I wish you the best.

stuck oyster
#

do you run ObjectBuilder from the Arma Tools?

#

@frail sequoia

#

general observation why are people who come here with questions always instanlty offline when theyve asked it... πŸ˜›

bold flare
#

He's online right now. Sometimes Discord is also lying to you

stuck oyster
#

could be

#

why you lie to me Discord

frail sequoia
#

I tried run from Arma Tools and from installation directory

#

With compatibility and admin

stuck oyster
#

ok so running from arma tools is a no no

#

do you use Arma tools to mount p: drive?

#

and do you run buldzoer from the Arma exe

frail sequoia
#

The first time i used it. In my last try i use the mikeros tools

stuck oyster
#

Did you use the PMC tools guide?

frail sequoia
#

I have followed these guides

#

And i run buldozer from P:\buldozer.exe and from my arma 3 root

stuck oyster
#

then that is the part you have not followed from the PMC guide

#

do the PMC guide in full and it should work

#

on the tools guide page there is a bulldozer link

frail sequoia
#

Okay i will try it again but i have some doubts in the part when you edit "mapdisk.bat"

stuck oyster
#

what doubts

#

the pmc guide is very very well proven method

frail sequoia
#

when use the subst command

stuck oyster
#

you replace everything in the mapdisk.bat with those 2 lines

frail sequoia
#

Where should i put it?

stuck oyster
#

the guide has all the instructions

frail sequoia
#

oh, i tried that but don't remember what happened

stuck oyster
#

well from what I hear you have not followed it to the letter

#

so you have likely missed some bit or done something wrong.

#

It works if done correctly

#

and after that you can happily continue modding

frail sequoia
#

Just that part i think so

#

Well, thanks you! I will try it again.

stuck oyster
#

πŸ‘

#

good luck

sturdy parcel
#

Arma3p will not tolerate a p:\buldozer. It is the cause of (most) connection issues. Arma3p removes it, and all it's dlls. In the free version of my tools you are required to manually edit the options in OB to point to arma3.exe

frail sequoia
#

I made it work, i deleted all and followed PMC guide to the letter. But I got the same error. I tried check Arma 3 and Arma 3 tools file integrity with Steam and restarted my pc, after that I mounted P: with mapdisk.bat and executed Arma tool from short-cut in my desktop. I deleted the line that figure in File-Options-DLL Folders and pressed in start/restart and it worked. I think i had something corrupt in my game or tools. Thank for the support, I appreciate it very much.

sturdy parcel
#

The pmc wiki is the only game in town. It is written and updated by a person who's been around arma and flashpoint longer than almost any of the bis employees have. With the exception of Jakerod's Atlas tutorial all other 'tutes' I am aware of are wrong in major ways.

Similary, arma3p is a collection of all the experience of the experts in the terrain, and the model makers channel (discord & skype) over several years. Including btw, some vbs and bis employees/contractors.

frail sequoia
#

Cool, it's good to know that.

vapid nexus
#

what could be causing this issue ?

#

could it be that i placed my bipod memory axis wrong ?

polar fiber
#

I would think so. Or maybe your weapon is missing an autocenter 0 named property in the geo LOD

vapid nexus
#

well now its that becuse i don't remeber putting that in

#

πŸ˜ƒ

white jay
#

Any Blender wiz around? I got a problem where the viewport render is in grayscale

#

Only affects the Principled BSDF shader

old void
#

How can I add all the components into geometry classes?

foggy finch
#

Structure > Topology > Find Components

old void
#

I have all the componets but i still have to add them into geometry section

foggy finch
#

you mean you have them as a seperate mesh or something?

#

your question is kind of vague, so i cant really help without more information on what it is you are trying to accomplish

old void
#

Well if I leave em as component sections the geometry wont work in game

foggy finch
#

are they closed + convex and have mass ?

old void
#

they are closed but I haven't set mass

foggy finch
#

geo wont work without mass generally πŸ˜ƒ

old void
#

Ahh, okay. thanks

foggy finch
#

1 unit of mass is roughly 1kg for reference iirc

old void
#

okay but these objects are going to be "static" anyways so the mass doesent matter

foggy finch
#

what kinda of objects are they?

old void
#

base buildings

foggy finch
#

mass does matter if you want collision to work πŸ˜ƒ

#

the test house in arma 3 samples has about 15000 mass

cinder pivot
#

is there an OB builder bug or something

#

I can't seem to move well with alt + right mouse

bold flare
#

yep.

cinder pivot
#

πŸ™Œ

#

thanks

flat kestrel
#

Have anyone a file or tutorial for rvmat for frosted or that blood red vehicle color? Sry for that englisch. I dont know that word for (in german) matt πŸ˜„

sudden cairn
#

It's matte

flat kestrel
#

πŸ˜… oke then rvmat for matte or that blood red color ^^

stuck oyster
#

dont think there are such specific tutorials around

#

basically you want very low specularity on it

flat kestrel
#

oh thanks πŸ™Œ

sturdy parcel
#

geo wont work without mass generally
geo won't work without mass. period.

#

(pboProject ensures that a geolod does in fact have mass, including the boyancy and phsyx lods if stated)

drowsy osprey
#

One message removed from a suspended account.

drowsy osprey
#

One message removed from a suspended account.

quick terrace
#

indeed

quartz nacelle
#

So I just "got into" modeling and when I open my imported model with bulldozer it doesnt show up and object builder crashes

bold flare
#

How did you import it

#

you can't import with buldozer.. So something is wrong here

quartz nacelle
#

I imported the .fbx into OB then clicked start bulldozer and it crashes ob and doesnt show model

woeful viper
#

model.cfg missing

quartz nacelle
#

ahh i see how do I get the cfg then

woeful viper
#

you make it

quartz nacelle
#

ight

quick terrace
#

you don't need a model.cfg to see stuff in buldozer (some structures for instance have no model.cfg)

quartz nacelle
#

oh ok so thats not my problem?

woeful viper
#

you provide very little info, so all we can do is guess

quartz nacelle
#

is whats happening

polar fiber
#

might be that it's 290000 verts

woeful viper
#

lmao

polar fiber
#

arma works okay with high poly models. Buldozer not so much

#

because it's updating the model in realtime

quartz nacelle
#

oof

woeful viper
#

for a life server presumably? If you want people complain about performance... go ahead with 290.000 poly car. If not, you need to optimize it.

quartz nacelle
#

right now its me just trying new things and I like sports cars so thats what I thought I would try first

#

so with my "error" I just need to get it ingame to look at it?

quick terrace
#

did you model that car yourself, considering you like sports cars?

quartz nacelle
#

no I downloaded a free model online

quick terrace
#

yeah, sure you did, good luck with it then

quartz nacelle
#

πŸ€”

quick terrace
#

this channel is called #arma3_model for a reason, with an emphasis on makers

bold flare
#

@quartz nacelle start with something simple (that you made yourself)

#

then learn how things work. And apply that knowledge later to make more complicated things (yourself)

quartz nacelle
#

thankyou @bold flare will do

bold flare
#

We all here happily help newcomers teach themselves. But newcomers don't start with highly detailed, complex cars.

quartz nacelle
#

true

#

@quick terrace hop off my case with this "yea sure you did" BS

bold flare
#

Okey I guess you don't want any help...

quick terrace
#

oooohhhhhh, so sweet

#

sooo innocent

#

such game ready model, the internet is such a lovely place where stuff is provided for free, especially when it isn't ripped from other places

bold flare
#

Sorry Michael. But your background check revealed that you are part of a genre that is known for stealing. And actually also part of a community who is being talked about on a weekly basis for stealing things everywhere.

And we see a complete beginner who comes along with a highly detailed car model that almost no one would give away for free. Who is also part of a community which is well known using exactly such quality car models which were stolen from other games.

Assumptions are made.

#

Fact is. No one will believe you that that model is not stolen. And you won't get help with that from most people here.
Instead as I said you could try to make something by yourself. completly.

quick terrace
#

^^ and then people would gladly help out, myself included

quartz nacelle
#

literally free car models on google when you look up "free car models" πŸ€”

quick terrace
#
  1. being provided for free does not necesarly mean these were meant to be provided for free, or the fact that these are not ripped from some other places. not gonna give you example links here with websites that provide ripped content btw, but these are plenty
  2. being 290k verts car does NOT mean that is a game ready model and you just need to do a few clicks and a few lines of code and everything will be fine
  3. why would you spend time getting such a model in the game to begin with? if you are willing to spend the time, why don't you create such a model yourself, then get it in the game
quartz nacelle
#
  1. If it says free its free you cant assume that every car on the internet thats free is stolen
  2. Thats why im here asking questions
  3. because I have no 3d modeling background and modeling a car of that "detail" would be almost impossible for a beginner like me would take months of practice and learning to get the skill to attempt such a project when I can download a free car that I want put it in make it game ready and put it ingame
woeful viper
#

didnt you say you want to try something new? modeling something for real would be new...

#

otherwise i fail to see whats new here. Ripped car 101.

quartz nacelle
#

I did putting cars in arma is new

quick terrace
#
  1. if you download from some of the trusty websites (which aren't all that many) then yeah, that might stand. where did you download that from if you don't mind me asking?
  2. you got the answer you were after - 290k verts is not game ready model, do your own
  3. where is the fun in that? if you cannot do it yourself, team up with someone who can. I really fail why would you spend time and effort injecting such a mesh in a game - and that goes for 95% of all the vehicle "mods" out there
quartz nacelle
#
  1. free3d
  2. because it takes too much time when I want to get it ingame faster just like when you want something you go to the store to buy it instead of manufacturing it yourself
quick terrace
#
  1. i said link (as in URL) not website
  2. but you didn't go to the store, because you didn't buy anything, did you? It is like going to a butcher shop, getting a piece rotting meat out of his back dumpster because that was the free option, and then trying to make a topping cheese cake out of it. why would you even consider putting time into that
quartz nacelle
#

not really

bold flare
#

Fact is.. All you do by arguing here is loose the time you could put into learning how to make something by yourself.
arguing here doesn't get you any help

quartz nacelle
#

well there's no need for help anymore as me making a car of that detail is not anything im interested in doing because of the time it takes and the time I will spend trying to learn and getting a free "legit" car on the internet is forbidden here

quick terrace
#

πŸ‘

halcyon wren
#

Basically anyone of talent and knowledge in this community is happy to help promising newcomers. But it takes time and sweat to learn and create. And to teach. So I can speak for myself that I am very selective with who I help because it drains my free time, too. And its super annoying to "waste" that time on someone who gives up after a day or even hours.
Coming in with a ripped asset immediately establishes yourself on the "not willing to put in the effort"-list, because you lack the necessary patience by "oh look, a 'free' model", will do that.

If you want to start, and if you want to start old-school style, your first thing to bring ingame is a frickin' container. Nothing fancy, but raw basics. From there you work your way into more complex topics without overwhelming yourself.

But again, that takes patience and willpower. Those are rarely found.

vapid nexus
#

in what config do you define the the custom magazine model `? i have looked in the cfgmagazine and cfgammo but i couldnt see anything there

woeful viper
#

custom magazine model for what? When its on the ground, or when it's in the weapon?

vapid nexus
#

when its in the weapon

woeful viper
#

not a feature of this game

quick terrace
#

yet ^ πŸ˜ƒ

woeful viper
#

that sounds optimistic for near end of life πŸ˜„

quick terrace
#

i not making assumptions ^ πŸ˜‰ so it isn't about being optimistic

#

@vapid nexus the model needs to be part of the weapon model

vapid nexus
#

ok

jaunty leaf
#

How do most people around here go about doing highpoly models

vapid nexus
#

that depends on what you mean

jaunty leaf
#

because I have a midpoly and lowpoly unwrapped but I think I could be more efficient than my current method of turbosmooth + support edges

woeful viper
#

if its hard edge and very angular - use quadchamfer

foggy finch
#

I make my high poly and create the low poly to suit πŸ€”

vapid nexus
#

chamfer + turbosmooth here

quick terrace
#

i use a mix of sub-d modelling (mostly open sub-d with creasing edges)

vapid nexus
#

and i start with the lowpoly then go over to the highpoly

quick terrace
#

plus chamfering and zbrush

jaunty leaf
quick terrace
#

always start with high-poly

jaunty leaf
#

hm

quick terrace
#

never unwrap the high poly

foggy finch
#

you could quite easily take that low poly and bump up the level of details, you may have to go back and adjust the low to fit the high afterwards

vapid nexus
#

yea unwrapping the highpoly would be a waste of time seeing as you would bake the highpoly to the lowpoly

jaunty leaf
#

ye

woeful viper
#

i disagree about always starting high poly. If its really organic or has smooth shapes yes. If its very boxy (and just needs edge smoothing) starting low is easier

agile flint
#

When I make tanks I start with the low poly. But make anything that is a circle a high poly

#

Can only get so high poly with a square box hull haha

foggy finch
#

I always start a high with a low blockout anyways to rough in the shape,. then directly make the high after that I will either make a new low OR retopologise from the high to low,. model dependant

quick terrace
#

@woeful viper what i mean when i do the HP i don't care about being nice

#

i care about subdividing correctly

#

i always take my HP and create the low from it

#

just like i always take use my LP/MP mesh i send to zbrush to create my LP back for it

vapid nexus
#

i only use 3dmax so i creating everything in there

jaunty leaf
#

I c

#

I think in future I might just go midpoly and not care too much about the vert count in that

quick terrace
#

LP for me means getting stuff as low as possible with no aditional edges

foggy finch
#

if you plan on baking down, as you should to retain detail, then i'd go high/mid for detail and for low as low as possible without sacrificing normal/curvature data

agile flint
#

The question really is what constitutes as a high poly? Does a HP have to be above mil polys or can it be 500k roughly etc? Even a 200k model could be considered a HP could it not?

foggy finch
#

i'd say high is your detail model and low is your game-model

#

some things such as structures can be a lot more forgiving

#

the overall important thing with arma outside having good mesh triangulation/topology is a low section count

#

if you can define the detail you want with a mid-poly count then go for it, i'd still retopologise it for the low and bake onto the low for rendering in game though

woeful viper
#

HP is what is used for baking maps onto LP. So it could be anything.

quick terrace
agile flint
#

21mil tris for a SCAR crikey

#

Looks very nice though

quick terrace
#

@agile flint a HP mesh can be as simple or as complex as you want, as long as it does what it's purpose is intended

jaunty leaf
#

@quick terrace nice

quick terrace
#

no need to push it over the limit if you can do with less

#

IE: the above there is a lot of extra geometry on the upper receiver in that HP because of all the RIS rail on top

agile flint
#

Yea that makes sense

quick terrace
#

here is the wire for the sub-D parts, before using a smoothing modifier

#

as you can see, using open sub-d instead of meshsmooth sub-d means i can get away with far less supporting edges

agile flint
#

Yea looks very good. What kind of LP count did you get it down to?

quick terrace
#

15k verts

#

less in fact if i pull the magazine and the bullets out

polar fiber
#

but then it'd have no magazine ingame! 😏

woeful viper
#

πŸ‘Œ

sturdy parcel
#

@woeful tartan get rid of this guy please

#

ho hum, a minor skript kiddie.

#

The thing he doesn't get, is absolutely no-one will join that server with fools like him as part of it.

woeful viper
#

children beeing selfish idiots 101 - "they promised me a stupid emote, so i spam everyone to join us"

sturdy parcel
#

looks like Dwarden has already blocked him. And, he's very welcome to stay in a kiddies channel and spam THEM as much as he likes.

foggy finch
#

reported the douche to discord for mass spamming also

sturdy parcel
#

+1

woeful viper
#

and what would they do in such case?

foggy finch
#

flag and ban them for breaching tos

#

globally.

sturdy parcel
#

they have done so before an have no issue doing it more.

#

There's a TOS (terms of service) which will block underage people (<13)

foggy finch
#

in their tos they also reserve the right to remove anyone, at any time, for any reason whatsoever. πŸ˜ƒ

jaunty leaf
#

I tried doing it with proBoolean but that did result in kind of a mess

vapid nexus
#

i use a plane and cut the holes into that then make a cylinder from that

#

as example this is one was a plane from the start

woeful viper
#

making all the holes in a plane first, then bending it 360Β° is one method. But you still need good topology (and also quite high poly count) so that it looks round around the holes

jaunty leaf
#

hm

agile flint
#

You could create your cylinder.. then create your holes, rotate them around an axis with an array then boolean?

#

If that makes sense

woeful viper
#

if you want to later subdivide, booleaning holes into another cylinder is not a solution (too messy)

polar fiber
#

I usually make a 2D disc/ring of what ever hold I want to cut in to the mesh and then target deform it to the base object (e.g. Shrinkwrap along Y axis, with some subdiv level set). Delete parts of target surrounding the deformed hole and then start connecting the two parts together

cinder pivot
#

anyone know why in a custom heli the blades are longer then the geometry and seem to break like 2-4m outside the blade length

stuck oyster
#

geometry works only inside the original bounds of the model

#

it is possible they rotate so tat they are beyond those

#

oh wait that was not the issue

#

πŸ˜„

#

poorly made geometry perhaps?

#

got pics?

cinder pivot
#

found a config value that might help mainBladeRadius

#

ill give that a shot πŸ˜„

stuck oyster
#

yeah there may well be some simulated blade stuff in the helicopter class

void surge
#

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

quick terrace
#

do you have the vest name (should be the same as the p3d) defined in your model.cfg?

void surge
#

Yea

woeful viper
#

is your vest weighted to the bones?

#

does it move with the character, but is offset from where it should be? What happens if character looks at his feet (in standing position?)

void surge
#

Moves with the character, and when looking at it in first person it is invisible

#

Weighted to bones?

quick terrace
#

autocenter = 0?

#

vertex groups - as in weighted vertices to bones - named selections and all that

#

grab some screens

woeful viper
#

does your model.cfg contains proper ofp2 skeleton?

#

when you select any of the selections, are any of the vertices in the model selected?

void surge
#

Yeah each selection highlights a part of the model

quick terrace
#

yeah where is your vest defined in that model.cfg

#

name of vest .p3d should be there in that cfg

void surge
#

where it says class Vest Thats the name of my p3d as it is something im just learning with

quartz nacelle
sturdy parcel
#

if it crashes only on this model it's the model. if it crashes on any model, it's p:\buldozer.exe

run arma3p, end of story

quartz nacelle
#

ok thankyou for your help

sturdy parcel
#

arma3p is the result of the experts in both model and terrain maker channels over several years of 'gotchas' . It removes an estimated 90% of all issues with a) bis binarise, b) TB, and c) 'buldozer'

#

it will not tolerate a P:\buldozer.exe and removes it, along with several other mistakes that the steam tools make.

quartz nacelle
#

Is there any good tutorials that really teach someone to get a car model working and ingame for someone with 0 experience in object builder

sturdy parcel
#

none

bold flare
#

Really dude?

#

shakes head

sturdy parcel
#

best examples you'll get are any of the a2/a3 samples of vehicles.

#

for a person with '0 experience' that's probably best place to start.

quartz nacelle
#

ok thankyou

#

@bold flare why "really dude"

bold flare
#

Because you asked the exact same thing yesterday ^^

quartz nacelle
#

no lmao

#

I asked about an error

bold flare
#

And you also said yesterday that you don't want any help and don't want to continue with it

quartz nacelle
#

I said there was no need for help anymore in my question and I decided that Ill give it a shot

sturdy parcel
#

and so you should, not only will you learn someting worthwile, it can be a rewarding experience rather than grabbing a stolen model and assuming all you have to do is click a few magic buttons.

quartz nacelle
#

Right now just dont know where to start or where to learn

#

so ill look into the a2/a3 samples

bold flare
#

it can be a rewarding experience rather than grabbing a stolen model That is exactly what he is doing though.

sturdy parcel
#

it's probably the best wayto go, and I'd suggest you start with something far less complex, like a building, so you get familiar with how object builder works.

bold flare
#

^ also exactly what we told him yesterday

quartz nacelle
#

literally never took a stolen model

sturdy parcel
#

no, you didn't, it was supplied for 'free'.

#

understand this Michael, I am not experienced enough with any other games, but the bis community fires nukes at people using other people's models.

#

you can argue against, it, you can think it's stupid,. it's the way it is.

quartz nacelle
#

I figured as much when I asked for help and got instantly denied because I got the model off a website that provided free models

sturdy parcel
#

that's just the way it is, the bis community, not talking about bis, has an admirable history of protecting model makers. There is no site anwywhere you will get help or knowledge on how to hack other people's p3ds

#

with exceptions, there's a total block on anyone being able to reverse engineer a binarised p3d. That might give you some idea of how ferocious the protection is.

#

there are a few of us (very few) who will reverse a p3d for you, if, and only if, you can prove ownership.

median bough
#

@quartz nacelle
There is also a porting tutorial on the pmc wiki. Might be a starting point

quartz nacelle
#

thankyou will look into that

quick terrace
#

@sturdy parcel lol man. he has a 290.000 faces model he wants to get in A3, from some random website

#

not really sure why he keeps on pushing on the same subject

quartz nacelle
#

we wernt talking about that I was wanting to learn about creating objects and were to look and where to learn

quick terrace
#

creating objects? youtube is full of tutorials based on software you choose to work with. i suggest you use any other software but object builder to create the meshes

#

blender is free

quartz nacelle
#

im going to learn on 3ds max

#

since its also free

quick terrace
#

edu version is free, correct

quartz nacelle
#

yea

#

I have that one

quick terrace
#

for most major software, you'll find plenty of tutorials covering everything you need

quartz nacelle
#

yes but I was in this discord asking where I can learn the process of taking the model and putting it into arma since there arnt very many tutorials about that

quick terrace
#

my bad. but while injection the process is similar no matter of the type of mesh, it is also pretty different depending on what sort of object you want to get into the game

#

do have a look over the A3 samples anyways

sturdy parcel
#

...and start with a building which is never as complex.

quick terrace
#

start with a crate or some furniture

sturdy parcel
#

+1

quick terrace
#

a building can be pretty complex, not in terms of modelling and model.cfg, but in terms of configs, destruction etc

sturdy parcel
#

yes

quick terrace
#

and it's multimat can be a bit confussion for a nooby

sturdy parcel
#

relative to his undoubted desire to create a car, anything else, to start, is a better bet.

quartz nacelle
#

I was thinking of just a small wooden box or something just to get use to all the tools

sturdy parcel
#

a R E A L L Y good idea. it's not about the model, it's about learning Object Builder

quartz nacelle
#

exactly and thats what im wanting to do

#

learn object builder

quick terrace
#

πŸ‘

sturdy parcel
#

and I aslo applaud you for doing something different to yet-another 'me to' rifle.

quick terrace
#

lol, wanna see my last me too rifle i am working on?

sturdy parcel
#

no, because you produce interesting ones.

#

but do give me items that have a narrative, something you can build a mission around. like builkdings with trapdoors that go to a basement that reall civilians will live in, or, as mgb does, put tinkle bells on every shop door ina town that real people live in. Both are instant narratives to missions and storylines.

#

or clock towers that do or don't work, or windmills that definately do work, and are on the ridge that every mission maker will use as a waypoint

quick terrace
#

yeah, well, i have a couple of buildings in the works

#

both have bathrooms and kitchen areas

#

that something i feel that because it is missing on every single building out there, makes it a bit strange to relate to

#

good call on the basement, i could do that

sturdy parcel
#

yep. Victor Troska started his journey at a kitchen table.

#

an easter egg with a picture of Lenin, in the toilet.

quick terrace
#

things like i feel shouldn't have been left aside when it comes to buildings (livable ones, not the shacks)
a. bathroom with basic necesary objects such as washer, bathtub, toilet
b. kitchen area
c. sockets
d. light fixtures
e. doors, hatches etc
f. areas that could actually be used be a living person

sturdy parcel
#

yep. and all it takes is proxy.p3d's

quick terrace
#

yes and no. not everything needs to be proxied, not anymore anyways

sturdy parcel
#

sure. agreed. same page.

#

but all that creative energy wasted, figuring out if a vehicle or weapon should be gun metal blue, or matt black. B AH!

quick terrace
#

problem is that people that make terrains (one area i never dipped in) never get together with a couple of people that can make models and get some new buildings models in

#

same for foliage etc

#

well, i do love to create guns, but yeah it gets repetitive after a while πŸ˜ƒ

sturdy parcel
#

Milkman and Nonov are two exceptions to that general rule about maps

quick terrace
#

as in?

sturdy parcel
#

populating their maps with self created objects.

#

but that does not negate what you say.

quick terrace
#

yeah, but for shit like that, i am not sure why people don't get together to do this sort of things

sturdy parcel
#

they try, but almost inevitbly one of them drops off the planet.

quick terrace
#

pretty sure i can do and setup for injection a structure model faster than either milk or nonov

#

lol man, i have yet to be approched by anyone about it

#

pretty sure other haven't either

#

and i for one don't really know all the maps being worked on

sturdy parcel
#

it's a similar story for finished maps, because no matter how good they are, no one plays on them. Why? because the map maker did not team up with a mission maker, so there's no mission to play on them.

quick terrace
#

and regarding maps, i'd love to see some other being done, things like US side, a smaller more (sub)urban map etc

#

one i do follow is vidda, love the fact that is different

sturdy parcel
#

small maps=a grunt war rather than a fly by only useable by helicopters.

#

Personal taste only, I detest huge maps.

quick terrace
#

yeah i'd love me a smaller tigher more detail map

#

rather than large empty ones

sturdy parcel
#

snakeman of pmc fury fame, made FIVE HUNDRED small map missions, in a single campaign!

#

very hard to get bored with that!

quick terrace
sturdy parcel
#

beautiful.

#

instant narrative

quick terrace
#

pretty sure one could get away with a fuckton detail in such a small bucket

sturdy parcel
#

making a map (a terrain) is relative child's play. It's that because map makers have got the art well and truly down to a good worklow. But of all the maps that are started less than 5% see the light of day because THEN, they have to populate it.

#

And of all the ones that are populuted, they forgot to involve a mission maker.

quick terrace
#

well, afaik BI islands are done and changed around a narrative as well

sturdy parcel
#

yes

quick terrace
#

so it isn't just a place, it follows a storyline

sturdy parcel
#

yes again, and no more so than the original flashpoint series. But still that is the magic in the mixture.

#

it's probably why i get a little distressed at all the me too guns.

quick terrace
#

it isn't just the individual modlers problem, it is related to a lack of getting together and get some shit done together Β―_(ツ)_/Β―

sturdy parcel
#

+1

foggy finch
#

@quick terrace that island is also used as a set on a few movies

quick terrace
#

i am aware

#

007 for instance

foggy finch
#

yeah video of areas can be useful as well as imagery, even if it is in a movie

quick terrace
#

if i were to do it, i'd do it a lot less collapsed

woeful viper
#

i'd do the opposite... but also make it larger and also have a cokery, blast furnace, a forge, huge mine and a chemical complex that oozes out nastyness down the walls into the sea... Because why not.

quick terrace
#

yeah, but if you wanna make it livable, make it usable as a coal mine or water purifier or whatever you feel like

#

there is a lot of creative freedom with such a thing

#

and there are tons of referances, including interior 360 views to do most structures

lusty ginkgo
#

so I have a model that I have placed on my terrain in a couple places for testing purposes

#

later on I added a few proxy models to the top of the model and now the model's position is slightly lower than it was before

#

obviously I can just move the few models I placed for testing, but that becomes an issue when I go back later and add/remove/change any of the proxies

#

I have tried autocenter = 0 and autocenter = 1 but those don't work either, they just put the origin of the model in a strange place

#

is there a way to make the placement of the model be based on the actual model's origin position at the very center of what you see in the view port?

polar fiber
#

can you scale the proxies down enough that they don't stick out beyond the original height of the model?

#

proxies don't have to be the size they were when OB generates them

lusty ginkgo
#

they would have to be tiny

#

would that change the actual scale of the proxy model as they appear visually?

polar fiber
#

no, it doesn't scale the model assigned to the proxy too. The verts of the triangle only determine the orientation

#

if the proxy models are ones you have MLODs for, you could trick it by rotating them to be upside down relative to the grid origin, and then point the proxies the opposite way in the building

#

so the long end of the proxy triangles is pointing back inside the building

lusty ginkgo
#

I guess I could make them small

#

the models I am using can't really be modified in such a way so the upside down option won't quite work

#

so does this mean that you can't make a building model, place it on the terrain wherever it's needed, and come back later to add detail without having to reposition every single instance of that building?

sturdy parcel
#

yes is the answer. Changing it at all, makes it a different model. The centre ofgravity alters as proxies are added and it is the cog that is the refererence or 'balance point' for terrain placement.

quartz nacelle
#

when I launch buldozer in Object Builder I get an error saying "Arma 3 could not start (error code:86)" and under it another box that says "External Viewer: Attach Failed. No viewer found." anyone know any fixes?

sturdy parcel
#

didn't you fix this issue yesterday?

#

ah no, sorry, thinking of someone else. apologies

quartz nacelle
#

yea it was me I ran Arma 3 P then stopped there since I went to bed but when I try to look at a box in buldozer it gives me those 2 errors

sturdy parcel
#

what is your command line please.

#

oh, and do not run as admin.

quartz nacelle
#
```  is this the command line?
sturdy parcel
#

then you have NOT run arma3p

quartz nacelle
#

I did

sturdy parcel
#

then do what it told you to do, and change to arma3.exe

quartz nacelle
#

so I repath it to where arma is installed>

#

?

sturdy parcel
#

yes

#

replace p:\buldozer. This message was told to you at the end of arma3p

#

C:\Program Files (x86)\Steam\steamapps\Common\Arma 3\arma3.exe

lusty ginkgo
#

yes is the answer. Changing it at all, makes it a different model. The centre ofgravity alters as proxies are added and it is the cog that is the refererence or 'balance point' for terrain placement.
I was kind of counting on that to make my buildings now and over time improve them later

#

why can't it just use the origin as the 'balance point' like other engines do

#

maybe I can just make a proxy of proxies

sturdy parcel
#

using the balance point is common sense, it enables slant tilt and rotation to happen as you'd expect. I do take your point about workflow, but it can't work that way.

lusty ginkgo
#

I'd think there would be a named property or memory point type or something for that

quartz nacelle
#

@sturdy parcel I repathed to arma.exe and I'm still getting the "External Viewer: Attach Failed. No viewer found." error

sturdy parcel
#

paste your cmd line again please

quartz nacelle
#
E:\Games\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg 
sturdy parcel
#

haha

#

"E:\Games\steamapps\common\Arma 3\arma3.exe" -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

#

notice the quotes

#

welcome to hell.

#

I will be updating the free version of arma3p to do this automatically.

quartz nacelle
#

so it should have quotes?

sturdy parcel
#

as pasted above. the space between arma & 3 makes the os think, it's two separate 'words'

quartz nacelle
#

so I should rename the folder with Arma_3

sturdy parcel
#

no, just use the qoutes as pasted above

quartz nacelle
#

im still getting the error 😦

#
"E:\Games\steamapps\common\Arma 3\arma3.exe" -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg
sturdy parcel
#

looks fine to me.

quartz nacelle
#

also getting a new error that says "Application load error V:0000065432"

sturdy parcel
#

how did you start Object builder? via a shortcut, or via steam tools.

quartz nacelle
#

arma 3 tools

sturdy parcel
#

steam tools don't work. period.

#

not just for obhect builder, they do not work for us.

foggy finch
#

application load error is a steam thing, try restarting your steam client

quartz nacelle
#

how should i launch it

sturdy parcel
#

directly in the folder or, preferably, create a desktop shortcut to the exe

quartz nacelle
#

still getting the external viewer error

#

its is so annoying

#

idk what the problem is

sturdy parcel
#

well, the experts in here will have to take over.

#

this btw, is my cmdline:
c:\program files (x86)\steam\steamapps\common\arma 3\arma3.exe -window -buldozer -noland

the other options don't appear to be necessary

half heath
#

Anyone know why revolve type Hide is only partially hiding the ammo?

#

cfg snippet class bullet7_revolving_hide { type="hide"; source="revolving"; selection="bullet7"; // sourceAddress = clamp;// (default) minValue = 0.0;//rad 0.0 maxValue = 1.0;//rad 57.29578 hideValue = 0.0; unHideValue = 0.07; animPeriod = 0.0; initPhase = 0.0; };

versed escarp
#

Anyway to make a reflective effect with specular map or somthing like that ?

#

so when light shines on "Reflective" parts it actually gives a reflect look/effect

obtuse rain
#

You have to set the specular power high (1500 for example) and make the SMDI blue channel fairly close to white.

quartz nacelle
#

@sturdy parcel I got it fixed and working

polar fiber
#

@half heath happens if the bone you are hiding is also weighted to another bone selection that is not hidden

#

IIRC there was also something similar if the skeleton is using the wrong value for isDiscrete

woeful viper
#

yes, that was the problem. The bullets had a second selection

polar fiber
#

aye, it's funny seeing how 50% bone weight makes the hide animation (really just scalling all verts to 0) scale things to half size instead πŸ˜„

woeful viper
#

50% scale Arma's definition of "half hidden". Omg wtf bbq, game breaking bug, need fix . A body shrinking by 50% in 2 dimensions is only 25% as large as it's original and in 3 dimensions thats 12.5% volume. So it's actually more than half hidden. 😱 😁

polar fiber
#

hmm, need to adjust the weights then to make it a perfect 50% πŸ˜›

versed escarp
#

Anyone got some good looking reflectors for on something like an lightbar ?

vapid nexus
#

how big should the shadowvolume be ? , is it A) bigger then the normal model so it covers the entire one or B) smaller then the normal model ?

polar fiber
#

smaller or the same

#

can sometimed poke outside the enclosure of the normal visual model, but in those cases you might want to invert the normals (reverse faces)

foggy finch
#

if your using max you can slap a push modifier on your mesh and shrink it a little.

vapid nexus
#

ok

merry gorge
#

it's possible to have firegeo working without geometry lod? for something really small like a single sandbag. + is it even possible to have geometry for a single sangbag considering the lod has to be over a certain size. (1m I think?)

bold flare
#

you could try making a fire geo LOD but only having a empty GEO lod.

sturdy parcel
#

one way or the other your model must have mass. and the only place mass can occur is in a geolod.
IF you only have a single resolution lod, (and no geolod), then that becomes the geolod and mass is stated in it.

#

a 'lod' can be as small as a compass or gps or phone. they are considerably smaller than 1 meter. 😎

royal prism
#

hi

half heath
#

Does the FHQ toolbox have a discord community?

white jay
#

Quick question for any one of you guys that uses blender for buildings. When baking your models, what texture size do you use for your bake, and do you have multiple lamps set up in the scene? I did a 1024*5 bake and all my textures were very blurry/squished and the back/sides of my building were super dark, I'm assuming lack of sun lamps?

outer condor
#

@shrewd jay ^^

quick terrace
#

@white jay buildings = multimats. the ads is a double ao bake, i have mine @ 2k

white jay
#

Even at 4k my textures seem very low fidelity, i'll have to look into this

woeful viper
#

did you bake your entire building into a diffuse texture? no wonder it looks blurry in that case... Buildings use tileable textures for this reason (and masks to blend)

white jay
#

This is the fidelity of the bricks and shit

#

and this is the bake

#

I thought the thing was to bake everything to one texture so I could go into gimp/photoshop to alpha mask dirt and shit like that all over the place.

stuck oyster
#

@royal prism your video does not quite explain what your problem is.

white jay
#

Is this Multimat thing done thorugh Obj Builder?

stuck oyster
#

no

#

its done in the .rvmat

#

OB is not really needed for anything else but to make the object use the correct material and previewing it with Buldozer

white jay
#

Ok cool, i feel like somehow i learned all the wrong things lol. Should I even be texturing anything inside of Blender then, or just doing it inside the RV mat?

stuck oyster
#

well Mulitmaterial has a stage that can ovelay the tiling textures with your baked texture to give it variation

#

so a baked texture can be used for that

#

it is also possible to create a Blender material to mimic the multimaterial behaviour

#

so you could then preview how the tiling materials align and even bake out the mask texture out of it

white jay
#

Lol, I appreciate the details. I'e modeled and textured at least 50 buildings by now expecting to use the method I was using so now I'm trying to wrap my head around how much time it will take to unfuck it all. Oh well, you live and learn I guess.

stuck oyster
#

how have you set up the textures in blender?

#

they are tiling ones yes?

#

or is everything modeled?

#

bricks etc

#

like Highpoly to Lowpoly baking

quartz nacelle
#

is there any way to rebind the object builder camera movement

stuck oyster
#

Dont think so

#

or do you mean the Buldozer?

#

@quartz nacelle

quartz nacelle
#

its my mouse in general middle mouse doesnt work so I was wondering if there was a way to change it

stuck oyster
#

Id say you need a new mouse

quartz nacelle
#

yea I should be getting one soon

white jay
#

all textures in blender so far are seamless textures, everything is properly UV mapped and organized.

#

by so far i mean everything i use is either pbr materials or tileable textures.

stuck oyster
#

ok so you should be able to turn those inthe mask colors for the multimaterial

#

and use the same uvmapping for the multimaterial tiling textures

royal prism
#

@stuck oyster not? You can see that the font will not move

stuck oyster
#

ah well did not spot that

#

since its a nice looking car+life scene I got to ask is it legit?

royal prism
#

what you mean?

stuck oyster
#

you made it yourself or is it ripped from some other game

#

becase that will determine the level of help

royal prism
#

i didnt made it and i didnt ripped it, idk :D
I ask that for a friend, his english is very terrible, but hes a good modder, if i am not wrong he buys the models

#

and not ripping it from other games

stuck oyster
#

buying models is fine. As long as the seller did not rip them

#

you mind finding out where he got it exaclty?

royal prism
#

i can

stuck oyster
#

thanks

royal prism
#

hm he said it was few months ago ;D

#

dont know

stuck oyster
#

Well he should. It is rather important that the models you use can actually be used legally for what you are doing

#

because otherwise its IP theft and well your chances of getting help around here get very slim

sturdy parcel
#

nah, i like the challenge of 200,000 verts

stuck oyster
#

well 200k verts can be used

#

if theyre legit πŸ˜„

#

its not optimal

sturdy parcel
#

haaaaaaaaaaaaaaaaa

royal prism
#

hm ok he found it, it was one of his first cars and it was there from gamemodels.ru

#

:/

stuck oyster
#

ye i would not use anything from there

#

thats all ripped

#

unfortunate

royal prism
#

idk never used that πŸ˜„

stuck oyster
#

I would wager you guys got more models from there too

#

which gets us to the important part

#

will you scrap all the stolen models

#

and be legit

#

or not

#

Its really for your own protection

royal prism
#

i mean, it was one of the first tries πŸ˜„

#

but yea

#

i get your point

#

the most things we buy since few months

stuck oyster
#

in worst case scenario you could be sued for using stolen assets

#

and well people here dont really take too well on that either

#

buying models off internet also does not always quarantee they are legit.

#

especially if they are cheap

royal prism
#

i know :D
i personally wouldnt buy a vehicle for 30Β§

#

*$

#

do you know any solution for the problem? πŸ˜„

stuck oyster
#

which one?

royal prism
#

the font problem

#

that it will not move

stuck oyster
#

well I might have an idea. But Id like to see it on a legit model first

royal prism
#

1 sec

strong plaza
#

we sure do get a lot of people in where with model from a "friend"

stuck oyster
#

@royal prism I dont speak russian but thats probably from Trackmania

#

so its ripped

#

as in stolen

royal prism
#

dont know

stuck oyster
#

that is not a good explanation

#

you got caught driving a stolen car

#

you say I did not know
what do you think the police says to that

royal prism
#

yea idk, i can just send it what i got

stuck oyster
#

yes well you go talk to your mod team and figure out do you want to do things the right way or not

sturdy parcel
#

as soon as you see (dot)RU, you sorta know what's coming next.

stuck oyster
#

yeah unfortunately

strong plaza
#

was gonna say the same

#

it literally says "Download 3D Model of the car "Rat Rod Custom" from the game "Trackmania""

bold flare
#

Yeah "From the game Trackmania"

#

Which is now owned by Ubisoft... I'd stay away as far as possible from that ^^

stuck oyster
#

Im sure C0kkie there had good intentions and may not even have been aware of the issue. Its the actions they take now that they are informed that define them.

#

But since they seem to be EU based they can be sued unlike the russian guys who do the ripping.

#

but Id say offtopic enough. back to models

sturdy parcel
#

arma3p updated (subscriber and free are the same)

  1. removes P:\buldozer and sets arma3.exe in both TB and OB
    2)adds all the new BIs DLC's since last update
    3)A manifest exists that can be added to (or removed) as new DLC's are published or old ones are not wanted

enjoy

stuck oyster
#

πŸ‘Œ

#

thank you @sturdy parcel

versed escarp
#

thanks @sturdy parcel πŸ˜„

sturdy parcel
#

coming from two people who never stop giving to others, that;s a nice thank you.

stuck oyster
#

wrong @solemn canopy though

#

@versed escarp put like _2 behind your name or something xP

sturdy parcel
#

burp (optix did me a huge favour automating the subscriber downloads. He does all the work, I get all the money)

solemn canopy
#

We are secretly taking part of your money every month and hope you won't realize it

#

Also I have bulletproof proof that @versed escarp renamed himself to OPTiX after I did

#

Soooo

#

πŸ”«

stuck oyster
#

πŸ˜„

bold flare
#

U sure? (If you come and read this later. You missed the joke)

sturdy parcel
#

We are secretly taking part of your money every month
rubbish, I'm not sharing my 3 Euros with anyone.

solemn canopy
stuck oyster
#

πŸ‘€

#

@solemn canopy theres something wrong with your eyes

solemn canopy
stuck oyster
#

ah I understand

solemn canopy
#

I don't πŸ˜„

stuck oyster
#

youre special

versed escarp
#

Lel

solemn canopy
#

im special FeelsChromosomeMan

versed escarp
#

Good meme

merry gorge
pure whale
#

i dont have that issue

#

if ur using it from cup

merry gorge
#

yeah it's CUP, it didnt used to happen from what I can remember

stuck oyster
#

@merry gorge that area completely flat?

#

that probably wreacks havok on terrain shading

#

littel bit of floatingpoint error and it thinks its in shade or something like that

merry gorge
#

It's quite a flat area yeah

#

not completely though

quartz nacelle
#

when ever I load my box in model viewer its see through

#

how can I make it so the faces are solid

#

nvm got it fixed

bold flare
#

@waxen quiver looking good. But depends on where the model came from

stuck oyster
#

@bold flare ?

#

your elven eyes see something I dont

#

πŸ˜„

bold flare
#

Yep. My Fox eyes see deleted messages

waxen quiver
#

I changed my mind on posting it

#

Ill make a new post once its fully done

#

Sorry πŸ˜†

bold flare
#

Personally looks a bit too high poly for game usage. Like the instruments behind the cabin. Could probably all be done with normal map instead of modeling it

waxen quiver
#

Its actually not too bad

#

100k poly's . Its a high number, got to admit. But hey, there wont be any more than 1 or two at the time. I mean, its is not your average home-work car is it now... πŸ˜‚

bold flare
#

Well for my own projects I also don't care about polycount so I shouldn't be the one complaining about it πŸ˜„

waxen quiver
#

πŸ˜‚

half heath
#

I noticed not many people post cool WIP's here anymore

waxen quiver
#

Maybe they are scared of bad feedback?

bold flare
#

Probably because people think they have to be cool to be post worthy πŸ˜„

waxen quiver
#

Reading some replys some people make, i noticed some can be unnecesary rude to others

bold flare
half heath
#

THAT'S HORRIBLE QUIT NOW /s

bold flare
#

Yeah. We are very rude against people who might be stealing stuff. Because people don't like that and it's a big problem for Arma

half heath
#

What? we're not rude.

waxen quiver
#

I didnt steal it....

#

Just saying,

bold flare
#

Yeah. But people just don't trust anymore. Because the thieves say the same

waxen quiver
#

Thats true

#

A lot of developers lie on all sort of things tho

#

Or just plain rip people off for their money

bold flare
#

Make a artstation page or similar and post WIP's. Easiest way to proove you made it. And maybe people also have more tips when they see how you progress

waxen quiver
#

Oh buddy

#

You should see my imgur...

#

Its more wip then actually finished stuff tho. I tend to start working on Something and then something else and another thing and another.... and ending up with one finished, in game model and 5 other forgotten wips

stuck oyster
#

linky linky? we like wip stuff over here

waxen quiver
#

okay

#

incoming

#

now i am sharing anyway

#

does anyone here know how to make the 3th axel work? the last 2 tires wont roll...

stuck oyster
#

you need animations fro them in model.cfg

waxen quiver
#

they are there

stuck oyster
#

and proper wheel setup in physx config

waxen quiver
#

aha

#

it has to be done is physx too

#

okay, let me try there first then

#

anyway, toughts so far?

#

its far from done but you can get the picture this way

stuck oyster
#

model looks nice

#

the colors are a bit bright πŸ˜„

waxen quiver
#

bright?

#

okay, lets go darker then

#

you didnt have to be so rude about it πŸ˜›

stuck oyster
#

rude?

#

rude would be "yo shizt burns my eyes man turn it down "

#

that was just me typing down what I thought at 0200 am

waxen quiver
#

i am kidding

#

πŸ˜›

stuck oyster
#

you see that it does not quite translate over a text πŸ˜„

waxen quiver
#

I know

#

hence the smiley

#

i hoped it was clear, thats why i prefer speaking over typing πŸ™„

foggy finch
#

100k polys is far too high for arma tbh

#

also if you buy a model and wish to port it that is fine, but please to not portray that you created it yourself if you did not. there is a fire tanker model that is the exact same as the one you posted with an older cab on it available on turbosquid.

#

link for anyone interested.

sturdy parcel
#

OK, so, $160 us dollars for a 'legitimate' non-stolen truck from a reputable source, and only $39 us dollars from Russia (with love).

#

and these guys claim, well, i didn't steal it I bought it off blahblah,RU

#

and THEN, they claim this channel is 'unfriendly' 😎

woeful viper
#

@sonic peak cross channel advertising is not allowed. Delete your advertising posts!

#

@woeful tartan

half heath
#

We gotta tough guy here

strong plaza
#

buh bye, Ben

sturdy parcel
#

haaaaaaaaaaaaaa

woeful tartan
#

banhammer oh well

bold flare
#

See ☝ That's why you need WIP pics of the half done model to proove you did it :D
Especially when you model something from real life. Because it's likely someone else made something very similar looking already.
Even your textures on the top lights on the back look exactly like the turbosquid one. And all the fine details look exactly the same.

agile flint
#

I wish I remembered to take WIP images

#

All my WIP images are just renders over a period of time. I get so involved making shit that taking photos is the last thing on my mind

bold flare
#

Yeah. I also only screenshot renders really. But most often I do lots of changes after the first "final" render. Sou you can see the model evolving after that.
If I'd use patreon or twitter or smth I'd make more

woeful viper
#

incremental saves...

foggy finch
#

plus you will have those models, low/high that you can just load and show screenshots of if such a need arises

agile flint
#

Yea, most stolen models wont have a high poly

#

Since they rip the low straight from the game (capt obvious here haha)

waxen quiver
#

I never said it was mine, i got the models send to me by someone. The original one from turbosquid did not have an interior so i switched the cab over to the kenwood one. I just wanted to know if people like the model in general. Before peeps are gonna say that i am not an 3d artist then, I do buildings and objects. I dont focus on vehicles. Ill do my best showing some wip's tho.I'll send some for those who are interested in my work

woeful viper
#

"send to me by someone" you know that license to use doesnt just transfer via somebody sending something?

vernal lynx
#

Always the same story over and over again @woeful viper πŸ˜„

woeful viper
#

Every second day another one. Might be worth automating responses by now...

vernal lynx
#

or /ignore when model has obviously no SMDI / no AS

#

and looks like CAO

#

I dont even think that firetruck is baked

woeful viper
#

i do ignore, but not before i have given condescending remarks... kek

stuck oyster
#

one could perhaps every once in a while also try leading a noob into the right direction, like for instance the guy has been making new houses which is good direction

waxen quiver
#

well, i only usually make buildings.... someone asked me to import this. thats what i am doing... thats all

#

I am sorry if i am triggering people

stuck oyster
#

ok so what the guys are getting at is that more often than not a model from a friend ends up being stolen or ripped from somewhere

#

it has become a sore topic

waxen quiver
#

well, i dont know where the cab came from. what i do know for sure is that the tanker comes from turbosquid and has been purchased by that guy i porting it in for

half heath
#

Best to avoid models of unknown origin

stuck oyster
#

that is the safest way to cover your own ass

waxen quiver
#

I mean,you are right. its not like i do it all the time tho.

white jay
strong plaza
#

very nice, you tried getting anything ingame yet?

lusty ginkgo
#

is center of mass determined by the scale of the faces or concentration of the vertices?

#

I would assume it would be the faces so loose floating points wouldn't offset it but I'm not sure with arma

stuck oyster
#

each verticle is given mass in geometry lod

#

the balance of those determines the center of mass

#

in geometry lod

#

if thats what you are talking about

vernal lynx
#

use vertice selection in O2 to adjust the weight, if you change some vertices, total remains unchanged, to it will attribute more or less mass to a side of the whole

#

you can check your center of mass, it's a blue point in the geometry LOD

#

e.g. here I have much mode mass at the rear

white jay
#

@strong plaza not yet, I still need to learn how to texture in Rvmats, just getting myself comfortable enough with blender then I'm going to start learning that.

vernal lynx
white jay
#

I have that bookmarked, Iv'e been reading into it.

stuck oyster
#

The Arma 3 buildings also have rvmats and .paa that you can compare the info with

#

the models and uv mapping are out of reach though but thats not too hard to figure out especially since its described in the MM tutorial

white jay
#

So when I prepare my model for texturing should I bake out a UV map from blender and then export it as emf? Thats the only thing I was confused by in the tut. All it said was "create UV map". I'm assuming that means baking one out

#

Also should I be baking the Entire building into one UV or do multiple UV's for walls/door/windowframes since most of the buildings im doing are pretty large

stuck oyster
#

the emf in the tutorial is for making the mask in image editor

#

so you know where each part is

#

in your case you can just bake the mask out of your buildings if you've done the materials smart

pure whale
white jay
#

nice notches

sturdy parcel
#

yawn

pure whale
#

ya it's just more shiney loool

waxen quiver
#

toughts about this one?

stuck oyster
#

looks nice. Could use a trashcan

#

keep the city clean πŸ˜„

#

if it has 2 lights now Id consider could it be done with just 1

#

like 1 pointing down inside the add wall

#

so it catches both sides

#

would save you some lighting to be shown elsewhere

bold flare
#

Yea one of these modern trashcans with text on it like "Papers please." or "No fear of loss!" or "GOAAALLL!!!"
Man.. They sound way better in german.

lean monolith
#

In english they just sound tacky lol

bold flare
#

Or maybe "Throw, Hit. No Miss!" Man.. That's bad.
"I'm Hungry. Feed me Garbage"

storm shell
lean monolith
#

🀣 . ded wtf man. Go get coffee, stimulate your brain a bit

outer condor
#

@storm shell looking good πŸ˜ƒ do you work together with the folks doing the Candian faction too?

vernal lynx
#

@storm shell you can retrieve the M2 from ArmA 2 files

#

sent you a PM

thin salmon
#

@vernal lynx is anyone allowed to use the arma 2 models like the ma deuce, etc?

stuck oyster
#

the ReleasedDataPackets from Arma, Arma2 and TOH all come with licenses that tell how they can be used

vernal lynx
storm shell
#

@outer condor Nope, just working by myself at the moment.
@vernal lynx thanks, i might use that as a reference. I'm probably going to make my own model.

outer condor
#

@storm shell by choice or you just arent aware of collaboration possibilities (if you dont mind asking)

storm shell
#

I'm aware, I just haven't really looked into it yet.

thin salmon
#

thankyou my darlings

oblique vapor
#

Hey there, I would like to hide a specific part of my weapon when firing (it's a bow, see the gif below)

#

Actually have this: type="hide"; source="isEmptyNoReload"; selection="arrow"; sourceAddress = "clamp"; minValue=0; maxValue=1; hideValue=-1; unhideValue=0;

#

I know this is not correct, but wanted to ask you guys what would work for that. tried hideValue=0 and unhideValue=1;

stuck oyster
#

mm hide at 1

#

usually engine animation sources go from 0 to 1

#

or from 1 to 0

oblique vapor
#

hide on 1 and unhide on 0, the arrow is still visible no matter what

stuck oyster
#

do you have other animations for the arrow?

#

you will need separate selection and bone for it

oblique vapor
#

No, only this animation, the skeleton has only the arrow as "bone"

#

When I put the hideValue on 0, it's always hidden no matter what

stuck oyster
#

isEmptyNoReload may be wrong source

oblique vapor
#

I used this one since on other weps, it's used to move the bolt backwards when the weapon is empty

#

Will check the wiki

stuck oyster
#

if it works with other weapons you must have done something different with this one

#

try to go through it step by step

oblique vapor
#

This might be due to the weapon only having 1 bullet ? I don't know

#

I have this on another weapon, which effectively animates the bolt when empty

#
            {
                type="translation";
                source="reload";
                selection="bolt";
                axis="bolt_axis";
                sourceAddress = "clamp";
                minValue = 0.5;
                maxValue = 1;
                offset0 = 0;
                offset1 = 0.5;
            };
            class bolt_empty: bolt
            {
                source="isEmptyNoReload";
                minValue=0;
                maxValue=1;
                offset0=0;
                offset1=1;
            };```
#

Used the "ammo" source instead, it's working

stuck oyster
#

you could use ammo

oblique vapor
#

πŸ˜„

stuck oyster
#

ha

#

yeah probably since its single shot the isEmpty does not work

#

with the ammo you can make him hold 3 arrows too

#

if ammo count is 3

#

M-M-M-Multishot

sturdy parcel
#

smalll update:
dep3d: garanteed that properties can be altered correctly for p3ds with no geolod
depax: small fix for pac files emanating from cwc demo
elite: revised informaton in odol header info (newer formats were partially ignored, and ofp p3ds displayed too much)
rapify: missing commas in ar[]= {one, two three, four}; now detected

enjoy

rough idol
#

@oblique vapor there is a parameter for single shot weapons which would make isEmpty working then

stuck oyster
#

ooh that cool!

royal prism
#

hi,

i have a question, is it possible to add a gps into a vehicle like a back camera?

stuck oyster
#

on to a modeled screen you mean?

#

or as ui overlay?

royal prism
#

modeled screen, that you can see it in the vehicle like the back camera

stuck oyster
#

mm I would say not very simple task

#

some of the plane mods have done something similar I think

#

but its not like real in game gps/map

#

but a animated surface that has a texture of the whole map on it

#

and its animated by scripts I believe

royal prism
#

hm

stuck oyster
#

you cant just use the in game UI GPS?

royal prism
#

what exactly do you mean?

stuck oyster
#

if you have gps in your inventory you can enable it on your view with a shortcut

#

ctrl+m I recall

royal prism
#

ah that you mean, na thats not what we want

stuck oyster
#

or something like that

#

well then Id say the above is pretty much what you can try

#

migth not be working solution for a car though

polar fiber
#

it's possible, but certainly non-trivial

native garnet
#

You just use rtt and creating a camera

#

You want a hud element or show it on the vehicle?

#

Oh wait GPS no not possible

white jay
#

I was wondering what exactly do I need to create a campaign hat

#

like what programs and where do I start

stuck oyster
#

campaign hat?