#arma3_model

1 messages · Page 118 of 1

stuck oyster
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so a hat

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you use in a campaign?

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in any case

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a hat needs a model

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that is made in <insert your choice of 3D modeling software>

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Blender is free for example

white jay
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a campaign hat, its a different name for a drill sgt hat

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I have blender and photoshop and like god knows what else

stuck oyster
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aa

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well what I was explaining works for any hat 😄

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so blender ok

white jay
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yeah I got blender

stuck oyster
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you need to make a model of course and texturing it would also be good. For general Blender use there are numerous tutorials on varying topics on internet

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then that model needs to be transferred to Arma format (P3D)

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Id suggest FHQ Blender toolbox for that (Blender addon)

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it exports directly to P3D

white jay
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yeah im basically new to anything modeling wise, its just the sgts in my unit were bugging me about it

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since our old mod a friend made for us broke like a week ago

stuck oyster
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it could very well be simple enough project to start with

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modeling I mean

white jay
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I mean it sounds simple

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to make a drill sergeant hat

stuck oyster
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the Arma 3 Samples have a example too

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for what it needs Arma wise

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model.cfg example and config.cpp example

white jay
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^ that sounds hard

stuck oyster
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not really

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with the examples you got to change a few lines to fit them for your use

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which is pretty nice for a start

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Also you will want to get the most easy to use tools and set up the development environment right the easy way.

white jay
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i just didn't know if there were other programs I needed

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besides blender

stuck oyster
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the 2 first links + the buldozer one are the most usful for you

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modeling wise Blender is enough

white jay
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texturing?

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just use photoshop?

stuck oyster
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that can be enough yes

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there are of course numerous different programs that can make it easier and faster

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and you can do some texturing even in Blender

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well a lot

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but more advanced texturing is well advanced techniques

white jay
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yeah i don't see myself doing advanced things

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until I get comfortable with this

stuck oyster
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not yet 😄 got to start simple

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ye

white jay
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I started basic with c++ and stuff and managed to make some neat stuff with that

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but I got bored with that

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and now wanna do something with modeling and just make cool stuff

stuck oyster
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👍

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thats great!

white jay
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yeah I decided to keep it simple by doing that hat that I mentioned

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because it sounds simpl

stuck oyster
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it does

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its not as simple as a barrel or a box

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because fabric can be hard to make look good

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but its also a challenging project

white jay
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surprisingly not that many mods have the hat though, thats why I wanted to make it

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and the ones that do are a bit broken too

stuck oyster
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yeah no if its useful to you then its great

white jay
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yeah its definitely something I want (for the full metal jacket jokes) and just something to have while our unit does boot camp and stuff for new privates and recruits

stuck oyster
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👌

white jay
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I'll definitely start that today, still getting my new computer sorted out.

fallen quiver
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Could anyone tell me like the perfect door height to width combination? I dont want the door to look fat, nor oversized, is there any height-width combination that balances it out very realisticly?

stuck oyster
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what kind of a door?

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front door? interior room door?

fallen quiver
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front

woeful viper
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google standard size of door...

fallen quiver
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and interior, both should be the same

stuck oyster
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well irl they rarely are

fallen quiver
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would the standard real life door size work though?

stuck oyster
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but depends really on what you are building

fallen quiver
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just a house

stuck oyster
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from Arma sample house

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front door

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looks like the interior door is the same size in the sample

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wich of course is just fine

fallen quiver
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that's a high door holy shit

stuck oyster
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2.42m?

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not really

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just a bit taller than irl door

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but it is so to make sure the arma character can pass through it

fallen quiver
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allrighty, thanks

waxen quiver
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I usually make myndoor height 2.1 metres

foggy finch
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you could also load the samples character into your scene if you want a visual aid.

fallen quiver
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Appreciate it

halcyon wren
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All my door openings for my current project are 1100mm wide and 2200mm high

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Depending on doorframe and door this goes down by 8-10cm

quick terrace
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that ^

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the average EU doors are 2100 x 900mm (HxW)

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always add a minimum of 100mm to the human size for arma

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i would say the minimum is 2100x1000mm for arma use

sturdy parcel
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as a side-note: the human frame in arma was increased in size versus ofp. This meant that buildings and structures used directly from ofp for arma1 were too small for the human to fit thru.

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for cup/cwr1,2 those buildings had to be re-modelled.

echo rain
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@halcyon wren that looks grreat

quick terrace
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but i see the seams of that brick texture 🙃

hidden bronze
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Hopefully we can avoid it not being finished like all the other ones

agile flint
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No one has made one thats why. We have lots of WIPs, I think even Pufu has a semi modelled Kiowa somewhere

foggy finch
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its his secret toy, he said so a few days ago

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😂

woeful viper
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maybe they all finished them, but they are keeping them all for their own fun.

quick terrace
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@agile flint i actually have it 99% modeled already (HP and LP meshes). i always find it difficult when i open that file to find out what that 1% rest was

halcyon wren
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Obviously that 1% is 100% of the remainder...

quick terrace
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😃 yeah

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well good luck with it

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@hidden bronze ^

hidden bronze
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It's all in the texturers hands right now. It'll be my communities first release of an aircraft from scratch in arma, so we'll see haha. The pylon configs are already giving me a headache. 🤤

quick terrace
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so that mesh is considered done from a modelling perspective?

eternal bloom
fallen quiver
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Thanks people

woeful viper
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outdated

eternal bloom
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door size is based on typical Altis house and there are all "best" heights for adjusted positions

sturdy parcel
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i'm interested and that url is helpful to everyone.

eternal bloom
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it includes a mod with the helper ready to be used

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the object is named "mesures de bâtiments" which stands for building metrics in french...

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i made this in december 2016 so i hope it's still up to date

bold flare
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@woeful viper send me updated text/images and I'll put it in ^^

sturdy parcel
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the object is named "mesures de bâtiments"
mes parents habite en territoire francais. Je comprendre un peu. 😎 Merci.

woeful viper
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and the lod page is pinned in here

bold flare
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Boring. Fixed 😄

cyan heart
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Can someone help me out with a problem? I made a 3D Model and Textured it with Substance Painter, it gave me a bunch of different texture maps: https://imgur.com/a/Uexatzc
Ingame it takes the normal map as color map and doesnt care about the rest. It's the first time I made an rvmat and I really couldn't understand a whole lot about them.
Rvmat:

ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.015,0.015,0.015,1.0};
specularPower = 50;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
    texture="kka3_portable_blitzer\data\kka3_blitzer_co.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};

class Stage2
{
    texture="kka3_portable_blitzer\data\kka3_blitzer_nohq.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};

class Stage3
{
    texture="kka3_portable_blitzer\data\kka3_blitzer_ao.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};

class Stage4
{
    texture="kka3_portable_blitzer\data\kka3_blitzer_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,1};
        pos[]={0,0,0};
    };
};
bold flare
quick terrace
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have a look over supershader RVMAT

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what you have there is completly wrong

bold flare
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Aww :/

quick terrace
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nin-ja 😃

cyan heart
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ohhh, that makes more sense. I thought the stages are just to count the textures and It would recognise the ending of the file... Thanks to both of you 😃

bold flare
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Actually the color is Stage0. But... Well. I never tried putting Stage0 into a rvmat. But I'd guess that doesn't work

quick terrace
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also you NEED to have the entire thing written down, all the stages, even if not used

cyan heart
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Thanks

foggy finch
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@cyan heart _ao should be _as otherwise texture conversion to paa will fudge

cyan heart
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where can I get the default values for the other stages from?

foggy finch
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a3/data_f/default_super.rvmat has them

bold flare
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^ Should probably be added to the Super wiki page. It has most defaults but not all in their example..
Can you PM me that file?

foggy finch
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yep sent

bold flare
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Thanks. Added them to the Super Shader wiki page

stuck oyster
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👌

halcyon wren
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Stage0 does work. 😃

bold flare
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🙈 I actually didn't even want to know 😄 Now my brain has one more Arma weirdness inside it :/

halcyon wren
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But its super logical, nothing wierd about it. 😄

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People who enjoyed this fact also enjoyed:
Did you know that Autocenter comes with three distinct states? On, Off and Undefined.
Rumors of engine programmers also persist saying that autocenter=-1 is valid.

stuck oyster
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what could -1 even do xDD

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or the undefined

bold flare
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It will invert the model inside out. So that the center is actually outside of the model /s

stuck oyster
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ah that makes sense

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thanks

white jay
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But its super logical, nothing wierd about it. - triggggggert 🙃

cyan heart
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I have another problem, I made a super awesome cheetah pattern texture for my object, I wanted to use hiddenselection because I have multiple textures now, but the part I wanted to retexture is now invisible :(
config.cpp:

class CfgVehicles 
{    
    class Static;
    class kka3_portable_blitzer_F : Static 
    {
        scope = 2;
        model = "\kka3_portable_blitzer\kka3_portable_blitzer.p3d";
        displayName = "Blitzer (Weiss)";
        faction = "Empty";
        vehicleClass = "Small_items";
        hiddenSelections[]={"blitzer"};
        hiddenSelectionTextures[] = {"\kka3_portable_blitzer\data\kka3_blitzer_co.paa"};
    };
    class ka3_portable_blitzer_grau_F: kka3_portable_blitzer_F
    {
        scope = 2;
        displayName = "Blitzer (Grau)";
        hiddenSelections[]={"blitzer"};
        hiddenSelectionTextures[] = {"\kka3_portable_blitzer\data\kka3_blitzer_blk_co.paa"};
    };
    class ka3_portable_blitzer_speedo_F: kka3_portable_blitzer_F
    {
        scope = 2;
        displayName = "Blitzer (Stealth)";
        hiddenSelections[]={"blitzer"};
        hiddenSelectionTextures[] = {"\kka3_portable_blitzer\data\kka3_blitzer_speedo_co.paa"};
    };
};```
model.cfg:

class CfgModels
{
class Default
{
sectionsInherit = "";
sections[] = {};
skeletonName = "";
};
class kka3_portable_blitzer: Default
{
sections[]=
{
"blitzer"
};
};
};```

I do have a selection inside the p3d called "blitzer"

bold flare
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Did you check your RPT for any errors with loading that texture?

cyan heart
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Yea, neither MikeroTools nor Addon Builder give me any errors

bold flare
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Yeah.. They don't if that file is corrupted or something

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check rpt ^^

cyan heart
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I used the texture files without hiddenselection (manually in O2) and they work

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So i guess it has to be my setup of hidden selections, do they work for the class "static" ?

bold flare
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Should work yeah.
Did you check RPT yet?

cyan heart
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one sec

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16:10:16: Warning: kka3_portable_blitzer\kka3_portable_blitzer.p3d:1 Section without material is in shape with ST coordinates

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What does that mean?

bold flare
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Did you leave the material empty inside the model on that selection?

cyan heart
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no

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I assigned a texture and Material to the selection

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Do I have to remove them?

bold flare
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No. I don't know that message. But I thought maybe it's just the without material part

cyan heart
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There is a selection without material, but it doesnt need a material and it shows up perfetly ingame.

bold flare
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Pkey that message literally just says you have a section without material in LOD :1 Don't know what a "ST" is. Probably doesn't matter.
Any more errors? I would expect something with the texture path.
Did you confirm that your configs look correct in the ingame config viewer?

cyan heart
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Haven't check for the config viewer, one sec.

bold flare
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My idea is maybe remove the leading \ in the hiddenSelectionTextures path. Can't look at my stuff right now on how I did it

cyan heart
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Alright, I'll try

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There seems to be something wrong in the Config Viewer, HiddenSelectionTextures is defined twice, once without a path and once with my path

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the \ didnt change anything

bold flare
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Sure that they are the same?

cyan heart
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one sec

bold flare
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Not maybe hiddenSelectionTextures vs hiddenSelectionsTextures ?

cyan heart
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That should be the issue

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I'm testing now

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Yea got it, thanks for your help. Sometimes it's the easiest things...

bold flare
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I can see the substance painter brush in there 😄 (In the screenshot in the deleted message)

cyan heart
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Lol really?

bold flare
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Yeah. I used that same brush on one of my projects too. The caution one 😄

bold flare
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https://dedmen.artstation.com/projects/anmEz There. On the backside (Only visible in the sketchfab thingy)
And yeah.. I know.. Orientation is broken. Reimported the model into painter after changing the UV. And it flipped things around and I couldn't be bothered to fix it

cyan heart
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Damn, that looks good👌I Need to learn quite some stuff in Substance...

bold flare
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Don't call my work good 🔨 It's bad!

cyan heart
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Lol

bold flare
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I guess as a maker you'll always find bad parts of things you made ._.

cyan heart
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At least better than mine, I haven't made alot of models, but when comparing my first and latest, you can see a great increase of quality :)

bold flare
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Veresion 2 🤦 duh

sturdy parcel
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Can't remember of this was raised in terrain makers or here, but here is more appropriate...

I can confirm that p3d's and wrps in DaySA use a (slightly) different file format with new tweaks. Although i can decode them they are not worth pursuing further because, for god knows what reason, the version values are the same as for Arma. This makes them impossible to determine. which is what.

foggy finch
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was terrain mikero 😃

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but yeah more relevant to here i guess

sturdy parcel
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thank you. ch+ is well covered and translation is already discussed there.

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vbs had the brains to add 1000 to all file format values so a distinction could be made, but I guess the days devs aren't paid enough to think.

foggy finch
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thanks for your time investigating them, sheds some light as to why we cant inspect the binned files with eliteness etc,. i was using that to keep tabs on any interesting stuff they added to dayz

sturdy parcel
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well there'd have to be a demand and interest in making models and maps for dayz before i pursued it further. Bis seem to be thier own worst enemy, locking out a range of tools (official or otherwise) that would or should help them.

bold flare
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maybe they'll change that when DayZ really goes into beta. Or on release.. or something. One can hope

supple tartan
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hello, im new to modding in general. so i at first started to create a character for arma then i ran into some difficulty's and me being low on time. is there a way for me to snag armas default soldiers for refference and adjustments so i can recycle some of my characters clothing and just make it as a gear set?

quick terrace
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yes

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you have A3 character sample in the samples folder (you'll need to download the samples first off steam)

vernal lynx
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@bold flare Oh I get your comment on my twitch channel earlier now 😄

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I like your wolf tho haha

supple tartan
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@quick terrace off of workshop or?

stuck oyster
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steam library - tools

stuck oyster
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there you go

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also there is a TemplateRTM folder in there with a uniform model in the "male.p3d"

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though using it is risky

quick terrace
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best bet is too get the .fbx or the .p3d from \SteamLibrary\steamapps\common\Arma 3 Samples\Addons\Test_Character_01\

wraith girder
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hey, i've got this kit bag i want to use in arma, i'm new to arma modding so i'm going to be a bit slow, i have the model (in fbx), i've used a pbr workflow for the textures

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i know arma uses a different workflow, and looking at their textures i can't make senese of them

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i guess my question is what's the equivilent of roughness and metalic maps for arma

woeful viper
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arma uses old legacy workflow of non-pbr with specular and gloss maps

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going from pbr to arma is tricky because you can't cover the full range of specularity in pbr with one texture and material. If you have glass (zero roughness) and dry dust (max roughness) in pbr you have to settle for a compromise there - it will be either too shiny for the rough areas, or not shiny enough for the smooth areas

wraith girder
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@woeful viper Thanks! i'll take a look at this

cyan heart
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Can someone tell me how to change the particle effects when I shoot my model from sand to something else?

bold flare
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put a material onto the geo/firegeo LOD

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you need a surface rvmat. You can look in Arma 3 Samples house sample for an example

cyan heart
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I do have a glass rvmat in my fire geo

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Still Sand particles

stuck oyster
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P:\a3\data_f\penetration

cyan heart
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Yea I have the glass rvmat from this path. Lemme double check

stuck oyster
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in everything in fire geo?

cyan heart
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nvm

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I just saw it......

stuck oyster
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teehee

cyan heart
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I was looking at it for 20 minutes straight and didn't see anything. Then opened the link I just sent to make sure the link works. And boom, I see it instantly

stuck oyster
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😄

bleak tangle
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Are you packing with Addon Builder? pboProject would have told you about that error while packing

stuck oyster
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@halcyon wren since you are an expert in foliage modeling in Arma would you consider 4k tree crown/branch texture horrible idea? I got a fairly large "tree" that will have some leaf like elements that could benefit from the extra pixel detail and Im thinking of adding a bunch of smaller plant/vine kind of things with polyplanes on the trunk of it to blend them better on their surroundings which would also benefit from the higher resolution. The same texture can be shared with all the variants of the tree too.

halcyon wren
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Mine are all at 2k and its already incredibly detailed. 4k should be no issue.

vapid nexus
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do i need to write autocenter 0 in just the geomentry lod or in memory also ?

quick terrace
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just geo

vapid nexus
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ok thanks

woeful viper
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hm makes me wonder... achilles heel of arma rendering seems to be alpha blending (esp. when it covers large parts of the screen - very noticeable with muzzle flash effects). Lots of grass and trees is more taxing than polygons. No idea if if blending alphas with higher resolution takes more processing power, but it would make sense to me.

supple tartan
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@stuck oyster just wondering why is using TemplateRTM folder risky?

cyan heart
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@supple tartan whats the issue? You mean those large triangles?

supple tartan
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@cyan heart yea idk what are those for nor why are there at all

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never done modding in general, and i just want to recycle some of my stuff from a character which i wanna turn into a gear set

cyan heart
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Those are proxies. Basically they are linked to other p3d's. So they have a path to them which loads ie the head etc to the model, without needing to include them in every single character model. Also the head model will be placed on the character model depending on what head you select later on ingame, so this has to work that way.

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When you open the p3d and have a look at those triangles you can see the path to what p3d's they are referring.

supple tartan
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allright i do also see multiple layers of this template

pure whale
#

BlackShadow - Today at 2:44 PM
i just want to recycle some of my stuff from a character which i wanna turn into a gear set

cyan heart
#

@supple tartan you can delete them for now and later on use the template in the samples and just paste your character in. You may have to delete a few parts like legs/foots/hands depending on if you have your own in your model. This way the proxies will be pasted as well, so you don't have to care about them.

supple tartan
#

@pure whale yea grammar warning, not english

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@cyan heart hmm allright, i was just thinking of taking the clothes of my character and just adding a arma 3 soldier and pasting the clothes onto him

pure whale
#

have you ever done rigging before?

cyan heart
#

👆

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As Mike said, there's more to it than just pasting. Naming all your stuff accordingly (rigging) and weighting it can be pain in the ass....

pure whale
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you dont "just paste something on"

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.<

supple tartan
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@pure whale i know how it works, and i have (sortha)

pure whale
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and if you already have modeled pieces to use for a character from hopefully a legit source you dont necesserally need to export it to blender, object builder has an albiet limited toolset to do such things

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unless your familiar with blender then disregard

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for simple things i almost exclusively use object builder personally

supple tartan
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@pure whale i am familiar with blender for creating in general, but never used it to make game assets.

pure whale
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then goodluck! o7

supple tartan
#

is there a tutorial for adding in clothing to arma i can follow?

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couse i dont want to bother all of you guys here all the time

pure whale
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its the same process as importing any models

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just have to rig it to the ofp2 skeleton

cyan heart
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There's a tutorial somewhere, lemme see if I can find it

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The rest is just like Mike said, similar to everything else

agile zenith
stuck oyster
#

you most likely got it on some other selection too

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all animations need their own bone and selection

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if you need more complex sequences the bones have to be chained

agile zenith
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Im pretty sure i dont use the selection anywhere else.

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There's only 2 bones defined so actually i am sure.

stuck oyster
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is it part of the door mesh too

agile zenith
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yes

stuck oyster
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or door selection

agile zenith
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the handle is part of the door selection since it has to move along with the door.

stuck oyster
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no

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that is just what I said and is wrong

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you need to chain the bones

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so that the rotation bone follows the door

agile zenith
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Can you link me a resource on how to do that ?

stuck oyster
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the source house might have something, or the tank for example has turret that rotates and the barrel component that rotates with it

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and BIKI has "how to animate a model" page

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and page for model.cfg

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the skeleton needs to bee something like ```cpp
"door","",
"handle","door"

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so that the door is a moving part

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and the handle is another moving part that is also a child part of the door

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so it moves with it

agile zenith
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Gotcha!

stuck oyster
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but its can have independent animations

agile zenith
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Ah ok, if this is the issue im going to be happy.

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Let me test it out

stuck oyster
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also the handle part must no be in the same selection as the door

agile zenith
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It works, thanks alot! Another thing is broken now but ill try to fix it alone first!

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Fixed

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lol

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Huge thanks, your a god.

sturdy parcel
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yes. he certainly is, he gives good, accurate, advice over and over again for everyone.

stuck oyster
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I got a texture bake going. had a moment to spare

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¯_(ツ)_/¯

stuck oyster
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Also thanks @halcyon wren I'll test the 2K if its enough and if not go for the 4K. The tree thing is like 20 meters tall which is why I was asking.

lusty ginkgo
#

would it be possible to animate a building's destruction?

sturdy parcel
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certainly

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you use rtm files

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a bridge eg, is the easiest to visualise where the bridge suppports are the bones

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for each frame of the rtm you move each bone to progressively different positions.
unbinarised rtm files themselves require a model.cfg describing the skeleton, so that bis binarise can binarise it.

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it's there wher things get a bit tricky, because addon breaker can only binarise human rtms. pboProject does what's needed.

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read the docs accomanying pboPro to get understanding of what goes where.

halcyon wren
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Destruction .rtms however are broken in Arma3

#

In A2 it was fine. You can easily see this problem in A3 by placing the large construction crane and destroying it.

#

They dont interpolate between keyframes.

rough idol
#

They dont interpolate between keyframes. isn't it because of simulation tick of houses?

#

I remember that if player attached some vehicle to class house then the object became extremely slugish

#

it's same thing with house falling down after destruction - movement is limited by simulation tick

halcyon wren
#

That might be it!

#

I wonder if it can be tricked by giving the object a dummy model.cfg anim that is on loop to force per-frame simulation.

stuck oyster
#

same happens if you attach a vehicle to man and then AI climbs into it

sturdy parcel
#

They dont interpolate between keyframes.

my opinion is that it's because the engine cannot handle UNbinarised rtm. In A2, it could, in A3 it can not. Addon Builder cannot or does not enable binarisation of NON ofp2_manskeletons because it has no means of passing the correct skeleton name to bis binarise. The primary difference between binarised and plain IS relative 'interpolate between keyframes'

#

if bis binarise can't binarise the rtm, it simply copies the plain jane version for packing.

#

It's a very long time since i tested bridge desturction, and I can't be certain i've actually done so for a3. But my memory does tell me, the unbinarised rtm failed, and the binarised version works. (which is why there's code in pboProject to scream it's head off if you attempt to pack a pbo with unbinned rtm, I certainly put it there for a reason)

rough idol
#

I tested crane with unbinarised rtm and it was working

#

binarised rtm on the other hand was broken

sturdy parcel
#

ouch

#

what tool did you use to binarise it? (because a3 uses a new format)

broken abyss
#

Hello guys

#

Can anyone supply me with a basic config for building destruction?

#

Or should I just strip the sample building config?

#

Which looks like a huge mess to me

sturdy parcel
#

read the messages above, because there's a discussion going on that it does and doesn't work

broken abyss
#

Allright, thanks Mikero

halcyon wren
#

I tested crane with unbinarised rtm and it was working binarised rtm on the other hand was broken

Very interesting. I'll try to repro tonight.

sturdy parcel
#

since you both work for BI how the hell do you binarise these non-ofp2_manskeletons?

halcyon wren
#

hah, I can only speak for the VBS side

sturdy parcel
#

haaaaaaaaaaaa

#

(sorry)

halcyon wren
#

We include a file called animations.cfg in the directory of the .rtm files, in there we specify the skeleton to use. Our packer handles it then accordingly.

sturdy parcel
#

ditto pboPro (similar, not same)

halcyon wren
#

Contents:

bindmodel="P:\vbs2\animals\animal_kangaroo\kangaroo_skeleton.p3d";```
sturdy parcel
#

+1

#

be aware that for BIS there are three different versions of the binarised format.

rough idol
#

in a3 it's called rtm.skeleton

#

contains only name of skeleton

halcyon wren
#

oop, located in the directory or specifically along the anim files?

sturdy parcel
#

in my case, explictly in the anim folder, nameOfRtm.cfg

rough idol
#

along the rtm file

halcyon wren
#

Aye, cool thanks. I'll give it a closer look tonight. I've got a smoke-stack destruct rtm thats missing the interpolation, and it shouldn't be a binarized anim since I dont tell it any skeleton info...

sturdy parcel
#

exactly. so in your case, unbinarised doesn't appear to work

halcyon wren
#

Let me quickly double check the unpacked .rtm 😄

sturdy parcel
#

we need @fervent steppe here. He has an animated crane. Not sure iif it migrated to a3.

halcyon wren
#

My highway bridges for Arma2 had animated destruction rtms, and they were ported to A3 via cup. Havent checked those, though 😄

#

ok, checked it. My smokestack is unbinned .rtm as expected.

sturdy parcel
#

k

#

so following the thread or trying to, you're saying the unbinned smokestack, at least does not work. Whatever tesitng i did do some time back, the binned version (of whatever damn thing i was using , the vysilac tower from memory) worked, binarised. gonna have to go swimming in my archives for notes.....

halcyon wren
#

I'll try with binned anims tonight and report back.

sturdy parcel
#

thank you.

halcyon wren
#

It seems that the opposite of

binarised rtm on the other hand was broken```
Might be true-
#

But a multitude of factors can play in here. I wouldnt be surprised if an editor-placed crane will behave entirely different than a wrp-integrated one.

sturdy parcel
#

for sure. the insidious land_xx (and simulation=)

#

but i'm picking up a difference here between destruct anims and 'crane' anims.

#

gonnna pull out the most_stred30 you did for cwr2 and try that.

halcyon wren
#

I was entirely on the subject of destruct anims. Any kind of articulation of the crane is not the topic.

sturdy parcel
#

k

halcyon wren
#

most_stred30 will likely be A1 data then.

sturdy parcel
#

revised for a2, and subsequently a3.

rough idol
halcyon wren
#

Oh...........

#

we're talking about two different things, then. 😄

#

Was the playback of the destruct anim jittery in both cases, or just in one?

sturdy parcel
#

seems so. and that is fine, it's all part of the rtm jungle.

rough idol
#

it wasn't smooth in both cases but binned one was doing some weird movements because of broken (?) skeleton

halcyon wren
#

Ahh ok. I thought the unbinned was smooth and interpolating between frames. Didn't even realize the crane had a broken skeleton when a binned rtm is used. 😄

sturdy parcel
#

this btw, is the quikc n dirty way of binarising any rtm

binarise.exe -skeleton=NameOfCkass some.rtm outputFolder

rough idol
#

no, no, there is interpolation between frames but "smoothness" of whole animation is limited by simulation tick it seems

#

I compared "default" destruction type where building is going underground and intervals are same

#

I will try later building custom exe with increased simulation tick to see if it's still case

#

but most likely it's going to happen next week

halcyon wren
#

Perhaps a change if the house is not class=house but class=housesimulated?

fervent steppe
#

I heard my name mentioned

#

Sorry for the late reply. What's up gents

sturdy parcel
#

@fervent steppe does your 'crane' work in a3, and separately, do your destruct anims (rtm) work in a3

#

I know we both worked on the rtm files, in a galaxy far away, but don't remeber the details.

fervent steppe
#

I can't get the rtms to work on the bridges. I think rtm destruction is borked in a3

#

The crane doesn't work because i classed it as a tank so I can pick stuff up with the animated crane hook 😜

#

And spin the turret around lol

#

Ah right! We did Mike haha

#

It works when viewing in bulldozer. Just not in game 😢

sturdy parcel
#

ok. current state of play appears to be as follows:

UNbinarised rtm's won't work for destruct anims, binarised ones do.
the reverse is true for animations like cranes.

fervent steppe
#

Hmm. And pboproject Binarizes when creating the pbo right. So they should work now?

sturdy parcel
#

your destruct rtms, yes (becuase i will binarise them). but it would be nice if you can confirm that.

fervent steppe
#

Hmm I'll have to try the bridges then. Because when they did destruct the animation was all wonky.

sturdy parcel
#

thanks

fervent steppe
#

Ok. I'm putting the kids to bed and I'll confirm shortly

sturdy parcel
#

don't scare them too much.

fervent steppe
#

Must read peppa pig first 😂

#

Good read for any of you fellas wanting a nice book to read 😂

sturdy parcel
#

mine is AA Milne at moment. (pooh bear has a lot to answer for)

median bough
#

i gave my 9y old nephew "the silmarillion" as a gift

#

¯_(ツ)_/¯

sturdy parcel
#

hobbit yes, unfinished silmarillion, is a big leap for a 9 y/o.

median bough
#

next will be hobbit, and then lotr. i won't spoil and screw the timeline 😄

stuck oyster
#

👍

sturdy parcel
#

+1

fervent steppe
#

hehe

median bough
#

i told him that he has to read all the books first before we watch the movies

sturdy parcel
#

en francais?

median bough
#

simarillion is quite a rock to climb, but according to my sis he's doing surprisingly fine

#

@sturdy parcel
comme s'il te plaît

#

i hope google translate didn't troll me 😄

sturdy parcel
#

my bad, i thought you were french.

fervent steppe
#

ok soooo. the the rtm sorta works...it destructs but the animation is still wonky..it doesnt match how it looks in buldozer

#

should i make a video showing animation in buldozer vs in game?

#

would that be helpful

fervent steppe
#

animation in object builder

#

same object now in a3

sturdy parcel
#

'sorta works' means binarised? versus not working at all?

fervent steppe
#

yes binarized

#

checked before and after with dertm

foggy finch
#

👀

sturdy parcel
#

thanx

fervent steppe
#

no problem

#

i assume theres still something bi needs to fix?

sturdy parcel
#

ok. so it now seems that the type of fault in binarised rtms is the same for both destruct., and crane animation, (basically, wandering all over the place). The differnce now, apart from the need to fix it, is that unbinarised does not work at all for destruct, but does, for crane.

fervent steppe
#

oh wow

sturdy parcel
#

there's nothing unusual or wrong or corrupted about the quartenions used in binarised rtm,. so the fault is purely bis decoding at the other end. THis is a bit of a surprise, since the only real difference between a2 binarised and 3 binarised is the ability to have sounds like footsteps (which bis don't use anyway)

fervent steppe
#

oh

sturdy parcel
#

i wonder if a binarised a2 rtm of that bridge would work?

#

if it does, i can change my code to produce them instead.

fervent steppe
#

hmm

#

i guess one way to find out lol

sturdy parcel
#

you could test that by simply dropping it on top of the current unbinned version and crunch the pbo.

fervent steppe
#

nope does the same weird animation

#

damn i had hope lol

halcyon wren
#

is that unbinarised does not work at all for destruct, but does, for crane.
What do you mean by "destruct" and "crane"?

#

I am sucessfully using unbinned .rtm files as destruc anims for bridges and other structures. The only issue I am having is that the playback doesn't seem to interpolate between keyframes.

#

@sturdy parcel

sturdy parcel
#

well according to milkman unbinarised doesn't work, and he may well be meaning the same fault that you do. What I'm trying to do is get something coherent with all the differeent pieces of info.

halcyon wren
#

Ah, right. 😄

sturdy parcel
#

Milkman pasted a video above of the effect of a binarsisd destruct type anim on a bridge. And I am assuming, it's the same net 'wrongness' that's been reported for cranes. (non desttuct type anims)

#

The same visual occurs when using an a2 binarised rtm, which confirms my guess that the binarised data itself is not at fault.

halcyon wren
#

It looks like the bone centers get mixed/distorted, so they rotate around wrong origins.

sturdy parcel
#

yes

#

binarised rtm uses relative changes of position from the previous frame. uunbinarised use absolute model references. Binarised uses a quartenion to store that difference, versus the standard transform matrix.

tulip beacon
#

don't know if it was mentioned already, but how many frames does your rtm have?

#

there is a limit of 15 or 30 frames can't remember exactly, above which everyithing stops working

rough idol
#

Crane anime is also destruct

sturdy parcel
#

how then is the animation done for the crane for the arm and cable? You led me to believe that the standard up down left right motions weren't working.

foggy finch
rough idol
#

There are only destruction anims for crane

#

I posted pictures of it before

foggy finch
#

milkman has a crane rigged using tank sim for the turrets, you might be confusing that with what reyhard posted yesterday

sturdy parcel
#

yep

halcyon wren
#

This is both a very interesting topic and also hilarious how there are three sub topics that get mixed up 😄

jaunty leaf
#

Nice glock and glock accessories @foggy finch

foggy finch
#

thanks

quick terrace
#

😃 seen the glock before, for the attachment, you seem to be having some small issues with the normals/bake

foggy finch
#

yeah cage skew, i fixed it and reprocessing now

quick terrace
#

what do you use for baking?

foggy finch
#

toolbag3

quick terrace
#

yeah i feel that the cage controls are meah there

foggy finch
#

compared to caging stuff in max its bliss 😄

#

i just wish it had vertice controls for the more fiddly parts

quick terrace
#

versus say actually controling a mesh, yeah

vapid nexus
#

as soon as i add my normal and speculare map it starts to look like this

#

i have checked my uvws my normal map looks okish shouldnt look like tihs atleast

#

and my model has the correct smoothing groups

quick terrace
#

can you post here both textures files @vapid nexus

polar fiber
#

not a triangulation error?

#

and some of those black edge seams do look like the smoothing groups don't match the bake to be honest

vapid nexus
#

i checked my smoothing groups in max and they black edge seems dosn't show anywhere there

#

and Pufu will make an image hold on

quick terrace
#

try previewing that normals map in some ofter software applied to the mesh (ie - 3ds max)
did you triangtulate things before baking that normals?

vapid nexus
#

i did not

#

i used substance painter to bake it with though

quick terrace
#

always triangulate before baking normals

#

does substance painter shows that area as it should?

vapid nexus
#

yep

#

this is inside sub

quick terrace
#

can you check in OB that that part of the sights is hard edges and not smooth

#

like it look from that ingame image

#

in any case, there are several baking errors around these parts

vapid nexus
#

yea i see it in OB

#

thats wierd i don

#

don't see it in 3dmax

#

but in ob i do

#

so that means when i exported it

#

it didn't export my smoothing groups

#

and i exported it as an FBX

quick terrace
#

try and to avoid FBX when/if possible

#

if you are using max, try exporting via the scripted exporter as bitxt

vapid nexus
#

oki

#

i wil try that many thanks

cinder pivot
#

@quick terrace I thought fbx was the goto to export into OB?

polar fiber
#

.fbx 2014 works fine for me so long as it's triangulated before exporting and doesn't have extra UV sets

quick terrace
#

^^ that

vapid nexus
#

i use 2016

#

😦

#

at least i think its 2016 as i have 3dmax 2016

cinder pivot
#

I guess I don’t know which I use as I export fbx from blender

quick terrace
#

FBX fucks up really bad if you wanna export smoothing groups and multiple UV sets

cinder pivot
#

¯_(ツ)_/¯

quick terrace
#

if triangulated and one sigle UV set, should work ok, but i am never sure about it

#

so for max users, you can always go via bitxt route, never had any sort of issues with it

vapid nexus
#

bitxt isnt that for blender ?

quick terrace
#

bi txt is a text file

#

there is a script for max that comes with the tools that allow you to export from max as bitxt (it only exports selected meshes)

bold flare
#

We'll.. that's certainly good to know... Wish I had known that sooner XD

#

But where is it?
Seems to be the same as with the shader definitions for my material editor. I'm missing files in my Arma 3 Tools and don't know where to get them from :/

quick terrace
#

i think it is called VM_s-P3D_Export.mcr

#

under, for whatever reason
\SteamLibrary\steamapps\common\Arma 3 Samples\Addons\Test_Character_01\

bold flare
#

Ah in samples not in tools 🙈
Deleted samples last week to make room for a game 😄

#

Do you know anything about the file the Material Editor uses to find what shaders exist? I seem to not have that

quick terrace
#

no idea, it's been a long time i used the oxygen material editor

pure whale
#

I exclusively import as an obj and I've never had issues with objs

bold flare
#

I've been using fbx so far

pure whale
#

fbx on the other hand has been annoying every time for me

polar fiber
#

I always lose smoothing with .obj

halcyon wren
#

no issues with FBX on my side.

#

Carries over eveything, including skinning

bold flare
#

only gripe I have is that I cannot export my material paths in the fbx and that I always have to reassign everything in OB based on selections

pure whale
#

let me specify, purchasing assets I always have issues importing ranging from this and that, and without the correct settings I have issues exporting to fbx from ob, when I use obj I have very few issues importing & exporting so I just stick with it, whenever I export as an fbx I also have issues with scaling, I'm not sure if it's just me that's the issue or what, but importing objs I never have scale issues, when I was opening arma 2 buildings I used objs and it worked great

quick terrace
#

@halcyon wren does that covers exporting say, structures that require 2 UV sets/

#

@bold flare pfff, i never actually even bother trying to export paths. i always find it easier to do that in O2 anyways

halcyon wren
#

yes, two UVs work fine for me

quick terrace
#

and keeps smooth groups as well

#

from what software?

fervent steppe
#

So I guess the verdict is...until bi fixes rtm destruction were out of luck?

halcyon wren
#

Blender. Smoothing groups I preserve by splitting endges

sudden chasm
#

The Arma Licensed Data Pack doesn't have unbinerized vegetation models for arma 2 does it.....

#

Oh nvm. its hidden in a folder called map objects. my bad

pure whale
#

lol

#

all small objects are not in structures or buildings for arma 2

vapid nexus
#

Pufu that exporter you linked worked like a charm many thanks fixed all my problems

foggy finch
#

I dont think FBX issues are related to any fault in the file format, its more to do with the import stage into OB,. I can load the same FBX in a variety of software/renderers/engines and all is fine, occasionally when I load an FBX into OB the normals will be buggered post import., yet same file fine in other apps.

quick terrace
#

it is 100% relates to the importer, i can replicate it each single time . trie fbx version from 2006 to 2018

foggy finch
#

yee, makes me rage everytime it happens 😃

bold flare
#

┬─┬ ノ( ゜-゜ノ)

white jay
sudden schooner
#

Planned enterable?

#

Looks good so far.

sacred grail
#

Don't suppose anyone could recommend a good way to make some passive income with my modelling skills? Don't need a lot. Just enough so that I can free up some more time to dedicate to making mods.

bold flare
#

I did some work before on freelancer websites. Was programming work though but I'm sure there is some modelling stuff too. But the "market" is flooded with Indian/Taiwanese people who take any work they can get and atleast 2 years ago it was kinda hard to get anything at all although there are hundreds of offers.
But maybe worth a try

sacred grail
#

yeah i have looked around on cg trader etc but it seems like for everyone looking for a job there are 20 people applying. Plus a lot of the job posting seem like 10 year olds asking for work for their dream game that they can't actually fund.

stuck oyster
#

put assets on UE / Unity store

#

could work

#

been meaning to do some myself but dont want to share my own projects stuff

sacred grail
#

yeah that's what i'm thinking seems to be the best option so far

stuck oyster
#

would have to make some more generic stuff for such effort

sacred grail
#

It's just trying to find something that people will actually wan't to buy

#

it's all well and good making "Survival prop pack no. 342" but people will probably buy one of the other 40,000 survival prop packs lol

stuck oyster
#

yeah theres a lot of competition

cinder pivot
#

People always will need props/structures/vehicles so something along there might be good

#

Game ready + textured/uv’d could be a selling point

sacred grail
#

Yeah, Thinking getting in on the modular building (rust style) type deal might be decent

cinder pivot
#

Or just the model so they can do that

bold flare
#

My Idea would also be buildings. Can easily expand it later with more buildings that fit together

sacred grail
#

yeah

bold flare
#

Just game ready. Without furnature. Enterable.

cinder pivot
#

^ buildings, build that into a building pack then a pack + props to make a scene

bold flare
#

😄 Yeah. Props that fit perfectly into your buildings. Like a furnace that perfectly fit's into a corner in some of your buildings to make sure people buy both

#

Everyone is starting out with little props I'd say. With buildings there's alot less competition.

terse sparrow
#

Hello. I have a building with 1 texture and 2 rvmats (one for the windows and one for the rest).
The thing is that if the texture is in .tga then the model have 2 sections but if I change it to .paa, the model now have 205 sections.
Why is this happening?

pure whale
#

tgas should automatically be converted on loading buldozer no?

stuck oyster
#

check what these are

terse sparrow
#

I saw it too

#

205 sections

#

with .paa texture

#

but why?

#

Maybe a display bug?

#

Oh i think i have the answer

#

All my mesh was 1 group of polygons

#

I splited it into 2 groups, now i have 2 sections with the .paa

quick terrace
#

did you export that mesh using some community exporter

white jay
bold flare
#

well as long as you are fine to not have collision/roadway.. Not very.

white jay
#

Collision as far as waking on it? As long at objects wont phase through the walls I'll be happy with it. If it can't be walked on, it's no biggie.

bold flare
#

yeah. Collision LOD has a maximum size that, that thing sure exceeds unless you cut it up into smaller pieces

white jay
#

If objects can phase through it then I'll just block the entire structure off with a fence or a wall of some sort.

#

Ah ok, I may look into it in the future, getting it textured is my main concern atm.

#

I'm assuming this will be the largest structure in arma to date lol.

foggy finch
#

you have 50m in each direction from 0,0,0 coordinate for geo lod(collision) and ~35m from 0,0,0 for roadway lod,.

#

nah its small 😉

white jay
#

So in theory if i took all the faces that make up walkable surfaces, and broke them up into 50m areas, I could reassemble them to have that mesh walkable? If that's something that can be done then I may end up making those sections it's own object with snap points or something so I can assemble it in BD

bold flare
#

Yeah that's possible. That's what all the really large buildings in Arma do.

#

But you have to be very precise/careful at the seams otherwise people might fall through or bug around or get stuck

white jay
#

I'll keep that in mind, appreciate the replies.

foggy finch
#

you might find it easier to split the outside areas into seperate objects bearing in mind the limits ^^, same with main structure

#

that entire thing is made from 3 sections.

white jay
#

So you basically make 3 meshes on the entire object and apply snap points to them somehow for reassembly?

#

from the entire object*

#

After all the collision has been applied im assuming

foggy finch
#

i have the corner pieces, the center section and another section used to connect those, all in all it is only 3 objects used many times

#

i had to split due to lod limitations, which i planned from the start

#

all aligned using snap points

white jay
#

makes sense, so my next question is figuring out how to split this building up since the geometry is already completed.

foggy finch
#

if its fairly symmetrical inside it shouldnt be too hard 😃

white jay
#

i'll have to look into it, I'm guessing I'll have to use seams and find the best points on contact to split it

#

Yeah, It's pretty much all triangulated.

foggy finch
#

yeah its much easier when you plan large buildings to be split from the start

#

my only gripe with snap points is they only work on horizontal planes and not vertical, but something is better than nothing 😃

white jay
#

Oh man, I'll have that to look forward to aswell I guess. I'm modeling an entire downtown of real world buildings, should be fun putting them together then, lol.

foggy finch
#

plus if your using the same objects a bunch to make 1 stucture like that stadium, its less modeling overall

#

are you using multi-mats?

#

if not, you should be 😃

white jay
#

Not yet, right now I'm still in the process of all the geometry in blender

foggy finch
#

it might be worth making a test object or two to figure out multi-mats with when your at the texturing stage

#

there is a guide on the biki

foggy finch
bold flare
#

What do people use to make sure distances in a model are correct? I always create a temporary placeholder box with the measurements I want and just put that next to the part that has to be correct.
For example a picatinny rail mount.
Is there a better way?

polar fiber
#

Yeah, I do bounding boxes

#

Pic rails can be useful for measuring things because they have standardised dimensions

#

I have a template model of one that I use for a bunch of stuff

foggy finch
#

same, modeled one once, pretty much that as a universal template, adjusting its length when required

#

i'll pm you some refs for em

quick terrace
#

yeah, i find it is way easier to model stuff that have ris rails, because the dimensions are standard

#

i used to model stuff using background images, i hardly do that anymore, bar the starting point, when i box some things out

#

i do try and find as much referances in terms of scale and shit before i even start modelling (cad data, diagrams etc)

#

i sort of eyeball the rest

bold flare
harsh minnow
#

probably a dumb question but here it goes, is it possible for people to extract textures I used if I upload something to the workshop

hexed fulcrum
#

if the .pbo its not protected it can be unpacked.. in case of textures they can be opened with TexView2 and its possible to save the already compressed version of the texture with a common format

harsh minnow
#

how can I protect it? I assume it is a separate program or option

hexed fulcrum
#

for textures you have to "obfuscate" the entire .pbo mikero tools have that option (subscribers version only)

harsh minnow
#

👍

bold flare
#

Yes they can extract it. No you cannot protect it from being taken out. You can fool amateurs. But if people really wanna steal you stuff then they can

pure whale
#

bayonet needs an alternate fire mode like breaking point "melee" on guns xD

bold flare
#

I'm sure RHS guys will be happy to add a bayonet firemode with animation to their sniper rifles.. Right PuFu?

pure whale
#

maybe a custom bayonet charge animation like in the new call of duty 😄

twin urchin
#

you did a mistake , you should have done the shooting knife from Russia

pure whale
#

yess

foggy finch
#

pfft wont beat tacticool knife 😛

bold flare
#

Mine's bigger tho 😏

foggy finch
#

yeah but useless for opening tactical bacon, too slim and pointy 😉

#

more renders there for the poly fiends 😃

twin urchin
#

those smoothing groups makes me sad , those in arma ingame

bold flare
#

How does one place side rail attachments in OB? I tried putting the picatinny center at 0,0,0 but it's floating next to the model about a cm up and 2cm away to the side. Do I just need to guesstimate the position?
Deleting the Arma samples was the worst idea ever 😄
Nvm.. wasn't. Arma samples only has a bipod attachment which is indeed placed at 0,0,0

foggy finch
#

no its done via proxy

#

so the weapon has to be configured for it

#

and with the config rigged to accept the attachment in the appropriate slot, which would be pointer

bold flare
#

I'm making a new attachment for weapons that already support side attachments

#

Already got the attachment on the weapon and at the "right" attachment point. It's just a couple cm next to where it should be.
Other 3rd party attachments work fine on that model

pure whale
#

for a picantinny rail the general rule of thumb is to stick the proxy at the base of the groves that hold the attachment, if the attachment in question was positioned "correctly" it will sit fairly well on the gun

foggy finch
#

adjust its position in ob then 😃

pure whale
#

idk

bold flare
#

Again. Attachment side. Not weapon side

#

The weapon is correct

pure whale
#

o

bold flare
#

I moved it 1cm down and 2 to the side. Now it's horizontally centered over the barrel. But hovering even higher above the weapon 😄

pure whale
#

well the center of the proxy should be the center of the attachment p3d xd

#

need pic lost u lol

polar fiber
#

side attachments are in some really stupid place

foggy finch
#

yeah

#

i might have a sample model i can throw you @bold flare

bold flare
polar fiber
#

That has verts positioned where the rail slot is on the BIS side rail attachment

twin urchin
#

most of the guys forgot , you can actually see the A3 models inside the OB

#

that way you can easily place those proxies

bold flare
#

Agaaaaain.. Not making a weapon

twin urchin
#

then load attachment and place it like it

bold flare
#

like what though. That is the problem ^^

twin urchin
#

well you can load any attachment to see if its same location but its only via buldozer ofc

bold flare
#

Ahh now I understand.

#

Yeah. That would atleast be less work than restarting Arma everytime 😄

twin urchin
#

load it via proxy and keep it the middle and then modify your model position , thats it

bold flare
#

Why did they get all the other attachments done correctly. But only mess up side attachments (╯°□°)╯︵ ┻━┻

quick terrace
#

because of the convulted way the entire attachment system is designed?

twin urchin
#

crappy system

polar fiber
#

It's like they intended the side rail proxy to be along the middle of the weapon too

#

but then that only fits one weapon

#

also it's the only proxy that's usually upside down

#

so I imagine they also intended them to be on the left side of the A3 weapons at some point

bold flare
woeful viper
#

i think he should mount the knife on top of the scopes rail

#

better for aimed stabs

olive quiver
polar fiber
#

need to apply scale, rotation and transformation before you export

formal vapor
#

@twin urchin Why do the smoothing groups make you sad?

olive quiver
#

rip, thought it would take it from the selection

lusty ginkgo
#

do classes with the named property class = land_decal work with external configuration?

sturdy parcel
#

they are 'valid' in the p3d, but whether they also generate a land_xx x class (for wrps) i am not sure but doubt it.

#

and what do you mean 'external config' ?

lusty ginkgo
#

the land class

sturdy parcel
#

i doubt it since it isn't animated. (afaik)

#

you can always check this yourself by writing a land class in same config as your wrp, and seeing via Eliteness whether it was baked into the wrp too. (only specific geolod class= trigger the search for land_xx (and consequent bake), not, the fact you have a config class for a land_pink_elephant).

#

there's no hard and fast rule about which classes cause the trigger because bis add another one when it suits them.

foggy finch
#

you can give them a class/config to manipulate in the editor, outside of them being basically a road based planar object I do not know, would need more info from BI

sturdy parcel
#

yes, that too, and calling them land_decal_blah causes no issues either.

#

BUT, it will probably be ignored by bis binarise as irrelevant for a wrp.

foggy finch
#

I would not class anything land_xx that doesn't explicitly require it to function though, it would be un-neccessary.

sturdy parcel
#

yes, plus it's misleading, plus you can only ever have one single land_nameofP3d in the game.

foggy finch
#

but since the decals are baked with a land_decal class, which is a special class recognised by the engine most likely for rendering/drawing reasons

sturdy parcel
#

example please (some\a3\config.cpp)

foggy finch
#

only thing on the biki states object type for LandDecal is that page

#

they do draw in in the same fashion as shapefile based roads

sturdy parcel
#

I don't mean to be argumentative, but that doesn't indicate a class in a config.cpp

foggy finch
#

land_decal is baked in class named property in p3d

sturdy parcel
#

ah sorry sorry, misread.

foggy finch
#

np

#

BI have their runway models setup with land_decal class,. I dont know when those changed to that as they used to be road classes.

#

roads_f/runway/runway_main_F.p3d for example

sturdy parcel
#

interesting stuff, and undoubtedly useful if you write scripts to taxi a plane

foggy finch
#

but the reason for the switch it most likely due to being optimisations for rendering and general optimisations

#

as road classes have extra baggage

lusty ginkgo
#

are surface decal models performance heavy?

foggy finch
#

I wouldnt say so, they are more simple than a road

lusty ginkgo
#

time to put decals EVERYWHERE

olive quiver
#

has anyone come across this line pboproject?
""C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:
for whatever reason, binarize.exe is crashing when trying to pack a vehicle ive slapped together

bold flare
#

where does the vehicle come from? the p3d most notably?

olive quiver
#

my own build other than a seat and front sprockets for tracks

bold flare
#

Had a guy yesterday who's binarize was crashing because he wanted to pack ripped DayZ p3d's ^^

olive quiver
#

lol nah nothing silly like that

bold flare
#

does binarize log anything if you run that command line manually?

#

I think binarize has a RPT too? Somewhere

olive quiver
#

not sure how to do that, rather new to this sort of thing, cant see any logs from binarize

bold flare
#

Windows+R -> CMD

#

then copy the command and paste with right click

#

"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ that. With the quotes

#

no wait..

#

I think the input file for it is missing in there

olive quiver
#

oh yeah didnt copy the entire line

bold flare
#

but yeah. Paste the entire line. And it might tell you stuff in the console

olive quiver
#

that worked, failed but might be more usefull, cfgvehicles, cfgammo and cfgnonaivehicles is missing apparently

merry gorge
olive quiver
#

err thats not right, cfgvehicles is definatly there

bold flare
#

what exactly does the error say?

olive quiver
#

C:\Users\Diesel>"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Bina
rize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ lpr\ta
nk platform p:\temp\lpr\tank platform"
19:54:32: Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle
creation
19:54:32: Warning: CfgAmmo missing in PreloadConfig - may slow down vehicle crea
tion
19:54:32: Warning: CfgNonAIVehicles missing in PreloadConfig - may slow down veh
icle creation

bold flare
#

PreloadConfig not config.
But no actual error in there. just warnings

olive quiver
#

its got me lost haha

sturdy parcel
#

binarize.exe is crashing when trying to pack a vehicle
there are a legion of reasons binarise can crash, and nothing much can help you because binarise, having crashed, can't report what the error is that caused it.

the most common crash encouterered (so far) has been mass (weights) are wrong or wrongly distributed in the geolod. so you might start there, but, sad to say there are other causes only a little less frequent than that.

#

the only good news for you is that it looks very like you are actually using pboProject to invoke binarise, and if so, it has already checked and eliminated a very large range of above faults from happening.

#

it should also go without saying that if you attempt to binarise an already binarised p3d, bis binarise will crash for that reason too. (but pboPro won't let you do that)

olive quiver
#

no, can confirm theres nothing been ripped or is already binarized, could verywell be geo mass weight as i really didnt put any effort into that eg. selected all verticies and applied a total mass 😛 probably the cause of the issue

sturdy parcel
#

It's the general case. I think you appreciate it's not posssible to be any more specific than that (without someone looking at your mlod)

wispy orchid
#

you can move all the lods but res lod to edit lods and enable them one after each other again to see where it crashes (or if it crashes already on the res lod)

sturdy parcel
#

yep. good workflow that, it's the 'halve an halve again' rule made easy

#

only lod he can't hide (that i'm aware of) is the all important geolod

bold flare
#

@olive quiver Warning: CfgVehicles missing in PreloadConfig - may slow down vehicle creation could be an error with the config.cpp/bin that binarize has in it's directory. Just stumbled over that by accident.
Might aswell be normal for the default Arma 3 Tools distribution though.

outer condor
#

@bold flare thats normal BI tools spam

bold flare
#

That's because it's PreloadConfig is missing the CfgVehicles = "fastFind" entry. I think binarize.exe loads a config.bin from it's own directory doesn't it?

olive quiver
#

ok, cheers. will give all this a go shortly

outer condor
#

@bold flare it loads from p:\bin\config.cpp

tough sinew
#

Hello! I have a question abour Sections, I have a model with 99 sections and none of my textures are duplicated... Is that ok?

woeful viper
#

no

tough sinew
#

😮

quick terrace
#

LOL 99 problems

ebon abyss
#

I got 99 problems but arma3life ain't one!

outer condor
median bough
#

99 problems, one solved, 165 problems
#JustArmaThings

twin urchin
#

some guy has over 3000 sections and doesnt care 😛

strong plaza
#

how the hell do you even get that many sections?

atomic path
#

Hey boys, I've got this issue:
My static MG is moving properly, but the memorypoint's don't move at all, therefore the weapon moves but the bullets fire allways straight forward.
Here's my model.cfg: https://pastebin.com/SGA8cy0R

I've checked countless times my usti hlavne and konec hlavne memory points ARE assigned the gun weight: OtocVez

rough idol
#

Věž = turret

#

Hlaveň = barrel

stuck oyster
#

are those points rightly assigned in the config?

atomic path
#

here's cfgVehicles

#

the issue is: that weapon does not follow standard "turret - horizontal", "gun - vertical" rules, it's the other way round

#

therefore the naming might seem odd

tough sinew
#

@outer condor I dont have duplicated textures :S

#

I know how to reduce them

stuck oyster
#

@atomic path I think you may need a memoryPointGun = "machinegun";

#

in the turret config

#

as your gun is bullet type

atomic path
#

allright, let's try

stuck oyster
#

and a memorypoint for it too

atomic path
#

yeah, it's there

#

nope, doesn't work

stuck oyster
#

are the memorypoints in many animated named selections?

atomic path
#

one

#

Some of them are in more than one though

#

but the usti hlavne and konec hlavne are in only one animated selection

#

should the autocenter=0 be in memory?

#

The eye and eye_look memorypoints are moving properly

#

also looks like the turret setting for max and min elevation/rotation is not working

#

the elevation limit works, don't mind that

stuck oyster
#

no autcenter 0 is geometry lod named property

#

each verticle should have only 1 animated selection so that sounds to be correct

#

any reason you are not using the default turret animationsource names?

#

you might need the custom ones declared in the class animationSources

#

mainGun, mainTurret they are I think

atomic path
#

yeah, but wouldn't it being wrong also cause the weapon not to move?

#

scince the weapon is moving correctly

stuck oyster
#

true

#

and you had autocenter 0 in the geometry lod?

atomic path
#

the reason why I re-define all of this is basically weapon using vertical first and then horizontal, opposite than any tank

#

yes

#

at this point I have it in every LOD

stuck oyster
#

😄 dont do that xD

#

but I think I spotted the problem

#

you got isdiscrete = 0 in model.cfg skeleton class

atomic path
#

yeah

stuck oyster
#

vehicles need it 1

#

or so I recall anyway x9

atomic path
#

we'll see

#

I need it scince the weapon is belt-fed

stuck oyster
#

well try if its that

#

and yeah making the belt nice with isdiscrete 1 is pain in the ass

atomic path
#

nope, didn't help

stuck oyster
#

alright you can revert that x9

#

is the gun facing right way?

atomic path
#

yeah, it's firing to the front of the gun

stuck oyster
#

ah yeah you said that earlier

atomic path
#

okay, do I need bot view-gunner and view-pilot?

#

view geo, fire geo?

stuck oyster
#

no I dont think those are necessary in this

#

do you have mixed uppercase lowercase selection names?

#

or all they all 100% same in config.cpp, model.cfg and the p3d

atomic path
#

I'll make sure to fix that

#

but again

#

I think it would cause the weapon not to move at all

stuck oyster
#

possibly, or if the gun memorypoints dont match

#

that might be an issue

atomic path
#

fixed, packing

#

if that was the case

#

I'm gonna blow up BI

stuck oyster
#

ooo I know!!!

#

you have spaces in your memorypoint names

#

usti hlavne

#

not usti_hlavne

#

Im pretty sure Arma does not like spaces much

#

or scratch that apparently thats legit

#

just looking at sample tank config

atomic path
#

I literally have a note written to myself: "usti hlavne" not "usti_hlavne"

stuck oyster
#

xD

atomic path
#

scince I had this problem long ago and spent so much time looking for that mistake

stuck oyster
#

I dont personally use spaces in anything

#

just so I dont mismatch them

atomic path
#

not working still

#

also from 3rd person the view doesn't follow the weapon

#

but when aimed it does

stuck oyster
#

do you have these memoryPointGunnerOutOptics = "commanderview"; memoryPointGunnerOptics= "commanderview";

atomic path
#

nope

stuck oyster
#

any view memorypoints?

atomic path
#

pos_gunner, pos_gunner_dir, eye, eye_look

#

and gunnerview

stuck oyster
#

not in config though?

#

oh wait I have it here xD

atomic path
#

I do believe those are inherited

#

the eye and eye_look work perfectly

stuck oyster
#

alright

#

oh

#

you had that autocenter named property right!

#

actually now that I checked out my stuff I dont have it

#

so remove it

atomic path
#

from where?

stuck oyster
#

well everywhere youve put it xD

#

geometry lod is where it should be if needed

#

but its coming back to me now

#

vehicles dont need it

#

buildings do

#

and static turret is more like a vehicle I think

atomic path
#

I have even more interesting issue:
I've created a weapon, one amongst many in certain addon
pboproject crunches it all fine, no errors or warnings in binlog
problem appears in the game: when selecting weapon I get the message "cannot open <path to file>.p3d
more interesting facts: my friends can use this weapon packed from the same files by them
When using .pbo created by their pboproject it doesn't work for me
All weapons crunched together with this one work just fine

#

also, I can fire the weapon, it plays weapon's sound and shows proper names on HUD, but the memoryLODs don't work and the weapon is invisible

bold flare
#

-filePatching enabled? And a config with a different path in your arma directory?

atomic path
#

if the path was wrong it wouldn't crunch and it wouldn't work at my friends

bold flare
#

It would

#

and yes it would

#

that's why I said filePatching.

sturdy parcel
#

you don't have the 'correct' pbo installed in the game.

bold flare
#

If you have filePatching enabled. And it finds a config under the same path as in your pbo. It will use the one it finds in your game directory instead of the one in the pbo.
And if that config has a wrong path...

sturdy parcel
#

presumably this p3d comes from a commity addon. the one extracted on your p drive is correct. the pbo used in the game, is not.

atomic path
#

I'll launch the game with filePatching

bold flare
#

Why? If it's the problem I'm thinking of you need to start without.

atomic path
#

never had it on

sturdy parcel
#

well you can very easlity see if that p3d exists in the pbo by using elitentess.

bold flare
#

Good. Then it's not that. That's why I asked -filePatching enabled?

atomic path
#

that's exactly what i did Mikero, extracted the pbo

#

the M91.p3d is there

sturdy parcel
#

k

atomic path
#

I even opened it via ODOLconverter

bold flare
#

what does the ingame config viewer say?

atomic path
#

the LODS and all is there

#

ingame config viewer leads to the correct path

bold flare
#

is the path where it says "Not found" a different path? or the correct one?

sturdy parcel
#

what is, the 'correct' path please

atomic path
#

the same path it leads to in "cannot open p3d"

#

and the same path where the file is

bold flare
#

Dude.

#

The path please

sturdy parcel
#

what\is\the\correct\path

bold flare
#

copy-paste at best. People tend to fix their issues accidentally by typing off something different than what they have

atomic path
#

19:46:49 Warning Message: Cannot open object north\nf_weapons\fin\m91\m91.p3d

sturdy parcel
#

what the hell is ODOLconvertor ?

bold flare
#

T_D's debinarizer

atomic path
#

it's free debinarising site where you get the resLODs dissorted to prevent stealing them

sturdy parcel
#

k

#

ah, yes, tim dittmar

bold flare
#

All my model paths start with a leading \
Yours doesn't

atomic path
#

yeah, I've tried both

bold flare
#

Wait nvm. Forgot an arma bug 😄

atomic path
#

they both work

#

I mean with and without a slash

bold flare
#

can you send me the pbo?

sturdy parcel
#

yes. leading slash is inferred for ALL file references except picture=

#

(can't ask bis to be consistent)

atomic path
#

just like leading p: in OB or slash in rvmat file

sturdy parcel
#

ouch, that was a low blow <grin>

#

there's a bug in obejct builder which 'allows' a drive:\ specifier. which is completely illegal

#

anyway, that's not helping much. i asked you for \the\exact\file because people often extract incorrectly

#

can't help further, i'll shut up, and leave it to the gurus in here.

atomic path
#

wait didn't I post it earlier?

sturdy parcel
#

yes, all good, and it looks fine.

bold flare
#

My guess is pboprefix. That's why I asked for the pbo 10 minutes ago.. But apparently I'm just being ignored as my advice is not wanted here.

atomic path
#

chillout dude, the pbo is almost 100mb

bold flare
#

and you are sure you have 100% the same pbo as your friends?
And also don't maybe have the pbo twice in two slightly different versions?

forest harbor
#

(omg i am actually importing one of my buildings into arma 3.)

bold flare
#

Do the other weapons work? Is that the only one that doesn't?

atomic path
#

Dedmen, you've found the issue

#

I had an old version of a weapon I was inheriting from

#

so it inherited the class of an old weapon

#

while my friends didn't have that pbo

#

great shot man

sturdy parcel
#

+1

bold flare
#

sometimes you hit the jackpot when throwing stones in the dark

#

but other times you hit someones window

atomic path
#

thankfully it's arma modding community so everyone live in windowless cellars

sturdy parcel
#

i live under a rock, like most other woodlice and pests

woeful viper
#

lies... his obsession with goats proves that he is a louce specialized in goats...

sturdy parcel
#

only the pretty ones.

#

and my obsession with goats has proven to be effective, to get anything to work with arma.

#

(but most people don't perform the cermony properly)

#

it's the bit where they have to stand on tip toe, singing a nursery rhyme, while waving chicken feet above their head that always let's them down)

icy roost
#

It's most noticeable on the stock.

eternal bloom
#

maybe by decreasing specular power

#

link edited

icy roost
#

I've tried it already.

stuck oyster
#

have you flipped the normalmap green channel?

icy roost
#

No?

#

The normals are from A2.

stuck oyster
#

ah those should be ok

#

you could fiddle with the fresnel value

icy roost
#

Is there a specific shader or render flag I need to use?

stuck oyster
#

compare to Arma3 equivlents

#

for what?

#

I assume you got supershader in use

#

if its from A2

icy roost
#

The RVMAT.

#

I do.

#
class StageTI
{
    texture = "a3\weapons_f_rus\rifles\ak107\data\ak107_f_1_ti_ca.paa";
};
ambient[] = {1,1,1,1};
diffuse[] = {0.7,0.7,0.7,1};
forcedDiffuse[] = {0,0,0,1};
emmisive[] = {0,0,0,0};
specular[] = {0.152,0.152,0.152,1};
specularPower = 120;
PixelShaderID = Super;
VertexShaderID = Super;
class Stage1
{
    texture = "a3\weapons_f_rus\rifles\ak107\data\ak107_f_1_nohq.paa";
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = #(argb,8,8,3)color(0.5,0.5,0.5,0.5,DT);
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage3
{
    texture = #(argb,8,8,3)color(0,0,0,0,MC);
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage4
{
    texture = "a3\weapons_f_rus\rifles\ak107\data\ak107_f_1_as.paa";
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage5
{
    texture = "a3\weapons_f_rus\rifles\ak107\data\ak107_f_1_smdi.paa";
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage6
{
    texture = #(ai,64,64,1)fresnel(5.4,1.4);
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage7
{
    texture = "a3\data_f\env_land_ca.paa";
    uvSource = tex;
    class uvTransform
    {
        aside[] = {1,0,0};
        up[] = {0,1,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
stuck oyster
#

MM ok so why do you have A3\RUS folder?

#

Im suspecting this is going wrong on multiple levels now

icy roost
#

Nah I have all that set up already. Like, that part works fine, trust me.

stuck oyster
#

NO

#

you dont put anything in the A3 folder

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never

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thats for A3 data

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you own stuff you put in your own folder

icy roost
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It's in documents.

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In its own folder.

stuck oyster
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its too hot to argue with you

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youre doing it wrong.

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end of story

icy roost
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I mean, no? That's not the issue. The issue is that the normals aren't rendering correctly.

stuck oyster
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no its not the issue

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but for fucks sake dont put your own shit under A3 folder

icy roost
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That's not A issue either.

stuck oyster
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alright good luck

quick terrace
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no one will even try and debug what it is wrong with it (seems like a SMDI and NOHQ issue) if you are not have your setup correctly

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because it might simply be a complete waste of time

icy roost
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The setup's fine.

quick terrace
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lol

icy roost
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This addon is already on the workshop and it works FINE.