#arma3_model

1 messages ยท Page 119 of 1

quick terrace
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ok, whatever dude

sturdy parcel
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a3 and ca are reserved folders for bis. Arma3p, just as an example, will wipe out the entire a3 folder when the user needs to update and extract a fresh set of arma3 pbos. I am fairy sure, not certasin, than bis would do similar.

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to make it even clearer to you , what do you think would happen if anotehr user decided to put HIS data in a subfolder of a3\RUS ?

icy roost
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That's irrelevant. I'd appreciate if y'all could actually stick to the original issue.

quick terrace
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it isn't irelevant, and i answer why anyone who has some sense wouldn't even bother
[1:21 PM] PuFu: because it might simply be a complete waste of time

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just because it works it doesn't mean that
[1:22 PM] Night515: The setup's fine.

sturdy parcel
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I guess he'll just have to learn the hard way.

foggy finch
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๐Ÿ‘€

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๐Ÿƒ

ebon abyss
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@icy roost pastebin

icy roost
muted prairie
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Quick question, when assigning textures to faces in OB, is it fine to assign them by their absolute path in my P drive, a-la "P:\tagfolder\projectfolder\data\blabla\blablabla_co.paa", or do I need to ditch the P drive in the path

sturdy parcel
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there is no such thing as a drive:\ in the arma filesystem

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the game would not know eg, what a P:\ was

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there IS a mistake in object builder in that it will 'allow' you to specifiy a drive:\ but, it's illegal

muted prairie
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๐Ÿ‘Œ Gotcha

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so ultimately I would only point it to the addon project folder since that's what the .pbo will use as it's root

sturdy parcel
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correct. in so far as, the addon folder, happens to be the prefix of the pbo

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but short answer = yes

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as far as specifying a \preceding slash, while it's always a good idea, it's not necessary

muted prairie
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Always good precaution just like it is for terrain editing configs

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@sturdy parcel is this normal? Not adding my tag folder to an objects "model" path, for example model="tag\projectfolder\data\blabla\bla.p3d"; causes Pboproject to stop claiming the model is missing

sturdy parcel
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what did you specifiy if not above?

muted prairie
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model="\projectfolder\data\blabla\bla.p3d";

sturdy parcel
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where is this p3d, exactly, on the p drive?

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i assume \projectfolder,,,,,

muted prairie
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It's in the path i specified yeah

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P:\tag\projectfolder\data\bla\blabla.p3d

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I'm not sure why it's not finding it unless i point it to the tag folder before the project folder

sturdy parcel
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sorry, something is confusing here. best to paste a screenie i think of the folder containing the p3d.

muted prairie
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It's all set up fine?

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If I don't include my "VAS" tag folder PBOproject stops with Warning: rapWarning: missing file(s)*****
Warning: VAS\vs_ylensk_structures\config.cpp Line 87: \vs_ylensk_structures\data\range\houses\house01a.p3d

sturdy parcel
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definate

foggy finch
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post your config

muted prairie
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it's messy, still WIP

foggy finch
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model="\vs_ylensk_structures\data\range\houses\house01a.p3d";

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you dont have it pathed with your tag

muted prairie
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Yeah I know, but I'm not supposed to include the tag though?

sturdy parcel
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the last image of your config stating model= is correct

foggy finch
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its looking in p:\vs_ylensk_structures\data\range\houses\house01a.p3d"; for your model which doesnt exist.

muted prairie
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so i DO include my tag folder?

foggy finch
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in the config yes, as its saying where the model lives.

muted prairie
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Figured since I'm not supposed to when defining object textures lol

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alright then, my bad

sturdy parcel
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huh?

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that's can't be correct, the begginning off your world is VAS\

tulip beacon
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why is class name different from model name?

sturdy parcel
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it has to be stated for all your stuff i would imagine.

muted prairie
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@sturdy parcel i misunderstood your answer earlier then with assigning textures, I figured since the project folder "vs_ylensk_structures" would be the name of the .pbo which contains the data folder, etc etc it would be the folder specified as the root of my textures, etc

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@tulip beacon because it's still WIP, nothing definite yet

sturdy parcel
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ok

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listen to this:

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the name of your pbo is NOT USED in arma3

foggy finch
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quite correct @tulip beacon for any of those buildings to be animated they require a Land_nameOfP3d classname

sturdy parcel
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you can rename ANY pbo pink_girraffes and it will work just the same

bold flare
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the name of your pbo is NOT USED in arma3 unless no prefix. Don't know if your tools generate one when packing

muted prairie
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that makes more sense then I suppose, I should always include my tag folder in all paths?

bold flare
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Atleast that was true about 2 years ago when I fell into that trap

sturdy parcel
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yes, dedmen is correct too.

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(i tried to keep it simple. (sigh)

bold flare
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In general. Always use a PBOPREFIX. And as the pboprefix designates the path your files will be in. You also need to specify that everytime when you want to specify a path inside your files

foggy finch
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yes @muted prairie always have full path minus P: as it tells the engine where to find that model

muted prairie
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@Dedmen ugh, I was just told a few days ago for terrains to specifically not use pboprefix as it wasnt needed lol

sturdy parcel
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not correct

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$pboprefix$.txt is not needed

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you misread what was said

foggy finch
muted prairie
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@sturdy parcel pboprefix isnt the same as a $pboprefix$ file?

sturdy parcel
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$pboprefix$.txt is a properties= file.

muted prairie
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@foggy finch so always inherit from house_f and not strategic for animated houses?

foggy finch
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your missing the point, you can inherit from 'strategic' as its a subclass of house anyway, I was more pointing to your lack of land_xx classnames, have a read of that page when you have a moment

muted prairie
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@foggy finch alright, I'm very new to object editing and object model configs, bear with me, I don't know much about it at this moment

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This is just a sample config from a tute video

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if i remember right

foggy finch
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yeah sure thats why we're trying to steer to to the right path ๐Ÿ˜ƒ

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the test house in the samples has everything setup as a good base if you need something to reference as it is taken from a working game asset.

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configs and all ๐Ÿ˜ƒ

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it is also good practice to tag_ your p3d filename(tag_house1a.p3d), as anyone else could create a house1a model and there would be a conflict if both of those are loaded and used.

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as a wrp just looks for nameofp3d.p3d when loading assets.

bold flare
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quick question. model.cfg skeleton classnames are global right?

sturdy parcel
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yes

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they too should have a tag since all skeletons are collected by the engine.

foggy finch
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man discord said you were typing for the longest time there @sturdy parcel I was hoping for a knowledge dump ๐Ÿ˜„

bold flare
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Trying to add a ๐Ÿ‘ reaction.. But I can't. My discord shakes like an earthquake and the reaction disappears again ๐Ÿ˜„

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Only mikero. I can't react to mikeros messages ๐Ÿค”
Other veterans work ๐Ÿค” What is this heresy

sturdy parcel
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I was going to explain the purpose of a $pboPrefix$ FILE, but think it will only confuse.

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I think it better for people who really want to know, read the documentation accompanying makepbo. It also expalins that rare instance when you don't need a prefix at all, which option to use, to achieve that.

maiden beacon
stuck oyster
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@maiden beacon wheres the problem in the pic?

stuck oyster
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you got to circle it for me xD

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it is probably rally obvious but cant spot what would be wrong

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nope cant spot whats wrong

maiden beacon
stuck oyster
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these?

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for future reference it is helpful if you somehow mark the problem on a a picture

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@maiden beacon ?

maiden beacon
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There must be a shadow for the whole side

stuck oyster
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what do you mean?

maiden beacon
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The shadow of the main body doesn't work correctly

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But for proxies it's ok

foggy finch
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in the shadow lods does it have named selections in addition to componentXX ?

stuck oyster
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now we are getting somewhere

foggy finch
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that would be my first guess since it appears the visual lod rotor is animated

stuck oyster
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what im thinking is taht should it cast shadow on itself

maiden beacon
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Nope

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It doesn't

stuck oyster
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is the shadowlod a direct copy form A2 model?

foggy finch
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it will need named selections matching the names in your other lods for the animated parts, else they wont be animated

maiden beacon
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The rotors work fine

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But the shadow is not

foggy finch
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so add the appropriate named selections into your shadow lods

maiden beacon
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Well, there's no selection named trup in shadow selection

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Which contains hull in other lods

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May it be a problem?

stuck oyster
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are you sure there should be a shadow at that direction?

maiden beacon
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The main body doesn't have shadow of itself

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It displays on the ground

stuck oyster
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can you take pics of it on when its on ground?

maiden beacon
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Sure

stuck oyster
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was the shadowlod direct copy of the A2 model?

maiden beacon
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The whole model is direct port from a2

stuck oyster
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what kind of edits have you made?

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if any

maiden beacon
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Yes, I've made some

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The shadowvolume must be remade?

stuck oyster
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lets see the pics first

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this here looks like shadow edge

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Im just thinking maybe you are mistaken and its just where it should be

maiden beacon
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Nope

stuck oyster
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Drop it on ground and drop Huron next to it

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and take a pic from both sides

maiden beacon
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Asap, or when my arma will load, huh

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The first time when I've met that issue

stuck oyster
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are you using the rvmat and textures from A2?

maiden beacon
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Nope, it's a3

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I had some of them

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Only 1 rvmat missing - default.rvmat, but it wasn't used on model at all

stuck oyster
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have you remade some of the textures? if so which ones?

stuck oyster
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im pretty sure this is its own shadow right here

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@maiden beacon

maiden beacon
stuck oyster
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I still think they both have working shadows

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You got to draw me some arrows to show where you think its wrong

maiden beacon
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Let me remove mi6

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I hope, now it can be seen

stuck oyster
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now they are both in the sun

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so they should not have a shadow

maiden beacon
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2 doesn't have

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1 st have

stuck oyster
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hmm so its not darker texture

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you got to clearly explain the problems ๐Ÿ˜„

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ok so have you edited the normalmap?

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or is the normalmap from A2

maiden beacon
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Nope, didn't even touched

stuck oyster
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so what have you done differently between these 2 models?

maiden beacon
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2nd one is a CUP model

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1st is mine

stuck oyster
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you could try recalculating the normals for it in OB

maiden beacon
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Hmmm

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Wait a bit

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It looks i've found some

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So, recalculated

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And is it possible to set normal maps manually?

stuck oyster
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that is not normalmap calculation

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it is the objects vertex normals

polar fiber
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normal map problems can cause this kind of messed up directional shading

stuck oyster
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well its supposed to be A2 normalmap

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or so I gathered

polar fiber
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yeah, I would have thought so, but now he's asking about setting one manually

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so assume he's edited one

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or not assigned it

maiden beacon
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In bulldozer all works fine

polar fiber
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might do in buldozer, but doesn't mean ingame it's the same if the game can't read the .rvmat paths properly

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normal map has to be saved as ###_nohq.tga etc. before converting to .paa, if you have edited it

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since the suffix affects the formatting of the texture file when the tools convert it

maiden beacon
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All textures were brought from A2

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In paa

stuck oyster
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again the recalculate normals does not affect normalmap

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they are different things

maiden beacon
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That's textures, all mapped

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1st one is not used

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As the default.rvmat

stuck oyster
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did you try it in game after the recalulate normals?

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and did you do it when you had the whole model selected

maiden beacon
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Yes

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But haven't tested yet

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By the way, should it be done for all LODs or for one?

stuck oyster
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just the resolution lods

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those are the ones you can see

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aslo you can try selecting the whole model and hitting W 2 times

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it flips the faces and flips them back

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these blue lines are the vertex normals

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they affect how the model shades

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if they are broken model could get issues like yours

maiden beacon
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Hmmm

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I don't see them at all

stuck oyster
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this enables them

maiden beacon
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Well

stuck oyster
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yes those look alright

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make a new lod

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and copy both the first res lod and shadow lod into it

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and show what it looks like in buldozer

stuck oyster
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looks mostly fine

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these bits that stuck out of it should be fixed so that they are inside the visible model

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but those would not cause your problem

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did you test it in game yet?

maiden beacon
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Gonna do it right now

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Well

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Still no effect

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Huh

stuck oyster
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put your rvmat for the hull into pastebin and link here

maiden beacon
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Trying to use other RVMAT

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lol

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Fixed

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Btw i didn't set weapons for this helicopter yet

stuck oyster
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another rvmat fixed it?

maiden beacon
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Yep

stuck oyster
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alright! ๐Ÿ‘

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and the muzzleflash being visible is either due to lack of weapons to run its hiding animation

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or lack of the hiding animation

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or incorrectly configured hide animation

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or all above

maiden beacon
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Ah, it wasn't configured at all

stuck oyster
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๐Ÿ‘

vernal lynx
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I'm stuck :[

vernal lynx
sacred grail
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Parachute issue looks like Z fighting to me

candid field
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Iโ€™m looking for a custom building developer

bold flare
vapid nexus
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three weeks of working on one gun finnaly paid off, as it finnaly ingame and working

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arma 3 engine must be the hardest engine to mod for

stuck oyster
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@vapid nexus ๐Ÿ‘

vapid nexus
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Thanks for all the Help those that did help me ๐Ÿ˜ƒ

sacred grail
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your welcome

vapid nexus
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i got a little problem it seems like when others use my pbo file it dosnt show the texture only shows a white model same is happening to me now when i moved my folder out of my addons folder what have i done wrong all the files are inside of it but its still now showing up the texture

sturdy parcel
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addon breaker does not check if your file references to textures etc actually exist before even bothering to pack a pbo. pboProject will not pack a pbo under any circumstance if it detects any kind of error at all. Addon breaker gives you false confidence that if it made a pbo, things must be ok.

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you can keep using it and keep loading the game to find out if you guesses were correct and things now work, or you can find out immediately, saving some agony and loss of hair on your part.

vapid nexus
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in OB i said the texture where here - CF_Vietnam\Addons\M16a1\Data , same in the RVMAT

sturdy parcel
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and apparently they are not. but instead of guessing, you can find out the easy way, rather than not noticing a typo you might have made, or the contents of the pbo's prefix is not what you think it is.

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white textures are caused by the very simple fact that the paa files referenced by the rvmat, are not in any addon (pbo) at the stated location.

vapid nexus
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wierd pboproject wont start for me

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not even popping up for a single sec

sturdy parcel
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did you install all the free toolset?

vapid nexus
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yep

sturdy parcel
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well there should be a shortcut on your desktop to pboPro (optional, but advised)

vapid nexus
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my virusprogram was blocking it -.-

sturdy parcel
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avgsometimes, rarely, gives a false positive, but it's dependent on other things you have running in the background. Kapersky has a reputation of being best in the buisiness and has no issues with my tools.

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that said, i'd be very very cautious of any reported virus as it can be real.

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there's a family of worms that if active on your pc (eg running in the background) they will infect other exes beign installed.

vapid nexus
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ok

sturdy parcel
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if it's avg, and if it's reporting [evg suspected] virus you can ignore it. the very same 'suspected' virus is never detected if you use the paid for version of avg

vapid nexus
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i am using a antivirus software from my internetprovider not verygood but cheap

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so i am just its going into overprotection mode

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so i am just guessing its*

sturdy parcel
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perhaps. yes.

vapid nexus
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here we go it tells me it can't find this file for one of the them atleast

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Warning: @CF_Vietnam\Addons\M16a1\config.cpp Line 338: CF_Vietnam\Addons\M16a1\Data\UI\M16a1Icon.paa

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is it only becuse of the @ in the start

sturdy parcel
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it's extremely rare for a person to start a folder tag name with @. The @ generally refers to an @mod folder.

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your source folder for making the pbo appears to be in something called P:\@cf_vietnam\

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if so, it's never going to see something called p:\cf_anything\paa

vapid nexus
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so that is why its trying to look beyond that folder

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its trying like this

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@cf_vietnam\addons\m16a1\m16_co.paa

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after removing the @ it goes like this M16a1.p3d : \cf_vietnam\addons\m16a1\m16_co.paa

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Missing File Summary - M16a1.p3d : \cf_vietnam\addons\m16a1\m16a1.rvmat
M16a1.p3d : \cf_vietnam\addons\m16a1\m16a1_mag.rvmat
M16a1.p3d : \cf_vietnam\addons\m16a1\cf_mag_m16_co.paa
M16a1.p3d : \cf_vietnam\addons\m16a1\m16_co.paa

sturdy parcel
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well, make up your mind,. what is the name of your primary folder on the p: drive. ? p:\@something, or p:\somethiig ?

vapid nexus
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well i removed the @ after you said its unnormal to have it changed all the dependics on the @ and went with the p:\cf_vietnam

sturdy parcel
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that's good

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i don't imagine with above missing files, you actually have paa files in the m16a1 folder. more likely, the m16a1\data folder

vapid nexus
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but in the p3d file i did change it to m16a1\data

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nvm p3d file hates me

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maybe arma hates me

sturdy parcel
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well pboPro never ever lies about this. the mlod p3d is referring to paas in the m16a1 folder

vapid nexus
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yea the misstake was on my part ๐Ÿ˜› apparently i must have missed in my rush

sturdy parcel
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it happens

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but now, you have a friend in pboProject, that will smack you round the head when you get it wrong.

vapid nexus
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smack me in the head with a log more or less ๐Ÿ˜›

sturdy parcel
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two logs, since you asked. and three if you make maps ๐Ÿ˜Ž

vapid nexus
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๐Ÿ˜„

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many thanks Mikero for helping me

sturdy parcel
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my definate pleasure

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especially when people say thanks.

median bough
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pboProject is like the "overly attached girlfriend". if you stay onroute, make no mistakes, she'll please you with all the sweets and joy. but if you fuck up, she's gonna give you living hell on earth
๐Ÿ˜‚

sturdy parcel
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+1

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but, at least, she never gets a headache, she just causes them in others.

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and she won't do a damn thing for you until you fix the errors (of your ways)

median bough
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she's not really resentful but........:
2 page list of mising files, config errors, warnings, unpayed child support...

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๐Ÿ˜‰

sturdy parcel
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haaaaaaaaaaaaaaaaaaaaaa

stark dagger
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actually, she's more like the girlfriend that doesn't let you get away with bullshit, but manages to communicate with you what you did wrong and gives you a chance to fix it. Addonbuilder.... that bitch is ride or die, lets you do anything you want, and just says "I didn't see nuthin" when shit goes south.

white jay
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Hi, I have a problem of importing a building into the object builder regarding the scale dimensions

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Is there anyone who can help me?

bold flare
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What is the problem?

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There are thousands of people here. Yes. There is "anyone who can help"

white jay
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๐Ÿ˜ƒ

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I made a small house to learn the import of buildings

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I export the model in obj

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but when I go to object builder to import it

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I enter the scale in 1.0.....and surprise.....the building is big

bold flare
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Well.. Don't enter 1.0 in scale then?

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try 0.1

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or smaller

foggy finch
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what scale are you using when you model it?

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meters, cm, mm ?

white jay
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meters

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and export with scale 1.0

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from 3ds max

foggy finch
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try importing at 0.01

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I think your unit scale may be set wrong in 3dsmax, regardless you can either reduce the dimensions on export or when importing into OB.

white jay
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the fact is that I would like to understand where I am wrong as a friend and I are modeling a fire station

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station also quite large

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but now try to import with different scale.....0.1 - 0.01

foggy finch
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have a read of that page, it will explain the display vs system units for you

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as well as how to change etc

white jay
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I understood in the meantime with the small test house I try to change the import scale in the object builder....

foggy finch
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yeah, at least that will give you hard metrics on the scale of conversion so you can work out the appropriate scale to use in max

white jay
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Thank you for the moment @foggy finch and @bold flare

foggy finch
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np

white jay
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0.1

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the scale

white jay
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Where can I find all the correct config files?

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for a building ?

muted prairie
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@white jay download Arma 3 Samples on steam and you have some sample configs and p3ds in "addons/Test_House_01" folder

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speaking of, would anyone mind having a look at my configs to see where I'm screwing up with breakable glass, I set everything up in my p3d according to the sample house model (aka copied and pasted the window, it's memory points, hitpoints, and all LODs for it into my own model)

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problem i'm having is when I shoot the window, it plays the breaking sound and spews out particle effects, but the window remains unbroken

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I currently only have one window set up for testing, which is why all mentions of glass_2 is commented out

white jay
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@muted prairie Thank you

bleak tangle
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i.e. hit escape while looking at the building in the editor and local exec hint str getAllHitPointsDamage cursorTarget

muted prairie
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thanks, it returns "[["glass_1_hitpoint"],["glass_1"],[0]]"

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I assume the 0 means no current damage?

bleak tangle
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Yes, which would indicate it's not taking damage

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Where did the armor = 10000 come from? I think that's probably the issue

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You're inheriting from House_F which has an armor value of 2000

muted prairie
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@bleak tangle Was following a Youtube tut for setting up a basic structure with no animations a while back, i can get rid of it, theres probably some more redundant stuff like that around but I didn't think that could cause issues with hitpoints and stuff

bleak tangle
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Thus, it does matter since the "global" armor is used in the calculation of the health of a hitpoint

muted prairie
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oooh

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that would explain that issue then

bleak tangle
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I'll optimistically say yes, hoping that there isn't another issue

muted prairie
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About to see when it's done crunching ๐Ÿ˜›

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ugh, i seem to have messed something up with my LODs, not entirely sure what I did as i've been making small changes here and there while having the armor value issue

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hits arent registered at all to the glass now, no sound or particles, fire geometry messed up?

bleak tangle
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Yes, bullets hitting fire geometry is what creates the sound and particle effectss

muted prairie
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i'm actually having a similar problem with the fire geometry of my door, it simply doesn't exist ingame even though i've set it up to be "parented" to the door animation

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now the glass is doing it too

pseudo crag
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probably a stupid question, but how do I give a building its textures in object builder?

bold flare
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select all faces. And press E
There you enter path to the base texture and the optional material

pseudo crag
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i have no idea what i'm talking about but can you use a uv instead of selecting all the faces in blender

bold flare
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not in blender. You asked in object builder and I gave you the in object builder answer

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Yes. You UV map your model first. Before exporting it and importing it into object builder

pseudo crag
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sorry i meant object builder, haven't slept in like 26 hours my brains a bit foggy

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but yeah i think i got it

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i've got the uv sorted and stuff but how do i get it to use the uvs texture, like it's the only part i'm confused about and sorry for the stupid questions

bold flare
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Select all faces that belong to that texture. And press E

#

Are you trying to ask how to auto-select the faces belonging to a specific material if you have multiple different materials on the same object?

pseudo crag
#

Honestly mate not really sure, trying to do all this without tutorials and stuff but it's taking a bit to figure it all out, i'll keep going with trial and error and hopefully it'll all make sense after I sleep, thanks though and sorry for not making much sense I'm falling asleep at my desk

tough sinew
#

Hello! I have a model with 49 "texturizable" sections, defined in model.cfg and config.cpp but ingame it doesnt appear to work at all with setobjecttexture

quick terrace
#

use pastebin ^@tough sinew

tough sinew
#

going

quick terrace
#

and config?

tough sinew
#

Te model route is ok

#

just changed to ...

#

in model cfg it hhas thhe same name

#

"panelinfo" as the p3d

rough idol
#

you should sections[] instead of bones for hiddenSelections

tough sinew
#

hmm

#

let me vhhange tem

#

change*

#

my HH letter is broken :S sorry

quick terrace
#

^^ what reyhard said. Also, not really sure all the classes allow hiddenselectios

tough sinew
#

Nonstrategic does

#

as I had it working after changing the sections to bones hahahhaha

#

before*

quick terrace
#

fair enough

tough sinew
#

Is thhere any limit on sections?

#

as i get working only 3

#

๐Ÿ˜ฆ

quick terrace
#

there should be more than 3 afaik

#

not sure if 49 though

tough sinew
#

mm

rough idol
#

there are no limits

#

(or it's around 6k sections)

tough sinew
#

Perfect!

muted prairie
#

Can anyone help me with the above problem I have a few messages up? Being driven insane by these problems seemingly appearing out of nowhere

#

Can post up to date config and model.cfg etc if its needed

quick terrace
#

quick summary on the issue would be helpful

muted prairie
#

Ok, 1 sec while I write one ๐Ÿ˜›

#

Basically I've been trying to set up working breakable windows using the sample house p3d and it's configs from the Arma 3 samples - I've copy and pasted LODs for one of the windows from every LOD of that house into my own model, and added the appropriate entries into my config.cpp, model.cfg and config_macros_glass.hpp files

rough idol
#

try regenerating components

muted prairie
#

at first I got as far as having glass particles and a breaking sound play when I shoot the glass - but the texture doesnt change and the unbroken glass window stays in place - I was then altering some stuff and now there are no glass particle effects or sounds at all

#

The glass animates fine in buldozer so it can't be related to my p3d I wouldn't think

#

I've carefully copied over the relevant entries into my own configs, will post them in a sec

quick terrace
#

so when you shoot the windows out, there is no "animation" to it, to make em broken

#

is that the issue?

muted prairie
#

exactly, also no particle effects or sounds at all anymore

#

I had sounds and particles working at first but they no longer work either

quick terrace
#

do you have rvmat bisurfs added to the geo lod

#

or is there no particles whatsoever/

muted prairie
#

everything is straight from BIS own sample house model so they do have the appropriate rvmats and stuff added to them already

quick terrace
#

also, do you have a fire geo lod

muted prairie
#

Yep

#

Glass_1_hide fire geo LOD

#

glass_1_effects memory LOD, glass_1 hitpointLOD

#

glass_1_hide Geo LOD

#

and glass_1_hide and glass_1_unhide in my main LOD

#

everythings set up exactly as the sample house as far as i can see

quick terrace
#

indeed did you try to regenerate your components as reyhard suggested?

polar fiber
#

Structure>>Topology>>Find Components to do what reyhard suggests

muted prairie
#

I've tried that, not for all LODs but some

#

I can have a round with that again in all my lods and see if that works i suppose

polar fiber
#

only needs to be in the geometry LODs

quick terrace
#

only needed for GEO

muted prairie
#

oh ok

quick terrace
#

and fire

polar fiber
#

fire is a geo lod

quick terrace
#

๐Ÿ˜ƒ i know

#

he might not

#

i saw the plural

muted prairie
#

crunching and will test it out ingame in a moment ๐Ÿ˜ƒ

#

didn't change anything unfortunately

#

..now my door doesn't have collision either

#

fun stuff

#

I just keep managing to break more stuff that i previously went through hell to get working

foggy finch
#

hm i could take a poke at it if you wanna send the folder over

muted prairie
#

sure, one moment

#

PM'd you it

foggy finch
#

i dont have any pm's ๐Ÿ˜„

muted prairie
#

wot

foggy finch
#

sorted, had some missing components and inheritance stuff, so I fixed it up and he's got a good template to work with now

#

good lookin house for just starting out too ๐Ÿ˜ƒ

white jay
#

sorry for my trouble, someone would be kind enough to explain how to set up a correct scale ?

#

for a building

muted prairie
#

@white jay what program do you model buildings in? If you download Arma 3 Samples from steam there is a sample character that you can export to .3ds and then import that into most modelling software and use it for a scale reference

white jay
#

I use 3ds max

#

and export in obj

muted prairie
#

yeah just try what i said above then, i think the .3ds model format is native to 3ds max by the sound of it

bold flare
#

Just set the unit's in 3ds max to meters and model by real numbers

quick terrace
#

system units not display units

bold flare
#

Then when importing into object builder you just need to find the correct import scale. For meter scale that might be 0.1

quick terrace
#

.3ds is legacy file format

white jay
#

umh.........ok.....3ds max I set the scale units in meters

#

and export in .3ds

#

correct ?

quick terrace
#

i only use .fbx or BITXT exporter (especially for structures that needs 2 uv sets)

white jay
#

but you PuFu use meters ?

quick terrace
#

most of the time i use cm or mm

#

it doesn't matter since you can set the scale on import

#

what it does matter is to use metric system

polar fiber
#

IIRC the import window has some conversions values from imperial units too though

#

but then you have to know beforehand what units are set

quick terrace
#

there will always be a round off

bold flare
forest harbor
#

(i managed to create a working pbo from a blender model and used the default house example to get the configs right and it actually works. so happy :D)

silver zenith
#

congrats

outer condor
#

@forest harbor what mod are you working on? or just first steps getting into (arma) modding

forest harbor
#

@outer condor did textures and missions since ofp, now getting into using my models in arma.

stuck oyster
#

๐Ÿ‘Œ

jaunty leaf
#

is it possible to control which geometry gets baked onto in substance painter using material ids?

#

or is it just "this uv set with this material id"

quick terrace
#

not via material ID

#

like you can do in max

#

but using a naming convention

#

@jaunty leaf ^

jaunty leaf
#

aight

#

I guess I need to split the elements up then

quick terrace
#

yeah, i had to get used to it myself, but now it comes a lot more natural

#

also, because the project i have in the works now

#

i had the thing exploded (and using naming convention for baking as well)

#

there are ways to use SP material sets

#

and have the substance player merge these textures onto a single uV sheet on its own

lusty ginkgo
#

can a surface decal model have proxies?

quick terrace
#

example/

lusty ginkgo
#

A runway with edgelight proxies

#

or something like that

stuck oyster
#

Id say I doubt it

quick terrace
#

i doubt it, but never tried

lusty ginkgo
#

I have to find a better way to place runway lights

lusty ginkgo
#

I guess memory points

sturdy parcel
#

I can't see why not, but even if possible, you are not able to 'animate' a proxy. You could not, for instance, switch runway lights on or off. (not that you can in the basic model anyway, but that would be the issue in making anything particularly useful).

#

Same issue eg in putting celieng lights in a building (via proxy), slightly usefuil as eye candy, but functionally useless).

lusty ginkgo
#

I am just trying to make it easier to modify/create airstrips

#

and other things too

#

I am creating several 'prefabs' made up of proxies of various objects

sturdy parcel
#

makes sense to me, and was, after all, the intention of proxied furniture when first developed.

lusty ginkgo
#

I don't get why a lot of A3 models (like boxes of military cases) don't use proxies

#

unless they get added in binarization for some reason

sturdy parcel
#

because thaey cannot be animated, therefore,. you can't look inside them.

stuck oyster
#

something something each proxy adds a section/drawcall was it

sturdy parcel
#

(radius action triggers don't apply to proxies, there aren't any)

#

as stand alone items, they do, but not as proxys

tulip beacon
#

anyone awere of "Merge Textures" function in object builder or knows what it does?

ebon abyss
tulip beacon
#

ah, so it's documented and there's even a public available tool for that

#

but i guess its part of older tools or something?

stuck oyster
#

well you can take accord texture size when you desing the model/ UVmap it

tulip beacon
#

not really if it's automated

ebon abyss
#

I haven't used object builder, just assuming if there is such feature it might be leftover from arma1 era.

tulip beacon
#

silvador spits out separate texture set for each lod (bark and polyplane co, normal and mc) and if i have 5 lods it's a shitload of textures, most of which are 1024 and 512 (except for 1st lod)

#

so i would like to arrange the small ones to 1 or 2 atlases

foggy finch
#

@rich blade is there any fix incoming for https://feedback.bistudio.com/T127168 ?
I mentioned it in the dev branch discussion thread in may and no updates on it thus far, although there was a tools update today..

rich blade
#

@foggy finch All I can say is that some time has been allocated for this one. As for when it'll get fixed, I can't say for sure.

foggy finch
#

Thanks, appreciate the update on progress ๐Ÿ˜ƒ

#

Also thanks for republishing the commented cfgs in the samples

vernal lynx
#

๐Ÿ™ pray for OB

quick terrace
#

@fluid ocean ^

#

cheers

hexed fulcrum
#

hello can i ask something about modelling but not concering arma? or meaby can someone tell me if there is a discord like this for 3d modeling in general where i can get some advice thanks

high stag
#

anyone ever had problems with animations not cycling through in buldozer?

#

I have the model.cfg all set up with the correct skeleton name but still showing up as "anim"

stuck oyster
#

whats your source for it?

#

@hexed fulcrum I would guess every major 3D program has their own discord by now

#

or at least their fans have community discords

high stag
#

This is my model.cfg

stuck oyster
#

that door one giving you the anim?

high stag
#

nothing

#

theres no animation for none of em

stuck oyster
#

class uscg_p_skeleton

#

im guessing this is not your p3ds name

high stag
#

no

#

its just uscg_p

stuck oyster
#

the cfgModels class needs to be named the same as the p3d so the engine can connect them

high stag
#

so i got this model.cfg from another ship i was working on

#

and i use uscg_p_skeleton and it worked fine

#

but when i used the .p3d name this time, it works

#

changing it to the .p3d name fixed it

#

but why is it on my other mods, adding skeleton after the name still fixes it

stuck oyster
#

dunno but its the wrong way to do it

#

the skeleton class you can name whatever you want

#

but the modelCfg class must be the same as the p3d

half heath
#

Game art in general, but there are some modelling nuggets in there

quick terrace
#

who is DiNusty?

half heath
#

Ok sure. ๐Ÿ‘

hexed fulcrum
foggy finch
#

Dinusty is a senior env artist at ubisoft

half heath
#

What's Ubisoft? ๐Ÿ˜

foggy finch
#

but yeah polycount is probably your best one stop shop for all things 3D, their wiki is superb

hexed fulcrum
#

btw this is what im making and i need help for making the hairs since i want this model to be game ready i dont want to make to much polycount with hairs, for example i see tha arma have some strange way to make that some advice? https://i.imgur.com/4MZVwPf.jpg

quick terrace
#

@foggy finch fair enough

#

@hexed fulcrum yeah, what you need is not complicated, but it needs a bit of patience

#

how long you want the hair to be?

#

i would block it out.

#

then create the individual textures zones for it

hexed fulcrum
#

i want to create a modular system for swapping different hair styles so for example if i want to make a very short cut i can simply make some normal bumbs and texture details like arma did but for longer hair i need ofcourse a 3d mesh

quick terrace
#

yeah that is doable

hexed fulcrum
#

also is good when you equip some stuff like elmets you can disable the hair part if is a separate object

#

oh i see i just need to create some stripes and then apply alphas mask i thought that was more difficult thanks ๐Ÿ‘

quick terrace
#

it isn't, that's all what it is to it

#

modelling is the easiest part

#

as long as you keep things natural

quick terrace
foggy finch
#

awesome ๐Ÿ‘

quick terrace
#

you don't wanna know how many times i baked this shit

foggy finch
#

haha

#

what you baking with? and it clearly shows all those hours in the oven paid off ๐Ÿ˜ƒ

quick terrace
#

i am using one non average normals, one average normals and one caged normals, all with masks

#

SP

#

3 blended AOs because exploded workflow, and many small things i only discovered while painting it

foggy finch
#

yeah i had the same on the g17 i did, only noticed some bake-foo-foo when texturing

quick terrace
#

it always happens to me, although i always try to spend the time at the start of the texturing phase to make sure all the bakes are fine

twin urchin
#

I hope it breaks the optics like the real thing

foggy finch
bold flare
#

@white jay this is the 5th time you try to recruit within 2 days. And only 2 posts are int he right channel.
Please read #rules before you continue

bitter shore
#

can anyone point me where I can find bohemia's rules over Assets selling?

bold flare
#

you cannot sell anything that went through Arma 3 Tools

bitter shore
#

thats all?

bold flare
#

Yeah. Your raw models and text files for config you can sell. But no p3d's made with object builder

bitter shore
#

ok

#

is there a way to overcome ob? like blender or you have to pass by ob?

bold flare
#

Blender can export p3d's. But people here said they still need to go through OB to fix some problems.
Also have fun proving to BI that your file in BI's proprietary format didn't go through BI's tools. ^^

fleet aurora
#

I thought there was an add on to export P3Ds from blender?

bold flare
#

Read my message right above yours

fleet aurora
#

Sorry i misread.

#

I thought you said โ€œcanโ€™tโ€ I think itโ€™s time for bed lol.

bitter shore
#

provide a source for your work maybe? :/

stuck oyster
#

if its in p3d fromat I dont think you cant prove its not been in OB == no selling

#

you also need the game to make sure its all working right

#

and for that you need to binarize it

#

in most cases anyway

#

if you want to make money with Arma stuff you got to get permission for that from BI

#

if you do business with source models and source materials thats all good

bitter shore
#

@stuck oyster There how do i get permission from BI

bold flare
#

E-Mail them

bitter shore
#

@bold flare May you PM their E-mail please

bold flare
#

I don't know the address ^^

#

Must be somewhere on the website I think

#

or maybe just legal@..

bitter shore
#

text files for config you can sell. But no p3d's made with object builder I see a loop hole lol

bold flare
#

the loop hole is just selling the raw models and giving instructions on how to import them

bitter shore
#

nope

bold flare
#

And that's completly fine

bitter shore
#

sell config get p3d free xD

bold flare
#

๐Ÿค”

bitter shore
#

I mean it goes with the rules doesnt it :3

bold flare
#

It hast to not be bound to buying the config then. So you have to make it freely available.
And then people can just write the config on their own

bitter shore
#

Technically you be buying the config where you get the p3d free

#

its like how framework is free then the scripts are bought

#

lol

#

i need to message legal bohemia team

stuck oyster
#

yeah no that "loophole" does not work

white jay
#

Trust @bitter shore its best to do it the most legit way as possible. I learnt an important lesson today.

bitter shore
#

@stuck oyster @bold flare I messaged them anyways. Thanks alot for your time guys!

#

@white jay thats what am doing I want it to be legit

white jay
#

Awesome bro ๐Ÿ˜ƒ

bold flare
#

You could just go further. Sell the raw models. And then sell your time to connect to them via teamviewer and use Object Builder on their computer to import the model.
But that might also count as using Arma tools commercially... Probably does.
And also using teamviewer commercially.. Meh.. Forget that idea ๐Ÿ˜„

#

You could sell a video tutorial explaining step by step how to import it!

bitter shore
#

I wanted to create a multi-vendor site

bold flare
#

Extra money for you to sell the video. And teaching someone how to use a tool is not commercial use of the tool I'd say

bitter shore
#

assets are being sold like in black markets xD

#

the idea of multi vendor is so that the prices are set right and in a competative manner

stuck oyster
#

I would not count on BI getting on board with that but does not hurt to ask.

vernal lynx
bitter shore
#

@stuck oyster true

stuck oyster
#

thing is I got a feeling that most of the "black market" assets you speak of would not be legit to sell anyway.. Them being ripped or stolen from someone else.

bitter shore
#

yeah thats one thing I wanted to talk about we are willing to create a validation solution

#

I.E transcripts

#

or other ways of proofs

#

but first we need the ok from bohemia

bold flare
#

I'd do it the other way around. First get your concept straight. Then try to apply for permission for the concept

stuck oyster
#

Good luck being the middle man I guess ๐Ÿ˜„ now back to topic of model creation

bitter shore
#

@bold flare Lets get the first approval, they might not even change their minds, but if they do think somehow we will layout or plans :p

#

@stuck oyster I will need that xD

minor jasper
#

ok this is a VERY old question - just can't seem to find the answer for it. We have an old model (unsung) and it spams rpt with SW animation used for (modelname) - Not all levels have Keep Height set

#

so if you press shift-E you can change the face properties to "keep height" to fix this. but i believe that is redundant. so, the question is - "what is SW animation?"

#

I'm thinking if i can understand that then i can fix the model so it does not use SW animation

#

rather than applying a redundant keep height value to it

bold flare
#

SW == Software. As opposed to Hardware

#

It's switching to software mode because it can't do it in hardware because of the height stuff

#

Keywords: "Surface attributes" "ClipLandOn" ? Slope land contact, skew'ed (land contact points on different height?)

#

Software animations are the ones that actually move collision parts. Aka that are not visual only
Hardware animations can be done completely on GPU I guess. Like if your animation just changes visual lod and nothing else probably
Stuff just done inside the vertex shader
But.. It shouldn't spam the RPT (Only one message when the p3d is loaded) and it also should print when binarizing ๐Ÿค”

I guess the ClipLandOn means it tries to "animate" to touch the ground? So that enables animation on it. But as the keep height thingies are missing it has to go to Software Animation for a animation type that could also be done in hardware. It warns because software is more expensive

Yeah. It is clamping the objects height to the surface. And yes it's expensive if done in software.

#

Is that enough information?

sturdy parcel
#

๐Ÿ˜Ž

minor jasper
#

ok so for example we might have placement slope and no landcontact points - coudl that be a cause?

bold flare
#

My logical thinking says yes. Don't really know though.
But for placement slope you need land contact anyway (Dunno if Arma might autogenerate that from geometry if you don't have one)

minor jasper
#

it's odd because we have two almost identical models, made by same author back in 2007, and they have same properties, geo etc bot hhave missing landcontact and only one throws the keepheight error

bold flare
#

maybe it's autogenerated from geo then. And one of them is not flat on the bottom?

minor jasper
#

they have identical geo

#

i just recreated it in a new model

#

and used it in both models

#

Keywords: "Surface attributes" "ClipLandOn" ? is this somewhere in OB?

bold flare
#

dunno ^^

#

They are in the flags of a vertex... ๐Ÿค” In the binarized p3d
Don't think they are configured in OB. There is "On Land" "Above Land" "Under Land" and "Keep Land"
Maybe just placement?

stuck oyster
#

its these in the shift+e panel

bold flare
#

That yeah

#

having each on Keep height would run Hardware animation.
else having some on On Surface but not all would print RPT Not all levels have On Surface set
If you don't have any on On Surface it prints SW animation used for %s - Not all levels have Keep Height set
You could also set Decal to Decal but that's not supported anymore and would throw a different error.
So either all on Keep height or all on On surface

minor jasper
#

found it! the fire geo had nothing checked i nthe Surface list in the above pic

#

set itto normal - fixed

bold flare
#

๐Ÿ˜„ That's interesting. Guess it was made when there existed another invalid option that was now removed or smth

stuck oyster
#

if it has nothing the selection contains mixed settings

minor jasper
#

was just being dumb not noticingthat

stuck oyster
#

well lets just be happy you caught it now xD

outer condor
#

pretty sure BI has to prove you using their tools

#

as long as you can proof you didnt use OB, aka have your stuff in Blender available, i doubt anyone would follow BI's takedown requests and in court BI would loose

#

hence they didnt try to stop that

#

the general thing to keep in mind is companies always set up policies and rules they would like to see

#

doesnt mean they are right or dont violate laws

#

in fact often their EULA are not in line with laws

#

in Germany consumer agencies often take companies for such things to court and win (ofc they only choose things they have reasonable expectation to win)

white jay
#

Hello guys

#

why some textures in OB become blue ?

stuck oyster
#

blue how?

#

link pics

white jay
#

sure a moment

stuck oyster
#

also have you converted them to .paa right?

white jay
#

yes

#

a moment link a pics

#

imgur ok ?

stuck oyster
#

sure

white jay
stuck oyster
#

do you have an rvmat on it?

white jay
#

no

stuck oyster
#

just a texture then.

#

what does the texture look like

white jay
#

that is a trunk of a palm

stuck oyster
#

what resolution is it?

#

what image format and what suffix have you used before its been converted to .paa?

white jay
#

tha original image is with extension jpeg

stuck oyster
#

jpeg is the worst format to make textures in

white jay
#

I have insert the jpeg into photoshop and export in tga

stuck oyster
#

dont use it

white jay
#

after tga in paa

stuck oyster
#

tga or png should work

#

alright

#

whats the resolution?

white jay
#

ok...dimension (original photo in jpeg) is 531x800

#

resolution 72dpi

stuck oyster
#

and have you saved is with _CO.tga suffix before converting

#

the dimensions are the resolution in this case

white jay
#

umh.....no

stuck oyster
#

alright first off the resolution you have does not work with arma

white jay
#

ok

#

resolution correct ?

stuck oyster
#

resolution (DPI) is for printers

#

does not mean anything here

#

the dimensions are the resolution

white jay
#

ah ok

#

after I save the image (tga to paa) with for example trunk_CO.paa ?

stuck oyster
#

the tga needs to be _CO

white jay
#

or use directly the tga

#

ah ok

stuck oyster
#

then its loaded into texview and saved as _CO.paa

#

_CO.tga -> _CO.paa

white jay
#

ah ok

stuck oyster
#

also read the resolution part from the manual above

white jay
#

okok

#

thank you very much

stuck oyster
#

All input textures must have resolution 2^x / 2^y

#

so you could make it 512x512 or 1024x1024

#

or possibly 512x1024

white jay
#

ok.....thank you

#

again

stuck oyster
#

no problem, thats what this channel is for

#

also you may want to check the Arma trees for how the trunk and treecrown .rvmats are set up

#

to make your match visually with the other trees

white jay
#

ok

white jay
#

is possible make a UVMapping into object builder

#

?

stuck oyster
#

yes you can do uvmapping in object builder but its not very easy there

#

its best done in the same program you did your models in

white jay
#

3ds max

stuck oyster
#

yeah do the uvmapping in it

lusty ginkgo
#

I have a model with proxies but they aren't visible in game

#

does this have to do with the class?

stuck oyster
#

what type of model?

#

possibly

#

terrain object or scenario object?

lusty ginkgo
#

I am testing it in the editor right now

#

it is just a blank object with the bounds of the memory points

stuck oyster
#

and a proxy?

lusty ginkgo
#

the model itself is just two proxies

stuck oyster
#

proxy paths correct?

lusty ginkgo
#

yeah

#

and they work in OB buldozer

#

you can use a3 models as proxies, right?

bold flare
#

yes

#

Made a model purely out of proxies a couple weeks ago. Didn't have any problems

lusty ginkgo
#

that's what I'm trying to do

#

what class = x did you use?

bold flare
#

Not sure if I binarized it. I'll PM you the pbo. With luck the model wasn't binarized and you can look at it

lusty ginkgo
#

thanks

bold flare
#

Am at work right now can't do much better ^^

lusty ginkgo
#

that works

#

why are the proxies also in the geometry?

foggy finch
#

collision ๐Ÿ˜ƒ

lusty ginkgo
#

but collision works if the proxies are just in the res LODs

bold flare
#

Didn't work for me

#

but it worked after I added them into geo

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I didn't know. Just trial and error ๐Ÿ˜„

lusty ginkgo
#

I can't even get mine to be visible in the editor so you have found some success at least lol

bold flare
#

Maybe just take my config with your proxies

lusty ginkgo
#

I can only get proxies to work with custom models

bold flare
#

if you just rebuild my p3d does that work? One of the models will be missing but the rest should work

#

How do you create the proxies?

lusty ginkgo
#

I have tried simply creating my own faces, copying proxies from other models, and using the actual Create -> Proxy option in OB

#

that paths are all correct as well

bold flare
#

nothing besides the Create->Proxy option worked for me

#

no errors in RPT?

lusty ginkgo
#

that's what I'm doing in my latest version

stuck oyster
#

what objects are you proxying Rylan?

lusty ginkgo
#

I am crunching again rn

#

originally runway lights

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but I have tried with a number of other vanilla a3 models as well

#

it works with my own custom models

bold flare
#

Give me an example path of a vanilla model you try to use

#

the full path in your proxy

lusty ginkgo
#
\a3\roads_f\Runway\RunwayLights\runway_edgelight
\a3\roads_f\runway\runwayLights\runway_edgelight
a3\roads_f\Runway\RunwayLights\runway_edgelight
a3\roads_f\runway\runwayLights\runway_edgelight
\a3\roads_f\Runway\RunwayLights\runway_edgelight.p3d
\a3\roads_f\runway\runwayLights\runway_edgelight.p3d
a3\roads_f\Runway\RunwayLights\runway_edgelight.p3d
a3\roads_f\runway\runwayLights\runway_edgelight.p3d

these are all the combinations I have tried

#

current version is the top

bold flare
#

\a3\structures_f_tank\Military\RepairDepot\RepairDepot_01_tan_F this is mine. Leading backslash and case correct and no .p3d at end

lusty ginkgo
#

I tried randomly selecting a rock model and that actually does work in game

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not sure what the deal with these other models is

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runway lights might have some placement properties or something

bleak tangle
#

It seems like you can't proxy objects with the named property class=housesimulated

lusty ginkgo
#

well that's lame

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I was going to proxy objects specifically with that property lol

bleak tangle
#

I can't seem to get things with class=house as a proxy either

tulip beacon
#

i wonder if proxied objects gets that properties from "parent" object?

lusty ginkgo
#

I'll just have to make my own runway light models

bleak tangle
#

Why do you want to proxy them?

lusty ginkgo
#

so I can have them consistently spaced and attach to my runways with memory points

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so it's actually possible to manage them in TB

foggy finch
#

map-builder can do that with one of the tools it has.

#

@native garnet 's tool most likely can too

lusty ginkgo
#

It can but I am looking for a faster way

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I want to be able to modify the runway and be able to quickly realign the lights as well

foggy finch
#

poly line and up TP to place objects along line ๐Ÿ˜ƒ

lusty ginkgo
#

too much room for error lol

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also I'm too lazy to be bothered to do that with every runway

stuck oyster
#

if you got memorypoints on your runways already you can create the ligths with scripts on the points and export with E2TB

#

in game that is

bleak tangle
lusty ginkgo
#

I have considered that but I want to make complex layouts for the ends and taxiways too

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I have like 4 airfields to do atm lol

tribal vigil
#

Hello ๐Ÿ˜ƒ I've got a question regarding "locking on airplanes/helis"
Is it set in the config or in the p3d?

stuck oyster
#

config

median bough
#

ammo config iirc

stuck oyster
#

and what target types an object has is in the objects cfgVehicles class

#

as in is it a radarTarget or irTarger for example

tribal vigil
#

cheers found it

stuck oyster
#

which one was it you were looking for btw? ๐Ÿ˜„

lusty ginkgo
#

how do you change the environment settings in object builder buldozer without it freaking the fuck out

#

sometimes I can get it to work

#

can't figure out how

polar fiber
#

hold the mouse down on the timeline for a moment and then release, do not drag the thing

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but you kinda have to just keep pressing random spots on the line until you get the kind of lighting you want

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since the relative times change

lusty ginkgo
#

nothing changes unless I drag the slider or set the value manually

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oh the side arrows

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that takes forever but at least it works

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thanks

polar fiber
#

I just clicksomewhere in the middle of the slider (not the actual slider bar) and hold the mouse down for a second

lusty ginkgo
#

what are the class named properties that work with land_xx configs?

#

specifically which ones work with both the land_xx configuration and also allow the model to be used as a proxy?

#

I guess it isn't possible to make runway lights that can also be used as proxies

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is has to have a function config and animation for the lights which has to have class = house

polar fiber
#

animations don't work on proxies

bold flare
#

If I want a model not to have a shadow. What should I do?
Just removing ShadowLOD is not enough right?
Should I have a empty ShadowLOD or just LODNoShadow=1 attribute on all reslods? Any pro's/con's between them?
I want the item to be as cheap as possible. Will it still try to render a shadow with 0 verticies maybe? versus not trying to render one at all if I use one of the variants?

stuck oyster
#

empty shadowlod should do the trick

polar fiber
#

needs an empty shadow LOD AFAIK

#

I think even with lodNoShadow set, the game will try to generate shadows from the visuals if it has no alternative LOD

bold flare
#

Thanks. I'll do that then

#

Found out that ACE bandage litter items have collision.. When I saw someone driving his car into a leftover bloody bandage and loosing both his front wheels :D
Now I gotta fix everything that's wrong about them

pure whale
#

so the collision part? xD

bold flare
#

Yeah. And some have shadows. Some don't. One had shadow LOD 90ยฐ rotated vs Res LOD.
Chaos basically.

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Is there something I should do to maybe stop them rendering after some distance? making a empty res lod maybe?
Would that be worth it? There might be hundreds of these items laying around.
They are very small items like 10x10cm don't know if Arma maybe automatically hides small items at some distance?

bleak tangle
#

I think you might be able to do it without a shadow LOD if you use the named property sbsource=none

#

Iโ€™m fairly certain some of the A3 sidewalks donโ€™t have a shadow LOD and donโ€™t have lodNoShadow=1 in their resolution LODs

sturdy parcel
#

what are the class named properties that work with land_xx configs?
Asciiz *land_list="house\0tower\0streetlamp\0housesimulated\0church\0vehicle\0";

lusty ginkgo
#

@polar fiber animations don't work on proxies
I know that. I just need the model to have it's own standalone config and also be able to be used as a proxy

sturdy parcel
#

I think the land_class causes the naviglights to be visible at night. that is the animation.

#

...checking that now

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yep.

class Land_runway_edgelight: Land_NavigLight
{
         model = "\A3\Roads_F\Runway\RunwayLights\runway_edgelight.p3d";
    class MarkerLights: MarkerLights
    {
        class Light_1: Light_1
        {
            color[] = {1.0,0.95,0.85};
        };
    };
#

....

no land class trigger, no lights

#

hence the reason why there's no point proxying those objects or any other land trigger types

#

WHY bis needed to make this mess in the first place is a different question. it was a cheap 'n dirty kludge for arma1 which they never got round to removing.

muted prairie
#

What technical purpose do proxies on for example structures serve? Are they meant for keeping tris count low, or something like making it easier to work with less UV and texture mapping on the main structure?

bold flare
#

You can reuse models instead of copy-pasting them into the model

stuck oyster
#

in the olden times it was used to bypass the p3d verticle limits too

#

now there is no need for that

muted prairie
#

ooo, that is useful, are there any known limits on how many proxies you can have in one model?

quick terrace
#

hmm, not sure there is a limit

foggy finch
#

if their is it'll probably be in the region of 255, much like model.cfg anim limit,. but never heard of any hard figure, yet..

#

besides if you have to use that many proxies, your doing it wrong.

polar fiber
#

drawback of proxies is AFAIK that they're all separate draw calls

quick terrace
#

that ^

#

so it is one extra draw call (section) + all the sections associated with the mat+tex used

polar fiber
#

yep, so not as efficient if you have a lot of them repeating one single object

#

but fine if they are all unique objects

bold flare
#

I thought that was a bonus of proxies. Because the game should be able to batch together the draw calls for all instances of the same model. Which it couldn't do if you'd copy-paste the faces into your model instead of proxy

#

Atleast theoretically one should be able to do that right?

polar fiber
#

I don't know that the engine treats them as instanced objects

#

maybe with some that are earmarked by cfgNonAIVehicles

#

but there are different proxy simulation types

foggy finch
#

@bleak tangle might have some benchmarks/tests on it, dunno how far he dug into proxies

bleak tangle
#

I never did any performance tests, only checking when the number of draw calls/sections changed https://forums.bohemia.net/forums/topic/201536-some-findings-on-draw-calls-and-instancing/
My conclusion was that each copy of the same proxy in a model does not add an extra draw call, until you get to 513 instances of that proxy within the "scene" (what's being rendered). So if your your buildings e.g. House.p3d had a Chair.p3d proxy 8 times within the model, then all copies of that building's chairs would share the same draw call until you had 65 (512 / 8 + 1) copies of House.p3d being rendered.

It's been awhile since I tested it, but from what I recall if you had a Chair.p3d proxy in a HouseA.p3d and HouseB.p3d, the Chair.p3d doesn't get instanced between the two objects, only within copies of its "parents" model.

#

When I was testing if two different parent models using the same proxy shared a draw call I however only did it from editor placed objects, so I'm not sure if that had an effect on my results.

foggy finch
#

ah thanks for the refresher ๐Ÿ˜„

tulip beacon
#

is a tutorial of how to use texMerge.exe exist?

stuck oyster
#

I would say no.

#

never ran into one

ebon abyss
#

what is texMerge.exe?

stuck oyster
#

thing in ArmaToolset to merge multiple textures into one

#

might be its actually not in the Arma3 tools anymore. At least could not spot it

#

I think it porcessed both the texture and uvmapping

ebon abyss
#

I checked couple of obvious dirs and could not find such exe, thats why I was wondering what is it.

stuck oyster
#

ah now I remember its Object Builder feature actually @ebon abyss

#

it eats something called .ptm

ebon abyss
#

yeah I know, Shelestov and I went through this conversation already (you must have been away).

#

still I'm wondering what is texMerge.exe

stuck oyster
#

ah

#

either part of A2 toolset (cant remember what it had anymore xD)

#

or something in VBS toolset

stuck oyster
#

looks good

#

standard template construction in the work

tulip beacon
#

it's the part of vbs toolset, but apparently old PE 2.5.1 arma tools has texmerge.exe also. As i compared them the only difference i could spot is vbs version has "server console" thingy.

#

@ebon abyss yeah, there was conversation about merging textures, but PanTool was mentioned then

tulip beacon
#

so, i was able to make it work to some degree

tulip beacon
halcyon wren
#

So I tried using the new tech that allows custom watches and compasses

#

sadly the day indicator does not work for watches ๐Ÿ˜ฆ

rough idol
#

It was working for me

#

do you have section in model.cfg for it?

halcyon wren
#

Yes

#

Even tried matching the .p3d name to just "watch.p3d"

rough idol
#

and what selection names did you used?

halcyon wren
#

date1, date2, day

rough idol
#

and how your UVs are looking like?

halcyon wren
#

1:1 like A3's watch

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I even copied the inset over for testing

#

A custom watch does work, when I do this:

    uiModel          = \A3\ui_f\objects\watch.p3d;

Which led me to believe it might be some hardcoded .p3d check.

rough idol
#

and have you tried copy pasting a3 watch to different pbo, renaming it and configuring it as custom watch

#

?

halcyon wren
#

'll test that now

halcyon wren
#

issue found

#

The model must contain "hodinova" "minutova" and "vterinova" named selections.

#

Not even defined as bones or with any animation. They just need to be present as a single vertex and the date indicator works.

stuck oyster
#

good catch! got to design a new watch for my project too ๐Ÿ˜„

white jay
#

6am wip. The past 5-6 days Iv'e literally gotten maybe 5 hours of sleep a day, this making buildings shit is addicting. Chain smoking and blender 4 lyfe.

stuck oyster
#

xD

#

looks cool so time well spent

white jay
#

Also had a question, notice the 40k mark for polys/tris etc. Alot of people always say to keep the count as low as possible and try to keep small details for the texturing. So my question is, is this because of concerns about performance in-game, or is it more along the lines of say, more work being involved in getting the actual object ingame, or a combination of both?

bold flare
#

the work to get the object ingame doesn't change with tricount

stuck oyster
#

performance yes

#

but this is a rather special object too so it should not be of that big concern

#

of course if you have flat surface split into 1000k tiles thats bad optimisation

#

but the bigger the object more polies it will eat

#

larger performance impact is from how many textures you got on it

#

than couple of 10k polies here or there

white jay
#

Ok, I was going to say, if that was the case, I wouldn't mind spending the extra time working on them to make them as detailed as I can get within the limits. Most of the buildings I'm doing are just hollowed out facades with attention to specific details, while trying to keep the actual bulk of the building as little in face count as possible.

stuck oyster
#

as little as possible is a good rule of thumb

#

but bigger things may need more

white jay
#

Like these little things at the top might take up another 10k or so but other than that I just need to make a big ass staircase and i think i'll be happy with it . It's just weird things like this that get me uncertain about where to stop or not, I know to make concessions here and there but I'm just dipping my foot as far in the water as I can get it i guess https://imgur.com/a/ZMSRwSR

stuck oyster
#

you will probably have just one of these on screen at any time

#

because its a very special building

#

so it can have more special specs too

white jay
#

Yeah, that building will only be on the map once. My goal is to repeat buildings as little as possible.

stuck oyster
#

for the decorations it can be tricky to find the balance between mesh detail and baked texture detail

#

tha will make it look nice for sure (the map)

#

but

white jay
#

I guess for stuff I can just shape a face and then use normals to make it look like it's not a flat object

halcyon wren
#

Anyone ever encountered this type of error?
LODShape::AddLoadHandler: Handler not present in shape

stuck oyster
#

In Arma the repetition also is what boost performance

halcyon wren
#

Googling for it just results in a bit of .rpt spam related to empty.p3d

stuck oyster
#

never seen that @halcyon wren

bold flare
#

LoadHandler is a engine internal eventhandler that get's called when the P3D is loaded/unloaded from pbo into memory.
That message up there is printed when something tries to remove a LoadHandler that was never added

#

Is that about your watch?
Watch get's a load handler in constructor and removes it again in destructor. Don't know how that could happen

halcyon wren
#

Yeh, I get it with a custom watch using thr new uiModel= param.

#

It doesnt happen when I link it to the A3\ui_f\ watch

#

I'll try a forced preload

#

No luck :/

bold flare
#

Only when you replace the UI model on the map? Does the same happen with the actual watch outside of map?

halcyon wren
#

I have no watch visible on 2d map for me

#

I am testing it by going ingame, equipping the watch and then looking at it via default keybind

rough idol
#

Do you have custom animation sources?

white jay
#

i just realized i deleted my vehicles p3d from my p drive.... is there any way i can get it back with the model mixed with the model.cfg :/

#

just the model cause i have a backup of my model.cfg

pure whale
#

have u packed it yet?

#

or have the packed version

white jay
#

ye its the packed version

pure whale
#

there are ways to debinarize p3ds

#

think on optixs site

white jay
#

mind linking me his site?

woeful viper
#

why... not repimport from your modeling software?

#

quicker then trying to fix scrambled p3ds

white jay
#

@woeful viper i did most of the important work in object builder