#arma3_model

1 messages · Page 120 of 1

woeful viper
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or use file restoring software

white jay
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might try that. but this was a few months ago and i just realized that that model wasnt the one i wanted to delete 🤣

woeful viper
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well... we heard such excuses several times before elsewhere to find a way to debin and steal models. Just saying...

white jay
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i mean i have all me private keys and a valid steam workshop :/

formal vapor
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Any body using 3ds Max know what is the short cut to create and place an object ontop of another object? I have like 50 buttons to place and I really don't wan to fight with gizmos for an hour

woeful viper
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you can activate snap tool and toggle the various options. Alt+A for "place at" dialog. You can use array method for duplicating in patterns. Fancier versions of max than i have also have some interactive "snap to surface" that aligns it with normals but i dont know how its called or where it is. Might find it on youtube if you look for "feature placement" or so

sturdy parcel
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@white jay @white jay will reverse engineer the binarised model for you providing you can prove ownership

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It has to be above board proof, any sort of waffling on your part and he will ignore you.

white jay
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ty

terse elm
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Anyone been working on anything cool lately?

quick terrace
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nope, nothing cool

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¯_(ツ)_/¯

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i miss the WIP thread

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@fluid ocean + @amber igloo why was that WIP thread that was up during OFP/A1/A2 time was canned for A3/

fluid ocean
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Not sure, but I can enquire about it. If it’s to be reinstated, could you suggest some reasonable rules?

silver zenith
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make a template
no spamming

stuck oyster
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model wips can be easily dropped here. theyre talking about BIforums thread @silver zenith

silver zenith
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oh my bad

stuck oyster
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😜

terse elm
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@quick terrace good job on that scar looks great

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Here my wip, a L129A1

quick terrace
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@terse elm 👍

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@fluid ocean yeah please do
rules :
a. post any WIP images as long as it is your own (could be anything from renders, wireframes, ingame shots etc) - if multiple people involved, name them
b. no comments - similar to picture thread OR nothing but direct feedback (might be harder to control)

terse elm
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Ability for non veterans images to show up, not just link would be an idea too

quick terrace
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yeah that is in relation to BIF

fluid ocean
quick terrace
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¯_(ツ)_/¯

terse elm
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Why not both 😃

agile flint
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Would the models WIP have to already be in Arma? Or what if you're making them for Arma?

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Fuck I phrased that like shit

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Plus I didnt read Pufus comments so I guess its a yes to my answer

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Though I do like the idea. Would be interesting to see what kinda shit people are cooking up

stuck oyster
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got new special character growing in the specimen tank

quick terrace
agile flint
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@quick terrace Yea what would be great. I approve of the idea

terse elm
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@stuck oyster nice, u do that in zbrush?

quick terrace
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that eye thing is creepy

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most likely blender thing

stuck oyster
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Blender yeh

half heath
woeful viper
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imo it should fly by rotating the full wing, which have the props on it... rotating wing with rotating wings...

half heath
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The logic is undeniable.

stuck oyster
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should have turbo speed rocket rotators too

half heath
woeful viper
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yes on the propeller tips, for maximum "rotary wing inception" level

stuck oyster
stuck oyster
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more skulls

sudden cairn
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Is that you? 😛

stuck oyster
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😄

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possibly

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whats the point of modding if you cant make some nice custom character out of yourself am I rite

foggy finch
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nekkid goat, literally down to the bone haha

stuck oyster
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gonna be great

quick terrace
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@stuck oyster good luck with the face muscle animations 😉

stuck oyster
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should be simple job with this one! xD

quick terrace
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😄

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rigid bodies 😃

stuck oyster
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no muscles

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har har har

stuck oyster
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nicer horns 🐐

silver zenith
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I hope I'm not gonna see that in arma

stuck oyster
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xD indeed you hope you wont see it

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and can just die in peace

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before of course your soul is devoured

sturdy parcel
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yum!

stuck oyster
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@sturdy parcel you approve? 😄

sturdy parcel
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The goat gods will approve of devouring anything, but they prefer people's files rather than their souls.

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souls are collateral damage.

stuck oyster
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😄

sturdy parcel
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,,,,and Just when you thought it was safe to go back in the water, along comes a tools update:

i won't cross post from the terrain makers channel, but the update that might cause you grief and pain is ny dll will now not tolerate illegal file dates (ones set in the future, or illegal, negative entries). This is to prevent the 'why doesn't it work' mysteries. (international dateline and 'local time' are fully accounted for, as are 64bit datestamps beyond 2038 (which in the bis world turn into negative entries below jan 1970)

stuck oyster
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👌

silver zenith
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Why would you even set files from the 60s

sturdy parcel
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corruption will cause it. Some pbo extractors don't do a good jobin this area. Of itself it's not a big deal, but other software (bis binarise eg) relies on datestamps to decide if a file needs recompilng. IF the project file eg is an earlier day eg in the t960s's it will never get recompiled against one that's already made.

meager anchor
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In mods for NVGs there is a p3d that includes a file path to a paa that dictates the first person view when the NVGs are enabled. Does anyone have an unbinned p3d? Or can someone point me in the right direction to create a proper p3d of my own?

woeful viper
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I think they calculated it and came to the conclusion that 2038 will be past the expiration date of humanity anyway.

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@meager anchor its just a 2D texture plane with the texture. Just like any other 2D optic

meager anchor
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@woeful viper thanks, I'll give that a shot

stuck oyster
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the vanilla nvg optics overlay textures are available in the unpacked Arma data

waxen quiver
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hey ya'll , this is the first time making a vehicle. (I usually make buildings) it is still a wip, but i would like to hear some comments/toughts on it so far

sturdy parcel
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hopefully, you'll fail miserably, because structures are sorely needed. There'll never be anough of them to populate a map with eye candy. 😎

waxen quiver
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XD

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I will never stop making structures. they are my favourite anyway. this came along and i figured why not...

sturdy parcel
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😍 😍 😍

waxen quiver
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XD

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Little side note, its and Schopf F59 RAF version

silver zenith
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looks cool
what buildings have you done btw?

strong plaza
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how to fix this?

sturdy parcel
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you are using devel tools and release game or vice versa. both need to match

strong plaza
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are you sure? according to what I see in steam neither are dev

foggy finch
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did you run arma3p again after the 1.84 update the other day?

strong plaza
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ah, that's probably it

strong plaza
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yep, that fixed it

tulip beacon
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would be nice to have mikero tools scan for changes in the game version and suggest running arma3p

sturdy parcel
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it causes a performance hit if I attempted to implement that automatically for any tool / all of the tools.

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a tool do to that itself, isn'it useful. it's as easy to just check steam for anything updated recenty in it's downloads page. People won't use that, or check steam when they encounter the above problenm. It just has to join the other mantras.

stuck oyster
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@sturdy parcel cant fix all the user related errors/bugs/hindrances without taking out the user from the equation 😝

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so put a postit note on your screen

bold flare
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DokanPbo would auto-update with the PBO's being updated :3

sturdy parcel
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which, in the bis world if I understood you correctly, is the equivlent of running arma3p anyway.

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If not, i would never entertain the idea of auto-retrieving from a website or url.

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the user must remian in control of what goes on his pc.

bold flare
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yeah it's just in-memory live generated arma3p essentially. Without your special fixes that arma3p might have.
The thing that I asked about a year or so ago where I wanted that pboProject can load dependencies right out of Arma pbo's without p-drive inbetween.
That's essentially that.

sturdy parcel
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ah ok, now understood

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it's on the backburner, it would be useful.

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it would clean up the horrible mess we have at the moment of having to re-etract on evey update. that is major.

errant knot
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😛

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oh the joys of mod team members complaining about buldozer being broken 🙃

twin urchin
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well it always been broken , like the in environment editor - time of day slider

merry gorge
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SlopeLandContact instead?

stoic jewel
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Evenin'! So, any good tutorials on blender > ArmA workflow? I've got the ArmA blender toolset installed by (FHQ I think..? 🤔 )

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afaik I should be able to do proxies and everything (structures, vehicles etc..) in blender itself

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with BIS tools only needed for packing. Or am I at a complete loss?

stuck oyster
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Basically yes, Blender can be used if you know what you are doing. I use Blender and need OB mainly to preview stuff in Buldozer. There is a series of Blender to Arma tutorials on the BIforums Arma3 editing section. Its not pinned but should be in the first or second page.

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@stoic jewel

stoic jewel
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I can't stand OB / BI Tools. Somehow the P drive always gets fudged, or bulldozer doesn't start, or gives some retarded error that is good-for-nothing. I was hoping I could do basically everything in Blender.

stuck oyster
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P drive and Buldozer problems are mostly user errors.. 😝

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you will still need P drive to compile the addons and I would suggest you get your setup in working order so it wont bite you in the ass at later stage

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following these to the letter should get you a working tools setup

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but OB in general is not the most versatile 3D modeling program so usually its far easier to do the actual work somewhere else

stoic jewel
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User Error? Me? Whaaaaatokayfine

stuck oyster
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😜

stoic jewel
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How about weighting for infantry uniforms and gear, can it be done in blender too? (I know it CAN be done in blender, was just wondering if blender's weighting work in ArmA)

stuck oyster
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FHQ toolbox expors Blender weighted vertex groups as weighted named selection. So yes

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wors for vehicles too, though previewing moving parts is more tricky as vehicles animate with the model.cfg animations

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it is however possible to make a Blender armature that mimics the behaviour of your intended model.cfg animatins and try out movement and such in Blender

stoic jewel
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Background: I have not gotten a single item, ever, in-game.

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Here's the first model I've managed to make in blender, hoping to get it IG one day: https://ibb.co/jjPby9

stuck oyster
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well that should be achievable. Just make sure your tools are setup right and working. Even if you dont intend to use OB or buldozer

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if they dont work you may have some other bigger mishap somewhere that can affect other stuff too

stoic jewel
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regarding buildings, how big texture files do you guys usuall have? Do you have multiple textures for one structure? (for the sake of example, let's say we're building a simple non-enterable house)

tulip beacon
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i guess multimaterial is mostly used by buildings if they are not tiny

stuck oyster
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multimaterials are used in most buildings yes

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that is not quite as easy to set up in Blender but its doable

white jay
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Decided to start working on some houses since commercial buildings were getting on my nerves, very early wip. https://imgur.com/a/NmRfqck

stuck oyster
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looks nice! definitely different from default Arma assets

white jay
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New Orleans has a really strange mix of architecture down here. Downtown has a handful of modern skyscrapers surrounded by very old french/spanish style buildings. Then the suburbs is a like 85% shotgun house, 25% modern house split, with some mcdonalds and shit thrown around. Should be an interesting mix to build.

quick terrace
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you planning to having these with interiors as well?

white jay
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Only a handful, and for those the outside details won't be as heavy. I'm doing the entire city so I'll have to limit what i make enterable.

white jay
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How can I correctly export the uvmapping from 3ds max?

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because when amount the model in OB does not match

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*import

stuck oyster
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Cant exactly help you because I dont use Max, but you might get better answer if you explain your current process so people who use Max can evalueate what might go wrong.

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also you could post pics of what does not match

white jay
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umh....ok

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a moment

stuck oyster
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👍 its always good to provide accurate information about whatever problem you have

white jay
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or I proceed to make a unwrap

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these are my settings

viral cradle
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I'm not a Max user these days myself, but as HG said, some more information would help. Are you saying that your model appears to have no UVs when opened in object builder? What model format are you exporting from Max? The more specific you are the easier it should be for an experienced user to point out potential problems.

quick terrace
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XYZ to UVW can hardly be called UV mapping. it won't create UV islands or splits, or anything of that sort. Stick a UV unwrap modifier on top of the stack to see what you have, then compare it to OB UV editor, i am pretty sure it is the same, but you are doing it wrong to begin with @white jay

stoic jewel
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When in Blender, what would be good poly/tri count for a vest? Trying to keep stuff optimized

thin salmon
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best estimate is to import one of the arma samples

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if you go off that it should be fine

stoic jewel
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Was looking at the new rigs that came with.. I don't even remember what update. Marksman? The one's with groun protector and arm protectors? Those look like they have higher count than vanilla ArmA rigs

polar fiber
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Should still be as low as you can make it. Remember that a lot of units in a group could be wearing them. So treat it as though there are 10 of them on screen and wonder "is it too high now?"

stoic jewel
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yeah I'm aiming as low as I can, making use of textures for small details such as molle, other webbing or straps.

stoic jewel
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flak and combat vest are mostly done model-wise, helmet is a 30 min WIP 😄

woeful viper
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very beefy

fathom dagger
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mmmmmn~ indeed

stoic jewel
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Is that a.. good thing? 🤔

viral cradle
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I think they're trying to say it looks chunky. How's it look in perspective mode? Orthographic is ok for editing, but it can give you a false impression of what a model would look like in game.

woeful viper
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beefy is just beefy. Gives a lot of volume that vest. Now for some more constructive thing - i would make the texture a little bit more grainy. Right now it looks like really soft material (fleece or something). Could also be the shader though

formal vapor
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How do you import an fbx file into object builder with lods?

bold flare
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You need to name the lods correctly

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easiest way is to take a sample p3d and export it as fbx

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when you import the fbx you'll see the naming sheme

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doesn't really work for memory points though

stuck oyster
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what is the issue with memorpoint lod and fbx?

bold flare
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It doesn't import just points

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you'd have to make triangles

stuck oyster
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aa

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mm if each point is like a tiiny tiny box you could perhaos run a merge nearest on it in OB

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though they might not be accurate then actually

formal vapor
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exporting with lods would be a lot easier...wonder if I can skin a character and export it with fbx

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For the memory point I would just make triangles and put the two extra point high, then just delete them in ob

stuck oyster
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true that would be pretty easy to work with

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and yes fbx transfers over everything you need

stuck oyster
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"tree" surface

merry gorge
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is it possible to copy and paste selected vertices into another lod layer in object builder (for LandContact lod)

tulip beacon
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should be

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you can copy and paste things even between instances of OB, iirc

merry gorge
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guess I can just duplicate geo lod and use D - removes faces, but vertices remain and delete the top verts

stuck oyster
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copy paste should work

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if it does not you may have some underlying issue

jaunty leaf
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just a question about modelling; how large do people here model their objects relative to the grid in 3ds max?

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because I tend to model inside the grid

bold flare
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You can try to change the size of the grid ¯_(ツ)_/¯

jaunty leaf
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and I find myself having chamfer operations be fairly coarse

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so this isn't great for making HPs where I think the edges have to be fairly wide to get a nice result

bold flare
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I always model after real world units. No matter how big the grid is.
If I have enough time I adjust the grid size to my object

jaunty leaf
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mhm

woeful viper
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grid is the first thing i hide every time... never needed it so far

quick terrace
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^^

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model using real world units & scale

jaunty leaf
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aight, gonna try doing my next project with that then

late raft
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wtf u makin the planet from Avatar or somethin

stuck oyster
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no im making my own planet

late raft
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oooh

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looks nice

stuck oyster
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Thanks! 😄 the first iteration of our jungle trees were a bit more earth tree like

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and I kinda wanted to redesing that into something more extraterrestial

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but still tree like

late raft
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yeah

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that tree model definitely shows the extraterrestial part of it

stuck oyster
stuck oyster
late raft
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whaddahek

stuck oyster
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😜

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Im a wizard

sudden schooner
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😛 nice.

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Hey one question to the brains trust here regarding 3D program use - has anyone heard of http://moi3d.com/ ?

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It's NURBS but exports quads and Tris to normal formats.

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Easy to do different lods of your model at export too.

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It is relatively cheap.

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I use Blender atm but ...

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https://www.youtube.com/watch?v=X5r3xc_Go3o

stuck oyster
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never heard of it but sure its likely one could use it to produce highpoly objects

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but making lowpoly lods might be more tricky

quick terrace
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using nurbs based modelling software for game assets is not going to work

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yeah you will be able to have some sort of HP done, but there is no actual polygon control over the LP

strong plaza
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is there any documentartion on how the snap point naming works?

stuck oyster
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couple of threads on BIforums but I think thats about it

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they work in pairs

strong plaza
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I'll have a search, thanks

stuck oyster
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A_0 and V_0 are a pair

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and A_1 and V_1 are a pair

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CW01B can be anything

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and the selection starts with .sp_

strong plaza
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so if I name all the snap points CW01B they'll snap to anything?

stuck oyster
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Mm no they will snap.

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Im not sure anymore if the names mattered at all ever

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but right now they will snap to different named points too

strong plaza
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alright, thanks for the info, I'll play around with it a bit later

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wish there wasn't an x z limitation to structure sizes

tulip beacon
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i think .sp is the only thing that is relevant

stuck oyster
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A_0 and V_1 are too

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they determine the direction

lavish mountain
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@stuck oyster tentacle trees?

stuck oyster
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something like that yes 😄

strong plaza
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that vegetation looks awesome, what's the polycount?

stuck oyster
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way too much. got bit carried away with the polyplanes

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got to do some redesigning to make it work properly

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just wanted to see if it fits at all

strong plaza
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yeah it looked quite complex

stuck oyster
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also theyre huge which eats certain amount of polies

woeful viper
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huge -> less trees required per km² to make it dense

stuck oyster
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yep

white jay
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Im doing an unwrap on a building to do my first multimat test. Should I unwrap the entire thing onto one Uv set, or should I keep my uv's seperate based on the object groups (windows/doorframes/walls/glass etc)

woeful viper
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both

stuck oyster
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multimaterial normally uses 2 uvsets 1 for aligning the tiling textures (uv islands can go over the uv space) and 1 for baked textues and mask

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there is a guide for MM on biwiki

white jay
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Awesome, hopefully by the end of the day I can make some progress and get this thing ready to go ingame. Luckily I have my trusty buddy dean here to help me. https://imgur.com/a/zJldf4b

stuck oyster
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yeah I think you need to burn your computer

white jay
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👌

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lol

silver zenith
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[god left]

white jay
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You mean to tell me in the ONLY person that likes to have a little something extra hanging around the scene while I build? Life can get lonely sometimes otherwise.

sudden schooner
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@quick terrace @stuck oyster Check the vid. Control over Quads and Tris quantity is done when exporting. Vid shows seemingly easy process to get your lods done at the same time.

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I might give the trial a go.

quick terrace
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you don't seem to be able to follow

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i have been using nurbs modelling software before

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be it rhino3d, autocad or more recently fusion 360

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i don't need to watch any vids, i am well aware how it works

sudden schooner
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0715 mark

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OK thanks for your time.

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0745 is the bit I'm curious about.

lavish mountain
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@sudden schooner just learn blender or 3ds max, do not spend too much time with this software

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unless you need to for work... it is near impossible to use 3ds max and blender for me as I am doing nurbs modeling daily

sudden schooner
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Cheers for the feedback Don. Yeah might stick with Blender.

woeful viper
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"impossible to use 3ds max because nurbs" ... 3ds max has nurbs

quick terrace
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in all seriousness, max nurbs are a joke, even compared to maya ones

lavish mountain
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Max nurbs are not even close to what the previous listed offered. You can not model nurbs in max in the way you do into those programs...

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You people build stuff from boxes, cones and spheres, then modify it with other magic... I work with lines, perform magic and create 3d things...

silver zenith
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I shouldn't have come here before learning how to model
its traumatizing to see all these terms

woeful viper
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do you even speak n-gon? :D
you will find 80% of the terms are very easy to understand and the other 20% you will likely never need

polar fiber
twin urchin
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thanks mate

polar fiber
twin urchin
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question is - now RHS will do all the mags or just what military uses? 😛

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well theres Cmag which not really used but eh

quick terrace
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military most likely

twin urchin
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45 rnd RPK mags on AKs 👌 or those new 50/60 rnds ones

quick terrace
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if non military, it most likely end up in gref, which is the playground mod 😃

polar fiber
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we have a 10 round AK-103 type mag as well

twin urchin
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heh thats cute

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now i waitng for the extended SVD mags 😄

polar fiber
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do those exist?

twin urchin
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yup - the 20 rounders

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rare but were used only limited

polar fiber
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I see. Well maybe something to look at if we do the SVD again

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since we talk about the ribbed dust cover, wood furniture, milled receiver etc.

twin urchin
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that would be nice , the railed top cover too

fathom dagger
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Now if only whoever in the Marine Corps can approve of Magpul's D-60 drum mag for the M27... cause 100 Beta C... hmm.. little bulky :P

twin urchin
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cmag sucks irl , d60 is good but bulky to carry more than one

viral cradle
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@silver zenith The terminology is the easy part... 😁 Nurbs, box modeling. Doesn't matter, as long as you get stuff done.

silver zenith
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yah I'll keep learning until I fulfill my dream
creating a baguette shaped 7.62 rifle

bold flare
silver zenith
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they stole my blueprints

vernal lynx
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Ah ! La baguette de combat ! Parfait !

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(I'm french and I approve this blueprint)

viral cradle
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You need a 3 view at least to make it a good reference. 🤓

errant pumice
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Hey guys, I have a wierd problem. Any ideas why custom made houses with doors that I place on map won't have option "Open & close door" while the ones I place via Eden have that option? 😮

bold flare
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There was a change recently (A year or more ago?) that broke doors on tons of old maps. Maybe it's that? I'm not a #arma3_terrain though. Don't really know what the actual problem was

rough idol
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Class name is not matching p3d name?

sturdy parcel
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I'm surprised @errant pumice that a seasoned Vet like yourself got caught with this.

outer condor
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has anyone here set up their P drive to have the correct arma 3 lighting within Buldozer? (edit bin.pbo)

sturdy parcel
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I did, once, merely to see if it was structurally correct. I think @bleak tangle is the master in this.

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As to whether the lighting was better or worse, wouldn't have a clue.

obtuse rain
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It's closer to the in game lighting once you do it.

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Though, couldn't you just manually load the lighting via .SQF and the new command? 😃

tulip beacon
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hmmmmmmmm

fickle olive
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ok lovely lovely model makers, but any chance you can make some..oh i dont know..BUILDINGS? something the game lacks.. is new ones? or are we happy to have every map rehash the same buildings forever? thanks 😃

polar fiber
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Lots of people here have building projects

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We'd recommend trying modelling things yourself, like those enterprising people

bold flare
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Also there are tons of building packs out there on the interwebz. And also CUP's stuff from all the older Arma maps provide a F-ton of variety

sturdy parcel
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maybe they do, but they aren't 'lots of people' who did them (arma2). Most modellers imho seem to be content with making yet-another 'me too rifle'. It will beused once or twice then forgotten about, whereas a building or structure lasts considerably longer. Years in fact. As for cup, I agree with you, but only milkman and nonov provided the bulk of the product. afaik.

quick terrace
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@fickle olive this is model MAKERs channel, not model REQUEST channel though

tulip beacon
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we're making shit-ton of eastern-european style fences

quick terrace
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i said it before and will say it again

sturdy parcel
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that's good to know.

quick terrace
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will do buildings for maps that are being worked on

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so say you want to do US style map, feel free to contact me, i'll get some buildings done

#

not the other way around

vernal lynx
#

@quick terrace want to do some 1940s buildings ? Because we always have a lot of terrains in the factory 😛

sturdy parcel
#

kju and his ww2 mod would welcome them.

fickle olive
#

@tulip beacon nice work 😃

tulip beacon
#

thx

vernal lynx
fickle olive
#

@quick terrace you are actually saying that you would build models, for a particular terrain, if someone got in touch with you ?

quick terrace
#

a. depends on project and who and how asks

#

b. depends on how the entire thing is being made, and especially what for - i am NOT touching life shit unless i am being paid really well - my normal freelance fees, which mommy and daddy of the squcky voiced blokes cannot afford

#

c. depends on how innovative the terrain is

#

at this very moment, out of all the project out there that i know of, i would do some buidlings for vidda

#

i am an architect by trade btw (MA in architectural design), so buildings are my bread and butter. I also do a ton of archviz. maybe that is why i mostly prefer doing something else (rifles, gear and vehicles) than i do at the office @sturdy parcel

#

@vernal lynx is there a list?

vernal lynx
#

writing a PM to you atm

quick terrace
#

👍

silver zenith
#

I'm also thinking about a modular castle in the same spirit of the CUP misc tiles

errant pumice
#

@sturdy parcel class land_afhut | afhut.p3d here... so any other ideas?

sturdy parcel
#

use eliteness to check that the wrp itself has that land class

#

also check the geolod of the p3d, class=house eg

foggy finch
#

make sure it has a unique skeleton name in the model.cfg

errant pumice
#

fixed yeah, model.cfg issue, tnx guys

hallow jacinth
#

Might be a stupid question, is using a rotation instead of a translation possible for suspension? My attempts just look straight wrong. It looks like some of the vehicles in the tanks DLC use rotational suspension, however these are still encrypted.

stuck oyster
#

last time I looked into this the actual damper movement did not work right with rotation but you can fake it by having a translated up down going damper memorypoints and rotating parts in the visible model

#

I think I've managed to get a car jump with rotating dampers

rough idol
#

it will work but wit would be quite difficult to setup physx for it

woeful viper
#

What is used for simulation does not have to match 1:1 what is used for visual animation... as long as you seperate it

#

Also, if you look closely at the DLC vehicles, the rotation is not real, it's only "approximated" by moving the wheels normally, but having the suspension arms transform (one end is attached to the wheel group, the other end is fixed to the body)

stuck oyster
#

@rough idol you mean rotating dampers?

stuck oyster
#

the feeling when you hit p3d Export without selected only ticked

hallow jacinth
#

@woeful viper I've noticed a lot of mods use this technique, on the tanks DLC vehicles is so subtle. Very convincing

olive quiver
agile flint
#

You know I had to do it to em

olive quiver
#

didnt actually, only seen the odd screenshot of your work

agile flint
#

You should hopefully see something soon, about to finally finish my first fuckin vehicle after 2000 hours in blender haha

#

1900 hours are me changing shit

olive quiver
#

it'll be about bloody time

agile flint
#

Fuckin oath, dont worry I fuckin hate it myself, sick of taking so long for everything

fierce pendant
#

I would love to see someone make the Scar 17 H, The 308 Scar

twin urchin
#

you havent seen RHS mod feed do you?

#

also there some mods already out there just look closely

stuck oyster
#

@olive quiver thats just the proxy model/animation and where those stuff are animated to be on it.

quick terrace
#

@fierce pendant this isn't, by any stretch of imagination, a model request channel

fierce pendant
#

Pufu there are like 100 channels, It was 4 am and I was thinking about guns, I did not care to find the right channel

#

Not to mention it was not strictly a request, I am mildly thinking of making my own

quick terrace
#

there is no right channel though.
and you could have just said:
I would love to see MYSELF make the Scar 17 H, The 308 Scar

sturdy parcel
#

I'd love to see more buildings, and i don't see myself doing it. <grin> 😎

#

Where better to raise the issue of a severe shortage of models (and variants) for maps, except in the model makers channel. Duh!

Models have not kept up with map sizes. We had (from memory) around 530 'objects'' in flashpoint that could be used on 256x256 maps. That size has now ingcreased to 4192. 16 times more variants of models are needed for eye candy. Where better to let people know of the need, and the challenge.

foggy finch
#

mikero just wants a Goatel 😉

sturdy parcel
#

haha, actually there are several, but most of them are 'vehicles' (or pasted onto billboards, which is the only good place for a ruminant)

quick terrace
sturdy parcel
#

yawn

quick terrace
#

😄

woeful viper
#

that barcode... makes wonder if future dog tags for soldiers will also be just barcodes... And then somebody walks with a mobile cash register scanner between the dead and beeep "thank you for your service" ... beeep "thanks for putting your trust in <weapon industries inc.>

#

that will make 599.98 Mr. General

quick terrace
#

yeah there seems to be bar codes on both US manufacturer ones and blegioum ones

#

the MK17 also have a QR code 😃

woeful viper
#

guess it makes kinda sense. Can encode production date, serial nr and all that stuff

jaunty leaf
#

that is a very pretty scar

polar fiber
#

Clever of you to put your bak PIN in the black one's serial number, to help you remember it 😜

woeful viper
#

yeah, in case you forget it while grocery shopping with your Scar

twin urchin
#

god those long barrels are just beh xD

quick terrace
#

@polar fiber 😄

hollow fulcrum
#

@quick terrace those renders look fantastic 👍

quick terrace
#

good luck to me getting the same textures ingame, i know 😄

silver zenith
#

I'd rather use a pistol than a super long barrel
somethines aestetics over efficiency

lusty ginkgo
#

you can 'open' binarized p3d's in object builder now?

#

instead of it just crashing it actually gives you some info now

bold flare
#

you always could. It was only broken recently

#

It gives atleast bounding box

lusty ginkgo
#

it's been broken for the past two years at least then

#

glad that's fixed

lusty ginkgo
#

can you preview .paa texture in the OB viewport now?

#

seems that way

#

that's amazing

stuck oyster
#

wut OB updates 😄

#

the END IS NIGH

vernal lynx
#

what ? How so ?

stuck oyster
#

Object Builder getting updates is a sign of the apocalypse

vernal lynx
#

I mean, is it updated already or is it announced on bi forums ?

stuck oyster
#

@lusty ginkgo where you got your info

lusty ginkgo
#

I was just editing a model and set the .paa texture and it appeared

#

only time I have ever seen that happen is with surface textures on roadway LOD's

woeful viper
#

you mean in directX mode?

lusty ginkgo
#

yeah

#

it doesn't seem to work on _co textures

vernal lynx
#

anyone has the console command to show current's vehicle RPM ?

#

I lost it 😠

half heath
#

EPEVehicle

vernal lynx
#

afaik there is more simple that EPEVehicle 🤔

#

meh nvm

stuck oyster
#

animationsourcephase?

#

and rpm source

vernal lynx
#

AH I think that was it

#

will try in a minute

lusty ginkgo
#

textures aren't working in OB anymore

#

I swear they were for a couple minutes a bit ago

stuck oyster
#

it was just a DrreeAAaaammmMMM

tulip beacon
#

maybe you had source tga or png in the same folder as well as paas

lusty ginkgo
#

I am 100% certain that is not the case

#

I even switched to some other random .paa's because I was surpised and wanted to test it

tulip beacon
#

hmmm, interesting

#

i wonder if we can now see proxies as models in viewport (not as triangles) (i bet we can't)

rough idol
#

object builder is able to read some old ca/pac textures in dx mode

#

no idea what compression mode it prefers - I only noticed it with some older RHS assets where it was just working and after resaving texture it was invisible again

lusty ginkgo
#

It worked for just some normal paa _ca textures I made recently for a bit

sturdy parcel
#

pac files normally use index palletes rather than mipmaps. The engine and texview (and binarise texeaders.bin) remain backward compatible with all format variants of paa/pac.. All the way back to cwc demo, which is still readable.

#

pac files, by definition, are lzss compressed (because that was the only compression method available at the time).
also, unlike all other lzss compressed data in the engine, i t is uncomditionally compressed. the 1024 rule does not apply.

#

internally, the engine code (which is used by texview and texheaders.bin) converts all formats to dxt1 mipmaps except greyscale and dxt5

#

the engine accepts any pac or paa file as mutually identical (because they are), with the sole exception of index pallets in texview only which must be a pac file.

stuck oyster
#

short and salty answer: The internet. But for better answer you need to provide info on what kind of material are you talking about

stoic jewel
#

Any blender topology masters on that could help me out, I bet it's a really simple problem 😄

stuck oyster
#

depends whats the issue..

stoic jewel
#

oh course. I drew a master illustration on top of a screenshot, wait one

#

other side gets effed, while other is alright. Not sure what causes that red part to happen, and would gladly get rid of it and learn a tad more 🤔

stuck oyster
#

triangulate it

#

also this crossing looks odd

stoic jewel
#

it's the exterior of the dump pouch

#

triangulate, right.

stuck oyster
#

that does not really matter, mesh is mesh, but the edges cross withtou there being a vertex at the cross point

#

that should not happen

stoic jewel
#

right-o, looks good now. Thanks!

stuck oyster
#

👌

#

make sure you dont have some badly folding faces in that spot I marked with blue

stoic jewel
stuck oyster
#

cool! 👍

silver zenith
#

wow is that arma

stuck oyster
#

yes

#

this is Arma Discord isnt it? 😄

stoic jewel
#

Sure looks like it! 😄

silver zenith
#

oh yeah you're the guy making all that crazy alien stuff
cool

vernal lynx
#

✌ perfect

twin urchin
#

dunno reminds something from destiny or warframe 😛

stoic jewel
#

Warframe was my first thought 🤔

stuck oyster
#

Well those are scifi games with fancy armors

#

there are bound to be similarities if you clad a humanoid in techy plate

#

I dont deliberately try to mimic either.

stoic jewel
#

Yeah wasn't claiming that, looks cool! ArmA needs more stuff like this. Please, no more MC and Ops Core Fast helmets 😄 (disclaimer: if you fancy making MC stuff and Ops Core helmets, you are welcome to do so, I will not judge!)

stuck oyster
#

Oh yeah no, I was just saying its not my goal to reproduce anyone elses stuff. Just trying to find my own style

safe ether
#

Looking good goat

stuck oyster
#

Thanks!

fierce lance
#

Hello guys!
I'm Tarfu and i just started to create "mods" a few days ago.
And i need some help, i'm blocked in my work.
I'm trying to create a very simple 3D object which can be placed in editor like others static props.
So I realise my 3D model (it's a diving bottle), put it in object builder, applied a paa texture, and exported it in "old p3D".
And now i'm stuck on the config.cpp, see below >>

Ps: Actually I see my mod in the list on the main screen, but i don't see anything in the editor, and in the "drop down" list , my mod does not appears.
Thanks for help!

#
class CfgPatches
{

};

class CfgVehicles {    
class Static;
class bottle : Static {
    scope = 2;
    model = "\tarfu_bouteille\Data\bouteille_test_1.p3d";
    displayName = "Test bouteille 1";
    faction = "Empty";
    vehicleClass = "Small_items";
};
};
tulip beacon
#

why "old" p3d?

fierce lance
#

Ah, i'll send you a screen x)

#

Humm, we can't post images here?

tulip beacon
#

and why is your cfgpatches empty?

#

you don't need to export it

fierce lance
#

Ah?

tulip beacon
#

you simply save it as p3d

fierce lance
#

Okay

#

Done

tulip beacon
#

plus you have to have something in cfgpatches

#

class CST_Walls { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CUP_Buildings_Data"}; };

fierce lance
#

Oh stupid question

#

^^

#

In class CST_Walls, can i put what i want?
And can requiredAddons be empty?

#

@tulip beacon It's works!!!

#

Thank you!

tulip beacon
#

@fierce lance👌

fierce lance
#

See you on the next problem i have x)

foggy finch
#

also add a tag_ to your filenames and classnames as it avoids overwriting anything vanilla or from other addons, e.g. tarfu_bottle.p3d / class tarfu_bottle / etc

#

@fierce lance ^

#

your tag is your namespace and using it is vitally important to avoid conflicts as you progress further into modding.

fierce lance
#

@foggy finch Okay! Thanks for the tip!

stuck oyster
#

@fierce lance if you did not yet know Arma 3 Samples are on Steam and you can check out lot of how to do stuff on their p3ds and config files.

fierce lance
#

@stuck oyster Yep! Thanks!

fierce lance
#

Okay, I've got the error, when I place my prop in editor, "Cannot load texture_co.paa"
In object builder I put "texture.tga".

#

And I cant see my prop when i start the game

strong plaza
#

I'm trying to make tree clusters using arma1 mlods, but the res LODs end up having 6 sections. https://imgur.com/a/RSXoba3
the original model only has 2 sections in the first res LOD, how can I reduce the section count here?

twin urchin
#

sort?

strong plaza
#

you mean select all faces for a texture then sort?

#

Figured it out

stuck oyster
#

@fierce lance your textures need right paths and right naming conventions and sounds a lot like you dont have the development environment set up corretcly. (P: Drive and so on )

strong plaza
fierce lance
stuck oyster
#

oh you sound so lost 😝

fierce lance
#

Yes i am x), but Shuuuut it's a secret x)

stuck oyster
#

ok so you got to go read the forums editing section to get the basic stuff going

fierce lance
#

ok

twin urchin
#

i was wondering , does that new magazine proxy work with pistols? what about like AT - RPG7 for example?

rough idol
#

PP-2000 is using 21 & 44rnd mags

#

RHS RPG-7 is also using mag proxies

#

so animation on RPG-7 are possible without hacks

silver zenith
#

will the 30 rounds mag finally be seen on pistols?

polar fiber
#

@twin urchin it's also indexed so you can use a second proxy for second muzzles like GL tubes

stuck oyster
#

brilliant

tulip beacon
#

@strong plaza is that for your "flightsim" map? (is it yours?)

strong plaza
#

yes

tulip beacon
#

nevermind then

lusty ginkgo
#

so I am making a modification/retexture version of an A2 building and right now I am in the process of replacing the textures

#

does anyone know if A3 has any ugly wallpaper textures? there are a bunch in CUP but obviously I am changing away from those

lusty ginkgo
#

how does the game detect when to use interior weapon sounds?

bleak tangle
#

By the texture used on the roadway LOD

lusty ginkgo
#

thanks

twin urchin
#

wonderful , one more thing

#
      However, it seems the dropped magazine model requires separate .p3ds to display different textures```
#

this will be fixed or it is not possible?

rough idol
#

it could be fixed but I don't think it will be

lusty ginkgo
#

these are just a few test combos

#

I can mix and match in a bunch of ways if I choose to

#

everything is vanilla or dlc textured with the exception of the exterior wall

#

with what I have right now I think there are like 100 possible combinations for the exterior

twin urchin
#

it looks really good imho

#

maybe textures are little bit too sharp

lusty ginkgo
#

thanks

#

I'm quite satisfied myself

#

too sharp in what respect?

twin urchin
#

well sharp means sharp that in closeup you can see texture compression

#

dunno if thats how the original texture was or the resolution itself

stuck oyster
#

is the direction of these planks crooked on purpose?

#

or actually whats the house build of?

#

the windows there looks like theres brick

tulip beacon
#

thats the renderer

stuck oyster
#

you absolutely sure its not something tiling on the texture?

tulip beacon
#

i'm not but looks pretty much like usual rendering stripes

#

insides are quite good looking

stuck oyster
#

alrigth it could be that too now that I look at it more

rough idol
#

AS map?

tulip beacon
#

i think there are two causes of these stripes. 1st is when it's not adshq and 2nd has something to do with shadows quailty iirc

rough idol
#

try using ASDHQ

devout socket
#

looking to start making vehicles anyone got any good tutorials?

stuck oyster
#

Biforums editing section has some arma related stuff. 3D modeling in general is similar between all programs but there are always some program specific tools that make workflow on each program easier.

#

Depending on what program you want to use for modeling there are likely to be bunc of tutorials on different topics

devout socket
#

So far ive got arma 3 tools and im extracting the game date to my p drive just now

#

Hopefully going to use blender

stuck oyster
#

have you any experience in 3D modeling?

devout socket
#

Very Basic experience

stuck oyster
#

well before you need anything Arma related your best course would be to learn how to model in Blender in general

#

making things arma compatible and working in game is only a part of the process and you should not distract yourself with that before you are comfortable with Blender

median bough
#

stuck oyster
#

trying to take it all in will be overwhelming

devout socket
#

Ah ok, So learn blender modelling first, Then try get it into arma

stuck oyster
#

yes that would be my advice

devout socket
#

Ok, Thanks

stuck oyster
#

so instead "how to model for Arma in Blender" Which is a very tiiny tiny topic in all 3D modeling and does not yield much results

#

you just need to look for "how to model in Blender"

devout socket
#

Ah

stuck oyster
#

you will likely want to find you stuff like "highpoly to lowpoly game model making"

#

or "game model making in general"

#

and stuff like that

devout socket
#

Ok Thanks

stuck oyster
#

once you understand more of modeling in general you will have a lot easier time undertanding the specifics Arma models have to work in the game

devout socket
#

Yeh

polar fiber
#

banding on the house model above, is caused by the shadowbuffer

sacred grail
#

@stuck oyster Are you redoing the Normals and specular too?

eternal bloom
stuck oyster
#

@sacred grail wut? im not doing anything?

sacred grail
#

oh your right, i thought you posted the original pics lel

woeful viper
#

you have to use shadowvolume / stencil shadows if you dont want the stripes. Unfortunately... would have been a nice time saver (also more performant according to BI)

eternal bloom
#

it looks like there is no ambiant light

#

but my multimaterial rvmat is basically a copy/paste of BIS' ones

#

any idea ?

quick terrace
#

can you pastebin that multimat? @eternal bloom

eternal bloom
#

@quick terrace I have copied/pasted an rvmat from bis and i have the same problem, maybe it's buildozer configuration ?

eternal bloom
eternal bloom
#

ok so my buldozer configuration was wrong, the light is ok but now i have no texture :]

vernal lynx
#

@stuck oyster well this issue is linked to sbsource=visualex named properties, but you must know it ?

#

if you were asking how to reduce the artifact, it came out to me that smooth faces were less affected than sharp ones.

stuck oyster
#

ye just did not recognize it at first and thought it was part of the texture

#

and it was not my pic xD

#

was Rylans work xD

formal vapor
#

do grenades need anything special in the model cfg? I would assume it's a basic, simple model

pure whale
#

anime the pin no balls

formal vapor
#

My grenade doesn't have a pin😜

#

It's a grappling hook

pure whale
#

ah well if no pieces of the model move or have bones then u dont rlly need a model.cfg, no clue if samples have a nade to look at

formal vapor
#

they don't 😦

#

I think for the config part I'll copy the grenade stone, though I wish it could be possible to slam a grappling hook in another player's head

stuck oyster
#

why not, give it direct damage

formal vapor
#

I'll try it out, is there a way to make it stick to a player?

stuck oyster
#

not natively

#

could perhaps attach it

#

might not be pretty though

#

you got to be quite a ninja to get a grappling hook to stick to a man I recon

lusty ginkgo
#

@stuck oyster
is the direction of these planks crooked on purpose? or actually whats the house build of? the windows there looks like theres brick
That's just the game rendering

#

I don't know exactly what causes it but it isn't part of the actual texture

#

the models have no ambient shadow or mc textures at all so I don't think that has anything to do with it

#

I will probably add those at some point though

#

I should probably do that right now actually before I make the other LOD's

stuck oyster
#

@lusty ginkgo if you read what was written above people already mistook me as the author of the pic many times

#

and the shadow bug was raised

#

so youre late for the party xD

lusty ginkgo
#

'shadow acne'

#

didn't know it had a term

stuck oyster
#

have you tried ASDHD?

lusty ginkgo
#

not sure what the difference is

stuck oyster
#

possibly better rendering

#

could be worth to try since Reyhard suggested it

lusty ginkgo
#

first I need to add another UV set so I can have mc and as textures so I'll do that first

bleak tangle
#

As far as I'm aware, the "banding" in direct sunlight seems to be a result of sbsource = visualex or the shadow LODs faces being too close to the resolution LODs.

The other type of banding is when a building is in shadow, and seems to be related to ADS/ADSHQ. Here is a comparison Tom did when the ADSHQ technology was first introduced http://tom4897.info/blog/2016/10/arma-3-ads-hq/

lusty ginkgo
#

I saw similar banding on my ads textures for some of my custom buildings but it just looked like a result of the actual texture being compressed

#

seems like adshq is probably the way to go

#

the banding in my screens aren't from that though because the model doesn't has AS yet

bleak tangle
lusty ginkgo
#

thanks

median bough
#

that was a quick remove

lusty ginkgo
#

on an unrelated note, can vehicle models have roadway LOD's?

stuck oyster
#

yes

#

and you will fall off if it moves

lusty ginkgo
#

not sure when I thought of this but I think it would be cool to be able to actually stand on parked vehicles and stuff but I fear there would be a lot of issues

stuck oyster
#

yeah thats all possible

lusty ginkgo
#

would tanks try to drive over it and stuff?

stuck oyster
#

no

lusty ginkgo
#

because they seem to love to do that with buildings

stuck oyster
#

do your roadways extend to ground?

lusty ginkgo
#

I haven't actually made any vehicles yet so no

stuck oyster
#

but on the buildings?

lusty ginkgo
#

depends on the building

#

on buildings with slopes like the hangars I know it's an issue

stuck oyster
#

ye if the roadway connects to ground it forms a surface for vehicles too

lusty ginkgo
#

as far as mission making goes it would be nice if there was just a roadway model in the vanilla game that you could just attach to things to make them walkable

stuck oyster
#

what things are not walkable that would need it?

lusty ginkgo
#

an upside down tree

#

I was thinking it could be attached to the top of a vehicle or a truck bed or something and the player could be attached to that so they could walk on the vehicle while it's moving or something

#

I'm sure some people would want to do that

stuck oyster
#

moving still throws you off it

#

the walk on vehicles mod had some magic to counter that

#

but I dont think it worked well enough for mp

lusty ginkgo
#

I baked the universal mask to a new UV set and use it as a custom mask for the building so I could also use the adshq I made which you can see here

stuck oyster
#

@lusty ginkgo that looks quite nice! the original has bit more wear on it but should be easy enought to make variants

lusty ginkgo
#

the wear was a separate texture and seemed unnecessary because it added an additional section

twin urchin
#

i would probably bump the color since yours look kinda desaturated or is that on purpose as arma 3 has contrast now?

lusty ginkgo
#

now the section count is 5 including the windows that I added so I think it was better just to get rid of it

#

it is supposed to be darker and more desaturated

#

also going to do the metal shed

stuck oyster
#

😄 yeah its kinda bright 😄

lusty ginkgo
#

also the really colorful look isn't something I am a fan of when it stands out so much

#

expecially for a rural home with wear and tear

twin urchin
#

while true , still painted house is bright heh

lusty ginkgo
#

well this building is presumably pretty old since the paint is chipped away and the brick is showing so it would make sense that the sun bleached the color a little

twin urchin
#

makes sense

twin urchin
agile flint
#

Looks mint mate

#

@twin urchin Which mod will these mags be apart of?

twin urchin
#

i havent decided yet on that , these were for testing

sacred grail
#

@lusty ginkgo Roof panel looks like it still needs some work. Also I would do some edge wear on the corners like in the original.

#

Also I am curios. Did you find the original texture's they used or just sharpen manually in photoshop?

#

I know you can find some of the building textures on various texture websites like textures.com

fathom dagger
#

@twin urchin oh... ooooooooh.. that would be nice~

lusty ginkgo
#

I denoised and color corrected their old textures

#

Also what about the roof panel?

sacred grail
#

ahh I see. The roof panel just still looks a bit out of place to me. A bit blurry i guess

tacit shard
#

Hey, when making custom ladders I don't suppose there is a specific distance between the vertical bars and the side bars to make sure they line up with the animation is there?

stuck oyster
#

dont remember if its written down anywhere but the animation does go up in even steps

#

you can drop a proxy of a buildign with ladder on OB and measure it there if nothing else works

tacit shard
#

will give that a shot thanks

stuck oyster
#

the climb animation is likely moCapped so its been made on real ladder

bold flare
stuck oyster
#

nope for scale

fierce lance
#

Hi guys,
I'm currently stuck on "LODs" with my project, and I need some help ^^.
I'm trying to get my prop solid (can't pass through), I was looking for tutorials, but nobody explais that clearly and simply x)
So my question is: How can I create a geometry LOD (box) by myself around my prop.

Thanks!

stuck oyster
#

what are you modeling with

#

in Arma different LODs are on different layers of the p3d file

#

outside of Arma tools these same lod concepts dont usually excist

#

so they are made separately

fierce lance
#

I'm using Blender to modelise, and currently I have my model in Object builder

stuck oyster
#

do you use FHQ toolbox in Blender?

fierce lance
#

Ah, I don't think so ^^
The only thing I use is the Arma toolbox

stuck oyster
#

that is it

fierce lance
#

Ah okay

stuck oyster
#

alright so in OB

#

this space is the LOD list

#

and right clicking it and/or the lod lines brings up a menu you operate them with

#

in Blender

#

the arma properties tab has the LOD dropdown menu

#

each lod is separate object

fierce lance
#

And is this the same thing on twice softwares?

stuck oyster
#

that all get combined into p3d on export

#

twice softwares?

#

im lost now xD

fierce lance
#

Forget what I just said ^^

#

It's not important

#

So, how can i render my prop solid?

stuck oyster
#

you have to clarify.

fierce lance
#

Yes

#

^^

#

Now i'm in Object builder

#

With my p3d file (my prop) inside

#

I put my texture on

#

And now i'm trying to get this prop solid, because, in arma, i can walk throug it

stuck oyster
#

ok so

fierce lance
#

But, I don't kown how to do it

stuck oyster
#

the terms

#

what you want is collision

#

and for that you need geometry lod

fierce lance
stuck oyster
#

and that needs to be convex, each part needs to be named component (there is a find components tool in structure - topology and convex component hull in stucture - convexity)

#

and each component needs to have mass (more than 1)

fierce lance
#

Nice draw! ^^

stuck oyster
fierce lance
#

Find component > Check

stuck oyster
#

window menu opens different dialogs that may be missing by default

#

mass usually is hidden in the default layout

#

or at least the old default I faintly remember

fierce lance
#

Convex comonent Hull > Crash

stuck oyster
#

did you try it on your whole model???

fierce lance
#

Yes

stuck oyster
#

that usually does not work

#

unlesss you have very simple object

fierce lance
#

But i have many polygons

stuck oyster
#

as its very very consuming process

#

no you have too many

#

and its not meant for that

#

the convex component tool is meant to finalize and fix simple geometery shapes you may have

#

it does not magically make them

#

how many verticles does your mesh have btw?

fierce lance
#

Approx 5k

stuck oyster
#

well that much it should be able to process

#

but since it crashes you got something odd going on with it and you have to do it manually

fierce lance
#

Yes, that's not a problem

#

And the hitbox has not to be perfect

#

If it's just a simple box it's okay

stuck oyster
#

also in case you have missed this

#

@vernal lynx you should advertise your topic more! And get it pinned on BIforums

vernal lynx
#

Well I post it on Reddit and here when the playlist is updated.

#

But yes maybe

stuck oyster
#

no maybe! DEFINITELYYYY

#

If you dont, I'll keep pasting it xD

vernal lynx
#

Isn't it moderators job ? I don't see myself asking them "look at my not streamlined tutorials and pin it because mmh I'm so good !"

quick terrace
#

@fluid ocean can we get that pinned on BIF please ^

vernal lynx
#

Haha here we go.

quick terrace
#

or @amber igloo for that matter

stuck oyster
#

😄

#

thanks @quick terrace

quick terrace
#

@vernal lynx - considering the amount of A to Z tuts, there is no point being modest about it

#

@stuck oyster 😙

#

there is quite a few other topics that would need to be pinned as well

#

besides that one if you ask me

fluid ocean
#

If it is pin worthy, I will do so.

quick terrace
#

it is, cheers 😉

fluid ocean
#

Movie night, so I will do it after.

quick terrace
#

sure, there is def no hurry

amber igloo
#

@quick terrace @fluid ocean pinned it.

fluid ocean
#

👍

stuck oyster
#

👌

pure whale
#

I'm late but when u do convex hull it doesn't crash

#

it just freezes until it's done

#

lol...

#

have to b patient and let it do its thing

stuck oyster
#

well in some occasions it can crash too

#

but yea you may be right and it was just slow

vernal lynx
#

Best is to take everyface facing the exterior, separate them from each other then exture to the inside

#

You will have 8 vertices components, just make sure they are planar face

#

You can end up with a very detailed fire geometry, easily computable and reliable.

#

If you component is too complex wether it is simplified or worse it will show empty triangles and it won't work in game

tough sinew
#

is there any car mempoints that is in the fuel tank position?

sturdy parcel
#

And sdk now exists for Mikero's depbo64.dll. Other coders can now roll their own exes based on this,. Details are in the tool makers channel.

#

The benefits of doing this are that other coders can concentrate on creating sexy applications without fussing over the details of a pbo itself, or reinvent a wheel. When bis move goalposts, the dll itself will take care of those details. This means you have a reasonable garantee that your tool is going to work and be compatible without revisions, no matter what bis do.

lusty ginkgo
#

that's pretty awesome news

slate epoch
#

diag_drawmode will actually work in next dev branch update 😃

stuck oyster
#

yyyy

#

brilliant

fierce lance
#

@stuck oyster Thanks for the link!

slate epoch
#

Had to bribe some programmer, but it's official now.

stuck oyster
#

👌

slate epoch
half heath
#

Super cool!!

bleak tangle
#

woeful viper
#

very naice

quick terrace
sudden cairn
#

"The longer the better" - someone, speshial operations probably

fathom dagger
#

stahp you're teasing me too much~

silver zenith
#

why not add all of them

woeful viper
#

plot twist: it's one and the same - telescoping silencer 😄

vernal lynx
#

Look at what you did @quick terrace @stuck oyster now I got mentioned in the SITREP

#

Things escaladed quickly one would say

stuck oyster
#

bwahahahahaa

quick terrace
#

@vernal lynx no one to blame but yourself

median bough
#

don't mod, don't get mentioned in a sitrep

#

¯_(ツ)_/¯

#

😉

quick terrace
#

why not add all of them
that is precisely what i intend to do, or i wouldn't have modeled, unwraped, baked and textured 3 different models

fathom dagger
#

I'm going to assume those suppressors are meant to go with the SCAR-H, and any other 7.62 calibur.

quick terrace
#

obviously not just for SCARH, but yeah

acoustic edge
#

so i made a object in blender and exported as 3ds file, i go to import into object builder and i get error saying missing KFDATA section? i guessing i missed a step?

#

ah nvm, i did miss a step

stuck oyster
#

@acoustic edge you missed the step of using FHQtoolbox addon for Blender and exporting as p3d

twin urchin
#

ah those ridiculous long AAC suppressors for Scar H , fun fact arma 3 rifle suppressor is based on it thats why its long as shit

#

btw i hope to see those newer suppressors from surefire socom too 😉

fathom dagger
#

everyones all screaming for FN SCAR.. but they should be reminded there is also an FN FAL in the works.. that will be almost just as common as AK on any battefield

twin urchin
#

since when Fal is common as AK? maybe in the cold war era but not anymore

terse elm
#

@quick terrace question for ya, what font did you use for the engraved text on ur suppressors?

twin urchin
#

btw if you want accurate text , there are sites that can detect what kind of text is on the picture , its funny how it works but it can find your font you looking for or very close to it

terse elm
#

I’m trying to find like a proper machine engraved font for weapons

#

Had a look at some of those didn’t get the result I was after

#

Would of thought something like that would be a pretty standard font

worldly wadi
#

Hi all. I am looking to make a modification for the in-game AMV-7 Marshall by adding a commander RCWS, can someone give me some tips/instructions as how to do so?

stuck oyster
#

You can not. Arma 3 models are not released for editing.

agile flint
#

@worldly wadi Once the A3 models are relesed for editing, just take the RCWS off of the newly added tanks DLC TD and slap it on, done haha

worldly wadi
#

Ah bugger, thanks anyway haha

quick terrace
#

@terse elm not every font is the same, in this case it is Helvetica Neue LT Pro 37 thin condensed.
Problem is the serial number had a flat top 3, and not internet not my GF (she is an art director) could actually pinpoint to the exact font used. so i just made sure i didn't use a 3 anyplace 😄

#

HK (and FN in soma cases) are using more EU fonts, like century gothic, gil sans, or even DIN 1451

terse elm
#

Cheers for that, I’m doing a GPMG soon so il need something like these

woeful viper
#

i was looking for ages for the font used in soviet aviation instruments, with a flat top 3 but couldn't find it anywhere

quick terrace
#

there are actually pretty few such commercial fonts out there

#

i do remember getting one for russian shit some tima ago

#

but was a monospace, close to consolas font

sturdy parcel
#

YAWN. As if there weren't much more important things to discuss than yet-amother 'me too' rifle. Don't you gentelemen ever discuss something more interisterng, like a building that has doors and windows that can acutalty open? o r is this channel just about the size of your penis which is all that a rifle can represent? Honestly, get a life folks and start producing something imnteresting and worthwile to other people. llike a helicopter that actually flies.. If you don't want to do this,. fine by me, and i'll treat this channel as noob 101

bold flare
#

Most people making buildings are probably over at #arma3_terrain I'd guess.

sturdy parcel
#

No, they're not. They respect tje difference. But, homes;ty. whp gives a sht whether or not a a rifle has a fckingbarcode or not. It will be used once or twice in game. and then forgotten about. Get your act together people and start making models that are useful to everyone.

bold flare
#

Why don't you start making models then if you want it so much?

#

Not like anyone here has any obligation to make something specific instead of what they have fun at making

sturdy parcel
#

then call yourself penis makers, because this is all this channel appears to be good at. AND, I have never not, ever, claimed to be a model maker, becuase i Dojn't have the talent to do so, but this is not a channel worth listening to in it's currennt form.

#

There's nothing new here, no innovation, at best some noob asks about CfgAmmo. If you pretend to be a MODEL maker try making a submarine instead of this never ending lesson 101 in how to fire bullets your of your hand gun

hollow lagoon
#

This isn't the league of justice lol... it's the model maker's channel

#

For the record, M1lkm8n and I always tended to discuss building making in the terrain channel, and weapons/vehicles/units are all more complicated than buildings... buildings are boring as shit to work on, and no one really cares once they're done... or notice how poorly they were done when they were mine lol

bold flare
#

"at best some noob asks about CfgAmmo" That would be #arma3_config anyway.

#

Also I'd say buildings are relatively easy to make. Compared to a gun. So not many questions being asked about them here

hollow lagoon
#

Newb Q's should be encouraged too... this is a modding community not a top this fishing trip

#

Box, box shapped hole, box for inside box shaped hole... texture... config... done

#

although you can make money making buildings for VBS I hear...

sturdy parcel
#

@hollow lagoon I acknoledge your valuable contributions..

#

half of cup wouldn't be what it is without you and the milkSlut

median bough
#

And a lot of others, but that's not the point

#

What is it?

sturdy parcel
#

this point is this (is supposed to be) a model makers channel, not noob 101 who persists in making yet-another 'me too' penis.

bold flare
#

noob 101?
This channel is intended to help people with their model making related questions they have.
Naturally professionals don't have as many questions as noobs do.

Actually this whole discord is mainly about helping people/noobs.

median bough
#

model makers channel
true, and a weapon is not a model?

#

i don't get it...

sturdy parcel
#

i accept all that you say Dedmen.please acknowledge that there's better things to discuss than barcodes on rifles. Like the limits of broken windows on buildings, the bouancy lod of boats

subtle kite
#

why are you wasting your time instead of doing something productive and useful then?

bold flare
#

Sure.. But why discuss something that no one currently needs?

sturdy parcel
#

well, what the game needs is more models,. other than yet-another version of an 1911

median bough
#

what the game really needs is ppl who are willing and dedicated to actually model something. and if it's another 1911, ak or g36 so be it.
afai understood it, it's about what ppl want to do, not need to do
my 2ct

sturdy parcel
#

fair comment

subtle kite
#

what this game needs is proper tools that display warnings and allow people to do things rather than prevent them because certain human being decided that's how it should be
let people do their thing, if you have nothing valuable to contribute to this channel, just don't write, you are the one who made this channel into something less right now

shrewd jay
#

this point is this (is supposed to be) a model makers channel, not noob 101 who persists in making yet-another 'me too' penis.

Most people (including myself) start their modelling with a "me too" penis. Comments like this are the reason why people send me private messages with questions or ask on the CUP chat, because they feel like the Arma discord just doesn't want them because they are "n00bs".

Only that we all start out as noobs.

sturdy parcel
#

Inluding me. And I comment right now, that I personally have never made a model or map worth mentioning. I simply lack that creative talent. I also acknowlesge that model maker have to start somewhere. BUT, for me, I mointor the channels to see what tool I can provide. Sometimes free, sometimes paid for, but always usefull. And frankly. monitoring the model makers channel is not worth the effort becuase it's endless questions about guns.

shrewd jay
#

Then there is a very easy solution to that dilemma. But belittelling other people's effort is not it.

#

Don't get me wrong, without your tools about 98% of mods for Arma would not exist. But other people contribute as well, and there is no reason to bash them for picking a specific subject matter

sturdy parcel
#

Well, in homesty. it was in the hope of stunning them into doing something original. Thank you for your kind comments tho.

silver zenith
#

people talking about buildings aren't that rare tbh I saw a guy making some cool (probably life based) buildings and another one upgrading cup textures, another guy was recreating the buildings in his area
sure gun models discussion are more frequent but its not always about that

agile flint
#

What if I make penis shaped buildings, then compared it with other penis shaped buildings?

#

I'm doing what Mikky loves and hates at the same time haha

#

Or a building shaped like a gun?

sturdy parcel
#

at-the-least it would be something original, and something I may or may not need to provide a tool to assist with. I am learning nothing new here from whether a barrel has pink polka dots or tangerine yellow stripes. Nor can i get too excited about 17 different lod levels of the same thing.

#

(and as you mention the MilkSlut, his model caused me to check for a 'correct' model.cfg. Saing him hours of agony, and me, a sleepless night)

twin urchin
#

guns arent original anymore lol

#

thank you very much

sturdy parcel
#

correct. they are use once, and forget

twin urchin
#

hmm i miss those ar15s and Aks right?

sturdy parcel
#

if they're just another verion of the same old thing. yes.

#

in mission,s, rifles have a use by date of around three. Vehicles like tanks, about 10, and buldings last as long as the map does.

twin urchin
#

ok , like weapons arent used all the time ;P

sturdy parcel
#

the vanilla ones are used all the time.

twin urchin
#

wrong , RHS ones are

terse elm
#

as long as ppl are having fun who cares what they model?

sturdy parcel
#

I dont particularly care Mike, I am pointing out the sheer lack of diversity in this channel.

terse elm
#

just seemed a bit odd u getting annoyed about ppl talking about fonts for a weapon

sturdy parcel
#

well no, i agree that is oriignal and so i am unfair, but the whole topic of bloody guns is B O R I N G

twin urchin
#

make buildings then

terse elm
#

i spose it could be, iv made lots of differnt things over the years, and weapons and boats are the most fun

#

on a technical level i like making weapons as they tend to push you on your technical skills

silver zenith
#

don't worry for originality my racist guns collection will be soon released starting from the 7.62 baguette shaped rifle

sturdy parcel
#

I can hardly wait

twin urchin
#

i should start doing BOXES because those arent boring

terse elm
#

will go well with @tacit karma tactical bun

silver zenith
#

Ironically I could really use some boxes models

tacit karma
#

huh

sturdy parcel
#

boxes with doors have an appeal, especially when one says 'Ristorante' and the other says 'ospedale'

tacit karma
terse elm
#

^^ 👍

sturdy parcel
#

and you are quite wrong Mr Hammer about your RHS, the majority of weapons used in missions, using rhs addons,. use, vanilla rifles, your vanilla, or arma's doesn't matter. the appeal of somethign differet loeses interest real quick. been there., dun that.

twin urchin
#

well i wont argue about that , since it would go nowhere

bold flare
#

Mr Hammer about your RHS Mr Hammer is not doing RHS
Had quite a bit of fun with PuFu last week about people thinking that

sturdy parcel
#

true, but the sarcasm intended, via your thouroughly excllent mods, isn't warranted.

agile flint
#

What about a medieval mod for Arma?

sturdy parcel
#

or ww2 ifa

agile flint
#

Civil War mod?

#

Or maybe a mod for when gunpowder was first used? Those are guns right haha

#

Rockets used by Chinese

woeful viper
#

"how about a total conversion mod" ... yeah, fun idea - see you in 5 years when you are done

agile flint
#

5 years of dev time

#

Sounds good

sturdy parcel
#

well Kju does appear to have done a wonderful job with IFA or WW2, as does snake man with his vietnam series

agile flint
#

Theres some sorta war missing inbetween WW2 and Vietnam 🤔

sturdy parcel
#

haaaaaaaaaaaaaaaaaaaaa

#

I blame Trump

agile flint
#

I was hoping the Korean War would start up again! So I can make an Arma mod about it!

foggy finch
#

I'd like to see civilians, women, children more animals including simulation/fsm for ai town population, its rediculous having entirely male characters.

#

2035 and the genepool got eradicated.

agile flint
#

"I slaughtered them all..."

foggy finch
#

im no organic modeler though, I leave that to those more adept in that area

sturdy parcel
#

wha'ts wrong with BIs mysanthropic depiction of women who can barely walk, or the secretary in hotpants??

agile flint
#

Just get a female friend, full body scan 🤔 , then you're good to go haha

sturdy parcel
#

ofp never had this issue.. the five women in the game were ferocious if put behind an MG (deliberate coding)

#

I lie, one, was an easter egg inside a tank, (Irena)

agile flint
#

I demand a female only Arma 4!

sturdy parcel
#

Then sack the misanthropists who currently run bis,. The avon lady who some of you will remember was a force to remember, until the arma series came out.

#

you look at the soruce code of what bIs butchered, and you can see the invisible comment on class woman // too hard

agile flint
#

The future is now

quick terrace
#

i read this back and i cannot follow what your issue is @sturdy parcel

sturdy parcel
#

?

foggy finch
#

the skeleton and bindposes exist, there is not a full animation set available to us though, there might be something internal that was never completed/released.

sturdy parcel
#

^

agile flint
#

Glad to hear they at least thought about wahmen

hollow lagoon
#

The engine only allows the use for 1 Skeleton for shooting... so, you CAN make female models, but their mesh has to wrap around the male skeleton making it look dumb

agile flint
#

BI clearly doesnt respect women enough to put them ingame haha

hollow lagoon
#

Frankly I think it even carried into the "new" engine for DayZ... they're still just using one skeleton

twin urchin
#

lol no

hollow lagoon
#

RV is weird, 2 dudes made it... it's got some stuff that they just can't get out of it apparently

twin urchin
#

dayz got both

hollow lagoon
#

yeah but I think they are using the man hands/skeleton on the females?

#

dayz mod had both too, but that's how they did it

sturdy parcel
#

BI clearly doesnt respect women enough to put them ingame haha
not funny when the polls show that 40% of gamers are female.

foggy finch
hollow lagoon
#

that's dope

#

West World Park 2 mod

foggy finch
#

yea need to finish sorting uv's though 😃

hollow lagoon
#

love the paper transparency

sturdy parcel
#

beautifil Uro, it is instant storyline with narratve, a mission.sqm waiting to happen.

twin urchin
#

used once and never seen again 😉

sturdy parcel
#

if it's on a map Robert, eat your words.

sudden schooner
#

So I got this gun I want to put in the game and ... 😛

sturdy parcel
#

haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

foggy finch
#

just need japanese characters like o-tetsudai-san's to go along with it 😛

agile flint
#

Mikeros wants buildings ey...

What about... building... a gun heh

hollow lagoon
#

Gun Factory! Shot Tower for producing pellets, foundry for brass and projectile production!!

#

NEVER USED lol

foggy finch
#

you'd need to animate the production line 🙄

twin urchin
#

place all guns into a map directly and its always used 😛

hollow lagoon
#

That was actually my next thing I wanted to do, was to finish off the A1 factory buildings, make the saw mill work... YEAH that's what I'm saying switches to turn on saws, lines running lumber through them... it spitting out planks and sawdust

agile flint
#

What about modelling a building that specialises in modelling guns?

hollow lagoon
#

That's what I'm saying lol

#

They're doing it in DayZ

sturdy parcel
#

the facts are these:
ofp had around 550 'objects"
400 of them (approximately) were used on maps 12km in size

todays maps are 16 x larger.

you guys have simply not kept up with the need to populate them. Instead, you focus on a firefight in a city somewhere and might as well go play a standard train track game,

agile flint
#

Need to remake that saw mill from Skyrim haha

hollow lagoon
#

The old closed shop has tools and stuff in it, another industrial building has lathes and mills

agile flint
#

I think the reason buildings aren't such a sought after asset is, everyone knows how bad Arma 3 can be when you have heaps of buildings

foggy finch
#

yeah, been a while since i played dayzsa tbh, usually major patches ill give it a once over, check out new things.

bold flare
#

you guys have simply not kept up with the need to populate them.
Well now we have CUP with most of the objects from OFP up to Arma 2 OA...