#arma3_model
1 messages · Page 120 of 1
might try that. but this was a few months ago and i just realized that that model wasnt the one i wanted to delete 🤣
well... we heard such excuses several times before elsewhere to find a way to debin and steal models. Just saying...
i mean i have all me private keys and a valid steam workshop :/
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
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
@white jay @white jay will reverse engineer the binarised model for you providing you can prove ownership
It has to be above board proof, any sort of waffling on your part and he will ignore you.
ty
Anyone been working on anything cool lately?
nope, nothing cool
¯_(ツ)_/¯
i miss the WIP thread
@fluid ocean + @amber igloo why was that WIP thread that was up during OFP/A1/A2 time was canned for A3/
Not sure, but I can enquire about it. If it’s to be reinstated, could you suggest some reasonable rules?
model wips can be easily dropped here. theyre talking about BIforums thread @silver zenith
oh my bad
😜
@terse elm 👍
@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)
Ability for non veterans images to show up, not just link would be an idea too
yeah that is in relation to BIF
Though @terse elm be sure to make that suggestion in #discord_server
Why not both 😃
Would the models WIP have to already be in Arma? Or what if you're making them for Arma?
Fuck I phrased that like shit
Plus I didnt read Pufus comments so I guess its a yes to my answer
Though I do like the idea. Would be interesting to see what kinda shit people are cooking up
@agile flint this is what i mean:
https://forums.bohemia.net/forums/topic/124825-addon-developer-workshop/
Welcome to the BIS Forum Addon Dev Workshop Thread.
This thread is for posting work in progress materials for critique, or for getting peer opinions. The i...
@quick terrace Yea what would be great. I approve of the idea
@stuck oyster nice, u do that in zbrush?
Blender yeh
I like airplanes https://i.gyazo.com/980b92dd6951709a646a48bdd9972525.png
imo it should fly by rotating the full wing, which have the props on it... rotating wing with rotating wings...
The logic is undeniable.
should have turbo speed rocket rotators too
yes on the propeller tips, for maximum "rotary wing inception" level
Is that you? 😛
😄
possibly
whats the point of modding if you cant make some nice custom character out of yourself am I rite
nekkid goat, literally down to the bone haha
@stuck oyster good luck with the face muscle animations 😉
should be simple job with this one! xD
I hope I'm not gonna see that in arma
xD indeed you hope you wont see it
and can just die in peace
before of course your soul is devoured
yum!
@sturdy parcel you approve? 😄
The goat gods will approve of devouring anything, but they prefer people's files rather than their souls.
souls are collateral damage.
😄
,,,,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)
👌
Why would you even set files from the 60s
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.
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?
I think they calculated it and came to the conclusion that 2038 will be past the expiration date of humanity anyway.
@meager anchor its just a 2D texture plane with the texture. Just like any other 2D optic
@woeful viper thanks, I'll give that a shot
the vanilla nvg optics overlay textures are available in the unpacked Arma data
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
hopefully, you'll fail miserably, because structures are sorely needed. There'll never be anough of them to populate a map with eye candy. 😎
XD
I will never stop making structures. they are my favourite anyway. this came along and i figured why not...
😍 😍 😍
looks cool
what buildings have you done btw?
you are using devel tools and release game or vice versa. both need to match
did you run arma3p again after the 1.84 update the other day?
ah, that's probably it
yep, that fixed it
would be nice to have mikero tools scan for changes in the game version and suggest running arma3p
it causes a performance hit if I attempted to implement that automatically for any tool / all of the tools.
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.
@sturdy parcel cant fix all the user related errors/bugs/hindrances without taking out the user from the equation 😝
so put a postit note on your screen
DokanPbo would auto-update with the PBO's being updated :3
which, in the bis world if I understood you correctly, is the equivlent of running arma3p anyway.
If not, i would never entertain the idea of auto-retrieving from a website or url.
the user must remian in control of what goes on his pc.
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.
ah ok, now understood
it's on the backburner, it would be useful.
it would clean up the horrible mess we have at the moment of having to re-etract on evey update. that is major.
well it always been broken , like the in environment editor - time of day slider
is this 100% correct, I've been trying for at least a month to get slope to work but still cant https://imgur.com/atHNDif
SlopeLandContact instead?
Evenin'! So, any good tutorials on blender > ArmA workflow? I've got the ArmA blender toolset installed by (FHQ I think..? 🤔 )
afaik I should be able to do proxies and everything (structures, vehicles etc..) in blender itself
with BIS tools only needed for packing. Or am I at a complete loss?
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.
@stoic jewel
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.
P drive and Buldozer problems are mostly user errors.. 😝
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
following these to the letter should get you a working tools setup
but OB in general is not the most versatile 3D modeling program so usually its far easier to do the actual work somewhere else
User Error? Me? Whaaaaatokayfine
😜
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)
FHQ toolbox expors Blender weighted vertex groups as weighted named selection. So yes
wors for vehicles too, though previewing moving parts is more tricky as vehicles animate with the model.cfg animations
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
Background: I have not gotten a single item, ever, in-game.
Here's the first model I've managed to make in blender, hoping to get it IG one day: https://ibb.co/jjPby9
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
if they dont work you may have some other bigger mishap somewhere that can affect other stuff too
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)
i guess multimaterial is mostly used by buildings if they are not tiny
multimaterials are used in most buildings yes
that is not quite as easy to set up in Blender but its doable
Decided to start working on some houses since commercial buildings were getting on my nerves, very early wip. https://imgur.com/a/NmRfqck
looks nice! definitely different from default Arma assets
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.
you planning to having these with interiors as well?
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.
https://gyazo.com/b11b4d5d0ac4fdc9d39b102296730c99 Got a little more done, but It's about time i get some sleep for once. lol
How can I correctly export the uvmapping from 3ds max?
because when amount the model in OB does not match
*import
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.
also you could post pics of what does not match
👍 its always good to provide accurate information about whatever problem you have
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.
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
When in Blender, what would be good poly/tri count for a vest? Trying to keep stuff optimized
best estimate is to import one of the arma samples
if you go off that it should be fine
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
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?"
yeah I'm aiming as low as I can, making use of textures for small details such as molle, other webbing or straps.
very beefy
mmmmmn~ indeed
Is that a.. good thing? 🤔
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.
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
How do you import an fbx file into object builder with lods?
You need to name the lods correctly
easiest way is to take a sample p3d and export it as fbx
when you import the fbx you'll see the naming sheme
doesn't really work for memory points though
what is the issue with memorpoint lod and fbx?
aa
mm if each point is like a tiiny tiny box you could perhaos run a merge nearest on it in OB
though they might not be accurate then actually
exporting with lods would be a lot easier...wonder if I can skin a character and export it with fbx
For the memory point I would just make triangles and put the two extra point high, then just delete them in ob
true that would be pretty easy to work with
and yes fbx transfers over everything you need
is it possible to copy and paste selected vertices into another lod layer in object builder (for LandContact lod)
guess I can just duplicate geo lod and use D - removes faces, but vertices remain and delete the top verts
just a question about modelling; how large do people here model their objects relative to the grid in 3ds max?
because I tend to model inside the grid
You can try to change the size of the grid ¯_(ツ)_/¯
and I find myself having chamfer operations be fairly coarse
so this isn't great for making HPs where I think the edges have to be fairly wide to get a nice result
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
mhm
grid is the first thing i hide every time... never needed it so far
aight, gonna try doing my next project with that then
wtf u makin the planet from Avatar or somethin
no im making my own planet
Thanks! 😄 the first iteration of our jungle trees were a bit more earth tree like
and I kinda wanted to redesing that into something more extraterrestial
but still tree like
whaddahek
😛 nice.
Hey one question to the brains trust here regarding 3D program use - has anyone heard of http://moi3d.com/ ?
It's NURBS but exports quads and Tris to normal formats.
Easy to do different lods of your model at export too.
It is relatively cheap.
I use Blender atm but ...
https://www.youtube.com/watch?v=X5r3xc_Go3o
never heard of it but sure its likely one could use it to produce highpoly objects
but making lowpoly lods might be more tricky
using nurbs based modelling software for game assets is not going to work
yeah you will be able to have some sort of HP done, but there is no actual polygon control over the LP
is there any documentartion on how the snap point naming works?
I'll have a search, thanks
A_0 and V_0 are a pair
and A_1 and V_1 are a pair
CW01B can be anything
and the selection starts with .sp_
so if I name all the snap points CW01B they'll snap to anything?
Mm no they will snap.
Im not sure anymore if the names mattered at all ever
but right now they will snap to different named points too
alright, thanks for the info, I'll play around with it a bit later
wish there wasn't an x z limitation to structure sizes
i think .sp is the only thing that is relevant
@stuck oyster tentacle trees?
something like that yes 😄
that vegetation looks awesome, what's the polycount?
way too much. got bit carried away with the polyplanes
got to do some redesigning to make it work properly
just wanted to see if it fits at all
yeah it looked quite complex
also theyre huge which eats certain amount of polies
huge -> less trees required per km² to make it dense
yep
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)
both
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
there is a guide for MM on biwiki
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
yeah I think you need to burn your computer
[god left]
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.
@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.
I might give the trial a go.
you don't seem to be able to follow
i have been using nurbs modelling software before
be it rhino3d, autocad or more recently fusion 360
i don't need to watch any vids, i am well aware how it works
@sudden schooner just learn blender or 3ds max, do not spend too much time with this software
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
Cheers for the feedback Don. Yeah might stick with Blender.
"impossible to use 3ds max because nurbs" ... 3ds max has nurbs
in all seriousness, max nurbs are a joke, even compared to maya ones
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...
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...
I shouldn't have come here before learning how to model
its traumatizing to see all these terms
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
@twin urchin this is the example proxymag addon I mentioned: https://www.dropbox.com/s/am5ke5b02xr2jit/proxymag_example.7z?dl=0
thanks mate
and if other people just want to dick around with an EMAG ingame on the RHS weapons; here's a packed .pbo https://www.dropbox.com/s/083zdyhpvg5tpz9/proxymag_example.pbo?dl=0
question is - now RHS will do all the mags or just what military uses? 😛
well theres Cmag which not really used but eh
military most likely
45 rnd RPK mags on AKs 👌 or those new 50/60 rnds ones
if non military, it most likely end up in gref, which is the playground mod 😃
we have a 10 round AK-103 type mag as well
do those exist?
I see. Well maybe something to look at if we do the SVD again
since we talk about the ribbed dust cover, wood furniture, milled receiver etc.
that would be nice , the railed top cover too
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
cmag sucks irl , d60 is good but bulky to carry more than one
@silver zenith The terminology is the easy part... 😁 Nurbs, box modeling. Doesn't matter, as long as you get stuff done.
yah I'll keep learning until I fulfill my dream
creating a baguette shaped 7.62 rifle
Google gave me this: https://cdn.drawception.com/images/panels/2014/3-20/z46A5RF12f-6.png
I think it would fit quite well into Arma
they stole my blueprints
You need a 3 view at least to make it a good reference. 🤓
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? 😮
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
Class name is not matching p3d name?
this is the CLASSIC land class error and the ianswer is this simple;
I'm surprised @errant pumice that a seasoned Vet like yourself got caught with this.
has anyone here set up their P drive to have the correct arma 3 lighting within Buldozer? (edit bin.pbo)
I did, once, merely to see if it was structurally correct. I think @bleak tangle is the master in this.
As to whether the lighting was better or worse, wouldn't have a clue.
It's closer to the in game lighting once you do it.
Though, couldn't you just manually load the lighting via .SQF and the new command? 😃
hmmmmmmmm
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 😃
Lots of people here have building projects
We'd recommend trying modelling things yourself, like those enterprising people
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
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.
@fickle olive this is model MAKERs channel, not model REQUEST channel though
we're making shit-ton of eastern-european style fences
i said it before and will say it again
that's good to know.
will do buildings for maps that are being worked on
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
@quick terrace want to do some 1940s buildings ? Because we always have a lot of terrains in the factory 😛
https://wogames.info/uploads/monthly_2018_04/dPMgNZb.jpg.a566239c64d90ec5f10f80a323658431.jpg
https://wogames.info/uploads/monthly_2018_04/DegRhYi.jpg.1f4a5b3966e881336e80ec5a5dc2d3af.jpg
https://wogames.info/uploads/monthly_2018_04/jkaLMQ7.jpg.40bf6f925528ff5451acbb93ebfd2f48.jpg
https://i.imgur.com/4K6UNTW.jpg
https://i.imgur.com/OEUgEQ3.jpg
https://i.imgur.com/vz6lUrI.jpg
https://i.imgur.com/JdOKqlD.jpg
https://i.imgur.com/v3602vL.jpg
kju and his ww2 mod would welcome them.
@tulip beacon nice work 😃
thx
Yeah, I like architectural 3D but doing such castles takes so much time I have to do compromises to work on every fronts, so you're welcome PuFu ! haha ! https://cdn.discordapp.com/attachments/442249045629599766/478250346607673345/20180812180848_1.jpg
@quick terrace you are actually saying that you would build models, for a particular terrain, if someone got in touch with you ?
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?
writing a PM to you atm
👍
I'm also thinking about a modular castle in the same spirit of the CUP misc tiles
@sturdy parcel class land_afhut | afhut.p3d here... so any other ideas?
use eliteness to check that the wrp itself has that land class
also check the geolod of the p3d, class=house eg
make sure it has a unique skeleton name in the model.cfg
fixed yeah, model.cfg issue, tnx guys
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.
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
it will work but wit would be quite difficult to setup physx for it
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)
@rough idol you mean rotating dampers?
the feeling when you hit p3d Export without selected only ticked
@woeful viper I've noticed a lot of mods use this technique, on the tanks DLC vehicles is so subtle. Very convincing
hey guy's. is this normal behavour for tank commander proxy, if so whats with the extra gear?
https://gyazo.com/bbc47b6dafab5cb7979a1e2f99c80360
You know I had to do it to em
didnt actually, only seen the odd screenshot of your work
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
it'll be about bloody time
Fuckin oath, dont worry I fuckin hate it myself, sick of taking so long for everything
I would love to see someone make the Scar 17 H, The 308 Scar
you havent seen RHS mod feed do you?
also there some mods already out there just look closely
@olive quiver thats just the proxy model/animation and where those stuff are animated to be on it.
@fierce pendant this isn't, by any stretch of imagination, a model request channel
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
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
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.
mikero just wants a Goatel 😉
haha, actually there are several, but most of them are 'vehicles' (or pasted onto billboards, which is the only good place for a ruminant)
@fierce pendant but in any case, here you go
yawn
😄
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
yeah there seems to be bar codes on both US manufacturer ones and blegioum ones
the MK17 also have a QR code 😃
guess it makes kinda sense. Can encode production date, serial nr and all that stuff
that is a very pretty scar
Clever of you to put your bak PIN in the black one's serial number, to help you remember it 😜
yeah, in case you forget it while grocery shopping with your Scar
god those long barrels are just beh xD
@polar fiber 😄
@quick terrace those renders look fantastic 👍
good luck to me getting the same textures ingame, i know 😄
I'd rather use a pistol than a super long barrel
somethines aestetics over efficiency
you can 'open' binarized p3d's in object builder now?
instead of it just crashing it actually gives you some info now
can you preview .paa texture in the OB viewport now?
seems that way
that's amazing
what ? How so ?
Object Builder getting updates is a sign of the apocalypse
I mean, is it updated already or is it announced on bi forums ?
@lusty ginkgo where you got your info
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
you mean in directX mode?
textures aren't working in OB anymore
I swear they were for a couple minutes a bit ago
it was just a DrreeAAaaammmMMM
maybe you had source tga or png in the same folder as well as paas
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
hmmm, interesting
i wonder if we can now see proxies as models in viewport (not as triangles) (i bet we can't)
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
It worked for just some normal paa _ca textures I made recently for a bit
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.
short and salty answer: The internet. But for better answer you need to provide info on what kind of material are you talking about
Any blender topology masters on that could help me out, I bet it's a really simple problem 😄
depends whats the issue..
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 🤔
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
right-o, looks good now. Thanks!
so here (thanks to you guys) is where I'm at currently in terms of progress: https://cdn.discordapp.com/attachments/478991789743669248/479685572395532288/m05sofar.jpg
cool! 👍
wow is that arma
Sure looks like it! 😄
oh yeah you're the guy making all that crazy alien stuff
cool
✌ perfect
dunno reminds something from destiny or warframe 😛
Warframe was my first thought 🤔
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.
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!)
Oh yeah no, I was just saying its not my goal to reproduce anyone elses stuff. Just trying to find my own style
Looking good goat
Thanks!
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";
};
};
why "old" p3d?
Ah?
you simply save it as p3d
plus you have to have something in cfgpatches
class CST_Walls { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"CUP_Buildings_Data"}; };
Oh stupid question
^^
In class CST_Walls, can i put what i want?
And can requiredAddons be empty?
https://community.bistudio.com/wiki/CfgPatches
I'll follow that
@tulip beacon It's works!!!
Thank you!
@fierce lance👌
See you on the next problem i have x)
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.
@foggy finch Okay! Thanks for the tip!
@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.
@stuck oyster Yep! Thanks!
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
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?
sort?
@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 )
https://pmc.editing.wiki/doku.php?id=arma:modeling:section_fixing used this guide, BUT you have RETYPE 0 in the User Value field
-edit-
Note: I also had to sort faces first
@stuck oyster I've got my P Drive, for the naming convention I see that: https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
And for the path I have no idea ^^
oh you sound so lost 😝
Yes i am x), but Shuuuut it's a secret x)
ok so you got to go read the forums editing section to get the basic stuff going
ok
i was wondering , does that new magazine proxy work with pistols? what about like AT - RPG7 for example?
PP-2000 is using 21 & 44rnd mags
RHS RPG-7 is also using mag proxies
so animation on RPG-7 are possible without hacks
will the 30 rounds mag finally be seen on pistols?
@twin urchin it's also indexed so you can use a second proxy for second muzzles like GL tubes
brilliant
@strong plaza is that for your "flightsim" map? (is it yours?)
yes
nevermind then
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
how does the game detect when to use interior weapon sounds?
By the texture used on the roadway LOD
thanks
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?
it could be fixed but I don't think it will be
https://imgur.com/a/FCHvqT3
Rate my retexture?
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
well sharp means sharp that in closeup you can see texture compression
dunno if thats how the original texture was or the resolution itself
is the direction of these planks crooked on purpose?
or actually whats the house build of?
the windows there looks like theres brick
thats the renderer
you absolutely sure its not something tiling on the texture?
i'm not but looks pretty much like usual rendering stripes
insides are quite good looking
alrigth it could be that too now that I look at it more
AS map?
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
try using ASDHQ
looking to start making vehicles anyone got any good tutorials?
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
So far ive got arma 3 tools and im extracting the game date to my p drive just now
Hopefully going to use blender
have you any experience in 3D modeling?
Very Basic experience
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
☝
trying to take it all in will be overwhelming
Ah ok, So learn blender modelling first, Then try get it into arma
yes that would be my advice
Ok, Thanks
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"
Ah
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
Ok Thanks
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
Yeh
banding on the house model above, is caused by the shadowbuffer
@stuck oyster Are you redoing the Normals and specular too?
@stuck oyster about the shadow https://computergraphics.stackexchange.com/questions/2192/cause-of-shadow-acne
@sacred grail wut? im not doing anything?
oh your right, i thought you posted the original pics lel
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)
i get weird light in Object Builder https://i.imgur.com/tDPLmy4.jpg
it looks like there is no ambiant light
but my multimaterial rvmat is basically a copy/paste of BIS' ones
any idea ?
can you pastebin that multimat? @eternal bloom
@quick terrace I have copied/pasted an rvmat from bis and i have the same problem, maybe it's buildozer configuration ?
ok so my buldozer configuration was wrong, the light is ok but now i have no texture :]
@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.
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
do grenades need anything special in the model cfg? I would assume it's a basic, simple model
anime the pin no balls
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
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
why not, give it direct damage
I'll try it out, is there a way to make it stick to a player?
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
@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
@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
have you tried ASDHD?
not sure what the difference is
first I need to add another UV set so I can have mc and as textures so I'll do that first
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/
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
Yes, and here is some more info on ADSHQ https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3108981
thanks
that was a quick remove
on an unrelated note, can vehicle models have roadway LOD's?
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
yeah thats all possible
would tanks try to drive over it and stuff?
no
because they seem to love to do that with buildings
do your roadways extend to ground?
I haven't actually made any vehicles yet so no
but on the buildings?
depends on the building
on buildings with slopes like the hangars I know it's an issue
ye if the roadway connects to ground it forms a surface for vehicles too
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
what things are not walkable that would need it?
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
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
https://imgur.com/vJHF7dm
https://imgur.com/bARugdz
Comparison of my version to the CUP version (which isn't very different to the original IIRC)
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
@lusty ginkgo that looks quite nice! the original has bit more wear on it but should be easy enought to make variants
the wear was a separate texture and seemed unnecessary because it added an additional section
i would probably bump the color since yours look kinda desaturated or is that on purpose as arma 3 has contrast now?
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
https://i.imgur.com/ryAvHtc.jpg
that's the original image that inspired me to recreate this model
also going to do the metal shed
😄 yeah its kinda bright 😄
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
while true , still painted house is bright heh
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
makes sense
btw testing new mags that i been sitting on for ages - https://imgur.com/a/n1YiRSt
i havent decided yet on that , these were for testing
@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
@twin urchin oh... ooooooooh.. that would be nice~
ahh I see. The roof panel just still looks a bit out of place to me. A bit blurry i guess
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?
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
will give that a shot thanks
the climb animation is likely moCapped so its been made on real ladder
https://s.sqf.ovh/arma3_2018-08-20_18-11-22.png It won't get more WIP than this :D
I guess I can't scale proxies right? :/ The weapon is too long 😄 And I might want to fit silencer into there too
nope for scale
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!
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
I'm using Blender to modelise, and currently I have my model in Object builder
do you use FHQ toolbox in Blender?
Ah, I don't think so ^^
The only thing I use is the Arma toolbox
that is it
Ah okay
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
And is this the same thing on twice softwares?
Forget what I just said ^^
It's not important
So, how can i render my prop solid?
you have to clarify.
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
ok so
But, I don't kown how to do it
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)
Nice draw! ^^
Find component > Check
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
Convex comonent Hull > Crash
did you try it on your whole model???
Yes
But i have many polygons
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?
Approx 5k
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
Yes, that's not a problem
And the hitbox has not to be perfect
If it's just a simple box it's okay
Hello,
As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you.
All important stages are...
also in case you have missed this
@vernal lynx you should advertise your topic more! And get it pinned on BIforums
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 !"
@fluid ocean can we get that pinned on BIF please ^
Haha here we go.
or @amber igloo for that matter
@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
If it is pin worthy, I will do so.
it is, cheers 😉
Movie night, so I will do it after.
sure, there is def no hurry
@quick terrace @fluid ocean pinned it.
👍
👌
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
well in some occasions it can crash too
but yea you may be right and it was just slow
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
is there any car mempoints that is in the fuel tank position?
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.
that's pretty awesome news
diag_drawmode will actually work in next dev branch update 😃
@stuck oyster Thanks for the link!
Had to bribe some programmer, but it's official now.
👌
https://community.bistudio.com/wiki/diag_drawMode I've added comment with available modes. I'll see if it's possible to add Wire too.
Super cool!!
❤
very naice
added slope limits to https://forums.bohemia.net/forums/topic/201408-info-infantry-metrics/
when you can't figure out what can dimmension would fit best
https://cdn.discordapp.com/attachments/138414968352669696/481549404407595008/screenshot391.png
"The longer the better" - someone, speshial operations probably
stahp you're teasing me too much~
why not add all of them
plot twist: it's one and the same - telescoping silencer 😄
Look at what you did @quick terrace @stuck oyster now I got mentioned in the SITREP
Things escaladed quickly one would say
bwahahahahaa
@vernal lynx no one to blame but yourself
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
I'm going to assume those suppressors are meant to go with the SCAR-H, and any other 7.62 calibur.
obviously not just for SCARH, but yeah
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
@acoustic edge you missed the step of using FHQtoolbox addon for Blender and exporting as p3d
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 😉
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
since when Fal is common as AK? maybe in the cold war era but not anymore
@quick terrace question for ya, what font did you use for the engraved text on ur suppressors?
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
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
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?
You can not. Arma 3 models are not released for editing.
@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
Ah bugger, thanks anyway haha
@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
Cheers for that, I’m doing a GPMG soon so il need something like these
i was looking for ages for the font used in soviet aviation instruments, with a flat top 3 but couldn't find it anywhere
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
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
Most people making buildings are probably over at #arma3_terrain I'd guess.
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.
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
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
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
"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
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...
@hollow lagoon I acknoledge your valuable contributions..
half of cup wouldn't be what it is without you and the milkSlut
this point is this (is supposed to be) a model makers channel, not noob 101 who persists in making yet-another 'me too' penis.
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.
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
why are you wasting your time instead of doing something productive and useful then?
Sure.. But why discuss something that no one currently needs?
well, what the game needs is more models,. other than yet-another version of an 1911
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
fair comment
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
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.
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.
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
Well, in homesty. it was in the hope of stunning them into doing something original. Thank you for your kind comments tho.
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
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?
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)
correct. they are use once, and forget
hmm i miss those ar15s and Aks right?
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.
ok , like weapons arent used all the time ;P
the vanilla ones are used all the time.
wrong , RHS ones are
as long as ppl are having fun who cares what they model?
I dont particularly care Mike, I am pointing out the sheer lack of diversity in this channel.
just seemed a bit odd u getting annoyed about ppl talking about fonts for a weapon
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
make buildings then
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
don't worry for originality my racist guns collection will be soon released starting from the 7.62 baguette shaped rifle
I can hardly wait
i should start doing BOXES because those arent boring
will go well with @tacit karma tactical bun
Ironically I could really use some boxes models
huh
boxes with doors have an appeal, especially when one says 'Ristorante' and the other says 'ospedale'
oh I think mike means this https://twitter.com/ssnd292/status/1030104937634648065
^^ 👍
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.
well i wont argue about that , since it would go nowhere
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
true, but the sarcasm intended, via your thouroughly excllent mods, isn't warranted.
What about a medieval mod for Arma?
or ww2 ifa
Civil War mod?
Or maybe a mod for when gunpowder was first used? Those are guns right haha
Rockets used by Chinese
"how about a total conversion mod" ... yeah, fun idea - see you in 5 years when you are done
well Kju does appear to have done a wonderful job with IFA or WW2, as does snake man with his vietnam series
Theres some sorta war missing inbetween WW2 and Vietnam 🤔
I was hoping the Korean War would start up again! So I can make an Arma mod about it!
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.
"I slaughtered them all..."
im no organic modeler though, I leave that to those more adept in that area
wha'ts wrong with BIs mysanthropic depiction of women who can barely walk, or the secretary in hotpants??
Just get a female friend, full body scan 🤔 , then you're good to go haha
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)
I demand a female only Arma 4!
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
The future is now
i read this back and i cannot follow what your issue is @sturdy parcel
?
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.
^
Glad to hear they at least thought about wahmen
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
BI clearly doesnt respect women enough to put them ingame haha
Frankly I think it even carried into the "new" engine for DayZ... they're still just using one skeleton
lol no
RV is weird, 2 dudes made it... it's got some stuff that they just can't get out of it apparently
dayz got both
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
BI clearly doesnt respect women enough to put them ingame haha
not funny when the polls show that 40% of gamers are female.
there ya go mikero, non-penis model - http://imagizer.imageshack.us/a/img922/2857/bbhOQV.png
yea need to finish sorting uv's though 😃
love the paper transparency
beautifil Uro, it is instant storyline with narratve, a mission.sqm waiting to happen.
used once and never seen again 😉
if it's on a map Robert, eat your words.
So I got this gun I want to put in the game and ... 😛
haaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
just need japanese characters like o-tetsudai-san's to go along with it 😛
Mikeros wants buildings ey...
What about... building... a gun heh
Gun Factory! Shot Tower for producing pellets, foundry for brass and projectile production!!
NEVER USED lol
you'd need to animate the production line 🙄
place all guns into a map directly and its always used 😛
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
What about modelling a building that specialises in modelling guns?
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,
Need to remake that saw mill from Skyrim haha
The old closed shop has tools and stuff in it, another industrial building has lathes and mills
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
yeah, been a while since i played dayzsa tbh, usually major patches ill give it a once over, check out new things.
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...
