#arma3_model

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foggy finch
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also the engine lighting where buildings are concerned just sucks.

hollow lagoon
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They went all open for Altis, and Stratis and I think immediately regretted it, and they weren't even very dynamic buildings

sturdy parcel
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thank god. becaause a3 itself was pathetic (lack of eye candy)

foggy finch
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and I dont mean AO, I mean light points emitting rays through geometry.

hollow lagoon
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Then clearly decided to do way more closed buildings on Tanoa, which was even a smaller terrain... so they must at this point know what the cost/benefit is

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I took Sahrani from like 150fps to 30 lol... so all open isn't great

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That's likely that one crappy building though the 8 story panelak

sturdy parcel
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they cheated. Firstly, they use arid biomes to reduce the need for trees/bushes, and secondly the need to popluate a desert with towns.

hollow lagoon
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probably also the cause of the lag in cherno... you're welcome

foggy finch
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probably why in dayz they reduced the lod counts in favour of the engine/gpu rendering them much faster than cpu.

agile flint
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The guy who is making that internal BI Taviana map (the snow one) or whatever for DayZ, said in an interview that with the enfusion engine, its technically possible to have a playable 20x20km map that is ENTIRELY covered in buildings.

hollow lagoon
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Namalsk

agile flint
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Yea that map and bloke

foggy finch
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Sumrak ๐Ÿ˜ƒ

agile flint
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He said it himself, a 20x20km map all urban

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With some clever texture sharing and some other technical shit

foggy finch
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I'm tempted to throw together a huge urban map from dayz assets, fill it full of zombies and watch my cpu melt.

agile flint
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Need that 1:1 New York map

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With every floor of every building enterable

foggy finch
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heh those should actually be feasable in enfusion now that they moved to navmesh and binned the whole pathlod system

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I wonder if the AI brains compute for multiple z-axis floors

sturdy parcel
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we're talking bis here right? you guessed the answer

foggy finch
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BI !=BIS ๐Ÿ˜›

bold flare
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And the core Enfusion stuff was made by BES

foggy finch
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anyways, im not touching dayz modding until they provide proper docu, tools et al,. done enough reverse eng for a2/3 to last a lifetime.

hollow lagoon
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They're both technically B.I.S. but BIS (Bohemia Interactive Simulations) and BI (Bohemia Interactive (software) are the internally used abbreviations

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Dollar to dime they have terrible documentation... although Rocket did promise left right and center that would be made a priority

sturdy parcel
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doesn't count Uro, you had to be there at cwc demo ๐Ÿ˜ท

foggy finch
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they said that too with the lighting in arma 3, still waiting ..

hollow lagoon
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but the announcement of using TB and OB is pretty ominous news

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The xbox preview has really nice concise menus/tutorials so maybe?

agile flint
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BI released a DayZ thread on some of the upcoming modding tools for DayZ

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Like an animation editor for example

hollow lagoon
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I'm not holding my breath... honestly I think it's going to literally be:
Take A3, run through thingy clean up config publish

bold flare
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The Animation editor looks good. Just need to hope they did equal updates to OB

sturdy parcel
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for those of you who are unware of this in dayzSA, the tools are the same but binarise is different. Not different enough to cause them to use DIFFERENT format ID's for their files (the p3d's an wrp are unusable in A3)

agile flint
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There ya go

hollow lagoon
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Yeah there were a few specific tools mentioned I didn't read through it all. but my impression is it's the same as before... they use real software and a conversion tool to do the finishing in OB, and will leave the public to do the same using whatever is currently available

agile flint
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Only way to really find out if they're the same is use them first hand

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At least the animation editor looks better than what people have to currently deal with

sturdy parcel
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there is currently no difference in ob and tb, only the binarised result changes

silver zenith
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honestly I only see Dayz as a downscaled arma
dk why

hollow lagoon
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Yeah for sure. I'd guess that's just a tool that writes the cooresponding rtm for OB but stab in the dark obv.

foggy finch
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well i was hoping for new tools ^

bold flare
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currently none of the modding tools are available. So no wonder that there is no difference

sturdy parcel
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you'' get them. but you have three guesses where they'll come from.

hollow lagoon
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I'm guessing that's bulldozer replacement not ob/tb

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just the IE renderer

sturdy parcel
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yes, the binariser is different

hollow lagoon
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hue hue hue

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I know a guy

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he's stingy and mean though lol

sturdy parcel
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BUT, incredibly, these geniuses use the same format ID for their files as bis

bold flare
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So far "Workbench" tool is a combined script and animation editor. And it's window style looks the same as the "World Editor" Uro linked.

hollow lagoon
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I always heard they had fairly decent tools internally, I know they on some level wanted to provide better ones... they've certainly had enough time on their hands lol

sturdy parcel
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that's rubbish

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that's a wishlist of the community that surely to god they use better tools than they provide us.

hollow lagoon
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I heard they had decent tools for converting 3dmax etc to ob at the least which removed a lot of the strain of working with OB

bold flare
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yeah they have that 3dsmax export script to bitxt. But we have that too. But I think it needs to be updated to 3ds max 2019

foggy finch
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that tool in the pic from marek's tweet clearly says world editor in the titlebar, if we dont get similar sort of tool publicly available then im not gonna fight against the current lineup, got better things to do with my time

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no offence to the devs, but they havent even had specific time allotted to fix the viewport issues with OB, and that's been a thing since november last year.

hollow lagoon
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It's weird to me that they can announce the Xbox preview with no working closed preview but they can't tell us 5 years later if they're going to provide new tools for DayZ/Arma 4

sturdy parcel
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the same person who provided steam tools that you all love and adore, is technical lead for dayz. That might tell you something.

agile flint
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Dude has 'better' things to do

sturdy parcel
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and once and for all, put to rest the idea. that bis have better tools than we do

bold flare
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Better invest time into new tools. Rather than backporting patches to something that also works "good enough" without them

sturdy parcel
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well they've had 20 years.

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bis is a graphics company, coding devs are at about the same social statis as the cleaning women. just a necessary evil. The development lead for bis is a graphic artists, he could not tell you wether somethign looks good becuase it's meant to, or becuase of a coding error.

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I don't know of any (coding) dev in the company who has enough clout to make them change.

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bis use the same tools we do, because there's no money in fixing them, You've already paid for the game, so they ain't gonna waste man hours in here.

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Bis are parasites (just like we are). We are all living off the fabulous and innovative core of the engine called ofp. The Arma series is litttered with corpses of what they've broken, more that what they've improved.

tribal vigil
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Hello :)
So I've created a helipad, everything works just fine, but the mohawk (and only that one) starts bouncing as soon as I land on it.
I've tried to search for solutions but couldn't find any... the part it lands on is a single object and every other heli works just fine.
Any ideas?

sturdy parcel
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:inherit what you need from an existing pad (in config.cpp). after that it's down to differenences in the other.p3d and yours.

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you can, for instance, using eliteness, examine even binatrised p3d's for their lods and properties.

quick terrace
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@foggy finch
there ya go mikero, non-penis model - http://imagizer.imageshack.us/a/img922/2857/bbhOQV.png
damn these UVs

pure whale
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@sturdy parcel arrowhead binarize can get content into dayz

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not sure what problems arise with said binarized content but it does load and "works" maps included, can be used to maybe get a preview of your work in the game itself and not just a viewer so you can test out collision or whatever until the "off cough icial" tools come out

silver zenith
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some eastern asian buildings would be nice

foggy finch
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@quick terrace context dude, context

UroToday at 17:26
yea need to finish sorting uv's though 

๐Ÿ˜›

silver zenith
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not a request just though about it when I saw Uros model

woeful viper
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re "nobody does buildings wah wah" - if a modeller is not planning on making a map i dont see why they would suddenly be interested in making map objects. Doing it just because "you can" isn't motivating, because it's too much work for just bumbling about, and other than on a map it can not efficiently be used anywhere.

pure whale
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^ the only ppl who "do buildings" make buildings for their map lool

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anyone who thinks otherwise does not understand the real world

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.<

stuck oyster
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@hollow lagoon would you care to elaborate what you mean by 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

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do you mean the issue that weapons config allows the use of single weapon animation? or something else?

hollow lagoon
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OFPSkeleton is the only skeleton that is allowed to hold and fire weapons, I have no idea why or how that's locked in, but that's the way it is... You can make a woman player model, but the mesh has to be wrapped around the male skeleton, or maybe they can proxy in just the hands? I am fairly convinced they didn't get it out of the game for DayZ either, but I'm not totally sure.

pure whale
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pretty sure the dayz girl is just skinned to the same skeleton

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only one set of anims so

stuck oyster
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@hollow lagoon you absolutely sure about that?

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I got female skeleton that holds weapons and fires no problem

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other than I dont have proper weapon animations for it converted yet

eternal bloom
stuck oyster
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interesting

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could be useful! thanks for sharing!

rough idol
eternal bloom
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looks like a cringy lego "delete this" meme ^^

stuck oyster
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what the new skeleton in my experience will need is skeleton specific weapon versions

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but such can be arranged

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and switch between male and female version can be automated

worldly belfry
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another example ( not my work )

halcyon wren
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oh lego stuff ๐Ÿ˜„

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puref is good, but creates large files and tanks your ram, so use it with caution ๐Ÿ˜„

stuck oyster
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hey @halcyon wren now that youre here! What skeleton you got powering your lego men? As in custom named or do you reuse the OFPmanskeleton?

halcyon wren
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100% Custom skeleton. I released the sources with it precisely to allow for replication and examination.

stuck oyster
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๐Ÿ‘

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Thanks for quick clarification!!

halcyon wren
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No problem. The only issue I ran into was with a skeleton mismatch between uniform models, but BI fixed that.

stuck oyster
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I remember that yeah

halcyon wren
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The only limit I could find was with custom hand anims for the rifles, but that can be worked around with config duplicates.

stuck oyster
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exactly

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if only those were used from movesCfg too x9

halcyon wren
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I dont see that as a logical config class for it.

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The way I rewrote it for VBS makes (obviously) a lot more sense to me:

class Animations
{

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{
file = path\to\animation.rtm;
primaryHand = xyz1;
secondaryHand = xyz2;
};```
woeful viper
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the tease is real

halcyon wren
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Made it so that the IK placed the hands according to memorypoints along the weapon, and the .rtm only controls the finger pose

stuck oyster
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oo well that would really work better

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xD

halcyon wren
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Since we developed UCS, we can have ACOG towers and multiple grenade launchers

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and dynamic frontgrips

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that kinda shenanegans ๐Ÿ˜„

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and the USMC paid us to make sure that your inventory is shown on the soldier, i.e the infamous CS:GO grenade belt. Got 2x green smoke and 1frag, it shows so on your character.

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The hand placement does work better, as it allows for dynamic weapon configs and blocking of hand points, but its slightly more poop to setup, as we need an ingame gui to fine tune the position, which we then have to store as a memorypoint.

stuck oyster
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maybe in Enfusion x9

halcyon wren
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heh, yeh. I forgot, I actually gave the skeleton some subclasses for stances

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so that the handanim is different when prone or so. Its linked to a tag in the action maps

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(class actions)

stuck oyster
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even better

halcyon wren
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so when you are prone with an m240, you hold it differently than when standing

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https://youtu.be/nl1DMLRQ1LI?t=90

Thats basically UCS, but by now its truly universal and also applies to weapons and vehicles. Slowly but surely we're killing off CfgVehicles and CfgWeapons :D

Funnily, the requirement for it came from us to cut down on config spam. The US wanted all M4s with their various equipment combinations of GL, Lasers, optics and other stuff. We did a quick calc and found it would add 1298341627415683614568432184321 (give or take) config classes, so we opted for a dynamic sytem ๐Ÿ˜„

As part of our contract with the U.S. Marine Corps, BISim is introducing a new universal component system for configuring weapons with laser and scope attach...

โ–ถ Play video
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Also, lol @ Arma2 box art in the background ๐Ÿ˜„

stuck oyster
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you tease

halcyon wren
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Imagine me modding Arma3 after hours and not having this. ๐Ÿ˜„

stuck oyster
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xD

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fun fun fun

slate epoch
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bis is a graphics company, coding devs are at about the same social statis as the cleaning women. just a necessary evil.

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What the hell am I reading here?

halcyon wren
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Also, everyone knows that QA is below the cleaning ladies. tztztz... (Putting a /s here just in case)

slate epoch
strong plaza
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@slate epoch where did you find that quote?

slate epoch
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From Mikero in this channel

subtle kite
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where are mods in this Discord now...

halcyon wren
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Reading up on it, it seems Mikero was having a bad night and going a bit off the handle mayhaps?
@sturdy parcel Please consider that mod makers have other motivations than serving the community new toys. Most of the more senior mod makers that I know make mods because they enjoy the process of creating the thing. Releasing it to the public is seen as optional and rarely the primary motivation for making yet another M16 or AK. Take it or leave it mentality sums it up.

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I didn't catch it earlier because I was actually making razed rubble models for buildings. Ironic? ๐Ÿ˜„

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And to stand up for Object builder: The Make Convex functionality in it is actually nicer than the one I use in blender. Really speeds up generating accurate fire geo lods for these rubble objects.

woeful viper
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@halcyon wren i can't say that i particularly enjoy all the work involved, i'd rather much play - but to play with the stuff i want, i have to make it first because nobody else does it for me ๐Ÿ˜„

jaunty leaf
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who else is going to make south korean helmets made of canvas

woeful viper
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exactly

halcyon wren
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100% agree. If you want it done right, you gotta do it yourself. That alone explains the abundance of similar themed addons ๐Ÿ˜„

quick terrace
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+1 on what mondkalb said. also, i said it before, for me at least - i can do buildings no problem. i cannot do any sort of terrains, and i have little will to learn it. so why would i do buildings if i cannot use them further...that being said, i have yet to see a public collaboration between terrain makers and model makers

pure whale
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NEVER

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DO

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TERRAINS

twin urchin
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one reason - buildings dont sell ๐Ÿ˜›

agile flint
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I feel if you're going to get into building buildings... might as well help a current mod and help with their assets. Like IFA3 WW2 Themed buildings, or Unsung Vietnam theme buildings

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No point just making some new terrain style buildings when there are not many terrains to support that (unless its like mid-east themed maybe?)

halcyon wren
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Historically not what happened, though. The Mapfact barracks for OFP instantly became a defacto standard across all maps.

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And for Arma2 the things I made such as my modest euro buildings or the kill houses are still used widely, even in arma 3.

bold flare
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Samarsk Uprising is sure looking for some voluntary building builders wink wink

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I also tried myself in making some modular killhouse stuff. Only made stairs, a freestanding door and a floor plate.
Someday I'll have time to expand it.. And put non-ridiculous textures on it

spiral solstice
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which format is required to export rigged player models in Arma 3?

eternal bloom
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Most of the more senior mod makers that I know make mods because they enjoy the process of creating the thing
If you want it done right, you gotta do it yourself
basically the reasons why after like 6 years of making stuff in Arma 3, several maps prototypes, many models draft, tons of scripts, I have barely released a couple mods

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i made a lot of missions for my clan in the past tho

spiral solstice
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Just figured it out, I just needed export it to .p3d

eternal bloom
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one does not simply export a p3d...

sacred grail
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100% with @agile flint on this. The best way to learn to mod for A3 is to join a team. Your going to learn so much more so much faster than you would otherwise because the documentation for A3 tools and trying to self learn teach them will make you hate life. Plus that way you know your work is going towards something, and you can see it play tested.

eternal bloom
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i have this issue with Alwarren's toolbox for Blender (v2.0.0) where i have to re-open my p3d with Object Builder and save it in order for it to pass PboProject crunch

quick terrace
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i really don't see that as a problem, but you can always contact @shrewd jay

shrewd jay
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@eternal bloom What happens if you don't do that?

eternal bloom
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@shrewd jay well, I'll tell you if i manage to reproduce it.......

shrewd jay
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@eternal bloom hehe well if you do, send me a PM, and I'll look into it

white jay
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Any good documentation on how to do glass with rvmats? Or is this done in OB? Talking about shop windows/building windows to be exact

woeful viper
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What's there to document? Just look at vanilla glass rvmat to see how its done. The house sample also should have glass used

white jay
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More or less what i meant, I just didn't know where i should look for it. Thanks

stuck oyster
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P:\a3\data_f\

deep coral
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hello all

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Does anyone know the bare minimum to get a vehicle in game when working with Object Builder?

hallow jacinth
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Depends on the vehicle type

half heath
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Minimum you will need: GeoLOD; PysxLOD; Memory LOD; LOD 0 (Visual); LandContactLOD

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As well as the model.cfg; config.cpp

woeful viper
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  • a model that is either self made or legitimate (and not lifted from some game, russian model site or other mod)...
spiral solstice
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how would i activate bulldozer to see a preview of my model in oxygen?

eternal bloom
spiral solstice
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thanks! unfortunately it says "External viewer: Unable to create viewer". apparently it can be solved if I could switch the target exe, where can I find it?

eternal bloom
bold flare
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In object builder. File->Options
you can specify the buldozer executable.
Copy arma3.exe or arma3_x64.exe to your pdrive and use that

spiral solstice
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thanks guys! i got it working! It crashed initially but I had to use the regular arma3.exe instead

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now I need to figure how to use it as a player model ingame. what additional files are required for it and how would I import it? I only have the .fbx so far

eternal bloom
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download the Arma 3 Samples

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in the tool section of Steam

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there is a uniform sample

spiral solstice
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I'll try to check out what they have, it'll probably click with me soon

eternal bloom
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what 3d software do you use ?

spiral solstice
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I'm trying to figure out a workflow with Sculptris, Zbrush and Blender. It seems crazy because Sculptris/Zbrush give high poly models by default, but there's a common technique where you can extract high poly textures and apply it to low poly models. I got it to successfully reduce under the 10k poly limit, with 1024 mb (I should probably aim for 512 mb since it's an old game) textures after rigging it

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If I ever become successful with it, then I would create a tutorial about it online since there's not a lot of info

stuck oyster
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@spiral solstice if you work in Blender get the FHQ Arma Toolbox addon so you can export directly into p3d

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saves a lot of hassel imo

spiral solstice
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That's a relief since I exported it earlier. I need to figure out how to use it as a player model though.

stuck oyster
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there is a thread for it on BI forums that I recall has tutorial for the basic functionality for it

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the toolbox that is

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for setting up the character configs you can use the Samples character as a base

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also you can transfer the weighting from the sample character to create basic weighting for your model

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and tweak it

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Assuming you have normal Arma man sized character in the making

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if not then you got a lot of work ahead of you

spiral solstice
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wouldn't hurt me to tweak it I guess

stuck oyster
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weight transfer is rarely accurate enough on the first go

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but it does give you the basic selections and idea what parts should be weighted with what bones

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Also you can get Macsers armarig for Blender

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and plug your model to it to check the weighting in Blender

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it is quite accurate

spiral solstice
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Thanks, that's pretty ideal! I'll try to figure it out soon

stuck oyster
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also we on this channel like pics of new stuff ๐Ÿ˜‰ ๐Ÿ˜‰

spiral solstice
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I'll keep you updated! ๐Ÿ˜„

halcyon wren
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I dont use the FHQ suite in blender and instead transfer via .fbx works perfectly, including weight transfer. That is transfer from blender -> p3d via OB

pliant widget
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idk wheres the best place to put this question but anyone got good modding sources for scopes

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i know ill need to ease into arma 3 modding but i have a scope idea and want to save any info i can

jaunty leaf
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there might be something in the A3 samples

bold flare
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Google "Arma breakingpoint" and look at their github for tons of samples to learn off of

pliant widget
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thank you

sacred grail
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Been using 3ds max for a while now, But i'm thinking about giving blender a go? From what I remember the interface and controls are horribly awkward but it looks like it has some really nice features that could save lots of time. Any ideas?

woeful viper
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commit to trying it out or don't. Not much else to say.

sacred grail
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in terms of how powerful it is, how does it compare to max though?

foggy finch
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use whatever suite you are comfortable with, both come with powerful scripting engines and plugins you can use to extend and enhance the suites.

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best way to find out is to try it, follow a tutorial or two then compare

half heath
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@sacred grail Blender can do anything max can do when it comes to game assets.

fathom dagger
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Pufu posted his work on the Mk.17/SCAR-H!

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and It's amazing

spiral solstice
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@sacred grail It's straight-forward for me if you grab a cheat sheet with all of the shortcuts

stuck oyster
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@halcyon wren the difference with you is, you live and breath OB where as someone coming outside of that world and maybe even just learning to work with Blender might get things done easier without having to also learn so much of OBs quirks. Which is why I like to recommend FHQ.

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(The above would have sounded a lot better if OB was still O2 :D)

halcyon wren
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Hah yeh. They must name the new tool (if there will be one) Ozone O3 ๐Ÿ˜„

stuck oyster
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O-H-N-O would be my suggestion ๐Ÿ˜œ

pliant widget
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@sacred grail i used 3ds max in college and relearning moddeling with blender as its free

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there are settings you can change to make blender pretty close to 3dmax in appearance and controls

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no harm in learning blender as it is free

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but if you can keep max and happy to do so id say stick with your guns

stuck oyster
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There is really no point in claiming one or other is the "best"

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the best is what you are comfortable working with and get things done

pliant widget
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^

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why im stating he doesnt need to change

stuck oyster
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yep

pliant widget
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but if you get chance to learn a second program whats the harm in doing so ๐Ÿ˜ƒ

stuck oyster
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well there is of course the cost of 3dsmax

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that can be an issue

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where as Blender is free

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and Im sure anyone can learn to use Blender too, even if coming from long time use of other programs

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but as you said if there is no need to switch then could be more beneficial to stick to what you already can work with

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Which reminds me. Whats everyone working on? Been a while since theres been pics here

halcyon wren
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Ever since Max switched to a subscription model, its effectively ransomware holding your IP hostage.

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Still working on my rubble ๐Ÿ˜›

pliant widget
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Iโ€™m just relearning modelling fella... plus need to learn modding now haha

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All for a silly idea I have

stuck oyster
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I got a new tree going into game tonight! Hoping it will work out better than the last one.

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last one looked pretty dope alone

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but the design worked poorly as a forest

halcyon wren
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I believe the term is "habitus"

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Trees grow massively different inside a forest compared to a single lone one in the middle of a field.

stuck oyster
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hmm that could very well be a part of it

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also its a scifi tentacle tree. ๐Ÿ˜„

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which makes things.. lets say more difficult

halcyon wren
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yeh, but gravity and general light consumption still applies? ๐Ÿ˜„

stuck oyster
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in broad sense yes

halcyon wren
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Is the project Sci-Fi or Fantasy?

stuck oyster
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mine? scifi

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this was it

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its fancy looking alone

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but I did not like it that much when they were bunched up together

halcyon wren
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I'd say fantasy then, because the green hair on the broad leaves dont get much sun ๐Ÿ˜›

stuck oyster
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well true

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fiction non the less

halcyon wren
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definitely looks cool

stuck oyster
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the design may or may not have incorporated other ways to procure sustenance too

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Im going to reuse the hairy banana part of it though

halcyon wren
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The green inner hair type thing might be just pollen or some other reproduction

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Which would make for great ambient fluff

stuck oyster
#

also the design ate up a lot of polies

#

definitely

halcyon wren
#

like on chernarus you had the white fluff flying around

sacred grail
#

The thing with blender is it just has some really nice plugins and features that I could see speeding up my workflow. But is it worth the time spent learning the program. I dunno

halcyon wren
#

"Work smart, not hard" is what I follow through with.

#

If youre looking at a task that is repetitive, likely some automation can be done to make it less annoying work

sacred grail
#

yeah. its more the boolean type workflow seems to be really nice in blender from the videos i have seen

halcyon wren
#

Currently using the boolean modfier extensively for my rubble types. It has a few minor issues, but once you know about them you can avoid the problem it creates.

sacred grail
#

yeah the extra verts etc?

halcyon wren
#

Those I just ignore and then kill in O2 with the select isolated function ๐Ÿ˜„

sacred grail
#

lol

halcyon wren
#

When you apply boolean to a mesh that has split faces it doesnt fill the caps it creates. That was the only annoyance I had so far and worked out to fix

sacred grail
#

yeah, well i might just give blender a go to see how i find it

#

but from what i remember im probably going to give up just looking at the interface again ๐Ÿ˜„

halcyon wren
#

I started with blender by watching a YT video about blender basic navigation, what the pin is, how its general functional principle is

#

from there on I googled the rest together with a bit of an idea what I was looking for

#

In the beginning every new tool will suck and you hate it, simply because you compare it to what you already know and can do with that.

#

I hated photoshop when I switched to it from corel ๐Ÿ˜„

foggy finch
#

I dunno how blender does booleans, but in max you can work inside the boolean stack within the modifier, kinda neat :>

silver zenith
#

wish me luck ppl, gonna start making some models

half heath
#

If you like blender and want a non destructive boolean workflow you can use HardOps

#

Cool think about blender is there has been a lot of 3rd party plugins dealing with hard surface stuff.

quick terrace
#

@silver zenith do please start with something simple

silver zenith
#

yeah literally making a wooden cube

quick terrace
#

if you ever wanna do a second model

#

make a nice wooden or metal ammo/gun box

sacred grail
#

Start with something that only requires a vis lod

#

i.e simple cube like you are doing

#

then make a geo / fire geo lod for it etc and learn the process of creating the various lods.

#

then move onto something more complex like a gunbox for example life pufu suggested.

silver zenith
#

I'm still getting the drills of how to use blender,

sacred grail
#

ahh righty

silver zenith
#

currently making mug

sacred grail
#

good luck ๐Ÿ˜„

#

tbf it's not to difficult to learn modelling. Mastering it is the part peoples spend there lives trying to do lol

silver zenith
#

so if I actually make a woden cube, should I put it in OB and adapt it to arma stuff? as I said I'm very nooby in this stuff

stuck oyster
#

well if you want a wooden cube in Arma then sure

quick terrace
#

tutorials that are generic sucks ass. What you need to do is you know, do something that also has some use for you, so you actually see the end result

#

hence why i said gun/ammo box

white jay
outer condor
#

if anyone wants to do objects or buildings, we are happy to provide several terrain designers doing various WW2 themed projects never getting enough custom objects :)
PS: we allow and encorage people also to release their work separately to be used by others as well

that self marketing aside i am pretty sure Unsung, and a couple of other biggers mods making custom terrains are extremely happy to welcome model artists to do objects/buildings

#

on a little more serious note i kinda doubt this is really there reason there is only limited custom objects/buildings

#

its probably more than in general these type of models seem not that much appreciated by players primairly (unfortunately) - or at least the feedback flow isnt working as well as for other model types

#

at the same time from what i am getting told objects for RV engine due to various LODs are still a big effort, especially when doing walkable/interiors

halcyon wren
#

Also, because you need to make a lot for a unified apperance, and making them to full spec is a lot of work

#

So I can definitely see why weapons are more appealing.

stuck oyster
#

well you dont have to if you want just use a single house all over ๐Ÿ˜œ

white jay
#

https://www.twitch.tv/videos/302024153 Put together a little showcase of the models iv'e built up the most so far. Sorry for the janky camera movements and lack of textures (just recompiled everything into organized folders instead of my desktop)

pure whale
#

roadway is not especially hard to do, paths take a bit more brain power though

mint patrol
polar fiber
#

probably needs a memory point adding to the model, depending on what class GunParticles in the howitzer looks like

#

The weapon your using, mortar_155mm_AMOS has the following C class GunParticles { class Effect1 { effectName = "ArtilleryFired1"; positionName = "Usti hlavne3"; directionName = "Konec hlavne3"; }; class Effect2 { effectName = "ArtilleryFiredL"; positionName = "Usti hlavne"; directionName = "Usti hlavne b"; }; class Effect3 { effectName = "ArtilleryFiredR"; positionName = "Usti hlavne"; directionName = "Usti hlavne b"; }; };

#

so you need to check that all these memory points exist in the model

median bough
#

@mint patrol
also your gun/recoil axis is inverted

#

(can be found in model.cfg)

mint patrol
#

class recoil_BEGIN
{
Type = "translation";
Source = "recoil_source";
Selection = "recoilhlaven";
axis= "recoilhlaven_axis";
MinValue = 0.98;
MaxValue = 0.985;
MinPhase = 0.0;
MaxPhase = 0.2;
SourceAddress = "clamp";
Offset0 = 0.000000;
Offset1 = 0.7500000;
};
class recoil_END
{
Type = "translation";
Source = "recoil_source";
Selection = "recoilhlaven";
axis= "recoilhlaven_axis";
MinValue = 0.986;
MaxValue = 1.0;
MinPhase = 0.7;
MaxPhase = 1.00;
SourceAddress = "clamp";
Offset0 = 0.000000;
Offset1 = -0.750000;
};

#

is there a mistake here ?

median bough
#

yes

#

hold on+#

#

swich the content from recoil_BEGIN and _END

mint patrol
#

class Recoil {
type="translation";
source="recoil_source";
selection="RecoilHlaven";
axis="RecoilHlaven_axis";
memory=1;
minValue=0.85;
maxValue=1;
offset0=0;
offset1=-1;
};
i took that as a sample

median bough
#

shit, sorry... forget about mine

stuck oyster
#

when you have created the recoil memorypoints the selection has been in wrong direction

median bough
#

haven't been working model.cfg in a while... listen to HG or others ๐Ÿ˜„

stuck oyster
#

this usually messes up the directions

mint patrol
stuck oyster
#

yes thats your barrel selection

#

not the memorypoints

#

you have the axis selection in the memory LOD

mint patrol
stuck oyster
#

yes those

#

so if your animation goes into wrong direction

#

you can either flip those points OR rotate them 180 degrees

#

or try reselecting them one by one and redefineng the named selection to form the right direction

#

also no need to tag me on each message ๐Ÿ˜

mint patrol
#

๐Ÿ˜„ ok

polar fiber
#

@stuck oyster isn't it the vertex number that defines the direction? Not the order of selection

stuck oyster
#

dunno I've managed to flip it just by selecting them in different order

#

or at least so I think xD

#

could be wrong sure.

mint patrol
#

it's done this way
class Recoil {
type="translation";
source="recoil_source";
selection="RecoilHlaven";
axis="RecoilHlaven_axis";
memory=1;
minValue=0.85;
maxValue=1;
offset0=0;
offset1=-1;
};

stuck oyster
#

we well but thats not what Im talking about

#

but you can also change the offset1= to 1 so it goes to the other direction

mint patrol
#

@polar fiber i added it to the config but not change
class GunParticles
{
class Effect1
{
effectName = "ArtilleryFired1";
positionName = "Usti hlavne";
directionName = "Konec hlavne";
};
};

polar fiber
#

Did you make a new weapon class and add that to the howitzer?

#

the GunParticles stuff doesn't go in the vehicle

#

it goes in the weapon used by the vehicle

mint patrol
#

there is no config file in B_MBT_01_arty_F

#

class GunParticles or class cfgWeapons

#

i am using a weapon:
weapons[]=
{
"mortar_155mm_AMOS"
};

polar fiber
#

yes, and the gunparticles are defined in class mortar_155mm_AMOS

#

so you'd need to make a new weapon inheriting from mortar_155mm_AMOS, change the GunParticles in the new weapon, then put that in the vehicle's weapons[] array to replace the mortar_155mm_AMOS

#

assuming you don't just want to use the same pfx as the Arma 3 howitzer

#

if you did, it's be much simpler to just add the required memory points to the model

mint patrol
stuck oyster
#

you probably dont have right axis memorypoints set for its animations

mint patrol
#

Where I need to fix config.cpp or model.cfg ?

stuck oyster
#

model.cfg and the memory lod of p3d most likely

#

as in those are the only places animation axis stuff and related memorypoints are ever used

vernal lynx
#

guess I have to hurry on making the tank tutorial part 3 about turret ๐Ÿ˜„

stuck oyster
#

๐Ÿ˜„

#

might make into another sitrep

mint patrol
#

where is other tutorials ? :))

stuck oyster
#

BIforum editing section -> modeling -> pinned messages

mint patrol
#

๐Ÿ‘Œ

tough sinew
#

Hello! Im having some issues with glasses in my helicopter, Anyone can help me?

median bough
#

not untill you ask a real question

sick skiff
#

Hi! How to increase the volume of bulletproof vests?

median bough
#

Capacity of a uniform is defined in containerClass property in the ItemInfo subclass. The classes for various capacity are already defined in the game config, so in most cases, SupplyXX can be used with XX replaced by the desired capacity value. The defined capacities are 0โ€“10, then 10โ€“250 with an increment of 10, then 300, 350, 380, 400, 420, 440, 450, 480, and 500. Should another value be needed, it is defined in cfgVehicles as follows:

stuck oyster
#

@tough sinew im off to bed but gonna shoot a wild guess that your glass/windows got weird blue stuff showing through them. So you will need to sort them on top. Instruction can be found on this discord or on BIforums

sick skiff
#

Thank you so much!

median bough
#

np

tough sinew
#

@stuck oyster My glasses are not glasses

#

like when I shoot them, the bullets go throught them and no soud

#

sound

charred bolt
#

You probably need to add a Fire Geometry LOD to your model. Give the window faces a glass material such as:
a3\data_f\penetration\glass_armored.rvmat

tough sinew
#

Whats the meaning of this?

#

0 Section without material is in shape with ST coordinates

pure whale
#

something has no material defined

tough sinew
#

and this Degenerated triangle found on source triangles (16551,16449,16592)

pure whale
#

uh i think a flat tri

tough sinew
#

ยฟ?

pure whale
#

the errors shouldnt stop your pack

#

but you should find time to fix them in the future

tough sinew
#

yeah but they are errors ๐Ÿ˜ฆ

pure whale
#

yes but isnt this your first model

#

first time packing

#

it WILL have errors

#

xD

tough sinew
#

XD

fleet aurora
#

I dont know if I should post this here or in Terrain Makers chat, but does any one know what causes artifacting in custom pond objects? It only happens when the object is actually imported into the map not as temporary objects. the only thing in the RPT relating to my pond object is "hag_objects\hag_pond\hag_pond.p3d - Not all levels have On Surface set". Video of artifacting https://www.youtube.com/watch?v=WWWCGC-atTU

outer condor
#

@fleet aurora did you set class=pond in geo lod?

#

also some issues remain with ponds

halcyon wren
#

issues with pond-shader specifically

fleet aurora
#

@outer condor not yet, Iโ€™ll do that tomorrow and see if it fixes the spazzing out.

formal vapor
#

so random question, would it be normal...to have about 2,000 hit points for a large object?

stuck oyster
#

depends on how large

#

and what object

#

from your question I would guess the object itself is not quite normal

formal vapor
#

Not one single bit

#

Probably one of the weirdest things for arma ever

fleet aurora
#

@outer condor I added the pond class to the geometry lod, unfortunately to no effect.

#

I think it has to do with the pond objects being small for that size of lake. When Arma calls that many pond objects and shader's at once it freaks out possibly? Im gonna make a larger pond object at 50x50 meters and see if the issue persists.

stuck oyster
#

that is a possible issue yes

tulip beacon
#

do you use the same model(name).p3d for all surface of your pond (if that makes sense)?

#

or that issue was resolved?

fleet aurora
#

I use the same normal map/ textures for all my pond objects. as for the model names they are all different but prefixed with HAG_Pond_ThenExampleName. When making the larger pond object one of the artifacts disappeared, but I also closed the object in the main lod which could also have been the issue.

#

If I was to remove the roadway lod, could I in theory make the pond as large as I please? Because the only limitations on object size to my (very small) knowledge is the roadway and the geometry. Seeing as there is nothing in the geometry besides the named properties. I know in standard use the roadway is used for players to stand on an object and for the sound environment. In this case is the roadway used to detect when a player enters the water?

rough idol
#

@formal vapor do you know you can use armorcomponent?

stuck oyster
#

@rough idol whats that?

rough idol
stuck oyster
#

uu nice had not seen that/no longer remembered if I had

#

thanks

formal vapor
#

@rough idol Not really but I'll take a look at it. I suppose this is something else done in addition to the normal hit point configuration

rough idol
#

not exactly

#

you can replace hitpoints with components

#

and leave just some general hitpoints here or there for explosive damage handling

pure whale
#

@fleet aurora you could yes make a single pond which covers the entire pond and have the functional objects be not visible

#

tht would fix maybe some problems but cause others

formal vapor
#

So the fire geometry is much more important than the hit points, at least with penetration.

pure whale
#

yea that has the material used which has the penetration values xd hitpoints I think is just how much until a selection is destroyed and removed I guess

near scaffold
#

Alright, Iโ€™ve been working this on and off for a while now. I have hidden selections defined in the model LODs, model CFG, and config. Theyโ€™re not working. Cross checked everything with other custom models I have that do work, so Iโ€™m not sure whatโ€™s up. Out of the three vests in the PBO, one works (hidden selections are fine), but two donโ€™t. Is there anything in the model I may be overlooking?

bold flare
#

What does "not working" mean?

stuck oyster
#

3 individual p3ds? do each have model.cfg class with the sections defined for the hiddenselection textures

polar fiber
#

are there selections that overlap?

#

like some faces that are in camo1 and camo2

near scaffold
#

@bold flare So the base texture is one color. There's supposed to be a different vest in a different color that shows up as whatever's applied in the p3d

#

@stuck oyster Yeah, I can send it in a few minutes but it's just the selections defined in the base ArmaMan that the other ones inherit off of

#

@polar fiber I can check that out. Or just completely redo the selections

near scaffold
#

Okay, just completely redid the selections based on the faces. They should be entirely separate but the issue continues. Brown texture applied in the p3d, the black version configged up doesn't show as black (still shows as brown)

bold flare
#

show me your config entries about the hidden selections

#

config.cpp

near scaffold
#

hiddenSelections[]= { "camo1", "camo2" }; hiddenSelectionsTextures[]= { "\CSAT_Vests\Data\Azad\acr_dst_soldier2_co.paa", "\CSAT_Vests\Data\Azad\usmc_marpattlgb_co.paa" };

bold flare
#

You got a typo in there

near scaffold
#

I legit thought I straight coped and pasted it lmao

#

whoops

bold flare
#

hiddenSelectionTextures afaik. Many people made the same mistake

near scaffold
#

Wait, I'm looking at the config for the working vest...

#

hiddenSelectionsTextures[]= { "\CSAT_Vests\Data\CSAT_tacvest_purple_co.paa" };

bold flare
#

Working because it happens to be the default texture?

near scaffold
#

Nope, all of these work

bold flare
#

I know many made that mistake with the typo in exactly that place

near scaffold
#

I'll try it. I wonder if it's just Arma being weird again

bold flare
#

Problem is biki shows both variants

#

one of them is wrong

near scaffold
#

Yeah, I have a model "airvest" with hiddenSelectionsTextures that works. And a model "azad" with it that doesn't

#

๐Ÿค”

bold flare
#

I don't even know anymore. But the biki shows both variants so I have to fix atleast half of them ^^

near scaffold
#

The magical black box of configging

wispy orchid
#

the F/A-18 uses hiddenSelectionsTextures[]= fwiw

near scaffold
#

I need to go sacrifice some more goats to the staff or something

wispy orchid
#

@near scaffold are the camo1 and camo2 sections in model.cfg?

near scaffold
#

Yepper

#

sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury","injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head" };

bold flare
#

Maybe "Camo" vs "camo" ?

near scaffold
#

I can try and rewrite it with all these different variations

wispy orchid
#

just use the same spelling everywhere, but not sure it makes a difference there

stuck oyster
#

I think it does

polar fiber
#

certainly used to be the case that model.cfg was case sensitive when it tried to apply to the .p3d

near scaffold
#

Just tried the case thing and the hiddenselection thing, no dice

charred bolt
#

Make sure you don't have "Camo" and "camo" as selections in the p3d. The model treats them as different selections.

#

and model.cfg is case sensitive

rough idol
#

I guess you have hiddenSelection class in wrong place

#
class rhs_6b23: Vest_Camo_Base
{
    Author_Macro
    INVENTORY_PICTURE(rhs_6b23)
    dlc = "RHS_AFRF";

    scope = 2;

    displayName = "$STR_RHS_6B23_NAME";

    model = "rhsafrf\addons\rhs_infantry\gear\vests\rhs_6b23";

    hiddenSelections[] = {"Camo1","Camo2"};
    hiddenSelectionsTextures[] =
    {
        "rhsafrf\addons\rhs_infantry\data\6b23_co.paa",
        "rhsafrf\addons\rhs_infantry\data\gearpack1_6sh92_co.paa"
    };

    descriptionShort = "Armor Level 4";
    class ItemInfo: ItemInfo
    {
        hiddenSelections[] = {"Camo1","Camo2"};``` mind the location of hiddenSelections in ItemInfo
bold flare
#

I can already feel the earth shaking when that thing fires

stuck oyster
#

๐Ÿ˜„ you would. the turret is as big as a small house. ๐Ÿ˜„

halcyon wren
#

Going to export it to model.cfg directly from blender?

stuck oyster
#

nah

#

but testing out how the parts should move

terse elm
#

looks nice man

woeful viper
#

not manly enough, too stubby

stuck oyster
#

I know in wh40K scale 10m long gun is considered a handgun..

woeful viper
#

not really, think boltpistol. The more square and unwieldy the better. But longer is better on all accounts - obviously

half heath
#

Going to export it to model.cfg directly from blender? That's possible?!

cyan heart
#

Please tell me it is

stuck oyster
#

probably only if @halcyon wren has some magic for that. ๐Ÿ˜„

halcyon wren
#

haha ๐Ÿ˜„

#

I'm currently planning on writing an exporter for exactly that to allow for higher detail weapon animations.

cyan heart
#

I'd pay for it

stuck oyster
#

model.cfg is not that hard to write ;D

echo rain
#

i probably asked this before like a year ago. but is there any way i can recycle ingame models via proxy to make melee weapons from them? it seems like just having the proxy in the model does nothing. probably because weapons themselves are proxies.

so i'd probably need to abuse proxies the engine looks for. so now the question would be, which one would get me the cleanest solution? using an attachment is probably bad because it can be taken off, right?

could i use the muzzle flash one and have it always show without errors?

stuck oyster
#

I highly doubt that it would work

#

with any proxy

echo rain
#

hm. pretty broad statement. how you mean? isn't it possible to use any model from the gam data as a muzzle flash?

#

and then not have any hide anims for it

stuck oyster
#

how would you change the muzzle flash?

#

or you mean like make individual fake weapons out of it?

echo rain
#

ah no. you're overthinking. it's per weapon

#

yes

stuck oyster
#

that actually could work in a way

echo rain
#

basically just a lazy solution so i don't have to model stuff. i could turn familiar models from the game into weapons. thinking mostly planks, shovel, axe

stuck oyster
#

well it would look pretty cool too if you could actually use the same items that you see in game

echo rain
#

..

#

oh yea nvm. yea that was the idea. stuff that fits in automatically. it's pretty sad that BIS didn't put in the effort to make all those small items inventory magazines/items. i think lots of them are from dayZ. but useless except for putting them in a scene.

echo rain
#

so will the muzzle flash proxy show always by default without an anim or will i get rpt spam?

polar fiber
#

@echo rain you could try using the magazine proxies

stuck oyster
#

oh that could work too!

#

good idea @polar fiber

lusty ginkgo
#

does anyone know if it's possible to make blender modifiers be hidden by default? waiting 5 minutes for the program to respond is a bit of a pain

stuck oyster
#

dont think so

#

but you can add them for some other simpler object, turn it hidden there and then link the modifier from it to other objects

lusty ginkgo
#

that's a good idea

#

that will actually be helpfl

#

thanks

agile flint
#

@stuck oyster Can you animate in Blender and then push that O2? Or does all the animating have to be done in O2?

#

Wait I just read further.. my exciting got to me too quick.. Apparently no you cant... not yet anyway.

rough idol
#

Afair p1nga once made something like this. It was quite hard too look at the output but it was working

woeful viper
#

the algorithm is simple, but you have to know/learn how to implement it so it spits out proper formated code

#

so with the magazine proxies i assume bullet hide animations will just break (when using different mag with different count)?

rough idol
#

why? are you planning using same p3d with 2 different ammo counts?

#

biggest issue for importing anims for 3rd party programs is complete linearity of model.cfg anims

woeful viper
#

you should be able to animate linearly in blender. You can in max

#

yes 2 ammo counts, because that is what the main appeal of different mags for same weapons is imo.

rough idol
#

yeah, but I don't see point of using same mag model for 2 different mag counts

woeful viper
#

wait, can proxy magazine models be animated?

rough idol
#

model.cfg is merged to magazine p3d itself

#

yes

woeful viper
#

oh ok, i thought if you had visible bullets they would still have to be animated via weapon model.cfg

twin urchin
#

only if attachments were able to animate especially optics and being reskinable

rough idol
#

bipods are animated ๐Ÿ˜›

twin urchin
#

yeah i know but you know ๐Ÿ˜„

cyan heart
#

Afair p1nga once made something like this. It was quite hard too look at the output but it was working
Can't find anything about this, do you have a link?

rough idol
#

I don't think I have link to it anywhere anymore

#

it was like 2 years ago

charred bolt
#

How does the game engine decide when to dynamically switch visual LOD's?
Example: 2 vehicles side by side - vic1 is LOD1 100k, LOD2 50k, and vic2 is LOD1 20k, LOD2 10k
As the player increases distance do they switch to LOD2 together, or vic1 first?
Does the engine constantly calculate how many polys are in scene, and remember each objects count, reducing each dynamically for best performance?

rough idol
#

Does the engine constantly calculate how many polys are in scene, and remember each objects count, reducing each dynamically for best performance?more or less yes

#

then you have object quality in settings which is basically a coef for LOD switching

charred bolt
#

right, thanks

#

so it's likely that vic1 will end up at LOD 3-4 while vic2 is still at LOD1 in some circumstances?

rough idol
#

probably yes

#

it's based on distance to object, scene complexity, settings & lod coef param in geometry LOD (some assets are using that)

charred bolt
#

"lod coef param in geometry LOD" haven't heard of that before - I'll search for documentation

#

@rough idol lod coef param in geometry LOD can you point me at documentation or which asset might use it please?

stuck oyster
#

since we are talking about Arma it is likely there is no documentation for it.

#

named parameters are quite sparsely documentend

charred bolt
#

that's ok if the case, I'm happy to just look at a working example and then experiment

rough idol
#

viewdensitycoef
loddensitycoef
drawimportance

#

I think it was lodDensityCoef

stuck oyster
#

you know what kind of objects use them in Arma? Not that I've peeked into every objects named properties with Mikeros Eliteness but dont recall ever seeing them used

rough idol
#

Tanoa trees

stuck oyster
#

do the colors represent lod change distance?

rough idol
#

it represents LODs

#

red is first visual LOD

stuck oyster
charred bolt
#

does it work with all assets (vehicles etc), or just trees? I've never noticed it in BIS vehicles/weapons?

stuck oyster
#

ah there it is

rough idol
#

it should work for everything

#

but if it really works nobody knows because it was never need/tested in Bohemia

stuck oyster
#

๐Ÿ˜„

#

So larger the number the longer the 1st lod should show yes?

rough idol
#

I think so

charred bolt
#

I have a vehicle with LOD1 at 90k faces - I can make LOD2 45k faces (believing halve-the-polys to be the advice), but equally I could make it 25k without losing visual quality. Which is best practise? Half previous LOD, or as small as possible without jarring visual change?

quick terrace
#

50%

charred bolt
#

Thanks PuFu. Is that because the game engine expects 50%, and if you go more it messes with it's efficiency calculations?

quick terrace
#

i doubt you will be able to do less than 50% from a point lower

#

no, because above ^

#

i mean you could go 90k, 30k (if you keep the overall shape)

charred bolt
#

From LOD1 to LOD2 I can easily go 90k to 30k without issue. Question is, should I?

quick terrace
#

then lower it in 50% increments

#

it is ideal to keep the 1/2 ratio

#

just because it is easier to control that one at lower poly density

#

the engine doesn't care

#

if that is what you ask

charred bolt
#

So you would make 90-45-20-10-5-2, rather than 90-30-15-8-4-2?

quick terrace
#

no, i would make i 90-30-15-8-4-2-1

charred bolt
#

It's only LOD2 where I have a choice. LODs 3+ are always hard to get to 50%

quick terrace
#

the lowest lod should be around 400-500 vertices

#

for shit like gear and weapons

#

for a vehicle it is almost impossible to go that low

#

i actually use simplygon for creating secondary lower lods

charred bolt
#

For most objects I really doubt that it matters whether it's 2k, 1k or 500, based on tests I've done

quick terrace
#

i only do geo and svlods manually

#

for anything under 500 polygons, the GPU takes more time loading a single texture than the model

charred bolt
#

yeah, section count is more important

quick terrace
#

even if that texture is as small as 256x256 (or even smaller)

#

i mean if i have a helmet that is 2-3k, the lowest thing will be lower than 500 (or close to that)

#

again, it depends on where you start from

charred bolt
#

I've done tests of poly count v performance, and it's amazing how high you can go before noticing any problems. Like millions of polys.

#

modern gpu's have nullified the old problems we had in A2 and early A3

quick terrace
#

neah man, i am pretty sure GPUs available back in A1-A2 days wouldn't break a sweat with high poly models

charred bolt
#

what I mean is, it might no longer be necessary to worry about making the lowest poly LOD's (like sub 2k), because they become irrelevant?

quick terrace
#

and breaking it down to proxies back then wouldn't help much since that would increase section counts just as well

polar fiber
#

when you start adding additional lights - muzzle flashes, markers, reflectors and all that, results may vary though, since you then need to do more calculations on more verts

quick terrace
#

@charred bolt i am only saying that via DX (according to official docs)

#

it takes more time to load itno GPU a bitmap than a mesh

#

no matter if that bitmap is really small

#

to conclude, i wouldn't worry too much

#

especially if it isn't a model that is present like 50 times on screen at any given time

#

ie: gear, uniforms, weapons shit like that

charred bolt
#

there shouldn't be more than 2 or 3 in scene, and only 1 at LOD1 probably

quick terrace
#

but yeah otherwise @polar fiber is 100% right, there is more to it than just the main mesh

charred bolt
#

yes, there's no doubt that more polys = more work to do, but it's a question of how relevant it is... 1 grain of sand or 2 on a whole beach isn't worth worrying about. depends whether the beach is bigger than it used to be

#

anyway, my real question was about how to reduce my LOD1, and you've answered that nicely, so I can get to work - thanks ๐Ÿ˜ƒ

quick terrace
#

๐Ÿ‘

icy roost
#

Whenever I use BIS textures with an alpha channel in my models (such as the rocket fire textures) they appear in game with a black background instead of being transparent. Also happens with optic textures and reticles.

#

Anyone know potential solutions?

charred bolt
#

are you naming them xxxxxxx_ca.paa

icy roost
#

Yes.

#

They definitely load properly (example: "a3\data_f\proxies\muzzle_flash\data\rocketsetorsomething_ca.paa" I'm on mobile but that's how I vaguely remember the path going. My slashes might be wrong but they're right in the model) just black instead of transparent. I can get a pic once I'm on my PC.

rough idol
#

they are missing on p:\ drive

polar fiber
#

Also the .rvmat and associated material .paa files need to be on P:\ too if using a BI one

halcyon wren
#

Dabbling a bit in blender->model.cfg for the job. its doable ๐Ÿ˜„

sacred grail
#

@quick terrace How does simplygon compare to the optimizing modifiers that 3Ds max offers?

bold flare
#

Anyone here using Unreal Engine to auto-generate LODs? Anything that speaks against it? The LODs it generates look really good.

tulip beacon
#

for anything under 500 polygons, the GPU takes more time loading a single texture than the model
So, in theory, there is no difference if, for example, i'd have last tree lod of say 5 triangles and 1 section and 500 triangles if it's still 1 section? Or is that a different story?

quick terrace
#

@tulip beacon yeah no difference perf wise

tulip beacon
#

hmm, that's interesting

#

might save me some work

#

(or add)

quick terrace
#

@sacred grail give it a try, it is 100% free

#

you have less micro control, but it doesn't matter all that much

#

i do a manual clean up after the lod generating

#

to remove small shit

#

@bold flare afaik unreal versio is based on a simplygon or similar

#

might be wrong

sacred grail
#

Will look into it.

sacred grail
#

How well does the remesh feature work?

quick terrace
#

there is a certain limitation to model size afaik on the free version

sacred grail
#

yeah had a look at that video, just wish the wireframe was visible lol

#

ah well will download it later and check it out

quick terrace
#

i never tried remeshing in this one

#

i think the max limit is 1mil polygons/vertices

woeful viper
#

can you even export neutral format stuff out of unreal engine?

#

unreal autolod is not from simplygon btw

woeful viper
#

i just read that it works for static meshes, need simplygon for skinned meshes

quick terrace
#

a bit of the same issue with max and it's optimizer modifs

woeful viper
#

true, though you can do skinwrap from original

quick terrace
#

yeah, but that requires a bit of manual cleanup either way

#

and if you ask me it is a process that i would rather do in an automated way

#

as much as i can

woeful viper
#

i dont have win10 so simplygon is out of question for me

quick terrace
#

i do it on my second PC that has win 10

#

the primary one is on win 7 as well, because i lack the time to go through the files i need saved before i do a full reinstall on a different SSD

woeful viper
#

i dread the pain to set everything up just right even worse - esp. with win10 just cocking up on older stuff

quick terrace
#

yeah full reinstall is the way to go for me, since i wanna move C patition to a newer SSD

bold flare
#

UE4 can export FBX.. But apparently even 3ds max cannot read them properly.
But if you open them in windows 3D Paint and resave them as fbx then 3ds max can open it and you can get all generated lods out

quick terrace
#

lol for real?

stuck oyster
#

doesnt everything export fbx somewhat different?

quick terrace
#

need to try it out, never tried exporting back from UE to max

stuck oyster
#

or at least at some point I recall reading it was an issue

quick terrace
#

FBX is a proprietary file format, so everything should be using autodesk SDK.

#

well, try exporting a FBX from max and import in maya, see how that comes in triangulated for instance

bold flare
half heath
#

@halcyon wren Dabbling a bit in blender->model.cfg for the job. its doable :smile: I have money ready to throw at you.

halcyon wren
#

haha ๐Ÿ˜„

outer condor
#

not just you ๐Ÿ˜›

woeful viper
#

the real question is how much better the auto lods in UE4 really are to Max proOptimizer... i have a feeling there is not much in it.

sacred grail
#

The thing with max is it can crush an object down but not remesh. I think the appeal to the various 3rd party tools is the ability to remesh the models and get better looking lods

sacred grail
#

Oh wow

#

Simplygon is amazing

#

gonna be using this from now on haha

bold flare
#

It's even free to use :U What sorcery is this

quick terrace
#

@sacred grail did you remesh it for lower lod?

sacred grail
#

Experimented with reduction then remesh and just straight up remesh

#

I just love how well UV's are preserved

vernal lynx
#

simplygon problem is that .obj wont keep vertex groups

#

๐Ÿ”ซ

sacred grail
#

oooh

icy roost
#

@rough idol @polar fiber thanks for the tip.

high stag
#

I'm working on a vehicle

#

when I spawn it in editor, it stays level then moments after leans to the left

#

My geometry LOD, memory points, landcontact LODs are all correct

#

When I drive the vehicle, the vehicle starts leveling out

stuck oyster
#

your geometry center of mass is likely off

high stag
#

its not

stuck oyster
#

what kind of a vehicle is it?

high stag
#

it's a truck

#

like a pick up truck

stuck oyster
#

are your physx wheel spring setup same on all wheels?

high stag
#

yes theyre not conflicting with each other

stuck oyster
#

so the values are same?

high stag
#

Yes sir.

stuck oyster
#

have you checked pyhsx and wheels related memorypoint selections that you dont have extra points in one/some of them?

high stag
#

thats what it hought about doing

#

is there a way to see if theres more then one point

#

in same location

#

in object builder?

stuck oyster
#

can think of anything else than this

#

and count the points you see

high stag
#

I just counted the points. They're all correct.

echo rain
#

is it possible to have FFV work with rocket launchers?

high stag
#

Yes.

#

allowLauncherIn=0;
allowLauncherOut=0;

#

change that to true in ur config settings

#

for ffv

echo rain
#

ty

stuck oyster
#

@high stag is the surface you test it on level?

outer condor
#

@high stag did you use diag.exe for visual debugging?

high stag
#

going to use that now

#

and yes it was in VR

high stag
#

@outer condor @stuck oyster diag.exe shows no suspension problems

#

I think it has something to do with my geometry

stuck oyster
#

you could try removing the autocenter named paramter

high stag
#

yeah i did that

#

nothing changed

stuck oyster
#

do you have edit LODs?

high stag
#

Yes i do!

#

could that be the reason :O?

stuck oyster
#

well back in A2 I had a bike that did exactly the same and it turned out something in edit lod messed up with the weight center

half heath
#

I blame your physx LOD

high stag
#

i think so too

#

deleting the edit LODs didnt help

half heath
#

I've had tons of these issues before and it turned out to be physxLOD or some misconfiguration in classWheels

high stag
#

how did u fix it?

#

my physx LOD is fine

half heath
#

my physx LOD is fine those are the same words I used before

high stag
#

haha

#

well i deleted the physx LOd at one point

stuck oyster
#

is it possible you have some hidden parts in your geometry that mess the center up

high stag
#

and the car didnt move

stuck oyster
#

or is your model perhaps off center

half heath
#

That wouldn't explain the car leveling when moving

high stag
#

at one point, i even made my physx geometry a box

stuck oyster
#

maybe the spring/damper settings are not correct

half heath
#

that's what I'm thinking

high stag
#

just to see

stuck oyster
#

how much mass does it have overall?

high stag
#

hmm

#

1090

half heath
#

spring/damper settings cann really mess up your vehicle

high stag
#

im using damper settings from a different vehicle

#

and same configuration

#

didnt have this problem

half heath
#

what does your classWheels look like?

high stag
#

in my model.cfg?

half heath
#

config.cpp

#

class wheels

high stag
#

hmm

#

i cant post long messages

#

one moment

half heath
#

You could try pastebin

high stag
#

yup

half heath
#

whats your vehicle mass?

high stag
#

1090

#

in total

#

but my wheels are 20kg each

#

it has something to do with the mass

#

100%

#

i had the same problem with another vehicle

#

so i made one side heaver then the other

#

that fixed it but still looked weird

half heath
#

Your center of mass is off

#

like HorribleGoat said, make sure your model isn't off center

high stag
#

ok testing now

#

ok i made sure its in the centre

#

that blue dot

#

is in the centre of the vehicle

#

x,y,z axis

sacred grail
#

You don't know how much the middle tri on the bed of that truck triggers me

high stag
#

is it a OCD thing?

sacred grail
#

yeah lol

high stag
#

yeah i know

#

im the same way with memory points

sacred grail
#

ikr

high stag
#

which is why i find it weird

#

that im having this problem

#

since my OCD takes care of it all

sacred grail
#

its been a long time since i touched vehicles but wrong what i remember getting vehicles working right is not fun.

high stag
#

I tried everything

#

idk man

lusty ginkgo
#

does anyone know if the land_decal class type works with land_xx configuration?

stuck oyster
#

what do you mean?

lusty ginkgo
#

named property class = land_decal actually using the land class config

#

or do I need to change it to class = housesimulated

#

I'm making my runway models have high render distances with their land configs

stuck oyster
#

that I dont know. I got a feeling Mikero or someone somewhere just pointed out which classes work with class land_xxxx stuff

#

but cant recall what they were

lusty ginkgo
#

I only know that the house ones work for sure

stuck oyster
#

how large are your runway elements?

lusty ginkgo
#

about the same as the vanilla a3 runways

#

I don't remember the specific dimensions

stuck oyster
#

how far do they show

lusty ginkgo
#

they are visible at about the same distance as the other objects

#

I think it would look better to have the details be rendered farther rather than painting them onto the sat

stuck oyster
#

painting them on the sat is the common method

lusty ginkgo
#

I know

outer condor
#

@high stag try to PM reyhard if he has additional advice

past canopy
#

who can help me unfuck my glass RVmats

#

this is what I am trying to do

#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,0};
specularPower=1;
renderFlags[]=
{
    "NoAlphaWrite"
};
nextPass="USP_Gear_Nvg\model\rv\glass-pass2.rvmat";
PixelShaderID="Glass";
VertexShaderID="Glass";
class Stage1
{
    texture="#(ai,64,64,1)fresnelGlass()";
    uvSource="none";
};
class Stage2
{
    texture="USP_Gear_Nvg\model\rv\reflect_co.paa";
    uvSource="none";
};
#

I have that for the RVmat on the model

#
ambient[]={1.000000,1.000000,1.000000,1.000000};
diffuse[]={1.000000,1.000000,1.000000,1.000000};
forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};
emmisive[]={0.000000,0.000000,0.000000,1.000000};
specular[]={0.000000,0.000000,0.000000,0.000000};
specularPower=0.000000;
renderFlags[]=
{
    "NoColorWrite"
};
PixelShaderID="AlphaShadow";
VertexShaderID="Basic";
#

and that for the pass 2 thing

stuck oyster
#

so like a lense?

past canopy
#

yes

stuck oyster
#

and whats the issue you got?

past canopy
#

attempting to get this

#

end up getting this

stuck oyster
#

๐Ÿ‘€

past canopy
#

Getting this

#

Since it didnโ€™t send before

stuck oyster
#

ok so cant find a reference for the nextpass thing you use, but have you tried just having the glass shader without it?

#

Arma3 glass rvmats use supershader

#

so Im just wondering if it works in A3 anymore at all

woeful viper
#

supershader + custom modified environment map could make more interesting glass with less head scratching

past canopy
#

Iโ€™ll try that

#

ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,1};
specular[]={1,1,1,0};
specularPower=1;
renderFlags[]=
{
"NoAlphaWrite"
};
nextPass="USP_Gear_Nvg\model\rv\glass-pass2.rvmat";
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1
{
texture="#(ai,64,64,1)fresnelGlass()";
uvSource="none";
};
class Stage7
{
texture="a3\data_f\env_land_co.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};

#

?

#

@woeful viper

woeful viper
#

no, just plain regular super shader (with full stages), no nextPass.

#
ambient[]={1,1,1,1};
diffuse[]={1,1,1,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0.3,0.3,3,1};
specularPower=256;
PixelShaderID="Super";
VertexShaderID="Super";
class Stage1 {
    texture="your_nohq.paa";
    uvSource="tex";
};
class Stage2 {
    texture="#(argb,8,8,3)color(0.5,0.5,0.5,1,DT)";
    uvSource="tex";
};
class Stage3 {
    texture="#(argb,8,8,3)color(0,0,0,0,MC)";
    uvSource="tex";
};
class Stage4 {
    texture="#(argb,8,8,3)color(1,1,1,1,AS)";
    uvSource="tex";
};
class Stage5 {
    texture="your_smdi.paa"; //example: a3\soft_f_beta\truck_02\data\truck_02_glass_smdi
    uvSource="tex";
};
class Stage6 {
    texture="#(ai,64,64,1)fresnelGlass(2.1)";
    uvSource="tex";
};
class Stage7 {
    texture="a3\data_f\env_land_co.paa"; //use custom modified env map here
    uvSource="tex";
};
stuck oyster
#

A3 glass rvmats in P:\a3\data_f

woeful viper
#

specular value makes tinted glass, play with the values

past canopy
#

So I leave the diffuse texture inside the p3d blank then?

#

still getting the white on my end

stuck oyster
#

blank? no you should have a alpha _CA texture there

#

if its blank it defaults to full white nontransparent CO

past canopy
#

well that explains a bit

#

and I forgot to update the texture under

#

it does work now though

#

thanks a lot

#

im just a retarded idiot 100% of the time with arma tools

stuck oyster
#

๐Ÿ‘Œ

past canopy
#

any idea why only one of the lenses would be working?

#

too many glass draw calls?

#

should be because you can call tons on a heli

#

or is there a problem because they have the same UV coords?

stuck oyster
#

wrong sorting

#

select the lenses and hit this

past canopy
#

alright lets try it out

#

โค by the way

#

awesome that worked

#

thanks a bunch

#

now I just have to play with the colors

#

probably isnt a way to get the yellow inside to show through blue

#

since its blue

#

and no combo of colors with blue makes yellow

#

which sucks

woeful viper
#

which is why i said you should try with a modified (colorized env map)
play with fresnel -> more env map visibility

#

for rich gloss you need to crank up spec power and specular value as well

past canopy
#

yeah I am using a blue env map

woeful viper
#

no use one with blue inside and yellow outside or something. play around with that

past canopy
#

yeah

#

I will

#

it will work somehow

past canopy
#

@woeful viper @stuck oyster is there a way to get only the colored portion of a UV island to glow with the RVmat?

#

for instance a faded circle that glows in the middle

woeful viper
#

glow? at night? or do you mean reflect?

past canopy
#

at night

#

or during the day

#

basically because I cant have a light source project light onto the arma characters face I have to create a duplicate of the face and offset it and add the glow for the NVG backsplash onto the face

woeful viper
#

that wont work because there are different heads

past canopy
#

it works okayish if it is generic enough and offset enough

#

I did it a while ago in early days of A3

#

would love to make a light source do it

#

but seems they cant be that small

#

and they wont only show on face they glow through NVGs

woeful viper
#

"specialops" - piss poor special ops that doesnt know how to use rubber caps?

past canopy
#

?

#

ohh

#

no one actually uses those IRL

#

create bad tunnel vision and make adjusting eyes to dark or diff lighting not easy

woeful viper
#

when you already made it why do you ask us?

past canopy
#

because when I made it it didnt have the fading glow

#

I was just saying matching it to a wide range of the faces was possible

woeful viper
#

how to fade an alpha map is what you are asking

past canopy
#

how to fade glow from an RVmat based on the alpha of the texture

woeful viper
#

you dont fade glow, you fade the entire texture

#

look at car dashboards at night

past canopy
#

ah okay

#

yeah youre right

#

so as far as creating a light source, was I correct in regards to it not being possible that small without projecting light all over?

#

because doing that would be preferred

spare roost
#

Hello all, I am busy trying to range an M16a2 UGL ladder sight eye positions. I was just wondering if anyone knows of any hints / tips or guides. I can line up the eye position with the ladder rungs and front iron sight of the weapon, but the ranges end up being off. Any help appreciated. Thanks.

polar fiber
#

AFAIK you really rather have to adjust the model to fit the eye points that align with the ballistics of the grenade

spare roost
#

hmm. That is probably a little more tricky. I'll see if I can adjust the ladder to suit.

#

thanks

woeful viper
#

you have to trial and error it - there is no other way. I calculated firing solutions for my launcher , made eye points for every solution, tested ingame... miles off.

stuck oyster
#

yeah I've configured few grenade launchers pretty much by hand

#

it depends a lot on the starting positions and GL sight axis etc

#

I've managed to calculate the angle quite close but always have needed manually adjust the rest

twin urchin
#

ladder sights are the evil

stuck oyster
#

xD

spare roost
#

well, I'll give it a go. I can walk away from here filled with new confidence..... ๐Ÿ˜„

quick terrace
#

try doing it with unpacked data

drowsy flicker
#

hey guys, one quick question (FYI: im trying to make a helicopter)
are Windows an extra object? or do i have to do stuff to the vertices of windows? (right now its just important for modeling so i dont need a long answer ๐Ÿ˜ƒ )

half heath
#

Yes a window on a heli would be an extra object.

drowsy flicker
#

thx

eager folio
#

Hi, is there a good Tutorial on how to make a Arma 3 Vest with Blender?

sacred grail
#

I haven't modelled clothing myself. But I would just use the reference player model and work around that.

bold flare
#

I think there is even a vest sample in A3Samples?
Use that or the player body model (Also from A3Samples) as a template.

#

The modelling itself is Arma unrelated anyway. Just the importing into the game and attaching it to the proper bones and adjusting the weights for animations is the "hard" stuff.

vernal lynx
#

this is mostly focused on physX, last part will be about turret and gameplay setup

sudden schooner
#

@vernal lynx Great stuff with these tutorials as well as the Blender and weapon import ones, just a great community effort! Thank you ๐Ÿ‘ ๐Ÿ’ช

quaint mason
#

Yes - I have found those extremely hekpful. Thank you for doing them.

vernal lynx
#

Cheers๐Ÿ˜Š

rough idol
#

@vernal lynx it would be super easy to i.e. modify that script from land contact points to work in object builder itself

#

numberPhysicalWheels param is only valid for RTD helicopters - can be removed from any non RTD vehicle

white jay
#

Completely serious question. Does anyone know if theres a clause against nudity in modding? Hypothetically If I wanted to put an easter egg of like two old people having sex in a window of a high rise building, could I potentially get my pack pulled off workshop?

bold flare
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Bohemia and players most certainly don't care. Especially not about a small easter egg.. Arma is USK/PEGI 16 anyway.

white jay
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I just thought it would be pretty funny to be scanning for someone on a rooftop and then be like "Yo, is that two old people fucking on the 25th floor of that apartment building". Maybe I'm just drunk, maybe I'm just going to do it anyways.

eternal bloom
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@white jay common... you can't tease us like that then send a completely regular picture of a building...

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disapointed.

sudden schooner
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Feckin lols - gives @white jay a beer!

vernal lynx
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@rough idol thanks for your input, I've tried to be as sharp as possible but it's a never ending learning process so some things may be a bit unprecise

white jay
stuck oyster
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will that be a unique variant or just a small object you insert into a window?

white jay
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The old people sex? Just a image texture inside of a window.

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lol

stuck oyster
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yes but will it be part of the building? as in if you use it many times the eastereggyness loses its value

white jay
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it will only be on one building

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And it will be placed around like 200 other buildings so it will be hard to spot.

stuck oyster
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๐Ÿ‘

sacred grail
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You should add some ageing , variation and decals to the brick to mix it up a bit. Also weathering / drips etc. from the mantles and windows.

silver zenith
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just use the paa on a custom frame and manually place it on said building
so you can reuse the building

jaunty leaf
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anyone here know what could cause 3ds max uv unwrapping to produce weird compressed results?

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It happens with other sections of that model

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but on none of the other ones for some reason

white jay
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Yeah I'm going to do all the texturing outside of blender and will add all the extra stuff afterwards, Iv'e been doing simple texturing in blender just to get an idea of what textures I want to use since I cant bake these huge buildings properly.

steel coyote
eternal bloom
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nice, will this Rafale become a M ?

steel coyote
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Yes we are doing the french army mod.

echo rain
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@jaunty leaf you need to relax the UVs. inside the UV editor you should find an option in one of the top menus to do so. when flattening out a mesh, depending on how complex the shape and how well placed the seams, often there is no way around changing the shape of some faces to flatten it out.
that is why you see that overlap after the pelting there. it happens because initially max will try to keep the original shape of each face.

in short though. find and use "relax" and you will understand.

also keep in mind that the checker pattern not only shows you these stretches but also UV resolution. also in the UV editor on top somewhere look for "pack UVs". usign the right settings in that you can reset your UVs to original size (unless of course you are consciously having some parts use less pixels of the texture)

jaunty leaf
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Aight, I'll try that

stuck oyster
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Hey @shrewd jay how does the geometry weighting work with the latest toolbox?

shrewd jay
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It should work, yes

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You might need to save and re-load the model

stuck oyster
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yea but where do I set it? ๐Ÿ˜„ the arma properties panel does not have the mass box anymore

shrewd jay
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It should show up if you have a geometry LOD selected

stuck oyster
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oh alright then I got something odd going on

shrewd jay
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dafuq, where did the box go?

stuck oyster
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(โ•ฏยฐโ–กยฐ๏ผ‰โ•ฏ๏ธต โ”ปโ”โ”ป

shrewd jay
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I'll check later, currently still playing.

stuck oyster
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ye no problem! I'll reinstall the plugin too

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plugin reinstall did not help

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and seems to be same case with all my blends

shrewd jay
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I'll check it

stuck oyster
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thanks!

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I got version 2.0.0 running

shrewd jay
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okay, now I remember LOL

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When you are on the Geometry LOD and press Tab to enter edit mode you get this panel on the left side in the Arma tab:

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YOu can enter a mass in the first field, and then either set the mass to that on every selected vertex, or distribute that weight evently among selected vertices

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@stuck oyster

stuck oyster
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aaa ๐Ÿ˜„

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no wonder

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new feature

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@shrewd jay thanks!!!

shrewd jay
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Yeah I changed that a while ago. You'Re welcome ๐Ÿ˜ƒ

waxen quiver
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a bit deeper into the project

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the body texture is still clean, but will be a bit more worn

stuck oyster
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๐Ÿšš brrrbrrrrrbrrrrrrrrrrrr

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looking like a nice addition to Arma

echo rain
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aaww. that's cute. nice mesh detail without going overboard. good job!