#arma3_model

1 messages ยท Page 122 of 1

sharp halo
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Is there a way to make a pilot invisible in ViewPilot LOD?

stuck oyster
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dont have the proxy there

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or possibly configure the pilot proxy into hide animation

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could work

sharp halo
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Will try with hiding animation, thanks ๐Ÿ™‚

slate epoch
stuck oyster
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thanks for the heads up @slate epoch

slate epoch
charred bolt
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With my driver in a vehicle (inherits car_f), why does he have shadows from LOD1, rather than from ShadowVolume - View Pilot LOD?

clear glen
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Anyone had issues with ObjectBuilder and scaling?. When i drag around the windows, where they drop into place and the dashed square that previews where they would land are completely different. And the rotating around in view ports has a super low sensitivity, takes like 60 seconds to rotate around a model

charred bolt
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Try activating the 'Use Direct 3D' button

clear glen
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That did it , Thanks ๐Ÿ˜ƒ

charred bolt
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You're welcome.

stuck oyster
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Win 10 and OB do not work well together

tulip beacon
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with dev branch they do

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(but who knows what else is broken)

echo rain
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@stuck oyster i'm scared to ask but how so? since i use it on win10.

minor jasper
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@bb all kinds of files needed in visualstudio libraries that are missing in 64 bit windows 10, so need manual updating sometimes

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afaik

vapid nexus
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question what could be causing this sort of wierd shadow clitch /bug shadowlod model is closed

bold flare
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What shadow glitch where?

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Don't see anything

vapid nexus
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look at the body of the m16a1

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and you can see a line of missing shadow

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like a straight line going from the straight across it

bold flare
vapid nexus
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yes

stuck oyster
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non closed part

vapid nexus
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hmm ok i will go back and check my shadow model again

stuck oyster
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first check again

vapid nexus
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there was a hidden vert that was making a hole thanks for the help

stuck oyster
#

๐Ÿ‘Œ

wispy orchid
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physx wheels question: On the OV-10 Bronco the wheels don't turn. The rpt says Error: Wheel reference not initialized , but I fail to see a fault in AnimationSources wheel/damper, model.cfg and model. The wheels do turn in buldozer with wheel_1/2/3_source . Any ideas for debugging this further?

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diag exe reports: c:\bis\source\dev\futura\lib\transport.cpp(3974)(func: TransportType::CreateAnimationSourceDamperEPE) [AssertUSR] MainThread=5624 Group: Config Vehicle: uns_ov10usn Error when looking for Wheel wheel_1 for damper animations.

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in model.cfg there is a damper with damper_1/2/3_source and wheels with wheel_1/2/3_source

polar fiber
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what about the physX config for the wheels?

wispy orchid
polar fiber
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Might be case sensitive. The error refers to wheel_1 (lower case) as being the physX classname that the animation source is using for the wheel = ###; param

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your physX classnames start with upper case

wispy orchid
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ok, trying, thanks!

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@polar fiber thousand thanks! That's it been

jaunty leaf
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It actually turned out aight

sacred grail
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nice, High poly mesh for the bake?

atomic path
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I have an issue with my static weapon:
the model moves as it's supposed to move (turret rotation on both axes is good, follows the mouse movement, no issues here), but the memorypoints don't follow the movement: it allways fires straight forward, no matter the model's barrel position

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I've found same issue being talked about on BIforums, but there was no solution for it

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Just to make it clear, the memorypoints have proper selections assigned

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so the start/end of the barrel memorypoints have the same named selection as the barrel in the resLODs

outer condor
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@atomic path did you check debug.log (via diag.exe)?

atomic path
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I'll have to download DEVbranch, need some time

polar fiber
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@atomic path do the memory points names match the gunBeg/gunEnd parameter in the config?

atomic path
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yes

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just to make sure, those two parameters are in cfgVehicles in turret class?

polar fiber
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depends if the weapons has shotFromTurret = 1; or not

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if it does, allegedly it uses gunbeg/end from turret

atomic path
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I do believe it's inherited from class HMG_127

atomic path
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I've found those errors: 22:07:38 Error: bin\config.bin/CfgVehicles/NORTH_Maxim_Base/Turrets/MainTurret/: Turret body OtocHlaven_shake not found while initializing the model north\nf_static\maxim\maxim.p3d 22:07:38 Error: bin\config.bin/CfgVehicles/NORTH_Maxim_Base/Turrets/MainTurret/: Turret gun OtocVez not found while initializing the model north\nf_static\maxim\maxim.p3d

stuck oyster
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those too could be case sensitive

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you got them exactly the same in configcpp modelcfg and p3d?

atomic path
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yeah, just checked it

stuck oyster
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// Animation class                
                body = "Walker_Gunner_Optics_Y";
                gun = "Walker_Gunner_Optics_X";                

                // Animation source
                animationSourceBody = "Walker_ARM_Turret";
                animationSourceGun = "Walker_ARM_Gun";

                muzzlePos ="Walker_C_Gun_Muzzle";
                muzzleEnd ="Walker_C_Gun_Chamber";

                selectionFireAnim = "zasleh";

                gunBeg = "Walker_C_Gun_Muzzle";
                gunEnd = "Walker_C_Gun_Chamber";

                memorypointgun  = "Walker_C_Gun_Muzzle";```
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what do you have on these?

atomic path
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                gun = "OtocVez";

                animationSourceBody = "turretrotation";
                animationSourceGun = "gunelevation";

        gunBeg = "usti hlavne";
                gunEnd = "konec hlavne";

        selectionFireAnim = "zasleh";

        memoryPointGun = "machinegun";

stuck oyster
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these animation sources move with aiming

atomic path
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I don't have the muzzlePos and muzzleEnd though

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The most puzzling part is that the weapon moves properly, just the memorypoints don't

stuck oyster
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was this a machine gun?

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did you have the machine gun point in the gun selection?

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oh and are the memorypoints only in the gun selection

atomic path
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yeah, machinegun is in the p3d

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the memopoint

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and the memorypoints are in the gun selection

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the axes move quite well on the model

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so some of the memorypoints move well

stuck oyster
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and the gun related memorypoints are not part of any other conflicting animated selection?

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do the bullets come from the 0,0,0 or the position of the non moving memorypoint

atomic path
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gonna check

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well basically there is this one point that is in selections: "machinegun", "usti hlavne" and "OtocVez" which is the gun selection

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but I don't really know if it is proper way of doing it and the "machinegun" and "usti hlavne" should be two different points

stuck oyster
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that could be worth trying

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I think I've always made them separate

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you could also check that the memorypoints move in buldozer by adding small cube to the "machinegun" selection

sturdy parcel
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those too could be case sensitive

as general information: ALL named selections in a binarised p3d (odol), which means bones, proxies, and 'components' are baked into the p3d as lower case irrespective of what the model.cfg or filename actUalLY iS

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none of them are known to be case sensitve in the config.

stuck oyster
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if you scroll a bit up @sturdy parcel Tetet just had trouble with physx classnames being case sensitive

sturdy parcel
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ah ok, something learned new every day, will do

stuck oyster
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thought that might be a different case

atomic path
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Update: the bullets start in usti_hlavne / magazine memorypoint

polar fiber
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@stuck oyster could be that they were working with unpacked data though

stuck oyster
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oh true

atomic path
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I got one axis to work ๐Ÿ˜„

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the gun and body properties were named not after the animation classname, but after the selections

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that got me rid of that error in rpt

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and it's possible to fire up and down

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the weapon still won't fire to the sides, although the model moves to the sides properly

woeful viper
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have a screenshot for whatever you want to do ? (as it doesnt appear to be 0815 situation)

atomic path
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this is the issue: the weapon moves to the sides, but fires forward

woeful viper
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oh ok, i confused what you wrote, thought your turrets has a rotation offset (which it doesnt seem to, from the pic)

config wise, i assume it is child of staticweapons class?
For some reason staticweapons seem to not work when using custom names in animations and selections for their config (as opposed to 'regular' vehicles like cars and tanks). So make sure you use the default Arma 2 Czenglish names for everything for starters.

pastebin of the model.cfg and also all the selectionnames the muzzle memorypoints belong to would help identifying the issue

atomic path
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here's the model.cfg

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the muzzle points only belong to OtocVez

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Very important thing though: it's causing so much issues scince the movement of the model is different from vanilla "turret". You can imagine it's a sideways turret. The turret moves up and down, and the gun moves right and left (and inherits it's position from the turret)

atomic path
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I think the model.cfg is good scince the resolutionLODs movement looks good

atomic path
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Also, the particles created on firing are created on the end of the barrel

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so the memorypoints move properly

woeful viper
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@atomic path you use custom names for animation source of rotation and elevation, and also the animation names themself. Thats what i meant. Use default source names for static turrets: source="mainGun"; for elevation, source="mainTurret"; for rotation. Also, the animation name for turret animation must be mainTurret and for gun elevation must be mainGun

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i had issues with my mortar for the same reason and i was already pulling my hair out... until i used the default names

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also, the animation name for turret animation must be mainTurret and for gun elevation must be mainGun

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selection names can be custom (at least with my mortar i had no issues with that)

atomic path
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Right, I've changed the animation sources to default, repacking

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It didn't fix the issue, but I think the left-right aiming is now inverted

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I've also changed the animation source names in cfgVehicles

woeful viper
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Hm ok, its been a while since i did the mortar. Cecked again, my annotations only mention name of the animation that must be vanilla, source has no annotation, i guess i just used it just to be safe.
Can you pastebin again?
So you want to use the turret to elevate and gun to traverse. But in your animations you still use maingun with source gunelevation and turret with turretrotation. Idk how your custom sources where defined, but if the names are any indication that seems to be wrong.
If you want turret to elevate, it needs to use the source of the gun, and gun needs to use source of turret

atomic path
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I don't think that's the case

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It elevates properly and doesn't traverse

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the memory points and the LODs move

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it looks good

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but doesn't fire good

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as I aim higher, the bullets are fired higher

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so the elevation is working correctly

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as I aim to the right or to the left, the bullets still fly to the front

woeful viper
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and i assume this to be because of static turrets being weird and different to regular vehicle turrets. They have some hardcoded bits (is the only thing i can conclude, because i had very similar issue with my mortar)

atomic path
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I've added the staticMG classes to inherit from, doesn't change

woeful viper
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i have a turret that moves like yours on my apc, works no problem.

atomic path
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also CfgVehicles

woeful viper
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class maingun
selection="OtocHlaven";
^ seleciton not defined in skeleton

atomic path
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you are looking at staticMG class, right?

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it's defined in staticMGweapon skeleton

woeful viper
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oh right, sry

atomic path
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yeah

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It's soo much clutter in this model.cfg now scince I wanted to add inheritance classes I used for my other static weapon

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(that works)

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hoping for some hardcoded shenanigans

woeful viper
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to me it still seems like something is not right
Your animation may work fine, but if the order is broken hardcode doesnt understand it.

You can't break the order of turret (being the parent) and gun (being the child), but that's what you do.

atomic path
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I can't make it?

woeful viper
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here is my example for my turret on my apc that moves like yours

//Turret config
animationSourceBody="tur2_trav_AnimSrc";
animationSourceGun="tur2_elev_AnimSrc";
body="SecondaryTurret";                            //horizontally moving selection 
gun="SecondaryGun";                                //vertically moving selection
    
//Skeleton:    
"tur2_elev","",                                  
"ax_tur2_trav","tur2_elev",
"tur2_trav","tur2_elev",                    
//Anim:
class SecondaryTurret {  //Frontgun
    source="tur2_elev_AnimSrc";
    selection="tur2_elev";
    axis="ax_tur2_elev";
};
class SecondaryGun: SecondaryTurret {
    source="tur2_trav_AnimSrc";
    selection="tur2_trav";
    axis="ax_tur2_trav";
};
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ok now it should make sense

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as you see, the parent in the animation is still the "turret", but the animation for it uses the elevation animation source.

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In your case you use reverse it: You make turret the child, but keep the animations the same

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this is what breaks it i think

atomic path
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right

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I'm changing it to check what will happen

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@woeful viper you are great man, it works now

woeful viper
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๐Ÿ‘

atomic path
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Well now the weapon works but when you aim you look forward

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๐Ÿ˜„

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previosuly it was the other way around, you were aiming where the weapon was aiming

woeful viper
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oh so the controls are reversed (move mouse to left lowers gun) ? That shouldnt be. Maybe something else is missing

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can you post synopsis of your config + skeleton + animation (like i did in the example?) after the change again?

atomic path
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            {
                type="rotation";
                source="mainGun";
                selection="OtocVez";
                axis="OsaVeze";
                animPeriod=0;
                minValue="rad -360";
                maxValue="rad +360";
                angle0="rad -360";
                angle1="rad +360";
            };

            class MainGun
            {
                type="rotation";
                source="mainTurret";
                selection="OtocHlaven_shake";
                axis="OsaHlavne";
                animPeriod=0;
                minValue="rad -360";
                maxValue="rad +360";
                angle0="rad -360";
                angle1="rad +360";
            };
#
gun = "MainGun";
animationSourceBody = "mainTurret";
animationSourceGun = "mainGun";```
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OsaVeze is horizontal, OsaHlavne is vertical

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I think I got this

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give me a sec

woeful viper
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yeah you propably need to swap your axis of rotation

atomic path
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It must be something simple

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Think I've got the selections wrong in memorylod now

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repacking

woeful viper
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it can get really confusing with this stuff...

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body that is not body and vertical that is not vertical ^^

atomic path
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exactly

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I got it now

woeful viper
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great

sacred grail
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Anyone around to help me with some issues im having baking a high poly to low poly?

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using 3ds max to make HP LP and Cage

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baking in substance painter

quick terrace
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would be nice to develop on these issues

sacred grail
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check dm's if thats okay

sick skiff
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Hello! Tell me how to make a rebreather, that man would not sink?

stuck oyster
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you asking how to model one or what?

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whats this sinking about?

sacred grail
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I think he means how can he make the rebreather allow you to breath underwater and not drown

stuck oyster
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well simples way would be inheriting or copying the config of the existing rebreathers

sick skiff
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Please tell me where to get it?

stuck oyster
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arma3 configs

sick skiff
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Prompt the way

stuck oyster
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come on man you do the looking. ๐Ÿ˜›

sick skiff
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๐Ÿ‘

stuck oyster
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im not your search engine ๐Ÿ˜›

sacred grail
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Hey @stuck oyster What date was Abraham Lincoln born

rugged venture
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lol)

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President of USA?

stuck oyster
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:C

sacred grail
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Guess your not a search engine story checks out.

sick skiff
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If I knew where, I would look, thanks for the help.

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When you asked something from the teacher, he also laughed and mocked?

stuck oyster
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have you looked into the Arma configs?

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I dont know where they are exactly in there

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I just know they are there

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and I got stuff to do so I cant go in digging

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if you dont know how to look into the configs then say so

sick skiff
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I do not know how to look at Arma 3 configs

stuck oyster
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so do you have any experience in Arma modding?

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because in order to help you I got to know where to start

sick skiff
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In the models, small. I need to add the ability to breathe under the water one of the armor plates. In the configuration of the model, I can fill, but in the configuration of the model it is vanilla arma 3 - no, i do not know where he is

stuck oyster
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have you done any modding before?

sick skiff
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The question is more about configs, not modding

stuck oyster
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im trying to figure out what you know.

sick skiff
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I know how to create a curve machine and crookedly cram it into arma 3. I know how to create simple objects, type of a plant. But I do not know how to do it, so that man would not sink under the water in my armor.

stuck oyster
#

so your man cant swim?

sacred grail
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sink or drown?

stuck oyster
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๐Ÿ‘†

sacred grail
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sink = can't swim, drown = can't breath.

sick skiff
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He sinks, as if nothing is on him (rebreather).

stuck oyster
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rebreather does not mean he would not sink

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it would mean he can breathe under water

sick skiff
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drown = can't breath.

stuck oyster
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yes

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since your name is slaanesh and your talking about armor

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is this spacemarine type of thing?

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which uses custom animations?

sacred grail
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Goat how familiar are you with baking

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cause im about to loose my mind

stuck oyster
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baking?

sacred grail
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model baking

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HP mesh to LP

stuck oyster
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well I work in blender so in there I might be able to point you in right direction

sacred grail
#

You used substance painter before?

stuck oyster
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no

sacred grail
#

kk should still be similarish

stuck oyster
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yea I suppose the principles should be the same

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@sick skiff

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which one of these happen on your dude

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also take pictures of the problem

sacred grail
#

bob ross returns

stuck oyster
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๐Ÿ˜› Im much better with real brush. Here on Discord at 4am and freehand mouse this is what you get

sacred grail
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๐Ÿ˜„ also check dm's

stuck oyster
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ok so he drowns

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does not sink

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now we are getting somewhere

sick skiff
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A man can not breathe and die

stuck oyster
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yes that is drowning

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so since you have already made a rebreather and got it in game you do know how to configs

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so dont lie to me again.

dapper girder
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So, i used mikero tools finally...after getting that all settled every p3d file i have that includes textures wont open in steam arma tools object builder

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i donkt now how to fix this

stuck oyster
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your OB settings are likely wrong

dapper girder
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its whatever came stock of the steam download

stuck oyster
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or you are launching it from Arma Tools

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and not from the exe

dapper girder
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stuff without textures opens tho

stuck oyster
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what do you mean it does not open?

dapper girder
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it just crashes

stuck oyster
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is it a binarized p3d?

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because those never open

dapper girder
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nope they are mine

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does mikeros binarize p3d?

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hmm no dont think thats the issue, cause have a p3d without textures that opens and it ran through mikeros

stuck oyster
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so they are the originals you have saved

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and not for example in the p:\temp\somefolder

dapper girder
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nope its all pathed correctly

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or mikeros would have a shitfit

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the textured files run ingame fine

stuck oyster
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any crash message?

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what kind of an object is it?

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something very complex?

dapper girder
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its a gun model

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they worked all just fine before i used mikeros

stuck oyster
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mikeros does not do anything to your files or OB

dapper girder
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ive seen i reorder my configs and stuff though, so not 100% on that

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maybe mikeros did binarize my p3d

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if thats the case, how do i turn that off

stuck oyster
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ok so what did you run from mikeros tools?

dapper girder
#

pboproject

stuck oyster
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and that ran ok?

dapper girder
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after afew config errors yeh

stuck oyster
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ok and does it run again?

dapper girder
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yeh i can spam it all i want

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all the right stuff shows up ingame

stuck oyster
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ok so its not binarized

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and no it does not touch your original files

dapper girder
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it left time stamps, my steam name, and re-organized all my configs...so definately changes stuff

stuck oyster
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in the original files?

dapper girder
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yup

stuck oyster
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what kind of timestamps?

dapper girder
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unnecessary info, about this is the mikero tool blah blah blah heres time stamp of when this was run

stuck oyster
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@sick skiff look up P:\A3\Characters_F folder for the config for the rebreather

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paste it fully

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because I have never seen such

dapper girder
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////////////////////////////////////////////////////////////////////
//DeRap: OrkShoota\config.bin
//Produced from mikero's Dos Tools Dll version 6.44
//'now' is Fri Aug 24 16:17:33 2018 : 'file' last modified on Fri Aug 24 15:23:14 2018
//http://dev-heaven.net/projects/list_files/mikero-pbodll
////////////////////////////////////////////////////////////////////

#define ARMA

stuck oyster
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derap means you have unpacked it

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so it is possible you have unpacked your files over your originals

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do you have a config.cpp or config.bin in your folder?

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because youre supposed to have cpp

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only

dapper girder
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never had a bin

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stuff wouldnt work ingame without a cpp

stuck oyster
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bin is what it becomes when its binarized

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is P:\OrkShoota\ where that config is?

dapper girder
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sorta

stuck oyster
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sorta?

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its 4.30am

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no sortas

dapper girder
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yeh that looks right

stuck oyster
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is it 100% right?

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do you have some other kind of setup?

dapper girder
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seems so, i dont work out of a p drive though

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i just ghost it

stuck oyster
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que?

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why not

dapper girder
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so i work off a folder in my desktop

stuck oyster
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ffs

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ffs

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ffs

dapper girder
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and then just link it to be the p drive

stuck oyster
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why??

dapper girder
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cause it works and why would i want another drive?

stuck oyster
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because P is a virtual drive that virtualises the Arma game engine folder structure

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so you work exactly in it

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you work in it beacause the tools work in it

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its not a real drive

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how do you link it?

dapper girder
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just told arma tools to call it the p drive

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and then it generates a bullshit p drive

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hasnt been a problem yet, and i think the issue is mikero binarized my files

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at least the p3ds

stuck oyster
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yeah sorry I got no idea since you dont work in the right setup. Too late in the night for me to try to solve that.

dapper girder
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i guess, stuff i didnt run with mikero opens fine

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so not sure what else to think of it

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maybe catch up with ya different time

stuck oyster
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well I cant really start even debugging if you dont have the development environment set up correctly.

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@sturdy parcel can likely tell you if such binarization is possible

sturdy parcel
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there may be a misunderstanding here. It sounds like fiesty has done the right things but hasn't explained it well or misunderstands.

P:\ is the \linux file root for everything bis. the bis >engine< has no concept of C:\ or any other drive, nor anything in 'my documents' .

steam tools will create what you call a bulshit phantom P: drive, not very well, but that's ok.

you must point that P:\ to a virgin, empty folder.

your specific project then becomes a sub folder of that drive, NOT, 'c:\my documents'.

you then populate that drive by using arma3p to fill it with all the game engine data.

to be successfull in addon making (not mission making) you must, repeat, must, think in terms of \ and forget all about my docs, C;\great_big_wggly thing, or D:\my_fantastic_rrtm files. They don't; exist in the bis universe.

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as far as pboProject is concerned, yes. it uses bis binarise to binarise your p3ds or wrps, and without bis help binarises everything else because it won't let bis tools get anywhere near them.

slate epoch
delicate sable
#

I am having a small issue with players and vehicles passing through my structure even with Geometry LODS. I don't want to fill the chat, so if you could just PM me, any ideas will be much appreciated.

stuck oyster
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just fill the chat mate. Standard procedure

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usually your problem is because geometery parts are not convex, they are not named componentXXX, or they dont have mass

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or they are too large

delicate sable
#

.......ah

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So my structure is large. How do I get around this?

stuck oyster
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how large?

delicate sable
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hangar for c-17

stuck oyster
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I dont know the dimensions for that man

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in meters

bold flare
stuck oyster
#

๐Ÿ˜›

delicate sable
#

my bad

#

about 222 long by 75 deep and 40ish high

#

that link is what i used. read it all and got frustrated when my object still made no progress

sudden schooner
#

That's a tad large.

stuck oyster
#

yea you need to split it into 50m parts

delicate sable
#

thats what I was thinking. I just thought that BI has some large structures lately, thought there might be a trick

sudden schooner
#

Dunno any hangars that long except for the buildings that the C17 is being made in. Do you need it that large?

delicate sable
#

its base off of a triple kc-135 hangar of scale dimensions. Just adapting it for c-17.

sudden schooner
#

k.

delicate sable
#

I can break it up, no problem. Thanks for the help.

sacred grail
#

Keep all objects under 50m in any dimension

#

Geometry LOD gets borked beyond that.

#

That being said I think it works in the Y axis beyond 50 and the 50 limit is based of the origin so you can sometimes get larger objects if they are symmetrical of the origin. But standard practise is to keep objects under 50m

stuck oyster
#

you can put together any kind of structures from smaller parts

delicate sable
#

So.....are you saying have smaller parts with their own Geometry, then assemble them in OB? Or......pack each part individually and assemble in-game? Those are the only two options I can think of. (I know that's blender, I'm just curious)

stuck oyster
#

these are all ~50m objects

#

I got this thing in Blender that I can export them directly into TB

#

so I assemble my map object composition in Blender

#

but the concept of building larger structure compositions stands

wispy orchid
#

if you assemble them in OB the restrictions still apply, so you either compose the building in TB as HorribleGoat said, or use an init script if you want to set it up during mission init

sacred grail
#

If you are somewhat new to modding I would suggest do what you are doing now. Just keep objects under 50m size ๐Ÿ˜ƒ

#

If they get biggers just split them into seperate p3d's

stuck oyster
#

๐Ÿ‘† good point

charred bolt
#

Does anyone use OBS to record/stream modding with Object Builder? I need some settings advice, as it is recording upside down, but using OBS to flip vertically doesn't work fully (only flips parts of OB's display!).

#

Not to worry - changed from flv output to mp4 and all is good.

dapper girder
#

@sturdy parcel thanks for the explination, so how do i get the tool to stop binarizing my p3d's inside my work folder?

#

I only wanted to the tool to spit out a binarized pbo and not touch any of the other stuff

sturdy parcel
#

pboProject does NOT binarise p3ds in your source folder. they are all in p:\temp\some\where

#

if a binary p3d exists in your source folder, you, or some other process put it there.

dapper girder
#

hmmm, alrighty thanks!

spiral solstice
#

how would you retarget the vanilla arma 3 animations for other player models?

stuck oyster
#

with great difficulty

#

What kind of a model do you got? @spiral solstice

spiral solstice
#

I have a decimated .p3d mesh from zbrush. From what I've noticed, apparently player models are separated by head and uniform

stuck oyster
#

ok so

#

to save me from typing a lot would you post a pic of your character so I know what you are after

#

and yes typically head is separated so that the head swapping works

#

maybe not then. Alright so you say retarget animations which for me means you would like to use them on different skeleton but I recon you are really after just moving your character with the normal animations which means you are after "how to weight my new character so that animations move it"

spiral solstice
#

yup

stuck oyster
#

yup to all of it?

#

and also what do you model with?

spiral solstice
#

I first sculpt in zbrush, next I decimate, then I retopologize with r3ds, then I try to use blender to rig and export textures

stuck oyster
#

alright so Blender has pretty great weighting tools and you can even transfer/project weights from existing model, like the Arma3 sample character

#

and then tweak those to your liking

#

Macsers Armarig can be used to test your weights if you just plug your model to use it

#

and FHQ toolbox can then export it as ready p3d

#

if you use discord search for "weight transfer" you should find my instructions for it somewhere in the history

spiral solstice
#

thanks man! I'll try to inform you on my progress

stuck oyster
#

๐Ÿ‘Œ

#

also we like wip pics here on the channel ๐Ÿ˜‰

royal prism
#

heyho guys.

i want to animate a ceiling fan that it will rotate 24/7 and if its possible, to stop it

stuck oyster
#

you can use animation source "time" and make 2 fan parts, one animating and one still

#

and hide the other when needed

royal prism
#

thats a nice idea ๐Ÿ˜„

royal prism
#

like that? @stuck oyster

class Fan_1
            {
                type="rotationY";
                source="time";
                selection="Fan_01";
                axis="Fan_01_axis";
                sourceAddress="loop";
                angle0="rad 0";
                angle1="rad 360";
            };
royal prism
#

cuz that is not working

#

nvm we missed rotation

ruby cave
#

Is it possible to place proxies inside of the blender arma 3 toolbox and export to p3d?

stuck oyster
#

yes but Id recon you cant view them in Blender. so they would be just the proxy triangles

#

latest FHQ toolbox had some new dialogs for that I think

tough sinew
#

Hello! I have the default arma 3 crane model and I made some modifications to make it spin like as its working. The thing is in bulldozer I can see it spinning but once ingame, It does nothing :S

stuck oyster
#

how did you do modifications to Arma 3 model?

strong plaza
#

you have an arma 3 mlod of a crane?

stuck oyster
#

because thats not allowed

tough sinew
#

I got the model on internet

#

of armas p3d

stuck oyster
#

no nonono

#

thats ripped and illegal to use

tough sinew
#

Oh

#

didnt know

#

deletting

#

deletting

#

Let me search another model

stuck oyster
strong plaza
#

is it like a tower crane? I think there's one from arma 2 samples that you can use

tough sinew
#

pff I dont know the website

#

its arma default crane

strong plaza
#

I don't know what that means

#

is it a tower crane?

tough sinew
#

this one

strong plaza
#

that actually looks like the arma 2 tower crane

#

download the arma 2 sample models

tough sinew
#

I dont know I searched for a moving arma crane model

stuck oyster
#

is it in the samples or the released data packages?

#

you pretty much cant find legit p3d on interwebs ๐Ÿ˜„

tough sinew
#

I downloaded a few days ago from a website dont even know wich one i just started modifying it todat

#

today*

#

Maybe it was a samples page

tough sinew
#

Cant download the packs

#

ERR Timed aout

strong plaza
#

download the torrents

tough sinew
#

Anyone can check it for me? I really cant download it even from utorrent xd

#

nah

#

forget about it, it generates more problems than solutions XD

cyan heart
#

Hola, anyone any idea why my character models go black in shade for some reason, I have no shadow LOD for now, still same issue

#

the faces turned to the sun looks perfect, but away from the sun its pitch black

stuck oyster
#

bad AS texture or bad ambient config in rvmat perhaps

cyan heart
#

uhm, gonna try the AS, thanks

valid gorge
#

i'm working on a model.cfg for my helicopter and i was wondering if somebody could better explain to me what "source" exactly means. I've been using this https://community.bistudio.com/wiki/Model_Config but all it says for "source" is "controller used for input" and also is "selection" what i want it to animate inside the model?

valid gorge
#

well i guess this some how helps

stuck oyster
#

source is the thing that gives animation info when to move

#

there are the listed engine sourcers above

#

or you can define your owns

valid gorge
#

alright thanks

valid gorge
#

@stuck oyster would you happen to have anything on how to make an axis for something in object builder. For example i have my alt1 and alt2 selection and i want to make an axis for them and be called osa_alt1 and osa_alt2.

stuck oyster
#

you need 2 points that form the axis

#

and you need to create a named selection with the right name with those 2 points selected

valid gorge
#

Alright thanks

wary cipher
#

Ive been trying to get a door to animate but I immediately got stuck on the wiki

#

In the MemoryLOD define the rotational axis via two vertexes

#

if i have a regular door that rotates when openen, the rotational axis are the hinges of the door right, so why do I need 2 vertexes?

halcyon wren
#

The must rotate around a vector. You use two vertices to define the vector.

#

if it is a door that rotates around the up axis, you only require one vertex

#

but the animation type must then be rotationY

wary cipher
#

thats my door

#

if i understand right I should add a vertex at the crusor, name it and define it in the config to RotateZ or X and ill be fine?

charred bolt
#

It's often simpler to put down two points (one on the bottom hinge, one on the top) to form an axis, then use type = "rotation".

halcyon wren
#

By definition it is not. ๐Ÿ˜„

#

1 vertex < 2 vertices

charred bolt
#

if you put two vertices for an axis you don't have to worry about whether it is rotationX Y or Z = simpler ๐Ÿ˜‰

#

his door might not also be vertical...

halcyon wren
#

regular rotation is more versatile.

#

But if you deal with large amounts of data, i.e many doors, you're better off with simpler setups involving baseclasses and fewer memory points. ๐Ÿ˜‰

charred bolt
#

So by simpler with two axis points, I'm referring to the new modder who is making his first door and probably is struggling to understand whether it's X Y or Z rotation (as in the original poster). That's my experience in helping people anyway. Single point axis with restricted rotation type are less complex but harder to explain/understand initially.

halcyon wren
#

If you want to teach model.cfg anim concepts correctly, you should start with type=direct.

#

All of the other types are shorthands for this.

#

Using "direct" as the basis to form understanding of model.cfg type animations will immediately prevent you from falling into a thinking pattern of axises and translations as separate items. As cheesy as it sounds, you quite literally enter the matrix with direct. ๐Ÿ˜„ You also will understand how chained animations compound into a final result and that rotation orders arent that hard to maintain.

For just a door its overkill, as rotationY will get you there the fastest. But it always helps knowing the basics when tackling complex linear animation setups.

wary cipher
#

Is there any reason object builder isnt accepting a .p3d with just 2 vertexes? ๐Ÿ˜ƒ

stuck oyster
#

what do you mean not accepting?

wary cipher
#

well it gives me an error that its unable to load

stuck oyster
#

what does it say

#

where is the p3d from?

wary cipher
#

"Unable to load file. Load error"

#

blender

#

ive exported it using just the selection

stuck oyster
#

was the selection ticked as arma object

wary cipher
#

my hero

#

indeed it was not

stuck oyster
#

user error is the usual problem ๐Ÿ˜›

wary cipher
#

its like forgetting a ; in your code >.<

#

Hmm

#

in the example file the axis component has 2 vertexes, with me it detects both as seperate components

stuck oyster
#

what do you mean?

#

where

#

and yes they would be separate components in OB sense as they are not connected in any way

wary cipher
#

Oh because the example house has that

stuck oyster
#

you dont usually have "componentXXX" names in memory lod though

#

any number of points can be saved into a single named selection though

#

when you create a new one or redefine old one

wary cipher
#

hmm i dont understand

#

I cant name them both the same

stuck oyster
#

no you need to have both selected and then create the selection

#

same applies in Blender

wary cipher
#

aaaah gotcha

stuck oyster
#

you can create the same selections there with the vertex groups

wary cipher
#

thanks again ๐Ÿ˜„

stuck oyster
#

dun dun dun dun dun

#

special weird stuff incoming ๐Ÿ˜„

wary cipher
#

are you building a space shuttle heatshield by heatshield? ๐Ÿ˜›

stuck oyster
#

no

#

but something in that general direction maybe

wary cipher
#

lol and here I am battling with a door xD

#

im missing a step

stuck oyster
#

in case youre wondering how far the engine can be pushed

#

but what seems to be the current problem with your door?

wary cipher
#

well i named the door component that needs to animate

#

copied the names memory lods in

#

and thats where i get lost a bit, i did edit the files but they start about Door1_source for example

#

long story short when i try the example in bulldozer with the door selected i can open and close it with my mouse wheel

#

my door doesnt ๐Ÿ˜ƒ

#

i opened the example in blender too, didnt see an actual animation there either i think

stuck oyster
#

no its not saved there

#

the model.cfg classes are what define them

#

they are not visible anywhre

#

theyre all code

wary cipher
#

ooh i dont even have that so thatll be it

stuck oyster
#

๐Ÿ™ˆ

#

yes

#

that would be it

#

this is a good read

wary cipher
#

i had a feeling i was missing a step

#

to be honest thats pretty dry material for me ๐Ÿ˜‚

stuck oyster
#

cant be helped

#

most of Arma material is dry

#

you just have to learn to study them

#

it will also help you in life if you can read through and uderstand stuff like that

wary cipher
#

believe me i wish i was better at it ๐Ÿ˜ƒ

#

it works ๐Ÿ˜„

wary cipher
#

at least in bulldozer lol

stuck oyster
#

๐Ÿ‘ thats the first step

wary cipher
#

allright its working but now i somehow broke my geometry -_-"

stuck oyster
#

whatcha mean?

#

in game or what?

wary cipher
#

yeah

torn pumice
#

i

wary cipher
#

ill figure it out

torn pumice
#

would like to play arma with someone

#

im a new player sooooooo

#

although i love games like this

stuck oyster
#

@wary cipher geometry does not move outside the origianl bounds of the model so if it opens beyond those it wont work

wary cipher
#

the door opens to the inside

stuck oyster
#

well does the door geometery piece have right selection name?

wary cipher
#

yeah

stuck oyster
#

are all geometry pieces named componentXXX and doe they have masss

wary cipher
#

the entire geomitry broke though

#

masses

#

damnit why do i forget these things

stuck oyster
#

u nub ๐Ÿ˜

wary cipher
#

very true xD

#

started learning last week ๐Ÿ˜›

stuck oyster
#

you'll get better in a few months/years

wary cipher
#

ah and the fire geo for just the door doesnt work because i dont have a texture applied i think

#

i hope so, i to do this

#

i like*

stuck oyster
#

fire goem uses penetration rvmats from a3\data\penetration

#

for effects and penetration resistance

wary cipher
#

not there yet

stuck oyster
#

no textures

#

on geometry

wary cipher
#

oh right why did i even say that

#

i dont

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

wary cipher
#

thats strange then

stuck oyster
#

but they need to be convex blocks

#

and named component

wary cipher
#

they are

stuck oyster
#

so what makes you think they dont work?

wary cipher
#

well when i fire at the building it registers the shots

#

but when i fire at the door they just go through

#

I also somehow managed to mess up my steps

#

lol

stuck oyster
#

steps should have just a ramp as geometry btw

#

how thin is your door geometry?

wary cipher
#

6.5cm

stuck oyster
#

make it thicker and try again

#

stuff less than 10cm may have issues I recall

wary cipher
#

ill try

velvet adder
#

๐Ÿ‘€ hey guys I never participated in the ArmA community like this

wary cipher
#

can still walk and shoot through the door

stuck oyster
#

@wary cipher you sure it has componenxxx name

#

@velvet adder ๐Ÿ‘‹

velvet adder
#

I want to show you guys something I made

stuck oyster
#

sure

velvet adder
#

it's like .. kindergarden crafting

wary cipher
#

the door is called Door1 in the geometries too

velvet adder
#

I just wonder if any of y'all think it's cool.

stuck oyster
#

oh sure its a nice looking tank

#

@wary cipher but does it have a componentXXX name

#

and mass

velvet adder
#

it's more or less ripping-off the OPFOR apc and Rhino Tank destroyer

#

tweaks everywhere

wary cipher
#

it has mass assigned now yes :P
I just dont get the name part, if i call it a componentxxx, it wont animate?

stuck oyster
#

no it must have both names

#

run find components form the structure - topology

wary cipher
#

aah i see now

stuck oyster
#

๐Ÿ˜›

wary cipher
#

beautiful

#

that helped me a lot man thanks ๐Ÿ˜„

stuck oyster
#

๐Ÿ‘Œ

stuck oyster
#

since @thorny rapids did not believe Im not just slacking while map stuff process

thorny rapids
#

ok i trust you again HG

#

but only barely

stuck oyster
#

building up the old shape it had ๐Ÿ˜„

pale quartz
#

@stuck oyster which version of blender and A3 tools are you using? I have blender 2.79 installed and tools 1.6 but the options seem either broken or not to match any guides Iโ€™ve seen on how to configure for export.

pale quartz
#

Never mind. I think I found my error. Make Arma object step changed.

#

Sorry to ping you.

stuck oyster
#

No problem and I do got latest everything. Got to keep tools up to date.

silver zenith
#

can't wait to see whatever space thing you're doing

stuck oyster
#

thingies thingies

#

but damnit Blender stats to glog up with 50k+ objects in it ๐Ÿ˜

#

makes hard to turn it into terrain builder

wary cipher
#

50k lol

#

how many verts? ๐Ÿ˜›

stuck oyster
#

its not about vert count

#

its bout the object count

#

Blender handles 20k objects pretty well but above that it slows down a lot

#

understandable but make my terrain composition slow

wary cipher
#

Yeah i get it ๐Ÿ˜ƒ

#

was just curious ^^

#

rvmats are wrekcing my brain now

#

should i be able to see the textures in buldozer if set correctly?

stuck oyster
#

yes

wary cipher
#

hmmx

stuck oyster
#

theres mass texture rename tool in one of the top bar menus

#

if the path is red there its wrong

wary cipher
#

GG_Shack\data\GG_Shack.rvmat

#

also red with \ in front

stuck oyster
#

whats your path to textures in the file - settings?

wary cipher
#

texture="GG_Shack\tex\GG_Shack_dt.paa";

stuck oyster
#

in the settings?

wary cipher
#

oh wait no

#

so i need both

stuck oyster
#

no

#

stop

#

file menu

#

settings

#

what do you have there

#

well ok file - options

#

should be about like this

wary cipher
#

aah i have about nothing ticked

#

came like this

stuck oyster
#

dont mind the ticked ones

#

those are just what I like

#

the path to textures is what matters

#

is

#

yours

#

P:\

wary cipher
#

Ah I dont have a path for textures

stuck oyster
#

so its empty?

wary cipher
#

it was, ive pointed it to P now

stuck oyster
#

alrigth

#

check the mass renamer again

wary cipher
#

still same behaviour

#

do i need to restart object builder perhaps

stuck oyster
#

buldozer at least

#

do you have p: drive set up?

wary cipher
#

yeah

#

i mean

#

i mounted it like buldozer wanted

#

is there more to set up?

stuck oyster
#

is your files in it?

wary cipher
#

negative

stuck oyster
#

๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ

wary cipher
#

those are in my documents lol

#

had no idea xD

stuck oyster
#

๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ

#

๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ ๐Ÿ™ˆ

wary cipher
#

glad youre having a laugh xD

stuck oyster
#

no

#

im crying

#

youre really crawling ass front into the tree here xD

#

start here

wary cipher
#

im sorry man ๐Ÿ˜‚

stuck oyster
#

its alright. newbs make mistakes

#

just that this trend has been growing lately

#

its not your fault

wary cipher
#

for me honestly its just the documentation is so technical

stuck oyster
#

modding is technical

#

no way around it

wary cipher
#

im more of a tutorial kind of guy, see someone do it and learn from that

stuck oyster
#

things have to be made in very specific way

#

for some reason everyone keeps saying that

wary cipher
#

that way i also learn what that specific way of setting up is because i can follow steps and see what happens

#

now i have get 10 tabs open to get my information piece by piece

stuck oyster
#

cant be helped I guess

#

unfortunately most video material for Arma is bogus

#

or outdated

wary cipher
#

indeed

stuck oyster
#

very few new videos are produced

wary cipher
#

the usset sh*t i had to sift through

#

utter*

woeful viper
#

be the first to create the all encompassing high quality tutorial then

stuck oyster
#

and the old ones are not updated and cause a lot of trouble

#

I dont have time for that xD

#

and I dont like video tutorials

wary cipher
#

Well surely you dont think im that far @woeful viper ๐Ÿ˜›

#

But, I get where thats coming from and Ill consider that once i get the hang of things

woeful viper
#

yeah, but you will - and thats where people decide that it was alright and dont bother to create something better.

wary cipher
#

Well i cant seem to get the textures to actually show up so ๐Ÿ˜‚

#

ah maybe i shoudve been editing the right .rvmat file >.<

stuck oyster
#

possibly

#

that often helps

wary cipher
#

still nothing

stuck oyster
#

the paths are black in the material renamer tool?

#

and rvmat paths are right too

wary cipher
#

class Stage2 // Res texture
{
texture="GG_Buildings\GG_Shack\tex\GG_Shack_dt.paa";

#

in the renamer tool: GG_Buildings\GG_Shack\data\GG_Shack.rvmat

#

(is black)

stuck oyster
#

mm I think you need to pastebin your whole rvmat

wary cipher
stuck oyster
#

do you have the _CO texture assigned to the mesh too?

#

and what does it look like in Buldozer

wary cipher
#

just the bare model

#

wait _CO

stuck oyster
#

if you select the model

#

all of it

#

and hit E

wary cipher
#

yeah thats where i applied the rvmat to all

stuck oyster
#

did you give it a texture too?

wary cipher
#

shit

#

nope

#

also

#

those darn filenames

stuck oyster
#

and are your files in the P:\yourfile\path\structure\to\your\textures_rightsuffix.paa

wary cipher
#

yeah

#

im just doubting about my suffixes now

wary cipher
#

i was looking for that thnQ ๐Ÿ˜‚

stuck oyster
#

main thing is that the right suffix has to be there for the texture to convert right

#

however the diffuse texture (_CO / _CA) should show up in buldozer

#

your tool setup might be off too if buldozer does not recognize P: drive

#

if you have set up the P: and the tools with the Arma Tools and run OB from Arma Tools there is a chance that theyve got messed up

#

the PMC link to the tools setup is so far the only relieable way to set things up in working order

wary cipher
#

i just go to steam - tools - arma 3 tools -> play game

#

and im guessing thats what they mean with the Arma3Tools.exe launcher?

#

but I do think buldozer recognizes the P drive because before I had this brown silhouette of my model, now its actually the model like when viewing it in blender

stuck oyster
#

yeah that the usual way people start and I guess how BI meant it to work but it rarely does work right

#

and if you saw a silhouette I would wager your export had something wrong with it and the face normals were bugged

#

but if it looks right now then no need to think about that right now

#

PMC tools setup does things a little different

#

and you with that you use ArmaTools only once

#

when you first install it

#

then you never run it again

#

and you use the programs from their installation folders and the real exes

#

or make shortcuts for them

#

it has something to do with how the user account/admin access privlidges get mixed up and the programs dont see each other right

#

or something like that

wary cipher
#

I see

#

Ill try that then

stuck oyster
#

if you do the PMC instructions to the T you should be alright

wary cipher
#

if i uninstall it in steam itll dismount the p drive and all right

stuck oyster
#

I guess so

wary cipher
#

here goes a gamble then

stuck oyster
#

the P is just a virtual drive though, the actual folder it points to stays

wary cipher
#

well its not buldozer ๐Ÿ˜‚

#

i just loaded it ingame and got no errors but also no texture

#

it loads it but does not show it it seems

stuck oyster
#

look up El Tyranos blender to Arma tutorials

#

they could perhaps point you in the right direction

wary cipher
#

well it helped

#

ive got all the maps working except for the _co xD

wary cipher
#

Alright no idea whats different now but its working ๐Ÿ˜„

stuck oyster
#

some inspiration for all model makers

woeful viper
#

yes, lets use alot of boolean operations ๐Ÿ˜„

wary cipher
#

im calling it a day ๐Ÿ˜ƒ

#

goodnight people

stuck oyster
#

gratz you got it in game!

#

assuming everything works now?

#

๐Ÿ˜„

wary cipher
#

yeah took some fiidling

#

and tomorrow im going to try and figure out why the shadows are upside down

stuck oyster
#

shadowlod must be closed.

wary cipher
#

oh i dont have that yet

#

i mean the _sa ones

stuck oyster
#

_sa?

#

AS?

#

ambient shadow?

wary cipher
#

excuse me yeah that one

stuck oyster
#

MM your normalmap probably needs inverted green color channel

wary cipher
#

ill give that a try tomorrow

#

really need sleep ๐Ÿ˜ƒ

white jay
#

Wondering if anyone could help me, I'm converting a GAU-21 model to A3, how would I make the gun belt flexible as I turn the turret, if that is possible?

fathom dagger
#

nah i don't think that's possible. I'm not a modelling person and even I think that's not a thing.

white jay
#

Awww man ๐Ÿ˜ฉ

spiral solstice
#

@white jay Maybe adding an IK bone could work

#

there's tutorials for it in blender and max

rough idol
#

@white jay isDiscrete= 0 in skeleton and then apply some weights

#

You can observe how it's working on nyx m2 belt

lusty ginkgo
#

when using diag_drawmode does it simply display the different LOD's or does it only display them if they are functional?
I am checking the view geometry and want an easy way to test it

lime nebula
#

the easy way to test it, it's just go with your camera inside the view geometry and see if all far objects disappear

#

That's how I test it

lusty ginkgo
#

that is only on objects that occlude things

#

I am mostly worried about trees and foliage

halcyon wren
#

The param is spelled isDiscrete

#

(Just to prevent possible confusion and/or something getting copypasted for eternity)

lime nebula
#

Anyone already experienced the viewDensityCoef named properties ?

stuck oyster
#

@white jay where are you converting it from? Just so you know using models from other games is not allowed.

rugged venture
stuck oyster
#

what are you trying to do?

#

is that addon builder error?

#

@rugged venture

rugged venture
#

yep

#

I trying pack my addon and binarize model

strong plaza
#

don't use addon builder

rugged venture
#

why?

strong plaza
#

its crap

rugged venture
#

What do I do then?

stuck oyster
#

addon builder lets just about any errors through it

strong plaza
stuck oyster
#

if you have managed to get it into that state you got something big wrong

#

Mikeros toolset comes with PBOProject

#

which packs your stuff AND more importantly infrorms you of most errors you can possibly make

stuck oyster
#

@rugged venture did you get Mikeros tools and work out the problem?

rugged venture
#

Not really, writes that it can not find any files with another pbo

stuck oyster
#

its possibly you have not set up your development environment right

rugged venture
#

P drive?

stuck oyster
#

etc

#

I would urge you to follow the installation instructions here so we have a proper baseline for debug

rugged venture
#

I make this))) Thanks buddy)

valid gorge
#

what actually makes something like a helicopter be able to fly in arma 3? Is it the model.cfg because i thought that just does the animations.

stuck oyster
#

config.cpp defined vehicle type

valid gorge
#

mines defined but it won't fly

#

it won't even move

#

class UH60M: Helicopter

stuck oyster
#

it does need a bit more than that

#

look up the example helo in the Arma 3 samples

#

that has all the info you need to make it fly

valid gorge
#

@stuck oyster are you talking about this?

#

class Test_Heli_01_base_F: Helicopter_Base_H
{
armor = 30; /// just some protection against missiles, collisions and explosions
altFullForce = 4000; /// in what height do the engines still have full thrust
altNoForce = 6000; /// thrust of the engines interpolates to zero between altFullForce and altNoForce
maxSpeed = 300; /// what is the maximum speed of the vehicle
maxFordingDepth = 0.55; /// how deep could the vehicle be in water without getting some damage
mainBladeRadius = 7.0; /// describes the radius of main rotor - used for collision detection
//multiplier of lift force
liftForceCoef = 1.1;
//multiplier of body friction
bodyFrictionCoef = 0.7;
//multiplier of bank force
cyclicAsideForceCoef = 1.0;
//multiplier of dive force
cyclicForwardForceCoef = 1.0;
//multiplier of back rotor force
backRotorForceCoef = 1.0;

#

because i have that and it still doesn't fly

stuck oyster
#

could be many things I guess

#

what have you set as your helicopters mass for example

#

you must compare everything to the sample helo

valid gorge
#

where can i check that?

stuck oyster
#

dont have time to write down more clearer instuctions right now. check out El Tyranos tutorials or BI forums for more help

#

you may be missing quite a bit of basic workflow if you dont yet know where mass is

#

so you will need to fill in the gaps

valid gorge
#

if i right click the points in the geometry lod i have an option for weight and it just says 100%

stuck oyster
#

not weight

#

mass

#

it has different dialog for it

#

look up the el tyranos tutorials

#

they are most recent I know of

white jay
#

@stuck oyster u may check out advanced groups in blender. massive performance boost for when u need alot of objects from a certain amount of assets. like lets say u generate a forrest and u got like 100 advanced high detailed models to randomlz generate the forrest. no performance loss at all

#

called group instances in english

stuck oyster
#

@white jay thanks I'll check it out.

silver zenith
#

is there a way to export from OB to blender?

bold flare
#

you can export fbx and obj afaik

halcyon wren
#

FBX works fine. That's how I do it.

silver zenith
#

I was trying to use arma samples for measures, and they are only p3d is there a way?

#

sorry still new on this stuff

bold flare
#

Just told you how

#

File->Export->FBX

stuck oyster
#

Blender FHQ toolbox imports and exports p3d

#

@silver zenith

silver zenith
#

you can guess my level of noobness now

#

thanks

bold flare
#

no looks fine

#

they are memory points

silver zenith
#

what are those

stuck oyster
#

those are proxies

#

so yeah memory points for things like weapons, head model, items to show on the character

#

the 90degree corner point is the center of it

silver zenith
#

oh cool

stuck oyster
#

vehicles also use proxies as points to load the passenger model and weapons

primal mortar
#

hello I need help with the creation of windows or these can break.

stuck oyster
#

Arma 3 sample house has window hitponits set up

#

you can use that as an example

#

it also has everything else glass related set up

atomic path
#

I've tried moving them on top, inverting and re-calculating normals

#

I've also had similar issue, where a static object (or a part of it) would render for a second and disappear in bulldozer, also A1 models

#

I've commented all model.cfg lines to avoid it interfeering

near scaffold
#

Not sure if I'm in the wrong spot for this (tools related): Buldozer won't show like, textures or proxys outside of the P drive. So if I have the Kamaz model from A2 and I just applied the A3 Zamak textures to it, the custom textures for the parts I modeled are there but the A3 ones are like white/don't load

#

Example pic:

bold flare
#

textures or proxys outside of the P drive So what you are saying is, is that buldozer doesn't show textures or proxies that don't exist?

stuck oyster
#

buldozer works inside p: drive

near scaffold
#

Isn't there a way to path it so textures from a3 work? Or is this normal?

#

Wow, having trouble with the pic

stuck oyster
#

you should have the arma data unpacked into P drive

near scaffold
#

Even if it's not loading the proxies in Buldozer so I can do things like position the characters inside of he cab without spinning up the game?

stuck oyster
#

aand no ok im not quite sure what you are doing

#

rewind and start from the beginning?

near scaffold
#

So for the problem: the launcher is p:\csat\whatever\launcher.paa

#

The cab is the a3\whatever\kab.paa

stuck oyster
#

P:\a3?

#

the launcher is what youve modeled?

bold flare
#

copy it to your p-drive

#

your p-drive is supposed to have everything

#

or maybe symlink it if you have it in your A3 folder

#

or use DokanPbo if you don't wanna unpack everything

quasi prism
halcyon wren
#

Turn off DX mode

woeful viper
#

Does anyone have any technical suggestions for creation of rocks/boulders and textures for them? Best practices? Stuff to avoid?

stuck oyster
#

Ive used multimaterial. BI rocks almost all use it too.

I've done highpoly version first that I've used to create nice mask and normalmap for them (my big ass rocks look better when blended with baked full model normalmap but that sacrifices one mask color. Smaller rocks can do without that though)

woeful viper
#

i was hoping to get by with some high quality and high contrast normal maps (tiled) but only mid/low poly rock modelling

stuck oyster
#

sure that can work alright too

#

mostly why I generated my mask is that it was the easiest wayto spread moss over the top surfaces and cracks and whatnot

#

I made a very special smart material for it in Blenders Cycles

sacred grail
#

Rocks need multi material

#

too much surface area

#

even 4k textures would struggle

#

and if you need 4k textures then you really should be using multimat

woeful viper
#

that was the plan anyway

quasi prism
#

Thanks

queen rapids
#

Does anyone know if there are any specific LODs or memory points needed when making the p3d for a new Magazine object?

polar fiber
#

they just need res, shadow and geometry

#

can apply penetration materials to the geo lod rather than having a specific fire geo

queen rapids
#

res?

polar fiber
#

resolution

#

i.e the visual lods

queen rapids
#

Oh.

#

1.0

#

2.0

#

etc

polar fiber
#

yeah, those

queen rapids
#

Also how exactly would I tell the config to load the p3d for it? I currently have a cfgMagazine.hpp file that has a path to the p3d file.

#

model = "pathway to file location"

polar fiber
#

yep

#

the Y=0 plane of the model acts as the ground plane for where the mag model will appear when dropped

queen rapids
#

The Y=0 plane?

#

I was reading that attachments and such appear at the 90 degree angle of the triangle in the proxy.

polar fiber
#

yeah, in Object Builder or any 3D modelling program, you have X, Y, Z grid coordinates

#

Y=0 plane is where any point would have a height of 0

queen rapids
#

Ok.

#

So what exactly does that mean for me? "Where the mag model will appear when dropped"

polar fiber
#

well magazine objects are typically only seen when dropped on the ground. So if you're looking at the left/right or front/back viewport in Object Builder or Blender, Maya or what ever, the horizontal line of the grid, acts as the ground would do ingame

#

anything above that line, will be above ground, anything below will clip underground

queen rapids
#

Ooooooooh.

polar fiber
#

if you're on about a magazine proxy, it's a different matter

#

but you said object, so i assume it's like one you pick up off the ground

queen rapids
#

Well I'm not entirely sure what I'm supposed to do exactly for what I have.

#

So here's what I have.

#

A newly made magazine I modeled in Blender.

#

Along with a new rifle.

#

I've already managed to get the rifle ingame, textured and working.

#

Now I want to get it's magazine into the game, textured, and working as it should ingame.

#

However I want to make the magazine a separate object from the rifle.

#

So the rifle can take other magazines beside the one made for it.

polar fiber
#

okay then you're looking at magazine proxies

#

which is new, and not many other people are using yet

#

goes over how the proxy in the weapon is positioned and where the separate mag model is positioned relative to the grid

#

for proxy mags you are using modelSpecial to path to the magazine model, where model remains only the mag as it appears when dropped on the ground

#

so each mag is actually using two .p3ds

queen rapids
#

Man this looks like a lot.

#

It even has bullet hiding. Nice.

#

Alright, I'm going to give this a shot. Thanks for the help!

vapid nexus
#

holy hell is the mass in arma 3 like a magic number that they have invented or what

#

at 100 a gun in ace weights 0.36 kg at 116 it weights 3.6 kgs

stuck oyster
#

I have an itch that the model mass has nothing to do with weight in game

bold flare
#

@vapid nexus mass doesn't exist

#

And 100=0.36kg and 116=3.6kg is 100% wrong.

quick terrace
#

ace is the only mod that tries to convert a config entry that is not weight into KGs

bold flare
#

Granted it works rather well in most cases. But it's still not real.

quick terrace
#

i don't use ACE so i wouldn't know. I know about their weight system because people have been posting on RHS feedback as a RHS bug because some stuff is either too light or too heavy

strong plaza
#

anyone know how to fix this?

#

textures look fine when it's overcast, but totally washed out and overly bright with sun

halcyon wren
#

Are you using _AS, or _ADS ?

strong plaza
#

no materials at all

#

just diffuse