#arma3_model

1 messages ยท Page 123 of 1

halcyon wren
#

Hmm. It might be terrain's lighting config then. Startis LConfig tends to "power up" brighter colors massively.

#

Its in one of the HDR params IIRC

strong plaza
#

let me test on stratis

#

or should I test on altis?

#

I think it's the same

#

but to be sure I will test

#

hmm

#

looks a bit better on stratis than my custom map

formal vapor
#

I get the same issue on a uniform I made. Really annoying. Have you tried making the textures darker?

shell magnet
#

Hi I would like to make a french flag but I don't know how to make the animation like a real flag with the wind

bold flare
#

You could also use the already existing physx windy thingy flags and just make a retexture

valid gorge
#

How do I make my hellfires hide when they were fired off of the rack? I'll fire all of them and you can see the proxy missiles fly away and hit their target but when you're out of missiles you can still see them on the rack.

polar fiber
#

missile model needs simulation = MaverickWeapon; in class cfgnonAIVehicles

valid gorge
#

@polar fiber just tried that and it didn't hide them

polar fiber
#

Is the vehicle using dynamic loudouts?

valid gorge
#

no

#

its just a hellfire rack with 4 hellfire missiles on a ported UH60M from A2

polar fiber
#

then what's the proxy setup in the vehicle model look like?

valid gorge
#

UH60M\AGM114Hellfire

polar fiber
#

So you have the hellfire rack modelled in the vehicle, with the Hellfires as proxies?

valid gorge
#

the rack and the missiles are proxies

polar fiber
#

the hellfires are a proxy in the vehicle or a proxy in the rack?

valid gorge
#

both in vehicle

polar fiber
#

and the nonaivehicles you made was exactly this: class ProxyAGM114Hellfire : ProxyWeapon { model = "\UH60M\AGM114Hellfire"; simulation ="maverickweapon"; };

#

classname MUST be called proxyP3DName

valid gorge
#

actually the class proxy name is wrong

#

let me update it and try again i had a typo

#

@polar fiber They hide now thanks

stuck oyster
#

looks great @steel coyote thanks for sharing!

steel coyote
#

Thank you @stuck oyster

#

We hope you will be able to play it very soon.

woeful viper
#

the tire profile looks a bit bonkers...

eternal bloom
#

is it possible to set mass of the Geometry LOD with Alwarren's Arma ToolBox for Blender ?

#

there is this screenshot on his website but it doesn't looks like that anymore in Blender

eternal bloom
#

anwser : it's in the tool shielf when you're in edit mode on your geometry lod

plain lake
#

Hey does anyone make uniforms and vehicles here? Willing to throw up a few bucks!

white jay
#

I do

median bough
plain lake
#

Thanks

#

@median bough

drowsy osprey
#

One message removed from a suspended account.

#

One message removed from a suspended account.

stuck oyster
#

uuu splendid choice of weapon there! dont see many G11s made

fathom dagger
#

wow

late raft
#

Looks nice, Bill.

quaint mason
#

How do you animate a 2D attitude indicator in a cockpit? For example, the one in the top right of the Test Plane's cockpit.

#

Is it done best via traditional animation in model.cfg or as an MFD in config.cpp?

woeful viper
#

make a plane with the texture and rotate the plane...

quaint mason
#

It needs to indicate pitch as well as roll

#

What happens at the edges of the plane, say when the pilot performs a loop?

#

And how would I stop the plane with the texture from poking out other parts of the model?

woeful viper
#

What do you mean? it's not 2D if its actually rolling like a sphere

#

make it deeper... or make stuff bigger. Or make plane so it doesnt clip. Plenty of options...

quaint mason
#

I can't do that with a sphere that rotates inside the mesh

half heath
#

If you look at A2 stuff or even the A3 samples you'll get a clue as to what their doing

#

Pitch axis mem points parented to roll axis mem points.

#

Hint: the attitude indicators are usually wildy inaccurate and used mostly for looks

#

Mainly because you have a texture on a polygon plane as X3KJ said, however the plane can't be too large because it will clip and look just ugly. The best implementation is the civilian airplane for the Apex DLC. Uses Class MFD

quaint mason
#

I'm aware of the samples but they're not doing what I'm trying to do. Class MFD looks like the way to go. I'll look at the Apex plane config.cpp

#

Thanks @half heath

steel coyote
#

WIP#5 Arma Mod France

jaunty leaf
#

how long do people usually take to make a prop asset like a gun?

quick terrace
#

a gun isn't really a prop, but whatever

jaunty leaf
quick terrace
#

it depends on skill level and the amount of proper refs one has

jaunty leaf
#

mhm

quick terrace
#

also about the complexity and accuracy of said asset

jaunty leaf
#

guess I just need to practise a lot more then

quick terrace
#

i could probably make the above rifle in 3-4 days, including baking and PBR texturing

#

depends a lot on the complexity of an asset

jaunty leaf
#

ye

sacred grail
#

3-4 days is reasonable for an asset like that. Projects like this are good for practise though. the more you do them the faster and cleaner you get.

agile flint
#

I've spent over 2000 hours just trying to make 1 tank haha

#

Though all the stuff I've learned doing it has helped me over time

quaint mason
#

In my limited experience so far, the first project you attempt will take at least 10x as long as the second one due to the learning process.

steel coyote
late raft
#

The beret looks amazing.

half heath
#

I've been googling around and can find any proper docs on configuring wrecks for vehicles. Can anyone point me in the right direction?

woeful viper
#

If you just want a wreck to display when vehicle explodes, make the wreck p3d and put it as proxy inside wreck LOD of the main model

#

the config classes for wrecks are afaik only for when placing it manually on the map

sonic valve
#

Good tutorial on setting up building destruction?

#

Not sure were I define the building damage models to show

royal prism
#

hi guys,

someone know what that means if i pack a mod with pboproject?

pecial LOD contains 2nd UV set.

stuck oyster
#

one of your non resolution lod has 2nd uv set

royal prism
royal prism
#

was just wondering what a special lod is

stuck oyster
#

any other lod than resolution lod

#

shadow, geometry etc etc

royal prism
#

thanks mate

solemn cedar
#

Hi all, im reskinning the APEX jeep and would like to remove some elements in my mod that can be removed in Eden.
Ive used the script below as a test, one with all hidden and one with none hidden but once tested in game the vehicles are identical.

What am i doing wrong?

Vehicle being used ... C_Offroad_02_unarmed_F

{
"hideLeftDoor",
1,
"hideRightDoor",
1,
"hideRearDoor",
1,
"hideBullbar",
1,
"hideFenders",
1,
"hideHeadSupportFront",
1,
"hideHeadSupportRear",
1,
"hideRollcage",
1,
"hideSpareWheel",
1,
"hideSeatsRear",
1
};
outer condor
#

not 100% certain about this but above only applies with randomization being active

#

best pastebin your whole config to see what you did

solemn cedar
#

will do

outer condor
#

issues:

  1. requiredAddons[]={}; //missing
  2. class DefaultEventhandlers; // wrong context and obsolete
  3. : Offroad_02_LMG_base_F // inherit from unit class instead - probably reason for it not working
solemn cedar
#

@outer condor looking at #3 it think you might nailed it (will fix rest) ... what about the vehicle init via the mod, might do the trick to hide desired parts

outer condor
#

the randomization needs the init EH. if its not set, the above definition does nothing

primal mortar
#

I looked at the samples with the windows and made it that way but it does not work, if I shoot it comes the sound and the particles and the ball goes through but the disc does not break. Can anybody help me with this ? would be very nice xD

outer condor
#

@sonic valve did you check the sample building from BI and its config?

#

@primal mortar same for you i guess. you need model, model.cfg and config set up accordingly

sonic valve
#

Yea, does the game just automatically hide the wrecks for me? Or do I need to hit some check box in OB?

outer condor
#

you need land class definition to map the p3d to a class

#

in the class you define the damage/destruction phases/simulation

sonic valve
#

So basically all done within the config?

#

Rather then any special material and such

outer condor
#

well needs simulation house set in geo lod i think (or a few others like wall, or houseSimulated)

#

if you want partial destruction, the model and model.cfg needs to be set up accordingly too

sonic valve
#

Ah, ok makes a bit more sense. I'm not quiet ready for the partial destruction just yet, just looking to turn things into rubble when they blow up.

#

I noticed glass can do partial destruction as well which is awesome.

primal mortar
#

@outer condor
I have but somehow it does not break.

outer condor
#

@primal mortar checked binarized log and rpt or better yet debug.log with diag.exe yet?

half heath
#

OK not sure what I'm missing. I have a wreck lod with a proxy on a vehicle. Yet when the vehicle is destroyed it the wreck proxy doesn't show... I have destrType = DestructWreck; as well

#

sigh- nevermind I got it to work. Had some enums in the config that weren't supposed to be there.

valid gorge
#

So i'm getting my UH60M to fold and it works ingame but the geometry of the tail and elevators isn't folding with the actual parts anybody know how to fix it? So basically the collision of the parts that folded is still there but the parts moved.

half heath
#

Make sure your Geometry LOD contains your named selections for the stabilator

#

In other words, match the named selections of your geometry LOD with the corresponding animated visual parts.

valid gorge
#

@half heath Is there any examples?

half heath
#

Yeah the arma 3 samples have lots of examples. It's really quite simple, if you have a named selection of "elevator" in your model. And you use that named selection in your model.cfg to animate the elevator selection, then any geometry with the named selection of "elevator" will move when that animation is called. Thi carries thru to all your LODs (geometry, physx, memory points, shadow)

#

So the component in your Geo LOD representing the "elevator" in your model should also have a named selection of "elevator" assigned to it. To do that simply select your geometry and add a new selection.

valid gorge
#

@half heath So say if component 03 is my tail should i rename that component to "tail"?

half heath
#

no keep the component name

#

add another selection to that component

#

there should be two selections that will highlight that geometry, "component XX" and "tail"

#

@valid gorge ^

valid gorge
#

@half heath Thanks I got it working i'm just trying to smooth out the parts hitting each other and making the helicopter bump around

royal prism
royal prism
#

buoyancy is in the geometry properties

rough idol
#

@royal prism do you have autocenter = 1?

royal prism
#

@rough idol its autocenter = 0

#

is 1 needed?

rough idol
#

yep

royal prism
#

ok we try

#

1 sec

woeful viper
#

@quaint mason now i get what you are after. In recent patches BIS added the possibility to animate UV's via animation sources. It's quite new, haven't done it myself yet. But this would be perfect for this usecase. @rough idol should be able to point you in the right direction

royal prism
#

can you tell me for what reversed is? @rough idol

rough idol
#

tells engine if object direction is reversed

royal prism
#

good or bad to have it enabled? ๐Ÿ˜„ cuz in the samples it is 1

rough idol
#

most vehicles are using = 1

#

you can set that values also in config

royal prism
#

k

#

also, is there a full list of all property names? havent found a good one

rough idol
#

@quaint mason alternatively you can use this - class MFD_2 contains something similar

royal prism
#

and i was just wondering cuz autocenter is not in the samples ๐Ÿ˜„

rough idol
#

no autocenter in geometry properties is equal to autocenter = 1

#

it's by default one

sharp halo
#

I am having issues regarding shadowVolume. I simply export it to blender, export it back to OB, make sure I dont have any opened faces, edges are sharp, everything is triangulated, there are no textures applied. https://imgur.com/DeIaHIB

woeful viper
#

you forgot to triangulate most likely

sharp halo
#

I forgot to say about that, I am doing it too

woeful viper
#

err... did you triangulate after sharpen or vice versa?

sharp halo
#

Before

woeful viper
#

weird...

#

99% of such issues are because either triangulation or sharpness

#

looks like the wheels specifically, and the protruding thing out of the nose in front of the canopy is where an error is at

sharp halo
#

I added one edge to the model, I will try now without any edits

royal prism
#

if we add autocenter = 1 the car is swimming xD @rough idol

woeful viper
#

arma 3 life car... life boat... all the same to me. Arma thinks so to apparently

valid gorge
#

Anybody know how I can make my helicopters wheels actually roll when its taxiing in AFM?

half heath
#

I think it's wheel like any other vehicle

#

animation source wheel in model.cfg

charred bolt
#

@sharp halo It looks like non-closed shadow LOD objects. How did you check they are closed?

sharp halo
#

@charred bolt yep you are correct, the issue was I tried editing just one object I exported from OB, when I exported everything and edited in Blender it worked flawlessly

charred bolt
#

great, glad it's solved for you

sharp halo
#

thanks ๐Ÿ˜ƒ

rough idol
#

@royal prism canFloat = 0 in cfg

royal prism
#

so that in the config then it will not swim?

spiral solstice
#

What's the typical polycount for objects/animals in arma 3? just trying to get this lizard to spawn in so that I can get a good idea of how the tools work: https://vgy.me/i6kw64.png

woeful viper
#

typical? the typical animals in A3 are rabbits and sneks... thats about it.

#

there is no good answer to that question. I would stay below 3000 for something as small as this, and make good lod

royal prism
#

still swimming @rough idol

spiral solstice
#

I managed to texture my model and import it as an obj, but it looks like this for some weird reason. How can I fix this? https://vgy.me/mar5p3.png

charred bolt
#

@spiral solstice show a picture of solid face view in Object Builder

spiral solstice
charred bolt
#

Switch on Use Direct3D button. Press Numpad 0 Ins to get solid view. Deselect all points.

spiral solstice
charred bolt
#

It's probably that many of the faces are inverted.

#

Select a face and press W to invert it. Also press F5 to recalculate normals.

#

Start with the faces of the left leg as that appears to be missing.

spiral solstice
#

you're right! it works! thank you man!

charred bolt
#

Nice ๐Ÿ˜ƒ

#

Don't forget to select the whole model and recalculate normals with F5.

spiral solstice
#

Thanks for helping me out,! Zbrush doesn't export OBJs nor FBX files properly to arma 3, so I had to re-export them in blender and bake them. I'll try writing a nice guide for it because it's a tedious process to know about

charred bolt
#

I have a similar thing with getting models from Object Builder into Substance Painter via Blender to get an fbx.

spiral solstice
#

i tried exporting the those files via maya/3dsmax and it didn't work, luckily there was blender :D.

charred bolt
#

You can add the Arma3 toolbox to Blender so it can import/export p3d files.

spiral solstice
#

I need to figure out how to use it, I added those add-ons but they didn't seem to work whenever I imported/exported them

charred bolt
spiral solstice
#

I'm going to restart and reinstall it, thanks for helping me out

#

I can't wait to make characters once I'm done with spawning an object in

spiral solstice
#

Do you know where I can download the latest version of bin PBO?

spiral solstice
#

managed to get it, trying to export files now

spiral solstice
late raft
#

sorry what

spiral solstice
#

My bad. I managed to pack my mod in a PBO, but it's not loading my model for some weird reason

late raft
#

ok

#

so when you say not loading my model

#

are you saying, it's not showing up in the editor/arsenal/zeus or are you saying you literally can't see the object even though it's placed down

spiral solstice
#

it's not loading through the editor/arsenal/zeus at all whenever I try to spawn it in my inventory

charred bolt
#

I don't know much about creating animals for Arma, but is making it a type of weapon magazine the right way to go?

spiral solstice
#

i made it a magazine because I want to test it out to see if it spawns in my inventory

spiral solstice
#

It shows that it recognizes that the file exist, but it doesn't seem to spawn in my inventory: sorry if it's confusing: https://vgy.me/hmOFR5.png

stuck oyster
#

dont make it a magazine

#

make it a house/static object if you want to test it

bold flare
#

addItem add's a weapon. not a magazine

spiral solstice
#

@stuck oyster I see, which class do I use for it and where can I find a complete documentation of it? I'm sorry for asking too many questions

stuck oyster
#

well complete documentation might not really excist for anything in Arma. But if you have the tools and dev environment set up right you should have the Arma data unpacked and you can take a look at all the configs in there. Or you could use the Arma3 samples from Steam and use the house config for example

bold flare
#

why make a house though to test a magazine? ^^

stuck oyster
#

its not a magazine

#

its a lizzard

bold flare
#

All previous message I can read here talk about a magazine though

stuck oyster
#

yes using the magazine was a misunderstanding

#

it is supposed to become a character/animal

bold flare
#
class CfgPatches {
    class wolf_mim104 {
        units[] = {"MyHouse"};
        weapons[] = {};
        requiredAddons[] = {"A3_Structures_F_Civ_Lamps"};
        requiredVersion = 0.1;
    };
};

class CfgVehicles {
    // Parent class declarations
    class House_F;
    class MyHouse: House_F {
        _generalMacro = "MyHouse";
        scope                = 2;                                        /// makes the lamp invisible in editor
        scopeCurator        = 2;                                            /// makes the lamp visible in Zeus
        displayName            = "MIM-104 Woodland";                                    /// displayed in Editor
        model                = "z\wolf\addons\MIM104\mim_104.p3d";    /// simple path to model
    };
};

Here is a kinda minimal example to just add a model and have it shown in 3den

stuck oyster
#

excellent

spiral solstice
#

thanks! I'll try to see what I can do

#

how would I spawn the house via the debug console

bold flare
#

createVehicle

#

but it should show up in 3DEN too if you search for the displayName

spiral solstice
stuck oyster
#

๐Ÿ‘ ๐Ÿ‘

spiral solstice
#

I noticed that the textures are missing, is there a way to link them to each other via config.cpp?

bold flare
#

with hiddenSelections yes.

#

But usually you define them in the model. Select all faces (CTRL+A) and edit textures/materials (CTRL+E)

#

If you are getting started I'd recommend defining them in the model first. Before you go to more advanced stuff later on

spiral solstice
bold flare
#

no the path is not correct

#

needs to be the ingame path

#

like the model path in the config.cpp

stuck oyster
#

use P: drive for your projects

#

keeps things simpler

#

the textures will also need to follow the right suffix naming policy

#

these are as far as I know the most up to date step by step tutorials

spiral solstice
#

this is pretty useful! thanks!

stuck oyster
#

you dont use Blender but the after Blender steps should be pretty much the same

#

if you put the samples_F folder from Steam Arma 3 samples on your p: drive you can use the p3ds there ot see how the textures and materials are pathed

spiral solstice
#

Just figured out how to mount the P drive. noticed the original house ellipses, do I just write "...\projectName\textures\texturename.paa" when I place it on the P drive?

bold flare
#

you use the path on the p drive and strip away the P:\
So P:\z\ace\addons\common\file turns into z\ace\addons\common\file

spiral solstice
#

looks like I got it, it detects the model path correctly but it claims that the textures are missing whenever I export it

stuck oyster
#

do you have p:\ in the path?

#

oh wait Dedmen already said that

#

have you set up the P: drive with Mikeros Arma3P or the ArmaTools thingy?

bold flare
#

you mean you get the error ingame? after exporting as PBO and loading that PBO?

#

is the model in the same pbo? same folder same path?

#

Do textures maybe need leading \ ?

stuck oyster
#

and what do you pack it with?

#

no

spiral solstice
#

I packed it with binpbo personal edition

bold flare
#

Wut

stuck oyster
#

que?

median bough
#

what?

bold flare
#

Isn't that a Arma 1/Arma 2 tool?

stuck oyster
#

where did you get that?

bold flare
#

Haven't heard of it for years...

spiral solstice
median bough
#

and... why did you get that?

bold flare
#

Don't use 5+ year old tools

stuck oyster
#

uuuh ok so lets begin from the start ๐Ÿ˜„

bold flare
#

11 years old.. wow

median bough
#

๐Ÿ˜„

stuck oyster
spiral solstice
#

hot daaaaaaaaamn lol

median bough
#

ignore the mentioning of "addon builder"

spiral solstice
#

that clears things up lol, i don't how how it worked with that method o__o

#

at least I'm up to date now, thanks for guiding me correctly!

bold flare
#

I personally just use Mikeros makePbo for my testing. No binarization. no error checking. But it works for me and has very fast turnaround. Release builds of course use armake

spiral solstice
#

Do you have the link to those? I don't want to download outdated versions again lol

stuck oyster
#

the link above has link to mikeros tools

#

you can use them too for starters. PboProject is the packer that also points out most of deceivable mistakes you can make

#

Armake is there as well

#

PMC wiki is the most up to date written guide for many aspects of Arma modding

bold flare
#

wouldn't recommend armake for starters though. As command line stuff is often not that beginner friendly
Someone make a Armake UI ๐Ÿ˜„

spiral solstice
#

I have to learn it sooner or later. I'm going to bookmark the pmc wiki

#

thanks for helping me out with this

stuck oyster
#

๐Ÿ‘Œ

#

no problem, thats what the channel is for

spiral solstice
#

I tried packing it with Mike's PBO, but it claims that a texture is missing despite it existing in the P:/ drive. Here's a pastebin of the error: https://pastebin.com/Tt1BuecZ

median bough
#

check your texture path. iirc it should be p:\texture\folder and not \p:\texture\folder

spiral solstice
#

That's the strange part, I don't have a path nor line like that

median bough
#

should be in your model

spiral solstice
charred bolt
#

gecko_co.paa

median bough
#

go to Tools > Mass Texture & Material renaming...

#

check your path's there

charred bolt
#

does a texture need a material to display? his is blank

median bough
#

@spiral solstice

#

also check your OB settings
Path to textures must be P:\

spiral solstice
#

It compiled! Thank you man!

median bough
#

what was it?

spiral solstice
#

the directory via the toos--> mass texture and material renaming

#

I'm writing it down in notepad

#

It finally worked. phew

stuck oyster
#

Excellent!

sacred grail
#

0_0

stuck oyster
#

thats one big ass lizzard

spiral solstice
#

indeed lol

median bough
#

you had a full path (p:\path\to\texture) shown in the mass replacing tool, then just path\to\texture, right?

spiral solstice
#

@median bough Yup! :D.

median bough
#

happens ๐Ÿ˜„

#

glad it worked out after all

spiral solstice
#

Thanks for helping me out. I'm going to try working on a character model next

median bough
#

red normally means "path not found"
it should be black if you have set up your working environment correctly

#

but that's smth for later on

#

it works, that counts

spiral solstice
#

that's the strange part, it was black when I had "\folder\texture.paa" instead of "folder\texture.paa", but it wouldn't compile in mike's pbo until I did the latter

median bough
#

have you checked your OB settings?

#

Path to texture i mean

spiral solstice
#

The field is empty, do I have to set it up for each project/model?

median bough
#

iirc you set it once and be done. path to texture must be P:\

#

do so, and then check again the mass replacing tool if the path now is black

spiral solstice
median bough
#

๐Ÿค˜

#

now you are also able to show textures on the model while working on it in OB ๐Ÿ˜‰

spiral solstice
#

That's so awesome!

median bough
#

in case you haven't checked it out yet, dig through the PMC wiki. one of the biggest collections of tools, tips and tuts for arma modding

spiral solstice
#

I'll bookmark it and read it! Seems that it'll be helpful with modeling.

median bough
#

not just helpful, it's almost the "holy book" for modders ๐Ÿ˜„

royal prism
#

someone know how to fix this?

Key frame animation, no 'keyframe' property

its if i have a custom animation in the vehicle

#

for driver & passengers

bold flare
#

Did you look at MBG Killhouses yet?

bold flare
spiral solstice
#

Does anyone have an ARMA 3 style guide and/or decompiled materials of the soldiers? I want to see how it looks before I start with a character so that they wouldn't feel too out of place.

bold flare
#

what do you mean with "style guide" or "decompiled materials" ?

#

I don't think a style guide exists. Besides looking at stuff ingame and thinking yay/nay

spiral solstice
#

I guess I'll do studies of thems to see how it's like. By materials, I mean the textures(paa) and materials (rvmat) files relating to the characters: https://vgy.me/HvhlAr.png

#

I looked through the samples, but I can't find the directory of the files

#

Are the rvmat files just displacement or bump maps?

bold flare
#

neither

#

they define which texture/vertex shader to use. And what textures to plug into the shaders input

charred bolt
#

@spiral solstice
A3 Samples: Test_Character_01
Textures and rvmats: P:\a3\characters_f\common\data\

spiral solstice
#

@bold flare I see

#

@charred bolt It doesn't exist in my directory, but I wonder if it's easier to ask for a copy of "basicbody.rvmat"?

charred bolt
#

What doesn't exist?

spiral solstice
#

the a3 folder along with "basicbody.rvmat" file, I think it's because I mounted it recently

charred bolt
#

You need to extract the game data into p:\a3.
You can do this either with BIS Arma tools (Project Drive Management ... Extract Game Data) or with Mikero's tools.

#

It's a standard part of creating a modders build environment.

bold flare
#

Or with DokanPbo where you don't actually need to unpack anything ๐Ÿ˜‰

charred bolt
#

Never head of dedmen's solution, but I'm sure he's right.

spiral solstice
#

Thanks! I'll try both solutions

bold flare
charred bolt
#

You'll find basicbody.rvmat in P:\a3\characters_f\common\data\

#

To expand on the explanation you got earlier - the rvmat tells the game engine what additional texture maps to apply to your lizard - you'll create a normal map (_nohq), a specular map (_smdi) and an ambient occlusion (_as)

#

They all enhance the appearance under different lighting conditions.

spiral solstice
#

@charred bolt That's perfect! Do I have to bake those maps myself or is it applied to them ingame whenever they're called within the shader?

charred bolt
#

You have to bake them yes.

#

Depends on the software you're using to create the textures, but something like Substance Painter can output them (with some post process tweaking).

#

A learning idea: find an A3 sample model. Open it, select the object, look at it's texture (_co) and which rvmat is associated. Open the rvmat in notepad, note which _nohq, _smdi and _as textures are used - find them and have a look.

spiral solstice
#

I'll try it out and take notes, seems pretty interesting

spiral solstice
#

I noticed that it pointed to different textures, I'll probably learn more from applying it to a project.

stuck oyster
#

supershader uses a range of textures for different shading effects

#

there are numerous different shaders in Arma engine but superhader is probably the most used

spiral solstice
#

I see, I'll try to test it out on the lizard by baking those textures in blender.

solemn cedar
#

Not sure if this is the correct section for this question...?

I've made a police car mod and added an addaction for the sirens but id like to assign it to a customizable key instead of a option in the action menu. How would i go about this or could anyone here point me to the documentation ?

stuck oyster
#

no documentation for such a precise thing.

solemn cedar
#

mmm...dammit

stuck oyster
#

so you use addaction or config useraction?

solemn cedar
#

soz user action

stuck oyster
#

alright

#

I recall there being something in there that affected keys

#

not sure if it was for shortcuts

solemn cedar
#

hold one im checking something now... seems there is

#
        class UserActions
        {

            class Siren_on
            {
                displayName="<t color='#ff0000'>Siren ON</t>";
                position="drivewheel";
                radius=1;
                condition="player IN this && (this getVariable ['shsiren',0]) == 0";
                shortcut="sitDown";
                showWindow=0;
                statement="this setVariable ['shsiren',1,true]";
                onlyForplayer=0;
            };
            class Siren_off
            {
                displayName="<t color='#ff0000'>Siren OFF</t>";
                position="drivewheel";
                radius=1;
                condition="player IN this && (this getVariable ['shsiren',0]) == 1";
                shortcut="sitDown";
                showWindow=0;
                statement="this setVariable ['shsiren',0,true]";
                onlyForplayer=0;
            };
        };```
#

short cut

stuck oyster
#

if not they you might need to add a displayEventhandler and bind a keyDown to it

solemn cedar
#

ok so that does it = SHORTCUT

stuck oyster
#

yeah that was what I was thinking

solemn cedar
#

but thats half way there ....wonder if their is way to be able to customize ingame so it can be assigned to preferred key

stuck oyster
#

I would say no

solemn cedar
#

more elegant ... thought so

stuck oyster
#

unless you can use one of the customkeybinds in useraction

#

or what are they called

solemn cedar
#

yeah thats it

#

assign it to one of those keys so players can do with it what they want

stuck oyster
#

there is a chance that some other mod could use it but then again any key might be in use, so whatever works for you

#

the sitdown isnt exactly bad key either

solemn cedar
#

not for in vehicle

stuck oyster
#

or you could make it properly interactive and have player look at the button/switch and only be able to activate it then

solemn cedar
#

thats a cool idea...like that Apache mod!
Unfortunately driving in arma in 1st person can be a bit wonky and then there is that overexposure bug where everything gets really bright in 1st person in car

#

thanks for the help...sit shortcut will work fine for now

stuck oyster
#

im thinking youve done something wrong if such happens

solemn cedar
#

even with vanilla

stuck oyster
#

never seen such

#

not sure what you mean

solemn cedar
#

very weird issue...could be graphics setting maby, ill get some guys from my community to try and replicate

#

il show you

stuck oyster
#

take a video too

solemn cedar
#

but it does darken when hold right mouse

#

might have to look to see if tint is messing with it

#

mmm ... might have to remove the tint
Well that future me's problem, for fuck'it.
Thanks for the advice

spiral solstice
#

Are arma 3's character skeletons in a T-Pose or A pose?

stuck oyster
#

you can load up the default character into Blender form the sample models

#

or check out Macsers Armarig for IK rigged armature that you can plug your model into

#

for nice weighting testing

#

@solemn cedar your interior is too dark

#

its the HDRI compesating for that

#

nothing irl is that black

#

hmm also the tint may have something to do with it

solemn cedar
#

@stuck oyster thanks

hollow fulcrum
#

@spiral solstice T

stuck oyster
#

isnt this more an A stance?

spiral solstice
#

Is there a way of implementing bump mapping? I want apply the details of high poly models onto low poly ones

quaint mason
#

Yes, but it's called a normal map. Substance Painter is an example of a program that easily enables you to bake the details from a high poly model into the normal map of a low poly model.

spiral solstice
#

That's pretty awesome! i need to figure how to utilize it in my workflow as it's going to be pretty useful

polar gyro
#

you can make normal maps with blender quite easly as well

spiral solstice
#

I like what I'm currently seeing with xnormal

polar fiber
woeful viper
#

a fancy phone holder for mil. vehicles ๐Ÿ˜›

fathom dagger
#

๐Ÿ‘€ !!!

#

is that.. an buttstock for Lima model machine guns?!

quick terrace
#

it's a prosthetics

fathom dagger
#

prosthetic that hopefully will also mean a lower weight m240

#

either way me like...

white jay
#

Just got back from vacation I was on for 3 weeks. The entire time I just wanted to build shit. Back at it and I'm almost done with this bastard. https://imgur.com/a/Oqjz49p

silver zenith
#

oh so I'm not the only one that gives weird names to files

white jay
#

lol the filename is the address of the building. It an irl structure.

#

Although some of my "made up" buildings are usually titled "dwdwdwdwwd".

silver zenith
#

looks very nice
I sadly suppose its non enterable

white jay
#

the bottom will be.

silver zenith
#

good enough

quick terrace
#

question is, why not the entire thing?

#

๐Ÿ˜„

silver zenith
#

to be honest it wouldn't be really worth the hussle, would be surely cool if he manages to avoid common bugs interiors tend to have (lighting, AI spotting, glitching tru stuff)

quaint mason
#

Is there a good list anywhere of memory points I want to have in my airplane mod? It's very tough to work off the sample models being that they're in Czech, and there must be a compiled list somewhere...?

#

Thinking of stuff like get in/out positions, lights, guns, sensor ball, inventory point, ejection stuff, etc.

spiral solstice
#

I managed to skin my model, but for some weird reason it's not showing up in the object builder.

stuck oyster
#

@spiral solstice check your texture paths

white jay
#

hey guys just joined the discord yesterday i used to make terrains before and @stuck oyster used to help me idk if you can remember me or not my name was Frankoo so i want to start modeling better than terrain making tbh i don't want to make things from zero i just want to do simple stuff like buy it from turbosquid and importing them to arma that's all what i want to do so what is your recommendation guys should i buy a simple model and start learning how to do stuff then go for bigger and where should i start learning how to import this stuff like cars and houses etc..

stuck oyster
#

well first of all I would be very careful on what you buy on any model selling site as not all of the material is legit and you can end up buying ripped stuff and get into trouble later. BIforums have pretty much all teh basics covered regarding how to get stuff into the game. But just to clarify imo modeling means you make the models yourself, using bought models is something else.

white jay
#

okay thanks man but there isn't any like pdf tutorial that will show you everything or even something in BIfourms that will show me what i want or even pmc because tbh i don't want to get lost i just need something that i can learn from to do what i want to do

stuck oyster
#

as I said there are topics for the basics on the BI forums

#

look up the modeling page in the editing section and check the pinned messages

white jay
#

okay thanks man @stuck oyster ๐Ÿ˜„

spiral solstice
#

I noticed that when I imported it as an .fbx file after exporting it from 3dsmax, that it was too big for it to be displayed on regular coordinates. I scaled it down, but it doesn't seem to do it permanently whenever I reopen it

stuck oyster
#

what does the uv layout looklike in the OB UV-editor?

spiral solstice
#

i chose it because it's UVs managed to successful bake the textures of my high poly to low

white jay
#

So I've recently made a model for ARMA3 (it's a building) and need help porting it ingame. Just a link to a video series that would explain it or something would be great (I've looked it up, but the best I could find were retexturing tutorials).

stuck oyster
#

@spiral solstice looks alright. What resolution are the textures?

#

@white jay look up the pinned messages on BI editting - modeling section

spiral solstice
#

@stuck oyster The textures are 1024x1024

stuck oyster
#

should work

#

are they on your P: drive?

#

and did you have P:\ in your OB settings for the texture path?

white jay
#

Seems to be of some help, thanks.

stuck oyster
#

El Tyranos should have his tutorial series pinned on top I recall

white jay
#

On top of what?

stuck oyster
#

top of the post list

#

on the forums

white jay
#

Oh, ok, thanks

spiral solstice
stuck oyster
#

@spiral solstice you have none of these checked yes?

#

and the problem was buldozer not showing textures yes? ๐Ÿ˜„

spiral solstice
#

oh! the issue was that bulldozer wasn't showing the model at all for some weird reason: this issue is weird lol: https://vgy.me/jxlepp.png

stuck oyster
#

alright all that looks to be in order too

#

mm select the whole model and hit W 2 times

spiral solstice
stuck oyster
#

if you create a cube in there in OB does that show up

#

or if you remove the textures does it show up?

spiral solstice
stuck oyster
#

if the cube does not show up at all then thats very odd

#

startup another OB and make a cube and see if that shows

#

just to make sure it works

spiral solstice
#

Does OB have issues with importing fbx files?

stuck oyster
#

dont really know, I dont use fbx as import format myself.

#

oh is the mesh triangulated?

spiral solstice
#

yup, but I'll try to re-export it again

stuck oyster
#

id you apply your _CO texture and rvmat to the cube that shows do they work

quaint mason
#

Would anyone be able to shed some light on these three memory points:

kulomet = machine gun                // in the position of the front of the gun pod
usti hlavne = muzzle pos            // also in the position of the front of the gun pod "must be in sync with weapon effects"```

My aircraft has two machine guns in the wings and I'm unsure how to apply the points
#

Not sure how they all relate or what exactly they all do

stuck oyster
#

pos is the starting point and end is the spot where the bullet comes out

#

together they make the direction vector of the weapon

quaint mason
#

How do I handle having two guns?

stuck oyster
#

check you how Cheetah turret config is for example

#

the twin barrel thing is a bit flaky in Arma

quaint mason
#

I can open the Cheetah in OB?

#

I thought all that was binarized

stuck oyster
#

no but you can check the config for what points the turret uses

quaint mason
#

aha! smart. it turns out it seems very simple:

#
                    "usti hlavne 2"```
stuck oyster
#

yes that bit exactly

#

so that will make the fired bullets alternate between those 2 points

quaint mason
#

do I even need kulomet? cheetah doesn't mention it in it's config.cpp

stuck oyster
#

probably not then. Its usually used for coaxial weapons

quaint mason
#

ok

#

thanks!

spiral solstice
#

The model finally displays when I export it from blender -___-

#

thanks for helping me out with this @stuck oyster . It didn't export my bones properly, but I'll try to figure out a workaround for it

stuck oyster
#

@spiral solstice you dont need the actual bones exported, only the weighted selections on the mesh

spiral solstice
#

i need to figure out how to do that, I got the skin

spiral solstice
#

what version of fbx does arma use? I'm assuming that it's 2014/2015

bleak flame
#

when I was still using objectBuilder I had the most success with 2006.11

bold flare
#

Arma doesn't use FBX at all.
But the newest FBX version that object builder can import is 2014/2015

spiral solstice
#

I see, I'll try to export it in 2006 and 2014/15 respective

spiral solstice
#

how would you export a skeleton? I noticed it in the sample/template

stuck oyster
#

you dont need to export it

#

just the animations

#

the bone positions etc get saved in the .rtm

woeful viper
#

you need to export the weighted model, weighted to the bones (with skin modifier if you use max, something equivalent for any other tool)

stuck oyster
#

weighted vertex groups from Blender transfer over nicely with the FHQ Blender toolbox p3d Export

flat flare
#

Do you guys think it would be possible to put air suspension on a car in arma?

woeful viper
#

no

flat flare
#

damn :////

spiral solstice
#

@stuck oyster I should try out blender, the 3dsmax workflow isn't working consistently for me lol

#

It's not really the fault of the software. It worked at some point in the past, it's just that the newer upgrades didn't account for can occur previously

#

@woeful viper I exported the model with the skin modifier, but it's entirely blank for some weird reason in bulldozer. Unless if Im doing it wrong.

woeful viper
#

99.9% chance you are doing something wrong

late raft
#

Inverse faces?

#

reversed

spiral solstice
#

I'll try again

late raft
#

what do you mean by blank

stuck oyster
#

nothing loads

#

not even another OB created mesh

#

@spiral solstice did you try your texture/material on the OB created cube

#

also your diffuse texture does not have the _CO.paa suffix

#

and did you have the suffixes on the original files before you converted them to .paa?

spiral solstice
#

I didn't, I guess I'll try to reconvert them by using texview

stuck oyster
#

ImageToPaa can batch convert them

#

or you mean back to the originals?

spiral solstice
#

i used the batch converter, but I'm going to do it one by one with TexView like I did with the lizard model

stuck oyster
#

alright. worth a shot

spiral solstice
#

by the way, what settings should I tick for an FBX model? I had all of them ticked before, but I'm going to see how it works with just the skinning and mesh: https://vgy.me/hR6pvE.png

stuck oyster
#

mesh uv and skinning

spiral solstice
#

hot damn, it worked lol

stuck oyster
#

though its been a long time since I used fbx import

spiral solstice
#

im hitting my head against the wall now

#

it was something that minor after all

#

thanks for helping me out @stuck oyster !

stuck oyster
#

๐Ÿ‘Œ np

spiral solstice
#

I think it was blank because I had "Animation" ticked

stuck oyster
#

possibly

spiral solstice
#

I tried to export it with Mikero's pboProjects t claims that my texture files are missing despite them being in my folder, I have a feeling that it's another small thing that I'm missing

#

I think it's because of the '' in "\sample_character\textures\model.p3d"

#
  • " \ "
#

It finally packed when I addded a preceding " \ " to the textures that I've imported in face properties

stuck oyster
#

it should not need those but could be some sort of windows admin/user program startup and visbility problem

#

meaning the programs (P: drive, OB, Packers)cant properly see and access what each other do

spiral solstice
#

You're right about it, it successfully exported when I ran it as an admin

#

I'm going to test to see if it works

stuck oyster
#

it is preferred that all the tools run normally without admin mode, but if admin mode is needed for something like TerrainBuilders XP compatiblity mode you will need to run P:drive and the OB and TB as admin

#

for example I think running OB or TB from the Steam ArmaTools. may cause user rights errors

#

and the armatools launcher should be avoided as much as possible

spiral solstice
#

I've been luckily opening it from it's own exe

#

The model managed to be inserted, but it doesn't seem to display: https://vgy.me/7h4Gd3.png I'll see if deleting the head proxy could work

white jay
#

Hey, yesterday I asked for help porting a model from blender into ARMA

#

I was told to see the tutorial in the forums

#

I have an issue though: in order to have multiple UVs, my object is actually divided into 3 objects, and when I put it into Object Viewer, it opens only one (with the LODs already done). The 3 objects are meant to always be together.

#

If anyone could help on how to bring a building of 3 objects from blender into ObjectBuilder it'd be great

#

(after watching the tutorial, while going through with it)

stuck oyster
#

with multiple UVs do you mean multiple textues

white jay
#

It's a building, but one of the details on the door and all the glass panes (all in one) are a different object in the same scene in blender

#

Each object has an UV map

stuck oyster
#

yes and then they will use separate material/texture

#

it does not matter if they use same uv space

#

as the texture will be different

white jay
#

Yeah, my issue is how do I export them from Blender to ObjectBuilder? It only reads the first in the list

stuck oyster
#

you using armaToolbox and export as p3d?

white jay
#

Yes

stuck oyster
#

then you assign each material and Arma material and join the objects as 1

white jay
#

Will each piece mantain their assigned UV and texture?

stuck oyster
#

they will maintain the uv yes

#

and the texture and rvmat you assign for each blender material here

white jay
#

Ok, thanks

#

I'll try it

white jay
#

Managed to... but this happens

#

nvm can't send pic

#

It's essentially purple and green (aka I don't think it's able to read the texture or find them???)

stuck oyster
#

give me an example of your texture path?

#

in OB tools menu theres mass material and texture rename tool

white jay
#

Should it be all the way or just the paste?

stuck oyster
#

if a path in it is red its not correct

#

a whole path you have used

white jay
#

church\aquila.rvmat

stuck oyster
#

should work

white jay
#

(followed the video)

#

Does it need to be in another drive?

#

I'm guessing that's why doesn't work

stuck oyster
#

though it would be adviseable to use proper prefix so your stuff does not get mixed up with other people

#

in everything Arma asset related should be P: drive

#

not the source files but all the .paa .rvmat .p3d etc etc

white jay
#

Does ARMA need to read from "p" drive when ingame? Just asking because otherwise I could just ignore the fact I don't see the textures now and hopefully it'll work ingame with just the path I sent?

stuck oyster
#

no

#

P:\ is not read in game

#

its a virtual root that simulates the root of the game engines structure

white jay
#

My apologies, didn't phrase it correctly. I meant if I kept the path I made and don't see it now because I'm not using p drive, does it still work either way?

stuck oyster
#

so all paths are \something\other\file.paa or folder\thiny.p3d etc

#

no

#

why are you not using P drive

#

you need P drive to properly do anything

#

except if you are very very wizardy person and know how to work without it

white jay
#

Ok, thanks XD

stuck oyster
#

so

#

back to basics..

#

@white jay seriously though why dont you have P drive? You are not the first to not have it in a relatively short time and Im very curious whats up with that?

#

because its a very very bad trend

white jay
#

Well I started by learning how to Blender and how to Substance Painter

#

After knowing that for ARMA3 you can do it in Blender

#

And sorta only got the rest after those two steps

#

Didn't even know it existed before the video you told me to see

#

Thanks though, I'll get P Drive

stuck oyster
#

that explains it

#

I was a bit worried that there are more crap insturctions floating around that are totally wrong

white jay
#

XD

spiral solstice
#

@white jay You probably already know this, but be sure to activate the P drive by going to arma tools and clicking "mount the project drive"

white jay
#

Yeah, but thanks anyway

quaint mason
#

Do the ViewPilot and ViewGunner meshes need the same penetration materials as the 1.000 visual mesh?

#

hmmm nevermind I realized where I'm going wrong... ๐Ÿ˜›

polar fiber
#

penetration materials go in the geometry or firegeometry (if it needs to be more complex than the geometry), not visual LODs

quaint mason
#

What LODs for a plane would I want to have the pilot, gunner, and pylonweapon proxies in?

polar fiber
#

Visual ones (inc. interior View LODs) and Fire Geometry

#

pylon proxies in normal Geometry too

quaint mason
#

Shadow?

#

does that count as visual

polar fiber
#

nah, not needed in there

#

it'll show the shadows of the proxy objects anyway

quaint mason
#

oh cool, thankya

quick terrace
#

which is fucking retarded from a consistency pov

quaint mason
#

the entirety of the arma modding process feels like one poorly thought out feature grafted on top of older ones, with no consistency or logical process to any of it ๐Ÿ˜›

quick terrace
#

it is systems added on top of older ones indeed

#

but one should either add the damn proxies all over the place, or in a single place

#

it's neither

rough pivot
#

Any good vehicle tutorials for arma out there?

quick terrace
#

define vehicle tutorial

rough pivot
#

Like object builder

#

For vehicles

warm bear
#

I thought about importing some trees to arma 3... and then i realized how overcomplicated it is

quaint mason
rough pivot
#

Thanks jester

quaint mason
#

arma modding is not for the faint of heart

quick terrace
#

@vernal lynx tuts are nice indeedly

vernal lynx
#

๐Ÿ™ ๐Ÿ˜ณ

quick terrace
#

๐Ÿ™ƒ

crude grail
#

Random model question . For the MV-22 IRL the Nacelle rotate around 100-110 degs . Would this be possible in arma and would it even effect the flight model ?

quick terrace
#

possible, sure, flight model is a bit of an overstatement when it comes to arma ๐Ÿ˜ƒ

#

it should work like vanilla vtol stuff basically

crude grail
#

I have a buddy thatโ€™s a MV-22 pilot , we were talking for a few hours about how it flys , and how the nacelle setting and pitch/power work . Basically the arma 2 one would need to be able to rotate back 10-20 degs from 90 degs . Would the the orientation of the nacelles actually effect anything or would it be an ie - 20 degs and pitch down would act as a speed break or would it have to a config per setting ?

woeful viper
#

wow... my last PC still had solidworks (cad tool) on it. Clicked deinstall 3 hours ago. It's at 78% progress on the deinstall... and it's just 3GB. If that isn't a giant middle finger of the developer company i dont know what is...

quaint mason
#

Is there a vertice limit in the ShadowLOD?

#

I accidentally tried to pack a .pbo with 32k in the shadowLOD which obviously gave an error and didn't work, but when reduced to 12k it shows no error but I still see no shadows

woeful viper
#

is the shadow LOD validated?

quaint mason
#

hmm even at 6500k nothing shows

#

what do you mean by validated

charred bolt
#

Shadow LOD objects need to be closed, triangulated and sharp.
Object Builder > Structure > Topology > Find Non Closed
Object Builder > Structure > Triangulate
Object Builder > Surfaces > Sharp Edge

woeful viper
#

82% deinstalled...

quaint mason
#

Hm I thought I had done all of that... I'll check again

woeful viper
#

make sure your shadowlod doesnt have the lodnoshadow=1 property ๐Ÿ˜ƒ

quaint mason
#

Still no shadows after ensuring no open mesh, triangulating and sharpening all the edges. Also does not have the lodnoshadow=1 property ๐Ÿ˜‰

#

The pylon weapon proxies do show their shadows

rough pivot
#

okay, so how does one make lods in blender? the tutorial doesnt cover that.

quaint mason
#

If you've got the Arma Toolbox for Blender, you create the mesh as required for the LOD and then under the 3D view properties (press N), scroll down, and you'll have the option to tick and configure the "Arma Object" box

#

It is set per Blender object.

#

For example, make the shadow LOD (why don't mine work ree) and tick "Shadow Volume" in the Arma Toolbox setting. Make the geometry LOD and tick the "Geometry" option. etc.

rough pivot
#

alright, many thanks

quaint mason
#

Hmm maybe my problem is texture links to the Shadow LOD

#

nope. damn

woeful viper
#

93% deinstall... they are just taking the piss, aren't they? it's 8h+ hours now this took

polar gyro
#

Hey guys i'm having a bit of a problem here... I want to open up through Blender a sample uniform/vest and I don't really know how to do it. I've mounted the P drive and installed all the game files. what should I do next? (I got the arma tools plug-in for blender)

royal prism
#

what exactly i have todo to disable passangers in vehicles`?

#

just transportSoldier = 0 ?

stuck oyster
#

@quaint mason its like 1-2k for shadowlod

#

or you can use sbsource = visualex

#

it will project the shadow from the visual mesh

#

although it will not be as sharp edged

#

and its used in geometry lod namep properties

woeful viper
#

visualex looks crap because it causes visual artifacts on the model. Unacceptable imo...

quaint mason
#

There's a limit of just 2k for shadow lods? Damn

woeful viper
#

no definitely not

#

shouldnt go over board of course... 5k should be enough for 30k object

quick terrace
#

ideally it should be at most 3k-4k

#

verts ^

woeful viper
#

i think firewills planes had 20k when i checked... lol
not sure if he changed it after i mentioned it to him

stuck oyster
#

hmm I recalled some error message from packing that 2k+ shadowlods would be disregarded or something. Might remember wrong though ๐Ÿ˜„

#

then again BI models can have 15k on them

#

ยฏ_(ใƒ„)_/ยฏ

woeful viper
#

iirc that comes when a) unbinarized and/or b) when you have visualLOD without lodnoshadow=0

stuck oyster
#

could very well be what I remember

#

go wild! xD

woeful viper
#

going mild is better though...

stuck oyster
#

xD

high stag
#

how does one disable the turret and gun damage showing up on the top left of the screen with hull, engine, and fuel?

woeful viper
#

just turret and gun, or do you want the whole thing gone?

high stag
#

just turret and gun, i still want hull, engine and fuel showing up

woeful viper
#

i'm not sure if that is possible... maybe in the depths of arma config there is a possibility

quaint mason
#

@woeful viper can you expand on this?

iirc that comes when a) unbinarized and/or b) when you have visualLOD without lodnoshadow=0

I have a visual LOD with ~32k vertices and a shadow LOD with about 6.5k. I have not set any properties, and I don't see the shadow.

woeful viper
#

shadowLod should obviously not have this with value 1

#

if you validated your shadow lod then i actually dont know why it might not show

quaint mason
#

Is 0 default (i.e. if I haven't set anything is it treated as 0)? And does whether I binarize when packing affect shadows at all?

woeful viper
#

if you dont have anything in shadowVolume named properties that is ok

charred bolt
#

@quaint mason, if you're still having trouble with shadows, can you post a screenshot of object builder with your shadow lod in wireframe view?

woeful viper
#

24h in... the deinstallation process is at 96%

charred bolt
#

you know it will get to 99% and fail ? ๐Ÿ˜‰

woeful viper
#

propably... or just take exponentially longer

quick terrace
#

what the heck you unistalling?

stuck oyster
#

cannot uninstall uninstall.exe. reinstalling

woeful viper
#

solidworks2010

charred bolt
#

abort retry cancel

woeful viper
#

its quicker to nuke the entire system and reinstall everything than uninstalling this programm...

quick terrace
#

you would have reinstalled the OS plus all fucking software like 8-12 times in 24h

woeful viper
#

maybe not 8-12 times... its still a regular HDD but still...

woeful viper
#

next time im going to deal with this fantastic uninstaller im going to add some watt-o-meter and send the power bill to the company

quaint mason
#

thanks for helping!

charred bolt
#

@quaint mason Try naming it ShadowVolume 0.000

quaint mason
#

hmm interesting... this is just how it came out of the Arma Toolbox for Blender. I'll try that

charred bolt
#

Not related to why it doesn't show a shadow, but you don't have any selection names in there, so things like retracting gear won't have moving shadows.

#

Double check - you only have 1 Shadow LOD?

#

@quaint mason Another thing - number of sections should be 1 in Shadow LOD. Select all the objects and remove textures and materials.

quaint mason
#

I do have selection names, they're just on the other screen

#

What do you mean by number of sections?

charred bolt
#

At the bottom it says "Sections: 774". This is the number of combinations of texture and material.

quaint mason
#

Aha, OK. So what I'm trying out now is 1) removing all mat & tex links and 2) renaming the lod to "ShadowVolume 0.000"

#

let's see

charred bolt
#

Yes. To remove textures and materials, Ctrl A to select all, then E to bring up face properties. Make the texture and material boxes blank and OK.

charred bolt
#

@quaint mason did it work?

quaint mason
#

Playing around with it. My shadows in Bulldozer are really weird and form triangular shapes that show through the entire model. I'm loading Arma now to see if it persists in-game.

#

But, there are shadows in Bulldozer

charred bolt
#

It sounds like your shadows are not closed.

#

Or possibly you have named selections involved in model.cfg animations with incorrectly set-up bones.

quaint mason
#

Structure > Topology > Find Non-Closed shows nothing

charred bolt
#

You didn't confirm whether you only had 1 shadow lod?

quaint mason
#

oh yes, just ShadowVolume 0.000 and ShadowVolume - ViewCargo

#

I was planning on adding more once I got the first set working

charred bolt
#

ok. As a test, after making a copy, remove all named selections from the shadow lod, to ensure they're not being used/broken in animations.

quaint mason
#

hmm ok good idea

charred bolt
#

So have you seen a difference by naming it ShadowVolume 0.000 and removing the textures/materials?

quaint mason
#

Yes, it showed the shadows as long triangles all over the mesh

#

They weren't showing at all before, and now they are, but oddly

charred bolt
#

Ok, it's a step forward. If you are seeing dark triangles on your model, that's possibly because the shadow lod is not smaller than the visible LOD

#

The shadow LOD needs to be completely contained inside and not poke through.

quaint mason
#

I'll take a screenshot once pboProject finishes (it's taking forever) but this looks different from when the shadow lod and res lod are the same size

charred bolt
#

It's good that you're using pboProject. You can check the binlog to see if there are any bone skeleton errors.

#

I can stay for a few more minutes only.

quaint mason
#

ah well. pboProject has been running this for ten minutes now :/

#

OK @charred bolt you've probably had to go but for the record, the shadows are displaying now in-game, and almost correctly: https://imgur.com/a/VUNIUfW

#

Those weird things move with the camera, I actually wonder if they're not shadows

#

although they also show on the ground... it's a bad trip basically

quaint mason
#

PboProject is taking 18 minutes to pack this thing and making a 1.6 GB bin log

#

I get a million of this error: 20:13:06: Error: super_tucano\super_tucano.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered.

And it ends with this error: 20:16:09: Too detailed shadow lod in super_tucano\super_tucano.p3d (3:4.000000 : 2199) - shadows disabled

#

ahaaaa... a tiny piece of the ViewCargo shadow lod wasn't closed... let's fix that and see if that solves it

quaint mason
silver zenith
#

ahw
I expected a giant tucan

ember heart
#

@quaint mason very nice!

quick terrace
#

indeed very nice, your model? @quaint mason

charred bolt
#

If I have a model with 4 visual LOD's and inside the model I call a proxy object that has 5 visual LOD's, how does the dynamic LOD switching work?
Does it go Main 1/Proxy 1 ---> Main 2/Proxy 2 ---> Main 3/Proxy 3 ---> Main 4/Proxy 4 ---> Main 4/Proxy 5 ?
Or is the Proxy LOD switched independently?

quick terrace
#

together

charred bolt
#

So do I end up with Main 4/Proxy 5?

woeful viper
#

you sure pufu? i got the impression the switching is independant - i think i noticed it on a vehicle where only a small piece was proxy and that was switching rapidly to lower LOD, while the large object stayed the same. But by memory is clouded, was a long time ago

quick terrace
#

if say weapon model has 6 lods (my case) and the suppressor has 3 (lowest lod in or around 400verts), it will change together as far i can remember, can keep lowest while changing the one that still has lower lods

#

at least that is how i remember anyways

woeful viper
#

lod switching is model size dependant, but that may not be linear. So it might be equal on a weapon size level, but on larger stuff (say a chair proxy inside a building) there could be more pronounced differences and non-simultaneous switching. It would make sense at least

rough idol
#

If I remember correctly it was working differently for weapons & for objects/vehicles

charred bolt
#

Thanks all. I'm working with vehicles at present. Looks like I'll need to test it to find out.

woeful viper
#

40h in to the deinstallation process at 97% i give up... clicking on cancel tells me "will cancel as soon as safe stopping point is reached" ... Let's see how many days that will take...

#

i can literally see the software engineers behind this going like "uninstall this glorious software you want??? HAHAHA have some uninstall" https://i.imgur.com/puaqa4G.gif

quaint mason
#

Yes it's my model

fathom dagger
#

@quaint mason what is that plane anyways?

quick terrace
#

tucano

polar fiber
#

Super Tucano

quaint mason
#

Super Tucano!

#

Question about it: I've got the pilot's hand animations connected to the throttle and stick, but they aren't actually on the throttle and stick. They're a little in front of them. What do?

high stag
#

1 Section without material is in shape with ST coordinates

#

what does this error mean?

stuck oyster
#

I recall it having to do with non unwrapped bits on the model or something like that

high stag
#

it was in Mikeros binlog

stuck oyster
#

its not gamebreaking though

high stag
#

Yeah, I know. I just don't want errors

#

makes my mod look bad

stuck oyster
#

xD

high stag
#

how would u fix this?

stuck oyster
#

if it was UV related Id check if theres anything that now unwrapped

#

im not 100% sure it was that though

#

pretty sure someone had explained it on the forums

high stag
#

damn ok il try to find itout

#

thanks for the help

polar fiber
#

might mean you have textures applied to some faces in your shadow LOD or Geometry or something

high stag
#

hmm il check that out

stuck oyster
#

I think pboProject gives specific error on those

median bough
#

@quaint mason
i fixed such issues with slightly re-adjusting the pilot proxy possition (in all LODs tho)

quaint mason
#

how did you adjust it?

median bough
#

trial and error ๐Ÿ˜„

quaint mason
#

oh you just moved the pilot until it fit? that works I guess, but is less than ideal of a solution

stuck oyster
#

is it custom animation?`

median bough
#

moving it on the X and Y axis

quaint mason
#

the aircraft type the default animation was made for doesn't really suit my aircraft

median bough
#

but if your model/proxy starts to collide with the seat in an ugly way, you need other solutions

quaint mason
#

there's gotta be a way to just tell arma to put the hands on the right things. I'd have to remodel the whole cockpit in an unrealistic way to get it to fit the default pilot pose

median bough
#

but trying to move the proxy would be the first thing i'd try, also to fix possible line of sight issues (if you have any)

quaint mason
#

I don't

median bough
#

so i guess your proxy fit's the X axis

high stag
#

and does anyone know of a guide about named properties?

#

like which ones to put on which LOD

median bough
#

try to move it on the Y axis a little. otherwise i think you have to use another anim

charred bolt
#

@quaint mason, you either use a vanilla animation and move your pilot/seat (or controls) to fit his hand positions, or you create a custom animation (.rtm). The latter is definitely the best way to go, especially when you have such a nice aircraft model.

median bough
#

It's the best, but i also think the hardest.

quaint mason
#

I'm open to it, I just haven't done any research into Arma animations yet

#

All I need is for the hands to be a few inches in a different place

charred bolt
#

I guess hard is subjective. I've done so many I find it quite ok. Doing it in Object Builder too.

quaint mason
#

I was thinking about a custom get in / out animation too where the pilot climbs up on the wing and then hops in, but that's a whole 'nother can of worms isn't it ๐Ÿ˜›

charred bolt
#

Worms on top of worms.

quaint mason
#

Maybe that'll be an update in a few months...

charred bolt
#

@high stag, what type of model do you have? (vehicle, weapon, building etc)

high stag
#

Vehicle

charred bolt
#

ok, for a vehicle...

#

you want lodNoShadow = 1 in all the visible lods

high stag
#

Done.

charred bolt
#

and that's it really. Nothing else is usually needed, so delete all others

high stag
#

what about bouyancy

#

and class, dammage

charred bolt
#

does your vehicle float?

high stag
#

no

#

but in diag exe, the game crashes

charred bolt
#

no buoyancy needed

high stag
#

whenever i go into water

charred bolt
#

dammage, no

#

that's more likely to be due to a config error in the physx?

high stag
#

hmm ok il look into it

charred bolt
#

do you have a Geometry Phys LOD?

high stag
#

yes

charred bolt
#

you don't have wheels on it?

high stag
#

nope

charred bolt
#

very simple? like 10 or less components?

high stag
#

1 component

charred bolt
#

cool. What are you inheriting from? car_f?

#

I suppose it might be that diag.exe doesn't like water. Have you tried the vehicle in normal game in water?

stuck oyster
#

do vanilla vehicles work right with water and diag exe

high stag
#

il check now

vernal lynx
#

@high stag
resolution LODs

  • LodNoShadow = 1
    geomtry lod
  • buoyancy = 1
  • reversed = 1
    and that's all
#

source is a3 vehicles

river kite
#

any idea why my object builder dont load the smoothing groups when i import a fbx 2014/15 ?

quick terrace
#

how may uv sets does it have ?

#

and try fbx 2006

river kite
#

1 UVSet for each Sections, 5 Sections

#

the model was made with maya, tried already obj, 3ds and different fbx versions, when we use obj it looks fine but after restarting OB some smoothing groups got f***ed up. So i thought maybe it works after importing it in 3ds max and export it from there, but still no success ....

woeful viper
#

have you retriangulated (via \ option ) and also recalculated normals (hit F5) ? askin just in case...

polar fiber
#

Triangulate before exporting as .fbx, re-triangulate with \ after importing

river kite
#

will try this now

river kite
polar fiber
#

Wait, are you going object builder to maya, or maya to object builder?

river kite
#

maya to OB

polar fiber
#

Right, well for me using Maya: Select each object in turn and Mesh>>Triangulate (just need to do it once then tap G to repeat as you select each object), select the mesh File>>>Export Selection and use .fbx 2014.

#

that works for me 100% of the time

#

if it's still not working, I suspect one or more of your objects has extra UV sets

river kite
#

hm k will look

quaint mason
#

Question: I'm making a custom animation for my crew. However, they sit on the fighter_03 ejection seat (linked via proxy). How can I visualize the seat in order to make my animation, since I can't import the seat to Blender? The test_plane seat is scaled incorrectly, and I don't know that it's the same angle/shape anyway.

stuck oyster
#

why cant you import your seat into blender?

quaint mason
#

It's not my seat, it's the fighter_03 seat

stuck oyster
#

aaa

#

mm well you could build like crude mocup over it in OB

#

and use that

quaint mason
#

How can I see the seat in OB?

#

(it's binarized)

stuck oyster
#

OB view - show Proxy

quaint mason
#

hm that doesn't do anything

median bough
#

The seat must be a proxy first ofc

quaint mason
#

it is, and it shows in Bulldozer

#

if nothing else I can screenshot bulldozer, overlay that on the ArmaRig, and pose to that. But that seems like a pretty weird workflow

stuck oyster
#

did you have the proxy selected?

quaint mason
#

yes

#

and no

#

same effect

#

holy crap, I just noticed how much the vanilla pilot poses have them slouching to fit them in their too-small ejection seats

#

the fighter_03 seat is massively under-scaled

woeful viper
#

thing is... nobody really notices ^^

quaint mason
#

Is it possible to use a proxy, but scale it? I can find A3 seats that are too small, and some that are too big, but none are right for a Martin-Baker Mk10 analogue

polar fiber
#

No. Proxies just attach the the .p3d mesh from one file in to another

#

Can't manipulate them beyond that

quaint mason
#

Damn. Guess I either have to make the crew slouch a lot or make my own seat.

#

I should remind myself that I've played Arma for 1900 hrs and never noticed the IND pilots slouch that much into their seats.

woeful viper
#

unless you make the things yourself you dont pay attention to such detail. Entirely normal.

charred bolt
#

Can proxies be nested? (proxy inside a proxy)

woeful viper
#

yes

#

iirc

charred bolt
#

thanks - I thought so, but it's not showing up - must be something else wrong

polar fiber
#

depends on the type though AFAIK

charred bolt
#

main model is a vehicle

polar fiber
#

there are things like weapons+attachments and pylons where it works obviously

#

but they have special simulation types

charred bolt
#

have a custom proxy object - trying to put a proxy a3 container in it \a3\structures_f\ind\Cargo\Cargo20_military_green_F

quaint mason
#

First go at animation for my pilots: managed to compile with pboproject with no errors, but the pilot is riding the plane in t-pose :/ better luck tomorrow hopefully

sonic valve
#

What would cause a custom jet wheel to catch the ground and flip constantly? Like should the geo be below or above the land contact?

quick terrace
#

i remember being able to config oxygen to see emissive rvmats (setting it to night or alike). anyone knows of a way to preview TI maps in buldozer as well?

polar fiber
#

last time you asked

quick terrace
#

๐Ÿ˜„

#

senile

minor jasper
#

does anyone know why my building model only shows shadowvolume 10 and refuses to show shadowvolume 0?

#

properties are prefershadowvolume 0 sbsource shadowvolume

#

lods present: shadowvolume 0 (900 faces) shadowvolume 10 (100 faces)

#

i am viewing it with shadows set on very high, with 60 fps in virtual reality map

#

it seems the only way i can get my SV0 to show up is if i delete SV10.

#

the issue only seems to affect building models

#

all vis lod faces have "enable shadow" checked

#

both shadowvolumes are closed, triangulated and sharp.

#

the models are quite simple, between 300 and 1200 faces in vis lod 1

rough idol
#

prefershadowvolume=

Choose which shadow casting technique will be used. 0 = Shadow Buffer; 1 = Shadow Volume
& then you have

sbsource shadowvolume

#

with one property you are trying to disable shadowvolume & with another you are trying to force it

toxic apex
#

Does anyone know of a method of resetting a mainrotor animation to the 0 position? Im trying to sort out blade folding animations and i've hit a road block. Once the engine has been on the blades don't rotate back to 0 on the animation. I need a way to reset it. Any ideas?

stuck oyster
#

you could try overwriting the rotor animation source in the config and using that/ using custom rotor source

#

if that would be accessible with animateSource command

#

Is it for like folding rotor type thing or something else?

#

could hidden fake rotors work for it?

toxic apex
#

Its for a folding rotor

#

I'm trying not to load the model with too many hidden bits. I was hoping there would be an easy way just to force it back to 0

woeful viper
#

make the game driven rotor child of a custom rotation bone. When you fold read what the phase of the normal rotor is, then rotate the custom bone to reset back to zero, before you start folding

#

thats what i would try

toxic apex
#

Just trying animatesource first...didnt even know it existed. ๐Ÿ˜›

white jay
stuck oyster
#

you can apply El Tyranos turorials for 3dmax models even though they are made in blender

#

but for likebasic modeling stuff you dont need Arma tutorial

#

you just need modeling tutorial

#

and you dont need a tutorial on how to make a door

#

you need tutrorial how to use the tools

#

for modeling that is

#

but for getting stuff into Arma El Tyranos tutorials are your best bet I think

#

you just have to fit them into your 3dsmax use

toxic apex
#

@stuck oyster - Sadly animatesource didnt work. I'm probably going to try @woeful viper 's suggestion. Thanks guys

stuck oyster
#

yeah the engine sources dont usually respond well

white jay
#

okay i will see that thanks @stuck oyster

stuck oyster
#

@toxic apex did you try to overwrite it or use source = rotor?

white jay
#

@stuck oyster do you have a link for that guy channel

stuck oyster
#

not at hand

#

google should sort you out

white jay
#

kk

stuck oyster
#

@white jay that poytebush had full series too what was the problem?

white jay
#

nvm found it

#

so @stuck oyster do you recommend that i learn more about 3ds max and then apply it for my model but what about object builder does he cover everything i need to know ?

stuck oyster
#

I think you have to watch them and judge yourself

#

I dont use max myself but as a basic starting tip

#

you should definitely just learn how to use the program before you try to actually do something specific with it

white jay
#

oh okay np i have learned a lot from that tutorial but just a quick question so doors i make them in 3ds but windows is the same or i can apply them in object builder

toxic apex
#

@stuck oyster no i didnt...didnt realise you could

white jay
stuck oyster
#

no

#

where in there does it read El Tyranos?

white jay
#

but i didn't find his channel

stuck oyster
#

you need to take a class in googling.

white jay
#

ahm okay thanks @stuck oyster ๐Ÿ˜…

quick terrace
#

are you actually trying to find a tutorial of modelling directly for A3?

white jay
#

yes

quick terrace
#

i mean, besides A3, do you know how to model something like a house?

#

and no offense on the guy making these tuts

white jay
#

no i just started to look at tutorials from pmc

quick terrace
#

but fuck me these sort of RP communities have the lousiest quality out there

#

shitty models, textures, configs etc

#

so i wouldn't follow such a tut to begin with

stuck oyster
#

you mean the other guy or El Tyranos?

quick terrace
#

other guy

stuck oyster
#

didnt watch so dont know

#

but I was saying that El Tyranos methods can be used to get stuff into Arma

white jay
#

i just want to get a building in a3 fully working then i can improve my skills

stuck oyster
#

but for modeling you need to look up more generic modeling tutorials

#

no

quick terrace
#

@vernal lynx is a beaute (whatever the accents are)

stuck oyster
#

you need to learn the tools first @white jay

#

making something into the game is too big piece of the cake

#

you need to know your tools first

#

this is very very very important

white jay
#

do you mean learning more about 3ds max

stuck oyster
#

yes

quick terrace
#

a. learn to make a model of a house, software doesn't matter
b. learn how to import a model of a house that is made in A3

#

it could be blender, max, maya, modo whatever

white jay
#

okay its not a problem thanks guys

stuck oyster
#

especially in this case when the Tyranos tutorial is for Blender