#arma3_model
1 messages · Page 125 of 1
@dapper girder
just a tip for posting code
https://support.discordapp.com/hc/en-us/articles/210298617-Markdown-Text-101-Chat-Formatting-Bold-Italic-Underline-?page=4
''' class bullets01_move_3: bullets01 // bullets rotating around in bucket
{
type = "rotationZ";
source="ammoRandom"; //use ammo count as phase for animation
sourceAddress="loop"; //loop when phase out of bounds
minValue=0;
maxValue=1;
angle0="rad -3";
angle1="rad 3";
};'''
HAHA!
not '
use `
{
type = "rotationZ";
source="ammoRandom"; //use ammo count as phase for animation
sourceAddress="loop"; //loop when phase out of bounds
minValue=0;
maxValue=1;
angle0="rad -3";
angle1="rad 3";
};```
lol
yup can see that being the case
@mossy oxide no extra proxies wont work on characters
@dapper girder is your z axis bullet move parented on the x axis movement in the skeleton?
"xmove","zmove1",
"xmove","zmove2",
@stuck oyster I dont understand what you mean.... class bullets01 // bullets rotating around in bucket { type = "rotation"; source = "reload"; sourceAddress = "clamp"; selection = "bullets01"; axis = "bullet01_axis"; minValue = 0; maxValue = "0.5"; angle0 = "0"; angle1 = "rad 10"; }; class bullets01_move_2: bullets01 // bullets rotating around in bucket { minValue = 0.5; maxValue = "1"; angle0 = "0"; angle1 = "rad -20"; }; class bullets01_move_3: bullets01 // bullets rotating around in bucket { type = "rotationZ"; source="ammoRandom"; //use ammo count as phase for animation sourceAddress="loop"; //loop when phase out of bounds minValue=0; maxValue=1; angle0="rad -3"; angle1="rad 3"; };
the bullet01_axis is going in the y direction or whatever perpendicular to down range firing
I mean the skeleton in the cfgSkeletons at the beginning of your model.cfg
you have to have separate bone and selection for each animation you do
{
"trigger", "", /// not in this model, but good to use
"bolt", "",
"bolt_catch", "",
"magazine", "",
"safety", "",
"muzzleFlash", "",
"OP", "",
"ForeSight", "",
"BackSight", "",
"barrel", "",
"bullets", "",
"bullets01", "",
"bolt01", "",
"bolt02", "",
"wheel_catch", "",
"pump_catch", "",
};
};```
wut why?
bullets is a stack of them on the belt feed
then you need 1 bone for each shell
oh, was hoping to cheat that and have the stack wiggle in one direction and then wiggle another at the same time
but you are saying cant do that...
no
you would still need a bone for the wiggle
when you think of arma modding
always when you think you can cheat
dont
alright so my best option is to wiggle them with one animation
is there a random rotation option?
you can use ammorandom for that
right by that will only rotate about 1 axis
isnt that what you wanted? move them all at once?
yeh, so imagine it having the ability to rotate 5 degrees on any axis randomly
the result would be a visual wiggle
yeah but moving all of them at once will not look good
but if you want to try you will still need a bone for each axis
hmm but i can only move them in one direction so it seems
and animation for each axis
you can do anything with the animations in model.cfg
you just have to practice
you can only have one axis per animation
if you want more directions, make more anims
guess alternative lazy option is making a bone of each of these bullets in the bucket, have them translate on the same axis in the Z and then set that ti ammoRandom
thats what I said above
my guess is that they will wiggle vertical up and down sometimes dependong on shot
{
type="rotationX";
source="ammoRandom";
sourceAddress="loop";
selection="bone";
axis="bone_axis";
minValue=0;
maxValue=1;
angle0="rad -5";
angle1="rad 5";
};
class rot_bone_randomY : rot_bone_randomX
{
type="rotationY";
};
class rot_bone_randomZ : rot_bone_randomX
{
type="rotationZ";
};``` would add 3D random rotations in all 3 axes for a single bone, it's not many lines
if you're using rotationX/Y/Z it only needs a single vert for the axis
wouldnt it need bone for each axis?
no, if it's the same object you want to rotate, you use the same bone
animations are cumulative
well it was the whole bucket of bullets moving, so they never clipped
if that looks good enough for you then I wont argue with that
well it wont do the orange rotation, thats what was trying to pull off
yeah, or you could do a macro animation in those two axes for a parent bone and have very small anims for each shell to add slightly more randomisation
ok, but the orange one isnt working
not sure what that means, the selection of those bullets are all under bullets01
is there other selections that its part of?
yeah but are the objects also in another bone other than bullets01
r-click your bullets01 selection and click "weights" in the menu that comes up
it'll tell you what other selections, vertices in that selection belong to
theres no weights option, but i dont see them attached to any other vertices i made
i also noticed, niether the belt bullets or the bucket ones are added to geo lod....is this the culprit? strange if it is, cause the belt bullets work fine
I mean check it in Object Builder, not Blender
100% in bullets01
only that?
yeh its all it says
oh wait, is this a vehicle or a weapon?
aight, was just checking because I'm not sure ammorandom works on vehicles
It should if I remember right
hmm, well i gtg for now, but thanks for stickin about
Is there any way to show the GunnerOpticsModel image (e.g. "\A3\Drones_F\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d";) on top of a streamed R2T texture?
Thats not an image thats a model with a texture or two mapped onto it
Find the texture and map it onto your own plane model and you can do what you want
hmmm interesting 😃
BTW I've made a lot of progress with my Super Tucano, but those damn muzzle flashes are still a problem
I'm also having trouble making muzzleflashes
Whenever I want to use proxy to implement them it doesn't work
I can use proxy for a vanilla muzzleflash, like in sample
I even tried to use proxy on vanilla muzzleflash copy-pasted to my custom weapon folder and try to use it this way, doesn't work
looks like the proxies don't work for anything that is not in a3/data_f/proxies folder (regarding the muzzleflashes)
can anyone confirm?
custom muzzle flashes should work. We have dozens of custom muzzle flash models in RHS
have the paths been correct to the custom proxies?
yeah, check for things like the leading slashes
I've tried linking to various p3d's and only those vanilla ones worked
So the pathing should be allright
I mean I wouldn't make the same mistake for some specific group and then not make it for the other
Do the muzzleflashes need model.cfg or config?
not as far as I know
autocenter 0 and sbsource none are the only geometry lod named paramters that Ive seen on them
The issue in my plane is that they won't hide.
not hiding would indicate issue in model.cfg
do you have your model.cfg in pastebin?
hi guys, can anyone explain how the weighting in vest works? currently i'm getting this error:
sum of weights is 400, should be 100 and i don't know how to fix it. i tried to select everything and set the weight for everything to 100 but it still don't works
sum of weights is all weights it has combined
so all connected bones for example in model.cfg need to be 100 in sum?
so if one bone has 50 and other 25 and third 25 it sums up to 100
oh okay, thanks i give it a try
bear in mind the weight ratio is important
you dont just put random values in there
that will mess up how it moves
hmm ok
but on one of my models it works with setting all to 100 and on the other it won't. why?
it works but its not the correct clean way to do it
it might ingnore the other weights after the sum reaches 100
perhaps that part is supposed to have 1 bone with 100 weight
Is there a sample of TGP reticle? Becouse it is model,right?
The one which is activated when you press ctrl+right mouse in jet
In config it is selected with gunnerOpticsModel
for example UAV_Optics_Gunner_narrow_F.p3d
the optics model is usually a simple plane that has the optic texture projected on it
turretInfoType = "RscUnitInfo_LoDR_WK209_gunner";
turret info type determines what kind of special stuff the scope has
yeah, the optics display is a UI rather than MFD
Are there performance penalties for using setObjectTexture for a mostly-static cockpit screen instead of class MFD?
Related: what are the best ways to create a cockpit screen's display elements?
@quaint mason i am home at last today, so can try to help with your model, if you wish to contact me my pm, i can likely find and fix your issue, and then explain it (unless it is some weird arma voodoo that defies all logic, in which case reyhard is the high priestess to consult).
hey @quick terrace, remember the convo about pink weapons some days ago? got something better for you to do:
https://img-9gag-fun.9cache.com/photo/aqKZ7WQ_700bwp.webp
😂
oh god
pookie made his wife a "hello kitty" pink and white ak74 - it was beautifully done, but horrible to look at with a hangover.
(was real not a model)
Is there a way to change FOV in bulldozer?
Ok so I have the clutter and clouds enabled in BD, in order to get a proper lighting. Is there any way to change the sun angle via editing the world config or something?
maybe change time via script or something
You can use enviromnent editor to change time of day. Just don't drag the timeline cursor
click a point on it, hold a moment and then release
takes trial and error to get right
There is something like that in bulldozer? How do I access that?
but just to look around the model with the sun in a certain relative position you can use Num pad to rotate the model, then use F2 to switch to free camera to move around the model with WASD
view>viewer>buldozer>environment editor
Thanks, that was I was looking for
Hi guys, when I put a vehicle in a map with TB instead of in a mission the object is not animated nor playable. It happens to me also for customized houses. does anybody know why?
yes
so, when you place a model inside the terrain, it becomes fixed in place, and the model.cfg is not read
the model.cfg is what controls your animations generally
additionally there may be other encoding applied to your "vehicle" (e.g. cfgvehicles config class entry for your model)
so in order for the terrain editor to access your model.cfg and/or cfgvehicles class you need to do a couple of things. I'm a bit rusty on this so bear with me.
i think in your model geo go into properties window and enter a new property class with value house
this should mean that the config is read and certain limited types of animations applied (for example a windmill sails revolving with source time)
now the second part afaik is to go int oyour cfgvehicles and make a class of your vehicle called Land_p3dname, e.g. Land_house_c_4_ep1 for model house_c_4_ep1
and it should now animate correctly - i.e. doors open, breakable windows, damage collapse, ruin spawn, etc etc depending on what you have animated in your model / config
you cannot make a vehicle like a car or plane "playable" in terrain. it must be placed only in the mission editor for the simulation for those types of vehicles to work.
but some basic animations can be applied to static objects like houses (doors, ladders, radar dish rotation, lights, damage and ruin), streetlamps (lights come on at night), trees (swaying, falling over), etc etc
damage simulation is controlled in property damage
@minor jasper Maybe the class names are my problem. How is important making "a class of your vehicle called Land_p3dname, e.g. Land_house_c_4_ep1 for model house_c_4_ep1" I mean If a use a different naming, that will not work, isn't?
@white jay many you are on every channel with this 😝 Ok so you cant do config based changes on terrain objects
terrain objects read textures from the .p3d
move it where?
Maybe you're right
and if you changed the paths inside the p3d thats changing them
A2 stuff is available
The are also unbinarized?
yes
everyone is when they start
😃
Hi, when i take my object in my inventory i got this error : cannot create source for procedural texture
what kind of object?
an rock in the backpack
so a magazine or something?
a grenade?
and procedural texture would indicate rvmat error
Does anyone know of any 'news crew' or 'tv crew' models? Vans? Cameras? Outfits?
So I checked the GEO/Memory/Phyx LOD and i cannot for the life of me get the wheels to stop being sunk in the ground. I have the proper named properties . With or without them doesnt change anything. Anyone else encounter this?
https://gyazo.com/9e85cbb9defd098035054bb98cb58691
https://gyazo.com/908a401bbf33b4d6d4e18c092f2f6e39
I took the physx config from a simular vehicle, and copies the geo weights
does not mean you took it right
oh im sure 😄
Do i need to put something special in the config.cpp to call it?
Maybe i missed it
theres a lot of physx setup in the config
do you inherit the config from something?
class MRAP_01_base_F: Car_F
{
class Sounds;
class EventHandlers;
class Components;
};
class SS_Humvee_Base: MRAP_01_base_F
have you done a workign physx car before?
the Arma samples contain a car example
compare your config to that and see if theres stuff missing
Ive had a few of my comodder friends look over it who have done vics and they are stumped too
you could try incorporating the sample cars config into your car
Use that to see if its a p3d or a config thing is what your suggesting?
yeah
3 days so far 😄
you could also try just dropping your model into the sample car
and see if things match
Hello all. I'm having some issues porting my textures and geometries for my house in game. I have tried a lot of different combinations mainly for the textures to get them in game but I'm officially stumped and cant understand as to why none of my textures make it into arma... Also the textures (most of them not all) appear fine in object builder buldozer which throws mw off even more because i thought w.e is in buldozer will appear in game but apparently not. Any ideas for this?
Did you build it with pboproject and get any errors?
i used addon builder and got no errors i will try it with pbo proj
Found the issue then 😄
haaaaaaaaaaa
Addon builder doesn’t work like you would expect
it works as I expect <grin>
haha i hope so... then that will lead to my next question about my geometries not loading in ether im not sure where arma even calls for it or what not all i know is that its in my object builder and all my lods are listed out roadway work lods work except for geometries and vehicles can walk/drive right through it
the basic difference between 'the game' and 'buldozer' is the game looks at pbos and buldozer looks at p:.
that's not strictly correct but serves to illustrate
the reason why the textures aren't seen is because there's no pbo in the game that contains them. that is strictly corrrect
oh alright I gotcha
a classic error is to extract a pbo into a folder with it's NameOf.pbo
thus you get on P:\
somegreatAddon\someGreatAddon\some\texture.paa
the correct way to extract any addon is:
extractpbo NameOf.pbo (space) P:\
this is a machanism to protect you from the horror of over-writing an existing P\something containing source with binarised data
10/10 folder names
Is there anything more annoying than dealing with shadow LODs? No, there is not.
I spent far more time building the shadowlod, reducing vertex count, checking for closed, fixing errors, keeping it inside the res lod, and back and forth and back and forth until it was correct than I did actually making the visual model in the first place
I'm losing my fucking mind over the shadow LOD. It's too detailed, but if I reduce the vertex count I can't describe the shape enough and it'll stick through the mesh, which it currently does all over the place already. It also is showing through the mesh in places it shouldn't, where the shadow LOd is well below the res LOD.
There's gotta be some trick or method for making shadow LODs that I'm just not getting.
Every time I touch the mesh in Blender with decimate, even gently it totally screws up the whole thing and breaks open parts that were closed, and I have to spend an hour or two just going back and forth finding open meshes and closing them again
why do you decimate it, instead of creating part of it by hand?
or well, manually reducing it
Because I have a 33,000 vertex plane with dozens of individual pieces, there's no way I'm doing that by hand
So far I've been deleting everything that doesn't need to have a shadow, then decimating and shrinkwrapping the remaining pieces
But that's not working well at all
So I need to try something completely different.
I think next I'm going to try shrinkwrapping and extruding mesh onto the plane's big parts with an offset to keep it just below the mesh and then just renaming all the vertex groups for the animations by hand
It's usually faster to just do it by hand. You only need the silhouette of the aircraft and moving parts
Majority of concave details don't really show up, and curved surfaces usually only need a minimum number of facets
OffT : what is it that you define as vertex plane?
OnTopic : you can use simpler meshes, these don't need to be welded together with some of the rest of the meshes. The way i do it is a mix of subdivision technics (removing edge looops, etc) + re-topology on top of the existing visual mesh.
Shadow LOD's are a pain. Like others suggest, I do mine by hand, manually creating simple shapes rather than trying to reverse engineer a res LOD. The shadowing mechanism isn't that great in Arma anyway, so don't bother trying to get in much detail, you just need enough to make it feel like shadows are being cast, particularly inside cabins/cockpits.
I'm creating a tank with a 120mm cannon on the main turret. When I lase a target, how do I get the fire control system to adjust the ballistics solution to fire the round at the target properly? For example, I lase a target that is 1km away, but the gun tube does not adjust automatically so the round hits the target. The tube stays low and the round falls short.
@stable prism
i guess you need
https://community.bistudio.com/wiki/A3_Targeting_config_reference#ballisticsComputer
Arma's tank FCS doesn't physically move the turret/gun model though, it just angles the projectile when it's fired
Right
rgr. tanks @median bough and @polar fiber
since I have your attention, I have another situation I'm struggling with: I have a commander's turret on the main turret. The commander's turret has a missile launcher (Titan) on it. When I have a commander and driver in the vehicle (2-man crew), I'm able to lock onto a target successfully and fire a missile at it. If I throw a gunner into the vehicle too (for a 3-man crew), I'm unable to lock onto a target as the commander. Have you run into a situation like this?
We might have that situation with the Stinger pods on our AH-6 (they don't seem to lock, but they do on other helicopters). But I haven't looked in to what might cause it yet
ok. It seems like a priority thing. If I'm the commander and switch seats to the gunner, then back to the commander position...I'm able to lock onto the target (with an AI gunner in the gunner seat) for about 10 seconds. Then it seems like the gunner takes priority again and I can't lock any more.
I appreciate your assistance, @polar fiber
what do y'all think is a reasonable upper limit for shadow lod size for a 33k vertex plane?
could be the commander turret has not commanding priority
Planes overall have a very simple silhouette, I think you could do it under 3000 verts
the challenge for me is the multitude of curves in the cockpit structure, but I think I can get under 3k
Don't stress the number too much. We've got vehicles with 3-4k and they're fine in mp with large groups.
the shadow doesn't need to be as round as the visual
I'll chase that down @stuck oyster thanks
theres commanding value that works for turrets and the pilot
Okay, so i have my weapon and i have the eye point set on the sights like example weapons but my actual aiming is like 30% higher up my screen than where it should be. could someone give me a hand?
wheres your aimpoint
👌
So it took me two full days in my week off, but I completely re-did the shadow LOD (twice) and finally got it not looking like crap and my fps in a static virtual reality test went from 59 to 72
I hope to never do a fucking shadow LOD again
it's still well below the 105 I get looking at the Wipeout, but it's an improvement
I have 4k vertices btw
oh ho
oh hoho
and the shadows are still fucking broken
in the exact same places
^false alarm btw, I was looking at an old .pbo, it's late and I should stop lmao
occasional 💤 is recommended
Started my first enterable building. aLot more fun than just exteriors for sure.
will be 6 stories tall, completely enterable.
That brings up a question I've always wondered about vanilla A3 buildings. Are they under developed to save on CPU usage, or was it more of a time-crunch issue?
...or perhaps a multi-player issue?
all of the above
someone know what that means if i pack something with pbo project?
17:56:40: PhysX SDK ERROR: 32, msg: QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar., file ....\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp, line 937
possibly a bad component in physx lod
make sense
have you run component convex hull on it?
that often helps
or there could be some flat parts or single vertricles that mess it up
how many components you got?
19
coplanar faces will be like this https://help.autodesk.com/cloudhelp/2016/ENU/AutoCAD-Core/images/GUID-BD83DF85-9E4B-4D49-9B72-FB36EDC9BCD4.png
you want to avoid making two faces that exist on the exact same plane
hm i will check if i find somthing like that+
Do you have roadway lod?
is it map object?
yes, and yes it was the roadway lod, recreated it and works now 😄
👌
objects placed in edtior are using roadway LOD for PhysX too (on top of regular PhysX LOD)
for some reason island baked objects are behaving differently but I was never able to get reasonable answer about it
A while back, I learned that exhaust effects cannot be moved on a vehicle. This is a bummer for my VTOL with tilting jets. However, I was wondering if anyone has tried using a proxy for the effect, instead of mere memory points. The extra model would have the memory points for the exhaust to work, but the main model would just have proxy placements. I wonder what additional configs or scripting might be needed to do it.
thing is how would they work in the proxy if they dont work in the actual vehicle?
I guess that's where I misunderstand what a proxy does
basically proxy has 2 uses
1 it marks a spot for different engine run model replacements
My thinking was that the effect is bound by the model's orientation, but if you have a separate model, then you are changing its entire orientation
driver, missiles that sort of stuff
ah yeah but they are not really separate models when they are part of another model
thats the use 2
you can insert any object into another via proxy
but the proxy does not retain its own functionality
like animations
so if you want animated proxy part each part has to be its own proxy
and so on
ok. I was just trying to find a work around...
the use 2 was useful before the p3d vertex limits went skyhigh
yep I hear you
I got similar vtols in the works
what about hiding/unhiding exhausts...
can you hide/unhide in different engine positions?
mm yeah I suppose the animation source could be used to hide them
but that might not deactivate the effect
hmm
you have your exhaust set up like this?
class Exhausts
{
class Exhaust1
{
direction = "exhaust1_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust1";
};
class Exhaust2
{
direction = "exhaust2_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust2";
};
class Exhaust3
{
direction = "exhaust3_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust3";
};
class Exhaust4
{
direction = "exhaust4_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust4";
};
class Exhaust5
{
direction = "exhaust5_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust5";
};
class Exhaust6
{
direction = "exhaust6_dir";
effect = "ExhaustsEffectPlane";
position = "exhaust6";
};
};```
I got my vtol configured as helicopter at the moment and these points do animate
oh nice!
No I have mine as a VTOL. It has skids, and I hate that it drops out of the sky. But when I need it to fly like a plane I really need it to fly like a plane
yeah I've been meaning to set it as VTOL again but Im doing model updates first
It's a Catch-22
because I'd really like to have a safety buffer so that I don't dip the thrust down too much to recover.
I'll let you know when I change it to vtol and make it agile 😄
but, tilting to move doesn't quite look right
yeah
I tired messing with the envelope with some outrageous numbers, but had some radical results
from -5 to 50 on the first entry
-5 made it jump up about 30 feet (takeoff) on engine start.
50 made it darn near impossible to land
ha yeah I dont think the values are supposed to be negative
I didn't think so, but I feel like with some testing it could be useful
... just not on my plane
I submitted a feedback tracker item because I found an unreported control conflict. This affects modelling, because if you don't know this right away you might end up making models with the intention of utilizing a control that isn't working right.
what control?
Anyway, the item was that if you have speedboost or whatever it is for plane keybound, that same key will make helicopters do a nosedive, regardless of whatever function you have set that key to.
E.G.: I had my right trigger set to plane boost. I tried it in a heli and found myself looking at earthbound doom
it was unbound, but next I tried to set that key in heli controls to something heli specific (but not cyclic forward). It still did a nosedive.
was it on keyboard?
it was on kb and gamepad. tried both
I think it was Q on my keyboard, and I tried regular logitech button and axis button on the F710
axis button, i.e.: the analog trigger
I'm getting this message:
Warning Message: Cannot load texture <path to texture>
the texture works properly despite that. What might cause it?
Works properly where? in buldozer or in game?
Do you maybe have a part of your model with an older location of that path?
nope, I can check it in the "Current Model" section in OB
yeap
any compile relics?
have you checked the path is correct in all LODs and any hiddenselections array that might be in the config?
that was actually caused by some other addon, just got it fixed
it was really weird though
@atomic path if it's red it means you have unsaved changes
" hiddenselections array" is one of the things I was thinking of, too... I'd still check that if you think another mod was trying to load your texture.
If it's not a _co or_ca showing up in the error, and you don't have any older paths defined in your hiddenselections, then check all the paths in your rvmats.
Just adding extra help in case it's a "fixed it! ... wait... didn't fix it" situation.
Hi guys. Why cant I use custommade muzzleflashes on handheld weapons like with vehicles? when changing the proxy path back to a vanilla one it works, but changing it to a muzzleflash p3d in my own workfolder it wont show at all
do handheld muzzleflash proxies need something extra? it shows in buldozer but refuses to show ingame
I've done it the exact same way with vehicles and that works like a charm
I can only speculate it has something to do with an intentional control to keep things fair.
but... if a custom weapon needs a custom muzzle flash, then there goes my theory.
custom muzzleflashes should work
although I did test bunch of vanilla ones on my custom weapon and not all of them worked
hmm
I tried making a box just for testing too on the sample weapon
shows in buldozer but not ingame
done it many times before on vehicles, but never had any problems. so weird
handheld muzzleflashes dont need their own configs right?
not that I know of
I tried the vanilla cheetah muzzleflash, works nicely. Then I used odol converter on it and put it in my mod folder. Dont show ingame 🤔
Hate being lied to by bulldozer
have you unbinned your own .pbo to see if it's still there after packing?
Ohh no I didnt! Gonna check. I would have thought arma gave me an error or warning if that was the case though
Additionally, what are you generating the proxy inside the weapon, using?
Object Builder or some other 3D tool?
my test were made by changing the proxy path in OB
some proxies worked in game, some did not
Im using the proxy that came with the sample weapon
selected the proxy form the proxy dialog browse
A visual box
Create\Proxy I mean
Oh ok will try
hmm nothing works -_-
- it packs with the file
- tried making a new proxy with OB
- tried making a res 1 box as a mf
hardmodelling the muzzleflash works ofc, but thats not ideal at all
ok need to change its paths. its using rhsusf\addons etc as path to the rvmats
its rvmats should be the same as the vanilla ones right?
should just copy the rvmats from the a3 folder?
oh damn!! it worked!
and I have no idea why ^^
try to copy paste your mesh to that p3d then?
and see if its still working
are you using object builder or some plugion for modo/3dsmax/blender to make p3ds?
Im using a3 tools for blender
so I tried opening the rhz mf in blender, now using only the res 1 lod and changed the paths to the vanilla a3 rvmats and it still works
Is there no way to change all texture paths in a model individually via object builder?
like I have multiple lods that all need their texture paths changed slightly, but I dont want to have to select every small point belonging to that texture
very tedious
awesome thanks
wildcard * is also supported there
@rough idol thanks for the muzzleflash. I tried adding my own mesh to it and it still works. still have no idea why xD
Probably blender plugin is not able to create proper proxies for MF
There is some hidden magic in it - I remember we tried to figure it out with modo a3 plugin author without succes
Ill keep that muzzleflash in a safe
That's why I asked what program you were using to create the proxies
Well I tried both blender and the ones created with odol converter
And I have used both blender and odol converter when making muzzleflashes for vehicles before. Hell I even made a tutorial on it
The custom one I made for my vehicle didnt work on the sample weapon, but its working on my vehicle. Beats me :/
Is there perhaps a way to increase a vehicles wheel strength , for instance form offroad to like hunter strenght wheels
armorWheels ?
@solemn cedar Ive never done it, but I would guess you need to add them in the hitpoints class?
There you can set armor
theyll need hitpoints yeah
OK sweet so would that be the actual wheels hitpoint or the vehicles overaal
and where would this value be found to change and test
lets say i test it on the Civ SUV....must be in its config file is it not
yeah you would need to make a new config class for it inheriting from the original one and change the values you want and then pack that up as a addon
found this on the A3 base class for offroad...
class HitPoints: HitPoints
{
class HitLFWheel: HitLFWheel
{
armor = 0.5;
passThrough = 0;
radius = 0.25;
};
class HitLF2Wheel: HitLF2Wheel
{
armor = 0.5;
passThrough = 0;
radius = 0.25;
};
class HitRFWheel: HitRFWheel
{
armor = 0.5;
passThrough = 0;
radius = 0.25;
};```
would be those i suppiose
Yes
compare to what some other car has that has stronger wheels
offcourse thx
you might also look up where this class inherits from
as there are other values for the class aswell
looking them up in the in game config viewer can be also useful
class HitPoints: HitPoints
{
class HitLFWheel: HitLFWheel
{
armor = 0.5;
explosionShielding = 4;
radius = 0.33;
};
class HitLF2Wheel: HitLF2Wheel
{
armor = 0.5;
explosionShielding = 4;
radius = 0.33;
};```
For the hunter, armor value the same ?!?!
5 rounds for the offroad tire to be destroyed VS 30 rounds for the hunter wheel....
Value for both armor wise = 0.5 with hunter having additional explosive shielding
will need some more testing thx guys now i know where to look at least
look up both classes in the in game config viewer
will do thx
Maybe the Hunter has some other material on its fire geometry too?
possibly
or armor geometry over the wheel geometry/hitpoints
or they have different amount of health
Quick question. Is it possible to add a climbable ladder and roadway to a moveable vehicle
I have a boat with ladders and want to know can I climb them for something under CfgVehicles
When making a RTT does each "Screen" need its own UV space?
Roger. Thanks for the answer
@late root Usually, yes. An exception might be if you wanted a multi-panel display that covers a panoramic view... something like that. This will take up fewer rendertargets, but at the cost of resolution - better for smaller screens. Max res for each rendertarget is 512x512. Some say 512x256 is max, but I don't understand that.
The most rendertargets I've been able to have going at once, in a single model, was eight (8).
So is it better to have one UV with multiple RTT on it? Or split each to its own UV?
To be more specific, that's eight in one LOD. If you're clever with your LODs, then more is possible within a model.
I guess that's your call, using the information I gave you
How big are your screens?
Capabilities aside, it's our burden to figure out a way to create our models so that they don't over tax the engine and processors. Try to be clever when deciding where and how to implement a PIP.
They are basic mirrors for a humvee
So two or three. I'd say use the whole UV space for each mirror, but proportionate to the mirror shape. Don't stretch it to fill the square.
You can change the FOV in the config.
would anyone know what this is albout and what i need to be looking out for?
Warning: uns_buildings\civilian_buildings\csj_hut05.p3d:1 Section without material is in shape with ST coordinates
@olive quiver You have one or more textures in LOD 1 which do not have materials assigned. Often this will be proxy objects. Assign them material: a3\data_f\default.rvmat.
https://www.twitch.tv/theworst504 If this isn't allowed feel free to remove the link, but gonna stream some building making, if you feel the need to yell at someone for not doing things correctly feel free to stop in and bitch at me.
@olive quiver use the resources library current lod materials menu to select in object each material listed and hide the mesh. Select the remaining mesh press E and check what materials / textures it has
@wind pewter you can do this by using an init script which attachto s your ladder model (has to be defined as a class of house) to your ship and it will work
If i have a p3d thats a proxy will it switch between its lods?
Example: I have a model we will call mesh 0.
I have another mesh (1) proxied to mesh 0.
Mesh 1 has 5 visual LODS.
As Mesh 0 goes further away with the proxied mesh 1, will mesh 1 show the correct LODs as it goes more distant?
you need the proxy in each lod
and it will load that lod it is in form the proxy model
So lets say mesh 0 has only lod 0
The proxied item has 5 lods
the proxy item will switch correctly between them?
So the proxied item switches its LOD dependant on the item its proxied too
yes
Ty 😃
does someone have a working modelconfig for playermodels from arma 2?
https://imgur.com/a/uuSUpi4 Fully enterable 6 story office building is finished. 16 rooms/ 6 utility closets, roof access. Feelsgoodman.
@gaunt falcon A2 model.cfg should be with the A2 models. But that model.cfg does not work with A3 animations 100%
also A2 has both male and female characters
hmm, gota have to test if this model.cfg works
what models are you trying to convert to A3?
no, i wanna make one for arma 2.
but i did some modeling on a helicopter before and i used the model.cfg there to, which didnt realy work as it was supposed to do.
and i fear the model.cfg for the playermodel will have similar problems
ah
Arma 2 modder is a rare beast 😄
ok so arma2 character model.cfg can be extracted with mikeros tools from A2 character .p3d or it can be found in the A2 sample files
your character will need to be same size as the A2 character and it will need to be weighted/rigged with very similar weighting
there are no model.cfg animations for characters so in that regard it can be simpler to make
but then again chracters have their own workflow quirks
ooooooooooookay.
see, i am a simple man.... mostly. :D
i come from the DayZ corner and i did some contributions to the dayz mod itself.
i did a bunch of modeling for weapons, houses and helicopters, some config editing and some more. so i got some experience.
now i want to "remake" the skins that are curently used for the player and i want to make a Female model for every Male char too so ppl can use skins when they play a woman as well.
so i am not realy that good with "organic" modeling so what i did, was looking for models that had vests and similar, so that the boobs are kind of hidden and then i replaced the head proxy with a female head.
so far so good. for a few of the models i have to do some texture work, cuz i deleted a few peaces on some skins and there is a ugly black shadow, that is at this place.
and i added a Backpack proxy to the ghilli skins.
this is how far i got, now i am not sure about the model configs. thats why i am asking,
also i am not sure about, how i can test these models, cuz i am not that good in scripts, and by that i mean i got 0 fucking knowledge.
Then you got a lot of digging and learning to do.
because what you want to do is a lot of work and does have some more complex aspects to it
A2 guides have also gotten quite buried into the depth of internet and there were not that many to begin with
i know 😅
that is why i ask
most of A3 stuff applies there too though but there are also things in A3 that are not in A2
i would use the work of the mod that has been made previously, but that is all binarized.
well i am only working in arma 2, not in arma 3
yeah you would need the permission from the author of the mod to do such
yes but what I meant was if you find A3 guides those same principles can be applied to A2 stuff
but there are differences
but also there are not that many guides for A3 either
yeah true. i had to edit a house from arma 3 to get it into arma 2
Arma 3 models are not availbable for such use
at this point i am pretty much the only one that knows how to model in the dayz community, thats why ppl always come to me and ask me. but i never did characters before
it was a house model from a mod. the mod was for arma 3.
the main dev of the dayz mod came to me with the housemodel and said, he got permission to use it, but it has to be edited to get it to arma 2
was a lot of work, cuz there i also had to read up everything.
ah
but i cant find anything about character modeling.
so i went as far as i could with the knowledge i have.
i guess i am gona try the .cfg in the sample models
that would be a start
have you combed through the A2 section of BI forums
there may still be lots of hidden gems of information there
i think i did some time ago. but should look again i guess
thank you for the help. 😄
👍 good luck!
Hey guys do you know if there is a better House sample than the one in Arma 3 samples please?
not that i'm aware of
Well one with textures on it rather than colors would be a good start.
what difference would that make?
SO that I can use a texture on mine.
its not meant to be ready to use house
its a sample how to do different parts of a house model/config vise
No but I want to be able to swop the model out and texture it.
the sample house?
Arma 3 Samples.
yes you want to use the sample house model?
No I have made my own
then you need to make your own textures for it
those textures wouln't fit anyway
so you dont know how to assig texture to your own model in OB?
texture and uvmap from model A does not fit texture and uvmap of model B
So if I make a p3d with the texture on it Then its linked through the config is that right?
unless you made a 1;1 clone
So I cant make a house with an actual texture on it?
you can, but you need to apply texture and material within the p3d
yes you set the textures on the model in the p3d
OK I will try it.Thankyou very much brother.
I strongly suggest you look up El Tyranos tutorials
and after that what HG said, hidenSelections
if they are baked to the wrp, yes
but if they are used as editor objects also, why not...?
Isnt it opytrx who makes customs buildings all the time?
yes
👌
great stuff @white jay
Hey Opy hows it going brother?
Sorry it has got music. Im gonna turn that off.
I would like to think that I am following in the footsteps of many a modder including Bushlurker.Making some British content.
pics of in game coming soon.
we can never get enough architecture
Mr Opteryx would it be too much to ask to see one of your house setups?
I am just trying to get my head round the glass and doors.
I can get this in engine as an object but I dont understand the doors. (Although some of their songs were ok.)
doors and glass would be the same as the samples, just a selection, memory points for rotation for doors
we could need structure made for hills, so we can make towns somewhere else than flat ground
how would one move all lods at the same time in object builder?
Afaik the move dialog has a "apply to all LOD's" checkbox doesn't it?
found it 🤦 noob here in o2 so only knew of the select object move
Hey guys, I chimed in last week because I had what looked like a ballisticsComputer issue. I used that parameter in the cfgWeapons section of my vehicle config file. That didn't seem to fix my issue though. Here's what I have: a small tank model that has a 120mm gun on the turret. I'm using the rhs_weap_m256 weapon as the main gun. When I fire the cannon, the vehicle tilts back slightly from the force of the gun firing. The weird thing is that the gunnerview optics drastically shift downward when the cannon fires. When looking at the tank in 3rd person, the gun seems to stay stable, the front of the vehicle shifts slightly upward...I can't understand why the optics shift downward so drastically. Any assistance would be greatly appreciated.
that would be the recoil simulation
I'll get back to you in a bit when I find where it was set up
great, thanks @stuck oyster
I belive the weaponCfg has these values cpp recoil = "Empty"; recoilProne = "Empty";
and they affect the cargo animations too
so...muzzleImpulseFactor is what I'm looking for in CfgMagazines?
yes
ok cool thanks @stuck oyster . No need to modify the recoil or recoilProne parameters?
no I remembered that wrong
I appreciate your help. I'm using the rhs M256 and the rhs M829 magazines, I was assuming that would already be in the magazine config
they probably want the recoil effect
so if you dont like it you will have to make your own derivative config
understood. thanks again
Hey people. Could anyone point in the direction of a good house building tutorial I am struggling finding anything about doors and glass.
you are looking for too specific things
what you want is A) how to animate model in Arma and B) How to set up hitpoints and transparent material
El Tyranos probably covers these so look up his tutorials
OK thankyou very much.
No El Tyranos hasnt made a tutorial on what I want.Also HorribelGoat it is specific but it specific to buildings most of which have fot doors and windows. There must be a proper tutorial that cover s this stuff If anyone knows please send me a link.Thnaks.
ok so what is the problem you are facing with doors? lets start there. @deft heron
do you know how model.cfg works?
and how do you do animations in it?
I have made multiple mods for arma but just basic stuff apart from the guns I made anyways.
No sorry I havent but I can animate in Maya.
ok well maya animating wont help you with model.cfg
No
but model.cfg is what powers animations on objects
so that is what you need to learn to operate
then it does not matter if you want to animate a door or a wheel or a complex multi part engineblock
I was hoping earlier your googlefu would be strong enough to come by this
OK There is a tutorial for that somewhere I think some kind of sliding door. SO I will folllow that and see if I am any the wiser I guess.
there are very little tutorials for arma
but the engine mechanics are pretty much explained
and those are what you must understand before you can do any specifc stuff like a door
animating a door is same as animating a wheel or animating a gun trigger
Yeah BIS arew very good at prety much explaining things.LOL
this is another page you must study
these and the sample house should be enough for you to figure out how model.cfg works
I love the way BIS call these things tutorials. I wonder if its a language thing.
no these are tutorials
they are not "I'll hold your hand every step of the way" tutorials
but they are tutorials
A tutorial is a method of transferring knowledge and may be used as a part of a learning process. More interactive and specific than a book or a lecture, a tutorial seeks to teach by example and supply the information to complete a certain task.
I learned from these pages just fine ¯_(ツ)_/¯
Yeah but I am a thick artist.I make pretty colors and pictures and stuff.
Im sorry But im not going to beable to pic it from that, but thankyou for the links brother.
did you go throguh all El Tyranos material? Id wager there are some animating related stuff there too
Ill have another look it might be on the weapon tutorial. Thanks again.Happy halloween.
weapon could be good one
or a vehicle
the animating mechanics are same for all objects
Ah yes there is a car door one thankyou
👍
No its how to animate a car door in Editor.FFS.LOL
Should be able to get it from this sliding door one on youtube though. Hopefully. Thanks for your time goat.
alright good luck
hey guys how do i have to sort the mempoints for the rpm meter ect ?
what do you mean?
they have to be the same as you set up them to be in the model.cfg
hm from the position i mean, mine flipping half threw the interior atm 😄
but i think i got it now
Axis point sounds wrong.
hi all. I have a tank with a driver, gunner and commander position. I would like to remove the commander position so that I only have a 2-man crew (driver, gunner). Do I have to remove all references to the commander position in the .p3d, model.cfg and config.cpp for the position to be removed from the game model? Or is there a way to remove the commander position from the vehicle through cfgVehicles somehow?
commander position is usually the 2nd turret the vehicle has
in the config that is
if you remove that the vehicle will not have the 3rd passenger seat
I removed the commander turret in cfgVehicles.hpp. Do I need to remove commander stuff from the model.cfg as well?
I still have a commander's seat, even though I only identify a single turret in cfgVehicles.cpp.
hey guys short question again, what is the actual selection limit ?
bones or selections?
Limit on bones is 255
don't think there is a limit on selections
but if you have a lot of hiddenselections, or a lot of geometry components (particularly physX ones), it'll have a performance impact
hm dont know really, in relation to caps that should disappear when the weapon was fired on this postion
So I'm searching around, but not having any luck, is there any easy way to scale down a model in object builder?
Worst comes to worst I can do it in blender, but I was hoping to not have to go through all the object builder stuff again
Ah, I went back and found it, must have glossed over that
Now I'm just having one small strange issue, which is that I can't target the object in arma with cursorTarget or cursorObject
Not a huge deal, but makes debugging slightly more difficult
Hey! Woo. the 10 minutes is up.
So I've never imported meshes into Amra3 before, I was wondering if anyone knew a good tutorial or page for setting up the collisions and exporting textures and such?
Hi there
Is there any tutorial for animating a model?
If any one know any site or any video that usefull please give me the addres
Rigging with OB
@surreal agate @velvet chasm Look up El Tyranos tutorial series
Will do
@patent kayak you might want to take a look at them too. If you use Blender you should not have to do anything in OB anymore.
is it possible to select a face and detach it from the rest of the mesh in object builder? (would be pressing Y in blender)
Yes. Select the face. Then go to Structure >> Topology >> Split
awesome, thanks 👌
While you're there, I highly recommend pressing every button in that menu once to see what tools you have available. 😃
good idea, import a cube and just go crazy
You might find out that there is some thing that does the highly laborous work you used to do with just one click.
Especially the convex tool section can speed up your geo-lod making immensely.
also something that's been on my mind, does every geo "box" need to be assigned to it's own componentXX or does selecting all geo lod and assiging all to one single component have any problems?
each convex volume needs to be its own component. Luckily, there's an automation tool for it under structure >> convexity
oh well that's helpful then, I was dreading trying to select every piece of the mesh
structure >> Topolofy >> find components does just the enumeration of the component selections for you.
The convexity menu offers options for turning a selection into convex, or making all convex. Best here to just click and see what each thing does to multiple selected boxes, verts or faces
just remembert osave before using that menu. if the mesh is very complex, OB can hang.
is 3DS max a good software for doing models for Arma 3
if yes do someone here have a great tutorial with the interface included within the modeling tutorial for Arma 3 ?
Any idea why this simple thing doesn't work for "Camo1" selection? The model has the "camo1" selection, it's also included in model.cfg sections (inheriting from ArmaMan)
hiddenSelections[] = {"Camo","Camo1"};
hiddenSelectionsTextures[] ={"\40k_tau\Headgear\data\Helmet_CA.paa","\40k_tau\Headgear\data\Headgear_sui_CA.paa"};
"Camo" works just fine
First thought Camo1 vs camo1 🤔
both wouldn't work if it was case-sensitive
40k_tau
tau
Simple answer: https://1d4chan.org/images/thumb/9/90/Heresy_vein-popping.png/300px-Heresy_vein-popping.png
@atomic path I've seen this before. Try matching the case and ensure there is only one selection in Object Builder: "Camo1" and "camo1".
geesus, wherever I go people mock me about modding tau, it's really quite boring after some time
there needs to be also a "head" seleciton
scince it's a helmet
@atomic path , pehaps you forgot to add a sectionsInherit[]= in your model.cfg ?
regarldess, you can easily find out what sections, alias, selections, are in the baked in p3d by using eliteness. camo1 is there, or it isn't.
Camo is working Camo1 isn't
therefore the sections are inherited
it would be weird if part of them were inherited and part of them were not
that really didn't answer the question about sectionsInherit, and what, exactly you are inheriting from. Because it does not folllow that it's : inheriting, because it cannot.
a root class model,cfg will generally have a camo selection stated, It is further up the model.cfg tree where other camos are (generally) stated.
it doesnt sound like it is a custom model, but rather some vanilla/3rd party
maybe the camo1 is simply not correctly defined in the model?
I'm using the same model.cfg for all uniform/headgear/vest/backpack, the cfgModels part is here:
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};
class ArmaMan: Default
{
htMin = 60; // Minimum half-cooling time (in seconds)
htMax = 1800; // Maximum half-cooling time (in seconds)
afMax = 30; // Maximum temperature in case the model is alive (in celsius)
mfMax = 0; // Maximum temperature when the model is moving (in celsius)
mFact = 1; // Metabolism factor - number from interval <0, 1> (0 - metabolism has no influence, 1 - metabolism has full influence (no other temperature source will be considered)).
tBody = 37; // Metabolism temperature of the model (in celsius)
sections[] =
{
"osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands",
"clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide"
};
skeletonName = "OFP2_ManSkeleton";
};
class Hset1: ArmaMan{};
class Hset2: ArmaMan{};
class Hset3: ArmaMan{};
class Hset3S: ArmaMan{};
class Hset4: ArmaMan{};
class Hset5: ArmaMan{};
class HelmetS: ArmaMan{};
class HelmetB: ArmaMan{};
class HelmetB2: ArmaMan{};
class HelmetP: ArmaMan{};
};```
sectionInherit is empty, but yet camo1 works on uniform model that uses exactly the same template
I used eliteness to check the selections, camo1 is defined in the model
does the camo1 have to be defined in all resLODs or only there where it's used (part of the helmet is not on resLOD 3 and further)
SOLVED: the hiddenselections have to be also definded under class ItemInfo, not only in main headgear class (not necesarily hiddenselectiontextures though
nice fix. congrats. I misunderstood because you kept referring to (class) inheritence. I assumed (wrongly) you were relyin g on a root model.cfg to declare them.
How can I make my mod require other mods to be loaded on workshop/arma launcher
Like in my model I reference an image from another mod, requiring it to be loaded.. like cup terrains requires cup core
You can add it as dependency on your workshop item
Just put it in requiredAddons. People can still ignore the error but then... ¯_(ツ)_/¯
Gotcha, thanks!
hiddenselection has to be in every lod that should use it. If reslod 1 and 4 have it it only works in those two lod
HI all, how would i go about to remove the mic that goes with this model and is it even possible ... the vanilla Military cap ... https://cdn.discordapp.com/attachments/497697582043103232/508321686014394371/20181103184723_1.jpg
its not allowed
not allowed? why is it not allowed? So we can change vanilla gear?
@stable prism can be done via just config or scripting
@solemn cedar no you can't change vanilla gear
so only retexture.. @outer condor thats what i mean...the boonie hat has a version with and without that exact mic
which makes me think its a separate model for the mic than can be removed as BI did with boonie
I've got my config so that when turned out the hands are 'attached' to the movement of the pintle mount weapon, but when turned in the hands also move leading to some twisted/broken looking poses, any ideas how i can stop them moving while turned in and retain the function when turned out?
set [left/right]HandIKCurve to 0 for the turned in anim state
thankyou very much! will give that a try 😃
Hello!
Im optimizating sections but I have one texture repeated 70 times and im not able to reduce it to 1 section
any help¿?
Im doing the copy, remove faces, select isolated, rmeove and paste
that is afaik due to some exporter (blender/modo)
remove all textures / rvmats etc
and assign them again in oxygen directly
check the materials are the same too
.rvmat
if the text and .rvmat is the same but the object still wont merge sections, usually it's something like they have different "User value" in face settings
you remember bek had this issue, he reassigned everything manually in a new O2 project
I don't recall it. But yeah it'll work for that too
@bold flare ok thx...thats a pity
Is there anywat to keep DIrect3D allways checked when opening objectbuilder?
I don't think so Adamuz. It would be very nice if there was.
I'm running into a really odd issue. Whenever I am trying to pack a new model into a PBO it's not loading.
I had an old model, called model A and was updating it to model B.
When I go to pack the model with either Addon Builder or PboProject, the model doesn't load.
I have deleted model A from my computer completely, I have cleared my temp folder, I have made sure all file paths are correct like 150 times. Each time I try to test the new setup, model A is loaded, I have no idea where model A is being loaded from. Does anyone have any ideas?
please tag me if you do
It will turn out to be something obvious like youre loading the wrong mod (it has happened to me before)
following on from my question earlier, but probably not related: when the driver turns out, he can see a gunner in the turnedout location, but in the turned in anim. (also think he is technically turned in at the time) Any thoughts on that?
Sooo I'm a complete nub with making models and I'm using blender for the first time to just make a simple decal on a plane.. Does it matter what the dimensions are or should I be making the dimensions the same as the texture that I want to use? Little confused at this point how that applies to the size of the model once you get it in game... I've made a decal in Object Builder before and... if I remember right it let me set 1 unit(?) = 1m. But I'm watching a tutorial that says that I should make the model dimensions the same as the texture dimensions.
Aaaaaaand being that my texture is 4096x4096... I'm not sure if that's a good idea
I'm thinking the resolution is all that should really matter
Trying to split a 2 lane road into 2 different 2 lane roads on one of my terrains, have to slap a decal over it to get it to look right.
https://imgur.com/a/LBjxyyI
it's all about texel density, like how many pixels of your texture cover an area unit of your model, more pixels per cm squared ingame = sharper (better) look (basically the same as satellite imagery resolution for terrains). Afaik industry standard is ~1 px per square centimeter. So your 4096x4096 of plain texture should cover 4x4=16 square meters.
@tulip beacon ok ty ty
@clever solar damn, not less but more pixels per cm
I think I read it that way anyways 😛
thanks @outer condor and @stuck oyster apparently to remove the commander position all I needed to do was add {} to my class turrets; line in the MainTurret. had to get some fresh eyes on my config. commander seat is officially removed.
hello everyone. so i have a model (clothing to be more specific) and i would like to add it to the game but sence i have 0 experience in coding, i was wondering if anyones interested in helping me to add it to the game?
is the model already weighted to fit the Arma 3 skeleton?
also just to make sure you got tools set up alright read this https://pmc.editing.wiki/doku.php?id=arma3:tools
then download A3 samples from steam and you will find example character that you can use as a guide got get your model set up for the game
BI forums also contain a lot of help for getting started
and to get some general know-how look up El Tyranos tutorial series
can't help but think that the a3 discord could only benefit from a bot with triggers for all the nub questions
a bit unfair, noobs need encouragement more than they need metalised answers.
but yes, there's also mandatory bedtime reading, else they'e wasting their, and our, time.
well there's also the same answers and links over and over again
Speaking of, is there a tutorial similar to PMC's terrain guide on making models in OB?
Or at least how to use OB?
search and search and I just get bombarded by halfassed or specific tutorials and/or youtube vids
I ony said 'a bit' unfair.😊
but because there's nothing out there as comprhensive as the pmc tute, we do indeed ' same answers and links over and over again'
for terrains at least, there's only one answer and one link 🙂
been spending almost the entire day trying to find how to apply on-surface property to this decal...
goats
I used to know the shortcut keys
omg wtf how did I not see it the first 50 times
Vertex properties
🤦
I never did get buldozer to work right with OB either
Did I understand that you couldn't use the same command line as you would with terrain builder?
I'll keep looking >_>
well, buldozer for OB uses --NoLand
ah ok
It will do for now
Just a square decal right now which will look goofy when clutter is loaded, will have to wait until I advance to being able to adjusting polys around the texture XD
not bad
Hi, i need to insert my edited RVMAT to existing PBO (using PBO Manager) but looks like it should be binarized first. What should I use to binarize rvmat?
what
nevermind, looks like i was searching for CfgConvert util
extractpbo(Gui) will automatically extract any paramfie (rvmat eg) as plain text, and automatically put any plain text to binarised when placing it back. It's pboManager on steroids.
cgConvert(FileChg) is unreliable and, for the most part, wont tell you there are errors because it ignores them. You, in the meantime are none the wiser and assume since it made a binarised heap of sh*t, it must be 'ok'. From memory. it makes a mess if evals are present, and a bigger mess of (some) #defines. Particularly those associated with arrays[]=. It also won't tell you that your exec or eval expressions are illegal, and if you're foolish enough to use the constants true and false, it has no idea what to do with them.
thanks
free versions of rapify.exe and derap.exe are available here. They are robust, mature, well established tools. You will never regret using them.
https://armaservices.maverick-applications.com/Products/MikerosDosTools/default
Maverick Applications - ArmA Services
as a possible 'nub', is the recommended literature conveniently listed anywhere? I have so many questions but the last thing I want to do is waste the time of experienced individuals offering free advice!
I'm currently using the reference pages on the wiki mainly, and if they don't cover it old forum conversations if I can find one relevant 😃
no
you are just best off asking in an authorative channel like this one. If there's a document or howto, that deals with your question, someone will point you to it.
I for instance barely undestand what mipmaps are, and have never made a model in my 20 years of arma/ofp, but I can answer any question you throw at me, down to each semicolon, about the config.cpp and model.cfg you need to use. Others, will answer about lods resolutions and geolods, or UV mapping, and what shadowlods actually do.
Hello folks!
I got a question on a pilot model I just acquired. It won't need custom anims or anything. Can I use the default pilot model as a base and path it to my new one without having to make an animation set for it?
So in effect using just the Res lod
@noble hatch for general 3d-modeling how-to there are many many tutorials for all commonly used 3D modeling programs (Blender, 3DSMax etc) so whatever program you pic there are very likely tutorials on how to use them and those will get you started.
When you are familiar with the modeling tools you can start looking into what Arma modeling specifications are (also good to look up stuff about "game modeling")
The hard part begins here though as only some Arma related things are properly documented and a lot of it relies on the makers previously learned understanding on how 3D modeling works in general (how to model, how to texture a model, how to animate a model and so on).
A lot can be learned by studying the sample files provided for Arma 3 and a lot of questions are answered on BIForums and even on this channels history and most of the time new questions get answers here too.
@frank helm if your model is weighted for the Arma skeleton and the model has same proportions/shape as ArmaMan then yes.
essentially the same requirements as for any new character model
It's just a model ATM. No weights etc or anything. Just a polygonal model with textures.
It is the same shape. I can make it the same size.
it wont animate at all if it's not weighted
Just thinking maybe it was able to use the res Los and the rest would be from the default pilot lods.
It's a smart pilot model too.
but yeah you cant get the other lods from the A3 pilot either
even if they were compatible
which I doubt
HI
Is there a way in blender or 3ds max to close the points and faces ?
Object builder Crash when I try to do that
probably yes but what is it exactly what you are trying to do?
Topology / close
if the automatic tool fails and crashes you probably have more issues than it can handle
and that will likely require manual fixing
I have a shadow LOD that must be cloased
So im loocking for a way to do it in other programs
what have you modeled it in?
/what programs can you use?
there likely are not any program easily available that can do it automatically
if there are lot of issues
you can try the "find non-closed" tool in OB - topology
to see if there are lot of issue spots
its a little difficult to read when it shows the result
but post a screenshot of it to imgur for example
unknown.png (1024×768)
https://cdn.discordapp.com/attachments/438355506977832980/507970086892732418/unknown.png
Here is a screen shot
did you make the shadowLod yourself?
Nope
can you use any 3D modeling program?
3ds max
then you can do it in 3ds max
its just like any modeling
or you can try fixing that one too
you can try selecting each separate object and using the merge nearest tool in OB
it might be able to close them
but you have to do it separately so you dont accidentally combine parts
Try to work on 3ds max
But
Actuly i dont know what is it mean "closed"
And wich tool i shold use in that
Thanks for the reply
closed means all points of an object that are in same place are merged together
Hey folks,
I've got a plane with muzzle flashes from twin MGs that won't hide. In config.cpp, for both CfgWeapons and CfgVehicles I have
selectionFireAnim[]=
{
"zasleh"
};
In model.cfg, I have
"zasleh", "",
"zasleh_1", "zasleh",
"zasleh_2", "zasleh",
The rotation itself is achieved with
{
type="rotation";
source="Muzzle_Flash";
selection="zasleh_1";
axis="axis_zasleh_1";
sourceAddress = loop;
minValue = 0.0;
maxValue = 4.0;
angle0 = 0.0;
angle1 = 6.2831855;
};
class Muzzle_Flash_R: Muzzle_Flash_L
{
selection="zasleh_2";
axis="axis_zasleh_2";
};
Finally, in OB I have the proxy meshes assigned the "zasleh_1" and "zasleh_2" selection names as well as being made a proxy for the muzzle flash. In-game, they will rotate but not hide. Any help would be greatly appreciated!
selectionFireAnim "zasleh" applies only to that selection
so it only hides/shows selection "zasleh"
So it should be selectionFireAnim[]= { "zasleh_1", "zasleh_2" };
possibly
I'll give it a shot
that isn't how it works on vehicles. You make a new animation source based on the reload animation source and tie it to the weapon
oh yes, like under class AnimationSources { class Muzzle_Flash { source = "ammorandom"; weapon = "ST_MG"; };
that's in there too right now
I was under the impression that selectionFireAnim[]= was a hide function hardcoded into the engine
I've never seen a hide animation for flashes in vehicle configs
maybe I'm confusing it with pylon guns on planes then
is "zasleh", "", "zasleh_1", "zasleh", "zasleh_2", "zasleh", in bones or sections?
because they need to be in sections to do the flashing thing
whereas the ones in the bone list will be used for the rotation anims
it's in both
although sections doesn't have the parenting relationship
just the names
yeah, sections should just be a list
Update: changing from
selectionFireAnim[]=
{
"zasleh"
};
with appropriate changes in model.cfg, to
selectionFireAnim[]=
{
"zasleh_1",
"zasleh_2"
};
Had the same result: no hiding
rotate still works
Sections looks like this:
class Super_Tucano: Plane
{
sectionsInherit = Plane;
sections[] =
{
"WSORightScreen",
"PilotRightScreen",
"zasleh_1",
"zasleh_2"
};
so you have "zasleh", "zasleh_1", and "zasleh_2". Which were bones before and which were sections?
setup should probably be both proxies called zasleh. This should only be in sections and selectionFireAnim. Then individual zasleh_1 and zasleh_2 selections for the rotating anims, only these as bones without the need to parent them to zasleh
I've tried it two ways. First:
//bones
"zasleh", "",
"zasleh_1", "zasleh",
"zasleh_2", "zasleh",
//sections
"zasleh",
"zasleh_1",
"zasleh_2",
// config.cpp
selectionFireAnim[]=
{
"zasleh"
};
And second:
//bones
"zasleh_1", "",
"zasleh_2", "",
//sections
"zasleh_1",
"zasleh_2",
//config.cpp
selectionFireAnim[]=
{
"zasleh_1",
"zasleh_2"
};
They both have the same result: rotation works, hiding doesn't
setup should probably be both proxies called zasleh. This should only be in sections and selectionFireAnim. Then individual zasleh_1 and zasleh_2 selections for the rotating anims, only these as bones without the need to parent them to zasleh
Hm interesting, I'll give this a try
Does selectionFireAnim[]= need to be in both cfgWeapons and cfgVehicles?
@polar fiber YOU ARE THE HERO OF THE DAY
IT WORKS
HOLY SHIIIITTTT
This has plagued me for the last month no joke
Hey. Is it possible to acquire the AFV-4 Gorgon (aka Pandur II) model from ARMA3? I'd like to make other turret variants for it for a MILSIM group.
Unbinarized and editable, that is.
Ok, thanks
You could use the pandur model from A2. Would be lower quality though
does any of you know what is the maximum dimension of an object allowed in arma before geometries stop working? i remember it was 60m in either direction from the center of the object but i just want to be sure
a building specifically
thats at least how I've learned it
my (limited) knowledge also says 50m diameter. If you exceed that you will get 'bad radius lock' in in the rpt for an animated object
note however there's no (apparent) limit for height/depth
probably need to do a test object about that at some point 😄
been there and got the T shirt in arrowhead. You get 'bad radius lock'
it is, incidentally, a throwback to ofp times where max size was tied to the map's cell size
I could imagine that Arma only checks objects for collision that are less than X cell's away
#justarmathings
yes
well i'll just keep below 50 to play it safe
i never really checked for that error but im guessing cup's frigate is way beyond that
its around 120m
collisions are shonky but i always thought it was due to physx vs physx vehicles
same for the ofp posiedein (excuse the spelling)
i can land a helicopter fine but after a brief time geometries stop working and i clip through
then after some more time they start working again
@strong plaza 👍
nice find
does view geometry simply not work on foliage objects?
Does anyone here have any idea why when I import fbx to object builder its not keeping my Named selections? It uses the object names as named selections but actual named selections I defined in max arent imported. (I've checked and they're exported in the fbx)
@stuck oyster It is definitely configured properly, I have double and triple checked. It seems no matter how big the view geo is, it doesn't ever fully work as it would for a building or a wall or something
I experience the same issues with a lot of vanilla trees and bushes as well
I would guess that the AI handles the view geo differently for different model class properties
Hey guys I was using Object Builder and I have visually lost my model.I have tried everything in view settings I can think of.How do I center the view around my model?
isnt it numpad 5
No .I reloaded and it eventualy came back.DOnt know why it didnt before though.Bloody arma and that innit
Numpad * to look at and center selection.
has arma updated its physx again? I normally do my geometry the same way as my other mods but it seems like my vehicle is tilting on its right but the mass is equal on both sides