#arma3_model

1 messages · Page 125 of 1

dapper girder
#

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";
};

#

and that doesnt seem to be working...

dapper girder
#

''' 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!

median bough
#

not '
use `

dapper girder
#
            {
                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

median bough
#

purrfect

#

it's easier on the eyes reading code

dapper girder
#

yup can see that being the case

stuck oyster
#

@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",
dapper girder
#

@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

stuck oyster
#

I mean the skeleton in the cfgSkeletons at the beginning of your model.cfg

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you have to have separate bone and selection for each animation you do

dapper girder
#
        {
            "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",    "",
        };
    };```
stuck oyster
#

yeah you need more bones

#

one for each bullet

dapper girder
#

wut why?

stuck oyster
#

that are all parented to the x movement

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because thats how it works

dapper girder
#

bullets is a stack of them on the belt feed

stuck oyster
#

one bone can have 1 animation

#

but you wanted to rotate them?

dapper girder
#

ooooo

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i want them to jiggle while shooting

stuck oyster
#

then you need 1 bone for each shell

dapper girder
#

oh, was hoping to cheat that and have the stack wiggle in one direction and then wiggle another at the same time

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but you are saying cant do that...

stuck oyster
#

no

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you would still need a bone for the wiggle

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when you think of arma modding

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always when you think you can cheat

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dont

dapper girder
#

alright so my best option is to wiggle them with one animation

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is there a random rotation option?

stuck oyster
#

you can use ammorandom for that

dapper girder
#

right by that will only rotate about 1 axis

stuck oyster
#

isnt that what you wanted? move them all at once?

dapper girder
#

yeh, so imagine it having the ability to rotate 5 degrees on any axis randomly

#

the result would be a visual wiggle

stuck oyster
#

yeah but moving all of them at once will not look good

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but if you want to try you will still need a bone for each axis

dapper girder
#

hmm but i can only move them in one direction so it seems

stuck oyster
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and animation for each axis

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you can do anything with the animations in model.cfg

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you just have to practice

polar fiber
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you can only have one axis per animation

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if you want more directions, make more anims

dapper girder
#

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

stuck oyster
#

thats what I said above

dapper girder
#

my guess is that they will wiggle vertical up and down sometimes dependong on shot

stuck oyster
#

but why are you into lazy options

#

do it right and proper once

polar fiber
#
{
    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

stuck oyster
#

wouldnt it need bone for each axis?

polar fiber
#

no, if it's the same object you want to rotate, you use the same bone

#

animations are cumulative

dapper girder
#

orignally what i was trying to do

stuck oyster
#

I would not make it random

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they will clip through each other

dapper girder
#

well it was the whole bucket of bullets moving, so they never clipped

stuck oyster
#

if that looks good enough for you then I wont argue with that

dapper girder
#

well it wont do the orange rotation, thats what was trying to pull off

polar fiber
#

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

dapper girder
#

ok, but the orange one isnt working

polar fiber
#

is the selection weighed to multiple bones?

#

that will break animations

dapper girder
#

not sure what that means, the selection of those bullets are all under bullets01

stuck oyster
#

is there other selections that its part of?

polar fiber
#

yeah but are the objects also in another bone other than bullets01

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r-click your bullets01 selection and click "weights" in the menu that comes up

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it'll tell you what other selections, vertices in that selection belong to

dapper girder
#

theres no weights option, but i dont see them attached to any other vertices i made

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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

polar fiber
#

I mean check it in Object Builder, not Blender

dapper girder
#

100% in bullets01

polar fiber
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only that?

dapper girder
#

yeh its all it says

polar fiber
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oh wait, is this a vehicle or a weapon?

dapper girder
#

weapon

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soldier hand held werapon

polar fiber
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aight, was just checking because I'm not sure ammorandom works on vehicles

stuck oyster
#

It should if I remember right

dapper girder
#

hmm, well i gtg for now, but thanks for stickin about

quaint mason
#

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?

minor jasper
#

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

quaint mason
#

hmmm interesting 😃

#

BTW I've made a lot of progress with my Super Tucano, but those damn muzzle flashes are still a problem

atomic path
#

I'm also having trouble making muzzleflashes

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Whenever I want to use proxy to implement them it doesn't work

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I can use proxy for a vanilla muzzleflash, like in sample

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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

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looks like the proxies don't work for anything that is not in a3/data_f/proxies folder (regarding the muzzleflashes)

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can anyone confirm?

polar fiber
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custom muzzle flashes should work. We have dozens of custom muzzle flash models in RHS

stuck oyster
#

have the paths been correct to the custom proxies?

polar fiber
#

yeah, check for things like the leading slashes

atomic path
#

I've tried linking to various p3d's and only those vanilla ones worked

#

So the pathing should be allright

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I mean I wouldn't make the same mistake for some specific group and then not make it for the other

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Do the muzzleflashes need model.cfg or config?

stuck oyster
#

not as far as I know

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autocenter 0 and sbsource none are the only geometry lod named paramters that Ive seen on them

atomic path
#

yep

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the worst part is that it appears in OB

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and not in game

quaint mason
#

The issue in my plane is that they won't hide.

stuck oyster
#

not hiding would indicate issue in model.cfg

#

do you have your model.cfg in pastebin?

dusk frost
#

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

stuck oyster
#

sum of weights is all weights it has combined

dusk frost
#

so all connected bones for example in model.cfg need to be 100 in sum?

stuck oyster
#

so if one bone has 50 and other 25 and third 25 it sums up to 100

dusk frost
#

oh okay, thanks i give it a try

stuck oyster
#

bear in mind the weight ratio is important

#

you dont just put random values in there

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that will mess up how it moves

dusk frost
#

hmm ok

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but on one of my models it works with setting all to 100 and on the other it won't. why?

stuck oyster
#

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

sharp halo
#

Is there a sample of TGP reticle? Becouse it is model,right?

stuck oyster
#

what reticle?

#

and propbaly not

sharp halo
#

The one which is activated when you press ctrl+right mouse in jet

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In config it is selected with gunnerOpticsModel

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for example UAV_Optics_Gunner_narrow_F.p3d

stuck oyster
#

the optics model is usually a simple plane that has the optic texture projected on it

sharp halo
#

And the changing parts? Like numbers etc?

#

class MFD?

stuck oyster
#

turretInfoType = "RscUnitInfo_LoDR_WK209_gunner";

#

turret info type determines what kind of special stuff the scope has

polar fiber
#

yeah, the optics display is a UI rather than MFD

quaint mason
#

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?

minor jasper
#

@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).

median bough
#

😂

twin urchin
#

oh god

minor jasper
#

pookie made his wife a "hello kitty" pink and white ak74 - it was beautifully done, but horrible to look at with a hangover.

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(was real not a model)

mossy oxide
#

Is there a way to change FOV in bulldozer?

polar fiber
#

Num +, Num - are changing FOV

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that's what zoom is

mossy oxide
#

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

polar fiber
#

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

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takes trial and error to get right

mossy oxide
#

There is something like that in bulldozer? How do I access that?

polar fiber
#

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

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view>viewer>buldozer>environment editor

mossy oxide
#

Thanks, that was I was looking for

white jay
#

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?

minor jasper
#

yes

#

so, when you place a model inside the terrain, it becomes fixed in place, and the model.cfg is not read

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the model.cfg is what controls your animations generally

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additionally there may be other encoding applied to your "vehicle" (e.g. cfgvehicles config class entry for your model)

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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

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this should mean that the config is read and certain limited types of animations applied (for example a windmill sails revolving with source time)

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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

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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

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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.

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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

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damage simulation is controlled in property damage

white jay
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Hi Rob, Thank you very much. Now it is much clearer for me.

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That's my config

white jay
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@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?

stuck oyster
#

@white jay many you are on every channel with this 😝 Ok so you cant do config based changes on terrain objects

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terrain objects read textures from the .p3d

white jay
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I could 😱

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I used mikero tools to move the p3d then I changed .paa

stuck oyster
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move it where?

white jay
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In a new folder

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see my config

stuck oyster
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I think this may go against the A3 eula

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those models are not released

white jay
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Sure?

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I did not changed the models

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I will double chek it

stuck oyster
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also you cant distribute the game models

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as they are not released for that

white jay
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Maybe you're right

stuck oyster
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and if you changed the paths inside the p3d thats changing them

white jay
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Ok so I will make a new model

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Or use released ones

stuck oyster
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A2 stuff is available

white jay
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The are also unbinarized?

stuck oyster
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yes

white jay
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Great

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I'm quite new in object making...😊

stuck oyster
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everyone is when they start

white jay
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😃

tidal ether
#

Hi, when i take my object in my inventory i got this error : cannot create source for procedural texture

stuck oyster
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what kind of object?

tidal ether
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an rock in the backpack

stuck oyster
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so a magazine or something?

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a grenade?

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and procedural texture would indicate rvmat error

peak lava
#

Does anyone know of any 'news crew' or 'tv crew' models? Vans? Cameras? Outfits?

late root
stuck oyster
#

perhaps bad physx config

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or physx wheel memorypoints are not right

late root
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I took the physx config from a simular vehicle, and copies the geo weights

stuck oyster
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does not mean you took it right

late root
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oh im sure 😄

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Do i need to put something special in the config.cpp to call it?

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Maybe i missed it

stuck oyster
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theres a lot of physx setup in the config

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do you inherit the config from something?

late root
#

class MRAP_01_base_F: Car_F
{
class Sounds;
class EventHandlers;
class Components;
};
class SS_Humvee_Base: MRAP_01_base_F

stuck oyster
#

have you done a workign physx car before?

late root
#

Nope

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Ive only handled Weapons/Uniforms/static objects. First vehicle im setting up

stuck oyster
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the Arma samples contain a car example

#

compare your config to that and see if theres stuff missing

late root
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Ive had a few of my comodder friends look over it who have done vics and they are stumped too

stuck oyster
#

you could try incorporating the sample cars config into your car

late root
#

Use that to see if its a p3d or a config thing is what your suggesting?

stuck oyster
#

yeah

late root
#

Not a bad idea

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I will go ahead and do that

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Thank you 😃

stuck oyster
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np

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debugging stuff like that can be quite time consuming

late root
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3 days so far 😄

stuck oyster
#

you could also try just dropping your model into the sample car

#

and see if things match

late root
#

Dropped the model and no luck there.

#

Same issues

clever ibex
#

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?

cinder pivot
#

Did you build it with pboproject and get any errors?

clever ibex
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i used addon builder and got no errors i will try it with pbo proj

cinder pivot
#

Found the issue then 😄

sturdy parcel
#

haaaaaaaaaaa

cinder pivot
#

Addon builder doesn’t work like you would expect

sturdy parcel
#

it works as I expect <grin>

cinder pivot
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Lol

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Addon breaker

clever ibex
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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

sturdy parcel
#

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

clever ibex
#

oh alright I gotcha

sturdy parcel
#

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:\

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this is a machanism to protect you from the horror of over-writing an existing P\something containing source with binarised data

late raft
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10/10 folder names

quaint mason
#

Is there anything more annoying than dealing with shadow LODs? No, there is not.

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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

quaint mason
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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.

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There's gotta be some trick or method for making shadow LODs that I'm just not getting.

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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

quick terrace
#

why do you decimate it, instead of creating part of it by hand?

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or well, manually reducing it

quaint mason
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Because I have a 33,000 vertex plane with dozens of individual pieces, there's no way I'm doing that by hand

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So far I've been deleting everything that doesn't need to have a shadow, then decimating and shrinkwrapping the remaining pieces

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But that's not working well at all

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So I need to try something completely different.

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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

polar fiber
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It's usually faster to just do it by hand. You only need the silhouette of the aircraft and moving parts

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Majority of concave details don't really show up, and curved surfaces usually only need a minimum number of facets

quick terrace
#

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.

charred bolt
#

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.

stable prism
#

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.

polar fiber
#

Arma's tank FCS doesn't physically move the turret/gun model though, it just angles the projectile when it's fired

median bough
#

Right

stable prism
#

rgr. tanks @median bough and @polar fiber

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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?

polar fiber
#

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

stable prism
#

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

quaint mason
#

what do y'all think is a reasonable upper limit for shadow lod size for a 33k vertex plane?

stuck oyster
#

could be the commander turret has not commanding priority

polar fiber
#

Planes overall have a very simple silhouette, I think you could do it under 3000 verts

charred bolt
#

2k Jester, on that order

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lol ninja'd by da12th

quaint mason
#

the challenge for me is the multitude of curves in the cockpit structure, but I think I can get under 3k

charred bolt
#

Don't stress the number too much. We've got vehicles with 3-4k and they're fine in mp with large groups.

polar fiber
#

the shadow doesn't need to be as round as the visual

stable prism
#

I'll chase that down @stuck oyster thanks

stuck oyster
#

theres commanding value that works for turrets and the pilot

ruby jetty
#

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?

stuck oyster
#

wheres your aimpoint

ruby jetty
#

its okay i figured it out

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it was the usti hlavne and konec hlavne points

stuck oyster
#

👌

quaint mason
#

Is it necessary to have multiple shadow LODs?

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distance-wise?

quaint mason
#

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

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I hope to never do a fucking shadow LOD again

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it's still well below the 105 I get looking at the Wipeout, but it's an improvement

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I have 4k vertices btw

quaint mason
#

oh ho

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oh hoho

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and the shadows are still fucking broken

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in the exact same places

quaint mason
#

^false alarm btw, I was looking at an old .pbo, it's late and I should stop lmao

stuck oyster
#

occasional 💤 is recommended

white jay
#

Started my first enterable building. aLot more fun than just exteriors for sure.

#

will be 6 stories tall, completely enterable.

stuck oyster
#

👍

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excellent!

junior saddle
#

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?

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...or perhaps a multi-player issue?

stuck oyster
#

all of the above

royal prism
#

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

stuck oyster
#

possibly a bad component in physx lod

royal prism
#

mhm make sense

stuck oyster
#

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

royal prism
#

tried component convex hull

#

but same thing

stuck oyster
#

how many components you got?

royal prism
#

19

polar fiber
#

you want to avoid making two faces that exist on the exact same plane

royal prism
#

hm i will check if i find somthing like that+

rough idol
#

Do you have roadway lod?

royal prism
#

yes

#

@rough idol

rough idol
#

is it map object?

royal prism
#

yes, and yes it was the roadway lod, recreated it and works now 😄

stuck oyster
#

👌

rough idol
#

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

junior saddle
#

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.

stuck oyster
#

thing is how would they work in the proxy if they dont work in the actual vehicle?

junior saddle
#

I guess that's where I misunderstand what a proxy does

stuck oyster
#

basically proxy has 2 uses

#

1 it marks a spot for different engine run model replacements

junior saddle
#

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

stuck oyster
#

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

junior saddle
#

ok. I was just trying to find a work around...

stuck oyster
#

the use 2 was useful before the p3d vertex limits went skyhigh

#

yep I hear you

#

I got similar vtols in the works

junior saddle
#

what about hiding/unhiding exhausts...

#

can you hide/unhide in different engine positions?

stuck oyster
#

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

junior saddle
#

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

stuck oyster
#

yeah I've been meaning to set it as VTOL again but Im doing model updates first

junior saddle
#

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.

stuck oyster
#

I'll let you know when I change it to vtol and make it agile 😄

junior saddle
#

but, tilting to move doesn't quite look right

stuck oyster
#

yeah

junior saddle
#

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

stuck oyster
#

ha yeah I dont think the values are supposed to be negative

junior saddle
#

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.

stuck oyster
#

what control?

junior saddle
#

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.

stuck oyster
#

was it on keyboard?

junior saddle
#

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

atomic path
#

I'm getting this message:
Warning Message: Cannot load texture <path to texture>
the texture works properly despite that. What might cause it?

junior saddle
#

Works properly where? in buldozer or in game?

atomic path
#

both

#

just displays the message

junior saddle
#

Do you maybe have a part of your model with an older location of that path?

atomic path
#

nope, I can check it in the "Current Model" section in OB

junior saddle
#

hmmm

#

it's just one model?

atomic path
#

yeap

junior saddle
#

any compile relics?

atomic path
#

I'll try re-exporting it

#

maybe that

#

will try with clear cache

junior saddle
#

what color is the icon in the top-right on OB?

#

blue+gray or blue+red?

atomic path
#

ermmmm

#

blue gray

#

what's that icon though?

polar fiber
#

have you checked the path is correct in all LODs and any hiddenselections array that might be in the config?

atomic path
#

that was actually caused by some other addon, just got it fixed

#

it was really weird though

junior saddle
#

@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.

timber cobalt
#

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

junior saddle
#

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.

stuck oyster
#

custom muzzleflashes should work

#

although I did test bunch of vanilla ones on my custom weapon and not all of them worked

timber cobalt
#

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?

stuck oyster
#

not that I know of

timber cobalt
#

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

polar fiber
#

have you unbinned your own .pbo to see if it's still there after packing?

timber cobalt
#

Ohh no I didnt! Gonna check. I would have thought arma gave me an error or warning if that was the case though

polar fiber
#

Additionally, what are you generating the proxy inside the weapon, using?

#

Object Builder or some other 3D tool?

stuck oyster
#

my test were made by changing the proxy path in OB

#

some proxies worked in game, some did not

timber cobalt
#

Im using the proxy that came with the sample weapon

polar fiber
#

and you just change the paths?

#

try making a new proxy from scratch

timber cobalt
#

Yeah

#

Tried that too

stuck oyster
#

selected the proxy form the proxy dialog browse

timber cobalt
#

A visual box

polar fiber
#

Create\Proxy I mean

timber cobalt
#

Oh ok will try

timber cobalt
#

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

rough idol
#

this one is from RHS

timber cobalt
#

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 ^^

rough idol
#

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?

timber cobalt
#

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

merry gorge
#

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

timber cobalt
#

@merry gorge

merry gorge
#

awesome thanks

rough idol
#

wildcard * is also supported there

timber cobalt
#

@rough idol thanks for the muzzleflash. I tried adding my own mesh to it and it still works. still have no idea why xD

rough idol
#

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

stuck oyster
#

😮

#

This is good to have. Thanks @rough idol

timber cobalt
#

Ill keep that muzzleflash in a safe

polar fiber
#

That's why I asked what program you were using to create the proxies

timber cobalt
#

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 :/

solemn cedar
#

Is there perhaps a way to increase a vehicles wheel strength , for instance form offroad to like hunter strenght wheels

#

armorWheels ?

timber cobalt
#

@solemn cedar Ive never done it, but I would guess you need to add them in the hitpoints class?

#

There you can set armor

stuck oyster
#

theyll need hitpoints yeah

solemn cedar
#

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

stuck oyster
#

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

solemn cedar
#

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
stuck oyster
#

Yes

solemn cedar
#

increase armor and passThough?

#

can it go beyond value of 1

stuck oyster
#

compare to what some other car has that has stronger wheels

solemn cedar
#

offcourse thx

stuck oyster
#

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

solemn cedar
#
        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

stuck oyster
#

look up both classes in the in game config viewer

solemn cedar
#

will do thx

timber cobalt
#

Maybe the Hunter has some other material on its fire geometry too?

stuck oyster
#

possibly

#

or armor geometry over the wheel geometry/hitpoints

#

or they have different amount of health

wind pewter
#

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

sturdy parcel
#

no

#

the ladder animation is part of class building{ simulation=

late root
#

When making a RTT does each "Screen" need its own UV space?

wind pewter
#

Roger. Thanks for the answer

junior saddle
#

@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).

late root
#

So is it better to have one UV with multiple RTT on it? Or split each to its own UV?

junior saddle
#

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

late root
#

Hm alrighty. Wasnt sure if the engine did messy things or not

#

ty 😃

junior saddle
#

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.

late root
#

They are basic mirrors for a humvee

junior saddle
#

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.

olive quiver
#

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

charred bolt
#

@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.

white jay
#

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.

minor jasper
#

@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

late root
#

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?

stuck oyster
#

you need the proxy in each lod

#

and it will load that lod it is in form the proxy model

late root
#

So lets say mesh 0 has only lod 0

#

The proxied item has 5 lods

#

the proxy item will switch correctly between them?

stuck oyster
#

no

#

the object the proxy is in needs those lods too

late root
#

So the proxied item switches its LOD dependant on the item its proxied too

stuck oyster
#

yes

late root
#

Ty 😃

gaunt falcon
#

does someone have a working modelconfig for playermodels from arma 2?

white jay
#

https://imgur.com/a/uuSUpi4 Fully enterable 6 story office building is finished. 16 rooms/ 6 utility closets, roof access. Feelsgoodman.

stuck oyster
#

@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

gaunt falcon
#

hmm, gota have to test if this model.cfg works

stuck oyster
#

what models are you trying to convert to A3?

gaunt falcon
#

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

stuck oyster
#

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

gaunt falcon
#

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.

stuck oyster
#

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

gaunt falcon
#

i know 😅
that is why i ask

stuck oyster
#

most of A3 stuff applies there too though but there are also things in A3 that are not in A2

gaunt falcon
#

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

stuck oyster
#

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

gaunt falcon
#

yeah true. i had to edit a house from arma 3 to get it into arma 2

stuck oyster
#

Arma 3 models are not availbable for such use

gaunt falcon
#

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.

stuck oyster
#

ah

gaunt falcon
#

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

stuck oyster
#

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

gaunt falcon
#

i think i did some time ago. but should look again i guess

gaunt falcon
#

thank you for the help. 😄

stuck oyster
#

👍 good luck!

deft heron
#

Hey guys do you know if there is a better House sample than the one in Arma 3 samples please?

median bough
#

not that i'm aware of

stuck oyster
#

how do you mean better?

#

@deft heron

deft heron
#

Well one with textures on it rather than colors would be a good start.

stuck oyster
#

what difference would that make?

deft heron
#

SO that I can use a texture on mine.

stuck oyster
#

its not meant to be ready to use house

#

its a sample how to do different parts of a house model/config vise

deft heron
#

No but I want to be able to swop the model out and texture it.

stuck oyster
#

the sample house?

deft heron
#

Arma 3 Samples.

stuck oyster
#

yes you want to use the sample house model?

deft heron
#

No I have made my own

stuck oyster
#

then you need to make your own textures for it

median bough
#

those textures wouln't fit anyway

stuck oyster
#

that 👆

#

you cant just use some other models textures on totally different model

deft heron
#

No but the one I have made for it fits it.

#

Ah ok I think

stuck oyster
#

so you dont know how to assig texture to your own model in OB?

median bough
#

texture and uvmap from model A does not fit texture and uvmap of model B

deft heron
#

So if I make a p3d with the texture on it Then its linked through the config is that right?

median bough
#

unless you made a 1;1 clone

stuck oyster
#

no

#

the texture and material are set in the p3d

deft heron
#

So I cant make a house with an actual texture on it?

stuck oyster
#

config can enable changing of the texture with hidden selections

#

what?

median bough
#

you can, but you need to apply texture and material within the p3d

stuck oyster
#

yes you set the textures on the model in the p3d

deft heron
#

OK I will try it.Thankyou very much brother.

stuck oyster
#

I strongly suggest you look up El Tyranos tutorials

median bough
#

and after that what HG said, hidenSelections

stuck oyster
#

but hiddenSelections are useless for map objects

#

that houses usually are

median bough
#

if they are baked to the wrp, yes

#

but if they are used as editor objects also, why not...?

deft heron
#

Isnt it opytrx who makes customs buildings all the time?

stuck oyster
#

one of them yes

#

@strong plaza

#

you got new buildings cooking?

strong plaza
#

yes

stuck oyster
#

👌

silver zenith
#

great stuff @white jay

deft heron
#

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.

strong plaza
#

we can never get enough architecture

deft heron
#

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.)

cinder pivot
#

doors and glass would be the same as the samples, just a selection, memory points for rotation for doors

silver zenith
#

we could need structure made for hills, so we can make towns somewhere else than flat ground

merry gorge
#

how would one move all lods at the same time in object builder?

bold flare
#

Afaik the move dialog has a "apply to all LOD's" checkbox doesn't it?

merry gorge
#

found it 🤦 noob here in o2 so only knew of the select object move

stable prism
#

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.

stuck oyster
#

that would be the recoil simulation

#

I'll get back to you in a bit when I find where it was set up

stable prism
#

great, thanks @stuck oyster

stuck oyster
#

I belive the weaponCfg has these values cpp recoil = "Empty"; recoilProne = "Empty";

#

and they affect the cargo animations too

rough idol
#

Nope, it's in magazine

#

Muzzleimpulsecoef

stuck oyster
#

aaaaaa so true! Thanks @rough idol

#

so many parameters to keep track of

stable prism
#

so...muzzleImpulseFactor is what I'm looking for in CfgMagazines?

stuck oyster
#

yes

stable prism
#

ok cool thanks @stuck oyster . No need to modify the recoil or recoilProne parameters?

stuck oyster
#

no I remembered that wrong

stable prism
#

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

stuck oyster
#

they probably want the recoil effect

#

so if you dont like it you will have to make your own derivative config

stable prism
#

understood. thanks again

deft heron
#

Hey people. Could anyone point in the direction of a good house building tutorial I am struggling finding anything about doors and glass.

stuck oyster
#

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

deft heron
#

OK thankyou very much.

deft heron
#

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.

stuck oyster
#

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?

deft heron
#

I have made multiple mods for arma but just basic stuff apart from the guns I made anyways.

stuck oyster
#

ok so have you made moving parts for your guns?

#

in model.cfg

deft heron
#

No sorry I havent but I can animate in Maya.

stuck oyster
#

ok well maya animating wont help you with model.cfg

deft heron
#

No

stuck oyster
#

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

deft heron
#

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.

stuck oyster
#

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

deft heron
#

Yeah BIS arew very good at prety much explaining things.LOL

stuck oyster
#

this is another page you must study

#

these and the sample house should be enough for you to figure out how model.cfg works

deft heron
#

I love the way BIS call these things tutorials. I wonder if its a language thing.

stuck oyster
#

no these are tutorials

#

they are not "I'll hold your hand every step of the way" tutorials

#

but they are tutorials

deft heron
#

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.

stuck oyster
#

I learned from these pages just fine ¯_(ツ)_/¯

deft heron
#

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.

stuck oyster
#

did you go throguh all El Tyranos material? Id wager there are some animating related stuff there too

deft heron
#

Ill have another look it might be on the weapon tutorial. Thanks again.Happy halloween.

stuck oyster
#

weapon could be good one

#

or a vehicle

#

the animating mechanics are same for all objects

deft heron
#

Ah yes there is a car door one thankyou

stuck oyster
#

👍

deft heron
#

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.

stuck oyster
#

alright good luck

river kite
#

hey guys how do i have to sort the mempoints for the rpm meter ect ?

stuck oyster
#

what do you mean?

#

they have to be the same as you set up them to be in the model.cfg

river kite
#

hm from the position i mean, mine flipping half threw the interior atm 😄

#

but i think i got it now

ionic brook
#

Axis point sounds wrong.

stable prism
#

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?

stuck oyster
#

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

stable prism
#

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.

river kite
#

hey guys short question again, what is the actual selection limit ?

polar fiber
#

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

river kite
#

hm dont know really, in relation to caps that should disappear when the weapon was fired on this postion

patent kayak
#

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

bold flare
#

There is a scale thing yes

#

next to the rotation and the moving thing

patent kayak
#

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

surreal agate
#

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?

velvet chasm
#

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

stuck oyster
#

@surreal agate @velvet chasm Look up El Tyranos tutorial series

surreal agate
#

Will do

stuck oyster
#

@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.

merry gorge
#

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)

halcyon wren
#

Yes. Select the face. Then go to Structure >> Topology >> Split

merry gorge
#

awesome, thanks 👌

halcyon wren
#

While you're there, I highly recommend pressing every button in that menu once to see what tools you have available. 😃

merry gorge
#

good idea, import a cube and just go crazy

halcyon wren
#

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.

merry gorge
#

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?

halcyon wren
#

each convex volume needs to be its own component. Luckily, there's an automation tool for it under structure >> convexity

merry gorge
#

oh well that's helpful then, I was dreading trying to select every piece of the mesh

halcyon wren
#

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

minor jasper
#

just remembert osave before using that menu. if the mesh is very complex, OB can hang.

round wadi
#

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 ?

woeful viper
#

yes and yes: google is your friend

#

millions of tutorials

atomic path
#

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

bold flare
#

First thought Camo1 vs camo1 🤔

atomic path
#

both wouldn't work if it was case-sensitive

hushed apex
charred bolt
#

@atomic path I've seen this before. Try matching the case and ensure there is only one selection in Object Builder: "Camo1" and "camo1".

atomic path
#

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

sturdy parcel
#

@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.

atomic path
#

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

sturdy parcel
#

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.

woeful viper
#

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?

atomic path
#

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

sturdy parcel
#

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.

cinder pivot
#

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

bold flare
#

You can add it as dependency on your workshop item

#

Just put it in requiredAddons. People can still ignore the error but then... ¯_(ツ)_/¯

cinder pivot
#

Gotcha, thanks!

woeful viper
#

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

solemn cedar
woeful viper
#

its not allowed

solemn cedar
#

not allowed? why is it not allowed? So we can change vanilla gear?

outer condor
#

@stable prism can be done via just config or scripting

bold flare
#

@solemn cedar no you can't change vanilla gear

solemn cedar
#

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

bold flare
#

No

#

it's a seperate model for the boonie with mic, and the boonie without mic

noble hatch
#

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?

polar fiber
#

set [left/right]HandIKCurve to 0 for the turned in anim state

noble hatch
#

thankyou very much! will give that a try 😃

tough sinew
#

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

quick terrace
#

that is afaik due to some exporter (blender/modo)

#

remove all textures / rvmats etc

#

and assign them again in oxygen directly

polar fiber
#

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

quick terrace
#

you remember bek had this issue, he reassigned everything manually in a new O2 project

polar fiber
#

I don't recall it. But yeah it'll work for that too

tough sinew
#

mateials are not the same

#

I didt it selecting the material and now its working

solemn cedar
#

@bold flare ok thx...thats a pity

tough sinew
#

Is there anywat to keep DIrect3D allways checked when opening objectbuilder?

charred bolt
#

I don't think so Adamuz. It would be very nice if there was.

summer tangle
#

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

minor jasper
#

It will turn out to be something obvious like youre loading the wrong mod (it has happened to me before)

noble hatch
#

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?

clever solar
#

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

tulip beacon
#

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.

outer horizon
#

hello

#

I want to know what program to use to create a uniform.

clever solar
#

@tulip beacon ok ty ty

tulip beacon
#

@clever solar damn, not less but more pixels per cm

clever solar
#

I think I read it that way anyways 😛

stable prism
#

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.

supple tartan
#

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?

stuck oyster
#

is the model already weighted to fit the Arma 3 skeleton?

#

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

clever solar
#

can't help but think that the a3 discord could only benefit from a bot with triggers for all the nub questions

sturdy parcel
#

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.

clever solar
#

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

sturdy parcel
#

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 🙂

clever solar
#

been spending almost the entire day trying to find how to apply on-surface property to this decal...

sturdy parcel
#

goats

clever solar
#

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 >_>

sturdy parcel
#

well, buldozer for OB uses --NoLand

clever solar
#

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

fathom dagger
#

not bad

hushed apex
#

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?

late raft
#

what

hushed apex
#

nevermind, looks like i was searching for CfgConvert util

sturdy parcel
#

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.

hushed apex
#

thanks

sturdy parcel
noble hatch
#

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 😃

sturdy parcel
#

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.

frank helm
#

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

stuck oyster
#

@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

frank helm
#

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.

polar fiber
#

it wont animate at all if it's not weighted

frank helm
#

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.

stuck oyster
#

but yeah you cant get the other lods from the A3 pilot either

#

even if they were compatible

#

which I doubt

velvet chasm
#

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

stuck oyster
#

probably yes but what is it exactly what you are trying to do?

velvet chasm
#

Topology / close

stuck oyster
#

if the automatic tool fails and crashes you probably have more issues than it can handle

#

and that will likely require manual fixing

velvet chasm
#

I have a shadow LOD that must be cloased
So im loocking for a way to do it in other programs

stuck oyster
#

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

velvet chasm
#

Here is a screen shot

stuck oyster
#

ah yeah thats not going to work

#

and the automatic tool cant fix all that

velvet chasm
#

What should i do

#

Is there any tutorial?

stuck oyster
#

did you make the shadowLod yourself?

velvet chasm
#

Nope

stuck oyster
#

can you use any 3D modeling program?

velvet chasm
#

3ds max

stuck oyster
#

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

velvet chasm
#

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

stuck oyster
#

closed means all points of an object that are in same place are merged together

velvet chasm
#

Oh

#

Its easy to do

#

Tnx bro

#

🙏

quaint mason
#

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!

stuck oyster
#

selectionFireAnim "zasleh" applies only to that selection

#

so it only hides/shows selection "zasleh"

quaint mason
#

So it should be selectionFireAnim[]= { "zasleh_1", "zasleh_2" };

stuck oyster
#

possibly

quaint mason
#

I'll give it a shot

polar fiber
#

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

quaint mason
#

oh yes, like under class AnimationSources { class Muzzle_Flash { source = "ammorandom"; weapon = "ST_MG"; };

#

that's in there too right now

polar fiber
#

yeah but you don't have a hide animation

#

just one to rotate it when fired

quaint mason
#

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

polar fiber
#

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

quaint mason
#

it's in both

#

although sections doesn't have the parenting relationship

#

just the names

polar fiber
#

yeah, sections should just be a list

quaint mason
#

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"
        };
polar fiber
#

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

quaint mason
#

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

white jay
#

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.

stuck oyster
#

no

#

theyll likely be released in couple of years

white jay
#

Ok, thanks

wind pewter
#

You could use the pandur model from A2. Would be lower quality though

late raft
#

or make a entire new one

#

😉

kind lion
#

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

stuck oyster
#

50m diameter has been said to be safe at least

#

60 just might work

kind lion
#

ah so that's diameter, not radius

#

i see,

#

thanks

stuck oyster
#

thats at least how I've learned it

kind lion
#

hmmm yea probably makes more sense than 60m radius

#

since that's really huge lol

sturdy parcel
#

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

bold flare
#

biki says 50-60m radius

stuck oyster
#

probably need to do a test object about that at some point 😄

sturdy parcel
#

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

bold flare
#

I could imagine that Arma only checks objects for collision that are less than X cell's away

kind lion
#

#justarmathings

sturdy parcel
#

yes

kind lion
#

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

sturdy parcel
#

same for the ofp posiedein (excuse the spelling)

kind lion
#

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

stuck oyster
#

@strong plaza 👍

kind lion
#

nice find

lusty ginkgo
#

does view geometry simply not work on foliage objects?

stuck oyster
#

I think it should

#

is it convex and has component name?

tacit shard
#

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)

lusty ginkgo
#

@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

deft heron
#

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?

late raft
#

isnt it numpad 5

deft heron
#

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.

high stag
#

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