#arma3_model

1 messages · Page 126 of 1

high stag
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in order to straighten the vehicle out, id have to lower the mass on one side of the dampers

rough idol
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@lusty ginkgo foliage is using special rvmat for defining see through geometry

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or maybe it was named property

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anyway, you can define how much AI can see through foliage in p3d itself (either via named property or rvmat)

lusty ginkgo
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@rough idol that makes sense

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thanks for clearing that up for me lol

stuck oyster
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@high stag do you have edit lods in you vehicle?

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and are your wheel physx configured evenly

hushed apex
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Could someone, please, share any sort of texturing/rvmat manual about how to set proper glossiness? I found that changing SMDI texture to 255,0,255 completely removes glossinsess, but what should i do to make by big black barrel to shine a bit (but only a bit, without chrome/latex effect)

sturdy parcel
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probably try using a different pixel or vertex shaderID. The types available are in the biki

polar fiber
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SpecularPower value is the overall gloss strength

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smdi values in the B channel are a per-pixel modifier to that SpecularPower

hushed apex
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Thanks. So smdi with autogenerated texturre of 255,0,0 will make maximum of gloss strength?

stuck oyster
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@hushed apex

hushed apex
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Much science 🤕 but thanks

sturdy parcel
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the table of vertex shaders hasn't changed much since that article was written (arma1 ?) but there are quite a few more pixel shaders (some only relevant to wrp rvmats). I can give you a list of others to try if and when you want to.

high stag
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@stuck oyster Yes, I do have Edit LOD

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and deleting the edit LOD didnt help

lusty ginkgo
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@rough idol for view geometry visibility would it be the transparency = 0; value in the .bisurf file? That value is only defined in wood.bisurf and non of the others

stuck oyster
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@hushed apex what kind of an object are you making and are you using supershader rvmat?

open mist
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Can anyone tell at which hitpoint damage ratios vehicle gets "dead"?

stuck oyster
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hmm good question

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@rough idol perhaps

hushed apex
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@open mist afair ace return always less than 0.98 to prevent explosion in cook off module

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@stuck oyster a bunch of objects related to weapon - rounds/cases, m203 ugl barrel, etc.

stuck oyster
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supershader should then be used to keep them consistent with other similar assets

hushed apex
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Oh sorry, not 0.98 but 0.89

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At 0.9 damage vehicle oftrn explode after few seconds

open mist
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So the same as unit

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I usually min to 0.90

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But only for vital hitpoints, like engine, fuel and hull, so we don't have invincible glasses and shit

hushed apex
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Looks not. I made vehicle on fire mod and only for structural (e.g. body / hithull and unnamed selections) return 0.89, and no car exploded with completly broken engine or everything except hull

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So you can fly by autorotation in completely red blackhawk if you manage to not destroy hull

open mist
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Thanks.

icy spoke
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Im not sure if I missed something but whenever I import a .fbx file into object builder it doesn't seem to retain the smoothing normals, even with the "sharp/smooth edges" box ticked, .obj somehow works but it makes these weird triangle artifacts on some of the faces.

stuck oyster
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is your original model triangulated? what program you model with?

icy spoke
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Maya, and yes it's triangulated

stuck oyster
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post link to picture of the artifact

icy spoke
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left is maya, right is in the model viewer

stuck oyster
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those are smooth edges

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but since its supposed to be sharp, it draws the smoothing very badly

icy spoke
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I did try going from maya obj -> blender and using the arma toolbox, but that doesnt seem to export the normals (everything appears sharp)

stuck oyster
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does maya use smoothing groups?

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Blender and OB do not, they both work with smooth/sharp edges

icy spoke
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yeah maya also uses smooth/sharp edges

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Maybe that's why?

stuck oyster
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dont remember if FBX saves those now that I think of it

icy spoke
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I've tried several versions of the FBX export (From 2006, to 2014) and they dont seem to export the smoothing groups

stuck oyster
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Mght be maya issue too unfortunately. Cant remember anyone using it here off the top of my head.

deft heron
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I use maya.It might just be a UV map issue.

polar fiber
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Maya should work with fbx 2014 if you triangulate the model before exporting and it doesn't have multiple UV sets

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I use it all the time

stuck oyster
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👌

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community power

icy spoke
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odd, I have only one UV set and it is triangulated, the UVs look fine (no overlapping shells)

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could it be the topology?

polar fiber
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select all objects in the scene and check the UV set editor

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if there are more UV sets than map1, it's probably your issue

icy spoke
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all I see is map1

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im my FBX export settings I have Smoothing Groups and Smooth Mesh ticked

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and using FBX 2014/2015 version

deft heron
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So are they made by using the boolean function?

polar fiber
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then is it a model you made yourself, or one you imported.? The edges may have been incorrect at import and you wouldn't notice if you didn't unlock normals

deft heron
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Try Freeze transformation under modify also delte history.

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If they were made using booleans that is

icy spoke
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I did import it yeah, but the majority of the meshes were made by me , (handguard, grip, stock, almost everything is rebuilt) only thing that was imported was the reciever, and those were only flat faces

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I did make use of booleans, however I thought that was the culprit, so I tried to cut it without the use of booleans, same result

deft heron
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maybe try and add some more edges around teh messed up parts.

icy spoke
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Sadly, same result, maybe I shouldn't use fbx for importing?

deft heron
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worth a try I guess.I wouldnt hold my breath though.

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Im sure I have seen this problem before.

lusty ginkgo
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is it the shadow?

deft heron
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Yes but my shadow geometry is inside the mesh. Im guessing I didnt put it on the LOD 2

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Oh you cant.There is only one shadow LOD

lusty ginkgo
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there can be more than one

deft heron
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How?

lusty ginkgo
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also is the distance LOD the same as the main one?

deft heron
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Yes

lusty ginkgo
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just look at other models to see how their shadow LOD's are

stuck oyster
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is the distance lod inside the 0 res lod?

deft heron
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No its on LOD 2

stuck oyster
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no I mean is the lod 2 mesh smaller than the lod 0 mesh?

deft heron
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No its exactly the same mesh.

stuck oyster
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if its exactly same just remove it

deft heron
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OK makes sense. But are distance lods meant to get smaller so its like a russain doll?

lusty ginkgo
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no?

deft heron
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ok good

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coz that would be weird

stuck oyster
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no they are supposed to be simpler

deft heron
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Although I wouldnt put anything past this engine.LOL

stuck oyster
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goal would be halve the verticle count on each distance lod

deft heron
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I know they are meant to be simpler. I was going to have the interior dissapear to make it simpler

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I understand distance LODs.

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Just not arma engines version.LOL

stuck oyster
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it does not differ from other engines in that regard

deft heron
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No but other engine wouldnt have the problem I have now and you would be able to choose when it changes too. But I guess it kinda makes sense for arma as it all has to be super optimised.Thanks guys

stuck oyster
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if your shadowlod is correct it should not do that however

deft heron
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Think it must be incorrect then coz its still doing it.

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Its just triangulated and hard edged right?

stuck oyster
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yes and the mesh should be slightly inside the visual mesh

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so that the surfaces dont overlap

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if the shadow mesh overlaps it can bleed over the visual mesh

deft heron
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and would that be visible when the LOD changes or would it be noticable all the time?

stuck oyster
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well distance can play into it as the Z accuracy gets worse

deft heron
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Yep.I just went in and scaled the Shadow LOD .97 .97 .97. AND ITS FIXED. Awesome now just another 99 problems left.LOLThanks for talking it through with me it always helps.

stuck oyster
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scaling it can cause problems inside

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because it can then stick through the interior walls

lusty ginkgo
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there isn't really a simple solution to that

stuck oyster
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nope

lusty ginkgo
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unless I'm just unaware of it

deft heron
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Well its fine inside and out. Got away with maybe if it was a larger structure you could tell but the inside shadows are clean crisp. Awesomeness.

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There is a bonus tool in maya that takes a mesh and shrinks the mesh rather than scaling it. I cant remeber whats its called but there is probably a plugin for Blender that does that too as it is very useful in 3d. Maybe that could be a simple solution for that problem.

lusty ginkgo
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I have looked into it

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I can't find one

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on the BI wiki page it even mentions the maya tool

deft heron
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Ha yea hI just asked my friend who is a pro game maker and he hasnt heard of it.It defintly exists somewhere though.

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Not like BIS to mention something and not tell you how it works or where to get it. ( sarcasm ).

timber cobalt
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@deft heron in blender I use alt+s -0.001. Gives me a near perfect shadow lod

deft heron
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Fuck Blender.

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But yeah the scale down a tiny fraction seems to work.

quaint mason
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Blender has scale along normals and shrinkwrap modifiers

deft heron
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Cool. Shame its completly horrible.

quaint mason
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It works well imo...

stuck oyster
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one shall not shame programs they just dont know how to use.

deft heron
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Believe me I have tried.

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I can use many 3d softwares.

stuck oyster
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still no need to talk it down

deft heron
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Its only my opinion. People are welcome to use whatever hellish nightmares that they like and I know they will. Although obviously its good to be able to use Blender if you are making arma anything becasue alot of tools have been made for it. I just cant bring myself to open it again.

deft heron
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Also why learn a 3d piece of software that cant get you a job if you get good at it?

stuck oyster
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I got a job using Blender just fine

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you can stop complaining

deft heron
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What kind of cheap ass company do you work for brother?

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Is it Bohemia?

stuck oyster
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dude wtf is wrong with you?

cold berry
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easy, tiger - blender is the dogs gonnads compared to AddonBuilder

stuck oyster
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well mr sparkels there just got himself blocked

gentle vale
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😂

tacit shard
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😂😂

deft heron
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@stuck oyster What?

clever solar
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lol

median bough
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There must be a reason to “earn“ this specific role...

quick terrace
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@deft heron oi, why don’t you get a grip on yourself before you get booted

quaint mason
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Lol lots of film/TV vfx companies use Blender. Source: working in film/tv

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If you can't get something done in blender, you're the problem, not the software

woeful viper
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@amber igloo someone has been naughty again

clever solar
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Don'tcha be talkin smack on ma blender boi

deft heron
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Its not a very popular opinion then.LOL.OK you win. I wont mention it again.

median bough
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it's not about blender anymore, it's about your attitude

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¯_(ツ)_/¯

woeful viper
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... You came to our home, took a dump on our couch because it's not pleasing to your eyes. To explain yourself you say "OK, i will not mention this incident again"...

deft heron
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I didnt mean to offend anyone.

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Also this is my house too brother.

vital geyser
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I've made a gas tank and after its destroyed i create a fire particle effect but it doesn't do any damage to the player, any tips?

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not sure if i should ask in config making

lusty ginkgo
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Sounds like a config issue

vital geyser
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K thanks

icy spoke
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Okay so here's the followup on my smoothing groups problem, the culprit is indeed the topology of the model. it seems like the fbx importer in object builder does not like bad topology, I suppose it's also the reason why it doesn't retain the sharp/smooth edges. I've now remade the mesh entirely and it works, thanks guys

quick terrace
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fbx issues are related to 2 uv sets

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when smoothgroups are concerned

polar fiber
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We had him check that. In this instance it does seem like maybe it was some other thing

sacred grail
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Making the switch to FBX from OBJ finally. Are there any important settings I should be aware of?

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when exporting to obj builder that is

wary radish
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Hello , Do you know if "SPZ" immatriculation can follow an animation ?

stuck oyster
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what does immatricualtion mean?

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and whats SPZ?

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@wary radish

stuck oyster
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so car registration number

wary radish
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Sorry i'm french ^^

stuck oyster
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thats ok.

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aaand dont really know if it can follow animation.

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I does move with dampers when car bounces so possibly it can move with other animations

wary radish
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the texture follow the move of an animation but the write on the registration plate do not

woeful viper
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when the car bounces, the chassis is not animated, only the wheels are animated to "connect" with the ground

stuck oyster
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hmm true

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so it might not follow animation then

wary radish
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weird because i already saw some server use this kind of things

stuck oyster
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then its possible you have not created the animation right

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Im sensing this is some sort of life server related stuff so you might not have much luck asking the makers

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they dont like to share from what I hear

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basically you need to have the plate memorypoints in the animated selection

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if that does not work then I have no idea

wary radish
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Well im trying to check all this stuff to find a way to do it thanks for your help

languid urchin
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Anyone knows whats the Verts limit for an Arma 3 3D model?

polar fiber
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a lot. But that doesn't mean you should use that many

languid urchin
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I'm making this watch and it has 8,665 verts and 9,814 faces

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Am i still in the safe zone with these numbers?

stuck oyster
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@languid urchin how do you mean to use it?

polar fiber
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guns are usually less than 10k, so nearly that many for a watch seems really daft unless it's a UI item

languid urchin
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what do you mean ? this is going to be placed in the soldiers wrist

polar fiber
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yeah, then it's too many to be practical

stuck oyster
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so you will sacrifice one gear slot for a watch?

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also you wont get the watch to animate with time

languid urchin
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I don't wanna go lower.. it's gonna look like shit.

polar fiber
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the distances you'll see that watch from, you wont even notice the knurling on the winding dial being 3d, or the numerals

languid urchin
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and @stuck oyster No. I want to put it inside the watch slot.

polar fiber
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you may as well normal map it

stuck oyster
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@languid urchin that does not mean its on the models arm

languid urchin
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i want to make an animation to so when player press O the soldier move its hand towards his face

stuck oyster
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that wont work

languid urchin
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everything is possible my friend

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haha

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no negativity please haha

stuck oyster
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no I mean by a fact that it wont work like that

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A] you can put on gear on that is visible on the model only in the gear slots

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vest, backpack, headgear

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glasses

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and B] those can not have animated parts other than the ones that move with the character animations

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its not negativity

languid urchin
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well.. if what I want can't be done then I'll have to combine it with the vest

stuck oyster
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it will still not be able to show the time

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but if thats ok for you then 👍

languid urchin
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it's fine

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I'm modeling the dials so i can add an emission of light

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just like C.O.S creator did here

stuck oyster
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just to make sure you understand the dials wont move

languid urchin
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yeah its fine

stuck oyster
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alright then.

languid urchin
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cosmetics then..

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sad but okay.. nothing we can do about it

stuck oyster
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indeed

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there are some limits that cant be changed

languid urchin
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well

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hey do you know if i can grab a vest from samples and model it?

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i want to create my own vests

stuck oyster
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there may be some simple example in there

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but other than that you may be better off doing them from scratch

languid urchin
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the question is. can I take the vest and make some changes to it?

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why is that?

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they wont allowed or you thing is just better?

stuck oyster
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you cant edit the vanilla items

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at all

languid urchin
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scratch then

stuck oyster
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there is a single vest example in the samples

languid urchin
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yeah but whats the point if i can't make changes to it

stuck oyster
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that you can use as you want

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but also making changes to it will break the textures

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and whatnot

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so alterations are not simple to make

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which is why its better to make new ones properly

languid urchin
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yeah

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new one i don't wanna deal with someones else work

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anyways thanks for the help guys

stuck oyster
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you may need to wait for next Arma if we get better/more varied item slots then

languid urchin
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I can always come back to my projects and do the changes

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instead of modeling everything again

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you know what i mean?

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btw I was modifying this pants

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a friend of mine said i can go ahead and edit cause they come from A2

stuck oyster
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A2 models are released yes

languid urchin
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awesome

languid urchin
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lol if i add a subdivision modifier to the model the vertices go sky rocking haha

stuck oyster
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but again making new ones properly does get you better results

languid urchin
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maybe in the near future i can add the modifier to make it look way better for now i'll just smooth it out..

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yeah i just wanna see the samples i'm in the learning process haha

stuck oyster
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you might benefit from some general modeling tutorials to get some ideas of commonly used workflows

pure whale
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take a modelling class and learn maya or 3ds

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b4 u do anything

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if ur serious

languid urchin
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Blender

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I'm learning Blender. not maya

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Blender is free and powerful. actually the future.

pure whale
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or that

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if it had a mainstream workflow maybe

languid urchin
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it will

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in the near future

stuck oyster
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it can do whatever the others can just fine

pure whale
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but it doesnt conform to the autodesk workflow so like no big company will touch it

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not that thats super relevant

languid urchin
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I don't mean to spam this channel but here are some of stuff that i already made by following tutorials on youtube lol

pure whale
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its not a bad program thats for sure

languid urchin
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.and

stuck oyster
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@pure whale you got to update your info. but in any case it will work fine for Arma

pure whale
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yea i mean its not bad

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and can do essentiallyt everything

languid urchin
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Blender will replace Maya in my opinion

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they want how much for Maya? yeah too much money last time i checked

quick terrace
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no software will replace autodesk stuff in the long run, not when they are being tought almost exclusively in universities

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that being said, for game art and not movies/vfx where the pipeline is also external to the software used, it doesn’t matter all that much

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plus autodesk help desk is pretty prompt and that matter a lot when you have 100k worth of anual license fees

woeful viper
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their marketing calls are also prompt and frequent... at my old company (i was responsible for autodesk licenses) i got calls every 2 weeks from somebody of their marketing ... xD

pure whale
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blender cant replace autodesk and its products

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they have a stranglehold on the entertainment industry that blender can only compete on small scale with

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blenders super popular with indie devs due to the lack of an entrance price but autodesk released a $30 version of maya to combat that marketed towards indie, although missing some important features nonetheless

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if your looking for a job at a high end company itll be maya or the door for film and maya/3ds for games

woeful viper
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thats what autodesk wants you to think

pure whale
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well cimena aswell

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cinema

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the problem is that when everyone believes it it becomes true, and as stated above the schools all teach it exclusively

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its a huge investment to switch the main workflow of the company

woeful viper
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there are enough companies that dont give two flying fucks about what tools you use, they only care about the final and finished export in a generic exchange format that every modelling tool can deliver

sturdy parcel
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that's true. It's also true that they care immensely if they are the ones paying for the tool AND the salaries while their staff go away and get trained in using it.

velvet chasm
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I was created the wheel_x_center and rim for each wheel

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It work fine but front wheel move into ground

river kite
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can memory points move them self ingame because of the speed ? i have some points that are moving front or backwards when i accelerate, but i dont know why

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they are just grouped with points they belong to, but none of these have to do with the front or backwards acceleration

charred bolt
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No.

river kite
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hm then im asking my self why are they moving

river kite
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solved - was a wrong script command to check this ugh

timber cobalt
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you guys know how much lower the polycount on the shadow lod1 than the res lod 1 needs to be?
I can use the same polycount if I only use shadowlod 1, but if I add a shadow lod 2, it will always be seen, unless I lower the polycount on shadow 1 drastically

charred bolt
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For a vehicle, typical shadow lod 0 poly count might be up to 2k.

timber cobalt
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wow that low??

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my res lod 0 is 27k, and I ended up with a shadow lod 0 on 13k. when I was using 15k the shadow lod 2 was always on

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here is another question. I was thinking I'd use Shadow buffer instead by using prefershadowvolume=0 and sbsource=visualex. Only issue now is that a shadow is not rendered when in pilot, gunner, cargo view

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is it possible to force shadow buffer on these lods?

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would be nice to avoid a stencil shadow altogether in this case

cinder pivot
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Yea shadow needs to be really low or visualx, which can be a bit more fuzzy shadows but it works

timber cobalt
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yeah I dont mind that its fuzzy, iI'd just like to be able to use it on the pilot, gunner and cargo view lods too

timber cobalt
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is it possible to use both? shadow buffer on res lods, and stencil shadows on view lods?

stuck oyster
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@timber cobalt my visualEx shadows render fine in cargo views

timber cobalt
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hmm

ruby jetty
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hey guys, from dayz modders, need a hand with object builder. how would i start a selection as hidden in the model? in dayz, the magazine is on the model so that it can be used in the animation, but the magazine itself isnt visible any other point except for the animatins because of the proxy for the mag

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any ideas how i would hide the object before the animation?

stuck oyster
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assuming DayZ still uses model.cfg to animate weapons you would need to create correct hiding/unhiding animations in there

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if DZ does not use model.cfg then its a mystery

ruby jetty
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it does use model.cfg

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i have one for the animations

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but i beleive its for the old dayz 0.62. i cant get the cfg for the new engine.

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would adding this before and after the three animation parts work?

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class magazine_hide
{
type="hide";
hideValue=1;
minValue=-0.625;
maxValue=0.375;
minPhase=-0.625;
maxPhase=0.375;
source="reloadmagazine";
sourceAddress=2;
selection="magazine";
};

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nope is the answer to that

stuck oyster
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it would need to match the selection of your model

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just dropping random animation classes in there is not the right way

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you have to study how the animations work

ruby jetty
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the selection is the magazine

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so thats correct

stuck oyster
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If you have access to Arma 3 samples you can check how the sample gun is set up there and that might get you some insight on how the animations work

ruby jetty
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hmm okay

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thanks

stuck oyster
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it may have some differences to DayZ

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but you may need to ask on DayZ discord for more info on that

ruby jetty
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im hoping sumrak will be able to help

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hes currently offline though

stuck oyster
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there are also wiki pages that explain "how to animate a model" in arma and they explain how model.cfg works

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I would say it can be expected that you look up the basic Arma/RV engine modding stuff on your own

median bough
ruby jetty
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thanks for the help =3

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thanks for the help =3

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its only because dayz has no documentation yet

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we arent sure whats different or not

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hopefully its the same

stuck oyster
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Id say everyone is way way too hasty with the DZ modding train right now

median bough
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If dayz has the same consistency as arma after an update, you'll be bussy fixing stuff rather then modding

ruby jetty
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well so far, since the first patch that the server files were released (around the end of september) to now, none of the mods have broken

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maybe something to do with the new engine

median bough
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Just look at what happened to arma from alpha back in '13 to what it is now. Every update forced modders to “fix“ their stuff in order to keep up the changes of the game.
And since dayz is still in beta, i 'd bet the same happens there

stuck oyster
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its a risk indeed

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if you accept the risk then mod away! 😄

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but also since its shares roots with Arma you pretty much have to learn to mod Arma to get the basics

median bough
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on the other hand, if you start modding at this state of the game, you'll get a lot of insight of what happens to the game in the background

ruby jetty
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i enjoy it and i dont mind the risk of having to fix things

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figuring stuff out is something i like

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iwas the first modder to bring in completely custom weapons into dayz. (not ripped from another game like some guy, i dont think that counts)

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i plan to be the first to bring in a vehicle mod too. just waiting on a tool for selections. anywyas night mates, off tobed.

sturdy parcel
#

There's no change to model.cfgs with respect to how hard animations 'work' both in the config.cpp animations class, nor in the baked in model. The rtm soft animation rtm file (eg cargo poses, Kia Dead, etc etc) no longer exists. That is done differently using script.

Also note that arma3 model.cfgs have extra info for damage and hitpoints. so looking at any samples from a3 will lead to frustration.

as a general rule of thumb here you should not refer to anything arma3, as that engine is substantively different from arma2 (and increasingly so). Assumng any 'new' technology, or 'new' ways of doing things in A3 has bled across to dayz sa is wishfull thinking. You are dealing with the arrowhead engine. Highly modified with enfusion of course, but it's where the technologies have gone there separate ways. No bigger example of that is arrowhead does not use physx.

stuck oyster
#

@sturdy parcel there has a good point.

stuck oyster
placid meteor
#

oh, sorry, thanks for the heads up, new to the discord, ill take it down 😃

stuck oyster
#

👍

#

no problem

deft heron
#

Wow.SO after a quick look a t the DAYZ tools its all exactly the same as for Arma 3.Surely its not going to be that easy. Is it?

sturdy parcel
#

yep. it's that easy for people familiar with them.

#

there are (currently) NO changes to exposed tools like TB / OB etc
The only significant difference, stress currently, is bis binarise. For most people it would not be noticed. (the difference in output of course, will be)

#

Things to look out for are changes to dsSignFile, and img2paa. There's already an additional pixelshader in rvmats, but that's pretty esoteric

#

... and Julien's done a nice job with binarise, it's quite a lot faster.

outer condor
#

@sturdy parcel can one downgrade A3 p3d formats easily to DZ p3d?
(ie is dropping PhysX LOD and changing p3d version enough)

sturdy parcel
#

no

#

i have removed the degrade option from too many thieves pinging me why it doesn't work (for them). Thery constantly try to degrade it to a type that ninja ripper (or it's friends) will understand, and I'm annoyed by it.

quick terrace
#

good lad! ^^ 😉

outer condor
#

so whats the approach for legitimate conversion - export your MLOD to obj/fbx/3ds and reimport to DZ OB?

stuck oyster
#

What happens if you open your unbinarizd A3 p3d in DZ OB? Does it error/crash?

tropic jewel
#

Does anyone have a good tutorial video for importing a gun model into game, I have 2 models that I would like to import into game, I have had a look at the samples provided but would prefer to hear and see someone do it.

stuck oyster
#

El Tyranos tutorial series could be a starting point.

sturdy parcel
#

@outer condor mlods for both are identical

#

there's nothing to transfer, nothing to convert to <-> from

#

editing the mlod (for any reason) can be done with either of the OB's and the result is the same

#

naturally., obviously, i'd assume you'd want to get rid of boyancy or phsx lods, but it would make bugger all difference imho, if the engine doesn't even look at them.

#

you'd also want to replace bi texture/material paths, moveobject or folder does that in seconds

#

people who use self contained models (ones making no references outside their own pbo space) are already pushing structires to dayz/sa. All cwr2 structures are self contained, they'd run in dayz 'out of the box' (suitably rebinarised of course)

#

almost certain @fervent steppe 's building packs are self contained too.

#

we learned our lesson in cwr1 to never ever use a bi asset. they moved goalposts on us seven times too often.

outer condor
#

thanks a lot!

tropic jewel
#

@stuck oyster do you know where I could find these tutorials?

stuck oyster
#

@tropic jewel type into google "el tyranos arma tutorial"

sturdy parcel
#

PS: any wss sound files you have can be converted to ogg using dewss.exe

#

whole folders at-a-time folks

high stag
#

whats the named property that creates a shadow based on the res LOD

#

instead of using the ShadowVolume LOD

#

nvm got it its called sbsource

deft heron
#

What witchcraft is this?

#

Hows that work mate?

high stag
#

still experimenting

#

but u can create a shadow LOD based off of res LOD

#

as opposed to creating a ShadowVolume LOD

deft heron
#

Is it not really intensive on the PC though?

high stag
#

havent tried it yet

#

will test the performance

deft heron
#

Cool

#

MMMh I was thinking about that the other day wha tis the best way to test performane in arma? Whats the best software/mod or do you just go off frame rate?

bleak flame
#

depends how hardcore you are

median bough
#

@safe ether
no cross posting
#rules
keep it to one channel please

lusty ginkgo
#

can you open a model with eliteness? I would have thought so but it just crashes if I do that and I'm wondering if there is a faster way to compare models with completely different directories more quickly than manually navigating

stuck oyster
#

eliteness should be able to read .p3d what kind of models are you talking about?

lusty ginkgo
#

binarized vanilla .p3d's

#

it only works if I open eliteness and then navigate to the model directory manually

stuck oyster
#

aaa that I dont know about

#

have you checked eliteness dokumentation if theres anything about using it from commandline or something like that?

#

or ask Mikero

lusty ginkgo
#

I'll look into it

sturdy parcel
#

eliteness has no cmdline

#

you can, use two instances of elite to look in differeent folders.

lusty ginkgo
#

I see

#

does anyone know what viewDensityCoef does, exactly?

atomic path
#

Hey guys, I keep getting this error even though both "Turret" and "Barrel" selections are in the model:

11:44:15 Error: bin\config.bin/CfgVehicles/TIOW_Tau_Light/Turrets/MainTurret/: Turret gun Barrel not found while initializing the model 40k_tau\vehicles\tetra\tetra.p3d```
#

seems quite odd, anyone had similar issue?

#

as a result the turret keeps firing straight forward even though the turret animation is perfect (it moves horizontally and vertically controlled by a gunner with no issues)

shut arch
#

I know @rough idol may be the best person for this, but if anyone else can help then please go ahead. I am trying to add some reactive armour to a model. I have got it a trial version working but I am now just trying to tweak and finalise the placement of the hitpoints. I was wondering if anyone has a suggestion as to how to go about this in object builder?

atomic path
#

If anyone happen to have the same problem as I had: use default MainTurret and MainGun selections, make sure to have every piece of the puzzle named the same: the bone, the animation class, the animationsource and values in cfg file.

#

Also shit is case-sensitive so make sure to keep an eye out for it

stuck oyster
#

Good that you got it figured out!!

tulip beacon
#

what was the fix for suddenly hundreds of sections in model?

charred bolt
#

@tulip beacon Select all of the texture which is split into sections. Ctrl C to copy. D to delete faces. Select isolated points (Points>Select Isolated) and delete them. Ctrl V to paste.

tulip beacon
#

thanks @charred bolt

polar fiber
#

it's easier if you just select by material (.rvmat) from the resource library and Ctrl+Shift+End to Move Bottom each one

pseudo elbow
#

Hi. I want to create addon-free model with custom texture to spawn in mission with createSimpleObject, question is how can I point to texture\materials in mission file for the model? I guess using __cur_mp.altis in path would be the only way? Will this even work? Thanks.

lusty ginkgo
#

pretty sure you can't use custom models without addons

outer condor
#

you can apply via setTexture

#

does that work for simpleObject too?

#

from what i recall KK figured out the pathing from missions

pseudo elbow
#

setObjectTexture needs CfgVehicles hiddenSelections definition

#

Getting path to mission dynamically requires scripting, you can't compile p3d model with dynamic paths in it

#

My assumption with __cur_mp.altis will also only work for Altis-based missions too so I'll need different models per island

#

Accessing p3d in mission is not an issue, it is possible @lusty ginkgo

#

Well I guess I'll have to try with __cur_mp

lusty ginkgo
#

how long have you been able to do that?

river kite
#

any ideas why my vehicle has the average rotation speed of the wheels on one side higher then on the other ? Its just a small amount of 0.05 difference but I think because of that its turning slightly to one side when i drive straight. Its a tracked vehicle, and the mass is completly centered, already tried to move the mass but that didnt helped.

woeful viper
#

banana drive bug

#

cant be fixed by you afaik, vanilla has/had same problem. Bobcat was the worst in the past, not sure if still the same, not sure how it's now

river kite
#

can someone else confirm that too ?

deft heron
#

Why does a building need a view Geometry?

lean stump
#

So AI can't spot players through the building.

deft heron
#

OK Ill include that then thanks.LOL

#

Does it need any special treatment like triangulating, find components or anything like that on the view geometry?

strong plaza
#

must be convex, closed hull and have components

quick terrace
#

that goes for all geo lods (geo, view, fire, buoyancy etc)

deft heron
#

Awesome thankyou guys.

lusty ginkgo
#

do proxies not work with land contact?

minor jasper
#

check the proxy has autocenter 0 property maybe

deft heron
#

Is your alpha mat completly white where there is no transparancy?

deft heron
#

Sorry I mean black.

tulip beacon
#

there is no alpha channel at all on the last screen (green fence)

#

and it only happens in certain conditions, like when sun is very low and with certain angles of how you look at model

lusty ginkgo
#

@minor jasper check the proxy has autocenter 0 property maybe
The proxy is a binarized model

minor jasper
#

eek

#

does that even work?

#

ah i seem to remember it does work, but you won't know what you're dealing with unless you inspect the model

deft heron
#

Shadow LOD?Is it defintly inside the distance LOD?

lusty ginkgo
#

I am trying to use eliteness to inspect the model but I am having some trouble with it

#

it would be nice if buldozer actually showed proxies in TB so I could see if it's working or not

sturdy parcel
#

eliteness has been updated for unrelated reasons (dayz) you may need to update it and the dll.

lusty ginkgo
#

just did

#

seems to have fixed it for me

sturdy parcel
#

yeah, been busy with dayz fixes. got myself a bit confuzed.

stuck oyster
#

@tulip beacon you have CO an CA textures on it or only CA?

#

objects with lots of transparance get considered alpha objects and that bug appears

#

its been discussed a few times here and I recall it was a namep property that fixed it

#

alpha something

tulip beacon
#

@stuck oyster the green one does not have any transparency at all and is co entirely, red one is ca entirely

tulip beacon
#

Yeah, i recall someone had this issue

rough idol
#

Try Forcenotalpha = 1 in geo @tulip beacon

tulip beacon
#

@rough idol i will, thanks

velvet chasm
#

Hi
Is there a way to export selections name from OB to 3ds max and from 3dsmax to OB?

#

I need to modify my model but i create selections in OB

#

Ok
Thats like impossible
Thanks for answering

#

🙃

quick terrace
#

afaik exporting from OB as FBX keeps named selections

#

but not weights

#

also it fucks up (locks) the normals

#

so that might work ok for anything BUT character gear and unforms

velvet chasm
#

Im trying to creat selections in orginal model then import to OB
its the best way i think

#

@quick terracetnx

quick terrace
#

best way to do that is in OB\

#

that said, importing a max exported FBX into OB will have named selections based on individual mesh names set in max

#

i take advantage of that myself quite often

#

would be better to have selection sets defined in max exported indeed, but mesh names works pretty well

warm trench
#

Quick question on weapon attachment (sight) ViewPilotLOD: is this LOD always rendered/shown when in 1st person display or only when looking down the sight itself?
I'm just trying to work out how much I could get away with distorting the sight to improve visibility without it looking odd.

junior saddle
#

Hi guys and gals, in geom LOD, can you assign mass to a single vertex, or is volume required (i.e.: a cube)? I ask because I want a small plane to fly smoothly like a large plane with well-distributed mass, but I don't want the cubes bumping into other objects.

late raft
#

Uh.

halcyon wren
#

assign mass, but don't give them component names. That'll do it

#

(volumes, not vertices)

junior saddle
#

Do axis memory points have any affect on rudder control configs? I have two VTOLs sharing the same flight parameters, but one of them does not turn while hovering. One major difference is the rudder_L/R_axis positions on each vehicle. On the one that steers the rudder axis is vertical, but the other one has rudders on a horizontal pivot, so the axis is also horizontal.

junior saddle
#

@halcyon wren BTW, thanks for the replies on mass and volumes. That was a big help!

dreamy zealot
#

Hello. I've just begun to make some assets for arma with the aim at starting simple (or what I assume to be simple). Thus far I have created a model of a medical ship, I have been able to import the model into game as either a boat with buoyancy and as a static object. For the scope of the object I prefer a static object, the intent is a platform similar to the carrier that the IDAP/UN faction can deploy from, again the intent is a simple model no doors maybe ladders in the future. At this point I have the ship in game and it is place able and I receive no errors. However when I attempt to land on the ship (helicopter) I clip through it and when I place a unit on the ship and run around at a certain distance I fall through it. I have Geometry LOD, Roadway LOD and regular (resolution?) LODs, I have not applied any texturing or mapping as the first step (in my head) is to get the shapes working. I remember reading something on object size limits and I'm pretty sure that's the problem. The object is nearly the size of USS Freedom, I guess I need to break it into smaller models and stitch them together, can anybody point me in the right direction for doing so? Thanks!

lusty ginkgo
#

does the station house from CUP add the new interior area or was that there before?

lusty ginkgo
#

Also is there a way to disable the character limit for vertex groups in blender? It messes up the proxies and selections

woeful viper
lusty ginkgo
#

is it possible to have a vehicle that can be walked on?

hallow jacinth
#

Yes, just needs a roadway lod. While it's moving however, not really

mossy oxide
polar fiber
#

How many bones is it weighed to?

woeful viper
#

the pistol holster proxy must be the same weight and bones as the mesh of the holster of course

mossy oxide
#

@woeful viper I did say I rigged the proxy the same way the holster was

#

@polar fiber 4 bones + proxy

woeful viper
#

what do you mean by + ? 5 bones would be over the limit

mossy oxide
#

4 bones and the proxy group

woeful viper
#

there can only be 4 bones affecting one selection. If you have 4 human skeleton bones + some other bone you are over the limit

#

in rpt you see messages when something is weighted to too many bones

#

note that even 0% weight counts (can happen in max for example, that there is a bone assigned but with 0 weight -> it's still counted towards the limit)

mossy oxide
#

damn, now how can fix too many bone assigments in blender? I don't want to go through each vertex and manually fix it.

woeful viper
#

sry not a blender user - cant even say if blender "offers" the same pitfall or if it's more clever by automatically unassigning 0 weight bones...

mossy oxide
#

it seems that a proxy can be rigged to only one bone, I did lower the count on the proxy down to 3 bones + proxy group. It is a bit better but it seems it is actually rigged to only one bone, with is why it clips so much.

#

Ah in weight paint mode you can use the cleanup option to remove weights bellow a value you set

mossy oxide
#

Just 3 bones + proxy, no joy, the holstered pistol still flops around

woeful viper
#

what purpose does the "proxygroup" bone serve?

mossy oxide
#

well it tells the game what proxy it is

woeful viper
#

but it's not a bone. It's just a named selection

polar fiber
#

are all three verts of the proxy weighed uniformly or do they have different weight values?

#

because really you should treat it as a single vert/point in space, not a mesh/face

mossy oxide
#

Same weights. Seems that a proxy can only be rigged to a single bone, at least appears to be that way.

stuck oyster
#

that would make sense since as da12thMonkey there said proxy is just a memorypoint

mossy oxide
#

But memory point is just a vertex and those can be influenced by multiple bones, otherwise you couldn't have hitpoints on the body as everything would be really stiff.

lusty ginkgo
#

I can't for the life of me figure out how to determine what value/setting affects how well an AI can see through view geometry

#

my thick pine trees are impossible to see through except for on the edges yet AI still shoot through them

#

they are convex and named and everything so I know that isn't the problem

#

From what I gather the view geometry has a penetration .rvmat that controls this

stuck oyster
#

fire geometry has the penetration material

#

if you dont have it it defaults to one of the other geometry lods

#

cant remember the order

lusty ginkgo
#

I know that but view geometry does as well on some models

#

sometimes different than the one used by the fire geometry

stuck oyster
#

does your geometry have mass?

#

in geometry lod?

lusty ginkgo
#

yeah

stuck oyster
#

collision works normally?

#

do the bullets just fly through does the tree deflect them at all

lusty ginkgo
#

everything seems to be in order with collision and armor and stuff

stuck oyster
#

what kind of particles does the hits spwan?

lusty ginkgo
#

fire geo works as expected

#

it spawns the right particles

stuck oyster
#

have you tried giving it armor,rvmat

lusty ginkgo
#

trunk of the tree wood, pine, is pine particles

#

what do you mean?

stuck oyster
#

give it armorplate rvmat so its steel

#

and see if that stops the bullets

#

if it does not then your model has errors

lusty ginkgo
#

the bullets stop just fine

#

I'm having trouble with AI visibility

#

as in what controls how much they can see through the view geo

stuck oyster
#

ok so what does your viewgeo look like?

lusty ginkgo
#

at this point it's just a giant cone with wood.rvmat

#

which is the only .rvmat that has a bisurf with transparency = 0

#

but that doesn't seem to actually do anything

stuck oyster
#

and you have tried it without rvmat?

#

just the convex cone with componenXXX name

#

or maybe a plain large box

#

to rule out the shape not working right

lusty ginkgo
#

I think that is what I had it as originally, but I'll test it again to be sure

stuck oyster
#

also add the firegeom

#

make it properly to rule out anything like that missing

#

also make sure the rigth version of it is loading and you dont have some older version of it overwriting it on load

lusty ginkgo
#

I'm worried it might have to do with the class = treesoft property and isn't changeable

#

I hope that isn't the case

lusty ginkgo
#

I think removing the .rvmat from the view geometry worked

#

now just to find out how to tweak it

sturdy parcel
#

well proxies in the bis engines are a little dissapointing because they're just cardboard cutouts of the same model, stand-alone. you can't eg, animate them.

i think the only useful reason to use them is to reduce vertex counts etc.

late raft
#

I'm fiddling with OB a bit, trying to understand it. How does one reference a proxy to any object that goes into it? For example, proxies on weapons for weapon sights.

#

Do I just keep it blank?

tulip beacon
#

anyone had issue when UV editor in object builder won't open?

#

i guess it's not only be, bis broke something again

sturdy parcel
#

they probably don't supply it any more, as beautful as it was, they broke it when arma2 was introduced and TI stages.

#

one of the best gui tools bis ever had.

bold flare
#

@late raft you place a vertex, or a face if you need orientation in memory lod and give it's selection a special name
Arma 3 samples weapon should have it

tulip beacon
#

ahem

#

i was using it today on other pc just fine

bold flare
#

opens fine for me. Atleast without model loaded

tulip beacon
#

i guess i need a ticket for that, because it fucks up all my workflow

#

yeah, tried on empty model -- same

#

are you on stable tools?

bold flare
#

ye

tulip beacon
#

because i'm not

#

but other pc is on dev too afaik

rough idol
#

@tulip beacon right click on uv icon in tray & click maximize

tulip beacon
#

@rough idol 😱 you are wizard, Harry

#

thanks

#

yeah, did that already

#

i actually thought of doing that, but it doesn't usually work so i didn't bother

#

@rough idol rhs_t90a spoiler alert

rough idol
#

nah, t90am would be a spoiler 😛

strong plaza
#

that UV editor issue has been around forever

velvet chasm
#

Hi
what is the Maximum faces that allowed for shadow LDD?

#

What is recommand and what is acceptable

#

?

polar fiber
#

3000 ish

stuck oyster
#

as few faces as you can make it is recommended

lusty ginkgo
#

@tulip beacon if maximizing the UV editor doesn't work, go into task manager and try it. That usually fixes it for me. If that doesn't work there you can edit the registry entries for the window size

stuck oyster
gentle merlin
#

crap, sorry

stuck oyster
#

👌

tulip beacon
#

@lusty ginkgo 👌

minor jasper
#

hi, does anyone know why this would cause the diag.exe to crash? or how to fix it? the helmet model has a deliberately empty viewpilot lod, could this be the cause?

#

if i click abort, it hangs my pc.

outer condor
#

that msg itself is not necessarily related to a "crash/freeze"

#

try adding -noAsserts first

quick terrace
#

it has nothing to do with pilotLOD being empty, because that is the default for all helmets

#

if anything, there is a piece of mesh in one of the visualLODs

#

that has no UVW data

rough idol
#

most likely one of the rvmats is using "uvSource="tex1"; without 2nd uvset present in LOD

#

common mistake

quick terrace
#

@rough idol ahh yeah fuck, uvStage=1 is tex1 indeed, not UV set 0

#

👍

minor jasper
#

thanks - we had uvsource = "none"

#

hopefully thats fixed it

#

re the crash, tha twas caused by me alt-tabbing and then not being able ot recover mouse function. i realised by pressing left arrow i could abort again, thus avoiding it.

deft heron
#

Hey guys Im trying to get interactive glass working in arma 3. It seems that I can see both my destruction and undestroyed glass meshes.Do I have to literally hide them and how would I go about doing that?

charred bolt
#

Damage and destruction textures for glass usually use the same mesh, but different rvmat's, linked via class Damage {}.

#

If you want to hide the glass on destruction you can do so using hitpoints and hide animations in model.cfg

deft heron
#

I will have a look but I am using the arma 3 samples house example and there is 2 different meshes for each one wit ha different rvmat on each.

lusty ginkgo
#

doing that is helpful because you also need those selections on geometry and fire geometry (view geo if it's dark glass I guess) so when the window is fully destroyed, it won't still affect bullets or stop grenades or other objects

deft heron
#

SO is that not how the BIS example is set up?

lusty ginkgo
#

it is

#

the example has both the damage materials and the named selections

lusty ginkgo
#

is there a config value that determines the radius of a ladder climbing action can be away from the actual ladder? I am modifying the A2 station house from the sample model and you can just enter the ladder from the inside of the building for some reason

deft heron
#

If I reember correctly its a memory point in the memory LOD.You should just be able to drag that in front of the ladder.

lusty ginkgo
#

Yeah but with other actions you can set a radius/distance away from that point that will only allow the player to use it if they are within that radius

#

you can see the "climb ladder up" action from like 10 meters away from the actual ladder

deft heron
#

If you cant see it in the config Im guessing it cant be done.

lusty ginkgo
#

I doubt that is the case

tacit shard
#

thats how it was done in ARMA 3 I haventt looked in dayz but if its teh same config then you gotta add the radius after in the {}

lusty ginkgo
#

thanks

cinder pivot
#

How come I can walk on an object that has geometry but no road way?

#

am I missing something that doesn't allow walking on a structure - I want that floaty effect

strong plaza
#

last time I tried to walk on a an object without roadway LOD the character got stuck

#

maybe a new feature in the game?

woeful viper
#

no, still same

cinder pivot
#

Hmm.. maybe I am doing something wrong then.. Any ideas or properties I should or should not have?

lusty ginkgo
#

are you sure there is no roadway?

cinder pivot
#

There is a roadway lod

#

But nothing where im walking

lusty ginkgo
#

it might be hidden

cinder pivot
#

Ill make sure everything is unhidden but it doesn’t make sense that it would perfectly line up with new geometry

#

Not at home to look atm but I will poke around

deft heron
#

Hey guys when you are making a lamp how does the color work? color[] = {2500,4000,6000};

#

WHy is this number so big?

languid urchin
#

Any inputs for this? I have 7k verts so i think i'm fine with that.

tulip beacon
#

does section count in SV lod matter?

strong plaza
#

SW LOD?

tulip beacon
#

Pardon, SV

#

Aka shadow volume

quick terrace
#

?

#

you have textures assigned/

tulip beacon
#

yeah, trees do need texture for crown

quick terrace
#

ahh yeah forgot about trees and alpha enabled shadows

tulip beacon
#

i can assign that crown texture to bark and that will make whole thing 1 section

#

since nobody will ever see it, but should i bother?

quick terrace
#

don't you have a special SV lod for that Alpha texture?

tulip beacon
#

yeah shadow volume 1000 and 1010

quick terrace
#

yeah, no idea actually, best bet is to check some samples or whatever

tulip beacon
#

k, thanks

quick terrace
#

the only thing i did using 1000/1010 wasn't a tree but a structure, and the entire thing had a single alpha texture applied to it

halcyon bluff
#

ive heard about memory points, but how do i position this correctly

polar fiber
#

model needs to be weighed properly to the head selection and have a model.cfg

#

look at A3_headgear_example.p3d from the samples pack

halcyon bluff
#

the mask is registered as facewear, does that make a big difference?

near scaffold
#

Just highlight the whole thing and give it the “Head” selection

halcyon bluff
#

how do i do it?

deft heron
#

Love the way that the BIS sample for the Lamp is set to protected in the config, which means that when you have made your version it doesnt show up in the Editor.I cant think of a reason why they have done this.But I guess it makes me laugh.

stuck oyster
#

@halcyon bluff Id recommend you look up El Tyranos tutorial series to better understand the whole process of adding different kind of things. The topics may not always be the same, but you should be able to see how different tools work for different parts of the process.

deft heron
#

There seems to be no reason why the second light ( half way up the lamppost ) is there.Does anyone know why this is? https://imgur.com/a/klfnq14

charred bolt
#

You have probably defined a light in config which doesn't have a corresponding memory point in model, so it defaults to model centre.

deft heron
#

Ok that is it.I just turned all the other lights off in config. Cheers.

#

👌

clever solar
#

So, I'm following this guide to learn how to use Blender: https://youtu.be/f5Gb1VK98Wc?t=2045
And I'm new to modelling altogether btw. But at the point I linked he goes into using random falloff to adjust the edge of the icing.
However, when I click one of the verts and move it on Z axis like he does, still only that vert moves... Not sure what I've done wrong.

cinder pivot
#

I can walk on it, lay on it just fine.. no roadway, settings or anything

#

config is Land_i_House_Small_01_V1_F default arma 3 with replaced display name and model path thats it

#

gonna unload mods and see what does it I guess

cinder pivot
#

🙏 it was advanced movement somehow doing that, not sure why I even had that loaded 😦

velvet chasm
#

Hi
Is there any totarial that help me to creat an acceptable Shadow LOD (for 3ds max or blender) ?
I was tryed multiple ways(like desimation tools , pro optimizer and etc) but they wont be fine😖

stuck oyster
#

Last resort you have to do it manually. Its just like any other modeling really. Just the limits and requirements of shadowlod have to be kept in mind

velvet chasm
#

@stuck oyster of course ,TNX

formal peak
#

@clever solar you deffo pressed 'o' to activate proportional editing?

stuck oyster
#

ah proportional edit mode, my old nemesis

clever solar
#

yeah it was activated

lusty ginkgo
#

one thing I hate about blender is the obscure and confusing functions it has you can activate completely by accident but pressing some barely noticeable buttion lol

stuck oyster
#

most stuff you can just cancel with right click btw.

#

also it has great undo

#

and part of learning how to use a program is to know what buttons to press and what not to.

lusty ginkgo
#

blender has a very strange UI so it takes getting used to

#

also I didn't know about the right click thing

formal peak
#

256 Undo limit is very useful 😂 and when you realise there is also re-do 😵

quick terrace
#

all software have keybinds btw, most software cancel the tool on right mouse click as wel (max, maya, c4d etc)

#

i use my own keybinds in most software, and is one of the first things i check when in the settings

distant valve
#

Hey, I'm trying to make a weapon. So far it's working, sound ok, Particles ok, however, the sight is pretty much unusable, the bullet is under the iron sight. If a add a ACO, the bullet is waaaaay more under the green dot. What am I missing here ? Could you point me to the right direction ?

tough sinew
#

Is teher any way to enable DirectX permanently? on objectBuilder

quick terrace
#

@distant valve you are most likely missing eye mem points

#

or have these not defined anywhere in a config

lusty ginkgo
#

Is there a way to visualize hitpoints? I made mine bigger for one model's windows and it worked but those same settings don't work on another model's windows despite that model having more dense hitpoints

#

do hitpoints that overlap 'merge' or something?

sharp halo
#

Soo how could I increase texture quality displayed in buldozer? Ingame they look a lot better

shut arch
#

@lusty ginkgo I’m away from pc at the moment but if you download the dev build there is a dialogue tool that you can run that shows you the hit point size in game. It also gives you the state of the Hitpoint

lusty ginkgo
#

@shut arch thanks, I'll check it out

#

shooting the windows directly does very little damage but shooting the area around the actual glass where the hitpoint overlaps does the proper level of damage

#

might be using the wrong glass material actually

#

that doesn't seem to actually matter

#

I was missing animated = 1; and armor = number; in the model's config and adding those seems to have fixed it

#

thanks for the help

#

also I have properly scaled hitpoints now so that's good too

shut arch
#

Didn’t do much. Glad you got it sorted. I’ve recently just delved into this all myself. Trying to do reactive/ Slat armour.

sudden chasm
#

Is there a limit to the amount of animations in a building? Like windows and doors?

clever solar
#

👀 I'm like 99% there is a limit, but maybe someone else has the details.

sudden chasm
#

would that limit happen to be 9 of each??

bleak tangle
sudden chasm
#

huh... I'm using the sample A3 building as a basis of a house I'm making. And I'm having trouble figuring out why only 9 of my doors and 9 of my window's animations work. I have 11 doors and 38 windows, and currently only 9 of each work.

rough idol
#

@lusty ginkgo use armorComponent instead

#

Damage is dependant in speed loss during penetration - since glass is npt slowing down projectiles at all It does not generate hit

#

Your hit sphere is large enough to contain part of the object and that's the reason you are destroying windows without hassle

lusty ginkgo
#

I just have it set up like the sample model. Shooting the actual glass did very little damage but shooting the wall or windowsill where the hitpoints overlap did the expected amount of damage. Adding the 2 config values seems to have fixed it completely, though

rough idol
#

well, I think I've explained why it did less damage 😉

lusty ginkgo
#

I don't get it lol

#

I have things set up the same way other buildings are

stuck oyster
#

@lusty ginkgo do you have glass hit geometry?

lusty ginkgo
#

Yeah

#

In the fire geometry

sturdy parcel
#

i can confirm via mondkalb (and now reyhard) that the bonelimit is 255 for arma3. For arma2 that value is 96.
However, broken glass anims still seem stuck at 25 (like arma2), unless i've done something really stoopid in testing.

rough idol
#

A3 hospital has 60 glass hitpoints/anims

sturdy parcel
#

I appreciate that piece of info. thank you.

lusty ginkgo
#

arma 2 had glass animations?

sturdy parcel
#

2 stages of broken glass, yes.

#

houses that lacked land classes showed all three states at once.

sudden chasm
#

RE: my question from yesterday. I am an idiot. I did not notice I had miss labeled my bones. All hail Kllrt

slate epoch
mellow inlet
#

Seams are included in .obj files right?

#

I lost my .blend files and all I have left is an obj file, can I get most information extracted from that

stuck oyster
#

UVs are saved in .obj yes

mellow inlet
#

Okay cool

#

Coolbeans :)

sudden chasm
#

While you guys are answering UV related questions. Can OBJ save two uv sets, that question is in relation to multimaterial shenanigans

stuck oyster
#

I would say no

#

at least I tested just now quickly and only got 1 uvset back on import

#

why would you need to use .obj as a gobetween format?

lusty ginkgo
#

yeah I could see that causing more issues than it's worth to deal with

stuck oyster
#

Blender can export directly to p3ds with a plugin and from other programs It would be adviseable to use .fbx as transfer format

sudden chasm
#

I couldn't get fbx to work from maya

#

I suppose i should try again, or put more effort into seeing why it didn't work

mellow inlet
#

I export as obj whenever i paint the materials in quixel

slate epoch
#

FBX should work from maya

tacit shard
#

Is it possible to delete a single face in object builder without it deleting all the faces around it?

slate epoch
#

Press D

tacit shard
#

Thanks

quick terrace
#

@sudden chasm obj stores a single uv set. FBX stores as much as needed though

deft heron
#

Can I use 8k textures on my house guys?

strong plaza
#

no

deft heron
#

Darrrrrr. Thanks

bleak tangle
#

There are also very few assets that even use 4k. Are you trying to fit all of the buildings textures into one giant texture? If you're not already, you should probably be using multimats for buildings. For buildings it's the best compromise between performance and quality.

deft heron
#

I use 4k alot.Especially on building but its split up.Just working on a large apartment and Im going to have tosplit it mote I quess

#

Thanks for the advice.

slate epoch
#

Yeah use multimats definitely...

#

If you use 4k on buildings, you are doing something wrong

sacred grail
#

If you need to use a 4k to maintain Texel density then you should be using a multi mat. 4K should only be used to further existing levels of detail. 4K is only shown to those with ultra texture settings.

velvet chasm
#

Hi
Is there any Napalm Bomb for Arma ?

stuck oyster
#

Unsung mod may have some

velvet chasm
#

yes sorry its my bad

upbeat grail
#

Hey anyone here down for a small commission ?

median bough
#

What you got in mind?

upbeat grail
#

A helmet camera @median bough

median bough
#

cTAB mod already has it

upbeat grail
#

A custom one for a colonial marine helmet @median bough

quick terrace
halcyon bluff
#

i got my gas maskes now working, until i try to start the mission. then the y disappear from the glasses slot and are no longer visible

#

Does someone know how to fix this?

stuck oyster
#

how are they assigned to your unit?

lusty ginkgo
#

if I have a geometry component completely inside another geometry component would I run into issues?

#

I am working on fixing my tree view geometry with the area occupied by leaves covered by a component with one material and the trunk of the tree covered by a component with another material

#

since there is absolutly no information anywhere I can find about how the view geometry penetration material works I want to just have both a component with the vanilla wood material and the other with one that AI can't see through

bleak tangle
#

View geometry shouldn't have a penetration material unless there is no fire geometry LOD, in which case the view geometry is used. I don't think you'd have any issues with overlapping view geometry pieces, but for fire geometry the wiki says

If you have a case where 2 armor plates (or other Firegeometry) are ontop of each other, they should be modelled as 1 piece. Otherwise the second plate might get ignored by a bullet due to close proximity, which is caused by limited bullet simulationstep and therefore limited bullet simulation accuracy. Might be fps dependant.
halcyon bluff
#

@stuck oyster ive added them to a standart blufor unit with the arsenal

halcyon bluff
#

ok, they only get removed, when the unit is set as player

lusty ginkgo
#

@bleak tangle I have been told the penetration .rvmat, or the .bisurf it references, is what determines how well an AI unit can see through it

#

My trees, which are just modified from the A2 samples, had the wood penetration rvmat on the view geo by default, and removing that so it had no material actually seems to have made a difference

#

I am trying to make fighting AI in wooded areas more bareable and sometimes it is but other times it is just a nightmare of getting shot at and having no clue where it's coming from and later realizing you wouldn't have been able to see what shot you anyway

#

I think maybe I should add aicovers = 0 to the more thick pine tree so AI won't just hide completely in them

rough idol
#

@lusty ginkgo
"\a3\Vegetation_F_Exp\data\foliage_dense.bisurf"

transparency = 0.01; //viewDensity = -4,6051701859880913680359829093687 (hardbush)

lusty ginkgo
#

viewDensity that's a named property?

rough idol
#

transparency is coef to viewDensity

#

"viewdensitycoef" is named property

lusty ginkgo
#

I see

#

thanks for the info

bleak tangle
#

I'm a bit confused now. A lot of the tree models seem to have materials defined in their view geometry LOD, but the corresponding bisurfs don't have any transparency entries. The only Apex tree models I could find using bisurfs with transparency values were these:
t_Albizia_F - view geometry uses a3\vegetation_f_exp\data\foliage_sparse.rvmat, no view density coef
t_Inocarpus_F - view geometry uses a3\vegetation_f_exp\data\foliage_sparse.rvma, no view density coef
t_Pritchardia_F - view geometry uses a3\vegetation_f_exp\data\foliage_sparse.rvma, no view density coef
t_Rhizophora_F - view geometry uses a3\vegetation_f_exp\data\wood_crown.rvmat, no view density coef

rough idol
#

transparency is replacement for viewDensityCoef

#

viewDensityCoef affects whole model

#

were with transparency defined in rvmat you can control how much ai can see through leaves for example

#

transparency = viewDensity coef for specific component

#

viewDensityCoef in geometry properties = viewDensityCoef for whole model

#

viewDensity = -4,605170186f (hardbush) - is hardcoded value for hard bushes

#

tree is using -2.302585093f

#

\a3\Data_f\Penetration\wood.bisurf also take a look at this

#

this disables AI seeing through tree trunks

#
0 -> opaque
1 -> transparent```
stuck oyster
#

ha I've totally got viewDensityCoef and lodDensityCoef named parameters mixed up. xP

rough idol
#

probably because previously I've mentioned it together with lodDensityCoef 😉

#

and I said that either one or another is controlling lod switching - I was away from pc then so I couldn't confirm which one it was

stuck oyster
#

yeah I just run a search and you did mention both

#

only the viewdensity one stuck xD

#

I must have imagined the changes in lod switching before xD

lusty ginkgo
#

I am kind of lost here lmao

#

so do I want both viewDensityCoef and the transparency or do I just need the transparency and I don't need the named property at all

cyan heart
#

Hola, I'm having some issues with a model. Ingame and in Buldozer the textures seem to be distorted.
The UV seems fine, also when I export the same model from o2 to my 3d software and apply the same texture, the edges are all good.
This is what it looks like: https://imgur.com/a/D616cDu
Any ideas?

lusty ginkgo
#

You probably have sharp edges

cyan heart
#

Yea, that was just while testing

#

It's the same without

#

Also when I export the "sharp" model to my 3d software, the texture are fine

lusty ginkgo
#

does it show sharp edges in object builder?

cyan heart
#

Yep

#

The texture problem doesn't change/solve with either sharp or smooth edges

lusty ginkgo
#

Yes, but are you changing the edges between sharp and smooth in object builder or your other software?

#

Are the edges split or something? What format do you use between the two programs?

cyan heart
#

Edges are not split and I'm switching the edges in ob. I used fbx and obj for exporting the model

lusty ginkgo
#

I'm not sure then

errant pumice
#

How can I disable a house object appearing on the map as a gray rectangle?

lusty ginkgo
#

map = hide I think

stuck oyster
#

👆

#

@lusty ginkgo does it have a second uvset?

quick terrace
#

@cyan heart i suggest you compare the 2 UVW windows side by side - whatever software you export from and OB

#

also check if
a. there are any mesh pieces with no UVs
b. there is a mesh pieces really far from 0.0.0. UVW center

cinder pivot
#

I can’t remember if there is a way to hide the gunner get in if a selection is hidden, was that possible? Or would I need to split my model if I want a mounted gun variant and a ffv version

stuck oyster
#

if you make the gunnergetinAction empty with "" it should not appear

#

also the turret needs to be in different compartment

#

AI might be able to access it though

#

or actually empty turret class

#

so different class would be needed

cinder pivot
#

Probably the simplest way I suppose

cyan heart
#

@quick terrace the UV seems to be exactly the same, I can't see any differences of any type.
a. Not the case
B. Also not the case, at least I can't find any

I didn't make that UV as it's a model I bought on Turbosquid, so I don't actually know how it was done. But I read that this could be caused by the way the model was unwrapped.
I'll unwrap it myself and see if the issues is fixed, if not I'll be back here :)
Thanks though

quick terrace
#

what software are you using?

#

besides OB?

#

especially if that was bought, it is very likely to not be unwrapped for games

cyan heart
#

Using C4d and also tried max.
not be unwrapped for games it isn't.

cinder pivot
#

@cyan heart if you use max/blender and apply the texture there.. does that work or is it still distorted?

cyan heart
#

haven't tried blender, but works perfectly in max, just like in c4d

cinder pivot
#

I would try exporting into another program first as redoing the uvmaps will be quite a big task and you would have to retexture it as well since it would be really hard to match that texture you already have 100%

inner field
#

Hey, so im new to 3d modeling, and im having some troubles with the shadow lod. https://imgur.com/a/6vR2RyB
I triangulated, and did the sharp edges like it says on the LOD wiki. And i also shrinked the shadow lod slightly.

polar fiber
#

that's not the shadow LOD, that's bad vertex lighting in the visual LODs

inner field
#

oh ok. Any idea how i could fix that?

polar fiber
#

proper use of sharp edges

#

they're not only used in the shadow LOD

inner field
jaunty leaf
#

looks like you have smoothing group issues on that latter mesh

#

did you have the entire mesh in a single smoothing group in the first picture?

stuck oyster
#

@inner field

#

you should have sharp edges only where they are needed

#

in this case at the edhes of the top and bottom

#

these are best set up before exporting to OB as in OB it can be tedious to set them up

#

right now you have the sides sharp too

#

which I would guess is not the way you really intended

inner field
#

ahh i see. Thanks for pointing that out, i guess i selected them all.

velvet chasm
#

Hi
I have used one proxy but 2 crew spown in vehicle
What is wrong as your idia?

cobalt pawn
#

What would cause a characters hand anim to not change when switching weapons? it looks like its stuck on the default hand animation. I've changed the config and model.cfg to other known working ones and it still won't work properly. Must be something wrong with the model itself...

cobalt pawn
#

Had to go back to an earlier save, must've gotten corrupted somehow...

stuck oyster
#

@velvet chasm your config gives it 2 crew.

velvet chasm
#

@stuck oyster tanx i find the problem and fixed it
I defined a driver and a turret and i didnt need driver

dapper ruin
#

Anyone have or know of an example unbinarized p3d + config for a helo properly set up that I could look at as an example? Preferably one w/ working wheels?

#

Just got permission to fix up an old helo mod that has issues with the wheels and could use a good example to work from.

stuck oyster
#

@dapper ruin theres example of all vehicles in the Arma3 samples

dapper ruin
#

Great, will search for that. Thanks for the info.

stuck oyster
#

samples are on Steam

sudden chasm
#

So after much research. Is it still true that exporting an FBX with multiple UVs does not work in OB? The only result I've been able to do is to crash arma when I place the building I've made in game.

Edit: nevermind. fbx is not the culprit I'm looking for. Somehow I'm doing multimaterial wrong and crashing my arma but somehow not buldozer.

bold flare
#

@sudden chasm do you still have the "wrong" multimat rvmat? Can you send me that?

quick terrace
#

@sudden chasm there is indeed an issue with 2x UV sets and FBX export

#

it either breaks the UVs or the smoothing groups

sacred grail
#

Is there a workaround for this?

quick terrace
#

from max, use the script exporter

sudden chasm
#

@bold flare I managed to solve my issue a couple hours later with my multimat. I swear to god every time i ask for help I find a solution soon after.

@quick terrace I've noticed that sometimes it misplaces some of the verts in my second uvset when I export from maya. So far I think the smoothing groups are acceptable casualties as all I need are sharp edges with my building that I'm making.

bold flare
#

Yeah but if something specific was wrong I wanna try to get armake to fix it. Especially anything that crashes the game, maybe I can find the cause of the crash and fix it and then tell mikero about it so he can add a mitigation too 😉

rustic epoch
#

what do i have to put in the cfg of a uniform when all sides should be able to use it?

polar fiber
#

modelsides[] IIRC

rustic epoch
#

Ah, just leave that empty?

rustic epoch
#

modelsides[3,2,1,0]

bold flare
#

that's not how config arrays work
modelsides[] = {3,2,1,0}

rustic epoch
#

Yes figured it out already.had no coffee when writing that sorry

sharp halo
#

Is there a way to show player head in First person?

median bough
#

no... once you see your character it`s not first person anymore

#

logic...

sharp halo
#

Ok I just want to see my head in Pilot view. Logic.

slate epoch
#

If you make your own character, you can put head proxy there

#

Not sure why you would want that, but you can

#

¯_(ツ)_/¯

sharp halo
#

No way of actually make it switchable via script I guess?

median bough
#

hide animation could work out somehow

sharp halo
#

I want that only for video purposes, like in some jet videos where you have camera on the left of the pilot

median bough
#

but as kllrt said, custom model

sharp halo
#

ok then, thank you

median bough
#

you can attach the cam pos on predefined possitions / attach to if that helps

rough idol
#

but you won't have view pilot view

#

with mfds and so on

median bough
#

true

rough idol
#

you can also try adding cargo proxy with same cargo pose with same animation as pilot

sharp halo
#

That is also a way, will try

dusky willow
#

does anyone have or know about the "repair depot" brought in by the tanks dlc, that you can close? Or did someone made a model for that eventually?

stuck oyster
#

A3 models cant be edited if thats what you are after

dusky willow
#

is there an halfway exciting model around that represents something a repair station is?

halcyon wren
#

In cup there is a classic one.

slate epoch
#

Oh yeah, thanks for reminder. I wanted to add some anims for repair depo

halcyon wren
#

ca\buildings\repair_center.p3d

dusky willow
#

for the arma @slate epoch ?

#

the cup one?

slate epoch
#

The one from Tank DLC

dusky willow
#

If you do, kllrt, hit me up with that mod ^^ I would really like an closed repair depot that i can transport :3

slate epoch
#

It won't be mod ofc, it will be in official data

dusky willow
#

that would be double amazing ^^ currently i just put that deployed one on a rhs us truck and it looks decent enough to transport ^^

plain jackal
#

does anyone know why a turret would animate on an axis properly in buldozer, but not in-game?

woeful viper
#

specify "not ingame" ? What's (or not) happening ?

#

idk if animation sources and Names are case sensitive - thats the first i would check

#

after that its propably something other than that (some config parameter dealing with gunner control disabled when turned inside/out and so on

sturdy parcel
#

bones (and sections) are converted uncondtionally to lower case in the engine. problems strike in the other direction when used raw in buldozer / ob. This appears not to be the case.

#

if it's working in o/b but not the game, the problem is simple to understand and damn difficult to fix, it's the class turret(s) and class animations for the vehicle in the config.cpp

#

always, always, check the (dot)rpt first to see if you / they are interfering with each other.

lusty ginkgo
#

So with tree classes the other LODs are supposed to move/sway in the wind right? It doesn't seem to be the case for the shadow volumes though. Is there any way to fix this?

#

I would assume the geometry LODs move with the tree for obvious reasons, but I don't want to assume anything with BI game design anymore

sudden chasm
#

If I move all my building's window frames to being proxies as well as my door frames and they use the same multimatt, will the multimatt be counted as one section in engine or will it be counted as two sections because the proxies are different P3Ds? The overarching question I think I'm getting at is if making all 38 window frames on my building into proxies will be more or less taxing on perfomance?

river kite
#

is there a way for a better import from maya, so i dont fuck up all the smoothing groups when i have multiple UV Sets ?

quick terrace
#

@sudden chasm each proxy add a new section count. - i would say more taxing on performance for no particular reason - i don't get why would you need to do that

#

@river kite how do you export from maya?

#

FBX?

sturdy parcel
#

doors in proxies, can't be open / closed, windows can't be broken

quick terrace
#

he said frames ^

sturdy parcel
#

k

river kite
#

Pufu yeah FBX fucks it completly up, Obj just destroys small amounts

quick terrace
#

OBJ cannot handle multiple UV sets afaik

#

and it isn't OBJ that breaks smaller faces smooth groups, it is OB in itself, no matter of file format imported

river kite
#

Hm ok

#

Man what would i give for a new object builder

sturdy parcel
#

easily done, but no-one wants to pay for it.

quick terrace
#

😄 i would rather skip it altogether, but i hate it less and less these days

#

the workaround to OB breaking smooth groups for small sized faces

#

is to lock the normals just after import

river kite
#

Ok will give it a try

rustic epoch
#

sorry for crossposting ,only just doing this because i think my question has got a better home in this channel:is there any way to have kind of an init on a "throw" object after it touches the ground?we created a throwable item that needs to be picked up again and i thought about something like a createvehicle line based on the pos the item goes to when throwed.its a class handgrenade item so i think something in arma is executing the actual explosion?

quick terrace
bold flare
#

He already asked in #arma3_scripting.
There is no init at touching ground no. Just sleep a coupe seconds after throw

rustic epoch
#

my problem is that its objnull after throwing so i cant script something around thethrown object

bold flare
#

use nearestObjects to find it again

rustic epoch
#

does this work?what i want to do is to throw an object into a trap to disable it.the trap got the actual ammo object as a deactivating factor

bold flare
#

make both physx objects and use the EPE eventhandlers

rustic epoch
#

the trap is no object ,its a scripted effect based on markers

stuck oyster
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perhaps there should be an invisible object that takes the hit and that way you can register it

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or fired eventhandler thing that picks the projectile and checks its movement/speed and when speed is 0 or the projectile is no more it calcullates where it was/where it hit

frank helm
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Can anyone tell me if I am able to make a cockpit canopy stay open whilst taxiing an aircraft?

I was thinking of havong the canopyuser action defined and deassociated with the engineOn function.

Would this be possible at all?

stuck oyster
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if you make it operated separately then yes but the defualt canopy animationSource is hardcoded

white jay
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OFP/old Oxygen2 question: I've made a primitive weapon model which sits properly in the player's hands. I also made a bayonet model.
When I paste and position the bayonet on the gun's muzzle and save it, it no longer sits in the hands (it's about 10cm behind where it should be). Is there a way to mess with the hand position?

stuck oyster
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I would guess by adding more to the model you change its center and thus the position

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@viral cradle is OFP expert and might know for sure

woeful viper
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maybe autocenter=0 property helps

stuck oyster
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ah possibly 😄

white jay
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So I tried applying the autocenter=0 value before pasting the bayonet and then saving, now the weapon model disappears. I should add that I'm using the bayonet model as a modelSpecial, with SLX's bayonet function ("bayonet" is a separate muzzle with the new model)

stuck oyster
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could be autocenter messes up your previous positioning

white jay
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Shit lol, will try another shuffling of procedures

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Nvm, it's because I fucked up the save path. Works, thanks so much guys!

stuck oyster
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👍

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not that many OFP modders around I rekon. 😄

sturdy parcel
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bing

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i still play two fabulous missions from ofp every fortnite or so.

stuck oyster
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what is Microsofts search engine called?

bold flare
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bing

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wait...

sudden chasm
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So with the logic train of each proxy is a new section, It would be unwise to have furniture in the building as proxys if I cared about performance.

clever solar
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Someone told me there is some package/plugin that someone made for Blender to import Arma p3ds etc?

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oh, arma toolbox, thanks google!

clever solar
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Interesting.. I add it to add-ons in Blender, and a little tooltip pops up and says it's installed, but it's nowhere in the add-ons list to enable..

rough idol
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@sudden chasm those proxies could switch their LODs on their own + you could use proxy occludder

clever solar
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WOOP! Blender 2.8 beta released

bleak tangle
woeful viper
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unclear is if the instancing of proxies only happens for proxies within identical objects, or if different objects that use the same proxies also instance