#arma3_model
1 messages · Page 126 of 1
@lusty ginkgo foliage is using special rvmat for defining see through geometry
or maybe it was named property
anyway, you can define how much AI can see through foliage in p3d itself (either via named property or rvmat)
@high stag do you have edit lods in you vehicle?
and are your wheel physx configured evenly
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)
probably try using a different pixel or vertex shaderID. The types available are in the biki
SpecularPower value is the overall gloss strength
smdi values in the B channel are a per-pixel modifier to that SpecularPower
Thanks. So smdi with autogenerated texturre of 255,0,0 will make maximum of gloss strength?
Much science 🤕 but thanks
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.
@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
@hushed apex what kind of an object are you making and are you using supershader rvmat?
Can anyone tell at which hitpoint damage ratios vehicle gets "dead"?
@open mist afair ace return always less than 0.98 to prevent explosion in cook off module
@stuck oyster a bunch of objects related to weapon - rounds/cases, m203 ugl barrel, etc.
supershader should then be used to keep them consistent with other similar assets
So the same as unit
I usually min to 0.90
But only for vital hitpoints, like engine, fuel and hull, so we don't have invincible glasses and shit
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
So you can fly by autorotation in completely red blackhawk if you manage to not destroy hull
Thanks.
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.
is your original model triangulated? what program you model with?
Maya, and yes it's triangulated
post link to picture of the artifact
those are smooth edges
but since its supposed to be sharp, it draws the smoothing very badly
I did try going from maya obj -> blender and using the arma toolbox, but that doesnt seem to export the normals (everything appears sharp)
does maya use smoothing groups?
Blender and OB do not, they both work with smooth/sharp edges
dont remember if FBX saves those now that I think of it
I've tried several versions of the FBX export (From 2006, to 2014) and they dont seem to export the smoothing groups
Mght be maya issue too unfortunately. Cant remember anyone using it here off the top of my head.
Maya should work with fbx 2014 if you triangulate the model before exporting and it doesn't have multiple UV sets
I use it all the time
odd, I have only one UV set and it is triangulated, the UVs look fine (no overlapping shells)
could it be the topology?
select all objects in the scene and check the UV set editor
if there are more UV sets than map1, it's probably your issue
all I see is map1
im my FBX export settings I have Smoothing Groups and Smooth Mesh ticked
and using FBX 2014/2015 version
So are they made by using the boolean function?
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
Try Freeze transformation under modify also delte history.
If they were made using booleans that is
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
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
maybe try and add some more edges around teh messed up parts.
Sadly, same result, maybe I shouldn't use fbx for importing?
worth a try I guess.I wouldnt hold my breath though.
Can anyone tell me why my material gets weird tearing/color change on distance LODS please. https://imgur.com/a/YsuE3qy
Im sure I have seen this problem before.
is it the shadow?
Yes but my shadow geometry is inside the mesh. Im guessing I didnt put it on the LOD 2
Oh you cant.There is only one shadow LOD
there can be more than one
How?
also is the distance LOD the same as the main one?
Yes
just look at other models to see how their shadow LOD's are
is the distance lod inside the 0 res lod?
No its on LOD 2
no I mean is the lod 2 mesh smaller than the lod 0 mesh?
No its exactly the same mesh.
if its exactly same just remove it
OK makes sense. But are distance lods meant to get smaller so its like a russain doll?
no?
no they are supposed to be simpler
Although I wouldnt put anything past this engine.LOL
goal would be halve the verticle count on each distance lod
I know they are meant to be simpler. I was going to have the interior dissapear to make it simpler
I understand distance LODs.
Just not arma engines version.LOL
it does not differ from other engines in that regard
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
if your shadowlod is correct it should not do that however
Think it must be incorrect then coz its still doing it.
Its just triangulated and hard edged right?
yes and the mesh should be slightly inside the visual mesh
so that the surfaces dont overlap
if the shadow mesh overlaps it can bleed over the visual mesh
and would that be visible when the LOD changes or would it be noticable all the time?
well distance can play into it as the Z accuracy gets worse
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.
scaling it can cause problems inside
because it can then stick through the interior walls
there isn't really a simple solution to that
nope
unless I'm just unaware of it
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.
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.
I have looked into it
I can't find one
on the BI wiki page it even mentions the maya tool
Ha yea hI just asked my friend who is a pro game maker and he hasnt heard of it.It defintly exists somewhere though.
Not like BIS to mention something and not tell you how it works or where to get it. ( sarcasm ).
@deft heron in blender I use alt+s -0.001. Gives me a near perfect shadow lod
Blender has scale along normals and shrinkwrap modifiers
Cool. Shame its completly horrible.
It works well imo...
one shall not shame programs they just dont know how to use.
still no need to talk it down
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.
Also why learn a 3d piece of software that cant get you a job if you get good at it?
dude wtf is wrong with you?
easy, tiger - blender is the dogs gonnads compared to AddonBuilder
well mr sparkels there just got himself blocked
😂
😂😂
@stuck oyster What?
lol
There must be a reason to “earn“ this specific role...
@deft heron oi, why don’t you get a grip on yourself before you get booted
Lol lots of film/TV vfx companies use Blender. Source: working in film/tv
If you can't get something done in blender, you're the problem, not the software
@amber igloo someone has been naughty again
Don'tcha be talkin smack on ma blender boi
Its not a very popular opinion then.LOL.OK you win. I wont mention it again.
... 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"...
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?
not sure if i should ask in config making
Sounds like a config issue
K thanks
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
We had him check that. In this instance it does seem like maybe it was some other thing
Making the switch to FBX from OBJ finally. Are there any important settings I should be aware of?
when exporting to obj builder that is
Hello , Do you know if "SPZ" immatriculation can follow an animation ?
so car registration number
Sorry i'm french ^^
thats ok.
aaand dont really know if it can follow animation.
I does move with dampers when car bounces so possibly it can move with other animations
the texture follow the move of an animation but the write on the registration plate do not
when the car bounces, the chassis is not animated, only the wheels are animated to "connect" with the ground
weird because i already saw some server use this kind of things
then its possible you have not created the animation right
Im sensing this is some sort of life server related stuff so you might not have much luck asking the makers
they dont like to share from what I hear
basically you need to have the plate memorypoints in the animated selection
if that does not work then I have no idea
Well im trying to check all this stuff to find a way to do it thanks for your help
Anyone knows whats the Verts limit for an Arma 3 3D model?
a lot. But that doesn't mean you should use that many
I'm making this watch and it has 8,665 verts and 9,814 faces
Am i still in the safe zone with these numbers?
@languid urchin how do you mean to use it?
guns are usually less than 10k, so nearly that many for a watch seems really daft unless it's a UI item
what do you mean ? this is going to be placed in the soldiers wrist
yeah, then it's too many to be practical
so you will sacrifice one gear slot for a watch?
also you wont get the watch to animate with time
I don't wanna go lower.. it's gonna look like shit.
the distances you'll see that watch from, you wont even notice the knurling on the winding dial being 3d, or the numerals
and @stuck oyster No. I want to put it inside the watch slot.
you may as well normal map it
@languid urchin that does not mean its on the models arm
i want to make an animation to so when player press O the soldier move its hand towards his face
that wont work
no I mean by a fact that it wont work like that
A] you can put on gear on that is visible on the model only in the gear slots
vest, backpack, headgear
glasses
and B] those can not have animated parts other than the ones that move with the character animations
its not negativity
well.. if what I want can't be done then I'll have to combine it with the vest
it's fine
I'm modeling the dials so i can add an emission of light
just like C.O.S creator did here
just to make sure you understand the dials wont move
yeah its fine
alright then.
well
hey do you know if i can grab a vest from samples and model it?
i want to create my own vests
there may be some simple example in there
but other than that you may be better off doing them from scratch
the question is. can I take the vest and make some changes to it?
why is that?
they wont allowed or you thing is just better?
scratch then
there is a single vest example in the samples
yeah but whats the point if i can't make changes to it
that you can use as you want
but also making changes to it will break the textures
and whatnot
so alterations are not simple to make
which is why its better to make new ones properly
yeah
new one i don't wanna deal with someones else work
anyways thanks for the help guys
you may need to wait for next Arma if we get better/more varied item slots then
I can always come back to my projects and do the changes
instead of modeling everything again
you know what i mean?
btw I was modifying this pants
a friend of mine said i can go ahead and edit cause they come from A2
A2 models are released yes
awesome
lol if i add a subdivision modifier to the model the vertices go sky rocking haha
but again making new ones properly does get you better results
maybe in the near future i can add the modifier to make it look way better for now i'll just smooth it out..
yeah i just wanna see the samples i'm in the learning process haha
you might benefit from some general modeling tutorials to get some ideas of commonly used workflows
Blender
I'm learning Blender. not maya
Blender is free and powerful. actually the future.
it can do whatever the others can just fine
but it doesnt conform to the autodesk workflow so like no big company will touch it
not that thats super relevant
I don't mean to spam this channel but here are some of stuff that i already made by following tutorials on youtube lol
its not a bad program thats for sure
@pure whale you got to update your info. but in any case it will work fine for Arma
Blender will replace Maya in my opinion
they want how much for Maya? yeah too much money last time i checked
no software will replace autodesk stuff in the long run, not when they are being tought almost exclusively in universities
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
plus autodesk help desk is pretty prompt and that matter a lot when you have 100k worth of anual license fees
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
blender cant replace autodesk and its products
they have a stranglehold on the entertainment industry that blender can only compete on small scale with
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
if your looking for a job at a high end company itll be maya or the door for film and maya/3ds for games
thats what autodesk wants you to think
well cimena aswell
cinema
the problem is that when everyone believes it it becomes true, and as stated above the schools all teach it exclusively
its a huge investment to switch the main workflow of the company
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
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.
Hi
How can i fix this problem?
https://cdn.discordapp.com/attachments/438355506977832980/511060783032041482/107410_20181111093924_1.png
I was created the wheel_x_center and rim for each wheel
It work fine but front wheel move into ground
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
they are just grouped with points they belong to, but none of these have to do with the front or backwards acceleration
No.
hm then im asking my self why are they moving
solved - was a wrong script command to check this ugh
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
For a vehicle, typical shadow lod 0 poly count might be up to 2k.
wow that low??
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
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
is it possible to force shadow buffer on these lods?
would be nice to avoid a stencil shadow altogether in this case
Yea shadow needs to be really low or visualx, which can be a bit more fuzzy shadows but it works
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
is it possible to use both? shadow buffer on res lods, and stencil shadows on view lods?
@timber cobalt my visualEx shadows render fine in cargo views
hmm
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
any ideas how i would hide the object before the animation?
assuming DayZ still uses model.cfg to animate weapons you would need to create correct hiding/unhiding animations in there
if DZ does not use model.cfg then its a mystery
it does use model.cfg
i have one for the animations
but i beleive its for the old dayz 0.62. i cant get the cfg for the new engine.
would adding this before and after the three animation parts work?
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";
};
nope is the answer to that
it would need to match the selection of your model
just dropping random animation classes in there is not the right way
you have to study how the animations work
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
it may have some differences to DayZ
but you may need to ask on DayZ discord for more info on that
there are also wiki pages that explain "how to animate a model" in arma and they explain how model.cfg works
I would say it can be expected that you look up the basic Arma/RV engine modding stuff on your own
thanks for the help =3
thanks for the help =3
its only because dayz has no documentation yet
we arent sure whats different or not
hopefully its the same
Id say everyone is way way too hasty with the DZ modding train right now
☝
If dayz has the same consistency as arma after an update, you'll be bussy fixing stuff rather then modding
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
maybe something to do with the new engine
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
its a risk indeed
if you accept the risk then mod away! 😄
but also since its shares roots with Arma you pretty much have to learn to mod Arma to get the basics
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
i enjoy it and i dont mind the risk of having to fix things
figuring stuff out is something i like
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)
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.
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.
@sturdy parcel there has a good point.
@placid meteor better suited at #creators_recruiting
oh, sorry, thanks for the heads up, new to the discord, ill take it down 😃
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?
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.
@sturdy parcel can one downgrade A3 p3d formats easily to DZ p3d?
(ie is dropping PhysX LOD and changing p3d version enough)
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.
good lad! ^^ 😉
so whats the approach for legitimate conversion - export your MLOD to obj/fbx/3ds and reimport to DZ OB?
What happens if you open your unbinarizd A3 p3d in DZ OB? Does it error/crash?
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.
El Tyranos tutorial series could be a starting point.
@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.
thanks a lot!
@stuck oyster do you know where I could find these tutorials?
@tropic jewel type into google "el tyranos arma tutorial"
PS: any wss sound files you have can be converted to ogg using dewss.exe
whole folders at-a-time folks
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
still experimenting
but u can create a shadow LOD based off of res LOD
as opposed to creating a ShadowVolume LOD
Is it not really intensive on the PC though?
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?
depends how hardcore you are
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
eliteness should be able to read .p3d what kind of models are you talking about?
binarized vanilla .p3d's
it only works if I open eliteness and then navigate to the model directory manually
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
I'll look into it
eliteness has no cmdline
you can, use two instances of elite to look in differeent folders.
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)
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?
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
Good that you got it figured out!!
what was the fix for suddenly hundreds of sections in model?
@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.
thanks @charred bolt
it's easier if you just select by material (.rvmat) from the resource library and Ctrl+Shift+End to Move Bottom each one
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.
pretty sure you can't use custom models without addons
you can apply via setTexture
does that work for simpleObject too?
from what i recall KK figured out the pathing from missions
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
how long have you been able to do that?
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.
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
can someone else confirm that too ?
Why does a building need a view Geometry?
So AI can't spot players through the building.
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?
must be convex, closed hull and have components
that goes for all geo lods (geo, view, fire, buoyancy etc)
Awesome thankyou guys.
do proxies not work with land contact?
check the proxy has autocenter 0 property maybe
https://cdn.discordapp.com/attachments/415157150432886784/511920190313725962/20181113170727_1.jpg
https://cdn.discordapp.com/attachments/415157150432886784/511920205434454016/20181113170738_1.jpg
https://cdn.discordapp.com/attachments/415157150432886784/512705919490981913/20181115210819_1.jpg
any ideas of what may cause these see-through artifacts?
Is your alpha mat completly white where there is no transparancy?
Sorry I mean black.
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
@minor jasper check the proxy has autocenter 0 property maybe
The proxy is a binarized model
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
Shadow LOD?Is it defintly inside the distance LOD?
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
eliteness has been updated for unrelated reasons (dayz) you may need to update it and the dll.
yeah, been busy with dayz fixes. got myself a bit confuzed.
@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
@stuck oyster the green one does not have any transparency at all and is co entirely, red one is ca entirely
Yeah, i recall someone had this issue
Try Forcenotalpha = 1 in geo @tulip beacon
@rough idol i will, thanks
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
🙃
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
Im trying to creat selections in orginal model then import to OB
its the best way i think
@quick terracetnx
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
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.
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.
Uh.
assign mass, but don't give them component names. That'll do it
(volumes, not vertices)
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.
@halcyon wren BTW, thanks for the replies on mass and volumes. That was a big help!
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!
does the station house from CUP add the new interior area or was that there before?
Also is there a way to disable the character limit for vertex groups in blender? It messes up the proxies and selections
@dreamy zealot https://community.bistudio.com/wiki/LOD in geoLOD and roadway LOD you can find the limits. The ship must be a static object in order to properly/easily work as "walkable platform"
is it possible to have a vehicle that can be walked on?
Yes, just needs a roadway lod. While it's moving however, not really
Hey folks. How do I rig a holstered pistol so it stays in the holster instead of clipping around? I tried rigging the proxy the same way the holster was rigged, but it still kept floating around.
https://cdn.discordapp.com/attachments/94832760677470208/513381796705206288/unknown.png
How many bones is it weighed to?
the pistol holster proxy must be the same weight and bones as the mesh of the holster of course
@woeful viper I did say I rigged the proxy the same way the holster was
@polar fiber 4 bones + proxy
what do you mean by + ? 5 bones would be over the limit
4 bones and the proxy group
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)
damn, now how can fix too many bone assigments in blender? I don't want to go through each vertex and manually fix it.
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...
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
Just 3 bones + proxy, no joy, the holstered pistol still flops around
what purpose does the "proxygroup" bone serve?
well it tells the game what proxy it is
but it's not a bone. It's just a named selection
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
Same weights. Seems that a proxy can only be rigged to a single bone, at least appears to be that way.
that would make sense since as da12thMonkey there said proxy is just a memorypoint
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.
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
fire geometry has the penetration material
if you dont have it it defaults to one of the other geometry lods
cant remember the order
I know that but view geometry does as well on some models
sometimes different than the one used by the fire geometry
yeah
collision works normally?
do the bullets just fly through does the tree deflect them at all
everything seems to be in order with collision and armor and stuff
what kind of particles does the hits spwan?
have you tried giving it armor,rvmat
give it armorplate rvmat so its steel
and see if that stops the bullets
if it does not then your model has errors
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
ok so what does your viewgeo look like?
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
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
I think that is what I had it as originally, but I'll test it again to be sure
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
I'm worried it might have to do with the class = treesoft property and isn't changeable
I hope that isn't the case
I think removing the .rvmat from the view geometry worked
now just to find out how to tweak it
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.
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?
anyone had issue when UV editor in object builder won't open?
i guess it's not only be, bis broke something again
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.
@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
opens fine for me. Atleast without model loaded
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?
ye
@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
nah, t90am would be a spoiler 😛
that UV editor issue has been around forever
Hi
what is the Maximum faces that allowed for shadow LDD?
What is recommand and what is acceptable
?
3000 ish
as few faces as you can make it is recommended
@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
@gentle merlin #creators_recruiting
crap, sorry
👌
@lusty ginkgo 👌
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.
that msg itself is not necessarily related to a "crash/freeze"
try adding -noAsserts first
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
most likely one of the rvmats is using "uvSource="tex1"; without 2nd uvset present in LOD
common mistake
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.
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?
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
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.
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
SO is that not how the BIS example is set up?
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
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.
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
If you cant see it in the config Im guessing it cant be done.
I doubt that is the case
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 {}
thanks
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
last time I tried to walk on a an object without roadway LOD the character got stuck
maybe a new feature in the game?
no, still same
Hmm.. maybe I am doing something wrong then.. Any ideas or properties I should or should not have?
are you sure there is no roadway?
it might be hidden
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
Hey guys when you are making a lamp how does the color work? color[] = {2500,4000,6000};
WHy is this number so big?
does section count in SV lod matter?
SW LOD?
yeah, trees do need texture for crown
ahh yeah forgot about trees and alpha enabled shadows
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?
don't you have a special SV lod for that Alpha texture?
yeah shadow volume 1000 and 1010
yeah, no idea actually, best bet is to check some samples or whatever
k, thanks
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
is there a way to change the position a facewear has on the body. my gasmask spawns right at the crotch area not the face
;D
https://steamuserimages-a.akamaihd.net/ugc/947341074457128930/10716317202FF424F474B5820C3E41760EB13D64/
ive heard about memory points, but how do i position this correctly
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
the mask is registered as facewear, does that make a big difference?
Just highlight the whole thing and give it the “Head” selection
how do i do it?
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.
@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.
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
You have probably defined a light in config which doesn't have a corresponding memory point in model, so it defaults to model centre.
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.
@strong plaza @woeful viper RE: monday issues - https://i.imgur.com/Wv56AXw.jpg https://i.imgur.com/vTus6m3.png
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
🙏 it was advanced movement somehow doing that, not sure why I even had that loaded 😦
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😖
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
@stuck oyster of course ,TNX
@clever solar you deffo pressed 'o' to activate proportional editing?
ah proportional edit mode, my old nemesis
yeah it was activated
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
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.
blender has a very strange UI so it takes getting used to
also I didn't know about the right click thing
256 Undo limit is very useful 😂 and when you realise there is also re-do 😵
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
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 ?
Is teher any way to enable DirectX permanently? on objectBuilder
@distant valve you are most likely missing eye mem points
or have these not defined anywhere in a config
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?
Soo how could I increase texture quality displayed in buldozer? Ingame they look a lot better
@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
@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
Didn’t do much. Glad you got it sorted. I’ve recently just delved into this all myself. Trying to do reactive/ Slat armour.
Is there a limit to the amount of animations in a building? Like windows and doors?
👀 I'm like 99% there is a limit, but maybe someone else has the details.
would that limit happen to be 9 of each??
I don't think it's close to 9. Combined with all of the door rotations, handle rotations, locked animations, hide/unhide window animations A3\Structures_F\Mil\Barracks\i_Barracks_V1_F.p3d has 234 animations. There is however a bone limit of 255 according to reyhard https://discordapp.com/channels/105462288051380224/105462541215358976/405973503469289483
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.
@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
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
well, I think I've explained why it did less damage 😉
@lusty ginkgo do you have glass hit geometry?
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.
A3 hospital has 60 glass hitpoints/anims
I appreciate that piece of info. thank you.
arma 2 had glass animations?
2 stages of broken glass, yes.
houses that lacked land classes showed all three states at once.
RE: my question from yesterday. I am an idiot. I did not notice I had miss labeled my bones. All hail Kllrt

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
UVs are saved in .obj yes
While you guys are answering UV related questions. Can OBJ save two uv sets, that question is in relation to multimaterial shenanigans
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?
yeah I could see that causing more issues than it's worth to deal with
Blender can export directly to p3ds with a plugin and from other programs It would be adviseable to use .fbx as transfer format
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
I export as obj whenever i paint the materials in quixel
FBX should work from maya
Is it possible to delete a single face in object builder without it deleting all the faces around it?
Press D
Thanks
@sudden chasm obj stores a single uv set. FBX stores as much as needed though
Can I use 8k textures on my house guys?
no
Darrrrrr. Thanks
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.
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.
Yeah use multimats definitely...
If you use 4k on buildings, you are doing something wrong
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.
Hi
Is there any Napalm Bomb for Arma ?
yes sorry its my bad
Hey anyone here down for a small commission ?
What you got in mind?
A helmet camera @median bough
cTAB mod already has it
A custom one for a colonial marine helmet @median bough
@upbeat grail how many are you asking for the same things?
in any case - #creators_recruiting
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?
how are they assigned to your unit?
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
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.
@stuck oyster ive added them to a standart blufor unit with the arsenal
ok, they only get removed, when the unit is set as player
@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
@lusty ginkgo
"\a3\Vegetation_F_Exp\data\foliage_dense.bisurf"
transparency = 0.01; //viewDensity = -4,6051701859880913680359829093687 (hardbush)
viewDensity that's a named property?
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
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```
ha I've totally got viewDensityCoef and lodDensityCoef named parameters mixed up. xP
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
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
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
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?
You probably have sharp edges
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
This is how it looks in my 3d software, the exact same model, also with sharp edges:
https://i.imgur.com/gLQl395.png
does it show sharp edges in object builder?
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?
Edges are not split and I'm switching the edges in ob. I used fbx and obj for exporting the model
I'm not sure then
How can I disable a house object appearing on the map as a gray rectangle?
map = hide I think
@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
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
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
Probably the simplest way I suppose
@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
what software are you using?
besides OB?
especially if that was bought, it is very likely to not be unwrapped for games
Using C4d and also tried max.
not be unwrapped for games it isn't.
@cyan heart if you use max/blender and apply the texture there.. does that work or is it still distorted?
haven't tried blender, but works perfectly in max, just like in c4d
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%
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.
that's not the shadow LOD, that's bad vertex lighting in the visual LODs
oh ok. Any idea how i could fix that?
much better! thank you @polar fiber https://imgur.com/a/LqUdaLR
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?
@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
ahh i see. Thanks for pointing that out, i guess i selected them all.
Hi
I have used one proxy but 2 crew spown in vehicle
What is wrong as your idia?
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...
Had to go back to an earlier save, must've gotten corrupted somehow...
@velvet chasm your config gives it 2 crew.
@stuck oyster tanx i find the problem and fixed it
I defined a driver and a turret and i didnt need driver
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.
@dapper ruin theres example of all vehicles in the Arma3 samples
Great, will search for that. Thanks for the info.
samples are on Steam
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.
@sudden chasm do you still have the "wrong" multimat rvmat? Can you send me that?
@sudden chasm there is indeed an issue with 2x UV sets and FBX export
it either breaks the UVs or the smoothing groups
Is there a workaround for this?
from max, use the script exporter
@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.
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 😉
what do i have to put in the cfg of a uniform when all sides should be able to use it?
modelsides[] IIRC
Ah, just leave that empty?
modelsides[3,2,1,0]
that's not how config arrays work
modelsides[] = {3,2,1,0}
Yes figured it out already.had no coffee when writing that sorry
Is there a way to show player head in First person?
Ok I just want to see my head in Pilot view. Logic.
If you make your own character, you can put head proxy there
Not sure why you would want that, but you can
¯_(ツ)_/¯
No way of actually make it switchable via script I guess?
hide animation could work out somehow
I want that only for video purposes, like in some jet videos where you have camera on the left of the pilot
but as kllrt said, custom model
ok then, thank you
you can attach the cam pos on predefined possitions / attach to if that helps
true
you can also try adding cargo proxy with same cargo pose with same animation as pilot
That is also a way, will try
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?
A3 models cant be edited if thats what you are after
is there an halfway exciting model around that represents something a repair station is?
In cup there is a classic one.
Oh yeah, thanks for reminder. I wanted to add some anims for repair depo
ca\buildings\repair_center.p3d
The one from Tank DLC
If you do, kllrt, hit me up with that mod ^^ I would really like an closed repair depot that i can transport :3
It won't be mod ofc, it will be in official data
that would be double amazing ^^ currently i just put that deployed one on a rhs us truck and it looks decent enough to transport ^^
does anyone know why a turret would animate on an axis properly in buldozer, but not in-game?
config.cpp - https://pastebin.com/qmsB6nPF
model.cfg - https://pastebin.com/VhWA0vb1
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
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.
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
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?
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 ?
@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?
doors in proxies, can't be open / closed, windows can't be broken
he said frames ^
k
Pufu yeah FBX fucks it completly up, Obj just destroys small amounts
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
easily done, but no-one wants to pay for it.
😄 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
Ok will give it a try
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?
He already asked in #arma3_scripting.
There is no init at touching ground no. Just sleep a coupe seconds after throw
my problem is that its objnull after throwing so i cant script something around thethrown object
use nearestObjects to find it again
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
make both physx objects and use the EPE eventhandlers
the trap is no object ,its a scripted effect based on markers
perhaps there should be an invisible object that takes the hit and that way you can register it
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
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?
if you make it operated separately then yes but the defualt canopy animationSource is hardcoded
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?
I would guess by adding more to the model you change its center and thus the position
@viral cradle is OFP expert and might know for sure
maybe autocenter=0 property helps
ah possibly 😄
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)
could be autocenter messes up your previous positioning
Shit lol, will try another shuffling of procedures
Nvm, it's because I fucked up the save path. Works, thanks so much guys!
what is Microsofts search engine called?
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.
Someone told me there is some package/plugin that someone made for Blender to import Arma p3ds etc?
oh, arma toolbox, thanks google!
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..
@sudden chasm those proxies could switch their LODs on their own + you could use proxy occludder
WOOP! Blender 2.8 beta released
Each proxy isn’t a new section, it’s a little more complicated https://forums.bohemia.net/forums/topic/201536-some-findings-on-draw-calls-and-instancing/
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