#arma3_model

1 messages · Page 127 of 1

woeful viper
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and for large objects (say large building where window frames are proxies) what happens when same proxies on object switch to different LOD

bold flare
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What is the max number of faces/verticies in a lod? It once was 32767 but I think I remember that being increased recently?

charred bolt
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@bold flare It changed from 15bit to 32bit vertex indices.

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So about 4.2 billion.

bold flare
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Thanks o7

plain jackal
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When importing models to O2, what's the best format to do it in? I'm having trouble when importing .objs where they lose their hard edges and the textures comes out reversed

polar fiber
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.obj sometimes imports with inverted X axis so you get some reversed normals. You can correct that with the import settings in Object Builder

plain jackal
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ah, howso?

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alot of my models the whole uv seems mirrrored

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its especially noticable when theres any text as its backwards

polar fiber
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When you import the .obj there's a box that comes up with import settings

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scale

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invert axis. Edge smoothing angle

plain jackal
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so is there an angle in particular i should be choosing or is just kind of on a per model basis

charred bolt
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Blender exports good p3d's using Alwarrens toolbox plugin. If you use 3ds and can't get the obj to work well, export as fbx to Blender, then export p3d?

plain jackal
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hmm

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may try that

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yeah ill probably just go that route

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seems like less potential for error

cobalt pawn
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Does eliteness show the actual poly count of binarized p3d's?
I noticed that my vertices and tris are alot higher after being binarized compared to what object builder shows.

woeful viper
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object builder vertcount is always lower

cobalt pawn
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ooof, probably should redo the shadow lod then. now it has as 19000 verts instead of 2900.

woeful viper
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the fuck

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oh wait, thats to be expected - everything triangulated and all hard edges

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that means the vert count will be 3x the triangle count, once it's split up after binning

polar fiber
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yup, should be fairly normal. The process of making shadow LOD kind of necessitates that

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but you can see why you don't want to make a SVLOD that is too dense

formal vapor
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How do you import an FBX with LODs?

velvet chasm
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@formal vapor its not possible you should have a Fbx for each LOD and import em by creating each LOD

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Or you can use Blender and creat LOD's then export it as p3d

bold flare
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@formal vapor you need to name your LODs correctly. In 3ds max for example... I'll grab a screenshot
You can get the lod names by exporting a fbx from OB, and loading that in 3ds max. You just need to replicate the same names when you export fbx

formal vapor
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Oh man that makes thinks so much easier! Thanks!

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Works perfectly with groups, which is how I group my LODs.

formal vapor
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Is there a way to assign multiple names to objects in 3ds max that will import with FBX?

woeful viper
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nope. You can do selection names but it wont export to my knowledge

deft heron
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Hey guys, Is there any reason to have any geometry or physx geometry when you have a road LOD in the same place?

velvet chasm
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@formal vapor you may group em in group as i know

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But for texturing you must creat selection in OB

quick terrace
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@formal vapor unfortunatelly @woeful viper is right, saved named selections are not exported over

bold flare
tacit shard
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Just saw that

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Great time for steam not to connect lol

polar fiber
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I suppose it's necessary now the non-D3D mode is being abandoned

twin urchin
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only if they fixed the FBX plugin and make PAA textures visible in the window instead being TGA

rough idol
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FBX plugin was updated to 2015 version so if you spot any errors please don't forget to make bug report

bold flare
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What was it before? I was always exporting v2014/2015

rough idol
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If I remember correctly it was 2008 variant

twin urchin
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hmm when that was?

deft heron
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Hey guys, Is there any reason to have any geometry or physx geometry when you have a road LOD in the same place?

charred bolt
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Does Road Lod have mass?

stuck oyster
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no

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only geometry lod has mass.

deft heron
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OK thankyou

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Blody stairs in a high rise a nightmare>im finding it hard to stop the landing above each staircasr from being in the way.Oh well now I know its an issue I guess back to the start of making a staircase.LOL.

rough idol
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@twin urchin tools were updated today

twin urchin
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good 😛

rough idol
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roadway lod would be used for physx only for editor/script created objects

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on map placed objects it's using only geo/geo physx

spiral solstice
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@charred bolt High poly models are allowed now with the new update? That's pretty awesome

woeful viper
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i wouldnt call it "new"

sturdy parcel
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polycounts greater than 32k have been avaiable since type 72 p3ds

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they probably meant they started using them.

woeful viper
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i updated biki vert limit info in June 2016 and that change was made even before that...

sturdy parcel
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yep

bold flare
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since 72? armake is on 71 and already has 32bit face/vertex indicies

sturdy parcel
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but people are also reporting the TP update is broken, and are using the dayz version instead

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your are right dedmen

bold flare
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Do you know which version exactly that was changed?
I like to keep notes on that stuff

sturdy parcel
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will check 4 you, moment...

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P3DTYP_ODOLV69, // shorts to longs in p3d

bold flare
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спасибо 🙇

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You already said the same last week 😄
I would change the name.. But I like it this way :u

sturdy parcel
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@bold flare , if you want examples of earlier p3d types I will supply them to you.

bold flare
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Don't need examples. I just kinda like.. Wanna keep a history book of what changed in the past. Just roughly. Armake will never (atleast I don't plan it) provide compatability for older p3d versions. People can use your tools if they need that

sturdy parcel
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i'll paste you my history log via pm

charred bolt
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Poly limit changed in Tech Report 26, 18th Feb 2016.

white jay
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So whats the new poly limit?

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For buildings specifically if this is known.

quick terrace
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there is no hardcoded limit anymore

bold flare
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@deep quiver I have just a geo lod with one component and mass. nothing special

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inherits from ReammoBox

deep quiver
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@bold flare hm, thank you. I tryed change my model, but for now - use arma basic bag 😃

mighty geyser
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Using ArmA toolkit for Blender, does anyone know why my imported test_weapon_01's proxies are all listed as "@@armaproxy.01" under vertex groups and not given appropriate names like "MUZZLE","SIDE","TOP"? I really don't want to be guessing which is which.

stuck oyster
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likely because Arma toolkit is unofficial tool and no-one has noticed/complained/reported that it could work differently before.

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you can quite easily compare the model in Blender to to the one in OB

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and wont have to guess

mighty geyser
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That's what I've been doing

stuck oyster
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You can drop any improvement suggestion on the toolbox BIForums thread. Id say that would be the best way to pass them on to Alwarren

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unless you want to message him directly

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Proxies are very Arma specific entities so it might be difficult to represent them in Blender

mighty geyser
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I assumed it was an issue with my setup somewhere

stuck oyster
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hmm actually there were new proxy tools added to the toolbox

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are you running the latest version?

mighty geyser
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I'd assume not

stuck oyster
mighty geyser
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I have that actually

stuck oyster
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there is a new toolbar utility that controls which proxy is which

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you can see the proxy arma names there and the @@armaproxy name on top of the active dialog

mighty geyser
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That's what I get for being blind

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Thanks

stuck oyster
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👌

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happy modding

sturdy parcel
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huh????

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I want the pillz you're taking

stuck oyster
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I got these great dried frog pills @sturdy parcel 💊 🐸 🔥

sturdy parcel
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Ook? Ook!

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librariain talk translated to "you forgot the banana"

stuck oyster
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the frog ate the banana. Sorry

olive quiver
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heya guys, anyone know if it is possible to add ground clutter to a model space via proxy or other means?

stuck oyster
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not so that it works exactly like clutter

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but you can add polyplanes that use same textures as your clutter

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and they should look about the same

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using proxies might not be optimal though

olive quiver
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ok something to try out, just toying with some bunker/ trench system that will actually blend in nicley

lusty ginkgo
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I didn't realize how bad some of these old objects looked

strong plaza
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@lusty ginkgo what did you do?

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oh and nice gate, shelestov

lusty ginkgo
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I darkened the textures and set the materials diffuse and ambient all to 1

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Pretty much what was done to vanilla objects

near orchid
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Hello is anyone able to find a video that explains memory lods, as i cannot find one that would explain memory lods as i find them confusing and i cant get them to work with them :L

outer condor
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@near orchid what type of asset/model are you working on?

near orchid
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Like a door

outer condor
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did you look at the sample models from BI or A2/OA data packs?

stuck oyster
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👆 Arma 3 samples on Steam contain very good examples for a building with interactive doors

lusty ginkgo
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Based on the a3 samples I still can't get my windows to work properly

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I have everything set up like in the model and I have the hitpoints configured like the ones on a3 buildings

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other than that, everything seems to work fine

bleak tangle
lusty ginkgo
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the hitpoints work, the glass breaks, the texture changes, but I have to shoot each window like 4 or 5 times for them to shatter completely

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the hitpoints use the same conifiguration as a3 houses, and the fire geometry uses the same penetration material

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I was talking about this a week or two back but nothing seemed to make a difference

bleak tangle
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How does the armor of your building and the armor of the hitpoints compare with the A3 houses? Did you also copy the hitpoints directly from the sample house model? I faintly recall having a similar issue with windows taking a lot of bullets to break and it had to do with the hitpoints not being the correct distance from each other. Though I don't remember if they were too close or too far.

lusty ginkgo
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that's what I thought as well but when I examined them in the diag exe I tweaked them until they looked about like what ones on a vanilla building looked

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the armor values are the same as well

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just about the same amount of overlap

lusty ginkgo
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maybe the geometry isn't thick enough?

sudden chasm
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make sure the geometry is as thick as the vanilla one

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for the line in the config that defines the armor of the glass i changed my windows to the following

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NORMAL_GLASS_HITPOINT(01,0.001,0.175)

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seems to break with 2 or 3 pistol or rifle shots

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at least for the thickness of the geometry I'm using

lusty ginkgo
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I guess lowering the armor could be a solution

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I just don't understand what the difference is

lusty ginkgo
lusty ginkgo
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Also is it possible to select faces in blender based on the assigned texture, but not the material?

near orchid
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@outer condor i just dont understand it properly, been trying to find a decent video that explains it but no luck :/

outer condor
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@near orchid you may want to check the video series from El Tyranos. it should talk about it too (more complex as its with vehicles)

near orchid
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@outer condor any chance of a link G? cant find it on youtube

outer condor
lusty ginkgo
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Anyone who uses blender, what is your method for making ADS textures?

near orchid
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Thank you 😃

hushed apex
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Why this happening?

http://puu.sh/CdkaW/df637dcf6d.jpg

LOD 1.0000 has polys inside and they are visible when item is on the ground, but when i wear it -- inner side become transparent

bold flare
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is the camera inside the model?

hushed apex
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yeah, there was the problem (not all parts was in head selection)! Thanks all of yor for patients :3

stuck oyster
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@lusty ginkgo what do you mean by selecting by texture not material?

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all faces of single material share all the textures of that material

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you can select by the UV layout though from the UV editor

lusty ginkgo
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I mean selecting by the texture assigned when you select a face in edit mode and load a texture in the uv editor

stuck oyster
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material should work for that?

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oh now I see what you mean

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or not

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under the material list there are select/ deselect buttons when editmode is active

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in the material tab

placid relic
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Hello guys, i have a question : How can I apply a custom-made arm texture (with a tatoo) on my uniform with the color changing like the Stavrou's one ? (this one : https://puu.sh/Cdx3j/6ec2acc1f4.gif) I tried to apply the texture in the 'hl' selection but when i try it, it take the identity's one instead of the tatoo :(
Is there a config-parameter to set or something ?

stuck oyster
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you need to create an identity for it and set it that way

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or you need to check the Stravou characters rvmat if its set there

placid relic
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Ok thx, i'll try with the identity 😃

stuck oyster
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now that I think of it, it may be the rvmat

lusty ginkgo
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@stuck oyster I know you can select vertex groups and faces by their assigned materials but if the object has a single material but some faces have different textures assigned in the uv editor there doesn't seem to be a way to select those

stuck oyster
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no I dont think there is

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why do you have different textures in same material?

lusty ginkgo
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I was creating the uvset

fallen quiver
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I'm just gonna ask it here cause no one responds on the dayz one. Does anyone know if there's DayZ SA sample models anywhere?

stuck oyster
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porobably not

sturdy parcel
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no. there are no sample models available., and they probably, more than probably, won't be supplied or even thought of until the release of 1.0 Everything is liable to change until then.

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the only major difference. read MAJOr is the config and animations. You can do like most folks and use a2 samples for the p3d itself

white jay
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quick question guys does it matter if i use an old 3ds max like 2016 is that even a problem (just asking to make sure)

stuck oyster
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no problem

fallen quiver
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Thanks mikero

median bough
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@sturdy parcel
how is signing pbo's handled with pboProject?
is it using BI stuff for it, or is it something from you?

quick terrace
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@white jay 2016 old? lol, you can use max 7 to 9 if you want to (that is max versions before they went with years, first one 2008 if i am not mistaken) so yeah indeed no problemo

white jay
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thanks @quick terrace

sturdy parcel
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for arma3 i use the latest updates from steam tools. this means your pbos will now be signed as V3

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for amra2 i use the dll's copies of dsSignfile.rar >>>IF<<<< the user has not downloaded them herself

For Dayz I use steam tools for dayz

golden parrot
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hey, question. so when editing a texture for armor that i want to independently upload to the workshop.. how would i set up the file?

drowsy lantern
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My models aren't showing up in the Eden Editor, this is my config class CfgEditorCategories
{
class Things // Category class, you point to it in editorCategory property
{
displayName = "Kojixus Objects"; // Name visible in the list
};
};
class CfgEditorSubcategories
{
class Lamps // Category class, you point to it in editorSubcategory property
{
displayName = "Kojixus Street Objects"; // Name visible in the list
};
};

sturdy parcel
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pretty simple answers:
+scope != 2
+one, the other, or both above clasess are not in class NamOfModel as
editorCategory=
editorSubCategory=

twin hawk
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Quick question for you guys: is there any sort of tutorial like this one but just in English? This guy is doing exactly what I am trying to learn, but following along in French is pretty rough.

obsidian sphinx
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Anyone able to help out a fledgling modeller in their spare time?

formal wind
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@obsidian sphinx depends

obsidian sphinx
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On?

median bough
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Your problem i guess?

obsidian sphinx
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I just need help with the mesh of a C-17, I’m familiar enough with Blender and 3D modelling to have fixed problems and edited stuff, but I need help making new parts

dapper ruin
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Having trouble working with a helicopter. I have points defined in the land contact lod for the wheels and those are referenced in the driveOnComponents in the config. Still, it makes the skids sound when touching down and doesn't roll. Any ideas?

wary cove
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Whats the best way to create an icon for an added custom item (example helmet), is there a tool available?

dim mica
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How road signs with changing text are made? Is it like i have base model with correct textures and then have plane floating top of that with changing texture according desired text?

bleak tangle
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I don't think there are any tools available at the moment to generate them automatically either

lusty ginkgo
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they should be easy enough to make in PS

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and you can make a batch file to make separate sign models so you don't need to do those manually

lusty ginkgo
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I just found an easy way to make shadow volumes in blender

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similar to the "push" modifier from max

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just duplicate the main LOD, and press 'alt + s' to use the 'shrink fatten' scaling mode and scale it down a tiny bit

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@stuck oyster did you know about this?

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of course it doesn't create a perfect shape but it gives you something to start with for sure

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works like a charm

stuck oyster
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no have not used that. I'll try to rembember to try it! Always good to find new ways to do things better

lusty ginkgo
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the results are a bit "curvy" but it isn't too noticeable if you use a small value

obsidian sphinx
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Yeah, it's a nice little trick

lusty ginkgo
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if only I knew about this a year ago

obsidian sphinx
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I still need to finish the main LOD of my C-17 😦

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And I need help finishing it, because I’m not too great at modelling

plain jackal
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is there a simple way to line your weapon up with handanims or is it just a matter of trial and error?

obsidian sphinx
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Isn't it a memory point or something?

plain jackal
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hmm?

obsidian sphinx
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The connection point between the gun and the hand, isn't it a memory point or something?

plain jackal
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it is in the handanim

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theres a selection for the weapon

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but the only way i know of to confirm they line up properly is by checking in-game

obsidian sphinx
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Can't check it in something like Buldozer?

plain jackal
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not that i know of

obsidian sphinx
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How curious

stuck oyster
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You can use buldozer or use the blender or max rig and copy your weapon model to them and create the hand anim with that. Main thing to keep note of is the weapon model centerpoint that is where the weapon model connects to the weapon proxy

fallen quiver
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does anyone know what the required door sizes are for DayZ SA?

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they seem a lot smaller then in arma

sturdy parcel
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since we don't have dayz sample buildings (yet) we don't know. You could use an a2 sample model and binarise it with dayz to find out on the in game map. That is of course if you don't minding p*ssing about without a game editor to do it with. Unbelievable.

stuck oyster
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Create a measurement object that has black and white 1cm grid and use that to measure stuff.

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It also depends on what kind of geometry collision the characters have

fallen quiver
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allrighty thanks

lavish reef
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If you had the choice between 3DS MAX and Blender 2.8 what would you choose? In my case I have some amount of experience with Blender and none at all with 3DS MAX but I could use both. Through the educational license I could use 3DS MAX for 3 years. After that Ill probably have to go back to Blender though.

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I also already started work on a model in Blender and would have to redo or import it into 3DS MAX.

obsidian sphinx
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I like Blender, takes some getting used to, but it's free and has an addon for Arma

stuck oyster
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Blender offers pretty much everything Max does these days. Some things of course are different but Blender has come far in the past few years. Imo best program however is what you know how to use.

lavish reef
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Thats what I was thinking. And I like Blender too. But since Ill be able to use 3DS MAX for free rn Ill give it a try.

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Blender also looks better UI-wise since 2.8

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imo

quick terrace
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@fallen quiver there is an day SA discord channel, might be worth checking there
@lavish reef - best software is always the one you know how to use. And i hear 2.8 comes with a proper implementation of OpenSubDiv as well
@lusty ginkgo - yeah but the SVLod will be a bit heavy on most things - ideally it should be 3000 verts
@obsidian sphinx #creators_recruiting

fallen quiver
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@quick terrace I might be blind but where is the DayZ SA discord channel?

quick terrace
obsidian sphinx
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Thanks @quick terrace

fallen quiver
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found it, thanks

dapper ruin
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Working with a model and anytime I save it from object builder (even if I make no edits, just saving under a different filename) all the animations stop working. Any ideas what I am doing wrong?

quick terrace
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because name of the p3d needs to be exact in your model.cfg

drowsy lantern
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whats the max Polygons for a model?

bold flare
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models are made up of triangles or quads.

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Max polygon could literally be 1 depending on how many triangles it has to be split into

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Can you specify what exactly you mean?

stuck oyster
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@drowsy lantern limits are in millions but that does not mean you should have an object with millions of tris/vertexx

drowsy lantern
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looking to buy models for arma 3, how many polygons or verticies can it have?

stuck oyster
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not a great idea if you have no idea what you are doing

polar fiber
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do you know how to make LODs?

drowsy lantern
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yes

polar fiber
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if not, don't even bother

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what ever the original poly count, you kind of need to make as many LODs as it takes to get the item under 400-1000 polygons

drowsy lantern
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im not the one converting them into arma have a guy for that however when looking at models on 3d websites they are listed in polygons and vertices so i need to know how many polygons or vertices are too high for my guy to import ?

polar fiber
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technically there isn't a limit

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but doesn't mean that high poly models are appropriate for game use

drowsy lantern
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okay

bold flare
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You should ask that the guy that does the importing. He should know what he wants to handle

polar fiber
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and the suitable number for their use, depends on all sorts of different factors

stuck oyster
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also dont buy ripped/stolen/illegal models

quick terrace
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😦

sick matrix
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So, looking at a model of starbucks for example it has 172,874 polygons and 181,620 vertices would that work!

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?*

quick terrace
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no

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good grief

drowsy lantern
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Yea, Ik @stuck oyster

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I am not looking for a law suit

quick terrace
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this is #arma3_model channel, not #i_wanna_buy_model_for_my_life_server channel

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if you have no idea what the average polycount for a game model is

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don't bother buying 3d models from various 3d websites

sick matrix
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@quick terrace I came here to talk to people who know what they are doing when creating models, I wanted to know what the max polycount or vertices are for a model, is there no like stay under 50K polygons?

quick terrace
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it depends on a number of factors

sick matrix
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Like what may i ask?

quick terrace
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a helmet is not the same density as a tank

sick matrix
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So buildings for example

quick terrace
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in fact it is, but whatever, size matters

polar fiber
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50k is a lot for a building

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a lot a lot

quick terrace
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^^

drowsy lantern
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stay below 11k?

quick terrace
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10k or so

drowsy lantern
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okay

bold flare
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Like the Arma 3 samples example house has 4241 triangles and 3139 verticies in lod0

quick terrace
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for an average building

sick matrix
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So don’t go above 10k in any building model

drowsy lantern
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so below 10k is safe for a model

quick terrace
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it is not set in stone

bold flare
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No it's not

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also depends on the size of the model

stuck oyster
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guys you are probably from the same team here, let one of you do the talking

quick terrace
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if the said building is the size pentagon 10k will not suffice

drowsy lantern
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okay so like don't go above 20k ?

bold flare
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If you have something the size of a tin can with 10k poly's vs a a huge skyscraper with 10k poly's is a big difference

quick terrace
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how many times is that same building gonna be seen at the same time

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how many of the same building is gonna be used across a map

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etc

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all these things matters

sick matrix
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Okay makes sense

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Thank you

drowsy lantern
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thanks guys

bold flare
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Less is always better (for performance)

drowsy lantern
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yes so it won't rip the game

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then

stuck oyster
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also dont buy stuff with someone elses IP like Starbucks, Macdonalds etc

quick terrace
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and check the license

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most of the buildings across these markets are not meant for games

drowsy lantern
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well Hum3D is a good place to buy models?

quick terrace
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not for games, no

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even less so for buildings due to the way building materials are different from other props in arma

bold flare
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Hah that actually matches my example. hum3d main page shows a model of a red bull can with 10k poly's.
That's 10k quads. So 20k tri's in arma

drowsy lantern
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yea

median bough
#

So, lowpoly then?
😄

bold flare
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You can buy game ready models on Hum3D though. For more expensive

sick matrix
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However there is also buildings which have like 9000 polys would they work?

bold flare
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"work" sure

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"work well" tho.. ¯_(ツ)_/¯

quick terrace
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link me a specific model from hum3d

sick matrix
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So just stay with buildings under like 5k for example

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Play it safe and then get good lods of the model

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However if I wanted the Empire State Building for example 5k won’t be enough so your allowed to go up higher as the size is much bigger?

median bough
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A building like this would be several parts patched together

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See the Hospital buildings for example

woven osprey
#

Hello Arma Developer, after the last Arma update Blender can't read the FBX anymore Can anyone help me?
And is it wanted if you open the UV Map I can't specify a size anymore
UV > UV editor > export...

sacred grail
#

I wouldn't recommend buying models off the internet for Arma given the way textures are handled for buildings. i.e. multi mats

stuck oyster
#

Arma update has nothing to do with Blender

#

two separate programs

#

also FBX is not arma format

#

or are you talking about P3D?

woven osprey
#

u miss understand my question

#

when i export a fbx from objectbuilder my blender cant read it

stuck oyster
#

dont export fbx

#

save as p3d and use Blender arma toolbox to open it in Blender

woven osprey
#

its ok ...

stuck oyster
#

?

bold flare
#

fbx export worked previously. But @rough idol said FBX version was updated?
Maybe that broke it. Would certainly be unfortunate

stuck oyster
#

Blenders FBX plugin is ancient I think

woven osprey
#

@bold flare can u help me with the UV problem !?

bold flare
#

what UV problem?

stuck oyster
#

Sharki get FHQBlender Arma Toolbox addon so you can import and export p3d

woven osprey
#

before the update I was able to export the uv and specify now not more

charred bolt
#

@woven osprey If you are using the new Blender 2.8 beta, Alwarren's toolbox addon does not work. We are hoping Alwarren will update it in due course.

median bough
#

Alwarren has a beta for the toolbox, but not released. If you guys want to test the beta for blender 2.80 i suggest shooting him a msg

white jay
#

So I've been having an issue with buldozer all night and can't find out how to fix the issue. Currently when I try to open buldozer with object builder I get the error "External Viewer: Unable to create viewer" anyone know how to fix this

quick terrace
#

wrong channel | too little info ^

calm forum
#

@white jay
Make sure that Steam is active before starting Bulldozer

white jay
#

if you don't want to help please don't waste my time @quick terrace

quick terrace
#

@white jay you seem to be new around here. there is a huge number of things relates to that particular error

#

is the error new, did it used to work

#

how did you install your p drive

white jay
#

yea, it worked fine a while back

quick terrace
#

see, getting there

white jay
#

used arma 3 tools

quick terrace
#

it is you who is wasting other people’s time because you do not get into detail

#

i wanna help but don’t feel like pulling your tongue

median bough
#

@white jay
That's your problem... arma 3 tools.
Google for the guide on the pmc wiki how to set up your pdrive and most of your errors are gone

stuck oyster
#

Also the arms data should be unpacked after each arms update

charred bolt
#

When we're talking about (x,y,z) coordinates in config, where is the origin (0,0,0) on the p3d model? Is it the Object Builder origin? Or centre of bounding box? Something else?

#

Specifically related to setting @normal surge3 refuel points.

bold flare
#

depends... center of the model.

#

if autocenter then it's that generated center, if no autocenter then it's in center of viewport in OB

charred bolt
#

Thanks - so if autocenter is not specified in the p3d, which would it be?

bold flare
#

should be 0,0,0 coords in OB then

charred bolt
#

presume it defaults to 1, so will be OB centre? EDIT - 1 should be bounding box centre

bold flare
#

afaik you can use memory points too for ACE refuel points

#

if autocenter is not 1 it might not be OB center

charred bolt
#

Not really a question for this channel, but the ace3 wiki seems to say to use xyz - would be interested if you have a reference for using memory points, that would be very nice.

bold flare
#

can you link me that wiki page?

bold flare
#

Oh okey. I thought of ace interaction

#

So if autocenter=1 then it will be center of bounding box.
if autocenter=0 then it will be 0,0,0 in OB.
I don't know what the default value is right now

charred bolt
#

I think it must be 1.

#

Bounding box is calculated from which LOD?

#

I guess Geometry LOD, but not sure.

bold flare
#

okey autocenter is default enabled.
Uses non-visual bbox which is... All lods it seems

charred bolt
#

Size is different across LOD's though. Hmm

#

Thanks for the help @bold flare

bold flare
#

Ace uses modelToWorld script command. You could just trial and error ingame I guess 😄

charred bolt
#

That's what I'm doing now, what fun we have!

polar fiber
#

put one of the sphere markers down in the editor, call it "helper" and run helper attachto [vehicle player,[0,0,0]]

charred bolt
#

I asked on the ace slack and it turns out you can't define a point on the receiving vehicle for the fuel hose. It just goes where you point it.

stuck oyster
#

Armawoman project took a little step forward

#

They are all the same height as they are in A2

#

And they all animate with the new skeleton and converted animations

lusty ginkgo
#

it is annoying to deal with with them in such close proximity, so instead of modifying the model, I just made new icons:

#

now the player can actually tell what door they are opening (the action also has the words written so it's easier that way as well)

#

maybe not the best solution but it seems more practical

#

Also @stuck oyster they will function just like the men do, right? Not like in A2 lol

median bough
#

@stuck oyster
Good work! Are the anims also reworked?

stuck oyster
#

All functions of ArmaMen should be useable! And animations are not reworked yet, just converted. I will still have to figure out the best adjustments for the skeleton so that the converter would get the animations as good as they can be without manual editing. Weapon bone locations are one major issue. And the characters float a little bit off ground right now.

#

I'm quite sure the floating is easy to correct but the weapon one's may be more tricky. Also there was a 100 or so 1 frame cargo poses and weapon animations that the converter did not yet work through.

#

also all the A2 female character ports are "quick n' dirty" as in no facial animations or proxies on them yet.

#

Conversion of the 5000 or so .rtms takes now a bit shy 12 hours I think. Could maybe have multiple processes running for that too to speed it up.

#

But that contains all of the animations. Cutscene stuff included

cobalt pawn
#

is your female skeleton a scaled down version of the armaman skeleton?

stuck oyster
#

To simplify it yes

cobalt pawn
#

with my scaled up version i was able to get the weapon bone locations working correctly when importing rtm's.

stuck oyster
#

It's recreated closely to the size of the A2 woman skeleton

#

Its not just scaled

#

Some proportions are different

#

Narrower shoulders and such

#

But I have some ideas on how to fix it so that the conversion is close enough to be used.

cobalt pawn
#

my method works with blender so no idea if it'll work with your conversion. I use an import and an export skeleton. the export one is the new size with constraints and transformations applied and the import one i scale to the new size but don't apply the transformations. when importing the rtms to the import skeleton the weapon bones are in the correct location.

#

and the export skeleton uses the constaints to copy the rotations with the weapon/launcher bone copying the rotation and location.

stuck oyster
#

Yeah that's pretty much how I do it too.

#

Or wait you use 2 skeletons?

#

Import on one, transfer transformation to the other and export that?

cobalt pawn
#

yep

stuck oyster
#

I just import straight on the new sized skeleton

cobalt pawn
#

yeah when i do that the weapon and launcher bones are out of position.

stuck oyster
#

Yep, what I'm facing right now. Might have to try the 2 skeletons.

cobalt pawn
#

also i moved the weapon and launcher bones back a little bit on both skeletons so they would fit good on the bigger skeletons hands.

#

with yours you may have to move it forward a little.

stuck oyster
#

Yeah I've had some success with moving the bones pre conversion. I'll try that route first as it's simpler to set up

#

Just did not tinker with it much yet

#

Also since I intend this to be a base for all community made female characters, I trust that the community will then help to tweak the converted animations when needed. So the conversion does not have to get them 100% right. Just close enough. xD

cinder pivot
#

that will be the main issue, you can get it like 95% of the way there then the last 5% perfecting it all will take like 3x as long as the first 95%

#

and to top, most of the players probably wont notice that last 5% or care too much 😛

#

awesome work so far 😄

slate epoch
#

@lusty ginkgo Use new method of opening doors then? It doesn't work just by proximity but on which geometry you look at

winged wharf
#

Please forgive me for asking a possibly stupid question. Someone just asked me if we could share our Arma models for them to use in VBS. Is this at all possible?

obsidian sphinx
#

Hello Johan! Fancy seeing you here 😛

winged wharf
#

Hi King!

#

Hehe. Yeah someone that is helping us out with the Recce Arma Mission Challenge, is also working in the VBS environment. So, he asked if our mod creator could share some of his models with them. I know it can't be done between Arma and VBS, but I was wondering if it could be done at the level where it is exported from Blender?

stuck oyster
#

@winged wharf his self made models?

winged wharf
#

@stuck oyster Yes

#

He made Lions, Crocodiles and Elephants.

#

and also some vehicles. (All in Blender)

stuck oyster
#

Then yes as long he recreates the work to make them useable in VBS with VBS tools.

#

Anything touched with Arma tools is a nono

winged wharf
#

No, I reckoned that he would have to export his model into 2 different formats -1 for Arma and 1 for VBS. The problem is, our mod creator does not know anything about VBS. I'm trying to point him in the right direction.

stuck oyster
#

If there is a payment involved I'd make sure he's not selling exclusive rights to them or anything like that

winged wharf
#

No, our alliance is willing to help us with our project, if we share our mod creator's models with them.

stuck oyster
#

Well that gets tricky as VBS tools can only be bought from BISIM and that's not cheap. Also there is no longer any developer reference online

winged wharf
#

Our models are very unique (South African military only), and are very hard to come by.

stuck oyster
#

If you just provide them with the models then you should not really need to know anything about VBS I think.

winged wharf
#

They already have VBS (tools included). I'm trying to position our mod creator so that he can supply them with something they could import and use.

stuck oyster
#

Then the weighted model and animated skeleton should be enough. Just make sure you don't get ripped off here. Such models are worth $$

winged wharf
#

Ok, thank you very much HG. 😃
Thanks for telling me. Hehe, now we've got more leverage on them to help us out more.

lusty ginkgo
#

@slate epoch I realized I could do that shortly after making the icons

ionic brook
#

Any of us that use blender, how can I split an object into 4 UV maps and have those UV maps imported into O2? I seem to get an error when trying to export to .p3d when I convert to .obj first then to import it into O2 it only shows one UVmap set.

stuck oyster
#

you use ArmaToolbox and export to p3d

ionic brook
#

tried that, doesn't seem to work for me for whatever reason.

#

is there a report file for it?

stuck oyster
#

no but you have to use it correctly

ionic brook
#

By allocating the correct path to the scripts and hitting export to .p3d?

#

D:\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\o2script.exe

stuck oyster
#

that and setting the objects ArmaProperties correctly

#

look up the FHQ toolbox thread on BI forums

ionic brook
#

didnt tick the fuckin arma properties box, did I? easy error to make. Now it seems to have merged them all to set 0. is there any way to move selections to the next UV set?

#

got it

#

copy and paste function.

bold flare
#

arma only supports 2 uv sets tho

ionic brook
#

Ah

#

another spanner in the works

stuck oyster
#

why do you need 4 uvsets?

#

for different materials?

ionic brook
#

mainly for detail

stuck oyster
#

how do you intend to use them?

ionic brook
#

A tank with 4 UV sets, one each for turret, hull, tracks and wheels

stuck oyster
#

you dont need separate uvsets for that

#

you use different materials for each part

#

and have all the uvs in 1 uvset

#

it does not matter that they overlap

#

as they dont use the same texture/material

ionic brook
#

I see

#

this changes things somewhat.

stuck oyster
#

also bear in mind that 4 materials will cost performance

#

what resolution textures are you using?

ionic brook
#

low for the tracks 512 probably and 1k/2k for the rest.

#

1 k for wheels, 2k for the hull/turret

#

I wish I could upload a picture but the internet here is terrible.

charred bolt
#

That'll be fine. Just give them their own materials and put it all on UV 0.

stuck oyster
#

tracks need to be separate yes, but you should compare to how vanilla tanks are set up so you dont go overboard with the materials

ionic brook
#

Thanks, issue resolved.

stuck oyster
#

👌

deft heron
#

Hey guys, I am struggling to get a door working.I am using the BIS sample and I am trying to add a new door. Do I need to make a new Class OpenDoor_6 like the one for Door_1 or should can I just use the others that refer back to Door_1?

deft heron
#

Failing that what would be a common problem ( minus the spelling errors , I have triple checked it all ) ?

deft heron
#

Could it be to do with this?

#

""C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ "samples_f\Test_House_03" "p:\temp\samples_f\Test_House_03""
" WARNING: Binarise found 'errors'. View the binlog"

#

?

sturdy parcel
#

well. why don't you 'view the binlog'

#

as for a new door, other than providing a bone and an axis, nothing much too it

deft heron
#

If I post the code will you look at it? Also where do we post code again?

#

I dont want to post it all I feel it would be wrong to put such a large chunk of text into this channel .

#

I have viewed binlog.

deft heron
#

Im lost brothers.

strong plaza
sturdy parcel
#

pastebin is a better option. dropBox is a pain in the *rse nagging at you to sign in

#

no way, i'm not downloading a half gig file

charred bolt
#

@deft heron You haven't given much information about what is wrong with your project, but I can summarise some problems (as detailed in the binlog) you have:

  1. Unsupported UV sets 2-4 - in the p3d's your UV's should be on UV set 0, and possibly set 1. It appears that your UV's 1-4 are blank, so delete them.
  2. Vertices of some bones in the doors are shared with parents - don't put multiple bones that are already linked by the model.cfg skeleton in the same named selections in the p3d.
  3. Your shadow geometry is not closed - p3d, Shadow LOD, ensure all faces are closed.
  4. You have some degenerated faces in the Shadow LOD
  5. Your Shadow LOD 0 is too detailed (eg 9342 faces) and cannot be used - simplify to something like 2k faces
  6. Your Shadow LOD 10 has the same face count as Shadow LOD 0
  7. Your Geometry Phys LOD is far too detailed at 443 components - reduce to less than 10? lol
  8. Neither your View Geometry or Fire Geometry LODs are closed or convex.
  9. You only have a LOD1 with very high poly count - but I assume you'll probably add lower detail LOD's at a later date
tropic jewel
#

Does anyone know of another tutorial I can use to help with importing weapons into Arma, I have been working with this one https://youtu.be/TJhOk5DGGK4 but have been finding it difficult and would like to watch someone else.

sturdy parcel
#

video. 1st mistale. look up reliable information in the biki.

#

if it's not reliable. change it. for the beneit of those who follow

tropic jewel
#

I’m more a monkey see, monkey learn, monkey do sort of person that’s why I asked for videos if anyone had them

stuck oyster
#

Those are likely the best you get. Could be worth watching the whole series to see more of the whole process. Basically all models follow same principles and just some details differ.

deft heron
#

@Appollo .Thankyou very much for your indepth look at what I posted Im guessing the shared bone is the key to the door not working.I will act upon this and fix the problem, Love Sparklekitten.

charred bolt
#

@deft heron You're welcome. I built it and put it in game - all the doors I tried seemed to work, but perhaps I missed one? Yes, the shared bone will be the problem most likely.

deft heron
#

@true cairn .Problem is I dont know how to fix it brother.

#

Its Door_6

wispy orchid
#

what could that be: The H-21 helo of Unsung has a model with the wheels touching y=-1 . If we raise the complete model by 1 meter, the rotors get stuck upon spool up. When the helo starts airborne (21 meter), the rotors work fine

tulip beacon
#

has anyone used any o2 scripts?

bold flare
#

yes. I tried a auto proxy placer thing once

tulip beacon
#

any luck?

#

is there any docs regarding scripts?

bold flare
#

yeah there was a thingy... comref. in object builder directory I think

#

And also many examples in there

tulip beacon
#

yeah, comref does not work for me

#

just blank page

bold flare
#

works fine in firefox for me

tulip beacon
#

hm, managed to open it with edge

#

no luck in chrome

outer condor
#

you can just open the xml in some text editor

tulip beacon
#

@outer condor whoa, custom scripts. I'll check'em out, but apparently that stuff is way too advanced for me, and i need very specific task, so i guess i'll have to do it manually

outer condor
#

what do you want to do

tulip beacon
#

mass reassign of textures and materials, rescale and transform of 2 sets of UVs of multiple lods, some sharp/smooth edges and remove unnecessary geometry

#

i suspect it is possible, because all these actions go through named selections and/or selecting by material, all scale/translate stuff is the same

bold flare
#

mass reassign of textures and materials mikeros moveobject can do that

tulip beacon
#

well, it's specific kind of reassing/rename

#

basically i need texmerge wich supports processing of 2 uv set and 4096 texture

outer condor
#

might be easier with another modeling software which scripting/automation

#

o2script is somewhat of a hassle to work with for more complex stuff

#

one would need a decent IDE for that

tulip beacon
#

Any suggestions regarding software?

sturdy parcel
#

one would need a decent IDE for that
in actual fact, o2script does indeed have a 'decent' gui. BinPbo (the fore-runner of addon breaker) , and pboProject were originally written in o2script

tulip beacon
#

anyway, is it possible to do with o2script? is it worth studying?

sturdy parcel
#

i thought my prevous comment would have answered that.

#

it's sqx (not shitty sqf) with added verbs for gui displays.

outer condor
#

@sturdy parcel my point was coding it a bit difficult with it in my experience

sturdy parcel
#

yes, but, 1) it's documented, 2) it's good old familiar sqf

tulip beacon
#

can't find command for selecting isolated points, is there any?

obsidian sphinx
#

Kinda curious, is it possible to have geometric occluders for a vehicle?

rough idol
#

@obsidian sphinx yes, it's possible

#

it's used in game

obsidian sphinx
#

Wonderful to hear, not really documented in the wiki, so I figured I'd ask

outer condor
#

@tulip beacon it might be done in one of the o2 scripts

#

probably by checking of all points vs "connected"

tulip beacon
#

i'm too noob to this

#

struggling with basic stuff

tulip beacon
#

yay, managed to remove some faces from named selection

polar gyro
#

is there any way to convert .max file to a .blender file? arma 3 samples are all .max files

#

kinda dissapointing

#

im using arma tools and the object is kinda broken

bold flare
#

The upper body is missing 😮

#

The triangles are directional memory points or proxies

polar gyro
#

So how do I load the sample models into blender? im importing it through the plugin

bold flare
stuck oyster
#

Or use the sample files that have the whole body.

tulip beacon
#

mesh smoothEdges [a,b,a,b,a,b ...] Operand types: mesh: ObjectData [a,b,a,b,a,b ...]: Array

#

what is a,b,? what are the elements of that array?

rough idol
#

line from point a to point b

#

array consist of points (vertexes)

tulip beacon
#

so in theory if i could extract all the vertices from say selection then i could sharpen them with this command, right?

rough idol
#

smooth them you mean?

#

those points still needs to make sense

#

if there is no line between point a & b then it's not going to work obviously

tulip beacon
#

well, what i need in general is select some faces by material and sharpen them, then invert selection and smooth the rest

#

is it possible?

rough idol
#

it should be

tulip beacon
#

couldn't find anything but selectDoublePolyWithTexture (which selects polygons with specified texture) and you can't even apply sharpen to it because sharpen/smooth wants array of vertices as input

#

lol, my dodgy script half-did what i wanted

rough idol
#

isn't there selectPointsFromFace command?

tulip beacon
#

yep, that's how i did it

#

_points = getSelectedPoints (selectPointsFromFaces _selectionByName);
_lod sharpEdges _points;

#

and it does only "half" i guess because of "a,b a,b a,b" thing. It expects edge to be clearly "a,b" so if there is a triangle with vertices 1,2 and 3 it expects [1,2,2,3,1,3] i guess

#

and getselectedpoints contains just all points of selection

#

it feels like walking in the dark with hands tied behind the back

#

i'm not even sure that any of this makes sense

deft heron
#

Hey guys Im having a problem with crunching this PBO. It coming out with this error in the ouput but unusually it doesnt say what it is. "model.cfgs for this pbo have errors" Any ideas guys?

sturdy parcel
#

the cause should be in your face on the dos screen

#

... and model.cfgs are NEVER placed in a pbo, so this is all out of context

deft heron
#

What is the Dos screen and where does it live?

sturdy parcel
#

paste a screen shot of when you get the error

#

the dos screen is the big black one adjacent to the gui panel

deft heron
#

Oh sorry fcourse

#

Thankyou.

deft heron
#

OK well its something to do with skeltons. Here is my screenshot of the dos screen and the cfg skeletons part of the model.cfg. https://imgur.com/a/ug0Cuyl

#

I dont know how to fixx this can anyone help please?

#

Fixed it.Must have been a dumb typing error.Silly old me. Thanks for your concern though. @sturdy parcel

sturdy parcel
#

well the cause of the error was plainly stated on the dos screen. I have no idea how I could possibly make it plainer when it's there, staring at you.

deft heron
#

True. Thankyou.

deft heron
obsidian sphinx
#

Not too shabby, I like it 😃

#

Are those letters raised in the mesh?

minor jasper
#

16:32:27: a3\map_data_exp\gdt_reddirt.rvmat.vertexShaderID: Unknown enum value NormalMapDiffuseAlpha

#

using this rvmat on our sandbags earth base

#

causes a CTD in our maps

#

has anyone got any idea why?

#
ambient[]={1.5,1.5,1.5,1};
diffuse[]={0.5,0.5,0.5,1};
forcedDiffuse[]={0,0,0,0};
emmisive[]={0,0,0,0};
specular[]={0,0,0,0};
specularPower=1;
PixelShaderID="NormalMapDiffuse";
VertexShaderID="NormalMapDiffuseAlpha";
class Stage1
{
    texture="a3\map_data_exp\gdt_reddirt_nopx.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};
class Stage2
{
    texture="a3\map_data_exp\gdt_reddirt_co.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={10,0,0};
        up[]={0,10,0};
        dir[]={0,0,10};
        pos[]={0,0,0};
    };
};```
polar fiber
#

Are you sure it's a valid one?

bold flare
sturdy parcel
#

Tetet reported this issue too, binarise throws it's hands in the air and bakes a garbage id into the p3d which casues the game to crash

#

I copied the gdt_reddirt.rvmat and changed the vertex shader from NormalMapDiffuseAlpha to NormalMapDiffuse and now no more crashes,.

bold flare
#

So either there was a broken unbinarized rvmat in there. Or the debinarizer created this invalid vertex shader
Which brings up the question where the debinarizer got that invalid name from

sturdy parcel
#

i believe bis binarise itself is at fault here

#

just looking thru your shader id's comparing to mine.....

bold flare
#

Just to double check. Arma 1.86 had "NormalMapDiffuse" "NormalMapDiffuseAS" "NormalMapDiffuseMacroAS"
So that thing definitely doesn't exist

#

There is SpecularNormalMapDiffuse_AlphaTest in the shader tho... But I don't think that's really related
And that's a pixel shader. not vertex

sturdy parcel
#

{99,"NormalMapMacroAS"}, // 0x10
{99,"NormalMapDiffuseMacroAS"},//0x11

#

yes

bold flare
#

Would be nice to know what the actual ID inside the binarized version of that rvmat is.
last vertexShader is 44.

sturdy parcel
#

ask em i'll tell you, or i'll pm you he enums

#

actually, here is fine
switch(id)
{
default: return "";
case 0: return "Basic";// (default)";
case 1: return "NormalMap";
case 2: return "NormalMapDiffuse";
case 3: return "Grass";
case 7: return "Water";//was 8
case 8: return "WaterSimple";
case 9: return "Sprite";
case 11: return "NormalMapThrough";
case 15: return "NormalMapAS";
case 14: return "BasicAS";
case 17: return "Glass";
case 18: return "NormalMapSpecularThrough";
case 19: return "NormalMapThroughNoFade";
case 20: return "NormalMapSpecularThroughNoFade";
case 23: return "Super";
case 24: return "Multi";
case 25: return "Tree";
case 26: return "TreeNoFade";
case 29: return "Skin";
case 31: return "TreeAdv";
case 32: return "TreeAdvTrunk";
case 0x26: return "SpriteOnSurface";
case 0x27: return "TreeAdvModNormals";
case 0x2A: return "BasicFade";
case 0x2C: return "TreeAdvNoFade";
case 0x1E: return "CalmWater";
}

#

my pixel shader id's differ from yours (a little) but too big to paste

bold flare
#

I didn't really pay attention to ordering. Should be about right though

polar gyro
#

Hey guys do you know any place where I can learn how to model uniforms in arma? even a basic one I can't find anything on this subject.

stuck oyster
#

modeling an uniform is like modeling anything else in the program youve chosen

#

only thing Arma specific is the size/dimensions of the character and the weighting/rigging of the mesh so that it moves with the game animations.

deft heron
#

@obsidian sphinx Yes the text is raised in the mesh.

minor jasper
#

so i just opened up the vanilla pbo and it does indeed use this shader on all rvmats in that folder

#
ambient[] = {1,1,1,1};
diffuse[] = {1,1,1,1};
forcedDiffuse[] = {0,0,0,0};
specular[] = {0.0,0.0,0.0,0};
specularPower = 1;
emmisive[] = {0,0,0,0};
PixelShaderID = "NormalMapDiffuse";
VertexShaderID = "NormalMapDiffuseAlpha";
class Stage1
{
    texture = "a3\map_data_exp\gdt_reddirt_nopx.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {5,0,0};
        up[] = {0,5,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
class Stage2
{
    texture = "a3\map_data_exp\gdt_reddirt_co.paa";
    uvSource = "tex";
    class uvTransform
    {
        aside[] = {5,0,0};
        up[] = {0,5,0};
        dir[] = {0,0,0};
        pos[] = {0,0,0};
    };
};
#

but when we apply it to a p3d, it crashes

#

i guess wecan't use it on a p3d

#

it must be a terrain only rvmat

stuck oyster
#

oh yeah thats it!

#

but it was working before though?

minor jasper
#

not sure i think we added it only recently to the models

#

sowe've now made a clone of it, and changed the shader

#

seems to work fine

stuck oyster
#

yeah I think I may have actually tested the same shader at some point when I explred mesh made terrain

#

with same results

#

just did not remember it at all

#

been couple of years

bleak tangle
#

I think the difference here is that BI doesn't apply those RVMATs to any p3ds. As far as I'm aware they're just used by Terrain Builder when it reads your layers.cfg. If you want to use a ground texture on an object it might help to look at the trench objects in a3\structures_f_exp\military\trenches.

stuck oyster
#

👌 @bleak tangle to the rescue

#

great idea

sturdy parcel
#

well this is great info. I won't be changing my dll, since it already triggers a warnings are errors, if the baked in shader is illegal. This should be sufficient to alert you of the difference. I think we can safely assume that any shaderID intended for terrain -only will trigger this.

#

then again, if you folks want a more specific error message, say so.

bold flare
#

@minor jasper that shader doesn't exist. NormalMapDiffuseAlpha That string simply doesn't exist in the Arma binary at all.

#

I'd say your tools should just throw a "unknown shader" that's specific enough.

minor jasper
#

It may not exist in the library but it is used in every rvmat in a3\map_data_exp

rough idol
#

It's terrain exclusive shader

bold flare
#

why are you importing stuff when you try to make things? usually you export after you've made something

#

what are you trying to import?

#

which model?

#

where did you get it from?

#

can you open it in object builder?

#

If you just want a ball. You can just create one in blender. That's like 5 clicks or less to create a simple sphere

#

Where did you get that model from?

#

you found a free p3d model online "somewhere" ?

#

Doubt...

#

You can't open it because it's binarized

#

You cannot use that

sturdy parcel
#

so much for 'free'

bold flare
#

It's not a "free" model that you can just use

obsidian sphinx
#

I'd like to point out that you're the one that's being vicious

bold flare
#

lul @fluid ocean someone has been caught stealing 😄

sturdy parcel
#

simple question, can you open this 'free' p3d in object builderor not.

#

ok!!!!

#

great

fluid ocean
#

Goodbye

#

Thief

quick terrace
#

thank you

obsidian sphinx
#

That was entertaining

quick terrace
#

damn i like it so much when i just read the 🍿 part before a kick/ban

obsidian sphinx
#

He just jumped straight into being vicious

#

Miscommunication is one thing, but that was ridiculous

#

But yeah, totally agree, 🍿 all around

river kite
#

Man i missed it by few minutes 😩

fluid ocean
#

No 🍿 folks. Our modders work too hard for people like that to rip/steal/misappropriate their content. A thief is a thief is a thief. They have no place here.

bold flare
#

Ah! Just looked through my PM's because I thought I remembered his name. He is a friend of the Anzus Gaming guys that have appeared in #ip_rights_violations multiple times

quick terrace
#

also, what i don't get is why are people asking questions here that are specific to a specific software that has tons of tutorials online
IE: i have a car that i got free from some free internetz website, 100% legit i am sure, but i dunnot what to do next. I never used blender before, halp

obsidian sphinx
#

Yeah, bit weird

#

Could probably just Google 'how to open a p3d in blender'

quick terrace
#

@fluid ocean why so serious. I am not saying you aren't doing what you should, but it is still entertaining at times

fluid ocean
#

Not being overly serious, its just at times the "peanut gallery" act can be a bit much. There have been times when a moderator hasn't been alerted because people wanted to "see the show".

quick terrace
#

😄

obsidian sphinx
#

That's fair enough, personally, I kinda just jumped straight into my Moderator boots and began trying defusing the situation, which is a bit of a habit

quick terrace
#

related, can we have a proper @ admin ping available, at least for the blue peps?

fluid ocean
#

Defusal is not an option when its clear whats going on. Doesn't @@ veteran_moderator work?

bold flare
#

yeah that works

quick terrace
#

that is news to me, cool

fluid ocean
#

👍

quick terrace
#

the 2x @ part was eluding me then

fluid ocean
#

👋 kllrt

obsidian sphinx
#

Yeah, that extra @ is a bit cumbersome...

bold flare
#

Though I don't really like notifying half a dozen people for such a small thing

quick terrace
#

my go to guy is still FM, but yeah, there are times when he isn't about like a normal human being

#

🖤

obsidian sphinx
#

You get used to the notifications if you're a moderator for any community

#

Just takes about a week

bold flare
#

your definition of "normal" is very special 😄

quick terrace
#

special people - and this isn't OT

#

true story:

#

had a project where we had to do some 3d models of some police blokes for a stop motion animation

fluid ocean
#

Yes, even I need to go out for a beer a few times a week 😉

quick terrace
#

i did the base mesh, but we were crunching hard, one of the guys that i was working on the project did the textures

#

but the guy misstyped on their shields

#

from special police to special people

obsidian sphinx
#

😂

quick terrace
#

we only seen it after it was done and delivered to the client

#

they never saw it, since we got payed

#

the client was interpol btw

slate epoch
#

Aw man, I missed the party 😦

obsidian sphinx
#

That's a bit awkward @quick terrace

slate epoch
#

HoW do I PorT DayZ WEaponS to ArMa pls hALP

#

Ehm...

#

Hello guys 😃

obsidian sphinx
#

😂

quick terrace
#

it is. we fixed it and we did rerender the parts in in trouble, but we never got to send the new thing to them since they never asked for

obsidian sphinx
#

Howdy

quick terrace
#

@slate epoch

#

@slate epoch

slate epoch
#

Wut

quick terrace
#

nothin

slate epoch
quick terrace
#

😄

frank helm
#

can someone remind of the key to press for making your model non transparent in buldozer??

#

I don't particularly want to be looking inside the model when I need to see the outside faces. lol

stuck oyster
#

dont have selections active

frank helm
#

how'dya mean?

#

I've selected my faces to apply textures to it.

stuck oyster
#

or turn off the selection masking

cinder pivot
#

does the transform record allow use in multiple p3ds?

stuck oyster
#

whats that?

cinder pivot
#

@stuck oyster points > transform record

#

you can make a movement in OB

#

then make the same movement with a new selection

#

trying to move some props around

#

and want the geom to move with it

stuck oyster
#

never used that but since it has save and load I suppose you can save it and load later

#

and usually stuff sticks in the OB instance

#

even if you load another file into it

cinder pivot
#

@stuck oyster didn't try that but it does allow you to save to a file and that does work when loading back up 👍

stuck oyster
#

xD

#

Best advice I can give = Dont use OB

jade tiger
#

good evening folks!
i have a weird problem. i made a few cars, every single one with slingload capability. but the newest project has no interest in being lifted by any chopper. Obviously i have the entry in the config.cfg, and obviously as well the weight limits arent exceeded. the Geometry LODs are all built like they should (closed, convex and not too complex in accordance with the fanmade Wiki for LOD) . I compared the configs and model files from previous projects and this one, and as expected no differences to be found.
As i ran out of Ideas i approach you people, hoping that i might have missed soemthing very important

charred bolt
#

@jade tiger Are the sling load memory points present?

jade tiger
#

indeed they are (did not mention them) i also checked their positioning, if they are colliding with geometry or not, rearranged them multiple times, made sure they are exactly lined up, treid them to be all at some spot but no in line with e4ach other, and nothing helped.

stuck oyster
#

nothing comes to mind immediately.

#

probably some small error somewhere

#

have you compared everything with one of the working ones?

jade tiger
#

ikr, its usually as simple as copying the following lines in the config and adding 4 poiints in the memory LOD

stuck oyster
#

or perhaps inheriting the config from one of the working ones

#

maybe some config enrty is missing a letter or something like that

#

do you use mikeros tools to pack?

#

as in pboProject

jade tiger
#

sure i do

#

binlog wont give anything useful

#

left not working, right working

#

no inheritance problems

#

i even tried the obvious by just copy pasting

#

its 50/50 Chance Model or Cofnig

stuck oyster
#

both same type vehicles?

jade tiger
#

the points are present, they are named correctly, as said i tried different positions on them (in line, on the same heihgt level, all somewhere different, colliding with geo, not colliding with geo)

#

basically both are just cars

#

so no tanks, boats or anything

stuck oyster
#

anything odd/special/unconventional to them?

jade tiger
#

apart from the one working with slingload and the other one not, nope

stuck oyster
#

the slinload entries in same way in the config?

#

not accidentally inside turret class or something

jade tiger
#

the fun fact is, the car with the more complicated stuff like a roadway and moving geometry is working fine, the not working one is as basic as it gets atm

stuck oyster
#

have you tried using the working model with the second config?

#

and the other way around

jade tiger
#

not yet

stuck oyster
#

that could rule out which one the problem is with

#

memorypoints in camelcase like in the config?

jade tiger
#

i thought about writing the thing entirely new, just to make sure everything is working, but switching them out could also show whats wrong

stuck oyster
#

switch is fast way to test them

jade tiger
#

i tried camelcase as in cfg, i tried all small letters, i tried renaming the camelcase to all small letter in cfg and in model,

stuck oyster
#

in some cases Arma prefers all lowercase

#

most of the time camel works

#

and since it works with the first one it should not be an issue

#

as long as they match in config and model

#

both can be driven etc?

#

no problems there?

jade tiger
#

just to eliminate that possibility i tried both

#

top worsk bottom doesnt

#

no matter if CamelCase or not :/

stuck oyster
#

try the switch

jade tiger
#

that's the thing both cars work exactly as they should

stuck oyster
#

that should tell you a lot

jade tiger
#

apart from slingload

#

stick me in a dress and call me sally if that works

#

so the problem must be the p3d then

#

just to clearify, config.cfg taken form the car that works in this frame

stuck oyster
#

so config from the other car worked with the one that had problems?

jade tiger
#

the ambulance to the right worked, the land rover to the left doesn't, for this test i gave tha landrover tha ambulance config, (just changing the needed classnames for it not to verwrite)

stuck oyster
#

did it work?

jade tiger
#

the landrover does have the config, that i can tell from the UserActions, but as you can see in the second picture, still nope

#

so the problem must indeed be the model itself

stuck oyster
#

likely yes then

jade tiger
#

at least i can check off the naming of the memory points

#

(speaking of CamelCase)

stuck oyster
#

you can also test the rover config with the ambulance

#

just to make sure

jade tiger
#

it's packing

#

that's all proof i need i guess, to determine the model itself as the source of the problem

#

so it should be in one of the non visible LODs, and now the problem is to find out which one

#

(0, ViewCargo, ShadowVolume1, ShadowVolume10, Geometry, GeomtetryPhys, Memory, LandContact, Hit-Points, ViewGeometry, FireGeometry)
any guesses? The total Mass in Geometry is the same for both cars ( regulate driving through the config)

obsidian sphinx
#

My bet is on memory

#

Either that or possibly GeometryPhys

stuck oyster
#

I'd maybe rebuild the whole model in another p3d

jade tiger
#

in geophys

#

i made the model like just a day ago, so maybe it happened because i wasn't working properly

stuck oyster
#

It's the weight distribution

#

The larger the blob the more weight it has

jade tiger
#

okay 2 days ago to be fair

#

i see

stuck oyster
#

Or mass actually

jade tiger
#

makes sense, i set it to zero on the rover since wiki says geophys does not need any weight

stuck oyster
#

Weight is usually term used with animations

jade tiger
#

then mass

stuck oyster
#

Physx yes does not

jade tiger
#

you know what i mean

stuck oyster
#

Geometry does

jade tiger
#

pretty similar on that front, apart from the ambulance beeing divided into separate pieces for the open and closing of the doors to have a geometry

#

aaaaaand before you ask, yes i also made non ambulance cars with no divided geo that actually work

stuck oyster
#

Yeah looks alright

jade tiger
#

the mass is identical, as said earlier, i manage the handling of the car via config

stuck oyster
#

Does the rover have geometry components named

jade tiger
#

yes, and its closed and convex 😄

stuck oyster
#

ComponentXXX?

jade tiger
#

i let it auto name it

stuck oyster
#

Good

jade tiger
#

http://prntscr.com/lvib15 apart from their lineup and the damper axis missing for the rear wheels, i would not say the memory has a problem

stuck oyster
#

Try rebuilding the model into new empty .P3D

jade tiger
#

(because tha ambulance does not have rear axis either)

stuck oyster
#

You can just copy paste each lod from one instance to another

#

Also make sure the sling memory points are not part of some other selection

#

And good luck. I'm off to bed

jade tiger
#

thanks for the help, much appreciated ! and helped in the regard that i now know where to look for the needle in the hay, gn8

charred bolt
#

@jade tiger As a test, remove all LOD properties. All of them. Except leave lodNoShadow (=1) in LOD 0.000.

#

Also try reducing the total geometry mass to something low, like 1000kg. Ctrl A to select all, Ctrl Shift H to unhide any surprise objects. Type in 1000 to mass box and Apply.

jade tiger
#

i came to the same idea with the properties, trying that now, the mass is rather low with 1087

#

this will be the last thing i try today though

charred bolt
#

Also when you test put your problem car on the right of the helicopter where the ambulance worked.

jade tiger
#

holy shit

charred bolt
#

lol

jade tiger
#

placed 4

#

no properties

charred bolt
#

happy days

jade tiger
#

as a Man once said "it just works"

#

xD

charred bolt
#

It's almost always the first thing I do with an inherited vehicle that I'm going to work on - remove all the rubbish entries from the LOD properties.

jade tiger
#

i never bothered with them until today, since it never made any problems

charred bolt
#

no problems that you immediately noticed anyway

jade tiger
#

i read a bit into it before testing, i got that i do need a few of them though, just not the bad ones

charred bolt
#

In a vehicle like your Rover, you almost certainly won't need any more than that lodNoShadow in the resolution LOD's.

jade tiger
#

well as you probably can tell, its made for a Life RPG Modpack, so no Ai unit should ever interfere with it

charred bolt
#

Removing lod properties won't stop it working with AI.

jade tiger
#

but reading through it more detailed now, i get i just said something stupid 😂

charred bolt
#

Yeah, not relevant to your rover

#

mostly map object stuff I think

jade tiger
#

rpt log agrees

#

no error or warning message whatsoever

charred bolt
#

There are a few lod properties that are needed in unusual circumstances, such as amphibious vehicles, but they're exceptions.

jade tiger
#

like geo bouyancy with property bouyancy =1, i would wildly guess

charred bolt
#

yep

#

The 'problem' with OB is that when you copy objects from one LOD to another, it can take the LOD properties with them. So over time, with lots of people cutting and pasting, the LOD properties box becomes like a zoo full of unidentified creatures, most of which are mystical.

jade tiger
#

i can totally agree, i think it just deleted at least 2 or 3 "made by" and "textures by", even though i didn't even copy paste a lot in the non visible LOD's...or the visible ones obviously

#

i encountered that problem in february the first time, created a proxy and rpt told me that proxy XYZ is not a vehicle...because the class = vehicle property was there

#

just a side question since another guy i know modded a car, and in the model itself everything seemed fine, also the cfg files, but the car kills the FPS, we're talking taking a hit from 100 to 30 in arsenal.
Property related?

charred bolt
#

Mesh or section count I expect. Or texture size.

#

How many polys? How many sections? How many textures, and what Mb size for each?

jade tiger
#

the polycount should be fine, since he doenst like to work with proxies hes forced to always stay below 120k, textures and sections as well as their sizes i must check

charred bolt
#

120k is pretty high, top of the usual scale, but not necessarily the killer.

obsidian sphinx
#

I've been getting shit for the fact that my C-17 has 70k poly count

#

So a Land Rover with 120k seems really high to me

charred bolt
#

I assume the model has decent LOD's, reducing by 50% down to about 2-3k in the final??

jade tiger
#

can't really be it, did a Ford Raptr once, the base model started off with 120k and without the wheels

charred bolt
#

Yeah, I've done test models with millions of polys, it still works. But of course, not recommended.

jade tiger
#

the land rover is a "low poly" model with only 97k in the non proxied version

#

the ambulance started with 2 Mil, via polycruncher i got it down to 110k, and that was only the car, not the back

#

so with enough proxies, polycount is not a big deal as far as i can tell

charred bolt
#

Most modders will probably tell you to aim for less than 60-70k in the first res LOD.

jade tiger
#

thats the 0 LOD for the ambulance

charred bolt
#

Section count is a bit high

jade tiger
#

well that car does not affect the FPS, exceeds the 120k by quite a bit and works just fine

charred bolt
#

Your screenshot shows 5k faces. I presume that's not LOD0?

jade tiger
#

while this thing (the car i talked about) kills your FPS

obsidian sphinx
#

Polycruncher looks pretty sweet actually

jade tiger
#

it is the 0 lod

#

the car has roundabout 40 proxies

charred bolt
#

look at the section count on the problem car - - 11523 lol

jade tiger
#

@obsidian sphinx yes it is, with it you can easily make every 3d model from sites like Hum3D or CGTrader working for arma, without paying the extra to get it rendered down

obsidian sphinx
#

Seems like it'd also be an awesome way to make different render LODs

#

Pity it doesn't work with Blender

jade tiger
#

the starting workflow looks as follos, buy model, crunch it until its at the polycouint i want without getting destroyed, export as fbx, import into blender, rescale and rotate, export as fbx or obj (it depends on what i work on) import into obj -> hich qual model working fine

#

i mena import into OB

#

and @charred bolt how would one get that section count to lower ? (another thing i never bothered with, since i never had to deal with such kind of problems)

obsidian sphinx
#

That's fair

#

My issue is with no-one has a model of a C-17 that has a fully meshed interior

#

Which is what I want, and it's what I'm working on

charred bolt
#

I'd suggest adding an extra step - hopefully you do this already - identify desired model, check it's being offered for sale legally and has a license which meets your end-use requirements, buy model....

jade tiger
#

that is the downside on buying models, the interior is always rubbish and you would need to get it elsewhere or take it form a similar car

#

the raptor i made was 2017 model, and the community bought a 2010 model, i had no interior, so the 2017 now has a 2010 interior

#

took me 2 days to fit it

sturdy parcel
#

re properties, Eliteness (or dep3d) will save you hours of agony.

you can stare at "LodNoShadow" as much as you like, and not realise is mis-spelt as

' LodNoShadow '
or 'LodNoShadow\n'

charred bolt
#

select the textures and/or rvmats one at a time, Faces > Move top

sturdy parcel
#

it is 100 x more frequent than you can possibly imagine

jade tiger
#

money well spent on your tools @sturdy parcel

sturdy parcel
#

(all credit to @outer condor for above)

jade tiger
#

back to topic though Apollo, how would moving the faces to the top change the section count, o.O

charred bolt
#

A section is a combination of texture and rvmat.

#

Except you can have textureA / rvmat A in Section 1 and also textureA / rvmatA in Section 2.

#

By selecting all textureA's and bringing them to the top it relocates them together into Section 1.

#

The fragmentation usually occurs when a model has had a lot of cut and pasting done to it - possibly a side effect of that poly cruncher process.

jade tiger
#

afaik, the problem model , IF EVEN, was crunched without knowing how to crunch

#

polycruncher is a mighty little program, used wrong, it will basically transform any model into 1995 C&C1

charred bolt
#

lol, you know you're old when someone says "1995" like it was a long time ago

jade tiger
#

it is 23 yrs ago, so depending on what you count as "long", it is at least quite some time

#

nevertheless, i just randomly tried all the textures and rvmats in the 0 LOD, one by one, after another, always moved to top section count did not change

#

though i get the idea if i look at the texture folder of that car

charred bolt
#

ok, try another method - select rvmat, ctrl C to copy, D to delete faces, Points > Select Isolated, delete, Ctrl V to paste.

jade tiger
#

god knows hof many of those are put into multiple rvmats

#

WTF

charred bolt
#

Open up the Sections part of the Resource Library window

jade tiger
#

i did it with ONE F*ing rvmat

obsidian sphinx
#

Yep, that sounds about right

jade tiger
#

the sections part opened and i can scoll a loooong way to reach bottom

charred bolt
#

So you're looking for duplicate entries - they will be next to each other.

jade tiger
charred bolt
#

If you find textureA - rvmatA multiple times, those are the ones to merge.

obsidian sphinx
#

Hey Cypher, think I can get your help at some point with my C-17? Interior is fucking with me

jade tiger
#

sure man, hook me up via PM bc its 4:50am and i wanted to go to bed like an hour ago xD

obsidian sphinx
#

Will do mate, you get some sleep 😃

jade tiger
#

last thing, i think i found what you wanted me to look for

#

i just tried that method with you wrote @charred bolt with the matt.rvmat, reduced the count by another 900

charred bolt
#

When you finish all of the problem entries and have the final section count around 30 or so, I'd expect FPS to be fine.

#

Make sure you have multiple LOD's though, not just a LOD0.

jade tiger
#

i just have to ask, so this abomination of fire geometry is not the cause? xD

obsidian sphinx
#

Probably doesn't help

jade tiger
#

it was the only thing i could identify

obsidian sphinx
#

What the living Jesus Christ is that?

#

I'm not experienced or even that good at modelling and I know that's fucked

jade tiger
#

that is, as far as i can tell, the fire geometry of the arma 3 sample car, raped ...i mean wrapped at least 10 times around the car to make it fit...kinda

charred bolt
#

That might be fine, hard to tell. FG has to be closed, convex and as simple as possible. All components correctly named, with penetration rvmats.

#

Typical object count would be <150.

jade tiger
#

the component count is at 138

#

but closed...i'd say no xD

charred bolt
#

That's probably ok. Temporarily remove the proxies and do a closed and convex check in OB - if not, then FG probably won't work. But I doubt it's causing FPS issues, that was down to the section count killing your graphics card.

jade tiger
#

another great helpo that i appreciate a lot ! i guess i would've never figured out how to make my little land rover liftable...not even talking about that problem car, i will tell him to make sure his section count is not exceeding 30

charred bolt
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It's not a hard and fast number (30), but as a guide, it tells you that 11000 is wrong. 😉

jade tiger
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figured 👌 😂

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i can only thank again, while i shut down everything and get some rest.have a good night, good morning or even, good day depending on where you are. and King just message me gn8 fellas

charred bolt
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You're welcome.

stuck oyster
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Section count comes from using way too many texrures/materials and excessive use of proxies. All very bad practices. Also more than 20-30k vert meshes are way way off the mark for cars. Bought models are rarely game ready as you have noticed and as Apollo said be ready to prove their license allows you to use them in games and since life mod stuff is involved in monetized/commercial use.

quick terrace
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in general terms i have nothing against people who buy some models to have 3d references or use them fir high poly bakes (with edits)

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but i really do not understand why some consider that decimating models is gonna make a usable game model

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it is the sort of shortcut not worth taking

obsidian sphinx
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Reckon it depends on how good you are at fixing them

quick terrace
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every single 3d artist would tell you it is way easier to work with your own files

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also, i find it easier and way faster to create a new mesh on top

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rather than edit and existing one

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also note that none of these meshes are meant for games

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as such the UVs are usually bad, they have multiple small textures, the topology is decent at best, etc etc

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the best use for these is to get the model as a 3d referance and work your way from there

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also, most of the models are not really usable for high poly bakes

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because while the polytcount is pretty high (200-500k)

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it isn't high enough to get all the details is. it is not sub-D, it has little to no soft edges to bake etc

obsidian sphinx
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To each their own I suppose

quick terrace
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lol, not really

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if you wanna make a game mesh similar to a3 vanilla content, the fastest/safest/most convenient way to achieve the same performance, similar draw calls and polycount is to make that mesh yourself from scratch for this exact purpose

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the above is factual, not my own opinion

obsidian sphinx
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I'm not doubting that, what I meant was that everyone has their own way of doing things

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Right or wrong is of no consequence

woeful viper
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wrong

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consequence are bad fps

obsidian sphinx
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That's not what that means.

woeful viper
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but the 'paying plebs' have low standards ... or blame the developer

obsidian sphinx
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It makes no difference if something is right or wrong, each person will do things the way that they want to regardless, that's what I meant