#arma3_model

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quick terrace
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yeah, that is true

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hence why a good % of mods are shit when it comes to fitting properly with other content

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also performance wise

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i have seen countless "addons" with hundreds of section count, a single visual lod, poor geo/view etc

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but people are doing mods for various reasons

woeful viper
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70k tris shadow lod

quick terrace
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๐Ÿ˜„

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that too - also since everything is split by edge (tris - hard edge) get that 70k and multiply it by 3

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some want that precise model in, no matter how it works

obsidian sphinx
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Seems a bit silly though, especially for a shadow LOD

bold flare
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My models are just as bad ๐Ÿ˜„

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Just too lazy. And not really that important for a thing that appears maybe once or twice in a mission

quick terrace
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it matter none for some - get that bought/ripped imported decimated model in lod 1

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copy paste into SVlod = job done

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yes, would be nice to have proper shadows from the main mesh, i get that, but that is not how things work in RV engine atm

obsidian sphinx
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Fingers crossed that Enfusion can do shadows from main

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Also, @quick terrace is 70k okay for what's essentially a good exterior and bare as fuck interior of a C-17? Such as this one

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Ugh

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Copy and paste is disabled

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There we go

quick terrace
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can you please turn off the wireframe @obsidian sphinx and post an image again

obsidian sphinx
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Just a sec

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Better?

quick terrace
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yeah i wanted both

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so, there is a ton of stuff (smaller details) that could be moved into a texture

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70-80k VERTICES for a single finished lod1 is not bad considering the size of it

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that means all the interior as well

obsidian sphinx
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Not finished

quick terrace
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i know

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things you can see from the outside as well, when opening the ramp etc

woeful viper
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hide the interior when ramp is closed and you can shave off even more in average use

quick terrace
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hide via hide animation in the cfg you mean?

obsidian sphinx
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I was thinking geometric occlusion

woeful viper
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yes, it works. I hide the interior of my troop carrier apc

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including the soldiers proxies

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noticeable impact

quick terrace
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you know what hide does, don't you?

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it moves every single vertice on top of each other in 0.0.0 coordinates

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not sure how that helps, but the vertices numbers remain the same btw

obsidian sphinx
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Less to render maybe? Not sure

woeful viper
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try it yourself Pufu... it works

quick terrace
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yeah i am not saying it doesn't

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i am just saying i dunno how engine deals with it

obsidian sphinx
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Ditto

quick terrace
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considering the hide does what i said it does

woeful viper
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the "move to 0.0.0" is what it looks like. Theres no truth that this is how it actually works for the renderer during hide. Because if you move your vertices all to 0.0.0 manually you dont get any benefit

quick terrace
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yeah true

obsidian sphinx
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Geometric occlusion is what I'm planning on using regardless, once I've got stuff done and figured out how to do the occluding

quick terrace
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back to that C17. considering your numerous post about getting a helping hand with that model

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i can only assume you didn't make it yourself

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as i said before, there is a ton of space for polygon reduction

obsidian sphinx
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Edited a shit load, but no, didn't make it, I've always been bad at making things. Editing I can do in a heart-beat, but I have difficulties in processing how to make things in a 3D space

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And yeah, got a friend that's gonna help me with poly reduction once the base is done

quick terrace
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thing is, in general, i make the HP first, all the bolts and the like, as much detail as i can squeeze in

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by HP i mean several tens of millions in terms of polycount

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then i check what can go into a texture bake and what remains as a mesh

obsidian sphinx
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Yeah, when this thing is done, I expect it'll be about 200k if not more

quick terrace
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and adjust accordingly

obsidian sphinx
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But the landing gear on this thing takes up about a quarter of the current 70k poly count

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It's rather gorgeous actually

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But a pain in the ass since I've had to go through every single face of this thing and flip it

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Because 3/4s were reversed

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Still finding some that I missed

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Not to mention the amount of sections I need to find and close or Arma will have a spaz

quick terrace
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for the size of that

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you could have 2 exterior textures if not 3

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and 1 for interior lod 1

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and 2 for interior pilot crew lods

obsidian sphinx
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Ohh you don't know the scope of my devious plans

quick terrace
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you could easily make use of the DT and MC texture on a secondary UV set for decals and smaller details

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i was counting the sections associated with textures and mats for you

obsidian sphinx
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Yeah, no, got that. Not quite what I meant by sections, but that's very helpful actually so thank you ๐Ÿ˜ƒ

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And my devious plans are probably gonna be disastrous for FPS

outer condor
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Have a new "tool" project here close to first release - it is meant to help easily purge faulty -named properties- and allow improving models (checking and upgrading)
this is especially useful if you have lots of models (mass processing), yet if for single/few models it should be useful

Now looking for some assistance as i am not too deep into the topic:

  1. with blacklists and whitelists of named properties for each LOD
  2. to verify found named properties if valid or faulty
  3. to verify named property values for validity and range
  4. to improve the BIKI page https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Properties to describe the missing named properties, verify/list the default value and state the value range
  5. as well as to improve the https://community.bistudio.com/wiki/LOD BIKI page and to list yet missing LODs (from Tanks DLC) (list in progress or @rough idol may be able to help out)

Refs:
LODs and named properties https://pastebin.ubuntu.com/p/WvvgWykYHP/
Google sheet possible to edit: https://docs.google.com/spreadsheets/d/1oyT7tliMDNDFBSJtBKYoroc9RRIqGB6U6iyhqbK5dYM/edit?usp=sharing

Named property values: https://pastebin.ubuntu.com/p/6ws7SkKpf3/
Google sheet possible to edit: https://docs.google.com/spreadsheets/d/1Oqik0Awxqv7380-MvYBcy6lHiIZhzszaSQUOKcXsf9w/edit?usp=sharing

The process can also generate overviews
https://docs.google.com/spreadsheets/d/1Cv_rESpXYF2QkRB8lsBec9upATd6sZWGkfBNgw4vYBs/edit#gid=0

The current process is a bit of a hack job and uses DeP3d, regex, SQF.
However it could be done also with other language and in combination with "p3d tools/APIs".

Finally with using the white and black lists, and model type filters define in the SQF one will be able to automatically generate cmd/batch code using DeP3d to update models (purify and standardize as said).

obsidian sphinx
outer condor
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@bleak tangle @blazing meadow @minor jasper @rough idol @polar fiber @sturdy parcel @woeful viper tagging for likely interest ๐Ÿ™

bold flare
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However it could be done also with other language and in combination with "p3d tools/APIs". Armake. Open source p3d parser. 2/3rds of the job already done

outer condor
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yep

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@obsidian sphinx nope as this is model artist topic for now

bold flare
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The properties that are required for mlod->odol are already checked by armake (atleast by my c++ version) but only if the value is incorrect. I don't check if there might be a similar looking key in the properties

outer condor
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in general object models are in a poor state. however may not hurt also to verify weapon/infantry/vehicle models

bold flare
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first thing that meets my eye is that sbsource hybrid is missing on the properties wiki page ^^
and properties should be lowercase. So no Dammage or Forcenoalpha and Armor

outer condor
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the LOD page should get some upgrade with a table/boxes/lists for default value and possible values/value range

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ty @bold flare

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my code applies tolower, but the source coming from DeP3d is all lowercase already for named properties.
so either mikero enforces, or maybe binarize drops non lowercases ones

bold flare
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My property loading code doesn't have any toLower inside. I also have a #TODO to throw a warning if a property is not lowercase.
It's supposed to match BI binarize as close as possible, not sure right now if that's really right. BI might do a case insensitive comparison, have to recheck that someday

One easy validation step would be to check keynames that they are only a-z_-

Problem though.. you can create any property you want, maybe you are taking notes in there. Or store contributors name.. These property names won't match any names that you know. But they are not an error
So you can't just check "does that property name match any in my list"

quick terrace
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@outer condor does that tool check odol as well?

outer condor
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DeP3d works with both MLOD and ODOL; armake should be capable too

bold flare
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Armake cannot parse ODOL. And I don't wanna do that open source either

outer condor
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i see

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i might also make an o2script in the end, so you can verify a single model

bold flare
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Maybe some very bare odol reader.. but full ODOL parser not sure. Don't wanna make a debinarizer by accident

quick terrace
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@outer condor afaik that already exists to some degree (o2 script) works on mlod models

outer condor
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yeah BI has made one that checks for some stuff but its quite old

bold flare
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DayZ Object Builder also doesn't crash anymore when you try to load ODOL. You can access all properties and the bounding box in there

outer condor
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@white jay API dll might be able to update ODOL too

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one we can come up with what configuration makes sense for the different LODs, i can make overviews also per model type (weapon/character/vehicle/vegetation/building/etc), so one can fine tune it

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we did this basically for different type of vegetation (bushes, trees, clutter, burnt, etc)

minor jasper
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happy t otrial it on a bunch of our stuff kju

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i'm a properties freak as you know

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hit me up in pm with anything specific you want

outer condor
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@minor jasper at this stage its about "you guys" helping with this:

  1. open the "LODs and named properties" sheet: https://docs.google.com/spreadsheets/d/1oyT7tliMDNDFBSJtBKYoroc9RRIqGB6U6iyhqbK5dYM/edit?usp=sharing
    1.1 verify the list of named properties (faulty, unclear, valid) - using colors/comments/etc
    1.2 fill the white and black list per property - like most should be defined in geometry, none in SV and some in resolution LODs AFAIK, yet due to copy pasting the reference data is in a mess

  2. open then "Named property values" sheet: https://docs.google.com/spreadsheets/d/1Oqik0Awxqv7380-MvYBcy6lHiIZhzszaSQUOKcXsf9w/edit?usp=sharing
    2.1 verify the values - using colors to indicate faulty (red) or unclear (orange)

  3. help update the BIKI pages to help me understand whats valid and recommended (in regards to named properties and their values for the different LODs)
    https://community.bistudio.com/wiki/Oxygen_2_-_Manual#Properties
    https://community.bistudio.com/wiki/LOD

bold flare
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GEO lod properties are either in geo lod, or as fallback in lod0. So all geo properties are also "valid" in lod0
And if a property is not found in geo lod, it also checks lod0.... I have to check if that is correct.. Seems weird Nope not correct. Fixi fixi ๐Ÿ”ง

bold flare
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The spreadsheet should also have a column for default values.. If they exist

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for example autocenter is default true. And buoyancy false I think

sturdy parcel
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'geolod' properties in the first lod, are only used if, in fact, there is no geolod

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roads are (or were) typical of above scenario

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mass however, can only ever be declared in a true geolod, and, it is the only lod with mass.

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bis screwed up when they introduced phsx lods (two of them) altho binarise insists that mass is declared in them it's not used. Later updates of binarise may have removed this un-necessary need.

bold flare
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I've thrown all my info into the spreadsheet

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But keep in mind. All properties that are not in your list are not wrong. They might be custom.
Don't know how you want to differentiate between a typo like absource or a custom property

cinder pivot
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I would think you only want non custom stuff in the end

bold flare
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author is also custom

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I'd say wanting to "watermark" your p3d with the authors name is a valid thing to do

cinder pivot
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Yea

sturdy parcel
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agreed. does no harm to the engine, and it's a nice, professional, touch

bold flare
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And if you place notes in the model as property. Well you should do it in the edit lods that are removed anyway... But these are still a valid thing to do in MLOD's, though in ODOL's not so much

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One thing you could to to kinda differentiate custom property vs typo, is just check if a name matches one of the known names, but just with one or two characters different, in that case it's probably a typo. But then... What when you comment something out. Like temporarily renaming autocenter to #autocenter to disable it.

Though these are only thrown up as warnings I guess? So the author might just ignore the warnings in that case

sturdy parcel
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fyi: @dedmen, been working with kju on tank dlc properties which have new lods. Some clown set the resolution of one of them to 8.01e15 when they actually meant 8.1e15. The the first value cannot be compared for equality because 8.01e15 cannot be represented exactly in ieee floats

bold flare
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All of Arma's lod comparisons don't compare equal

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They compare to the milli I think

sturdy parcel
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umm, mine do

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(but I also compare them as hex values too)

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{"ViewCargoGeometry1",0x59E3A86B, 8.01e15f},// 'ShadowVolume-ViewCargoGeometry

bold flare
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#define LOD_VIEW_CARGO_GEOMETRY LOD_MEMORY*8 I have it as 8.0 and 9.0 is view cargo fire geo

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I'll recheck that

sturdy parcel
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yes to above

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{"ViewCargoGeometry0",0x59E3A86B, 8.0e15f},ShadowVolume-ViewCargoGeometry

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bis keep moving goalpasts here with the nameOF the lod

bold flare
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Oh there is a second viewCargoGeo? WTF?

sturdy parcel
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tanks dlc

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it is the only 'float' in the reportoire that cannot be == to a value

bold flare
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But it's not used in the lod indicies struct in odol. What would you need to process on that lod? Anything special besides just pushing it out to odol?

sturdy parcel
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none that i know of. For all i care, i list the resolution of each lod when trying to fix them with dep3d

bold flare
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Yeah.. I just pipe that lod through in armake without doing anything special to it.
Here is the lod comparison in binarize.exe

https://s.sqf.ovh/ida64_2018-12-16_16-37-31.png
using
https://www.felixcloutier.com/x86/SUBSS.html
https://www.felixcloutier.com/x86/ANDPS.html
https://www.felixcloutier.com/x86/COMISS.html

subss   actual, wanted; (6e15 for example)
andps   actual, 0x7FFFFFFF; (remove sign bit)
comiss  actual, wanted2; (but changed, 6e12 in this example. So basically wanted2=wanted*1e-3f)
jnb bla; jump if not below

the andps just removes the sign bit. That's fabs.
The wanted in the actual comparison had it's exponent reduced by -3 so 6e12 instead of 6e15

essentially just fabs(acutalResolution - wantedResolution) < wantedResolution*1e-3f

minor jasper
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Damage engine is valid afaik

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I never use shadowvolume indices except 0 10 1000

bold flare
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They are the numbers of the shadow lod's as a integer. So it should probably have to match up with a existing shadow lod

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Thanks didn't notice that before. I added that as a comment

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@outer condor I can write you a C++ MLOD/ODOL parser that just parses the lod's and their properties, but without points/faces/normals and all that stuff. Maybe texture/materials too.
That should only be work of a couple hours

sturdy parcel
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dep3d -GL ๐Ÿ˜Ž

outer condor
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@bold flare thanks for the offer! personally i am more than happy with dep3d
i brought up the "tool" part mainly for those not having the paid tools from mikero, or wanting to do the very comprehensive process properly (instead of my hack job with dep3d, regex and sqf)

bold flare
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well I don't have the paid tools ๐Ÿ˜„

outer condor
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probably easy to build with that too

bold flare
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You don't need most of the stuff in there. Really only takes a couple hours to write and test. C# is probably easier and you don't need to re-do most of the stuff.
But you'd still have to add ODOL reading

outer condor
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thanks for the notes and tips so far ๐Ÿ‘

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personally i wouldnt do automated removal or adjustment/addition, but rather overviews with the option to easily (mass) update models

bold flare
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Oh one could make so nice GUI's for this ๐Ÿ˜„
Load folder and get a list of all p3d's with issues. Click on the p3d and get a list of properties with problems, with the ability to fix it right there.
Working the same for mlod/odol ๐Ÿ˜„
Might be a good project to improve C# knowledge

"absource" seems to be an error.
Did you mean "sbsource"?
You have 17 occurences of "absource"
โœ… Fix โ˜‘ Fix all

outer condor
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i think good (visual) overviews are quite important

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like typos are usually obsolete in the sense the correct property name was also set

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so you need the the context if the faulty one should be dropped or indeed renamed

stuck oyster
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uuu

outer condor
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in general my feel is also to have visual comparison to similar objects is very helpful to decide how to adjust/set them (unless you are very experienced and you know what to do)

stuck oyster
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this conversation makes all model makers moist

bold flare
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a3
โš  file.p3d
โŒ file2.p3d
โœ… file3.p3d

Just a tree view like this already makes it soo nice

Oh man this would be so much fun to build

outer condor
bold flare
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Yeah like. "Find other p3d's that are using this property"
Or the ability to just filter the p3d list after propertyname/value as a string. When you have the pdrive loaded it will just show all arma ones and you can check "what do they do here"

outer condor
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i was considering going by class or map property, but this doesnt always include all relevant models

bold flare
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if you had a config parser you could throw a AIO into the mix and find out with which simulation types the models are being used...
Guess not really that helpful. They are probably all house ๐Ÿ˜„ And terrain objects aren't in there

outer condor
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well dep3d is pretty fast. just have to parse and format the output with regex

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i turned into a config (classes and parameters) to read it via arma sqf in a mission

bold flare
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Do you know C#? I think I might try actually implementing that

outer condor
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its still fairly fast (1s for all CUP core models - < 60s for all A3, CUP and IFA3)

sturdy parcel
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๐Ÿ˜Ž

outer condor
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(i learnt c, java and c#, among others in the uni some years back)

bold flare
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could also integrate parts of DokanPbo so that you can read BI p3d's directly from pbo instead of needing a pdrive
But that would be only for the case where you need a reference to check how they are doing it

bold flare
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ODOL reader complete. MLOD now. I'm well in time

bold flare
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And MLOD is also done. Just don't have any MLOD's with properties to test on ๐Ÿ˜„

white jay
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hey everyone. im looking for the name of a flight deck bomb car. i got no other name for it and the service manuals i got for flight deck ops dont include em. Its most often towing, firefighting/salvage, coating and signs...

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that would be the cart im looking for.

polar fiber
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MHU-191A/M

white jay
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woop woop THANK U

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may i ask how u got its name so i dont ahve to bother u again?

polar fiber
white jay
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i found that now too due to you providing the exact name

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i searched for weapons, bomb carts and handling but didnt find anything. seems ammunition was the magic word

polar fiber
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I used the terms "carrier munitions cart"

white jay
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i tried "service vehicles" with "carrier or flight deck" mixed

polar fiber
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the 191 didn't come up, but there were similar looking devices from a navy publication so i figured it might be in there

white jay
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its late here. may not be the fittest today

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but thanks again dude

deft heron
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Heyup guys. Im just wondering why when I import a fbx file it seems to make all my other LODs disapear and how do I stop this from happening?

tacit shard
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@deft heron open up a seperate object builser with an empty document, import into that ghen select all and copy paste it into the object (ctrl c + v works across object builder windows)

deft heron
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OK seems like a weird thing to have to do but Arma. Thanks bruv

jaunty apex
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Not sure if it's related more to scripting or to models.
Do you think it's generally a good idea to estimate how much a player's body is exposed to an outside viewer in a vehicle? I've run some tests with the intersect command by supplying it the "VIEW" LOD, and some of these tests make sense, some don't. I'm not familiar with models. Maybe I am missing something here?
https://media.discordapp.net/attachments/520592520280014860/524068669928636417/unknown.png
https://media.discordapp.net/attachments/520592520280014860/524068918084501515/unknown.png
So it works fine with the truck, but doesn't work with SUV.

obsidian sphinx
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SUV might not be configured the same way, they were made by different teams after-all, and the SUV has been around longer

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Might not be fully updated

jaunty apex
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Thanks, that's what I thought as well. Maybe there is some other way I can use existing SQF intersection commands and existing models to achieve this?

obsidian sphinx
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Maybe, not really sure if I'm honest, still new to all this ๐Ÿ˜ƒ

lusty ginkgo
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pboproject is giving me a duplicated LOD error on some of my models but there are none to be found

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there are some common vertices between them but they are very different

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It does the same for a bunch of vanilla models as well, I guess I'll just have to ignore the warnings for now

outer condor
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@sturdy parcel ^

lusty ginkgo
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I didn't update anything recently so I don't know that it's an issue with the tools

outer condor
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its a new feature

lusty ginkgo
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I have zero memory of updating anything

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I guess I must have though lol

stuck oyster
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@jaunty apex what purpose does a test like this serve?

jaunty apex
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@stuck oyster An undercover script. Estimate how good a vehicle obstructs player's weapon and vest. So for quadbike it would return 0, for SUV something around 0.5, for a covered truck's back seat ~1.0. Idea was to replace manually made tables for all vehicles and all their seats with a single procedural test.

lusty ginkgo
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I have a model that's basically just a floating texture that I use as a wall decal for certain buildings in my terrain and the material doesn't seem to load properly

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the detail and normal map don't show sometimes or they are displayed like a distance mipmap

stuck oyster
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what size textures?

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what shaders?

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if you drop it just out in the open without anything else does it still happen?

lusty ginkgo
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it happens in the buldozer preview

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as well as in game

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renderFlags[] = {"NoZWrite"}; Could this be responsible?

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it is in the materials for the default graffiti materials

stuck oyster
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none of this is what I asked ๐Ÿ˜

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but sure Zwrite might play a part in it

lusty ginkgo
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I'm getting the textures don't worry

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that's the material

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textures are 1k

polar fiber
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You have a _ca in your DT stage?

lusty ginkgo
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I am using an existing texture and don't want to copy it if I don't need to

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I have done it before with a lot of other things

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like my ground decals have a "mask" texture assigned to the face and the material has the actual texture in the DT stage so I can use any texture with any UV transform

coarse roost
stuck oyster
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@coarse roost is there a question related to the vids?

coarse roost
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I was in the same problem with @mint patrol "Also the smok isn't coming from the muzzle"

stuck oyster
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When has the Turkish mod team asked about that?

coarse roost
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26/08/2018

bold flare
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๐Ÿค”

stuck oyster
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also if effects are in wrong place that means the memorypoints are wrong either in the model or in the config

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you do know that its 17/12/2018 now

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so that was quite a long time ago

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so just for the future, if you have a question, ask it and add as much detail on the issue as you can

coarse roost
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That's why I sent this video

stuck oyster
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yes but no question to go with them.

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in anycase check out the memorypoints the effects use and what you have in the vehicle

hushed apex
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Hi all!

I got a problem:
Same model (with ShadowVolume 1.000) in headgear or NVG slot cast shadow in both 1st and 3rd view, but as glasses - only in 3rd person. Checked with some vanilla goggles - looks like they not cast shadow in 1st person too.

Can glasses items cast shadow in 1st person? What should i do to get shadows both views? Maybe add ShadowVolume - View Pilot but what properties should be used?

stuck oyster
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1st person view probably lacks the proxy for the glasses

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so that the model would not mess up the view

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that likely also cause the shadow not show up in 1stperson view

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nothing can be done if above is right

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tyipcally glasses models do not require shadow as they are so small

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at least I would have not noticed it missing

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in 1st person view

lusty ginkgo
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The issue I am having with the material not loading seems to be 'fixed' whenever I zoom in on the model in the preview

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I have tried with the super shader and other material combinations as well

bold flare
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lod switching?

lusty ginkgo
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it just doesn't load at all

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switching between LODs has no effect

bold flare
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your uvTransforms are wrong

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dir should be 0,0,1 not 0,0,0.

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Also why the 2's ?

lusty ginkgo
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I'm using small tiling textures for detail

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also I am not entirely sure what the 0,0,1 does exactly

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a lot of materials don't have it and I don't see a pattern to the ones that do

bold flare
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It's just a 3x4 (or 4x3?) matrix
Default is
100
010
001
000

Just because of how a transformation matrix works

Yeah I also see that quite alot.. Have to find out where everyone is copying that from

lusty ginkgo
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it's in a good portion of vanilla materials

#

so should all of my materials have 0,0,1?

bold flare
#

Yeah. It seems Arma can handle it on it's own. But for sanity it should be correct.

#

Also the .0's at the end aren't needed. Makes it quite a bit harder to read with , and . always alternating

lusty ginkgo
#

I just got rid of those

bold flare
#

Have you tried what happens without the NoZWrite?

lusty ginkgo
#

I find them annoying

#

also I did test with no render flags and it doesn't seem to make a difference

bold flare
#

Does the Diffuse texture display normally throughout your problems with the material?

lusty ginkgo
#

sometimes it seems that the model loads with just the texture and other times it seems to load the material but with very distant mipmaps

#

the texture has always loaded fine

#

the texture is a bit bright so I have the material make it a bit darker, so sometimes it seems the material doesn't load at all, and other times it seems it's just an issue with the nohq, and detail slots

bold flare
#

There might be a shaderComplexity thing that Arma uses to switch mipmaps sooner. I remember reading something like that.
seems to be 'fixed' whenever I zoom in on the model in the preview which preview?
Does that work consistently?

lusty ginkgo
#

The model only has 2 LODs, one is the 0.000 LOD, and the other is an empty geometry LOD for configuration. In the buldozer preview for the main LOD, zooming in always seems to make it load properly. Also recalculating normals and sometimes even simply tabbing in and out of buldozer seems to make it load

bold flare
#

Same problem ingame though, as in buldozer?

lusty ginkgo
#

Seems to be different ingame. It appears to be stuck in a mid level mipmap but nothing seems to make it change

#

Zooming only works in buldozer

#

I remember having a similar issue with the normal map of one of my earlier super shader ponds but I don't remember what I did

#

I might have just had it set to preload the model and texture with no mipmaps like how it's done with particle models

#

though my current super ponds don't have the issue so I don't know

bold flare
#

btw if you just want default uvTransform. You can just omit the uvTransform class.

#

Don't have any ideas right now. Atleast material wise I don't know what could cause that. And all model related things would also make the diffuse texture act up

lusty ginkgo
#

does it being just a single one sided face have anything to do with it?

sturdy parcel
#

@lusty ginkgo please tell me the NameOF p3d for 'duplicated lod'

lusty ginkgo
#

for the vanilla models?

sturdy parcel
#

well, dunno, whichever p3d is causing that error message please

#

if it's one of yours, i need a copy

lusty ginkgo
#

it was mostly vanilla models, and my models were a2 samples that were modified

#
    a3\structures_f_epc\civ\accessories\lifeguardtower_01_f.p3d: error duplicated lod
    ca\misc_e\powergenerator_ep1.p3d: error duplicated lod
    ca\hotfix\vez_ropa\vez_ropa.p3d: error duplicated lod
    a3\structures_f_exp\industrial\sugarcanefactory_01\scf_01_chimney_f.p3d: error duplicated lod
    ca\buildings\stodola_open.p3d: error duplicated lod
    ca\mp_armory\misc\laptop\laptop.p3d: error duplicated lod
    ca\buildings\furniture\ch_mod_d.p3d: error duplicated lod
    ca\structures\wall\wall_fenw_7.p3d: error duplicated lod
    ca\structures\wall\wall_fenw_7_d.p3d: error duplicated lod
    ca\structures\wall\wall_fenw_7_s.p3d: error duplicated lod
    ca\misc3\tent_east.p3d: error duplicated lod
    ca\structures\wall\wall_fen1_5_hole.p3d: error duplicated lod

these are the ones in my most recent island packing log

#

so mostly ca objects

sturdy parcel
#

checking now....

#

ok. fixing

lusty ginkgo
#

also @bold flare having hidden selections defined in those object's configs seems to have fixed them ingame

#

the materials and textures appear as intended, though the objects are about a half meter higher in the air than they were before for some reason

stuck oyster
#

did autocenter get enabled or disabled

sturdy parcel
#

@lusty ginkgo , you hve been credited with the fix, available next update

lusty ginkgo
#

@stuck oyster no, unless it is in the land config somewhere
@sturdy parcel I didn't do anything though lol

sturdy parcel
#

I always credit people who give me feedback about errrors i make.

#

(except for @outer condor , who finds too many)

charred bolt
#

Too many r's in errrors. I demand credit too. ๐Ÿ˜‰

sturdy parcel
#

done

tropic jewel
#

I am currently trying to import a model into Arma, I have the model in 4 separate parts which are currently different objects in 3ds Max, I can import it into blender and it still shows the separate objects, is there a simple way to "attach" these to the body and then set the other 3 current objects as Vertex Groups? https://www.screencast.com/t/orWj0QDfXFz

stuck oyster
#

In Blender you can Join objects into single entity

tropic jewel
#

I understand that you can join the objects but is there a way when I join say the body and the slide for everything currently in the slide to then be set as a vertex group?

stuck oyster
#

but it might not be wise to try to juggle both programs

#

you can set vertex groups as you wish in the separete objects before joining them

#

of after joining if you select right parts

#

in edit mode

#

but if you have used 3dsmax to model it, might be best to export it as fbx from it and import into OB

tropic jewel
#

Cheers, that works fine now, I didnt think about creating the vertex group before I joined. I was only using 3ds max for the original modelling (as im more familar with the controls) and then I am doing everything between that and OB in blender and wont be touching the model in 3ds max now

quick terrace
#

there is actually no need to use blender if you use max

obsidian sphinx
quick terrace
#

the lack of smooth groups gets under my skin

obsidian sphinx
#

It's irritiating me too

#

Know any tricks to it for Blender? Without redoing the entire model I mean

stuck oyster
#

enable smooth shading

#

Blender does not use smooth groups but smooth and sharp edges

#

there are tools to automatically shaper edges under give degree threshold

obsidian sphinx
#

Oooh, that looks sexy

#

Thank you ๐Ÿ˜ƒ

#

Here I was, thinking it was an issue with the whole model

#

Courtesy of Goat-Fu

outer condor
#
map    no    none
#

are both no and none valid as named property value here?

#

also is 0 really valid for damage?

bold flare
#

Didn't I write that down in the spreadsheet?

#

Ah no damage is a string

#

Usually invalid value == undefined. In this case too.

#

Valid values no engine wreck building tree tent wall

#

for damage/dammage

outer condor
#

ty

bold flare
#

destructno from the spreadsheet is the internal name. But that doesn't work in the property

outer condor
#

k

#

probably copy pasted from a config define

bold flare
#

map no and none are also invalid

#

All map types:

'TREE','SMALL TREE','BUSH','BUILDING','HOUSE','FOREST BORDER','FOREST TRIANGLE' ,'FOREST SQUARE','CHURCH','CHAPEL','CROSS','ROCK','BUNKER','FORTRESS','FOUNTAIN','VIEW-TOWER','LIGHTHOUSE','QUAY','FUELSTATION','HOSPITAL','FENCE','WALL','HIDE','BUSSTOP' ,'ROAD' ,'FOREST','TRANSMITTER' ,'STACK','RUIN','TOURISM' ,'WATERTOWER','TRACK','MAIN ROAD','ROCKS','POWER LINES','RAILWAY' ,'POWERSOLAR','POWERWAVE','POWERWIND','SHIPWRECK','TRAIL','FOREST_LOD1','FOREST_LOD2','TOWN_LOD1'
outer condor
#

tx again

bold flare
#

damage=buildang XD Wow.

outer condor
#

is shadowoffsetforced really not used? its set only in some APEX vegetation (aka rather new assets only)

#

could be ofc copy paste mistaken or feature not implemented in the end

bold flare
#

0 results in 1.86

outer condor
#

i see

slate epoch
#

buildank

#

zero hits for "shadowoffsetforced" too

outer condor
#

@bold flare is case also important for the values of all the named properties with strings?

outer condor
#

BIKI O2 page has:

'''LODNeeded'''
number will set which LOD should be displayed in case player gets near to object

bold flare
#

Well that are compared case-insensitive in the engine

#

so I'd say yes

#

and the loading code also doesn't tolower

outer condor
#

kk

bold flare
#

you can just write that a value is a boolean

outer condor
#

if i am reading this correctly, named properties are only to be in Geometry, View Geometry and RES LODs

bold flare
#

then you don't need to write down 0 and 1 everytime. and Possible values/Values found in BI A3 models why values twice? And yeah, the only possible values are 0 and 1. So of course only these appear.

#

geometry simple can also have some properties I think

outer condor
#

well for the new guys or no programmers to be explicit is best imo

#

Values found in BI A3 models
for those int/float with large ranges i think its useful to have actual reference values to get an idea what is meaningful

#

for the boolean type this can be ditched

bold flare
#

There are 4 types, bool (only 0,1), number (negative/positive decimal numbers), string, enum (string too, but only selected values are valid)
For number you have to additionally define what range or specialties like that the shadow lod things are lod numbers.
For string you need description about what it means.
And for enum you need the list of possible values

outer condor
#

what are enums?

#

like which use them

bold flare
#

map and class for example

#

where you have a predefined list of possible values

outer condor
#

so the engine converts it internally

bold flare
#

yeah

#

Or only compares it to a defined set of strings

outer condor
#

i mean it can be a useful info for programmers. for the basic model guy this is irrelevant imo

bold flare
#

I actually don't know any prop that is a non-enum string.

#

also for the average model guy I'd say this is more helpful than the current version atelast. There is technically not a upper limit for mass/armor. Just because there is not a vanilla model that uses a higher value doesn't mean it's not valid

outer condor
#

In the end both should be stated imo (like it does for some):

  • Valid range
  • Common values
sturdy parcel
#

re map types
map=gSrbAGge defaults to map=hide

rock, forest ,,,,,,,, 'FOREST_LOD1','FOREST_LOD2','TOWN_LOD1'

these are NOT, actually, map= types. they are generated by bis binarise from the config.cpp minForestSquares/Rocks/towns=

TRAIL is not present in any (current) a3 asset which might also mean it was intended as a config parm

FOREST_LOD1, appears to be generated from MinRockSquares

tulip beacon
#

"Please note that armor value can be set via config.cpp." -- afaik it works only with class=house (maybe few others), otherwise named property armor value is used

sturdy parcel
#

any class building actually, or explicitly. simulation=simulhouse ; // (enum value 3)

stuck oyster
#

trees too?

tulip beacon
#

Trees don't have config entries

#

So armor is only named property for them

stuck oyster
#

indeed. read that all wrong. z__Z

#

time to hit the hay

outer condor
#

@sturdy parcel ty for the info. trail is rather new (few patches ago)

#

so may be only in tanoa/malden

#

at least its in RscMap as config param, like others

tulip beacon
#

If a resolution LOD has far below 500 Polygons, the amount of sections has a much bigger impact on performance then the Polygoncount (e.g. it doesnt really matter if a resolution LOD has 50 or 400 Polygons, it does matter alot more in this case if it has 1 section or 4 sections). This has to do with how draw-calls work (instructions that the CPU sends to the GPU).
Is it fair to say that for trees? Like shouldn't there be difference in performance if there's a 100000 trees in a scene consisting (last lod) of 10 triangles vs of 400 triangles (1kk vs 40kk tris)?

sturdy parcel
#

ty for the info.
well yes, but true to form, bis have shot themselves in the foot again. The higher type values for dayz are totally different. mines, statues, etc. All they had to do to avoid this was talk to each other. They've never had a concept of backward compatibility and now can't follow along why cross-compatibility would benefit them.

slate epoch
#

Yeah breaking backwards compatibility is favorite past time activity here ๐Ÿ˜ƒ

sturdy parcel
#

if vbs did that, they'd have sas or usmc on their doorstep asking 'polite' questions why their mission scenarios are now broken and unfixable.

slate epoch
#

Cool ๐Ÿ˜ƒ

quick terrace
#

@tulip beacon yes

tulip beacon
#

@quick terrace yes it is fair to say? As long as it has 1 section there will be no performance difference between 10 and 400 tri last lod with 100k trees in a scene, right?

quick terrace
#

yes, it is fair to say

tulip beacon
#

๐Ÿ‘

quick terrace
#

i don't even know how you would end up with 10 tris in the last lod but that is a different discussion altogether

#

afaik, alpha leaves and the likes = more draw calls than most of anything else

tulip beacon
#

what do you mean, is 10 tris too much?

quick terrace
#

no, too little

tulip beacon
#

ah

#

in theory absolute minimum is 5 tris but that's a real pain in the ass

#

easy minimum is 10 = 3 perpendicular planes: 2 vertical (4 tris each) and one horizontal (2 tris facing up)

quick terrace
#

i think you are overthinking it

tulip beacon
#

it looks really ugly that way, and if it doesn't matter performance-wise i'm gonna stick to 50-200 tris

quick terrace
#

and you can always test it out yourself, you can always make a lower low and test performance

#

but considering what i read on this subject, polycount under 400 doesn't matter

tulip beacon
#

if that's true -- really good news for me

#

and for everyone waiting for the trees

bold flare
#

lowercase

outer condor
#

ty

slate epoch
#

eh, works even upper case

#

in engine it was written in both styles

#

@outer condor so you don't believe my edits? ๐Ÿ‘€

outer condor
#

asked Dedmen twice if it has to be lowercase

#

so i let you two fight it out ๐Ÿ˜„

bold flare
#

I looked twice and didn't find any tolower code. And the string comparison was case sensitive as far as I could see

#

soooooo....

slate epoch
bold flare
#

If I'm missing something and all properties are case insensitive then please tell us. Would make things easier

slate epoch
#

Hm, I just tried "vIsUalEx" and it worked

#

So... ๐Ÿ˜ฆ

#

even nOnE

bold flare
#

now does it tolower on binarize, or when engine loads it? :D
๐Ÿค” Maybe it tolower's when it loads from ODOL but not MLOD ๐Ÿค” I only looked at MLOD loading ๐Ÿค”
That would be..... Arma like.

slate epoch
#

I was trying it with filepatching

#

No packing

bold flare
#

๐Ÿคฆ I was correct

#

no tolower.

#

but lwr.

slate epoch
outer condor
#

does anyone here have diag_resetShapes working with also loading model.cfg changes?

#

oukej said they have mixed reports about it, while reyhard is pretty sure it doesnt work atm

slate epoch
#

Sure Kapp

#

and it was me who said it ๐Ÿ˜›

frank helm
#

is there somewhere I can see the stack of textures?? I know pressing "E" gives me the face properties etc, but I'm pulling my hair out trying to sort this issue out with transparancy within my lods?

#

No, the model or any of the componants are reversed. I've gone through all I can to make sure, things are moved to the top, the model is the facing the correct way, No alpha channels in my non-transparent textures.

stuck oyster
#

how are you assigning the textures?

frank helm
#

by pressing e.

#

forget about what I was doing the other day with the decals.

#

I've taken a few steps back and gone to the original model that is already UV'd and has no other problems.

#

I just select the componants that are mapped to the image and press "E". The only sections of it that are not UV'd to the source images are the canopy and the custom built cockpit, which is proxied.

outer condor
#

@slate epoch is there anything specific to take into consideration, or just load the MLOD and model.cfg next to it?

slate epoch
#

@outer condor just place mlod and model.cfg next to each other in correct structure

polar fiber
#

Pretty sure it only works for the Bohemian gods. Not for those of us with the serf version of the diag.exe

#

Was the case last time I asked reyhard to do some ironsight zeroing

slate epoch
#

I remember @kind lion using it successfully?

kind lion
#

Not home rn. Yesterday evening i could reload models correctly but i havent worked on model.cfg

#

I changed weight on a vehicle and It was reloaded correctly

slate epoch
#

Therefore @kind lion == Bohemian God? THINKing

cinder pivot
outer condor
#

weight isnt defined via model.cfg, is it?

bold flare
#

you can force properties from model.cfg, and also the mass property.. So.. might be possible.

kind lion
#

Really makes you think Kllrt

stuck oyster
#

oh secrets of model.cfg to be revealed?

kind lion
#

Gonna give it a try this evening with model.cfg and see what happens

slate epoch
#

I think that Chairborne wanted to say that reloading the model works for him, because he was successfully able to change mass in Geo LOD...

kind lion
#

^

#

I meant weight as in vehicles mass in geo lod

outer condor
#

from what i understand reloading the model works via diag_resetShapes - however whats open is if this currently also reloads the model.cfg

slate epoch
#

sure, it does...in internal ๐Ÿ˜ฌ

sturdy parcel
#

fyi: bis binarise lowercases most strings inside wrp / p3d / rtm etc.. (exception=file\names because of the penguin).

outer condor
#
  1. autocenter only in geo?
  2. why so often autocenter set? general advice is only for proxies, no?
    ref: https://pastebin.ubuntu.com/p/s6psvkMtQK/
  3. are shadowvolumeviewcargo and shadowvolumeviewpilot considered SV type?
  4. are viewgeometry/viewpilotgeometry/viewcargogeometry considered geometry type?
  5. any NP valid in 1xxx viewXXX LODs?
  6. any NP valid in 1xxxx SV LODs?
  7. whats the point of the non standard SV LODs? (standard: 10000_0_shadowvolume_0, 10010_0_shadowvolume_10, 11000_0_shadowvolume_1000, 11010_0_shadowvolume_1010)
  8. class and map valid in 1st RES LOD when no geometry, correct? otherwise ditch?
  9. reveresed NP valid?
  10. rock NP really invalid/has no purpose whatsoever (binarize/terrain)? set in most/all rock models
  11. shadowoffsetforced really invalid? used in APEX and ARGO vegetation models
  12. style NP really invalid/has no purpose whatsoever (binarize/terrain)?
  13. what LOD is valid for xcount/xsize/ycount/ysize?
  14. what LOD is valid for xstep?
  15. is RES LOD strictly only \d+.0?
  16. any NP valid in physx LOD?
  17. any NP valid in LODs beside geometry and RES LODs?
bold flare
#

1) autocenter only in geo? Yes. Or the fallback to first lod.
3) are shadowvolumeviewcargo and shadowvolumeviewpilot considered SV type? Umpf... Should be.. Yes! https://github.com/dedmen/armake/blob/cpp/src/p3d.cpp#L49
(Res > 10000 && res < 10999) || the view lod thingies
5) any NP valid in 1xxx viewXXX LODs? See answer to 16)
5) any NP valid in 1xxxx SV LODs? You have 5) twice.

7) class and map valid in 1st RES LOD when no geometry, correct? otherwise ditch? Applies to all geometry properties, it falls back to the first lod, which is usually a res lod.
8) reveresed NP valid? Explain? What do you mean by reversed? It's a key=value pair.

14) is RES LOD strictly only \d+.0? Explain?

12) what LOD is valid for xcount/xsize/ycount/ysize? None. (Arma 1.86 client dev branch)
13) what LOD is valid for xstep? Same. None. Maybe something terrain builder specific? Clutter placement comes to mind.

16) any NP valid in LODs beside geometry and RES LODs?
Applies to all lods: notl It's "no tl" don't know what the TL stands for, but if that's set, the LOD is ommited from ODOL.
"lodnoshadow" lod no shadow is valid in all res lods up to resolution 900.

shadowlod, shadowvolumelod, shadowbufferlod , shadowbufferlodvis are valid in all LODS, even though it only makes sense in res lods. These define the preferred shadowX lod that belongs to the res lod.
Oh... Can you have more than 32 lods in a model? Arma crashes if you set any of the shadow properties in a lod higher than index 32.
keyfame boolean property. To indicate whether the lod has a key frame animation. Also applies to geo and shadow of course as you could animate them

15) any NP valid in physx LOD?
minsegments and maxsegments for buoyancy sphere type.

#

Btw: You lists are missing firegeometry and viewgeometry properties for geo lod. If these are set then geoFire=geometry or geoView=geometry

And there is a .viewclass property if you have more than 1 lod ๐Ÿค” ? I guess that might be buldozer specific maybe.. Yes. Buldozer specific.
Uses a config class of a vehicle, and makes it be your model... Don't quite understand what that is

6) whats the point of the non standard SV LODs? I guess just normal distance based LOD switching.

tulip beacon
#

the solution always comes to mind instantly after you send the question to the channel

outer condor
#

put something into words, or trying to explain, often helps out to find the answer/get an idea for a solution ๐Ÿ˜ƒ

obsidian sphinx
#

Hence why explaining something often leads to a greater understanding of that thing

stuck oyster
#

@outer condor xstep is geometry lod property for exporting RTM from OB

#

I recall there was also other one called "step"

outer condor
#

(Res > 10000 && res < 10999) || the view lod thingies
interesting. so the 11xxx SV LODs are not included in this set

 Marked LODs without T&L acceleration. Obsolete now.```

`Can you have more than 32 lods in a model? Arma crashes if you set any of the shadow properties in a lod higher than index 32`
i think @woeful viper or @rough idol mentioned the limit/crashing

`reversed = "1";`
is not in the overview for some reason - could be ommitted/removed by mistake

`is RES LOD strictly only \d+.0`
some BI A3 models are like "0_083"
bold flare
#

So there is a RTM generator in OB? Didn't know that. Then maybe we should check that one too for properties that are in there

outer condor
#

@bold flare thanks a lot ๐Ÿ™‡

bold flare
#

interesting. so the 11xxx SV LODs are not included in this set
Shadow volume vs shadow buffer

#

11000 till 11999 are shadow buffer LODs

#

reversed = "1"; I have not seen that property. I have seen it as config.cpp entry in CfgVehicles. But not as lod property.

Could be terrain builder or OB internal. Same as the rock/style properties. Sounds like they could be TB only

#

some BI A3 models are like "0_083" 100% sure? lod resolutions are floats. Numbers. They cannot have names.

#

That might just be dep3d or OB displaying incorrectly

outer condor
stuck oyster
#

i think all vehicles ha the reversed geom parameter.

rough idol
#

reversed = "1"; flag for everything

#

it's supposed to mark those models which are using reversed property in config to speed up loading of some stuff

stuck oyster
#

What did the reversed do again?

rough idol
#

reversed model orientation

outer condor
#
DeP3d x64UnicodeVersion 2.03, Dll 7.12 "butterfly.p3d"
=================
Processing p:\a3\animals_f\butterfly.p3d
ODOL 73 (Arma3) : nLods=9
modelinfo.class=
modelinfo.damage=
modelinfo.map=hide
<7e+015 FireGeometry>
<6e+015 ViewGeometry>
<2e+015 LandContact>
<1e+013 Geometry>
  armor=1
  autocenter=0
<11000.0 ShadowVolume 1000>
<10000.0 ShadowVolume 0>
<2.083>
<1.083>
<0.083>```
#

its only used for these special type of animals in A3 models. CUP/WW2 has more

bold flare
#

11000.0 ShadowVolume 1000 resolution is 11000... Which according to my list is the first shadowBuffer, not the last shadowVolume. Shadowvolume max is 10999.

#

@sturdy parcel that seems to be wrong ^. Although Arma prints it as "shadow(resolution-10000) same for ShadowVolume and ShadowBuffer.
Which is technically true, both are shadow. Your's isn't though, ShadowBuffer!=ShadowVolume.

#

2.083 that might be a rounding/precision error?... Though the error seems a little too high.

#

But that doesn't even matter. View LOD's are 0 to 999. It doesn't have to be exactly 1 or 2
(Plus 1000/1100/1200 for view gunner/pilot/cargo I guess?)

outer condor
sturdy parcel
#

i don't follow you dedmen, perhaps just say what i shoud type in the output rather than ShadowVolume blah

bold flare
#

Lod's from 10000 till 10999 are shadow volume.
11000 till 10999 are shadow buffer.
So <11000.0 ShadowVolume 1000> should be <11000.0 ShadowBuffer 0>

sturdy parcel
#

aahhhhhhhhhhhhhhhhhhh

bold flare
#

@outer condor yeah doesn't matter. I think the number just influences where the lod switches over. As long as they are >0 and <900 they are valid res lods.

outer condor
#

100% sure? lod resolutions are floats. Numbers. They cannot have names.
yeah my bad. the underscore is from my conversion. its a dot instead

#

copy

rough idol
#

those odd numbers could be produced by 3ds max p3d plugin that BI & BISim is using

#

but afair it was fixed some years ago

#

(for reslods)

bold flare
#

these insects are older than that then ๐Ÿ˜„

outer condor
#

could be terrain builder or OB internal. Same as the rock/style properties. Sounds like they could be TB only

#

any way to verify/determine that?

#

i guess we need someone at BI with source ๐Ÿ˜ฌ

bold flare
#

I can yeah

#

Never had the need to look into OB or TB.

outer condor
#

would be useful to know before purging models ๐Ÿ‘ผ

#
sturdy parcel
#

you could make it simply damage/dammage. they are synonmous to the engine, and transfer thru to damage= in the p3d header

#

author= isn't relevant except to alert peole they can make properties up as much as they want to.

#

and rather than a tedious list of different float values, i think it better to say float<min,max>

tulip beacon
#

don't know if that's worth mentioning but autocenter is very important for TreeAdv shader: when autocenter=0 shading sphere's center is at model's 0.0.0 and thus shading may not work as expected, so it should always be autocenter=1, so shading sphere's center is moved to model's center

stuck oyster
#

@tulip beacon do you have an example of this?

outer condor
#

the idea with values is to have both the valid range/valid values, both also common values used by BI to give you an idea whats meaningful

tulip beacon
#

@stuck oyster any plant which uses TreeAdv shader for polyplane should have autocenter=1 in geolod. From my experience i can't think of the reason why one would want not to. We can try to summon @halcyon wren for more in-depth explanation.

halcyon wren
#

autocenter is a bitch. always have it defined, unless it is explicitly required to not be defined, such as for floating vehicles.

#

Essentially Autocenter has three states (Heisenberg applies) True, False and undefined.

stuck oyster
#

Vanilla plants I checked have it undefined

polar fiber
#

it should be undefined for all vehicles, regardless of if they are intentionally amphibious or not

#

it affects all water interaction, including fording

tulip beacon
#

does o2script support regular expressions?

outer condor
#

what do you want to achieve/do?

tulip beacon
#

test string (filename) for regexp

#

i guess exploreFor is what i'm looking for

deft heron
#

How do I make it so when I crunch that the PBO is NOT binarized?

cinder pivot
#

if you hide on an object, shouldn't the geometry that matches the selection name hide too?

#

I have a hide animation, it hides correctly in BD on visual and geom then ingame the visual hides but I still can't walk forward because of invisible geometry

tulip beacon
#

can't make freaking stream to match anything

#

only thing for which exploreFor returns true is ".*"

#

where can i read about streams, what are they for and how to use them? Is there anything?

cinder pivot
#

I tried splitting the bone hierarchy so the selections were separate, hiding the same selection.. not sure where I am going wrong

#

but hiding ingame doesn't hide geometry where BD it shows as hiding properly.

cinder pivot
#

Tested hide alone and it correctly hides the geom

#

fixed - added hide and unhide in model cfg.. vs min/max

stuck oyster
#

๐Ÿ‘ good job

toxic apex
#

Guys, I have a question. I have an object that i needs to be seen from an extended distance. It currently disappears at about 800m. Is there a way to force it to be drawn at a greater distance for this object only?

stuck oyster
#

Few small boxex or points to increase its viewGeom size perhaps

#

How big is it?

toxic apex
#

4m cube

#

its a target

stuck oyster
#

That is pretty small

toxic apex
#

yeah but its a gunnery target - Killer tomato so i need it to be a bit more visible at range

stuck oyster
#

But increasing the viewgeo size should help

#

Unless it gets so small there's not enough pixels

toxic apex
#

cheers ill try that

polar fiber
#

There was the featureType parameter too IIRC

toxic apex
#

@stuck oyster That worked perfectly. Thanks

#

@polar fiber got any reference for that? Its not on the biki

polar fiber
#

config param uses the same values AFAIK

#

i.e. 1 for object VD, 2 for terrain VD

toxic apex
#

thansk

stuck oyster
#

True that could work too ๐Ÿ‘ ๐Ÿ‘

obsidian sphinx
#

Anyone got suggestions on how to smooth a curve in Blender? Got some stray sharp edges that I can't seem to get rid of

bold flare
#

@toxic apex Is there a way to force it to be drawn at a greater distance for this object only draw importance

stuck oyster
#

@obsidian sphinx what kind of a curve?

obsidian sphinx
#

Generally speaking, outside of a cylinder, specifically, exterior hull of a C-17

#

I can grab a screenshot if it would help

stuck oyster
#

Pic could help yeah. Also if the surface is split in anuรถy place you get sharp edges.

obsidian sphinx
#

@stuck oyster does that help?

daring turtle
stuck oyster
#

@obsidian sphinx do you have autosmooth on?

obsidian sphinx
#

You mean the smooth shaders?

#

Or am I missing a different option?

stuck oyster
#

You can enable iiin the vertex property tab. If I remember the name right

#

Also if all smooth shade is on then such seam could indeed be split verticles

obsidian sphinx
#

Already checked for gaps, even remade those sections to make sure

#

No change regardless

#

Actually, looking like it might be split vertices, but not sure why it's persisting in some places

#

Yeah, getting mixed results

#

Fixed one bit, made no difference to another

daring turtle
#

why is my object builder being so slow?

stuck oyster
#

@daring turtle I wager that's a car you downloaded off the Internet. For such I got to warn you that car models like that are often stolen from other games and their use is prohibited.

Texture problem could be many things. Like wrong resolution, wrong method of conversion, wrong suffixes, bad alpha channel.

#

And because you run it in windows10

#

Most likely

daring turtle
#

oh

#

is it better in windows 7

stuck oyster
#

The viewport draw bugs in w10 if you don't use DX draw mode

daring turtle
#

why cant i use models from the internet

median bough
#

Who said that?

stuck oyster
#

@obsidian sphinx don't know the topology of your mesh but there might be lose vertices on one edge that can't connect to the other edge next to it

obsidian sphinx
#

Yeah, going through all the weird bits now, finding things I've missed

#

But definitely split vertices

#

So thanks ๐Ÿ˜ƒ

stuck oyster
#

@daring turtle I mean use of stolen models is prohibited

#

Even if someone else stole then and uploaded them to the web

#

And car models that are free often are such

#

So if it is from some other game then it can't be used.

daring turtle
#

oh ok i will try to make my own then

obsidian sphinx
#

Getting rid of excess vertices sucks, but I'll be happy once I'm done

shut arch
#

Is it two vertex on top of each other? @obsidian sphinx

obsidian sphinx
#

Nah, they're mostly just lines that are broken into different parts from where I got rid of pieces a while ago

#

But had a decent amount that was just straight stray vertices

shut arch
#

Ok. I was gonna mention remove doubles as thatโ€™s my favourite tool a lot of the time when Iโ€™ve screwed bits up

obsidian sphinx
#

Yeah, remove doubles doesn't work for my model, gets rid of things that I can't have it getting rid of ๐Ÿ˜‚

#

But I'm working my way through stuff

shut arch
#

Oh sad times

obsidian sphinx
#

Yep

formal peak
#

if its Blender you are using try this - (bottom left menu in edit mode) select > select all by trait > Loose geometry
that will highlight all the loose verts and geometry.

#

you may need to go into wireframe view to see all that is highlighted.

obsidian sphinx
#

I'll give it a shot

#

Saved me a search for 60 loose vertices

#

So thanks ๐Ÿ˜ƒ

outer condor
#
Mondkalb
step and xstep are not named properties.
They're a workaround within O2/OB to allow access to world space translation per animation file. Anytime its found in a .p3d its a screwup.

kju
so step/xstep are not stored at all in the p3d format?

Mondkalb
Correct. Well, they are if you add them. But they serve no purpose.
Depending on what binarize does, it should filter them out, though.```
#

@slate epoch @rough idol do you know more about these, or why they end up in BI models (at times?)

polar fiber
#

probably folks importing .rtm to check the weights

slate epoch
#

ยฏ_(ใƒ„)_/ยฏ

outer condor
#

but how does it end up as named property?

stuck oyster
#

Importing RTM adds them if I remember right

outer condor
#

as NP?

polar fiber
#

yes

outer condor
#

ok

deft heron
#

I was under the impression that we couldnt use 8K textures in arma but unless its been comressed down to 4K I am pretty certain I have just put an 8K texture into engine.

bold flare
#

nope. 8k works.

#

But you should know what you are doing

deft heron
#

Ok what arethe problems then?

#

Im guesing people with a certain amount of ram are going to struggle to run it and it may even crash their rig is that about right?

bold flare
#

Or was that 8k stuff that works only on terrains?

stuck oyster
#

8k texture != 8k heightmap

deft heron
#

Sorry what?

#

Oh for terrains so Goat does it just compress my 8k to 4K on the model I put in engine?

stuck oyster
#

no was answering to what Dedmen thought above. 8K model texture and 8K terrain things are completely different

#

if you have 8k texture you are doing something seriously wrong

deft heron
#

Why do you think that?

stuck oyster
#

99.999% of cases you gain nothing from it becaue ppl dont look at the thing that closely that you would gain any benefit from the loss of performance it makes

deft heron
#

Its a big object though

stuck oyster
#

arma is designed to run with 2k textures mostly

#

how big?

deft heron
#

Section of a motorway with raised columns

stuck oyster
#

big objects should be designed to use multimaterial

#

yes definitely wrong way to do it

#

objects like that are made with multimaterial

bold flare
#

Arma will only display 8k if you are very close to the object and running ultra settings

bold flare
slate epoch
#

Nice! ๐Ÿ˜

deft heron
#

Coolzies

vital geyser
#

how do we get our hands on that?

#

sexy

bold flare
#

#arma3_tools has latest build and link to github to build it yourself

vital geyser
#

Awsome thanks

bold flare
#

still very much in development (only latest version ODOL supported. It just displays unsupported ones as having no lods)
If you encounter any problems tell me

bold flare
#

Damn you you structures_f factoryconv_1_end_f.p3d with 2 memory lods!

bold flare
#

Now with export feature so that you can bother other people with their problems

T:\a3\weapons_f\dummyweapon_single.p3d
    geometryView
        autocenter=Property is not in Geometry LOD
    geometryFire
        autocenter=Property is not in Geometry LOD
T:\a3\weapons_f\dummylauncher_single.p3d
    geometryView
        autocenter=Property is not in Geometry LOD
    geometryFire
        autocenter=Property is not in Geometry LOD
T:\a3\weapons_f\acc\acca_snds_338_black_f.p3d
    viewPilot
        lodnoshadow=Property is not in Resolution LOD
T:\a3\weapons_f\acc\acca_mzls_l_f.p3d
    viewPilot
        lodnoshadow=Property is not in Resolution LOD
sturdy parcel
#

Damn you you structures_f factoryconv_1_end_f.p3d with 2 memory lods!
actually there are several with duplicated lods, shadowlods mostly.

bold flare
#

CUP has WAY more duplicated lods. Mostly ShadowVolume

white jay
#

hello guys i moved from terrain making to here cuz that thing would take a lot of my time + i don't feel like making terrain anymore so i will start learning about 3ds max this days and all i need is could i make my first object like a small house in few days or even weeks cuz i don't think its harder than making a terrain . and if any1 can give me any hints or tips that would be appreciated

stuck oyster
#

Start with something simpler

#

Like a box

#

And look up tutorials how to use the program you want to use

#

Not how to do things for Arma, but just how the tools work.

#

Hate to burst your bubble but learning to model and use the modeling tools and getting that into game takes just as long as learning the terrain tools.

white jay
#

np at least its not a terrain ๐Ÿ˜„

stuck oyster
#

well then start with just modeling

#

when you can handle that you can start figuring out how to turn that into Arma

white jay
#

yeah also i preferred modeling over terrain making cuz i can work with it in arma or even just make models ๐Ÿ˜„

vital geyser
#

you could probably make a model before terrain builder + bulldozer load so good luck

dusk dust
#

agreed

polar gyro
#

Hey guys how do you texture an object for arma? I use blender.. do I need another program or that is ok?

stuck oyster
#

Blender works for that. But your question is maybe too open. You texture Arma model pretty much like any other model.

bold flare
#

@rough idol https://discordapp.com/channels/105462288051380224/105462541215358976/525227772092874752
reversed flag
it's supposed to mark those models which are using reversed property in config to speed up loading of some stuff
It's not. I checked Latest 1.88 release and reverse is only read from config. Not from named property from the model.
Wouldn't make much sense anyway, at the point where the property will be loaded, the geometry has already been loaded, so it won't really speed up.

Or is that something Terrain Builder specific?

slate epoch
#

Nothing binarize specific?

round bloom
#

Anyone ever seen a strange issue where ObjectBuilder seems to stick to an old version of a .paa file even know you've physically replaced the file on your drive?

stuck oyster
#

did you save it or export it

#

as the export is the wrong method

round bloom
#

I've saved the texture, when opening bulldozer to preview it still shows the old version

stuck oyster
#

oh paa xP not p3d

#

what did you convert it with?

#

are you sure you are working on right files?

#

maybe you have wrong paths

round bloom
#

I originally opened the .paa in texView2, saved it as a png, did some changes then saved it back to a .paa

#

But still old version showing up

#

Checked the folder and its only version in there, the PAA is showing correctly

stuck oyster
#

is the models texture path correct?

#

or path in rvmat

round bloom
#

Nevermind I just noticed why......

#

I had the texture directory with a typo

stuck oyster
#

that would mess things up

sturdy parcel
#

Anyone ever seen a strange issue where ObjectBuilder seems to stick to an old version of a .paa file even know you've physically replaced the file on your drive?

yep, sure do, been there and tested it, got the T shirt. Use toys, or tools, your choice.

polar gyro
#

@stuck oyster I know I can texture with blender, what I meant is what you guys use as experienced modellers

outer condor
#

many people use Substance Painter

polar gyro
#

is that a free program?

agile flint
#

@polar gyro No Subtance painter requires a subscription I'm pretty sure

#

Its more indepth than Blender but at least with Blender its free and sorta at the same level

#

Apart from the super advanced stuff

polar gyro
#

@agile flint Yeah i'm using blender as well, I didn't got into the texturing yet, but now I want to begin texturing objects, and I want to do it in the right way straight from the beginning

tacit shard
#

@polar gyro Substance painter is a great bit of software, pretty easy to learn and very powerful but its personal preference, some people Ik prefer quixel which is a photoshop extension, others I know do texture in blender alot of its personal preference.

Personally I use subtance painter its 20 usd a month and worth every penny imo.

polar gyro
#

thanks i'll try that

quick terrace
#

quixel suite development is canned for the foreseable future

#

the aim is entirely on megascans and mixer

outer condor
#

is PhysX LOD necessary for vegetation (trees, bushes, fallen), or does it use Geo instead in that case?

#

also doesnt this contradict each other?

PhysX LOD:

The difference is that Geometry Phys does not (should not) contain Mass information
Geo LOD:
For PhysX Objects the Mass value and the Mass distribution is critically important for the Objects physical behavior

#

currently investigating why our trees/bushes offer too much resistance vs cars/tanks

#

we already lower armor u to 75% and mass is also lower than A3 on average

#

however we dont have PhysX LODs

#

mass distro is a lot more uneven for A3 tree sample though (trunk / branches)
24/4 vs 11 / 8

rich scroll
#

^ Shooting the H&K MP5K Operational Briefcase - Forgotten Weapons

grave goblet
#

Hey ๐Ÿ‘‹
I have a problem regarding a vehicle I'm currently working on:
In Multiplayer, other people cannot hear the "Changing Gear" sound of the Vehicle and some animations are not working correctly for example the tires are not rotating or self created animations wont work correctly.
However, if you're the driver everything is working fine - same for single player (editor)

Do you guys know where the issue might be? This problem already exists a few weeks and I didn't get to fix it - I even used the default config files (hatchback from samples) with the same result.

Thanks

stuck oyster
#

Possibly others don't have the mod up to date.

obsidian sphinx
#

Kinda curious what it is

quick terrace
#

private mods - ripped content in 90% of the cases

quick terrace
#

@late spade I wasn't saying whatever mod you wanna make fit in this bucket but:
a. what i said is factual accurate about the private mods in general
b. wrong channel - try in #creators_recruiting instead

grave goblet
#

@stuck oyster Thats not the problem. I tested it with a friend which has the same mod as I.

stuck oyster
#

No idea then. Maybe you've build it in some weird wrong way.

worldly belfry
#

@quick terrace In this case its a ripped mod btw ๐Ÿ˜›

#

message from another team member

#

he tried donating stuff from the halo games

round bloom
#

Is it possible to actually preview the proxy (\a3\characters_f\Proxies\pistol_holstered) properly in ObjectBuilder? I'm trying to save the time of repeatedly loading in my game and it seems the positioning is different to the pistol proxy so can't use that.

stuck oyster
#

@round bloom you can load proxies yes.

#

You can set the pistol proxy to use your model for example and just change it back to the engine pistol proxy when you're done

#

And proxies can be loaded in OB from one of the menus

#

And they load into buldozer too

round bloom
#

@stuck oyster I've tried using the pistol proxy but it seems like the positioning is different between the two proxies? I can try one and it works fine but as soon as I swap it to the hostered one and load in game its way off

visual hinge
#

So I'm in that situation I constantly find myself where I don't know enough about what I'm trying to do to even ask appropriate questions. I have a model that, in oxygen, appears to be properly weighted and what not but when I load it in game, it loads attached to the players knees.

Anyone have a tutorial for that or can point me in the right direction?

fluid ocean
#

@late spade Since you have obviously taken the route of โ€œletโ€™s steal stuff and pretend that I didnโ€™t routeโ€ you are hereby banned from this Discord and the Bohemia Interactive Forums.

stuck oyster
#

@visual hinge you need a model.cfg that has the character skeleton defined and class with your pd3 name. Compare to the sample character stuff.

visual hinge
#

@stuck oyster I do have a model .cfg with the skeleton definitions in it

#

I'm sure I'm not packing the model properly though

stuck oyster
#

Use pboproject.

#

And compare your setup to the sample character

visual hinge
#

@stuck oyster Alright, thanks

solar urchin
#

Good morning. Who is a german Model creator for Vehicles?.

Please write me a Privat Message.

median bough
#

@solar urchin
If you want to recruite somebody, #creators_recruiting would be the better place to ask. If you have questions about 3D design, ask here. I also recomment und using another nickname since we already have a midnight around for quite some time

solar urchin
#

I want someone who can Recruit me xd

median bough
#

๐Ÿค”

olive quiver
#

are suspention/ damper still limited to translateY?

sacred grail
#

I am trying to apply a 1024x2048 texture to a model that is unwrapped accordingly

#

but it stretches it giving me some wierd result

grave goblet
#

Im not 100% sure but i think you have to edit the texture so its 1024x1024 or 2048x2048

sacred grail
#

you can work around it my manually scaling the uv's in o2 but I feel like there is a better way to do it

#

also I have seen some models that use textures like this

stuck oyster
#

1x2 works. The uv just has to be done right

bold flare
#

can you make a screenshot of the UV map?

sacred grail
#

It should be sorted

#

sorry for delayed response

normal forge
bold flare
#

disable autocenter

#

autocenter=0 named property on geometry lod

#

Or add a landcontact lod with a single point in the middle bottom of your model
Btw nice surface

Professional solution would be to use landcontact. but disabling autocenter works too

normal forge
#

Thank i go check ๐Ÿ˜ƒ

jolly mist
#

I posted this in #arma3_terrain but i think its probably better off here

#

but Does anyone know how to create a decal / something that behaves like a helipad?
Ive researched but couldnt really find any information on the subject to make it work

stuck oyster
#

I recall I has to inherit from the helipad config if you want it to work as one.

solar urchin
#

Hello Guys, i have a Model, i know how to Import and bit how to put the Textures, is here someone who can Help me with the other stuff like Geometry please?

#

Ieam newbie with that stuff ๐Ÿ˜„

bold flare
#

For learning you should build stuff on your own

#

and not try to import "free" vehicle models form somewhere

#

start with a basic box or some props. Learn the basics before jumping into the hard stuff

sturdy parcel
#

imported models for noob ends in tears

#

pointless waste of time when they're are no magic buttons to wish for, and you learn zilch.

solar urchin
#

Thats not answer my Question.

sturdy parcel
#

he did

#

make a model

solar urchin
#

No isnt my Question

#

i didnt ask for that.

bold flare
#

This channel is about model making. Thus model_makers

#

not "free models that were downloaded from questionable sources on the interwebz importer" channel

#

make a simple box. Import it into Arma. And learn the ropes based on that. Lots of tutorials on that

#

and once you know the basics, you can apply them to anything.
Instead of letting someone here teach you how to import a very special model and then basically not being able to use that special knowledge on anything else

sturdy parcel
#

there's geolod, phsyx lod, and heap of endless questions, that your 'suspect' freebie won't have covered

bold flare
#

You don't start "making" a bachelors degree dessertation by copying someone elses work, while you should be starting to learn writing the alphabet in primary school

sturdy parcel
#

Like most, he wants a magic button where no work is required.

#

it a fair world, that would be possible. In this world,. you are dealing with bis.

#

and since you actually intend this model for dayz, there's extra wrinkles involved

normal forge
#

I put autocenter = 0 in config.cpp, I put a land contact I said in model.cfg but nothing happens. @bold flare

bold flare
#

Both things are wrong

#

autocenter=0 named property on geometry lod

#

named property inside the model. And in geometry lod. I said nothing of config.cpp

#

and how did you put a land contact LOD into model.cfg?

normal forge
round bloom
#

If modeling in 3ds Max (a building) is there any rule of thumb for ensuring the scale/size matches when put into A3?

bold flare
#

just model with real world units

#

one meter in max is one meter in Arma

round bloom
#

Ah ok, thanks

bold flare
#

just when importing from fbx for example into object builder you need to set the LOD scale correctly.. 0.1 or 0.01 or similar.. I always try out till I hit the correct one ๐Ÿ˜„

round bloom
#

Any idea the standard height of an A3 character?

bold flare
#

Arma 3 samples has character sample models

#

you can get it on steam under tools. next to the arma 3 tools

round bloom
#

Thanks

quick terrace
#

1.82 irc

solar urchin
quick terrace
#

@solar urchin what is the issue?

lusty ginkgo
#

what is the issue?

#

gottem

quick terrace
#

ninjaed

solar urchin
#

Got it already, never mind

sturdy parcel
#

Any idea the standard height of an A3 character?

umm memory jog only, 1m8. Flashpoint was 1m6

lusty ginkgo
#

I'm trying to make a batch file that uses p3d2bmp on a given .p3d model with .paa textures, and the output .bmp file only has textures if the input model has .tga textures.

So I am trying to make this batch file copy the .p3d to a new file with a different name, convert the .paa textures it has to .tga textures, and then run p3d2bmp before deleting the .tga textures, so you can use it on essentially any mlod model

Problem is, I can't find a way to generate a useable list of files inside the model so I can convert them. There is a way to list files with DeP3d but it doesn't seem like anything can be done with the list it provides. Anyone know of a way to accomplish this?

#

the main use of doing this is to generate polyplane images for the last res lod of a model automatically

#

though it could also be used to generate icons, previews, etc...

#

I should mention I'm not exactly a wizard of batch usage or anything

sturdy parcel
#

@lusty ginkgo

moveobject.exe

lusty ginkgo
#

That only works for renaming the files but not converting them, though, right?

sturdy parcel
#

of course

#

it will do what you asked it to do, rename ANY file\name, in ANY bis asset from this to that

lusty ginkgo
#

I need to also convert the actual .paa files to .tga files

sturdy parcel
#

well there's already a gui tool to do that which does the entire folder

#

and not a big ask, to write a bat file to do same

lusty ginkgo
#

I already have a batch to convert paa's to tga's but I am trying to only convert the specific paa files in the input model temporarily so I can properly generate a textured .bmp file with p3d2bmp.exe

sturdy parcel
#

i think, you're overthinking the problem. It stands to reason that if you're working on one p3d in a folder, you're prolly working on them all. And if not, the presense of tga for the others have no impact.

#

plus the commonality of textures which are often used in more than one p3d

lusty ginkgo
#

My goal is to make a multi-purpose .bat file that I can drag and drop any .p3d onto to generate the .bmp from when it uses textures and materials in multiple different directories

sturdy parcel
#

easy peasy, delete all tga at end of batch

normal forge
#

I found autocenter, I put it to 0 but still nothing, I know what to do except remove my model. ๐Ÿ˜

sturdy parcel
#

you don't need to muck about being certain a tga is NOT needed

lusty ginkgo
#

I just think it's a waste of resources and time to convert every .paa to a .tga and then end up deleting the .tga files for a single model

#

if all the textures are in the same folder, not really a problem

#

but if that isn't the case, it is a bit more messy

sturdy parcel
#

fine, what you need to do is
moveobject -L >pipe.txt
which will provide you a list of all files paa

#

you use bat cmds to process the list

#

(I also suspect paa2bmp doesn't require a filename change in the p3d, it just needs a tga to be a file)

#

it can't make sense otherwise, or typical bis, only works on mlod.

lusty ginkgo
#

I see

#

I'll try this, and see if it works

#

thanks for the help

sturdy parcel
#

and the -L option gives you ALL paa (not just the one's in the folder) and that, friend, is what you want.

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in any case, i congratulate you for turning a half-baked tool into something useful.

lusty ginkgo
#

I'll share whatever poorly constructed result I get lol

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If it works, it works, though

lusty ginkgo
#

"C:\Program Files (x86)\Mikero\DePboTools\bin\MoveObject.exe" %str4% *.paa *.tga
Is this not the correct way to replace .tga references?

sturdy parcel
#

it should be ok. My code might ignore extensions for some long forgotten reason, will check.

lusty ginkgo
#

that's the only part I need now I think

sturdy parcel
#

have you tested by simply making tga? there's no particular reason why the p3d internals need to say .tga' and would NEVER be present in an odol

lusty ginkgo
#

For p3d2bmp.exe? The model has to reference a .tga file

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also p3d2bmp doesn't work on odol

sturdy parcel
#

well that makes the exe half pregnant, because it cannot work for binarised p3ds. period

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ok

#

i'll see if i have the source code for this thing....

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ah, yes, let's have a look...

solar urchin
#

Someone has a Shiny Material RVMAT?

lusty ginkgo
#

define shiny

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also depends on what the material is supposed to be

solar urchin
#

to see int and model

lusty ginkgo
#

there is a setting where you can set a LOD to appear in the background of other LOD's in yellow

solar urchin
#

Where i can find it?

lusty ginkgo
#

File > Options > View background LOD

solar urchin
#

ah ty

#

How to add Drivers?

outer condor
#

@lusty ginkgo did you solve your processing issue yet

lusty ginkgo
#

the p3d2bmp thing?

#

still trying to find a way to find and replace the file extensions

outer condor
#

what exactly do you want to do

#

from - to

lusty ginkgo
#

Just renaming .paa to .tga in a p3d file automatically

outer condor
#

should be doable via text/hex editor

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otherwise you need to create a file list (moveObject file/folder > fileList.txt)

#

duplicate the content lines with space in between, and replace the paa at the end to tga, and apply mapping with moveObject back on said file/folder

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in other words combination of moveObject + regex

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or plead to mikero to add such option in moveObject itself ๐Ÿ˜‰

sturdy parcel
#

trying to figure out what p3d2bmp is used for, if it's only to produce the silly sized images for the 3den editor it seems overkill

#

all our training over the years says to use 2^n images , and then, along come bis and move their own goalposts.

tulip beacon
#

you can use o2script

outer condor
#

yeah good idea - if MLOD is available/can be used

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@lusty ginkgo what do you want to use p3d2bmp for?

lusty ginkgo
#

You can use it to make an image of any size, not just small. It's useful for several things, but in this case it's an easy way to generate perfect images for polyplanes or lower LODs very quickly (once I figure it out, anyway)

#

You can generate images from multiple angles in just a few seconds

#

At least, that's the idea

#

You can make Eden icons as well, but that isn't as difficult since you don't need the object textures for that and that image can be relatively small

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If I can make this work, it could speed up my workflow by a significant amount and make certain things much easier to do

#

I have everything except the file extensions functional

tulip beacon
#

do you need textures to be renamed only inside the model or rvmats also?

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i gues textures

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since its for preview

lusty ginkgo
#

for multi materials it would need to be both, but I'm doing just textures for now

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I'll figure that out once I'm done with this part

lusty ginkgo
#

this can be run from a batch file?

tulip beacon
#

i think it's possible

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haven't tried yet

lusty ginkgo
#

I haven't used o2script before so I don't know what to actually do with this

tulip beacon
#

open your model

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then Automation->Scripts->run script

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and select that file

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or you can add it through "manage scripts"

lusty ginkgo
#

I can easily do that with notepad plus plus

lusty ginkgo
#

I can't quite get it to work with a command line so unfortunately this probably won't work

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thanks though

tulip beacon
#

as i said i haven't tried cmd but it's possible somehow anyway as in one of bi scripts there is such comment
Note: use O2Script -a "source filename" "target filename"

#

but that script i sent has to be modified somehow i guess

lusty ginkgo
#

the script you sent won't accept anything I input so it does probably need to be tweaked

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I don't know what the input values are

tulip beacon
#

hold on

lusty ginkgo
#

I think I got it actually

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nvm lol

tulip beacon
#

yep

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ok, what you got?

lusty ginkgo
#

I tried using the input of another script but that just creates an empty .p3d file

#

I think I can figure this out with some trial and error though

tulip beacon
#

ok, made it

#

hold on

#

o2script -a replaceExtension.bio2s P:\path\to\source.p3d P:\path\to\target.p3d

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i did run that in cmd from object builder's folder, i gues you have to use the full path to o2script.exe

lusty ginkgo
#

yeah

tulip beacon
#

or add this folder to %PATH%, not sure how it works

lusty ginkgo
#

it seems to have worked

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checking

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got it

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works like a charm

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thanks so much @tulip beacon

tulip beacon
#

MLODs only though

lusty ginkgo
#

that's already a limitation so it doesn't matter

tulip beacon
#

i'm digging into o2script now, so ๐Ÿ˜ƒ

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was a nice opportunity to try how file operations work

lusty ginkgo
#

I wasn't too far off with my attempt at the input part but it was completely wrong at the same time lol

tulip beacon
#

i'm writing bunch of scripts for my specific tasks, but also i'm gonna write a script for autoassigning namedproperties into selected lods

#

someone may find it handy

lusty ginkgo
#

"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe" -a replaceExtension.bio2s %1 %1
You can drag and drop a p3d onto this batch file to get this script to work

#

that's how I tested it, makes things quick and easy

tulip beacon
#

lol, nice

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but it overwrites the source file though

lusty ginkgo
#

my main batch that I need this for runs the script on a temporary copy already so that's why I did it that way here

tulip beacon
#

ah, ok

#

it now works with paa and png source textures

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resulting tga

lusty ginkgo
#

not sure if it is efficient but it's functional

tulip beacon
#

tbh you can modify it to use source and target extensions as parameters

lusty ginkgo
#

now I need to find a way to do the same with .rvmats through a command line

tulip beacon
#

so you say p3dtobmp actually works?

lusty ginkgo
#

it does

tulip beacon
#

that's unexpected

lusty ginkgo
#

it doesn't texture objects unless they point to .tga's though, which is what I'm trying to fix

tulip beacon
#

you know what, i did excessive job in that script as it changes textures in all lods, but we need only first

lusty ginkgo
#

random example I just made

sturdy parcel
#

that's v nice code Sheletov. only useful thing sqX ever did

tulip beacon
#

i hope there will be more

sturdy parcel
#

I think @white jay and myself are the only others who've ever used it.

lusty ginkgo
#

it doesn't seem that p3d2bmp works with materials at all, unfortunately

tulip beacon
#

so no need for rvmat stuff?

lusty ginkgo
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so nothing with multi materials

#

no

tulip beacon
#

ah

lusty ginkgo
#

unless there is a convoluted way to bake that into a texture

#

that's simple enough to do manually with PS, so maybe I can do some trickery there

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doubt it could work though

#

I could perhaps automate it generating .bmp's with each face with one of the multi textures and then the mask and use each channel as a mask in PS

#

that could work

tulip beacon
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first lod only

lusty ginkgo
#

that keeps it nice and simple

tulip beacon
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i know you are not interested in rvmats, but out of curiosity i got the list of rvmats from lod, but i don't know how to dump them to text file (echo outputs to objectbuilder's log file, and only when being run from ob itself)

lusty ginkgo
#

if I can find a way to use the .rvmats, I am definitely interested, and in principle the method I am thinking of is pretty simple

#

I just don't know anything about programming

tulip beacon
#

if i'll find a way to dump rvmats to file all you'll have to do is find string containing ".rvmat" (via regexp probably, or whatever) and replace it

lusty ginkgo
#

All I would need to do is:

  1. Find a list of .rvmats
  2. Remove non-multi shader .rvmats from the list
  3. Convert the first 4 stages to .tga images
  4. Convert the mask stage to a .tga
  5. Using the mask image make a single texture that combines all the textures from the multi mat
  6. Assign this new texture to the faces of the first LOD
  7. Run p3d2bmp.exe
tulip beacon
#

hm

lusty ginkgo
#

making the combined texture would be a bit of a process of it's own, but I think it should be possible

#

it's easy to do manually

tulip beacon
#

is this for multimat only?

lusty ginkgo
#

since p3d2bmp doesn't do anything with materials, it is only necessary for objects that are textured with multimat

#

so yeah

#

I will focus on creating the combined texture first

tulip beacon
#

lol, just found a way to write to a file

#

didn't expext it to work but

lusty ginkgo
#

doesn't load the proxies though

#

it even has the alpha for the windows

tulip beacon
#

yep

lusty ginkgo
#

this doesn't use multi btw

#

Anyway, I have to go for now, thanks for all the help. Hopefully I am on to something here

outer condor
#

you can update rvmat with regex

tulip beacon
#

how

#

or you mean in windows shell?

outer condor
#

with cmd line for example

sturdy parcel
#

to export rvmats from a p3d

dep3d -Em NameOf.p3d

#

to write them to a file

dep3d -Em NameOf.p3d >pipe.txt

outer condor
#

its somewhat hassle to turn them into individual rvmat files again though
like if you have tens or hundreds of models with their rvmat, manual process is kinda out of the question

#

doing regex + echo to file here atm

tulip beacon
#

well, anyway

#

changes textures extensions from either PNG or PAA to TGA and dumps list of rvmats used in 1st lod into rvmats.txt next to source p3d

lapis goblet
#

Can some kind soul explain to me what is going on here? I've tried various combinations of rigging and parenting. What I do:

  1. vertex groups in the object
  2. add armature and bones with same names of vertex groups
  3. select object then armature then ctrl-P reparent with empty groups
  4. profit (not really).

https://gyazo.com/d6c5b0cfebf956e556643aed66e9f94f

stuck oyster
#

Its part of 2 vertex selections?

#

And thus 2 bones?

#

If you use armature and selection names use the armature modifier

bold flare
#

@normal forge can you show screenshot of how you've set autocenter? should be named properties in geometry lod. No stray spaces in the name.

charred patio
#

Not sure if right place to ask as far as weapons go, but is it possible to have a rear folding sight fold down when other optics are attached?

stuck oyster
#

Yes. There is a animationsource for that

slate epoch
#

"hasoptics"

charred patio
#

Thanks!

#

So I just need to setup backsight selection, and two memory points 'backsight_axis", correct? And goat I notice you're in dayz modders discord, are you aware if these config values still work in dayz?

slate epoch
#

"hasoptics" was introduced in A3, so I wouldn't be sure about that

charred patio
#

Hmm alright. So likely not. Still gonna try it and see if it works but wont get my hopes up

slate epoch
#

I am not sure if DayZ even uses model.cfg for weapon anims

charred patio
#

It does.

quick terrace
#

? what else would it use

slate epoch
#

Haha new animation system maybe? ๐Ÿ˜„

quick terrace
#

@charred patio in arma you need 2 axis and a rotation anim, pretty simple. but you can do whatever with the sights on hasoptics anims - rotate/translate/hide etc

#

@slate epoch yeah, would verify if i could install the dayz tools myself, seems i cannot for whatever random reason