#arma3_model
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hence why a good % of mods are shit when it comes to fitting properly with other content
also performance wise
i have seen countless "addons" with hundreds of section count, a single visual lod, poor geo/view etc
but people are doing mods for various reasons
70k tris shadow lod
๐
that too - also since everything is split by edge (tris - hard edge) get that 70k and multiply it by 3
some want that precise model in, no matter how it works
Seems a bit silly though, especially for a shadow LOD
My models are just as bad ๐
Just too lazy. And not really that important for a thing that appears maybe once or twice in a mission
it matter none for some - get that bought/ripped imported decimated model in lod 1
copy paste into SVlod = job done
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
Fingers crossed that Enfusion can do shadows from main
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
Ugh
Copy and paste is disabled
There we go
can you please turn off the wireframe @obsidian sphinx and post an image again
yeah i wanted both
so, there is a ton of stuff (smaller details) that could be moved into a texture
70-80k VERTICES for a single finished lod1 is not bad considering the size of it
that means all the interior as well
Not finished
hide the interior when ramp is closed and you can shave off even more in average use
hide via hide animation in the cfg you mean?
I was thinking geometric occlusion
yes, it works. I hide the interior of my troop carrier apc
including the soldiers proxies
noticeable impact
you know what hide does, don't you?
it moves every single vertice on top of each other in 0.0.0 coordinates
not sure how that helps, but the vertices numbers remain the same btw
Less to render maybe? Not sure
try it yourself Pufu... it works
Ditto
considering the hide does what i said it does
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
yeah true
Geometric occlusion is what I'm planning on using regardless, once I've got stuff done and figured out how to do the occluding
back to that C17. considering your numerous post about getting a helping hand with that model
i can only assume you didn't make it yourself
as i said before, there is a ton of space for polygon reduction
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
And yeah, got a friend that's gonna help me with poly reduction once the base is done
thing is, in general, i make the HP first, all the bolts and the like, as much detail as i can squeeze in
by HP i mean several tens of millions in terms of polycount
then i check what can go into a texture bake and what remains as a mesh
Yeah, when this thing is done, I expect it'll be about 200k if not more
and adjust accordingly
But the landing gear on this thing takes up about a quarter of the current 70k poly count
It's rather gorgeous actually
But a pain in the ass since I've had to go through every single face of this thing and flip it
Because 3/4s were reversed
Still finding some that I missed
Not to mention the amount of sections I need to find and close or Arma will have a spaz
for the size of that
you could have 2 exterior textures if not 3
and 1 for interior lod 1
and 2 for interior pilot crew lods
Ohh you don't know the scope of my devious plans
you could easily make use of the DT and MC texture on a secondary UV set for decals and smaller details
i was counting the sections associated with textures and mats for you
Yeah, no, got that. Not quite what I meant by sections, but that's very helpful actually so thank you ๐
And my devious plans are probably gonna be disastrous for FPS
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:
- with blacklists and whitelists of named properties for each LOD
- to verify found named properties if valid or faulty
- to verify named property values for validity and range
- 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
- 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).
Think that should go into #arma3_tools instead of here
@bleak tangle @blazing meadow @minor jasper @rough idol @polar fiber @sturdy parcel @woeful viper tagging for likely interest ๐
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
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
in general object models are in a poor state. however may not hurt also to verify weapon/infantry/vehicle models
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
https://github.com/dedmen/armake/blob/cpp/src/p3d.cpp just a quick search for getPropertyGeo already gives you lots of info
the LOD page should get some upgrade with a table/boxes/lists for default value and possible values/value range
ty @bold flare
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
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"
@outer condor does that tool check odol as well?
DeP3d works with both MLOD and ODOL; armake should be capable too
Armake cannot parse ODOL. And I don't wanna do that open source either
Maybe some very bare odol reader.. but full ODOL parser not sure. Don't wanna make a debinarizer by accident
@outer condor afaik that already exists to some degree (o2 script) works on mlod models
yeah BI has made one that checks for some stuff but its quite old
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
@white jay API dll might be able to update ODOL too
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
we did this basically for different type of vegetation (bushes, trees, clutter, burnt, etc)
happy t otrial it on a bunch of our stuff kju
i'm a properties freak as you know
hit me up in pm with anything specific you want
@minor jasper at this stage its about "you guys" helping with this:
-
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 -
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) -
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
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 ๐ง
The spreadsheet should also have a column for default values.. If they exist
for example autocenter is default true. And buoyancy false I think
'geolod' properties in the first lod, are only used if, in fact, there is no geolod
roads are (or were) typical of above scenario
mass however, can only ever be declared in a true geolod, and, it is the only lod with mass.
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.
I've thrown all my info into the spreadsheet
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
I would think you only want non custom stuff in the end
author is also custom
I'd say wanting to "watermark" your p3d with the authors name is a valid thing to do
Yea
agreed. does no harm to the engine, and it's a nice, professional, touch
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
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
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
All of Arma's lod comparisons don't compare equal
They compare to the milli I think
umm, mine do
(but I also compare them as hex values too)
{"ViewCargoGeometry1",0x59E3A86B, 8.01e15f},// 'ShadowVolume-ViewCargoGeometry
#define LOD_VIEW_CARGO_GEOMETRY LOD_MEMORY*8 I have it as 8.0 and 9.0 is view cargo fire geo
I'll recheck that
yes to above
{"ViewCargoGeometry0",0x59E3A86B, 8.0e15f},ShadowVolume-ViewCargoGeometry
bis keep moving goalpasts here with the nameOF the lod
Oh there is a second viewCargoGeo? WTF?
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?
none that i know of. For all i care, i list the resolution of each lod when trying to fix them with dep3d
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
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
Thanks didn't notice that before. I added that as a comment
@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
dep3d -GL ๐
@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)
well I don't have the paid tools ๐
T_D has shared his MLOD component: https://forums.bohemia.net/forums/topic/211894-open-source-net-standard-library-for-bisarma-file-formats/
probably easy to build with that too
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
thanks for the notes and tips so far ๐
personally i wouldnt do automated removal or adjustment/addition, but rather overviews with the option to easily (mass) update models
Oh one could make so nice GUI's for this ๐
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 ๐
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"
โ
Fix โ Fix all
i think good (visual) overviews are quite important
like typos are usually obsolete in the sense the correct property name was also set
so you need the the context if the faulty one should be dropped or indeed renamed
uuu
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)
this conversation makes all model makers moist
a3
โ file.p3d
โ file2.p3d
โ
file3.p3d
Just a tree view like this already makes it soo nice
Oh man this would be so much fun to build
like: https://docs.google.com/spreadsheets/d/1F0213TbVytlSUmwbYhph8lupMuNdktgyjAn5jY-s-4c/edit?usp=sharing
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"
i use this filtering approach currently (based on model path/name): https://pastebin.ubuntu.com/p/wqyGM3ZVB4/
i was considering going by class or map property, but this doesnt always include all relevant models
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 ๐ And terrain objects aren't in there
well dep3d is pretty fast. just have to parse and format the output with regex
i turned into a config (classes and parameters) to read it via arma sqf in a mission
Do you know C#? I think I might try actually implementing that
its still fairly fast (1s for all CUP core models - < 60s for all A3, CUP and IFA3)
๐
thats the current SQF code: https://pastebin.ubuntu.com/p/dBVjJ5ppmJ/
the config structure: https://pastebin.ubuntu.com/p/nKVMTZxfyG/
(i learnt c, java and c#, among others in the uni some years back)
https://github.com/arma3/ModelPropertyChecker
I have 3 hours till I should go to bed. That's enough time for ODOL/MLOD reader
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
ODOL reader complete. MLOD now. I'm well in time
And MLOD is also done. Just don't have any MLOD's with properties to test on ๐
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...
that would be the cart im looking for.
MHU-191A/M
i found that now too due to you providing the exact name
i searched for weapons, bomb carts and handling but didnt find anything. seems ammunition was the magic word
I used the terms "carrier munitions cart"
i tried "service vehicles" with "carrier or flight deck" mixed
the 191 didn't come up, but there were similar looking devices from a navy publication so i figured it might be in there
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?
@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)
OK seems like a weird thing to have to do but Arma. Thanks bruv
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.
SUV might not be configured the same way, they were made by different teams after-all, and the SUV has been around longer
Might not be fully updated
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?
Maybe, not really sure if I'm honest, still new to all this ๐
pboproject is giving me a duplicated LOD error on some of my models but there are none to be found
there are some common vertices between them but they are very different
It does the same for a bunch of vanilla models as well, I guess I'll just have to ignore the warnings for now
@sturdy parcel ^
I didn't update anything recently so I don't know that it's an issue with the tools
its a new feature
@jaunty apex what purpose does a test like this serve?
@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.
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
the detail and normal map don't show sometimes or they are displayed like a distance mipmap
what size textures?
what shaders?
if you drop it just out in the open without anything else does it still happen?
it happens in the buldozer preview
as well as in game
renderFlags[] = {"NoZWrite"}; Could this be responsible?
it is in the materials for the default graffiti materials
You have a _ca in your DT stage?
I am using an existing texture and don't want to copy it if I don't need to
I have done it before with a lot of other things
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
How To Fix Smok Not Coming From Pipe? GunParticles (smoke and flash) https://www.youtube.com/watch?v=29RiXrXjU8s&list=PL9I9dvT8QoojL_8FxNl9U0FeqYl_iwH0v&index=8
@coarse roost is there a question related to the vids?
I was in the same problem with @mint patrol "Also the smok isn't coming from the muzzle"
When has the Turkish mod team asked about that?
26/08/2018
๐ค
also if effects are in wrong place that means the memorypoints are wrong either in the model or in the config
you do know that its 17/12/2018 now
so that was quite a long time ago
so just for the future, if you have a question, ask it and add as much detail on the issue as you can
That's why I sent this video
yes but no question to go with them.
in anycase check out the memorypoints the effects use and what you have in the vehicle
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?
1st person view probably lacks the proxy for the glasses
so that the model would not mess up the view
that likely also cause the shadow not show up in 1stperson view
nothing can be done if above is right
tyipcally glasses models do not require shadow as they are so small
at least I would have not noticed it missing
in 1st person view
The issue I am having with the material not loading seems to be 'fixed' whenever I zoom in on the model in the preview
I have tried with the super shader and other material combinations as well
lod switching?
I'm using small tiling textures for detail
also I am not entirely sure what the 0,0,1 does exactly
a lot of materials don't have it and I don't see a pattern to the ones that do
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
it's in a good portion of vanilla materials
so should all of my materials have 0,0,1?
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
I just got rid of those
Have you tried what happens without the NoZWrite?
I find them annoying
also I did test with no render flags and it doesn't seem to make a difference
Does the Diffuse texture display normally throughout your problems with the material?
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
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?
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
Same problem ingame though, as in buldozer?
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
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
does it being just a single one sided face have anything to do with it?
@lusty ginkgo please tell me the NameOF p3d for 'duplicated lod'
for the vanilla models?
well, dunno, whichever p3d is causing that error message please
if it's one of yours, i need a copy
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
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
did autocenter get enabled or disabled
@lusty ginkgo , you hve been credited with the fix, available next update
@stuck oyster no, unless it is in the land config somewhere
@sturdy parcel I didn't do anything though lol
I always credit people who give me feedback about errrors i make.
(except for @outer condor , who finds too many)
Too many r's in errrors. I demand credit too. ๐
done
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
In Blender you can Join objects into single entity
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?
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
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
there is actually no need to use blender if you use max
At what point do landing gears become excessive? https://i.imgur.com/1CYibMG.png
the lack of smooth groups gets under my skin
It's irritiating me too
Know any tricks to it for Blender? Without redoing the entire model I mean
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
Oooh, that looks sexy
Thank you ๐
Here I was, thinking it was an issue with the whole model
Sexy landing gear 2.0 - https://i.imgur.com/UFa5iTo.png
Courtesy of Goat-Fu
map no none
are both no and none valid as named property value here?
also is 0 really valid for damage?
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
ty
destructno from the spreadsheet is the internal name. But that doesn't work in the property
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'
tx again
damage=buildang XD Wow.
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
0 results in 1.86
i see
@bold flare is case also important for the values of all the named properties with strings?
BIKI O2 page has:
'''LODNeeded'''
number will set which LOD should be displayed in case player gets near to object
Well that are compared case-insensitive in the engine
so I'd say yes
and the loading code also doesn't tolower
you can just write that a value is a boolean
if i am reading this correctly, named properties are only to be in Geometry, View Geometry and RES LODs
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
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
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
so the engine converts it internally
i mean it can be a useful info for programmers. for the basic model guy this is irrelevant imo
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
In the end both should be stated imo (like it does for some):
- Valid range
- Common values
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
"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
any class building actually, or explicitly. simulation=simulhouse ; // (enum value 3)
trees too?
@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
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)?
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.
Yeah breaking backwards compatibility is favorite past time activity here ๐
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.
Cool ๐
@tulip beacon yes
@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?
yes, it is fair to say
๐
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
what do you mean, is 10 tris too much?
no, too little
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)
i think you are overthinking it
it looks really ugly that way, and if it doesn't matter performance-wise i'm gonna stick to 50-200 tris
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
@bold flare can you confirm this (and its case)?
https://community.bistudio.com/wiki?title=Arma_3_Named_Properties&diff=114142&oldid=114105&rcid=&curid=24485
ty
eh, works even upper case
in engine it was written in both styles
@outer condor so you don't believe my edits? ๐
I looked twice and didn't find any tolower code. And the string comparison was case sensitive as far as I could see
soooooo....

If I'm missing something and all properties are case insensitive then please tell us. Would make things easier
now does it tolower on binarize, or when engine loads it? :D
๐ค Maybe it tolower's when it loads from ODOL but not MLOD ๐ค I only looked at MLOD loading ๐ค
That would be..... Arma like.

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
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.
how are you assigning the textures?
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.
@slate epoch is there anything specific to take into consideration, or just load the MLOD and model.cfg next to it?
@outer condor just place mlod and model.cfg next to each other in correct structure
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
I remember @kind lion using it successfully?
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
Therefore @kind lion == Bohemian God? 

weight isnt defined via model.cfg, is it?
you can force properties from model.cfg, and also the mass property.. So.. might be possible.
Really makes you think Kllrt
oh secrets of model.cfg to be revealed?
Gonna give it a try this evening with model.cfg and see what happens
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...
from what i understand reloading the model works via diag_resetShapes - however whats open is if this currently also reloads the model.cfg
sure, it does...in internal ๐ฌ
fyi: bis binarise lowercases most strings inside wrp / p3d / rtm etc.. (exception=file\names because of the penguin).
need your assistance guys please
Named property use count in BI A3 models:
https://docs.google.com/spreadsheets/d/1T1AI80l7agd9dhtHqJX_j3okEI3x8O-LcHMR1pj84Ag/edit#gid=0
- autocenter only in geo?
- why so often autocenter set? general advice is only for proxies, no?
ref: https://pastebin.ubuntu.com/p/s6psvkMtQK/ - are shadowvolumeviewcargo and shadowvolumeviewpilot considered SV type?
- are viewgeometry/viewpilotgeometry/viewcargogeometry considered geometry type?
- any NP valid in 1xxx viewXXX LODs?
- any NP valid in 1xxxx SV LODs?
- 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)
- class and map valid in 1st RES LOD when no geometry, correct? otherwise ditch?
- reveresed NP valid?
- rock NP really invalid/has no purpose whatsoever (binarize/terrain)? set in most/all rock models
- shadowoffsetforced really invalid? used in APEX and ARGO vegetation models
- style NP really invalid/has no purpose whatsoever (binarize/terrain)?
- what LOD is valid for xcount/xsize/ycount/ysize?
- what LOD is valid for xstep?
- is RES LOD strictly only \d+.0?
- any NP valid in physx LOD?
- any NP valid in LODs beside geometry and RES LODs?
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 ๐ค ? 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.
the solution always comes to mind instantly after you send the question to the channel
put something into words, or trying to explain, often helps out to find the answer/get an idea for a solution ๐
Hence why explaining something often leads to a greater understanding of that thing
@outer condor xstep is geometry lod property for exporting RTM from OB
I recall there was also other one called "step"
(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"
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
@bold flare thanks a lot ๐
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
i think all vehicles ha the reversed geom parameter.
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
What did the reversed do again?
reversed model orientation
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
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?)
unusual RES LOD numbers: https://pastebin.ubuntu.com/p/nWcd8W8SVN/
i don't follow you dedmen, perhaps just say what i shoud type in the output rather than ShadowVolume blah
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>
aahhhhhhhhhhhhhhhhhhh
@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.
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
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)
these insects are older than that then ๐
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 ๐ฌ
would be useful to know before purging models ๐ผ
updated
https://docs.google.com/spreadsheets/d/1T1AI80l7agd9dhtHqJX_j3okEI3x8O-LcHMR1pj84Ag/edit#gid=0
https://docs.google.com/spreadsheets/d/1Oqik0Awxqv7380-MvYBcy6lHiIZhzszaSQUOKcXsf9w/edit#gid=0
https://community.bistudio.com/wiki/Arma_3_Named_Properties
Sheet1
XXX, aicovers, armor, autocenter, buoyancy, canbeoccluded, canocclude, classs, damage, dammage, destroysound, drawimportance, explosionshielding, forcenotalpha, frequent, keyframe, loddensitycoef, lodnoshadow, map, mass, placement, prefershadowvolume, reversed, rock,...
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>
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
@tulip beacon do you have an example of this?
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
@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.
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.
Vanilla plants I checked have it undefined
it should be undefined for all vehicles, regardless of if they are intentionally amphibious or not
it affects all water interaction, including fording
does o2script support regular expressions?
what do you want to achieve/do?
How do I make it so when I crunch that the PBO is NOT binarized?
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
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?
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.
Tested hide alone and it correctly hides the geom
fixed - added hide and unhide in model cfg.. vs min/max
๐ good job
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?
That is pretty small
yeah but its a gunnery target - Killer tomato so i need it to be a bit more visible at range
But increasing the viewgeo size should help
Unless it gets so small there's not enough pixels
cheers ill try that
There was the featureType parameter too IIRC
@stuck oyster That worked perfectly. Thanks
@polar fiber got any reference for that? Its not on the biki
script version is here https://community.bistudio.com/wiki/setFeatureType
config param uses the same values AFAIK
i.e. 1 for object VD, 2 for terrain VD
thansk
True that could work too ๐ ๐
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
@toxic apex Is there a way to force it to be drawn at a greater distance for this object only draw importance
@obsidian sphinx what kind of a curve?
Generally speaking, outside of a cylinder, specifically, exterior hull of a C-17
I can grab a screenshot if it would help
Pic could help yeah. Also if the surface is split in anuรถy place you get sharp edges.
whenever I try to add a texture this happens: https://gyazo.com/9b8f0ac3d27728a171fb2f866658cb05
@obsidian sphinx do you have autosmooth on?
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
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
why is my object builder being so slow?
@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
The viewport draw bugs in w10 if you don't use DX draw mode
why cant i use models from the internet
Who said that?
@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
Yeah, going through all the weird bits now, finding things I've missed
But definitely split vertices
So thanks ๐
@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.
oh ok i will try to make my own then
Getting rid of excess vertices sucks, but I'll be happy once I'm done
Is it two vertex on top of each other? @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
Ok. I was gonna mention remove doubles as thatโs my favourite tool a lot of the time when Iโve screwed bits up
Yeah, remove doubles doesn't work for my model, gets rid of things that I can't have it getting rid of ๐
But I'm working my way through stuff
Oh sad times
Yep
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.
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.```
mostly in proxies, some vehicle and animals: https://pastebin.ubuntu.com/p/K55nzjPFqD/ but looks like good chunk is copy pasted
@slate epoch @rough idol do you know more about these, or why they end up in BI models (at times?)
probably folks importing .rtm to check the weights
ยฏ_(ใ)_/ยฏ
but how does it end up as named property?
Importing RTM adds them if I remember right
as NP?
yes
ok
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.
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?
Or was that 8k stuff that works only on terrains?
8k texture != 8k heightmap
Sorry what?
Oh for terrains so Goat does it just compress my 8k to 4K on the model I put in engine?
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
Why do you think that?
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
Its a big object though
Section of a motorway with raised columns
big objects should be designed to use multimaterial
yes definitely wrong way to do it
objects like that are made with multimaterial
Arma will only display 8k if you are very close to the object and running ultra settings
Small preview of the Model Property checker, and a todo for @slate epoch
https://s.sqf.ovh/2018-12-21_19-32-04.png air_f_gamma
Nice! ๐
Coolzies
#arma3_tools has latest build and link to github to build it yourself
Awsome thanks
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
Damn you you structures_f factoryconv_1_end_f.p3d with 2 memory lods!
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
Damn you you structures_f factoryconv_1_end_f.p3d with 2 memory lods!
actually there are several with duplicated lods, shadowlods mostly.
CUP has WAY more duplicated lods. Mostly ShadowVolume
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
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.
np at least its not a terrain ๐
well then start with just modeling
when you can handle that you can start figuring out how to turn that into Arma
yeah also i preferred modeling over terrain making cuz i can work with it in arma or even just make models ๐
you could probably make a model before terrain builder + bulldozer load so good luck
agreed
Hey guys how do you texture an object for arma? I use blender.. do I need another program or that is ok?
Blender works for that. But your question is maybe too open. You texture Arma model pretty much like any other model.
@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?
Nothing binarize specific?
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?
I've saved the texture, when opening bulldozer to preview it still shows the old version
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
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
that would mess things up
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.
@stuck oyster I know I can texture with blender, what I meant is what you guys use as experienced modellers
many people use Substance Painter
is that a free program?
@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
@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
@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.
thanks i'll try that
quixel suite development is canned for the foreseable future
the aim is entirely on megascans and mixer
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
anybody looking for a new weapon project in 2019? https://www.youtube.com/watch?v=2CH-5kY5w2Q
^ Shooting the H&K MP5K Operational Briefcase - Forgotten Weapons
Hey ๐
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
Possibly others don't have the mod up to date.
Kinda curious what it is
private mods - ripped content in 90% of the cases
@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
@stuck oyster Thats not the problem. I tested it with a friend which has the same mod as I.
No idea then. Maybe you've build it in some weird wrong way.
@quick terrace In this case its a ripped mod btw ๐
message from another team member
he tried donating stuff from the halo games
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.
@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
@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
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?
@late spade Since you have obviously taken the route of โletโs steal stuff and pretend that I didnโt routeโ you are hereby banned from this Discord and the Bohemia Interactive Forums.
@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.
@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 Alright, thanks
Good morning. Who is a german Model creator for Vehicles?.
Please write me a Privat Message.
@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
I want someone who can Recruit me xd
๐ค
are suspention/ damper still limited to translateY?
I am trying to apply a 1024x2048 texture to a model that is unwrapped accordingly
but it stretches it giving me some wierd result
Im not 100% sure but i think you have to edit the texture so its 1024x1024 or 2048x2048
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
1x2 works. The uv just has to be done right
can you make a screenshot of the UV map?
Hello, I have a little worry, when I go out my object bag are buried in the ground someone would have an idea where it come from? Thank you ๐ https://image.noelshack.com/fichiers/2018/52/3/1545858007-20181226215806-1.jpg
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
Thank i go check ๐
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
I recall I has to inherit from the helipad config if you want it to work as one.
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 ๐
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
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.
Thats not answer my Question.
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
there's geolod, phsyx lod, and heap of endless questions, that your 'suspect' freebie won't have covered
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
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
I put autocenter = 0 in config.cpp, I put a land contact I said in model.cfg but nothing happens. @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?
ok I misunderstood XD, basically I put that https://pastebin.com/C3RauuzT
If modeling in 3ds Max (a building) is there any rule of thumb for ensuring the scale/size matches when put into A3?
Ah ok, thanks
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 ๐
Any idea the standard height of an A3 character?
Arma 3 samples has character sample models
you can get it on steam under tools. next to the arma 3 tools
Thanks
1.82 irc
Who can help me with that issue? https://i.imgur.com/yimXqw5.png
@solar urchin what is the issue?
ninjaed
Got it already, never mind
Any idea the standard height of an A3 character?
umm memory jog only, 1m8. Flashpoint was 1m6
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
@lusty ginkgo
moveobject.exe
That only works for renaming the files but not converting them, though, right?
of course
it will do what you asked it to do, rename ANY file\name, in ANY bis asset from this to that
I need to also convert the actual .paa files to .tga files
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
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
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
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
easy peasy, delete all tga at end of batch
I found autocenter, I put it to 0 but still nothing, I know what to do except remove my model. ๐
you don't need to muck about being certain a tga is NOT needed
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
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.
and the -L option gives you ALL paa (not just the one's in the folder) and that, friend, is what you want.
in any case, i congratulate you for turning a half-baked tool into something useful.
I'll share whatever poorly constructed result I get lol
If it works, it works, though
"C:\Program Files (x86)\Mikero\DePboTools\bin\MoveObject.exe" %str4% *.paa *.tga
Is this not the correct way to replace .tga references?
it should be ok. My code might ignore extensions for some long forgotten reason, will check.
that's the only part I need now I think
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
For p3d2bmp.exe? The model has to reference a .tga file
also p3d2bmp doesn't work on odol
well that makes the exe half pregnant, because it cannot work for binarised p3ds. period
ok
i'll see if i have the source code for this thing....
ah, yes, let's have a look...
Someone has a Shiny Material RVMAT?
there is a setting where you can set a LOD to appear in the background of other LOD's in yellow
Where i can find it?
File > Options > View background LOD
@lusty ginkgo did you solve your processing issue yet
the p3d2bmp thing?
still trying to find a way to find and replace the file extensions
Just renaming .paa to .tga in a p3d file automatically
should be doable via text/hex editor
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
in other words combination of moveObject + regex
or plead to mikero to add such option in moveObject itself ๐
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.
you can use o2script
yeah good idea - if MLOD is available/can be used
@lusty ginkgo what do you want to use p3d2bmp for?
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
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
do you need textures to be renamed only inside the model or rvmats also?
i gues textures
since its for preview
for multi materials it would need to be both, but I'm doing just textures for now
I'll figure that out once I'm done with this part
this can be run from a batch file?
I haven't used o2script before so I don't know what to actually do with this
open your model
then Automation->Scripts->run script
and select that file
or you can add it through "manage scripts"
I can easily do that with notepad plus plus
I can't quite get it to work with a command line so unfortunately this probably won't work
thanks though
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
the script you sent won't accept anything I input so it does probably need to be tweaked
I don't know what the input values are
hold on
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
ok, made it
hold on
o2script -a replaceExtension.bio2s P:\path\to\source.p3d P:\path\to\target.p3d
i did run that in cmd from object builder's folder, i gues you have to use the full path to o2script.exe
yeah
or add this folder to %PATH%, not sure how it works
it seems to have worked
checking
got it
works like a charm
thanks so much @tulip beacon
MLODs only though
that's already a limitation so it doesn't matter
i'm digging into o2script now, so ๐
was a nice opportunity to try how file operations work
I wasn't too far off with my attempt at the input part but it was completely wrong at the same time lol
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
"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
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
https://pastebin.com/FrYGk7tj
Here is my batch in its current state
not sure if it is efficient but it's functional
tbh you can modify it to use source and target extensions as parameters
now I need to find a way to do the same with .rvmats through a command line
so you say p3dtobmp actually works?
it does
that's unexpected
it doesn't texture objects unless they point to .tga's though, which is what I'm trying to fix
you know what, i did excessive job in that script as it changes textures in all lods, but we need only first
that's v nice code Sheletov. only useful thing sqX ever did
i hope there will be more
I think @white jay and myself are the only others who've ever used it.
it doesn't seem that p3d2bmp works with materials at all, unfortunately
so no need for rvmat stuff?
ah
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
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
that keeps it nice and simple
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)
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
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
All I would need to do is:
- Find a list of .rvmats
- Remove non-multi shader .rvmats from the list
- Convert the first 4 stages to .tga images
- Convert the mask stage to a .tga
- Using the mask image make a single texture that combines all the textures from the multi mat
- Assign this new texture to the faces of the first LOD
- Run p3d2bmp.exe
hm
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
is this for multimat only?
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
https://imgur.com/cerh0rW
Not bad
doesn't load the proxies though
it even has the alpha for the windows
yep
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
you can update rvmat with regex
to export rvmats from a p3d
dep3d -Em NameOf.p3d
to write them to a file
dep3d -Em NameOf.p3d >pipe.txt
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
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
Can some kind soul explain to me what is going on here? I've tried various combinations of rigging and parenting. What I do:
- vertex groups in the object
- add armature and bones with same names of vertex groups
- select object then armature then ctrl-P reparent with empty groups
- profit (not really).
Its part of 2 vertex selections?
And thus 2 bones?
If you use armature and selection names use the armature modifier
@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.
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?
Yes. There is a animationsource for that
"hasoptics"
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?
"hasoptics" was introduced in A3, so I wouldn't be sure about that
Hmm alright. So likely not. Still gonna try it and see if it works but wont get my hopes up
I am not sure if DayZ even uses model.cfg for weapon anims
It does.
? what else would it use
Haha new animation system maybe? ๐
