#arma3_model

1 messages · Page 129 of 1

slate epoch
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Oh well, I am not at work, so I can't really check unpacked data shrug

charred patio
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Im still new to memory points and all that stuff, so for the rotation points, I'd create two points and place them to the left and right (top down view) of the point where I'd want the part to rotate on it's axis at, right? Like imagine those points are a rod that it rotates on?

quick terrace
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yeah

charred patio
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And then select them and name them BackSight_axis

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Alright

quick terrace
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you can name them whatever you want

charred patio
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Yeah, just make sure to use that name in model.cfg

quick terrace
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in A3, only some mem points are hardcoded in terms of name (in cz), muzzle, shell casing etc

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for my SCAR-H i have the cheek riser go up (and the sights fold down) when mounting a scope using the same anim source

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you can also hide sights if needed (for pistols and RMR sights for instance) where these do not fold

normal forge
bold flare
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🤔 hm

normal forge
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ah

tulip beacon
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anyone needs a script for deleting faces depending on their surface area? (cause i have one)

toxic apex
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Why has FBX import been removed from Object Builder? Does anyone know?

slate epoch
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It's still there? 😄

toxic apex
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Not for me

woeful viper
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you need to have steam running for whatever reason to have fbx import in OB

toxic apex
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it is running

woeful viper
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hm - i remember there was some oddity about fbx missing

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im not 100% sure it was steam

tulip beacon
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Maybe you are talking about oxygen

toxic apex
polar fiber
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dll might be missing

toxic apex
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I want it baaaaack!!!!! WAAAAAAAAHHHH!!!! 😉

polar fiber
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Check the DLL folder path in Object Builder

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File>>Options>DLL Folder

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should point to Steam\steamapps\common\Arma 3 Tools\ObjectBuilder

toxic apex
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E:\ArmA3 Steam Library\steamapps\common\Arma 3 Tools\ObjectBuilder

polar fiber
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and FBX.dll is still in that folder?

toxic apex
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yup

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ive even deleted the installed folder and reinstalled it and its still there

woeful viper
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i had the same issue years ago - solved itself... maybe try a system restart (as dumb as it sounds...)

toxic apex
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already done that twice.... actually i noticed it about a week ago. so atleast a dozen reboots since then too

slate epoch
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Run OB as admin? 😦

toxic apex
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no difference 😭

slate epoch
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Hm no idea really...

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What OS you are running?

toxic apex
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lol no problem - thanks for atleast trying.

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Win 10

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x64

bold flare
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Someone give that man his fbx

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Arma 3 tools/ObjectBuilder/FBX.dll exists?

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10,4MB?

toxic apex
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👍

bold flare
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Matches my stuff.... wtf

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maya weight script import is still there?

toxic apex
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yup

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only thing i can see is missing is FBX

bold flare
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Okey I broke my fbx.dll and it disappeared.

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Maybe the file is corrupted

toxic apex
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ive reinstalled it twice - even deleted the old files

bold flare
toxic apex
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It was working until about a week ago

outer condor
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@tulip beacon always interested in O2 scripts

tulip beacon
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@outer condor need any specific ones?

outer condor
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any/all 😃

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@white arrow and me will try to implement O2script support into SQDev in coming days

slate epoch
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Haha there should be some O2Script stash 😄

tulip beacon
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what is SQDev?

lusty ginkgo
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https://i.imgur.com/a16MTp7.png
Using the blue render world from the new render worlds included with the tools config and some manual tweaking + a custom lighting class I got this for viewing objects in object builder buldozer

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it isn't perfect, since the fog color isn't a perfect match, but this should be helpful for creating LOD's for objects like trees that have polyplane LOD's

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this is an alternative to the convoluted p3d2bmp method I was working on yesterday

lusty ginkgo
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I might be able to do this with just some config edits actually

deep quiver
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is possible to find object builder script documentation?

stuck oyster
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It should be in the OB installation folder

sturdy parcel
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it is. and it's the standard comref that's been available since flashpoint's oxygen 1

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it's based on sqF (not sqS) and has the added benefit of being able to create 'standard' windows dialogs (not to be confused with rscDisplays)

deep quiver
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@stuck oyster @sturdy parcel thank you!!

sturdy parcel
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there are a few, quite minor bugs in it, which have never been fixed, but if you know bughemia, lack of interest in doing so should not surprise you

slate epoch
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🙂

lusty ginkgo
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just overwrite default world in P:\bin\config.cpp

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obviously make a backup first

outer condor
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@lusty ginkgo useful also for any custom terrain?

lusty ginkgo
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what do you mean?

outer condor
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for BD preview

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instead of default lighting/etc

lusty ginkgo
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I'm sure it works in TB buldozer as well

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you could probably apply custom lighting into BD so it matches in game

stuck oyster
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after christmas flu its nice to try out some new stuff

stuck oyster
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looks alright when crouched too

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prone.. not so much 😄

bold flare
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muzzle flash looks wrong tho

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inbetween the top barrels 😄

stuck oyster
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the barrel seems to have rotated off the flash already

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not sure if I can time the rotation to the shots

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or does the muzzle flash last longer than the actual shot so the barrel move away

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might need a bigger muzzlefalsh though

bold flare
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what caliber?
You could just center it inbetween the barrels and make it so big that it's not noticable. But I think at that points it's too big

stuck oyster
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I think with a scifi minigun its more about the looks than the caliber 😄

woeful harbor
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Looks, and a redonkulous round to go with it

stuck oyster
strong plaza
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nice!

stuck oyster
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Suppressing fire 😝

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Also got the barrel rotation look nice enough. The engine can't draw it fast enough for each shot to rotate it 120 degrees so that the barrel would always align right. Had to compromise

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One possibility could be to add a blurry tube around it like how the helo blades are done

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But meh.

obsidian sphinx
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Wouldn't you be able to set up some kind of RPM check on the gun and use that to set intervals for the animation?

stuck oyster
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That's exactly what's too fast for the engine

obsidian sphinx
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Ahh, but wouldn't it just be that by the time you reach that speed, it'd constantly be on?

stuck oyster
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Animations run in 0.001 decimal accuracy

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I'd need 0.0001

obsidian sphinx
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So you can't do a check to get to the target RPM, then run a different animation which would just be a longer animation to simulate that speed?

stuck oyster
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That's not how it works

obsidian sphinx
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So you're just forced to have a bit of a gap? Not quite sure how that interval comes into play

stuck oyster
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The animation already plays so fast you likely won't see each rotation tick of it

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Only downside is that each shot if looked close enough do not look like the barrel is in right position

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This of course can be seen only in stopmotion

obsidian sphinx
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Fair enough

stuck oyster
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There just are not enough animation frame tics for high rpm rotation. Which is why helo blades also are faked

obsidian sphinx
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I did wonder about that

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Would that play out the same way for jet rotors in planes?

stuck oyster
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Likely yes.

obsidian sphinx
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Gonna have to look into that later on in my project 🤔

round bloom
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Would you guys say it's best to add windows for a building in 3ds max or in ObjectBuilder? Had a few different people tell me conflicting answers

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Is it just preference or is there a logic?

stuck oyster
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add windows?

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as in model them?

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@round bloom

round bloom
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Yeah, i've already left the gap for them in the model but I've heard a couple of people mention they do the actual windows part in ObjectBuilder not in 3ds max?

woeful viper
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ask them why then

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pointless practice imo.

round bloom
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I've seen them in old videos etc so don't have direct contact with those people, hence I asked here to see what more people think

slate epoch
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Maybe then meant the glass itself?

stuck oyster
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possibly they assign the glass material

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but modeling should be done in one place

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I try to avoid OB as much as I can

round bloom
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Alright ,thanks

spiral solstice
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@polar gyro I know that I'm late, but there's a cheaper alternative of substance painter called armory paint: https://armorpaint.org/

polar gyro
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Thanks man ! I'll try that

stuck oyster
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intersting might give it a try at some point

woeful viper
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idk if anyone's got any better experience for model making but mine is looking at eye cancer 60% of the time... preferably with epileptic z-fighting https://abload.de/img/cuclfdq.jpg 😄

lusty ginkgo
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on my tree models I tried completely unchecking the 'enable shadows' face property (so it's completely blank) on the very last LOD that is made up of a couple polyplanes

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they looked really ugly with shadows before but with them disabled it is way less noticeable

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the thing is, though, is that the main LOD's seem to also have the shadows removed, and that obviously looks very strange

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is there any better way to work around this?

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I'm trying to perfect my ports of the A2 trees so they are a little closer to the quality of the A3 assets

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I know retexturing ability can only go so far of course

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also I want them to be as good as possible before making any texture variants

bold valve
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hello

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how is tha way to see the correct normals in buldozer?

velvet chasm
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hi

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i was created a new rtm to my pilot aftrer i attach pedals to pilot view

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now how can i force players feet move with the pedals

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idk its about model or config

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sorry but i found the solution

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driverLeftLegAnimName="pedal_L";
driverRightLegAnimName="pedal_R";

stuck oyster
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@bold valve what do you mean correct normals? Your model does not have normalmap applied.

slate epoch
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vertex normals

stuck oyster
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His vertex normals seem to show correctly?

slate epoch
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Well

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Smoothing is definitely broken

stuck oyster
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Ah well but they show as they are on the model right now, so they show correctly they just are not set up right.

outer condor
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is there anything specific to BI A3 clutter models? when i try to create them via createSimpleObject, most arent visible 😐

sturdy parcel
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class=clutter

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can't imageine why that'd be a problem tho.

woeful viper
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@slate epoch @bold valve do you have a better picture of the smoothing error/ where is it? Mesh errors are often the cause of smoothing error / weird vertex normals (unwelded vertices in the same spot, wrongly triangulated n-gons etc, accidental application of smoothing across extreme edges, ...)

bold valve
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thanks

hard robin
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hey all, so im having a bit of a weird issue with some building models. The windows are transparent in object builder but after packing & when placed in game te window texture shows but the transparency is lost so it's just black w/ dirt on it. what could be the cause of this?

round bloom
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My first attempt of a building model for A3, not finished yet but anyone got any suggestions?

outer condor
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overall these should be useful

https://community.bistudio.com/wiki/Arma_3_Named_Properties
https://community.bistudio.com/wiki/RVMAT_basics
https://community.bistudio.com/wiki/Mondkalb%27s_MultiMaterial_Tutorial
https://community.bistudio.com/wiki/Creating_Shadow_LODs
https://community.bistudio.com/wiki/Validating_Geometries
https://community.bistudio.com/wiki/Mondkalb%27s_Addon_Tutorial ```
stuck oyster
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@hard robin possibly wrong kind of rvmat or bad texture type/suffix/nosuffix

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when you say look ok in OB you mean in OB viewport or in Buldozer?

woeful viper
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@round bloom for modelling this is ok, but for ingame use always eliminate edges/vertices that dont contribute to the shape for optimization before exporting

stuck oyster
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some large faces work better with cast lighting if they are split

woeful viper
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ive seen people mention that (and i'm inclined to believe it) but on the stuff i have tested so far i havent been able to reproduce it. Any specific cases where its most noticeable?

polar fiber
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shining headlights on large surfaces.

stuck oyster
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road things I think is where people have had problems with it

woeful viper
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shader specific?

round bloom
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@woeful viper I do plan to do an optimisation run once I've actually completed the model.

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Can someone direct me to the best guide for setting up animated doors?

polar fiber
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don't think it's shader specific since it's a matter of models being lit per-vertex by dynamic lights

stuck oyster
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@round bloom theres not really a specific guide like that. BI WIKI has pages for model.cfg and how it works and the A3 Samples have house sample that has all the necessary parts set up

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El_Tyranos tutorial series might also cover some of that but not sure.

round bloom
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I can already do the config side etc but I'm fairly new to model making and 3ds max, do the same principles of just animating in 3ds Max work for making animated doors work or is there anything extra I need to factor in?

stuck oyster
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model.cfg animating is all code so nothing you do in MAX transfers over

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so look up the "HOW TO ANIMATE A MODEL" page from BI WIKI for starters

round bloom
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Ah, that's easier than I thought. Thanks

woeful viper
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if anyone knows how to move the light source from chamber to muzzle tip btw - i'm all ears

polar fiber
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tried it with a flashlight/reflector?

woeful viper
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yeah because this question bothered me to know if i get issues with the way i optimized the building

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its placed in eden - idk if that could make a difference

hard robin
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@stuck oyster bulldozer view

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problem is RVMAT is fine, and it loads just fine in Bulldozer too. But after packing it loses transparency for some reason. Although i already have been thinking of a possible fix so I'll try giving it a go when I'm back at my PC

stuck oyster
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do your textures have _CO _CA _NOHQ etc suffixes?

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possibly you are using some wrong shader

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what do you pack the pbo with?

hard robin
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glass has _ca like the other glass textures i have

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it works fine on other buildings too. I guess for now I'll try using another glass rvmat wich i know works 100% and then I'll compare and see what causes the issue

stuck oyster
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that could be a good starting point to debug it.

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also make sure you have not accidentally added any odd face properties flags on it

deft heron
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Hey guys if I want to produce a un binarized PBO do I have to use addon builder or os there a way of doing this in Mikeros tools?

bold flare
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use makepbo

stuck oyster
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why on earth would you want to have unbinarized pbo?

deft heron
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I have a client that wants them.

stuck oyster
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youre not supposed to use any arma tools for commercial use

slate epoch
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Are you using Arma tools commercially? 😃

deft heron
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No Im doing it for free.

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Cheers @bold flare

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So if you arent aloud to make money from Arma tools how come there are websites that sell mods are they being naughty?

bold flare
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yes they are naughty

deft heron
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Naughty but rich/er.

sturdy parcel
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pboProject always binarises. makebbo has -options not to do so.

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selling or not selling mods is irrelevant to whether you need/want unbinarised content in a pbo.

fluid ocean
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"Client" implies Commercial

deft heron
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Well I am working for them but for nowt.

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If you see what I mean.

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@sturdy parcel WHy dis you make it so the PBO can be unbinarized or did you just make it so that it could do everthing just incase there was a reason.

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?

stuck oyster
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pbo format by default is like that

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its not Mikeros invention but how BI does it

bold flare
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PBO's are not binarized or unbinarized btw.

deft heron
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That doesnt make sense. So PBO`s are default unbinarized but there is a tick box to make it unbinarized? Sorry I dont get it.

bold flare
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PBO's are never "binarized"

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Configs and models and terrains can be binarized

deft heron
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Thankyou for your patience with me.

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So if I unbinarize I get a config. I think thats what they wanted for renaming purposes.

bold flare
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renaming purposes?

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A config is a config. Binarized or unbinarized both are configs

deft heron
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right but a config has got naming within it so if you can change that it renames class names, dispaly names etc.

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So you could rename everthing through that and the model and cfg patches etc.

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couldnt it?

bold flare
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rename?

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the config defines the classnames and display names and model paths and such

deft heron
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Yes so it renames those things yes I know.

bold flare
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"rename" is not really the correct word

deft heron
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Ok what would be the correct terminoligy sir?

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trimiflogoliey However you spell it.

bold flare
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terminology. well it defines values. config entries

deft heron
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Thakyou you made me understand it all a little bit more.Sorry for the stupid questions and all brother.

deft heron
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I love all of you.

deft heron
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and maybe some day will will love me too.

sturdy parcel
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WHy dis you make it so the PBO can be unbinarized
The distinction for me btwn pboPro and malepbo, is that pboPro caters for the less than fluent addon maker. I don't give him a dozen options so that (s)he can mke a mess of it. Makepbo on the otherhand is the underbelly of pboProject and it's intended as standalone for those who know what they're doing or want something oddball,. Most of the large teams use makepbo wrapped in py script.

deft heron
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I might be working for the darkside.

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Also hows it working for you @sturdy parcel not making any money off arma tools?

stuck oyster
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nothing he sells is made with armatools

deft heron
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But it could only be used for all of the above.

stuck oyster
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and?

deft heron
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All of the above

stuck oyster
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the programs he has made are not made with ArmaTools

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stuff you make with ArmaTools you cant sell

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they use armaTools

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to some extent

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but they are not made with them

deft heron
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I have actually talked through this with Mikero before but its still really interesting to argue through how it works. Sometimes when you say something out loud, you get to look at it again in a new way. I think that its so tenious that none of it really means anything to me.I have been and am very righteous with all of the peoples mods. But I can see that the kind of legal arguements are unfortuantly meaningless, because of the lack of real regulation.

stuck oyster
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you do as you see fit and right.

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if you want to talk about legal then contact BI legal department.

deft heron
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A lawyer has already writen a legal agreemant.However I think that you and I could see problems within that because we are closer to the realisty of said thing

sturdy parcel
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silly argument. I use bis binarise like anyone else. I don't hack at it or sell it or supply it. I use no other tools from bis because I wrote better ones, and for that, you pay me.

stuck oyster
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I dont know what kind of racket you are tryingt to raise sparkle but its way too late for that. Its very simple to follow the rules that BI has dictated for their tools

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theres no iffs and buts

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you make something with ArmaTools

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you cant sell it

deft heron
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No you are right but I was never trying to resell anything

stuck oyster
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I have no idea what you do. And its not my business.

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This channel is also not the place for that

deft heron
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If I did make money from anything like this it would be making models and textures and that doesnt have to include any of the Arma Tools

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So what you working on guys? Mikero I guesss you are still doing the DAYZ fixes etc. Goat What you doin brother?

stuck oyster
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going to sleep.

deft heron
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I love you man.

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Im serious too its people like you that make this happen.

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hang on in there kitty.

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You guys rock. Keep on rocking in the free world. Happy new year and kittens.

outer condor
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to load unbinarized models in pbos is necessary for working with unpacked data/filePatching AFAIK

carmine gull
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Dunno if this is pre-existing knowledge here or if it's pin-worthy, but I've seen that as of June 21st the geometry/roadway LOD cap got extended from the old ~50 meter range (60 meter hard limit) in Arma 2 as far as 72 meters horizontal in current Arma 3 for 'walkable yet moving big ship-as-vehicle' purposes

stuck oyster
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@woeful tartan this could be pinned

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That's good info @carmine gull

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Though my 300m long spaceships do collide too. 😆

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Roadways situation on them I don't remember

bold flare
carmine gull
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@bold flare Good to know, but I'm not aware if it's as 'public' as the previously-cited 50-60 meter range... although that was overall length whereas I now see the geo LOD section saying somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin)

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@stuck oyster I thought it worth bringing up because I just saw a mid-late June 2018 BIF post by mankyle about a walkable-when-still-but-working-vehicle-PhysX driveable big ship

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And I had to think of how much that opened up possibilities for would-be ship modelers who are willing to either go fictional or do hulls < 100 m in overall length

round bloom
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What might cause a model to not show in Bulldozer but it shows fine in ObjectBuilder itself?

stuck oyster
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wrong material path, too much verticles, non triangulated

round bloom
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Material paths are correct, 4,420 verts in total in the building and how can I check triangulation?

stuck oyster
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select all and hit /

round bloom
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Still nothing

stuck oyster
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remove materials and textures and see if it plops up

round bloom
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Checked that earlier already

stuck oyster
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its a small-ish object?

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camera is not in it for example

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any odd options selected in the viewer settings?

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the model is also at centered?

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if you add a cube in OB does that show?

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if you delete part of the model does the rest show

round bloom
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Its a relatively big building, camera should either be inside but I can see inside or that I can see outside (neither are true). No settings changed in viewer and its fine for other files

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Model is on center

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Added a cube and that wont show

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Just deleted half and it all shows

stuck oyster
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select all and hit W twice

round bloom
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Well whats left

stuck oyster
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could be some bad uv thing

round bloom
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I haven't directly modified a UV map, for now whilst doing tests i've just applied textures to selections

stuck oyster
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so the model has not been unwrapped?

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I think that could be your issue

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also if your rvmat uses 2 uvsets but you have only 1

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or possibly if the model has too many uvsets that could cause issues

round bloom
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Just done some testing, it seems if I delete a few random sections it shows, i've tried various different combinations and there no logic to it being any specific item

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Thanks for your help, im off to bed 😃

stuck oyster
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how many sections does it have?

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its likely your uv/material setup is not correct

daring turtle
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is making new clothing texturing or modeling?

bold flare
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completely new is modeling

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if you just wanna make a new texture for a existing uniform mode. that'd be texturing

daring turtle
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do you know any good guides on modeling clothing? I found some good vehicle ones but none for clothing.

stuck oyster
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did you try to find tutorials how to model clotes for Arma?

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because there likely wont be any

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what you need is "how to model clothes in the 3d program I use"

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or how to model characters

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Arma specific tutorials are very rare

daring turtle
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oh alright thanks, I use blender, is that a good program?

tulip beacon
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good enough, and free

stuck oyster
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no problem with blender

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and lots of "how to use blender for X" tutorials out there

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before you can ask how to put thing X into Arma you have to first know how to make it

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Armas characters have pretty standrad game model requirements

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essential is that the model is is same size and shape as the ArmaMan so that the animations work

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and Arma3Samples on Steam also provide a sample character for base

sturdy parcel
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excuse the cross posting folks, but i consider this important. Slap me if you want.

FREE TOOLS UPDATE for xmas 😍

A snapshot of the latest subscriber release is now available for you all to enjoy. God knows how many fixes, improvements and updates have been made. too many to list. However.

+the free tools are now fully dayz compatible
+no more warnings about unknown mapinfo items.

Enjoy.
https://mikero.bytex.digital/downloads

tulip beacon
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what is the most up to date place (if any) where all named properties are listed (with all possible valid values)?

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i guess it's this

outer condor
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yep

lusty ginkgo
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happy new year everyone

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was that page updated recently?

bold flare
lusty ginkgo
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now that you mention it

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there is

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probably should have noticed lol

round bloom
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@stuck oyster Had a look at that model again today, it seems that it will show in Bulldozer the moment I delete the door handles

stuck oyster
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are the door handles properly unwrapped and have proper texture/material

round bloom
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no texture on them yet and yeah unwrapped

stuck oyster
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are they very complex?

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maybe theres some floating mesh on them

wise heart
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I am attempting to make a decal object, and I need it to match the roads. Problem appears to be that the road is influenced by the A3 lighting, whilst the decal object is not. Anyway to make an object effected by the lighting the same way roads are?

stuck oyster
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Same way, probably not if using same rvmat does not produce same results. Similar, probably yes by tweaking the rvmat.

bold flare
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Has anyone ever seen binarize actually ADDING a LOD on binarization?
Input model had 1.0, shadowVolume 1.0, Geometry.
Output ODOL suddenly has a additional ShadowBuffer 1.0 :U
Is that supposed to happen?

sturdy parcel
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Yes. Indeed, there are approximately 30 arma3 p3d's with this condition: 'duplicated shadow buffer 0'

Factory_Conv1_End_F.p3d is one such example. Can supply list if you need.

bold flare
#

no not duplicate

sturdy parcel
#

oh?

bold flare
#

I have a 3 LOD's in my MLOD. but 4 LOD's in the generated ODOL

#

it's creating a ShadowBuffer LOD that wasn't there in my MLOD.

sturdy parcel
#

ok. well, it sounds similar at the least where an 'extra' (in this case), duplicate shadow blah, got created

bold flare
#

I guess it might be a copy of my shadowVolume, just as shadowbuffer (11001). But I don't know why that's happening. Didn't read that a shadowBuffer lod is required and that binarize will create one if you don't

sturdy parcel
#

that makes some sort of sense. yes.

round bloom
stuck oyster
#

should not be the issue but way wa wat too many faces for door handle

#

especially lose all those extra horizontal cuts

round bloom
#

I've swapped them out to a different style and it seems to all work fine now

round bloom
#

Anyone seen this issue when using the default A3 glass textures?

#

One side looks fine the others all messed up

stuck oyster
#

yes a common error where you have not alpha sorted the glass faces. Select all the glass face in OB - FACE menu - Move To Top

round bloom
#

Thanks

tulip beacon
#

script for setting named properties

#

if anyone interested

#

possible values and defaults where was possible also

#

code is super-shitty though

outer condor
#

@tulip beacon looks very comprehensive - thanks a lot for sharing!

#

did you consider also a command line version?

tulip beacon
#

I wasn't sure what do i want to achieve at the end, actually

#

Anyway, have you tried it? Does it work for you? Is it clear enough how to use it?

lusty ginkgo
#

@tulip beacon it seems to work fine for me

#

very useful for sure

outer condor
#

not yet. checked only the source code. plan to test it later today

tulip beacon
#

checked only the source code now i'm embarrassed

#

i was thinking to do saving and loading presets feature, but this involves a lot of logic depending on what and how many lods model has

outer condor
#

anyone familiar how to do bridge models properly (roadway, geometry, memory points, named properties, etc)?

elder heath
#

anyone know why my model's shadoes appear underground? I have tried using the ob's find features to fix it but that hasn't fixed it. to be clear it is the entire shadow that is the issue not just one face. also dunno if it matters but it is a fairly large warehouse with an interior, i dunno if that makes a difference? it also take a significant amount of time to load it in editor

stuck oyster
#

if it takes long time something seriously made wrong

#

take pictures

#

also whats the vertex / tris count on it

slate epoch
#

Wouldn't it be better to just use visualex for shadow?

stuck oyster
#

some people dislike visualex due to the artifacts it leaves on the models surface

halcyon wren
#

Also it makes for an inconsistent scene, where stencil shadows clash visually with the softer buffer-shadows that "visualex" and "hybrid" types generate

#

And yeh, the jagged edges are hella ugly IMO.

past edge
#

how do you guys include model proxies in your custom models? I've tried \A3\Structures_F_EPB\Items\Military\Ammobox_rounds_F.p3d as path for my proxy, but it doesn't show in-game (the rest of my model does though); am I missing something?

bold flare
#

you just create a proxy with the correct path ¯_(ツ)_/¯

#

how did you create the proxy in the model?

past edge
#

create > proxy

#

then I entered the path and hit OK

#

worth noting, I'm trying to make a "dummy" model of sorts that simply imports that ammobox model as a proxy, but the proxy is rotated

#

this is because I want a copy of that model that is rotated 90° around one axis, and I obviously don't have access to the source model (nor do I want to edit it)

#

I don't suppose there's a better/easier way to do this? 😛

bold flare
#

Nah that's what I'd do too. here is an example of proxy stuff. Models inside there are unbinarized

#

I assume you checked RPT for any errors. Does it also not show up in buldozer?

slate epoch
#

Does your asset has config?

#

If it's house or something

past edge
#

the proxy model doesn't show up in buldozer, but I assumed that's because the model is binarised

#

and no, it's not a house, just a prop for a mission

#

so no model.cfg (but a config class entry)

#

also cheers @bold flare, I'll have a look at your files and see if I can pinpoint the issue

bold flare
#

binarized models still show up in buldozer

#

you might need a basic model.cfg, or a specific type in config. Try around a bit I'd say

slate epoch
#

Maybe making the class Land_xxx might help?

past edge
#

okay, I think the issue is the game not allowing the use of proxys in my situation

#

I set the model path of your arsenal point to use my model, and sure enough the proxy shows up

#

but if I use it for its intended use (as model for a vest, when it's on the ground) the proxy refuses to show

#

so I guess I hit an engine limitation... again 🙄

bold flare
#

a model of a vest when it's on the ground is already rendered as a proxy

#

Not sure if proxy inside proxy works that well

slate epoch
#

model for vest when it's on ground? that'd be proxy in proxy

past edge
#

oh, hm

slate epoch
#

No, it wont

past edge
#

are backpacks on the ground also proxies?

slate epoch
#

Yes

past edge
#

or are they treated differently due to being cfgvehicles

bold flare
#

I have had problems with backpacks on ground sometimes not being weapon holder when placed in editor.
But everything a player drops onto the ground is in a weapon holder

#

meaning proxy

past edge
#

hmm, that makes sense

#

but what if I spawn a backpack directly as a vehicle?

#

I remember that was a thing you could do back in A2, not sure if it's changed

bold flare
#

Yeah that's the thing I had problems with. My test last week also spawned them as weapon holder though

#

If you script directly as createVehicle it might be outside of weapon holder

#

Arma seems a bit indecisive with that

sturdy parcel
#

a proxy p3d is no different to any other object

class cfgVehicles
{
class thing;
class whatever: thing
{
scope=2; //<<<<<<<<<<<<<<
displayname=Elephant; ///<<<<<<<<
model=\whatever\you\wantl
};
};

//end of story

#

BULDOZER is a differnet story.

#

buldozer rquires the model to be in the correct place on the p:\drive

past edge
#

hm, that might explain why my proxies didn't show in buldozer

slate epoch
#

If you spawn it via createVehicle, it would be the same as if you drop it from inventory. Still weaponholder

past edge
#

also, just tested the createVehicle theory, the bag does get added to a GroundWeaponHolder

#

so at this point my only other option is to define custom weapon holders with the model that I want

sturdy parcel
#

if you haven't used arma3p or cup2p to extract your pbo's then it's good night and thank you for playing.

slate epoch
#

@past edge Yeah you can do that, if you want ofc 😄

past edge
#

let's see, I used arma3p

#

but I also have a version from last year (didn't renew my license), so take it with a grain of salt 😉

#

and yeah I don't think that's an issue for my specific use case @slate epoch

bold flare
#

Doesn't matter what tool you use

sturdy parcel
#

arma3p is free

bold flare
#

Just matters that the files are there. I used DokanPbo for my proxy stuff so that I don't have to unpack anything and waste space

past edge
#

I'm trying to achieve a way of making portable container objects, so I already need to define said objects as vests (it's a big hackjob, I know)

#

I basically realised that you can have nested containers thanks to everyContainer, so I had this silly idea of adding a way to manipulate them natively

sturdy parcel
#

white texturers are invetitably caused by failure to extract (nearly all) game engine data. most p3ds in any pbo inevitably use textures or materies from some other addon. Stuffing around, selectively extracting 'other' pbos is a waste of creative energy. To say nothing of failing to extract ALL config.cpps

#

if you don't have the disk space to extract the engine, you're not being serious, and miight just as well go play outside.

bold flare
#

Or you might just use DokanPbo...

#

¯_(ツ)_/¯

#

You get everything ready, in like 20 seconds. Without using even a single byte of additional disk storage

#

Don't know how long arma3p takes to extract everything. I assume longer

sturdy parcel
#

as stated, without ALL config cpps, it's an excercise in futility.

#

to say nothing of when bis move goalposts on you.

#

arma3p, best estimate, is around 5..10 mins on an average pc. That's nothing compared to the frustatiion and time wasted of getting it wrong.

#

it's not just about extraction. it's about providing unbinarised roads for map makers, ensuring buldozer cursors worj, setting buldozer to arma3.exe and a few other 'minor' details.

bold flare
#

It includes all config.cpp's... sooo...

sturdy parcel
#

to include all cpp's it would have to extract from each addon

bold flare
#

Nope

sturdy parcel
#

same comment for proxies in a p3d, like textures and materials they can be in any addon in the game.

bold flare
#

DokanPbo is a virtual file system. Listing every addon

#

config.bin's are detected and it shows virtual config.cpp's that get debinarized live when opened.
Nothing needs to be extracted until you actually use it
And all files are there

sturdy parcel
#

if it's a virtual file system in its own right, I understand you.

#

nothing wrong with on-demand, selection.

#

I've been tempted to do away with P drives and write one myself.

bold flare
#

Well Dokan makes it very easy

#

they take care of all the kernel filesystem stuff

tulip beacon
#

script for removing faces, which area is less or above threshold

outer condor
#

@tulip beacon can you rephrase what it does please

tulip beacon
#

you set surface area threshold (m^2 i guess) and it deletes all faces which surface area is above or below (you choose that) that threshold within active LOD

outer condor
#

ty

late root
#

Am I missing some?

#

something*

sturdy parcel
#

only land classes can be animated IN a wrp

late root
#

so instead of class=house

#

have class=land?

#

in the Property names?

slate epoch
#

in class name

#

so it's Land_YourBestLadder

late root
#

Class name of the object is Land_72nd_Ladder_Large

slate epoch
#

And make sure that "72nd_Ladder_Large" is also p3d name

late root
#

Will change the p3d name

late root
#

Nope no luck

bleak tangle
#

What are you building the PBO with?

late root
#

pboproject

#

Not being binarized

tulip beacon
#

Land_ should be in config, not model name itself

late root
#

Ive tried it with both with no success

tulip beacon
#

if your modelname is model.p3d then your class should be Land_model

#

this is how it should be, if that doesn't work then it's something different which is broken

late root
#

Alright changing it to follow that standard now

slate epoch
#

No need for Land_ in p3d name, just in class

#

Also are you using old Oxygen? 🤔

tulip beacon
#

@late root fixed my message

late root
#

@slate epoch Not sure if its old or new compared to OB, but its the Oxygen used by BISIM

#

My A3 Stuff is on another machine right now.

slate epoch
#

Oh well, they are using old logo 😛

#

There were some fixed and improvements over last year to OB 😃

late root
#

Im not suprised XD

stuck oyster
#

BISIM? You using VBS tools?

late root
#

The the Oxygen, im still using TB for the actual terrain

#

Im not sure what craziness would happen if I packed the terrain with V4 compared to TB

stuck oyster
#

Just possible that it does not produce Arma compatible p3d

late root
#

It does

#

VBS > ArmA works fine\

#

ArmA > VBS on the other hands bricks the whole thing

sturdy parcel
#

vbs exported wrp files (9VBW) use multilayer. arma uses a single, merged, layer. Bis binarise for arma would not know what to do with it.

#

all of which is irrelevant to the basic need to provide land classes for animations.

late root
sour hound
#

does anyone here know how to position the models properly ingame?

stuck oyster
#

What do you mean?

sour hound
#

like i can get the model in game but its in the ground

stuck oyster
#

What kind of model?

sour hound
#

a backpack

stuck oyster
#

Backpack needs same kind of weighting as a character does and model.cfg with the character skeleton in it like normal characters have.

sour hound
#

ok thank you

sturdy parcel
#

Will try again when im home with proper tools.
pboProject will bake the land class into the wrp, it is generally not feasible for that magic to happen with addon breaker. It is also one of the primary causes for addon breaker to crash and burn (actually the underlying bis-binarise)

tulip beacon
#

@slate epoch There were some fixed and improvements over last year to OB smiley at least oxygen shows proxies properly, not as triangles

late root
#

Got it working. Repacked it with proper tools and all good

sturdy parcel
#

(unkown to you, pboProject actually bakes the land classes into the wrp and prevents bis binarise from doing same). It's simply (now) a matter of actually providing that land class in a config.

tacit badger
#

Hello, so i took a little break from modelling, but i've come back, and having a little trouble with shadows on my model. (you can see shadows of other objects through the wall, only on the side with a shadow on) https://gyazo.com/9605f2b6a61c7507490ff4223133c19f

stuck oyster
#

your object is probalby using wrong kind of texture that has alpha transparency on it

#

for non transparent textrues your source file should be suffixed with _co

#

and have no alpha layer in it

tacit badger
#

ahh ok, ty

#

ill try it now

clever ibex
#

Hello all! I have a simple question about obj builder... How do you texture both sides of a plane? For example the camo nets that CUP terrains uses one plane but some how has both sides textured which is nice cuz it keeps the face count low rather than having to copy and paste the planes on top of each other and texture both sides that way

stuck oyster
#

no you have to copy and paste the planes and flip them

#

Arma does not use 2 sided faces

#

@clever ibex

clever ibex
#

ok so u do have to copy and paste them ok thx 👍

sour hound
#

for some odd reason when ever i try to open a p3d file in blender it just keeps telling me wrong format even though i have arma 3 tool box installed

median bough
#

What file? Where is it from?

#

@sour hound

sour hound
#

its from my extracted game data from arma tools

median bough
#

It's intended that you can not open binarized arma 3 data. This would violate the BI eula

sour hound
#

ohhhhh

#

ok thank you

tulip beacon
#

Is there any reason of why one would want to use non-integer LOD number? Like 2.5 or so.

tacit shard
#

I don't believe there is any reason you would use a non-integer https://community.bistudio.com/wiki/LOD#.3Cresolution.3E the only reason I can think of for someone doing that is adding a resolution lod between two that have already been made before hand and not wanting to do the work of copying all the other res lods down one

tulip beacon
#

k, i'll add "0.5" lods to my check if lod is resolution lod (yeah, inventing the wheel)

tacit shard
#

I mean I've never seen anyone use a non integer lod so idk if you'd need to check for them

tulip beacon
#

me too, but who knows, anyway, i doubt anyone will really ever use the thing i'm doing

tacit shard
#

What is it your making if you don't mind me asking?

tulip beacon
#

some utility scripts for o2

outer condor
#

i am pretty sure we will 😃

#

No simulation: XXX

XXX.p3d: Model has different version of physx serialization. Model: 0x03030400, current: 0x03040000.```
anyone has ideas what these are about from bin.log?
tulip beacon
#

well, its super-shitty written (as i am not a programmer) and highly specialized for my needs

tacit shard
#

You never know, I didn't even know you could write scripts for o2 😂

slate epoch
#

About that Physx serialization I think that p3d was binarized before Physx update? 🤔

tulip beacon
#

I didn't even know you could write scripts for o2 me neither 😂

sturdy parcel
#

I think that p3d was binarized before Physx update

yes.. there have been a total of three physx updates from odol64 onwards. a lot of older p3d get that message. I don't think it harms, merely doesn't work as best as latest.

sharp halo
#

So my mouse movent just stopped working in Buldozer, why?

quick terrace
#

? there is no mouse cursor in buldozer

tulip beacon
#

@sharp halo maybe you zoomed in too much

sharp halo
#

not cursor, movement with mouse click

#

No , I mean the entire buldozer doesnt let me move with mouse, restart doesnt help

stuck oyster
#

does other p3d work?

fervent steppe
#

have rivers been fixed now ?

stuck oyster
#

calmwater shader works now but can look a little odd

#

Mondklab made his with supershader surface

fervent steppe
#

but with fog it works?

stuck oyster
#

the underwater effects work on both

#

yes

fervent steppe
#

cool

#

ill have to have a play with those then

stuck oyster
#

💦

fervent steppe
#

jbad need water lol

#

how about an increase limit in p3d size?

#

from the origin

stuck oyster
#

mm was it 70m now? I've done quite well working surface tests with 50m tiles

fervent steppe
#

ok i think 50 is around what i used before

#

anything larger the object would dispear from angles

stuck oyster
#

roadway lod works 36m from origin

#

the dissapearing is better now

fervent steppe
#

cool

stuck oyster
#

seen very few occasions

#

with large objects

fervent steppe
#

nice

#

ill have to run some test then

#

thanks friendo 😃

stuck oyster
#

👌

#

lets see some water!

fervent steppe
#

hehe

stuck oyster
#

its nice you see you oldies around more often 😜 👴

fervent steppe
#

lol

#

thanks bud

stuck oyster
#

@arctic moon too

arctic moon
#

awww thank you!

dreamy zealot
#

Hi guys, im looking for some help in diagnosing a problem with a model I've been working on. I have a large ship that has been cut into sections limited by the roadway LOD size. I received some assistance from Tetet and with his help was able to get each section into game and stitched together. however it seems only the roadway LOD is being detected... there is no collision with my geometry LODs(currently have firegeometry geometryphys and geometry LODs with componenets detected) . any help is greatly appreciated

stuck oyster
#

does geometry lod have mass?

dreamy zealot
#

you my friend are perhaps a genious, currently has mass of 0.00

stuck oyster
#

for collision to happen geometry parts must be convex, have componentXXX name and have mass

dreamy zealot
#

thanks ill give that a try!

stuck oyster
#

👍

#

you had good timing

#

I was just about to head to bed as I saw you typing

#

and typing

#

and typing 😄

#

so I stayed to see whats up

dreamy zealot
#

lol

#

any suggestions on the mass?

#

its a static object

stuck oyster
#

40k

#

doesnt really matter that much

#

as long as its not like 1

dreamy zealot
#

and is that applied to the componenets? or assign the mass the detect components?

stuck oyster
#

components yeah

#

I think the convex component can break them sometimes

#

so Id give them mass after theyre all ready otherwise

dreamy zealot
#

and just geometry lod or all geometry lods?

stuck oyster
#

just geometry

#

good luck wiht the ship! and post pictures! Im off. 💤

dreamy zealot
#

well that made a huge improvement, now there are only a few places that clipping occurs...

sturdy parcel
#

@dreamy zealot , in future, use pboProject, not addon breaker, to bake your p3ds. My tool would have instantly screamed at you about missing mass.

velvet chasm
#

it work fine in bulldozer but in game...

bold flare
#

Why is what happening?

#

it floating in the air? Or the ambient occlusion on the texture?

velvet chasm
#

it should attach to pylon bcz it is pylonpod

#

but it spown with distance from pylon like this

#

@bold flare

bold flare
#

first thing that comes to mind is autocenter

velvet chasm
#

???

#

go ahead please

bold flare
#

add autocenter=0 property to your geometry lod

velvet chasm
#

let me test

#

thanks

velvet chasm
#

@bold flare it worked thanks

ionic brook
#

With the BI Arma 3 road signs are the town names allocated with a setobjecttexture or a hidden selection?

sturdy parcel
#

neither, afaik, they're hard-wired

sharp halo
median bough
#

maybe if you form a proper question somebody is willing to help

sharp halo
#

Ok nevermind, fixed it.

sharp halo
#

Actually got one question. Why Buldozer texture quality is so bad compared to ARMA 3 Ultra setting?
Looks really blurredeven though I've set everything to max in Viewer settings

median bough
#

because buldozer does not use arma 3 lighting

sharp halo
#

But what does lighting has to do with texture quality?

median bough
#

alot? it doesn't reflect the actual look of what it will be ingame

sharp halo
#

Ok then, didnt know that texture resolution is different here and ingame. Thanks

median bough
#

there is a way to get buldozer to have the same lighting as arma 3, but can't remember the source

bold flare
#

yeah need to replace some pbo on pdrive

median bough
#

wasn't pennyworth doing some magic with that?

sharp halo
#

That would be really useful

median bough
stuck oyster
#

What resolution textures are you using?

#

And are you using Arma exe as buldozer

#

If Arma exe is used I'm pretty sure those are all same core files as in game. It's the buldozer default world space config that's missing the new lighting stuff.

sharp halo
#

Textures are 4k res , tried ticking in settings to not convert to Paa and use TGA instead but it converts nevertheless. As for exe I will try ARMA exe now

#

Still blurred

bleak tangle
median bough
#

yessss... that is what i was looking for. thanks

stuck oyster
#

@sharp halo convert the textures yourself with img2paa and try that. It's highly possible the auto convert messes them up

#

Or buldozer might have trouble with 4k textures

sharp halo
#

Will try what Pennyworth posted, then will try to convert by myself and will post results

stuck oyster
#

2k being the default norm

sharp halo
#

Welp, my buldozer configurator doesnt want to start

median bough
#

was just about to ask if arma actually displays 4k for the "regular toaster using pleb"

stuck oyster
#

Possibly not.

sharp halo
#

On AH64D it displays I think

#

Ingame on ultra it looks sharp even though thera are only two texture sets

stuck oyster
#

Buldozer may or may not work differently and have trouble with 4k

sharp halo
#

Hmm, should Buldozer start 32 bit version on x64 system instead of 64 bit one?

sturdy parcel
#

there is only one 'buldozer' on >YOUR< pc. it's called arma3_64.exe

#

anything else, especially a P:\buldozer.exe has no relationship to the game YOU have.

#

As for expecting buldozer mode to behave as if it were the game itself, it would be at the cost of it's intention: to quickly view, edit and move, objects around the map. Snowflakes, rain, weather patterns, and nice looking sunsets aren't part of that, and expecting them is naive.

stuck oyster
#

No Object builder buldozer crashes with 64bit Arma exe

sturdy parcel
#

aaaaaaaaaaaah, forgot

#

there is only one 'buldozer' on >YOUR< pc. it's called arma3_xx.exe

woeful viper
#

I'm not entirely sure, but iirc BI mentioned that arma.exe is by default 64bit now?

sturdy parcel
#

i don't think that would be correct, simply because OB, therefore, would crash.

woeful viper
#

hm alright. Then maybe the steam launcher launches 64bit automatically? no idea... i remember reading ~something~ about 64bit being default now but really dont remember any details

bold flare
#

no arma3.exe is not x64. Yes steam launcher launches 64bit by default

median bough
#

a lot of ppl here can

calm forum
quick terrace
#

@honest eagle dude....

median bough
#

you two have a history? @quick terrace

quick terrace
#

@median bough recent one

honest eagle
#

@quick terrace i mean how much money for it.if it's good then i have to start modeling 😂 i even deleted my chat.

#

But honestly i didn't thing u see my massage here.

median bough
#

i'll give you a G3 for 3.500,-

#

#

$ is worth nothing

#

good money for me. i can't model... i'd pay PuFu 2k, keep 1.5k and sell it to you for 3.5k

#

that's business

#

¯_(ツ)_/¯

#

😄

#

deal? @quick terrace

slate epoch
#

I mean, why would you want to model if, if toadie already has really nice model? 😛

median bough
#

scroll up

slate epoch
#

what? confused_nick

median bough
#

🤔

slate epoch
median bough
#

what makes you think that?

#

why do you ask if you post your own answer?

#

¯_(ツ)_/¯

#

no

#

not beside the closed top secret beta test version the guys in blue have and are not allowed to mention in any way

strong plaza
#

SHHHHHHHHHH!

median bough
#

sorriiiiii

#

i'm just so hyped

#

can't hold back anymore

twin rain
#

I have arma 4s super secret very early alpha tester delux edition....tis neat

median bough
#

u not blu, u no can hav

twin rain
#

BUT I DOOS

median bough
#

i hear a makarov chambering in far distance...
better stop OT now

honest eagle
#

Anyone know how to start learn modeling?

twin rain
#

U CONT TELL ME WOT TU DOO

median bough
#

arma related ofc

#

but if you refer to basic 3d modeling:
google
youtube

#

all you need to know is there

#

i bet

honest eagle
#

@median bough 3dmax enclude?

median bough
#

use google and find out

#

in your case i'd start with
"how to get a legit copy of 3dmax"

honest eagle
#

I have it installed.

#

But never use honestly .

median bough
#

well, if you don't know how to use it but have it "installed", it's never legit

#

sorry brah

honest eagle
#

I mean i do some house modeling for architecture but gun is dif thing

median bough
#

ah, so you used it

#

there is no difference between architecture modeling and weapon modeling. both are 3d objects what base on plans or images

honest eagle
#

Ok,ty for help

median bough
#

sure

quick terrace
#

@median bough #350 for you my man

median bough
#

Ok, no deal then 😄

quick terrace
#

that's #10% commission

honest eagle
#

What about my commission??

charred patio
#

Question, I recall transparent magazines being a thing back in arma 2 (I could be mistaken though) in the G36 mags, and they actually showed how many bullets were in the mag, didnt they? How do you do that? Google is failing me

buoyant sleet
#

So trying got the object into game just fine. Used addon builder and my object works fine. However when I open the pbo to start adding textures it ends up half way through the character. Pics to follow

stuck oyster
#

@buoyant sleet it needs to be properly weighted. Usually backpacks are 100% spine3 selection

buoyant sleet
#

Well in the first image it works fine. Second after adding a second texture is when it throws it off.

stuck oyster
#

@charred patio it just uses semi transparent _CA texture.

#

@buoyant sleet is it another model?

buoyant sleet
#

Same model. Just different texture

stuck oyster
#

Hiddenselection in config?

buoyant sleet
#

Yep!

stuck oyster
#

Then that is odd.

charred patio
#

@stuck oyster Yeah I figured that, but I meant how does it dynamically display the rounds?

#

If it even does, maybe my memory is shit and it didnt do that

buoyant sleet
#

@stuck oyster Must have been a botched repack. It's working now

formal peak
#

@charred patio Im guessing they will have been hidden via the model.cfg after every shot fired.

charred patio
#

Yeah. Trying to find the g36 mag p3d in arma 2 files but cant manage to find it so I gave up lol. Do you know how I'd do that in the model config?

#

I assume it just has every single bullet modelled out in there 'bullet1' through 'bullet30'

#

So for now that's what I have done with my model. Just dunno what to do config wise

stuck oyster
#

Yeah each bullet modeled and given hide animation with ammo or revolving as animation source

formal peak
#

@charred patio I dont think there was a separate mag model for most A2 weapons

stuck oyster
#

There was not. All the anims were build on the weapons

charred patio
#

How did the overworld models work though?

#

Just the gun model with everything but mag hidden?

slate epoch
#

overworld? huh

quick terrace
#

the what?

charred patio
#

The map, game world. When you drop a mag to the ground

slate epoch
#

Oh you mean like this

#

It switches to defined model?

charred patio
#

It switches to defined model? I thought he was saying there is no separate model?

slate epoch
#

Yeah but ground model

#

You can now have separate magazines even for guns normally

#

It wasn't possible in A2 and not even for A3 for long time

outer condor
#

when is OB able to open an ODOL p3d without crashing?

#

it seems if thats the case, o2script can also read (and thus modify?) the p3d

stuck oyster
#

Huh @outer condor whatcha talking about?

#

Never seen OB open ODOL

bold flare
#

DayZ OB can do it

#

with same limitations as arma odol

outer condor
#

some ODOL work - as not sure what determines that
you cannot modify and only see boxes, but its a working viewer for stats otherwise

sturdy parcel
#

forget it kju. bis will break that first chance they get.

#

absolute waste of time discovering that green_tomatoes.p3d is viewable,. and pink_girraffes.p3d is not.

slate epoch
#

Yeah our favorite past time activity 😉

bleak tangle
#

Could it be based on the ODOL version? From what I recall all of the newer models crash when you open the ODOL, but older versions loaded into OB but only showed the bounding box.

sturdy parcel
#

from memory, type52's (TOH) only

#

well, ok, dayz too since a 53 is a 52 with some small changes

outer condor
#

well i am just curious about o2script modification of ODOL

sturdy parcel
#

02script doesn't require OB (or TB) to run. It has it's own gui functions for you to create your own display. BinPbo eg was written in o2script (so was pboProject)

tulip beacon
#

updated the named properties "manager" -- now there are appropriate default lods selected for each NP on init, if you put empty string to "value" NP will be removed from selected lods

sturdy parcel
#

interesting

outer condor
#

SQDev by @white arrow should soon support o2script as well ❤

white arrow
#

Indeed 😄

#

WhIP though - Work heavily in progress xD

sturdy parcel
#

sbsMac's squint also supports o2script

torn pilot
#

Question for any weapon makers reading.

#

Been playing with scopes and wondered what custom effects could be achieved via CfgOpticsEffect/OpticsPPEffects. Never paid much notice to these and largely perceived that the defaults are virtually-invisible but on looking it appears that they are literally-invisible. Wondering if that's just the case for me?

#

With Video Options at Ultra and PPFX sliders at 100 (with/without DOF) I see no sign of blur (OpticsBlur3) or chromatic abberation (OpticsCHAbera3) when configured with or without modelOptics.

#

I know that at one stage they were in effect with smallarms because there are tickets on Phab flagging that backup sights were incorrectly inheriting the effects from the magnified optic mode; https://feedback.bistudio.com/T71416

#

Anyone know anything pertinent?

woeful viper
#

i tried implementing a color hue change for tank sights... never got anything to work.

torn pilot
#

thanks, something of a relief to know it's not just me (doing something dumb).

woeful viper
#

i only tried once though and i never asked for help - so we both may be just dumb ^^

outer condor
#

@torn pilot did you try with vehicle optics yet?

torn pilot
#

no, wasn't really my focus/goal. it's just that, as said, there's evidence they used to have effect with smallarms

polar fiber
#

I think it was disabled at some point because multiple attempts to fix the issue of the ppfx not turning off when switching between optics modes, failed

torn pilot
#

thanks very much da12th - now i can get on with my life!

#

also, while i have know-how's attention and in the same area, has anyone devised a way to detect the current optic mode?

elder heath
#

hello, im currently working on a helicopter and im trying to get advanced flight to work on it, however there seems to be an issue where the wheels sink into the gound and the helo explodes, having attempted to land it, it looks like the wheels suspension animates, but then the model just starts phasing through the floor and it rests on the body of the craft then explodes

#

anyone got any ideas why this is happening? its only when rotorlib is enabled, but i think its to do with the model

glad bone
#

For a building do the doors and walls need to be defined in blender before importing into OB?

stuck oyster
#

it might be easier to do in Blender

deft heron
deft heron
#

@glad bone I found it easier to name the windows in Maya but they need to be named if you want them to be breakable but Im not sure why you would need your walls to be names.I guess its good practice to name everything, it depends what you want to do with them in OB. Such as UV mapping etc.

tulip beacon
#

@deft heron holy shit, 600k faces. That's way too much

bold flare
#

I'd guess out of memory crash 🤣

slate epoch
#

Holy f....

#

Nice HP dude 😛

stuck oyster
#

@teal remnant 👍 👍 👍

hallow jacinth
#

Quick one. Can you define shadow resolution in blender? Saves me changing it in OB everytime

quick terrace
#

what do you mean by shadow "resolution" @hallow jacinth

hallow jacinth
#

The shadow volume LOD resolution,

quick terrace
#

not a blender user, but i would say that should definitely be possible yes

stuck oyster
#

The toolbox should have a thing for that in the Arma object properties.

wraith socket
#

Anyone able to give me a hand with the super shader, having some weird visuals when I put a normal map on

polar fiber
#

is the normal map _nohq.tga/png before you convert it to .paa?

wraith socket
#

Ah, no

#

I should have done that I presume

polar fiber
#

yes, it's important to use the correct suffix on all textures

#

the tools format them differently depending on that suffix

wraith socket
#

Got it

stuck oyster
#

also what did you make the normalmap with?

#

it may need green channel flipped

wraith socket
#

yeah I was actually wondering about that

#

I texture in SP

#

What is the correct green channel direction for arma 3?

polar fiber
#

-Y

wraith socket
#

Got it thanks

deft heron
#

@tulip beacon Its fine. As long as I lod it properly.You are aware that a modern computer can have millions of polys on screen at once arent you?

stuck oyster
#

its not fine

#

its 100% wrong for a game model

deft heron
#

I dont see the problem.

stuck oyster
#

then you keep doing your thing and disregard what we say

woeful viper
#

@stuck oyster its for life. Dont worry

stuck oyster
#

I worry because he then passes on wrong practices

deft heron
#

Its for arma.

#

I know what best practice is when it comes to video games.

stuck oyster
#

no

#

no you dont

woeful viper
#

never seen rp people pass on anything... maybe 1 or 2 from ... 100s

polar fiber
#

millions of polys is not appropriate for Arma

deft heron
#

Doesnt matter if its arma or unreal same difference.Pretty much.

polar fiber
#

is there a single asset in the game that's even close to 100k polies? No

stuck oyster
#

well since you know best you do you and dont ask here why when it works like shit in game

deft heron
#

I will just make a clever LODs

#

It works fine in game.

polar fiber
#

Those models you see in naughty dog modelling streams are for baking high poly normal maps, they're not ingame models

wraith socket
#

please dont make a game model with millions of polygons

#

please

deft heron
#

They will use very high for hero assets which this is.Plus as soon as you cant see the cakes it will be low poly again

woeful viper
#

let him have his cakes then ^^

bold flare
#

I'd recommend things to improve performance and get same quality. But mister knowseverything here doesn't need such tips anyway

deft heron
#

Who said they know everything?

#

Im simply disagreing with you. Its actually you that are ssaying that I am completly wrong

#

OK I admit that it wouldnt run properly maybe even not at all on some old kit but I just dont make video games assets thinking like that anymore.

bold flare
#

You know how old Arma is right?

#

Arma IS the old kit.

deft heron
#

Yeah true but the old girl seems to handle it okish on new kit.

polar fiber
#

The high poly hero assets show at high poly in ND games at specific times. They're not dynamically transitioning LODs throughout gameplay in the way that Arma does with everything

#

it's a completely different system of handling LODs

wraith socket
#

also high poly heros on lod 0 are probably like 60-80K

deft heron
#

Also its an asset that will be one in a region and that I will make sure cant be seen into from very far alowwing me to make a very low lod

#

Based on what though. I basically take my PC as being mid range and it chew through that most of the time,obviously Arma is special and run badl but thats only becasue it has so much going on

#

Also I am not a role player and all my assets and a map with them in will eventually become public domain.

#

I would rather see it used in Milsim but thats just me.

stuck oyster
#

it is likely the game wont even draw your superlod when theres stuff going on

wraith socket
#

well

#

I went through and did the normal stuff

#

and the normals have worked really well actually

#

but its incredibly shiny

#

alright dodgey SMDI map

#

Alright sorted

stuck oyster
#

👌

wraith socket
#

Thanks for the help with the normal

#

Btw goat your probably don't remember me, but AGES ago we chatted about mech mods

#

you still doing/interesting in that stuff?

tulip beacon
#

You are aware that a modern computer can have millions of polys on screen at once arent you? ouch

#

i once tried ~80 k faces tree ingame

#

it worked but that was painful

stuck oyster
wraith socket
#

oooh very nice

#

oh wow this is incredible

quick terrace
#

@deft heron dude please give it a rest,

a. you post here to get feedback, if you don't want the feedback don't post it. You are free to do it your way, in this particular case, the very wrong way

b. you do not seem to be able to know the "best practices", irrelevant of the game engine used. And no, i have yet to see a single hero asset worth 600k. If by best practices everyone would be putting 600k worth of models in, there would be little to no need for normal maps anymore.

c. the very low lod would be under 400 polygons btw - that means you will need to do 12 visual lods(600k / 300k / 150k / 75k / 37k/ 18k / 9k / 5k / 2.5k / 1.2k /0.6k /0.3k ) and by looking at whatever you are doing, you won't anyways because you know better

d. please please stop talking about things you have no idea about. please. it doesn't make you look more knowledgeable, it makes you look ignorant.

fervent steppe
#

<<<i once tried ~80 k faces tree ingame

Imagine a whole Forest of those. 😂

I see I haven't missed much 😂

deft heron
#

Atleast you tried it.

cinder pivot
#

if that 600k object isn't in the middle of the field I expect it would lod to 1 or 2 instantly lol

deft heron
#

So what if it was in a field?

ionic brook
#

I'm making some road sign models and noticed that BIS have a texture file with town names with an alpha channel. I can't get into the binarized sign model file but I'm assuming that this is a set object texture.

In the model does this require a different plane per town name for that UV map or does setobjecttexture change the town name some other way?

cinder pivot
#

@deft heron it might show at lod0 close.. maybe not, arma doesn't move through lods at any order or distance away, its more scenery/fov based iirc

sturdy parcel
#

I'm assuming that this is a set object texture.

you assume wrong. each p3d is a cut n'paste that uses the apprppriate texture.

#

unlike a flagpole (eg) there's no advantage to dynamically setting a texture that can't be changed ayway.

outer condor
#

you can do so for mission editor placed objects

ionic brook
#

So each have an individual model. Cool thanks. Just wondered if there was an easier way.

outer condor
#

nope 👹 it wouldnt RV engine, if it were easy

stuck oyster
#

but it is easy way. Hard way would be if you had to write the models yourself in binary

halcyon wren
#

If you do road direction / village signs manually, you're doing it wrong. Generate that stuff.

ionic brook
#

@outer condor I know brother! Bis doesn't like new modders. @halcyon wren what do you mean generate? How do I implement this?

halcyon wren
#

o2 script

#

For my terrain I mapped all village names onto a texture, then saved the UV coordinates for each "frame"

#

Went ingame, placed placeholder sign objects and added village names via attributes. This way I could place the correct type and orientation.

exported those via sqf into a V4 formatted .txt so I could import it into terrain builder. (generated object names according to the village names with a simple naming code)

#

Dumped a second type of joblist that my o2 script used to assign the text fields to the village name's UV coords

#

Run .bat file -> get 100s of objects.

#

import the V4 .txt into TB project
done

#

Work smart. not hard.

#

Only way I could do 400km² thats not a desert on my own 😛

ionic brook
#

Ha! True. Thanks for taking the time to explain that mate.

#

So is this script inbuilt with O2 like the filters that came with texview?

halcyon wren
#

No, I wrote it myself.

ionic brook
#

Ah, is it quite an involved process, do you have a repository for community use or are they unavailable for the public?

halcyon wren
#

its a bunch of very bespoke scripts for my current project

#

Once I am done I want to wirte a big "lessons learned and tools made" piece

#

where I polish all the little helpers I made. So far only the fence/river/powerline placer made it into a more polished public variant as part of adanteh's object placer.

ionic brook
#

I see. Well I look forward to seeing, and trying to decipher, these in future.

#

Thanks!

halcyon wren
#

yeh, currently they're super specific and I'll probably have to figure out again first what formats and data inputs it requires

#

mostly the joblists 😄

outer condor
#

😮

#

outstanding!

#

did you implement black-/whitelists per property yet or in other words what valid or not?

vocal imp
#

hi everyone . i have started modding about 3 weeks ago and done a couple of basic items . im just stumped on how to create uniforms . i made a model in blender and some textures for it but im useless with scripting in arma . but for some or other reason only half of the uniform goes in game . and the soldier's arms are invisible and he's pelvis . i know this is a noob question any advise of tutorials would be appreciated sins google and youtube is useless on this subject all i get is retexturing tutorials . but not new model design

outer condor
#

do you have A3 sample models?

vocal imp
#

yes used it as a base model to design around and to make sure that sizing and position was right

outer condor
#

what tools did you use to make the pbo?

vocal imp
#

arma 3 tools's addon builder

#

buldozer shows the whole uniform but in game its all screwed . ill take some screenshots and show you what i mean

tulip beacon
#

@outer condor not really, was thinking of some sort of idiot-proof checks but then decided that if a person uses such scripts then most likely he knows what he's doing

#

might get back to this later though

#

how often one might want apply something to resolution lods only?

outer condor
#

if you have no geo LOD, i guess

#

like clutter, roads, etc

tulip beacon
#

but afaik there are not many named properties which go not in geo lod

tulip beacon
#

is that more up to date than biki?

stuck oyster
#

@vocal imp is your uniform weighted to the Arma skeleton? Do you have model. Cfg for it that has a class that has same name as the. P3d you have made?

outer condor
vocal imp
#

@stuck oyster yes my vertex groups are named right and weighted

stuck oyster
#

Then it's likely model.cfg issue. Compare to the sample character model.cfg

tulip beacon
#

K, will take into the account

sturdy parcel
ember ingot
#

Hello everyone, I have recently made an IR laser sight attachment but the laser itself is somewhere way off of where I set the "laser pos" and "laser dir" in the .p3d. The class I made also inherits from acc_pointer_IR, which is a vanilla class. I'm running with ACE, does anybody know whether ACE changes anything regarding lasers?

polar fiber
#

do you have autocenter set to 0?

ember ingot
#

Damn, I thought I forgot something. Thanks!

ember ingot
#

Okay, I have tried that, but that didn't seem to fix it.

buoyant condor
#

Hello there, I'm kinda new to the modding scene and i woud like t start making some tank addons into arma. I have a few models with textures, but i don't know from where to begin in setting up lods and other things simillar to that. I've looked through a few tutorials but most of them just kinda leave me with confusion and unclear instructions. If you can help me with something close to a step by step tutorial or anything, it woud be amazing. Thanks.

jaunty leaf
#

Download the A3 tools and samples

quick terrace
jaunty leaf
#

Look through the tank samples as well

quick terrace
#

the above link has 3 tuts - structure, weapon, tank

formal vapor
#

anybody here use mudbox?

quick terrace
#

mass and especially mass distribution

quick terrace
#

it's a matter of trial and error obviously

#

all the components needs to have some mass (geo lod[s])

#

but they could have mass assigned differently around the frame (as in it should be more heavy at the center, where the engine is + whereever the electronics are)

quick terrace
#

i know for a fact the differences can be pretty huge on fixed winged aircraft

#

not so much on rotary, but still

#

.p3d properties? not to my knowledge no.

minor jasper
#
14:47:38: </model>```
#

can anyone shed any light on this binlog warning? It doesn'tseem to cause any problems. It's just a warning I've never understood.

#
    class uns_m45_fold: Default
    {
        sections[]=
        {
            "HIDE_bayo","zasleh","magazine","camo1"
        };```
#

so model.cfg has a section defined

#

the warning seems to be saying that SV0 has a selection called magazine that needs a "section"

#

so my guess is that it is saying that there should be 2 sections present in the SV0

#

so that the selection that is to be hidden can be drawn separately from the main body

#

however without applying a texture tothe SV0, how does one create a section?

#

or is it just a warning we can generally ignore?

rough idol
#

Shadow lod shouldn't contain any sections - that's the meaning of this rpt error

polar fiber
#

don't give your sections the same name as bones

#

it's bad practise

deft heron
#

Hey guys does anyone know what the LOD bias x10 is in the options for OB and how it can be turned on and off?

bold flare
#

afaik it defines how fast it switches between lods/away from that lod?

deft heron
#

SO times ten is that quicker or slower to switch and how can it be turned on and off.There isnt a check box.

stuck oyster
#

buldozer has option to use or not use multiple LODs

#

if thats not enabled it does not switch lods

deft heron
#

SO it isnt anything to do with in game LOD switching then?

stuck oyster
#

no

deft heron
#

OK

stuck oyster
#

or you mean game or buldozer?

deft heron
#

game

stuck oyster
#

nope

deft heron
#

OK thanks.

deft heron
#

So there is just no way of changing the lod distances manually then.Not in config even?

stuck oyster
#

no

fervent steppe
#

Hold on. Bulldozer can switch lods automatically?

stuck oyster
#

there is use multiple lods viewer option.

#

I've always assumed its for that

fervent steppe
#

What it switches as you zoom out?

#

I've never noticed that option lol

bold flare
#

There are options in buldozer? Which button do I need to press? 😄

strong plaza
#

view>viewers>buldozer

fervent steppe
#

Haha

woven osprey
#

Hello people a question again in a vehicle is it better to do the weight in the geometry of the body or more on the damper? sorry for my bad English

#

Because I have the problem that my vehicles off-road slipping very much but not on the road