#arma3_model

1 messages Β· Page 130 of 1

strong plaza
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I'm trying to open some old p3d mlods from 2017 and they crash OB, any ideas?

bold flare
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Try DayZ tools OB.
Or mikero has a tool that can convert p3d's to newer versions afaik

strong plaza
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shouldn't they just work though?

strong plaza
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uuhh

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opened a p3d in np++ and it says odol, I don't understand how content on p: has become binarized

slate epoch
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Man, that's weird that DZ OB doesn't crash?

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Should be same as for A3 now

woven osprey
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can someone help me ?

median bough
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Not unless you ask your question..........

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Nvm

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Just saw it

minor jasper
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@polar fiber hi, thanks for your advice mate. all our weapons have magazine listed as a section, so it can be hidden. or is that not needed? in the shadowvolume i pictured above, what specifically should be changed to avoid the rpt error? is it just removing the section name "magazine" from the model.cfg?

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next question - am trying to make a custom fireplace, which is 1m off the ground (on legs) - inspecting Land_FirePlace_F config - there is no reference for a mmemory point in use in class effects or anywhere generally. if we use simulation = "fire" is there a way to control the point of the fire effect creation, e.g. position = "pos_fire"; in the class effects?

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or is it hardwired to spawn in the centre of the model, at the bottom?

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arma 2 model fireplace had a memory point "ohniste"

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doesn't seem to work i narma 3

slate epoch
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A3 fireplace has mem point ohniste too

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You can probably also offset particle effects too

minor jasper
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ok thanks! so add a highermem pointfor the smoke etc and add a position = "smoke_pos" etc?

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into theclass effects

minor jasper
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ah i see so ohniste is the main spawn point for the effect, and the class cfgcloudlets is where yo uoffset the smoke

polar fiber
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@minor jasper sections are for changing texture. I'd assume you have a bone for animating it and hiding rather than swapping the texture to some transparent one? If it's necessary to both change the texture and animate the magazine part you should use a unique section name for the magazine like camo2 or whatever, and keep "magazine" only for the bone

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or you can use mag proxies, then it's less of an issue

minor jasper
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ah ok thanks, i had it in my head that a hidden selection like zasleh or damagehide had to be named as a section also.

polar fiber
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zasleh does

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but that's because it's using some old OFP era shit for hiding the muzzle flash

minor jasper
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so i shall remove all the hideable bones (except for zasleh) from the sections list then?

polar fiber
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yeah, you only really need retexture selections, class damage material selections (on vehicles) and zasleh on weapons in there

minor jasper
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i've been encoding sections lists like this for at least two years (gulp!)

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wis hthere was a decent manual lol

polar fiber
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Anything that is in hiddenselections[] or the class hitpoints visual property, need to be in there

minor jasper
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ahhhh

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but not a bone that has an animation of type "hide" specifically

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i assumed the ywere the same (a bone that is hidden with hiddenselections, and a bone that is animated with type hide)

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so putting it simply, for hiddenselections use a different name to the bone, and for animating hide on a bone, don't include it in the sections list.

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understand about the hitpoints visual, thx.

polar fiber
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yeah, pretty much

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it stops things like where you need a bone in the shadow LOD or geometry LOD, from accidentally using hiddenselections or something

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because that can break closed convex if someone uses the section to retexture the object

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which is why the game complains about sections being in the shadow LOD

minor jasper
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ahhh

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thanks so much for explaining that!

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it has been an "assumption" type mystery for me for a very longtime

tulip beacon
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damn, forgot to remove "test" button

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templates should be stored in ...\Arma 3 Tools\ObjectBuilder\O2Scripts\cst_scripts\npm_templates\ in order to be displayed in the list

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but could be loaded directly from any place in theory

deft heron
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@formal vapor m aka Delta. I use Mudbox sometimes what is your question brother?

torn pilot
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@strong plaza Have you posted anywhere describing what you're working ATM? Still waiting for Avgani 2 (the greatest community-made map ever released for the series πŸ‘)

formal vapor
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I'm curious how others handle the issue of not being able to add more polygons to their sculpt model for areas of high detail that need more. I find myself often adding tons of detail in 3ds max, then sculpting wrinkles in mudbox

woeful viper
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some tools (zbrush) have automatic retopogolize feature

formal vapor
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and 3d coat, but mudbox is way more simple than zbrush lol

deft heron
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Yeah I shamefully havent learnt ZBrush but I need to. But Mudbox should work for what you are doing to generate all your maps. Also you generally add more polys in Mudbox itself. Shift + D.

strong plaza
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@torn pilot I have thought of a redux, but as with anything that unique it's probably a couple of years work just for the assets

deft heron
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Hey guys im trying to make a working set of traffic lights When I add another light it doesnt seems to work. This is the config can anyone please see what I am doing wrong? https://pastebin.com/ypvTSdB5

fervent steppe
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Well looks like you a double underscore in the model path name for one

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Excuse me it's in the class name

deft heron
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thankyou

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Light_5 still doesnt work though.πŸ˜₯

deft heron
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Im guessing this way isnt the way to do it.

charred patio
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Any idea what would cause this on my optic? I know it's dayz and not arma 3 but I assume its about the same

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Something wrong with my eyescope memory point?

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Nevermind, just too close I guess

ember ingot
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I currently have a problem that a specific custom weapon is crashing my game when trying to equip it. The error that is given is STATUS_ACCESS_VIOLATION, but that seems to be a generic error. Any idea what could be causing this?

stuck oyster
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you have not build it right

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could be texture issue, model issue, config issue

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packing issue

ember ingot
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alright, is there any way I could narrow it down? Perhaps that is something useful in the report that I can look for?

stuck oyster
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usually crash related stuff is at the bottom of the rpt

ember ingot
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12:53:53 Warning: cg_ar15_pack\m231\m231_fpw.p3d:shadow(1), Selection magazine needs a section. The shadow volume may not work well.
12:53:53 Warning: cg_ar15_pack\m231\m231_fpw.p3d:shadow(10), Selection magazine needs a section. The shadow volume may not work well.

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But I get this with my other custom weapons aswell, but they don't crash

stuck oyster
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its not a crash causing issue

ember ingot
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That is the last entry before it crashes

stuck oyster
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are you running any other addons?

ember ingot
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Only RHSUSAF because it is dependent on that

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This is what is at the bottom of the rpt

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Version 1.88.145285
Fault time: 2019/01/17 12:53:53
Fault address: 13712EDB 00:13712EDB Unknown module

bold flare
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What tool did you pack the model with?

ember ingot
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PBO manager

bold flare
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wat

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pbo manager is a pbo packer

ember ingot
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well, I didn't pack the model with anything then

bold flare
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not a model packer

ember ingot
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It's just there

bold flare
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Try packing it with a real tool. It will probably tell you what's wrong.

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Mikeros pboProject is the best concerning error checking

ember ingot
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Alright, thank you

ember ingot
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How would I make it exclude certain files, since my config contains links to other items outside of my own .pbo?

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nevermind

stuck oyster
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I think you got a lot you have to redo properly

clever ibex
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Hey all quick question so i just ran a script in game and got my model to follow the terrain line as im running around in the editor but is there a way to add that in the back end config wise somehow so that when im in the editor and i place the building down it automatically follows the terrain line before i play as the character in game?

bold flare
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If you use 2 points in land contact lod it should follow I think?
Something with land contact.. There is a "follow slope" thing somewhere

stuck oyster
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mmm landcontact follow slope skews the model on the terrain I think

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so its not exactly as in editor

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@clever ibex what kind of an object is it?

polar fiber
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keepHorizontalPlacement = 0; ?

stuck oyster
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@polar fiber what does that do? πŸ€”

clever ibex
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@stuck oyster its a house a pretty sizable one similar as in a standard arma 3 house

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so i need a land contact lod and then u place down 4 points im assuming where u want it to contact the land?

stuck oyster
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yes

clever ibex
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ok thx

stuck oyster
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and correct sloping geometry property

clever ibex
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so do u only need 4 points? or should u place one at each corner of the house so my house has 6 corners would i need 6 points?

bold flare
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is a 4 point landcontact valid? I remember single and double point.
And I remember checks and errors about the number of points

late root
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When creating aircraft interiors. Is there a best practice to use existing A3 dials and such, or am I better off creating my own?|

lusty ginkgo
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https://i.imgur.com/OqfROGt.jpg
https://i.imgur.com/WP3ExGR.jpg
I have run into an issue with some retextured vegetation with visibility at small distances. These retextures are variants with the leaves removed from the textures (to put it simply) and they seem to look just fine up-close, but at a small distance they seem to be almost completely invisible

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it seems to be an issue with the way the game handles the alpha of the texture and not to do with low resolution/sampling

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are there any solutions to this that don't involve having different textures and materials for each LOD of the model? and if that is the only option, how could I ensure the LOD's load based on distance?

tulip beacon
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What shader do they use?

lusty ginkgo
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PixelShaderID="TreeAdv";
VertexShaderID="TreeAdvModNormals";

this is what is used in the images

tulip beacon
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K

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Try increasing diffuse alpha

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To say 2

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What is it now?

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Can you paste rvmat here?

lusty ginkgo
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increasing the diffuse alpha seems to only make it look worse up close

tulip beacon
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Yeas, as it was 1

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Is it different lod that goes invisible?

lusty ginkgo
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no

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any lod using that texture or material has the same issue

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the billboard LOD doesn't, since it is different

tulip beacon
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Tried TreeAdv for both pixel and vertex?

lusty ginkgo
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I have and also every other variant of treeadv I am aware of

tulip beacon
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K

lusty ginkgo
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If I turn the diffuse alpha up to 4, it helps a little bit, but it has to stay at 1 or lower for it to look decent up close

tulip beacon
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Pm me the model, i could try to do something about it, but tomorrow, i have to go to sleep now (if you will not sort it out until then)

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Afaik whatever

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Rylan, is texture _co or _ca?

lusty ginkgo
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_ca

tulip beacon
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K

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Out of ideas for now

lusty ginkgo
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also I can't really pm the model afaik

tulip beacon
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Y?

lusty ginkgo
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it's about the project it's for

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I'll look into it

tulip beacon
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K

stuck oyster
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@lusty ginkgo thats very bright scene

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basically you cant draw white over white so that you see it

lusty ginkgo
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I'm talking about the dead vegetation, not the bright white

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the really bright vegetation should be made to like the slightly darker one on the right

stuck oyster
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ah

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use of pointy arrows to emphasise whay you mean is adviced.

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these?

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looks like they get completely lost

lusty ginkgo
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yeah

stuck oyster
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soo their lods alright?

lusty ginkgo
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in this screenshot I removed the other lods for testing purposes

stuck oyster
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so only 1 lod but it still dissappears?

lusty ginkgo
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is doesn't disappear so much as it 'fades out' the farther away you get

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you have to be within 15 meters to be able to see what it is clearly

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zooming in helps a bit

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resolution, sampling, and AA settings don't have any effect that I can tell either

stuck oyster
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ah you have the tree crown shader on it

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you probably need the nofade one

lusty ginkgo
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doesn't make a difference

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using 'TreeNoFade' or 'TreeAdvTrunk'

stuck oyster
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how about just plain grass?

lusty ginkgo
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nope

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there are only slight differences in the visibility

charred patio
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Im trying to set up folding optics for my rifle, but Im pretty sure its not possible (its for dayz, which branched off of TOH so possibly never got the hasOptics that Arma 3 did), but just want to be sure Im not setting up my model.cfg incorrectly before I conclude it's not possible

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I have this currently, but unsure where it should be:

            class BackSight_optic
            {
                type = "rotation";
                source = "hasOptics";
                selection = "BackSight";
                axis = "BackSight_axis";
                memory = 1;
                minValue = 0.0000000;
                maxValue = 1.0000000;
                angle0 = 0.000000;
                angle1 = (rad 90);
            };
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Does that go within the animations class? Or just anywhere within my model class?

stuck oyster
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animation class

cinder pivot
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my turrets seem to work in OB/Bulldozer but ingame the view is way off and the turrets don't work/move around at all

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would that be a model.cfg/selections issue or would it be a pure config thing I botched? Everything seems to look fine

minor jasper
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@cinder pivot it could be one, or both

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but if it works in BD then it's likely your class turrets entries

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it can also be affected for example, if you have a multi-turret vehicle, the class cannon weapon will only work if it is in the mainturret animation classes

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so putting a class cannon on a non-mainturret is not supported,and it will not turn

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i found and fixed this in our M107 carrying M113, by changing the weapon to an MG and voila, the turre tcompletely worked

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so i had tochange the model to make it use mainturret for the rear/side turret which carried the cannon

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who knew lol

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                memoryPointGun = "mg1_usti_hlavne";
                gunBeg = "mg1_usti_hlavne";
                gunEnd = "mg1_konec_hlavne";
                body = "mg1_turret";
                gun = "mg1_gun";
                animationSourceBody = "mg1_turret";
                animationSourceGun = "mg1_gun";
                selectionFireAnim = "mg1_zasleh";
                gunnerLeftHandAnimName = "mg1_handle_L";
                gunnerRightHandAnimName = "mg1_handle_R";
                memoryPointGunnerOutOptics = "mg1_gunnerview";
                memoryPointGunnerOptics = "mg1_gunnerview_optics";
cinder pivot
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I think its turrets class.. was trying to repair a ported A2 vehicle to no luck, some odd stuff on it

minor jasper
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these are the main turret selection entries that must be named correectly in your model.cfg and turret class and model. that's my custom naming which fully works

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don't use my naming, i'm justshowing you the params which control model / turre trelationships

cinder pivot
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Yea

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Thanks πŸ˜ƒ

minor jasper
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i use mg1_ mg2_ etc as we have a lot of multi-turret vehicles

cinder pivot
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Will have to mess with it, it was a huey port so dual guns

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But for some reason everything has changed selection names

minor jasper
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UH1 is a very good example of why to use this kind of naming

cinder pivot
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From original a2 huey to broken... its frustrating to say the least

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Lol

minor jasper
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also the animation classname and the selection name can be confusing, in terms of the params above. i'm not entirely sure which is which, so i keep them al lthe same to avoid confusion. I usually keep it all lower case to avoid any case sensitive glitches too

cinder pivot
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Good to know and good naming convention to follow, thanks for the pointers πŸ˜ƒ

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Will have to take a look when I get on my pc later

minor jasper
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bones
//turrets
            "turret","",
            "gun","turret",
            "right_turret","",
            "right_gun","right_turret",
            "left_turret","",
            "left_gun","left_turret",
            "copilot_turret","",
            "copilot_gun","copilot_turret"
///anims

            class RIGHT_TURRET 
            {
                type="rotationY";
                source="RIGHT_TURRET";
                memory = 1;
                selection="right_turret";
                axis="right_turret_axis";
                minValue = -6.2831855;//rad -360.0
                maxValue = 6.2831855;//rad 360.0
                minPhase = -6.2831855;//rad -360.0
                maxPhase = 6.2831855;//rad 360.0
                angle0 = -6.2831855;//rad -360.0;
                angle1 = 6.2831855;//rad 360.0;
            };
            class RIGHT_GUN: RIGHT_TURRET 
            {
                type="rotationX";
                source="RIGHT_GUN";
                selection="right_gun";
                axis="right_gun_axis";
            };
            class LEFT_TURRET: RIGHT_TURRET 
            {
                source="LEFT_TURRET";
                selection="left_turret";
                axis="left_turret_axis";
            };
            class LEFT_GUN: RIGHT_GUN
            {
                source="LEFT_GUN";
                selection="left_gun";
                axis="left_gun_axis";
            };```
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configvehicles turrets

#
            class LEFT_TURRET: NewTurret
            {
                gunnerName = "Door Gunner";
//weapons
                gunBeg = "usti_hlavne";
                gunEnd = "konec_hlavne";
                memoryPointGun = "usti_hlavne";
                body = "left_turret";
                gun = "left_gun";
                animationSourceBody = "LEFT_TURRET";
                animationSourceGun = "LEFT_GUN";
                memoryPointGunnerOptics = "gunnerview_lh";
                selectionFireAnim = "zasleh_lh";
                gunnerLeftHandAnimName = "handle_L_left";
                gunnerRightHandAnimName = "handle_R_left";
            };
            class RightDoor_Gun: LEFT_TURRET
            {
                gunnerName = "Crew Chief";
                gunBeg = "usti_hlavne_1";
                gunEnd = "konec_hlavne_1";
                memoryPointGun = "usti_hlavne_1";
                body = "right_turret";
                gun = "right_gun";
                memoryPointGunnerOptics = "gunnerview_rh";
                animationSourceBody = "right_turret";
                animationSourceGun = "right_gun";
                selectionFireAnim = "zasleh_rh";
                gunnerLeftHandAnimName = "handle_L_right";
                gunnerRightHandAnimName = "handle_R_right";
        };```
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this better shows the turret params relationships with the animsource classname or the selection name.

cinder pivot
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Thanks

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Will have to dig through it later, hopefully solve it with as few game restarts as possible πŸ˜›

slate epoch
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Use local data (filePatching)

minor jasper
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if you can be bothered to learn it, use diag_exe (an exe that becomes available in dev branch) and real time config editing, just restart your demo mission in editor after each config entr ychange

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ok my question of theday...

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zeroing1

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can i in any way connect this to control a vehicle weapon animation?

slate epoch
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Just respawn asset, no need to reload mission πŸ˜ƒ

minor jasper
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i tried adding a custom animsource linked to the weapon but no dice

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ah really? ok

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e.g. MG on static weapon

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            class OP_ROT
             {
                 type = "rotation";
                 source = "mg1_zeroing1";
                 sourceAddress = "clamp";
                 selection = "mg1_rearsight";
                 axis = "mg1_rearsight_axis";
                 minValue = 0;
                 maxValue = 1;
                 angle0 = "rad 0";
                 angle1 = "rad 4";
             };

        class AnimationSources 
        {
            class mg1_reload
            {
                source = "reload";
                weapon = "vn_dp28_01";
            };
            class mg1_zeroing1: mg1_reload
            {
                source = "zeroing1";
            };
};```
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i'm guessing there is only nativesupport for a limited se tof animsources

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would be great if the wiki had such a list

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so when user of turret changes weapon zeroing, is there any control output we can pick up in model anim?

polar fiber
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AFAIK it's not supported in vehicles. The closest approximation you might get would be with ObsElevation source which isn't really zeroing

cinder pivot
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Speaking of support, is initphase not supported if the source is a door?

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Seems to work if I have the source set to user but it then doesn’t work as a scroll wheel option in vehicle

polar fiber
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We made attributes for it in RHS rather than trying to use the eden editor VhC

cinder pivot
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Its like a 6 point animation so I would like to start it closed vs open

polar fiber
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AFAIK VhC is using the Animate command rather than AnimateSource/AnimateDoor

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add something like class Attributes { class DoorB { control = "CheckboxNumber"; defaultValue = "0"; displayName = "Open rear door"; property = "Door_B"; expression = "_this animateDoor ['%s',_value,true]"; }; class DoorL: DoorB { displayName = "Open left door"; property = "Door_L"; }; class DoorR: DoorB { displayName = "Open right door"; property = "Door_R"; }; }; and you can do it in attribs

cinder pivot
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Animate source or animate door had the same effect on the door when it was set to source=β€œdoor” but not if it was user

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Hmm

rough idol
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current version of VhC can support animateDoor, animateSource & animate

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animateDoor is used autmatically when source "door" is used

polar fiber
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but it wont remember initphase?

cinder pivot
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What is VhC?

rough idol
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it will - it depends if animation name matches model.cfg entry

polar fiber
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Vehicle Customisation

cinder pivot
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Oh

rough idol
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Orange DLC Van is using it for example

polar fiber
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that might be Andrew's issue then

rough idol
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as for animateSource, you have to use useSource = 1

#
                class Hide_Door_1_source: Door_1_source
                {
                    source = "user";
                    useSource = 1;
                    displayName = "Hide left front door";
                    mass = "- 50";
                    onPhaseChanged = "";
                    forceAnimatePhase = 1;
                    forceAnimate[] = {};
                };```
#
                class Door_1_source
                {
                    source = "door";
                    initPhase = 0;
                    animPeriod = 1;
                    displayName = "Open left front door";
                    sound = "Van_02_Door_Front";
                    soundposition = "Door1_sound";
                    onPhaseChanged = "";
                    forceAnimatePhase = 0;
                    forceAnimate[] = {"hide_door_1_source", 0};
                    forceAnimate2[] = {"hide_door_1_source", 0};
                };```
#

model.cfg

            class Door_1_source
            {
                type = "rotation";
                selection = "Door1";
                axis = "door1_axis";
                Source = "Door_1_source";
                angle0 = rad (0);
                angle1 = rad (-85);
                minValue = 0;
                maxValue = 1;
            };```
#
            class Hide_Door_1_source
            {
                type = hide;
                hideValue = 0.01;
                selection = door1;
                source = Hide_Door_1_source;
            };```
cinder pivot
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So the door_1_source has to match

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I think my issue is that the door animation is 5 or 6 different movements to open or close it and it slides along based on the single door source so if it has to match a model cfg entry not sure I will have much luck

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Ill give it a look though, thanks for all the infos

rough idol
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animteDoor will still work all those other entries

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functions is just checking animationPhase of i.e. "class Door_1_source" to determine its state

cinder pivot
ornate lintel
#

Hey, I am trying to get into vehicle creation and wonder how much is able to be done in Blender and then how much has to be done in object builder in terms of things like geometry, memory points, selections and so on?

lusty ginkgo
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I haven't personally done vehicles, but if you use the arma tools for blender you should be able to do most things in blender, including the other LOD's and their individual properties

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then you can simply export and import the p3d into and out of blender and object builder wherever necessary

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though the blender exported p3d needs to have normals recalculated in OB for some reason, and edit LOD's don't work with it

ornate lintel
#

Thanks for your help

ornate lintel
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With the Arma 3 tools for Blender is there a way to create points like the points you create in object builder by pressing Insert?

woeful viper
#

make triangle, import, delete the extra 2 verts in OB

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pull the 2 extra verts way off so you have an easy time deleting them

ornate lintel
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Thanks

shut arch
#

Or creat a triangle select all vertex and merge at centre.

ornate lintel
#

Sorry if i am getting annoying but got one last question related to Arma 3 Tool box for Blender, when I exported my project as a P3D then opened it in Object builder for some reason the car was flipped and pointing down when it was not like this in blender, anyone know what the issue may be? https://imgur.com/ymUa7Bz

sacred grail
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need to make sure the axis are exporting right. i.e Y should be up, Make sure x, y and z are not flipped aswell.

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I don't use the blender tools though so I may be missing something there

stuck oyster
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Also the object scale and rotations must be applied to the model.

tulip beacon
#

Any solution on arma3 toolbox funkup vertex normals on p3d export?

slate epoch
#

@ornate lintel What car is that? πŸ™‚

quick terrace
#

@slate epoch a custom self made one

slate epoch
#

Is it really, though? forsenWeird

quick terrace
#

obviously

woeful viper
#

πŸš“

median bough
#

@tulip beacon
Better ask alwarren himself

tulip beacon
#

@median bough rgr thanks

shrewd jay
#

@lusty ginkgo though the blender exported p3d needs to have normals recalculated in OB for some reason, and edit LOD's don't work with it

It shouldn't. Make sure you have the path to o2script.exe set up correctly.

wooden osprey
#

Hello, what i need to fix to make my texture Transparent for my 3D optic?

#

i got in texture path

#

"a3\weapons_f_exp\acc\data\acco_erco_ca.paa"

#

without material

#

but texture inside is not transparent in game

#

what im missing?

polar fiber
#

textures and materials you reference also need to be unpacked on your P: drive

#

the model is actually checked to see which faces have an alpha texture

wooden osprey
#

unpacked as TGA? or .paa is enough?

polar fiber
#

paa is fine

tough sinew
#

Hello!

wooden osprey
#

ok

#

thanks! BRB

tough sinew
#

Anyone know how to change the "I_Heli_Transport_02_F" interior?

median bough
#

you cant

tough sinew
#

ohh 😦

#

there is a luxurios one in folder

polar fiber
#

unused proxy model from Take on Helicopters

tough sinew
#

oh 😦

wooden osprey
#

@polar fiber Still, buldozer runs it fine, in game it just has textures but not transparent black background

polar fiber
#

buldozer will see it fine. It's when you binarise that to pack it ingame that it checks the faces

#

you might need to clear temp files before you repack

#

because it wont update the model from the temp folder unless it detects changes to the .p3d or model.cfg

wooden osprey
#

@polar fiber Still, cleared TEMP folder

#

i will shot you message with screen of what i got

median bough
#

link and no description to it...

deft heron
#

Sorry. Its my house that made some time ago.

tough sinew
#

Hello!

#

I have a car with the arma 3 car selections

#

is there any wat to copy arma 3 model .cfg from other car?

cobalt panther
#

changed the view mode to fire geo so I could visualize what's going on, but it's animating correctly, however the bullet physics are completely broken

cobalt panther
#

alright, thanks to an old post by @quick terrace I found the solution, adding verts to the selections at the widest arcs of the animation seemed to have fixed the collision issue, but the bullet holes are still acting weirdly, not much I can do about it I don't think.

#

What nonsense

woeful viper
#

@cobalt panther that looks very weird... almost as if the algorithm thinks the doors are still overlaying where they where when it was still closed. Maybe have the state in OB in the open position and then close it via anim? It looks like you have 3 parts per door side? I would try to make it 1 box and elongate it by assigning 4 verts to the animation. Very thin firegeo (like those doors) can be quite glitchy

#

another thing possible to try is to make the firegeo thicker on the doors, but assign a plate material with low thickness to it. So the bullets cant phase through the firegeo but will not be stopped as if it was 10cm metal

gloomy mango
#

what 3D model file would you need to port into arma 3?

#

would an OBJ file be enough?

cobalt panther
#

@woeful viper good thoughts, I shall give them a try, cheers

#

I've honestly never seen anything like it before though

#

so weird

#

Also @gloomy mango use FBX

gloomy mango
#

Ok thanks

stuck oyster
#

@gloomy mango also make sure you have permission to port the object.

gloomy mango
#

@stuck oyster I 100% do

stuck oyster
#

πŸ‘

tacit badger
hallow jacinth
#

I think you need to select the object in object mode, so you get the orange/yellow outline

tacit badger
#

nope, this does not work

#

i have a feeling its something to do with my geometry lod, as its only just started doing it after i made that.

polar fiber
#

did you remember to assign your geo LOD as an Arma object with the tool?

tacit badger
tacit badger
#

ok, so with a little bit of testing, i have found out its only when i have a geo lod, if its only a custom lod it works fine

deep coral
#

has anyone ever encountered a vehicle floating all over the place?

median bough
#

πŸ€”

#

depending on alc and thc level mmmmmmmmmmmmaybe...?

#

no, seriously... what do you mean?

deep coral
#

Vehicle can be placed on ground in editor flat. When in the vehicle it becomes a kite!

ornate lintel
#

It could be a range of things from memory points, config settings with things like suspension, wheel settings and so on, when I had an issue with my vehicle bouncing while driving I had to play around with the mass, wheel settings and animations to fix it. However I am new to this thing so chances are someone else might be able to give a better response but I am just letting you know how I handled the issue my self.

median bough
#

Land contact correct?

deep coral
#

the land contact is right below wheel

ornate lintel
#

If that happens once you play the scenario in the mission editor chances are it is a config option

round bloom
#

Has anyone ever seen an issue before creating a custom car where it works fine in editor but when you put it on a server it returns mission end?

bold flare
#

"returns mission end"?

round bloom
#

All the RPT on server and client shows is that it received a valid BIS_fnc_endMission request

bold flare
#

Sounds less like "creating" a custom car and more like "stealing" a copy-protected custom car.

round bloom
#

It's legit my car, full access to source and not a single reference to BIS_fnc_endMission in any part of my config or scripts

bold flare
#

Well people use missionEnd as copy protection quite often

#

if you are not on a whitelisted server, it kills the mission

tulip beacon
#

Well people use missionEnd as copy protection quite often brutal. i like it.

round bloom
#

I realised the cause now anyway, for some reason Addon Builder wasn't including a .sqf file in the PBO so the check I had in was forcing it to end

median bough
#

Addon Builder

#

really?

#

why... just... why?

#

use pboProject

#

@round bloom

#

the only reason to run arma tools is, to register them after install. open it ONCE and never again

round bloom
#

I keep meaning to just whenever I come around to it I just cba

stuck oyster
#

Then tbh why should we be arsed to help you.

#

If you cba help yourself to use tools that actually help you debug stuff.

round bloom
#

I previously used proProject I just hadn't got around installing it on this newer PC yet

stuck oyster
#

πŸ™ˆ πŸ™ˆ πŸ™ˆ

median bough
#

now is the time to reinstall

#

or are you afraid of the "errors" it will throw at you?

round bloom
#

I hereby solemnly swear I will install it once I finish changing this p3d πŸ˜‚

fervent steppe
#

Addon Builder

😭

ember ingot
#

Hello, I have a problem where the weapon attachments are at an offset while being in the editor. I have to re-equip the weapon several times before it magically fixes itself. There are no errors when packing neither is it showing up wrong in Buldozer. Anybody know what might be the issue?

stuck oyster
#

Pictures might help. Does the offset transfer into the game?

#

When you run it

rough idol
#

@ember ingot pictures?

ember ingot
#

The offset is not always the same, some it's like that, sometimes at the ground

#

it changes

#

The weapons ''broke'' when I removed an unnecessary proxy in the .p3ds

rough idol
#

is it happening with some specific accesories?

ember ingot
#

I checked whether that was the issue, but I replaced the suppressor I made with an RHS, still an offset

#

*RHS one

quick terrace
#

can you get a screeen from OB? of proxies?

polar fiber
#

and geo LOD

ember ingot
#

sure thing

ember ingot
quick terrace
#

so in short - the center of the proxy 90 deg triangle

#

is the model 0.0.0 center

#

of the proxy mesh

visual hinge
#

If I create an object that has an extremely low poly/vertex count... like low double digits, is it still considered bad practice to use the same model for the LODs?

quick terrace
#

what LODs?

#

visual LODs?

visual hinge
#

yeah

quick terrace
#

the lowest visual LOD should be 400 vertices

#

or around

#

if your LOD 0/1 mesh

#

is 20, you don't need any additional viz LODs

bold flare
#

yeah it is bad practice. Same model for lower lods doesn't really make sense, just don't have the lod and let Arma use the high lod everywhere

quick terrace
#

but yeah what dedmen said, you either reduce the count, or don't create additional ones

visual hinge
#

Ok, cool. Thanks

polar fiber
#

autocenter should be in your geometry LOD rather than any others @ember ingot

#

and your attachment proxies you really should be trying to use the default ones from Arma named TOP, SIDE etc.

#

\A3\data_f\proxies\weapon_slots\MUZZLE etc.

ember ingot
#

@polar fiber I know that they have to be default Arma 3 ones, I had that before, just changed them to show the proxies in the model. I had to remake the Geometry LODs, I forgot about the autocenter. That fixed it, thank you everyone!

woven osprey
#

Hello its possible animations(.RTMΒ΄S) to show at the Buldozer ?

stuck oyster
#

yes

woven osprey
#

and how ?

stuck oyster
#

but depends whats the purpose

#

if its the correct way

woven osprey
#

i do own driver animations and i want to adjust it on my car

stuck oyster
#

where do you do the driver animation?

#

Blender, Max, OB

#

other

#

where im getting with this is that load your car model in there and adjust the animation that way

#

much simpler

woven osprey
#

c4d -> then export fbx -> import that to blender export them to.bvh -> then to the objectbuilder

stuck oyster
#

oh

#

that sounds difficult

woven osprey
#

yes but all fine πŸ˜„

stuck oyster
#

well there is a load rtm setting in the OB Viewer toolbar list

woven osprey
#

i want to see the animations at buldozer but i dont know how

stuck oyster
#

or you can load the animation on a man model

#

save it as p3d

#

and use it as proxy

woven osprey
#

the animation ?

stuck oyster
#

.rtm is animation file

woven osprey
#

yeah

#

but i want to see the driver with the animation at Buldozer

#

@stuck oyster i fount it Thanks πŸ˜„

stuck oyster
#

πŸ‘

fervent steppe
#

They ever fix building destruction rtms?

#

Or is that still borked?

slate epoch
#

You mean how choppy they look like?

fervent steppe
#

Well In buldozer you can run through the rtm but in game they flip around weird

#

Not the same animation as in buldozer

visual hinge
#

Do I need to scale the model to the proper size in whatever 3d program I'm using or can that be done later in oxygen?

stuck oyster
#

Can be done in OB but generally I think it's a lot easier to model things to right scale to begin with.

visual hinge
#

Ok

outer condor
#

@fervent steppe PM Pennyworth

bleak tangle
#

About the animations being different from Buldozer to in-game? I don't think I have anything to share with regards to that. I thought Torndeco may have fixed an RTM issue with the crane in CUP but I can't really find anymore information about it when searching through the previous messages.

outer condor
#

from what i recall you may not binarize the rtm

#

or something with model.cfg setup

median bough
#

I think it was because the rtm was already binarized before packing

fervent steppe
#

Hmm. I wanna say mikero and myself went through all this about a year or so ago and came to the conclusion bis borked destruction rtms.

#

Does the destruction rtm work in cup for the crane?

bold flare
#

Yes it works. Have seen it happen last saturday

visual hinge
#

I have done something... does anyone know why all my objects with origins at the same coordinates are moving together?

#

in blender*

stuck oyster
#

You have whatsitcalled on, the blue dot on the tool bar

#

On mobile. So no screenies xp

visual hinge
#

Ahhh!

#

"O" lol thank you!

#

Proportional Editing

stuck oyster
#

That

#

It's useful in organic stuff

#

But maaan can It mess up things

visual hinge
#

lol yes... I was getting agravated

smoky nimbus
#

I'm trying to get a shadowvolume right; I'm making sure it's closed but the close tool in object builder is leaving me with the same 9 vertices unclosed each time. I'm trying to close them manually by adding in a bunch of new faces between the 9 points in the hope that'll fix it, but I'm not really sure on what I'm doing (wrong). Anyone got any ideas how to effectively close the shadowlod?

polar fiber
#

are you sure the faces are the right way around to match the rest of that object?

#

check it in buldozer

smoky nimbus
#

I've played around with it reversing a bunch that seemed to be wrong, but I'm not decreasing the amount of vertices I get when I make OB show me the non-closed.

polar fiber
#

vertices/points wont decrease

#

face count will go up

smoky nimbus
#

Yeah, but I'm using OB's topology -> find non-closed tool, which shows me the vertices that aren't closed, which should be 0 in a shadowlod, right?

stuck oyster
#

yes, but the non closed verticles it shows does not mean there is just 1 hole

#

it can be many holes

#

so adding faces between all of them does not usually work

#

you have to take a close look at each vertex and figure out where the hole is

#

its usually near it

polar fiber
#

With the object selection tool, select one of the verts that shows up. ctrl+I then ctrl+H to hide all other objects in the model

#

then look at it in buldozer or perhaps even the D3D viewport, to see where there is a hold adjacent to that vert

#

select the 3-4 of the verts that for the hole's border and hit F6

#

no more than 3-4 verts

#

keep doing that until all the holes are gone

#

ctrl+A and ctrl+shift+H will unhide what ever was hidden

visual hinge
#

Having a little trouble here, as always, don't know enough to ask the right questions...
In blender I have a small camo net and a couple tentpoles. Total of 2 objects... do I need to combine them to export or can I export to p3d with multiple objects?

round bloom
#

Is it possible to set up a custom item say a vest so that if a player wears another item then it hides a certain selection?

#

And then on top of that show a different hidden selection instead?

stuck oyster
#

@visual hinge each lod can be only 1 object

polar fiber
#

@round bloom there is something like that for hiding parts of vests when wearing ghillie suits

visual hinge
#

@stuck oyster Ok... I think

round bloom
#

@polar fiber Any idea how that has been applied? I have an item that goes in the vest slot and another that goes in a backpack slot, when both are on parts of the vest need to hide

polar fiber
#

I don't know that it'll work with anything but uniforms

#

but the uniform flag is hideProxySelections[] = {"ghillie_hide"};

#

and in the vest etc. there is a selection with that name that gets hidden when placed on that character model

visual hinge
#

Can I make a plane in blender visible from both directions in objectbuilder or do I have to duplicate and flip the normals?

toxic apex
#

Guys, i need a bit of help. My wheel damage is screwing up. I shoot the wheels out on the rear and it doesnt drop. But I shoot the front out and it drops properly. The damage setup in the model.cfg is identical. The hit sources are identical. Any ideas? https://1drv.ms/u/s!AlH_XTdllj7dlnD8e2GrSweZAANp

polar fiber
#

@visual hinge double-sided faces are not supported

visual hinge
#

alright, thanks

polar fiber
#

@toxic apex there's not some selection overlap with the wheel_##_damper and wheel_##_damper_land selections somewhere in the model?

toxic apex
#

nope all separate selections in all lods

visual hinge
#

this is a very frustrating process

toxic apex
#

Wlcome to ArmA modding πŸ˜‰

visual hinge
#

such a convoluted process

stuck oyster
#

you may have to refine your shadow lod creation process

#

more often than not its faster and more reliable to create it from new simple blocks

visual hinge
#

lol I don't think me and arma modding are cut out for each other

#

So if I have to have each object as it's own LOD... I have 1.0 as the camonet material, 2.0 as the tent poles... won't that only display as the tent poles at a distance?

stuck oyster
#

yes

#

so you combine everything that goes into LOD1 into 1 object

#

But you can keep a version where they separate as a backup

visual hinge
#

so I have to combine texture files also?

stuck oyster
#

no

#

single object can have multiple materials

visual hinge
#

great

fervent steppe
#

Has anyone done any actual testing of using multiple material say vs using a multimat

#

For performance

tacit onyx
#

Is it possible to configure a curve for an animation? instead of linear

stuck oyster
#

model.cfg animation?

tacit onyx
#

yes

stuck oyster
#

no

#

needs multiple animations for such

#

that stack

tacit onyx
#

I see, thanks for the help

stuck oyster
#

or if its script run animation the script can increase the speed on a calculated curve

tacit onyx
#

sweet got it working with a few more anims on top, cheers

stuck oyster
#

πŸ‘

deft heron
#

When using SMDI`s can the specmap have a colour to it?

polar fiber
#

no

#

since the channels are either specular or gloss

deft heron
#

Yeah I thought as much. But how do we make metal look right, Should I work in metalness workflow or specular in Substance and DDO

#

?

fervent steppe
#

@tacit onyx what are you trying to accomplish. As in what is the object you are trying to animate?

polar fiber
#

metal colour comes from your diffuse primarily

#

Arma is not using PBR

#

so typical black metal output from SP/dDo isn't going to work

deft heron
#

Yep copy that.Cheers.

quick terrace
#

best would be to keep to spec gloss workflow

visual hinge
#

Can normals get flipped when exporting from blender?

stuck oyster
#

should not but your objects scale can be in incorrect

#

as in other than 1,1,1

#

the p3d export will apply any scale, rotation and offset from origin

#

so you got to make sure your object is in 0,0,0 coordinates, has 0,0,0 rotations and 1,1,1 scale

visual hinge
#

geez, ok

#

alright did that... do I understand the multiple materials for one object has 1 LOD with multiple selections?

stuck oyster
#

can you repeat that

visual hinge
#

I don't know

#

we were talking earlier about applying multiple materials to one object

stuck oyster
#

yes

visual hinge
#

do I do that by creating multiple selections in the LOD for each different material?

stuck oyster
#

different materials for different parts

visual hinge
#

oh... I thought it had to be done in oxygen

stuck oyster
#

and with arma properties enabled you can set different Arma texture and different Arma material for each

visual hinge
#

ok, I'm tracking on all that... I think I was making it harder than was necessary

stuck oyster
#

that can happen.

#

on the bright side when you find out easier way stuff feels so much simpler and faster to do πŸ˜„

visual hinge
#

lol I hope you're right

onyx carbon
#

Im not fully sure what Im missing for my hat that is messing with me. I have head as a proxy in 1.0 (and selected). In Geometry I have a property called autocenter = 0.
The model.cfg is in the folder. But I still get the hat floating around the waist. Any quick tip what I should look for?

stuck oyster
#

model.cfg have a class that corresponds with the p3d name?

onyx carbon
#

That was the step I missed, many thanks HorribleGoat

stuck oyster
#

πŸ‘

visual hinge
#

so if I setup selections in oxygen... those are the hiddenSelections in a config file? Or is there more to it than that?

stuck oyster
#

same selection has to be listed in the sections array of that models model.cfg class

visual hinge
#

ok

#

it's sad how quickly I get myself back to wanting to throw my monitor across the room

visual hinge
#

wow... lol remember how I was saying I was making it way harder...

#

geez... just got my first model in game

#

sort of... it shows for a second and then disappears

visual hinge
#

Any ideas on that one?

visual hinge
#

Yeah, just did some testing... I'm not sure what to make of this. If I spawn it in with create vehicle, it lasts for approximately 3 seconds then it becomes null

stuck oyster
#

What type of object is it? @visual hinge

visual hinge
#

@stuck oyster uhh... a static object?

stuck oyster
#

its possible it for some reason gets destroyed/killed

#

so your config might not be complete

#

or youre still lacking something important in the p3d lods

visual hinge
#

I would put a substantial amount of money on it being the last one

visual hinge
#

@stuck oyster is a geometry LOD required even if I want the object to be able to be passed through completely?

tulip beacon
#

you might want some of the named properties that go into geolod

stuck oyster
#

If geometry lod is not present it defaults to the vis lod and reads them from there

#

but it is likely better to have an empty geometry or even a geometry blob with no mass if you want it to be passable

visual hinge
#

Well... I would assume that no geo lod wouldn't be the cause of it disappearing after a few seconds then... I tried setting up the config as a magazine and dropping the object from my inventory... it works when I do that. Would that suggest a config issue when trying to set it up under CfgVehicles?

ornate lintel
#

Hey, anyone know if there is any tutorials on rigging vests within Arma?

stuck oyster
#

not really. rigging a vest is like rigginh any character though, the weigths must match closely what the character model has underneath so that the vest does not clip with the character. How weighting/rigging is done in [insert your choise of program] there usually are generic tutorials on how to use those tools for every program.

#

The Arma 3 Samples on steam provide example character and skeleton thats fully weighted that can be used for comparison/initial weight transfer

ornate lintel
#

Thanks for your help, will try that now

stuck oyster
#

also for your own sanity use something else than Object Builder for it.

ornate lintel
#

Yeah I am using Blender πŸ˜‚

polar fiber
visual hinge
#

Well... I guess it was most likely a config issue because I've got it working as intended now

#

@stuck oyster Thanks for all the help and hand holding man

stuck oyster
#

youre welcome. Though it was more like poking you into right direction with a stick

#

πŸ˜„

visual hinge
#

or like a bat lol

stuck oyster
#

I prefer lead pipe

visual hinge
#

lol

deft heron
#

What is this error and how do I get rid of it guys?

polar fiber
#

it's a config error

#

either wrong inheritance or a }; missing, which is making you have class damage in the wrong place

deft heron
#

Ok thankyou very much.

simple terrace
#

What would the recommendation be for the limit of materials per model? How much of a performance hit is an additional material?

bold flare
#

seperate materials increase the section count, which increases the number of draw calls

#

"how much" is one more draw call

#

there is no "per model" limit.
If it's a small clutter object you don't want more than 1 draw call.
If it's like a full office building that will only exist once on a map then a hundred or more is technically not really a problem.

#

The more instances of your model exist, the fewer you want. And even if only one exists, fewer is still better.

simple terrace
#

Roger, I'm sitting on 4 for my vehicle, so I'm guessing adding one more will be OK, if I think the trade off adds enough

#

Thanks for the info

ornate lintel
velvet chasm
#

hi
we have a little problem with a car
the car is ok in editor but when we want to test it
this happening
the model author is Yoilon and we are working together to fix it

#

the right side is lower than the left

ornate lintel
#

It could be an issue with the config options around suspension for each wheel, the mass could be set as heavier on one side causing the vehicle to be slanting to one side or there could be an issue with memory points.

stuck oyster
#

@ornate lintel blender draws both sides of faces unless you enable blackface culling and Arma/tools only draw front side of faces, so most likely you just have those wrong sided faces on your model.

ornate lintel
#

Thanks, fixed the issue, really appreciate the help.

ornate lintel
#

Anyone know the best way to deal with the issue of Blender being orientated with the Z axis being up so when you export the model it is sideways in Arma?

visual hinge
#

how do I set the mass of an object in oxygen?

sacred grail
#

bottom left

#

or Alt-M I believe?

visual hinge
#

Yup on both accounts, but it's greyed out

sacred grail
#

select the vertices you want to apply the mass to

visual hinge
#

ah thank you

sacred grail
#

np

stuck oyster
#

@ornate lintel do you export with Arma toolbox? Orientation should be correct with it if your object rotation is 0 0 0

ember ingot
#

Hello, I'm currently trying to figure out magazineproxies. I have read the page on the wiki but is the proxy suppose to be A3\Data_f\proxies\weapon_slots\MAGAZINESLOT.p3d or A3\Data_f\proxies\weapon_slots\MAGAZINE.p3d? Both the names are mentioned. Also, is a model.cfg necessary for the magazine and what can I remove in the weapon .p3d regarding the magazine being moved to proxy? So far, the gun I switched to the magazine proxy only seems to crash the game.

ornate lintel
polar fiber
#

Either not weighed, or there is no model.cfg class for it

ornate lintel
#

Thanks, must be the model since I weighed the model in blender

ornate lintel
#

Anyone know why a vest might be sitting too low on the player?

ornate lintel
cobalt panther
#

Make sure you have it positioned accordingly to the character model, the geometry lod has the property autocenter = 0 and your model.cfg is correct

#

the holy trinity

#

@ornate lintel

polar fiber
#

in this case it's probably the lack of autocenter in the geo LOD. Judging by where it's offset to this time, compared to the previous picture posted when there was no model.cfg

ornate lintel
stuck oyster
#

Possibly a weighting issue yes. The vest should not be made too tight and the mesh should mimic the topology and weighting of the character very closely so that it moves well with it.

quick terrace
#

weighting issue most likely yes, for all gear meshes it is wise to do it on top of the character model (available as fbx as well in the samples or tools, can't remember)

stuck oyster
#

Samples

#

And since blender is used for modeling I can recommend using the weight transfer tool for initial weighting to get it close to what it should be. Also Macsers Armarig can be used for pretty accurate weight testing inside Blender.

outer condor
muted dove
#

Why does Object builder crash so much?

quick terrace
#

it never crashed on me tbh

strong plaza
#

have you set up your p: drive correctly?

fervent steppe
#

I've never had it crash on me. Are you opening binarized models?

median bough
#

Would also be my guess

slate epoch
#

lol πŸ˜„

ornate lintel
#

Does anyone know if there is a tutorial on setting things up with Macsers Armarig as I want to port my vest onto the model to test the weighting however am not to sure on how to get it setup.

visual hinge
#

Is there a tutorial on setting up hiddenSelections?

fervent steppe
#

Bis forums and type hiddenselections.

Basically In the model you give the faces named properties.

In the model config you add those names under the

sections[]={"named_property"};

Then in the main config add hiddenselections[]={"named_property"};

#

Still relevant

polar fiber
#

"named selections" would be a more correct term. Named properties are the other things like autocenter, buoyancy, lodnoshadow etc.

fervent steppe
#

Oh yes!!! Good catch. That's what I meant!

#

Sorry multitasking at work

#

I did post the link tho 😎

tender carbon
#

hey everyone, I have been screwing around with weighting my character for arma 3 using 3ds max and the p3d exporter script, however in 3ds max the model is all fine, but in game there are parts that is being stretch out .

#

anyone one know what the issue could be ?

#

Also the smoothing doesnt export correctly.

stuck oyster
#

Arma supports only 3 bones per selection if I recall right

#

so its possibly you have too many weights per selection and the important ones get culled

#

also its possible your weights dont add up to 100

#

so if you have 3 bones with 1% weight the mesh wont follow right

#

about max smoothing export I cant say a thing, people get good results with fbx export. Id guess the p3d exporter may be old /incomplete?

tender carbon
#

Yeah I do have all the bone's for just the feet for example

#

like leftarm, leftforarm,leftarmroll

stuck oyster
#

that can mess things up

civic salmon
#

hey guys is there a way for me to make my cactus models hurt someone when they walk up too close to them?

stuck oyster
#

might need to be external script that detects collision with it and a man unit

#

cant remember there being any damage outputting parameter in building/plant config

tender carbon
#

you could use the fire damage work

#

code**

stuck oyster
#

oh yeah there is that

#

it could work

fervent steppe
#

Neat

ornate lintel
#

Anyone know if there is a guide for getting setup with Macsers Armarig so I can add a custom model to it and test my weight painting

#

Never mind worked it out, for anyone having the same issue for future reference, you need to add a Armature modifier to the model and set the object to the ArmaRig

stuck oyster
#

πŸ‘

fervent steppe
median bough
#

πŸ˜„

tacit badger
#

hello, so i'm having some trouble with the texture on a model. (i can't seem to recreate it atm) But what happens is when i export it to OB from blender then open it in buldozer and/or game the textures are really shiny, as if they have a mirror rvmat on them or something?

stuck oyster
#

you probalby have wrong kind of/broken rvmat on them

#

how do you export it from Blender?

tacit badger
#

file > export > p3d

stuck oyster
#

have you assigned Arma textures and materials to the Blender materials the model uses?

tacit badger
#

the 'Arma Toolbox Material Settings' if so yes

stuck oyster
#

paths correct?

#

actually post some pics of the problem

tacit badger
#

i cant seem to recreate it atm, its annoying

#

sometimes it will happen sometimes it doesnt

#

i know thats a pain

#

but im just trying to see if i can find a solution for when i does happen next

stuck oyster
#

next time take a picture

tacit badger
#

but what happens is the texture is there, its just got a 'mirror' type overlay on it where there is grass and a house etc.

stuck oyster
#

sounds a lot like you have either a broken texture/material file somewhere or you have wrong paths

#

take a picture

tacit badger
#

ok i will do next time i get it

stuck oyster
#

πŸ‘

tacit badger
#

got it aha

stuck oyster
#

thats the environmental reflection

#

you got bad rvmat settings

tacit badger
#

would the best way of finding the broken one be take one out look, so on so forth?

stuck oyster
#

open the one that part uses

#

also do your textures follow the correct suffix naming rules?

tacit badger
#

_co etc?

#

if so yer

stuck oyster
#

πŸ‘Œ

#

are you using supershader in the rvmat?

#

and what would that part be supposed to look like?

tacit badger
#

just removed the rvmat, and yer its no longer shiny, so looks like new rvmats

#

ahh, thats why, the rvamt is trying to find a .paa that no longer exists, that could be it aha

#

thank you

stuck oyster
#

πŸ‘

ornate lintel
#

Hey anyone got tips when it comes to weight painting, I have copied from arma samples to get a base weights but am finding it hard refining all the paint so it works well in game.

stuck oyster
#

practise

#

character weighting is an art that you just have to do enought to get the hang of it

#

hard parts I like to weight to single bone

#

or evenly to multiple bones

#

but thats personal preference as I dislike deforming armor plates and such

ornate lintel
#

Thanks

visual hinge
#

So found this sample model config:

class CfgModels
{

    class Default
    {
        sectionsInherit = "";
        sections[] = {};
        skeletonName = "";
    };

    class Andor_hartman_mh1 : Default
    {
        sections[] = 
        {
        
        "camo"
        
        };
    };
};```
Is it necessary to first define the default class or is that only if I plan to have multiple models defined in the config?
slate epoch
#

It's not necessary

visual hinge
#

thank you

bold flare
#

default is the fallback if you have a model.cfg in the same directory as a p3d, but the model.cfg doesn't have an entry for that p3d

visual hinge
#

ok, think I'm tracking

ornate lintel
#

If my vest is clipping through clothing but not the model without any clothing would that be a scaling issue or a weight painting issue?

polar fiber
#

scaling most likely

#

since the units wearing uniform are somewhat bulkier than the t-shirt

stuck oyster
#

@ornate lintel possibly design problem as if you design vest so that it does not have room fro the clothing then it just will never have room for clothing

#

so if its tight fitted to the tshirt then that is too tight

deep coral
#

Hey guys, have any of you seen were the sights on a custom weapon be not visable?

#

My weapon fires and I can aim down the iron sights. When I apply the optic in VA the sights flip down but no optic model is seen.

#

for scopes I can see the custom overlay of sights

stuck oyster
#

does it have proxy for the sight?

#

if it does not have proxy, then the sight wont be shown on it

deep coral
#

it has a top, side, muzzle, and underbarrle proxy

#

the muzzle, and side work

stuck oyster
#

custom sights or all sights?

#

check the top proxy again, maybe its named wrong

#

also does it have proxies in resolution and firstperson lods?

deep coral
#

all sights, and the res 1 and view-pilot are identical

#

I have tried removing and redoing the proxy but no luck

stuck oyster
#

do you pack with Mikeros pboProject?

#

have you tried copying the proxy from the sample weapon?

deep coral
#

I pack with arma tools and I have used both the sample weapon and my own version

stuck oyster
#

I would recommend pboProject as it gives you a lot better debug errors

#

addonBuilder lets you build just about anything

deep coral
#

true that, I will try that. thanks

stuck oyster
#

if nothing shows up there then it might be a config issue too.

deep coral
#

no luck with pboProject

deep coral
#

so now I can see the sight but the muzzle flash and mags are always showing

stuck oyster
#

possibly you have issues in your model.cfg

late raft
#

So.

#

L3DT'

#

L3DT's website closed the download availability for L3DT Pro. Anyone have the .exe or something for the pro version?

#

Down for "maintenance" apparently.

stuck oyster
#

its going to be free after next update

late raft
#

Is there a date?

stuck oyster
#

no

late raft
#

I kinda uninstalled mine because I was having massive errors with it..

#

rip.

stuck oyster
#

but migth be now if the site is under maintenance

late raft
#

It's been under maintenance since Dec 11th 2018.

stuck oyster
#

my pro download link works just fine

late raft
#

df

#

mine says authorization denied and has a login window pop up

#

or am i being dumb and forgetting that login is the email user and apss

#

rip

stuck oyster
#

yea did you insert the login and password you got in the email

late raft
#

god im so dumb lmao

stuck oyster
#

πŸ‘

late raft
#

its been a while since i had to reactivate this shiz

#

just not iced i was also in the wrong channel

#

🀦

stuck oyster
#

well road to bettering yourself starts from realizing your shortcomings 😝

late raft
#

yes ima start with an IQ test

fervent steppe
#

L3DT's going free?

strong plaza
#

yep

fervent steppe
#

forever?

strong plaza
#

I assume so

fervent steppe
#

wow

strong plaza
fervent steppe
#

wow thats awesome

strong plaza
#

well, technically it was free anyway, you just had to renew the trial every 3 months

fervent steppe
#

lol

#

cheater

#

haha just realized im in the model channel..oops

fading frigate
#

hey everyone, does anyone have any recommendations for a new model designer?

quick terrace
#

?

outer condor
#

is there ever a case where clutter models to have named properties besides class=clutter and frequent=1?

tulip beacon
#

right, latest version ov named properties script + cmd version + examples

#

would appreciate any feedback

stuck oyster
#

can you restructure the text so its easy to read?

#

@white jay

white jay
#

ok

stuck oyster
#

thanks

white jay
#

so am learning 3ds max and i have noticed something i just want to make sure that its what i am thinking it is.

#

so now doing anything in 3ds max or any 3d modeling program is the same thing so i can build anything a house , a mall , etc... then i can export it to [.obj] file and when i import it to object maker i forgot what its called lol so when i import it there i need to make all of the game logic like moving doors ,add glass to windows area,add geometry for fire and so the bots can't cross my house etcc.

#

so object builder is just for creating logic of what you have built in 3ds max.

#

so now i can make a simple house that doesn't have doors or anything just a house with a way to get in and out without a door just for practicing..

#

so if i import my house to object maker what are the things that i need to do so it can work perfectly in arma + what config do i use for it ?

#

and also adding textures is just converting them to .paa and adding them in obj builder right ? .

#

i know that's a lot of talking but any help would be appreciated

stuck oyster
#

With 3dmax you want to use FBX as export to OB format. That way you can create the "logic" selections in 3DMax.

#

config example you can find in the Arma 3 samples

#

config.cpp and model.cfg are both needed

#

❓

tulip beacon
#

nvm

white jay
#

so i can do everything in 3ds max @stuck oyster . is it better in there or object builder

stuck oyster
#

Most of things you can do in 3dsmax yes. And usually I've found its easier to do complex things without OB

#

you just have to figure out whats the best workflow for you

white jay
#

thank you man +rep . i will take your advice because object builder is kinda complicated for me and 1 more thing if i can do everything in 3ds max then i just need to export it to OB and from there export it to p3d and pack it ? like for ex: i know that i need to add some geometry for arma 3 if i added it in 3ds max will it be the same thing

stuck oyster
#

some things you likely need to set in OB

#

like geometry mass and named properties

#

as those are P3D specific properties

#

El_Tyranos tutorials are for Blender but they cover some Object Builder use too

#

so you should watch those

white jay
#

thanks again man btw does pmc has any good documented configs and model.cfg

stuck oyster
#

dont remember

#

model.cfg stuff is covered pretty well in the wiki

#

and config.cpp examples in the Arma 3 Samples should cover everything you need

white jay
#

kk thanks

tacit onyx
#

Is there any known circumstance where random vertices of a selection are not being animated? I have flaps, ailerons, elevator etc setup from the start but they no longer animate at all. And other animations only animate a certain number of the vertices in the selection

stuck oyster
#

maybe your animation config is missing some ; or }; somewhere

#

do you pack with pboProject?

tacit onyx
#

I should add, running this in buldozer directly from object builder, and strangely the same animations work just fine in other LODs (for example shadowvolume)

stuck oyster
#

good to mention such a detail

#

might be you have a part of mesh somewhere that breaks it

#

try copying the whole lod into new p3d

tacit onyx
#

Tried that already πŸ˜…

stuck oyster
#

how complex is the mesh on that lod?

#

copy part of it away and see if that helps

tacit onyx
#

not super complex...just puzzled because I've not really made any drastic changes to the model since yesterday when it was all working. Have to try and remember what I changed and try revert it I guess

stuck oyster
#

you can also try packing it

#

perhaps pboProject will spew out an error

tacit onyx
#

seems to be my zbytek selection

#

with it present it messes up the animations, but removed it all works

stuck oyster
#

is it animated?

#

you can only have verticles in 1 animated selection

tacit onyx
#

yeah figured, think I must have defined the whole vehicle with that selection at some point

polar fiber
#

zbytek should be a section in the model.cfg, not a skeleton bone

tacit onyx
#

yeah I don't have it as a bone

#

ok sorted

stuck oyster
#

πŸ‘Œ

fervent steppe
fervent steppe
#

Anyone else familiar with the actionBegin actionEnd in the path lod of the structure. Is it me or does it seem like the AI just randomly trigger the events as in sometimes they tigger the doors to open and sometimes they don't

slate epoch
#

They definitely should do it every time

fervent steppe
#

They don't tho

#

And I don't understand why lol

#

They follow the path correctly. It's just the triggers don't work for opening the door

rough idol
#

are you sure that AI passing node with that action begin/end?

fervent steppe
#

Yes. It's a tri. And both end nodes on the tri are labeled actionBegin1

woeful viper
#

in the video you have some unlocking thing - maybe thats what AI fails at? Please correct me if i'm wrong but i dont have the impression that AI would wait for an action to finish, so it would just try to continue walking through the door, because AI ignores geo when on pathway

umbral shuttle
#

would this be the best place to ask object builder questions?

stuck oyster
#

yes

fervent steppe
#

@woeful viper I would agree but it should still trigger the action. And it's not just this particular structure either

woeful viper
#

i see, does the AI just walk through the door anyway? or does it not move through? Seen this issue in gameplay videos sometimes (AI glitching through doors without opening) but cant remember where. Propably vanilla or CUP building

fervent steppe
#

They just walk through

woeful viper
#

i was thinking if there was a way to block AI from walking through doors (hiding pats of path geo) - but if it was hidden they wouldnt walk to the actionpoint to begin with i guess

fervent steppe
#

Yea I was just gonna try and get it to trigger the action then experiment with the trigger placement so by the time they got to the door they would trigger the door opening action

tacit shard
#

Is it possible to select faces or uv islands in object builders uv editors or just vertices

rough idol
#

@fervent steppe can you somehow prepare some test model with paths & geo lod?

#

I could try it at work tomorrow with paths diags

visual hinge
#

Do models require any special LOD in order to work with ACE_Actions?

stuck oyster
#

should not

#

mods cant add such things

visual hinge
#

sure but I didn't know if there was some sort of LOD that is common on all objects that ACE relies on that I didn't include in mine

stuck oyster
#

highly doubt that

visual hinge
#

me too honestly but I'm grasping

stuck oyster
#

likely you are just setting it up wrong

visual hinge
#

fair enough

stuck oyster
#

ACE has slack channel I think. You could ask there

visual hinge
#

oh ok, thanks

fervent steppe
#

@rough idol I can pack up the exact model for you if you would like

dreamy zealot
#

Hi guys, In my P3d files regarding Geometry LOD and Roadway LOD is it okay for a roadway LOD surface to intersect the face of a geometry surface? lets say i have a platform and a wall and the player should be able to walk on the platform and collide with the wall, do i need to trim the roadway LOD just short of the wall? Thanks!

bold flare
#

@visual hinge geometry lod most likely. You can also bind a action to a point in memory lod

#

@dreamy zealot no the roadway can go inside the wall

#

just make sure it's not such that the player could walk up and stand on the geometry, then he'll bug out

sudden chasm
#

What Geo LOD do bipods and the rest weapon mechanic reference to deploy on?

umbral shuttle
#

So whats the best way to distribute out the mass of a helicopter? like should I try to get the center of mass as close as possible to where the pilot seat is, or center of model or near where the rotors are?

stuck oyster
#

depends how you want it to fly

#

the center of mass does affect the handling

umbral shuttle
#

yea I saw that, im going for something inbetween the Pawnee and the blackfoot heli , so im thinking move the center of mass forward. I was told that A2 assets where released when A3 came out so would looking at those help?

stuck oyster
#

possibly

#

though the A3 flightmodel is different from A2

#

you could just make a few variants with same config, different names and different mass distribution and test it out

umbral shuttle
#

yea i can try that, so its just more of a trial and error till I get the right feeling i guess

umbral shuttle
#

oh theres no way for me to type in the center of mass position and let object builder figure out the distribution is there?

#

rather then setting each component

charred patio
#

Got a question, it's technically for dayz but I have a feeling it's the same as arma so someone here might know the answer. Trying to get a gas mask in game, but I'm noticing all of the gas mask itself isnt being rendered on the other side of the glass

#

Images to show what i mean:

stuck oyster
#

@charred patio whats not rendered and where?

#

aaa

#

the part that covers your nose and mouth

charred patio
#

Any part of the model thats the mask isnt rendered

#

If you hold it in your hands or inspect it and look through the glass not even the straps render

stuck oyster
#

Id guess likely culprit would be that the visor is not sorted top

charred patio
#

What does that mean?

stuck oyster
#

my understanding is that transparent parts have to have right alpha sorting so that their draw order is correct

#

usually moving windows/glass on top solves this kind of problems

charred patio
#

Ah thanks, I'll try that

stuck oyster
#

πŸ‘

charred patio
#

Hmmm nope 😦

stuck oyster
#

could be an issue with the glass shader too I guess

#

DZ-mysteries

#

you could try if it works with procedural alpha texture without any rvmat applied

#

or some other shader

fervent steppe
#

And you did select only the transparent faces and move to top right πŸ™„

charred patio
#

It's the texture in some way I think. Made the visor use the texture for a in game masks lenses and it now renders stuff behind it

fervent steppe
#

@rough idol is the man. helped me fix the path lod! and bonus it seems the ai respond to how long the animation lasts before proceeding to the position in the model.

woeful viper
#

what was the issue with your path?

stuck oyster
#

@fervent steppe share ur sikrits

willow ore
#

Can anyone help with the frame for the body on which the weapons will be installed?

rough idol
#

just a note - when you are trying to debug it look at the errors about "ladder" points being inaccessible - someone did dirty copy paste in the code

#

blue balls are actionBegin memory points, pink = actionEnd

fervent steppe
#

@woeful viper yea.
@stuck oyster what you talkin bout willis 😜

@rough idol why would it say anything about ladder points? I did copy paste a path lod but it never had ladder points in it lol

rough idol
#

I mean, .rpt is complaining about ladder where it means doors

#

someone just copy pasted .rpt warning from ladder code to doors

#

thats why it's rather confusing to debug

#

@fervent steppe

fervent steppe
#

Ohhhh lol

fervent steppe
#

Ohhhh @stuck oyster secrets! I get it now haha

stuck oyster
#

xD

#

Also thanks @rough idol for the explanation

tacit shard
#

Is there anyway to enable like a wireframe or AO for the diag_drawMode command so I can see my LOD better in game? Its pretty hard to make out what it is when its flat shaded

#

Sorry if this has been asked before couldn't find anything

bold flare
#

BI's internal build has wireframe.. Though I think that's not enabled on diag binary.. Although it should be πŸ‘€

tacit shard
#

Hmm because I can see that my shadow lod is deffinetly not the one im packing and it looks very broken, but I can't tell what it actually looks like because its just a grey shape on my screen

bold flare
#

is it convex?

#

if it is, then grey shape should be enough to see what's going on

tacit shard
#

It is convex yes, but my issue is that when packing its not keeping the shadow lod I made and have in my shadow lod 0 of the p3d. Instead its using something else for the shadow lod im not sure what. When viewing the packed/binarised p3d with mikeros eliteness it seems that my shadow lod 0 is replaced by something with 3417 faces even though my shadow lod has 918. And when viewing it in diagnostics its a concave shape that I can't make outt

#

It should be noted my original shadow lod 0 with 918 faces gets put into a 'shadow lod 1000' according to eliteness but obviously it must be using the shadow lod 0.

polar fiber
#

your visual LODs should all have the property lodNoShadow 1

fervent steppe
#

Do you have the correct named properties in the geolod?

tacit shard
#

sorry for slow replies was appearing offline.

I hve lodnoshadow 1 in res

in geometry I have:
placement vertical
sbsource shadowvolume
prefershadowvolume 1
class house
map building

polar fiber
#

shadow LOD has no textures assigned or selections that share with hiddenselections?

tacit shard
#

nope no textures assigned and no uvlayouts, also no hidden selections on the model the only named selections in the shadow lod are the two proxies but It still has the error with the proxies removed from my testing.

bold flare
#

I think binarizing shouldn't alter the geometry in shadow lod. It will generate a shadow buffer lod, but it shouldn't alter the shadowvolume

polar fiber
#

sure it's counting faces and not points/vertex normals btw?

#

because hard edges render with 2-3 vertex normals but OB will only count the vertex

tacit shard
#

["tanoa",[1890.17,3453.46,25],360,0.75,[-45,0],0,0,600.021,0.100716,1,1,0,1] and this is before binarisation

bold flare
#

can you send me the binarized p3d?

tacit shard
#

["tanoa",[1887.87,3451.16,25],360,0.75,[-45,0],0,0,600.021,0.100716,1,1,0,1]

#

wtf

#

err Its under NDA so I don't think I can I might be able to ask to send pictures but I doubt I can send the p3d

bold flare
#

ah okey. bummer ^^

tacit shard
#

Yeah sorry ik it would be a massive help. Ive even just remade my shadow lod and improved it to see if that fixes it but its still not using the correct shadow lod

bold flare
#

does one of your other lods happen to have 3417 faces?

#

such that you can find out what it's being replaced with

tacit shard
#

Nah thats what confusing me so much, the highest ammount of faces is the res lod with before triangulation it has 465 so I have no idea where it could've pulled 3000 faces from

#

Its like binarise is just deciding it wants to make the shadow lod itself or something

bold flare
#

do you have shadowvolume 1000 AND 0 in eliteness?

#

eliteness might erronously display shadowbuffer 0 as shadowvolume 1000. That was only fixed recently

tacit shard
#

so my p3d has shadow volume 0 and 10 in the binarised eliteness reads me as having:

shadowvolume 0
shadowvolume 10
shadowvolume 1000
shadowvolume 1010

bold flare
#

yeah. the 1000's are shadowbuffer

tacit shard
#

1000 and 1010 are the shadow lods I made though (I believe as they have the same ammount of faces)

bold flare
#

no

#

the ones you made should be 0 and 10

tacit shard
#

Yeah thats my point theyre not

bold flare
#

shadowbuffer 0 and 10 are generated based on the shadowvolume

tacit shard
#

For some reason 0 has 3000 faces, while my shadow lod has 880
10 has 720 faces

1000 has 880 which is how many my shadowvolume 0 has in my p3d
1010 has 180 which is how many my shadow volume 10 has in my p3d

bold flare
#

what tool do you pack with? pboProject?

tacit shard
#

yeah the paid version

#

Im gunna check for updates in case theres a bug as I havent updated in awhile

fervent steppe
#

NDA = Lifemod 😜

tacit shard
#

Its not a life mod

fervent steppe
#

NDA =! Lifemod

tacit shard
#

πŸ˜‚

bold flare
#

!=*

fervent steppe
#

Crap

tacit shard
#

syntax error!

median bough
#

M1lkm8n = Life Modder

#

πŸ˜‰

fervent steppe
#

Haha

#

And a poor coder

median bough
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fits

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πŸ˜‚

tacit shard
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nope updating mikeros tools had no affect, no surprise there.

bold flare
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Well I'm out of ideas. Dunno if shadowBuffer should have same amount of faces as corresponding shadowvolume, though I assume not.
Sounds like your shadowvolume0 should actually be shadowbuffer0 and they are swapped out for whaaaaatever reason. No idea how that could happen

tacit shard
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Neither Ive tried recreating it in a new p3d as well etc im lost tbh

fervent steppe
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Where do you see the shadowbuffer used mostly?

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Like models....is it veg?

bold flare
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every model generates shadowbuffer I think

fervent steppe
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But don't some models have specific designed lods

bold flare
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I think Arma uses either buffer or volume based on shadow quality setting or something

fervent steppe
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So what's the difference using 0/10 or 1000/1010?

bold flare
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1000 doesn't exist

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It's just a display error in OB and older versions of mikeros tools

fervent steppe
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Ohhh

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I was getting confused

bold flare
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0-999 is shadowVolume. And then there is 0-999 shadowBuffer lods.
They are different things. And you don't make shadowBuffer lods yourself, they are exlusively generated by binarize

fervent steppe
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πŸ‘

grizzled moss
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Guys i am new to model making i am looking for the right toolset can anyone point me in the right direction ?

stuck oyster
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Blender is good program and free

grizzled moss
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Do you know of a good YouTube streamer that does a good job in explaining basics ?

stuck oyster
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never really watched any so no.

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but type in "Blender startup tuorial" to google

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and youll find loads

grizzled moss
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Ok thank you

stuck oyster
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you might want to jump into the new Blender 2.8 right away though

fervent steppe
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HorribleGoat YouTube channel in the works πŸ€”

stuck oyster
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πŸ˜„ ha my channel is filled with just random Arma stuff xD

slate epoch
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same

stuck oyster
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@slate epoch is it public channel?

slate epoch
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no

stuck oyster
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aww

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keep your secrets

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😝

fervent steppe
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Haha

clever ibex
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Hello all. I have ported in the game my first weapon and im trying to get the attached scopes to work and i have for the most part except when i go into first person the scope that's on the gun is no longer visible like it is in third person and i cannot look down my sights at all... I've tried comparing the arma 3 samples configs with mine and i couldn't find any issues that it could be with my config. Anyone have any ideas why this might be?

slate epoch
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Missing proxy in Pilot LOD?

stuck oyster
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missing pilot lod in scope?

slate epoch
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haha or that