#arma3_model
1 messages Β· Page 130 of 1
Try DayZ tools OB.
Or mikero has a tool that can convert p3d's to newer versions afaik
shouldn't they just work though?
uuhh
opened a p3d in np++ and it says odol, I don't understand how content on p: has become binarized
can someone help me ?
@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?
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?
or is it hardwired to spawn in the centre of the model, at the bottom?
arma 2 model fireplace had a memory point "ohniste"
doesn't seem to work i narma 3
A3 fireplace has mem point ohniste too
You can probably also offset particle effects too
ok thanks! so add a highermem pointfor the smoke etc and add a position = "smoke_pos" etc?
into theclass effects
ah i see so ohniste is the main spawn point for the effect, and the class cfgcloudlets is where yo uoffset the smoke
@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
or you can use mag proxies, then it's less of an issue
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.
zasleh does
but that's because it's using some old OFP era shit for hiding the muzzle flash
so i shall remove all the hideable bones (except for zasleh) from the sections list then?
yeah, you only really need retexture selections, class damage material selections (on vehicles) and zasleh on weapons in there
i've been encoding sections lists like this for at least two years (gulp!)
wis hthere was a decent manual lol
Anything that is in hiddenselections[] or the class hitpoints visual property, need to be in there
ahhhh
but not a bone that has an animation of type "hide" specifically
i assumed the ywere the same (a bone that is hidden with hiddenselections, and a bone that is animated with type hide)
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.
understand about the hitpoints visual, thx.
yeah, pretty much
it stops things like where you need a bone in the shadow LOD or geometry LOD, from accidentally using hiddenselections or something
because that can break closed convex if someone uses the section to retexture the object
which is why the game complains about sections being in the shadow LOD
ahhh
thanks so much for explaining that!
it has been an "assumption" type mystery for me for a very longtime
damn, forgot to remove "test" button
templates should be stored in ...\Arma 3 Tools\ObjectBuilder\O2Scripts\cst_scripts\npm_templates\ in order to be displayed in the list
but could be loaded directly from any place in theory
@formal vapor m aka Delta. I use Mudbox sometimes what is your question brother?
@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 π)
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
some tools (zbrush) have automatic retopogolize feature
and 3d coat, but mudbox is way more simple than zbrush lol
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.
@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
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
Well looks like you a double underscore in the model path name for one
Excuse me it's in the class name
Im guessing this way isnt the way to do it.
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
Something wrong with my eyescope memory point?
Nevermind, just too close I guess
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?
you have not build it right
could be texture issue, model issue, config issue
packing issue
alright, is there any way I could narrow it down? Perhaps that is something useful in the report that I can look for?
usually crash related stuff is at the bottom of the rpt
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.
But I get this with my other custom weapons aswell, but they don't crash
its not a crash causing issue
That is the last entry before it crashes
are you running any other addons?
Only RHSUSAF because it is dependent on that
This is what is at the bottom of the rpt
Version 1.88.145285
Fault time: 2019/01/17 12:53:53
Fault address: 13712EDB 00:13712EDB Unknown module
What tool did you pack the model with?
PBO manager
well, I didn't pack the model with anything then
not a model packer
It's just there
Try packing it with a real tool. It will probably tell you what's wrong.
Mikeros pboProject is the best concerning error checking
Alright, thank you
How would I make it exclude certain files, since my config contains links to other items outside of my own .pbo?
nevermind
I think you got a lot you have to redo properly
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?
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
mmm landcontact follow slope skews the model on the terrain I think
so its not exactly as in editor
@clever ibex what kind of an object is it?
as in if you place walls and stuff similar to that in TB they go like this :
keepHorizontalPlacement = 0; ?
@polar fiber what does that do? π€
@stuck oyster its a house a pretty sizable one similar as in a standard arma 3 house
so i need a land contact lod and then u place down 4 points im assuming where u want it to contact the land?
yes
ok thx
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?
is a 4 point landcontact valid? I remember single and double point.
And I remember checks and errors about the number of points
When creating aircraft interiors. Is there a best practice to use existing A3 dials and such, or am I better off creating my own?|
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
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
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?
What shader do they use?
PixelShaderID="TreeAdv";
VertexShaderID="TreeAdvModNormals";
this is what is used in the images
K
Try increasing diffuse alpha
To say 2
What is it now?
Can you paste rvmat here?
no
any lod using that texture or material has the same issue
the billboard LOD doesn't, since it is different
Tried TreeAdv for both pixel and vertex?
I have and also every other variant of treeadv I am aware of
K
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
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)
Afaik whatever
Rylan, is texture _co or _ca?
_ca
also I can't really pm the model afaik
Y?
K
@lusty ginkgo thats very bright scene
basically you cant draw white over white so that you see it
I'm talking about the dead vegetation, not the bright white
the really bright vegetation should be made to like the slightly darker one on the right
ah
use of pointy arrows to emphasise whay you mean is adviced.
these?
looks like they get completely lost
yeah
soo their lods alright?
in this screenshot I removed the other lods for testing purposes
so only 1 lod but it still dissappears?
is doesn't disappear so much as it 'fades out' the farther away you get
you have to be within 15 meters to be able to see what it is clearly
zooming in helps a bit
resolution, sampling, and AA settings don't have any effect that I can tell either
how about just plain grass?
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
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);
};
Does that go within the animations class? Or just anywhere within my model class?
animation class
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
would that be a model.cfg/selections issue or would it be a pure config thing I botched? Everything seems to look fine
@cinder pivot it could be one, or both
but if it works in BD then it's likely your class turrets entries
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
so putting a class cannon on a non-mainturret is not supported,and it will not turn
i found and fixed this in our M107 carrying M113, by changing the weapon to an MG and voila, the turre tcompletely worked
so i had tochange the model to make it use mainturret for the rear/side turret which carried the cannon
who knew lol
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";
I think its turrets class.. was trying to repair a ported A2 vehicle to no luck, some odd stuff on it
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
don't use my naming, i'm justshowing you the params which control model / turre trelationships
i use mg1_ mg2_ etc as we have a lot of multi-turret vehicles
Will have to mess with it, it was a huey port so dual guns
But for some reason everything has changed selection names
UH1 is a very good example of why to use this kind of naming
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
Good to know and good naming convention to follow, thanks for the pointers π
Will have to take a look when I get on my pc later
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";
};```
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";
};```
this better shows the turret params relationships with the animsource classname or the selection name.
Thanks
Will have to dig through it later, hopefully solve it with as few game restarts as possible π
Use local data (filePatching)
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
ok my question of theday...
zeroing1
can i in any way connect this to control a vehicle weapon animation?
Just respawn asset, no need to reload mission π
i tried adding a custom animsource linked to the weapon but no dice
ah really? ok
e.g. MG on static weapon
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";
};
};```
i'm guessing there is only nativesupport for a limited se tof animsources
would be great if the wiki had such a list
so when user of turret changes weapon zeroing, is there any control output we can pick up in model anim?
AFAIK it's not supported in vehicles. The closest approximation you might get would be with ObsElevation source which isn't really zeroing
Speaking of support, is initphase not supported if the source is a door?
Seems to work if I have the source set to user but it then doesnβt work as a scroll wheel option in vehicle
We made attributes for it in RHS rather than trying to use the eden editor VhC
Its like a 6 point animation so I would like to start it closed vs open
AFAIK VhC is using the Animate command rather than AnimateSource/AnimateDoor
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
Animate source or animate door had the same effect on the door when it was set to source=βdoorβ but not if it was user
Hmm
current version of VhC can support animateDoor, animateSource & animate
animateDoor is used autmatically when source "door" is used
but it wont remember initphase?
What is VhC?
it will - it depends if animation name matches model.cfg entry
Vehicle Customisation
Oh
Orange DLC Van is using it for example
that might be Andrew's issue then
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;
};```
So the door_1_source has to match
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
Ill give it a look though, thanks for all the infos
animteDoor will still work all those other entries
functions is just checking animationPhase of i.e. "class Door_1_source" to determine its state

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?
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
then you can simply export and import the p3d into and out of blender and object builder wherever necessary
though the blender exported p3d needs to have normals recalculated in OB for some reason, and edit LOD's don't work with it
Thanks for your help
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?
make triangle, import, delete the extra 2 verts in OB
pull the 2 extra verts way off so you have an easy time deleting them
Thanks
Or creat a triangle select all vertex and merge at centre.
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
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.
I don't use the blender tools though so I may be missing something there
Also the object scale and rotations must be applied to the model.
Any solution on arma3 toolbox funkup vertex normals on p3d export?
@ornate lintel What car is that? π
@slate epoch a custom self made one
Is it really, though? 
obviously
π
@tulip beacon
Better ask alwarren himself
@median bough rgr thanks
@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.
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?
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
unpacked as TGA? or .paa is enough?
paa is fine
Hello!
Anyone know how to change the "I_Heli_Transport_02_F" interior?
you cant
unused proxy model from Take on Helicopters
oh π¦
@polar fiber Still, buldozer runs it fine, in game it just has textures but not transparent black background
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
@polar fiber Still, cleared TEMP folder
i will shot you message with screen of what i got
link and no description to it...
Sorry. Its my house that made some time ago.
Hello!
I have a car with the arma 3 car selections
is there any wat to copy arma 3 model .cfg from other car?
Has anyone encountered this bug with fire geo before?
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
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
@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
what 3D model file would you need to port into arma 3?
would an OBJ file be enough?
@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
Ok thanks
@gloomy mango also make sure you have permission to port the object.
@stuck oyster I 100% do
π
hello, so i am trying to export as a p3d from blender, but i am getting this error. could anyone help? https://gyazo.com/852248c9bc2164ef54af58b42c111925
I think you need to select the object in object mode, so you get the orange/yellow outline
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.
did you remember to assign your geo LOD as an Arma object with the tool?
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
i have just tried extracting it as view geo then putting it into OB and changing, and i get this error when trying to save. https://gyazo.com/49000d5d5fec622b603bd7a87ed29170
has anyone ever encountered a vehicle floating all over the place?
π€
depending on alc and thc level mmmmmmmmmmmmaybe...?
no, seriously... what do you mean?
Vehicle can be placed on ground in editor flat. When in the vehicle it becomes a kite!
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.
Land contact correct?
the land contact is right below wheel
If that happens once you play the scenario in the mission editor chances are it is a config option
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?
"returns mission end"?
All the RPT on server and client shows is that it received a valid BIS_fnc_endMission request
Sounds less like "creating" a custom car and more like "stealing" a copy-protected custom car.
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
Well people use missionEnd as copy protection quite often
if you are not on a whitelisted server, it kills the mission
Well people use missionEnd as copy protection quite often brutal. i like it.
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
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
I keep meaning to just whenever I come around to it I just cba
Then tbh why should we be arsed to help you.
If you cba help yourself to use tools that actually help you debug stuff.
I previously used proProject I just hadn't got around installing it on this newer PC yet
π π π
now is the time to reinstall
or are you afraid of the "errors" it will throw at you?
I hereby solemnly swear I will install it once I finish changing this p3d π
Addon Builder
π
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?
@ember ingot pictures?
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
is it happening with some specific accesories?
I checked whether that was the issue, but I replaced the suppressor I made with an RHS, still an offset
*RHS one
can you get a screeen from OB? of proxies?
and geo LOD
sure thing
so in short - the center of the proxy 90 deg triangle
is the model 0.0.0 center
of the proxy mesh
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?
yeah
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
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
but yeah what dedmen said, you either reduce the count, or don't create additional ones
Ok, cool. Thanks
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.
@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!
Hello its possible animations(.RTMΒ΄S) to show at the Buldozer ?
yes
and how ?
i do own driver animations and i want to adjust it on my car
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
c4d -> then export fbx -> import that to blender export them to.bvh -> then to the objectbuilder
yes but all fine π
well there is a load rtm setting in the OB Viewer toolbar list
i want to see the animations at buldozer but i dont know how
the animation ?
.rtm is animation file
yeah
but i want to see the driver with the animation at Buldozer
@stuck oyster i fount it Thanks π
π
You mean how choppy they look like?
Well In buldozer you can run through the rtm but in game they flip around weird
Not the same animation as in buldozer
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?
Can be done in OB but generally I think it's a lot easier to model things to right scale to begin with.
Ok
@fervent steppe PM Pennyworth
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.
I think it was because the rtm was already binarized before packing
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?
Yes it works. Have seen it happen last saturday
https://steamcommunity.com/sharedfiles/filedetails/?id=1629717699 Here. You can see it falling in the back on the left.
I have done something... does anyone know why all my objects with origins at the same coordinates are moving together?
in blender*
You have whatsitcalled on, the blue dot on the tool bar
On mobile. So no screenies xp
lol yes... I was getting agravated
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?
are you sure the faces are the right way around to match the rest of that object?
check it in buldozer
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.
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?
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
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
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?
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?
@visual hinge each lod can be only 1 object
@round bloom there is something like that for hiding parts of vests when wearing ghillie suits
@stuck oyster Ok... I think
@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
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
Can I make a plane in blender visible from both directions in objectbuilder or do I have to duplicate and flip the normals?
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
@visual hinge double-sided faces are not supported
alright, thanks
@toxic apex there's not some selection overlap with the wheel_##_damper and wheel_##_damper_land selections somewhere in the model?
nope all separate selections in all lods
this is a very frustrating process
Wlcome to ArmA modding π
such a convoluted process
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
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?
yes
so you combine everything that goes into LOD1 into 1 object
But you can keep a version where they separate as a backup
so I have to combine texture files also?
great
Has anyone done any actual testing of using multiple material say vs using a multimat
For performance
Is it possible to configure a curve for an animation? instead of linear
model.cfg animation?
yes
I see, thanks for the help
or if its script run animation the script can increase the speed on a calculated curve
sweet got it working with a few more anims on top, cheers
π
When using SMDI`s can the specmap have a colour to it?
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
?
@tacit onyx what are you trying to accomplish. As in what is the object you are trying to animate?
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
Yep copy that.Cheers.
best would be to keep to spec gloss workflow
Can normals get flipped when exporting from blender?
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
geez, ok
alright did that... do I understand the multiple materials for one object has 1 LOD with multiple selections?
can you repeat that
I don't know
we were talking earlier about applying multiple materials to one object
yes
do I do that by creating multiple selections in the LOD for each different material?
oh... I thought it had to be done in oxygen
and with arma properties enabled you can set different Arma texture and different Arma material for each
ok, I'm tracking on all that... I think I was making it harder than was necessary
that can happen.
on the bright side when you find out easier way stuff feels so much simpler and faster to do π
lol I hope you're right
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?
model.cfg have a class that corresponds with the p3d name?
That was the step I missed, many thanks HorribleGoat
π
so if I setup selections in oxygen... those are the hiddenSelections in a config file? Or is there more to it than that?
same selection has to be listed in the sections array of that models model.cfg class
ok
it's sad how quickly I get myself back to wanting to throw my monitor across the room
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
Any ideas on that one?
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
What type of object is it? @visual hinge
@stuck oyster uhh... a static object?
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
I would put a substantial amount of money on it being the last one
@stuck oyster is a geometry LOD required even if I want the object to be able to be passed through completely?
you might want some of the named properties that go into geolod
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
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?
Hey, anyone know if there is any tutorials on rigging vests within Arma?
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
Thanks for your help, will try that now
also for your own sanity use something else than Object Builder for it.
Yeah I am using Blender π
https://youtu.be/anToxwlLtFY?t=2325 will give you some indication of how to transfer weights from the Arma skeleton in Blender
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
youre welcome. Though it was more like poking you into right direction with a stick
π
or like a bat lol
I prefer lead pipe
lol
it's a config error
either wrong inheritance or a }; missing, which is making you have class damage in the wrong place
Ok thankyou very much.
What would the recommendation be for the limit of materials per model? How much of a performance hit is an additional material?
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.
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
Hey, anyone know why the Arma 3 tools for Blender may be flipping random faces when I export as a P3d? https://imgur.com/a/0p52eJf
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
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.
@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.
Thanks, fixed the issue, really appreciate the help.
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?
how do I set the mass of an object in oxygen?
Yup on both accounts, but it's greyed out
select the vertices you want to apply the mass to
ah thank you
np
@ornate lintel do you export with Arma toolbox? Orientation should be correct with it if your object rotation is 0 0 0
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.
Hey, anyone know why my vest might show up in the ground? https://imgur.com/a/n4zq1g2
Either not weighed, or there is no model.cfg class for it
Thanks, must be the model since I weighed the model in blender
Anyone know why a vest might be sitting too low on the player?
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
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
Thanks fixed that so thanks for the support, got one final issue where the clothes are clipping with the vest, I have a feeling it has something to do with the weight painting however am not too sure on what parts need painting for the weight https://cdn.discordapp.com/attachments/352109639292289025/538169039097430046/20190125013119_1.jpg
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.
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)
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.
created stub page for CfgNonAIVehicles - please add your insights or share them here
https://community.bistudio.com/wiki/CfgNonAIVehicles_Config_Reference
Why does Object builder crash so much?
it never crashed on me tbh
I've never had it crash on me. Are you opening binarized models?
Would also be my guess
lol π
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.
Is there a tutorial on setting up hiddenSelections?
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
"named selections" would be a more correct term. Named properties are the other things like autocenter, buoyancy, lodnoshadow etc.
Oh yes!!! Good catch. That's what I meant!
Sorry multitasking at work
I did post the link tho π
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.
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?
Yeah I do have all the bone's for just the feet for example
like leftarm, leftforarm,leftarmroll
that can mess things up
hey guys is there a way for me to make my cactus models hurt someone when they walk up too close to them?
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
Neat
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
π
https://steamcommunity.com/sharedfiles/filedetails/?id=1635319513
For all your storage needs
π
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?
you probalby have wrong kind of/broken rvmat on them
how do you export it from Blender?
file > export > p3d
have you assigned Arma textures and materials to the Blender materials the model uses?
the 'Arma Toolbox Material Settings' if so yes
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
next time take a picture
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.
sounds a lot like you have either a broken texture/material file somewhere or you have wrong paths
take a picture
ok i will do next time i get it
π
would the best way of finding the broken one be take one out look, so on so forth?
open the one that part uses
also do your textures follow the correct suffix naming rules?
π
are you using supershader in the rvmat?
and what would that part be supposed to look like?
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
π
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.
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
Thanks
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?
It's not necessary
thank you
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
ok, think I'm tracking
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?
scaling most likely
since the units wearing uniform are somewhat bulkier than the t-shirt
@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
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
does it have proxy for the sight?
if it does not have proxy, then the sight wont be shown on it
custom sights or all sights?
check the top proxy again, maybe its named wrong
also does it have proxies in resolution and firstperson lods?
all sights, and the res 1 and view-pilot are identical
I have tried removing and redoing the proxy but no luck
do you pack with Mikeros pboProject?
have you tried copying the proxy from the sample weapon?
I pack with arma tools and I have used both the sample weapon and my own version
I would recommend pboProject as it gives you a lot better debug errors
addonBuilder lets you build just about anything
true that, I will try that. thanks
if nothing shows up there then it might be a config issue too.
no luck with pboProject
so now I can see the sight but the muzzle flash and mags are always showing
possibly you have issues in your model.cfg
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.
its going to be free after next update
Is there a date?
no
but migth be now if the site is under maintenance
It's been under maintenance since Dec 11th 2018.
my pro download link works just fine
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
yea did you insert the login and password you got in the email
god im so dumb lmao
π
its been a while since i had to reactivate this shiz
just not iced i was also in the wrong channel
π€¦
well road to bettering yourself starts from realizing your shortcomings π
yes ima start with an IQ test
L3DT's going free?
yep
forever?
I assume so
wow
If you're looking for a program that lets you easily design huge 3D terrain maps, your search is over!
wow thats awesome
well, technically it was free anyway, you just had to renew the trial every 3 months
hey everyone, does anyone have any recommendations for a new model designer?
?
is there ever a case where clutter models to have named properties besides class=clutter and frequent=1?
right, latest version ov named properties script + cmd version + examples
would appreciate any feedback
ok
thanks
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
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
β
nvm
so i can do everything in 3ds max @stuck oyster . is it better in there or object builder
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
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
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
thanks again man btw does pmc has any good documented configs and model.cfg
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
kk thanks
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
maybe your animation config is missing some ; or }; somewhere
do you pack with pboProject?
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)
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
Tried that already π
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
seems to be my zbytek selection
with it present it messes up the animations, but removed it all works
yeah figured, think I must have defined the whole vehicle with that selection at some point
zbytek should be a section in the model.cfg, not a skeleton bone
π
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
They definitely should do it every time
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
are you sure that AI passing node with that action begin/end?
Yes. It's a tri. And both end nodes on the tri are labeled actionBegin1
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
would this be the best place to ask object builder questions?
yes
@woeful viper I would agree but it should still trigger the action. And it's not just this particular structure either
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
They just walk through
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
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
Is it possible to select faces or uv islands in object builders uv editors or just vertices
@fervent steppe can you somehow prepare some test model with paths & geo lod?
I could try it at work tomorrow with paths diags
Do models require any special LOD in order to work with ACE_Actions?
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
highly doubt that
me too honestly but I'm grasping
likely you are just setting it up wrong
fair enough
ACE has slack channel I think. You could ask there
oh ok, thanks
@rough idol I can pack up the exact model for you if you would like
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!
@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
What Geo LOD do bipods and the rest weapon mechanic reference to deploy on?
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?
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?
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
yea i can try that, so its just more of a trial and error till I get the right feeling i guess
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
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:
@charred patio whats not rendered and where?
aaa
the part that covers your nose and mouth
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
Id guess likely culprit would be that the visor is not sorted top
What does that mean?
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
Ah thanks, I'll try that
π
Hmmm nope π¦
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
And you did select only the transparent faces and move to top right π
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
@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.
what was the issue with your path?
@fervent steppe share ur sikrits
Can anyone help with the frame for the body on which the weapons will be installed?
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
@woeful viper yea.
@stuck oyster what you talkin bout willis π
@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
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
Ohhhh lol
Ohhhh @stuck oyster secrets! I get it now haha
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
BI's internal build has wireframe.. Though I think that's not enabled on diag binary.. Although it should be π
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
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.
your visual LODs should all have the property lodNoShadow 1
Do you have the correct named properties in the geolod?
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
shadow LOD has no textures assigned or selections that share with hiddenselections?
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.
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
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
https://gyazo.com/2033875e3823194947843823a230dd69 This is what eliteness is showing as my shadowvolume 0 after binarisation
["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
can you send me the binarized p3d?
["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
ah okey. bummer ^^
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
does one of your other lods happen to have 3417 faces?
such that you can find out what it's being replaced with
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
do you have shadowvolume 1000 AND 0 in eliteness?
eliteness might erronously display shadowbuffer 0 as shadowvolume 1000. That was only fixed recently
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
yeah. the 1000's are shadowbuffer
1000 and 1010 are the shadow lods I made though (I believe as they have the same ammount of faces)
Yeah thats my point theyre not
shadowbuffer 0 and 10 are generated based on the shadowvolume
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
what tool do you pack with? pboProject?
yeah the paid version
Im gunna check for updates in case theres a bug as I havent updated in awhile
NDA = Lifemod π
Its not a life mod
NDA =! Lifemod
π
!=*
Crap
syntax error!
nope updating mikeros tools had no affect, no surprise there.
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
Neither Ive tried recreating it in a new p3d as well etc im lost tbh
every model generates shadowbuffer I think
But don't some models have specific designed lods
I think Arma uses either buffer or volume based on shadow quality setting or something
So what's the difference using 0/10 or 1000/1010?
1000 doesn't exist
It's just a display error in OB and older versions of mikeros tools
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
π
Guys i am new to model making i am looking for the right toolset can anyone point me in the right direction ?
Blender is good program and free
Do you know of a good YouTube streamer that does a good job in explaining basics ?
never really watched any so no.
but type in "Blender startup tuorial" to google
and youll find loads
Ok thank you
you might want to jump into the new Blender 2.8 right away though
HorribleGoat YouTube channel in the works π€
π ha my channel is filled with just random Arma stuff xD
same
@slate epoch is it public channel?
no
Haha
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?
Missing proxy in Pilot LOD?
missing pilot lod in scope?
haha or that