#arma3_model

1 messages Β· Page 131 of 1

clever ibex
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are u talking about the view pilot lod?

slate epoch
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yeah

clever ibex
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@slate epoch i have the proxy for the top attachment and yes i have that lod but im not 100% sure if tis set up right

stuck oyster
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top attachment proxy is in both resolution lods and viewpilot lod of the weapon? and the scope has both resolution lod and viewpilot lod?

polar fiber
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scope also needs a viewPilot LOD, in case it's a matter of him using a custom scope

clever ibex
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@stuck oyster so for the resolution lod thats like lods 1-4 right for how far away u are from the model in game and then the view pilot i also have i do not have the proxy on that lod imma try that now

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@polar fiber i have the view pilot but i just copied the first lod model to the view pilot cuz idk if its supposed to be different or not but i did have the proxy on that one so i will try that now

clever ibex
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@stuck oyster ok so i got the scope to show on the weapon in fpp but i still cant look down the sight if i take the scope off the weapon then i can look down the sight of the weapons iron sights fine is there another proxy i need in the scope model?

stuck oyster
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you may need to configure the scope properly

clever ibex
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ok i will check
thanksπŸ‘

late root
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Is there a way to get all the A3 proxies for Crew/static weapons?

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would rather use existing than keep making my own

stuck oyster
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The proxies are in the unpacked A3 data.

near osprey
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Hi anyone know why my model.cfg isnt saving in the p3d?

bold flare
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model.cfg is not saved inside a p3d.
Parts of the model.cfg are used to influence things saved in the p3d. What is the actual issue? model.cfg not read? is it in correct folder? model class correctly named?

near osprey
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the model.cfg doest get read when i edit the sample model.cfg

bold flare
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How do you know it doesn't get read?

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which sample?

near osprey
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using eltieness

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Arma 3 Sample the House Model config

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i placed the Model.cfg same place as p3d and used addon builder to pack and bin it

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but not working

bold flare
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did you try with pboProject? It might tell you what's wrong

near osprey
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it says no error

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still not working

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lol

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i can see rvmats

polar fiber
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did you rename the class models to match your .p3d name?

near osprey
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I love you dude

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legit

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love you

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i miss spelled the class lol

bold flare
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model class correctly named? I asked that in my first message πŸ˜„

rose walrus
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Can anyone help me, I`m trying to make Collison for a simple model, is it done in object builder or 3D modelling software?

bold flare
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Can be done in both

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it has to be convex and triangulated when you import to OB as geometry lod

rose walrus
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So i go into blender, I put a box over the model

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triangulated

bold flare
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and then export it and import it in GEOM or Geometry LOD.

rose walrus
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export the mesh and the intended collision or just the collision?

bold flare
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depends on how you import

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however it works best for you

rose walrus
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so I put a box over the item, triangulate, ensure that I am only exporting the intended collision mesh as a FBX

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Go over to object builder

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Import FBX

bold flare
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yeah

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OB might import everything in a single LOD though if you don't get the naming convention right

rose walrus
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where is the documentation on naming conventions?

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because I havent been using any

bold flare
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there is none

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you can just take a Arma sample model, and export the fbx from object builder.
Then just look at how the different objects inside the fbx are named

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something like __geometry__name. Kinda like that.

rose walrus
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ok ive done some stuff in unreal and they use UBX_MeshName_01

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or UCX

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is it the same type of naming convention

bold flare
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not the same no

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I don't have the names on hand. As I said load a arma sample model or any other kind of Arma model that already has a geometry in OB, and then export as FBX. Then import the FBX in your modelling software and look at the naming

rose walrus
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im downloading the samples now

stuck oyster
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@rose walrus since you use blender you might want the FHQtoolbox addon to it.

rose walrus
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whats that?

stuck oyster
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It can export P3d with all lods from blender

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No need to play with fbx in the middle

bold flare
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Oh blender, completely overread that part

rose walrus
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right i opened the Test_House_01

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sample

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it doesnt say anything in there about naming conventions

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ive got to go, so thank you for trying to help

bold flare
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Yeah. I told you what to do, it's not supposed to say it.

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Export the model as fbx and then import it in blender and look at how the objects are named.
But as HorribleGoat said, the Blender Arma toolbox would be way easier and more comfortable

umbral shuttle
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does the center of model of a helicopter effect the flight properties? Ik center of mass,mass and mass distribution do, but I saw that some helis have different center of models

stuck oyster
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Likely it does.

umbral shuttle
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Oh okay,hmm is it possible to change that?

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I guess simply highlighting and dragging should do it

stuck oyster
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Yeah jus moving the whole model in all lods should do it.

rose walrus
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so the example i found for the config used House to inherit from, this means that when you go into the editor it uses Structures/Village/"NameofyouProp", what do you do to make it have its own folder?

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so how I want it to look is MyAddonName/NameOfProp

stuck oyster
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You need to define new editor group classes

rose walrus
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how do i do that?

rose walrus
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Thank you @polar fiber @stuck oyster

umbral shuttle
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how do I move the center of a model? I went to Points>transform3d , move it by 3 in the y axis for LODs but I dont think the center of model changed?

stuck oyster
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Eh? Center of the model is always the same, just its relation to your model is different.

near osprey
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anyone know why when i open the a gate that is using TranslationX the the model moves but the cant walk through until i move like more 10 meters away than i can walk in

bold flare
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are you moving geometry too?

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have the same selection in geometry lod?

near osprey
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same name

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as the door name

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geometry moves when i walk away from it like 10 meters and turn around than go back and walk through

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class Garage2
            {
                type="translationx";
                source="Garageanimation";
                selection="Door_2";
                axis="Door_1";
                sourceAddress = clamp;
                minValue = -3.2;
                maxValue = 0.0;
                offset0 = 0.0;
                offset1 = 0.0;
                animPeriod = 5.0;
                initPhase = 0.0;
                memory = true;
            };
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any ideas?

stuck oyster
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If the geometry opens beyond model boundingbox its no longer detected

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so you have to either model it as open

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or place some memorypoints to increase the boundingbox size

near osprey
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okay

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i fixed it

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lol

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was an idiot fix pog

woven osprey
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Hey guys is the proberty "autocenter" important for Vehicles ?

polar fiber
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@woven osprey you do not want to have autocenter defined on a vehicle ideally, and it certainly shouldn't be set to 0

woven osprey
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@polar fiber should i remove this ?

polar fiber
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yes

woven osprey
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ok can u explain me why ?

polar fiber
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vehicles with autocenter 0 are not effected by water

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they won't slow down or float

woven osprey
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ok

polar fiber
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so they just drive around under water until the water is deep enough to kill it

woven osprey
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ahh i understand

polar fiber
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if you have autocenter on any model, it only needs to be in the geometry LOD

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so removing it completely first is sensible so that it doesn't creep between different LODs

woven osprey
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so i should include at the geometry a autocenter

polar fiber
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you can

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but default is 1 anyway

woven osprey
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autocenter=1;

polar fiber
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so there's no need to do it on vehicles

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yeah

woven osprey
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ok thanks πŸ˜„

polar fiber
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autocenter 0 is typically for weapons and bombs and missiles and things that are loaded on to proxies

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attachments etc

woven osprey
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a other question what can i do that my body dont move so far ?

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For example, if I drive over a ramp and pickup the vehicle fluctuates a lot, you can give me that

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vacillate*

polar fiber
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I'm not sure how you mean

woven osprey
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can i send u a pn ? @polar fiber

polar fiber
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I'm going to sleep in a minute so it'd be pointless

woven osprey
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ah ok then good night πŸ˜„

white jay
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lol i just got ignored i will ask tomorrow

fervent steppe
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lol i just got ignored i will ask tomorrow what was your question?

bold flare
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That was his question: so i got some few questions here b4 i start doing anything in 3ds max so 1 - is there is anything that i need to keep in mind when am building my small first store about its height , width etc... so i can add it when i open obj builder. - 2 - afaik i can use the material editor to add my glass texture to my model is that the right way of doing it or not ? - 3- animating doors i could just add a door to my simple store then i can animate that in obj or i can't ? that's all what i want to know for now ?
You don't have to delete your message and think you are being ignored if you write at like 1 AM European Time, people sleep at night.

near osprey
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the problem came back rip

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the geomerty doesnt move when model moves

white jay
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yeah this was my question

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so i got some few questions here b4 i start doing anything in 3ds max so 1 - is there is anything that i need to keep in mind when am building my small first store about its height , width etc... so i can add it when i open obj builder. - 2 - afaik i can use the material editor to add my glass texture to my model is that the right way of doing it or not ? - 3- animating doors i could just add a door to my simple store then i can animate that in obj or i can't ? that's all what i want to know for now πŸ˜„

near osprey
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animations and glass all in object builder

tacit shard
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@white jay

  1. Main things that come to mind to keep in mind are these:
If the geometry LOD is larger then the size limit, it gets glitchy (collision does not work for example and the object may disappear at certain view angles). The exact value of the limit is not yet known, but it's somewhere around 50-60 meter from the center of origin (meaning that your object can be 100m wide/long at max if it is symmetrical to the center of origin). According to reports there is no limit skywards, so you could make a tower of 200m height. Note that if your object requires a roadway LOD, you need to stay within the roadway size limit, which is smaller.

So your object cant be bigger than 100-120m (50-60m in each direction from the 0,0,0 point)

However

The roadway LOD does not work if components are further away from the center of origin then 36 meter. Therefore you can make 72m long bridges at most. If that is not sufficient for your object then you need to split your model into multiple smaller segments with a seperate .p3d modelfile each.

The roadway (the part you can walk on) cant be bigger than 72m across

You may also want to keep in mind how many textures you're going to use assuming you want to use seamless textures if you use a multi material you can fit 4 textures in one multimaterial rvmat so depending on the size of the building keep that in mind for performance.

  1. You cant animate doors in 3dsmax and then export that animation in the obj file for ARMA to use, things like doors are animated through a model.cfg and config.cpp
    https://community.bistudio.com/wiki/Model_Config
    Also reccomend looking at the ARMA 3 sample building
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As for 2 I'm not sure I personally always assign all my textures and materials in object builder.

white jay
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thank you @tacit shard but by saying center of origin you mean this http://prntscr.com/mfnnfw and doors so you just for example make a shape of the door and export it to obj builder but how would you select it in object builder does 3ds max export the same layers as i created them ?

tacit shard
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Yes thats what I mean by center of origin.

Each object in 3dsmax gets exported with its own named selection so if you have an object in your max scene that is the building called building_01 and then the door as a seperate object called door_001 when you export and then import into object builder you will see in the named selection panel 'building_01' and 'door_001' and thats how you can select them

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It doesn't bring layers across

white jay
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oh ok thanks man @tacit shard so much appreciated πŸ‘

tacit shard
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No worries

stuck oyster
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also @white jay you can open the sample house p3d in Object Builder and export that to 3ds or fbx and load that into 3dsmax

white jay
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thanks ^^ idk if i got stuck on something i will do it but for now all i want is to make a simple small shop just to test in-game to see if i got everything right

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but i also so the config.cpp and model.cfg and they are not that hard to understand but lets see if i can make any progress with it

stuck oyster
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the sample house contains everything you need from doors to windows

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and config and model.cfg

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be bold and experiment

white jay
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well do ^^ thanks

potent sigil
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Is Speedtree a good option for tree modeling? If so, which version is best for purchase?

dim quarry
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anyone here experienced with how to get proper weights on a vest made from scratch?

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i did it last fall in blender but forgot and can't it get it workign anymore :/

polar fiber
dim quarry
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thank you πŸ˜ƒ

polar fiber
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~39 minute mark is where the weight transfer stuff is

dim quarry
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doesn't seem to work for me, doesn't get the same options when I select 😦

rugged sluice
quick terrace
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@rugged sluice how does that same model look in blender to begin with

sharp halo
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@rugged sluice suggest select it and hit F5

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I am having an issue, all my animations just stopped working on resolution LOD. Shadow is animating but everything on resolution is stuck. What could be the issue?

rugged sluice
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@sharp halo That was it, thank you

polar fiber
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@sharp halo sounds like bones selections are overlapping

sharp halo
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@polar fiber but selection names didnt change, got two models with exact same selection names. One is causing issues with every other model parts in lod
These two parts are the same except for changed UVs , the second one is causing issues
https://imgur.com/28HimFc
https://imgur.com/a/IU7exRD

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I am importing the P3d from blender with toolset

polar fiber
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not a matter of the names. It's whether some vertices are shared between multiple bones

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the fact your shadow LOD still moves, shows that the names themselves aren't the issue

sharp halo
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I got it working after reexporting it from Blender. The vertices in this particular part were shared but it worked on both versions. Now it works fine so Idk

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Disregard that

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Applying material locks the model O.o

sharp halo
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Ok so the issue was simple. There was an error during conversion from tga to paa and simply nohq was corrupted

wary radish
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Hello
Do you know how to add shooting damage for a boat driver ?
Because my driver is invincible

polar fiber
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put the proxy in the fire geometry LOD

wary radish
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Yes he is in the firegeometry

stuck oyster
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that should be all it needs to take damage

rose walrus
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Hi guys, I'm struggling again with modelling, in blender i had two separate meshes which two separate materials this all worked fine when importing into object builder, once I loaded it into ArmA i had this issue https://imgur.com/a/FaDS56U where i can see the house under the roof

stuck oyster
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have you saved your texture with _CO suffix before converting them to.paa?

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your texture likely has alpha layer that is messing it up

rose walrus
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ill try that now

clever ibex
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hey all does anyone here have experience using mikeros move object tool? I need to move a mass load of p3d's and rvmats to a new folder with a new path name and I've heard this is the tool to use but I've spent about a day trying to get it to work with no luck anyone have any ideas?

stuck oyster
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the toolmakers might be the better place for the question. Although maybe the people who might be using it frequent this channel more.

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you could clean up the older post on the toolmakers though so the discussion is kept in one place

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also you have to first explain what kind of syntax have you been using and does it say anything about what goes wrong/does it do anything at all

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@clever ibex

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question

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why are all your stuff on your desktop?

clever ibex
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becasue im trying to just run a test version before i actually start messing with my live files

stuck oyster
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probably a good call

clever ibex
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does it only work being in the p drive?

stuck oyster
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no

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but you have to know what the path in the files is what you want to change

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and what you want to change it to

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as in here

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in the example above

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its the second path at the end

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theres 2 paths there

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first path is the one you want to change

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the second is what you want it to change to

clever ibex
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yes i understand but does this whole line go in a text file or one of the batch files? like where do u we input all of that information?

stuck oyster
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where did you pull those .bats?

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also the list ones just make lists

clever ibex
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in the same folder that i have all my p3ds that i want moved in

stuck oyster
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yes but did you write them?

clever ibex
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ok so the lists one just list the files ur moving?

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the batch files? no there were already in repository

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when i added it to my repository i saw the move object batch files in there already and now im just trying to get them to work

stuck oyster
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repository?

clever ibex
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and ur own copy they call it a repository

stuck oyster
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do you really need to repath them if theyre already working?

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I think you may need to write your own bat file. I dont think the ones you got there are for anything else than making lists

clever ibex
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so the only info his tool needs to work is just the path of the stuff u want moved and right next to it the path for where u want it moved to? u dont need lists of anything like that or whatnot?

stuck oyster
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thats how I understand it

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although you need to figure out a way to run it on all the files

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also if you have many different paths you want to change thats probably going to be harder

clever ibex
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ok so im assuming that it just figures out the new file path and changes every path in the p3d to that new path on its own? all i have to do is execute the program and write the pathing info somewhere?

stuck oyster
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you need to feed it 2 paths

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the target path to change and the path to change it to

clever ibex
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alright and how would you execute his program? just like this im guessing?MoveObject.exe -P :\Users\Sean\Desktop\MoveObject C:\Users\Sean\Desktop\output

stuck oyster
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you also need to give it the file to run the repathing

clever ibex
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alright i got it to run.. a console popped it ran through a bunch of stuff but nothing actually moved at all

stuck oyster
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so what did you run on it?

clever ibex
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opps wait

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i might have just got it testing it now

visual hinge
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How am I able to tell if the custom camo net model I made affects the units visibility to opposing forces?

fervent steppe
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Stick a unit behind one and see if the opposing force shoots him

muted dove
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Any good starting points for making custom uniform models?

woeful viper
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load character sample, start barby-dressing him with mesh...

stuck oyster
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the size and topology must match closely to what the Arma man has, as in knee joints have similar divisions and such so that the weighting can be applied in similar fashion to the Arma man and so that animations work correctly

muted dove
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I've grabbed the man from the samples, Gonna use it for measurement guidance and work from there πŸ˜ƒ

stuck oyster
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also dont make too tight fitting uniforms if you want the default gear to work with them

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and if you do vests make sure you have room for clothing under them

muted dove
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πŸ‘Œ

visual hinge
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lol so I adjusted the viewdensitycoef on my model and somehow the player is seen faster when the model is involved vs just laying prone on the ground. This doesn't seem right

sharp halo
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In OB wiki it says it can use TGA, but it will always convert them to PAA, correct?

slate epoch
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It can use TGAs in viewports, PAA in buldozer

sharp halo
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How do I show texture in viewport?

polar fiber
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switch to direct3D mode (a yellow X button) and then press the solid shading button

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it only shows texture though, not .rvmat material

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but anyway, yes all .tga will convert to .paa when you open the model in buldozer or binarise the .pbo

sharp halo
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Ok thank you πŸ˜ƒ

woeful viper
fervent steppe
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cool

dim quarry
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any ideas how to better sync these animations?

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should i split it and make 2, 3 with different speeds or can I use animPeriod with like a formula instead?

fervent steppe
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Do they both move at the same time?

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You can make separate config entries and link the source of the second animation to the first so when the first object moves so does the second

dim quarry
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Yeah that's what they do, but I guess if I make them source user, and put different time on time it should work nicely.

stuck oyster
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1 source and correct timing would probably be best

dim quarry
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Exactly, sometimes it is impossible to figure out a solution until you ask someone and needs to formulate the question

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Now I just wish I could get home from work so I can continue πŸ˜ƒ

stuck oyster
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also if you need to move one of the cylinders faster at some point you can make 2 rotation bones and make their animations overlapp

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like 1 animation goes from 0 to 1 and the other speeds it up 0.4 to 0.6

fervent steppe
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πŸ‘

jolly mist
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I was wondering if anyone has run into this problem before? I threw a proxy on a test model to see if it'd work, but the proxy kept flickering in and out of view and could only be seen in certain angles. https://streamable.com/n6yin

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(( sorry for the like 1 fps I screen recorded with sharex and it didnt like that ))

stuck oyster
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@jolly mist what type of proxy?

lavish reef
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Can I ask a general quesion about Blender?

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Is there a way to save the interface layout to use it when I start a new project?

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I rearranged some stuff and saved the user prefences but when I create a new file I have the standard layout

stuck oyster
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yes you can save a new startup file

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its in the file menu

lavish reef
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Thanks! Got it

lunar plover
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hi all

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i have a question

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What do they mean? Can you explain one by one?

featureType = 2;
armor = 2000;
animated = 1;
scope = 2;```
polar fiber
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featureSize is replaced by featureType

lunar plover
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Does the featureSize code no longer be used?

polar fiber
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it's pointless to use it now

lunar plover
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ok

polar fiber
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basically determines if something is accessible through the editor or only spawned from its classname

lunar plover
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Is the current featureType command for buildings (structures) = 2 ?

polar fiber
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no idea

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check the ingame config viewer

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some buildings have different values

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bigger, more important ones are seen over longer distance

lunar plover
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ahh. ok. featureType = View Distance ?

polar fiber
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did you read the page I linked?

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it says whether it's object or terrain view distance

lunar plover
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yes. but my english bad. I did not quite get it

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okay i will examine

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thank you for answer

slender belfry
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Is there any good tutorials on how to do memory points, fire geometries and bones?

stuck oyster
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El_Tyranos tutorial series probably covers LOD related stuff at least a little but other than that I dont think theres any special ones for those

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if by bones you mean whats written in model.cfg, theres a pretty good wiki pages for that

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and also for just about everyhting there are examples on the Arma 3 Samples that show what goes where

slender belfry
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yeah exactly what i mean by bones @stuck oyster

stuck oyster
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there is a wiki page thats literally called "how to animate a model" which would be a good starting point

white jay
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@stuck oyster http://prntscr.com/mi3wtn i have made this simple building without doors or windows but i want to test that to see how it looks in-game is there is a quick way to do it with config and object builder ?

stuck oyster
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well yes if you know how, and no if you dont know how.

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You can preview objects in engine with the Buldozer viewer in Object Builder

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and run configured animations on it

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but if you dont know the answer to that question then its a no, you will have to learn how to do those things.

white jay
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rather than asking xd ^^ 100% TRUE

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thanks

ivory creek
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Hi, i'm not making a mod, but i want to use one for some mission, this is the mod i gonna talk about : https://steamcommunity.com/sharedfiles/filedetails/?id=1120419422&searchtext=il-76 I don't know why all the texture are very ugly but in the presentation video all of them are good but in game that look like that : - https://ibb.co/JFtWQLF - https://ibb.co/JFFpWkR - https://ibb.co/k42wggp and when u get in all the texture are good like in the video : - https://ibb.co/26sXVJX - https://ibb.co/P441cV7 - https://ibb.co/PwVhcJx Also if anybody know how to correct some error or a version of the mod tanks for help ! (It's an IL-76 from "unpredictable" he do an Antonov)

stuck oyster
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possibly the mod maker did not release the best version or your video settings are messed up or something else

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if its configured to be retextured you could make more high resolution version of the textures

ivory creek
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No when i seat in i have good texture and when i'm not it's ugly

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I know but all the texture ine the mod are good, i looking at him and that make this

stuck oyster
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ah ok so the cargo lod is made to look good

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then it works as intended

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you are not supposed to walk inside it

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that you can do nothing about

ivory creek
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Ah okay i see, tanks for youre answer

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but the man in the video walk inside the plane

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with good texture

stuck oyster
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maybe he did not release that version Β―_(ツ)_/Β―

ivory creek
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mhhhhh yeah i see this problem can't be solved, and if it can be it's only by the owner

waxen quiver
#

I am hoping that you do not need the config, but might there be an known issue where the character is not centered to the proxy? its on a set hieght. It will move left, right, forward and backwards when i move the proxy but the animation will not move up or down when I do so with the proxy its attached too.

stuck oyster
#

take a picture

#

and make sure your model,cfg has class for the .p3d

#

and that your selections are correct

formal vapor
#

what's the bone for the chin? For chin straps. Is it Face_Chin?

waxen quiver
#

Face_Chin yes

#

The wierd thing is, my commander does not have this issue. I will get you picture in a sec

waxen quiver
#

also, when in the seat next to the gunner the animation position is right (as seen in the picutres) , but when playing as the gunner you are looking from the top of the roof

formal vapor
#

fyi I'm getting better results with Face_Jawbone

lunar plover
#

Hi all, How can i categorized new items in the Map Editor ? For Example: > Structures (My Mod) > Military > Industrial

stuck oyster
#

you need to create new editorCategories for them

lunar plover
#

yes

#

@stuck oyster

#

how will i do ?

#

Is it useful if I do this way ?

stuck oyster
#

yes

lunar plover
#

A bit complicated

#

I didn't understand how

#

I'm constantly trying

stuck oyster
#

you can also look how the Arma configs are made in the ingame config viewer or the AllinOneConfig

lunar plover
#

ok thank you. ill try

torn pilot
#

for a weapon with two shadow vols, what numeric resolution should be used for each?

bold flare
#

what is "numeric resolution" ?

torn pilot
#

in OB your LODs have a numeric value (which is labelled 'resolution' where you specify it), so 1.000, 2.000 etc.

bold flare
#

10000 is shadow lod 0.
10001 is shadowlod 1 and so on. Till 10999

torn pilot
#

cheers big ears

bold flare
torn pilot
#

hmmm. didn't like 10000, probably that's an internal enum, seems to like 0, 1 etc (once marked as a shadow vol)

bold flare
#

yeah

#

just don't go over 999, then you are in shadowBuffer territory. Afaik OB doesn't differentiate these properly

slate epoch
#

Do you support multiple cargo lods? πŸ˜›

bold flare
#

Maybe... dunno πŸ˜„

lunar plover
slate epoch
#

@bold flare Ranging from 1200 to 1299

lunar plover
#

Thank you @slate epoch

bold flare
#

@slate epoch Armake only checks for the 1200 lod.. If it checks for that at all.
It will pack all of them. It doesn't remove lods

umbral shuttle
#

eh i ran into this issue in object builder when tryna use bulldozer,but is the P drive supposed to goaway if I restart my pc?

stuck oyster
#

if your P: drive mounting is not set up to run on startup, then yes

umbral shuttle
#

oh okay ,ill go figure that out

lunar plover
#

i'm added the code of the editorPreview. But not show on Editor. Why ? class Market: House { model = "\SPK\Commercial\VRD_Market.p3d"; displayName = "VRD_Market"; editorCategory = "EdCat_Structures_VRD"; editorSubCategory = "EdSubcat_Structures_VRD_Village"; editorPreview = "\SPK\Data\EditorPreviews\VRD_Market.png"; featureType = 2; armor = 150; animated = 1; scope = 2;

stuck oyster
#

did you create those editor classes

#

in the editor class configs

#
class CfgEditorCategories
{
    class MyCategory // Category class, you point to it in editorCategory property
    {
        displayName = "My Category"; // Name visible in the list
    };
};
class CfgEditorSubcategories
{
    class MySubcategory // Category class, you point to it in editorSubcategory property
    {
        displayName = "My Subcategory"; // Name visible in the list
    };
};```
lunar plover
#

yes. this code write in main config.cpp

#

I guess I solved the problem

#

.png not supported πŸ˜ƒ

#

Yes.. Correct. editorPreview not .png supported. only .jpg supported

torn pilot
#

can anybody suggest what might cause stray black lines on the character model? something wrong with my weapon shadow volume(s)?

slate epoch
#

open shadow geometry

torn pilot
#

right, figured it was something like that, thanks. so every shape should be closed (not sufficient that open ends are enclosed by other geometry)?

stuck oyster
#

yes, all closed

bold flare
#

"watertight"

lethal rover
#

Arma Tools ObjectBuilder does silent exit when i try to open p3d model. Without error messages. How to fix it?

median bough
#

What model are you trying to open?

#

@lethal rover

#

If it is not yours and it is binarized, OB behaves as intended

lethal rover
#

I think it is protected by some technology...

bold flare
#

Where did you get it from?

lethal rover
#

ObjectBuilder only can to open text files or what does it mean?

bold flare
#

no...

#

where did you get the model from?

#

the p3d file

lethal rover
#

From mods compellation on some server.

bold flare
#

You cannot just edit other peoples stuff

lethal rover
#

I want to modify their model.

bold flare
#

You can't

median bough
#

Not your model, no edit

#

Next please

bold flare
#

it violates #rules and Arma eula and moost likely the authors license

lethal rover
#

What does mean "binarized"? How i can to binarized my models?

bold flare
#

You can't do anything to binarized models

#

they are locked down

#

You have to make stuff on your own. You can't take other peoples stuff

lethal rover
#

Can i binarized any arma resources? Pics, sounds etc...

#

How to binarize my model?

bold flare
#

Once you pack a model into a pbo it will be binarized if you use proper tools

lethal rover
#

Is p3d format text type?

bold flare
#

no

lethal rover
#

So means p3d alltime is binarized.

bold flare
#

no

lethal rover
#

When i push SAVE button in ObjectBuilder

bold flare
#

Then it's saved unbinarized

#

The format is still binary. We just call things "binarized" once they went through "binarize"

lethal rover
#

Confusion

#

Pure p3d file is binary file. But what does mean additional binarization. Is it encryption?

bold flare
#

no

#

It's in a different binary format

#

more efficient for the game to read

#

And not possible to be edited anymore

lethal rover
#

Oh thanks. Now i start to understand anything...

bold flare
#

Like if you take clay and make a bowl out of it. That's a unbinarized p3d. If you bake it, it get's hard. That's a binarized p3d. You can put food into it and actually use it. But you cannot edit it anymore

lethal rover
#

People talk "binarization binarization..." but cant to explain what it mean.
You first man who explained.

lunar plover
#
_generalMacro =
``` What exactly does this code do?
calm forum
#

Great explanation @bold flare

rough idol
#

@lunar plover _generalMacro =- nothing, it's output of internal script for generating all the stuff

lunar plover
#

thanx @rough idol

late raft
#

unless u get a hammer and crack it into many peices, that's addon breaker. @bold flare

#

πŸ˜„

merry star
#

Does anyone know who made the SEAL Team 11 uniforms?

#

The opscores and beards are beautiful

fluid ocean
#

If I had to guess, I'd say Crye Gen 3 Uniforms Though its credits to BF4 aren't good for its longevity on the workshop.

smoky nimbus
#

Any reason a proxy would show in buldozer but not in game? I'm not animating it in the slightest bit, and I can see model normally. Specifically it's about a launcher with a proxy for the rocket when loaded. Just an empty tube in game, but not buldozer.

stuck oyster
#

@smoky nimbus what type of object and what kind of proxy?

smoky nimbus
#

It's a launcher-type weapon and the proxy is the ammo.

stuck oyster
#

is it the magazine?

#

because other than the accesory and magazine, proxies dont work in weapons

smoky nimbus
#

Ah okay, that'll be it. Thanks.

woeful viper
#

wait i thought weapons can have magazine proxies now? Or did i confuse stuff?

bold flare
#

because other than the accesory and magazine, proxies dont work in weapons

#

commas save lives

polar fiber
#

else the game doesn't know that it can assign the mag's modelSpecial to that proxy in the weapon

civic oriole
mighty geyser
#

"cut off"?

#

Do you have bulldozer installed to look at the model in OB?

stuck oyster
#

@civic oriole it is possibly some of your faces on it are turned upside down. By default Blender shows both sides of a face, the front and back, but Arma only draws the front side

#

You should turn on backface culling in Blender to see where your faces point at

mighty geyser
#

I can see that grey tone that backfaces have in Blender

#

Hit ctrl-n to recalculate faces in blender and see if the shade changes

stuck oyster
#

in Blender viewport the front and back sides look the same so shading will not change

#

unless culling is on

civic oriole
stuck oyster
#

all your faces are upside down

#

they all face inside it

#

enable backface culling

civic oriole
#

ive started last night with blender ^^

stuck oyster
#

and make sure your Blender object scale is 1 / 1 / 1

#

thats ok

#

just do what I told you to do

civic oriole
#

now i see the changes, the model in blender looks the same now as in arma

#

ty for the help

stuck oyster
#

πŸ‘

civic oriole
stuck oyster
#

😝

#

πŸ‘

fervent steppe
#

anyone have any idea why my stream with mud embankments would show "light fire" when i look at the embankment lol.

lethal rover
#

Hi all. How to edit bounding box in Object Builder?

lethal rover
bold flare
#

@fervent steppe simulation type of a fireplace? πŸ˜„ Or inheriting the action from it?

#

@lethal rover you cannot "edit" the bounding box. The bounding box is auto generated from all the points in your model. So if you want it smaller, you have to remove the points that make it so big

lethal rover
#

@bold flare I cant see any extra points. How to find them?

bold flare
#

all lods count, not just the visual ones.

lethal rover
bold flare
#

do you have any other lods?

lethal rover
#

Is this LODs list?

slate epoch
#

Yes

lethal rover
#

Lol

#

In first LOD model has different rotation

fervent steppe
#

@bold flare it's so weird. I inherit from class house_f
But my model has no mem points for a fireplace. It's literally two mud banks on each side of a flat plane which is a stream

stuck oyster
#

that is rather odd, I dont think any of my objects that inherit from house_f get that

fervent steppe
#

Right! Lol

#

So frustrating hehe

slate epoch
#

If you look into config browser, there is action in useractions or what? THINKing

fervent steppe
#

Kllrt is that directed at me?

bold flare
#

yes

rough idol
#

could you copy paste your config?

fervent steppe
#

Yea but I'm at work now lol

#

Give me 7 hours lol

slate epoch
#

I'll give you 8 πŸ˜›

hushed apex
#

Where do i can read about O2 scripts?

bold flare
#

There is a comref file in the O2 directory

#

besides that it's just sqf

hushed apex
#

thanks

#

oh my... comref directly from OFP πŸ˜„

primal sluice
#

I'm having issues with a model appearing transparent in game, can anybody help me?

stuck oyster
#

perhaps but for that we require more info.

#

and for starters a picture of the problem

primal sluice
#

I was going to

#

But I can't

stuck oyster
#

you can post one to imgur

primal sluice
#

No perms

stuck oyster
#

and link here

#

or any other site like that

stuck oyster
#

I assume you talk about the helmet

primal sluice
#

Yes.

stuck oyster
#

Well you have a classic issue with faces being turned to point inside and not outside. Arma engine draws only the front side of the faces and 3d modeling programs often show both sides unless you have enabled "backface culling" (what its called in Blender, no idea what it is in other programs) which disables the drawing of the backside of the face.

#

so you just need to flip or recalculate the face normals

#

and you should be good to go.

primal sluice
#

Ah I see

stuck oyster
#

at least im 90% sure thats the case there

primal sluice
#

Ill give it a shot really fast

stuck oyster
#

you should be able to see it in the OB buldozer viewer

primal sluice
#

Yeah. I just couldn't get a good angle to take a pic of it in bulldozer so I grabbed that screenshot I had from yesterday

#

Ah, thanks! It works fine now, I appreciate it.

wraith trench
#

Does anyone know of any good 155mm Howitzer mods?

#

Other than the rhs M109

#

Thank you

stuck oyster
#

A3 has its own ballistic computer for artillery similar to A2 one

#

usually artillery weapons are configured to use it

wraith trench
#

I know there isn’t a really a panel or anything to find mods like that.

stuck oyster
#

πŸ˜‰

wraith trench
#

Thank you

vital inlet
#

Hello all, got a question regarding model.cfg for character items (helmets, vests). Would it be technically possible to use Animations class to hide certain selections? Editing the model.cfg is new to me sadly

polar fiber
#

no because then the skeleton's not the same

vital inlet
#

Gotcha, I figured that out through testing. Just thought there would be a way around it. Thanks

fervent steppe
#
#include "\Jbad_Structures\includes\defines.h"
#include "cfgPatches.h"
class CfgVehicles
{
    class House;
        class House_F: House
        {
            class DestructionEffects;
        };
        class Ruins_F;
    class Jbad_water_base : House_F
    {
        featureType = 2;
        scope = 1; 
        scopeCurator = 1;
        icon = "iconObject_circle";
        editorCategory = "EdCat_jbad_misc";
        editorSubCategory = "EdSubCat_jbad_misc";
        destrType = 0;
    };
    class Land_Jbad_stream_sides : Jbad_water_base
    {
    model = \Jbad_Water\Misc_Rivers\Jbad_stream_sides.p3d;    
    };
    EDITOR(Jbad_stream_sides,"Stream");
};```
#

ok gents

#

that the code from the stream model

#

that shows "light fire" when looking at the mud banks on the side of the model

#

this a pic of it

rough idol
#

@fervent steppe what properties do you have in geometry LOD?

fervent steppe
#

@rough idol
Dammage=no
Sbsource
Slopelandcontact
class=house

rough idol
#

@fervent steppe can you copy paste bin config there?

fervent steppe
#

The binarized config?

rough idol
#

yes

#

have you tried also replacing model

#

to rule out p3d issues?

fervent steppe
#

Ok. I will upload later. I have not tried to replace the model yet. But I will try and let you know

white jay
#

In this channel can be set by models?

stuck oyster
#

this channel is for discussing how to create 3d models and how to use them in Arma

white jay
#

Then I have a question, models can be created such as buildings modular?

stuck oyster
#

yes with some limitations.

hushed apex
#

Question about O2script. I want to make script that will:

  1. Make changes to model, save result in new file
  2. Restore current model (like make "UNDO" action or re-open p3d)
  3. Make another set of changes and save result in new file2

How can i revert changes at step 2?

tulip beacon
#

well, reopen should do

#

load p3d to some variable, perform actions, save as new p3d or whatever, then uninit variable to nil (not sure if necessary) and load p3d to it again

#

out of curiosity -- what are the changes?

hushed apex
#

I now use this to refer to LODObject currently opened in UI.

load p3d to some variable
So there i need to loadP3D instead of using this, right?

out of curiosity -- what are the changes?
Removing some set of selections from model (like some fancy details that should not be displayed for some variants of model)

tulip beacon
#

yeah, like _p3d = this; or so

#

Removing some set of selections from model -- yeah, i have such script but mine is kind of case-specific

hushed apex
#

Thanks, will try.

yeah, i have such script but mine is kind of case-specific
Does it helps you? I am not sure about it, but i feel like editing single model instead of 4-6 separate variants should be more pleasurably :D

I 'm trying to make some preset-based script with simple UI to select presets and make bulk operation from single menu. So it should be more or less flexible by preset configuration (currently presets just define what selections should be removed from all lods, but i feel like it can be extended with some additional scripts).

tulip beacon
#

it's not finished yet but it will help a lot in my case as i'm gonna have (hopefully) up to 200 models to process

#

it looks somewhat like that

hushed apex
#

@tulip beacon thanks for help. It works now! πŸ˜„

mighty geyser
#

What's the proxy for underslung GL grenades?

stuck oyster
#

theres no proxy for underslung grenades?

#

what do you mean

#

as in it can be whatever object you want it to be

mighty geyser
#

I meant like the model for the grenade you have loaded, like the magazineslot proxy

#

If there isn't one I'll just whip up a model real quick or something

stuck oyster
#

Good question. Cant remember what the mag proxy situation for other muzzles was

polar fiber
#

You can use the same proxy for both mags @mighty geyser

#

it's only the index number that matters

#

proxy index 1 = first muzzle, index 2 = second muzzle

stuck oyster
#

πŸ‘

mighty geyser
#

Thanks

#

I had tried that but nothing showed, I must've configured it wrong

formal peak
#

in a vehicle, if I wanted to have the driver be sat down and the codriver to be stood up... is this possible?

polar fiber
#

of course. It's just a question of what driverAction/cargoAction/gunnerAction you define for each seat

formal peak
#

ah yes of course, I was thinking too literally. πŸ‘

torn pilot
polar fiber
#

red through blue on verts is the selection weight

stuck oyster
#

Weight painting can be done in OB by hitting N. But if still recommend using better 3D programs for that.

quick terrace
#

@torn pilot it sort of represents the intensity of bone weights - from red to blue

kind lion
#

i need to cut holes in a cylinder, however whenever i intersect it with other objects i use to make the cutouts these weird artifacts pop up https://i.imgur.com/I5DzL48.png

#

am i doing something wrong?

polar fiber
#

it'll probably happen where the verts of the holes are not completely planar to the sides of the cylinder

kind lion
#

how would i go about fixing it? πŸ€”

stuck oyster
#

@kind lion enable autosmoothing on the object

kind lion
#

i have it on, at 180Β°

stuck oyster
#

Set it to 45 or lower

#

180 should make everything smooth

quick terrace
#

πŸ˜„

#

180 πŸ˜„

kind lion
#

thats what i was told to use Β―_(ツ)_/Β―

polar fiber
#

If it was me, in Maya I'd either have made a plane with a width equal to the circumference of the object and cut holes in that, making edges parallel to where the hole verts are and then deformed it all in to a tube. Or projected the shape of the hole I wanted on to the cylinder and manually cut the extra verts in to the existing cylinder so that they were on the same plane as the original cylinder's facets

quick terrace
#

also, i would stay away from boolean operations

#

i would start from the holes, and make the cylinder the needed edges

stuck oyster
#

Blenders boolean is pretty great

#

And easy to clean up

#

No need to be shy with it imo

quick terrace
#

maya and max booleans went a long way as well

#

that said, if you have a 8 sided cylinder

polar fiber
#

I only use bools for the Dynamesh shit. Don't really trust it for low poly

quick terrace
#

^^

#

and you wanna cut 3 of these holes and then 3 more rotated

#

would make sense to make the topology in such a way that it fits on the curve

kind lion
#

πŸ€” i see

quick terrace
#

or you will have some that looks rounder and some that don't

kind lion
#

makes sense

#

cool thanks

quick terrace
#

no worries

woeful viper
#

holes in cylinders... always a pain and will never be round without extreme HP baked down no matter what technique used

quick terrace
#

i beg to differ

#

will make an example tomorrow

woeful viper
#

with good spline tools its possible... (in CAD you will never have this problem because of that). But if its regular poly its impossible to be truly round. Its always warping if you subdivide it (and therefore also always be not truly round in LP). You can only make it warp less via large vert counts

woeful viper
#

getting normal map clean i prefer 2 bakes -> holed LP cylinder using just a round cylinder (unholed) as HP. Then bake the chamfer on the hole from the flattened version of the cylinder. Merge baked normals. Works. Is annoying nevertheless.

#

baking detail on large surfaces is the same annoyance, always 2 bakes necessary. 1 for edge roundness with fused cage, 1 for floaters with split cage. I wish there was an automatic baker that does that and the subsequent merging automatically without requiring hand fiddling.

#

that or giving the cage a normalmap πŸ˜„

polar fiber
#

Just add some anchor verts in your low poly on those large surfaces, around the details you want to be projected more planar

#

then delete them and the connected edges so the surface relaxes inside its UV shell

woeful viper
#

that works too, but the amount of handy work is propably the same as splitting cage + dual bake + merging normals later
at least if you have lots of surfaces with detail (certainly in my case where a lot of the surface has rivets ). For only few faces with detail its propably more efficient.

quick terrace
#

@woeful viper i was talking about LP here, and also, the HP doesn't need to be made out of that LP by subdivisions btw πŸ˜„

#

i feel you about double bakes, i use SP painter for bakes these days, i use 2 normal bakes that i blend each time

#

ik can do it without the cage which is a big plus

woeful viper
#

i dont really trust no-cage stuff... i want to see whats going on and then directly fix it. No-cage i get the blackbox feeling - if it works, great. if it doesnt you have to fumble around to get the blackbox to work without any real idea what you actually need to do ala "oh k lets turn this knob and see if it works then" <- i hate that

#

also - how do you go about baking AO for things that have many moving parts? If you bake in the resting position, there will be black spaces - and then if it animates you will see that black spot. So you would need 2 bakes for normal and 1 different bake setup for AO

quick terrace
#

the advantage of both SP and Marmoset bakers

#

is that you can bake based on mesh names (like you can using max based on material ID)

#

even so, i have my mesh exploded when baking

#

so for the moving parts is only the self-AO

woeful viper
#

self AO is sometimes not enough / will be noticeable if you then assemble the pieces

quick terrace
#

so what is the alternative?

#

talking exclusively about moving parts

woeful viper
#

add minimalist occluder geometry dummies (or whatever you wanna call them) in such a way that the occlusion works all the way through the animation
example - a joint (here a hinge) needs to rotate. You want to have the occlusion of the parts on the animated part and the fixed frame
on a door it would look like this:
https://abload.de/img/door1lxjfr.jpg
https://abload.de/img/door2dukrf.jpg
the green cylinders are the minimalist occluder geometry dummies, that are present when baking AO and therefore cast shadow

#

on a door hinge it might not be so dramatic but on large objects and cases of relatively strong AO this is the only good visual compromise i found.

quick terrace
#

ahh yeah i got it

#

it is not applicable on any moving part though

#

and of course self AO is not sufficient on very planar surfaces

cobalt panther
#

@woeful viper you should really try out marmoset, skew painting will save you so much time

#

all this double baking nonsense is a waste of time

woeful viper
#

can you give me a pointer to where that is explained?

cobalt panther
woeful viper
#

oh so that actually is what i wanted - applying a (painted) normal map to a cage , basically

cobalt panther
#

Yea, where you paint is where it blends in your so called split cage

woeful viper
#

copy

cobalt panther
#

Marmoset Toolbag 3 is the defacto baking tool, I don't use anything else

#

It can also ignore bake groups for your AO problem

#

You will have to learn the workflow though, but once you do, you won't be going back

woeful viper
#

what about the thing i just mentioned with the AO for animating parts ? is there any way to include that there?

#

and is there a "one click send to substance" function πŸ˜„

cobalt panther
#

That's what ignoring groups is for

#

so moving parts don't occlude

#

no need for blocking volumes and such

woeful viper
#

but i want to have specific occluders for those moving areas (like the green cylinders in my example) - which have no other purpose than to cast shadow for AO

cobalt panther
#

You can add extra meshes into the HP meshes

#

just specifically for baking purposes

woeful viper
#

can you set ignore for specific maps (ignore for normal, dont ignore for AO) ?

#

and how good does the AO baker deal with intersecting geometry?

cobalt panther
#

it's one of the best

#

and yes

#

you can set it to ignore hidden meshes, so when you want to bake Normals, you can just hide them and they won't bake

woeful viper
#

alright. If a cylinder penetrates a large plane on the same object (LP), what will the AO result be on the area of the plane that is inside the cylinder? Black? Will the transition between inside and outside be smooth?

cobalt panther
#

There's a bunch of options for that, you can have it whichever way you want

woeful viper
#

the important bit is the smooth transition... i no longer want to paint that manually... if i bake in max, the inside will be white (unaffected) , or black (if i use double sided material) - but the transition is always discrete / unsmoothed, and requires manual smoothing

cobalt panther
#

You can set ignore backfaces off if you want blackness, or turn it on for just AO on the outside of the intersection

woeful viper
#

ideally both - have it white inside, but near the edge of the intersecting face black. So that if you LOD it and remove the intersecting piece you will see a small line where it was, but thats it - not a black hole. Smooth transition required for mipmapping

cobalt panther
#

This is the result of disable backfacing

#

obviously it's all lp

woeful viper
#

hm yeah i guess it requires more hand fiddling then, or , again, dual bakes (with and without backfacing disabled) and some substance designer magic -> using difference blending to get a mask where areas intersect. Then shrink the intersected areas, smooth the edges. Substract that from the AO with backfacing enabled.

cobalt panther
#

painter would be your best bet

#

just quicker

woeful viper
#

no i mean designer for creating a "fixing" substance -> plug in both AOs, turn the slider how much of the black intersected area needs to be white again. And you get the immediate result

cobalt panther
#

why not just paint it in painter?

#

if you're doing your texturing there anyway, wouldn't that make more sense?

#

also you could just do that in painter anyway

#

don't need designer for it

woeful viper
#

i dont want to paint anymore... i already do that in PS, fixing maps etc. I hate it.

cobalt panther
#

Oh, you don't texture?

woeful viper
#

i want as much as possible procedurally generated (with only very little manual input) - so no, ideally not πŸ˜›

cobalt panther
#

oh, well that's fine, and not to like criticize or anything, but your textures will never really be as good as they could be with just procedural work

woeful viper
#

i know, but 90% - 95% nice is good enough. I rather spend 50h on making better procedural algorithm than spending 50h on painting 5 assets - because i know i need a lot of assets, and they all need to look similar, and not depend on my form of day or some other person who has a different style.

cobalt panther
#

Fair enough

quick terrace
#

@woeful viper there is a script that does what designer does in painter

#

bakes 2 normal maps (averaged and non-averaged) and uses the average just on the uv borders

viral cradle
#

@kind lion Did you start with a cylinder primitive? If you weren't cutting in holes, it wouldn't be a problem. In your case it'd be better off starting with a plane and using the array and simple deform modifiers to control the shape.

kind lion
#

hmmm i see what you mean πŸ€”

#

yes i started from a cylinder primitive

#

gotta get some practice in

#

learning how to do 3d models is hard, who would've thought πŸ˜›

viral cradle
#

Here's what it might look like using that method. https://imgur.com/0RQm9J3 If I was going to use subsurf, I wouldn't use sharp edges. But you seem to be going straight to low poly.

#

Modifiers are quite powerful, offering speed and often more control than single operations.

kind lion
#

oh wow cool

viral cradle
#

Once you get into the tools, they're very useful. Make sure you start in front view, when you're placing the plane. To avoid any issues you want it running left to right, as in the image. When you get a shape you like you can apply the modifiers. And also do a pass with "remove doubles" to merge any loose verts. Essentially it's like cutting holes into a sheet of paper, duplicating that, and then rolling it into a tube. Then gluing the ends.

quick terrace
#

started with a 24 faced cylinder here (so 4x3 x2), everything else is simple operation + radial symmetries + vertical symetry.
The base thing is instanced across, so i can change it once for the entire thing.

quick terrace
viral cradle
#

Won't keep the same topology?

quick terrace
#

i meant the cylinder topology

#

which all the faces being equal in terms of width

#

in the second case you have 2 wider faces, 2 narrow ones

#

in the first case, although the cut is not actually round at the ends, it is done so it keeps the same width for the faces making that cylinder

viral cradle
#

I'm still not exactly sure what you mean Pufu.

quick terrace
#

these are top views of the 2 "cylinders

#

left is first method, right is second method

#

exact same number of faces = 120

viral cradle
#

I see.. You're talking about keeping an evening spacing between the edges? I was just concerned with the end result.

#

But good point.

quick terrace
#

well, in practice i prefer to have non perfect "hole" but keep the cylinder perfect

#

that means better low poly, also means better and even subdivisions

#

hence why i recomend starting from the base mesh you wanna "cut" into, rather from some perfect holes or splines (my case here - started from the hole that i draw as a spline - right side)

kind lion
#

cool stuff

viral cradle
#

Did you get what Pufu meant? If you have a wider face in between a section comprised of smaller ones, it'll remain flat despite the shape being deformed into a cylinder.

#

It would look like a piece had been neatly sliced off . Which would be accentuated by bevel or sub-surf.

kind lion
#

yes i got what he meant πŸ˜ƒ

viral cradle
#

πŸ‘ I wasn't paying attention. πŸ™„

kind lion
#

πŸ˜„

lusty ginkgo
#

would it be possible to force-enable ATOC on a single model, regardless of a player's graphics settings?

#

I don't think so, unless there is some obscured named property or shader type I am unaware of, but I thought I might ask anyway in case anyone knows anything

tulip beacon
#

for some reason buldozer spends A LOT of time on "processing command line" stage while being launched so OB throws a timeout

#

TB does not have a timeout so bd launches after a while and works fine

#

any ideas? already "played" arma3 tools after update

tulip beacon
#

ok, i did something and it fixed itself. no idea

median bough
#

the magic of arma πŸ˜„

quick terrace
#

@tulip beacon had the same issue after moving OS on a new SSD drive but keeping my P settings intact, reinstalled "buldozer", seems to be fine now

quick terrace
#

@lusty ginkgo not possible afaik

lusty ginkgo
#

ah that's unfortunate
thanks

tulip beacon
#

@quick terrace yeah, i did some manipulations with P:\Buldozer\Users and that fixed it somehow

cobalt panther
#

@tulip beacon did you happen to have the arma 3 launcher open?

#

Because that'll do it too

tulip beacon
#

@cobalt panther i was almost at the point where i was desperate enough to try that

cobalt panther
#

without fail, if I have the launcher open, Buldozer has a hell of a time loading, but it does eventually

kind lion
#

(left is how i did it before, right is how macser recommended)

kind lion
#

tried pufu's method too but i feel like i have more control on the cutout shape this way

viral cradle
#

It's certainly improved. But I think you could potentially improve it a little more. Could we see the wire frame?

kind lion
viral cradle
#

Ok. Those long thin faces cause shading artifacts whether you're going with low poly, or sub-d. If you make some strategic cuts with the knife tool, you should be able to get more control.

#

The red dots will be newly created vertices, which you can snap to the nearest vertices and weld. That should give you a quad. You would do this where ever you have those long thin faces. Although it would be better to eliminate them from the start. πŸ™‚

#

Pufu's method isn't really all that different to mine. The main point is to avoid bunching faces too close together. Although you can get away with it to a degree, a uniform distance between the edges always works best.

kind lion
#

got it

#

thanks

#

had to do a bit of resizing with the faces to get the right proportions i wanted, probably not a good idea in hindsight πŸ€”

viral cradle
#

Hey. It's a learning process. There's a good reason people are obsessed with keeping to quad topology. It gives the best results all round. You'll have some tris to get rid of still.

kind lion
#

πŸ˜ƒ

viral cradle
#

https://imgur.com/wWHCYAy That's about as low as I'd go personally. But regularising the edges along the length will give you better results.

kind lion
#

i have to put 4 of the things on a huge ass vehicle so i'm not sure if more detail is good πŸ€”

viral cradle
#

Fair enough. I guess it depends on how the rest of the vehicle's detail is distributed. You could go lower and sacrifice some of the curvature on the holes, while keeping it solid. But that's your call.

stuck oyster
#

few tris here or there would not really make a difference

cobalt panther
#

Tri's are essential for optimal models I would argue

viral cradle
#

Yeah. There's plenty of areas you can get away with using them. Especially with hard surface stuff. And they're handy for characters too. Certain areas you might want to collapse in a particular way. Although I've sometimes had a few hiccups with tris and curvature.

polar fiber
#

It'll all turn to tris ingame anyway

stuck oyster
#

what I meant was that few tris here or there wont matter performance wise

white jay
#

are there any templates out there for helmets? I can model, I just have no idea how to get stuff into Arma and it looks like a convoluted mess from what I'm seeing

stuck oyster
#

@white jay like this?

white jay
cobalt panther
#

That's hilarious

stuck oyster
#

the sample stuff contains all you need to get stuff in game

white jay
#

Including directions?

stuck oyster
#

how much directions did you think you would get out of rippin open a random helmet mod?

white jay
#

Honestly, I'd just replace all the files with my own shit and hope for the best

stuck oyster
#

πŸ™ˆ

#

well you can do the same for the samples I guess

white jay
#

Seriously, how do you mod ANY other game lol

stuck oyster
#

probably with more success

#

Arma modding looks complicated and smells complicated but in the end is not that complicated.

#

unless you want to do something its not quite meant to do

white jay
#

Yeah, it just looks like a lot of hopping from program to program

stuck oyster
#

well that applies to all modding

#

for all games

white jay
#

I disagree, I think Arma is the worst offender

#

For difficulty to entry level modding at least

stuck oyster
#

I need basically 2 programs to get a model into the game

median bough
#

@white jay
before you even start, let me ask you this:

  1. how did you set up your working environment (p drive, ect)
  2. what tools are you using/going to use for packing?
white jay
#

Then you have to make the CFGs. Then you have to make the actual mod files etc etc

stuck oyster
#

ok so 2 options here. You either learn how to do that, or dont

#

and proceed accordingly

white jay
#

1 - So you actually need to do the whole P drive thing? I figured that info was outdated from the videos I saw on it
2 - whatever Arma tools do the thing

median bough
#

AAAAAAAAHHHH

stuck oyster
#

9/10 videos for arma modding are crap

median bough
#

screams in agony

stuck oyster
#

if you want to try your hand in Arma modding

stuck oyster
#

you start from this link above

#

or those

median bough
#

ninjaed my HG

white jay
#

Okay, thanks lads

median bough
white jay
#

I really just want to make models

stuck oyster
#

and then you can take a look at El_Tyranos Blender to Arma videos

#

if you want to get those models into the game you will need to learn the rest

#

or find someone who does that for you

white jay
#

Yup

median bough
#

@white jay
whatever you want to mod in arma, the links just posted are THE PURE BASICS and are required for EVERYTHING

white jay
#

I've done some script mods without any of that stuff ^

#

Just no asset creation

median bough
#

even script modding in arma without mikero's tools is madnes

#

πŸ˜„

white jay
#

🀷🏿 I just used Arma Tools PBO package thingy

stuck oyster
#

one more advice

#

either you do the setup as in the above guides

#

or when you come here to complain shit doesnt work we can just ignore you

median bough
#

and NO video tutorials (other than mine)

white jay
#

haha fair enough

stuck oyster
#

it is optional to do modding the easy way or the hard way

#

not saying the easy way is really easy

#

but the hard way is really hard

median bough
#

πŸ˜‚

stuck oyster
#

and since you said you just want to do models I would recommend the easy way

#

if you ever want to get to the other side

woeful viper
#

hm... on my new system i get absolutely awefull performance in OB viewports... 10k faces and the translation/view panning is happening in microsteps... if you move too hard, it will suddenly snap and the model moves far off screen. Delete all but a few faces and it's back to what i'm used to
Any pointers how to fix that?

stuck oyster
#

use the D3D mode

woeful viper
#

really weird that i had no issue with this whatsoever with my old system...

kind lion
#

its been happening since the creators update in win10

#

late 2017

#

only way to use it is with D3D

woeful viper
#

i see... and why am i not surprised?

kind lion
#

πŸ˜ƒ

#

OB now has that enabled by default too because of this issue

woeful viper
#

hm doesnt have it on default for me... doesnt save the setting on closing, doesnt start with it either. Latest tools version.

rough idol
woeful viper
#

no i dont

stuck oyster
#

you sure you have latest version?

primal sluice
#

Or make it smaller rather

surreal birch
#

Small question, for a vehicle, do I need to model a intieror extra or can i do that inside the overall model?

primal sluice
#

From what iv'e seen the interior is apart of the main model

polar fiber
#

both

#

there should be a higher poly interior for the view pilot LOD

#

and a more optimised one that you incorporate in to areas of the external model where the interior can be viewed from the outside

#

like there's no point putting the interior model on a tank's external model if you can't see into it from the outside

#

but if you make an APC with an opening cargo ramp you'd want some interior

#

but probably not as detailed as the view Cargo LOD that would be seen by troops sitting in the back of the vehicle

surreal birch
#

Alright

#

Thank you πŸ˜ƒ

stuck oyster
#

@primal sluice how did you produce it

#

I dont think helmet needs that kind of hit lod anyway

primal sluice
#

I'm new to the arma tools I basically inset the entire helmet outwards, and created a hitbox using said tools

stuck oyster
#

why would you make it outside of it?

#

I must admit I've never seen that pointcloud looking things

#

what is it?

primal sluice
#

Uh. Not familiar with that term

stuck oyster
#

the cube with the dots

primal sluice
#

Oh. That was from when I "created hitbox" thats what ended up happening

stuck oyster
#

how did you do this "create hitbox"?

primal sluice
#

oh

stuck oyster
#

are you following some tutorial?

primal sluice
#

Negative

#

I couldnt read the whole option

#

Because it wasnt streched far enough

#

One second

#

I said "Oh hitpoint" must be what im looking for

stuck oyster
#

this perhaps

#

ah yeah same thing

#

ok so thats not what you were looking for

primal sluice
#

I'm assuming so

stuck oyster
#

If I understand correctly you want to make a geometry collision shape?

primal sluice
#

Yes

stuck oyster
#

πŸ‘Œ

#

that is different from hitpoints

primal sluice
#

Alright.

stuck oyster
#

simplest way would be to make a duplicate of your helmet

#

set the duplicates lod property to Geometry

primal sluice
#

Okay, so then while i'm here, what would these "Pointclouds" be used for?

stuck oyster
#

this should explain it

#

but to continue on the geometry

#

you have the dublicate yes?

primal sluice
#

Alright, yeah one moment, getting rid of the pointcloud

#

Okay, I have that duplicate set

stuck oyster
#

change to edit mode and select all of it

primal sluice
#

Done.

stuck oyster
#

hit space and type in convex

primal sluice
#

Okay

stuck oyster
#

and run the convex hull tool

#

it will create a convex collision shape for the helmet

#

this is the simplest way to do it

#

but if you want it to be more accurate

primal sluice
stuck oyster
#

you have to make it form more pieces

#

yeah that should work

primal sluice
#

Alright

#

Well, thanks for the help.

stuck oyster
#

you can run recalculate normals to it too

#

to make sure all faces point out

primal sluice
#

Okay, thats done

stuck oyster
#

also from the Arma toolbox section run component name tool for it

#

and give it mass

primal sluice
#

So, the mass does what to affect it?

#

Just so I know how to tweak it

stuck oyster
#

it enables collision

primal sluice
#

Ah

stuck oyster
#

if the geometry has no mass it has no collision

primal sluice
#

Alright

stuck oyster
#

but also it must have the component name

primal sluice
#

Thanks for the help.

woeful viper
#

@stuck oyster steam doesnt tell there is an update - so unless you are all running some tool dev-branch thing i think i should have the newest version...

stuck oyster
#

Im on stable version myself

woeful viper
#

uhm.... ok so i clicked verify cache on tools. Found 1 file, restored it. Started OB. Got this https://abload.de/img/2019-02-1923_25_21-qbj2l.jpg , clicked that away. OB opens. The Option is there. Close OB. OB terminates with crash. Relaunch OB. Option gone...

stuck oyster
#

ouch

#

do you run Buldozer from the Arma exe?

woeful viper
#

p:/buldozer.exe

stuck oyster
#

I suppose you dont use Mikeros arma3p either?

woeful viper
#

i might have, i dont remember what i did to get the setup that worked on my old machine running tbh

#

copied paths and everything from there

stuck oyster
#

so you have not updated P drive contents for a while?

#

as in after each Arma update?

woeful viper
#

definitely not

stuck oyster
#

ah

#

that would likely be the issue

woeful viper
#

of the error i would assume yes, but i doubt it would be the cause of the missing option thing

stuck oyster
#

probably not yeah

woeful viper
#

filesize it restored is 656bytes, 1 file

fervent steppe
#

ok water/wall update lol

#

so i remade a p3d and i no longer get the "light fire" option in the middle of the model...weird corrupt p3d i guess

#

as i did not have anything fire related in the memory lod or config

#

update #2...added snap points for terrain builder and boom.."light fire" is back...at least i know what was causing the issue

#

so i guess i think we can leave them in and after placing in TB remove them for release

rough idol
#

So is this action visible when object is baked to the map?

#

If yes, then I was actually trying to achieve that recently

#

Without luck ofc

fervent steppe
#

I don't know about baked I have to still test that. But it def shows up when just placed with the editor

#

@rough idol I'll send you the model if you want to take a look. Let me know. I'll was gonna test our walls because those use the snap points as well but I don't remember the "light fire" action every showing up before

white jay
#

Does Arma have any issues with overdrawing transparent pixels?

#

In other words, can I make foliage out of just flat cards and not get a huge performance hit when they overlap each other (like in UE4)?

peak lava
quick terrace
#

@peak lava this isn't a request channel. wanna do it, here you'll find some help on the way to do it yourself

peak lava
#

unfortunately, i lack those skills XD

#

is there a place where requests could be made?

#

or is it possible to convert models made for old ARMA games into ARMA III without remaking them entirely?

mighty geyser
#

You could probably ask in #creators_recruiting about getting one made. If you want to port it you need to get in touch with the original creator and get his permission/source files.

peak lava
#

roger that

white jay
#

So I spent today getting my first model into Arma 3 finally, a cornstalk. I didn't set any LODs or anything for it yet. I read that if you add "class bushsoft" in the object builder that it would give the object the wind sway? It didn't seem to work for me, is it something with LODs or what?

rough idol
#

@white jay tree classes are going to work for p3d outside of clutter

#

IIRC bush classes were reserved for clutter

#

sway point of origin is also located at [0,0,0] from object builder grid - if you have half you p3d below that level then it's not going to work

#

obviously autocenter = 0 is required

white jay
#

I'm super new to modeling for Arma, so you're saying instead of bushsoft try using treesoft ?

rough idol
#

yes

white jay
#

Ok, my thing is centered at the base 0,0,0

rough idol
#
  • make sure that your mesh is above 0 level
#

can you show some pic?

white jay
#

How do you post pics in here?

bold flare
#

Upload them somewhere and post a link to it

white jay
#

oy vey

#

Let me know if that works

rough idol
#

and from object builder?

white jay
#

is autocenter on by default?

#

It says "certain classes" like cars

halcyon wren
#

no, autocenter is undefined by default, which is usually a third state required by assets.

white jay
#

so would I want to add autocenter = 0 like reyhard said for this, or is it unecessary?

halcyon wren
#

It's good practice to have it defined as off to prevent annoyance down the line with terrain assets such as this

tulip beacon
#

aren't trees suppose to use autocenter = 1 for treeadv shader to work properly?

halcyon wren
#

Never heard of that.

white jay
#

Here's a theoretical: I'm doing crops that grow. Currently it's just 4 stages of growth (as pictured above). May increase it if I get bored, not sure. Would it be more efficient to just make one model with 4 frames of animation, one for each growth stage? Or just use the 4 separate models?

tulip beacon
#

i mean the shading sphere

halcyon wren
#

Face normals should sort that out

tulip beacon
#

if autocenter = 0 origin of that sphere is 0.0.0

#

how?

halcyon wren
#

It's been a while since I did this, but one of the params in the shader sets the position of this effect as vertical offset

#

With autocenter = 1 you just move what this is relative to further up, plus gaining all the issues that autocenter = 1 brings

tulip beacon
#

what issues?

#

one of the params in the shader you mean in rvmat?

halcyon wren
#

Maintenance issues. If you change the overall size of the object so that it's bounding box changes, ALL placed instances of an autocentered object will move on the terrain

#

meaning any neat detail placements are now out of place

#

Yes, its one of the vector elements in the rvmat, usually formatted at the header

tulip beacon
#

Vector elements?

bold flare
#

Array entries that represent a vector.
I'd say it's probably a uvTransform in one of the stages?

#

Crown Center uh.... height I think, comes from "forcedDiffuse" alpha channel
So forcedDiffuse= {translucency multiplier, translucency addition, crown center multiplier, crown center addition}

#

I guess you know better what these mean than I do?
Such obscure info that's probably not on wiki πŸ˜„

tulip beacon
#

hmm

halcyon wren
#

yeh what dedmen said, the parameters called ambient, diffuse etc

#

They're misleadingly named as they do different things for different shaders

stable prism
#

I created a tank and I'm having issues fine-tuning the mobility of it. Here's the test case: the vehicle is stationary and the engine is on, I am the driver. When I move the mouse slightly left/right, the vehicle moves left/right with it. It seems pretty responsive to the slightest of movement from the mouse. The vehicle also starts to accelerate in either forward or reverse (slowly) when the mouse is moved. Can someone point me in the direction of a parameter or set of parameters that I can adjust to make the vehicle less sensitive to mouse movement?

stuck oyster
#

Mouse steering may be set as more powerful/responsive in the control configs

#

Also good starting point would be to inherit parameters from one of the vanilla tanks if any of them behave closer to how you would like it to behave

#

And then tweak those to your liking

#

Also vehicle mass and mass distribution in geometry lod plays a part with the controllability as do the physx parameters

halcyon wren
#

Center of gravity and the overall bounding box.

#

So your placement of getin-getout mempoints can influence overall steering behaviour

stuck oyster
#

Oh the bounding box has effect too? That might explain certain odd things here and there.

halcyon wren
#

Yes its probably the single biggest WTF-Factor in vehicle setup πŸ˜„

#

Had an odd side-steer until we found it was due to the getout pos mempoint being too far out, thus distroting the bbox.

stuck oyster
#

I might have similar experiences.

halcyon wren
#

There's quite a few of these "designs" that make you facepalm. e.g. maxFordingDepth is measured from the bbox CENTER...

stable prism
#

interesting point @halcyon wren

stuck oyster
#

Is the box size relevant or just the shape/distribution

halcyon wren
#

ratio. It seems to rely on vehicle's center according to the bbox

stuck oyster
#

Funny things

stable prism
#

thanks for the recommendations @stuck oyster and @halcyon wren

pastel oyster
#

I am trying to create some mods for arma with 3Ds Max, but I have not been able to find any kind addons for that program that enable importing of p3d files into max, is there anything of that kind out there for 3Ds or even for Blender 2.8 ?
Something of this kind - http://www.armaholic.com/page.php?id=20519 ,but for the mentioned programs
also sorry if this is the wrong channel to ask about these things

bold flare
#

for blender yes. "Arma blender toolbox"

pastel oyster
#

Thats the link I linked, it is only for regular blender, not 2.8

bold flare
#

Afaik there is a pre-release for 2.8?