#arma3_model
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I mean for the toolbox
couldn't find one, thats why I am asking
I only use 3ds max
and there is no need for any tool to get your meshes into OB
FBX exports just fine (including lods if properly configured)
same for the .bitxt script exporter available in tools (or samples)
I have a tank model, and I am trying to import the arma 3 sample Test_Tank_01 to make all the correct LOD's, but 3Ds doesnt allow me to import p3d files
object builder can import p3d, and export fbx which you can then import in 3ds
Ok gotcha, will try that. Thanks alot!
Thougth it had to be a .p3d file for it to work
ok, gotcha
I tried adding class treehard and treesoft to my model and it didn't seem to do anything
I'm also trying to track down a page on the wiki I saw last night that had info on geometry LODs (I think), it had things like "always orients along the Z axis" etc
Some models already use proxy models for the Cockpit pilotview lod
So yes, you can do that
I'm not sure if Instruments can be animated tho
@white jay nope, elements inside proxy cannot be animated so it wouldn't help you at all
Isnt it possible that bi can raise it to more then ~250 bones?
Probably not
@river kite the human body has 214 bones, what do you need more than 250 for lol
sorry take tgat back
didnt read properly
Complex instrument panels, mechanical things etc
Not sure if this is the right channel - but I'd like to know if there is a way to change the texture overlay of the NVG without a model or - alternatively if there is a simple way to achieve this without knowledge of object builder / blender.
@prisma fulcrum - #creators_recruiting
Just wondering, has anybody ever tried creating more complex models for the flat 2D scope/nightvision reticles? Something with some internal faces that might receive lighting?
2d scopes are without any lighting
Roger. Don't bother, thanks.
the scope shadowing is a BIG improvement over usual 2D scopes (well worth doing)
when you say 3D model you mean 3D OpticsModel?
no, 3d model like ARCO or MRCO
oh
then i feel it's still very worthwhile but i'd go closer or further away with the 'eye'
It's a PSO, you stick your eye on the rubber eye-cup
indeed, closer then, but get a dominant sense of 'circle' (the lens) rather than seeing so much of the cup, wouldn't need to be much (closer).
you can't get closer without getting clipping with rubber piece
i'd probably fudge the magnification to make it happen
well, I don't want to end with unicorn magnification among 50 other scopes because of that
imo it's good compromise in state as it is
yeah, wanted to take a look at them at some point
but adjusting those uvs is giving weird outputs
i have been looking quite hard at them, my exe is presently patched to max r2t of 2048
- maybe one day I will be able to convince programmers to increase pip resolution to 2k
yeah, I also tried it
it's better but still suffers from lack of anti-aliasing, hoping i might be able to do a shader hack
Well, but even though, you don't really want PiP inside of scope, but maybe outside. PiP is still always visually worse even with 2k res
Might be also missing some visuals
biggest issue seems to be hard coded max vd, that looks awesome reyhard
there is no hardcoded vd?
have you played with lean correction, i have some code
well i get shorter fog with pip
like i can see a hill unscoped and it's shrouded in fog in pip
{
class PiP
{
class 6000_meters
{
text="6000m";
value=6000;
};
class 8000_meters
{
text="8000m";
value=8000;
};
class 12000_meters
{
text="12000m";
value=12000;
};
};
};```
have you tried it?
it's included in RHS
hmmmm, not played with it but i always run RHS
you can increase VD of PiP in PiP settings then
as for lean correction - nope, didn't touched it
if you have something interesting then I could take a look at it
i will clean it up and share, still dogged by a small 1-frame delay
almost fixed it via interpolation but i feel better should be possible based on that video that was doing the rounds
Hi there, anyone ever encountered an error where the game crashes after you pick up a weapon from the ground? im working on a couple of weapons and they have this issue, it's getting quite frustrating, any pointers would be appreciated
btw: what perf impact do you have from 2k textures? @torn pilot
on my home & office PC it was less than 2 frames
but I haven't tested it too much
christ about 10 fps for me and i suspect that i'm only using 2048x1024
but i turn it off when the weapon is lowered
huh, how did you managed to get 2x1?
hang on let me check
in code it's always square
oh it's 1024x1024, though 2k*1k is a possible compromise given the right UV
pretty sure i tried 1k*0.5k at one point
so 1k*1k costs me about 10fps (50 > 40) vs ~5fps for 512
Well, game will still render 1x1 even if you use 1024x512
good to know
hadn't touched this in a month or more but am enthused again, honestly thought you'd written it off as a dead-end
@rough idol Fixed my PIP VD via CfgVideoOptions (thanks) but appears effective limit is now within class PiP members; Disabled-VeryHigh.
Pip vd is limited by regular vd
Mem point marker lights canโt be animated
Black Waspโs lights are parts of the model with a glowing .rvmat and animated
anyone got a clue what could cause this bug where when looking down and your legs are under a table you can see your legs still above it. Ive tried converting to a vehicle with cargo lods and still no dice. I've created 300+ addons and never found a solution and i really dont wanna have to stand while i play poker
FPV Character is getting rendered as last
i tried moving the proxy to top and still no dice
this also happens with just the attachto command
You can't really fix it, it's renderer
so its an arma 3 bug damn
It's not really bug, that's how character in FPV is rendered
that table is a vehicle?
i have it as both and same result be it attachto or in a cargo seat with a cargo lod
and that anim is not FFV?
one sec ill take a video from the FFV version
it shouldn't be FFV
i used the taru pod for the ffv version but also tried it in normal cargo with out ffv
can you post picture from object builder?
as in the proxy locations?
for the config just look at the taru pod as it uses that for this test
https://gyazo.com/b14b5bbedbdd6b315c030d9a86c92a8a
can you post that config please?
I don't have taru pod cfg
I guess you should regular cargo configuration instead of turrets
yeah, it's FFV causing it
i tried normal cargo also and same issue
I guess your regular non ffv config was not working then
you can also disable personTurret by setting to 0
cargo seat with mesh on top
and variant with FFV
try putting something over his legs
its not?
humm maybe i messed soemthing with the cargo version will go retest now thanks
Ohh that's true, FFV is different pass
no shooting at the cards table ๐
now just to finish up the custom animation and remove the idle wobble
thanks for the pointers
reyhard always comes up with magical solution 
โจ โจ โจ
Hmm is there any mod with pretty girls for Arma? Because @teal remnant has blackjack already...
there are things in motion to remedy the situation
currently there are some issues though
things happen
weighting
well done on that interaction
but i got to say that table is fucking ugly ๐ @teal remnant
look much better if you have a better gfx im still on a 960
@teal remnant weighting and animations are all done and working.
Its the ragdoll setup that causes issues
arr kk
very nice
are AI capable of entering buildings that stand on top of other building? Say a house has a roof that AI can reach, if i place a pillbox on top of that roof, can AI navigate into the pillbox?
Or do both need to be one p3d with joined pathLOD for that to happen?
AI should be able to traverse from one pathlod to another
soooo
made some "progress" with the above ragdoll issue while waiting for stuff to generate.
So "Progress" with the ragdoll issues.. Or at least something different.
@halcyon wren youll be proud of this one im sure xD
at least I know that my custom ragdoll config is used
since changes to it have effect.
I bet this happened early in the A3 development and its why we dont have women in Arma 3. They all flew away.
nah, its just that women are all witches and possessed by demons... what you are seeing there is 100% realistic
turning arma into goat simulator one step at a time
So I'm making an AW119Kx Koala helicopter model for the Milsim clan I'm in. I've mostly made the model itself, and I've done the whole hitbox model and all... only issue I have right now is that I have no clue on how to do the config or what I should do regarding setting up doors/sits, rotors, etc. I'll also do the texture later. If anyone could help it'd be great ๐
you can take a look at El Tyranos tutorials series. It covers the basics of how to put stuff into the game quite well
then there are the Arma3 Sample models that can be used as examples of how to name different parts and how to create configs to do animations for those parts and how to get it in game
El Tyranos? Ok, I'll look into it, thanks
El_Tyranos yes
his youtube nick is different
but the videos should come up with ET
Just checked it
He has one for tanks
Another one for weapons
Can't find helis though
well the basic gist is the same
just some parts of the object are named different and some config values are different
so you should still see how things are done
and then with the help of the sample helicopter model you should be able to figure out the rest
Ok, thanks
If I then don't manage to understand a part of it I'll try to ask here in #arma3_config
๐ good luck
also setting up the tools properly is important
first 2 links there are gold
I have the tools don't worry
I've done a Church model before for the 40k mod
Thing is
I had no idea what to do with the config either
So it stayed a textured model
XD
Also if I manage to do it I'll show it here
Someone have idea, how to use "soft" bones on vehicles, like in default quadbike?
There is a _static bones with "blue" weights, like in charaters:
"wheel_x_x_static","",
"drivewheel_static","",
what bones on quadbike are soft?
Quadbike damper sprung:
https://cdn.discordapp.com/attachments/408783814777896982/549520287767461888/buldozer_2019-02-25_11-17-04-410.png
https://cdn.discordapp.com/attachments/408783814777896982/549520290624045056/buldozer_2019-02-25_11-17-10-539.png
Weights example:
https://cdn.discordapp.com/attachments/408783814777896982/549504623354970125/unknown.png
https://cdn.discordapp.com/attachments/408783814777896982/549504343007559689/unknown.png
Damper and a small wire on top are soft
soumm how do you open the vanilla quadbike?
open binarized QB with buldozer
qb?
quadbike
but the binarized files dont open anywhere
ok, if this is fake, you can open A3, and test quadbike ingame. Question is about how to make working soft bones in vehicles, not how to load binarized model in buldozer)
well just gauging if you are aware that unbinarizing Arma 3 assets is not allowed.
to answer the question, the difference between characters and normal vehicles is the isdiscreet value in model.cfg
some vehicles take use of the soft approach though
Thank you for answer
ripper detected. Nuclear launch imminent
A3 tools OB dies when you try to open odol, DayZ object builder doesn't
Can launch arma buldozer through DayZ object builder and probably look at binarized models inside buldozer that way
weight screen is not from buldozer
filename says buldozer, and it looks like buldozer to me
unknown.png?
That's not a image of any vanilla vehicle though, that's a motorbike
^as i was saying
Hey, coming back to modelling from a 5 month break and i'd like to look into creating a helicopter. Can anyone suggest some good resources i could learn from?
@agile zenith do you mean reasources for how to model a helicopter or for what Arma requries out of a helicopter model?
@stuck oyster What arma requires out of one
Arma 3 Sample package on Steam has a fully setup helicopter example
that would be the best starting point
I tried that one ~6 months ago i think, but from what i remember that one is outdated?
should not be
Hmm, i might be wrong of course it was a long time ago. I'll take a look when i'm home.
I dont think anything helicopter related has changed for some time now
and even if it lacks some new feature, it should be more than enough to get one in game and flyable
Fair enough, thanks for your help.
No problem. Also I should mention that other than the helo example there really isnt much else written down about the process
All assets do follow the same principles though. Vehicle/simulation type related specifc parameters are very small part of the work
I've noticed haha, seem's that while sqf is extremely well documented; vehicle making really isn't
The examples are very well commented and the wikipages for animations are very good and comprehensive
I dont quite know what else you would require
for the basic stuff at least
Luckily my helicopter model is quite simple, i'm working on a "fun" pack currently. Just includes a lot of non realistic fun vehicles.
Can someone who is a gentleman and a scholar tell me how to put tattoos on my characters arms.
only way would be editing the character texture and creating a new identity type for it
Yeah dude can you show me how? Or can you point me in the right direction
I've been trying to do this for years
Can I pay someone to do it for me?
Clearly you weren't trying hard enough 
Lol
@remote jewel first you would have to set up the modding environment. PMC wiki Arma3 Tools section (and those links have been pasted on the _makers channels a lot too) has good and easy guides for that.
Then you would have to locate the character skin textures from the unpacked Arma 3 data (covered in the PMC guide).
Then you would have to convert the .paa texture you want to edit to .png or .tga and open that up in your coices of image editing software (paint, gimp, photoshop etc) and draw over it the things you would like to add.
Then convert the texture back to .paa and then set up a patch/addon config that creates a new identity type that uses your new texture/material
๐ฅ
its not rocket science
but its not as simple as you might think it is
also you would not be able to use your new tattoos in any other servers than those that use your addon
you can try #creators_recruiting to find someone to do it for you, but dont be supprised if no-one gets interested
Ok thanks man
Hi all!
Can anyone tell where can i find binarising error description and fixing solutions?
e.g. .p3d:1 Stage 1 has no texture to retrieve format from (while generating ST coordinates)
Missing second uvset
If you are not using it just make sure you don't have tex1 in rvmat
hmm. can't find anything except "tex" in model's rvmats. And removing UVSet 1 from uv editor didn't help too. At least it just a warning, hope noone dies :3
it's bitching about missing 2nd uvset
so removing it definitely won't solve it
or wait a moment, I see it's a different error message - nevermind then
post Stage 1 of your .rvmat
I have bunch of rvmats, so stage1 from is:
class Stage1
{
texture = "data\new_hk417_mag_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
...
class Stage1
{
texture = "data\tacticool_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
...
class Stage1
{
texture = "data\tigg_rails_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
...
class Stage1
{
texture = "data\troy_sights_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
...
class Stage1
{
texture="data\AG36_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
...
class Stage1
{
texture="data\m203_nohq.paa";
uvSource="tex";
class uvTransform
{
aside[]={1,0,0};
up[]={0,1,0};
dir[]={0,0,0};
pos[]={0,0,0};
};
};
...
class Stage1
{
texture = "data\gl_acc_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,1};
pos[] = {0,0,0};
};
};
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
Should be a diagonal, your dir should be 0,0,1
I don't know where everyone copy pastes that wrong stuff from ๐ค
will try, thanks
won't fix your issue. Arma fixes that itself I think. Still wrong tho ^^
Yeah, didn't fix :3
Maybe someone knows what is this:
14:22:57: Face 530, point 237, face points 237,236,234 - invalid uv -1.#QNAN,1.0818e-042
14:22:57: Face 531, point 232, face points 232,237,234 - invalid uv -1.#QNAN,-1.#QNAN
14:22:57: Face 532, point 234, face points 234,227,230 - invalid uv -1.#QNAN,-1.#QNAN
14:22:57: Face 533, point 234, face points 234,230,233 - invalid uv -1.#QNAN,-1.#QNAN```
Tried to use o2 script to select face by id and they are mapped to UV
Stage 1 has no texture to retrieve format from (while generating ST coordinates) Also happens when the texture file cannot be found
and they are mapped to UV to what UV though? RPT says it's invalid. So check the uv values
what UV
i don't quite understand what it means. Faces are mapped to UV Set 0 (texture and rvmat assigned,)and can be selected via uv editor by 'select by selected in object' buttons. What uv values should i check?
when you select the face and press "e" you should be able to see the uv coordinates
@hushed apex where did you do the unwrap?
It's possible you have bad islands in the uv
where did you do the unwrap?
I'm editing thinrd party model, so dunno. I can try re-unwrap with O2, but not sure it worth it ๐
In o2 no
And thats one of the drawbacks of model you don't make yourself. They can be buggy.
Wait a gosh darn second, you can have multiple stages of the same type in one material?
Or did he post i like that for ease on the eyes, I just woke up, go easy on me
Seems like there's some verts/faces that aren't actually unwrapped correctly.
Is the model fully triangulated? @hushed apex
have multiple stages of the same type in one material?
No, i just copypasted from several rvmats to single post.
Is the model fully triangulated
Part where problem faces placed - yes.
Hey everyone. Anyone have an idea what causes one texture set and one RVMAT to create 101 sections in OB?
For example, in my sections list, I have this:
"vamp_ext_co.paa [] vamp_ext.rvmat (10)"
"vamp_ext_co.paa [] vamp_ext.rvmat (10)"
"vamp_ext_co.paa [] vamp_ext.rvmat (1094)"
"vamp_ext_co.paa [] vamp_ext.rvmat (12)"
(...and 96 more entries with different poly counts)```
Clearly, they're the same, but why are they being divided up like that? Looking at each entry highlighted, there doesn't seem to be rhyme or reason as to why they're doing that.
happens often when you cut and paste parts of the model around
you can merge them with move top/bottom
if they still don't merge, there might be other things like User Value or Z Bias don't match in Face Properties (E)
Thanks. I'll check this
I merged with move top/bottom, but the merge didn't take until I did this AND hit okay in the Face Properties dialog, even without changing anything.
it doesn't update the section count until you refresh the LOD somehow
ah ok
either switch to another LOD and back, press F5 to recalculate normals, that sort of thing
well.. for the record, F5 wasn't doing it either
I've noticed in the past F5 needs the same switch awaw and back to see results sometimes
also, I noticed I can just dbl-click on the current LOD instead of switching
it's like a refresh button
About how many sections is pushing the limits too far? In this case, it's a 33k poly jeep with textures for exterior, undercarriage, interior, glass, headlights, brake lights, weapon, gauges, 3 PIPs, and universal addons like comms, gerrycans, ammo chutes, ammo belts, and tires. The glass and lights have multiple RVMATs per how they emit or how much they reflect, respectively. In total, I have 21 sections. Before this fix it was showing up as 240. I'm hoping 21 is more normal for so much function.
I'm currently updating the model to combine some of the basic textures into one, big 4096, such as the exterior, weapon, undercarriage, and tires. I can combine the ammo chute and ammo belt into one. The comms are already combined, and I don't think it would be great to put the gerrycan with them (these items might become removable). I suppose I could combine the glass, lights and gauges into one, but there'll still be a lot of RVMATs. Over all, I reckon I can maybe drop the number of sections to 16 or 17. Is that still a lot?
according to Eliteness MRAP has 32 sections
I recall OB not showing the number quite right but its not far off
Don't know if you fixed the section count but what I do when I have errors with the selection count is select all, cut and paste. It usually fixes the sections
Not sure if this is the correct place to ask - but here we go:
I want to make some additions to the RHS russian MG statics, adding scopes to the DShK, NSV and KORD without changing the actual p3d model (since I am pretty sure thats against some rules somewhere) but adding them via code, like virtual garage modifications. My question is - is that possible and if so, which files am I allowed to edit, if any at all?
if the models do not have scope attachment capability then you can not do it
Is there any way to make the have that withou asking reyhard to add it himself?
in that case I'll need to wait for somebody in RHS to tell me if they have scope attatchments capability - otherwise RIP : (
if its not set up, the scope would not show up
you can for example see if they have any place to attach a scope
would I find that in the p3d or the config?
Those are statics, so I am not sure if I can find any way to look that up ingame
no
look at the model
does it have railings or anything you could physically attach a scope
if not
it definitely wont ever get scopes
if yes, it might someday be possible
I mean, I think the models have the side-mounting rails on them, but I doubt they are actual programmed in-game
Tried in game? They have no scopes avaible. Tried to mod it yet? Not before asking if I am even allowed too
Ofcouse kek, was wondering if it's possible to have a "Add sight" like they f.ex. they have "remove commander's shield" on the T-tanks
either in "object specific parameters" or virtual garage
since seems it isn't, I'll just have to either wait or try making some models of DShK's myself
indeed those would be the 2 available options
@pastel oyster can you be more precise on what would you need? - indeed static weapons don't have attachments available
Hey all, probably dumb question. But how do I open the uniform.hpp file? I need to bring fatigues into 3ds max so I make sure my vests don't clip
I wanted to model this https://cdn.shopify.com/s/files/1/1524/1342/products/on8124__4.jpg?v=1505465342 , and some other optics and have them be accessible for the statics in rhs either via the virtual garage, or the "Object specific parameters"
@quick terrace something like a hiddenSelection, but for statics, and with scopes
@white jay uniform.hpp file is not a 3d model
and you cant open other than the Arma 3 sample models
there are some older uniform models there I recall but im not certain they are the same shape as the A3 basic uniform
@white jay hpp file - you open with notepad.
that said, there is a max and a fbx file in samples that is rigged and skin weighted
@pastel oyster - how about that - you model that first, and i make sure we either get into into RHS directly, or see if there is a way to enable optic attachments (i don't know about it now, but at some point it wasn't possible)
because the statics are not treated as weapons but more as vehicles
yeah static weapons cant have attachements like that
Thanks guys, if I have more questions I'll let you know (for right now I'll just increase the scale if it clips through BDUs)
for VA to work, these parts would be hidden by model.cfg but need to be directly part of the model
Understood and understood. I am no proffesional but I'll give it a try!
@white jay you should always model on top of the base mesh,, and transfer/copy over weight using the same mesh
the clipping might be in relation to different weighting rather than tight mesh
@pastel oyster no one was born a professional
This is what I have right now @quick terrace , I'm using the base body mesh and I have the vest over top as a guide for scale.
how did you weighted it/
I'm not certain about that. These are just freshly imported and the vest is scaled up to match the body
Since this is my first go, I understand mistakes can be made ^^
weighting is required for the character model to follow the character animations
I need quick help with some 3ds max related question, my background color changes as my animation goes on, I dont know how, why and what I must do to get a constant background
This might be related to weighting, but the vest example is super small when I import it, while the person example is 'normal' size.
Alright, so I managed to export the weighting when converting the P3D to FBX, although I believe I messed up. Anyone have guidance on this? https://i.gyazo.com/0cffee4234f77e74813d4c8237b9ce8e.png
Hey guys, a question can someone help me to "animate" antennas? So I mean that they move. If I drive to the left you should move in the direction you want to go (Google translator) bad english sorry ๐
hello everyone, once again i got a problem and hours of trial and error later i ask you. My newest project ( a car for a Life Mod Server) is tilted to one side. Since its not the first car i am working on, i checked my other projects, but i could not identify a reason as to why this one is tilted. I did not fiddle around with damper settings. i even tried copy pasting the basic_damper_destruct_axis hoping that it would work out, to no avail. Any suggestions?
geometry mass distribution might be off
some damper could be named wrong in model vs config
i already tried adjusting the weights of the wheels to get the Center of Mass correctly, still nothing, i'll check the damper names
the overall model bounds might not be even
also the weight center of the whole model can affect it
not just the wheels
the center is, afaik, the blue X in Geo LOD when direct X is off, i aligned that now to the center of the car, and test it
the blue X is the mass center
so the blue x is perfectly aligned now, but yet the car is tilted o.O
i'll try something different with the Geo LOD now
i sure do have edit lods
edit lods can cause issues
I suggest you make a backup
and delete all extra lods from the main p3d
hm, that's weird, the last car i worked on had at least 5 Edit LODs and nothing was wrong
they dont always cause issues
well i played around a bit with the mass distribution and the center of mass, and i almost got it, still titled but way better than when i started
that was one of the first things i ckecked
i just figured, its not a certain wheel that is tilted, its the whole car
on autocannons, how are the ejected brass configured? in particular, the pos and dir mem points
How to make it look smooth? Tried smoth edges, didnt work:
https://imgur.com/JuGnSoM
(the fuel tank ofc)
smooth shade and make sure the verticles are merged
and that you dont have any custom normals on it that mess up the shade
It appears only if it is in the shadow
bad normalmap or bad AS map
Sorry to ask, does the OB has 3d orthographic view?
not that I know
Sure it has
If you switch to left, right or any other view (other than projected) and then uncheck lock camera rotation, you'll get ortho
Just note that grid can get bit funky, so I turn if off for that moment
The grid goes real weird in DX mode
seems to rotate at a different rate to the camera
Yeah... ๐ฆ
may someone help me with UserActions?(on a building), So idk what is going on i have made other models with opening doors all fine. but the one atm just doesn't seem to want to work and i'm not sure what is wrong.
i have the memory lod, and the user action positioned at the 'trigger' but when i load it in game no option comes up.
is it terrain or scenario placed building?
atm just in the editor
possibly a typo in bone or animation or selection class name
assuming the issue is that some part does not move
oh wait you talked about the action not showing up
got confused as usually people talk about models here
but then you might have a condition that is not met
in the useraction
or a typo
yer sorry wasn't sure if it was config or model, as it it the config for a model ๐
and for conditions i haven't put any in yet, also i copied all the class names and vertex group names so i dont think its typos
if you have no condition it will not work
you will at least have "true" as a condition so that its always on
ahh ok i will try that now
@rough idol Might you know if "zeroing" animation source works on vehicles?
there was attempt to add it to vehicles
it's there but imo it's semi broken
@stuck oyster
sometimes it works
but not with everything
I wanted to add little detail for tank zeroing so you could actually see their barrels elevating in visual LOD
and it wasn't working at all
I had some luck with static weapon on the other hand
shame. I was looking for a way to animate my walkers arm weapon convergence with engine methods
instead of a rangefinding and arm part animating script I use now
If I were to try it, what values does it use?
does it take zeroing values from turret or are they predefined
yes but the discreet distances are configured in the turret config
if it were to work, would it work with automatic zeroing too?
or only with the manual pageup/pagedown
Hey, Model makers.
https://www.youtube.com/watch?v=cRDOJIU25IE How long could it take to do a skin of this ?
go to the youtube video and skip to 0:51
if there's a mod for this already (That I do not know of) Contact me by DM's.
The movie is calle Jin-Roh or Wolfbrigade. And time to make a model like that would depend on how skilled one is.
that would be a totally different matter
It's not just a skin, it's a complete model
possible, yes, difficult, very.
it could take a couple of weeks at least
maybe a month
of very active work
depends on the skill and target quality
Thought I saw someone in the Japanese Arma community make the jinroh themed stuff before
@rough idol I cant seem to get anything move with the zeroing/zeroing1 sources in vehicles so I'll drop that idea.
and how did you configured it?
made a animationSource: cpp class zeroing_cannon { source = "zeroing1"; weapon = "cannon_120mm"; };
zeroing is only valid source
try adding discreet distance to a weapon
weapon config
@rough idol one more ping for the night ๐
Could not get it to work. I have animation source pointing to the new weapon class I derived from the 120mm cannon with zeroing as the source, but nothing seems to affect the source phase. I have same discreet distances on the turret and the weapon class set up too and the animation does work in buldozer.
is it possible to hide/animate a named vertex group via config (not the model.cfg) using a custom animation defined in the config?
I want to hide a piece of the geometryphysx lod
No, you need a model.cfg to encode the animation source in the .p3d
Assuming you mean is it possible only with the config.cpp
I really wish we were able to edit the model.cfg of binarized models. I'm perfectly fine with not being able to edit the model, but having at tool that would let you extract the model.cfg and recode the model with an edited version would be awesome.
kinda like the odol converter, you put in the binarized model and the edited model.cfg and you get a binarized p3d using your model.cfg
model.cfg can influence ALOT in the model though. Not just some specific small things that you are probably thinking about
but a model.cfg is useless on its own, while a model on its own can be ripped, ported to some other game or edited. I don't really see an issue with editing model.cfg, it shouldn't be binarized at all IMHO
The model.cfg is part of the .p3d once you binarise
so it's not a matter of having it there to edit in the .pbo
if you can reverse engineer the .p3d to modify that data you can reverse engineer it in any number of ways
what would be the use of model.cfg editing if you cant add new selections to the p3d
and also you'd need to extract the .p3d and redistribute it in another .pbo
which BI don't allow for things like hex editing textures
ok, so any ideas what changes can I make in the config.cpp that would make a VTOL not suck completely at flying
Asking because switching it to helicopter simulation causes the wheel breaks to not function at all (well its not like there is any helicopter with existence that has wheels). I looked up how RHS was doing their breaks and what they do is hiding the wheels in physx geometry and that makes the wheels essentially stop working.
That is why I was asking if it was possible to change animations on a selection without the access to the model.cfg
Actually it's unhiding wheels for breaking
Well the fact remains its done via scripts and doing funky with the model.
Is there a way to "break" wheels in the config to make them stop working?
or edit them so they have massive friction, maybe that will help
you can try increasing MOI but it's not going to fix it completely
physX wheels for helicopters is sort of function which was never finished and it has some bugs
like missing action for breaking the wheels
I'm wondering now if brakeIdleSpeed is working for helicopters too
well the "helicopter" is rolling around with means the dark arts of physx are at work, so I will mess around with those
Progress of my poker table and bot scripts
https://www.youtube.com/watch?v=TGFmMnWoOIY&feature=youtu.be
http://www.cityliferpg.com City Life RPG Copyright ยฉ 2018 has created another video This video was created using content of Bohemia Interactive a.s. Copyrigh...
While I can appreciate the effort gone into this, I am slightly worried that this will be very much wrongly used
Its just for my communitys enjoyment no real life charges and so on
hopefully it stays inside your community then. I've noticed these kinds of things get around
It does seem to work very nicely though
still a WIP but getting there
Whazzat? @eternal bloom
A link without description...
is blender garment tool https://gumroad.com/l/GarmentTool (like marvelous designer)
Certainly looks an attempt at replicating MD. I'm sure it has some inherent limitations as an addon. But it seems well made at a glance.
hah you can bet its not a replacement
An attempt at replicating it, rather than replacing it. And seemingly a good one. ๐
how do you set a serpa holster point on a chestrig ?
@tired rivet now to keep the converstation on the right channel. What you need is to look into the A3_Vest_example.p3d in the Arma3 samples
there is a holstered proxy position for pistols
thank you i look into this now
@stuck oyster @median bough sorry, i was trying to post a tweet from the author but i was on my phone and previews are disabled on this discord
basically, the author said yesterday that the addon was out
๐
thx for clearing it up
Ok so im probably about to ask the dumbest thing you'll read today but....
Do models off sites like turbosquid work/are allowed in ArmA? I've found a few assets id LOVE to have in ArmA but dont want to purchase them without knowing.
For example a Russian Carrier or a C-17
Usually models like that are not made for game engines and need a lot of remaking to make them work in Arma. Also it is a possibility that cheap "game ready" models are ripped/stolen from some other games. Which is why using such models always needs a strong consideration
Ahhh okay that makes alot of sense
well guess ill just have to pray one day we get a Russian carrier or something that I can blow up :p
Thanks @stuck oyster
โค
well you can always ask consultation on models you find interesting
there are a lot of legit models out there
most of them will need work to fit into Arma though
Oh i fully expected I'd need to do some stuff to them to make them work inside ArmA however i'd be willing to learn. Im more confident in config files and coding them modeling hahaha
you will never be able to buy a 3d model and put it direcly in A3 without knowing shit about what a game mesh is
Ive got a few mates who work did the ADFU uncut mod so im sure they'd be able to help me (If I bribed them enough money) Ill probably just start super small and then build my knowledge
you might want to learn how to encode stuff before dumping money on 3d models imho
@void barn if you want to know how well that worked out look at the Task Force Leviathan vehicle mod.... basically a guy with money trying to bring HP models from turbosquid and others into Arma with no real experience doing it.... itโs not easy. I spent a good month on my MRZR getting it all sorted out and setup for Arma from a HP form and even then I had someone else import it because of the sheer amount of work involved.
is there a way to rotate verticies in the object builder more precisely or is ctrl+right mouse the only option ?
you have a 3D rotate button on the top toolbar
@quick terrace can you send me a screenshot of the button i dont see it
hit ctrl+e
also the window menu in the top toolbar shows all the available dialogs and if you have them enabled
ah i see
is it possible to preview a proxy in bulldozer ?
or more like the pistol holster proxy
the pistol holster proxy does not seem to have visual parts at all
so you would have to replace it with another model and use that for positioning
and then replace it back to the holster proxy
ah understandable and how do i reposition a new loaded model onto that proxy ?
when you click the proxy selection name it opens up a dialog for the path
right thanks
just save the old path just in case you lose it
how do i set a new xyz position where the new proxy gets placed at
hmm
i positioned the pistol into the holster
and i want to select a vertices which will be replaced with the holster proxy
the actual holster rests on the chest sideways and at a slight angle it would be a nightmare to position the proxy like that
now Im not following. I believe the holster should be part the actual model
and the pistol holster proxy is just for the pistol to be in the right place
ye the holster is part of the model its just hidden for better visibility
ok so if you now just repath the pistol proxy as the holster proxy it should retain the position
i really didnt get it how you explained it earlier sorry
actually
making some progress
holstered proxy == invisible
repathed as "pistol" proxy that is visible
moved to new position
renamed back as holstered proxy
thanks for all the help but im gona take a break for a day been modding for the past 4 days
ye going to
literally only stopped to eat sleep and go to school and gym
hopefully im gona be able to do it in a few days ๐ช
good luck!
โค
is it possible to assign a texture to a mesh in a p3d that has no selection name and the model is binarized?
no
all texture switching rely on on hiddenselections that have to be set up both on the model and in the model.cfg
hmmm...good
can somebody save the a3_character_example as .obj or .fbx file? I'm trying to open the one it gives at the arma 3 tools with Blender but it's fucked up
but it's fucked up
looks correct to me
Haven't looked into it much, but iirc those triangles are proxy positions
either proxy or memory points
^
Yeah thats how its meant to look @polar gyro you can just delete the triangles
Ok now i'm confused
I have made a uniform using blender, and I wanted to figure out how they made it in the vanilla.
But the guy is naked so I don't really know where to go from here
Ah okay sorry I can't help with clothes modelling never done it but Im sure someone here can
The naked body is the clothes
@polar gyro I assume you imported the P3D with the Blender Arma toolbox?
can't blender handle the existing FBX directly?
it should
ah no
too old version
the fbx that is
the sample fbx is just the same shirt and boxers model as the p3d
@polar gyro did you solve your problem?
Yeah I handled it. I just didn't understand how I am suppose to make uniform for arma... I made the uniforms on top of a character. What do I need to do now?
weight it
in Blender you can use the transfer weight tool to project weighting from the sample character to your new character
and then tweak it to your liking
alll uniforms in Arma are basically just characters
the head proxy ensures that the same uniform/character can have different identities and look different
Alright.. is there any video the captures the entire process? I think I know what you mean, but I don't know how to do it
I've listed the step by steps a couple of times with pictures on this channel (or the #arma3_animation )
Weight painting tutorials there are probably a lot for Blender
a tools/technique related tutorial does not necessarily need to be for Arma
to test the weighting you can get the Macser Armarig
and connect your new character to it with Armature Modifier
and then see how it behaves when you pose it
I am looking at sample models and noticed that some selections are proportional, meaning I move them up and they move proportionally. How to achieve that?
Talking about Object builder ofc
@sharp halo all my selections for the heli are full red
In sample models, uh60m for example has this with rotordive
A2 samples perhaps?
Yes indeed
๐ฎ
and then creating selection or redefining old one with the painted selection
but I've found doing vertex weighting like that is easier in external programs
like Blender that I use
it will need isDiscreet value set as 1 (I recall) in model.cfg
and the skeleton bone inheritance structre is a bit different
you will need to define first bone and then have all the other bones be children of that bone
instead of starting bone chains from the empty ""
cant locate the sample youre looking at right now
have it somewhere
but I would think it has model.cfg with it
Yes it has one, tinkering with it right now
If you want to locate it it is under Air_e/UH60M
I would have to remember where I stashed the A2 samples ๐
The issue there is many things in model.cfg are inherited from Helicopter class and I dont know where to look
๐
is there any specifc reason you want that particular chopper?
CUP has it already ported I believe
Yeah I know that just checking how things are done in choppers so I could try to do a chopper now
Since ARMA has now better support for it
with AFM and stuff
Ok then will try that instead ;d
I can already see people climbing the ladder to get "elevation" and get blasted from everywhere
I do that quite often. But I have full heal bound to F4.
https://imgur.com/13LAW9I
Anyone have idea why that is happening? I the object loads fine in buldozer, but when I drop it into a basic mod and launch the game, it can't load it up
class CfgMagazines
{
class CA_Magazine;
class ISOC_waterbarrel: CA_Magazine
{
displayName="ISOC_waterbarrel";
scope=2;
mass=5;
author="Epic";
icon="barrel_icon.paa";
picture="barrel_icon.paa";
model="barrel.p3d";
descriptionShort="If your seeing these, you're probably on the right track!";
};
};
That's the config for the item ^^
all the files are in the same folder.
Hm, that path doesn't seem right. That'd mean you have model in root of P: drive ๐
I think you got on to something.. I havn't been using P drive, is that the reason why it doesn't work?
Fuuuu
Epicest of fails. ๐
Yes that's a big problem
The development environment is there for a reason.
I see.. and if the directories are those:
icon="P:\Modding\Projects\waterbarrel\barrel_icon.paa";
picture="P:\Modding\Projects\waterbarrel\barrel_icon.paa";
model="P:\Modding\Projects\waterbarrel\barrel.p3d";
that should work now? or should I cut the directory and write only from the waterbarrel and further?
This is happening more and more often so out of curiosity. Why don't you have it set up??
I had it set up, just didn't figured out this is that critical
You don't put "P:" in paths
You got all the basics wrong there.
So yes you put everything you want to pack on P and as Kllrt said, never put P: in paths. Compare to examples in the sample files.
Also you should extend that ISOC_ prefix to your folders too.
And filenames
to prevent it from conflicting other mods?
Yes
so I should change the folder ISOC_waterbarrel, and than pack it into a pbo?
I did as you've told me, but it still doesn't seem to work:
https://imgur.com/rg5feQa
the directories are:
icon="Modding\Projects\ISOC_waterbarrel\textures\barrel_icon.paa";
picture="Modding\Projects\ISOC_waterbarrel\textures\barrel_icon.paa";
model="Modding\Projects\ISOC_waterbarrel\barrel.p3d";
I'm pretty sure the object itself is fine, cause the buldozer seems to handle it quite well
ohhh
lets see
it still says the same
class CfgMagazines
{
class CA_Magazine;
class ISOC_waterbarrel: CA_Magazine
{
displayName="Waterbarrel";
scope=2;
mass=5;
author="Epic";
icon="\Modding\Projects\ISOC_waterbarrel\textures\barrel_icon.paa";
picture="\Modding\Projects\ISOC_waterbarrel\textures\barrel_icon.paa";
model="\Modding\Projects\ISOC_waterbarrel\barrel.p3d";
descriptionShort="If your seeing these, you're probably on the right track!";
};
};
anything else we are missing?
What are you using for packing btw?
Just use mikero's tools
He has quite a number of programs regarding pbo packing/unpacking.. you mean MakePbo?
it's his
PboProject
pboProject
And install all of them
Missing File Summary
barrel.p3d : \p:\modding\projects\isoc_waterbarrel\textures\barrel.paa
"isoc_waterbarrel.pbo not produced due to error(s)"
it's says this when I try to pack the mod
@polar gyro use proper suffix - https://community.bistudio.com/wiki/ArmA:_Texture_Naming_Rules
Missing File Summary
barrel.p3d : \p:\modding\projects\isoc_waterbarrel\textures\barrel_co.paa
when I just want to put on a simple texture, I should use the _co suffix, right?
yes
it seems that it can't load the texture for some reason
does it find the model?
config.bin :scanning
objects\barrel.p3d :validating...barrel.p3d: missing \p:\modding\projects\isoc_waterbarrel\textures\barrel_co.paa
objects\barrel.p3d.dep :excluded
texHeaders.bin :scanning
textures\barrel.paa :scanning
textures\barrel_CO.paa :scanning
textures\barrel_icon.paa :scanning
</end entries>
Missing File Summary
barrel.p3d : \p:\modding\projects\isoc_waterbarrel\textures\barrel_co.paa
"isoc_waterbarrel.pbo not produced due to error(s)"
it scans the model, but can't load it's texture... at least that what it seems to me
p:\modding\projects\isoc_waterbarrel\textures\barrel_co.paa does that file exist? on your pdrive?
yeah, and the texture loads fine when I use buldozer
ahhh, what is the path of that texture?
should be something like isoc_waterbarrel\textures\barrel_co.paa
i feel you P drive setup is wrong, yes Object Builder can grab textures from all over the place, but the paths should always be without a mention of a drive, be it P or C or D or whatever
also having folders like you have in your P drive is pretty wrong, it's gonna fuck up with the pboprefix
i've changed the directory on object builder to what you said it should be, I restarted the computer and mounted the p drive again, got rid of all the spaces and the extra lines in the config, it still says the same.
this is the config file:
class CfgMagazines
{
class CA_Magazine;
class ISOC_waterbarrel: CA_Magazine
{
displayName="Waterbarrel";
scope=2;
mass=5;
author="Epic";
icon="\modding\projects\isoc_waterbarrel\textures\barrel_icon.paa";
picture="\modding\projects\isoc_waterbarrel\textures\barrel_icon.paa";
model="\modding\projects\isoc_waterbarrel\objects\barrel.p3d";
descriptionShort="If your seeing these, you're probably on the right track!";
};
};
and that is the error it says I have:
<adding entries:...>
config.bin :scanning
objects\barrel.p3d :validating...barrel.p3d: missing \isoc_waterbarrel\textures\barrel_co.paa
objects\barrel.p3d.dep :excluded
texHeaders.bin :scanning
textures\barrel.paa :scanning
textures\barrel_CO.paa :scanning
textures\barrel_icon.paa :scanning
</end entries>
Missing File Summary
barrel.p3d : \isoc_waterbarrel\textures\barrel_co.paa
"isoc_waterbarrel.pbo not produced due to error(s)"
this is the mod directory:
P:\modding\projects\isoc_waterbarrel
let me rephrase - due to the way your setup is, the path in OB for that texture should be \modding\projects\isoc_waterbarrel\objects\barrel_co.paa
i am saying the setup is pretty wrong though
so how should the setup be?
read here about PBO prefix - https://community.bistudio.com/wiki/PBOPREFIX
there is no need for \modding\projects\ folders to begin with
or well,, this is how i do it - each individual project resides directly in my P drive
so besides my rhs folders, for other projects, i have have them directly under P drive
i've done as you said, got rid of all the extra folders, and it still has the same error
example - P:\pfu_us_structures\addons\pfu_house_large_01\pfu_house_large_01.p3d
P:\pfu_us_structures\addons\pfu_house_large_01\data\hl01_mti_01.rvmat
this is my directory now: P:\isoc_waterbarrel\objects
that rvmat path in my OB builder is
pfu_us_structures\addons\pfu_house_large_01\data\hl01_mti_01.rvmat
ok, what is the path of that texture, in OB
isoc_waterbarrel\textures\barrel_co.paa
{
class CA_Magazine;
class ISOC_waterbarrel: CA_Magazine
{
displayName="Waterbarrel";
scope=2;
mass=5;
author="Epic";
icon="\isoc_waterbarrel\textures\barrel_icon.paa";
picture="\isoc_waterbarrel\textures\barrel_icon.paa";
model="isoc_waterbarrel\objects\barrel.p3d";
descriptionShort="If your seeing these, you're probably on the right track!";
};
};```
you also change the above yeah?
what is the error provided on build now/
that is my current config:
class CfgMagazines
{
class CA_Magazine;
class ISOC_waterbarrel: CA_Magazine
{
displayName="Waterbarrel";
scope=2;
mass=5;
author="Epic";
icon="\isoc_waterbarrel\textures\barrel_icon.paa";
picture="\isoc_waterbarrel\textures\barrel_icon.paa";
model="\isoc_waterbarrel\objects\barrel.p3d";
descriptionShort="If your seeing these, you're probably on the right track!";
};
};
and that is my error:
P:\temp\isoc_waterbarrel\config.bin
1 File(s) copied
isoc_waterbarrel\texHeaders.bin
1 File(s) copied
"<Bis Binarise...>"
""C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ "isoc_waterbarrel" "p:\temp\isoc_waterbarrel""
"</Bis binarise>"
"<updating temp with prebinarised files>"
"</prebinarised>"
"MakePbo.exe "-PgFW" "-X=thumbs.db,.txt,.h,.dep,.cpp,.bak,.png,.log,.pew, .hpp,source,.tga" "-@=isoc_waterbarrel" "p:\temp\isoc_waterbarrel" "E:\Arma3 Mods\Mymods@waterbarrel\addons\Addons""
<adding entries:...>
config.bin :scanning
objects\barrel.p3d :validating...ERROR: \isoc_waterbarrel\config.cpp has no cfgPatches classr
The addon name for \isoc_waterbarrel\textures\barrel_co.paa cannot be determined
"isoc_waterbarrel.pbo not produced due to error(s)"
omg
please copy paste here, directly from OB
your texture
path
should be
isoc_waterbarrel\textures\barrel_co.paa
yeah that's the one
and not
\isoc_waterbarrel\textures\barrel_co.paa
but I think I got different error now
yeah I got it without the \
\isoc_waterbarrel\config.cpp has no cfgPatches classr
The addon name for \isoc_waterbarrel\textures\barrel_co.paa cannot be determined
what is that mean?
if you post code
it means you are missing CfgPatches.h
all addons require CfgPatches
Could I ask again for help with weighted selections? I cant figure out a proper way of setting up the bones
It should work in buldozer, correct?
@stuck oyster i fixed the proxies thanks for all the help ๐
Hmm but I havent changed anything in the mesh so weights should be good @polar fiber
Unless you mean in model.cfg
weights are only p3d thing
I think cumulative animation through model.cfg is a bit different in A3 to how it was in A2. I think we had to include the axis as part of the parent bones in A2 to have them move properly, where A3 seems to do it automatically
but maybe I am wrong
In Ah9 model.cfg the axis is indeed a parent bone
I see it is done correctly on CUP, on RHS but I cant get it working , I am starting to sound annoying
Yeah, multiple times
Same result in OB and ingame
Nevermind, on test numer 18 it worked
Ingame:
So it differs turns out
Thank you for your help guys ๐
Anybody know of a radar station that I can walk in on AMRA? mod or not?
Enhanced Movement mod may help with that depending on the radar station and how high it is to get to the next level of it...
thnks
Cup uses the enhanced version of the a2 radar station...the airport radar station....or do you mean round ball thing?
Okay guys quick Question. Like i made a Rolex and now is my question is it Possible to make an Item that fits in the Item Slot "Watch" and that adds a 3 Model? Like
Item Rolex in Slot Watch and if u equip it u wear a Rolex ^^
I dont know much but I doubt
There is no proxy to attach such things to the character model from the watch slot
You can make a watch model that appears in the player's UI when they press the key for it, which is all the watch slot is for
Possible to make an Item that fits in the Item Slot "Watch" yes.
a 3 Model? "A 3 model" wat?
No you can't make it show on your arm as da12thMonkey already said :u
You could actually replace the 3d model of the watch with one that includes an arm
While having two other arms holding the weapon
๐
Would need a gesture to move the other hand away. Otherwise you would likely see the left hand holding the weapon.
But for things like rolex I would think someone would like others to see it..
It could be made into any of the other clothes slots
BI can we haz SWAG slot?
Hand grenade always renders in lowest lod
https://i.imgur.com/UAS8L79.png
That is reslod 7.
Any fix for that besides just removing all reslods besides lod1?
The RHS variant of the same grenade renders fine
https://i.imgur.com/UnJIhtD.png
That is the ACE M84
s @bold flare nope, you need to remove all res lods
I've already asked about it programmers and decided to remove reslods from vanilla greandes too
reslods should be still useful though, because you would probably like to have 2 models - one, with safety on, when lying on ground as a item, and 2nd throw variant
I wanted to do the normal and throw variant with animations. But doesn't seem possible
Building a new flashbang for ACE currently https://dedmen.artstation.com/projects/xzZeqm
The weight for flashbangs is geometry/geometryphys lod defined right?
Is there any connection to a real world unit? like could I just use the weight from the grenades spec sheet?
geo lod
ACE M84 just uses mass 3 so I assume no real world weight. I'll just also use 3 and hope it looks good ๐
isnโt the minimum value possible โ1โ anyways
I have a blank in my brain
I don't remember how to merge two fire geometries LODs and fixing the "2 blocks per namedSelection"
Component naming?
Automation > O2Scripts > renameFireGeom
doesnt make it
yeah, just erase and rename automatically without regenerating convex component and loosing material
Find components in one of the other menus
Structure\Topology\Find Components
AH
๐ I love you guys
I could not find it back ๐ (recording the last part of the tank import tutorial)
๐ ๐ ๐
https://s.sqf.ovh/arma3_x64_2019-03-09_17-53-16.png
Very bad bum bum
PIZZA TIME 
anyone know which memory points Arma uses for the buildingPos command?
can't really find any useful information googling ๐ฆ
๐ฎ
found it thanks to the sticky in here and the pathlod hint
Vertices where the AI can stop must be defined by named selection with ascending number ("posXX" where XX is the number). Those points can be used by scriptcommand <link>buildingpos and in the Mission editor for placing Units. Name selections called "inXX" (where XX is a number) serve as AI access points (doorways, ramps, etc) to the building. These "inXX" points must be above the terrain surface for the AI to be able to see them. The A3 sample house shows how it can be set up, using multiple "entry-fan's" with one raised point to allow access to the building, independant of terrain slope.
posXX apparently
Does the latest version of the arma 3 plugin work for blender 2.79? I installed it and while the sample models will open in object builder, I'm not able to import that same model into blender, or rather when I do nothing is loaded into the 3d viewport
where did you download it? @tiny raft
thats not the latest...
thats like ancient I think
armaholic is not very reliable anymore
the FHQ BIforums thread has the latest experimental build I think
As a general rule of thumb avoid Armaholic unless it is an absolute last resort
and FHQ homepage the latest stable
thanks, I'll try that one out
as unfortunate as it is, it has become more like a archive/library of old stuff
And stolen stuff *
Also be sure to have correct path to O2 script set
Still remember the days I used to check Armaholic nearly every day for new mods though ๐
a long long time ago
http://friedenhq.org/arma-ii/fhq-arma-toolbox-for-blender/ so this would be the correct version?
hmm I think it might be the last stable release,
but there are at least a couple more in the FHQ toolbox BI forums page
this might be a stupid question but is O2 buldozer?
O2 is the predecessor the Object Builder
Bulldozer is the viewer that Arma tools uses to preview models , environments etc.
Well...predecessor. It's same thing, now with few improvements ๐
I see, sorry I know how to use blender but I've never tried to make anything for arma so that's where I'm stuck ๐
Yeah pretty much, Just a name change and some tweaks ๐
@slate epoch I can't find anything online related to having a correct path to the O2 script.
I tried installing the blender tools off the website and am having the same issues as before
@tiny raft
hmm the armaholic link might actually have been up to date
but they always break version numbers
Any fix for the annoying Object Builder movement on Windows 10? (Annoying bug when rotation objects)
no
Use DirectX viewport?
still sux ass
less, but still
directx active or not, this used to work correctly on my win7, win10 creators broke it i guess
Time for new Tools from Bohemia, jk we will never get one ๐
Has DayZ OB fixed that?
Arma 5 and we will still have object builder etc. ๐ซ
OB is not quite meant for making stuff anymore
its just to get stuff imported into game
almost everything can already be done outside it
any modelers i can speak in private?
@near osprey
Ask your question here in public and you'll get a faster response
in object builder, can I get somehow the inverse of a selection? E.g. I have 'main' defined as selection and now I want all parts of the object that are not part of 'main'
thanks
I have a problem with the texturing of my glass...for my boat
what kind of problem would that be?
a moment Upload 2 screen for explain the problem
ok....first screen
this is the glass seen from the cabin (inside to outside)
have you assigned a transparent texture and glass material to it?
and is there a surface on the inside at all?
Arma engine draws only 1 side of faces
I have assigned a texture and the material glass_veh.rvmat
where can I find a transparent texture ?
you can make one
mm load it where?
did you read the texture naming rules?
transparent textures need to be named "texturename_CA" before converting to .paa
๐
Is it possible to somehow set multiple memory points for a ladder, to make it easier for players to find that "hotspot" instead of moving mouse in all directions to hit the "l-spot" ?
Are you using the way that mesh in Geometry LOD will affect when you see the action?
Or just old way that if you are in range of mem point, you get action
hm I guess the old way , with mem point and action at the moment. how is the new way works, any more info?
Man, I don't know if there is any info on wiki
But every vanilla house with ladder should have this setup
Just look into config browser how ladder is defined
it's just one more parameter in ladder array for ladder
Nomen est omen. That nick kinda tells everything I think.
He may be a bit on the younger side of lifes cycle. Be gentle
so are his english cycles
probably not native english speaker.
yeah he said he is russian.
Ok fine. I'll play nice
He already got a warning for his spamming. And he seems to first create a thread on the forum asking a simple question. And only then starting to try to figure it out himself.
Kinda get's on my nerves
If you can steer him to stay in one thread for his troubleshooting instead of constantly creating new ones please do so :/
isn't that what you're suppose to do? ๐
I already told him to google before he creates a thread.
But creating a thread to ask a question doesn't violate the rules ._.
I replied to his last post
See you worded that much better than I ever could ๐
some of the new guys are unfortunately in so big hurry that they dont stop to think.
There was a time were you would get massacred by the forum god for creating such posts.
I would love to do that.. Sadly I can't :/
Mh I guess I can just tell him to stop and poke onto the "do what moderators say" rule ๐ค
Hopefully goats well worded post sticks ๐
50/50 chance
I've got an issue with my rifle: the model.cfg animations wouldn't play on relaod and magreload, basically any model.cfg animations won't work. The fun part is that the animations work perfectly in Object Builder/Bulldozer. Any ideas what might cause it?
does it have multiple muzzles?
nope
any possiblity older pbo would overwrite it?
Have you tried clearing temp folder?
Okey so the russian guy, that apparently knows nothing about modelling and configs, is trying to import a car with physx and having problems.
Don't think I'm the only one doubting that the model has a legit source..
could be legit free model, but with that much holes in basic stuff its very unlikely its his own made
Why r u guys simply refering to him as โrussian guyโ what is it exactly that u have against russians ? Why not refer to him by his name/nickname?
because he is russian
And look at SWOP, that mass effect thing. and all the other stolen stuff that's hosted in russia because they ignore DMCA's
nothing against russians. Just against russias handling of copyright
They can ignor whatever they want but just because hes russian shouldnt give u the right to judge that its what hes doing ... sry dude dnt mean to sound like a dick , just that im also russian nd refering to sineone by the ethniciity is the same if u call some โblack guyโ โchiness guyโ โcanadianโ ... just really demeaning tbh but yeh sry bro ur a cool dude but that statement i just couldnt ignor ๐
With that being said , imma go back to oretending to work so my employees dnt riot and quit on me lmao . Gday !
I said "the russian guy" because that way everyone knows who I'm talking about ^^
Thats fine i just needed to say my peace so you can understand how it looks from a ruski point a view thats all .. not calling u a racist or anything ๐
ja panimaju ๐
"7:03:45 Warning: Convex component representing Track_L not found"
shouldn't this be in "geometry" lod ?
or is it the physx lod?
Physx lod
copy
What's the process for getting permission to use a default model? I want to make a drivable version of the static dump truck from Apex
@drowsy slate there isn't one, not possile