#arma3_model

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pastel oyster
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Yes, blender 2.8 beta on their website

bold flare
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I mean for the toolbox

pastel oyster
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couldn't find one, thats why I am asking

quick terrace
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I only use 3ds max

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and there is no need for any tool to get your meshes into OB

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FBX exports just fine (including lods if properly configured)

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same for the .bitxt script exporter available in tools (or samples)

pastel oyster
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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

bold flare
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object builder can import p3d, and export fbx which you can then import in 3ds

pastel oyster
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Ok gotcha, will try that. Thanks alot!

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Thougth it had to be a .p3d file for it to work

bold flare
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arma needs p3d yes

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you need to do the same process backwards then to get a p3d out

pastel oyster
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ok, gotcha

white jay
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I tried adding class treehard and treesoft to my model and it didn't seem to do anything

white jay
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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

median bough
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Some models already use proxy models for the Cockpit pilotview lod

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So yes, you can do that

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I'm not sure if Instruments can be animated tho

rough idol
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@white jay nope, elements inside proxy cannot be animated so it wouldn't help you at all

river kite
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Isnt it possible that bi can raise it to more then ~250 bones?

slate epoch
#

Probably not

icy terrace
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@river kite the human body has 214 bones, what do you need more than 250 for lol

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sorry take tgat back

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didnt read properly

stuck oyster
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Complex instrument panels, mechanical things etc

atomic smelt
#

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.

quick terrace
torn pilot
#

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?

rough idol
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2d scopes are without any lighting

torn pilot
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Roger. Don't bother, thanks.

torn pilot
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the scope shadowing is a BIG improvement over usual 2D scopes (well worth doing)

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when you say 3D model you mean 3D OpticsModel?

rough idol
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no, 3d model like ARCO or MRCO

torn pilot
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oh

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then i feel it's still very worthwhile but i'd go closer or further away with the 'eye'

polar fiber
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It's a PSO, you stick your eye on the rubber eye-cup

torn pilot
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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).

rough idol
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you can't get closer without getting clipping with rubber piece

torn pilot
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i'd probably fudge the magnification to make it happen

rough idol
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well, I don't want to end with unicorn magnification among 50 other scopes because of that

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imo it's good compromise in state as it is

torn pilot
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absolutely, i'd still use it over 2D

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just need a PIP one to round out the set ๐Ÿ‘…

rough idol
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yeah, wanted to take a look at them at some point

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but adjusting those uvs is giving weird outputs

torn pilot
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i have been looking quite hard at them, my exe is presently patched to max r2t of 2048

rough idol
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  • maybe one day I will be able to convince programmers to increase pip resolution to 2k
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yeah, I also tried it

torn pilot
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it's better but still suffers from lack of anti-aliasing, hoping i might be able to do a shader hack

slate epoch
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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

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Might be also missing some visuals

torn pilot
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biggest issue seems to be hard coded max vd, that looks awesome reyhard

rough idol
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there is no hardcoded vd?

torn pilot
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have you played with lean correction, i have some code

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well i get shorter fog with pip

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like i can see a hill unscoped and it's shrouded in fog in pip

rough idol
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{
    class PiP
    {
        class 6000_meters
        {
            text="6000m";
            value=6000;
        };
        class 8000_meters
        {
            text="8000m";
            value=8000;
        };
        class 12000_meters
        {
            text="12000m";
            value=12000;
        };
    };
};```
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have you tried it?

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it's included in RHS

torn pilot
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hmmmm, not played with it but i always run RHS

rough idol
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you can increase VD of PiP in PiP settings then

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as for lean correction - nope, didn't touched it

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if you have something interesting then I could take a look at it

torn pilot
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i will clean it up and share, still dogged by a small 1-frame delay

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almost fixed it via interpolation but i feel better should be possible based on that video that was doing the rounds

dire hawk
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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

rough idol
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btw: what perf impact do you have from 2k textures? @torn pilot

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on my home & office PC it was less than 2 frames

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but I haven't tested it too much

torn pilot
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christ about 10 fps for me and i suspect that i'm only using 2048x1024

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but i turn it off when the weapon is lowered

rough idol
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huh, how did you managed to get 2x1?

torn pilot
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hang on let me check

rough idol
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in code it's always square

torn pilot
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oh it's 1024x1024, though 2k*1k is a possible compromise given the right UV

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pretty sure i tried 1k*0.5k at one point

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so 1k*1k costs me about 10fps (50 > 40) vs ~5fps for 512

rough idol
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Well, game will still render 1x1 even if you use 1024x512

torn pilot
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good to know

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hadn't touched this in a month or more but am enthused again, honestly thought you'd written it off as a dead-end

torn pilot
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@rough idol Fixed my PIP VD via CfgVideoOptions (thanks) but appears effective limit is now within class PiP members; Disabled-VeryHigh.

rough idol
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Pip vd is limited by regular vd

polar fiber
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Mem point marker lights canโ€™t be animated

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Black Waspโ€™s lights are parts of the model with a glowing .rvmat and animated

teal remnant
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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

https://gyazo.com/9ea8942428ead0c46a731f3827470412

slate epoch
#

FPV Character is getting rendered as last

teal remnant
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i tried moving the proxy to top and still no dice

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this also happens with just the attachto command

slate epoch
#

You can't really fix it, it's renderer

teal remnant
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so its an arma 3 bug damn

slate epoch
#

It's not really bug, that's how character in FPV is rendered

rough idol
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that table is a vehicle?

teal remnant
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i have it as both and same result be it attachto or in a cargo seat with a cargo lod

rough idol
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and that anim is not FFV?

teal remnant
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one sec ill take a video from the FFV version

rough idol
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it shouldn't be FFV

teal remnant
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i used the taru pod for the ffv version but also tried it in normal cargo with out ffv

rough idol
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can you post picture from object builder?

teal remnant
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as in the proxy locations?

rough idol
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whole object with proxies

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also config might be helpful

teal remnant
rough idol
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can you post that config please?

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I don't have taru pod cfg

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I guess you should regular cargo configuration instead of turrets

rough idol
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yeah, it's FFV causing it

teal remnant
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i tried normal cargo also and same issue

rough idol
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I guess your regular non ffv config was not working then

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you can also disable personTurret by setting to 0

teal remnant
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try putting something over his legs

rough idol
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I did and it's working

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๐Ÿ˜‰

stuck oyster
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its not?

rough idol
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it's not working on FFV as expected

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but on regular cargo (first pic) it's working

stuck oyster
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aaa sorry missed the ffv

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๐Ÿ‘

rough idol
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FFV is in another render scope - it will be always on top

teal remnant
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humm maybe i messed soemthing with the cargo version will go retest now thanks

teal remnant
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thank you fixed

slate epoch
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Ohh that's true, FFV is different pass

stuck oyster
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no shooting at the cards table ๐Ÿ˜‰

teal remnant
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now just to finish up the custom animation and remove the idle wobble

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thanks for the pointers

slate epoch
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reyhard always comes up with magical solution blackwizard

stuck oyster
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โœจ โœจ โœจ

hushed apex
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Hmm is there any mod with pretty girls for Arma? Because @teal remnant has blackjack already...

teal remnant
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dusin its poker

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100% no scroll menu interaction also im proud of my self on this

stuck oyster
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there are things in motion to remedy the situation

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currently there are some issues though

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things happen

teal remnant
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weighting

quick terrace
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well done on that interaction

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but i got to say that table is fucking ugly ๐Ÿ˜ƒ @teal remnant

teal remnant
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look much better if you have a better gfx im still on a 960

stuck oyster
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@teal remnant weighting and animations are all done and working.

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Its the ragdoll setup that causes issues

teal remnant
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arr kk

stuck oyster
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if you have not seen yet

teal remnant
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very nice

stuck oyster
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the new set is build on the size and shape of the Arma2 woman

woeful viper
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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?

stuck oyster
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AI should be able to traverse from one pathlod to another

stuck oyster
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soooo

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made some "progress" with the above ragdoll issue while waiting for stuff to generate.

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@halcyon wren youll be proud of this one im sure xD

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at least I know that my custom ragdoll config is used

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since changes to it have effect.

teal remnant
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lol

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hurricaneraggy

stuck oyster
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I bet this happened early in the A3 development and its why we dont have women in Arma 3. They all flew away.

woeful viper
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nah, its just that women are all witches and possessed by demons... what you are seeing there is 100% realistic

wraith socket
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turning arma into goat simulator one step at a time

white jay
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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 ๐Ÿ˜ƒ

stuck oyster
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you can take a look at El Tyranos tutorials series. It covers the basics of how to put stuff into the game quite well

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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

white jay
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El Tyranos? Ok, I'll look into it, thanks

stuck oyster
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El_Tyranos yes

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his youtube nick is different

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but the videos should come up with ET

white jay
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Just checked it

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He has one for tanks

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Another one for weapons

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Can't find helis though

stuck oyster
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well the basic gist is the same

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just some parts of the object are named different and some config values are different

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so you should still see how things are done

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and then with the help of the sample helicopter model you should be able to figure out the rest

white jay
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Ok, thanks

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If I then don't manage to understand a part of it I'll try to ask here in #arma3_config

stuck oyster
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๐Ÿ‘ good luck

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also setting up the tools properly is important

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first 2 links there are gold

white jay
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I have the tools don't worry

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I've done a Church model before for the 40k mod

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Thing is

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I had no idea what to do with the config either

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So it stayed a textured model

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XD

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Also if I manage to do it I'll show it here

edgy cobalt
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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","",
stuck oyster
#

what bones on quadbike are soft?

stuck oyster
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soumm how do you open the vanilla quadbike?

edgy cobalt
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open binarized QB with buldozer

stuck oyster
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qb?

edgy cobalt
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quadbike

stuck oyster
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but the binarized files dont open anywhere

edgy cobalt
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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)

stuck oyster
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well just gauging if you are aware that unbinarizing Arma 3 assets is not allowed.

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to answer the question, the difference between characters and normal vehicles is the isdiscreet value in model.cfg

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some vehicles take use of the soft approach though

edgy cobalt
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Thank you for answer

woeful viper
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ripper detected. Nuclear launch imminent

bold flare
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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

woeful viper
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weight screen is not from buldozer

bold flare
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filename says buldozer, and it looks like buldozer to me

woeful viper
#

unknown.png?

bold flare
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That's not a image of any vanilla vehicle though, that's a motorbike

woeful viper
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^as i was saying

agile zenith
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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?

stuck oyster
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@agile zenith do you mean reasources for how to model a helicopter or for what Arma requries out of a helicopter model?

agile zenith
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@stuck oyster What arma requires out of one

stuck oyster
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Arma 3 Sample package on Steam has a fully setup helicopter example

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that would be the best starting point

agile zenith
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I tried that one ~6 months ago i think, but from what i remember that one is outdated?

stuck oyster
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should not be

agile zenith
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Hmm, i might be wrong of course it was a long time ago. I'll take a look when i'm home.

stuck oyster
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I dont think anything helicopter related has changed for some time now

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and even if it lacks some new feature, it should be more than enough to get one in game and flyable

agile zenith
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Fair enough, thanks for your help.

stuck oyster
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No problem. Also I should mention that other than the helo example there really isnt much else written down about the process

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All assets do follow the same principles though. Vehicle/simulation type related specifc parameters are very small part of the work

agile zenith
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I've noticed haha, seem's that while sqf is extremely well documented; vehicle making really isn't

stuck oyster
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The examples are very well commented and the wikipages for animations are very good and comprehensive

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I dont quite know what else you would require

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for the basic stuff at least

agile zenith
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Luckily my helicopter model is quite simple, i'm working on a "fun" pack currently. Just includes a lot of non realistic fun vehicles.

remote jewel
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Can someone who is a gentleman and a scholar tell me how to put tattoos on my characters arms.

stuck oyster
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only way would be editing the character texture and creating a new identity type for it

remote jewel
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Yeah dude can you show me how? Or can you point me in the right direction

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I've been trying to do this for years

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Can I pay someone to do it for me?

slate epoch
#

Clearly you weren't trying hard enough PepeLaugh

remote jewel
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Lol

stuck oyster
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@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

remote jewel
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๐Ÿ˜ฅ

stuck oyster
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its not rocket science

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but its not as simple as you might think it is

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also you would not be able to use your new tattoos in any other servers than those that use your addon

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you can try #creators_recruiting to find someone to do it for you, but dont be supprised if no-one gets interested

remote jewel
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Ok thanks man

hushed apex
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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)

rough idol
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Missing second uvset

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If you are not using it just make sure you don't have tex1 in rvmat

hushed apex
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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

rough idol
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it's bitching about missing 2nd uvset

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so removing it definitely won't solve it

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or wait a moment, I see it's a different error message - nevermind then

polar fiber
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post Stage 1 of your .rvmat

hushed apex
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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};
    };
};
bold flare
#
        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 ๐Ÿค”

hushed apex
#

will try, thanks

bold flare
#

won't fix your issue. Arma fixes that itself I think. Still wrong tho ^^

hushed apex
#

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

bold flare
#

Stage 1 has no texture to retrieve format from (while generating ST coordinates) Also happens when the texture file cannot be found

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and they are mapped to UV to what UV though? RPT says it's invalid. So check the uv values

hushed apex
#

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?

bold flare
#

when you select the face and press "e" you should be able to see the uv coordinates

stuck oyster
#

@hushed apex where did you do the unwrap?

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It's possible you have bad islands in the uv

hushed apex
#

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 ๐Ÿ˜„

stuck oyster
#

In o2 no

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And thats one of the drawbacks of model you don't make yourself. They can be buggy.

cobalt panther
#

Wait a gosh darn second, you can have multiple stages of the same type in one material?

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Or did he post i like that for ease on the eyes, I just woke up, go easy on me

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Seems like there's some verts/faces that aren't actually unwrapped correctly.

#

Is the model fully triangulated? @hushed apex

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.

junior saddle
#

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.
polar fiber
#

happens often when you cut and paste parts of the model around

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you can merge them with move top/bottom

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if they still don't merge, there might be other things like User Value or Z Bias don't match in Face Properties (E)

junior saddle
#

Thanks. I'll check this

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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.

polar fiber
#

it doesn't update the section count until you refresh the LOD somehow

junior saddle
#

ah ok

polar fiber
#

either switch to another LOD and back, press F5 to recalculate normals, that sort of thing

junior saddle
#

so I sould have switched LOD and switch back to see same result

#

lol yeah

polar fiber
#

yeah, I do it that way most of the time

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pain in the ass, but...

junior saddle
#

well.. for the record, F5 wasn't doing it either

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I've noticed in the past F5 needs the same switch awaw and back to see results sometimes

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also, I noticed I can just dbl-click on the current LOD instead of switching

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it's like a refresh button

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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.

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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?

stuck oyster
#

according to Eliteness MRAP has 32 sections

#

I recall OB not showing the number quite right but its not far off

formal vapor
#

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

pastel oyster
#

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?

stuck oyster
#

if the models do not have scope attachment capability then you can not do it

pastel oyster
#

Is there any way to make the have that withou asking reyhard to add it himself?

stuck oyster
#

no

#

the scope placement is part of the model

pastel oyster
#

in that case I'll need to wait for somebody in RHS to tell me if they have scope attatchments capability - otherwise RIP : (

stuck oyster
#

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

pastel oyster
#

would I find that in the p3d or the config?

stuck oyster
#

looking at the model in the game

#

you cant open the p3ds any other way

pastel oyster
#

Those are statics, so I am not sure if I can find any way to look that up ingame

stuck oyster
#

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

pastel oyster
#

I mean, I think the models have the side-mounting rails on them, but I doubt they are actual programmed in-game

stuck oyster
#

probably not if they cant use scopes

#

I mean you have tried yes?

pastel oyster
#

Tried in game? They have no scopes avaible. Tried to mod it yet? Not before asking if I am even allowed too

stuck oyster
#

in game yes

#

just making sure you have tried

pastel oyster
#

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

stuck oyster
#

indeed those would be the 2 available options

quick terrace
#

@pastel oyster can you be more precise on what would you need? - indeed static weapons don't have attachments available

white jay
#

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

pastel oyster
#

@quick terrace something like a hiddenSelection, but for statics, and with scopes

stuck oyster
#

@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

quick terrace
#

@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

stuck oyster
#

yeah static weapons cant have attachements like that

white jay
#

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)

quick terrace
#

for VA to work, these parts would be hidden by model.cfg but need to be directly part of the model

pastel oyster
#

Understood and understood. I am no proffesional but I'll give it a try!

quick terrace
#

@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

white jay
#

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.

quick terrace
#

how did you weighted it/

white jay
#

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 ^^

stuck oyster
#

weighting is required for the character model to follow the character animations

formal wind
#

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

white jay
#

This might be related to weighting, but the vest example is super small when I import it, while the person example is 'normal' size.

woven osprey
#

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 ๐Ÿ˜„

slate epoch
#

Sure, just use "gmeter" source

#

Maybe gmeterX, Y or Z. Not sure now ๐Ÿ˜„

woven osprey
#

do I have to pay attention to something?

#

thanks @slate epoch

jade tiger
#

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?

stuck oyster
#

geometry mass distribution might be off

#

some damper could be named wrong in model vs config

jade tiger
#

i already tried adjusting the weights of the wheels to get the Center of Mass correctly, still nothing, i'll check the damper names

stuck oyster
#

the overall model bounds might not be even

#

also the weight center of the whole model can affect it

#

not just the wheels

jade tiger
#

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

stuck oyster
#

the blue X is the mass center

jade tiger
#

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

stuck oyster
#

do you have edit lods?

#

how wide is the car?

jade tiger
#

i sure do have edit lods

stuck oyster
#

edit lods can cause issues

#

I suggest you make a backup

#

and delete all extra lods from the main p3d

jade tiger
#

hm, that's weird, the last car i worked on had at least 5 Edit LODs and nothing was wrong

stuck oyster
#

they dont always cause issues

jade tiger
#

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

stuck oyster
#

are all you dampers even?

#

and do they have enough strength to them

jade tiger
#

that was one of the first things i ckecked

#

i just figured, its not a certain wheel that is tilted, its the whole car

open coral
#

on autocannons, how are the ejected brass configured? in particular, the pos and dir mem points

sharp halo
#

(the fuel tank ofc)

stuck oyster
#

smooth shade and make sure the verticles are merged

#

and that you dont have any custom normals on it that mess up the shade

sharp halo
#

It appears only if it is in the shadow

stuck oyster
#

bad normalmap or bad AS map

sharp halo
#

Ok will check

#

Nope, they are fine

#

Soo it happens only when HBAO enabled...

sharp halo
#

Sorry to ask, does the OB has 3d orthographic view?

stuck oyster
#

not that I know

sharp halo
#

Ok so back to blender ;d

#

Thanks

slate epoch
#

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

slate epoch
polar fiber
#

The grid goes real weird in DX mode

#

seems to rotate at a different rate to the camera

slate epoch
#

Yeah... ๐Ÿ˜ฆ

tacit badger
#

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.

stuck oyster
#

is it terrain or scenario placed building?

tacit badger
#

atm just in the editor

stuck oyster
#

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

tacit badger
#

yer sorry wasn't sure if it was config or model, as it it the config for a model ๐Ÿ‘€

#

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

stuck oyster
#

if you have no condition it will not work

#

you will at least have "true" as a condition so that its always on

tacit badger
#

ahh ok i will try that now

stuck oyster
#

@rough idol Might you know if "zeroing" animation source works on vehicles?

rough idol
#

there was attempt to add it to vehicles

#

it's there but imo it's semi broken

#

@stuck oyster

stuck oyster
#

how so?

#

it does nothing?

rough idol
#

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

stuck oyster
#

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

rough idol
#

?

#

it takes that from weapon you define

stuck oyster
#

yes but the discreet distances are configured in the turret config

rough idol
#

hm, that might be the issue it's not working

#

since code was copy pasted from weapons

stuck oyster
#

if it were to work, would it work with automatic zeroing too?

#

or only with the manual pageup/pagedown

snow osprey
#

Hey, Model makers.

#

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.

stuck oyster
#

The movie is calle Jin-Roh or Wolfbrigade. And time to make a model like that would depend on how skilled one is.

snow osprey
#

Oh, alright.

#

The MG-42 handling would be nice if it could be made.

stuck oyster
#

that would be a totally different matter

median bough
#

It's not just a skin, it's a complete model

stuck oyster
#

possible, yes, difficult, very.

snow osprey
#

Oh, alright.

#

Just wanted to know.

#

thank's for the Information

stuck oyster
#

it could take a couple of weeks at least

#

maybe a month

#

of very active work

#

depends on the skill and target quality

gusty garnet
#

Thought I saw someone in the Japanese Arma community make the jinroh themed stuff before

stuck oyster
#

@rough idol I cant seem to get anything move with the zeroing/zeroing1 sources in vehicles so I'll drop that idea.

rough idol
#

and how did you configured it?

stuck oyster
#

made a animationSource: cpp class zeroing_cannon { source = "zeroing1"; weapon = "cannon_120mm"; };

rough idol
#

zeroing is only valid source

stuck oyster
#

ah yeah tried that also

#

just trialed with the 1 also

rough idol
#

try adding discreet distance to a weapon

stuck oyster
#

in the turret?

#

or in weapon config?

rough idol
#

weapon config

stuck oyster
#

I used the sample tank as a test bed

#

alright

stuck oyster
#

@rough idol one more ping for the night ๐Ÿ˜œ

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.

mossy oxide
#

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

polar fiber
#

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

mossy oxide
#

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

bold flare
#

model.cfg can influence ALOT in the model though. Not just some specific small things that you are probably thinking about

mossy oxide
#

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

polar fiber
#

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

stuck oyster
#

what would be the use of model.cfg editing if you cant add new selections to the p3d

polar fiber
#

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

mossy oxide
#

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

rough idol
#

Actually it's unhiding wheels for breaking

mossy oxide
#

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?

rough idol
#

Remove physx wheels

#

Config ones

mossy oxide
#

or edit them so they have massive friction, maybe that will help

rough idol
#

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

mossy oxide
#

well the "helicopter" is rolling around with means the dark arts of physx are at work, so I will mess around with those

teal remnant
stuck oyster
#

While I can appreciate the effort gone into this, I am slightly worried that this will be very much wrongly used

teal remnant
#

Its just for my communitys enjoyment no real life charges and so on

stuck oyster
#

hopefully it stays inside your community then. I've noticed these kinds of things get around

#

It does seem to work very nicely though

teal remnant
#

still a WIP but getting there

eternal bloom
stuck oyster
#

Whazzat? @eternal bloom

median bough
#

A link without description...

woeful viper
viral cradle
#

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.

woeful viper
#

hah you can bet its not a replacement

viral cradle
#

An attempt at replicating it, rather than replacing it. And seemingly a good one. ๐Ÿ˜‰

tired rivet
#

how do you set a serpa holster point on a chestrig ?

stuck oyster
#

@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

tired rivet
#

thank you i look into this now

eternal bloom
#

@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

stuck oyster
#

๐Ÿ‘Œ

median bough
#

thx for clearing it up

void barn
#

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

stuck oyster
#

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

void barn
#

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

#

โค

stuck oyster
#

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

void barn
#

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

quick terrace
#

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

void barn
#

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

kind lion
#

you might want to learn how to encode stuff before dumping money on 3d models imho

past canopy
#

@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.... itโ€™s 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.

tired rivet
#

is there a way to rotate verticies in the object builder more precisely or is ctrl+right mouse the only option ?

quick terrace
#

you have a 3D rotate button on the top toolbar

tired rivet
#

@quick terrace can you send me a screenshot of the button i dont see it

quick terrace
tired rivet
#

thank you

#

my toolbar doesnt have that for a some reason

stuck oyster
#

hit ctrl+e

#

also the window menu in the top toolbar shows all the available dialogs and if you have them enabled

tired rivet
#

ah i see

#

is it possible to preview a proxy in bulldozer ?

#

or more like the pistol holster proxy

stuck oyster
#

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

tired rivet
#

ah understandable and how do i reposition a new loaded model onto that proxy ?

stuck oyster
#

when you click the proxy selection name it opens up a dialog for the path

tired rivet
#

right thanks

stuck oyster
#

just save the old path just in case you lose it

tired rivet
#

how do i set a new xyz position where the new proxy gets placed at

stuck oyster
#

what do you mean?

#

you can just move the proxy around

tired rivet
#

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

stuck oyster
#

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

tired rivet
#

ye the holster is part of the model its just hidden for better visibility

stuck oyster
#

ok so if you now just repath the pistol proxy as the holster proxy it should retain the position

tired rivet
#

i really didnt get it how you explained it earlier sorry

#

actually

#

making some progress

stuck oyster
#

holstered proxy == invisible

#

repathed as "pistol" proxy that is visible

#

moved to new position

#

renamed back as holstered proxy

tired rivet
#

thanks for all the help but im gona take a break for a day been modding for the past 4 days

stuck oyster
#

pff. ๐Ÿ˜› been modding for the past 5 years

#

๐Ÿ˜„ NO BREAKS

tired rivet
#

yee i just started

#

my brain is exhausted

stuck oyster
#

it does take its toll

#

for real it is adviceabl to take a break every now and then

tired rivet
#

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 ๐Ÿ’ช

stuck oyster
#

good luck!

tired rivet
#

โค

formal vapor
#

is it possible to assign a texture to a mesh in a p3d that has no selection name and the model is binarized?

stuck oyster
#

no

#

all texture switching rely on on hiddenselections that have to be set up both on the model and in the model.cfg

formal vapor
#

hmmm...good

polar gyro
#

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

bold flare
#

but it's fucked up
looks correct to me

median bough
#

Haven't looked into it much, but iirc those triangles are proxy positions

bold flare
#

either proxy or memory points

sacred grail
#

^

tacit shard
#

Yeah thats how its meant to look @polar gyro you can just delete the triangles

polar gyro
#

Ok now i'm confused

tacit shard
#

@polar gyro What are you trying to use the character example for?

#

scale?

polar gyro
#

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

tacit shard
#

Ah okay sorry I can't help with clothes modelling never done it but Im sure someone here can

formal vapor
#

The naked body is the clothes

stuck oyster
#

@polar gyro I assume you imported the P3D with the Blender Arma toolbox?

quick terrace
#

can't blender handle the existing FBX directly?

stuck oyster
#

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?

polar gyro
#

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?

stuck oyster
#

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

polar gyro
#

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

stuck oyster
#

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

sharp halo
#

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

stuck oyster
#

do those selections have red-blue colored verticles?

#

and which model

#

@sharp halo

sharp halo
#

Yes exactly

#

it is in the heli, the rotorblades

stuck oyster
#

@sharp halo all my selections for the heli are full red

sharp halo
#

In sample models, uh60m for example has this with rotordive

stuck oyster
#

A2 samples perhaps?

sharp halo
#

Yes indeed

stuck oyster
#

๐Ÿ˜›

#

should have said so

sharp halo
#

Ok sorry ;d

#

So it wont work with ARMA 3?

stuck oyster
#

it should yeah

#

you can weight paint in OB by hitting N

sharp halo
#

๐Ÿ˜ฎ

stuck oyster
#

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

sharp halo
#

had no idea that vertex weight could be usefull in ARMA

#

big thanks for that

stuck oyster
#

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

sharp halo
#

Yes it has one, tinkering with it right now

#

If you want to locate it it is under Air_e/UH60M

stuck oyster
#

I would have to remember where I stashed the A2 samples ๐Ÿ˜„

sharp halo
#

The issue there is many things in model.cfg are inherited from Helicopter class and I dont know where to look

#

๐Ÿ˜„

stuck oyster
#

is there any specifc reason you want that particular chopper?

#

CUP has it already ported I believe

sharp halo
#

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

stuck oyster
#

the A3 Sampels have helo too

#

its a good startingpoint

sharp halo
#

Ok then will try that instead ;d

fervent steppe
#

some grain store action ๐Ÿ˜ƒ

stuck oyster
#

๐Ÿ‘

#

I was a bit worried what kind of action it would be

fervent steppe
#

Haha

#

The proper kind ๐Ÿ˜‚

silver zenith
#

I can already see people climbing the ladder to get "elevation" and get blasted from everywhere

bold flare
#

I do that quite often. But I have full heal bound to F4.

polar gyro
#

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.

slate epoch
#

Hm, that path doesn't seem right. That'd mean you have model in root of P: drive ๐Ÿ˜„

polar gyro
#

I think you got on to something.. I havn't been using P drive, is that the reason why it doesn't work?

stuck oyster
#

Fuuuu

#

Epicest of fails. ๐Ÿ™ˆ

#

Yes that's a big problem

#

The development environment is there for a reason.

polar gyro
#

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?

stuck oyster
#

This is happening more and more often so out of curiosity. Why don't you have it set up??

polar gyro
#

I had it set up, just didn't figured out this is that critical

slate epoch
#

You don't put "P:" in paths

stuck oyster
#

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

polar gyro
#

to prevent it from conflicting other mods?

stuck oyster
#

Yes

polar gyro
#

so I should change the folder ISOC_waterbarrel, and than pack it into a pbo?

stuck oyster
#

Yes

#

It will also help keep your project folders organized on P:

polar gyro
#

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

slate epoch
#

Put \ in front of modding

#

for model

polar gyro
#

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?

slate epoch
#

What are you using for packing btw?

polar gyro
#

PBO Manager

#

i'm now trying binPBO lets see how it goes

slate epoch
#

Just use mikero's tools

polar gyro
#

He has quite a number of programs regarding pbo packing/unpacking.. you mean MakePbo?

#

it's his

stuck oyster
#

PboProject

slate epoch
#

pboProject

stuck oyster
#

And install all of them

polar gyro
#

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

quick terrace
polar gyro
#

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?

bold flare
#

yes

polar gyro
#

it seems that it can't load the texture for some reason

bold flare
#

does it find the model?

polar gyro
#

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

bold flare
#

p:\modding\projects\isoc_waterbarrel\textures\barrel_co.paa does that file exist? on your pdrive?

polar gyro
#

yeah, and the texture loads fine when I use buldozer

quick terrace
#

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

polar gyro
#

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

quick terrace
#

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

polar gyro
#

so how should the setup be?

quick terrace
#

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

polar gyro
#

i've done as you said, got rid of all the extra folders, and it still has the same error

quick terrace
#

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

polar gyro
#

this is my directory now: P:\isoc_waterbarrel\objects

quick terrace
#

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

polar gyro
#

isoc_waterbarrel\textures\barrel_co.paa

quick terrace
#
{
    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/

polar gyro
#

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

quick terrace
#

please copy paste here, directly from OB

#

your texture

#

path

#

should be
isoc_waterbarrel\textures\barrel_co.paa

polar gyro
#

yeah that's the one

quick terrace
#

and not
\isoc_waterbarrel\textures\barrel_co.paa

polar gyro
#

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?

median bough
#

if you post code

quick terrace
#

it means you are missing CfgPatches.h

polar gyro
#

It works

#

good god

#

I thought it will never come

quick terrace
#

all addons require CfgPatches

sharp halo
#

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?

tired rivet
#

@stuck oyster i fixed the proxies thanks for all the help ๐Ÿ‘Œ

sharp halo
#

Hmm but I havent changed anything in the mesh so weights should be good @polar fiber

#

Unless you mean in model.cfg

stuck oyster
#

weights are only p3d thing

sharp halo
#

Hmm so how did it work in A2 idk

#

At the bottom are all the warnings with sums

polar fiber
#

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

sharp halo
#

In Ah9 model.cfg the axis is indeed a parent bone

sharp halo
#

I see it is done correctly on CUP, on RHS but I cant get it working , I am starting to sound annoying

stuck oyster
#

did you try it in game

#

if it just does not work in buldozer?

sharp halo
#

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 ๐Ÿ˜ƒ

winged maple
#

Anybody know of a radar station that I can walk in on AMRA? mod or not?

noble shoal
#

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...

winged maple
#

thnks

fervent steppe
#

Cup uses the enhanced version of the a2 radar station...the airport radar station....or do you mean round ball thing?

undone nexus
#

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 ^^

silver zenith
#

I dont know much but I doubt

polar fiber
#

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

bold flare
#

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

eternal bloom
#

You could actually replace the 3d model of the watch with one that includes an arm

#

While having two other arms holding the weapon

#

๐Ÿ‘Œ

stuck oyster
#

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?

bold flare
rough idol
#

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

bold flare
#

I wanted to do the normal and throw variant with animations. But doesn't seem possible

#

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?

slate epoch
#

geo lod

bold flare
#

ACE M84 just uses mass 3 so I assume no real world weight. I'll just also use 3 and hope it looks good ๐Ÿ˜„

rough idol
#

mass for grenades doesn't matter afair

#

unless it's 0

quick terrace
#

isnโ€™t the minimum value possible โ€œ1โ€ anyways

vernal lynx
#

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"

stuck oyster
#

Component naming?

vernal lynx
#

Automation > O2Scripts > renameFireGeom

#

doesnt make it

#

yeah, just erase and rename automatically without regenerating convex component and loosing material

stuck oyster
#

Find components in one of the other menus

polar fiber
#

Structure\Topology\Find Components

vernal lynx
#

AH

#

๐Ÿ™ I love you guys

#

I could not find it back ๐Ÿ˜„ (recording the last part of the tank import tutorial)

stuck oyster
#

๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

bold flare
slate epoch
#

wtf banana not included?

#

0/10

#

also nice squad hud, wat dis? ๐Ÿ‘€

slate epoch
#

PIZZA TIME HYPERCHAMP

tulip berry
#

anyone know which memory points Arma uses for the buildingPos command?

#

can't really find any useful information googling ๐Ÿ˜ฆ

bold flare
#

afaik none

#

pathlod has positions

tulip berry
#

๐Ÿ˜ฎ

#

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

tiny raft
#

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

stuck oyster
#

where did you download it? @tiny raft

tiny raft
#

@stuck oyster

stuck oyster
#

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

sacred grail
#

As a general rule of thumb avoid Armaholic unless it is an absolute last resort

stuck oyster
#

and FHQ homepage the latest stable

tiny raft
#

thanks, I'll try that one out

stuck oyster
#

as unfortunate as it is, it has become more like a archive/library of old stuff

sacred grail
#

And stolen stuff *

slate epoch
#

Also be sure to have correct path to O2 script set

sacred grail
#

Still remember the days I used to check Armaholic nearly every day for new mods though ๐Ÿ˜„

#

a long long time ago

tiny raft
stuck oyster
#

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

tiny raft
#

this might be a stupid question but is O2 buldozer?

sacred grail
#

O2 is the predecessor the Object Builder

#

Bulldozer is the viewer that Arma tools uses to preview models , environments etc.

slate epoch
#

Well...predecessor. It's same thing, now with few improvements ๐Ÿ˜„

tiny raft
#

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 ๐Ÿ˜„

sacred grail
#

Yeah pretty much, Just a name change and some tweaks ๐Ÿ˜„

tiny raft
#

@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

stuck oyster
#

@tiny raft

#

hmm the armaholic link might actually have been up to date

#

but they always break version numbers

tiny raft
#

Ill try installing the last one posted in the forum post

stuck oyster
#

remember to take the last one for 2.79

#

not the experimental 2.8 one

wind fern
#

Any fix for the annoying Object Builder movement on Windows 10? (Annoying bug when rotation objects)

quick terrace
#

no

slate epoch
#

Use DirectX viewport?

quick terrace
#

still sux ass

#

less, but still

#

directx active or not, this used to work correctly on my win7, win10 creators broke it i guess

river kite
#

Time for new Tools from Bohemia, jk we will never get one ๐Ÿ˜‚

bold flare
#

Has DayZ OB fixed that?

river kite
#

Arma 5 and we will still have object builder etc. ๐Ÿ˜ซ

bold flare
#

nah

#

new tools are already in the works

stuck oyster
#

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

near osprey
#

any modelers i can speak in private?

median bough
#

@near osprey
Ask your question here in public and you'll get a faster response

wispy orchid
#

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'

polar fiber
#

Ctrl+I

#

Or Edit\Invert Selection

wispy orchid
#

thanks

dark crow
#

I have a problem with the texturing of my glass...for my boat

stuck oyster
#

what kind of problem would that be?

dark crow
#

a moment Upload 2 screen for explain the problem

#

ok....first screen

#

this is the glass seen from the cabin (inside to outside)

stuck oyster
#

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

dark crow
#

I have assigned a texture and the material glass_veh.rvmat

stuck oyster
#

transparent texture?

#

the inside surface did not look like it has material at all

dark crow
#

I think I have a doubt about the transparent texture

stuck oyster
#

yeaah

#

that wont work

dark crow
#

where can I find a transparent texture ?

stuck oyster
#

you can make one

dark crow
#

ok...

#

how can i load my texture to show it?

stuck oyster
#

mm load it where?

dark crow
#

my texture glass.....:D

stuck oyster
#

did you read the texture naming rules?

#

transparent textures need to be named "texturename_CA" before converting to .paa

dark crow
#

I'm reading it now...

#

eh yes....Thank you @stuck oyster

stuck oyster
#

๐Ÿ‘Œ

frozen umbra
#

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" ?

slate epoch
#

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

frozen umbra
#

hm I guess the old way , with mem point and action at the moment. how is the new way works, any more info?

slate epoch
#

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

fervent steppe
#

Seems about right

stuck oyster
#

Nomen est omen. That nick kinda tells everything I think.

quick terrace
#

๐Ÿ˜„

#

the guy's posts are just...

stuck oyster
#

He may be a bit on the younger side of lifes cycle. Be gentle

quick terrace
#

so are his english cycles

stuck oyster
#

probably not native english speaker.

quick terrace
#

yeah he said he is russian.

fervent steppe
#

Ok fine. I'll play nice

bold flare
#

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 :/

quick terrace
#

isn't that what you're suppose to do? ๐Ÿ˜„

bold flare
#

I already told him to google before he creates a thread.
But creating a thread to ask a question doesn't violate the rules ._.

stuck oyster
#

I replied to his last post

bold flare
#

See you worded that much better than I ever could ๐Ÿ˜„

stuck oyster
#

some of the new guys are unfortunately in so big hurry that they dont stop to think.

fervent steppe
#

There was a time were you would get massacred by the forum god for creating such posts.

bold flare
#

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 ๐Ÿค”

fervent steppe
#

Hopefully goats well worded post sticks ๐Ÿ˜ƒ

stuck oyster
#

50/50 chance

fervent steppe
#

๐Ÿ˜‚

#

New post created to say thank you ๐Ÿ˜‚

atomic path
#

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?

stuck oyster
#

does it have multiple muzzles?

atomic path
#

nope

stuck oyster
#

any possiblity older pbo would overwrite it?

late root
#

Have you tried clearing temp folder?

fervent steppe
#

hehe

bold flare
#

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..

stuck oyster
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could be legit free model, but with that much holes in basic stuff its very unlikely its his own made

lusty axle
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Why r u guys simply refering to him as โ€œrussian guyโ€ what is it exactly that u have against russians ? Why not refer to him by his name/nickname?

bold flare
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because he is russian

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And look at SWOP, that mass effect thing. and all the other stolen stuff that's hosted in russia because they ignore DMCA's

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nothing against russians. Just against russias handling of copyright

lusty axle
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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 โ€œblack guyโ€ โ€œchiness guyโ€ โ€œcanadianโ€ ... just really demeaning tbh but yeh sry bro ur a cool dude but that statement i just couldnt ignor ๐Ÿ˜

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With that being said , imma go back to oretending to work so my employees dnt riot and quit on me lmao . Gday !

bold flare
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I said "the russian guy" because that way everyone knows who I'm talking about ^^

lusty axle
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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 ๐Ÿ˜ƒ

bold flare
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ja panimaju ๐Ÿ˜‰

dim quarry
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"7:03:45 Warning: Convex component representing Track_L not found"

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shouldn't this be in "geometry" lod ?

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or is it the physx lod?

rough idol
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Physx lod

dim quarry
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copy

drowsy slate
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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

quick terrace
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@drowsy slate there isn't one, not possile

polar fiber
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Well it's possible to ask. But they don't give these kinds of permissions until licensed data packages are released for their games

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So 99% chance the request will be denied

stuck oyster
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in theory the truck visual lod could be added as a proxy to a new object

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but it would not look very good

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could not animate any parts