#arma3_model

1 messages ยท Page 133 of 1

stuck oyster
#

so easier just to make new one

drowsy slate
#

it's for a video so actually releasing a polished drivable version was just a secondary project. guess it will remain video only until arma 4 lol

bold flare
#

Just take a quad. attachTo the dump truck to it. And drive the quad around

drowsy slate
#

for the video the wheels need to spin, so it had to be a proper vehicle, so I just made a really rough version with no interior or lights or anything like that

quick terrace
#

@polar fiber i asked, the answer was no. i also asked for something where they (BI) would have received the work i wanted to do as well - some interiors

polar fiber
#

Yeah, but he only asked about the process of asking. I was merely saying that even though it is a waste of time that goes nowhere, there are still ways to ask.

woeful viper
#

i think its unfortunate that vanilla stuff cant be touched in the slightest - for people who like the scenario of vanilla at least. If it wasnt like this we surely would have had a big bunch of "addons" for those vehicles - like alternate turrets and so on.

#

i dont think there are many games that allow modding but not allow modifying the vanilla content... arma is the only one i can think of actually.

#

modifying vanilla content is how i got into modelling (for X3 and bf:v) - doesnt require the "full set" of skills like it does for making a good looking model from scratch.
its lowering the entry barrier

white jay
#

Hey I have a question about Garage animations , how can I execute in the statement 2 animations delayed

stuck oyster
#

you can give different model.cfg animations different timings with the minValue and maxValue parameters

#

for exampe if whole animation goes from 0 to 1

white jay
#

i have do this so: statement =
"this animate [""garage_gate_1"", 1]";
sleep 5;
"this animate [""garage_gate_1_X"", -2.4]";

stuck oyster
#

I suggest you write it into .sqf script file and run the script from the statement

white jay
#

okay thanks ๐Ÿ˜ƒ

frozen umbra
#

hey lads, quick Q

does geo lod named property 'class' can have value = 'vehicle' ? according to bis wiki it only can have values such as : 'building', 'bush', 'fuelstation', 'fence', 'house', 'streetlamp', 'housesimulated','road','pond','BushSoft','BushHard','TreeSoft','TreeHard'
is there more Un-listed named properties I should be aware of?

woeful viper
#

you dont need it for vehicles

torn pilot
#

anyone know of a quick way to check how many LODs an ODOL contains?

#

even better if it could report the face count in each.

twin urchin
#

maybe with Eliteness?

torn pilot
#

thanks, quite right

torn pilot
#

new question, with hiddenselections, is it possible to hide a selection by omitting a texture in the middle of the array using empty quotes ("")?

#

i.e. {"tex01.paa", "", "tex03.paa"}

twin urchin
#

yes that should work

#

being blank means that section will be hidden

torn pilot
#

cool, i guess if it didn't work one could just redefine the HS array to omit the unwanted selection name

#

HS[] = {"Camo1", "Camo3"}; HST[] = {"tex01.paa", "tex03.paa"};

#

but then i guess "Camo2" might show with the default tex.

twin urchin
#

i think so

torn pilot
#

thx

twin urchin
#

no problem ๐Ÿ˜›

torn pilot
#

or maybe; HS[] = {"Camo1", "Camo3", "Camo2"}; HST[] = {"tex01.paa", "tex03.paa"};

stuck oyster
#

HS[] = {"Camo1", "Camo3", "Camo2"}; HST[] = {"tex01.paa", "tex03.paa",""}; It might be better to have the last "" there too

white jay
#

I didn't understand exactly where it should be applied the antiwater

white jay
#

I can't find it in the folder a3

#

into P Drive

stuck oyster
#

@white jay antiwater?

white jay
#

Anti-water rvmat required

#

for make a boat

#

drivable

#

@stuck oyster

slate epoch
#

It's not like it would make it magically drivable, just water doesn't get rendered inside of boat

torn pilot
#

is it possible to say what's better performance-wise, four slightly-varied models sharing one texture or a single model with four variations achieved through hidden selections (five textures, at least two loaded for any variant)?

bold flare
#

four variants using hide animations might be better? Not sure if the engine is intelligent enough to not render fully hidden parts.

Depends on how many are loaded. If all variants are placed then I'd think the slightly varied models are more expensive, because you basically have to render a full duplicate every time.
Whereas the second idea the model data is essentially the same.

polar fiber
#

hiddenSelections that share the same texture can be akin to adding extra sections IIRC

#

If the variations have unique textures for the different sections it's probably more efficient

#

but if you intend to have shadow lod components for the parts you are hiding, those wont disappear and you'll have shadows cast by invisible objects

torn pilot
#

I know nothing, but I do seem to recall additional textures (sections?) being a bad thing - i.e. requiring whole additional draw call (???). That got me thinking HS might be relatively inefficient. And I expect the model data is more compact when it comes to video memory (???).

bold flare
#

Yes. Seperate sections are seperate draw calls.
Seperate models are too though

torn pilot
#

Would that not be the case also with two identical models (separate draw calls) or are you suggesting it will draw all instances of a given model at once?

#

Not a biggie, I was just wondering if there was some established ideal.

bold flare
#

identical models can be batched together. Not sure what the limits on that are though. It might only work with models that are not animated

minor jasper
#

we did some instancing tests last week, placed over 100 USS Libertys in the tanoa volcano

#

so millions of polys up close tothe pl;ayer, models tilted at varying angles

#

each model calling for 10+ 4k textures

#

and we checked fps

#

it was fine

#

which told us that instancing was working for the USS Liberty

clever ibex
#

hello all so ive just created a model bridge and some vegetation how would i create a bounding box for them? So they appear on the in game map?is their any documentation for this on how to set this up?

stuck oyster
#

@clever ibex object bounds are automatically calculated. The map type it shows in game is defined in the map named property

clever ibex
#

got it thx ๐Ÿ‘

livid kelp
stuck oyster
#

the example post with the info you need should come up straight from the link

#
        class AnimationSources
        {
            class Gun_Cabinet_Rotation
            {
                source = "user";
                initPhase = 0;
                animPeriod = 1.75;
                Sound = "MetalDoorsSound";
                SoundPosition = "ActionPoint";
            }
        };```
livid kelp
#

i guess my configsound is wrong
https://gyazo.com/9dd0b4a5f544a9a93ce26882f0f81d1b
in my config.cpp:
class CfgSounds
{
class wheel_door_01
{
name="wheel_door_01";
sound[]=
{
"atm\atm_structures\data\door\sounds\wheel_door_01",
1.1220185,
1,
300,
1,
0,
0,
0
};
titles[]={};
};
};
And in my object:
class AnimationSources
{
class Zeroanimation
{
source = "user";
animPeriod = 5;
initPhase = 0;
sound = "wheel_door_01";
SoundPosition = "door";
};
};

rough idol
#
{
    class RHS_UAZ_Door
    {
        class DoorMovement
        {
            loop = 0;
            terminate = 1;
            trigger = "(phase factor[0.05,0.10]) * (phase factor[0.95,0.9])";
            sound0[] = {"rhsafrf\addons\rhs_a2port_car\sounds\UAZ\ext-uaz-getin",db+10,1,60};
            sound1[] = {"rhsafrf\addons\rhs_a2port_car\sounds\UAZ\ext-uaz-getout",db+10,1,60};
            sound[] = {"sound0",0.5,"sound1",0.5};
        };
    };
};``` @livid kelp
#

sound need to be defined in cfgAnimationSourcesSounds

livid kelp
#

thanks, wheres the difference between : OpenTheDoor, SlamTheDoor and DoorMovement ?

rough idol
#

you can play specific sound depending on animation phase

lethal anchor
#

Hey, I am looking at putting a helmet into game. I have no idea what to define in object builder is someone able to help me?

stuck oyster
#

@lethal anchor The Arma3 Sample files have example for helmet that you can use as a reference

#

Also El_Tyranos tutorials cover a lot of how to put different things into the game and could be helpful

lethal anchor
#

@stuck oyster, can you send me a link to him?

stuck oyster
#

dont have one at hand. Googling should bring them up and the thread is pinned in BIforums model editing section too

worthy nimbus
#

hey all am trying to make a costom ui panel carmra for a gun sytem on a vic i have the panel art work done in paint shop but dont know how to get this panel to show inside the carmra system any help is more than welcome at this point.
i be leave its an optic art work that shows when you are in the camra posion

stoic blaze
#

So how much would I need to pay, to have someone make a REALLY nice MRAP?

bold flare
#

Assuming with REALLY you mean really really really nice...
4 digits range. And you would use #creators_recruiting if you wanted to actually pay someone for it

stoic blaze
#

So, a semi nice one?

stuck oyster
#

didnt someone already make one

bold flare
#

You're probably better off just learning to model yourself

stuck oyster
#

kinda remember seeing one on the forums

stoic blaze
#

If that's the case and someone could pop a quick link to that I'd appreciate it ๐Ÿ˜›

stuck oyster
#

will take same time for you to google it that it would take me

stoic blaze
#

which forum we talking about tho?

stuck oyster
#

BI Forum.. The official one

undone nexus
#

Hey Quick Question is it possible to make Indicators via Model cfgand useraction that looks like that?

stuck oyster
#

dropped you a solution suggestion on the other channel you asked about this. Generally it is polite (and in the rules too) to post same thing only on one channel

#

in other news, I've done a little touchups to the Lost Dragons battlearmor helmet

woeful viper
#

are those guns in the eye? With ammo feed chain for the horns? ๐Ÿ˜„ that would be awesome

stuck oyster
#

Indeed it is

#

The G.O.A.T Assault helmet

quick terrace
#

@stuck oyster someone took the goat thing a bit literarily ๐Ÿ˜ƒ

#

๐Ÿ‘

stuck oyster
#

๐Ÿ˜œ

agile zenith
#

Can anyone point me towards the right direction related to making proxies in blender and possibly some more info regarding proxies and how they work in general?

stuck oyster
#

proxies have different uses but mainly they are placeholders for the engine to replace wiht appropriatet model

#

for example characters have multiple proxies like the weapon and launcher

#

that are used in the engine to determine where the weapon model is loaded to

#

in Blender if you are using the latest FHQ toolbox addon (Blender 2.79) you can add proxies in one of the menus

#

in the model proxy is represented by a 3 pointed face that has one corner 90degrees. That corner is the position of the proxy

agile zenith
#

@stuck oyster You are a absolute hero, thanks!

formal vapor
#

ugh, I can't hide a shadow object with hidden selections

#

it use to always work but now it's not, what am I missing? The resolution lods work perfectly with selections, but not this

#

I think I know what happened

polar fiber
#

AFAIK it shouldn't be the case that shadows hide with hiddenSelections

#

since HS just changes the texture applied to visual geo

#

not the geo itself

rigid elm
#

Hey there, I'm fairly new to modding, I only did some retextures so far, but I now I want to import models for a helmet, vest and uniform or just as a playermodel, to see how it looks ingame and I was wondering if anyone here is able to help me because I have no idea how to do all that

median bough
#

@rigid elm
take a look at the arma 3 samples. you can download them via steam.
once downloaded go to
..\Steam\steamapps\common\Arma 3 Samples\Addons\Test_Character_01
and you will find almost all you have to know there

rigid elm
#

I downloaded them but the character sample loads incorrect into blender with the head missing and a bunch of giant triangles

median bough
#

the giant triangles are the so called "proxy" models
they mark the point where another model will be "inserted" to the existing model and you will see them ingame as "merged"

#

is will be done by the game

rigid elm
#

Ahh, thank you very much

median bough
#

so let's say you have a unit, and this unit needs a helmet. you don't add the helmet to the actual unit, you create a second model of the helmet and "link" it to the units head
that's a veeeeery basic explanation. others in here can do that better since i'm not an actual model maker myself

#

๐Ÿ˜„

#

but it's in the middle of the night for most of them, so patience is needed ๐Ÿ˜„

rigid elm
#

Its in the middle of the night for me too and I was about to go off and check for answers tomorrow ๐Ÿ˜„

median bough
#

good plan. best of luck then

#

cya

#

๐Ÿ˜‰

#

also signs off, has to work in 5h

rigid elm
#

Thank you, cya

formal vapor
#

@polar fiber I've used hidden selections to hid shadow parts before, at least I very well remember doing so

tulip beacon
#

what is face fading?

granite berry
#

Anyone know what to do when the views in object builder pan/rotate super slowly (alt+mouse1 and alt+mouse2)?

strong plaza
#

does your model have a very high polycount?

slate epoch
#

Well also check if you have DX turned on

still otter
#

I wanted to import a blender model to object builder. But whatever the datatype is there is a error. What am I doing wrong?

bold flare
#

what error?
Are you going via file->import ?

still otter
#

yeah, depends on the datatype. OBJ says extra characters on the line

slate epoch
#

Just use P3D plugin for Blender or is that no-go for you?

bold flare
#

blender with the Arma toolbox can already export p3d

still otter
#

and if i use the blender toolbox and export the model as p3d, error says unable to load file

#

it was my way to go, but the error message is quiet useless to understand what is the problem

stuck oyster
#

@still otter explain your p3d export process please, perhaps you are doing something wrong

#

and which program says unable to load file?

still otter
#

i fixed it. With repair tools from win10

stuck oyster
#

odd

#

but good that you got it running

agile zenith
#

Not sure if this is the right place to ask it but since almost everyone here prob uses the fqh toolbox for blender i'd just try my luck. When creating a proxy in blender i get this error. https://gyazo.com/b84ecffefae804de21002b64b0c0074f Anyone know any fixes?

#

I already checked if i was on the latest version

stuck oyster
#

how do you create the proxy in blender?

#

basically a proxy is just a triangle that has the proxy path as named selection

#

but FHQ toolbox has some fancy tools for that too

#

The proxy must however be joined with the LOD object that has Arma properties enabled

#

you are likley trying to export a scene that has some other stuff in it too than Arma property objects

agile zenith
#

shift a > mesh > arma proxy while on the visual lod

#

i dont get it while exporting, i get it after trying to create a proxy

stuck oyster
#

try this

#

not sure about the add proxy in the create menu

#

could be its some old function thats no longer supported

#

mine is greyed out

agile zenith
#

That's literally not there for me?

stuck oyster
#

ur using some old version ๐Ÿ˜›

#

no wonder shizels dont work

agile zenith
#

I updated it using the bohemia thread before this though

#

Ohh he has a experimental version

#

Is that the one you're using?

stuck oyster
agile zenith
#

Thank you, it works!

stuck oyster
#

๐Ÿ‘Œ

buoyant condor
#

Hey lads, can you link to a tutorial or something similar for making custom vehicle optics, thanks

stuck oyster
#

there are no tutorials for that

#

I guess when people are in the stage that they need to make something more "advanced" stuff like that they ususally know where in the vanilla configs to look for examples

#

basically you can just copy one of the vanilla optics classes and change stuff to your liking

buoyant condor
#

quick question about the optics. Do they need to be in a .p3d file or i can straight up use .paa

stuck oyster
#

p3d

#

optics are just flat plane with the texture on it

buoyant condor
#

fair enough, does the plane need to be a set size?

#

or it just needs to match up with the paa

stuck oyster
#

the size and position will affect what it looks like in game

#

hmm you might find an example in the released A2 data. Not sure if theres any for A3 released

minor jasper
#

looking into fx design, i don't see a thread here for it?

#

Is Rv4 compatible with Houdini?

#

I imagine not?

stuck oyster
#

probably not off the shelf

#

but there has been very little talk about it so no dedicated channel has sprung up

frozen umbra
#

how to prevent dead body to NOT fall through a custom floor part ? object have geo & roadways lods.

stuck oyster
#

sometimes that just happens. Dont think you can prevent it.

#

vanilla objects have same issues

frozen umbra
#

Some do, some don't. I wonder whats the reason behind it.

stuck oyster
#

probably dead guys simulation precision

frozen umbra
#

doesnt really make any sense, if you kill ai on top of the roof of some building his body stays there. see no reason why it should act differently on other models, its just something is missing at the custom model itself.

quick terrace
#

what is that floor width?

#

in the geo lod?

stuck oyster
#

how many floors does the building have might affect it too I suppose

frozen umbra
#

its just single layer "fake floor" . simple shape. the size is x=8 y=8 z=0.3

stuck oyster
#

am I to assume its some sort of building part?

#

you could perhaps test it with thicker geometry

#

like 1.0 instead of 0.3

frozen umbra
#

Yeah , its just a simple tile to be used as fake floor part. LODs are set, all works fine for players and AI , but this one little thing with falling corpse.

stuck oyster
#

are there a lof of those

#

Arma is known to not liking stuff build from small parts like that

#

especially if theyre not terrain objects

frozen umbra
#

even if you place ONE and ai killed on it, it falls through , so we can scratch that out. let me test it with thicker geo

stuck oyster
#

thicker might work yeah

#

vertical position precision with dead bodies might not be very accurate, or they might poke through the 0.3

quick terrace
#

0.3 what? meters? so 30cm ?

#

that should be enough, anything smaller than 10 cm is prone to issues afaik

frozen umbra
#

yep.

#

Ok, I think I got it. Added Collision Geometry LOD and now its ok. How performance heavy is this newly added LOD gonna be, if lets say I have 20-30 of these parts clustered?
Its safe to say if we can observer a body falling through a roof/floor when killed , building\part have no Collision Geometry..?

stuck oyster
#

you did not have geometry lod in it?

frozen umbra
#

nope )

stuck oyster
#

that would explain the issue.

frozen umbra
#

so some vanilla parts don't have collision, its that simple?

stuck oyster
#

no

#

size of things and rotation of things affect it too

#

but performance is not about the collisions but the amount of objects you create dynamically on the run

#

20-30 is not a lot

#

but if you start to build multiple structures out of parts like that then it will start to make a hit

#

also keep in mind there may be number of other objects in the scene

#

Arma is not meant for large scale dynamic building

frozen umbra
#

no, these parts won't be used for building structures of course. as per falling bodies , maybe setting collision lod for "roof" and "floor" components is enough instead of the whole building?

stuck oyster
#

I dont quite understand the use of them, but no you need collision in all objects

#

otherwise things will go through them

#

you wont gain anything from leaving the geometry lods out

#

except misery

frozen umbra
#

im not talking about geometry lods

#

geo physc

stuck oyster
#

just give them that too

frozen umbra
#

cool

#

thanks dude

stuck oyster
#

vehicles will need the physx lod anyway

#

if a p3d does not have one of the "special" geom lods it defaults them too to the normal geometry lod

#

but some things can break when it does that

#

so best bet to make things work right is to have all the necessary lods in there

frozen umbra
#

when you say "things can break" what do you mean ? can you give an example?

stuck oyster
#

what you have experienced with the bodies for example

#

unexpected engine behaviour

frozen umbra
#

now that I think of it, if I had geo phys lod missing and the engine used geo lod instead (by the default, as you said) it was just looking at part that had no mass.

stuck oyster
#

dont have geom parts that dont have mass

#

if you intend them to have collision

frozen umbra
#

thats it

#

TIL )

stuck oyster
#

๐Ÿ™ˆ

quick terrace
#

PuFu: in the geo lod?
The Dude: added Collision Geometry LOD and now its ok.
@frozen umbra lol dude, i asked if you had geo lod....

frozen umbra
#

I did have ) not phys one "special" - Collision Geometry.

#

in the end it doesnt matter , since it uses Geometry if Geometry Phys is missing and Geometry had no mass )

Geometry
Geometry Phys

quick terrace
#

for structures you don't need physix one

stuck oyster
#

i've found vehicle collision sometimes working poorly if its not present

quick terrace
#

yes, that is true

wise heart
#

How would I give a decal a road lod?

stuck oyster
#

add roadlod in OB

#

copy the plane into it

#

set surface texture to data_f\surfaces\whatever pleases you

wise heart
#

Will that cause weird results with AI? I am only attempting to use a road lod to cut clutter underneath it and give it concrete sound

stuck oyster
#

should not I think

wise heart
#

bare with me, I am really fresh to OB. How do I add a road lod to it?

#

and do I use my existing decal .p3d?

stuck oyster
#

yes you open that decal.p3d you have

#

i cant remember what the default layout of OB is these days

#

but this is the lod list

#

you right click on it

#

to make new one

#

and right click that and select properties to change it to roadway

wise heart
#

Awesome! Perfect. So I am suppose to have 2 LODs, now. The original and the new road LOD?

#

And what exactly is the technical details of what I am doing, in simple terms? Just so I am a little more educated.

stuck oyster
#

Im not sure what you mean?

wise heart
#

well, I always assumed a LOD was "Load on Distance". A long distance low res version of a model. Am I incorrect in this statement?

polar fiber
#

It's Level of Detail

wise heart
#

ah

#

makes sense

#

๐Ÿ‘

woeful viper
#

LOD is also used (in arma wiki) for technical models in the p3d - the lower res versions of the visible model are "resolution LOD", the rest technical LOD of whatever kind (shadow etc) -> see pinned message links

wise heart
#

Right on, thank you for the information.

#

Regarding adding a surface to a new road lod, how do I go about that? Any time I bring up the texture/rvmat menu with "E", it always edits both the original lod and the new road lod

stuck oyster
#

that should not be possible

#

did you copy paste the surface from lod 0 to the roadway lod

#

are you sure you are changing betweent the lods?

wise heart
#

You just click on the name of it, correct?

#

To switch

stuck oyster
#

double click

wise heart
#

got it

frozen umbra
wise heart
#

Thanks, I will certainly give it a read. Get a better grasp of the basics for sure

wise heart
#

So, I am attempting to pack some .p3ds after redoing the model.cfg and its getting stuck on the binarise part in PBO Pro

#

model.cfg for reference

wise heart
#

@sturdy parcel Is this common?

vestal finch
#

Object builder's giving me some problems in regards to my topology

#

When I export my FBX from 3ds max 2017 and import it into OB it triangulates the mesh and has some discrepancies as well

#

Does anyone know whats the issue?

sturdy parcel
#

@sturdy parcel Is this common?

if pboProject has given your model.cfg a green tick of health, it's unusual for bis binarise to trip over it. You can,. if you choose to for a test, remove the model.cfg. This causes no ill effect other than the animations in the result obviously won't work.

polar fiber
#

@vestal finch you should always be exporting triangulated meshes anyway.

vestal finch
#

@polar fiber Alright, I tried that but I still have the same issue in OB, where there are missing connecting lines unlike how it is in 3ds max

polar fiber
#

OBโ€™s a bit crap like that. The edges might show different in different shading modes (wire, solid, DX, non-DX)

#

So long as all edges are in the UVs, it is okay

vestal finch
#

I see. Back in 2017 when I was modding for arma fbx to OB never gave me weird glitches like that. I found by triangulating in OB () it fixes the problem, thanks for your advice ! ๐Ÿ˜ƒ

agile zenith
#

How do i disable the co-pilot seat in a helicopter? There only seem to be options for ther driver, gunner and commander?

stuck oyster
#

You need to figure out witch seat is named copilot/ has isCopilot config parameter

agile zenith
#

Does anyone know why my model has a random ball of light in the middle? I took 3 pictures since it seems to always align to the middle for some reason. https://imgur.com/a/2j7Kysc Does it have something to do with the shadow lod maybe or is there something i'm missing here.

stuck oyster
#

Looks like specular reflection

#

So it would be the sun

waxen quiver
#

your texture is extremely shiny, you need to lower the specular power and edit the smdi map to make it less shiny

wise heart
#

@sturdy parcel The model.cfg is whats causing it to hang up. Does anything look obviously wrong in there?

#

Took it out and no issues

rough idol
#

@agile zenith it's awareness icon for nearby entities

#

try unchecking "Vision Aid" in difficulty settings

agile zenith
#

Wow out of all things i did not expect it to be that.

#

Thanks though, appreciate the response

steep helm
#

Hi, what is the config attribute to make a helicopter rotor spin slower when charged up without affecting the actual startup time? thanks

stuck oyster
#

@wise heart drop the default classes

wise heart
#

I got it

stuck oyster
#

๐Ÿ‘

wise heart
#

Found a thread on getting rid of inheritances

#

Last issue I am running into (hopefully): My model that I imported from A2 has an issue of moving like 1 meter when at a certain distance. But when you zoom in closer it moves back to the original spot. What is causing this?

bold flare
#

check that all your LOD's are actually in the center

wise heart
#

is there a button to center them?

#

or just manually and eyeball it

bold flare
#

usually they should be centered when you import.
Otherwise manually I suppose

wise heart
#

ok

#

if there is only one LOD, how is it changing?

#

Even if it is off center?

bold flare
#

If it's only one LOD then it's not the type of error I'm thinking about

stuck oyster
#

with one lod that should not be possible

wise heart
#

as I zoom out, you can see the detail change and then it moves. Is there a way for a .p3d to not show all the lods?

stuck oyster
#

is it animated to move?

wise heart
#

no, no movement. I even have the model .cfg removed at this point to make sure

#

same thing with or without it

stuck oyster
#

well it is possible ther could be overlapping first lods

#

but then again PBOProject should catch those now

#

does it have geometry lod?

#

or is it just the res 0

wise heart
#

just a body lod

#

oh bloody hell

#

I am looking at the panel to the left of lods

#

there's like 7 different lods

stuck oyster
#

xD

#

xDDD

#

๐Ÿ™ˆ

#

I wish I could share my neat layout

wise heart
#

I don't want a custom layout for OB, as that would suggest I am accepting future use of it

#

lol

stuck oyster
#

xD

sturdy parcel
#

@wise heart

skeletonInherit="default";
and
sectionsInherit="Default";

would have caused a continuous loop, since there is (in fact) no other code to inherit

that's a bug which pboProject doesn't detect. That will be fixed

wise heart
#

yup, I figured that much after the fact as well.

#

noob cfg editing on my end

#

lol

sturdy parcel
#

noob coding on my part

wise heart
#

we might have different definitions of the word "noob"

agile zenith
#

They said i could'n make anything more ridicilous then a flying umbrella

#

They were wrong

#

Based on leonardo da vinci's air screw xd

#

Question though, obviously this model doesn't look very good when the rotor is spinning too fast. Is there a way to reduce the speed of the animation without reducing the mp/h of the vehicle?

stuck oyster
#

there are parameters for max rotor speeds in the vehicles config

fervent steppe
#

anyone know why this is happening

#

its a multimat..looks fine in buldozer and is messed up in game

vestal finch
#

for ironsights, am I limited to 10 different zeroing ranges? I cant get it to go beyond 10 sets. I am planning for 100-1200m

vestal finch
#

maxZeroing... gotcha ๐Ÿ˜‚

stuck oyster
#

@fervent steppe pastebin the rvmat for ๐Ÿ‘€

stuck oyster
#

@vestal finch who uses ironsight beyond 400m???

vestal finch
#

hey, i'm just tryina be authentic ๐Ÿ˜‚

stuck oyster
#

XD

fervent steppe
#

@stuck oyster I may have fixed it. I think it was a bad second uv. I corrected all but one and they are now working. If I still get issues when I get home tonight I'll pastebin the config so you guys can take a look. Thanks pal!

stuck oyster
#

๐Ÿ‘Œ

vestal finch
#

tryina crunch with pboproject, what does this mean?

19:19:29: Extensions:
"</texheaders>"
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
Warning: rapWarning: missing file(s)*****
Warning: SAF Mod\saf_weapons\ultimax\config.cpp circa Line 64: saf_weapons\ultimax\mk3.p3d
Warning: SAF Mod\saf_weapons\ultimax\config.cpp circa Line 74: saf_weapons\ultimax\anim\Ultimax_Hand_Anim.rtm
Warning: SAF Mod\saf_weapons\ultimax\config.cpp circa Line 154: saf_weapons\ultimax\mk3.p3d
rapWarning: missing file(s)*****

rerun with -noisy option to see decode

kind lion
#

the ch53e looks like a copy of the rocket/cup/rhs one

#

like... the same model

#

the hinds look very familiar too

#

(in hindsight i should've probably put this in ip rights violations, oh well)

quick terrace
#

@vestal finch check the configs at specified lines - most likely missing "" marks or path is wrong

vestal finch
#

@quick terrace seems fine actually it builds in addon builder but was recommended to try pboproject due to a hand anim issue. Now im getting this warning msg from pboproj

quick terrace
#

pbo project is a lot more vocal than addon builder (which i never tried using btw)

#

did you try with noisy option on?

#

is the RTM binned?

vestal finch
#

yeah, im not sure what to make of it

quick terrace
#

you cannot rapify an rtm twice for instance

#

so if that RTM is binned already, it will spit errors

#

can you pastebin that config.cpp?

vestal finch
#

yeah just checked, the rtm is not binned as its from me. I'll migrate over to #arma3_config

noble hatch
#

Hi all, Anyone here had successes with shadowVolumes for cargo?
I want my box to be as daark and dingy as it should be crammed in the back, not bright as day.

stuck oyster
#

You may need properly set up AS texture in your rvmat for that. Afaik shadows should work for cargo

noble hatch
#

will take a look, thanks for the tip

stuck oyster
#

Use of proper shaderes is adviced

noble hatch
#

anywhere I can go to learn more on them?

stuck oyster
#

DriverGetInAction or something like that

agile zenith
#

Thank you, already found it. Just wasn't in the sample for whatever reason.

stuck oyster
#

On shaderes? There's couple of wiki pages on them

noble hatch
#

good point, shoulda looked before asking

stuck oyster
#

Also the BI forums should have more about them

agile zenith
rough idol
#

transportSoldier = 0@agile zenith ;

agile zenith
#

Oh wow, i just assumed it was for cargo positions as well. Thanks mate

floral sable
#

What sort of regex does the Object Builder "mass rename" support? I'm trying to rename oldfolder -> newfolder but

oldfolder\(.*)

newfolder\\1

doesn't work

stuck oyster
#

no regex

floral sable
#

is there a better way to do it?

stuck oyster
#

well you can open the p3d in notepad++ and run replace tool

floral sable
#

is it safe to open in a text editor? cool

#

thanks

#

thanks, sed did it all in about a second, you saved me a lot of time : )

stuck oyster
#

๐Ÿ‘Œ

slate epoch
#
  • alone works there
floral sable
#

Yeah, I noticed that, that's why I hoped maybe more stuff did

agile zenith
#

Can anyone link me some documentation on passenger seats without using cfgturrets if that's even possible?

median bough
#

FFV requires turret configuration

#

If you don't need FFV seats, you can take a looke at vanilla vehicle configs. Should be in the arma 3 samples iirc

woeful viper
#

yes car sample

agile zenith
#

Is there a gunner equivalent to driverCanEject = 1; and cargoCanEject = 1;? And if not can someone tell me a way how i can make it so that gunners can eject?

rough idol
#

canEject = 1 in turret cfg

agile zenith
#

Ty, finally finished it now.

sacred grail
#

Would it be more efficient to have a multimaterial mesh and a supershader mesh in one p3d, Or to have a multimaterial mesh that proxies in a supershader mesh?

quick terrace
#

both in the same .p3d

#

obviously unless that supershader is actually furniture or alike

#

that is shared between multiple buildings

sacred grail
#

Both will be in the same p3d yes, My question is more that I will have some small objects included. Should I add these to the p3d via proxy or just have them as super shader meshes?

polar fiber
#

If the same sub-meshes will be used on other structures in proximity too, then it's probably best to proxy them and take advantage of the instancing

sacred grail
#

Yes they are part of a kitbash

#

and the object I am using them for will be placed around in groups of perhaps 10-20

#

so in that case a proxy might be more viiable?

knotty trout
#

Question, When I try to get my helmet model to scale down to arma 3 head size using the head model in arma sample.

#

It won't do it. xD

quick terrace
#

?

#

@sacred grail yes

knotty trout
#

Could I Dm the picture?

stuck oyster
#

@knotty trout are you using Blender?

knotty trout
#

Yes

stuck oyster
#

do you scale the object in object mode?

knotty trout
#

using "S"

stuck oyster
#

yes but in object mode or edit mode

#

as if you scale it in object mode you also have to apply the scale to the model

knotty trout
#

Object

#

mode

stuck oyster
#

p3d export does not automatically apply object transformation

#

so you will first have to set it to 1 1 1 scale

sacred grail
#

Ah okay thanks @quick terrace

stuck oyster
#

ctrl + A

#

apply rotation and scale

#

also the objects origin point must be in the 0,0,0 coordinate

#

so making edits is best done in the edit mode

knotty trout
#

So when I go into object builder, I import it set the master scale to 1 1 1?

sacred grail
#

Depends on the unit system you have set up in blender

stuck oyster
#

no not in object builder

#

in Blender

knotty trout
#

Okay.. So how do I do that. xD

stuck oyster
#

@knotty trout

#

in object mode, and the object selected

knotty trout
#

Oh I did that.

#

So once I click them do they apply automatically or.. hit enter?

stuck oyster
#

it should apply it automatically yes

vestal finch
#

Hey guys is there a write up on RHS hand anim switching on deployed bipods? Like on the pkp and m240

near osprey
#

anyone here uses 3Ds Max?

#

if so what measurement unit do i use

bold flare
#

Whatever you want. Metric units.

#

When you use FBX to import to Object Builder you can choose the scale to convert automatically. So any unit works fine

#

I think meters might be 1to1 conversion, but I usually use cm

near osprey
#

okay thanks

rough idol
vestal finch
#

@rough idol hey reyhard! It says [WIP] for me

rough idol
#

ahh, sorry

#

will fix it later then, seems like I forgot to publish it...

vestal finch
#

haha no worries, by the way if I integrate my weapon to use it will I have to make RHS a dependency?

rough idol
#

yes, it will

#

although it can be made optional too

vestal finch
#

noted, thanks!

floral sable
#

I'm trying to touch up an old model I have lying around. I don't get any shadows in the interior from sunlight cast through the windscreen. Where would I look to fix this?

woeful viper
floral sable
#

yeah, that's what I thought, but when I opened up the A3 sample car and looked at its shadow volume it was solid and didn't have a gap for the windows

woeful viper
#

have a screen what you mean with your problem?

floral sable
#

so is there a different shadow volume I should be looking at? should the viewcargo have a shadow lod too?

woeful viper
#

if not specified it uses default shadow lod

floral sable
#

ah, ok, so there probably should be holes for the windows

#

yeah, I just spotted it on another model, I guess the sample was misleading, thanks

#

wait, the biki says that it must be "closed", does that mean it can't have holes in?

bold flare
#

yes

#

"watertight"

floral sable
#

so I need to double up all of the current faces? I guess I need to 3D more. ๐Ÿ˜ฆ

bold flare
#

double up?

#

if you have a wall.

#

it needs to have both sides

floral sable
#

yeah. I'll have to think about it as it's a car

#

probably easier to remake the LOD from scratch

stuck oyster
#

it can be any shape and it can have holes

#

but the mesh must not be open

woeful viper
#

selfshadowing doesnt work properly if it's not a proper convex mesh. Depends on how stuff is shaped if its necessary to make convex or if you get away with concave.

tacit herald
#

Could someone check out this model.cfg?

#

Im getting the following error

#

Cannot find class 'Default' in master config

bold flare
#

skeletonInherit="Vehicle"; Why inherit skeleton from something that doesn't have any skeleton/bones?

stuck oyster
#

class Vehicle : Default {};

#

this is external class

#

Imo best way to sort it tou would have just 1 cfgSkeleton class

tacit herald
#

This is exactly from the template model.cfg ๐Ÿ˜•

stuck oyster
#

and the cfgModels default - vehicle -youcopter classes could be combined too

#

have not tried to pack the sample but Its possible its not build with the extra check PboProject performs in mind

tacit herald
#

right so for now sectionsInherit=.... is what I should do

tacit herald
#

all extern removed

#

can't find class 'Default' in master.cfg
rapify failed. View->output (LLW_Apache)

#

๐Ÿ˜ญ

#

What is meaned by the master.cfg

stuck oyster
#

remove all the class default, vehilce and helicopter classes

#

and all the skeleton inherits

#

adn combine the helicpter and AH skeltons

tacit herald
#

ok

#

so basically you are saying we cannot inherrit anymore

#

and every class must have it's values redefined

stuck oyster
#

well how you have written it now it does not inherit anything

#

and besides why would you need to inherity anything since you just have 1 usable skeleton anyway

tacit herald
#

BIS has written this lol

#

but ok

stuck oyster
#

BI has written a lot of things.

tacit herald
#

is there a propper place to find samples?

#

good samples with corrects syntax and everything

stuck oyster
#

probably not.

#

and BI stuff works in their own workflow I guess

tacit herald
#

weird

stuck oyster
#

also I may be wrong in many things.

#

ยฏ_(ใƒ„)_/ยฏ

#

and also looks like the test heli packs fine

#

I just dont do that kind of inheritance myself because it makes no sense to have 3+ classes that end up into 1 compiled class

tacit herald
#

ok

stuck oyster
#

also probably I then missed what was wrong in your earlier inheritance

floral sable
#

@stuck oyster you've confused me now. Basically I have a cube and I want to delete some polygons from it to make a window into it

#

do I need to somehow make a smaller cube within the cube and then cut holes in both of them and make a little "tunnel" between the two? or is just deleting some polygons from the first cube OK?

bold flare
#

you need to make a tube essentially

#

with polys on the inside

quick terrace
#

@floral sable don't use O2 for modelling

buoyant condor
#

Any idea what proxy i need to use for passengers to be able to shoot out the back of a vehicle?

stuck oyster
#

You need to set up a fire from vehicle turret and use those proxies I believe

floral sable
#

yeah, that's what I thought, thanks dedmen

buoyant condor
#

Can you guys link me to a custom proxy tutorial?

#

well to be more accurate im currently making the different proxies for a 2 crewman tank and im doing the commander/gunner who can turn out of the back of the turret nd basically sits on the hatch. I need him to sit on that hatch when turned out and to be inside when turned in. I can think of 2 ways of doing it. First is with a custom proxy. Second one is using 2 proxies, but i dont know if there's a way of linking the 2 different proxies to the different commander/gunner states

rough idol
#

you cannot do 2 proxies for 1 crewman

#

you can either create custom animation with 2 positions (which is not that hard if it's static animation) or do model.cfg transformations on proxy itself

#

connect animation to hatch movement and i.e. translate proxy from position A to position B

floral sable
#

How can I add hidden selections to a proxy model?

I have a vehicle model that has proxies for, e.g, the wheels that I want to allow people to retexture. Adding a named selection directly to the proxy model and adding it to the sections in the model.cfg of the "mother" model doesn't seem to work - do I need to follow something like https://community.bistudio.com/wiki/Arma_3_Setting_Textures_for_Wrecks ?

stuck oyster
#

yes that would be the way

floral sable
#

how would I actually go about retexturing it? how do I specify what texture to use? if I just give it a unique selection name, can I use it in the hiddenselections of the main class?

floral sable
#

ah, got it to work, thanks - added a class to model.cfg, added section to it and not the mummy model, followed that guide, then added a hiddenselection to the parent model as I would normally.

#

thanks for the help โค

#

hmm, I apparently did add the section to the mother model in model.cfg, dunno if that was necessary

raw beacon
#

Ive been modelling a quad barrel AA gun, is there a way for arma to shoot out of more then one barrel? If so could someone point me to the proper documentation as i havnt found anything helpful

floral sable
#

On closer inspection, the UV mapping on the hidden selections on proxy models is all wrong. Is this a common problem? Is there some obvious solution? I've triple checked and I'm sure that I'm applying the right texture.

I made the selection in Oxygen by selecting all faces, pressing E, finding a face with the texture I want to replace, clicking twice on that face, clicking "filter by", then create selection, then making a named selection as usual. This procedure worked fine for making hidden selections on the "mother" model to which the proxies are attached.

agile zenith
#

Thanks to everyone in here that helped me with my first vehicles! Both vehicles ended up on the frontpage of the workshop lol. (Don't know if this channel is exclusively for questions but just wanted to say thanks)

hasty pendant
#

Hey all, im working on my first project,(weapon), followed a lot of hours of tutorials and researching, but there are alot of things still confusing to me. first try to import my model(was invisible), 2nd try(visible, but position and rotation of gun wrong) texture doesnt show. I am using blender for modeling. Is there a certain way to do the texturing? people talk about normals and specular maps and how they work with the rvmat file. nother thing i'm confused with is how to get the character to hold it correctly. Any help would be much appreciated.

sacred grail
#

So for your first project a weapon is probably too complex. Start simple, like really simple. Make something like a crate or barrel, even perhaps just a cube. Once you can get that in game properly configured then start advancing onto weapons etc...

hasty pendant
#

thanx for the reply @sacred grail, yes i did that with a normal pole shape, with a very basic config file linking the textures and all that.

sacred grail
#

As for rvmats, These are essentially files that hold the file locations for the appropriate texture maps (e.g. nohq (normal), smdi (specular), as (ambient occlusion)

#

I use max so cannot help much with importing from blender, I believe there is a toolset for blender that can import into object builder. However just exporting as FBX should be fine. Make sure that you know your blender system scale units so you can import to obj building 1:1

#

Also I think you sometimes need to flip the y axis

#

weapons are relatively complex so I would very much suggest getting to grips with more basic props like crates and barrels and make sure you have a solid understanding of the core mechanics with creating objects for the game. If you really want to make a gun consider making a very simply low poly gun just to save yourself some time in the learning process.

#

This is some good documentation on the various types of texture maps used in arma

hasty pendant
#

def need to flip the y axis. but ill just rotate it correctly in blender before i export. As for the scaling, i have a template character from a tutorial source that i use to scale the weapon and seems to work well. I have the arma toolbox for blender installed and can export fine. Yes im trying to do things as basic as i can. the blender phase i can work on myself. for now im just trying to get the gun to be held properly. I used a sample files like config and somewhat manage to understand the language, managed to change things like changing ammo from mp5 to .338.

sacred grail
#

Have helped him with some stuff ^ . If anyone want to guide him with positioning and encoding the weapon feel free ๐Ÿ˜ƒ

hasty pendant
#

Thanx a heap @sacred grail.

sacred grail
#

np

tacit herald
#

ok Im back on my helicopter model

#

still getting this error

#

can't find class 'Default' in master.cfg
rapify failed. View->output (LLW_Apache)

#

hey I may have just found it

#

disregard for now

hushed apex
#

I have a problem - model of glasses item is rendered 'outside' the car/behind the unit wearing it. When unit not in the vehicle - glasses item displays correctly, it happens only inside vehicle.
What can be a cause?

agile zenith
#

Ok i'm having a very very weird issue currently that is actually just restricting me from progressing my model. Every time i try to save my p3d it gives me a error. Even if i just open it and try to save it without having made changes. Does anyone know a fix or should i just make a new p3d? https://gyazo.com/bc10b459e9d7f31eabc87896bc7e22b6

stuck oyster
#

windows has the file locked somewhere

#

either save with new name, delete old file and rename the new

#

or figure out where it is stuck

agile zenith
#

That's weird, restarting it did not work but just copying the p3d in my C: drive worked..

#

I'll figure out a temporary fix, thank you.

formal vapor
#

In your task manager find binarize.exe and end it

agile zenith
#

Is there a way to completely disable the "wheel turning" animation on a vehicle while keeping the functionality?

stuck oyster
#

you mean when wheel turns when a car moves forward? which vehicle? vanilla? custom?

bold flare
jaunty leaf
#

I think he ripped it

bold flare
#

The strider might be in A3 Samples right? but the Gordon is not I assume?

stuck oyster
#

neither are

#

some people make in game combinations by hiding parts of vehciles and mashing them together with attachto

#

oh but now that I read that he has a model

bold flare
#

He also posted a screenshot of the model in blender

#

soo...

stuck oyster
#

yah just saw that too ๐Ÿ˜‘

slate epoch
#

Well I mean, same as here

#

right?

bold flare
#

Yuuup. Thanks

polar fiber
#

Simplified Gorgon was in the A2 ACR data pack @bold flare but no strider and this is the A3 version of the Gorgonโ€™s turret so is deffo all ripped

bold flare
#

Already taken care of on all bases ๐Ÿ˜„
Launch codes have been put to use

polar fiber
#

Aye I thought I better say so though in case he presents one of the ported ACR pandurs as evidence that there are modified A3 vehicles on WS

#

And that got accidentally nuked too

bold flare
#

He confirmed that he ripped them.
Can still read his replies on the reddit thread.
He's currently ascending to witten level.

agile zenith
#

@stuck oyster About my question from yesterday, the answer is my own modded vehicle.

stuck oyster
#

Well you just dont add the anything to the wheel selection @agile zenith

#

and it wont turn

agile zenith
#

Yeah but i want them to turn when driving forward, just not the turning to the side animation when pressing A or D to turn the vehicle

stuck oyster
#

then no

agile zenith
#

Not even a way to reduce the amount it turns?

stuck oyster
#

not that I know of

agile zenith
#

Ah that sucks

stuck oyster
#

why do you want it so?

agile zenith
#

I'll show you a screenshot and you'll understand

#

1moment

#

So it doesn't really have a lot of space to turn. Just like the original design (It has a tiny bit of space to move the backwheels but not a lot)

stuck oyster
#

oh wait so youre talking about steering

#

not driving

agile zenith
#

Yes, sorry if i was a bit unclear.

stuck oyster
#

very. ๐Ÿ˜„ but thats alright

#

steering you can set as you like

agile zenith
#

Via the memory lod, config or?

stuck oyster
#

model.cfg animation classes that animate your steering parts

agile zenith
#

Thanks

stuck oyster
#

Is that wheel even cabable of steering turn?

agile zenith
#

Prob not lol

stuck oyster
#

It looks like its bolted down pretty solid

agile zenith
#

Blame leonardo da vinci

quick terrace
#

@stuck oyster quick question, can import a .p3d directly in blender, keeping the skin/vertices weighting/

stuck oyster
#

yes

quick terrace
#

via alwaren's toolbox?

stuck oyster
#

yes indeed

quick terrace
#

@wise silo ^

#

only works in 2.79, correct?

wise silo
#

we need rig

#

not skin data ๐Ÿ˜›

#

hello @stuck oyster !

stuck oyster
#

theres new version of it for 2.8

#

yo @wise silo

quick terrace
#

nope, we need to be able to copy skin data, from existing mesh to a new mesh

wise silo
#

well i could have done that in blender already

#

thats posible don't worry

#

but still you need to work it

quick terrace
#

the max and fbx files on our cloud is just that - the existing skin weights (there is no rig present)

#

so i can copy paste that weights so animations behaves the same

#

because these are different from the A3 ones

#

if you do what i did and use the max files provided by BI

#

there will be clippings between the vests / gear etc weighted with the old method and the new stuff

wise silo
#

as goat said alwaren's toolbox imports p3ds without any problems so with data transfer

#

we can do same thing

#

i misunderstood you obviously

#

i did weight transfer many times before

quick terrace
#

no worries, got me thinking on my drive back from work

#

about why you needed a rig

wise silo
#

cause usually at least in my experience projection gets you 80-90 along the way. rest of the things need to be done by hand

#

we can try

quick terrace
#

yeah that's my experience as well

viral cradle
#

Having some kind of rig , in blender at least, would give you a few more options. As Fuxna mentioned, data transfer is very handy. Even more so if the topology is done with a source mesh in mind. But if it isn't, you could still get a good "base" weighting with DT, and refine it in weight paint mode. Or if you really want to, you can go vertex by vertex and assign weights precisely. It's flexible.

quick terrace
#

@viral cradle yeah cheers

white jay
#

Would it be hard to make it so that when someone comes in contact with geometry or a certain part of the geometry of your model, it kills them?

stuck oyster
#

There are some contact event handlers that possibly could be used. Or look up how fire damages players.

shrewd jay
quick terrace
#

@shrewd jay yeah man cheers, i am a max user iโ€™m afraid, was asking for @wise silo, but it was also a bit of miss communication . i am personally waiting on 2.8 to go final before i dip my fingers deep in it

shrewd jay
#

Yeah 2.8 is still a bit rough around the edges... Usable for most stuff, but I also have to go back to 2.79 for some of the work.

quick terrace
#

it's ok, max is also rough around the edges, and that is 1.7k a year ๐Ÿ˜„ with special offer discount btw

shrewd jay
#

ROFL never seen MAX... I had been working with GMAX a few years ago, but Blender seemed to be a step up from that one, although I really wish Blender had the Editable Mesh modifier.

woeful viper
#

gmax had less than half of what max offers...

#

iirc max 3.1 or something was equivalent to gmax or something. My first steps with modelling... fiddling with it for battlefield vietnam modding ^^

sacred grail
#

Never even heard of gmax before, Was it like some lightweight distribution of max then?

quick terrace
#

Gmax is an application based on Autodesk's 3ds Max application used by professional computer graphics artists. 3ds Max is a comprehensive modeling, animation and rendering package with some secondary post-production and compositing features. Gmax is much more limited due to ...

buoyant condor
#

quick question about armor calculation. Does arma 3 calculate armor slopes. I E if a plate is 20mm and its sloped so it equals 40, do i need to put 40 or 20mm .rvmat in fire geometry?

formal vapor
#

Is gmax still around? Is it subscription based? Is it worth upgrading from 10?

cinder pivot
#

how can you make a custom bridge object have an icon on the map when baked into it? i.e placed with TB and exported to be part of the map

sacred grail
#

ah i see yeah, saw some very outdated looking tutorials on youtube for it ๐Ÿ˜„

stuck oyster
#

@buoyant condor if you user solid armor rvmat it will calculate the thickness from the geometry shape

#

and yes slope should work

tacit herald
#

I must have done something wrong in ObjBuilder ๐Ÿ˜ฑ

#

in game LOD 7 is shown

stuck oyster
#

up close?

tacit herald
#

yeah

#

cant post pictures here

#

at all times lod7 is shown

#

except when in as pilot/gunner

stuck oyster
#

perhaps try deleting that lod and see what happens

#

just make a backup first ๐Ÿ˜„

#

and you can link pictures from imgur for example

#

or send them to a friend in DM and link that

tacit herald
#

didnt try deleting that lod yet

#

wanted to let you know when I get out of the vehicle, Arma crashes

stuck oyster
#

that sounds bad

#

check the rpt log if it indicates anything

tacit herald
#

removed LODs 7to4

#

crash when placing in editor

#

checking rpt

#

Fault address: 601B69F9 00:601B69F9 Uninown Module

stuck oyster
#

perhaps bad texture somewhere

tacit herald
#

Ill just roll back to an old model

#

Dep3d doesnt find any errors

stuck oyster
#

did you save it in OB

#

and not use the p3d export

tacit herald
#

I did save it in OB

#

bad texture?

#

no didnt use the P3d export

rough idol
#

Hidden selection materials?

stuck oyster
#

corrupted file or not converted right

tacit herald
#

I was working on some proxies at some point and accidentelly deleted LOD1

#

then hit ctrZ

#

Ill roll back to an old model. the proxy chanced I did was minor

hasty pendant
#

hey yall, i can get my texture/rv mat loaded in object builder and buldozer doesnt start at all. Tried all the solutions i found sofar online but no luck, can anyone here maybe help?

hasty pendant
#

whoops, steam just went down in my country, once im back up ill go on. thank you @stuck oyster

hasty pendant
#

@stuck oyster ok so did exactly what the links instructed and still no luck

stuck oyster
#

does buldozer start without anything in OB?

hasty pendant
#

no it doesnt

stuck oyster
#

does it give any errors?

hasty pendant
#

"External viewer: Unable to create viewer"

#

wierd, it worked ok last week, but now...

stuck oyster
#

how are you running OB?

#

from ArmaTools?

hasty pendant
#

I open arma tolls and run OB from there

stuck oyster
#

๐Ÿ˜› you did not read the PMC pages carefully

#

they say dont use ArmaTools launcher

hasty pendant
#

1 sec lol

#

ok opened OB directly from install file. no luck

#

Is it because i opened the toolbox? should I redo the process then?

stuck oyster
#

I cant really say. If the tool setup is done like in the PMC guide stuff work 9,.5/10

hasty pendant
#

daum, ok redid everything

#

how do I set the new p drive to launch at start up?

stuck oyster
#

the mapdisk.bat you made can be added to windows startup

hasty pendant
#

pasting a shortcut of it in the start up folder?

stuck oyster
#

that should work I think

hasty pendant
#

yep it works, least thats one thing lol

#

well @stuck oyster thanx for replying ๐Ÿ˜ƒ ill run the arma3p again and try again tomorrow.

stuck oyster
#

make sure your buldozer path is correctly set up in OB after running A3P

hasty pendant
#

Tried it all no luck, there's just one difference, when i launch OB like they say it doesnt give me a licence to agree to, i think that means that the registry was still there? How can I remove everything and do a completely clean install? are there files in other locations that i should delete manually?

hasty pendant
#

are we allowed to post screenshots here?

stuck oyster
#

Links yeah

plain jackal
#

it only seems to occur when using heads that use the new darker skin tones introduced in 1.90

#

no changes have been made on our end

plain jackal
#

it seems to occur only with Tanoan Heads

quick terrace
#

that is in how shadow lod that is not triangulated/ hard edge / not being closed looks like

#

and looks like it has everything to do with the weapon / mesh, not BI heads

plain jackal
#

why would it occur only with Tanoan heads then?

quick terrace
#

does that occur with these heads, no matter of the body used?

plain jackal
#

no only ours

#

but every other head is fine

#

i havent tried any other mods

#

replacing both the hl selections in the res LOD and snatching the full shadow LOD from samples failed to resolve the issue

#

im at a loss

quick terrace
#

is your SVlod closed, triangulated, sharped edged and devoid of UVW data?

plain jackal
#

yes, just double checked

polar fiber
#

Check the named selections in the shadow LOD to make sure there are no hiddenselections in that LOD including the injury and identity ones

polar gyro
#

hey can someone explain to me why do I need to triangulate an object? I see a lot of people doing it and i'm not sure why they do it

hasty pendant
#

I think its so that one face doesnt have more than 4 points in it. If you triangulate you can be sure that all faces in your model each have 3 verts

polar fiber
#

Depends. If you're seeing it on car models, it's probably because it's ripped from another game ๐Ÿ˜„

#

But exporting .fbx from Max, Maya etc. tend to lose correct normals if you don't export the mesh triangulated

hasty pendant
#

I work on blender and keep every thing to quads till after i made all my maps then triangulate before exporting to ob

polar fiber
#

the model will be rendered in triangles by the game engine anyway (they all do - hence the first thing I mentioned about ripped models being triangulated). Quads are just easier to work with in modelling software

sacred grail
#

@hasty pendant The quad workflow is generally good practise. Helps with clean topology with good edge flow. Plus its near essential for animators and subdividing. And triangulating is just a click and won't change the result.

hasty pendant
#

Yes

polar gyro
#

Hey guys do you happen to run into a tutorial that explains how to make doors actually work?

stuck oyster
#

what part of your does not work?

#

theres the"how to animate a model" and model.cfg pages on the wiki that got through how animations work

polar gyro
#

Yeah i've seen page.. I was wondering if there is any simple guide where someone gives some tips or ideas about how to it properly

stuck oyster
#

no

#

those pages are pretty much as simple as it gets

#

those + looking how things connect in the Arma3 samples

polar gyro
#

Well I've textured the door and it doesn't seem to apply the texture in buldozer.. Any Idea why? I gave it different rvmat and co destination when I pressed E

#

Never mind the textures don't work at all for some reason

quick terrace
#

@hasty pendant @polar gyro
Always triangulate (if possible in a non destructive manner) before baking

polar gyro
#

@quick terrace Any idea why it doesn't load my texture? the UV is the same

stuck oyster
#

@polar gyro what is your texture resolution?

polar gyro
#

1024

#

using substance painter

stuck oyster
#

what is your texture path

polar gyro
#

isrproject_houses\data\isoc_door_01_co.paa

#

no that's not there

#

idk why it wrote it

stuck oyster
#

k

polar gyro
#

the funny is that the house is exacly configured the same

stuck oyster
#

check the mass texture renaming tool

#

if it shows the path as red or black

polar gyro
#

how do I check it?

stuck oyster
#

in the tools menu

polar gyro
#

it's white

quick terrace
#

a. dx and opengl works with triangles anyways
b. you can check if a tris connection is the correct way or not - i think i have explained this before
c. the face normals are corrected on triangulation

polar gyro
#

ok now it's red

#

I remove the P:/

#

as I should have done

#

and it says red

quick terrace
#

is p: set as texture path in ob settings?

stuck oyster
#

your object builder is not set up right I think

#

๐Ÿ‘†

quick terrace
#

that way it wonโ€™t require explicit path (as with drive path as well)

polar gyro
#

I didn't do such a thing..

#

I've made few objects without any problem

#

i'm gonna try to set it up

stuck oyster
#

something like this

polar gyro
#

how do I get to this menu?

#

k found it

stuck oyster
#

from now on I do hope you do some vigorious searching on your own before asking

#

๐Ÿ˜›

polar gyro
#

Yeah lol

#

well

#

I've done that but it doesn't seem to change anything

stuck oyster
#

did you check the mass rename tool again?

#

actually

polar gyro
#

yeah that's black now

#

but the textures are not visible yet

stuck oyster
#

hmm you have only 1 texture in hte list

#

so are the walls on the same texture?

polar gyro
#

I've opened the door p3d file, so I can focus only on this and then i'll try to apply that into the house

quick terrace
#

it doesnโ€™t show in buldozer or viewport?

stuck oyster
#

are you sure the texture is applied to the door?

#

are you sure the door is unwrapped?

quick terrace
#

the files needs to be tga or png to get them to show in ob viewport via dx mode

polar gyro
#

yeah i've done it several times. and I see the uvmap of the door inside the object builder, and it's the same uvmap i've textured

quick terrace
#

can we get a screen of that

#

uvs and bulldozer

polar gyro
#

yeah

stuck oyster
#

if you check the filter list in the uv editor

#

is your texture listed there

#

and if you click it what does it show then

polar gyro
#

you mean that?:

stuck oyster
#

yes

#

if you click that texture it should show uvs of faces that are assigned to it

polar gyro
#

looks good

stuck oyster
#

you could also try triangulating the mesh

#

select all hit either / or \

polar gyro
#

triangulated it and it doesn't seem to do anything

stuck oyster
#

did you relaunch buldozer?

quick terrace
#

weird

polar gyro
#

yeah

quick terrace
#

ahh you sure buldozer is set to show textures

stuck oyster
#

if you create a cube in OB and assign the texture to it what happens?

quick terrace
#

maybe you deativated it by mistake

polar gyro
quick terrace
#

can you send me that model and texture in Pm?

polar gyro
#

Yeah

#

@stuck oyster doesn't seem to load the texture as well

quick terrace
#

zip that p drive folder

stuck oyster
#

try any other texture

#

from a3 for example

polar gyro
#

K

#

SEC

#

sec

quick terrace
#

isrproject_houses\data\รพรพisoc_door_01_co.paa
special characters in the path?

polar gyro
#

wtf

#

ok

#

it adds it even if it doesn't there

quick terrace
#

well, works for me when i removed these chars

polar gyro
#

I don't see them

quick terrace
#

select the mesh - press E

#

check that path

polar gyro
#

isrproject_houses\data\isoc_door_01_co.paa

#

seems ok

quick terrace
#

remove that path

#

press ok

#

copy paste it again

#

not sure why that .p3d came with the path i posted above

#

as soon as i removed the 2 special characters it worked

#

never seen this before

polar gyro
#

it adds it when I select the texture through the folder icon

#

and I see this only when I copy the address

quick terrace
polar gyro
#

I see this when I choose my texture:

#

and when I copy this exact line I get this:
isrproject_houses\data\รพรพisoc_door_01_co.paa

#

i'm restarting my computer

#

maybe that's the answer

#

@quick terrace still the same

#

even when I use the one you sent me

#

this is next level FUBAR shit

quick terrace
#

no idea man, as i shown, works on my end just fine

polar gyro
#

Yeah I know

quick terrace
#

i suggest a full reinstall of A3 tools tbh

stuck oyster
#

@polar gyro do you have some other than english windows?

#

might be a localisation issue

quick terrace
#

do you have some other language as native other than EN?

polar gyro
#

Hebrew

quick terrace
#

ninjaed

stuck oyster
#

its likely related to that

quick terrace
#

you have hebrew selected when doing A3 work?

polar gyro
#

For the record that not a letter in hebrew

quick terrace
#

can you switch to EN

polar gyro
#

Nope

#

everything is english

quick terrace
#

that's a symbol (or 2 in fact)

#

not a hebrew letter, i know, still

polar gyro
#

i'm reinstalling arma 3 tools

#

maybe that will do something

#

maybe the folder is fucked up

quick terrace
#

i personally haven't seen this before

polar gyro
#

ok

#

I renamed the texure name

#

to exacly the same name

#

and it fixed it

#

idk how and why and honestly I don't care

#

thank god

#

and thanks to you too for helping me out.. again ๐Ÿ˜„

knotty trout
#

Question does anyone would know why my helmet would be between my crouch ingame?

#

Currently trying to get a helmet ingame.

jaunty leaf
#

do you have a properly written model.cfg?

knotty trout
#

Yeah

jaunty leaf
#

also does the helmet have the head selection set in the p3d

knotty trout
#

Yes

stuck oyster
#

is properly written model.cfg the kind where the cfgmodels class for your item is named exactly the same as the p3d?

#

and is the head selection the same as in the skeleton

#

head vs Head

#

and is teh skeleton same as in the same arma3 characters?

knotty trout
#

I am using OPF2 arma man skeleton model.cfg

stuck oyster
#

how about the other questions

knotty trout
#

I believe so.

stuck oyster
#

perhaps you can drop the model.cfg into pastebin?

#

and screenshot the named selections list in OB

stuck oyster
#

and whats the name of the .p3d?

knotty trout
#

19th_EchoMod

stuck oyster
#
    class Default
    {
        sectionsInherit="";
        sections[]={head vs Head};
        skeletonName="";
    };```
#

why does the sections say this?

knotty trout
#

Good question I don't know.

stuck oyster
#

do you have these?

knotty trout
#

LODNoshadow

#

Is what I have

stuck oyster
#

then look into the headgear example and fix what you are missing

knotty trout
#

thanks.

timber cobalt
#

hi guys. I keep getting these errors:

#

21:17:20 In Vehicle: whwalkers\warhound\warhound_mp_pbg.p3d missing gunner get in direction point

#

event though I am having them in the mem lod

#

I dont like it when the logs are spammed. Any idea wy this happens?

stuck oyster
#

perhaps delete and redo them?

#

and make sure the names are same

timber cobalt
#

is it a problem that I have multiple? I have 3 of each

#

to be able to get in from more than one side

stuck oyster
#

multpile get in poins?

#

how are those configured?

timber cobalt
#

I only have these
memoryPointsGetInGunner = "pos gunner";
memoryPointsGetInGunnerDir = "pos gunner dir";

#

but I have one on each side of the entry point so you can get in from any direction

#

it works an all.. I just dont like all that logging

rough idol
#

try single "pos gunner dir" mem point

timber cobalt
#

ah that makes sense when I think about it ๐Ÿ˜„

#

dir can be in the center at the hatch.

#

thanks

rough idol
#

btw: there is also possibility to use named selection for get in actions

timber cobalt
#

oh really? thats news to me

rough idol
#

like i.e. you have component "door" in geometry lod and this can be defined in config as get in selection

timber cobalt
#

so that will leave the "open door" action available from all angles as long as you're close enough?

rough idol
#

sort of, it's same tech as for door interactions

timber cobalt
#

ok

stuck oyster
#

ohh @rough idol thats great news!

rough idol
#

although now Im not sure if it was implemented in the end ๐Ÿ˜›

stuck oyster
#

๐Ÿ˜ฎ

#

you tease

rough idol
#
getInGunnerActionNamedSel
getInCommanderActionNamedSel
getInCargoActionNamedSel
getInTurretActionNamedSel
getInUnitActionNamedSel```
#

turret implementation is missing so you can only have that gunner/commander thing defined in main level

#

it should be working same way as actionNamedSel for UserActions

stuck oyster
#

how does it connect to gunner and commander seats?

#

by the name?

#

since both are basically turrets

rough idol
#

in same way as old 2d editor was determining gunner and commander

#

those params are in game for like 2 years

stuck oyster
#

I guess nobody wrote them down anywhere ๐Ÿ˜„

plain jackal
#

The named selections fixed it, thank you @polar fiber

woeful viper
#

@stuck oyster most likely
primaryGunner = 1
primaryObserver=1

vast tulip
#

Hello, are there any tutorials or sites that document setting up LODs and shadows for custom objects?

quick terrace
#

there are samples for this reasons

vast tulip
#

No like, creating them, from stratch in blender

polar gyro
#

quick question:
i've seen this video: https://www.youtube.com/watch?v=X6Xa4y_4PsM
and in this video the guy shows how he assign vertex group names for certain vertices - inside Blender.
I guess there is a way to do this thing inside object builder, does anyone know how? i'm not sure what it is and apparently nobody talks about that.

#

is it the component name?

quick terrace
#

not gonna watch that video just to get what you are trying to do

#

so, what are you trying to do

polar gyro
#

animate a door

quick terrace
#

create a new named selections?

polar gyro
#

I understood that I need to make two vertices to be an axis

quick terrace
#

yes, in your mem lod

polar gyro
#

how do I assign it as an axis? and how do I assign which components will move?

#

just create a mem lod and put those two vertices?

#

I need to name them.. my question is how

#

do I need to name the component?

quick terrace
#

select the vertices, go to your name selection panel, create a new named selection

polar gyro
quick terrace
#

yeah

polar gyro
#

Alright

quick terrace
#

btw, you only need components into the geo lod

#

in visual lods, you only need proper named selections

polar gyro
#

oh really?