#arma3_model
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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
Just take a quad. attachTo the dump truck to it. And drive the quad around
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
@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
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.
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
Hey I have a question about Garage animations , how can I execute in the statement 2 animations delayed
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
i have do this so: statement =
"this animate [""garage_gate_1"", 1]";
sleep 5;
"this animate [""garage_gate_1_X"", -2.4]";
I suggest you write it into .sqf script file and run the script from the statement
okay thanks ๐
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?
you dont need it for vehicles
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.
maybe with Eliteness?
thanks, quite right
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"}
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.
i think so
thx
no problem ๐
or maybe; HS[] = {"Camo1", "Camo3", "Camo2"}; HST[] = {"tex01.paa", "tex03.paa"};
HS[] = {"Camo1", "Camo3", "Camo2"}; HST[] = {"tex01.paa", "tex03.paa",""}; It might be better to have the last "" there too
I didn't understand exactly where it should be applied the antiwater
@white jay antiwater?
It's not like it would make it magically drivable, just water doesn't get rendered inside of boat
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)?
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.
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
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 (???).
Yes. Seperate sections are seperate draw calls.
Seperate models are too though
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.
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
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
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?
@clever ibex object bounds are automatically calculated. The map type it shows in game is defined in the map named property
got it thx ๐
hi can somebody tell me how to attach a sound (i allreready have made one) to my door ?
https://gyazo.com/4b87d8148918a7eade7b0cca372fff54
@livid kelp https://forums.bohemia.net/forums/topic/184094-adding-animation-sounds/?do=findComment&comment=2902646
Hi all, Did a search on the forums for sound and animation, but surprisingly it didnt actually turn up much! Basically, Ive got a config entry for adding a sound and I wondered where Im meant to put it: sound[] = {\Gun_Cabinet\Gun_Cabinet\Sounds\Gun_Cabinet_Close.ogg, 10.0000...
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";
}
};```
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";
};
};
{
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
thanks, wheres the difference between : OpenTheDoor, SlamTheDoor and DoorMovement ?
you can play specific sound depending on animation phase
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?
@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
@stuck oyster, can you send me a link to him?
dont have one at hand. Googling should bring them up and the thread is pinned in BIforums model editing section too
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
So how much would I need to pay, to have someone make a REALLY nice MRAP?
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
So, a semi nice one?
didnt someone already make one
You're probably better off just learning to model yourself
kinda remember seeing one on the forums
If that's the case and someone could pop a quick link to that I'd appreciate it ๐
will take same time for you to google it that it would take me
which forum we talking about tho?
BI Forum.. The official one
Hey Quick Question is it possible to make Indicators via Model cfgand useraction that looks like that?
or here a video from arma3 idk from which modder
https://gyazo.com/65563027f10fcb3f272fe4978eae6151
if yes any ideas how?
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
are those guns in the eye? With ammo feed chain for the horns? ๐ that would be awesome
๐
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?
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
@stuck oyster You are a absolute hero, thanks!
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
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
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
@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
I downloaded them but the character sample loads incorrect into blender with the head missing and a bunch of giant triangles
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
Ahh, thank you very much
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
๐
but it's in the middle of the night for most of them, so patience is needed ๐
Its in the middle of the night for me too and I was about to go off and check for answers tomorrow ๐
Thank you, cya
@polar fiber I've used hidden selections to hid shadow parts before, at least I very well remember doing so
what is face fading?
Anyone know what to do when the views in object builder pan/rotate super slowly (alt+mouse1 and alt+mouse2)?
does your model have a very high polycount?
Well also check if you have DX turned on
I wanted to import a blender model to object builder. But whatever the datatype is there is a error. What am I doing wrong?
what error?
Are you going via file->import ?
yeah, depends on the datatype. OBJ says extra characters on the line
Just use P3D plugin for Blender or is that no-go for you?
blender with the Arma toolbox can already export p3d
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
@still otter explain your p3d export process please, perhaps you are doing something wrong
and which program says unable to load file?
i fixed it. With repair tools from win10
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
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
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
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
That's literally not there for me?
I updated it using the bohemia thread before this though
Ohh he has a experimental version
Is that the one you're using?
On 3/16/2018 at 9:24 AM, Alwarren said: Feel free to try this experimental update and see if that fixes your problem https://drive.google.com/open?id=0B_C1BxZphNz9Xzc0UWUtQmhrNjA Ill try it out. EDIT: I tried it, it still gave a trace error which did not export the .p3d. (The...
Thank you, it works!
๐
Hey lads, can you link to a tutorial or something similar for making custom vehicle optics, thanks
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
quick question about the optics. Do they need to be in a .p3d file or i can straight up use .paa
fair enough, does the plane need to be a set size?
or it just needs to match up with the paa
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
looking into fx design, i don't see a thread here for it?
Is Rv4 compatible with Houdini?
I imagine not?
probably not off the shelf
I think FX stuff has been spread over #arma3_scripting and #arma3_config
but there has been very little talk about it so no dedicated channel has sprung up
how to prevent dead body to NOT fall through a custom floor part ? object have geo & roadways lods.
sometimes that just happens. Dont think you can prevent it.
vanilla objects have same issues
Some do, some don't. I wonder whats the reason behind it.
probably dead guys simulation precision
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.
how many floors does the building have might affect it too I suppose
its just single layer "fake floor" . simple shape. the size is x=8 y=8 z=0.3
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
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.
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
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
thicker might work yeah
vertical position precision with dead bodies might not be very accurate, or they might poke through the 0.3
0.3 what? meters? so 30cm ?
that should be enough, anything smaller than 10 cm is prone to issues afaik
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..?
you did not have geometry lod in it?
nope )
that would explain the issue.
so some vanilla parts don't have collision, its that simple?
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
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?
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
just give them that too
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
when you say "things can break" what do you mean ? can you give an example?
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.
๐
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....
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
for structures you don't need physix one
i've found vehicle collision sometimes working poorly if its not present
yes, that is true
How would I give a decal a road lod?
add roadlod in OB
copy the plane into it
set surface texture to data_f\surfaces\whatever pleases you
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
should not I think
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?
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
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.
Im not sure what you mean?
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?
It's Level of Detail
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
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
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?
double click
got it
@wise heart its veeeery old tutorial, but it will help you understanding the basics of lods - https://pmc.editing.wiki/doku.php?id=ofp:modeling:brsseb_lesson8
Thanks, I will certainly give it a read. Get a better grasp of the basics for sure
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
@sturdy parcel Is this common?
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
and screencap in OB
https://imgur.com/DaBLH3Z
Does anyone know whats the issue?
@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.
@vestal finch you should always be exporting triangulated meshes anyway.
@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
OBโs 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
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 ! ๐
How do i disable the co-pilot seat in a helicopter? There only seem to be options for ther driver, gunner and commander?
You need to figure out witch seat is named copilot/ has isCopilot config parameter
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.
your texture is extremely shiny, you need to lower the specular power and edit the smdi map to make it less shiny
@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
Again, model.cfg for reference https://pastebin.com/qgc2aKwg
@agile zenith it's awareness icon for nearby entities
try unchecking "Vision Aid" in difficulty settings
Wow out of all things i did not expect it to be that.
Thanks though, appreciate the response
Hi, what is the config attribute to make a helicopter rotor spin slower when charged up without affecting the actual startup time? thanks
@wise heart drop the default classes
I got it
๐
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?
check that all your LOD's are actually in the center
usually they should be centered when you import.
Otherwise manually I suppose
If it's only one LOD then it's not the type of error I'm thinking about
with one lod that should not be possible
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?
is it animated to move?
no, no movement. I even have the model .cfg removed at this point to make sure
same thing with or without it
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
just a body lod
oh bloody hell
I am looking at the panel to the left of lods
there's like 7 different lods
I don't want a custom layout for OB, as that would suggest I am accepting future use of it
lol
xD
@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
noob coding on my part
we might have different definitions of the word "noob"
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?
there are parameters for max rotor speeds in the vehicles config
anyone know why this is happening
its a multimat..looks fine in buldozer and is messed up in game
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
maxZeroing... gotcha ๐
@fervent steppe pastebin the rvmat for ๐
@vestal finch who uses ironsight beyond 400m???
hey, i'm just tryina be authentic ๐
XD
@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!
๐
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
https://www.cgtrader.com/3d-models?author=tapsiful how many of these models look familiar to you?
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)
@vestal finch check the configs at specified lines - most likely missing "" marks or path is wrong
@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
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?
yeah, im not sure what to make of it
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?
also #arma3_config
yeah just checked, the rtm is not binned as its from me. I'll migrate over to #arma3_config
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.
You may need properly set up AS texture in your rvmat for that. Afaik shadows should work for cargo
will take a look, thanks for the tip
Use of proper shaderes is adviced
anywhere I can go to learn more on them?
DriverGetInAction or something like that
Thank you, already found it. Just wasn't in the sample for whatever reason.
On shaderes? There's couple of wiki pages on them
good point, shoulda looked before asking
Also the BI forums should have more about them
Hey, does anyone know why my helicopter has a spare passenger seat even though i only defined 3 cargo positions? I have this property settransportSoldier = 3; Turret config: https://pastebin.com/xw9ANM3n And these are all my proxies https://gyazo.com/5cbbad99d2d76e0a22d7d444675bb302
transportSoldier = 0@agile zenith ;
Oh wow, i just assumed it was for cargo positions as well. Thanks mate
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
no regex
is there a better way to do it?
well you can open the p3d in notepad++ and run replace tool
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 : )
๐
- alone works there
Yeah, I noticed that, that's why I hoped maybe more stuff did
Can anyone link me some documentation on passenger seats without using cfgturrets if that's even possible?
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
yes car sample
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?
canEject = 1 in turret cfg
Ty, finally finished it now.
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?
both in the same .p3d
obviously unless that supershader is actually furniture or alike
that is shared between multiple buildings
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?
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
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?
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
Could I Dm the picture?
@knotty trout are you using Blender?
Yes
do you scale the object in object mode?
using "S"
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
p3d export does not automatically apply object transformation
so you will first have to set it to 1 1 1 scale
Ah okay thanks @quick terrace
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
So when I go into object builder, I import it set the master scale to 1 1 1?
Depends on the unit system you have set up in blender
Okay.. So how do I do that. xD
it should apply it automatically yes
Hey guys is there a write up on RHS hand anim switching on deployed bipods? Like on the pkp and m240
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
okay thanks
@rough idol hey reyhard! It says [WIP] for me
haha no worries, by the way if I integrate my weapon to use it will I have to make RHS a dependency?
noted, thanks!
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?
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
have a screen what you mean with your problem?
so is there a different shadow volume I should be looking at? should the viewcargo have a shadow lod too?
if not specified it uses default shadow lod
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?
so I need to double up all of the current faces? I guess I need to 3D more. ๐ฆ
yeah. I'll have to think about it as it's a car
probably easier to remake the LOD from scratch
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.
Could someone check out this model.cfg?
Im getting the following error
Cannot find class 'Default' in master config
skeletonInherit="Vehicle"; Why inherit skeleton from something that doesn't have any skeleton/bones?
class Vehicle : Default {};
this is external class
Imo best way to sort it tou would have just 1 cfgSkeleton class
This is exactly from the template model.cfg ๐
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
right so for now sectionsInherit=.... is what I should do
all extern removed
can't find class 'Default' in master.cfg
rapify failed. View->output (LLW_Apache)
๐ญ
What is meaned by the master.cfg
remove all the class default, vehilce and helicopter classes
and all the skeleton inherits
adn combine the helicpter and AH skeltons
ok
so basically you are saying we cannot inherrit anymore
and every class must have it's values redefined
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
BI has written a lot of things.
is there a propper place to find samples?
good samples with corrects syntax and everything
weird
also I may be wrong in many things.
ยฏ_(ใ)_/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
ok
also probably I then missed what was wrong in your earlier inheritance
@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?
@floral sable don't use O2 for modelling
Any idea what proxy i need to use for passengers to be able to shoot out the back of a vehicle?
You need to set up a fire from vehicle turret and use those proxies I believe
yeah, that's what I thought, thanks dedmen
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
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
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 ?
yes that would be the way
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?
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 โค
hmm, I apparently did add the section to the mother model in model.cfg, dunno if that was necessary
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
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.
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)
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.
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...
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.
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
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.
Have helped him with some stuff ^ . If anyone want to guide him with positioning and encoding the weapon feel free ๐
Thanx a heap @sacred grail.
np
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
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?
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
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
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.
In your task manager find binarize.exe and end it
Is there a way to completely disable the "wheel turning" animation on a vehicle while keeping the functionality?
you mean when wheel turns when a car moves forward? which vehicle? vanilla? custom?
https://forums.bohemia.net/forums/topic/222702-how-can-i-integrate-my-custom-a3-vehicle-into-the-game/ Can someone tell me if the strider model is in samples or otherwise available?
Also that's a Strider with a Gordon turret.. 99% sure that's not available..
I think he ripped it
The strider might be in A3 Samples right? but the Gordon is not I assume?
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
yah just saw that too ๐
Yuuup. Thanks
Simplified Gorgon was in the A2 ACR data pack @bold flare but no strider and this is the A3 version of the Gorgonโs turret so is deffo all ripped
Already taken care of on all bases ๐
Launch codes have been put to use
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
He confirmed that he ripped them.
Can still read his replies on the reddit thread.
He's currently ascending to witten level.
@stuck oyster About my question from yesterday, the answer is my own modded vehicle.
Well you just dont add the anything to the wheel selection @agile zenith
and it wont turn
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
then no
Not even a way to reduce the amount it turns?
not that I know of
Ah that sucks
why do you want it so?
I'll show you a screenshot and you'll understand
1moment
One of the wheels: https://gyazo.com/5e9656f65ce7dbce2b6cba8898014428
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)
Yes, sorry if i was a bit unclear.
Via the memory lod, config or?
model.cfg animation classes that animate your steering parts
Thanks
Is that wheel even cabable of steering turn?
Prob not lol
It looks like its bolted down pretty solid
Blame leonardo da vinci
@stuck oyster quick question, can import a .p3d directly in blender, keeping the skin/vertices weighting/
yes
via alwaren's toolbox?
yes indeed
nope, we need to be able to copy skin data, from existing mesh to a new mesh
well i could have done that in blender already
thats posible don't worry
but still you need to work it
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
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
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
yeah that's my experience as well
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.
@viral cradle yeah cheers
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?
There are some contact event handlers that possibly could be used. Or look up how fire damages players.
@quick terrace
only works in 2.79, correct?
There are two versions on GitHub, one for 2.7X (https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/bf-1) and one for 2.80 and beyond (https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v3.0.2-alpha)
If you use Blender, make sure to install either of those... earlier versions had a problem with weights and could cause them to be messed up
@shrewd jay yeah man cheers, i am a max user iโm 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
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.
it's ok, max is also rough around the edges, and that is 1.7k a year ๐ with special offer discount btw
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.
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 ^^
Never even heard of gmax before, Was it like some lightweight distribution of max then?
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?
Is gmax still around? Is it subscription based? Is it worth upgrading from 10?
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
ah i see yeah, saw some very outdated looking tutorials on youtube for it ๐
@buoyant condor if you user solid armor rvmat it will calculate the thickness from the geometry shape
and yes slope should work
up close?
yeah
cant post pictures here
at all times lod7 is shown
except when in as pilot/gunner
perhaps try deleting that lod and see what happens
just make a backup first ๐
and you can link pictures from imgur for example
or send them to a friend in DM and link that
didnt try deleting that lod yet
wanted to let you know when I get out of the vehicle, Arma crashes
removed LODs 7to4
crash when placing in editor
checking rpt
Fault address: 601B69F9 00:601B69F9 Uninown Module
perhaps bad texture somewhere
Hidden selection materials?
corrupted file or not converted right
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
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?
https://pmc.editing.wiki/doku.php?id=arma3:tools:installing-steam-arma-3-tools
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
have you done these @hasty pendant
whoops, steam just went down in my country, once im back up ill go on. thank you @stuck oyster
@stuck oyster ok so did exactly what the links instructed and still no luck
does buldozer start without anything in OB?
no it doesnt
does it give any errors?
"External viewer: Unable to create viewer"
wierd, it worked ok last week, but now...
I open arma tolls and run OB from there
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?
I cant really say. If the tool setup is done like in the PMC guide stuff work 9,.5/10
the mapdisk.bat you made can be added to windows startup
pasting a shortcut of it in the start up folder?
that should work I think
yep it works, least thats one thing lol
well @stuck oyster thanx for replying ๐ ill run the arma3p again and try again tomorrow.
make sure your buldozer path is correctly set up in OB after running A3P
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?
are we allowed to post screenshots here?
Links yeah
has anyone else encountered an issue like this? https://cdn.discordapp.com/attachments/367019524563795968/562059219117801508/20190331184139_1.jpg
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
it seems to occur only with Tanoan Heads
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
why would it occur only with Tanoan heads then?
does that occur with these heads, no matter of the body used?
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
is your SVlod closed, triangulated, sharped edged and devoid of UVW data?
yes, just double checked
Check the named selections in the shadow LOD to make sure there are no hiddenselections in that LOD including the injury and identity ones
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
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
Depends. If you're seeing it on car models, it's probably because it's ripped from another game ๐
But exporting .fbx from Max, Maya etc. tend to lose correct normals if you don't export the mesh triangulated
I work on blender and keep every thing to quads till after i made all my maps then triangulate before exporting to ob
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
@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.
Yes
Hey guys do you happen to run into a tutorial that explains how to make doors actually work?
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
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
no
those pages are pretty much as simple as it gets
those + looking how things connect in the Arma3 samples
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
@hasty pendant @polar gyro
Always triangulate (if possible in a non destructive manner) before baking
@quick terrace Any idea why it doesn't load my texture? the UV is the same
@polar gyro what is your texture resolution?
what is your texture path
k
the funny is that the house is exacly configured the same
how do I check it?
in the tools menu
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
is p: set as texture path in ob settings?
that way it wonโt require explicit path (as with drive path as well)
I didn't do such a thing..
I've made few objects without any problem
i'm gonna try to set it up
from now on I do hope you do some vigorious searching on your own before asking
๐
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
it doesnโt show in buldozer or viewport?
are you sure the texture is applied to the door?
are you sure the door is unwrapped?
the files needs to be tga or png to get them to show in ob viewport via dx mode
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
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
triangulated it and it doesn't seem to do anything
did you relaunch buldozer?
weird
yeah
ahh you sure buldozer is set to show textures
if you create a cube in OB and assign the texture to it what happens?
maybe you deativated it by mistake
@quick terrace http://prntscr.com/n93pl8|
looks ok
can you send me that model and texture in Pm?
zip that p drive folder
isrproject_houses\data\รพรพisoc_door_01_co.paa
special characters in the path?
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
it adds it when I select the texture through the folder icon
and I see this only when I copy the address
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
no idea man, as i shown, works on my end just fine
Yeah I know
i suggest a full reinstall of A3 tools tbh
@polar gyro do you have some other than english windows?
might be a localisation issue
do you have some other language as native other than EN?
Hebrew
ninjaed
its likely related to that
you have hebrew selected when doing A3 work?
For the record that not a letter in hebrew
can you switch to EN
i'm reinstalling arma 3 tools
maybe that will do something
maybe the folder is fucked up
i personally haven't seen this before
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 ๐
Question does anyone would know why my helmet would be between my crouch ingame?
Currently trying to get a helmet ingame.
do you have a properly written model.cfg?
Yeah
also does the helmet have the head selection set in the p3d
Yes
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?
I am using OPF2 arma man skeleton model.cfg
how about the other questions
I believe so.
perhaps you can drop the model.cfg into pastebin?
and screenshot the named selections list in OB
and whats the name of the .p3d?
19th_EchoMod
class Default
{
sectionsInherit="";
sections[]={head vs Head};
skeletonName="";
};```
why does the sections say this?
then look into the headgear example and fix what you are missing
thanks.
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?
is it a problem that I have multiple? I have 3 of each
to be able to get in from more than one side
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
try single "pos gunner dir" mem point
ah that makes sense when I think about it ๐
dir can be in the center at the hatch.
thanks
btw: there is also possibility to use named selection for get in actions
oh really? thats news to me
like i.e. you have component "door" in geometry lod and this can be defined in config as get in selection
so that will leave the "open door" action available from all angles as long as you're close enough?
sort of, it's same tech as for door interactions
ok
ohh @rough idol thats great news!
although now Im not sure if it was implemented in the end ๐
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
how does it connect to gunner and commander seats?
by the name?
since both are basically turrets
in same way as old 2d editor was determining gunner and commander
those params are in game for like 2 years
The named selections fixed it, thank you @polar fiber
@stuck oyster most likely
primaryGunner = 1
primaryObserver=1
Hello, are there any tutorials or sites that document setting up LODs and shadows for custom objects?
there are samples for this reasons
No like, creating them, from stratch in blender
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?
not gonna watch that video just to get what you are trying to do
so, what are you trying to do
animate a door
create a new named selections?
I understood that I need to make two vertices to be an axis
yes, in your mem lod
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?
select the vertices, go to your name selection panel, create a new named selection
http://prntscr.com/n9i0iz like that?
yeah
Alright
btw, you only need components into the geo lod
in visual lods, you only need proper named selections
oh really?