#arma3_model

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quick terrace
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for the ones that are not used in animations, or configs

polar gyro
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that's actually really helpful

quick terrace
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you can keep them with a - not used

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in front

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like
- test import named selections

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these will be scrapped at the rapifieng process

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there are samples for a reason

polar gyro
quick terrace
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i am not a blender user, i pre arrange my flies in max, i do everything related to setting it up in object builder anyways

polar gyro
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yeah but in every guide there is on the internet they always say to do the "find components"

quick terrace
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yeah like that

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i am very weary of most of the guides around the internet

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you need to find components for geo lods, nothing else

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geo lods = geo, fire, view, phisx

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and you need mass for these lods as well

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the only few tutorials i would follow are the ones on the BIF
for blender - https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/ @vernal lynx ones are the norm

polar gyro
#

the axis for the door should be in memory lod?

stuck oyster
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@vast tulip the tutorial linked above could be relevant to you too, but essentially all modeling is the same.

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Yes @polar gyro

vast tulip
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i tried a look through that but, the blender parts didnt really show what i needed to do there

stuck oyster
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As it is in the sample building

polar gyro
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Alright

stuck oyster
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@vast tulip what do you mean?

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Like how to model stuff in blender or what are you missing?

vast tulip
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like, i thought i needed to set up lods in blender and settings with the blender toolbox plugin

stuck oyster
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Yes

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That would make the export simpler

vast tulip
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yeah, i assume its different lods to a helmet

stuck oyster
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You can compare to the sample headgear pd3

vast tulip
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im working on a structure, i got the helmet in gmae

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i did open up the sample building p3d, but i couldnt really interact with anything

stuck oyster
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Then you can compare to the sample house

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All the lods are combined into single objects.

vast tulip
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So how can i compare to it if i cant see them?

stuck oyster
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I don't understand how you can't see them

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when you import the p3d you should see this

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and all the different lods are spread into different layers

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where the bottom arrow points

vast tulip
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Ohhh

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right, i forgot about layers, sorry

stuck oyster
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๐Ÿ™ˆ

quick terrace
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some of you here should learn how to use whatever software you wanna use before dipping your feet into modding to begin with

vast tulip
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I have gotten a helmet in game already so, i do know those little basics on what to do, so respectfully i will keep going and will ask questions for help when i need to

quick terrace
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sure, that is what this channel is for

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that said, understand that
a. not everyone here works with the same software, in this particular case blender
b. blender toolbox is a 3rd party plug-in made by a community member.
c. there are samples for BI released out there for a reason

vast tulip
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A. i get that, but there is bound to be someone who does
B. everywhere i go im told to get this plugin, meaning its pretty important
C. i have been using the samples

quick terrace
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the above was in no relation or form directed at you (or just at you), was more of a general statement

torn pilot
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Lights that shine through objects they should be occluded by, is that a result of any part of the occluding model having transparency?

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i.e. MX occludes, HAMR on top of it does not.

tulip beacon
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only sun and moon cast shadows

polar gyro
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P:\temp\isrproject_houses\config.bin
1 File(s) copied
isrproject_houses\data\isoc_door_01_co.paa
1 File(s) copied
isrproject_houses\data\isoc_door_01_nohq.paa
1 File(s) copied
isrproject_houses\data\isoc_door_01_smdi.paa
1 File(s) copied
rapify x64UnicodeVersion 1.79, Dll 7.16 "โ€โ€isoc_door_01.rvmat"
Warning: rapWarning: **********missing file(s)***************
Warning: isrproject_houses\data\โ€โ€isoc_door_01.rvmat circa Line 15: isrproject_houses\data\โ€โ€isoc_door_01_nohq.paa
Warning: isrproject_houses\data\โ€โ€isoc_door_01.rvmat circa Line 63: isrproject_houses\data\โ€โ€isoc_door_01_smdi.paa
Warning: isrproject_houses\data\โ€โ€isoc_door_01.rvmat circa Line 80: isrproject_houses\data\โ€โ€isoc_door_01_co.paa
rapWarning: **********missing file(s)***************

rerun with -noisy option to see decode

any idea why this is happening?
all the files are in the right place:
http://prntscr.com/n9ly1s

class Stage5
{
    texture="isrproject_houses\data\โ€โ€isoc_door_01_smdi.paa";
    uvSource="tex";
    class uvTransform
    {
        aside[]={1,0,0};
        up[]={0,1,0};
        dir[]={0,0,0};
        pos[]={0,0,0};
    };
};
tulip beacon
#

or you mean light source is literally visible through object?

polar gyro
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using Mikero's tools

polar fiber
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Something isn't matching

polar gyro
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that's the thing if you see the pictures everything is named right

polar fiber
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it's not though. the characters are different somehow

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if you search/find the lines in that above text, it will only find 1 or 2 matches

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not all 3 lines of isrproject_houses\data\isoc_door_01_smdi.paa

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so one of the lines has different characters

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I think one of the \ is wrong or has a special character behind it

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note the different urls

polar gyro
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yeah that's it

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the \ wasn't in english

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probably

velvet fractal
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Hello everyone. I have a question for blender users: how to place a lot of Bolts, Pins, Screw onto a model like drawing?

sacred grail
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Do you mean in the normal map?

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or in the actual mesh?

velvet fractal
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@sacred grail It's actual mesh, i will do bake it

sacred grail
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so you are doing a hp and lp?

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best way to add screws etc is using floaters

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i.e floating geometry

velvet fractal
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yep, but how do place this quickly?

sacred grail
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In blender I am not sure but in 3ds max I would just copy paste, There is probably an option to apply a transformation x number of times in one go

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so you can place like 7 screws in a row

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Probably a question better suited towards a blender discord or something. Not everyone here iuses the same tools.

velvet fractal
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Yes, modif. array is good, but not for this situation

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Ok, i am forgetting everytime what every the programm has a discord channel. Thank you, i will find him

sacred grail
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๐Ÿ‘

vast tulip
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im starting to hate myself over the geometry

hasty pendant
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I got my buldozer fixed! as soon i set the path to textures to the p drive it worked again!!!! why is that??? So can i only store my texures in my p drive? (my modfile is on desktop)

sacred grail
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@vast tulip Keep it simple, You may have to use lots of simple shapes rather than one complex one. Make sure it is convex. You can check that in OB with structure > convexity > Find non-convexities

vast tulip
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just cause its got an interior too

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stressing me out

sacred grail
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Geo is never fun

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I never look forwards too it.

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@hasty pendant File > Options > Path for textures. Whatever that is set to is where it will look for textures, Unless you specify another drive in the mesh texture filepath.

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i.e. when you press E

vast tulip
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im just gonna take a break till tomorrow

hasty pendant
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Thanx @sacred grail , im just gonna move my mod file to p drive and work from there lol

sacred grail
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I would only recommend the P drive for testing

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if you delete stuff in the P drive there is no way of recovering it

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(recycle bin etc)

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You can work in another drive and store a copy of your mod folder in the P drive

hasty pendant
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i see, so can still work from my desktop, but just copy like the textures into p drive to see the result

sacred grail
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yep

hasty pendant
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Wow i cant believe that a path to textures messed my buldozer up. The last place i thought the problem would be, And i did everything, reinstalled like 20 times, did PMC, and back and forth, you know how many emotions i went through in one weekend!!!! And all that just because of a texture path! LMAO

sacred grail
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Thats Arma for you ๐Ÿ˜„

hasty pendant
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lol yea

median bough
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@hasty pendant
i highly recommend working with either a GIT or SVN repository.
store your projects in a repository (GitLab, GitHub) somewhere on your PC and create symlinks from there to your work folder structure on your P drive.
this way you have full version control and you can compare older changes to what you have now. if you screwed up somewhere on the road, you can easily revert back to a version that was working.

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(recommendation not just for Creidim, for everyone...)

hasty pendant
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Thanx @median bough

median bough
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did you ever work with repos?

hasty pendant
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never

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im new to everything, still buzy on my first model

median bough
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roger.
well, GitLab and GitHub have tutorials on how to set it up and what programs to use.
basically it's like Google Drive / Dropbox but waaaay cooler and professional.

hasty pendant
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nice, ill check it out tomorrow

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thank you

median bough
quick terrace
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@sacred grail in fact you can paint these details on top of an existing mesh using the graphite tools in 3ds max. if you have tons of rivets to do, that is definitely a ton easier to do for instance than manual copy paste

sacred grail
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Oh wow thats actually a lifesaver yeah, wasn't aware of that before thanks ๐Ÿ˜„

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makes life so much easier if you want to alter them later too

wispy orchid
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crosspost from #arma3_scripting : not a sqf question: We want to convert a bunch of p3d to use sbsource = visualex as property of the geo lod and either remove or rename the shadow lods as edit lods. Anyone got a o2 script for this purpose already or has any clue how to write one?

stuck oyster
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Didn't someone write a tool like that not long ago.

fervent steppe
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Is there performance hits on visualex vs an actual shadow lod? I feel like if all the models use this lod it could affect performance drastically.

wispy orchid
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I always assumed, but might be wrong, that the visualex attribute calculates a shadow lod on the fly during binarization. If not, there might be a performance hit

quick terrace
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can't you make visualex use a different visual lod than lod 1?

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irc, that was possible

fervent steppe
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@wispy orchid Interesting. Maybe someone at BI can confirm.

stuck oyster
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I understood it uses the lod it shows

fickle flame
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Hi everyone, I have a problem on my 3D model that I can't fix. the bullets hits decal on surfaces don't show up. Particles effects works, as well as the sound but no bullet hit on walls or anything .
I've redone entirely my geometry LOD and my Fire Geometry LOD, set up again the rvmats but that doesn't change a thing .
Does anyone know how to fix this ?

quick terrace
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how far back is the geo/fire lod from the face of the visual surface?

fickle flame
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boxes of geo/fire match exactly the faces of the resolution LOD, as they were 0,2 mm back before, I have redone it to be exactly align

polar fiber
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do they have components?

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Structure\Topology\Find Components

fickle flame
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yes, i followed the validating geometries page

polar fiber
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Okay, next question was going to be whether they were convex or not

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but you'll have done that if you followed the validation steps

fickle flame
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yes i did

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does the topology of the res LOD need to be closed ? or can it affect a single plane ?

polar fiber
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No, res LOD shouldn't need to be closed

woeful viper
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does it have proper material

polar fiber
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Am wondering if a _ca type texture might prevent it though

fickle flame
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@woeful viper Yes it does, rvmats from P:\a3\data_f\penetration (without "P:" in material path)

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@polar fiber I only use _co

heavy matrix
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Hi there,
I am trying to export a P3D model from the Object Builder as a FBX file with the default options (except, I selected "current LOD only") to the Simplygon for LODs. Unfortunately, after the exporting process, some of the selection/object/vertex group names are changing from the original names that are created for config purposes. Any ideas to keep the original object names after exporting? I also tried the ArmAToolBox for Blender (opening P3D with Blender, exporting as FBX) to keep the names, did now work...

quick terrace
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the p3d export as FBX doesn't really work as you'd expect

formal vapor
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Is there a way to include the pistol proxy in a vest, but not have the pistol show up in certain versions of the vest?

stuck oyster
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how are the versions configured?

formal vapor
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one .p3d using hidden selections to hide and show different belt gear...it's for my DHI uniform mod ๐Ÿ˜‰

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This gear could possibly be LC2 gear

stuck oyster
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not sure, you might need to make a separate non proxy p3d for it.

formal vapor
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ugh

lethal rover
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Hello.
Why selections list with sqf command difference with list with ODOL 73 (Elitness)?

#
selectionNames "Land_Laptop_unfolded_F";

camo

bold flare
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Only shows exported selections listed in model.cfg

quick terrace
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what is the thing with uniform soldier etc in cfg patches?

polar gyro
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for some reason Mikero's tools won't compress my folder into pbo file unless I have those lines.

quick terrace
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nope, you do need cfgpatches

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obviously

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but related

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not sure where the issue is with model.cfg

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get a pastebin so it shows the lines of code

polar gyro
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sec

cinder pivot
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Anyone know how I can have my custom bridges show up as squares etc on the map when baked in with the map?

stuck oyster
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needs correct map named parameter in geometry lod

cinder pivot
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Thanks, will take a look!

polar gyro
bold flare
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Someone created a class "UserActions" inside CfgVehicles

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which is wrong.

stuck oyster
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@polar gyro

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you are closing your house class too early

slate epoch
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Not only UserActions, rest of config is like that

polar gyro
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@bold flare
are you sure? in the sample files they put it inside cfgVehicles

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@stuck oyster That may be the problem, checking it right now

stuck oyster
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@polar gyro Dedmen is right, it is inside the cfgVehicles, but it also has to be inside the objects class

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like everything else thats related to that object

polar gyro
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Ok so I see the interaction now, but for some reason its:

  1. Interactable only when I look to the top of the door
  2. Animation won't work
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I'll try to figure it out but it's a progress

stuck oyster
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since you are copying from the sample house, copy it more accurately

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the door opening functions you are trying to use in the useractions need the model and configs to be very specifically build

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you could use animate or ร nimateSource commands instead for example

slate epoch
polar gyro
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The thing is that i'm not sure what to do.
I've grouped the door object, the axis names and interaction point in the right way, but the code in which I supposed to do the actual animation is unclear to me

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i've used what they used in the samples, but it doesn't seem to do anything(used the no handle one, and changed the variables according to my object)

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@slate epoch I've changed to your code, but it still seems that the animation simply isn't working

slate epoch
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I just looked into model.cfg

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It can't work

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maybe this

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again, whole nesting was wrong

stuck oyster
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slow day at the office? ๐Ÿ˜„

slate epoch
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Nah

stuck oyster
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thanks for pitching in! ๐Ÿ‘

heavy matrix
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If P3D to FBX does not work properly (both in Object Builder and Blender) to keep the object names, then should I just use the Blender's ArmAToolBox to create LODs with Decimet Modifier?

stuck oyster
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thats definitely one way to do it

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lod making does not require any fancy programs although it can speed it up

heavy matrix
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Simplygon is definitely more consistent and clear than Blender on LOD making. It's a shame that we can't use it without manually changing the object names after the getting the model in the Object Builder from the SลŸmplgyon.

stuck oyster
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what exactly is the issue? what names you need to change?

heavy matrix
stuck oyster
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how are the names chaning?

heavy matrix
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There is a option on the FBX Export windows of the Object Builder that says "Try to reconstruct object names". If this options is unticked, export script changes the selection names to "_Something1", "_Something43" and you lose all of your selection names that you should use in model.cfg and config.cpp. So we mostly check that checkbox to get our original model names. But it fails mostly...

quick terrace
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did you try importing .p3d using blender toolbox directly?

stuck oyster
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p3d is not his issue but how to get a model into Simplygon

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as both OB and Blender are not apparenlty very good with FBX

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which I think is the only format our of the stuff Simplygon uses that could hold the vertex weighting/groups properly

quick terrace
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ahh, fair enough

heavy matrix
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The problem is not importing P3D to OB or Blender actually. OB's FBX export algorithm is causing the name changes. So, I tried to bypass the OB by opening the P3D directly with Blender (ArmAToolBox) then exporting as FBX (so, OB's FBX script cannot ruin the object names). Unfortunately, I could not export the P3D on Blender as FBX as expected here. Because the selections (object names) disappeared .

polar gyro
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I think my problem with the door animation lies within those two lines:

 condition       = ((this animationPhase 'Door_1_rot') < 0.5);
  statement       = ([this, 'Door_01_rot'] call BIS_fnc_DoorNoHandleOpen);

is there any alternative way to animate the door?

stuck oyster
#

animateSource command would be the best approach

heavy matrix
#

The selection/object names in OB are vertex groups in Blender after opening the P3D with ArmAToolBox. So, exporting the Blender's P3D as FBX could not provide the selection names as object names.

stuck oyster
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yeah unfortunately the Blenders FBX export is very old

polar gyro
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so if i got this animations class:

        class Animations
        {
            class Door_01_rot
            {
                type            = rotation;
                source          = Door_01_source;
                selection       = Door_01; 
                axis            = Door_01_axis;
                memory          = 1;
                minValue        = 0;
                maxValue        = 1; 
                angle0          = 0;
                angle1          = (rad 110); 
            };
            class Door_02_rot: Door_01_rot
            {
                source          = Door_02_source;
                selection       = Door_02;
                axis            = Door_02_axis;
            };
            class Door_03_rot: Door_01_rot
            {
                source          = Door_03_source;
                selection       = Door_03;
                axis            = Door_03_axis;
            };
        };
#

and this:

        class AnimationSources
        {
            class Door_01_source
            {
                source      = user; 
                initPhase   = 0; 
                animPeriod  = 1; 
                sound       = "GenericDoorsSound"; 
            };
            class Door_02_source: Door_01_source {};
            class Door_03_source: Door_01_source {};
        }; 

in the statement I wrote above(UserActions class), should I write this?:

statement   = (house animateSource ["Door_01_source", 1]);
fervent steppe
#

i see you made you way here...good

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goat is a good teacher!

fervent steppe
#

i dont understand why bis names thier bones and rotation clases differnet names..its so confusing...if you have Door_1 as a bone..then Door_1 should be the animation class...Door_1 is the selection...Door_1 is the source...simple and easy

polar gyro
polar gyro
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never mind, it's working

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FINALLY

stuck oyster
#

๐Ÿ‘Œ ๐Ÿ‘Œ

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One tip I can give is that you can test whatever script you want to use in a useraction in game with the dev console.

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Just replace the useractions this with a name you give to the target object.

polar gyro
#

yeah

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Well thanks for everybody who helped me out, hopefully i'll be quiet for the few coming weeks

vast tulip
#

is there any sort of reference for things "pillow-ish" that work in arma? things like sandbags

peak lava
#

Does anybody know if the Cup team takes requests?

stuck oyster
#

well if its very very good idea they might consider it

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but other than that I doubt they have resources for requests

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they already spend their time on CUP

inner sluice
#

Hello guys, does anybody ever had this problem when inside a vehicle ?
https://i.imgur.com/UBgpUhN.png
I have no clue, it works outside vehicles, but not inside (tested with vanilla vehicles and modded ones)

bold flare
#

z level

stuck oyster
#

@inner sluice does it work in 3rd person?

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possibly you have wrongly made textures on it

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or flipped mesh

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or does it turn like that only when you enter a vehicle

peak lava
#

@stuck oyster oh thats true

#

but while were on the subject of porting, does anyone know if an older ARMA game had the original M-4 (semi, three-round-burst) in it? CUP has the M4A1 (semi and full-auto) and they have the M16A2 carbine which is close and was used during the '93 Battle of Mogadishu...but they dont seem to have the original M4

inner sluice
#

3rd person = no problem.
If the guy is inside the vehicle, and I am outside in 1st person = no problem
If I enter the vehicle => problem appears

stuck oyster
#

Id say if its not already in CUP arsenal then no. Im pretty sure theyve already ported all the vanilla weapons

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@inner sluice what suffix texture does the helmet use?

#

and does the texture have alpha channel?

median bough
#

All vanilla arma weapons (as long as the model was good enough) is ported to arma 3 by CUP, plus donated weapons models

fickle flame
#

Hello guys, different LOD, different problem(s) , i'm trying to work on some lights for my model, but when i import it in game, I only have the flair with no light and the flairs are not attached to the model (in the way that if i move the model, the fairs don't move).
https://imgur.com/ecdSAcJ

stuck oyster
#

what kind of model is it?

#

@fickle flame

fickle flame
#

it's a building

bold flare
#

How does one move a building

#

First thing I notice in your config is that your CfgPatches is wrong

#

missing requiredAddons.

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Also no entries in "units" not sure if buildings need it

fickle flame
#

@bold flare I've tried adding a requiredAddons but it doesn't change a thing
the thing is that in the editor , when i drag the model away from its spawn place, the flairs don't follow and stay where the model spawned (when i enter back the simulation), like if the memory LOD wasn't part of the model

stuck oyster
#

the editor may not always update those locations

#

save and reload

fickle flame
#

Ok, I found the problem : destrType = "DestructNo"; changed it to destrType = "DestructDefault"; and lights are working

fickle flame
#

Ok so now that lights are working properly, I have this weird effect that lower the lights at some angles :
https://imgur.com/0GaDADo
https://imgur.com/xGlAlIu
It just shift from very bright to not bright at all, I've tried with no attenuation at all, but still...
Any ideas on how to fix this ?

stuck oyster
#

interior lighting like that does not work very well in the engine.

#

perhaps the direction is bad

#

or you dont have good enough AS/ADS textures on your materials

#

is the scene build from many objects?

fickle flame
#

just one, the goal is to make a modular structure system with hiddenselections

stuck oyster
#

lights + Arma == trouble

#

always

fickle flame
#

Ok ^^

bold flare
#

lights + Arma isEqualTo trouble

fickle flame
#

putting things like that ^^ makes it more clear

polar gyro
#

Quick question:
if I use the same class names for doors in two different objects, but on the same model.cfg file, is that going to be a problem?

#

for example:

    class isoc_house_01: Default
    {
        skeletonName = "isoc_house_01_Skeleton";
        class Animations
        {
            class door_01_rot
            {
    class isoc_house_02: Default
    {
        skeletonName = "isoc_house_02_Skeleton";
        class Animations
        {
            class door_01_rot
            {
stuck oyster
#

No

#

Model.cfg is unique to each p3d

polar gyro
#

Oh that explains a lot

#

It has to be named Model.cfg or can I change to isoc_house_01.cfg?

stuck oyster
#

It probably could be like that if you use pboproject, but I've never used it like that

polar gyro
#

So how do I apply model.cfg to different objects in the same mod?

stuck oyster
#

You make different classes for each p3d

#

Usually people divide different types of objects into different pbos

polar gyro
#

You mean like that?

stuck oyster
#

But inside those pbos there may be multiple p3ds that are are configured in single model.cfg

#

Yes

polar gyro
#

The thing is that when I use it like I did above, it doesn't seem to work on the second class

stuck oyster
#

It should.

polar gyro
#

Alright i'll check the code again

#

The same applies to config.cpp right?

stuck oyster
#

Yes

polar gyro
#

Is it possible that the animations won't work because I don't have any geometry lod?

stuck oyster
#

Do model.cfg and pd3 names match?

#

Lack of geometry lod should be an issue. Are you testing them in buldozer

quick terrace
#

lack of geo shouldn't affect animation

#

not in buldozer in any case

polar gyro
#

how shoudl model.cfg and p3d names match? only in class names right?

quick terrace
#

the p3d name needs to match the class name in model.cfg

#

or well, the other way around - the class namesin model.cfg needs to match the p3ds

#

so if you model.cfg class name for a house is my_awesome_house {};
the p3d name needs to be my_awesome_house.p3d

polar gyro
#

Yeah it matches

#

everything works perfectly except one door, I try to figure out what's wrong

fervent steppe
#

<<<It has to be named Model.cfg or can I change to isoc_house_01.cfg?

I use name/of/model.cfg
This way each model has its own config. Makes for easier editing. I also have each model with its own main config then #include them into a main main config for packing.

polar gyro
hasty pendant
#

hey yall, i'm working on a boltaction rifle, now i managed to get the animation for the bolt to slide backwards, can any one tell me how I can a rotation to my bolt before it starts to slide?

#

class bolt
{
type = "translation";
source = "reload";
selection = "bolt";
axis = "bolt_axis";
minValue = 0;
maxValue = 1;
offset0 = 0;
offset1 = 0.9;
};

#

is it possible to just add a rotation class? if so how, i tried but if its possible im doing it wrong

slate epoch
#

You are doing it correct, but you have to take in account, that you need to make another class.

#

Also reload source goes from 1 to 0

hasty pendant
#

Oh got it to work when i change the selection to bolt axis

#

@slate epoch what did you mean by source goes from 1 to 0? Should i be like this?

#

minValue = 0;
maxValue = 1;

#

minValue = 1;
maxValue = 0;

polar fiber
#

means you more or less have to animate it backwards

#

when previewing the anim in buldozer, press ] until the ticker is at 1, then press [ and run it back to 0. That's the way it will be played ingame

hasty pendant
#

oh ok, but its already like its supposed to be, it moves in the correct direction

polar fiber
#

Yes, but you will have to put the max/min timings in to consideration if you want to delay the animation in order to rotate the bolt out at the start

#

you use the same 'reload' source for all those animations

#

so they have to be done sequentially from the start of the sequence (1) until the end (0)

hasty pendant
#

I will check it out thanx

#

class bolt
{
type = "translation";
source = "reload";
selection = "bolt";
axis = "bolt_axis";
minValue = 0;
maxValue = 1;
offset0 = 0;
offset1 = 0.9;
};
class bolt_2
{
type = "rotation";
source = "reload";
selection = "bolt";
axis = "bolt_axis";
minValue = 0;
maxValue = 0.05;
angle0 = "0";
angle1 = "rad -60";

#

So this is what i did, will swap out min and max

latent trail
#

Alright lads, for some reason my wheels on my vehicle arent turning round and round like they did on the bus, is there any checks I can do to see If i messed up to fix this issue?

sacred grail
#

Are you saying that the wheels on the bus go round and round all day long?

latent trail
#

Depends on the bus, if its a 24/7 yea, why not

median bough
#

Is this going to be another remake of speed? ๐Ÿ˜‰

latent trail
#

of course, now if you wouldn't mind, this isn't fixing the anim wheel situation I am having

tacit badger
#

๐Ÿ˜‚ good yolks ๐Ÿฅš

stuck oyster
#

@latent trail bone, selection name, animation target/source mismatch

#

take your pick

latent trail
#

fixed it thank u sir

plain jackal
#

anyone know why a mesh would shrink when being rotated via model.cfg anims?

fervent steppe
#

what type of model?

plain jackal
#

its a GL sight attached to a weapon

#

just testing in buldozer atm

fervent steppe
#

well i dont know too much about weapon stuff...but i know the model can get distorted if the bone is not set up correctly..say for instance you were trying to animate a door but only selected half the door as the bone..when the door animates it will stretch and shrink the mesh depending on which way it is moving...

#

not sure if this applies here but something to look into ๐Ÿ˜ƒ

stuck oyster
#

@plain jackal the verts have 2+ selections

plain jackal
#

hmm

#

can i resolve that thru bone structure?

plain jackal
#

reload_flip is the main selection that the other two rely on

stuck oyster
#

each part should be only in 1 animated selection

#

the last one in the skeleton chain that matters for that particular part

vernal lynx
#

any suggestion on this one ? ๐Ÿค”

#

geometry LOD has buoyancy=1 and reversed=1

#

geometryPhys is standard aka no wheels no mass

stuck oyster
#

well boyancy means it should float

#

by gently you mean if you drive in to the water slowly?

vernal lynx
#

yes

stuck oyster
#

which likely would mean that the geometry does not dip under water enought for it to start taking in water

#

theres also a config parameter for that I recall

vernal lynx
#

waterLeakiness

#

but that's inherited from car_F

stuck oyster
#

can you reproduce it with vanilla cars?

#

do vanilla cars have boyancy?

vernal lynx
#

it's set in sample car

stuck oyster
#

is the goal to make them sink?

vernal lynx
#

MRAP_01_unarmed_F.p3d has buoyancy=1 and reversed=1 too

#

same on offroad_01 blabla

#

I'm going to try to reproduce

stuck oyster
#

you could try adding a boyancy lod that is smaller than the geometry

vernal lynx
#

actually what happens to vanilla cars is that the engine gets destroyed by being flooded

rough idol
#

you can try adding custom buoyancy LOD

#

If I recall correctly, leakiness might not start if center of vehicle is above water line

#

I had that issues with jets during Jet DLC development

bold flare
#

Has anyone every tried simulation type "hovercraftx"? ๐Ÿ˜„ Sounds fun

stuck oyster
#

you kidding or thats a real thing?

bold flare
#

real thing

#

never seen anyone use that that's why I'm asking if anyone ever experimented with it

stuck oyster
#

@rough idol ๐Ÿ‘† tell us your sikrits

#

I dont think anyone knows it exists

bold flare
#

Config entries:
hoverPressure
lowerHoverElevation
upperHoverElevation
bounceSpeedStab
bounceAngVelStab
waterSmoothingCoef
airCushionInflateTime
airCushionDeflateTime

Though I assume that is buggy as hell, considering noone's using it anyway there is no reason for BI to maintain it
Seems like it spawns dust/water particles around the cushion. I wanna see how that looks like in-game

rough idol
#

it's not in retail game afair

stuck oyster
#

:C

bold flare
#

The string is in the 1.91 diag binary

stuck oyster
#

so sad

rough idol
#

else if( !strcmp(simulation,"hovercraftx") ) unsupportedType = true;

#

there is ifdef for that

bold flare
#

Ah.. So it only checks for it to yell at us that it's not supported :D
saaad. I'm sure it would be alot of fun

rough idol
#

some of those extra stuff are enabled with internal version

#

but this one is strictly VBS thing

bold flare
#

I started a post on BIF talking about the cheapest simulation type.
"house" seems the cheapest to me, is that correct?
Ofc createSimpleObject is even cheaper as there is no simulation at all

rough idol
#

supersimple submarinex have the cheapest sim according to that

#

but yeah, house should be most safe

#

it has like 0.1s simulation refresh rate

stuck oyster
#

Oh! I'll have to make my tank+man combination a submarine+man combination!

rough idol
#

have anyone tried sim "randomshape" in nonAiVehicles?

stuck oyster
#

I feel quite comfortable saying no

vernal lynx
#

will try custom buoyancy ty

stuck oyster
#

๐Ÿ‘

#

what does it do @rough idol

rough idol
#

select random shape ๐Ÿ˜„

#
        class RandomShape
        {
            models[] = {};
            autocenter = 0;
            scope = 2;
            reversed = 0;
            shadow = 1;
            model = "";
            simulation = "randomshape";
        };```
stuck oyster
#

ooo

#

cool

rough idol
#

models is array of path to p3d + probability

bold flare
#

I don't even know how one uses CfgNonAIVehicles types

#

are they just createVehicle? same as CfgVehicles?

rough idol
#

Not sure, you can link such objects in p3d

#

and then game compares p3d name to those nonAIVehicles classes

stuck oyster
#

so it could possibly be a proxy that shows a random object?

bold flare
#

What a weird converluted confusing way to do that.. ๐Ÿ˜„

#

randomshape is disabled in dev branch normal and diag binary

#

What is the reason that such things get disabled? Not like dead code lying around hurts anyone

rough idol
#

yeah, now I see it's internal thingi

#

well, it can always cause crashes

#

and then people can start complaining about it

bold flare
#

Not that these 0.0001% of crashes that would add would make any difference ๐Ÿ˜„

tiny mica
#

HI all!

#

Hi have a problem to save my project on Object builder

#

Can you help me?

stuck oyster
#

you p3d is locked by windows in some other program

#

save with another name as backup

#

failed Blender export can for example lock the file

tiny mica
#

Okay thank i create backup, it's fine thank @stuck oyster

livid kelp
#

what shapes can be used in the roadway lod, only simple plane or triangulated ones ?
And do i need to click Topology > Find components inside of object builder (or anything else)?

stuck oyster
#

triangulated mesh is best I suppose

#

component namind does not apply

bold flare
#

I used nontriangulated plane in the past

stuck oyster
#

mesh needs named selections only if its animated

livid kelp
#

i use panes on a large building and only some of them work and a lot dose not, i will try to triangulated them

stuck oyster
#

how big?

#

roadway lod has size limits

livid kelp
#

i checkted the size, its no to lage accorrding to the roaway wiki

stuck oyster
#

how

#

big

#

50m

#

60m

#

10000m

#

also is there valid gemetry under it

#

and is it Eden or TB placed?

livid kelp
#

its 50x50metes and in eden

#

and there is a geometry under it but its not intersection

stuck oyster
#

is the roadway on top of the geometry

#

and not in it

livid kelp
#

yes

stuck oyster
#

does it happen at the edge of the model or somewhere else?

#

and on what map?

#

or does it happen on all maps

livid kelp
#

vr and others

stuck oyster
#

edge of the model?

livid kelp
#

edges

#

same issue with triangulated planes

stuck oyster
#

you could try dividing the plane

#

if its 1 large one

livid kelp
#

can a roadway touch another one ?

stuck oyster
#

yes

livid kelp
#

hm

#

first floor is working but the upper levels not, but they are jsut a coppy

fervent steppe
#

i cant see the top but make sure the face are pointed up

#

if not then..dude falls down ๐Ÿ˜ƒ

livid kelp
fervent steppe
#

Note to self. Do not use pastebin at work on the company computer lol. Just got an email from IT saying that they website can be used to spread malicious code lol. I was like "I was just helping someone with a model house" ๐Ÿ˜‚

stuck oyster
#

xD

woeful viper
#

malicious code via pastebin... lol. What a superdummy you'd have to be to copy malicious code from there into your computer and execute it

fervent steppe
#

Lol right!

stuck oyster
#

wellll if he got the note from IT perhaps it was necessary... ๐Ÿ˜›

woeful viper
#

"hey you know this side is maliciou... not really, we just see that you are not working so ... how about not doing what you doing"

fervent steppe
#

Haha

stuck oyster
#

you cant

#

because its forbidden

ionic brook
#

They're digitally sealed to stop that happening.

stuck oyster
#

and will get you banned from everything official Arma

#

same

#

its stealing

#

its shit move

#

it is not

#

they are someone elses property

#

in sense that you are given permission to use them in the game

#

and thats all

#

no

#

talking how to make things

#

not make me this shit

ionic brook
#

If you wanna change the model you have to speak to RHS and ask them to make the change.

stuck oyster
#

yes you were

#

your rep is already dunked very hard

#

perhaps

ionic brook
#

Illegal mate. Just have to make them yourself.

stuck oyster
#

now its on the -

#

there is no "how to do what you wanted"

#

back to work ->

#

๐Ÿ‘‹

quick terrace
#

@spice ravine you want to rip RHS content basically? what for?

median bough
#

๐Ÿฟ

quick terrace
#

do you consider that not being theft?

#

no matter if you make money or not?

median bough
#

Somebody is about to jump with a rope around his neck........

quick terrace
#

@bold flare & @fluid ocean is this shit permitted? asking for a friend since it seems everyone got pretty lenient latetly since @trail nimbus seems to wanna change the rules of the game...

bold flare
#

@spice ravine can you confirm that you want to rip RHS models and use them in roblox?
Do you still want to do that despite having been told it's illegal multiple times?

trail nimbus
#

Wut @quick terrace?

quick terrace
#

@spice ravine i am discussing it since i am directly involved with RHS

fluid ocean
#

Whats up?

bold flare
#

You found someone from RHS

quick terrace
#

and the fact that you openly say you wanna rip content

#

is baffling

fluid ocean
#

You currently have a raft of Moderators and BI staff watching this entire conversation @spice ravine

bold flare
#

The RHS eula is on their website

fluid ocean
#

"ripping"

bold flare
#

stating explicitly that such stuff is not allowed

#

Also debinarizing p3d's, which you'd have to do if you wanted to use it in another game. violates the Arma EULA

#

so you cannot do that with ANY mod

quick terrace
#

do i need to actually quote you?

fluid ocean
#
also i wasnโ€™t exactly telling the truth when i said i was going to alter them

i was trying to cover up the fact i wanted to import them into roblox..```
quick terrace
#

you are not allowed to reverse engineer any of the .p3ds, made by BI and any third party

fluid ocean
#

Sound like intent to me. Good bye

quick terrace
#

in order to get the models and use it in any other games

fluid ocean
#

Theres the ๐Ÿšช

quick terrace
#

cheers @fluid ocean

fluid ocean
#

np

quick terrace
#

@trail nimbus ? what part was unclear?

amber igloo
#

@quick terrace i would suspect when you said "pretty lenient latetly"

bold flare
#

no context if one didn't read other messages

quick terrace
#

@amber igloo i think rob is well aware of what precisely i am talking about, it is related to other people who openly rip content made from addons made by members of this community, as well as other games

fervent steppe
#

wtf is roblox?

median bough
#

i think you want to know what roblox games is, the same you want to google picture search for blue waffles...
just... don't...

fervent steppe
#

I think I'll pass ๐Ÿ˜‚

#

I've heard about the second one. No thanks ๐Ÿ˜‚

junior saddle
#

Wow. I can see half a conversation missing, and it's still disturbing. Yikes!

sacred grail
#

Ripping assets for content in Roblox. HAHAHA

strong plaza
#

wasn't there a LEGO mod or something like that in arma?

bold flare
#

Yeah from Mondkalb

#

"Operation Blockhead"

woeful viper
#

dlc incoming... with leoCad functionality

fossil obsidian
#

guys who know how to fix dat sheat?!

#

it appears, but not used anywhere in models or cfgs

median bough
#

Most likely fucked up model.cfg of the breaking point model

fossil obsidian
#

obvious but not

#

nothing inside model.cfg

rough idol
#

bp_hatchet is using skeleton "weapon"

#

and it's different than one in zasleh or 100 other weapons

#

if you are creating 3rd party mod, mod tag on skeleton is required at minimum

minor jasper
#

has anyone ever seen this issue?```

  1. create a model with only 1 vis lod (bunker base)
  2. create a model with only 1 vis lod ( bunker cover)
  3. create proxy in bunker base model and point it to bunker cover
  4. see it in OB with view proxy object, see it in buldozer
  5. binarize with pboproject and place in editor - the bunker cover is completely invisible
  6. using cursortarget, it shows that proxy: bunker cover is present
#

we have no hiddenselections, no named selections at all

#

the textures and rvmats work fine, and both bunker base and bunker cover can be seen separately

#

but when we make a proxy of one in the other p3d, it's invisible

polar fiber
#

Sure it doesn't require making a cfgnonAIvehicles class for the object you want to make a proxy of?

minor jasper
#

yeah it's a bunker, not a weapon pylon.

#

for example i don't have cfgnonaivehicles entries for any of our weapons

#

and the yare used as proxies on characters

polar fiber
#

but a weapon isn't the same simulation type as a building, is it?

minor jasper
#

hmmm, ok let me test that theory. be a few mins

#

AiO config shows no building parts in cfgnonaivehicles class

#

have added a set, based on proxywreck, simulation = "alwaysshow"

#

same issue happened with addonbuilder, so it's not pboproject doing something squiffy

#

yes that fixed it thanks dtm

woeful viper
#

is the cover just alphatextures? maybe that could also be a point of "failure" if thats the case

fossil obsidian
#

@rough idol any example please? we fokin with this error last 2 weeks...

fossil obsidian
#

@rough idol FIXED, thank u for good tip

#

just renamed Weapon skel to BP_MeleeSkel

minor jasper
#

@woeful viper no, it was logs using same texture as the base. but... both used class house property, and they do indeed need a cfgnonaivehicles entry.

fluid gazelle
#

how difficult would it be to switch out the backpacks on the side of the CUPS AAV vehicle to the new arma 3 backpacks or ones from rhs?

sudden chasm
#

So this is something i have not noticed before. Is there any way of preventing a player that is crouched from standing up into and clipping with geometry above him?

woeful viper
#

yes there should be

stuck oyster
#

@sinful hazel

sinful hazel
#

How can i make a uvmap

stuck oyster
#

from binarized models you cant

#

if its your own model then choose a 3d modeling program and check you tutorials on how to use it

#

retexturing is made by manipulating the existing textures or templates if the maker has provided such

#

no other way

spiral solstice
#

@sinful hazel Depends on which program you use. If you want to do it the easy way on blender, go to edit mode, hit "a", hit "u", and press "smart UV project" (not recommended though and it impacts performance, you're better off creating your own). RIzomUV also allows you to create UVmaps

pearl vine
#

I'm having some trouble getting an imported model to animate. I opened the sample solider fbx in blender, copied the vertex groups over to a new model, and imported the new fbx into the sample p3d in object builder. The model appears in arma 3, but in the t-pose.

polar fiber
#

Did you add a class for the .p3d name, to the model.cfg?

pearl vine
#

Lol I'm dumb, thank you

pearl vine
#

Thank you, I got it working

stoic blaze
#

Anyone got some amazing police vehicles?

fervent steppe
#

i got a shed

amber igloo
#

Does that come with flashing blue lights?

fervent steppe
#

It can ๐Ÿ˜‚

torn pilot
#

can anyone tell me what causes, particularly aircraft, to sink half their wheels into the deck? i'm talking about releases from experienced modders so presume it's not some rookie mistake. can it be fixed? without model sources?

fossil obsidian
#

@safe yarrow hello?

stuck oyster
#

@torn pilot deck of what?

torn pilot
#

deck as in ground, runway specifically (not a carrier deck)

stuck oyster
#

MP/SP? All of them? Older releases? Same happen to vanilla?

torn pilot
#

in editor, it's the UNSUNG MiG-21 but I've seen it before, particularly with Harriers which have that odd canted attitude (nose up), not seen it with vanilla that i can recall

stuck oyster
#

hard to say if its present in very selected few planes.

#

and only in editor

#

editor could point to landcontact points not being at the wheel bottoms

#

for example

polar fiber
#

AFAIK the models spawn in the position that they are modelled in, which is always level flight attitude. So there is a chance for weirdness placing them in the editor in such a way that the nosewheel is in a starting position where it is below the ground

#

Might be worth trying with spawning the jet a couple of inches higher than the editor places it on the ground.

torn pilot
#

that makes sense, particularly with the Harriers (different pitch landed and flying). the other thing i recall noticing with the harriers is that as soon as you engine on they'd lurch slightly such that they then sit on the ground properly (some simulation started)

hasty pendant
#

hey guys, can a poorly designed geometry lod cause a gun to sit too high,(above the hands?) and throw the attachments way off?

#

and what size maps and textures can i use? i used 1024x1024 with margin to 0 and i see to rips/gaps in my model.

stuck oyster
#

Compare your named properties to the A3 sample weapon. Typically A3 uses 2k textures and texture should always have some bleed to it to negate mipmapping tearing. Also if youe gaps are see through your texture likely has unnecessary alpha channel.

hasty pendant
#

thanx goat

wraith bone
#

Are there any tutorials out ther efor importing planes?

stuck oyster
#

using what tools?

quick terrace
#

importing from what?

daring smelt
#

Who can help me with some porting

#

I want to port some matrix themed stuff if anyone likes that stuff

lusty ginkgo
#

Is it possible to define an animation that 'adds' onto the current state/position on a loop?
For example, cycling through 10 positions by translating by x amount each time

#

I am essentially trying to do a sprite-sheet UV animation

#

like with a predetermined step size and number of steps

polar fiber
#

All anims are cumulative.

#

They add on to of what ever the current state is

#

Not sure how to make UV anims instantaneous though

lusty ginkgo
#

So executing the same animation twice won't just replay it?

#

It just have the animation time set to 0.01

polar fiber
#

Depends on the max/min values when the anims start

#

Anim will play until the max value of their source is reached

#

So you can have one anim that has min 0 max 0.5 and another that has min 0.5 and max 1, and they will play in sequence from 0 to 1

#

But as I said, I am not sure you can make those transitions instant in UV anims

lusty ginkgo
#

Can you loop it?

polar fiber
#

sourceaddress

lusty ginkgo
#

that doesn't seem to do anything

polar fiber
#

what is the source? time?

#

If it's a custom source you probably have to run script loops

lusty ginkgo
#

it is user but time is what it should be

#

I had it on user for testing by I supposed I shouldn't

#

so it would add 0.125 to the offset each time?

lusty ginkgo
#

I think I can do it with scripting fairly easily I just want to make absolutely sure the animation is working 100% of the time for 100% of players

lusty ginkgo
#

got it working with the scripting method

#

thanks for the help

lusty ginkgo
#

I can't get the init event handler to execute the script

lusty ginkgo
#

UV animations just don't work with 'on surface' models it seems

#

of course they don't

#

why should anything work lol

lusty ginkgo
#

It probably isn't viable performance-wise anyway, but still

stuck oyster
#

@lusty ginkgo just talked with reyhard about this and currently it does not seem to have any way to be achieved.

#

Or is the above uv animation?

wintry falcon
#

Hello World :), i think about to fiinish my old mod of small twin engine plane cricri. I need to finish materials and some issues. Dunno if it's worth my time. Thats why i ask if the community if it needs a smallest twin engine airplane in the world for arma? I have not play arma long time thats why i ask. But i need to point is soooo funt to fly love it ๐Ÿ˜„

stuck oyster
#

well someone would probably find use for such

slate epoch
#

Slovak markings? ๐Ÿค”

torn pilot
#

i imagine it'd be pretty popular on life servers, i'll leave it to you to decide if that's a good thing/worth your investment in time

#

does look pretty fun to fly

stuck oyster
#

could see it as a quirky supprise asset in a military operation too.

lusty ginkgo
#

@stuck oyster up the vid I linked is a UV animation based on a script

#

The animation is 0.01 seconds long and goes from left to right and the script divides into the steps

#

There are two animations. One for x axis, on for y

#

Still doesnt work for surface decals though

stuck oyster
#

ah script based :C been looking for something for similar purpose but with time as input

torn pilot
#

do we imagine there are any functional animation sources for glasses?

stuck oyster
#

glasses?

torn pilot
#

yeah, facewear

stuck oyster
#

theyre all weighted on face

#

or head bones

torn pilot
#

to be specific, i was wondering if a wristwatch in the facewear slot (weighted with wrist obviously) could be animated to show the correct time

stuck oyster
#

no

torn pilot
#

k, thx

stuck oyster
#

np, it comes up every now and then

wintry falcon
#

@slate epoch yes Slovak ๐Ÿ˜„ because im from SK.

vagrant siren
#

any tutorials on modeling that you can link for beginner's ?

vapid nexus
#

for the modeling program or for arma

stuck oyster
#

What program are you going to use?

#

@vagrant siren @vapid nexus

north flax
#

yo, i'm looking for guys who have tfa retextures/remodels, send me a dm

#

tfa/spec4

vernal lynx
#

crazy issue

#

        class damagehide
        {
            type="hide";
            source="damage";
            selection="damagehide";
            minValue = 0.0;
            maxValue = 1.0;
            hideValue = 1.0;
            animPeriod = 0.0;
            initPhase = 0.0;
        };
#

got the same damagehide as vanilla cars

#

namedselection in p3d

#

declared in skeleton and not sections as vanilla cars

#

and NOPE

#

destrType = "DestructDefault"; is ok

vagrant siren
#

@stuck oyster Iโ€™m not sure what I need , any recommendations?

stuck oyster
#

well if you dont know anything, Blender is free and quite powerful all around modeling program with lots of generic "how to model stuff" tutorials

verbal fjord
#

I'm wanting to make weapon model for arma3 and i have modeling experience with blender but dont know were to start on getting the model into arma3 so can any one help me on getting started?

median bough
#

Get the arma tool box for blender by alwarren and check the arma 3 samples for reference

stuck oyster
#

And El tyranos blender to Arma tutorials.

vernal lynx
#

well obviously I need to find the bug and make a tutorial about damageHide -_-'

stuck oyster
#

What was that problem again?

#

@vernal lynx

vernal lynx
#

Scroll right above

stuck oyster
#

Yes but I don't understand what part does not work?

vernal lynx
#

what is part of damageHide selection doesnt hide when vehicle is destroyed

#

despite same setup as BI vehicles (named selection, damageHide in skeleton, not in sections) and destrType inherited from car_F

#

it doesnt even works in bulldozer actually

#

the way it's setup (all the model config inheritance from arma is in our folders) I'm not even supposed to declare the skeleton bone, nor the animation, because they are inherited

#

but even if I redefine them it doesnt trigger in bulldozer

vernal lynx
#

so, I forced the setup : in skeleton, not in sections, namedselection is damageHide, no other namedselection assigned to the mesh

#

there it works

#

it means it wont hide if that's part of a section, even if that section is defined in sections. Which does not happen in the case of other animationSources

#

mmh no... correction, it works also on distant lods now despite no change.

#

so TLDR : sectionsInherit sucks, you must redefine hiddenselection for every model....

stuck oyster
#

Ah I've never really trusted the model.cfg inheritance stuff

#

Good catch there

rough idol
#

Vanilla cars have it in skeleton

#

Damaghide is hidden from sources in bulduzer - dunno why but it's done on purpose

vernal lynx
#

yep, that's why I did not have it in skeleton myself, but it came from sectionsInherit. Still have issues with another model but I'll sort that out this evening

sinful hazel
#

How to make a proxy for a car?

#

or a helmet

potent sigil
#

The above is a packing log with error when trying to get a simple decal through pboProject

#

Any ideas? The decal shows up in TB and buldozer without problems but when try to get it pbo'ed it fails

#

This is the bin log as well

slate epoch
#

Uhhh those links are wrong

lusty ginkgo
#

it works as is

potent sigil
#

roger that, got it sorted out

#

on the terrain page

#

complete newbie fail on my part

lusty ginkgo
#

at least you figured it out lol

elder heath
sacred grail
#

gotta see topology to rate it

stuck oyster
#

this is what you are after yes?

bold flare
#

top and back part look to have same distance from tube. But in your image the tops look bigger.
https://s.sqf.ovh/firefox_2019-04-23_19-09-27.png These distances I mean
Maybe the back part is in general a bit too thick
always enable wireframe when sharing bare model pics ๐Ÿ˜‰

stuck oyster
#

does the front hole look wider than the main tube too?

#

perhaps it is in the actual thing too

stuck oyster
#

Anyone happen to remember where OB saves its UI layout?

bold flare
#

HKEY_CURRENT_USER\Software\Bohemia Interactive\Object Builder apparently

#

atleast there are some UI settings in there

#

it's a mess thoo

stuck oyster
#

so it seems xP

#

for some reason I rememberd I had saved it to a file at some point

#

but it might have been I exported those settings from the registry

vernal lynx
#

btw still no fix to the slow camera ?

stuck oyster
#

in OB?

#

no

#

DX mode is only thing that helps in any way

vernal lynx
#

meh ๐Ÿ˜ฆ

stuck oyster
#

who works in OB anyway ๐Ÿ˜›

quick terrace
#

some of us that are not using blender do

stuck oyster
#

:C Thats terrible

sacred grail
#

we need max tools

quick terrace
#

we need to be able to import saved selections

#

from FBX directly

#

and have a viewport that works in OB

pliant basin
#

In making a 3d model for headgear, how do you set the position of it on the soldier unit? Or where can I find information on this process for making headgear mods?

stuck oyster
#

the headgear must be weighted correctly to the body skeleton

#

so typically its 100% weight head selection

#

and also it has to have a correctly set up model.cfg class

#

Forums or searching through the makers channels here probably covers the basic stuff

pliant basin
#

Thanks for the reply... i just now found a forum on Gear encoding... reading that over..

stuck oyster
#

the Arma 3 samples also help a lot

elder heath
#

@stuck oyster the front hole is slightly smaller than the tube to take into account the....well... Tube lol the polystyrene around the muzzle seems to vary depending on exact model

buoyant condor
#

currently fixing the physX on my tank and i finally got it moving. Slight new problem with it thou:

#

Any ideas?

stuck oyster
#

Damper axis direction might be wrong

woeful viper
jaunty leaf
#

Nice H35 dude

buoyant condor
#

Thanks, it would be even nicer if it wasnt autistic

buoyant condor
#

Alrighty then

woeful viper
#

it seems its just your visual animation
offset0 and 1 in modelcfg must be identical to maxdroop and maxcompression in wheel config (and suspension travel axis must have length 1m)

potent sigil
#

My UV editor is stuck in the Taskbar and I tried the RMB click but no "recreate/Recover" options appear, any suggestions?

stuck oyster
#

taskmanager

#

there should be thingy to maximize is or something like that

#

it sometimes manages to move/open itself out of the screen

potent sigil
#

Yes!!! Thank you. I'm following a tutorial by Mondkalb and I got the UV editor hung up it appears. All good now. I figure as clunky as O2 is reputed to be, it'd be helpful to at least try to learn a little about it's work flow etc.

late root
#

Anyone have an issue where the proxy/model are offset? No matter what I do to the proxy P3D it will not move on the model.

stuck oyster
#

That sounds odd. You sure you edit the same P3d?

polar fiber
#

does the proxy object have autocenter 0?

#

sounds a lot like it does not

worthy nimbus
#

Hello Pepole how you are i hoope all is well today, so for months i have been trying to get my mod so you can drive witch you can now. issue that i am haveing is it seems to onlly want to drive at about 10 mph no matter what i do when driveing seems bits come off the model its not able to go over small small flat objects kribs and so forth it is an 8 wheel apc hope someone can help coz i have hit a dead end

stuck oyster
#

How vehicle drives is a combination of many things both in the model and in the config. You could start opening up that Pandoras box by showing your vehicle config.

agile zenith
tender carbon
#

hey everyone, I'm trying to make a custom offroad where the gunner is bending its lower legs however my IK system isnt working, I was wondering if anyone ever managed to get this to work and is willing to share the model.cfg and the p3d file (WITHOUT YOUR SOURCE MODEL) but just the needed proxy's and memory lods that are needed.

stuck oyster
#

@worthy nimbus thanks for that, Nice to see well formattet configs like that. Whats your vehicles goeometry lods mass?

#

@tender carbon what do you mean IK system is not working

#

and what part do you want to bend

tender carbon
#

like the the character doesnt bend its knees/lower its body when you aim up

stuck oyster
#

ah that.

tender carbon
#

yeah that

#

and I know its possible RHS done it and its on arma base models

#

according to the wiki you need to use KI system but it doesnt work

#

I got the Ik in the model cfg and in the lods plus memorys but no success

stuck oyster
#

Ik in the model.cfg?

#

and does nothing move with your turret or wrong parts?

tender carbon
#

the turret moves fine, together witht he charcter, but it doesnt bend when you aim up

worthy nimbus
#

@stuck oyster newbee qestion were do i find that out

stuck oyster
#

in your models/p3d geometry lod

#

by opening it in Object builder

#

assuming your model has geoemtry lod

#

and p3d to begin with

worthy nimbus
#

@stuck oyster am asuming this is what you mean

slate epoch
#

Jesus

#

I wonder, do you like this layout in OB? ๐Ÿค”

stuck oyster
#

@slate epoch isnt that the default install ๐Ÿ˜›

slate epoch
#

Sadly it is

stuck oyster
#

and @worthy nimbus yes

worthy nimbus
#

it will tell me the mass were exacly

stuck oyster
#

the dialog is disabled by default

#

so you have to enable it from the window menu

#

it should pop up at the bottom left

worthy nimbus
#

4754.622

stuck oyster
#

sounds reasonable

#

perhaps even a bit low for armored vehicle

#

ok so does it have a physx lod?

worthy nimbus
#

yes has geo phys

stuck oyster
#

what does that look like?

worthy nimbus
stuck oyster
#

ah

#

remove the wheels from the physx lod

#

if you dont already have them, download Arma 3 samples from steam

#

and compare your setup to the sample car

worthy nimbus
#

Ok

#

so why do i need to get rid of the wheels in the phys lod?

stuck oyster
#

physX uses config generated wheels

#

not "physical" model wheels

worthy nimbus
#

ok just packing now

#

will i need to change any thing in the config for it at all

#

?

stuck oyster
#

just test if that helps it in any way

#

where have you picked up all the physX config for it?

worthy nimbus
#

this is a project bteen my self and another and he did all the physic stuuf so your guess is as god as mine

stuck oyster
#

alright

#

They may be just copied from some vanilla apc config

#

since they cant really be tweaked without the thing running properly in game

worthy nimbus
#

ok so now it gose faster but the forward wheels are in the ground

median bough
#

Boxer?

worthy nimbus
#

ok fix the issue seemed somthing wrong with the supension

agile zenith
#

Can anyone point me in the right direction regarding my proxy not showing up in bulldozer. It's a gunner proxy and it works in-game, i just can't see it in bulldozer. (I have never been able to see proxies in bulldozer so it's most likely something simple i'm missing)

stuck oyster
#

could be your tools setup is not correct

agile zenith
#

just tried the arma 3 sample car and it works, so i guess it's a config issue. I don't understand how it works ingame though if it is :p

stuck oyster
#

only the path to the proxy matters if its visible or not in OB and Buldozer

agile zenith
#

Ok i got it to display the actual model of the proxy, but it still does not display the configured animation

stuck oyster
#

thats not how proxies work

#

if you want to see the animation you need to have a proxy p3d that is in that position/stance

#

the proxy then defines the point of the character that gets in a vehicle

#

and the action config defines what it will look like

#

so proxy == position. configs == what it looks like

agile zenith
#

Ok i understand

pallid hazel
#

hey guys. I have modeled a weapon in blender. How do I proceed to get it into arma? Is there any proper guide out there on how to place the memory, making anim vertexes etc?

median bough
#

Arma 3 toolbox for blender and arma 3 sample models

pallid hazel
#

yes. i have those. I have already successfully created a helmet and imported it into arma. I am just confused on what I need to do for weapons

stuck oyster
#

BIforums contains ton of knowledge and also El_Tyranos blender to arma video tutorial series is quite useful

#

and also there BIwiki pages on "how to animate a model"

livid kelp
#

i have a ploblem with a sound on my door model.
when i open the door it sounds 2D, not 3D. When i move avter starting the animation the sound stays the same and is not ajusting to the object pos. can some one help me out ?

wind ether
#

Has anyone experienced an issue where an item appeared fine in the editor in game...textures fine, placement fine,all good....then when you hit play..the item vanishes. Specifically I have both a watch and a GPS that appear just fine in the editor until I hit play..then they both vanish. Any help would be appreciated.

polar gyro
#

Hey guys, in case I want to arrange the objects I make in a mod into catergories(inside the eden editor), how do I do that? I haven't found any tutorial on the web about that

agile zenith
#

How do i change the "get out" position of my modded vehicle? I noticed there are attributes for getting in but i could'n find any for getting out.

woeful viper
#

you cant (unless i missed something for 3 years...)

agile zenith
#

But how would i fix the issue then of people getting out of my vehicle and literally taking fall damage?

rough idol
#

get out pos is same as get in one

#

so I would try to adjust it first

stuck oyster
#

And the you might need to change the get out action.

agile zenith
#

I'm using a memory point for a useraction position and it seems to be completely innacurate? It doesnt show up anywhere near where i placed the memory point. Anyone know a possible issue or solution?

rough idol
#

missing geometry?

inland atlas
#

How does one properly set up animated weapon iron sights? The sight is animated, mempoints mentioned in discreteDistanceCameraPoint[] and a cameraDir mempoint at the front post. It all seems to work and the front post is in the center of the screen, except after the initial 100m setting where the cameraDir and eye mempoints are level, the bullets fly higher and higher off the mark.

I watched a video by eggbeast: https://www.youtube.com/watch?v=yKy4AL5RR2U but he just seems to say the bullets will go to the center of the screen, whereas for me they seem to hit the eye mempoint's horizontal plane at the zeroed distance.

agile zenith
#

No, i have a working geometry lod @rough idol.

rough idol
#

and there is some geometry block in front of that memory point?

stuck oyster
#

@agile zenith whats the radius for the action?

#

for precise action placement you should use geometry as action position

agile zenith
#

@stuck oyster How would i do that?

#

Radius was initially 5 but i turned it up to 30 just to see if it made a difference

stuck oyster
#

well 30 meter radius means it shows up pretty much everywhere you look

#

I think many Arma obejcts/buildings use geometry as action reference

#

you could check those configs

agile zenith
#

Thanks, got it working now.

stuck oyster
#

๐Ÿ‘

#

If you found some online reference to that please post a link for future use

woeful viper
#

so uh i tried making a stick-controlled (left - right) tank interior... but i dont think its possible to even properly do. driverLeftStick / right have +1 to -1 motion and do not correspond to steering commands but to throttle per side. Which is not how it is supposed to work. You pull the stick only to brake, and use normal gas pedal to accelerate. Brake one side -> turn, brake both sides -> stop

polar gyro
#

Hey guys, in case I want to arrange the objects I make in a mod into categories(inside the eden editor), how do I do that? I haven't found any tutorial on the web about that

woeful viper
#

splitting steering wheel source doesnt work either, because then you lack the "center braking"

stuck oyster
#

@polar gyro there is a BI wiki page for object categories

#

or you can study how they are set up in the game configs

woeful viper
polar gyro
#

do you happen to have a link to that bi page?

stuck oyster
#

no

#

google should find it

#

Arma Editor Catergories or something like that

stuck oyster
#

๐Ÿ‘

buoyant condor
#

Several problems with my new project: First physX seems quite..... bouncy

#

This si my PhysX

#

Second is that the track doesnt seem to animate at all, yet i have all the defenitions in the lod and in the model.cfg

#

i dont know if i have setten up my track correctly so here is a picture

woeful viper
#

wheels and tracks dont belong in physx lod

stuck oyster
#

same thing as last time ๐Ÿ˜œ

#

do you have track definitions in the config?

woeful viper
#

also half track is not supported. Either its a tankX (20 wheels max, only track steering - no "wheelturn-steering") or a carX (8 wheels max, 4 steering max on front)

buoyant condor
#

i think i have defined it properly in my model.cfg

#

its TankX aswell

#

im trating it as a tank and the front wheels are just animted

woeful viper
#

remove the wheel and tracks from physx LOD. Then use the calculations for spring strength and damper etc for config values. Then it will not flippy bounce

buoyant condor
#

this is my model.cfg

#

and this is my PhysX

#

i dont think i have messed up anything but you never know ๐Ÿ˜œ

woeful viper
#

pokoloklopopokolololo
you can use custom names btw... makes it easier to keep oversight

buoyant condor
#

Slav, so i can understand most of it ๐Ÿ˜„

woeful viper
#

aight

#

class Wheel_podkoloL1{
minValue = -0.05;
maxValue = 0.05;
}
Must be
minvalue = 0
maxvalue = 1

#

minValue=0; //always
maxValue=1; //always
offset0= -0.2; // Must be equal to maxDroop in PhysX settings, otherwise looks funky
offset1= 0.05; // Must be equal to maxCompression in PhysX settings, otherwise looks funky

buoyant condor
#

i see

#

what coud be the cause of the animation not working then?

woeful viper
#

what i said....

#

if it still not working then theres more to fix

buoyant condor
#

knowing me there is ๐Ÿ˜

woeful viper
#

physx
boneName = "";
i dont know if thats allowed - never did it this way.

stuck oyster
#

werent there something added to tank animations that allows animation of steering wheels?

#

they wont work but they should animate

#

halftrack would probably work best as a tank?

buoyant condor
#

yea im making it a tank X

#

well

#

That fixed the bouncing up and down like a rubber ball

#

It also didnt help that the weight of the whole thing was set to 0.500

#

we have a new issue now which i think i can fix with the mass blocks but im not sure

#

This is the vehicle turning right

#

animations still dont really work

smoky nimbus
#

I'm having an issue where exporting from blender to .obj and then importing to Object Builder sometimes inverts the faces. Reversing the faces in OB is easy enough, but it also inverses the text I have on the model, so I started off by inversing the text on the texture, but that makes checking whether it's well aligned while in blender difficult. Feels messy and clumsy, any tips?

polar fiber
#

.obj often imports with inverted X axis in the model

#

you can fix that by checking the correct box in the importer

stuck oyster
#

The object might also have negative scale in Blender

#

scale and rotation should always be applied via the apply transformation menu

#

also @smoky nimbus if you want to play smart you get ArmaToolbox addon for Blender and export to P3D

smoky nimbus
#

I did but then the size seemed off and a friend recommend just exporting to .obj and importing that.

stuck oyster
#

you likely did not had applied the scale of the object

#

which is essential

rough idol
#

halftrucks works much better as CarX . Iron Front is using this method for example

woeful viper
#

ok wow has it been always this way? : translationY animation type animations -> always uses length of scale 1m and is always one-directional.
offset0 = 0; offset1 = 0.2;
and
offset0 = 0; offset1 = -0.2;
show identical result , both move up
whereas translation (normal) uses lenght of axis and is two-directional

#

i think i wasted 30min yesterday on this and going crazy why it wouldnt move properly...

stuck oyster
#

hmm never used the other than translation types

#

theyve all felt so derp somehow xD

rough idol
#

yes, it was always like that

#

with translationX/Y/Z you don't need axis in model

woeful viper
#

yeah, but its not going in opposite direction which is a big problem...

rough idol
#

pretty sure negative values are also working

#

I will try to confirm it tomorrow

woeful viper
#

i had both go in the same direction
(type="translationY"; minvalue = 0 maxvalue=1 ; offset0 = 0 offset1=1 or -1)

stuck oyster
#

Minvalue -1/ max value 0?

woeful viper
#

yes but that doesnt work if you try to do something in a certain range
say turret elevation, you want something to move down from min="rad0" max="rad+20"

#

min"rad0" max"rad-20" did nothing

#

ultimately not a gamebreaker... ill just use standard translation. but it cost me time :[

surreal birch
#

What is meant by the term "Model Cords"? Are these cordinates within the model or a position relative to the model?

woeful viper
#

hard to tell without context

surreal birch
#

in there its says model cords for position

woeful viper
#

a position in model coordinates

bold flare
#

relative to model center

surreal birch
#

Alright, thank you!

#
        {
            class Ace_MainActions 
            {
                class beacon_blue 
                {
                    displayName = "Add Beacon";
                    condition = "";
                    exceptions[] = {};
                    statement = "_this animateSource ['beacon_1_1_unhide',1];";
                    distance = 2;
                    position = [0,0,0];
                };
            };
        };
    };
#

Does someone know why this wont work?

#

The Action is not being shown ingame

bold flare
#

which class did you put that inside?

surreal birch
#

class gm_iltis_cargo_base;
class gm_ge_army_iltis_cargo_base: gm_iltis_cargo_base

bold flare
#

did it already have a ACE_MainActions class?

#

The actual action entry doesn't ave a position entry, nor a distance

#

they are in ACE_MainActions

surreal birch
#

Oh

#

I dont think it has Ace_MainActions defined

bold flare
#

then you need to give that position and distance

#

and condition should be "true"

surreal birch
#

like this:

            {
                distance = 2;
                position = [0,0,0];
                class beacon_blue 
                {
                    displayName = "Add Beacon";
                    condition = "true";
                    exceptions[] = {};
                    statement = "_this animateSource ['beacon_1_1_unhide',1];";
                };
            };```
surreal birch
#

Got it kinda working

#

thank you!

ionic coral
#

anyone know why i did an uniform and the model move like human, but the "real human" its in other place

#

when i move around i don't hear the steps

#

only on the first place when equip the uniform

stuck oyster
#

maybe post picture of the problem

#

and use the Arma3 sample character as a base

ionic coral
#

i can't post a image of a sound

#

๐Ÿ˜ฆ

stuck oyster
#

oh then I did not understand the problem at all.

ionic coral
#

the model move but the step sounds not

stuck oyster
#

have you used the Arma3 Sample m an p3d as a base?

ionic coral
#

mmm

#

nope

#

but i select all the proxys and the

stuck oyster
#

why not?

ionic coral
#

because its a model of a rat

#

xD

stuck oyster
#

might have said so earlier. ๐Ÿ˜›

ionic coral
#

๐Ÿ˜ƒ

stuck oyster
#

you need the footstep memorypoints

ionic coral
#

foot.r

#

foot.l

#

lower leg.l and this things?

#

i have another problem

#

now the footstep its working right

#

Now i move the model with wasd like a normal character but, the model its showing bad (bad textures) like my real charater its in other place

#

and the render textures lose quality

#

this is my rat near my character

#

when i go far this is my rat

#

@stuck oyster

buoyant condor
#

I'm not sure that there is something wrong with this, but its the first time i see object builder do this

slate epoch
#

Models has no UVs

#

or rather, it's some automatic mess

buoyant condor
#

aaah i see, makes sence

#

i also for some reason i cannot preview my animations in Buldozer, but ithink thats probably more config related

strong plaza
#

did you get that model from sketchup warehouse?

buoyant condor
#

yep

strong plaza
#

thought so

#

they've got messed up UVs

buoyant condor
#

yeah, no worries, i was a dumm dumm and didn't look over it

#

im still trying to get the animations working for it and completely ignored the UVmaps/Textures