#arma3_model

1 messages ยท Page 135 of 1

polar gyro
#

that's the code:

    class isoc_table_01 : House
    {
        editorCategory = "ISRProject (Misc)";
        editorSubcategory = "Palestinian Items";
        scope       = 2;
        model       = "isrproject_misc\objects\isoc_table_01.p3d";
        placement   = vertical;
        mapSize     = 20;
        displayName = "Palestinian Table";
        author = "ISOC - Epic";
        cost        = 0;
        armor       = 5000;
    };
stuck oyster
#

@polar gyro perhaps if youtell what goes wrong

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ah there was a link

polar gyro
#

yeah sorry

#

can't see the categories

stuck oyster
#

those lines expect a category class name

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not its actual name

#

have you defined those new categories somewhere?

polar gyro
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class CfgEditorCategories
{
    class MyCategory // Category class, you point to it in editorCategory property
    {
        displayName = "ISRProject (Misc)"; // Name visible in the list
    };
};
class CfgEditorSubcategories
{
    class MySubcategory // Category class, you point to it in editorSubcategory property
    {
        displayName = "Palestinian Items"; // Name visible in the list
    };
#

you mean this?

stuck oyster
#

ye

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your classes are called myCategory

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and MySubcategory

polar gyro
#

ohhhh

#

I seee

stuck oyster
#

which you should change

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as it says in the commented lines btw

polar gyro
#

so I should name the class when I want to assign it to that category?

#

for example:
editorCategory = "MyCategory";

stuck oyster
#

yes

polar gyro
#

Alright

stuck oyster
#

but dont use those names

polar gyro
#

of course

ruby cave
#

is there a way to inverse selection in object builder

stuck oyster
#

ctrl+I

ruby cave
#

Cheers

agile zenith
#

Just want to quickly say thanks to everyone in here actively answering questions, you make this part of the community very inviting and i don't think you guys get enough credit for it โค

agile zenith
quick terrace
#

@shrewd jay ^

timber cobalt
#

hi guys. idk if this is the right channel for this but here goes. Im making a mech using a custom skeleton. When standing close to it it sometimes disappears from view sometimes

#

I've had this issue before with vehicles, and it was solved by increasing the bounding box. on a man class though, I am unable to do this even though I scale up the geometry and all the lods involved

#

the bounding box stays the same size no matter what I do.
Is this issue due to the small bounding box, or is it something else?

rough idol
#

@timber cobalt
boundingSphere = 10;
try this in animation config

timber cobalt
#

ah thanks ^^

rough idol
#

i.e.

class CfgMovesMaleSdr: CfgMovesBasic
{
    class States
    {
        class Crew;
        class rhs_crew_in: Default
        {
            actions = "CargoActions";
            aiming = "aimingNo";
            aimingBody = "aimingNo";
            legs = "legsNo";
            head = "headNo";
            disableWeapons = 1;
            interpolationRestart = 1;
            soundEdge[] = {0.45};
            //seems that bounding Sphere is crucial to hit detection
            boundingSphere = 2.5;
            canPullTrigger = 0;
            leaning = "crewShake";
            rightHandIKCurve[] = {1};
            leftHandIKCurve[] = {1};
            rightLegIKCurve[] = {1};
            leftLegIKCurve[] = {1};
            ConnectTo[] = {};
            InterpolateTo[] = {"Unconscious",0.1};
        };```
timber cobalt
#

didnt think one could do that in the config

rough idol
#

it's for characters mainly since they can move withing animation by even 10 meters from center

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like all those mocap cutscene animations

timber cobalt
#

I c ^^

#

btw, I see the vanilla man and the Blockhead mod uses these
collisionShape = "A3\anims_f\Data\Geom\Sdr\Perc_Wrfl.p3d";

#

do I need to make new upscaled versions of those?

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not exactly sure what they do

rough idol
#

first one way representing soldier lying on the ground

timber cobalt
#

ah I c. do these need to be this simple? since Im making a big mech, I'd like to be able to walk between its legs etc

rough idol
#

those are used for mech vs other objects collisions

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yes, they need to be simple

timber cobalt
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okey thanks

shrewd jay
#

@agile zenith If you get this message, save the file once and reload it. That should fix the issue. I seem to remember that I fixed it in the Blender 2.8 version of the addon, I should merge that change back into the legacy branch as well.

agile zenith
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@shrewd jay Did not fix it.

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@shrewd jay I also made a issue on your github with the .blend file attached if you want to test it yourself.

shrewd jay
#

Hmmm... that always fixed it for me ๐Ÿ˜ Thanks for the report, I'll check it out. @agile zenith

agile zenith
#

Thanks

stuck oyster
#

@agile zenith are you exporting geometry lod?

#

have you set mass to it?

limpid knoll
#

anyone had this error for a 3d scope? Collimator info for shape "???" can not be properly initialized - collimator is probably not planar. ... not too sure what it means even more so as i copy/pasted them from the sample models ๐Ÿ˜„ any help would be mega

agile zenith
#

@stuck oyster As far as i could tell the version i was using can't set mass, atleast not the same way i did it previously. But i can usually still export p3ds without mass defined in blender just fine.

stuck oyster
#

in the newer version mass is set in edit mode through the left side toolpanels ARMA tab

agile zenith
#

Thanks! I'll check if that fixes it in a second

stuck oyster
#

at least thats my hunch since the debug mentiones mass and weights.

#

also are you exporting the whole scene or with "only selected"

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and do all objects have the ArmaProperty box ticked

agile zenith
#

It worked lmfao

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I was exporting everything

stuck oyster
#

MAGIC

agile zenith
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and yes

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๐Ÿ‘ ๐Ÿ‘ ๐Ÿ‘

#

Thank you tho

polar fiber
#

@limpid knoll any face that you apply the collimator shaders to, has to be a 100% flat surface. You can't apply it to e.g. a convex lens or something

limpid knoll
#

nice one cheers !!

thin wigeon
#

Hi everyone, relative n00b at model making but I managed to put together 150 different road signs using 13 basic p3d models. I used named sections in the model.cfg and in the config.cpp I made classes using HiddenSelections/HiddenSelectionTextures to create all the variations. So far, so good. I can see all 150 variations properly in ED3N, I can see them in-game, I even worked out how to see them in ZEUS (but a bit pointless lol). I made a tml using the <Name> the same as the class, and added some into terrain builder. All I see in TB is the blank model, with no texture. Same in-game if I "Bake" them in. So my question is: wtf am I doing wrong - is it impossible to add models into the world map that use textures defined on the fly in the class with HiddenSelectionTedxtures? I wasn't sure to ask this in #arma3_terrain or here, but hoping you peeps can put me on the right track, thanks!

stuck oyster
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@thin wigeon Terrain builder does not support use of hidden textures

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Or terrain objects dont

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so you need to make each sign its own p3d for them to work as terrain placed objects

thin wigeon
#

Thanks Mr. Goat. I was hoping that wasn't going to be the answer, but I guess there's a reason there are individual road sign models in BI's assets too ๐Ÿ˜ฆ

stuck oyster
#

indeed

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you can speed up the texture change by making copies of the p3d you have

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and using notepad++ or similar with replace text tool to replace the texture paths

fervent steppe
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Only if placed via the editor I believe

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Ugh stupid non updating app lol

late root
polar fiber
#

Mine has been gone for years. Not found how to make it reappear

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Not even sure what it did, other than taking up tons of space

bold flare
#

you can reset settings by clearing registry entries

quick terrace
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you can also open it from the windows menu thingy in OB

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then alt shift M or alike

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and move it with up-down_left_right arrows

polar fiber
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That one isn't in the Windows menu in OB

quick terrace
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ahh just checked

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lol true that one is gone

polar fiber
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But AFAIK Dedman is right that it's in the registry or one of the ini files

bold flare
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๐Ÿ‘€

quick terrace
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as i have recently reinstalled OB, i didn't have that as default

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dedmen

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multiple, he himself and his own

stuck oyster
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never used that one myself

late root
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Thank you, thought it was necessary for something. But if it isnt, then im not worried about it ๐Ÿ˜ƒ

drowsy scarab
#

I want to start making objects how would i go about starting up?

woeful viper
#
  1. learn blender
    ...
    ...
    ..
    ..
  2. integrate it into arma
#

start very easy

#

dont try to do whatever you had in mind at first. It will fail or look bad most likely.

drowsy scarab
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How would i intergrate it into arma/

woeful viper
#

export the model from blender to a game ready p3d. Convert the textures from whatever tool you used to game ready texture format. Write the config files. Animate it (via model.cfg).

tacit shard
#

Has anyone ever seen an issue were glass causes terrain textures not to show?

I've got some windows on a building I'm working on and all other objects (trees, props, other buildings etc) are showing there textures, but ground and road textures are just a lightish grey. I've already moved all the faces to top so Im not sure if I've missed anything else?

drowsy scarab
tacit shard
drowsy scarab
#

But the blender thing doesn't work for me.

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what tool do i need for Blender?

stuck oyster
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@drowsy scarab take a look at the BLENDER TO ARMA 3 Thread on BI Forums

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also PMC Wiki has steps to setup your Arma tools in pretty as foolproof way as possible

drowsy scarab
#

The toolbox doesn't work for me

stuck oyster
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do you have the right version?

drowsy scarab
#

idk

stuck oyster
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then check

drowsy scarab
#

3.0.0?

stuck oyster
#

thats likely the blender 2.8 version

drowsy scarab
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damn then how do i get the updated one?

median bough
#

There is one for stable blender and a beta for 2.8

stuck oyster
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FHQ toolbox BI forum thread should have the latest links

drowsy scarab
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how does 1 import it but put it back to the right size and right place?

stuck oyster
#

import what?

drowsy scarab
#

It's a Sign and a flag

stuck oyster
#

import it where?

drowsy scarab
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to Object Bulder

stuck oyster
#

from where?

drowsy scarab
#

My documents

stuck oyster
#

youre not helping

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what is it that you have done so far and in what program

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and in what file format you have your model now?

drowsy scarab
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blender as a fbx

stuck oyster
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you really should get the arma toolbox to work

drowsy scarab
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i do but idk how to use it.

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all the videos are outdated.

stuck oyster
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how so?

drowsy scarab
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Cant find the button to put it to a arma 3 object.

stuck oyster
#

have you checked out the Blender to Arma tutorial series from El Tyranos?

drowsy scarab
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can't find em

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him

stuck oyster
drowsy scarab
stuck oyster
#

you install the toolbox addon to Blender

drowsy scarab
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Done

stuck oyster
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you select an object and the menu should be there

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I also hope you have done these

drowsy scarab
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I have a P Drive

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but like i don't understand the top link

stuck oyster
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these steps dont use the Arma3tools but different methods to set up the development environment

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this way is proven to work much stabler

drowsy scarab
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Where is the O2script?

stuck oyster
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in the Object Builder installation folder

drowsy scarab
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So i have the O2Script setup how do i make it a arma 3 object

stuck oyster
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did you watch the From Blender to Arma 3 tutorials?

drowsy scarab
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i did but ill do it again

drowsy scarab
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I can't see the "Make arma 3 object"

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inside Blender

stuck oyster
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do you see the box I sent a picture from

drowsy scarab
#

?

drowsy scarab
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I don't have that menu

stuck oyster
#

have you enabled the toolbox addon
?

drowsy scarab
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Yeah

stuck oyster
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do you have that side toolbar open in your 3D view?

drowsy scarab
stuck oyster
#

you have to select the object you want to apply the arma properties to

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also you dont have the latest toolbox

drowsy scarab
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How do i get it?

stuck oyster
#

link is in the BI forum thread if I recall right

woeful viper
#

HGs patience is like the ocean, it never dries up, except when it would then we are all fucked ๐Ÿ˜„

median bough
#

hey folks
Varanon is currently experimenting with the AI driving behavior. we all know AI is not the smartest to drive vehicles, even if it's a vanilla vehicle.
first video is about the current driving, the second video after tweaking.
this might be of interest for others who work vehicles also, so i'll keep you posted on the progress

https://www.youtube.com/watch?v=-kCOVBAM6aU&feature=youtu.be

https://www.youtube.com/watch?time_continue=2&v=VGFU5sGqZ8c

Unmodified tank driving This video was created using content of Bohemia Interactive a.s. Copyright ยฉ 2013 Bohemia Interactive a.s. All rights reserved. See w...

โ–ถ Play video

Tank driving with a tweaked AI controller This video was created using content of Bohemia Interactive a.s. Copyright ยฉ 2013 Bohemia Interactive a.s. All righ...

โ–ถ Play video
stuck oyster
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Hot damn! Its actually trying to stick to the road

woeful viper
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sweet! its just breathtaking how bad the vanilla ai driving really can be when you look at it from 'afar'...
what is he tweaking if i may ask? Custom scripts? AI config values for AI driving ?

median bough
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not quite sure, but i think it's modifying the AI controllers for tanks / PIDs
they are all inherited fro the vanilla tank base class and as you can see they suck ๐Ÿ˜„

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i think i read something about AITankSteeringComponent and AITankDrivingController, also some autocenter magic

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in short: i have no idea what he is doing, but i like it and wanted to share this ๐Ÿ˜‚

woeful viper
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ah i see - last time i stumbled on them (i only briefly glanced over it, maybe i'm entirely mistaken here) they didnt use their I(ntegrate) and D(erivative) parts at all, only proportional.
with a little bit of understanding of PID controllers and hoping its properly implemented ingame, a lot should be possible - as that video demonstrates.
Although... its mod vehicles, so if the steering component inherited was just not good /adjusted for the vehicle the results will of course not be brilliant. Question is if the tuned vanilla vehicles also could be further improved / what the limits of the PID and AI driving really is

young trout
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what if I created an island in the city in blender - is it possible to export to Arma3?

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island of the city*

bold flare
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@young trout blender models, like any other models can be exported and imported into arma yes.
No idea what you mean with "island of the city" but there is a size limit of certain parts of models in arma

stuck oyster
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@young trout it is best to ask on 1 channel only.

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To keep conversation in 1 place

robust lark
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@bold flare hey, thanks, I wasnt aware! Sorry for the inconvenience

olive snow
#

Could anyone help me out? Trying to learn how to make custom cars / custom buildings / edit the map
Dont need a teacher just someone who is willing some questions i have all help is much appreciated

stuck oyster
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the maker channels here are for that kind of questions

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but you have to pick where you want to start

olive snow
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Thing is im afraid i have some stupid questions thats why id rather go private

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Right now im trying to learn how to make a car, i downloaded a 3d car model from forza horizon 4 (from a site) but couldnt find a way to put it in the object builder on arma 3 tools

polar fiber
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i downloaded a 3d car model from forza horizon 4 loooool

bold flare
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So. Your first half a dozen messages on this discord are already violating 2 rules?

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If you continue talking about ripped models you will be removed. Such crap is not tolerated here.

olive snow
#

What? Like i said im a beginner i wasnt planning on using it for a server just something to teach myself

bold flare
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If you are trying to learn, then make something yourself

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Taking ripped models is the exact right way to start at exactly the wrong end and get yourself the exactly wrong reputation that's just gonna get you banned everywhere.

olive snow
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Well sorry then where do i start?

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Dont you need a basic model of a car?

bold flare
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No? Why would you

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just use a 3d modelling program of your choice, and create a simple cube. And go from there

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You don't need a illegally ripped high quality car model to get started with modelling

olive snow
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Idk alot of sites had it didnt know it would be illegal even if it was just for myself and not a server

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I watched a guide and they downloaded a fh4 car model thats why i did the same

sacred grail
#

So as a general rule of thumb, You should not be downloading assets online. Especially for learning. There are a few reasons for this. No.1, Many of these assets are of bad quality or illegally ripped from somewhere.

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No.2 Many of these models are not made for games and don't include lod's etc.

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No.3 If you don't understand the basics of modelling there is very little hope in editing a complex one

bold flare
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No. 4 you actually don't learn modelling by just taking something premade

fluid ocean
#
  1. it will get you banned
olive snow
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Sorry didnt know all of this

sacred grail
#

If you wan't to learn how to get models in game. The best thing is to get the basics down with modelling. Depending on your program there are a lot of tutorials to guide you with the basics

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Start simple

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very simple

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a cube for example

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Get that modelled, textured and encoded so you can use it in game

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then try the same with something a little more complex

olive snow
#

Hmm ok

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Ill start there

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But wait dont modded servers use illegal car models all the time?

sacred grail
#

A lot of life servers/ mods do yes.

olive snow
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Theres no way they would make like 300 cars from themselves

fluid ocean
#

Yes, and most dont last long and their users banned

bold flare
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Serial killers exist also kill people. Doesn't mean that it's okey

sacred grail
#

If you want to learn modelling I can recommend Arrimus3D or ChamferZone for 3ds max. Or blenderGuru for blender

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they make pretty decent youtube videos explaining good workflows

olive snow
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Hmm ok ill have a look

woeful viper
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aaaand blocked.

fervent steppe
#

๐Ÿคฆโ€โ™‚๏ธ

quick terrace
#

๐Ÿฟ

white jay
#

my friend made a 3d model for road markings for highways, but they are invisible, is it a matter of them being too thin? They are visible in buldozer

fervent steppe
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Could be a bunch of reasons. When you say road markings do you mean like turn arrows that are painted on the ground...that sort of thing?

devout flower
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Yea it is

slate epoch
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Then it can be just plane with "on surface" property

fervent steppe
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^^ ๐Ÿ‘

slate epoch
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also maybe with class=land_decal property in geo lod

devout flower
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I dont know what that means im new sorry

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is there a wiki or somthing like that?

fervent steppe
devout flower
#

Thanks man

gleaming marlin
#

So, I'm working on retexturing some things for my group (from cup of course).
I wanted to start using Substance Painter but it doesn't support .p3d
So I go and import the .p3d into object builder and get a rather interesting and highly broken model.
(for reference: https://cdn.discordapp.com/attachments/139787850240622592/576596401690247208/unknown.png)
What exactly can I do to avoid this in the future so I can make this process a bit more bearable?

quick terrace
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@gleaming marlin p3ds are binned, so what tool did you used to unbin that model?

gleaming marlin
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I'm heavily up to any suggestions
preferably that don't involve setting up the P-Drive if possible, mostly because I don't have the space or time for it.

slate epoch
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This is intentional that model is broken after debin with this tool

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Read "About" section

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Also you can setup P drive without unpacking A3 data, then it doesn't use so much space

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And yes, you should set it up ๐Ÿค”

gleaming marlin
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@slate epoch ah, thanks I guess.
So this, among probably others, are going to be practically impossible to reskin in Substance Painter then

stuck oyster
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@gleaming marlin you could use unpacked models from A2 released data packs but if you have disk space issues it might not work for you.

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Unless cup has altered the UVs

gleaming marlin
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Yeah that's the suggestion I'm getting now.
I'm just worried about reskinning something that may have been donated to CUP, and not originally in the data packs.

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I'm currently downloading the ones with the vehicles (since those and turrets are all I plan on working with) to see how things go.

stuck oyster
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Well those you can retex only by editing the texture file.

gleaming marlin
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Yeah that's my biggest fear
working flat isn't a skill I have much of.

buoyant condor
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when my driver turns out, his view is teleported to the turret's compartment

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seems to be not only for my driver, but for all of my FFV slots aswell

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gunner slot is OK

woeful viper
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either proxies not properly placed in every LOD
or action(animation) is not defined maybe

buoyant condor
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hmmm

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if ViewDriver and ViewCargo are not present

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are they gonna just use the normal resolution lod?

polar gyro
#

Is it possible to make a rocket launcher that will intercept other rockets(like the israeli iron dome)?

wooden osprey
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yo, quick question what could be wrong if after exiting vehicle my player is moving 4000Km/H ? anyone had problems like that

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it's memory or config related?

stuck oyster
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Could be memory point related. Does the vehicle have speed? @wooden osprey

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@polar gyro would need to be a scripted solution but yes such could be possible to make.

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I think there may even be such solutions already made.

wooden osprey
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yea, fixed by myslef 10 minutes ago

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anim problem

polar gyro
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@stuck oyster really? i will check that out

vital inlet
#

when crunching a pbo with pboProject and viewing the binlogs (packing was successful) I get many warnings about "too many bones (more than 4) on vertex ..., removed ..."
Any way to fix this or can it be disregarded?

woeful viper
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yes, dont assign more than 4 bones ๐Ÿคท most game engines have bones limits for vertices

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sometimes bones are assigned even when they have 0 weight in your 3d tool so maybe check that

vital inlet
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Got it, I didn't see the correlation from the start but when you mentioned weights it dawned

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also didnt know theres a limit, thanks!

quick terrace
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afaik the limit is 3, not 4

vital inlet
#

just checked the sample character, I see in some cases 4 bones maximum + other selections

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also, how would I go best about removing bones off a selection? since it was already mentioned that 0% is not enough

woeful viper
#

depends on what 3d tool you use to weight the things

vital inlet
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im in O2 right now, I assume you will suggest to take it to blender instead? ๐Ÿ˜„

woeful viper
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i only know max... no idea if OB or blender auto remove 0-weights

vital inlet
#

I actually tried it in OB just now and turns out it works, just not very viable since I probably have 1000+ lines of warnings. I have max too but havent used it for that type of stuff yet

woeful viper
#

where did you model it in ?

stuck oyster
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Character model?

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Blender has tools for bone limiting

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Actually OB might too but can't remember how those worked.

vital inlet
#

Honestly I wouldn't remember where it was modeled in, long time ago and by somebody else

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and yes, character model - I'm checking in blender and OB right now for bone limiting

vernal lynx
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vertex bounds is not a float
\temp\WW2\Assets_m_SourceI44\Vehicles\Tanks_m\I44_Churchill.p3d has errors
Pbo: p3d error```
#

that's a new one ๐Ÿ˜„

#
=================
Processing P:\WW2\Assets_m_SourceI44\Vehicles\Tanks_m\I44_Churchill.p3d
MLOD P3DM (arma) : nLods=17
0 changes found for leading slash
151 changes found for upper case
0 obsolete flags removed
0 changes found for trailing spaces
0 changes found for dammage=anything
saving file```
vernal lynx
#
    class IF_PzKpfwV_bones: Tank
    {
        isDiscrete = 1;
        skeletonInherit = "IF_Tank_Christie_Skeleton";
        skeletonBones[] =
        {
            "ACE_Turret"    ,"",
            "otocvez"        ,"ACE_Turret",
            "otochlaven"    ,"otocvez",
#
sections[] =
        {
            "mainheadlight",
            "LWheels_unhide",
            "RWheels_unhide",
            
            "fuel_hit",
            "dmg_hull",
            "dmg_turret",
            "dmg_gun",
            "dmg_kurs_mg",
            "dmg_back_MG"
        };```
#
    
        class Animations: Animations
        {
            class ACE_Turret
            {
                type="hide";
                source="ACE_Turret";
                selection="ACE_Turret";
                sourceAddress="clamp";
                memory=1;
                minValue = 0;
                maxValue = 1;
                minPhase = 0;
                maxPhase = 1;
                hideValue = 0.99;
                animPeriod = 0;
                initPhase = 0;
            };
    };```
#

any idea ? I can't make my neurons connexions to make it eltyraCheekie

polar fiber
#

Turret materials are in class damage? Hitpoint has proper section name for visual =?

#

not using hiddenSelectionsMaterials at all?

vernal lynx
#

yes yes it only comes from model.cfg

#

I can revert the model.cfg change and it works

#

(we're talking about an industrial tank factory here, above issue is on the prototype tank ๐Ÿ˜„ )

polar gyro
#

Hey guys, i want to learn how to make a static weapon. can you recommend on any reference that I can learn from?

woeful viper
#

vanilla static weapons

queen rapids
#

Hello. I'm having trouble with the reload animation of my weapon. Whenever I reload the bolt starts off at the back and stays there until the animation goes to pull the charging handle back, prompting it to move forward. I'm certain it's something in the model.cfg, yet I have little experience with model.cfgs. Would anyone happen to know how to fix this?
https://i.imgur.com/VaqbBSb.jpg

red quail
#

I have a problem with my object (is a small object like the Intel files). It shows up in game and all, but it has no physics (floats in the air) and i can't put any actions on it. (AddActions don't show up in the action menu)
What could be the problem? Config error or the model? I've got res, shadow, geom and viewgeom lod.

pliant osprey
#

@red quail Did you base your class off something similar (such as the intel files) so it inherits the functionality you want it to have? Sounds like you've based your object off the static class, which is not exposed to physics calculations. Not sure what that does to addaction accessibility. Still nooby here so I may be way off.

inland atlas
#

@queen rapids Did you try simply swapping the values of the offsets?

red quail
#

Based it off of Item_Base_F, which is the base class of many items. I think even weapon holders etc.
So i don't think that is the problem.
And I'm thinking the addaction is related. The item probably doesn't have collision properly set or something.

pliant osprey
#

I'm sort of wrestling with the same thing. I found a quick work around by adding the addaction in the init field of the object when the unit places it. But its not how i want it to work, so I'm still trying to figure out another way. I've tried static and magazine, since i wanted the object in inventory before placement. Neither worked. Trying another class base now.

#

I created my addaction as a global variable in the init field, and deleted it with the script the action launches. Maybe that will work for you in your circumstances.

red quail
#

Yeah i tried putting the action on the init field, but it doesn't show up.
So I'm thinking the collision is broken, since addaction AFAIK traces against the Geometry LOD to check if you look at the object.

stuck oyster
#

@red quail does it have big enough geometry with componentXXX naming and mass set on on each part

#

also you can add a viewgeometry/hitgeometry lod to it

#

also the useraction can be either tied to a geometry part, or a memorypoint

#

and it has to be a thingX object to have physics

red quail
#

Only one component. It is named Component01 and has a mass.
I'll try making it bigger.
I have tried duplicating it and setting it as a viewgeometry, that didn't help. But again maybe it's too small.
No memory points but i guess i could try.

Alright. I'll put it as thingX instead of thing then.
Does it need a Geometry PhysX LOD then?

Not home now, but will try when back

pliant osprey
#

I'll try that as well. Thanks @stuck oyster

stuck oyster
#

if no physx lod present, it will use the geometry lod

#

also its possibly your config for the userAction is wrong

#

wait @red quail how are you trying to add actions to it?

red quail
#

With AddAction.

stuck oyster
#

ah

red quail
#

It's just a tiny object, like a document you can pick up.
AddAction is already fiddly with the default documents.

stuck oyster
#

the size of it might be the issue then

#

oh

#

its an item?

#

item is not really in the world

#

its inside a proxy placeholder object

#

so you would have to find a way to add the action to the groundholder object

red quail
#

Yeah i know you need a proxy as a container and then add the item there.
I just made it so that after you do the "take" action, the item is deleted and a variable is set on player. (Enough for what I'm doing with it)
I don't actually have an inventory item.

#

I'm home now. Will try bigger collision.

#

Okay, that did absolutely nothing.
Increased geometry and view geometry by a lot (and edens bounding box shows that it's huge) but still don't get an action.
Changed simulation to thingX but no physics :/

stuck oyster
#

Im not following

#

so its not an item? its an object?

red quail
#

It's in CfgVehicles. So it can be placed. But it's just a small misc thing, not a building or vehicle or so.

#

Got physics. It's "Items_base_f", not "item_base_f" (both exist)

stuck oyster
#

@red quail whats the command you are using?

#

do you have a memorypoint/radius set in it

red quail
#

No memory point but a radius, yes

#

I got it to work now.
Made the view geometry bigger.
But still glitches when near other objects. Like their view geom gets hit instead of my object.
But works

white jay
#

Question

#

Could someone make me a custom beret and drill sergeant hat?

#

DM me for information if so

queen rapids
#

@inland atlas That did the trick. Thanks.

jaunty leaf
polar gyro
stuck oyster
#

wrongly built config

#

like completely wrong

#

well fromatting quite ok

polar gyro
#

that worked before

stuck oyster
#

but the whole inheritance is messed up

#

well then mystery solved

polar gyro
#

i mean i just used a config of different mod and changed the names of the object

stuck oyster
#

doesnt mean its right

polar gyro
#

yeah but I use the same file just change the name and it gives me that error

#

that's wierd

#

ok i rewrote the same line and it works somehow

#

this is so fucked up

woeful viper
#

myVehicle ... thats not a valid class

polar gyro
#

yeah I figured that out

high stag
#

anyone have ideas on how to bypass the 50m model limit?

median bough
#

by using multiple sections with 45m and stich them together with a script

high stag
#

i read about that

#

care to explain how it works?

median bough
#

like the LHD and other big models do

#

no clue tbh

#

you can download the arma 2 public data pack and look for the LHD

high stag
#

umm would it stitch the geometry LOD as well?

#

i was thinking of rotating the model 90 degrees

median bough
#

as i said, no idea. take a look at the a2 stuff, or wait until smb who knows what he's talking about wakes up ๐Ÿ˜„

high stag
#

and having it rotate via animation

#

ok

#

thanks chris

#

whats SMBs discord name?

#

OH

#

LOL

#

nvm

#

i thought 'smb' was someone

polar fiber
#

Geometry collisions only occur inside the bounding box. So animating it wouldn't work

median bough
#

๐Ÿ˜‰

high stag
#

i tried stretching the bounding box

#

but was having problems with the memory cargo points

polar fiber
#

Bounding box is the thing that is limited to 50m

high stag
#

can u use LHDs stitching script

#

on working vehicles?

median bough
#

i don't think it's working with movable objects

#

only statics like the hospital and so on

high stag
#

well im out of luck then

#

๐Ÿ˜ฆ

stuck oyster
#

@high stag what is it you are trying to do?

fervent steppe
#

You use proxies to bypass the limit

#

So technically they are two models rather than one

stuck oyster
#

the main limits are in roadway and geometry lod, both work in a bit different maximum dimensions. 50x50m object is deemed safe, going over that can might not always work

#

proxies Im not sure if they actually bypass the issue

#

because its still treated as one object by the engine

fervent steppe
#

True. I keep meaning to make a test model and never got around to it.

stuck oyster
#

I mean I have 250m long helicoper that does have quite well working collision

#

but I have not made like super extensive testing with it

#

might be its only on my map

outer condor
#

any of these types from bin.log of much concern?

 - Not all levels have On Surface set

 Bad proxy object definition proxy:\XXX.001

: Proxy object should be single face proxy:\XXX.001

Axis has less than two points, in model , sel horizont_1_axis

Error: , vertices of bone alt are shared with bone canopy

Error: : Opposite edge to P(DDD, DDD) was not found - shadow geometry is not closed.

Error: : Shadow polygon doesn't have 3 vertices - it has not been considered.

Face 0, point 253, face points 253,287,254 - invalid uv -1.#QNAN,-1.#QNAN

Missing axis in model , axis 

None face in component01 in 

Old style material flags used - 201 (with texture <null>)
Old style material flags used - 201 (with texture XXX.paa)
Old style material flags used - 202 (with texture <null>)
Old style material flags used - 202 (with texture XXX.paa)```
#

Strange convex componentDDD in 

Too detailed shadow lod in  (0:0.000000 : 2229) - shadows disabled

Warning:  , vertex: 370, sum of weights is 200, should be 100 

Warning:  Section without material is in shape with ST coordinates

Warning:  Stage 1 has no texture to retrieve format from (while generating ST coordinates)

Warning: , Selection ammo needs a section. The shadow volume may not work well.

Warning: , too many  bones (more than 4) on vertex 150, removed spine2

Warning: , vertices of bone acc_anten are shared with parent bone otocvez

Warning: : Degenerated  triangle found on source triangles (896,887,880)

Warning: '': LODs  not ordered by face count 4 (4): 116 faces < 5 (5) 116 faces

Warning: : Some non proxy polygons doesn't have the 'Enable shadow' checked. The geometry might not be closed therefore.

Warning: bone ammo_0 already listed in model.cfg/CfgSkeletons/XXX/ skeleton

Warning: Degenerated faces found in model  

Warning: special LOD contains 2nd UV set.

Warning: Unsupported UVSet 2
Warning: Unsupported UVSet 3
Warning: Unsupported UVSet 4
Warning: Unsupported UVSet 5
Warning: Unsupported UVSet 6
Warning: Unsupported UVSet 7
stuck oyster
#

axis and shared bones will likely cause bad animations

polar fiber
#

Error: : Shadow polygon doesn't have 3 vertices - it has not been considered non-triangulated faces in shadow LOD will cause artifacts

outer condor
#

๐Ÿ™‡

woeful viper
#

LOD not ordered by face count 116 < 116 faces...
this is terrible practice. Dont copy a lod just for the sake of having more lod.

polar fiber
#

Maybe one has .rvmat and the other doesn't?

#

Though agreed, you should just have the one and reduced sections and materials

woeful viper
#

i would also be wary of any degenerate triangle or degenerate/too small UV. This can possibly cost performance

stuck oyster
#

everything it has to tick down into rpt costs something

outer condor
#

these are from bin.log

#

only very few of these get into rpt

#

but want to resolve the relevant ones - hence asking about those

fervent steppe
#

<<< Dont copy a lod just for the sake of having more lod.

I see people doing that a lot

median bough
#

oh, so you're not supposed to do so to create LOD 10/100/1000?
/s

fervent steppe
#

Haha. Sometimes people send me models and I'm like whyyyyyy. It's literally the same

#

Copied through all lods

median bough
#

ยฏ_(ใƒ„)_/ยฏ

#

why not? don't you wanna see the perfect 30k highpoly model in 12km distance?

#

with shiny 4k tex

fervent steppe
#

Not when there's a 1000 models and my fps is like -100

#

Lol

median bough
#

time to grow some balls dude ๐Ÿ˜‚

fervent steppe
#

Haha

median bough
#

i hope everybody knows i'm not serious! don't want to influence newcomers ๐Ÿ˜„

fervent steppe
#

LOL

rough idol
#

Afair some of the proxies still require 1 to 1 res lods count

high stag
#

is there a rudder animation source for helis?

#

i know there is one for planes

queen rapids
#

Having another issue where the trajectory of my shots do not change regardless of what range I set my ironsights to.
https://imgur.com/a/Ap30tSZ

#

What should I be looking at to fix this?

buoyant condor
#

Any ideas?

#
            {
                gunnerAction = "passenger_flatground_4_vehicle_passenger_stand_1";
                gunnerInAction = "passenger_inside_3";
                memoryPointsGetInGunner = "pos_gunner";
                memoryPointsGetInGunnerDir = "pos_gunner_dir";
                gunnerName = "Commander";
                gunnerCompartments = Compartment1;
                proxyIndex = 3;
                isPersonTurret = 2;    /// this turret is able to fire both when turned in and out
                outGunnerMayFire = 1;
                inGunnerMayFire = 0;
                allowLauncherIn = 0; 
                allowLauncherOut = 1;
                viewGunnerInExternal = 1;
               
                /// Old view limits inbounce
                
                maxElev = 45;    /// vertical limit for field of view
                minElev = -5;    /// vertical limit for field of view
                maxTurn = 95;    /// horizontal limit for field of view
                minTurn = -95;    /// horizontal limit for field of view
               
                /// New view limits inbounce
               
                class TurnIn /// limits for gunner turned in
                {
                    limitsArrayTop[] = {{33.8208, -93.9616}, {40.8906, 66.5705}};    /// points for the upper curve
                    limitsArrayBottom[] = {{-9.4643, -94.5753}, {-8.3683, -67.6867}, {-9.7173, 43.6372}, {-10.1082, 78.9166}}; /// points for the lower curve
                };
                class TurnOut: TurnIn 
                {
                    limitsArrayTop[] = {{35.5209, -94.8698}, {32.1307, 95}};
                    limitsArrayBottom[] = {{-44.5208, -95}, {-34.5606, -5.0313}, {-32.2057, 12.7971}, {-33.5706, 33.2967}, {-31.542, 70.3073}, {-36.4877, 95}};
                };
            };```
willow turret
#

is there a way to open the RHS tanks P3D file to view how they were modelled and pointed? when I try it crashes the object builder

#

i've tried opening the sample tank and it seems a lot more complex than what I was trying to do and has stuff I dont understand

polar fiber
#

No

#

And our tanks are have some aspects more complex than the BI sample. so if you cannot figure out what you want to do from that, then there would be no point looking at ours either

willow turret
#

Cool, I have some questions about tank modelling if that's alright and RHS tanks in general.

What are all the triangles above the sample tank specifically for? Are they important?

Why is it RHS Russian tanks double their throttle when turning and going forward but US ones don't? Some desert rat tanks also show this behavior

Why does the Abrams turret freak out when in contact with objects and in most cases cause it to explode?

What is the best way to get a track that has too many segments to be lined up with a cog? Do you select all of it and point it and then attach it to the cog?

stuck oyster
#

the triangles are proxies for different engine functionalities like passeneger positions

#

so yes they are very important

#

RHS questions only RHS people can answer for

bold flare
#

Why does the Abrams turret freak out when in contact with objects and in most cases cause it to explode? physx collision on the barrel
Most vanilla tanks don't have any and the barrel just goes through things, to fix that.

quick terrace
#

Why is it RHS Russian tanks double their throttle when turning and going forward but US ones don't? Some desert rat tanks also show this behavior
what?

polar fiber
#

barrel doesn't have physX collisions anymore, but the Abrams turret shape is such that the bustle will extend beyond the hull and collide with things in the manner that the barrel would

#

so it's the same issue

stuck oyster
#

solution

#

dont try to fire through walls

willow turret
#

Ok. I'll need to find a video for the triangles. I have not noticed any in the vids I've watched so far.

Barrel only collides with infantry. Can spear infantry thru walls. Turret rear does collide and often explode with walls/buildings/trees.

When going forward, you have full throttle. When going forward and turning, you have even more throttle. You can artificially ramp the acceleration up and get Russian tanks and the British universal carrier going stupidly fast on inclines or flat ground.

#

The Abrams does not 'multiply' it's own throttle in turns. The t72/t80/t90 etc and bmp 2 series does

polar fiber
#

It's how tank physX work in general now. They have some turn force applied which actually accelerates one side of the tank rather than the real way where it is the opposite and one side is slowed by braking (apparently doing it the opposite way in Arma caused problems)

#

Not sure why it's not affecting the Abrams, but it affects most tracked vehicles in A3

willow turret
#

Alright. Interesting.

#

I'll double check the Abrams but afaik it turns like you'd expect. I can post an mp4 showing the difference if you'd like at some point today

#

I got in the habit of turning while going forward to go faster than normal up hills and when going from a standstill but the Abrams isn't affected :P

#

And Bradley isn't either

toxic apex
#

Animation question: Is it possible to loop and translation? Im trying to animate a windscreen wiper using a translation and want to to repeatedly moved back and force without a script. Any suggestions?

#

(Ive tried using sourceaddress = Loop but it doesnt work

rough idol
#

source = time
sourceAddress = loop

#

or, custom source and use vehicle animateSource ["nameOfSource",1e10]

stuck oyster
#

@rough idol does having that long animation phase effect the game anyway?

rough idol
#

it's basically what time source does

toxic apex
#

the loop thing doesnt work for me

#

class wiper_1
{
type="translation";
sourceaddress="loop";
source="time";
selection="wiper_1";
axis="axis_wiper_1";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=2;
offset0=0;
offset1=1;
};
class wiper_1a : wiper_1
{
minPhase=0;
maxPhase=1;
minValue=2;
maxValue=4;
offset0=0;
offset1=-1;
};

#

thats what ive got but it just sits static

rough idol
#

class wiper_1a coubnters effect of wiper_1

toxic apex
#

sorry

#

class wiper_1
{
type="translation";
sourceaddress="loop";
source="time";
selection="wiper_1";
axis="axis_wiper_1";
minPhase=0;
maxPhase=0.5
minValue=0;
maxValue=2;
offset0=0;
offset1=1;
};
class wiper_1a : wiper_1
{
minPhase=0.5;
maxPhase=1;
minValue=2;
maxValue=4;
offset0=0;
offset1=-1;
};

rough idol
#

still

toxic apex
#

work on clmap just not loop

rough idol
#

that's how loop works

#

you would have to make it in single anim if you want to use loop

toxic apex
#

yeah but that doesnt return the wiper. just moves it across the window then vanishes reapears at the start

#

it needs to reciprocate hence the wiper_1a

rough idol
#

sourceAddress = mirror

toxic apex
#

i didnt even know that was a valid source

#

PERFECT!!! Thank you!

stoic blaze
#

Hey. Any of you make cars using blender? How do you get reference images to line up?

stuck oyster
#

depends what kind of reference image you are using

gaunt falcon
#

Hello there, i would need help from someone who knows some stuff about arma 2 modeling, especialy player/character models.

#

i am trying to create some playermodels and i am editing samplemodels of several soldiers and 1 woman.

#

ingame it tells me that neighter of those models can be loaded, so i guess i fucked something up

#

most helpfull would be, if someone has a working playermodel and a working model.cfg laying around in his harddrive

#

but vocal advice would also be very apreciated

stuck oyster
#

Arma 2 sample files should still be available and they should have fully working model.cfgs

#

working units need p3ds, model.cfg with classes with same names as those p3ds, and config.cpp to make those units usable in game

#

configs that are pathed right

#

also you would need your development tools set up right to begin with

gaunt falcon
#

i am not a total first timer, i made working weapons, a house and a helicopter so far. but with the playermodel i kinda hit a wall

#

config.cpp should be all right, i am able to place down the units in the editor

#

but when i click preview. the models cant be loaded

stuck oyster
#

cant be loaded how?

gaunt falcon
#

hmm, i will make a screenshot

stuck oyster
#

does it give error message?

gaunt falcon
#
z\addons\...\example.p3d```
#

i got 12 models.... none of them makes it

#

even though some are literaly copy paste of sample models ๐Ÿ˜…

#

just to practice

#

when i made the helicopter in the past i had to recreate the model.cfg from the ground....

stuck oyster
#

perhaps your model paths in config are wrong then

#

model.cfg does not affect loading of the object at all

#

it only powers the animations

gaunt falcon
#

yeah, pretty sure the paths are correct

stuck oyster
#

if it cant find them then I would double check them

gaunt falcon
#

i quadripple checked them :/

stuck oyster
#

what are you packing with?

gaunt falcon
#

DePboTools

#

pboProject

stuck oyster
#

and that does not give you any errors?

gaunt falcon
#

nope, all errors i got before starting to test have been resolved

#

and now it doesnt give any errors when packing

stuck oyster
#

what kind of errors did you get?

gaunt falcon
#

i got some errors from other projects i still had in that folder. i eighter deleted them, or resolved the issues

#

none of those errors where related to the playermodel

stuck oyster
#

unpack the pbo you have made and make sure the models are actually in it

gaunt falcon
#

okay, that i can do

stuck oyster
#

are you packing everything youve made into a single pbo?

gaunt falcon
#

aaaaand they are not in there.... why the fuck are they not in there ๐Ÿ˜ณ

#

like not even the pbo is there

#

i got the config.cpp in a seperate Pbo... which is there

#

some weapons i made earlyer in another pbo, which is also in there

#

the skins i made in a new folder.... and the pbo is not there

stuck oyster
#

why is your model.cfg in a separate pbo?

#

also do you have any config.cpp in the actual model folder?

#

you need to have a config.cpp with cfgPatches class in the root of the folder you are packing with

#

so that the pbo can be refrenced by the engine

gaunt falcon
#

no, model.cfg and .p3d are in the same pbo. but the config.cpp is in another folder. that is because i want these to merge later in another mod, which has this structure

stuck oyster
#

sounds very diffficult

gaunt falcon
#

hmm... i cam late into that development

stuck oyster
#

so you have P:\folder1\ with the models and p:\folder2\ with the configs?

gaunt falcon
#

pretty much

stuck oyster
#

P:\folder1 will need a config.cpp too

#

even it its just the cfgPatches

gaunt falcon
#

OOOOH.... yeah that makes sence

stuck oyster
#

and that will need to have the config pbos cfgpatches class as requried addon

#

so it loads after it

gaunt falcon
#

yeah, i see, i have messed that up. i got that file in the 3rd pbo from an earlyer project

#

let me see if it works now

#
can't find class 'Head' in master.cfg```
#

what about those errors?

#

i want to inherent those into my model.cfg.... just like the mpodel.cfg does in the samplemodel

stuck oyster
#

you may need to define them again

gaunt falcon
#

yeah... and i have no source for me to look them up

#

atleast not in the sample models

#

f*ck

#

do you know where i get those?

stuck oyster
#

either from the released Arma2 datapacks

#

or since you have mikeros tools, eliteness can open up p3ds and read the baked model.cfgs

gaunt falcon
#

you got links?

stuck oyster
#

not any faster than you find with google ๐Ÿ˜›

gaunt falcon
#

well, my experience with googling arma 2 knowledge has been rather.... timeconsuming

#

but i will try i guess

quick terrace
#

lol

gaunt falcon
#

well, that looks like its gona take some ages.

#

i thank you very much for your help. @stuck oyster

stuck oyster
#

been a while since I've done anything for A2. ๐Ÿ˜„ Good luck.

lime nebula
#

There is a way to actually not make the clutter fell when you run on it ?

stuck oyster
#

come again?

#

@lime nebula

lime nebula
#

Actually creating a model of wheat for clutter of 4m x 4m, but when you run on clutter the clutter fell into the ground, and after like 1/2 seconds it's coming back again at the default state

stuck oyster
#

no

#

well yes but it will tank your performance

#

so no

lime nebula
#

What is the solution, even not using it ?

stuck oyster
#

? there is no solution

#

Arma clutter does not respond to running

#

it only flattens when you crawl in it

#

or drive a tank on it

#

thats all you get

#

you would need a animated object with multi bone animations for each plant and a scripting magic that detects movment and animates the objects on demand

#

but that could not be clutter

#

so no

lime nebula
#

And I can stop the grass go into the ground when running tank on it ?

stuck oyster
#

no

#

it gets destroyed

#

well perhaps if you use other than grass shader on it and set its destruction type to NO in the p3d geometry class

#

then maye

#

but why would you?

#

you would need to make totally new grass models for this too btw

#

so if you explain what you want then it might be simpler to say if its possible

lime nebula
#

Just wanted to have my 4x4m wheat model doesn't get go through the ground when you run on it

#

but it would be more an object than clutter, just the grass shader make this undesirable effect, and don't know if it's exact another shader than do the exact same things

stuck oyster
#

If I've understood right the grass shader makes the grass clutter flatten when it its run over

#

other types of objects that use different shaders need correct damage type to be set

lime nebula
#

Yeah I think it's like that

#

tried to use damage=no with grass shader but it's not stopping it

stuck oyster
#

you need different shader

shrewd yew
#

Okay so I'm looking to move away from just texturing and into modelling as well, I've done a bit of modelling in the past but only for Cinematic videos and nothing for games especially not Arma. Is there anything major that I should keep in mind when making a model for Arma

stuck oyster
#

usual game model recommendations apply so I suggest you read up on that a bit

shrewd yew
#

Okay, Just wasn't sure If Arma had any major quirks it required when It comes to modelling

thin wigeon
#

n00b object builder question time: I've made a speedbump that I want to conform to the gradient of the road, so if it's on an incline I don't want one side higher than the other. I tried putting LandContact LOD vertices on all four corners but it still stubbornly wants always to be completely vertical so one side is higher. Please put me out of my misery, I can't seem to phrase the question right enough for google to give me an answer ๐Ÿ˜ƒ
_goats_for_sacrifice--;

quick terrace
#

@thin wigeon try using placement = slopelandcontact named property in your geo lod

thin wigeon
#

genius.. thx! I looked high and low but when you don't know the right words for the question to start with you can't google it ๐Ÿ˜„

quick terrace
#

possible values for placement are:

slope
vertical
slopez
slopex
slopelandcontact```
thin wigeon
#

I'm guessing vertical is the default?

quick terrace
#

not sure, i would assume if there is no value, it is vertical yes

#

i would assume there slopelandcontact works in relation with vertices defined in LandContact LOD

bold flare
#

yes

thin wigeon
#

Yes.. I tried putting one on each corner but it wasn't having it.. just sank it to the vertical average

#

Thx both!

quick terrace
#

let me know if that worked

bold flare
#

slopelandcontact takes first two/3 LandContact points

thin wigeon
#

Does the slopelandcontact stuff work only in TB, and not in ed3n editor? Just trying it out and regardless of the placement icons, it's still vertical ๐Ÿ˜ฆ Methinks I am doing something very stupid!

thin wigeon
polar fiber
#

Try config keepHorizontalPlacement = 0;

thin wigeon
#

@polar fiber does that go in the Geometry properties too?

polar fiber
#

no, it goes in the config class

thin wigeon
#

ahh, ok, thx, will try

#

Why slap my thigh, and paint me red, if it's not working. Well, it is workings, so thx collective dudes, idk how you ever found this out in the first place but I am very grateful! ๐Ÿ˜ƒ

polar fiber
rustic epoch
#

Could someone give me a brief howto in how i can rescale an existing p3d model and split it into parts that will connect as proxies?totally at a Loss here. I want to make an old a2 Hangar like 150m in width ๐Ÿ˜†

fervent steppe
#

anytime i did it i crreated the model in one file then selected the portion i wanted to remove copy paste it into another file so it keeps the same world space...delete the selected portion in the main model.. then when you import that file as a proxy it will show up exaclty were it should

rustic epoch
#

@fervent steppe that easy?

Will try my luck then,thanks!

woeful viper
#

you need to center it, because size limits (iirc) are around center of origin

ionic coral
#

how can i hide a proxy on an model?

#

the fire is a proxy and i can't hide it on arma 3

stuck oyster
#

you have to configure the animation for it

muted dove
#

Any pointers for making uniform models?

ionic coral
#

ok thanks @stuck oyster

stuck oyster
#

@muted dove pointers? The unifrom shape size and topology and weighting must match the Arma man so that it moves with the animations.

halcyon wren
stuck oyster
#

whazzat from?

halcyon wren
#

Turbosquid for 7 bucks

stuck oyster
#

xD

halcyon wren
#

Gonna see how fast I can import them and make them fit the A3 skeleton.

#

They're all from the same artist, so they'll be somewhat consistent and fitting together.

quick terrace
#

cheating that is ๐Ÿ˜„

halcyon wren
#

ridiculous low poly, 1200 polies for the scout. ๐Ÿ˜„

cold heron
#

I love it.

halcyon wren
#

Yeh, maybe i can pump one out before the reveal ๐Ÿ˜„

#

I think these would fight for AAF, right? ๐Ÿ˜„

halcyon wren
woeful viper
#

So what you are saying is, that i should just offer my models on turbosquid for cheap, so that you'll animate them for me? awesome ๐Ÿ˜„

ionic coral
#

i wnt it mondkalb

#

nice work

halcyon wren
#

Ho wait there, these are stretched to fit the OFP2ManSkeleton ๐Ÿ˜›

ionic coral
#

i want it

halcyon wren
#

They will be on the workshop shortly ๐Ÿ˜ƒ

ionic coral
#

๐Ÿ˜ƒ

#

mention me when u publish it

halcyon wren
#

I'll try to remember

ionic coral
#

thanks

halcyon wren
polar fiber
#

Blood isn't burning a hole in the floor: 2/10

hollow fulcrum
#

hahaha

fervent steppe
#

But can it drive a cop car?

woeful viper
#

as long as it can float around the place in T-pose all quality requirements have been fullfilled

fervent steppe
#

Lol

halcyon wren
#

It can shapeshift into humans if you put on a uniform. ๐Ÿ˜„

hollow fulcrum
#

lol, perfect.

polar fiber
#

lizard people, great

rustic epoch
#

Now give Them a plasma Cannon and those are the next Mission NPC on our TschernobylZoneRedux Server.bam

#

If you eher stumble upon some Mutant models pleeease do it ๐Ÿ˜†

#

@halcyon wren

halcyon wren
#

We'll see. ๐Ÿ˜„

polar fiber
#

or giant potato plasma balls

rustic epoch
#

Sphere 10cm with a glassy rvmat and a neon green texture as the projectile

#

Green tracer per shot and there you are.not sure boout the physics of that tho

halcyon wren
#

Yeh I am sure some fun can be had with those. So far it seems that Contact will not come with alien foot soldiers, so this addon might see some relevant use. ๐Ÿ˜ƒ

rustic epoch
#

Just saying,we are releasing a Tschernobyl map without mutants.sounds relevant also

Hint hint ๐Ÿ˜†

polar fiber
#

Why do we assume they are here with hostile intent? Maybe they just want Livonian kielbasa?

rustic epoch
#

If aliens ever visit us theyll be defending themselves.just look around on this planet ๐Ÿ˜‚

woeful viper
#

their ship just broke down on a trip and they need to change a whee... engine.

rustic epoch
#

Hell yeah. There's that wrecked reactor in the Ukraine we could salvage for spare parts...๐Ÿ˜†

#

Storyline: check.

woeful viper
#

not sure if thats a responsible thing to use bits that already blew up once...

vernal lynx
#

@halcyon wren how did you weight them that fast without them being stretched as fuck on joints ๐Ÿ˜„

fervent steppe
#

Black magic

halcyon wren
#

Simple transfer of weights ๐Ÿ˜„

spiral solstice
#

@halcyon wren Man, I feel bad for having trouble with that lol. Been brushing up with 3d though

halcyon wren
#

Dont feel bad. It simply takes practise. Doing this quick conversion and import in about 2h would not be possible if didn't exactly know what I was doing.
Which of course wasn't the case when I was testing the blood textures: I had them disabled in game settings (For filming) and was wondering why they didn't show up ๐Ÿ˜„

spiral solstice
#

I'd like to ask you how to retarget those models but it looks like it'll take a lot of time. Did you do it in blender?

halcyon wren
#

Blender.

#

I imported the FBX of the alien and it came with a basic skeleton. Then imported one of my GM soldiers for reference.
Then I used the basic alien skeleton to pose the bones into a bindpose that matches those of regular Arma 3 characters. Some scaling and stretching occured of course.
Then I applied that deform to receive the alien mesh in an Arma 3 bindpose. Form there I did a simple weight transfer from GM soldier to alien, and then did a few touchups because the critter only has 4 fingers ๐Ÿ˜„

#

That's essentially all.

bold flare
#

All that sounds like magic to me

spiral solstice
halcyon wren
#

Yes. Similar. However if add some other creature with a non human skeleton i'll need new anims and different setup. That is not impossible, but a bit more work.

spiral solstice
#

Thanks for answering my questions, I'll still try to figure it out more. Is it possible to add physics to the models like ponytails?

halcyon wren
#

Not to my knowledge.

stuck oyster
#

Nope.

kind lion
#

is it possible to animate a bone using the bone itself as axis for rotation?

stuck oyster
#

vehicle animation?

#

and no

#

bones are simulated

#

not sure if you could animate the both ends of axis to move with different bones though

kind lion
#

no, weapon animation

woeful viper
#

you can animate a dummy bone and have whatever actual bone you need be dependant on that dummy...

kind lion
#

๐Ÿค” not a bad idea

rapid wharf
#

hi, first time making a gun for arma so i got a question.
Does the each part that can be animated need to be as a separate model in blender and p3d.
Like main part 1 model, magazine another one, iron gisht anotehr one(if i want it to be changed to a diffferent sight), trigger a different one since i want to animate it ?

#

and if anyone could send something taht could help, that would be very apreciated

stuck oyster
#

Arma3 sample models could be helpful to study

rapid wharf
#

i tried, i wanted to look at the p3d but they dont open up

stuck oyster
#

how did you try to open them

#

and are you sure they were the Arma 3 Sample models from steam?

rapid wharf
#

yeah, i double click them, sometimes they open sometimes i just get an error

#

luckly just tried and opened

quick terrace
#

most likely other p3ds than the sample ones

#

all p3ds minus samples are binned / rapified = won't be able to open these

stuck oyster
rapid wharf
#

allright

stuck oyster
#

these? @rapid wharf

rapid wharf
#

cheers

stuck oyster
#

or are you trying to open some other files?

#

and to answer your animation questions, scopes and magazines are separate models

#

and also the other attachements like bpods and laser sights

#

and they are attached to predefined points in the weapon model

rapid wharf
#

i once i tried before to open same files that i did, did a cowboy hat and upploaded to workshop, and a friend wanted to retexture it as i had hard time with the texture since exposure and roughness, and he couldnt open

#

but makes sense now that the files get binned

stuck oyster
#

yes you cant open files from workshop

#

in Blender you can model all parts in the same .blend though

#

and just export them separately into their own .p3ds

rapid wharf
#

ohh btw, how can i make the texture look as much similar to what they look in substance painter, because in game they look like rubber, and never am able to get the specular and otehr thigns correct in teh RVMAT

#

so the way its here, different models for each part

polar fiber
#

Arma doesn't use pbr, so it will never look absolutely like it does in substance painter

worldly belfry
#

There is a substance shader that emulates close to what it will look like in game

polar fiber
#

But you still need to consider that Arma isn't pbr. And generate full diffuse colour with AO shading and curvature highlighting applied, and transfer metal colour from specular to the diffuse, rather than use your plain Albedo

cinder pivot
#

Does using the visual source LOD for shadows hurt performance by a lot? Or is it minimal compared to a handmade shadow LOD

stuck oyster
#

It can drastically affect it yes

bold flare
#

It is the same as if your "handmade" shadow lod is just a copy-paste of the visual lod

woeful viper
#

if it wouldnt affect performance, why do you think shadow LODs where made in the first place?

#

unless you mean autogenerated "softshadow" thing with tanoa buildings

quick terrace
#

tanoa buildings are using softshadows from svlods btw

#

not from visual lods

slate epoch
#

It depends, some are using visualEx some not

floral pewter
#

I am creating an opening scene where two paratroopers slowly fall while text is being written on the screen. It works but I want them to fall a bit faster. When I change the vz value, they do not go faster.

#

_chute setVelocity [0,0,-0.5];

#

I've set it to 2, 5, 10, and even 30 but nota

#

here is the whole piece for the 2 charactors..._chute = createVehicle ["LIB_NonSteerable_Parachute", position PVT_JR_Aleks1, [], (_iDir + 90), "FLY"];
_chute setPos (position PVT_JR_Aleks1);
_chute setDir (_iDir + 90);

PVT_JR_Aleks1 moveInDriver _chute;
_chute setVelocity [0,0,-0.5];

_iPos = _camPos getPos [100,(_iDir - 15)];
_iPos set [2,(_camPos select 2) + 25];

PVT_JR_Filip1 setPos _iPos;

_chute = createVehicle ["LIB_NonSteerable_Parachute", position PVT_JR_Filip1, [], (_iDir + 120), "FLY"];
_chute setPos (position PVT_JR_Filip1);
_chute setDir (_iDir + 120);
PVT_JR_Filip1 moveInDriver _chute;
_chute setVelocity [0,0,-0.5];

quick terrace
#

what does the above have to so with this #arma3_model channel?

floral pewter
#

awe jeez! sorry, I need to quit, getting very,..tir...ed

cinder pivot
#

@quick terrace svlods? - How is the performance compared to regular shadows

quick terrace
#

SVLod = Shadow Volume Lod

forest beacon
#

If I were to buy an animated model from turbosquid, in this case a deer, what further work/costs are involved securing someones services to introduce it to the A3 platform.

#

If this is posted in the wrong section I'll be happy to delete it.

stuck oyster
#

Someone would need to transfer the model into the game and create both the animal character config and ne movement set config for it and then transfer the animations it has into Arma animation format. Costs can't be calculated as using Arma tools commercially is not allowed. @forest beacon

forest beacon
#

I'm not sure I fully understand the last part of your comment, regarding using Arma tools commercially....so I can't pay someone to do the former part of your comment? These kind of requests are posted in the "Find or offer editing" section of the BI Forums, numeration is often mentioned....

stuck oyster
#

You can pay for anything not done in Arma tools.

forest beacon
#

Okay, so in other words my initial request is a dead duck in the water?

stuck oyster
#

You should get someone interested in your project to do it just for the fun of it

halcyon wren
#

Importing a deer using a bought model is possible. But it requires knowledge of probably the most difficult thing there is to mod into a3: Custom skeleton with custom animations.

#

Because 0 documentation about this exists.

fervent steppe
#

Documentation....Sounds like a job for a skilled individual ๐Ÿค”

sudden chasm
#

Documentation sounds like something for the guy who wrote the system. Oh wait, that was 20 years ago, or at best 10 years

stuck oyster
#

the white whale

white marlin
#

Could anyone help me out I have been banging my head against the wall for hours? Does anyone have any experience with "CfgCloth" as Ideally I would like to add PhyX based cloth parts to our cloth rags on objects, however, I am beginning to believe that the flags CfgCloth PhyX is setup with some Engine based magic.

stuck oyster
#

I dont think you can

#

flags are completely separate models

#

so you would need to follow how they are made exactly

white marlin
#

Yeah tried that to no avail, Thanks anyway

polar fiber
#

flags aren't using physX, they have no collision

#

AFAIK the object HAS to be a proxy

#

and the proxy model needs a cfgNonAIVehicles class that contains selectionFabric = "cloth";

lethal axle
#

Is there any tools for blender 2.8 like they had in previous versions of blender?

stuck oyster
#

some

lethal axle
#

Like to import and export p3d files?

stuck oyster
#

yes

lethal axle
#

ok, I will look harder then.

stuck oyster
#

BI forums thread for FHQ toolbox should have all you need

devout wind
#

Hi guys, it's my first time modding and I'm having some trouble with using the official scope sample, I converted it to a pbo file but when I try to use it in game it says that the geometries are missing

stuck oyster
#

what is the exact error message?

#

and how did you make the pbo?

#

these 2 links will help you to set up the development environment corrrectly

devout wind
#

Thanks for the links

#

13:09:27 Warning Message: Cannot open object test_scope3d_01.p3d
13:09:27 test_scope3d_01.p3d: No geometry and no visual shape

#

i built the pbo using the addon builder from arma 3 tools

stuck oyster
#

how did you set it up?

#

addon builder does not realy give you any errors or warnings

#

so I would advice using Mikeros PboProject

devout wind
#

Tried to install pbo project but it gives me an error: deOgg64.dll doesn't exist

#

Also, I tried to install mikeros tools, and my anti-virus started going crazy

#

Is it normal?

#

Nevermind, for some reason pbo project now works

stuck oyster
#

pboProject needs various other programs from the Mikero tool set

#

you should just install them all

devout wind
#

@stuck oyster thanks for the help man, i tried to run the nuw program but it gives me a new error:

#

Warning: rapWarning: missing file(s)*****
Warning: Mod\Test_scope3D_01\config.cpp circa Line 13: data\uipicture_ca.paa
rapify x64UnicodeVersion 1.79, Dll 7.16 "config.cpp"
rapWarning: missing file(s)*****

#

the weird thing is that the file is not missing

#

i think that the program cant detect it

stuck oyster
#

Do you gave P drive set up?

#

that uipicture path does not look right

#

you need full paths

#

just not the P:\ in front

devout wind
#

realy?! ill try to do it again from scratch, maybe that was the problem

#

wait

#

just checked

#

it seems that the paths are "correct"

#

maybe it's because i used the mod folder to help me

#

il try to remove it

#

wait, just fixed it

#

for some reason "data\uipicture_ca.paa"; doesent work

#

but data"uipicture_ca.paa"; does

#

wut

stuck oyster
#

you are doing somethign very wrong here

#

do you have a data\ folder on your p: drive where that picture is?

#

because that would be totally wrong way

#

follwo the sample setups example

#

you need a folder for the pbo you are packing

#

for example the test_scope3D

#

but you dont want to use a mod\ folder in front of it

#

that makes no sense

#

then you would want the data folder be in test_scope3D\

#

and the relevant textures etc in that folder

#

and full paths would be like Test_scope3D_01\data\uipicture_ca.paa

#

if the file is in P:\Test_scope3D_01\data\uipicture_ca.paa

#

@devout wind you following?

devout wind
#

sorry, wasnt paing attention to discord

#

ill try that setuop

#

setup

#

@stuck oyster now im getting an even worse error:

#

Warning: Test_scope3D_01\data\nodiffuse.rvmat circa Line 90: A3\Data_f\env_land_co.paa

#

this file seem to be completely missing

#

so i cant even fix the path

slate epoch
#

You don't have A3 data extracted on P drive

devout wind
#

damn, you are right, sorry for the dumb error

stuck oyster
#

@devout wind please do the PMC tutorials on how to setup your tools correctly

slate epoch
#

or use that dokan thingy

devout wind
#

"or use that dokan thingy" what do you mean?

bold flare
#

DokanPbo is a software that can "mount" pbo files into a virtual p drive. You essentially end up with a p-drive, without having to unpack any pbos and without wasting disk space for unpacked files

stuck oyster
#

its an alternative method of setting up p: drive

devout wind
#

damn, thats usefull

#

brb

bold flare
#

Just made a todo entry for a "nice" GUI. Seems kinda important

slate epoch
#

Yes, please! ๐Ÿ˜„

devout wind
#

osrry but im a noob on those things, how do i compile something using visual studio?

bold flare
#

Why compile? What are you trying to compile?

#

Oh... There is no DokanPbo release on github?
@errant knot fix! ๐Ÿ˜„

devout wind
#

-Compile and install DokanPbo using Visual Studio or other .NET Framework capable compiler

errant knot
#

๐Ÿ™ƒ

#

yeah, use artifact from appveyor

bold flare
#

I guess we failed on the user friendlyness part ๐Ÿ˜„

errant knot
#

I guess I can do a simple WPF UI

#

doesn't take long

bold flare
#

Yeah was my idea (too)

errant knot
#

and works before Win 10 ๐Ÿ˜›

#

we already have a bunch of WPF tools

#

and tomorrow's a day off as well ๐Ÿ˜„

devout wind
#

im having a bit of a problem here, dokanpbo closes itself before i can type anithing in the shell, im doing something wrong?

errant knot
#

did you supply required parameters?

#
-f, --folders    Required. Directories with PBO files to mount.
-o, --output     Required. Drive or directory where to mount.
--prefix         Prefix used to filter PBO paths.
--excludePrefix  Prefix used to exclude PBO files.
-u, --unmount    Drive or directory to unmount.
--help           Display this help screen.
devout wind
#

no,sorry, i thought that i had to write those in the shell right before launching

#

do i have to make a bat then?

#

*after

errant knot
#

that's probably the easiest yes

#

so a "add new mount" with origin, destination and filters?

#

and then list of mounted directories?

#

for UI ๐Ÿ˜ƒ

#

perhaps a button to show log or something as well

devout wind
#

DokanPbo -f "E:\SteamLibrary\steamapps\common\Arma 3" -o P:

#

is this right?

bold flare
#

No.

#

-f is to directories that contain pbo files. Arma 3 folder doesn't

errant knot
#

well, yes ๐Ÿ˜›

#

it actually works

bold flare
#

DokanPbo -f "E:\SteamLibrary\steamapps\common\Arma 3\addons" -o P:
this

errant knot
#

but you probably rather want to do

#

DokanPbo -f "E:\SteamLibrary\steamapps\common\Arma 3" -o P:\a3 --prefix \a3

#

or all other non a3 pbos in arma 3 will be mounted to P: as well

#

if you have A LOT of pbos that will be quite slow though

bold flare
#

We iterate recursively? Did I have that idea? not a good idea ๐Ÿ˜„

errant knot
#

it's better to do like dedmen suggested

bold flare
#

Just one mount/drive per UI, user can open UI multiple times if he really needs to.
I wrote everything I had in my mind in a ticket on github

errant knot
#

I guess we can do umount when UI closes too

#

recursive lookup is great, means we can avoid picking addons folder and just select @modfolder

#

the performance penalty is just in the initial lookup too

bold flare
#

๐Ÿ™ƒ

errant knot
#

just need to merge a couple of PRs at work and then I can go home and code. thankfully the project is already structured to add a GUI component as well ๐Ÿ˜„

devout wind
#

i tried to use dokanpbo with the bat file but nothing seem to happen

#

github doesent seem to have an answer

errant knot
#

look at the output

#

add a pause last in your bat file

#

and it wont autoclose

devout wind
#

damn, i didnt think a bout that, thanks!

#

the pause command doesent seem to work

errant knot
#

are you using powershell?

devout wind
#

the default windwos shell

#

windows

errant knot
#

just type the command in the shell instead of using a bat ๐Ÿ˜›

devout wind
#

it says that "dokanpbo" is not recognized as a name

errant knot
#

then you don't have it in your $PATH

#

either add it there or type the full path to the binary

bold flare
#

pls don't put in path. Please just put batch script next to dokanpbo.exe and launch it from there :x
(me be afk now for 40 minutes. Have fun)

errant knot
#

๐Ÿ˜‰

devout wind
#

@bold flare Thanks man

errant knot
#

tl;dr; windows doesn't know where to find "dokanpbo.exe" so you need to give it a helping hand

devout wind
#

@errant knot "Please just put batch script next to dokanpbo.exe" the bat file and the exe are already on the same folder, maybe i did something else wrong

errant knot
#

just type out the full path to dokanpbo.exe instead and it will work regardless of where you place the batch script

devout wind
#

haaaa

#

sorry i didnt understand at first

#

thanks man, now it works

errant knot
#

๐Ÿ‘

devout wind
#

Missing File Summary
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\nodiffuse.rvmat
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\scope_shadow_inverted.rvmat
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\holoreticle.rvmat
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\scope_shadow.rvmat
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\reticle.rvmat
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\scope_shadow_sharp_ca.paa
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\reticle_example_ca.paa
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\scope_shadow_blur_ca.paa
Test_scope3D_01.p3d : \samples_f\test_scope3d_01\data\holoreticle_example_ca.paa

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what the frick

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i hate my life

errant knot
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a3 sample data?

devout wind
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i installed the offical sample datas for arma tools but there is no samples_f dyrectory

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*directory

errant knot
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its in the steam directory afaik

devout wind
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i think i know how to fix it, do you know a way to change the folder path that a p3d model uses to get his textures?

errant knot
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yes, there's a tool for that in object builder

devout wind
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damn, it was under tools, didint think about that

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thanks again

devout wind
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hello people, i m having some trouble with actually putting the scope on a weapon, does anybody know how to do it? i used the config file from this site:

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also i used the one in the arma 3 sample pack

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tried to mix them together to fix the problems

polar fiber
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attachment needs to be declared compatible with the weapon. Simplest way to do that is to make it compatible with CBA Joint Rails

devout wind
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@polar fiber how do i do it?

devout wind
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thanks

polar fiber
devout wind
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i have to modify the scope script or do i have to create a custom weapon?

polar fiber
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You need a custom weapon if you want to be able to spawn an AI unit already carrying the weapon with your attachment as a linkedItem. Otherwise no, if you just want the attachment to be accessible to weapons through the Arsenal all you need to do is have something like class asdg_OpticRail; // External class reference class asdg_OpticRail1913: asdg_OpticRail { class compatibleItems { MY_Attachment_1 = 1; }; };

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where MY_Attachment_1 is replaced by the classname of your optic

devout wind
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thanke

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tried it ingame and i can equip it, the only proble is that i cant use the scope (left click does nothing)

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*problem

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also, the textures dont work

polar fiber
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then those are model problems

devout wind
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the models texture should have the .paa extension right?

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and the model itself shoul have the p3d extension

polar fiber
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not being able to look down the sight is often either no viewPilot LOD or something wrong with the view memory points

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.paa is not necessary. You can use .tga too and the tools will convert to .paa so long as the paths to the textures are right

devout wind
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the model itself has 2 wiew points located under memory: eye and opticwiew

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is this correct?

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also i can find eye and opticwiew in the config file next to "memorypointcamera"

stuck oyster
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XD @woeful viper

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Boop

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๐Ÿ‘‰

woeful viper
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ow , not so hard please

thin wigeon
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Is there a global limit to the number of models that can be active in Arma3 at any time? Or global limit to the textures if the objects aren't being displayed? I'm automating a build of 2000 unique street name sign models (which will be repeated maybe 4 to 10 times each) for a RL world I'm making. I realise "baking" the models into the terrain means each street name sign needs to be a unique p3d. I'm hoping to do some economies of scale by packing a 2048x2048 texture with as many names as I can then offsetting them with a bit of imagemagick scripting, but it's the limits that I suddenly thought about that might be a problem. Anybody used that quantity of models in a scenario with no problems? Are there any limits or is the engine clever enough to throw out stuff that's not in scene?

bold flare
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There is probably a limit

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but you're not gonna hit it with a couple thousand streetsigns

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" is the engine clever enough to throw out stuff that's not in scene" if it were not, you'd constantly play with 1 fps

woeful viper
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depends on how many you have per square km... each streetsign being its own model will require it to be an independant drawcall. Amount of drawcall can drag system performance down (see my explanation in biki LOD/ linked section thing page)

thin wigeon
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thanks both.. I think the thing is just to "suck it and see" so I will, appreciate both of your inputs. Guess there's no way to proxy to a low res single model when the LOD is so far out you can't read it.. is there?

stuck oyster
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there is

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but not sure if that would really do any better

thin wigeon
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if it's using the same model proxy, then as X3 has said, wouldn't it cut down on drawcalls? I am a complete modelmaking n00b btw, so anything you can steer me at would be good - these will all be simple models and essentially eye candy so I don't want to adversely kill performance

stuck oyster
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there was some studies how the proxies instance but right not cant remember the results

thin wigeon
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I'll go google with my new found instant knowledge about it, thx

stuck oyster
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I think it may have been posted on this channel

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not sure if using same proxy in many different p3ds were tested though

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or was it just proxying same parts vs having them all as mesh

woeful viper
thin wigeon
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thanks X3, I definitely think you're on the right track about drawcalls/model uniqueness, I did some tinkering around in MS FSX many years ago and there were similar concerns back then, that you could have a very populated scene and still not affect performance provided the autogen was very basic types. Which was why I had a braincell click on earlier (I has two lol)

woeful viper
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you reminded me that i made this test and had this data written on a garbage piece of paper... which i would have likely thrown away without looking at it again ๐Ÿ˜„

thin wigeon
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It does make very interesting reading, the sum of the parts is greater than the whole! Probably z culling or something liek that (I is model n00b) cuts down on the totals when they are all together.

woeful viper
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yes that and you have to deduct the "nothing" part.
also, LOD get loaded based on "magic" algorithm - so it could be that if you hide part of the scene, the other part switches to a more detailed LOD

thin wigeon
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Yes that's true, I have noticed there's defintitely no pattern to LOD switching. I was hoping that maybe when it gets far enough out you could substitute a single proxy model - but I just had another brain cell fire (the other one lol) - what if I just make a blank LOD 4 having made my detailed/not so detailed/shitty LODs?

woeful viper
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that would result in the object dissapearing earler than object distance, and quite randomly (because magic algorithm). Not a good idea

thin wigeon
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yeah... you got me lol

woeful viper
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only thing i would be curious is what happens if you put multiple buildings into a large "assembly", instead of each on its own. You could share draw calls and wouldnt have as many individual objects. But then then you would need duplicated geometry for lots of things -> bigger memory footprint

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also no idea if ai or other things would play along with that...

bold flare
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You would only share draw calls if all of them share the same texture/material set

woeful viper
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sure, but many things use similar textures

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esp. for the "low end" far distant LOD it could make a big difference

thin wigeon
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@mellow gustdmen that's just it tho, I wanted to see if there was a way to revert to a single proxy model streetname sign for all 2000 models once I'm far enough away that I can't read it.

bold flare
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lul

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I'd say use the same model but with hiddenSelectionTextures. Then on lower lod just remove selection/textures from it.
But not sure if Arma is intelligent enough to batch them at that point, I'd assume it won't

woeful viper
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however, having a huge object results in slower lod switching.
So you could put in proxies instead because they switch independantly. But then you dont share draw calls. But then you could replace the last LOD of the assembly with stuff without proxies to share draw calls. But then switching is a clusterfuck

stuck oyster
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@bold flare hiddenselectiontexture does not work for terrain objects

woeful viper
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not sure if arma batches by material type. I would assume it batches by model type

bold flare
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Is that texture thing just done at terrain making stage, and then baked into seperate models?

thin wigeon
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@woeful viper lol! @stuck oyster you are bang on right - that was the first thing I asked on here ๐Ÿ˜„

bold flare
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Mondkalb said something about that when he explained how he made his signs

thin wigeon
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hiddenselectiontextures can't work, becuase it's like a chicken and egg thing.

woeful viper
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you wont gain anything from hiddenslection. If you switch, it requires a unique drawcall

thin wigeon
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X3KJ It just won't work for me as this is going into the terrain model

woeful viper
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yes but i'm just saying, you wouldnt gain from it even if it would work

thin wigeon
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@woeful viper Rog that, thx for trying to go through things I couldn't even know about most of the time!

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I'm just going to bite the bullet. I figured out a way to automatically binary hack the p3d by substituting a placemarker texture for the real one - so I will make one "master" model and then copy/hack its texture and model 2000 times with a script. If I leave the last LOD as a common texture that should help with drawcalls, from what you're all saying. Am I doing it the right way, or is there an easier way to do this? Was hoping the p3d might reveal itself in some human readable form, but my binary hack works provided the replacement texture is the same file length as the placeholder.

bold flare
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"you wont gain anything from hiddenslection. If you switch, it requires a unique drawcall"
You didn't understand what I said.
Lower lod would have no selection and no texture at all. So at that point, even if you have 100 signs with different textures, at that low lod, all will have the same (none) texture, and could technically be batched.
But I'm quite sure Arma engine doesn't see that a lod doesn't actually use textures and that it can be batched

woeful viper
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would have to be tested

thin wigeon
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@bold flare Or even better as you've said leave the last LOD as textureless

woeful viper
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drawcall wise, per object, it doesnt matter if there is a diffuse texture or not