#arma3_model
1 messages ยท Page 135 of 1
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;
};
those lines expect a category class name
not its actual name
have you defined those new categories somewhere?
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?
so I should name the class when I want to assign it to that category?
for example:
editorCategory = "MyCategory";
yes
Alright
but dont use those names
is there a way to inverse selection in object builder
ctrl+I
Cheers
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 โค
Does anyone know what this blender toolbox error has to do with? https://gyazo.com/c69adfe214445e553a8d8f0742740102
@shrewd jay ^
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?
@timber cobalt
boundingSphere = 10;
try this in animation config
ah thanks ^^
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};
};```
didnt think one could do that in the config
it's for characters mainly since they can move withing animation by even 10 meters from center
like all those mocap cutscene animations
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?
not exactly sure what they do
red is collision shape
this one is changed when you are i.e. crouching
first one way representing soldier lying on the ground
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
okey thanks
@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.
@shrewd jay Did not fix it.
@shrewd jay I also made a issue on your github with the .blend file attached if you want to test it yourself.
Hmmm... that always fixed it for me ๐ Thanks for the report, I'll check it out. @agile zenith
Thanks
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 ๐ any help would be mega
@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.
in the newer version mass is set in edit mode through the left side toolpanels ARMA tab
Thanks! I'll check if that fixes it in a second
at least thats my hunch since the debug mentiones mass and weights.
also are you exporting the whole scene or with "only selected"
and do all objects have the ArmaProperty box ticked
MAGIC
@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
nice one cheers !!
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!
@thin wigeon Terrain builder does not support use of hidden textures
Or terrain objects dont
so you need to make each sign its own p3d for them to work as terrain placed objects
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 ๐ฆ
indeed
you can speed up the texture change by making copies of the p3d you have
and using notepad++ or similar with replace text tool to replace the texture paths
https://gyazo.com/f5302a5ce18b873aece1f904ea445770 Accidentally closed animation properties window and cant find it anywhere in the gui to open again. Anyone know where its hiding
Mine has been gone for years. Not found how to make it reappear
Not even sure what it did, other than taking up tons of space
you can reset settings by clearing registry entries
you can also open it from the windows menu thingy in OB
then alt shift M or alike
and move it with up-down_left_right arrows
That one isn't in the Windows menu in OB
But AFAIK Dedman is right that it's in the registry or one of the ini files
๐
as i have recently reinstalled OB, i didn't have that as default
dedmen
multiple, he himself and his own
never used that one myself
Thank you, thought it was necessary for something. But if it isnt, then im not worried about it ๐
I want to start making objects how would i go about starting up?
- learn blender
...
...
..
.. - 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.
How would i intergrate it into arma/
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).
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?
https://i.imgur.com/m4kMPCx.jpg This is looking through the window
anyone had this issue? https://gyazo.com/f7064548faf4d11e82d587c8d35e6c38
https://forums.bohemia.net/forums/topic/193742-missing-kfdata-selection/ @drowsy scarab this could be a fix
@drowsy scarab take a look at the BLENDER TO ARMA 3 Thread on BI Forums
also PMC Wiki has steps to setup your Arma tools in pretty as foolproof way as possible
The toolbox doesn't work for me
https://gyazo.com/4be73f686fc179e7ec22e9170fcdfdfe this is what comes up when i try and enable it
do you have the right version?
idk
then check
3.0.0?
thats likely the blender 2.8 version
damn then how do i get the updated one?
There is one for stable blender and a beta for 2.8
FHQ toolbox BI forum thread should have the latest links
how does 1 import it but put it back to the right size and right place?
import what?
It's a Sign and a flag
import it where?
to Object Bulder
from where?
My documents
youre not helping
what is it that you have done so far and in what program
and in what file format you have your model now?
blender as a fbx
you really should get the arma toolbox to work
how so?
Cant find the button to put it to a arma 3 object.
have you checked out the Blender to Arma tutorial series from El Tyranos?
How do i get that menu? https://gyazo.com/b0d354b15e2c3225d758a3dabdb5e2b7
Done
you select an object and the menu should be there
I also hope you have done these
these steps dont use the Arma3tools but different methods to set up the development environment
this way is proven to work much stabler
Where is the O2script?
in the Object Builder installation folder
So i have the O2Script setup how do i make it a arma 3 object
did you watch the From Blender to Arma 3 tutorials?
i did but ill do it again
do you see the box I sent a picture from
?
I don't have that menu
have you enabled the toolbox addon
?
Yeah
do you have that side toolbar open in your 3D view?
you have to select the object you want to apply the arma properties to
also you dont have the latest toolbox
How do i get it?
link is in the BI forum thread if I recall right
HGs patience is like the ocean, it never dries up, except when it would then we are all fucked ๐
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
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...
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...
Hot damn! Its actually trying to stick to the road
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 ?
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 ๐
i think i read something about AITankSteeringComponent and AITankDrivingController, also some autocenter magic
in short: i have no idea what he is doing, but i like it and wanted to share this ๐
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
what if I created an island in the city in blender - is it possible to export to Arma3?
island of the city*
@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
@robust lark We have a channel for things like that. #creators_recruiting
@bold flare hey, thanks, I wasnt aware! Sorry for the inconvenience
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
the maker channels here are for that kind of questions
but you have to pick where you want to start
Thing is im afraid i have some stupid questions thats why id rather go private
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
i downloaded a 3d car model from forza horizon 4 loooool
So. Your first half a dozen messages on this discord are already violating 2 rules?
If you continue talking about ripped models you will be removed. Such crap is not tolerated here.
What? Like i said im a beginner i wasnt planning on using it for a server just something to teach myself
If you are trying to learn, then make something yourself
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.
No? Why would you
just use a 3d modelling program of your choice, and create a simple cube. And go from there
You don't need a illegally ripped high quality car model to get started with modelling
Idk alot of sites had it didnt know it would be illegal even if it was just for myself and not a server
I watched a guide and they downloaded a fh4 car model thats why i did the same
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.
No.2 Many of these models are not made for games and don't include lod's etc.
No.3 If you don't understand the basics of modelling there is very little hope in editing a complex one
No. 4 you actually don't learn modelling by just taking something premade
- it will get you banned
Sorry didnt know all of this
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
Start simple
very simple
a cube for example
Get that modelled, textured and encoded so you can use it in game
then try the same with something a little more complex
Hmm ok
Ill start there
But wait dont modded servers use illegal car models all the time?
A lot of life servers/ mods do yes.
Theres no way they would make like 300 cars from themselves
Yes, and most dont last long and their users banned
Serial killers exist also kill people. Doesn't mean that it's okey
If you want to learn modelling I can recommend Arrimus3D or ChamferZone for 3ds max. Or blenderGuru for blender
they make pretty decent youtube videos explaining good workflows
Hmm ok ill have a look
aaaand blocked.
๐คฆโโ๏ธ
๐ฟ
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
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?
Yea it is
Then it can be just plane with "on surface" property
^^ ๐
also maybe with class=land_decal property in geo lod
Thanks man
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?
@gleaming marlin p3ds are binned, so what tool did you used to unbin that model?
@quick terrace https://odolconverter.bytex.digital/ <--- That, not sure if it's the correct one or even proper
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.
This is intentional that model is broken after debin with this tool
Read "About" section
Also you can setup P drive without unpacking A3 data, then it doesn't use so much space
And yes, you should set it up ๐ค
@slate epoch ah, thanks I guess.
So this, among probably others, are going to be practically impossible to reskin in Substance Painter then
@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.
Unless cup has altered the UVs
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.
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.
Well those you can retex only by editing the texture file.
Yeah that's my biggest fear
working flat isn't a skill I have much of.
when my driver turns out, his view is teleported to the turret's compartment
seems to be not only for my driver, but for all of my FFV slots aswell
gunner slot is OK
either proxies not properly placed in every LOD
or action(animation) is not defined maybe
hmmm
if ViewDriver and ViewCargo are not present
are they gonna just use the normal resolution lod?
Is it possible to make a rocket launcher that will intercept other rockets(like the israeli iron dome)?
yo, quick question what could be wrong if after exiting vehicle my player is moving 4000Km/H ? anyone had problems like that
it's memory or config related?
Could be memory point related. Does the vehicle have speed? @wooden osprey
@polar gyro would need to be a scripted solution but yes such could be possible to make.
I think there may even be such solutions already made.
@stuck oyster really? i will check that out
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?
yes, dont assign more than 4 bones ๐คท most game engines have bones limits for vertices
sometimes bones are assigned even when they have 0 weight in your 3d tool so maybe check that
Got it, I didn't see the correlation from the start but when you mentioned weights it dawned
also didnt know theres a limit, thanks!
afaik the limit is 3, not 4
just checked the sample character, I see in some cases 4 bones maximum + other selections
also, how would I go best about removing bones off a selection? since it was already mentioned that 0% is not enough
depends on what 3d tool you use to weight the things
im in O2 right now, I assume you will suggest to take it to blender instead? ๐
i only know max... no idea if OB or blender auto remove 0-weights
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
where did you model it in ?
Character model?
Blender has tools for bone limiting
Actually OB might too but can't remember how those worked.
Honestly I wouldn't remember where it was modeled in, long time ago and by somebody else
and yes, character model - I'm checking in blender and OB right now for bone limiting
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 ๐
=================
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```
Need backup on this one.
My tank turret has dmg_gun and dmg_turret as sections in order to apply damage material
The whole turret + gun is under a bone named ACE_Turret
Damages wont show up on the turret https://cdn.discordapp.com/attachments/327499008660733962/577149041599578112/unknown.png
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;
};
};```
when destroyed and turret hasnt blown off they are supposed to look all damaged of course
https://cdn.discordapp.com/attachments/328210253684539393/576937768517763072/unknown.png
any idea ? I can't make my neurons connexions to make it 
Turret materials are in class damage? Hitpoint has proper section name for visual =?
not using hiddenSelectionsMaterials at all?
yes yes it only comes from model.cfg
I can revert the model.cfg change and it works
visible on this yesterday pic (before turret blowing off setup) https://cdn.discordapp.com/attachments/328210253684539393/576929334976315471/unknown.png
(we're talking about an industrial tank factory here, above issue is on the prototype tank ๐ )
Hey guys, i want to learn how to make a static weapon. can you recommend on any reference that I can learn from?
vanilla static weapons
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
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.
@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.
@queen rapids Did you try simply swapping the values of the offsets?
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.
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.
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.
@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
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
I'll try that as well. Thanks @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?
With AddAction.
ah
It's just a tiny object, like a document you can pick up.
AddAction is already fiddly with the default documents.
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
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 :/
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)
@red quail whats the command you are using?
do you have a memorypoint/radius set in it
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
Question
Could someone make me a custom beret and drill sergeant hat?
DM me for information if so
@inland atlas That did the trick. Thanks.
http://prntscr.com/nojc3x
any idea why would that happen?
that's the config.cpp file(very basic):
https://pastebin.com/kaEGPQfm
that worked before
i mean i just used a config of different mod and changed the names of the object
doesnt mean its right
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
myVehicle ... thats not a valid class
yeah I figured that out
anyone have ideas on how to bypass the 50m model limit?
by using multiple sections with 45m and stich them together with a script
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
umm would it stitch the geometry LOD as well?
i was thinking of rotating the model 90 degrees
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 ๐
and having it rotate via animation
ok
thanks chris
whats SMBs discord name?
OH
LOL
nvm
i thought 'smb' was someone
Geometry collisions only occur inside the bounding box. So animating it wouldn't work
๐
i tried stretching the bounding box
but was having problems with the memory cargo points
Bounding box is the thing that is limited to 50m
i don't think it's working with movable objects
only statics like the hospital and so on
@high stag what is it you are trying to do?
You use proxies to bypass the limit
So technically they are two models rather than one
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
True. I keep meaning to make a test model and never got around to it.
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
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
axis and shared bones will likely cause bad animations
Error: : Shadow polygon doesn't have 3 vertices - it has not been considered non-triangulated faces in shadow LOD will cause artifacts
๐
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.
Maybe one has .rvmat and the other doesn't?
Though agreed, you should just have the one and reduced sections and materials
i would also be wary of any degenerate triangle or degenerate/too small UV. This can possibly cost performance
everything it has to tick down into rpt costs something
these are from bin.log
only very few of these get into rpt
but want to resolve the relevant ones - hence asking about those
<<< Dont copy a lod just for the sake of having more lod.
I see people doing that a lot
oh, so you're not supposed to do so to create LOD 10/100/1000?
/s
Haha. Sometimes people send me models and I'm like whyyyyyy. It's literally the same
Copied through all lods
ยฏ_(ใ)_/ยฏ
why not? don't you wanna see the perfect 30k highpoly model in 12km distance?
with shiny 4k tex
time to grow some balls dude ๐
Haha
i hope everybody knows i'm not serious! don't want to influence newcomers ๐
LOL
Afair some of the proxies still require 1 to 1 res lods count
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?
Added a passenger proxy and this is the view taht its getting: https://i.gyazo.com/5ab85d2b76ee211e103c82b2592f0419.jpg
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}};
};
};```
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
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
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?
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
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.
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?
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
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
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
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
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
source = time
sourceAddress = loop
or, custom source and use vehicle animateSource ["nameOfSource",1e10]
@rough idol does having that long animation phase effect the game anyway?
it's basically what time source does
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
class wiper_1a coubnters effect of wiper_1
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;
};
still
work on clmap just not loop
that's how loop works
you would have to make it in single anim if you want to use loop
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
sourceAddress = mirror
Hey. Any of you make cars using blender? How do you get reference images to line up?
depends what kind of reference image you are using
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
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
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
cant be loaded how?
hmm, i will make a screenshot
does it give error message?
z\addons\...\example.p3d```
i got 12 models.... none of them makes it
even though some are literaly copy paste of sample models ๐
just to practice
when i made the helicopter in the past i had to recreate the model.cfg from the ground....
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
yeah, pretty sure the paths are correct
if it cant find them then I would double check them
i quadripple checked them :/
what are you packing with?
and that does not give you any errors?
nope, all errors i got before starting to test have been resolved
and now it doesnt give any errors when packing
what kind of errors did you get?
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
unpack the pbo you have made and make sure the models are actually in it
okay, that i can do
are you packing everything youve made into a single pbo?
aaaaand they are not in there.... why the fuck are they not in there ๐ณ
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
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
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
sounds very diffficult
hmm... i cam late into that development
so you have P:\folder1\ with the models and p:\folder2\ with the configs?
pretty much
OOOOH.... yeah that makes sence
and that will need to have the config pbos cfgpatches class as requried addon
so it loads after it
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
you may need to define them again
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?
either from the released Arma2 datapacks
or since you have mikeros tools, eliteness can open up p3ds and read the baked model.cfgs
you got links?
not any faster than you find with google ๐
well, my experience with googling arma 2 knowledge has been rather.... timeconsuming
but i will try i guess
lol
well, that looks like its gona take some ages.
i thank you very much for your help. @stuck oyster
been a while since I've done anything for A2. ๐ Good luck.
There is a way to actually not make the clutter fell when you run on it ?
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
What is the solution, even not using it ?
? 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
And I can stop the grass go into the ground when running tank on it ?
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
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
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
Yeah I think it's like that
tried to use damage=no with grass shader but it's not stopping it
you need different shader
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
usual game model recommendations apply so I suggest you read up on that a bit
Okay, Just wasn't sure If Arma had any major quirks it required when It comes to modelling
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 ๐
_goats_for_sacrifice--;
@thin wigeon try using placement = slopelandcontact named property in your geo lod
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 ๐
possible values for placement are:
slope
vertical
slopez
slopex
slopelandcontact```
I'm guessing vertical is the default?
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
yes
Yes.. I tried putting one on each corner but it wasn't having it.. just sank it to the vertical average
Thx both!
let me know if that worked
slopelandcontact takes first two/3 LandContact points
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 ๐ฆ Methinks I am doing something very stupid!
https://i255.photobucket.com/albums/hh150/gigglebok/2.png
https://i255.photobucket.com/albums/hh150/gigglebok/1.png
There's some screenies of my Geometry and LandContact.. what am I missing!
Try config keepHorizontalPlacement = 0;
@polar fiber does that go in the Geometry properties too?
no, it goes in the config class
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! ๐
I found that one by looking at existing A3 structures with the ingame config viewer: https://forums.bohemia.net/forums/topic/185715-building-terrain-conformal/?do=findComment&comment=2932480
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 ๐
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
@fervent steppe that easy?
Will try my luck then,thanks!
you need to center it, because size limits (iirc) are around center of origin
how can i hide a proxy on an model?
the fire is a proxy and i can't hide it on arma 3
on arma : https://i.imgur.com/m4Wnyei.png
you have to configure the animation for it
Any pointers for making uniform models?
This might help a little
http://wiki.cup-arma3.org/index.php?title=From_2_to_3_Infantry
ok thanks @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.
For those who followed the quick message mess in general chat:
https://i.imgur.com/7n78b0m.png
๐
whazzat from?
Turbosquid for 7 bucks
xD
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.
cheating that is ๐
ridiculous low poly, 1200 polies for the scout. ๐
I love it.
Yeh, maybe i can pump one out before the reveal ๐
I think these would fight for AAF, right? ๐
https://i.imgur.com/XJcPLxp.png
Blitzing through this in a breeze!
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 ๐
Ho wait there, these are stretched to fit the OFP2ManSkeleton ๐
i want it
They will be on the workshop shortly ๐
I'll try to remember
thanks
https://i.imgur.com/sM1G8jI.png
Getting there, i think... ๐
Blood isn't burning a hole in the floor: 2/10
hahaha
But can it drive a cop car?
as long as it can float around the place in T-pose all quality requirements have been fullfilled
Lol
It can shapeshift into humans if you put on a uniform. ๐
lol, perfect.
lizard people, great
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 ๐
@halcyon wren
We'll see. ๐
or giant potato plasma balls
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
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. ๐
Just saying,we are releasing a Tschernobyl map without mutants.sounds relevant also
Hint hint ๐
Why do we assume they are here with hostile intent? Maybe they just want Livonian kielbasa?
If aliens ever visit us theyll be defending themselves.just look around on this planet ๐
their ship just broke down on a trip and they need to change a whee... engine.
Hell yeah. There's that wrecked reactor in the Ukraine we could salvage for spare parts...๐
Storyline: check.
not sure if thats a responsible thing to use bits that already blew up once...
@halcyon wren how did you weight them that fast without them being stretched as fuck on joints ๐
Black magic
Simple transfer of weights ๐
@halcyon wren Man, I feel bad for having trouble with that lol. Been brushing up with 3d though
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 ๐
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?
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 ๐
That's essentially all.
All that sounds like magic to me
No kidding, it seems esoteric to me. Is it similar to this process? Sorry if it's OT https://www.youtube.com/watch?v=aYnYWDALONI
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.
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?
Not to my knowledge.
Nope.
is it possible to animate a bone using the bone itself as axis for rotation?
vehicle animation?
and no
bones are simulated
not sure if you could animate the both ends of axis to move with different bones though
no, weapon animation
you can animate a dummy bone and have whatever actual bone you need be dependant on that dummy...
๐ค not a bad idea
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
Arma3 sample models could be helpful to study
i tried, i wanted to look at the p3d but they dont open up
how did you try to open them
and are you sure they were the Arma 3 Sample models from steam?
yeah, i double click them, sometimes they open sometimes i just get an error
luckly just tried and opened
most likely other p3ds than the sample ones
all p3ds minus samples are binned / rapified = won't be able to open these
allright
these? @rapid wharf
cheers
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
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
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
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
Arma doesn't use pbr, so it will never look absolutely like it does in substance painter
There is a substance shader that emulates close to what it will look like in game
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
Does using the visual source LOD for shadows hurt performance by a lot? Or is it minimal compared to a handmade shadow LOD
It can drastically affect it yes
It is the same as if your "handmade" shadow lod is just a copy-paste of the visual lod
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
It depends, some are using visualEx some not
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];
what does the above have to so with this #arma3_model channel?
awe jeez! sorry, I need to quit, getting very,..tir...ed
@quick terrace svlods? - How is the performance compared to regular shadows
SVLod = Shadow Volume Lod
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.
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
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....
You can pay for anything not done in Arma tools.
Okay, so in other words my initial request is a dead duck in the water?
You should get someone interested in your project to do it just for the fun of it
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.
Documentation....Sounds like a job for a skilled individual ๐ค
Documentation sounds like something for the guy who wrote the system. Oh wait, that was 20 years ago, or at best 10 years
the white whale
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.
I dont think you can
flags are completely separate models
so you would need to follow how they are made exactly
Yeah tried that to no avail, Thanks anyway
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";
Is there any tools for blender 2.8 like they had in previous versions of blender?
some
Like to import and export p3d files?
yes
ok, I will look harder then.
BI forums thread for FHQ toolbox should have all you need
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
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
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
how did you set it up?
addon builder does not realy give you any errors or warnings
so I would advice using Mikeros PboProject
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
pboProject needs various other programs from the Mikero tool set
you should just install them all
@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
Do you gave P drive set up?
that uipicture path does not look right
you need full paths
just not the P:\ in front
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
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?
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
You don't have A3 data extracted on P drive
damn, you are right, sorry for the dumb error
@devout wind please do the PMC tutorials on how to setup your tools correctly
or use that dokan thingy
"or use that dokan thingy" what do you mean?
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
its an alternative method of setting up p: drive
https://github.com/Dahlgren/DokanPbo
It's a command line tool though, so no fancy clicky buttons (yet)
Just made a todo entry for a "nice" GUI. Seems kinda important
Yes, please! ๐
osrry but im a noob on those things, how do i compile something using visual studio?
Why compile? What are you trying to compile?
Oh... There is no DokanPbo release on github?
@errant knot fix! ๐
-Compile and install DokanPbo using Visual Studio or other .NET Framework capable compiler
I guess we failed on the user friendlyness part ๐
Yeah was my idea (too)
and works before Win 10 ๐
we already have a bunch of WPF tools
and tomorrow's a day off as well ๐
im having a bit of a problem here, dokanpbo closes itself before i can type anithing in the shell, im doing something wrong?
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.
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
that's probably the easiest yes
so a "add new mount" with origin, destination and filters?
and then list of mounted directories?
for UI ๐
perhaps a button to show log or something as well
DokanPbo -f "E:\SteamLibrary\steamapps\common\Arma 3\addons" -o P:
this
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
We iterate recursively? Did I have that idea? not a good idea ๐
it's better to do like dedmen suggested
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
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 a bit tired here perhaps? https://github.com/Dahlgren/DokanPbo/blame/master/DokanPbo/Program.cs#L128-L132 ๐
๐
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 ๐
i tried to use dokanpbo with the bat file but nothing seem to happen
github doesent seem to have an answer
are you using powershell?
just type the command in the shell instead of using a bat ๐
it says that "dokanpbo" is not recognized as a name
then you don't have it in your $PATH
either add it there or type the full path to the binary
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)
๐
@bold flare Thanks man
tl;dr; windows doesn't know where to find "dokanpbo.exe" so you need to give it a helping hand
@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
just type out the full path to dokanpbo.exe instead and it will work regardless of where you place the batch script
๐
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
what the frick
i hate my life
a3 sample data?
i installed the offical sample datas for arma tools but there is no samples_f dyrectory
*directory
its in the steam directory afaik
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?
yes, there's a tool for that in object builder
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:
also i used the one in the arma 3 sample pack
tried to mix them together to fix the problems
attachment needs to be declared compatible with the weapon. Simplest way to do that is to make it compatible with CBA Joint Rails
@polar fiber how do i do it?
thanks
latest available rail classes are here since it was transferred to CBA https://github.com/CBATeam/CBA_A3/blob/master/addons/jr/jr_classes.hpp
i have to modify the scope script or do i have to create a custom weapon?
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; }; };
where MY_Attachment_1 is replaced by the classname of your optic
thanke
tried it ingame and i can equip it, the only proble is that i cant use the scope (left click does nothing)
*problem
also, the textures dont work
then those are model problems
the models texture should have the .paa extension right?
and the model itself shoul have the p3d extension
not being able to look down the sight is often either no viewPilot LOD or something wrong with the view memory points
.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
the model itself has 2 wiew points located under memory: eye and opticwiew
is this correct?
also i can find eye and opticwiew in the config file next to "memorypointcamera"
ow , not so hard please
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?
There is probably a limit
but you're not gonna hit it with a couple thousand streetsigns
" 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
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)
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?
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
there was some studies how the proxies instance but right not cant remember the results
I'll go google with my new found instant knowledge about it, thx
I think it may have been posted on this channel
not sure if using same proxy in many different p3ds were tested though
or was it just proxying same parts vs having them all as mesh
https://forums.bohemia.net/forums/topic/223579-tanoa-model-performance-test/
idk if it's of any use to anyone
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)
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 ๐
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.
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
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?
that would result in the object dissapearing earler than object distance, and quite randomly (because magic algorithm). Not a good idea
yeah... you got me lol
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
also no idea if ai or other things would play along with that...
You would only share draw calls if all of them share the same texture/material set
sure, but many things use similar textures
esp. for the "low end" far distant LOD it could make a big difference
@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.
lul
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
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
@bold flare hiddenselectiontexture does not work for terrain objects
not sure if arma batches by material type. I would assume it batches by model type
Is that texture thing just done at terrain making stage, and then baked into seperate models?
@woeful viper lol! @stuck oyster you are bang on right - that was the first thing I asked on here ๐
Mondkalb said something about that when he explained how he made his signs
hiddenselectiontextures can't work, becuase it's like a chicken and egg thing.
you wont gain anything from hiddenslection. If you switch, it requires a unique drawcall
X3KJ It just won't work for me as this is going into the terrain model
yes but i'm just saying, you wouldnt gain from it even if it would work
@woeful viper Rog that, thx for trying to go through things I couldn't even know about most of the time!
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.
"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
would have to be tested
@bold flare Or even better as you've said leave the last LOD as textureless
drawcall wise, per object, it doesnt matter if there is a diffuse texture or not