#arma3_model
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I prefer nvidia nsight
bright white is also a color - its just the default
They could all be the same grey as the signposts, that
hmm true
Sounds like I'm reporting back after I've tried it then! ๐
didnt know of nsight before
It's the best tool ever, shows you every draw call, all assigned textures, can record a frame and manually step through each draw call to see what it did, and can live edit shaders.
wish i had known before... not going to repeat that test... so boring xD
intel GPA displaying 1 relevant digit above "1m verts" is super awefull ...
If you give me test models (pbo :u I'm lazy) I'll run it through my test setup.
Have everything ready for pbr shader dev
does anyone know if there is a tool out there that will repath models from paa to tga textures? rather than manually doing it?
that's kind of part of my question above too.. except I'm replacing texture names from a placeholder name. I have had great success using a small c program to binary search for the name and replace with the correct one in a p3d. I too wonder if there's a better way
If you want to do a binary search and replace you have to make sure the texture names are identical length, or it crashes arma and object builder.
@clever ibex you can write o2script
is there documentation anywhere of how to do that?
C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts\ComRef\comref.html"
ok thx
Mikeros moveObject would do that I guess
brilliant.. that's gonna help me too ๐
@clever ibex why change from paa to tga?
@rough idol thx i will try
@woeful viper because then i can texture in blender and not use that shit object builder to texture
as far as i know blender cant read paa but it can read tga which means i dont need object builder for majority of the process
ok i thought you wanted to put tga ingame... which would be nutso
no but if u leave the textures at tga when u pack dont they get converted back to paa? cuz all the a2 assets are all default tga
does mikeros tools automatically convert tga to paa?
a3 binarize does that
yeah, i thought you wanted to circumvent that after the binarize ^^
also i'm not sure if it even matters what you put as file format ending into the path in texture - if it behaves like everything else it just takes whatever is there
as far as i can tell it matters what the ending is or else it cant read it in the specified format
binarize need valid path & ending so it matters what you put there
then it was for config stuff only propably
meh, everything looks better in hot-pink checkerboard
but u cant view tga in buldozer it will automatically convert to paa
when u click buldozer
@rough idol do u have a script to go from tga back to paa by any chance?
notepad++ replace in files works for that
actually yea was just gonna say
you sure Blender will read the .tga path to its material though?
idk i haven't tried it yet i was told by someone that it could so i wanted to try it out
got it
If you are using the Blender toolbox to import p3d it createas the Arma mataerial and texture paths for the imported object
but not the Blender material paths I believe
im using blender 2.8 dev version im not too familiar with blender materials and how they work but i checked the material tab in blender and i see all the different mats ive used but textures are still not showing up on the object
you have to manually set those textures then
But thats weird tho cuz blender is somehow recognizing where those textures are cuz when i import the p3d into blender on a new file and then export it back out into obj builder the textures are still in the right place. So wouldn't that mean that blender someway somehow is knowing where each material file is located?
the P3D materials are separate custom parameters
that are saved into the Blender materials on import
and theres no way to access that info anywhere or anyway even with the arma tools?
access what?
everything is accessible
you just have to set up the Blender materials to use the textuers you want to see
alright i got it now thx ๐
what is the object limit for buildings in arma 3 - roadway/geom limits?
is it 50x50x50 / 64x64x64 - I see different numbers all over the forums when trying to search
larger cell size, bigger buildings?
not quite that simple
has to do with the tile/texture layer size I think
in what size chuncks the engine splits the terrain
are they not terrain size / cell size dependant ?
also, does that mean if you put the building near the edge of a chunk, it will not work, but more in the center it will ?
possibly
tile and the tiles next to it are checkecd
but if it goes over the next tile it poops
ah ok...
cant remember the exact details
so with ideal placement it could much much larger (utilising tiles left and right of it)
in theory I guess
I mean my 230m helicopter seems to work ok
roadway lod is the most sensitive one I recall
but its a helicopter after all? or a building?
helicopter
soo if you tested larger and it works then all is okay?
but I have larger than 50m rocks too
yeah i'm definitely interested in the roadway limits
if its used only on terrains with same specs
in theory
I have massive structures and all my roadways work
okay thats the answer I was kind of looking at
i was counting on 72m roadway limit previously (somebody said that was the limit... maybe for a2/chernarus iirc)
custom objects on large cell size terrain
if they worked when placed there then it should be good, not looking at other maps with it
thanks for the input both
72 sounds familiar yeah
its not cell size that matters
its tile size
something something actual tile size or whats it called
how can that be influenced/ what does it depend on?
this one is on the safe side 48x48x90 meters
terrain size, texture size, texture layer, texture tile size I recall all play a part
my advice however is
build from parts
I dont think thers any real benefit of having 1 single massive object
the engine is not designed for such
yea
well you can do some object optimization with large structure. Also easier to place
was more looking at what size could be squeezed out with
tall is not really what i need - more the area coverage
the tower is 3km tall
also - what was the option to sort down sections in OB
your curved building blocks, have you tested them with AI? Can they navigate from one block to another automatically?
I dont have proper paths yet but I see no reason why not
the tests I've run have worked
i am concerned about the building-path to building-path "interfacing".
in vanilla all houses are on terrain. AI exit building onto terrain, and from there enter other building
I've done tests with that
in your case (and in case of large structures dissected into parts) they would have to cross directly from one to another building
so far theyve been succesful
hm okay thats at least some good news
large hangar made from 4x 40x40m parts
the door blocked AI path
and they crossed from 1 block to another inside it without hicups
will sort lower section count if two things call from the same image/rvmat?
no
cut and paste the pieces in question (together at same time). If that doesnt work put into new lod and then copy it back
okay will try that thanks
Watch all videos you can find on YouTube
try, fail, try again, fail again, repeat until it doesn't look like crap ๐
(and don't expect to be a master after about a month or so)
failing is learning, provided you try to understand why it fails.
lol, thought about you dude, when writing that ๐
I still remember your "barracks"
god, that thing was aweful ๐
yeah but the toilet was ace
Indeed!
@white jay Enough?
try rebuilding stuff first
to get the feeling for it
(and start with simple stuff)
for example
Mostly just to know how to do things, handle your modeling tools.
It's the same with coding.
Just do small steps, you will run out of stamina (not getting the "satisfaction", when finishing something) if you try to run a marathon, after sitting around for 20 Years ๐
use that to learn the ropes
it will walk you through the basics, everything up to exporting a game asset, where arma will diverge a little, i think ElTyranus made some model importing videos and posted those on the forum for blender -> arma.
blender is open-source software, therefore free, so use it to learn. autodesk etc have education programs where you can access their suites for free non-commercially, which is good enough for arma provided you have an academic email address
across all 3d softwares the things you do are the same, they have different names/methods of doing the same, but the core principles are just that, core and platform agnostic.
and like dscha said, dont expect to make great models on your first go, you will learn more and better techniques the more you use the software/tools.
shh you, or i bring out the big guns ๐
:whistle:
@white jay you want to start with jus generic "how to model/how to use this progrma&tools" tutorials
thats what I linked goat, it's a full guide
Ah missed that. ๐ต
feeds more coffee
The old ofpec tuts were where I started.
I think making simple object it good to start. Like a box. Just to learn how to get it into the game
iirc i found them terrible tutorials... its been a while. Iirc they give you step by step what to do, but no explanation why or what the idea behind the step is.. These are the worst kind of tutorials. Add to that czenglish ...
its like some occult religious ritual thing - you just do how you are told, dont question it.
Haha. Yea I mean I don't really remember how they were. I just remember starting there. But def a simple object is a good start is what I was getting at ๐
I'm trying to make dummy models so I can place the Livonia/Contact/Enoch vegetation. So what I have are empty models with the same name as the ones in the Enoch models but whatever I do they always end up halfway in the ground. I tried making a cube. That didn't work. I tried setting the cube to have autocenter 0. That didn't work (not that I thought it would). Is there some easy way I can get the models to be placed on the ground instead of halfway in it without knowing the model heights?
Is that a single point in the geometry LOD?
Oh whoops. Yep. Misread this page. Thank you. I'll try that. I almost did that but it takes like a half-hour to repack this terrain whenever I change something so guessing and checking was getting a bit tiresome.
if the original model does not have autocenter 0 it wont help
yeah I was just blindly hoping for something ๐
also all lods must be present with same size bounding boxes so that the model center is calculated correctly
its poop cartfull of goat poop
I really need to learn how to model. 17 years in this community and I haven't learned yet
@stuck oyster You think that a LC LOD will work though?
I think it was mondkalb who said that if autocenter = 0 is not used then the model center is calculated from the bounds of all lods
so I dont think it will help
the proxy model probably needs to have exact dimensions and lods and geometry properties to work right
We have better script commands now to retrieve exact bounding boxes
yeah it's a lot of models though. But maybe I'll give it a shot
So the command is returning: [-4.32716,-4.48482,-15.3363],[4.32716,4.48482,15.3363],15.9017]
So I need to make a box model that's 8ish meters tall and that's it right? Autocenter, my arch enemy, will take care of placing on the ground?
meant 30ish meters tall but either way that didn't work
I take that back it worked on one model for some reason ๐ค
alright it's working a little better but something still isn't quite right: https://i.imgur.com/6jT6CBc.jpg
Are you using the boundingBoxReal command, and what did you put for the autocenter property?
autocenter isn't on it and I used boundingBoxReal. More specifically:
newLine = toString [0x0D, 0x0A]; myList = nearestTerrainObjects [player, [], 500]; newList = myList apply {str formatText ['%1,%2,%3,%4,%5,%6,%7,%8,%9',(getModelInfo _x select 1),(0 boundingBoxReal _x select 0 select 0),(0 boundingBoxReal _x select 0 select 1),(0 boundingBoxReal _x select 0 select 2),(0 boundingBoxReal _x select 1 select 0),(0 boundingBoxReal _x select 1 select 1),(0 boundingBoxReal _x select 1 select 2),(0 boundingBoxReal _x select 2),newLine]}; copyToClipboard str newList
and this is one of them a3\vegetation_f_enoch\tree\t_piceaabies_3f.p3d -4.32716 -4.48482 -15.3363 4.32716 4.48482 15.3363 15.9017 seems weird that the min and maxs are opposites of one another exactly
I originally made a box that was like 30m tall 15m above and 15m below the origin but then it was halfway in the ground. So I raised it but now it's too high
I don't think you want to use clipping type 0, the bounding box of an object is based on the largest points across all the LODs
should I use 4 then?
There is no 4 but I think you mean 3, which is the default
sorry 3
same numbers using 3
other than the sphere which isn't really helpful
every number results in the same basic numbers
Made anymore progress? The bounding sphere diameter can tell you how much the object is scaled
No progress. Scaling isn't important though. I need to know the standard size and all models of the same type have the same min-max Z so that should work but doesnt
seems weird that the min and maxs are opposites of one another exactly
why is it weird? Is your object not 30m (2x 15m) tall?
Also non autocenter=0 models are centered just like that
street name modelling n00b here again.. so I managed to get imagemagick to make me 2000 street signs textures, I am packing them into single 1024x1024 texture blocks with 24 street signs in each, organised 12 rows in 2 columns (after that conversation about performance), with some instant rust gunk on top. So far, so good. I have my basic p3d sorted (two poles and a single rectangle). The texture will just sit on the plate, which is just two faces. I'm going to use o2script to change the texture names (thx for that script earlier) to make my 2000 unique models from the basic p3d.
Here's my question: can I use o2script to change the offset I need to display the right segment of the texture - I got to make 2000 models. In a worst case I guess I can make 24 unique models with the offsets already done and just texture rename. But hoping you guys might have a better solution...
UV mapping.. I think that's the word I'm not using there ๐
why is it weird? Is your object not 30m (2x 15m) tall?
I have no idea how tall it is because I can't open it. And when I place it with 15m on either side of the origin it's halfway in the ground. And it just seems weird that it's perfectly centered because in the past most models I've seen haven't been.
unless the model has autocenter=0 property in geoLOD it will almost always be centered by boundingbox
check what https://community.bistudio.com/wiki/boundingCenter returns
I haven't found that to be true with others. The sahrani buildings are all over the place for example but maybe they changed their standards. autocenter is my arch nemesis at work.
Thank you for the boundingCenter suggestion. I'll check that after a short walk and donut run
the standard is that there is no standard...
does the tree have landcontact LOD? idk if you can read out the points or "center" in landcontact LOD... but that would be where you have to position it
I have no idea if it does. I can't see the model. I'm just trying to make a placeholder model because I can't access the real one for terrain placement.
Essentially, the new trees are in EBO so we terrain making types can't unpbo it to place it in terrains. We know the paths of the models though so I'm trying to make placeholder models that will allow for placement of the fake models in Terrain Builder (since we need a .p3d for that) that will make the real models appear in the right places ingame.
so boundingCenter returned: "a3\vegetation_f_enoch\tree\t_piceaabies_3f.p3d,[-0.0861299,-0.303885,12.2391],
I'm not really sure what that's telling me though. The center of the model is 12m up from the bottom? Down from the top? Up from the origin?
"Returns the position of original (loaded) center of object in model coordinates. "-> vector from model center to bounding center
so yes, bounding center is above
sorry above which? model center? model bottom? origin?
model center = model coordinate center
not "middle of the model"
model center = origin
placement position != origin (though if modellers are nice to you, they make it the same)
if modelers are nice they use autocenter 0 which is seemingly not the case here
then I get min = -2 and max = 28 and know that autocenter is 0 instead of this damn guessing game
autocenter or not doesnt matter for terrain placement - its always placed at the "height" of the landcontact lod
not every model has landcontact lods
if it doesnt, model center is used
matter of fact most seemingly don't. Most just have them positioned correctly in model space
well for things that slope along terrain you need landcontact
yeah but most things don't do that including trees. Agreed on things like fences though
Would sloping work on trees?
they'd look weird I Think
it will skew the whole model though which will look odd
Are all trees even?
It could bring in some variation
Assuming it's not too strong
I think it would be too strong personally. And there's a lot more tree models on this terrain. Plus you get scaling, rotation, and pitch/bank.
True. You're probably right
I'm going to give up on this tree thing for now I guess unless someone else has any good ideas for it.
Anybody got any pointers on my o2script question? Or do I just have to do it manually?
o2script is pretty unknown to most people
you probably could do it
but how is a big
ยฏ_(ใ)_/ยฏ
@thin wigeon you can create custom .ptms and apply them via o2script. That's what i did with my vegetation, combining s**tload of separate textures into the predefined atlas and then using o2script to apply it
.ptm's are texmerge scripts
they are plain text so you can edit them easily
just 24 signs per texture seems very low....
I suggest use UV channel 1 for sign texture and then apply macro or detail texture with UV channel 2 for text. So you can have a texture with just pure names on alpha background -> you can pack much denser and have less duplicate stuff
anyone got any good guides on how to make objects? I'm trying to make like a rock? not textures just model
you have to first pick a program you want to use
and then look up tutorials for it
first you must learn how to use it and then you can start look into how to make something specifc
rock for example can be simple
but a good well thought and good looking rock is a lot of work
Does object builder no longer support fbx?
it doesnt give me the option to import fbx anymore
in the file>options dialog where is the DLL folder pointing to?
it should be the object builder folder
if that's already set, check the folder for fbx.dll
if it doesnt exist, i'd verify arma 3 tools on steam for missing files.
I've seen this a couple of times before. Could be related to running OB from Arma tools instead of the actual exe.
yeah, also if the file exists and all paths correct, right click fbx.dll and make sure it's not blocked, if it is, hit unblock and ok, then start ob again
UAC could be interfering with it.
Hi, I am having a bit of an issue. How do I precisely place a proxy? I loaded the character model, placed it in exact spot and I'd like to create a proxy from his position (it is all in vehicle model). Clicking create proxy will create me a proxy in root
yes
So how could I precisely place my character in vehicle model?
outside OB
or you make a separate proxy object first
then place that in yourt vehicle and edit it in another OB instance
or place your vehicle into the proxy p3d align the man and delete the vehicle
and then put the proxy in the vehicle
basically you make the proxy first
then put it into the vehicle
and do note that you will need the animation from the proxy too to actuallly apply the position
because proxy is just the position placeholder
the used animation is defined in the config
ok, proxy first , will do that , thanks
I do my cargo/pilot whatever position in Blender by placing a separate character rig (Macsers rig for example) into my vehicle and pose it right
then export the rtm from it
but the proxies then are in root?
and align a proxy into same transformation with it
oh ok
the man is not exported as part of the vehicle naturally
but in Blender the .rtm export is simple as its done in relation to the character object center
so it does not matter if the character object is not in 0,0,0 origin
Oh, and as we are on this subject. I have Armarig blend file, but when I import any model different than obj, the Anim modifiers(I think they are called like this? ) are getting messed and are treated as whole
I do it by placing the proxy in position on the vehicle first. Snapping the origin of the proxy to the grid origin with the rest of the vehicle selected along with that proxy, then importing the vehicle to the skeleton I am animating. Origin of the animation is then aligned with the pre-placed proxy
What model can I import in OBJ as character for pose testing? When I import the sample one and load anim, it is stretched and messed
@stuck oyster
https://imgur.com/fc8gsls these green circle with arrows for example becomes normal object
@X3XJ "just 24 signs per texture seems very low" - I think I'm missing a really obvious thing somewhere. With 24 signs per texture, I have been using 24 template p3ds with identical geometry, and just changing the texture offset - then using o2script and a shellscript to do a texture rename to make my 2000 unique sign models. If I made that 96 signs, I'd have to manually make 96 different template variations with my approach. And I can't believe that's what you'd do - I went mental just making 24 different variations. What's the thing I'm missing - can I vary the texture offset with o2script?
@woeful viper
you have to read o2script manual
@stuck oyster but will I find the answer there? I'm not even sure o2script is my answer - or is it?
I dont know. not many use it so you might not get any help with that
manually you might have already set up everything
OK... so I'm just really after what the clever thing is I need to do to make it easier, if 96 textures is what I'm being told to go for - manually 24 was a struggle, but for 96 - I need to find a way to automate this
I did get it all working btw, so thx to everyone for their suggestions so far ๐
( with 24 to a tile )
I think o2script should be able to do that
@rough idol that's great news - but what is it I'm looking for? All I want to do is change the x1,y1/x2,y2 coordinates of the external rectangular texture to the two selected triangle faces (as a named selection) in my model. The coordinates for UV mapping seem to swing between -1 and +1 on all axes so I am guessing it's a proportion of the target texture with an origin of 0,0 in the centre? I can see right now that changing the U in v1 and v2 will give me part of the answer but it's understanding how to programmatically convert xy rectangle coordinates from a texture to UV that I'm not getting. I can see there are functions in o2script for getUVSet and getUVSetList. But they are just giving me the same numbers between -1 and 1. I am missing something really obvious I'm sure, I can't believe I am the first person since Op Flash to think of doing something like this.. I just need help please ! ๐
(x1,y1),(x2,y2),(x3,y3),(x4,y4) - uv is using 4, 2d points
you can create those 2000 unique p3d with same data, rename it via i.e. total commander to give them names from 0 to 1 & then retrieve p3d name from o2 script & depending on number apply correct transformation
you are also looking face setUVSet set
ahhhh, ok, thanks.. mine looks different I guess because I had two triangles selected (which made the rect - originally split as it started as a rect), I need to to think about this face by face then. With two selected, I get something that looks right in Uv1 & Uv2 - but a blank in Uv3 and Uv4... and a wierd value on Vv1, blank Vv2, weird value in Vv3 that warps everything if I change it slightly. Maybe I could have made it less confusing by starting with one face selected - that seems to make perfect sense.
Yes that's brilliant, I can see the pattern now with the individual triangles, I just get UV's for v1/2/3 which make sense (they are all positive values between 0 and 1 which I am guessing I just need to multiply by the width/height in pixels?
@rough idol thank you so much for this - this is exactly the missing puzzle piece I couldn't figure out. I already got my 2000 streetname signs done with scripting but this first bit with making the template models was the only manual step I had left to try and fix
you are welcome ๐
with rvmat you can move the texture - so instead of moving UV's you offset the texture
thats why you would just have to change rvmat paths
granted... idk how much difference it would actually make / if its worth it
@woeful viper ah I think I understand your angle now - you would programatically make 96 rvmats with the correct offset in a paa, then use o2script to rename the main texture to one of those rvmats - am I getting that right?
yeah, it would be a possibility.
saves textures. Creates more objects... whats better? idk anymore
_p3d mergeTextures "P:\CST\Actual\ATLAS\template.ptm";
syntax
class Item00000 { x=0; y=0; w=2048; h=2048; scale=0; importance=1; name="export\2kpp_1bark_512x2k\data\2kpp_1bark_512x2k_lod1_polyplane_ca.png"; angle=0; };
you set the pixel coords offsets and size in resulting atlas
name is texture name it will replace with atlas texture
@tulip beacon that ptm script looks insanely easy to use too, but how is that invoked, is there a command called _p3d?
ah ok, gotcha
in my specific script
try something simple
you don't have lots of different textures in different lods within the model anyway, so still gonna be way easier than in my case
ok thx again to everybody for all your suggestions to a complete n00b, it's all going in and there does seem to be a lot of ways to solve my automation problem and keep the textures bang on pixel perfect. Will report back soon...
Tried to post earlier but glitched out. Is there any reason my custom vest is at the feet of my unit. I used autocenter 0
did you give it proper vertex weights and a model.cfg?
Yes I believe so
Am I supposed to attach a skeleton in blender though? Is that why?
I did the vertex weights and model.cfg
Is you model.cfg class named the same as your p3d?
whats your p3d name?
whats the model.cfg class name?
do you have the arma man skelton in the model.cfg
is your model.cfg class using it
pastebin your model.cfg
Hey i want to animate Hide something with an Extended Event Handler. It ist working with an normal hind message, but with an animation is it not working.
class Extended_Engine_EventHandlers {
class fishingboat {
class My_fishingboat_engine_on_eh {
engine = "vehicle player animate [""hide_1"",0]";
};
};
};
@stuck oyster si_mk1_torso.p3d for p3d name
model.cfg - https://pastebin.com/PqnVruvt
class.cpp - https://pastebin.com/n4K350vz
Is there any specific guide on how to import a uniform into the game from a model? Rigging, animations, and the config?
@wispy meteor your pd3 name and model.cfg class don't match.
@wraith bone not really I think. Rigging is same as basically any character weighting and config example exists in the A3Samples.
Animations part is the most hardest thing g to get into sine the lack of documentation. So depends from what you want to do how much learning you need to do.
Is it possible to have two flag proxies on a vehicle?
No, if you have two, only one flag shows
Ya that's what seems to happen, what a shame
ahh using that flag proxy
ya
thats sad
I just do not understand what channel will help with the question. sorry
https://feedback.bistudio.com/T121534 hiddenSelectionMaterials got fix today ๐
Yeah quite often seen that with weapons
wait. How is that bug related to hiddenSelectonMaterials ๐ค
Praise the goats
if weapon & new material was not loaded then game tried to fetch them in separate thread. In some occasions you could end up with weapon being processed faster and it was freaking out since it couldn't load it
"in some occasions" "could"
oof ๐ That's fun to debug
Hello does anyone know if it possible to use more uv sets for one car/object?
Usually 2 can be used at least
Or we'll any texture can have its own uv even if 1 uvset is used
Not sure if this is the correct place to ask but here we go.
I started converting some A2 clothing models to A3 to learn the process a bit. Now everything is fine so far apart from the clothing being "offset" ingame. With that I mean that there is a gap between the actual clothing/body and backpacks. Same for vests, they are too far back as well and basically "inside" the body. Any way to fix that? I tried moving backpack/vest proxies but that didnt help and I was told that I should not do that, other than that I moved the visual mesh in the visual LODs and that fixed the issue, however it broke the hand animations. So the hands are then offset to the weapons and that looks quite horrible. So any way to fix said gap without destroying the hand animations?
A material (rvmat) can use multiple uv sets
@obsidian quartz what clothes have you converted?
And how bad offset is it?
Want the p3d name or a picture?
as for the offset I will post a picture in a bit
Its the insurgent clothing in flecktarn with hood, p3d name is "Solider_MG.p3d" or something like that.
I'd assume it matches the shape of the sample Arma man?
Meaning it fits over it
For the most part, slightly offset at the hands I believe. Can check again if you want.
Dos it have gloves?
No it does not. I also removed the "hands" and replaced them by the a3 sample ones.
OK good
In case you ask because of that shadow bug, ignore it thats fixed by now.
The Arma sample mans mesh you should not move at all, as that will mess them up
So you should fit the new uniform over it and it should work quite well
And for a thicker clothing like that you should also buff it up a bit
And if you copy the proxies from the sample man they too are in right place
You can also adjust the shape of the torso without moving the rest of the model
Okay I will try that. Got any links to read further into this? I only used the PMC porting guide so far.
Also since I'm not entirely sure, should I got with the "a3_character_example" (full body, no head) or the "a3_character_template" (just arms, legs)?
Part 2 of Alwarren's CUP Infantry Tutorial. This time we cover those cases where the equipment has no uniform underneath and parts of the unit's geometry and...
Shows examples of how to adjust old A2 character models to better fit the frame of the A3 sample model and adjusting weights in Blender
Thanks a lot!
Okay managed to fix it, had to reposition the "arms" of the clothing to match the hands but it works way better now, thanks people!
Yeah I did that before, though stupidly decided to move the sample man instead of the uniform to make it fit, well now I know better ๐
๐ ๐
any thoughts on why custom glasses/goggles might be crashing the game randomly when worn?
Rtp say anything?
not besides a big dump log
Whenever they are added to the player when they load in it crashes
[_goggles] spawn
{
uiSleep 3;
removeGoggles player;
if !((_this select 0) isEqualTo "") then
{
player addGoggles (_this select 0);
};
};```
@stuck oyster doing that when the player loads in which has no issues with regular glasses/goggles but custom ones giving an issue
to rule out the model make a new .p3d with just simple cube in the first lod and give it selection head so you can see it
and it needed some properties in the geometry lod
and test that
Not sure if this is a modeler issue, or a config issue. I have a modified A-10 jet with rigged/animated speedbrakes. In a MP mission, I can see this animation on the aircraft I'm in, but it doesn't do anything on other players' aircraft. Everything else works - the ailerons, the rudders, the VTOL tilting engines and wings. The ladder and door, the gear, the elevator, the relief tabs, the rudders... it all works and is visible on the other players (now that I think of it, I didn't observe the suspension and wheels). It seems to be just the speedbrakes that don't work.
Anyone have any notion?
aileronT and aileronB
in the config, there's no animationsource entry for it, afaict
However, this is how it's set up on the Wipeout. It has a lot of animations, so I stuck to it
In retrospect, maybe we should have tested it on the Wipeout, too.
Anyone wanna make a German World War Two parka for me? I'll pay you money for it.๐
trying to crunch a pbo with pboproject and get this result for the main p3d: ...#UVSet# tagg has bad count (74902). It has an even number of triangles Any clues what this may be? uvset 0 looks ok to me
maybe different number of triangles in uv than on model?
i would isolate different components to narrow down the problematic piece
Working on an HH65 Dolphin, things are working great besides the main rotor. When on, the rotor spins and appears unbalanced like it's loose. Any ideas?
Are the memory points not centered?
does exporting in FBX from object builder not work?
worked fine last time I tried
@formal vapor try veryfing steam files - I've heard that some people were missing fbx .dll in their ob folder recently
no idea why it happened though
Well it appears I can export a file in fbx, but when I try importing it into 3ds max nothing happens. I do have the FBX dll in the OB folder.
I can import fbxs that I've exported from max
Let me try importing it into mudbox
So I could import it to mudbox
I can't even import from mudbox. I'm curious if my 2010 3dsmax importer is outdated
unless you need weighting, you can just use .3ds ...
It's a hull of a ship that has 2 uv channels for the multimaterial. afaik 3ds will only export one uv channel
yeah ok in that case its not an option
perhaps the Autodesk FBX converter could fix it?
I dont like FBX as format because of this very reason
if its only import into max then you could export twice, but swap channels
then in max combine the two - chould theoretically work if mesh is identical (which it should be)
well unless you use blender with the custom plugin there is no other option for weighting export (and 2nd UV channel)
@formal vapor exporting binary fbx or ascii? i could never get binary fbx to load when using the fbx export.
Which LOD is used to cut clutter under the object? Will i need a property on this LOD?
roadway LOD
and ermmm.. i dont think it needs any properties. could be lying though. been a while. as usual LOD needs to meet it's particular requirements.
How can i place that LOD so that it will just cut clutter and not affect player movement through object. Its a grass object
player collision is handled via geometry lods. a roadway lod is a simple plane or series of planes, and should represent the area where you want clutter cut.
if it's flat on the ground. should not effect the player.
what you may find is that you need a slightly larger cutter than your object is, depending on the scale of things... it might be problematic.
Cool works out well. Roadway plane midway thorugh grass object. Cuts clutter, doesnt effect movement.
Anyone know if you can have an effect play after an animation in a model?
For instance you open a door and rocks start dropping from a mem point in the model
Would you want it every time the door is opened or just the first time?
What kind of an effect? Particles? Sounds?
Particles
Would probably have to be tied into the user action that opens the door
That what I was thinking. This particular building used the execVM to launch the script to open the door.
Not sure how to spawn the effect
"execVM" shudders
createVehicleLocal a particle source, then probably "drop" command to execute the particle effect, then despawn the particle source after a while
Yea I probably will go back and change the model config around so i can just use this animation commands
Just haven't gotten around to this model because it only joke model lol
But if I wanna do it in the user action what do you think would be the best way then
Hello i want Some Custom Helmets for my Clan. We are looking to create a modern-roman helmet for a Roman themed Clan. any help on hoy to model or wich programs use?
For something the size of a landing craft would you model bolts for it or normal map them
@left token blender or 3ds max/maya, look up arrimus's tutorials
depends are the bolts in an highly visible area and would details like that give enough cooooool to it to warrant the extra polies
if solely performance optimization is considered then probably not
aight
ok thanks
trying to make a custom road. TO be placed as objects. Problem is that a player walking over it will "raise" as they walk over it.
Due to the RoadwayLOD being just slightly above the surface.
Placeing roadwayLOD just below the surface doesnt cut clutter and clutter will spawn over road.
Same problem with grass object i was working on. Messages of that are above at June 11
Is there anyway to disable player collision on Roadway LOD or another way to cut clutter?
how much is slightly above surface
and is it made as decal object?
and why does it have to be object?
i tested with is being 0.01m to 1m above surface. Having it higher just means that a player could jump onto it from above.
The road is a decal object but the grass is a normal object.
both have the same issue
Can't you make the roads roadway lod 'onsurface'. Then it will cut clutter I believe
Actually I think the whole road. Every lod should be set to 'onsurface'
Otherwise they will never line up when placing them on a terrain unless the terrain is 100% flat
Hey, just wondering how much someone would charge to make a gun, like a P226 custom model and port into the game?
P226 is in NI Arms btw in case you did not know
Just an example - Just need to know the pricerange to save up for ๐
If you want it it prob exist
We should all save up enough money to persuade Robert Hammer to upload his excellent pistols to Steam ๐
Yea lol
How much would that be to have made?
Now that would be a Creators DLC I would pay for!
Only if Robert Hammer would do strykers lol
๐ค
@fervent steppe sorry for my ignorance but i cant find anything on "onsurface". How would i do that? Is that a property?
yea if each Life mod paid me like 1โฌ for each server , i would been rich at this point ๐
btw Strykers are in RHS dev
Maybe he was thinking about RHS? ๐
But it's everlasting issue with RH = RHS for some ppl 
@The Chechen Slayer#0536 dude, RHS = red hammer studios. there is no robert in that acronym
@hollow vale select the model's verts and press 'shift e' I believe
Applying "onsurface' to just the roadway LOD verts causes a flickering of the grass textures on the res LODs. Ive tried "abovesurface" at 0.001m and "keepheight" at 0.001m and both cause that flickering problem. Im stumped.
did you try keeping roadway lod at 0 height, and just raise the res lods to 0.01
the visual issues say to me that your res lods are intersecting with the terrain, and you previously said that armaman steps up when he goes onto it, so move roadway/geo to 0, and raise res lods
also ensure the meshes in those lods have enough geometry to support bending, have a look at the a2 data packs if you need an example
@rain vapor decals stuff best talked here since there is an ongoing conversation going on about them ๐
Sorry for not explaining all the way. The road works correctly with the changes you prescibed.
The grasses on the other hand have the same issue. I cannot make the grass res LODs be 0.000m as they would not be visible. They are verticle planes. The Roadway LOD is a horizontal plane.
Ill try looking at the A2 packs to see if i understand what you mean
Have a grass object with clutter cut under it is the objective
not placed as clutter
also be adviced that placing large numbers of grass objects will affect performance
yes
ok im using TB so that is possible
but also why do you need the cutter?
To improve performance
cant you just put a non cluttery surface there?
it wont improve performance if you then place new grass objects on it
lets paint a bigger picture
we object + clutter will be worse than jsut object
what is the goal of this idea?
Wheat field similiar to Rosche with clutter cut to improve perf even more
ah
cant you put in a surface that does not have clutter?
because that would be the smart way to do it
literally typed what i was gonna goat ๐
Yes that would be the best way i understand but im hoping for a way to not use another surface as i only have 5 to use.
you have 5 to use per tile
If i must than that is what i will have to do
your terrain can have like 20
including overlaps ^^
But im looking to see if its possible to not do that
More surface for other uses the better
it probably is the way you are thinking of
but surfaces is the proper way to do it
your tiles with the field on them does not need more than 5 surfaces that Im sure of
if you have 1 for the field and 1-2 for the border transition youre still golden
a bit crude example
but it works about like this
your paint is improving goat ๐
lol yea i understand. im reworking my surface allowance to see how i can fit it
mspaint art 10/10
its snipping tool painting
gonna sell it as banksy art
uuuhhh... nice name ๐
so glad you spelt that with a y
heheh yeah
Has the road issue been solved?
Pretty sure if you have a roadway object with onsurface roadway it should cut clutter.
Not 100% but it should cut it down. The best is to use the way goat I think described above which is a surface with no clutter on it that is below the road.
The road decal works with the roadway LOD. But the grass object with vertical res doesnt work. Will need to go the surface route i guess.
@hollow vale how big grass object are you making?
And how does it not work?
And are you trying to use same method as making the roadway object?
For roads.. Lord Goat help us... Is it a bad idea to use decals for intersections, turn lanes and etc?
Or is there a better way?
use shapefiles or linked road objects, the road network will not be accessible to AI if you try to do it any other way.
@stuck oyster they are about 5 meters wide and 1 meter tall.
Roadway LOD set to "onsurface" causes the grass textures on the res LODs to flicker in game.
yeah that will not work
as I said that works only on decal objects
and your grass object is not a decal object
Yep. Ive made a cluttercutter object and will use TP to place them on the same spots.
I mean you are not doing it correctly
and 5m clutter object will likely be quite bad
There is no correct way. Just work arounds. Again....its not clutter, if it was then i would not need to cut clutter from under it.
Canโt seem to get rotor blur to work. I have the p3dโs for it, have renamed them etc... no luck. Main rotor spins but looks awful immersion wise. Any ideas how to fix this?
@hollow vale ok so could you go over again what all are you trying to do..
right now it sounds like you have a grass object that you want to cut clutter but also you are going to use clutter on the field
and what I meant about correctly is you are not using your objects correctly
to do what you intend to do
so please, summarize what kind of objects you have
and what problems each have
@open folio would be useful if you also post the link to your picture here
and where is the p3d from?
Think I may have fixed it. Just took some renaming of sections in the config. Once I know for sure Iโll post more in case anyone else ever runs into this!
Yessir! Simple port testing. Wonโt ever be released to the public due to respect of yura, the original author. Iโm sorry if that picture of it shouldnโt have been posted!
Just enjoy exploring new ways to mod
You should drop it. "Not released to public" often leak out. If you respect Yura you would not port it in the first place.
There are models you are allowed to use for practice.
Does look like the old ARMA2 US Coast Guard HH-60J Jayhawk mod... especially because it lacks the serial number under the rotor... http://www.armaholic.com/page.php?id=15977
Ah
Fair enough. Not too familiar with the doโs and dontโs or modding yet. I really do appreciate the advice though
Rule number 1 would probably be don't use other people's stuff without permission.
Common sense stuff, of course!
Thank you kind sir!
@open folio
didn't read the whole convo, but if it's about general porting questions this could come in handy for you
http://wiki.cup-arma3.org/index.php?title=From_2_to_3
That will also be extremely helpful. I appreciate it @median bough
you're welcome
The use of that fantastic documentation is discouraged if you are porting an A2 mod without permission ofc
Also binarized p3ds are not to be cracked open.
๐
I am very confused on roads, like how to do crossroads. Uro said to use shp files or linked road objects. I dont understand what this means, and if I make my own roads, is there a specific way to make the object file for it?
Anyone got a good template for custom patches?
probably better taking this topic to #arma3_terrain @rain vapor as its more relative there, save cluttering up this channel with terrain stuff
@foggy finch he was trying to make custom p3d road models. That's why I told him to come here
๐คฃ
You can sell p3d road models to customers? ๐
Im a Noob ๐ and proud ๐
Now who can explain what a Lod is, or has good references?
Well damn
Ill learn to use it XD. Im used to all info on Bis modding to be wrong.
You had to google that Chris some user whose name is.... meh... going for Internet anonymity I guess ๐
๐ค
biki stuff you can 99% trust as it is curated by devs and community, and anything else you have plenty of brains around here
Either that or @median bough is doing a new line of paid CfgEnvSounds... ๐
^^ chris, pre-beard ๐
some of those brains have the lights on, but nobody's at home...
@wraith tendon
๐
haha
There's an FSM for that!
for Dscha? no wonder he's bugged ๐
โฅ
๐
Veterans dragging us normal users OT again... and we'll be blamed ๐
hides
*watchingstupid* Where are you guys?
ยฏ_(ใ)_/ยฏ
and ofc Dscha is too slow and still in the spotlight
@noble shoal custom lol. Stupid autocorrect
Is it possible to make the inside of a building extremely dark while it being sunlight out?
hi ! I wanna learn to make structures. like buildings , houses, signs.etc โฆ whats the best and most accurate tutorial one can follow in order to achieve the best possible results?
any 3d modelling tutorial geared towards game ready assets
and once your done with those, learn how to import to arma,. for your first model start with something simple and learn the ropes
blender has some tuts for doing so on their youtube which are geared towards that suite, other people make some for other suites too, and each will differ depending which 3d suite is used
I'm interesting in making equipments such as vests, helmets, night vision, etc.
I would like to start by making a set of NVGS for my first model.
-
Is there anyone willing to help teach? Possibly let me help then and learn from then?
-
Are there any good tutorials? Most of the ones I've seen are not very in depth and are mostly about changing textures of current models.
@royal oyster @solemn mason what you both need is to learn how the modeling program works, then when you have learned that you can apply the knowledge to "how to model X specifically".
Tutorials rarely are for in depth "how to model a NVG or a HOUSE " they are to teach how to use some specific tool or technique
When you know how to use the tool you can model anything you want
And hello @white jay
because it's not a very well made UV map
but if it's put it in a proxy, it's ok
Are you sure?
you could ask the modeller you "aquired" this model from to fix it ๐ค
The model is not a problem because it work as a proxy
well all we can come up with is that the model is the problem
I have an issue with a model in my vehicle LOD. I have the stretchers on the interior that appear to have no texture when viewed through glass, like so: https://imgur.com/a/Z76TYDb
Picture broke
Hold on
pic does not seem to load.
but you have to fix the alpha sorting of the interior faces
and the window
I can see the things when I look through the glass, yeah
Like the texture shows up and everything
How would I go about doing that?
in ob faces menu theres "move top" tool
I recall you have to set the window the topmost
Not a proxy or anything, they're in the helicopter
It's the Arma 2 Ka-60 ported in, interior gutted, and made to look like the Arma 3 Orca
Bingo, just moved the windows to top. Thanks for your help
do they have same uvmappin?
Yep, everything is all the same for textures
I did the same thing with the Kamaz trucks from Arma 2 to make Zamak variants
Makes one wonder whats the point of not releaseing MLOD version sooner
It's a little workaroundy but I don't mind. It let me learn and get hands on experience working with putting stuff in game
it just looks white - have you got any missing texture/rvmat error in rpt?
with alpha sorting it would cause blue outlines and such - and the stretchers would have to be with alpha texture in the first place - so i doubt its that
colour depends on weather/horizon colour ingame AFAIK. Sometimes they look grey/white not blue
Hello, I have a problem with UV in my p3d, my LOD 0 I only have 29698 faces. I do not understand why the UV deforms as much knowing that I already have to treat models a little bigger.
If by chance you have an answer to bring me, I would gladly
Sincerely, Sezon
https://i.postimg.cc/qRq9Cgz3/screenshot-68.png
https://i.postimg.cc/h4ktcR5r/screenshot-69.png
https://i.postimg.cc/7h0DfbWN/screenshot-70.png
those long lines in the uw islands will cause issues but also does the model have multiple UVsets?
likely while it looks ok, something you have done to it has actually messed up the unwrap
From the looks of it Id assume this is a bought model so you will likely need to figure out whats wrong with the source you have
These lines are not a concern at the moment. This model has 15 different textures is 15 UV. What I tested: take a piece and apply the texture, at this time all work but not with all the model at once.
ouch
seems to be this is a common issue with bought models like this
do you know how to unwrap objects?
that is to say ?
good
but all I can think of is that there is something made wrong with the model if it does not work
sorry for my english I am french ^^
dont worry your english is fine
Yes it's sure ! do you want a piece of p3d and texture to try? maybe I'm hurting something
sorry I dont have time to do that right now
also I dont use 3dsMax so im not an expert with that
no problem
the file is correct for the sake of it I think we have to reject the export
this kind of things usually indicate that there is something wrong with the model
also for a small helicopter like that 15 different textures is way too many
Are there any semi done guides for creating building models? I can actually make the model, but the configs/doors are what I am stuck on
there is a test house in the arma 3 samples you can look at as an example
I saw that, but it doesnt come with example configs?
It does
Ah, just reinstalled the samples, must've been corrupted. Thanks! ๐
@stuck oyster I did some testing for my texture problem:
When I load in OB another image format (png or tga tested) the UV is applied correctly but in paa it bug
No, that's not the reason ...
the texture naming rules are used when images are converted to paa
naming conventions exist so everyone is working off the same hymmsheet
if you dont use them, like @stuck oyster says, you may very well run into issues
I use them this is not the problem of deformation
the suffixes are used to tell imagetopaa.exe how to convert the textures,. if you refuse to follow those basic rules that the tools require, then we cannot really help if you wont help yourself.
But do you understand that I know this very well? I work on OB for 4 years ... If I ask the question here on the deformation of my texture is that there is a real problem that has probably never been seen on object builder
if you know the texture naming rules and the reason for them existing, then why aren't you following them? once you have your textures named correctly and reconverted to PAA then we can rule out the missing suffixes being the issue and look at something else being the culprit.
I test by following the correct path of construction of paa ... It does not change anything else I do not use this method because I do exactly the same thing and it works
with all my other models
The problem in my opinion comes with the 3d format of the object
I use .max convert into .fbx
where did you buy the model from?
literally never heard of that site
can/should magazine proxies have shadow lods?
if there is an issue with the model, you are best off contacting the site admin and ask for your money back.
This model is free ^^ Are you blind?
@rain vapor what how you set up the animations tho. I think the samples still use the execVM method to animate. U don't want use that
free models with that level of detail usually mean one thing, ripped or stolen,. I wouldn't trust the legitimacy of that website at all.
@warm leaf yes they should have shadows if you intend for the magazine's shadow on the weapon to change shape to match the shape of the magazine
great, cheers @polar fiber - any other lods I should be aware of?
i would seriously stop posting links to questionable websites,. we asked you simply to fix your texture naming, re-convert to paa so we could rule out that issue, but after the past few websites you have linked, im not gonna help anymore. you really should learn how to make your own models instead of looking for shortcuts like this.
Drop ๐ ... Worse than anything
@warm leaf ours have res LODs with lodNoShadow 1, pilot LOD with the same property, shadowLODs (numbered 0 and 10) with no properties. And a Geo LOD with autocenter 0 property and a hit/penetration material applied in lieu of a separate FireGeometry LOD (plus the usual mass, and ComponentXX named selections you would expect of a Geo LOD)
Ahhh perfect, thanks so much ๐
Hello ๐ i have a question. I tried to texture a vehicle and have the texture made in .png however it keeps failing to convert the image to .paa anyone have a solution to this? Would be much apperciated ๐
wrong dimensions (must be 2^n) or it's 16 bits per channel instead of 8 bits
Aha okay thank you very much sir ! Ill deffinately give that a go and see of it fixes itself . Cheers !
hello, i was wondering if i could make a plane 2 sided from blender into arma? (so the inside of the plane isn't invisible)
Nope, you have to duplicate the face and invert normals
hmm okay ty
@tacit badger for Arma modeling its best to have backface culling ON in blender, that way you have more closer representation of the model in Blender that what it would be in game
ahh ty for that, will help out alot
just randomly thought of this so I havent looked into it at all,
I know how to make a pool/water object in arma, but would it be possible to have it be in the same 3d model as another normal building
or do I have to create it as a new object'
question, using ViV is it possible to load a vehicle into a cradle then load that cradle into a c130 or something?
should be ๐
has the super slow mouse drag in object builder ever been fixed since it started
No, have to use DX mode in viewports.
welp that is disappointing
Also Almost everything can (and perhaps should) be done outside OB
Well I already use dx viewports but it is still a lot slower than it used to be
And that is true but I'm just used to doing a lot of stuff in object builder as its how I learned
Hello there, is anyone good with model.cfg here? I need help.... Please!!!!
Many such people here. But you will get better help if you also write down the problem.
Hahaahha my problems is that I suck at it.
I feel like my mode.cfg is all messed up. I have a animations that are not working properly
might end up in โ
like the my heli rotors and colligian lights
you should perhaps clean up the model.cfg, and build it one animation at time
my main problem is that I use the Bis sample
you can make a new model.cfg and rename the old one for example BImodel.cfg
and copy parts you want
and make sure they work
Yes, perhaps. But i dont what point to start
before copying new ones
I see that will be a very tedious job!
do you want to take a look at my model.cfg
see if you can find some problem that may be easy to see
like something very stupid
i feel like i m making a simple mistake
you just have to learn how the different parts work
and best way to do that is to build it from ground up one part at a time
if you really want to do new vehicles/assets you cant skip learning the "how to do X"
You can, but you will suck at making stuff right from now on. Also you will be hated for asking the same questions over and over again, also nobody will help you then
๐ ๐
๐ well help might start to slow down after 3rd same question
No... your desperate urge to nurse noobs won't let it sit at the 3rd time ๐
๐
nah, I drop insturctions, if those are not followed I've begun to lose interest
Any Ideas? Model was working perfectly fine until I tried to down scale it to a more realistic size. tried everything. everything was selected before scaling, everything unhidden, memory points are correct. Not sure what to do
The model to the left was an object I used for size reference when scaling. Has nothing to do with the actual helicopter I'm having issues with
Object builder for scale, pbo manager to build
๐
lol
pbo manager is not a addon build tool
not much I can do in the middle of nowhere lol
at most you can pack scenarios with it
you connected to internet so do you have access to mikeros toolset?
Addon Breaker is probably better than PBO Manager for addon building
proper build workflow is essential for making working stuff
and for any chance of debugging problems
Tried pboproject and addon builder both with errors. Failed with CfgConvert with addon builder and missing files segment with pboproject. Stumped. Mod worked perfectly fine before, not sure how simply scaling it would have done this
pboProject usually states out the problem
what kind of error did it give out
essentially you have to fix the issues to pack stuff properly
and you cant really try to debug other new problems if you have bunch of old ones lying
Warning: rapWarning: missing file(s)*****
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 43: jf_as350\jf_hook.p3d
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 94: jf_as350\jf_as350.p3d
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 95: \A3\Air_F\Heli_Light_02\Data\UI\Map_Heli_Light_02_CA.paa
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 96: \A3\Air_F\Heli_Light_02\Data\UI\Heli_Light_02_CA.paa
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 194: A3\drones_f\Weapons_F_Gamma\Reticle\UAV_Optics_Gunner_wide_F.p3d
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 284: \A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 289: \A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 296: \A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 303: \A3\Weapons_F_Beta\Reticle\Optics_Commander_01_F
Warning: Users\mattb\Downloads\Arma 3 modelling\Modded AS350\jf_as350\config.cpp circa Line 331: A3\Air_F\Heli_Light_02\Data\Heli_Light_02_ext.rvmat
etc.....
ah so you dont have P drive set up?
I do actually, is that what the issue would be?
well its trying to read files from those paths
which are definitely not P drive paths
P drive is quite essential for everything to work right
sure there are other ways to do it, but P drive is the most common and easiest to debug (becaue I have no clue about P driveless workflow)
Okay, I have the P drive, what do I do from here?
well you should build your addon folder structure there and so on
make sure all paths are correct etc
Looks like I never defined my tail rotor and main rotor? Even though the mod was working flawlessly before the scale? Not sure how that could happen, fixed paths but I happened to see that while it was being packed
</end copy/crunch>
<Bis Binarise...>
stripping the binlog
stripping "P:\temp\jf_as350.bin.log"
/endstrip
</Bis binarise>
<updating temp with prebinarised files>
......
</prebinarised>
MakePbo x64UnicodeVersion 1.99, Dll 7.16 "jf_as350"
-PgFW
-X=thumbs.db,.txt,.h,.dep,.cpp,.bak,.png,.log,.pew, *.hpp,source
-@=jf_as350
P:\temp\jf_as350
warning: duplicated lod 8 and lod 9, resolution 11020.0 ShadowBuffer 20
Pbo: p3d error
makepbo failed
jf_as350.pbo not produced due to error(s)
Job(s) completed in 135secs on Sun Jun 23 17:06:22 2019
Oh well lol
Live and learn
Hey guys, I'm making a GPNVG and have everything working, including hiddenselections, but the NVG is floating in between my character's legs. Think anyone can help?
Possibly needs autocenter = 0 for LOD/geom properties?
Either that or requires vertex weighting to the head?
or you need selection "head"
selection head is done
autocenter enabled for LOD
Even the hiddenselections are working
@warm trench how do I vertex weight to the head?
@twin urchin that's been done
any other thoughts?
maybe I can send you my pbo?
rather, the mod folder unbinarized
model.cfg?
โ โ
problem was solved
model.cfg was incorrect
thanks guys
dont know specifically what was wrong but I just copied exactly the bohemia example and it worked
What's your P3d name?
CfgModels class name for the object must match the P3d name
An for wearable gear you need to use the character skeleton.
I did do that
that wasnt the issue for whatever reason
must have just missed a line at some point
Possibly. What do you pack the addon with?
addonbuilder
I suggest you use mikeros tool set and pboproject, it gives you a lot of error checking. AB just packs whatever you give it, so it let's all your errors through.
How do i go about setting up LOD rvmats for a bush/tree? The whole lod concept is getting me stumped. Ive even read the bis page ๐ญ
what do you mean setting them up?
they are set up and assigned same way as any rvmat
Like if I have a tree model, how do I convert it into a model usable in arma? I know obj builder, but i dont understand the configs
Hey want to get your opinions on something. Now i think ive figured out how to import models into arma 3. My plan is to have someone outside of the arma 3 community to make my models and then i would import them as opposed to using someone from within arma that would most likely just yoink the model from a different game / creator .. am i just being too pesimistic or is this a good idea?
If you get someone to make you models it does not matter what circles he/she frequents. Id say its just as likely to get stolen models as "self made" or "dont worry I got it for free" from arma community and outside it.
Ahh okay ... and what would you say the ideal polycount for structures would be? (Ie: houses , buildings.etc) ?
I dunno, what size stucture
hello, i'm having trouble with exporting out of blender with a geometry lod, and can't seem to see what the problem is.
are you using the Blender Arma Toolbox?
yes
does it give you any error message?
yes, i will try get a screenshot of it
have you set mass to the geometry components?
yes you have not created the components and set weight to it
@shrewd jay could you advice why does the toolbox not export weightless geometry lod? Or is this just something 2.79 build does?
@stuck oyster It's a bug. Easiest solution is to assign a zero weight to the geometry LOD.
ahh, got it ty
So are the lods of an object just making the object a simpler polygon the farther away you get?
Further away and more complex the scene
whenever i try to export a p3d from blender after weighting my model it corrupts the P3D. Does anyone have any idea what's happening?
corrupts it how?
https://gyazo.com/b267a93bb32fef5ff348ce871ba7126b after exporting
and when i try to open it i get an error https://gyazo.com/1dfbfc42b2b1c61d4f062551cd2bca6b
well your export does not go through
it only does it when i do weighting though.
what kind of model is it?
It's a vest
perhaps best to ping mir man himself though, since I've never seen that particular error before. @shrewd jay whats proxyarray in the toolbox?
is there another way i could weight the model other than in blender?
In OB ๐
okay, how would i go around doing that as all the tutorials i've seen on weighting is on blender.
@slate epoch go wash your mouth with soap
I just want this vest to work ;-;

What version of Blender are you using?
2.79
Doh, yeah, it says so in the error message ๐
Let me check something
Incidentally where did you download this version of the toolbox?
Ugh that is ancient.... Better fetch it from https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/bf-1
Also, tell me exactly what you do and what happens
https://gyazo.com/4f502229b59602d8d9337db701105474 i hit select and then assign on the object.
and then?
I press A then left control and A to save location scale and rotation and then i export as a p3d into my project drive. With the toolbox you sent me i managed to export it with no issues. I just hope it'll stick to the body now :/
I should really take down that page on the web site and point it to Github ๐
or update it ๐
Update a website? ๐
I made 70 percent of the CUP uniforms with the plugin, it should work ๐
xD so no textures, it doesn't stick to the body but atleast it's out of blender now ๐
Added it to model.cfg?
That'S what usually is missing when my uniforms stick to the Arma guy's butt
i have it in the model.cfg
https://gyazo.com/fa4f42d6f6d0490059d093851865e1a0 the model.cfg has to be right which leads me to think it's not weighted but ya know, first model attempt and all the fun it ensues.
You can check in O2 if the weigting is there. I am quite sure it works. Also, you can try in Blender, pressing "select" on the pelvis bone should select the appropriate vertices
I am sure I have seen this message before, but I can't remember in what context
You are painting on the Arma dude though, not the belt itself
yeah i'm going to transfer the weight over.
Ah yeah... make sure to delete the groups that you don't need
You'll probably get the proxies transferred over as well
@pseudo flume are you using hte sample man model.cfg as base?
vest wont need any proxies
sample man?
arma 3 samples, then i got one off of Solokonko
sample one should work no problem and Id assume Sokos one would too
i know