#arma3_model

1 messages ยท Page 136 of 1

thin wigeon
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@woeful viper but if they all use the same texture for the last LOD, would that help drawcall wise?

woeful viper
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would have to be tested

bold flare
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I prefer nvidia nsight

stuck oyster
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it would still have to have a color

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unless it being bright white is acceptable

woeful viper
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bright white is also a color - its just the default

thin wigeon
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They could all be the same grey as the signposts, that

stuck oyster
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hmm true

thin wigeon
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Sounds like I'm reporting back after I've tried it then! ๐Ÿ˜„

woeful viper
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didnt know of nsight before

bold flare
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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.

woeful viper
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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 ...

bold flare
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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

clever ibex
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does anyone know if there is a tool out there that will repath models from paa to tga textures? rather than manually doing it?

thin wigeon
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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

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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.

rough idol
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@clever ibex you can write o2script

clever ibex
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is there documentation anywhere of how to do that?

rough idol
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C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts

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"C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Scripts\ComRef\comref.html"

clever ibex
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ok thx

bold flare
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Mikeros moveObject would do that I guess

rough idol
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@clever ibex

thin wigeon
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brilliant.. that's gonna help me too ๐Ÿ˜ƒ

woeful viper
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@clever ibex why change from paa to tga?

clever ibex
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@rough idol thx i will try

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@woeful viper because then i can texture in blender and not use that shit object builder to texture

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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

woeful viper
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ok i thought you wanted to put tga ingame... which would be nutso

clever ibex
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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

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does mikeros tools automatically convert tga to paa?

rough idol
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a3 binarize does that

woeful viper
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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

clever ibex
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as far as i can tell it matters what the ending is or else it cant read it in the specified format

rough idol
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binarize need valid path & ending so it matters what you put there

woeful viper
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then it was for config stuff only propably

rough idol
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.tga is also required to object builder view port if you want to see textures

polar fiber
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meh, everything looks better in hot-pink checkerboard

clever ibex
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but u cant view tga in buldozer it will automatically convert to paa

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when u click buldozer

clever ibex
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@rough idol do u have a script to go from tga back to paa by any chance?

stuck oyster
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notepad++ replace in files works for that

clever ibex
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actually yea was just gonna say

stuck oyster
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you sure Blender will read the .tga path to its material though?

clever ibex
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idk i haven't tried it yet i was told by someone that it could so i wanted to try it out

rough idol
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you can modify script with notepad

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and inverse conversion there

clever ibex
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got it

stuck oyster
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If you are using the Blender toolbox to import p3d it createas the Arma mataerial and texture paths for the imported object

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but not the Blender material paths I believe

clever ibex
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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

stuck oyster
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you have to manually set those textures then

clever ibex
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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?

stuck oyster
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the P3D materials are separate custom parameters

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that are saved into the Blender materials on import

clever ibex
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and theres no way to access that info anywhere or anyway even with the arma tools?

stuck oyster
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access what?

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everything is accessible

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you just have to set up the Blender materials to use the textuers you want to see

clever ibex
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alright i got it now thx ๐Ÿ‘

cinder pivot
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what is the object limit for buildings in arma 3 - roadway/geom limits?

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is it 50x50x50 / 64x64x64 - I see different numbers all over the forums when trying to search

stuck oyster
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50m is the safest

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depending on terrain settings larger ones might work

woeful viper
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larger cell size, bigger buildings?

stuck oyster
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not quite that simple

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has to do with the tile/texture layer size I think

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in what size chuncks the engine splits the terrain

woeful viper
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are they not terrain size / cell size dependant ?

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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 ?

stuck oyster
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possibly

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tile and the tiles next to it are checkecd

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but if it goes over the next tile it poops

woeful viper
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ah ok...

stuck oyster
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cant remember the exact details

woeful viper
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so with ideal placement it could much much larger (utilising tiles left and right of it)

stuck oyster
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in theory I guess

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I mean my 230m helicopter seems to work ok

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roadway lod is the most sensitive one I recall

woeful viper
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but its a helicopter after all? or a building?

stuck oyster
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helicopter

cinder pivot
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soo if you tested larger and it works then all is okay?

stuck oyster
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but I have larger than 50m rocks too

woeful viper
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yeah i'm definitely interested in the roadway limits

stuck oyster
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its terrain dependant

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so no

cinder pivot
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if its baked into terrain and never changes

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then it should in theory be okay

stuck oyster
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if its used only on terrains with same specs

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in theory

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I have massive structures and all my roadways work

cinder pivot
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okay thats the answer I was kind of looking at

woeful viper
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i was counting on 72m roadway limit previously (somebody said that was the limit... maybe for a2/chernarus iirc)

cinder pivot
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custom objects on large cell size terrain

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if they worked when placed there then it should be good, not looking at other maps with it

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thanks for the input both

stuck oyster
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72 sounds familiar yeah

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its not cell size that matters

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its tile size

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something something actual tile size or whats it called

woeful viper
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how can that be influenced/ what does it depend on?

stuck oyster
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this one is on the safe side 48x48x90 meters

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terrain size, texture size, texture layer, texture tile size I recall all play a part

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my advice however is

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build from parts

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I dont think thers any real benefit of having 1 single massive object

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the engine is not designed for such

cinder pivot
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yea

woeful viper
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well you can do some object optimization with large structure. Also easier to place

cinder pivot
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was more looking at what size could be squeezed out with

woeful viper
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tall is not really what i need - more the area coverage

stuck oyster
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the tower is 3km tall

cinder pivot
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also - what was the option to sort down sections in OB

woeful viper
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your curved building blocks, have you tested them with AI? Can they navigate from one block to another automatically?

stuck oyster
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I dont have proper paths yet but I see no reason why not

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the tests I've run have worked

woeful viper
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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

stuck oyster
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I've done tests with that

woeful viper
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in your case (and in case of large structures dissected into parts) they would have to cross directly from one to another building

stuck oyster
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so far theyve been succesful

woeful viper
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hm okay thats at least some good news

stuck oyster
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large hangar made from 4x 40x40m parts

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the door blocked AI path

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and they crossed from 1 block to another inside it without hicups

cinder pivot
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will sort lower section count if two things call from the same image/rvmat?

woeful viper
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no

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cut and paste the pieces in question (together at same time). If that doesnt work put into new lod and then copy it back

cinder pivot
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okay will try that thanks

wraith tendon
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Watch all videos you can find on YouTube

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try, fail, try again, fail again, repeat until it doesn't look like crap ๐Ÿ˜„

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(and don't expect to be a master after about a month or so)

foggy finch
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failing is learning, provided you try to understand why it fails.

wraith tendon
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lol, thought about you dude, when writing that ๐Ÿ˜‚

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I still remember your "barracks"

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god, that thing was aweful ๐Ÿ˜‚

foggy finch
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yeah but the toilet was ace

wraith tendon
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Indeed!

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@white jay Enough?

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try rebuilding stuff first

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to get the feeling for it

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(and start with simple stuff)

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for example

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Mostly just to know how to do things, handle your modeling tools.

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It's the same with coding.

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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 ๐Ÿ˜„

foggy finch
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use that to learn the ropes

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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.

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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

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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.

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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.

wraith tendon
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(you rly should have seen Uro's building back then, oh boy...)

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๐Ÿ˜˜ @foggy finch

foggy finch
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shh you, or i bring out the big guns ๐Ÿ˜›

wraith tendon
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:whistle:

stuck oyster
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@white jay you want to start with jus generic "how to model/how to use this progrma&tools" tutorials

foggy finch
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thats what I linked goat, it's a full guide

stuck oyster
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Ah missed that. ๐Ÿ˜ต

foggy finch
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feeds more coffee

fervent steppe
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The old ofpec tuts were where I started.

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I think making simple object it good to start. Like a box. Just to learn how to get it into the game

woeful viper
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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 ...

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its like some occult religious ritual thing - you just do how you are told, dont question it.

fervent steppe
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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 ๐Ÿ˜€

arctic moon
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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?

bold flare
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autocenter?

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ah, didn't read to end

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maybe add land contact

arctic moon
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Is that a single point in the geometry LOD?

bold flare
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no

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land contact lod

arctic moon
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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.

stuck oyster
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if the original model does not have autocenter 0 it wont help

arctic moon
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yeah I was just blindly hoping for something ๐Ÿ˜„

stuck oyster
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also all lods must be present with same size bounding boxes so that the model center is calculated correctly

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its poop cartfull of goat poop

arctic moon
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I really need to learn how to model. 17 years in this community and I haven't learned yet

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@stuck oyster You think that a LC LOD will work though?

stuck oyster
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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

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so I dont think it will help

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the proxy model probably needs to have exact dimensions and lods and geometry properties to work right

bold flare
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We have better script commands now to retrieve exact bounding boxes

arctic moon
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yeah it's a lot of models though. But maybe I'll give it a shot

arctic moon
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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?

arctic moon
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meant 30ish meters tall but either way that didn't work

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I take that back it worked on one model for some reason ๐Ÿค”

arctic moon
bleak tangle
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Are you using the boundingBoxReal command, and what did you put for the autocenter property?

arctic moon
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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

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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

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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

bleak tangle
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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

arctic moon
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should I use 4 then?

bleak tangle
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There is no 4 but I think you mean 3, which is the default

arctic moon
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sorry 3

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same numbers using 3

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other than the sphere which isn't really helpful

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every number results in the same basic numbers

bleak tangle
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Made anymore progress? The bounding sphere diameter can tell you how much the object is scaled

arctic moon
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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

woeful viper
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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?

stuck oyster
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Also non autocenter=0 models are centered just like that

thin wigeon
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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...

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UV mapping.. I think that's the word I'm not using there ๐Ÿ˜„

arctic moon
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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.

woeful viper
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unless the model has autocenter=0 property in geoLOD it will almost always be centered by boundingbox

arctic moon
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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

woeful viper
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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

arctic moon
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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.

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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.

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so boundingCenter returned: "a3\vegetation_f_enoch\tree\t_piceaabies_3f.p3d,[-0.0861299,-0.303885,12.2391],

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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?

woeful viper
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"Returns the position of original (loaded) center of object in model coordinates. "-> vector from model center to bounding center

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so yes, bounding center is above

arctic moon
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sorry above which? model center? model bottom? origin?

woeful viper
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model center = model coordinate center

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not "middle of the model"

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model center = origin

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placement position != origin (though if modellers are nice to you, they make it the same)

arctic moon
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if modelers are nice they use autocenter 0 which is seemingly not the case here

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then I get min = -2 and max = 28 and know that autocenter is 0 instead of this damn guessing game

woeful viper
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autocenter or not doesnt matter for terrain placement - its always placed at the "height" of the landcontact lod

arctic moon
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not every model has landcontact lods

woeful viper
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if it doesnt, model center is used

arctic moon
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matter of fact most seemingly don't. Most just have them positioned correctly in model space

woeful viper
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well for things that slope along terrain you need landcontact

arctic moon
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yeah but most things don't do that including trees. Agreed on things like fences though

stuck oyster
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Would sloping work on trees?

arctic moon
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they'd look weird I Think

stuck oyster
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If they got big roots it might be better

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Perhaps if I remember I'll try it

arctic moon
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it will skew the whole model though which will look odd

stuck oyster
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Are all trees even?

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It could bring in some variation

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Assuming it's not too strong

arctic moon
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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.

stuck oyster
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True. You're probably right

arctic moon
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I'm going to give up on this tree thing for now I guess unless someone else has any good ideas for it.

thin wigeon
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Anybody got any pointers on my o2script question? Or do I just have to do it manually?

stuck oyster
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o2script is pretty unknown to most people

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you probably could do it

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but how is a big

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ยฏ_(ใƒ„)_/ยฏ

tulip beacon
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@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

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.ptm's are texmerge scripts

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they are plain text so you can edit them easily

woeful viper
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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

summer bronze
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anyone got any good guides on how to make objects? I'm trying to make like a rock? not textures just model

stuck oyster
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you have to first pick a program you want to use

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and then look up tutorials for it

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first you must learn how to use it and then you can start look into how to make something specifc

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rock for example can be simple

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but a good well thought and good looking rock is a lot of work

inner field
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Does object builder no longer support fbx?

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it doesnt give me the option to import fbx anymore

foggy finch
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in the file>options dialog where is the DLL folder pointing to?

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it should be the object builder folder

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if that's already set, check the folder for fbx.dll

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if it doesnt exist, i'd verify arma 3 tools on steam for missing files.

stuck oyster
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I've seen this a couple of times before. Could be related to running OB from Arma tools instead of the actual exe.

foggy finch
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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

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UAC could be interfering with it.

sharp halo
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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

stuck oyster
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are you doing it in OB?

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@sharp halo

sharp halo
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yes

stuck oyster
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then no can do

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OB does not recognize your character as separate entity

sharp halo
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So how could I precisely place my character in vehicle model?

stuck oyster
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outside OB

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or you make a separate proxy object first

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then place that in yourt vehicle and edit it in another OB instance

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or place your vehicle into the proxy p3d align the man and delete the vehicle

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and then put the proxy in the vehicle

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basically you make the proxy first

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then put it into the vehicle

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and do note that you will need the animation from the proxy too to actuallly apply the position

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because proxy is just the position placeholder

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the used animation is defined in the config

sharp halo
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ok, proxy first , will do that , thanks

stuck oyster
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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

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then export the rtm from it

sharp halo
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but the proxies then are in root?

stuck oyster
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and align a proxy into same transformation with it

sharp halo
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oh ok

stuck oyster
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the man is not exported as part of the vehicle naturally

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but in Blender the .rtm export is simple as its done in relation to the character object center

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so it does not matter if the character object is not in 0,0,0 origin

sharp halo
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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

stuck oyster
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I dont understand

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what modifiers?

polar fiber
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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

sharp halo
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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
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you must be doing something very odd if that happens. ๐Ÿ˜ฎ

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never had that

thin wigeon
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@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?

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@woeful viper

stuck oyster
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you have to read o2script manual

thin wigeon
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@stuck oyster but will I find the answer there? I'm not even sure o2script is my answer - or is it?

stuck oyster
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I dont know. not many use it so you might not get any help with that

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manually you might have already set up everything

thin wigeon
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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

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I did get it all working btw, so thx to everyone for their suggestions so far ๐Ÿ˜ƒ

#

( with 24 to a tile )

rough idol
#

I think o2script should be able to do that

thin wigeon
#

@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 ! ๐Ÿ˜ƒ

rough idol
#

(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

thin wigeon
#

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

rough idol
#

you are welcome ๐Ÿ˜ƒ

woeful viper
#

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

tulip beacon
#

@thin wigeon use ptm

#

example

thin wigeon
#

@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?

woeful viper
#

yeah, it would be a possibility.

#

saves textures. Creates more objects... whats better? idk anymore

tulip beacon
#

_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

thin wigeon
#

@tulip beacon that ptm script looks insanely easy to use too, but how is that invoked, is there a command called _p3d?

tulip beacon
#

_p3d is a local variable for loaded p3d

#

_p3d = this;

thin wigeon
#

ah ok, gotcha

tulip beacon
#

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

thin wigeon
#

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...

wispy meteor
#

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

polar fiber
#

did you give it proper vertex weights and a model.cfg?

wispy meteor
#

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

stuck oyster
#

Is you model.cfg class named the same as your p3d?

wispy meteor
#

Yup

#

I can send a zip of my addon if that helps

stuck oyster
#

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

quartz prism
#

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]";
};
};
};

wispy meteor
wraith bone
#

Is there any specific guide on how to import a uniform into the game from a model? Rigging, animations, and the config?

stuck oyster
#

@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.

warm leaf
vital geyser
#

Is it possible to have two flag proxies on a vehicle?

stuck oyster
#

possibly

#

dont think anyone has show it done though

polar fiber
#

No, if you have two, only one flag shows

vital geyser
#

Ya that's what seems to happen, what a shame

stuck oyster
#

ahh using that flag proxy

vital geyser
#

ya

stuck oyster
#

that makes sense yeah.

#

the engine looks for just 1

vital geyser
#

thats sad

bold flare
#

@crisp badge #rules no crossposting. Choose one channel, not both

crisp badge
#

I just do not understand what channel will help with the question. sorry

rough idol
bold flare
#

Yeah quite often seen that with weapons
wait. How is that bug related to hiddenSelectonMaterials ๐Ÿค”

terse elm
#

Praise the goats

rough idol
#

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

bold flare
#

"in some occasions" "could"
oof ๐Ÿ˜„ That's fun to debug

finite beacon
#

Hello does anyone know if it possible to use more uv sets for one car/object?

stuck oyster
#

Usually 2 can be used at least

stuck oyster
#

Or we'll any texture can have its own uv even if 1 uvset is used

obsidian quartz
#

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?

stuck oyster
#

A material (rvmat) can use multiple uv sets

#

@obsidian quartz what clothes have you converted?

#

And how bad offset is it?

obsidian quartz
#

Want the p3d name or a picture?

#

as for the offset I will post a picture in a bit

stuck oyster
#

General description is enough

#

Civilian stuff, uniforms, something else

obsidian quartz
#

Its the insurgent clothing in flecktarn with hood, p3d name is "Solider_MG.p3d" or something like that.

stuck oyster
#

I'd assume it matches the shape of the sample Arma man?

obsidian quartz
stuck oyster
#

Meaning it fits over it

obsidian quartz
#

For the most part, slightly offset at the hands I believe. Can check again if you want.

stuck oyster
#

Dos it have gloves?

obsidian quartz
#

No it does not. I also removed the "hands" and replaced them by the a3 sample ones.

stuck oyster
#

OK good

obsidian quartz
#

In case you ask because of that shadow bug, ignore it thats fixed by now.

stuck oyster
#

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

obsidian quartz
#

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)?

polar fiber
#

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

obsidian quartz
#

Thanks a lot!

obsidian quartz
#

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!

stuck oyster
#

Always build new uniforms over the sample man

#

๐Ÿ‘Œ

obsidian quartz
#

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 ๐Ÿ˜„

stuck oyster
#

๐Ÿ‘ ๐Ÿ‘

cinder pivot
#

any thoughts on why custom glasses/goggles might be crashing the game randomly when worn?

stuck oyster
#

Rtp say anything?

cinder pivot
#

not besides a big dump log

stuck oyster
#

You sure it's the goggles?

#

Any special scripts running?

#

Maybe goggles related

cinder pivot
#

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
stuck oyster
#

Perhaps some issue with the model

#

Do you have access to the source?

cinder pivot
#

there are no faces where its close to the body

#

yea

stuck oyster
#

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

junior saddle
#

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?

stuck oyster
#

What animationsource they use?

#

Some of them have mp trouble

junior saddle
#

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.

white jay
#

Anyone wanna make a German World War Two parka for me? I'll pay you money for it.๐Ÿ˜…

wispy orchid
#

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

bold flare
#

maybe different number of triangles in uv than on model?

woeful viper
#

i would isolate different components to narrow down the problematic piece

open folio
#

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?

cinder pivot
#

Are the memory points not centered?

formal vapor
#

does exporting in FBX from object builder not work?

bold flare
#

worked fine last time I tried

rough idol
#

@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

formal vapor
#

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

woeful viper
#

unless you need weighting, you can just use .3ds ...

formal vapor
#

It's a hull of a ship that has 2 uv channels for the multimaterial. afaik 3ds will only export one uv channel

woeful viper
#

yeah ok in that case its not an option

stuck oyster
#

perhaps the Autodesk FBX converter could fix it?

#

I dont like FBX as format because of this very reason

woeful viper
#

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)

foggy finch
#

@formal vapor exporting binary fbx or ascii? i could never get binary fbx to load when using the fbx export.

hollow vale
#

Which LOD is used to cut clutter under the object? Will i need a property on this LOD?

hollow fulcrum
#

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.

hollow vale
#

How can i place that LOD so that it will just cut clutter and not affect player movement through object. Its a grass object

hollow fulcrum
#

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.

hollow vale
#

Cool works out well. Roadway plane midway thorugh grass object. Cuts clutter, doesnt effect movement.

fervent steppe
#

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

bleak tangle
#

Would you want it every time the door is opened or just the first time?

fervent steppe
#

When the door is opened.

#

Then shut off when the door is closed

stuck oyster
#

What kind of an effect? Particles? Sounds?

fervent steppe
#

Particles

stuck oyster
#

Would probably have to be tied into the user action that opens the door

fervent steppe
#

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

bold flare
#

"execVM" shudders
createVehicleLocal a particle source, then probably "drop" command to execute the particle effect, then despawn the particle source after a while

fervent steppe
#

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

left token
#

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?

jaunty leaf
#

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

stuck oyster
#

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

jaunty leaf
#

aight

left token
#

ok thanks

hollow vale
#

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?

stuck oyster
#

how much is slightly above surface

#

and is it made as decal object?

#

and why does it have to be object?

hollow vale
#

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

fervent steppe
#

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

stoic blaze
#

Hey, just wondering how much someone would charge to make a gun, like a P226 custom model and port into the game?

noble shoal
#

P226 is in NI Arms btw in case you did not know

stoic blaze
#

Just an example - Just need to know the pricerange to save up for ๐Ÿ˜„

still marlin
#

If you want it it prob exist

noble shoal
#

We should all save up enough money to persuade Robert Hammer to upload his excellent pistols to Steam ๐Ÿ˜‰

still marlin
#

Yea lol

stoic blaze
#

How much would that be to have made?

noble shoal
#

Now that would be a Creators DLC I would pay for!

still marlin
#

Only if Robert Hammer would do strykers lol

slate epoch
#

๐Ÿค”

hollow vale
#

@fervent steppe sorry for my ignorance but i cant find anything on "onsurface". How would i do that? Is that a property?

twin urchin
#

yea if each Life mod paid me like 1โ‚ฌ for each server , i would been rich at this point ๐Ÿ˜„

#

btw Strykers are in RHS dev

slate epoch
#

Maybe he was thinking about RHS? ๐Ÿ˜›

#

But it's everlasting issue with RH = RHS for some ppl LUL

quick terrace
#

@The Chechen Slayer#0536 dude, RHS = red hammer studios. there is no robert in that acronym

stuck oyster
#

oh he already left the server ๐Ÿ˜„

#

ยฏ_(ใƒ„)_/ยฏ

fervent steppe
#

@hollow vale select the model's verts and press 'shift e' I believe

hollow vale
#

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.

foggy finch
#

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

stuck oyster
#

@rain vapor decals stuff best talked here since there is an ongoing conversation going on about them ๐Ÿ˜„

hollow vale
#

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

stuck oyster
#

now youve lost me

#

what are you trying to do with the grass?

hollow vale
#

Have a grass object with clutter cut under it is the objective

#

not placed as clutter

stuck oyster
#

uhh

#

not good xD

#

make the cutter separate object

hollow vale
#

i know its a puzzle

#

The clutter is standard A3 grass clutters

stuck oyster
#

the cutter decal wont work with vertical mesh in it

#

not clutter

#

cutter

hollow vale
#

ohhhh

#

ok

#

and place them on each other?

stuck oyster
#

also be adviced that placing large numbers of grass objects will affect performance

#

yes

hollow vale
#

ok im using TB so that is possible

stuck oyster
#

but also why do you need the cutter?

hollow vale
#

To improve performance

stuck oyster
#

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

hollow vale
#

we object + clutter will be worse than jsut object

stuck oyster
#

what is the goal of this idea?

hollow vale
#

Wheat field similiar to Rosche with clutter cut to improve perf even more

stuck oyster
#

ah

#

cant you put in a surface that does not have clutter?

#

because that would be the smart way to do it

foggy finch
#

literally typed what i was gonna goat ๐Ÿ˜„

hollow vale
#

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.

stuck oyster
#

you have 5 to use per tile

hollow vale
#

If i must than that is what i will have to do

stuck oyster
#

your terrain can have like 20

foggy finch
#

including overlaps ^^

hollow vale
#

But im looking to see if its possible to not do that

#

More surface for other uses the better

stuck oyster
#

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

foggy finch
#

your paint is improving goat ๐Ÿ˜„

hollow vale
#

lol yea i understand. im reworking my surface allowance to see how i can fit it

#

mspaint art 10/10

stuck oyster
#

its snipping tool painting

median bough
#

gonna sell it as banksy art

stuck oyster
#

tiles are always worth the extra effort @foggy finch

#

Goatsy art

#

๐Ÿ˜œ

median bough
#

uuuhhh... nice name ๐Ÿ˜„

foggy finch
#

so glad you spelt that with a y

stuck oyster
#

๐Ÿ˜‰

#

its for when people google it

#

"did you mean?"

foggy finch
#

heheh yeah

fervent steppe
#

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.

hollow vale
#

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.

stuck oyster
#

@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?

rain vapor
#

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?

foggy finch
#

use shapefiles or linked road objects, the road network will not be accessible to AI if you try to do it any other way.

hollow vale
#

@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.

stuck oyster
#

yeah that will not work

#

as I said that works only on decal objects

#

and your grass object is not a decal object

hollow vale
#

Yep. Ive made a cluttercutter object and will use TP to place them on the same spots.

stuck oyster
#

I mean you are not doing it correctly

#

and 5m clutter object will likely be quite bad

hollow vale
#

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.

open folio
#

Canโ€™t seem to get rotor blur to work. I have the p3dโ€™s for it, have renamed them etc... no luck. Main rotor spins but looks awful immersion wise. Any ideas how to fix this?

stuck oyster
#

@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?

open folio
#

Think I may have fixed it. Just took some renaming of sections in the config. Once I know for sure Iโ€™ll post more in case anyone else ever runs into this!

stuck oyster
#

Im a bit worried about the source of your model though. ๐Ÿ˜›

#

is that from Arma2?

open folio
#

Yessir! Simple port testing. Wonโ€™t ever be released to the public due to respect of yura, the original author. Iโ€™m sorry if that picture of it shouldnโ€™t have been posted!

#

Just enjoy exploring new ways to mod

stuck oyster
#

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.

noble shoal
#

Ah

open folio
#

Fair enough. Not too familiar with the doโ€™s and dontโ€™s or modding yet. I really do appreciate the advice though

stuck oyster
#

Rule number 1 would probably be don't use other people's stuff without permission.

open folio
#

Common sense stuff, of course!

stuck oyster
#

Indeed, using that often goes a long way.

#

๐Ÿ‘

open folio
#

Thank you kind sir!

median bough
open folio
#

That will also be extremely helpful. I appreciate it @median bough

median bough
#

you're welcome

noble shoal
#

The use of that fantastic documentation is discouraged if you are porting an A2 mod without permission ofc

stuck oyster
#

Also binarized p3ds are not to be cracked open.

median bough
#

๐Ÿ‘†

rain vapor
#

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?

white jay
#

Anyone got a good template for custom patches?

foggy finch
#

probably better taking this topic to #arma3_terrain @rain vapor as its more relative there, save cluttering up this channel with terrain stuff

rain vapor
#

Dang. I was told to bring it here

#

haha, Ill move it there

fervent steppe
#

@foggy finch he was trying to make custom p3d road models. That's why I told him to come here

#

๐Ÿคฃ

noble shoal
#

You can sell p3d road models to customers? ๐Ÿ˜‰

rain vapor
#

Im a Noob ๐Ÿ˜„ and proud ๐Ÿ˜Ž

#

Now who can explain what a Lod is, or has good references?

median bough
#

@rain vapor

#

ยฏ_(ใƒ„)_/ยฏ

rain vapor
#

Well damn

median bough
#

google is awesome

#

๐Ÿ˜„

rain vapor
#

Ill learn to use it XD. Im used to all info on Bis modding to be wrong.

noble shoal
#

You had to google that Chris some user whose name is.... meh... going for Internet anonymity I guess ๐Ÿ˜‰

median bough
#

๐Ÿค”

foggy finch
#

biki stuff you can 99% trust as it is curated by devs and community, and anything else you have plenty of brains around here

median bough
#

well....

noble shoal
#

Either that or @median bough is doing a new line of paid CfgEnvSounds... ๐Ÿ˜‰

foggy finch
#

^^ chris, pre-beard ๐Ÿ˜‚

median bough
#

some of those brains have the lights on, but nobody's at home...
@wraith tendon

#

๐Ÿ˜‰

foggy finch
#

haha

noble shoal
#

There's an FSM for that!

median bough
#

for Dscha? no wonder he's bugged ๐Ÿ˜‚

median bough
#

โ™ฅ

median bough
#

๐Ÿ˜˜

noble shoal
#

Veterans dragging us normal users OT again... and we'll be blamed ๐Ÿ˜‰

foggy finch
#

yeah

#

oh wait..

#

hides

median bough
#

hides

wraith tendon
#

*watchingstupid* Where are you guys?

foggy finch
#

ยฏ_(ใƒ„)_/ยฏ

median bough
#

and ofc Dscha is too slow and still in the spotlight

wraith tendon
#

Guys? Where are you?

#

Okay, enough spam ๐Ÿ˜„ cya later

fervent steppe
#

@noble shoal custom lol. Stupid autocorrect

noble shoal
#

๐Ÿคฃ

#

I know... too good to resist though ๐Ÿ˜‰

runic iris
#

Is it possible to make the inside of a building extremely dark while it being sunlight out?

solemn mason
#

hi ! I wanna learn to make structures. like buildings , houses, signs.etc โ€ฆ whats the best and most accurate tutorial one can follow in order to achieve the best possible results?

foggy finch
#

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

royal oyster
#

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.

  1. Is there anyone willing to help teach? Possibly let me help then and learn from then?

  2. 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.

stuck oyster
#

@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".

white jay
#

hey

#

my name is petter

stuck oyster
#

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

wary radish
#

Hello, do you have any idea why the uv map does that?

polar fiber
#

because it's not a very well made UV map

wary radish
#

but if it's put it in a proxy, it's ok

stuck oyster
#

Are you sure?

wary radish
#

yes

woeful viper
#

you could ask the modeller you "aquired" this model from to fix it ๐Ÿค”

wary radish
#

The model is not a problem because it work as a proxy

stuck oyster
#

well all we can come up with is that the model is the problem

near scaffold
#

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

stuck oyster
#

pic does not seem to load.

#

but you have to fix the alpha sorting of the interior faces

#

and the window

near scaffold
#

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?

stuck oyster
#

in ob faces menu theres "move top" tool

near scaffold
stuck oyster
#

I recall you have to set the window the topmost

near scaffold
#

Ah, okay

stuck oyster
#

so its drawn over the stuff inside it

#

mmm

#

are the strechers separate model?

near scaffold
#

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

stuck oyster
#

do they have same uvmappin?

near scaffold
#

Yep, everything is all the same for textures

#

I did the same thing with the Kamaz trucks from Arma 2 to make Zamak variants

stuck oyster
#

Makes one wonder whats the point of not releaseing MLOD version sooner

near scaffold
#

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

woeful viper
#

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

polar fiber
#

colour depends on weather/horizon colour ingame AFAIK. Sometimes they look grey/white not blue

weak walrus
stuck oyster
#

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

weak walrus
#

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.

stuck oyster
#

ouch

weak walrus
#

the model works correctly on 3ds max, it comes object builder ...

stuck oyster
#

seems to be this is a common issue with bought models like this

#

do you know how to unwrap objects?

weak walrus
#

that is to say ?

stuck oyster
#

how many of these you got?

weak walrus
#

one

stuck oyster
#

good

#

but all I can think of is that there is something made wrong with the model if it does not work

weak walrus
#

sorry for my english I am french ^^

stuck oyster
#

dont worry your english is fine

weak walrus
#

Yes it's sure ! do you want a piece of p3d and texture to try? maybe I'm hurting something

stuck oyster
#

sorry I dont have time to do that right now

#

also I dont use 3dsMax so im not an expert with that

weak walrus
#

no problem

stuck oyster
weak walrus
#

the file is correct for the sake of it I think we have to reject the export

stuck oyster
#

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

weak walrus
#

with the windows 10 viewer

rain vapor
#

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

foggy finch
#

there is a test house in the arma 3 samples you can look at as an example

rain vapor
#

I saw that, but it doesnt come with example configs?

bleak tangle
#

It does

rain vapor
#

Ah, just reinstalled the samples, must've been corrupted. Thanks! ๐Ÿ‘Œ

weak walrus
#

@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

stuck oyster
#

ah

#

you are not using correct texture suffixes

#

๐Ÿ˜›

#

no wonder stuff breaks

weak walrus
#

No, that's not the reason ...

foggy finch
#

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

weak walrus
#

I use them this is not the problem of deformation

foggy finch
#

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.

weak walrus
#

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

foggy finch
#

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.

weak walrus
#

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

foggy finch
#

where did you buy the model from?

weak walrus
foggy finch
#

literally never heard of that site

warm leaf
#

can/should magazine proxies have shadow lods?

foggy finch
#

if there is an issue with the model, you are best off contacting the site admin and ask for your money back.

weak walrus
#

This model is free ^^ Are you blind?

fervent steppe
#

@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

foggy finch
#

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.

polar fiber
#

@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

weak walrus
warm leaf
#

great, cheers @polar fiber - any other lods I should be aware of?

foggy finch
#

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.

weak walrus
#

Drop ๐Ÿ˜…... Worse than anything

polar fiber
#

@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)

warm leaf
#

Ahhh perfect, thanks so much ๐Ÿ™

solemn mason
#

Hello ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ

polar fiber
#

wrong dimensions (must be 2^n) or it's 16 bits per channel instead of 8 bits

solemn mason
#

Aha okay thank you very much sir ! Ill deffinately give that a go and see of it fixes itself . Cheers !

tacit badger
#

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)

polar fiber
#

Nope, you have to duplicate the face and invert normals

tacit badger
#

hmm okay ty

stuck oyster
#

@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

tacit badger
#

ahh ty for that, will help out alot

flat flare
#

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'

terse elm
#

question, using ViV is it possible to load a vehicle into a cradle then load that cradle into a c130 or something?

rough idol
#

should be ๐Ÿ˜„

flat flare
#

has the super slow mouse drag in object builder ever been fixed since it started

stuck oyster
#

No, have to use DX mode in viewports.

flat flare
#

welp that is disappointing

slate epoch
#

But DX viewport is good too

#

It has some quirks, but overall it's good.

stuck oyster
#

Also Almost everything can (and perhaps should) be done outside OB

flat flare
#

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

cosmic bay
#

Hello there, is anyone good with model.cfg here? I need help.... Please!!!!

stuck oyster
#

Many such people here. But you will get better help if you also write down the problem.

cosmic bay
#

Hahaahha my problems is that I suck at it.

stuck oyster
#

That we can try to cure ๐Ÿ”จ

#

but no promises

cosmic bay
#

I feel like my mode.cfg is all messed up. I have a animations that are not working properly

stuck oyster
#

might end up in โ˜ 

cosmic bay
#

like the my heli rotors and colligian lights

stuck oyster
#

you should perhaps clean up the model.cfg, and build it one animation at time

cosmic bay
#

my main problem is that I use the Bis sample

stuck oyster
#

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

cosmic bay
#

Yes, perhaps. But i dont what point to start

stuck oyster
#

before copying new ones

cosmic bay
#

I see that will be a very tedious job!

stuck oyster
#

indeed

#

this might be helpful

cosmic bay
#

do you want to take a look at my model.cfg

stuck oyster
#

no

#

๐Ÿ˜„

#

if its BI sample Ive seen it

cosmic bay
#

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

stuck oyster
#

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

cosmic bay
#

I guess I will give it a try later on today

#

thx

stuck oyster
#

if you really want to do new vehicles/assets you cant skip learning the "how to do X"

median bough
#

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
๐Ÿ˜‰ ๐Ÿ˜†

stuck oyster
#

๐Ÿ˜› well help might start to slow down after 3rd same question

median bough
#

No... your desperate urge to nurse noobs won't let it sit at the 3rd time ๐Ÿ˜‚

stuck oyster
#

๐Ÿ˜

#

nah, I drop insturctions, if those are not followed I've begun to lose interest

open folio
#

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

stuck oyster
#

what did you use to scale it?

#

what do you build the pbo with?

open folio
#

Object builder for scale, pbo manager to build

stuck oyster
#

๐Ÿ™ˆ

open folio
#

lol

stuck oyster
#

pbo manager is not a addon build tool

open folio
#

not much I can do in the middle of nowhere lol

stuck oyster
#

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

open folio
#

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

stuck oyster
#

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

open folio
#

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.....

stuck oyster
#

ah so you dont have P drive set up?

open folio
#

I do actually, is that what the issue would be?

stuck oyster
#

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)

open folio
#

Okay, I have the P drive, what do I do from here?

stuck oyster
#

well you should build your addon folder structure there and so on

#

make sure all paths are correct etc

open folio
#

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

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

#

at this point it is hard to say

open folio
#

</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

white jay
#

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?

warm trench
#

Possibly needs autocenter = 0 for LOD/geom properties?
Either that or requires vertex weighting to the head?

twin urchin
#

or you need selection "head"

white jay
#

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

rough idol
#

model.cfg?

stuck oyster
#

โ˜ โ˜

white jay
#

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

stuck oyster
#

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.

white jay
#

I did do that

#

that wasnt the issue for whatever reason

#

must have just missed a line at some point

stuck oyster
#

Possibly. What do you pack the addon with?

white jay
#

addonbuilder

stuck oyster
#

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.

rain vapor
#

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 ๐Ÿ˜ญ

stuck oyster
#

what do you mean setting them up?

#

they are set up and assigned same way as any rvmat

rain vapor
#

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

solemn mason
#

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?

stuck oyster
#

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.

solemn mason
#

Ahh okay ... and what would you say the ideal polycount for structures would be? (Ie: houses , buildings.etc) ?

stuck oyster
#

I dunno, what size stucture

tacit badger
#

hello, i'm having trouble with exporting out of blender with a geometry lod, and can't seem to see what the problem is.

stuck oyster
#

are you using the Blender Arma Toolbox?

tacit badger
#

yes

stuck oyster
#

does it give you any error message?

tacit badger
#

yes, i will try get a screenshot of it

stuck oyster
#

have you set mass to the geometry components?

tacit badger
stuck oyster
#

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?

shrewd jay
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@stuck oyster It's a bug. Easiest solution is to assign a zero weight to the geometry LOD.

stuck oyster
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๐Ÿ‘ thanks!

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its not really a bad thing. Most things need mass anyway

tacit badger
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ahh, got it ty

rain vapor
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So are the lods of an object just making the object a simpler polygon the farther away you get?

polar fiber
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Further away and more complex the scene

pseudo flume
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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?

stuck oyster
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corrupts it how?

pseudo flume
stuck oyster
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well your export does not go through

pseudo flume
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it only does it when i do weighting though.

stuck oyster
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what kind of model is it?

pseudo flume
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It's a vest

stuck oyster
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perhaps best to ping mir man himself though, since I've never seen that particular error before. @shrewd jay whats proxyarray in the toolbox?

pseudo flume
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is there another way i could weight the model other than in blender?

slate epoch
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In OB ๐Ÿ˜ƒ

pseudo flume
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okay, how would i go around doing that as all the tutorials i've seen on weighting is on blender.

shrewd jay
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@slate epoch go wash your mouth with soap

pseudo flume
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I just want this vest to work ;-;

slate epoch
shrewd jay
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What version of Blender are you using?

pseudo flume
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2.79

shrewd jay
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Doh, yeah, it says so in the error message ๐Ÿ˜Š

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Let me check something

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Incidentally where did you download this version of the toolbox?

shrewd jay
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Also, tell me exactly what you do and what happens

pseudo flume
shrewd jay
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and then?

pseudo flume
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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 :/

shrewd jay
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I should really take down that page on the web site and point it to Github ๐Ÿ˜

pseudo flume
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or update it ๐Ÿ˜„

shrewd jay
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Update a website? ๐Ÿ˜„

pseudo flume
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yes

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๐Ÿ˜„

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no doubt with my luck this still wont work xD

shrewd jay
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I made 70 percent of the CUP uniforms with the plugin, it should work ๐Ÿ˜‰

pseudo flume
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xD so no textures, it doesn't stick to the body but atleast it's out of blender now ๐Ÿ˜„

shrewd jay
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Added it to model.cfg?

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That'S what usually is missing when my uniforms stick to the Arma guy's butt

pseudo flume
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i have it in the model.cfg

shrewd jay
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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

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I am sure I have seen this message before, but I can't remember in what context

pseudo flume
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Is this the right thing to do xD like paint it for the weight?

shrewd jay
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You are painting on the Arma dude though, not the belt itself

pseudo flume
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yeah i'm going to transfer the weight over.

shrewd jay
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Ah yeah... make sure to delete the groups that you don't need

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You'll probably get the proxies transferred over as well

stuck oyster
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@pseudo flume are you using hte sample man model.cfg as base?

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vest wont need any proxies

pseudo flume
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sample man?

stuck oyster
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Arma sample man

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where did you get your model.cfg?

pseudo flume
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arma 3 samples, then i got one off of Solokonko

stuck oyster
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sample one should work no problem and Id assume Sokos one would too

pseudo flume
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i know

stuck oyster
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pastebin your model.cfg