#arma3_model

1 messages Β· Page 137 of 1

stuck oyster
#

and link here

pseudo flume
stuck oyster
#

whats the p3d name?

pseudo flume
#

duty_belt.p3d

stuck oyster
#

and what do you pack it with

pseudo flume
#

binPBO

stuck oyster
#

:C

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dafug

pseudo flume
#

what?

stuck oyster
#

why?

pseudo flume
#

because xD

stuck oyster
#

ffs

#

use proper tools damit

pseudo flume
#

pboProject doesn't pack

stuck oyster
#

well duh

#

you got errors

#

fix errors and it packs

#

ffs waste of time to debug that

#

πŸ˜› πŸ˜› πŸ˜› πŸ˜›

pseudo flume
#

when i view outputs for the errors it just shows me a folder xD

stuck oyster
#

well what does it say in the dialog window

#

you got 5 minutes then im off to bed.

pseudo flume
stuck oyster
#

no in the dos dialog

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the black one

pseudo flume
#

nothing

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it doesn't run

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1 sec i'm gonna restart it

stuck oyster
#

install all the mikero tools

#

you are probably missing some of them

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first get your tools working

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and all that

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then you can expect to get results in the packing front

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there is no skipping the proper tools and development environment setup

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if you ever ever want to get something properly done

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as you have noticed

pseudo flume
fervent steppe
#

bad config. You may be missing a }; somewhere

stuck oyster
#

replace your p3d with one from Arma 3 samples and test that the p3d is not the issue

#

then rebuild your configs

plush forge
#

Feels weird being in here... but anyway, bisurf files that eventually go into the firlod. Is bulletPenetrability = 120; higher the number, the harder it is to penetrate?

weak walrus
#

hello, I do not understand the syntax of the config sound of a car, could you explain it to me?

"armorCrash0 [] = {" A3 \ Sounds_F \ vehicles \ crashes \ cars \ cars_coll_big_default_ext_1 ", db0, 1,200};"

path of sound, volume,?,?

rough idol
#

@plush forge other way around

#

@weak walrus pitch and range

pseudo flume
#

so using the arma 3 sample vest it works.

weak walrus
#

who is it ?

pseudo flume
#

config is fine. I think it's just the model.

weak walrus
#

I understand but here is my problem I have his different rpm height. These are a different time and I do not know if I have to put some by the total value of the sound time

plush forge
#

So higher is easier to penetrate. Hmm, okay. Any insight into what Density and restitution do?

white jay
#

hey guys, quick question, trying to get this shemagh from a modified vanilla asset to work, but when I try to give it hiddenselection textures it isn't working

#

can someone give me an idea as to why?

#

the texture on the main one works

bold flare
#

does the vanilla model support hidden selections?

white jay
#

Yes

bold flare
#

what means "isn't working" ? Original texture, or black, or white or something?
Any errors in RPT? Does your texture have correct suffix?

white jay
#

all 3 have the same white texture

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by white I mean the texture

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not pure white

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but the proper color

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I want three colors white, coyote, and ranger

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white is the texture that is baked into the model

#

can I send you the file and maybe you can help?

#

very simple file

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not my first rodeo either, I did this with two other models and it seems to work fine

#

@bold flare

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no errors either

bold flare
#

show config snippet? which class are you inheriting and what are your hiddenSelection* lines

white jay
#

class CfgGlasses
{
class IIIE_Shemagh_Ranger
{
scope=2;
author="Fros7bite";
displayname="[IIIE] Shemagh (Ranger)";
model="\IIIE_Shemagh\Data\IIIE_Shemagh";
hiddenSelections[]={"Camo"};
hiddenSelectionsTextures[]={"\IIIE_Shemagh\Data\IIIE_Shemagh_Ranger.paa"};
picture = "\IIIE_Shemagh\IIIE.paa";
identityTypes[]=
{
"NoGlasses",
0,
"G_NATO_default",
0,
"G_NATO_casual",
0,
"G_NATO_pilot",
0,
"G_NATO_recon",
0,
"G_NATO_SF",
0,
"G_NATO_sniper",
0,
"G_NATO_diver",
0,
"G_IRAN_default",
0,
"G_IRAN_diver",
0,
"G_GUERIL_default",
0,
"G_HAF_default",
0,
"G_CIVIL_female",
0,
"G_CIVIL_male",
0
};
};

#

no inheretance

bold flare
#

"Does your texture have correct suffix?" I asked that.
"\IIIE_Shemagh\Data\IIIE_Shemagh_Ranger.paa" answer is no.

white jay
#

does it absolutely need _co?

#

my other ones didnt

bold flare
#

"model="\IIIE_Shemagh\Data\IIIE_Shemagh";" I thought you are retexturing a vanilla asset, that's not a vanilla asset

white jay
#

it is a modified vanilla asset

bold flare
#

modified?

white jay
#

from samples

bold flare
#

"my other ones didnt" well you can do things wrong and still be lucky. Doesn't mean you shouldn't do it right

white jay
#

I'll try with the right suffix, but that doesnt seem to be the issue here as the main texture is working fine

bold flare
#

Where in samples is it?

white jay
#

I'll check

#

I uninstalled samples

bold flare
#

Or is it arma2? πŸ˜„ I only have A3 and I can't remember a shemag in there

white jay
#

I forot it's been on the backburner

#

grabbed it from a pack for templates and stuff on armaholic and tried to get it to work with the stuff on samples

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anyway, any idea what's up with it?

#

maybe I can send you the pbo?

bold flare
#

yes you can

#

are you really sure it supports hidden selections? like 100% sure?

white jay
#

I opened up the model in object builder

#

and I can see the selections

bold flare
#

Selections also need to be in model.cfg

white jay
#

one is called 'Camo'

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HAH! let me check now

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I had Camo1

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not Camo

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nice one

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@bold flare you're good, that fixed it

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thanks boss

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chalk it up to human error

bold flare
#

That's usually the case

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that's why I prefer to ask 3 times when people think everything they have is correct ^^

white jay
#

yeah thanks for holding my hand down the troubleshooting

stuck oyster
#

@white jay are you modifying the actual p3d here?

#

since your model path is not A3 path

white jay
#

@stuck oyster correct!

stuck oyster
#

A3 p3d?

white jay
#

yeah some guy had samples on armaholic

stuck oyster
#

And nothing raised any alarms?

white jay
#

not following

stuck oyster
#

because using ripped A3 models is not allowed

white jay
#

I dont think anything is ripped here

bold flare
#

A3 doesn't have shemag right? probably A2 samples I assume

white jay
#

yeah probably

stuck oyster
#

best to know what models you are using

#

will save you from trouble later

white jay
#

what do you mean ripped A3 models btw?

stuck oyster
#

Arma 3 p3ds are binarized and cant be edited

white jay
#

yeah

stuck oyster
#

so if anyone has Arma3 pds that can be then they are stolen models

white jay
#

oh wait you can unbinarize them?

stuck oyster
#

and will lead to bans and possibly worse

white jay
#

since when?

bold flare
#

since Arma 3 alpha was announced and the EULA was published

white jay
#

nono I didn't know it was even possible

bold flare
#

models can be ripped from every game (literally)

white jay
#

yeah that's beyond my knowledge

bold flare
#

how else do you think did people make arma mods with high quality forza car models

white jay
#

oh wow

#

that's how they do that?

bold flare
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yes. They rip it all

white jay
#

I thought they got it off turbosquid or something

bold flare
#

But be mindful, getting caught with that get's you a easy ban

white jay
#

of course

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yeah I dont plan on it

cosmic bay
#

Hey guys does any one know what would cause this light to appear on my model from out of nowhere?

median bough
#

the red dot?

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maybe a proxy leftover

cosmic bay
#

proxy left over, that is very possible

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I will check tonight

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Thank you

#

what else could make that appear like that out of nowhere

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??

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just so I have a plan b

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this is a animation, it is a collision lights. But I never place the model there,

foggy finch
#

make sure your lights arent part of another named selection that is animated

cosmic bay
#

@foggy finch I will double check that 2

stuck oyster
#

Possibly it's in your config inheritance

lusty ginkgo
#

Could anyone tell me what the protection zone models/objects are for?

stuck oyster
#

Where are they from and what do they look like?

lusty ginkgo
#

They are in the structures_f system folder and they appear as a fairly large transparent red cylinder in-game

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in 3den there is also an invisible variant, but that just seems to be the same model with the texture hidden

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my first guess would be that it only has view geometry but no standard or fire geometry to protect the AI from seeing players or something

stuck oyster
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Probs they are related to zeus

lusty ginkgo
#

that makes sense

#

though that does make me wonder if what effect having a view-geometry-only object might have on AI behaviour and pathfinding

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it will probably just bug them out or make them get stuck but I'll experiment with it

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it would be very useful to have a way to keep AI away from specific areas of my terrains

stuck oyster
#

Well if you veil player in a view geometry blob ai would not see him I'd presume

lusty ginkgo
#

I have had issues with having a large view geo and smaller collision geo on my upgraded version of the thick A2 pine tree where the AI would use the trunk as cover and essentially get stuck there and refuse to move

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they would also be invisible to AI

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my solution was to simply slightly reduce the view geo size and add the aicovers = 0 property so they would avoid those particular trees

stuck oyster
#

Sounds sensible.

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AI is usually difficult to work with

lusty ginkgo
#

especially with foliage lol

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I am starting to get the hang of it though

slate moon
#

Not sure where to ask this, so I guess here...

#

Is it possible to scale a unit without changing the animations and such?

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Let's say... I would like a rabbit to be the size of a car.

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Not all rabbits, just the ones I want big.

still otter
#

It you got the model in object builder it should be possible

slate moon
#

yeah, it's just the stock rabbit model from the game. You ever seen "Night of the Lepus"?

#

it's a horror movie from the 70s about giant rabbits

white jay
#

ooooh that explains why they are called that in terraria

slate moon
#

But this also leads to another thought. If you can scale a human model to like 30 ft tall... then put a suit of clothes on it that looks like a Gundam, you essentially have a Gundam because they move like a human, they're just big and have different clothing on.

#

Consider that this a dude in a suit. I suppose you could make that suit fit on as a "uniform" for an ARMA human, right?

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so if you can make the player 40ft tall and give him this suit... damn, you've got mecha

lusty ginkgo
#

yeah, it's just the stock rabbit model from the game
So you can't open it in object builder?

slate moon
#

People have been trying with limited success to get vehicle robots working, but they never can quite walk. But if it's using the human model, then it can run, walk, kneel, crawl.

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@lusty ginkgo I've never messed with the utilities. Not sure what you can and can't screw around with from the stock models.

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that's why I figured I'd come in here and ask people who probably know

lusty ginkgo
#

you can't edit any of the binarized models from the game, so you'd have to make your own model

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I don't think there is any other way to scale a model other than modifying it's actual scale or having an animation

slate moon
#

can you impose another model's animations on it, or you have to make that too? Ideally just upscaling what's already there would do it.

lusty ginkgo
#

I don't think you can

slate moon
#

unfortunate

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I saw that mod where people were making Robotech mecha that couldn't walk and thought hey, just skin a human with that as "clothing" and you're set

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Has anybody ever made a decent hovertank?

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seems like that would be easier than mecha, but I've never seen one attempted. I miss the hovertank from BF2142

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I mean, in a month we've got to fight aliens. Would be nice to have proper equipment

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What's the process for getting a 3D asset into ARMA and then making it usable? Is there a special object format, or if I know somebody who can 3D Studio or Blender something, that's importable?

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I'm clueless about how ARMA does anything, so I'm trying to guage if it's super weird or learning how to do it would be applicable generally

serene sphinx
#

If someone is willing to teach on how to create models and how to get started and improve over time, I will pay money.

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Dm me if interested

stuck oyster
#

@slate moon you can't scale character/animal models

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It would need whole new set of scaled animations.

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Some mechs are built on tank class and animated via model. Cfg in clever ways. Some are built as new characters with new animations.

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Myself and @timber cobalt have had some success in the area.

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For example πŸ‘†

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Hover tanks I don't have seen, got some ideas on that but since Arma doesn't have native class for such vehicles it would need quite a bit of scripting to work

timber cobalt
#

I think this hovertank works pretty well

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By messing around with wheel physX and dampers you can make it feel like its hovering. Its also hovering over water since its using geometry bouyancy

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@RaZer veL#8824 there are tons of great tutorials out there. Personally I'd recommend this channel

bold flare
#

"but since Arma doesn't have native class for such vehicles" there is hovercraft simulation, but it's disabled πŸ˜„

rough idol
#

there is also towing, winch & few other things which were part of shared VBS code and are disabled πŸ˜›

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but thing is, they are disabled so technically it doesn't exist in Arma 3

bold flare
#

cries everyone a river

twin urchin
#

enable everything

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btw syncing all weapons anims in mp would be nice tho πŸ˜›

jolly mist
#

has anyone else ever run into this issue?

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Object fades to black at a distance

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thinking its a LOD issue but cant figure it for the life of me

stuck oyster
#

Does it has ADS texture? Looks like too strong distance shading.

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Proper ADS should solve it.

jolly mist
#

ADS?

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oh oh

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I see what you mean now

woeful viper
#

hovering tank aka "floating few cm above ground" is easy - just use big wheels and super soft suspension in physx

frozen umbra
#

Is the biki info about ShadowVolume 1000 is still relevant or its deprecated since Arma 2? I'm talking about the shadow lods #1000 #1010 etc...
Shadow 1000 is special for trees, it uses alpha transparent textures to be calculated using GPU shadow buffer. (so this lod can have link on texture)
https://community.bistudio.com/wiki/Arma_3_Vegetation_P3D#.5BShadowVolume_1000.5D

Should it be used ONLY in vegetation models ?

rough idol
#

well, you can use it houses too

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not sure how well it's going to work on vehicles though

frozen umbra
#

I was more of wondering , if these lods are used on non-vegetation objects (a much more complex then trees models) can they effect a model performance overall

bold flare
#

@frozen umbra ShadowVolume 1000+ is actually a bug

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These are ShadowBuffer, and you should NOT make them yourself, binarize creates them for you.

rough idol
#

@bold flare if you want to use _CA texture then you have to do it manually

bold flare
#

But binarize creates them automatically and mikeros tools then complain about duplicate lods.
I guess you have to disable them with properties?

frozen umbra
#

oh, so bin unbin will (mikero's tools)add them regardless if you created them ? hm

bold flare
#

If you have ShadowVolume, it will create Shadowbuffer based on that. But that depends on properties, but I think they are enabled by default (if you have shadow lod)

#

BI Binarize does that, not mikeros tools

frozen umbra
#

Rodger that . Thanks for clearing that up for me, Dedmen.

bold flare
#

So I guess if you need to do them manually (no idea how to, polygon wise) for vegetation you have to otherwise disable auto-generation first. But if you don't have a special reason, just leave them alone

rough idol
#

you have to use sbsource = explicit in order to activate it

frozen umbra
#

πŸ‘Œ

summer bronze
#

hey lads quick question, so you know that garrison module (either from CBA or one of those big mods), what do i need to do to my object in OB to add that? I want to make it so when use garrison module it will put them in specific spots behind the wall i made.
I have a path LOD behind the wall
^I'm assuming that the path LOD was somehow related

bleak tangle
summer bronze
#

So where exactly would i put the script?

bleak tangle
#

You don't have to do anything other than setup the path LOD correctly. Those modules will find the positions on their own in-game when they are run.

summer bronze
#

o.o sweet, the path LOD doesn't have to be on the model tho right? like its behind the wall for what im making

late root
#

LODS used are
1.000
ShadowVolume
Geometry

bleak tangle
#

@summer bronze I'm not sure if I understand what you're trying to do. So you have a standalone wall model that you want AI to be located at specific positions when using those garrison modules? I guess you could have two separate models, one with only the wall and an invisible model with only a path LOD, but I don't see why you wouldn't just include the path LOD within the wall model.

#

@late root I don't know why it would be colliding with something floating in the air, but is your answer to any of these questions no?

  1. Are all of the pieces closed? You can check by going to Structure > Topology > Find non-closed. Anything that isn't closed will be highlighted in red.
  2. Are all of those pieces convex? You can check by going to Structure > Convexity > Find non-convexities. Anything that isn't closed will be highlighted in red.
  3. Do each of those convex pieces have their own named selection in the format Component##, in ascending order from 01 to however many pieces you have?
  4. Do each of those convex pieces have a mass? If you highlight a piece it should show the mass in the bottom left or wherever you have your mass text located on the UI.
late root
#
  1. Yes everything is closed in geo and shadow. Only LOD with open faces is resolution lods. Roadway is just a plane.
  2. Yes convex
  3. Yes everything is named
    4 Yes everything has mass
bleak tangle
#

Packing with pboProject? Only other thing that I could think of is it using an older version of the model if you were using Addon Builder

#

I can take a look at it if you want to send me just the model

late root
#

PboProject. And will do give me one moment

late root
stuck oyster
#

What part was falling?

#

Roadway lod should be a little bit higher than the geometry parts under it.

late root
#

The Roadway LOD it appears

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And it is, i have confirmed. Notice how my player walks down just fine? But the vic falls halfway through

woeful viper
#

do vehicles even use roadway for driving on? Try making your geometry LOD thicker

rough idol
#

structures are using roadway LOD to bake physx lod too

late root
#

Should I include a physxlod in a structure that vehicles can drive on?

slate moon
#

@stuck oyster Damn, that's the best mech I've seen in a mod for anything.

#

If you can use the sort of "pylon loading" selection that helicopters and jets do, to load the arms that would be a thing.

#

Load a MG pod on one arm, and hellfires on the other, or AA.

#

@timber cobalt Thanks for the hovertank. Need to look real hard at that project.

#

What I was thinking was an APC body with a helo flight model that had an altitude restriction that was basically "can't ascend if not in ground effect" which would let you play with some altitude but not get above where helos experience GE lift.

#

Not sure if that could be done but if so that would probably give the most compelling hovering experience

late root
#

So its almost like the Road or Geo lod (whatever vehicles drive on) just ups and disappears for a second. If i slowly roll over the surface with a car I will randomly fall through the floor. Front of vehicle never dips like im going off an edge, it just falls straight down.

late root
#

So solution was to jam another geo and roadway. Geometry of both is the same, position is the same. Just cut it out of p3d seemed to fix issue

stuck oyster
#

Is it one big piece of geometry or many smaller pieces

late root
#

@stuck oyster at this point it is a bunch of smaller p3ds

timber cobalt
#

@slate moon yeah you could do that with scripting

stuck oyster
#

Does the dip happen at the edge of 2 objects

#

That might indicate that the model is too big

late root
#

Nope its in the middle of the geo

#

Or was at least

stuck oyster
#

That is more odd thing to happen

late root
#

I know, if it was at a seam it would make sense.

stuck oyster
#

Is the model all centred around the 0,0,0 origin?

#

Also did you try adding dedicated physx lod yet?

timber cobalt
#

I asume you have distributed the mass correctly? does the part you're falling through have less mass than the other?

late root
#

Again I resolved the issue by splitting up the p3d a bit more. Even though it was only 60m I split it into 30m segments in different p3d. Resolved the problem

timber cobalt
#

ok

late root
#

I just think it was a combination of size and placement.

stuck oyster
#

It would be better if all pieces were centered

late root
#

I agree, however im not sure how id handle spawning at that point

stuck oyster
#

Maths

late root
#

Sounds incredibly painful

stuck oyster
#

Probably is.

#

But will likely work better

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Since Arma dimension limits are calculated from the center origin.

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At least as far as I know

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Going over those makes things iffy

late root
#

yeah i opened up the configs and such for the carrier in jets dlc and looked over BIS stuff. Its not very clear on how it was handled. Looks like some sort of memory points on each model possibly

#

yeah looks like they have a base hull, with all the memory point locations. Then in configs they have a multiStructureParts config with correlated parts and mem names

stuck oyster
#

Likely the mem points are where the centers of the next pieces should be.

cosmic bay
#

Hi guys, I m trying to look at a model.cfg to use as an example how can I extract it?

stuck oyster
#

Mikeros toolsets eliteness can do it. But also the simpler way might be looking at the model.cfgs the Arma3 Samples on steam have.

cosmic bay
#

Yes, I m looking at it. but I find it still a bit complex. I m trying to compare to a vehicle more similar to my

stuck oyster
#

You may need to read through the *how to animate a model" page on the Arma wiki.

cosmic bay
#

I did, I m just slow!

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I think i have a inhering problem

#

on my model.cfg

stuck oyster
#

Build it from ground up one part at a time.

#

Copying without understanding will backfire.

cosmic bay
#

that is true

#

one more question

#

for a cargoturret what kind of proxy do I need on the model?

#

this is what it says on the wiki

#

Important part is that despite being turrets, positions for FFV use standard Cargo proxies in model

#

but i get that stupid inside view from the vehicle. you know the view that you usualy get when you dont have the right proxy

stuck oyster
#

Wrong proxy and cargo Action combination will result in wrong passenger position. Using a proxy that has the same animation as your used action animation for that position ensures the correct placement in game.

#

Any proxy can be used but the alignment is very hard if the animation and proxy differ from each other.

cosmic bay
#

i see

#

you mean this right?

#

gunnerAction="passenger_inside_1";

stuck oyster
#

Yes. You may want to see what actions vanilla FFV turrets use.

cosmic bay
#

yep will look at it right now

#

how can i make sure they match

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i know proxies are on data_f right?

stuck oyster
#

Somewhere in there yes. And the action class names usually match the vehicle and position name of a proxy

cosmic bay
#

class CargoTurret_01: CargoTurret
{
showAsCargo=1;
gunnerInAction="UH1Y_Gunner";
gunnerAction="passenger_inside_1";
gunnerCompartments="Compartment2";
memoryPointsGetInGunner="pos gunner";
memoryPointsGetInGunnerDir="pos gunner dir";
gunnerName="";
proxyIndex=9;
maxElev=45;
minElev=-50;
maxTurn=-10;
minTurn=-95;
isPersonTurret=1;
ejectDeadGunner=0;
class dynamicViewLimits
{
CargoTurret_01[]={-95,-10};
};
playerPosition=4;
soundAttenuationTurret="";
disableSoundAttenuation=1;
LODTurnedOut=1000;
LODTurnedIn=1000;
};
class CargoTurret_02: CargoTurret_01
{
gunnerAction="passenger_inside_1";
gunnerName="";
proxyIndex=10;
maxTurn=95;
minTurn=10;
class dynamicViewLimits
{
CargoTurret_01[]={10,95};
};

stuck oyster
#

Pls don't paste full configs

cosmic bay
#

sorry

stuck oyster
#

At least not without proper question. Also using the ``` tags around it is preferred.

cosmic bay
#

roger

#

I think this code is pretty good

#

i just cant find the right proxy

#

that goes with it

#

at least no passenger_inside_1 proxy anyways

stuck oyster
#

No idea which one that would be to be honest. You could check the animation config class if the animation path had clues.

cosmic bay
#

nope that would be too easy

#

but thx for your hel @stuck oyster

stuck oyster
#

Good luck!

cosmic bay
#

Thank you! I think i may have it right now

#

it may be the proxy index

#

but i will try

#

πŸ˜‰

#

yep it works

#

thx again

cosmic bay
woeful viper
#

missing pbo, or typo in turret weapons assigment

cosmic bay
#

Alright gonna check it, thx

cosmic bay
#

I just fix most of the problems. I m only struggling with a few

stuck oyster
#

@cosmic bay are you using mikeros pboProject to pack your PBOs?

cosmic bay
#

NOPE but i think i should

#

πŸ˜„

stuck oyster
#

Indeed.

cosmic bay
#

I just downloaded

#

i will try to use it at least ones

#

to see if it will help

stuck oyster
#

It would likely catch most of your errors before packing

cosmic bay
#

that is good to know. I will give it a try now

#

so what do i use again?

#

makepbo?

median bough
#

You install pboProject and all it's requirements. If you're unsure, check the pmc wiki. Once all is installed and your p drive running, open pboProject, select source and destination folders, crunch

#

@cosmic bay

cosmic bay
#

roger

median bough
#

When crunching, keep an eye on the cmd window for errors. If needed open the logs

cosmic bay
#

alright, i just download it

#

one question

#

does my project folder needs to be in Pdrive?

median bough
#

Yes. Read up the docu on pmc wiki

cosmic bay
#

alright

#

thx

#

@median bough you dont happend to have a link do you?

median bough
#

as for folder structure on p drive i have it like

p:\<MY PROJECT>\<PREFIX_MYMOD>\files and subfolders

cosmic bay
#

so i move it to my p drive

median bough
#

the name of the folder <PREFIX_MODNAME> will later be the pbo file is setup correctly.

for example:

p:\TF47\TF47_DVP\files like config.cpp and subfolders
will be later
TF47_DVP.pbo

cosmic bay
#

but i m not getting the crushing options

median bough
#

how did you mount your pdrive?

cosmic bay
#

alright

#

so i just install all necessary files

#

and it shows now

#

i try to crush and i got an error

median bough
#

as expected

cosmic bay
#

so it did not cursh

#

where can i find the list of the error

median bough
#

most errors are displayed in the CMD window to my left. more detailed in the binlogs (red marking)

cosmic bay
#

i seee

#

this is a great tool

median bough
#

what was the error?

cosmic bay
#

so when i click on vin binglogs nothing happen

median bough
#

what was the error?

cosmic bay
#

let me see if i can figure out

#

it said

#

Failed. View output logs for @white jaype\addons\bope_air

#

I m trying to post a print but i cant

median bough
#

does the folder p:\temp\ open when you click on view binlog(s)?

#

upload images to imgur and post the link here

cosmic bay
#

nope it does not

#

nothing happens when i clink on view binglogs

median bough
#

ok, try to pack again. when it fails, make a screenshot of the CMD and the pboProject window, upload it to imgur and post the link here

cosmic bay
#

roger

median bough
#

read again what i wrote about folder structure on p drive πŸ˜‰

cosmic bay
#

roger

median bough
#

@cosmic bay

#

your sourcefolder shall not contain @ πŸ˜‰

cosmic bay
#

awww i m dumb

#

sorry

#

sorry

median bough
#

your output folder can have the @ infront.
for your output folder you don't need to have any other subfolders. pboProject will build them

#

and i fucked up...
the error logs are under View Output(s)

#

ups

cosmic bay
#

Ok i just fixed that

#

i mean the @

#

i just removed it

#

should i try to crunch now?

#

yes i click on it and i get nothing

#

on view outputs

median bough
#

make your structure look like
P:\BOPE\BOPE_Air\files...

#

then crunch

cosmic bay
#

oww wait

#

i just got something

#

lots of error

#

πŸ˜„

median bough
#

as expected

#

but really, rework your folder structure

cosmic bay
#

ok

#

yes will do

median bough
#

and name your output folder @BOPE on the desktop

#

otherwise you might get a mess on there

cosmic bay
#

alright

#

ok so it should be P:\BOPE\BOPE_Air\files...

median bough
#

yes

#

files as in config.cpp ect

#

if your mod packs without errors (later down the road), you will have
@BOPE\Addons\BOPE_Air.pbo
in your output folder

#

if you follow this work folder structure, you can then also later add
P:\BOPE\BOPE_Vehicles\files... and so on.
this will crunch to
@BOPE\Addons\BOPE_Vehicles.pbo

#

i think you get the idea

cosmic bay
#

That is bad ass

#

now i got error on my rvmat

#

but the files it looks for are there

median bough
#

what error?

#

rules of the internet:
pics, or it did not happen

#

πŸ˜„

cosmic bay
#

πŸ˜„

#

ok give me a sec

median bough
cosmic bay
#

like m i crazy

median bough
#

i think you need to add the root folder to the paths as well

cosmic bay
#

what you mean?

median bough
#

BOPE\BOPE_Air...

cosmic bay
#

owww

#

i think you are right

#

i m so tired

#

that i think i m seeing things

#

πŸ˜„

#

do you guys get dizzy from looking at codes

#

??

median bough
#

no worries. your initial folder structure was different

#

i'm always dizzy. but that has other reasons πŸ˜‰

cosmic bay
#

ahahahha

#

πŸ˜„

median bough
#

what files for the UH-1H are you using btw? where did you got 'em?

cosmic bay
#

i got it from arma 2

#

from bis files

#

i use most of my model are from bis

#

some are made by me and friends

#

and some opensource

#

Warning: BOPE_Air\BOPE_UH1H\data\default.rvmat circa Line 83: a3\data_f\env_land_co.paa

#

this is what i m getting now

#

why would i get this error?

median bough
#

Warning: BOPE_Air\BOPE_UH1H\data\default.rvmat circa Line 83: a3\data_f\env_land_co.paa

you need to extract arma 3 files to p drive using arma3p by mikero

cosmic bay
#

AWWW

#

ok let me try that

#

btw thank for the link

#

it will be very helpful

median bough
#

i don't wanna jump to conclusions, but the lines with the path errors you had by now match surprisingly good to the CUP files for the UH1

#

that's a little suspicious since the arma 2 files have no paths set to any arma 3 files in the rvmats

cosmic bay
#

i need to copy some of the config, so i can better understand how it works

#

but trust me

#

i did not still any work from cup

#

other wise my shit would be working

#

πŸ˜„

#

and it is not

median bough
#

you wouldn't belief what i have seen by now πŸ˜‰

#

ok, i trust your word

#

because if not, i will let rain down hell on you if you steal my stuff πŸ˜‰

#

(configs are ok tho)

cosmic bay
#

no way man

#

i try to compare what i do, with things that are already working on arma

#

so that i can get a better understanding of how config works

#

i suck at it big time

median bough
#

the way how to learn

#

and as said, configs are ok to use. as long as you remove the CUP tags πŸ˜„

cosmic bay
#

you got it

#

so you work on cup

#

that is good to know

#

i love you all work

median bough
#

appreciate it, thx

cosmic bay
#

since the all in arma

#

btw you guys should bring Seattle map into arma 3

#

that would be bad ass

#

πŸ˜‰

median bough
#

i'm working on it from time to time

#

but veeeeeery slow progress

cosmic bay
#

well I wish I could help, but as you can see i suck at this

#

πŸ˜„

#

i feel that is the only thing missing on arma 3 a map like that

median bough
#

i' not a terrain maker, so guess my struggles on this πŸ˜‚

#

but at least i'm trying

#

btw, how's your heli doing now?

cosmic bay
#

so ok, on my other mod, it is doing better, I m moving it to BOPE mod witch will be independent. it is mostly free of bugs, It only have 2 major ones

#

one is the animation for the pilot and KIA pilot

#

and the other one you already know that processing missing file name or something like that

#

right now i m doing what you told me

#

i guess it takes long for the process

median bough
#

what editor are you using?

cosmic bay
#

for what?

median bough
#

text editing / code

cosmic bay
#

aww

#

the ++ one

#

notepad++

median bough
#

not bad, i prefer sublime 2. well, the beefed up version poseidon tools

cosmic bay
#

before i had a friend who was really good with config. but he can not help me anymore so i m working by myself

#

i only used this one, because my friend told me to do it

#

i was using notepad

#

πŸ˜„

median bough
#

you can mass replace paths within a folder in n++
so you won't have to go through every single file manually

cosmic bay
#

how shit

#

really

#

i did not know that

#

I was going one by one

#

and it was killing me

#

how long for the arma 3 files to extract?

#

btw cool beard

median bough
#

search > search files
seach: BOPE_air\BOPE_UH1H
replace: BOPE\BOPE_air\BOPE_UH1H
folder: navigate to BOPE_Air folder

then hit "replace in files"

(i hope all the stuff is called like that in the english version)

#

a3 extraction might take some time

cosmic bay
#

where are you from?

median bough
#

the land of efficiency and no humor

#

germany

#

πŸ˜‰

cosmic bay
#

ahahahhaah

#

cool!

#

so you must know Tetet

#

ahahahah

#

ahahah that is funny

#

πŸ˜„

median bough
#

haven't had much contact with him, but i know his work

cosmic bay
#

it was a joke since you guys are from Germany

#

sorry i got bad jokes

#

anyways I help him a lot with the Nimitz

#

well when i can

#

hope i did not offend you

median bough
#

πŸ˜‰

#

(THAT'S a bad joke)

#

shit... that's not blut's basement. can't make jokes like this here πŸ˜„

cosmic bay
#

πŸ˜„

#

I hope now that i got mikero tools going. I can speed up my process

#

and maybe release my first version of my mod

#

does it show config error?

median bough
#

most of them, yes

#

depends on what config errors you mean

cosmic bay
#

i got this

#

Bis binarise failed to binarise some or all rtm files.
There was no skeleton that could be used.
Read the documentation

#

what do they mean?

median bough
#

oh damn... that's too long ago.
i think it's because you are using binarized RTM animation files. not sure tho...
navigate to ..\Mikero\DePboTools\docs\DeRtm and read up on the htm file

#

i think this is what you need

#

@stuck oyster might know more about this

cosmic bay
#

i had a suspicion that it was that case. I m using the animation provided by bis and it is all binarized

median bough
#

in doubt (and if the documentation doesn't help), check if the CUP anims work for you

cosmic bay
#

so maybe just replace the animations ?

#

so i would have to open every single animation with dertm first then bin it again?

median bough
#

tbh, i haven't done this in ages...

cosmic bay
#

i bet

#

i guess drtm is not freeware anymore

#

dertm

#

i guess i will buy it when i get pay next week

median bough
#

wait for what HG has to say first

cosmic bay
#

roger

stuck oyster
#

@cosmic bay what animations are you trying to put in?

cosmic bay
#

the animation from the UH1H

#

the pilot

#

gunner

#

and etc

stuck oyster
#

A2 Ones then?

cosmic bay
#

yep

#

they were kind of working already

#

just when i use the mikero it gets wierd

stuck oyster
#

Any chance to make CUP dependency and use their anims xD

#

Assuming cup has them converted

#

Dertm is not free yeah, but I'm not sure if you need it to use the A2 anims.

cosmic bay
#

well i did not wanted to do that, becouse most people that want to download my mod gonna have shity computers

#

and may not have hd for the whole complete cup

#

so what do you think i should do to try to make a pbo with the mikero

stuck oyster
#

Skeleton to use means you need a model. Cfg with the man skeleton defined in it next to the RTMs

cosmic bay
#

i see

#

so the arma 3 skeleton should do right?

#

i think i can find on the sample right?

stuck oyster
#

Yes copying the one from sample character should be good

cosmic bay
#

alright le me try

#

I love you guys

#

πŸ˜‰ thanks

#

it going, to the next problem

#

πŸ˜„

cosmic bay
#

alright guys, I got it.

#

I just have one problem

#

it should be an easy one but this is my third day trying to solve it

#

picture as follows

#

as you can see the gunner KIA animation works great, not the pilot not so good.

#

any ideas?

median bough
#

the link shows asian symbols to me

#

@cosmic bay

cosmic bay
#

aww damn

#

what is the best way to post a code

#

online

median bough
cosmic bay
median bough
#

if you reuse arma 2 content, ALWAYS add your prefix to it. model, anims, whatever.
this way you avoid conflicts with other mods that also use arma 2 content

#

@cosmic bay
look at my pastebin link

cosmic bay
#

I see what you mean

median bough
#

copy / paste my config and paste your path to it

#

should work then

#

oh, and ofc rename your anim sources in the config.cpp to the new class names

cosmic bay
#

roger, do you think i should remove_EP1?

median bough
#

nah. should be fine if you add your mod prefix up front. like BOPE_UH1H_...

cosmic bay
#

should i rename the animation itself?

#

should i add a prefix?

#

to the animation that is

median bough
#

yes, rename the animation also
BOPE_UH1H_Pilot.rtm

#

and so on

#

as said, this way you avoid conflicts with others.
we experienced that problem in the beginning after CUP was more like a "straight port" without much config and prefix changes. a lot of error reports we got where caused by others who ported assets using the same names

#

you should use your prefix for almost everything... class names, models, rtm's

cosmic bay
#

roger

#

quick question, what was i doing wrong before?

median bough
#

uhm... almost everything? πŸ˜„

cosmic bay
#

ahahahha

median bough
#

as far is i can tell you should be good with the environment and it's just "minor" things like getting the pathing right

cosmic bay
#

alright so should i use the cargo for the gunners?

#

BOPE_UH1H_Cargo

median bough
#

no, you use the gunner for the gunners, and cargo for the passengers / FFV

#

FFV = fire from vehicle

cosmic bay
#

I see

stuck oyster
#

Might be good to switch to A3 cargo animations if you want FFV to work better.

median bough
#

πŸ‘†

stuck oyster
#

So A A3 cargo animation that is used on a FFV seat in some vanilla vehicle and then copy the FFV setup

cosmic bay
#

ok I may just do that

#

what animation do you recommend?

stuck oyster
#

Dunno, can't remember them all.

#

Find something in game that fits your need

median bough
#

i think the orca might fit

cosmic bay
#

ROGER

#

so i just try your code. it wont transition to the KIA animation

#

let me see if i can figure it out

median bough
#

ok
orca anims can be found here for later use
P:\a3\air_f\Heli_Light_02\Data\Anim

cosmic bay
#

Damn it kind of works, but not really. Ok so gunner works 100%

#

now the pilot when i shoot him in the head. he dies and instead of taking the dead animaiton now he moves back a bit

#

😦

#

ahahah I feel like this could be so much easier!

#

πŸ˜„

median bough
#

That's rather simple to adjust. Move the proxy pos in one LOD (pilot for example) until it fits. Then copy the proxy to all other required LODs

cosmic bay
#

but that is the KIA animation

#

when he is alive it fits perfect

stuck oyster
#

Usually if you use action for specific vehicle and KIA action of same vehicle they should match. Perhaps you have configured the KIA action you use wrongly?

cosmic bay
#

@stuck oyster Sorry, what you mean?

stuck oyster
#

if you use say UH1H pilot action/ pilot arnimation and Varsuuk driver KIA action with it they wont ever match

#

as an over the top example

#

also both the Pilot action and the KIA action has to be configured in the movesCfg properly

cosmic bay
#

Yes, I dont think that is the case.

#

check this out

#

This is my config. This is a arma 2 import pretty much

#

so this is the config i made. I m sure it has a lot of problem. Let me know if you identify one

stuck oyster
#

yeah I got to say its way too long to go through like this xP would make things simpler if you split up weapons into different pbo and config and animations into another and so on

median bough
#

@cosmic bay
may i suggest you something? split up your configs.
create a config.cpp with following content:

#include "crewAnimations.h"
#include "CfgVehicles.h"
#include "CfgWeapons.h"```

then create new files with the name above and pot the according in there.
easier to maintain and check for errors. if you pack the mod this will be all combined. but until then it's easier
cosmic bay
#

it is funny you said that

#

I was taking in consideration to do just that

median bough
#

we also excluded stuff like sounds and add it with #include "sounds.h" to the vehicle config

cosmic bay
#

i know like the bis sample right

median bough
#

exactly

cosmic bay
#

this is how i feel just to think about doing all that work

#

But i guess I gonna have to do it

median bough
cosmic bay
#

hahahahah

open folio
#

Completely forgot what the solution was for this issue but, my helicopter has a rotor issue where it looks loose. Someone mentioned how to fix it but I’ve lost the message. Any help on that would be great. Something about rotors memory point?

stuck oyster
#

you need to set the memorypoint axis properly

#

as in right memortpoints in right place and right axis selection in model.cfg

cosmic bay
#

@median bough hi there, I m doing what you told, and breaking my config down, per vehicles.

#

now i got one question

median bough
#

ohoh....

cosmic bay
#

bis sample has one #include "basicdefines_A3.hpp" per sample mod

#

i m trying to save some space and only have one under the file braf_air

#

so how should i address it on the config

#

this is what i have #include "braf_air\basicdefines_A3.hpp"

#

but i keep getting an error

woeful viper
#

unless you use the defines in that file you dont need it whatsoever...

median bough
#

actually, you don't need a copy of the basic defines in your mod at all. you can call it by just referring to the vanilla arma 3

#

gimme a sec

cosmic bay
#

aww ok that would be nice

#

By the way, I kind of like this approach. Specialy when you have so many vehicles under one class. like I do under BRAF_air

#

Hey guys I m looking for a G3 to add to my mod, does anyone know someone what has one and would be nice enough to allow to use?

stuck oyster
#

Id think simples way would be having a dependency

#

its not very good practice to have multiple versions of same stuff in different mods

median bough
#

damn... i think arma 3 doesn't have one common basicdefines.hpp
since your mod has a tendency to get bigger over time and also might include more than just air vehicles, i suggest you make a single dedicated pbo for shared content like the basicdefines.hpp
call it something like BOPE_Commons or BOPE_Core

cosmic bay
#

I see, then refer to that pbo

#

how would it look the file orders and how would i refer on the config

median bough
#

exactly. we have one that includes stuff like the basicdefines.hpp, custom functions, stringtables and scripts

cosmic bay
#

thats is cool i just need to see an example so that i can organize my files in a more proficient way

#

@stuck oyster you are right, I will see what I gonna do. I was looking at some G3 from arma 2 that I dont think anyone brought to arma 3.

#

But i cant get a hold of the guys!

#

anyways I just thought I would ask here

median bough
stuck oyster
#

yeah any A2 mod is not really a good place to look

#

theres provbably many weapon mods that have G3 though

median bough
#

you would then have your root folder, and inside that root folder your air and core folder

stuck oyster
#

so using one with your mod would be the simplest and fastest way

cosmic bay
#

I see, so on my config, how should i define, lets say i have BOPE_CORE and on my BOPE_AIR i have a config for a helli called BOPE_UH1H

#

how would i define on the config for that brid

#

bird

#

#include "BOPE_core\basicdefines_A3.hpp"

median bough
#

lemme brainstorm lil quick

#

yes, your include path should work

#

as long as you have a config.cpp in the BOPE_Core folder

#

and pack it as BOPE_Core

cosmic bay
#

roger

#

will give a try now

median bough
#

but keep something in mind:
if you have your BOPE_core.pbo that will share common files across other parts of the mods inside your @ BOPE_Air mod, every addition to your creation like BOPE_Wheeled or BOPE_Tracked will have a dependency on BOPE_Air.
a way to circumvent this situation would be, you release two mods:
@ BOPE_Core (for common data across mods) and @ BOPE_Air(Wheeled,Tracked,ect) that have a dependency on your core mod

#

basically what we did with terrains

#

aaahhh...
sorry for mentioning, stranger

cosmic bay
#

AWw damn you are right

#

I also see you call CUP_vehicle_core

#

on your config

#

can i calll just BOPE_core?

median bough
#

damn, i think i messed up

#

(i've been awake for far too long)

#

gime a sec

cosmic bay
#

Its all good

median bough
#

i got confused by our own structure for a moment there...
we have core for every mod. we have a vehicles core, units, and weapons.
first, you need to figure out where you wanna go. what are your overall plans.
next would be creating a suitable structure upon those goals

cosmic bay
#

I would like just one core file

median bough
#

i mean, what's your mod plans. how big you wanna go, what will be in there in the end

cosmic bay
#

i notice that if i use your sample then i dont need the mod.cpp right?

#

So the idea is the have

#

BOPE_Air

#

BOPE_wheels

#

BOPE_Track maybe

#

BOPE_boats

#

BOPE_units

#

I think

median bough
#

all as individual mods, or combined to one big one?

cosmic bay
#

I forgot about weapons

#

they all gonna be their own pbo

#

but all combined in one big mod

#

@white jayPE

#

@ BOPE

#

sorry about that

#

bo

bold flare
#

no worries

#

bo is just some spam user that joined a year or so ago and never wrote a single message

#

I'm sure he's not around

cosmic bay
#

πŸ˜„

bold flare
#

same as @rustic linden

median bough
#

ok, then i suggest a new structure what will ease your live later, but you will hat me now πŸ˜„

cosmic bay
#

πŸ˜„

#

i maybe

median bough
#

(because i'll scew your work over... again)

cosmic bay
#

πŸ˜„

median bough
#

since you want it to be in one @ BOPE mod folder, do as follows:

#

expand your prefix:
use BOPE_Air_ for your air stuff, BOPE_Wheeled_ for wheeled, ect.
example:

BOPE\BOPE_Wheeled_UAZ
BOPE\BOPE_Weapons_AK74
BOPE\BOPE_Tracked_1A1
BOPE\BOPE_Units_USMC
BOPE\BOPE_Core```
cosmic bay
#

This is kind of how i have now

#

So lets say i have another helicopter

#

would i have to do bope_air_anotherhelicopter?

median bough
#

yes

cosmic bay
#

nooo

#

no way

#

hahahah

median bough
#

?

cosmic bay
#

i wanted to have all the air vehilces under bope_air

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and call it a day

median bough
#

trust me, you don't want that

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a nightmare to maintain the configs

cosmic bay
#

It is true

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and i get it

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and that is why i m leaving the config inside of their right vehicle

#

so lets say inside of bope_air

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i have

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uhh1, and uh60

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so inside of the uh1h folder i would have the config for the uh1h

median bough
#

i'll stop you right there

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nope

cosmic bay
#

and inside of the uh60 i would have the config of the uh60 and so on

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πŸ˜„

median bough
#

well, not completely nope

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more like nope-ish

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Β―_(ツ)_/Β―

cosmic bay
#

why you say that

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πŸ˜„

median bough
#

it is possible, but will end up in a mess and horror to maintain/add content

cosmic bay
#

deficult to add content 2

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??

median bough
#

let me collect my thoughts

cosmic bay
#

ok take your time

#

i m trying to find the best approach

median bough
#

i already told you ;D

cosmic bay
#

i know you guys at cup have the individual approach for each vehicle

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But i guess you are right

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This way I wouldn't really need a core at the moment

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I mean i could use one just to make a dependence and to limit people to download the full mod and not just one vehicle

median bough
#

i just test build a folder and config structure to your idea and.... meh... fuck it...
you can try that once you are way more experienced with config work

cosmic bay
#

ahahhahah

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which is never!

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πŸ˜„

median bough
#

so as said, go with this

BOPE\BOPE_Wheeled_UAZ
BOPE\BOPE_Weapons_AK74
BOPE\BOPE_Tracked_1A1
BOPE\BOPE_Units_USMC
BOPE\BOPE_Core```
#

that's way better to "understand"

stuck oyster
#

@median bough earning his blue tags like a champ! ❀

median bough
#

keep it sorted, clean and easy

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@stuck oyster
i think i've earned it before πŸ˜‰

cosmic bay
#

I dont know what blue tags are , but he does disserves it

stuck oyster
#

heh true

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on both accounts

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πŸ˜›

bold flare
#

but why

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you have duplicate BOPE

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why not BOPE\Units_USMC

median bough
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also true

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or just Air_UH1H

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Dedmen to the rescue πŸ˜‚

cosmic bay
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i get the idea

bold flare
#

ace/cba does
z\modname\addons\modulename

median bough
#
BOPE\Air_AH1Z
BOPE\Wheeled_UAZ
BOPE\Wheeled_Wolf
BOPE\Weapons_AK74
BOPE\Weapons_M4A1
BOPE\Tracked_M1A1
BOPE\Units_USMC
BOPE\Core```
slate epoch
#

Just make \UH1H Kapp

cosmic bay
#

so in the config would be #include "braf_core\basicdefines_A3.hpp"

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or should the address be different

median bough
#

no, just core\basicdefines_A3.hpp

cosmic bay
#

ok will try

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Nope, I get an error, BOPE_air\bope_a29\core\basicdefines_a3.hpp

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so for now i m trying with this layout i ahve

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have

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i will break it down later

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to how you told me to do

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it is just so much work

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😦

stuck oyster
#

building a good mod is πŸ˜„

median bough
#

don't cry, you dug your own grave πŸ˜„

cosmic bay
#

true that

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πŸ˜ƒ

slate epoch
#

\o\ seems like cool prefix πŸ˜›

stuck oyster
#

hmm should just prefix everything poop_

slate epoch
#

Yeah...seems unique πŸ˜„

cosmic bay
#

i guess it is not possible to #include from another pbo

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is it?

median bough
#

it is. we do that throughout complete CUP

cosmic bay
#

i see so i must be doing fuckup

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πŸ˜„

median bough
#

what's your config?

cosmic bay
#

in my config for the UH1H i have the first line like you sugested

#

core\basicdefines_A3.hpp"

median bough
#

hold on a sec...
@stuck oyster are calls for #include absolute path?

#

if so, it should be
#include "\BOPE\Core\basicDefines.hpp"

cosmic bay
#

will try

stuck oyster
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mm yes I think that would be the right way

cosmic bay
#

thx

bold flare
#

I prefer my Γ–wΓ– prefix

median bough
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if emoji would work, i'd choose πŸ–•

bold flare
#

they do

cosmic bay
#

LOL

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i should use jesuspleasehelp_

median bough
#

that dude is not mighty enough for helping arma modding πŸ˜„

cosmic bay
#

πŸ˜„

#

really guys, it sucks but i really appreciate the help. Specially you 2 audiocustoms and horriblegoat! thx

median bough
#

np...
i just costs you your soul, #350 and a couple of goats

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πŸ˜„

cosmic bay
#

hahahahha

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i guess i soul is alread gone

#

another question so i have a bope_weapons_curator

#

is it necessary or is there another approach to this

median bough
#

no, not necessary. those where created after zeus got introduced. those entries can now be added to the according config

#

iirc it was used to add scopeCurator=2; to the cfgVehicles classes to make them usable in zeus. now zeus uses the entries in units[] array from cfgPatches

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smb correct me if i'm wrong

cosmic bay
#

so to see it in the editor all i need is the scopecurator=2

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that amazing

#

on question i notice this on your sample you sent me

#

#include "cfgFunctions.h"
#include "rscInGameUI.hpp"

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what are they for?

median bough
#

that's just some CUP specific stuff, you can ignore that

cosmic bay
#

alright thx

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will delete it

median bough
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also the macro and script stuff

cosmic bay
#

yep

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that i deleted already

median bough
#

and as for the basicDefines.hpp, use a copy from the arma 3 samples since the one i gave you is also edited for CUP use

cosmic bay
#

roger

median bough
#

off to bed now. if you need assistance, tag me so i can read it tomorrow, or wait for others to jump in

cosmic bay
#

you got it

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have a good night!

#

@median bough so having the BOPE_Core in the config I notice that is something similar to mod.cpp where you detail all the info about your mod and so on. If i have that do i need the model.cpp?

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I just delete the model.cpp and the core is not doing it's job as far as replacing model.cpp is there something I m missing?

summer bronze
#

Any good rigging guides to import a character model into arma 3?

cosmic bay
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@summer bronze while back i saw some on youtube.

cosmic bay
#

Hi all, trying to fix one thing one my plane

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prior improving my config, my weapons where working,(showing on the proxies) now it isnt

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I notice something on new on bohemia config that is diferent from my

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this

cosmic bay
#

hey guys

#

does anyone know why my logo over is not working properly in the weapons loadout room

bleak tangle
#

Are you referring to the Apex logo it's showing in the bottom right?

daring turtle
#

any people who can model new clothing? (paid)

stuck oyster
#

@daring turtle #creators_recruiting would be the best channel. Also if you want serious interest add better description of the work and what they pay is.

daring turtle
#

thanks

cosmic bay
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@bleak tangle that is right

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There should be my logo over not the APEX right?

cosmic bay
#

anyone have a clue guys, it seems like it is something simple!? but i m too slow to figure it out!

stuck oyster
#

Have you checked the forums/Internet for help?

cosmic bay
#

will do that

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thx

buoyant condor
#

quick question about object builder. How can you view multiple lods in the edit wondows, for example resolution lod and memory lod

stuck oyster
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you can only set 1 lod as a background (yellow lines) and thats it

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right click on lod and theres something like show on background

buoyant condor
#

yeah i see the option but it didnts seem to do anything

stuck oyster
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only a lod with faces/edges can be seen as background

#

what is it that you are after?

buoyant condor
#

im trying to adjust my _axis points to the model's wheels

stuck oyster
#

you can copy the center of the wheel and paste it on the memory lod, then merge both sides int single verticles that become the axis

#

you really should not manually put down memory points

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or try to eyeball them

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that will never ever work

buoyant condor
#

in any case this thing will be janky as all hell, since its a motorcycle that im making as a car lol

polar fiber
#

Best to use the pin tool to place men points. C key will move pin to the centre of the current selection. So you can snap it to the middle of a set of verts in your res lods

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It stays in place when you move to work in another LOD, then just Shift+C to activate the pin and when you press Insert key it will create the mem point on the active pin

stuck oyster
#

thats a good way too

buoyant condor
#

also this is a thing that it does

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reason for me is unknown XD

stuck oyster
#

what is the thing?

buoyant condor
#

well its kinda floating in the air when its spawned

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as well as

#

physX isnt liking it πŸ˜„

stuck oyster
#

does it have 4 physx wheels?

buoyant condor
#

yes

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im usint the samples car

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edited heavely

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pretty much whats left are the wheels and the exaust

stuck oyster
#

well right now it could be multitude of things. badly build geometry, badly set up physx etc

buoyant condor
#

i dont think its my geom physX since it isnt incompasing the wheels and its pretty much just the body

jade tiger
#

@buoyant condor for your first question, all you need to do is go to File -> Options and check THIS box http://prntscr.com/oazbhj (if it wasnt fixed by now)

stuck oyster
#

πŸ‘Œ

rustic epoch
#

Can i create an object that cant be found as "cursortarget"?

jade tiger
#

and the PhysX LOD is only for interactions with other PhysX based objects, if it is floating check Memory LOD check Wheel_x_x_bound also (if not already) check LandContact and make sure the point is where it supposed to be

#

so i got a question on my Hands as well. Making a car with 3 Worklights around it, separately opereted and not the first time i make it. The code is definitly working as the light appears (as it did in the older projects as well) buuuuut here comes the question. Why are 2 of 3 Points not having a Flare, despite using the Same code ? Pics for visualization

#

the config is an inheritance based construct

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the one in the back is Number 3 ( so to say) and the one on the Left is Number 1

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so they use the same part of the code, the Memory Points are in both cases in front of the actual spot its supposed to be on, and i already checked differences to my other projects but couldnt find any, which is why i ask you good people

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PS the one on the other side of the car is number 2, and also not having a flare

jade tiger
#

#fixed .... what the actual F....the Memory point was inside the Geometry Component of the GeoLod, since i've been trying and trying for the last 3 hours i moved the Memory points for the light outside the box, as a last ditch effort.... http://prntscr.com/ob1xm1
literally nowhere is this information to be found

deft zenith
#

I have a question, how do you change the particle effect that is shown, when you shoot at the model? In my case it shows the one when you shoot a house, but I would like to change it to the wood splinter effect.

rustic epoch
#

Its config,class particleeffects. Obvious,like so oftenπŸ˜‚

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@deft zenith

deft zenith
#

so like this?

        {
            simulation = "particles";   
            type = "Default";           
            position[] = {0, 0, 0};     
            lifeTime = 0.05;           
 
            qualityLevel = -1;         
            start = 1;                  
            enabled = 1;             
        };```
#

@rustic epoch

stuck oyster
#

No

#

You need a fire geometry lod and you need to set appropriate penetration material for each component

#

So if you have wooden part you would have wood penetration material and if you have concrete block next to that you would have concere penetration material on that.

#

A3\data_F\ contains a folder full of different penetration rvmats. It may have even been called penetration\

deft zenith
#

OK thanks, I will check that out

buoyant condor
#

@jade tiger @stuck oyster thanks. I fixed the floating. It was the LandContact, for some reason it was like a meter below the model XD

#

still have the issue of violently bouncing up and down

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it seems to be only on the back wheels

deft zenith
#

@stuck oyster Thanks, after days of fail it finally worked.

buoyant condor
#

selected are phusC wheels

jade tiger
#

i had that once too, is the Vehicle's Paretn Class Car_f ? xD

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does it have all the importnat things for wheels, dampeners and such

stuck oyster
#

Probably wheel/damper physx config is not right

buoyant condor
#

yos

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i think

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wheel's config

jade tiger
#

it all looks about right, as i said, i had the same issue a long time ago, and my problem was that my vehicle class was working in itself, but the vehicle did not know what everything was, since it's parent class was not Car_F. i guess you checked that out since you worked with the sample config ?

buoyant condor
#

im inhereting it

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amd this is my model.cfg, but i doubt that this has any effect on it