#arma3_model

1 messages · Page 138 of 1

jade tiger
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well yes it does have an effect on it, as it seems like your model.cfg is not referring to your actual config.

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lemme show you

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thats from config

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and thats the top from the model.cfg

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and your model.cfg refers to class Car

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but your config to class PZD23_Welbike

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just a wild guess, but if in bulldozer your wheels are turning all correctly i am wrong

polar fiber
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model.cfg uses the .p3d filename, not the cfgvehicles classname

river kite
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what are the measurements of the A3 Charakter Model ?

woeful viper
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there is a character sample fbx you can open...

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arma 3 samples on steam (under tools)

steel pine
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hey there, can someone give me tips for good programs to make clothing for arma?

stuck oyster
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Do you have any experience about 3D modeling @steel pine

steel pine
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not for me. Have experienced guy with 3D. Just not in A3

stuck oyster
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modeling for A3 is like modeling for any game so no special programs are needed for the model side

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as long as the program can transfer weigthed selections

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Blender, 3DSMax, etc all good for that

steel pine
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ah. Ok! THX!

stuck oyster
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if your experienced guy has any other questions its most often best to come ask in person.

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this is a good channel for all arma models related

buoyant condor
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My saga with the bouncing motorcycle continues. At least i've narrowed it down to being probably a config issue

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I redid all of the wheels following the wiki and the example model. Same result just the bouncing is a bit more "symmetrical "

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tried also widening the wheel base by moving the wheels further apart, but no effect there aswell

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i'm wondering if it can be down to the mass taht i have set for the behicle since its very low

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like 37kg or somewhere areound there

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pn the other case if its a physX config issue where can it be, since the more i m looking at my config the less i can find XD

stuck oyster
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Have you adjusted the spring strength? What is the mass of the bike?

buoyant condor
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havent touched the sping strenght at all

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the bike is 73kg

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springStrength = 27250;

stuck oyster
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That is likely your issue

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You don't always use realistic values like that weight

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Arma physics are not that realistic

buoyant condor
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yeah i know

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but i didnt know that it had such direct effect

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on a side note

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how can i enable the free floating camera in buldozer

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kinda hard to look inside interiors and adjust things

stuck oyster
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F2

buoyant condor
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ty ❤

stuck oyster
stuck oyster
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also large object collision can work apparently

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very quick and dirty geometry setup but its a 400 meters long helicopter...

high stag
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Would adding more proxies make a model more optimized?

stuck oyster
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No. Proxies add drawcalls and may be good to use only if you are using same proxies a lot in different models.

rough idol
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@stuck oyster beware of fps drop due to PhysX simulation

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the larger object is, the larger area of potential physx collision is

stuck oyster
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its more of an gimmic vehicle

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but nice to have

rough idol
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with something that big, it might check for collisions in ~2km radius

stuck oyster
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uuh

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xD

rough idol
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tried something like that on livionia on some field and it was more or less okay

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but then I decided to move such object to forest area and fps tanked to 1 frame per few seconds 😄

stuck oyster
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Something like that on Livonia... 😄 Did it cast a large shadow on the fields? 😄

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But yeah remains to be seen how usable it can be.

hushed latch
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Hi all. Where I can found any tutorials about the head rigging?

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Anybody know?

stuck oyster
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you cant, there are none

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rigging a face is the same as riggig anything else though

cinder pivot
cinder pivot
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Also - what are the checklist things to tweak when a planes wheel is underground?

cinder pivot
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trying to fix this - https://i.imgur.com/qizpToF.png
driveOnComponent[] = {"Wheel_1","Wheel_2","Wheel_3_1","Wheel_3_2"};
I tried with newer physx and the whole thing sinks into the ground
If I raise it past the sticking point it levels out perfectly fine
any help would be appreciated thanks

flat flare
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did you set the mass

high stag
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driveoncomponents is only for airplanes

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doesnt apply to cars anymore

cinder pivot
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It is a plane, and yes it does have mass

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Tried old driveoncomponent, new physx method

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Same results

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If I move it up a bit it drives perfectly fine on the ground

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It just spawns in the ground

rough idol
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@high stag driveOnComponents is for all physX vehicles

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tanks are using that for their belly & cars can use that if they have low clearance

cinder pivot
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so does that define where it should contact the ground on?

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for this vehicle I have tried resetting mass
physx wheels
driveoncomponent wheels
physx lod with no wheels
physx lod with wheels
moving geometry
moving land contact

Nothing really seems to change the results and it always clips underground

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is there a way to reload model changes through dev/diag builds versus building it each time, that would save a bit of time I guess

bold flare
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yes, filePatching in diag binary

cinder pivot
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thanks, I will look into it

summer bronze
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hey guys, any way to stop people from going into fly/skydive mode when walking across static objects in the sky?

bold flare
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are there holes in the roadway lod?

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if you have transitions between multiple models, make sure that the roadway overlaps a bit

warm leaf
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How do I choose/change muzzle flash size? I've tried changing the proxy but don't understand how I'm supposed to know what the available options for muzzle flashes are

polar fiber
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You change the proxy yes, unless it's for a muzzle attachment, in which case it's defined in the config for that attachment

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Or you can make your own

warm leaf
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That makes sense, thanks - so, part 2 of the question is: How do I see what proxies are available to use as Muzzle flashes? I haven't found any way to divinate them from the config viewer yet, and the sample weapon model only has one example

polar fiber
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They're mostly all in P:\a3\data_f\proxies\muzzle_flash (assuming you have unpacked the game data to P:) can just pick one you like the look of

warm leaf
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ahhh okay, sorry, I didn't really understand how proxies were actually stored in the game then

polar fiber
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so long as buldozer is set to show proxy objects you should be able to see how it looks

warm leaf
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fantastic, that's exactly what I was after

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thanks so much da12th, if we could just collect every answer you have to a question like this we'd have the top-to-bottom mod-anything guide

summer bronze
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@bold flare does that include objects above 100m from terrain?

bold flare
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uh..

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yes

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I guess?

foggy finch
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if your character is walking on anything and traverses above that height and leaves the surface it will go into freefall anim,. that change happened after the fix for being stuck in freefall on terrain surface quite some time ago.

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so, no there is no way to fix it without BI doing things engine side as it happened when they implemented the on ground freefall fix

summer bronze
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hey um... BI, you uh... wanna change some engine... uh.... mechanics? 😃

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Maybe like above 100m, have to fall at certain velocity or a certain distance before going into free fall 😃

slate epoch
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wut

worldly belfry
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he’s trying to make a spaceship

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the engine has a hard coded freefall height of 100m

summer bronze
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like whenever we are on an object that is above 100m of the terrain and try to step onto another object, it throws us into free fall animation. I’ve been trying to find a way to make it so when going from one object to another that is over 100m in the sky, it doesnt throw me into the free fall animation. From what I’ve heard so far, this is not possible due to engine? I’d like to make objects up in the sky like for example a space station or crazy things like that that wont throw me into free fall when i go between objects

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also would like it so that if jumping down from object above 100m height it doesnt throw us into free fall animation.

worldly belfry
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this topic is probably more #arma3_scripting , you aren’t going to be able to work around it very well just through model edits

summer bronze
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I don’t know that much about how engine works but wouldnt this benefit from more “if then” statements?

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Thought it would have to do with objects at first

worldly belfry
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I don’t think there are any EH’s for the freefall behavior, I would just make your spaceship and have it under the 100m height. You could use a teleported to navigate around without actually being 100+m in the sky

woeful viper
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a workaround for that would be super hard to pull off.

summer bronze
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😦

stuck oyster
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needs magic

sudden chasm
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Can I animate hitpoints, and mem points to follow a door as it swings open?

white jay
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I wish I could post my models in here

stuck oyster
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@sudden chasm you should be able yes

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@white jay what do you mean? you can link pictures from imgur for example

white jay
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umm

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thats not gonna work for me

stuck oyster
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or any other image hosting site

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assuming your models are your own

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and if not then

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¯_(ツ)_/¯

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you can also send them to a friend and link the discord link here

median bough
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thats not gonna work for me```
lol, what?
cinder pivot
cinder pivot
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+ when in filepatching on dev my gear will not go down at all 🤔 no animations work

is there a way to make animations work with filepatching?

white jay
ionic obsidian
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If I was going to create a bunch of buildings what'd be the max amount of polys for each building would I be able to use before performance starts to drop?

tough knoll
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are there any strategic bomber mods out there?

noble shoal
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USAF Mod has a number but needs an update... please

stuck oyster
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@ionic obsidian what size buildings.

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Rule of thumb is always as few polices you can make it.

ionic obsidian
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as in fully detailed train stations and subway tunnels

median bough
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@noble shoal
Fuller (USAF mod) is on deployment atm iirc

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No update soon 😉

cosmic bay
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Hi all, since last time we spoke I was able to solve a lot of my problems. Now I m trying to finish set up weapon system for my A29 with custom p3ds does anyone have an example they cold provide. I m having problem understand where to place my model, in weapons or magazines? It is the p3d of bomb and missiles .

polar fiber
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missiles/bombs are defined in the cfgammo shape and proxyshape

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the pylon/pod that the rocket/missile/bomb is launched from, is in cfgmagazines model

cosmic bay
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hey @polar fiber how are you? long time, anyways so I see what you are saying. But i m a visual learner. Do you have an example of a config, that I could take a look. like what would be the command to call this p3d. proxyshape= model.p3d?

polar fiber
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You don't have an Arma 3 Config dump?

cosmic bay
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ahahah, what dont even know what that is! config dumb?

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any help would be nice! i get all confused when dealing with config and logic. 😄

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btw guys thx for all the help!

white jay
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yo i need some help with this model

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im trying to do the points for the memory lod in object builder

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but the points wont make the point things

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the box where the selection should appear the point isnt appearing

median bough
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you know that mem points must be on their own "layer"/"LOD"?

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@white jay

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oh, in i truly hope you will have more than just LOD1

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take a look at the sample model

white jay
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the thing that im reading is trying to make another memory lod type thing

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it aint working chief 😦

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this is the first time ive tried a weapon, so like im going in with the wiki and a few video tutorials

noble shoal
white jay
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They all have the memory lod there and it turns yellow when selected

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it just doesnt do that with mine

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if its supposed to

white jay
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am I able to do the memory points in blender?

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@noble shoal

noble shoal
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Not as far as I know, but I am a n00b to models

white jay
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its saying arma toolbox is good for doing o2 shit in blender

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might give it a sho

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shot*

stuck oyster
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You can do it in blender too yes.

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Memory lod having the yellow background needs you to enable the show background lod in OB settings.

olive quiver
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hey guys, anyone able to help me out with bulldozer in OB? i remember there being a trick to getting it to work but ive long since forgotten

stuck oyster
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Setting up tools and dev environment with PMCwiki guides usually guarantees buldozer works in OB

stuck oyster
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@olive quiver pls keep questions on one channel.

open folio
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Just got done working on a new helicopter. I spawn it with AFM and the helicopter basically floats a good 10 meters off the ground. I’m ASSUMING this is because I don’t have a rotor_center and RTD_center memory point in my model? Im@not home but I’m just double checking. Thanks!

olive quiver
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Sorry, just figured I'd get some help, here will continue in questions channel

slate moon
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Question about the UH-60 in the RHS NATO stuff...

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I noticed that the landing spotlight on the nose is pointed down at like a 60` angle

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well, you can't actually see the light on the ground at any point in landing from the cockpit. IRL you can thumb hat that thing around. I think the model just has it pointed poorly.

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Is there a client side adjustment that I could make to the model?

noble shoal
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Best report it to the RHS devs...

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Nope

slate moon
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well, I ask in here because I'm curious how lights are aimed on models

noble shoal
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That's a good question

slate moon
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that isn't the only helo that is weird

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UH1 light is literally straight down

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A super cool mod would be adding aimable spotlights to vehicles, assuming that doesn't exist

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basically, stuff like the Little Bird that has an aimable turret, link the searchlight to the same and then pilots could slew the light around where they want. But I'm dreaming again.

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Hrm... ghosthawk is just as bad as the RHS stuff. Sigh

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Littlebird light gets the job done well tho

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Oh... check this out

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this ARMA 2 chopper DID have aimable searchlight

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so you CAN indeed do it... somehow

noble shoal
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I seem to remember a car with a movable searchlight, but for the life of me I cannot remember which mod it was in

slate moon
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huh... the Wildcat chopper from vanilla HAS a working searchlight actually

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color me shocked

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copilot aims it like aiming the Blackfoot cannon

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also, unlike every other chopper (I just tested every one in nato at least) the landing lights actually illuminate in front of the dashboard on the ground. Shocking.

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This is my go-to night ops chopper suddenly

noble shoal
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So... you could look at what the config for that helo is... then you could produce a mod with just a config.bin that requires the addon that has the helo you want to do that for... So long as it's just a config.bin change in your own custom mod (assuming that that is all that is needed) then you are golden

open folio
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I believe the CUP KamAZ has the working searchlight

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Let me look

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Nevermind it is the RHS gaz-66 with the working searchlight

noble shoal
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I knew I'd seen one. Cheers

open folio
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Let me know if you get anything working!

noble shoal
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If the movable searchlight is scripted you would have to ask RHS whether you could use it ofc

open folio
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Oh I won’t be using it if that’s what you thought, I have my own.

woeful viper
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animated searchlight is done via animations (duh) - you cant change them as third party. Only RHS team can adjust their animations

prisma oriole
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For some reason, setObjectTexture does not work on the model, although I have configured everything:
3 lods minimum - resolution,roadway and geometry
Added texture. Created selection on the model and in the model.cfg marked it by all the rules, but in the game texture change does not work( getObjectTexture does not return an empty array, so selections are present on the model and everything should work). In the config hiddenSelections and hiddenSelectionsTextures are also added. What could be the problem?

stuck oyster
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Model. Cfg classname the same as P3d?

formal eagle
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the hellcat has an aimable searchlight

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i assume it's just a script which attaches a light to the camera view position and view direction

bright echo
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no it's inengine light

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in the same way headlights are

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if you add a reflector to a turret it gets the same thing

woeful viper
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you can add a reflector light by config. you cant animate (move) the light by config. Unless the animations and mempoints already exist

bright echo
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yeah - it needs a memorypoint that's slaved to the turret in the skeleton

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if you want it to rotate anyway

prisma oriole
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@stuck oyster Yes same, but without .p3d at the end. If I understood everything correctly, then in model.cfg it should look like the model name, but without the extension.

stuck oyster
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Yes that would be correct. Are all caps same?

haughty lintel
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Caps?

stuck oyster
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Letter case. Are all BIG and small letter same, ClassName vs pd3name .

prisma oriole
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All names comply with the rules. I thought for a second that the problem might be due to the lack of materials, but after adding again nothing has changed. Judging by the command getObjectTexture applied my values, but visually nothing.

stuck oyster
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Are you sure the verticles/faces are selected?

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In the selection that is

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And it's not just empty

prisma oriole
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When I select the desired selection, a piece of the model is highlighted, so it turns out that everything is marked.

stuck oyster
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What kind of object is it?

prisma oriole
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I'm testing textures on my cube object

stuck oyster
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Does the texture show up in OB buldozer if you assign it to the object?

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Is the cube unwrapped?

prisma oriole
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The default texture is displayed. UV works. Not working only change the texture in the game.

stuck oyster
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what do you use to pack the mod?

prisma oriole
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Addon builder

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with binarization enabled

stuck oyster
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Id recommend you try pboProject. It has in build error checks. Addon Builder lets just about anuthing through

fervent steppe
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i second that^

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i believe it was renamed to CrapOn Builder

polar gyro
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guys do you know why the objects i make won't appear at zeus? i can only see them in eden editor but not zeus.

stuck oyster
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you may not have configurd them to show up in zeus

median bough
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@polar gyro
make sure you have filled
units[] = {"TAG_MyClassName1","TAG_MyClassName2"};
in your cfgPatches

polar gyro
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thanks.

formal vapor
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What was the biggest you could make a model? Geo and resolution? Roadway doesn't matter much

woeful viper
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max limit is also terrain dependant

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no limit on reslod but it could behave funky (dissapear from view even though its should clearly be seen) possibly

elder fern
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Hello

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So at one time, the us army was considering a almost 100 ton ifv

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I forget the exact name

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But I want to take that concept and turn it into a super heavy ifv and tank for NATO forces, in game lore it would be what america is using instead of the Israel vehicles that presumably the rest of nato uses

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In 2035

stuck oyster
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@formal vapor 50 meters is very safe, 70-75 migth should be ok-ish

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above that might or might not work

woeful viper
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@elder fern i'll allow it

formal vapor
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@stuck oyster Thanks! I'm just barely above 50 meters with this model lol I was sweating bullets for a second

sudden chasm
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So I am having an issue where I can not get the windows on my building to break with anything less than a tank round. The other buildings i have modeled are fine. I think it has to do with how small I have modeled the windows.

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Does anyone know if there is a rule regarding how many hitpoints there can be for a window and how large/small the fire geo for the window can be?

stuck oyster
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what firegeome material you have for them?

sudden chasm
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glass_plate

woeful viper
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solution: make your window firegeo thicker - 20-30mm, or use hitpointComponent for them in config (assuming that works for buildings)

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sub 10mm is very bad - A3 system is not suited for this.

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not sure if there is a hitpoint limit, but there is a bone limit, which is lower for buildings than for vehicles

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if you have too many your window wont hide at all

bold flare
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!purgeban @candid field 7d spamming, crossposting

high scarabBOT
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*fires them railguns at @candid field* Ò_Ó

bold flare
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After clicking through 5 channels and seeing a message from the same guy with the same topic...

clever ibex
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hello all so im in blender atm im trying to scale an object size down. I do that in blender by hitting S and i made it 0.7 smaller but when i export into obj builder it still is the same larger original size as if the scale function in blender didnt do anything to the object anyone know as to why that may be happening?

polar fiber
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Need to apply transforms and scaling before exporting

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The bit down at Apply Object Transformations

clever ibex
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ok thx so hotkey control A could actually do it i guess right?

polar fiber
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I dunno, I use Maya instead. But I know people have had all sorts of distorted models in OB from blender because they didn't apply xform

clever ibex
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gotcha and yea that did it actually so anytime u change the scale rotation or location of object u have to go through that menu is what im assuming

solemn mason
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hello gentlemen . I have a question. So im wanting to get a few structural models from 3dwarehouse however, my issue is that I cannot seem to find/hire anyone to assist with importing the model into arma. My only realistic chance to get some of the things I want , is by doing it myself. Is there any good helpful tutorial out there that I can watch ?

foggy finch
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I dont think there is anything that would qualifty as a good video guide for buildings that I have seen,. if you download the arma 3 samples on steam there is a test house there, where you can see how each LOD is setup and UV's for Multi-Material RVMAT's as well as all the config examples you'd require.

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there's a bunch of 3D Suites that are either open-source or offer educational licences (strictly non-commercial - good enough for Arma licencing model) and there are countless video guides on creating game-ready assets if your willing to self-teach yourself 3D modelling.

formal vapor
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is a model that's 281,031 polygons bad???

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I mean, it can't be that bad, right?

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nervously shakes while packing pbo

stuck oyster
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it is... lets say unusual

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aaand if its a big object then it could be justified

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it its something tiny like sunglasses then its too much

formal vapor
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It's the frigate for Nassau 1715

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the rigging and hull were separate but we should combine them

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My computer didn't explode so I think we're fine

stuck oyster
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😄

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it can be considered a big ass "hero" object

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so it should be fine

summer bronze
river kite
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is there some kind of tutorial how to do the weighting for cloth ?

summer bronze
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yes on youtube

summer bronze
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Anyone know how to fix that bulldozer issue in object builder tho??

polar fiber
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I only ever get it if I am not running steam when I open Object Builder, and sometimes if I launch Object Builder from the Tools widget instead of a shortcut, or opening it by clicking the .p3d I want to edit

summer bronze
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So open from folder?

polar fiber
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Yeah I either use a taskbar shortcut to the .exe or open .p3ds from my P:\ drive

white jay
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METRO_Silenced_Revolver.p3d Generic error or premature EOF

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Any idea with what went wrong with the model

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The code seems to fine from what I can see

novel cradle
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hi, who knows how to get Silvador Rapid Tree Generator ? and if its use is compatible with arma 3

woeful viper
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i suppose you could contact one of the bisim guys

tulip beacon
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@novel cradle Compatible but requires certain postprocessing. And it's costly.

stuck oyster
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Something along 5000$-10000$ a year. Its not a magical solution to make good trees, for good trees you need a proper modeler with experience in making them

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@novel cradle you may want to think again about the scope of your project if vanilla trees are not enough

tulip beacon
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@stuck oyster is it subscription based now? o_O

stuck oyster
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dunno. been a while since I heard a quote last time

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everything from BiSim is subscribed as far as I know

tulip beacon
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Last thing i know once you bought something only support were subscription based

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Maybe it's different now

woven osprey
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Hello i have a problem somethimes arma doesnt load Proxys ... do i need have to add any specific proberty ?

ionic coral
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why i do a model and airplane can pass throught it

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and car too

woeful viper
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model not valid

junior saddle
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Hey ppl! I'm putting this here because it has to do with model animations, but it also seems to affect actual performance of helicopters. I noticed myhelicopter rotors were not tilting to the left as hard as they are tilting to the right

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Taking off, it's the same for how it behaves. I can topple my heli over on its right side, but not on its left.

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For gits and shiggles I looked at the Orca and Humming Bird to see if they are also doing this, and the result was YES. It's not quite as obvious on A3 helis, which is why I think it may have gone unnoticed all this time, but it is still happening.

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I considered making the animation range bigger on the left side, but that would only change the aesthetics of it. The difference in R/L performance would still be present. And this is all using the Standard Flight Model.

ionic coral
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@woeful viper its a box how can be not valid

woeful viper
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collision not valid

ionic coral
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what collision

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geometry?

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Geometry phys?

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its just a box

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i do another objects and works perfectly

junior saddle
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you probably didn't component convex hull your geom box

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or if you did, then the sides went concave and made holes

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using "just a box" is 50/50 chance that it goes convex

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I would add a center point to each face, and pull that out a little bit just to make certain you've got a sure shot convexity

ionic coral
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i will conver full again and try it

ionic coral
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its work

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thanks

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i convex before, but i don't know how works now

woven osprey
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Hello i have a problem somethimes arma doesnt load Proxys ... do i need have to add any specific proberty ?

novel cradle
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the first wall of my object is invisible on bulldozer, an idea ?

strong plaza
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looks like your entire mode has the faces reversed

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select the whole model (crtl+a) and press W

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if it's not the whole model, just select the faces that's reversed

stuck oyster
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@novel cradle what program you work with?

novel cradle
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blender

stuck oyster
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turn on backface culling in viewport so you see wrong sided faces in there

#

and when you export always apply scale and rotation of the model

woven osprey
#

Hello i have a problem somethimes arma doesnt load Proxys ... do i need have to add any specific proberty ? but nice that no one want to help me 😦

woeful viper
#

you are fishy, thats why

junior saddle
#

@woven osprey don't take offense to it. I think it's just afk season. It might help your case if you're more descriptive with your problem, especially since there are many kinds of proxies.

woven osprey
#

@junior saddle this is my problem

#

but the proxys are loaded

#

no error in the log

#

what is the problems with the proxys

#

@woeful viper a Shark 😃

junior saddle
#

That's a lot of proxification, if you ask me

#

I assume it's meant for fast/easy customization

#

do you have access to the proxy models, too?

woeful viper
#

no you are not fishy because shark... you are fishy because ripped content...

woven osprey
#

@junior saddle yes i have

fading light
#

@white jay hey mate just a heads up ,you're not allowed to cross Post .

lusty ginkgo
#

So, what loddensitycoef value would be the same as not having it at all?

#

I want to make it so a model switches LOD's only a small amount later than it normally would

bold flare
#

loddensitycoef is auto calculated based on complexity I think

#

so... Answer is: depends on your model

rough idol
#

as name suggest it's a coef

#

so setting it to 1 would do nothing

warm leaf
#

What's better for performance - a single p3d with some variations (e.g. camo scrim, foliage) hidden via hiddenSelections or a separate p3d for each variation? Thinking for helmets in particular, but generally applicable to weapons and uniforms too.

I suppose the question at its core is - does having parts of a model hidden via hiddenSelections add to the overall performance load of that model as opposed to loading a p3d without them?

bold flare
#

the hidden part of the model, needs to be checked for "is part hidden" everytime

#

also hiding a section, means making a sections. And more sections in general are slower

warm leaf
#

right, makes sense

solemn mason
#

Hey guys a friend of mine made 2 house models (well he imported it from 3dwarehouse). Hes been gone for the last few weeks so i have no means to contact him regarding an issue i have with the models so figure ill ask you guys and try to fix the issue myself. Basically if i place the house down in the editor, objectplacement or xcam , it works just fine. however after importing the object into terrain builder , the doors seem to stop working (opening/closing) any idea what a complete utter noob (me) can do to fix it?

stuck oyster
#

Needs land_ prefix on the cfgVehicles classname.

solemn mason
#

So under cfgVehicles i just add a “land_prefix” ? Correct?

wise heart
#

Got a slight issue. I used a concrete decal on my terrain in large areas in place of a concrete surface (looked better). I then used a road LOD in order to give it a surface sound when walking on it as well as get rid of clutter. Only issue I am having is random surface sound changes when walking on the concrete. As if the model isn't quite big enough when connected with another decal, and the gap between is allowing the surface underneath to get through. The actual decal texture is plenty big, however. Any advice?

stuck oyster
#

what are the decals dimensions?

#

in meters

lusty ginkgo
#

I wouldn't recommend having surface decals that have their own roadway LOD. It has always produced weird results for me as far as the sound and impact goes. The only thing I have been able to get to work is custom clutter cutter objects that are just roadway LOD's

wise heart
#

10 cell by 10 cells is what I set in OB

stuck oyster
#

the size should be well within the limits of roadway size. perhaps you should make it bigger than the actual decal.

#

I see no reason why it would behave different from a separate clutter cutter object

vital inlet
#

Hello all, does anyone happen to have made a Marvelous Designer avatar for the A3 character yet?

wise heart
#

@stuck oyster What do you mean by make it bigger then the actual decal?

#

Texture of the decal is 2k

stuck oyster
#

bigger than the resolution lod of the decal

#

do you have a texture on the roadway lod?

vast plinth
#

Can you modding guys explain this to me?
I have a model of a vehicle i would like ingame.
Is it hard work to make it functional? i mean isnt the modelling the worst part?

stuck oyster
#

if you dont know at all what you need to do it can be difficult in the beginning

#

there are a lot of parts that need to match together both in the configs and in thé model

vast plinth
#

i have no idea, i would like to learn to make addons but it seems it is one big jungle finding a tutorial.
And when i find one to follow it is not working even though i do exactly as in the tutorial.
Getting a simple cube into the game seems impossible.

stuck oyster
#

so theres the Arma 3 samples on steam that provide exampels for almost all types of objects you can put in to the game

#

thats a good starting point

#

then the El_Tyranos tutorial series on youtube might be helpful

#

and then there is the BI forums where a lot of basic questions are answered and lot of info is in the pinned messages

#

and also the arma wiki has some more in depth topics

vast plinth
#

Yeah ive been there, but getting the blender addons to import p3d also seems broken.
Maybe you have a link to a working blender addon?
Ill check EL_Tyranos out.

stuck oyster
#

its in the FHQ_toolbox BI forum topic.

#

and you cant open just any p3d

#

the ones packed in game are binarized which makes them locked

#

you need original p3ds like the ones in the samples to be able to open them

vast plinth
#

Ill take a look at it. Thank you, sorry for bothering with my noob frustration 😄

stuck oyster
#

we all start from somewhere

#

It will take some time and effort to start putting things together in working order

#

but it gets easier

#

at least after few years 😄

vast plinth
#

i do understand im not going to make a functioning vehicle on day 1, but not being able to gain the success experience of creating a fucking cube is frustrating 😄

stuck oyster
#

also PMC wiki has steps to setup the tools and development environment in pretty much foolproof way.

#

And when you get to configs and packing the addon I would suggest using Mikeros pboProject to pack your things into game (PMC steps point to mikeros toolsets free version which is enough for most stuff)

#

it offers excellent error checking

wise heart
#

I don't think I do have a texture, but then again not sure. It's been 6 months since I made these and I certainly was not proficient at OB then nor am I now lol

#

@stuck oyster The texture for the road lod is a3\data_f\surfaces\surf_roadconcrete_co.paa

stuck oyster
#

whats the size of your terrain?

wise heart
#

sorry, 10,240 by 10,240

stuck oyster
#

how about other mapframe parameters

wise heart
stuck oyster
#

hmm those all look quite normal.

wise heart
#

should I resize that texture I linked above?

#

the surface one

stuck oyster
#

no it covers the whole roadway

#

should work out of the box

wise heart
#

I guess I'll just have to deal with it

#

hmm

stuck oyster
#

you could try make a smaller version of it and see if the same happens with it

fading light
#

I've got a bit of a weird question . I have made a unit which I've cut the legs off at the knees . I have changed the geometry, hit points ,memory points to match the unit and deleted all other lods but kept land contact . The problem is when I start the game he's still standing there like he's got all his legs and won't fall down to his knees . Any ideas would be great thanks

polar fiber
#

Yeah no that’s not going to work without making a new animation set

fading light
#

So its the animation that keeps them up, I never would have guessed .thanks for the help .ill just make a script to keep him down

eternal bloom
#

it's not the animation

#

a unit is not a standing ragdoll

#

it won't fall because you remove a leg from the model

fading light
#

Ok thanks . I Spent 3 hours trying to get the unit to fall to his knees lol . I like to put the effort in first to try and find out how to do things and then if I'm stuck ill ask. so Thanks again for the help I really appreciate it

eternal bloom
#

but as da12thMonkey said, if you want to see it fall, you could create an animation

#

if you want it to move in a way that is not in arma, you'll have to make a complete set of animations

fading light
#

It's not a major problem I'll just script something . The unit is for my horror mod and for my cannibal tribal mod that I'm currently working on .

stuck oyster
#

just make it always move in prone

muted dove
#

I have a few models that are solid, however AI can see and attempt to shoot a player on the other side, in reality they cannot see the player. Any ideas of fixing something like this, or improving it?

stuck oyster
#

proper geometry lod is needed

#

and view geometry lod

muted dove
#

Ah more LODs 😏

stuck oyster
#

Arma 3 Samples are good place to look

muted dove
#

👍 Cheers mate

runic quail
#

Soundguy here,

I'm currently digging into blender and animations/static poses for ArmA, using HopeJohnson's rig as most likely every blender user.
The rig doesn't show any rifle, just a pistol in hand. Do I have to import a rifle as a reference myself or am I overlooking something?

woeful viper
#

there should be a bone for the primary weapon - you import any rifle and make it child of that bone -> it should move witht it

runic quail
#

@woeful viper Thanks for the swift answer!
And let me guess, just having the p3d at hand isn't enough and I have to ask our weapon guys to send me the models in another format?

#

Ohh wait... thanks A3Toolbox!

woeful viper
#

yeah. That or fbx export from OB (though thats less convenient)

runic quail
#

@woeful viper The A3Toolbox adds a p3d option for importing but it doesn't work. So I'll go the other route - thanks!

#

Ahh because they are binarized, got it

woeful viper
#

Remember that the bone is equal to the proxy triangle for the weapon in a character p3d. So if you import a weapon, don't use the model center, but the 0 coordinate position

runic quail
#

@woeful viper thanks for the tip!

stuck oyster
#

@runic quail never heard of that rig. Used Macsers armarig myself

#

The weapon bone needs to be renamed to all lower caps case though

polar fiber
#

all low caps You mean lower case?

#

ʟᴏᴡ ᴄᴀᴘꜱ is something else

stuck oyster
#

That.

atomic path
#

has anyone encountered this issue?

#

the lightning on static asset changes dirastaically when object is rotated

#

it's multimaterial

stuck oyster
#

Does it have shadowlod/what sbsource does it use. Does it have custom vertexnormals?

atomic path
#

yeah, it has shadow

#

here's the multimat

#

duno what's vertexnormals tbh

formal barn
#

I made some roads, is there a way to define what type of roads they are, like runways, main roads, etc.

slate moon
woeful viper
late root
#

so for some reason oxygen/object builder decided it doesnt want to move my steering wheel anymore. I also cant select it in the viewport, i have to select in by selections or CTRA-A. Did I somehow freeze the mesh?

https://gyazo.com/ee76609b6c9f65091b15446c4b7c2c3c

#

Also doing CTRL+Shift+L to unlock doesnt seem to have any effect

#

Copying the mesh from one Object builder to another object builder session also appears to have no affect

cosmic bay
#

Hi all, quick quesiton. I just made a house, I m using the arma 3 sample and the house show under structure / villa . how can I change that

#

I want it to show under "Structure (BOPE)" and subcategory "Favela"

#

I guess i need to create these classes?

bleak tangle
cosmic bay
#

Thx, bro

bright echo
#

is there a way to center a model in object builder? IE you have a proxy setup at the center of where you want the model to be

stuck oyster
#

dont do it in OB

#

or well at least without preparation

#

if you create a large box thats center is where you want the center of the model to be and copy that into all lods you can use the centerAll tool thingy

#

as long as the box covers everything

#

and is in all lods

bright echo
#

ahah there it is

#

its funny i was going through every menu before I asked, and now that you mention it it's immediately there

polar fiber
#

You can create a vertex A, move it to the desired grid position with the vertex properties window. Then make vertex B at your model’s centre and snap B to A while the model is selected. You simply open the pin tool and hold right-click drag B to A

bright echo
#

cool ty, now I need to work out why buldozer when using the arma3.exe instead of from the P drive means the textures dont render

quick terrace
#

arma3.exe is buldozer

bright echo
#

yeah I mean that I was using P:\Buldozer.exe, and then mikeros p drive tools deleted it so I swapped to using my regular installs exe, I worked it out I had to change the texture path in object builders option to point to P:\ it was probably defaulting to the exe location

quick terrace
#

in any case, default OB external viewer is
P:\buldozer.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg

stuck oyster
#

@bright echo noooooooo

#

dont mix stuff

#

fix your setup

#

🙈 🙈 🙈 🙈 🙈

bright echo
#

mix stuff?

stuck oyster
#

mikeros setup does that for a reason

#

dont mix mikeros setup and buldozer exe on P drive

bright echo
#

I didnt

stuck oyster
#

oh ok

bright echo
#

mikeros setup deleted the buldozer exe, so I had to tell object builder to use arma.exe

stuck oyster
#

read you wrong xD

#

yes

bright echo
#

in my steam directory

stuck oyster
#

👍

stuck oyster
#

ok so in Object Builder you have to setup the path to textures prefix as P:\ if you dont have it by default

#

sometihmes the settings dont work properly after install

bright echo
#

yeah that was my issue - my install is old as hell so it probably broke cuz of that

stuck oyster
#

😵 yah my bad, read your message wrong twice xD

late root
#

Anyone have an idea what may cause this issue

rough idol
#

you cannot hide physx wheels

#

you can only change their damping params depending on damage

late root
#

How are vehicles like the hemmt and hunter reacting like they have a blown tire then?

polar fiber
#

Animations that lift the dampers when the wheels are taking damage

late root
#

is this handled in class Wheels in the config.cpp or in the model.cfg which has all the class wheel_1_2_destruct:wheel_1_1_destruct {source="HitLBWheel";selection="wheel_1_2_hide";};

polar fiber
#

Sample car has them wheel_1_1_Damage wheel_1_1_Damper_Damage_BackAnim etc.

late root
#
            class wheel_1_2_Damper_Damage_BackAnim:wheel_1_1_Damper_Damage_BackAnim {source="HitLBWheel";selection="wheel_1_2_damper";};```
#

So looking at that i need more of an offset1 ?

polar fiber
#

Perhaps, or your selections are overlapping again and the anim is not working

late root
#

possibly

#

Let me set this to something stupid and see what happens

rough idol
#

@polar fiber dampers are no longer working

#
        wheelDestroyRadiusCoef = 0.58;
        wheelDamageThreshold = 0.025;
        wheelDamageRadiusCoef = 0.75;```
polar fiber
#

Oh good, because setting those up was an absolute bag of balls in A2

late root
#

So those three commands are no longer being used above?

        wheelDamageThreshold = 0.025;
        wheelDamageRadiusCoef = 0.75;```
#

Or they are replacements for something else?

polar fiber
#

The physX commands above are replacing the damper backanims

late root
#

My config currently just has wheelDamageThreshold = 1; wheelDestroyThreshold = 1; wheelDamageRadiusCoef = 1; wheelDestroyRadiusCoef = 1;

polar fiber
#

So those values should be a percentage of the tyre's size

late root
#

Okay, altering values and testing now

#

Thank you for the help so far the past two days

#

Is there any documentation on the commands above? I cant find what each one is actually doing

polar fiber
#

They seem quite self-explanatory from the name I though?

late root
#

My main thing im trying to figure out what is the difference between threshold and radius coef

polar fiber
#

Threshold is the "percentage" of damage. 0 being undamaged, 1 being 100% damaged

#

Radius params would be a scale factor of the wheel's original radius

late root
#

i see

#

okay thank you again

late root
#

Still running into semi the same issue
https://gyazo.com/b61837c45d84c8db3e0c8c6474bc6588

Doublechecked named selections to confirm they do match all my wheel. Double checked them against the hemtt. Everything is listed how it should be. Can anything else effect whats going on besides the params above?

flat flare
#

currently trying to make a lamp post with 2 light sources, however when I load it in game the two light sources are at the center of the model unless I shoot one of them out, then the other will work as it should

#

anyone have an idea what could be causing this?

rough idol
#

@late root what values are you using?

#

could you also show geo phyx lod ?

stuck oyster
#

@flat flare are your memorypoints for those lights set up correctly?

flat flare
#

they should be as I copied the sample light post

#

they have the right selection names

#

and this is my config

#

its weird that it sets the actual light position once I shoot one out

polar fiber
#

Probably aggregateReflectors coming in to play

#

Strictly speaking you should use aggregated reflectors as much as possible, because Arma has limits on the number of light sources in the scene and will cull extra ones

#

Having 2 sources for every lamp will make them get culled twice as often as the same object where the lights are aggregated

late root
#

@rough idol I believe it has to due with the land contact points not animating high enough. I will get you the info when I'm back at my pc

rough idol
#

nah

#

it's more likely something wrong with values you are using in cfg

stuck oyster
#

what damage coef values did you use?

late root
rough idol
#

wheelDestroyThreshold where did you get that from?

#

try using 0.99 value

late root
#

Trying now

#

Same results

rough idol
#

and where did you put those parameters?

late root
#

the base class of the vehicle

#
    {
                  wheelDamageThreshold = 0.025;
        wheelDestroyThreshold = 0.99;
        wheelDamageRadiusCoef = 0.6;
        wheelDestroyRadiusCoef = 0.0001;
        driverLeftHandAnimName = "drivewheel";
        driverRightHandAnimName = "drivewheel";
        driverAction = "driver_mid01";
};
rough idol
#

@late root and what values do you have in dampingRateDestroyed in wheel cfg?

late root
#
        {
            class L1
            {
                side = "left";
                suspTravelDirection[] = {-0.125,-1,0};
                boneName = "wheel_1_1_damper";
                steering = 1;
                center = "wheel_1_1_axis";
                boundary = "wheel_1_1_bound";
                width = "0.4";
                mass = 80;
                MOI = 40;
                dampingRate = 0.1;
                dampingRateDamaged = 1.0;
                dampingRateDestroyed = 1000.0;
                maxBrakeTorque = 10000;
                maxHandBrakeTorque = 0;
                suspForceAppPointOffset = "wheel_1_1_axis";
                tireForceAppPointOffset = "wheel_1_1_axis";
                maxCompression = 0.115;
                maxDroop = 0.115;
                sprungMass = -1;
                springStrength = 80000;
                springDamperRate = 18000;
                longitudinalStiffnessPerUnitGravity = 10000;
                latStiffX = 25;
                latStiffY = 180;
                frictionVsSlipGraph[] = {{0,1},{0.5,1},{1,1}};
            };
rough idol
#

@late root if you don't mind, could you send me pbo? I would quickly check that with some internal diags

late root
#

Sure thing

#

Pbo or project files @rough idol ?

rough idol
#

pbo

late root
#

zipping now will PM it

#

Sent

rough idol
#

ah

#

destroy = when vehicle is destroyed
damaged = when wheel hitpoint is destroyed

#

@late root

#

so you want to adjust wheelDamageRadiusCoef

late root
#

oh

#

thats a bit misleading

rough idol
#

wheel, it's consistent with i.e. damage triplets 😛

late root
#

okay changing it now to something stupid and seeing what results i get

rough idol
#

or wait

late root
#

waiting

rough idol
#

it's actually working as intended

#

meaning it's switching to either damage or destroyed type depending on
wheelDamageThreshold
wheelDestroyThreshold & hitpoint damage

#

thing is, that you are hiding wheel when damage reaches 0.01

#

as I mentioned before, model.cfg wheels hiding is completely disconnected to simulation

late root
#

My current wheels in model.cfg is from the car sample

rough idol
#

can you show your model.cfg?

late root
#

Sure

rough idol
#
            class wheel_1_1_destruct
            {
                type="hide";
                selection="wheel_1_1_hide";
                source="HitLFWheel";
                minValue = 0; // upravit na 0.99
                maxValue = 1; // upravit na 1.0
                hidevalue = 0.1;
            };```
#

change hideValue to 1

#

or 0.99

late root
#

doing so now

#

Testing now

#

Appears to be getting there, not sure what is going on with the rear of the vehicle stopping.

rough idol
#

perhaps hitpoints are setup wrong?

woeful viper
#

is the vehicle front heavy?

late root
#

Even weighting

rough idol
#

I noticed that it i.e. destroying middile wheel was removing last wheel

#

going out for a bit so try checking hitpoints for example

woeful viper
#

geo lod seems really complex to me, but thats not it obviously

late root
#

its amost like something on the back end is pushuing up on the damper

woeful viper
#

try arma3diag.exe with suspension mode enabled

late root
#

Thats devbranch isnt it?

woeful viper
#

yes

#

or EPEVehicle mode and then put it on a building, then destroy wheels. It shows the contact points on geometry (but not on land)

late root
#

ill have to upgrade

#

Give me a bit to download it

stuck oyster
#

@late root you just need the latest diag exe

#

no need for second install

#

or change of branches

late root
#

I dont think i had it, its fine only a 80mb download

stuck oyster
#

alright

#

and yeah the diag exe comes with the dev branch

late root
#

But in the future, should i just keep this diag

#

in a different folder somewhere

stuck oyster
#

I keep mine just in there with the default install

late root
#

Okay ill be sure to do that

#

Launching through diag now.

flat flare
#

@polar fiber yep you were right, taking out one of the reflectors in the config made it work fine. Guess I just have to play around with it and try and get both working

rough idol
#

@late root it seems you have eight wheels configured where vehicle is 6 wheels

#

those 2 extra vehicles are holding your vehicles and cannot be destroyed due to missing hitpoints

stuck oyster
#

ooh magich wheels

late root
#
  • face palm -
woeful viper
#

i mean... 6 wheels to drive and 2 spare, right? 😄

noble shoal
#

You don't... unless you have explicit permission from the GTA V IP owners 🤦

#

I mean, really?

#

Uh, we have a bit of history here where people steal other people's IP and ask for help doing so (and you have posted two messages in this discord and the first was your question)... Your question was not "I made some vehicles, for which I am the IP owner for GTAV and I want some help porting them to ARMA 3"... It was "Any vehicle devs in here that know how to convert from GTA V to Arma 3?" which raised suspicions... based on a long, long history of IP violations... So did you make the cars? Post pics of the models...

#

Ah... well, there is another mistake... the person who ports to ARMA3 cannot legally be paid... and you raise new flags... So you have some vics you want ported for a Life server don't you... 🤦

#

Funniest thing is that the top google search for "gtav ripped models" has a description of "Is their any over way to rip the models from GTA with out using ZModeler"

#

So, again, send pics of your models...

#

Hello?

#

Guess he's happy... someone probably PMed him

#

From ANZUS Life...

subtle timber
#

When I import a uniform the textures turn out all funky

bold flare
#

!purgeban @white jay 0 model ripping

high scarabBOT
#

*fires them railguns at @cerulean orbit* Ò_Ó

bold flare
#

Illegal mod reuploads to workshop too, nice

tired forum
#

Hey guys probably a dumb question but how to I get the emergency lights on police and ems vehicles to show reflection on the vehicle and the ground

quick terrace
#

you make you own vehicles...

bright echo
#

I'm having an odd issue after I binarize a model and preview it ingame. everything looks and works correct in buldozer but after binarization it acts like the axis/memory points are being ignored

#

strangely I have another model that uses the same skeleton and memorypoint setup and it doesnt have this problem

bright echo
#

found the problem... autocenter strikes again

stuck oyster
#

Autocenter is our bestestest friend.

flat flare
#

Whats the best way to configure a gun to use different magazine models?

#

Currently trying to use a 30rnd mag and a 16rnd mag in a gun and I would use a magazine proxy but it looks like the small mag would always be out of place

#

and if it uses the magazine axis to place it, will it not still be out of place since my 16rnd model is smaller?

stuck oyster
#

@manic arrow nope. @flat flare the magazine proxy has to be placed so that both magazines align properly. So their topside is at the same position.

flat flare
#

Ah that makes sense thanks I’ll mess around with to

#

It

polar fiber
river kite
#

is there maybe some A3 Charakter Model for Marvelous Designer ?

stuck oyster
#

not public released

flat flare
#

ty @polar fiber

river kite
#

feelsbadman that its not public released :/

stuck oyster
#

I mean I have not seen any.

#

I dont personally use MD, but Id suppose you could just import the Arma sample character into it?

river kite
#

yeah that works, but then u dont have the garment points

stuck oyster
#

you probably just have to make them

#

MD is pretty pricey software so not many hobbyist have it

#

so not much stuff for it

river kite
#

yeah, just having the 30day trial version atm

steel vector
#

Not sure if it belongs to model, texture or config (or even tools)... But I guess this is the best place to start ;)

I have a (working) .p3d but I need to change the texture path. I managed to do this with the Object Builder for all .paa and .rvmat files, and those SHOULD match the path of the addon (through $PBOPREFIX$).
When I try to build the addon with pboProject, it fails because it can't find the files during validation. However, at the next line, it does find the different files correctly to be included in the .pbo

$PBOPREFIX$: "x\mod_name\addons\addon_name"
path in p3d: "x\mod_name\addons\addon_name\path\to\file"
missing file: "\x\mod_name\addons\addon_name\path\to\file"

For some reason (could be correct though) pboProject (or binarize.exe) seems to add a double backward slash to the file paths, even though these extra slashes don't exist in the p3d.

Is there something I'm doing wrong, or forgot a setting somewhere?

stuck oyster
#

dont use pboPrefix

#

its obsolete method now

steel vector
#

ok... so how do I make sure the paths are correct between multiple PBO's?
And how does that solve the issue with the missing files in the .p3d?

stuck oyster
#

what do you mean paths are correct between mutliple pbos?

#

you got pbo with some\path\to\folder and thats what it will use?

#

and missing file error may be caused by the pboPrefix causing stuff with PboProject

#

because its not needed anymore

#

aslo why do you have x\ in the pboPrefix path

#

and why do you have so complex pathing to begin with?

steel vector
#

my mod extends on several other mods, and to make it maintainable I use the same logic as CBA and ACE3

#

each extended mod has it's own addon (aka pbo)

stuck oyster
#

well then you may need to ask someone from those mods. Their setups are probably all good for their development methods but they are complex and uncommon as far as I know

steel vector
#

it's been used since OPF... and even vanilla uses the same structure 😮

stuck oyster
#

vanilla stuff is in A3\something\something

#

not x\A3\addons\weapons\more\paths\here\file

steel vector
#

which shouldn't matter for a p3d...

stuck oyster
#

no but it matters if pboProject does not like/use pboPrefix anymore

#

at least thats how I've understood what Mikero has said about it

steel vector
#

it seems it's simply ignored, so that shouldn't be the issue then

stuck oyster
#

does buldozer see the textures correctly?

steel vector
#

yes

stuck oyster
#

whats the exact error you get?

#

have you set up P: drive with mikeros arma3p or with the ArmaTools launcher?

#

do any other models work?

steel vector
#

error:
models\guedel\guedel.p3d :validating...guedel.p3d: missing \\x\aext\addons\kat_airway\models\guedel\guedel_nohq.paa

P: drive has been created with Arma 3 Tools

I currently have 3 models which all have the same issue.
(however, in the original mod they work without a problem)

#

PS. it's allowed to use the original model, as long as I add credits and original license 😉

stuck oyster
#

well see the modesl\guedel\guedel.p3d is the path to the p3d but the path to the texture is totally different

#

so whats the real path like?

steel vector
#

P:\x\aext\addons\kat_airway\models\guedel\guedel_nohq.paa

#

so it should be the same, but without the P:\

stuck oyster
#

mm whats the path to the p3d in the config file?

steel vector
#

x\aext\addons\kat_airway\models\guedel\guedel.p3d

#

and the paa/rvmat files are found, and working, since the .rvmat uses the same paa path without a problem

stuck oyster
#

well looks like for some reason the paths are not read right. as the p3d path there seems to be different to what you have set up in the config and what the real path to it is

#

I dont think I can help you with this as your setup is so different from what Im used to. Sorry.

#

Lets hope someone else pics this up tomorrow.

steel vector
#

no problem, at least I'm now 99% sure it's not my config

stuck oyster
#

Id wager most ppl (europe) are sleeping

steel vector
#

ok... I found the problem myself 😉

#

issue is the way that the path to the textures is set in the .rvmat

#

so instead of having a \ prefix (which is normally required in configs to indicate root of mod/mission/etc), it shouldn't be present in the texture path inside .rvmat

quick terrace
#

\\x\?

#

ahh nvm....

#

i wasn't scrolled all the way down

steel vector
#

if .rvmat contains texture = "\some\path\to\paa", the .p3d will transform the file path to \\some\path\to\paa
changing .rvmat to texture = "some\path\to\paa" will result in the correct paths

#

could be a bug in MakePbo, or simply an Arma feature 😉

quick terrace
#

it always worked like that

steel vector
#

For me it's a first, since I never worked with models/textures
I only have experience with scripting and mission making

outer condor
#

path definition is unfortunately inconsistent across arma formats and modding types

outer condor
#

what are the current female model projects? (available or WIP)

median bough
#

it think @stuck oyster had something boiling

stuck oyster
#

iz not exactly available yet

#

though I can provide samples

#

as far as I know mine is the only one with a new skeleton

#

whats in your mind @outer condor

#

also it was confirmed that weapons can actually have animations for many skeltons in one class

#

so it will make things so much simpler

outer condor
#

just a collogue in our team wants to make a WW2 women soldier for his girlfriend 😃

stuck oyster
#

I can provide test skeleton and example mesh

#

Though I cant say when I get the animations into release state 😛

#

maybe I should just push the stuff out in the current state since its semi working

#

also will need a second set of hand animations

outer condor
#

thanks a lot 🙇 forwarded to him and will come back to you if he wants to give it a try

stuck oyster
#

👍

formal vapor
#

So why does .tga textures show in the main editing window of addon builder but not .paa?

stuck oyster
#

addon builder?

#

or Object Builder?

polar fiber
#

The object builder directX viewports you mean?

formal vapor
#

Object building

#

yes @polar fiber

polar fiber
#

I guess they just haven't written the viewport to support DXT format textures

#

but that'd be the least of OB's viewport problems lately

stuck oyster
#

recent ragdoll failure

#

babushka goes demonic

formal vapor
#

Eh...it's too weird seeing textures in object builder anyways

cosmic bay
#

OMG

still otter
#

How many reason are possible why my model has no texture ingame expect the path is wrong

stuck oyster
#

file could be corrupted but I guess thats about it

still otter
#

i triple checked the path and the file is there. But still cannot be found when I got the item with me

stuck oyster
#

what are you pacjing with?

still otter
#

hemtt

stuck oyster
#

does the texture work with buldozer

still otter
#

yes

stuck oyster
#

whats hemtt?

still otter
#

a building system based on armake iirc

#

Basically the CBA Project standard

stuck oyster
#

then no idea

#

if that might require someting special

still otter
#

I think I found it

#

one \ at the start, in object builder

gaunt cobalt
#

Is there any example ir template of how to build a large ship (static or mobile) of several blocks of .p3d?

stuck oyster
#

dont think so no.

median bough
#

no...
all you can do is to take a look at the arma 2 LHD how BI did it

stuck oyster
#

also studying the vanilla A3 ship configs may reveal some requirements

median bough
#

for the config part, yes. but no the model part

stuck oyster
#

true

median bough
#

that's where the public data pack comes in handy

noble shoal
#

Talking of which... any news on the DayZ Mod LDP for ARMA 3?

median bough
#

or, if you ask @wispy orchid veeeeeery nicely, and if he is willing to answer, he can give you some tips

gaunt cobalt
median bough
#

just tried to rotate the image
damn habits

gaunt cobalt
#

I tried to replicate the model that uses BIS arma3 for ships, and debinizing the models with the ODOL website and this is the best I could get

#

bis uses a p3d with points to define the position and distance between each block (pos_hull1, pos_hull2, etc.) all aligned at the same height, but I can't find if there is any point to define in each block of the model, and try to correct it to the test and error would take a long time for each model ...

stuck oyster
#

there probably is a point in each piece

gaunt cobalt
#

I think so, but when I open them with the odol I can't find a pattern, maybe it's because the models are broken ...

stuck oyster
#

cant remeber what kind of memory lod it creates but can you see the list of selections?

gaunt cobalt
#

Yes, but not in all the pieces, they do not use the same definition name, and the points do not seem to make sense

median bough
#

the ODOL converter might be a good thing to take a quick look at, but i favor offline solutions

wispy orchid
#

@gaunt cobalt can't speak for the BI Freedom, but the Nimitz is constructed around the same 0,0,0 coordinate in around 30 or so p3d. So each ship part is roughly 40x40 and spawns around the same coordinate. If you check the init function for the jdg_Carrier_spawner you see that those models are all constructed around that common point. This works most of the time, but not always. Somehow the large geo and road lod interact with the terrain and sometimes have 'cracks' in them. Usually moving the carrier a few meter works around this

gaunt cobalt
#

ok I think I'm going to try the ARMA2 carrier method

stuck oyster
#

So much to do still xD At least some stuff is working

#

@median bough 👆 for you

median bough
#

not sexy, but still a hooker... i'll take it 😄

fervent steppe
#

She's hot. Can I get a date?

stuck oyster
#

@fervent steppe before or after @median bough date with her?

#

You may need to fight for the date.

fervent steppe
#

lol

stuck oyster
#

to make things interesting lets bring in @thorny rapids for this mexican standoff

sonic valve
#

idk peeps, she has the gun here not us

woeful viper
#

^Miller is her bottom bitch

bold flare
slate epoch
#

Well you hide it and unhide it via reload.1 anim source

#

I don't think there is anything more special done with it

#

Maybe he has some selection assigned to second muzzle so it doesn't hide?

polar fiber
#

section wouldn't matter if it's a proxied muzzle flash would it?

#

I mean applying camo or something to the proxy, which would otherwise break hiddenSelection hiding if it was in the model

rough idol
#

game recognize only 1 muzzle flash proxy

#

you can have i.e. 5 same proxies and it can somehow work with animations

#

but if you want to have 2 separate muzzle flashes then there is no way around than extracting it to p3d itself

#

it has it's own issues so it's by all means it's not universal solution

polar fiber
#

needs forceNotAlpha and a magic invisible cube after putting the muzzle flash planes in the weapon?

rough idol
#

sort of, yes

thin wigeon
#

not sure if this is right group to ask but I want to mass search/replace pathnames in 1000+ p3d models. I had a look at renametex.bio2s but it only wants to rename the filename part, not the full path before it, I think these are the line(s) I need to change, can someone point me in the right direction as to what to change as the syntax looks like a black art!

_texture = getTexture _FaceT;
_texIndex = _texture find targetstring;
if (_texIndex>0) then {
_faceT setTexture (_texture @ [0,_texIndex] + newstring);_found = true
};

thin wigeon
#

I think the [0,_texindex] is returning all chars from pos 0 of _texture to the position of the found string and then appending newstring? I want to do the reverse, change the first few folder names in the path, but I'm guessing this fails because it will always find it at pos 0. Ideally I'm looking for a RE or something that can do string substitution. Can anybody help?

candid vault
#

Hello, I have Blender (v2.80) i can't export p3d models with the Arma Toolbox
Any Help?

polar fiber
#

wait for the toolbox to be updated

stuck oyster
#

toolbox is already updated

polar fiber
#

or get an older version of blender to use in parallel

stuck oyster
#

use the right version

polar fiber
#

oh neat

candid vault
#

Can you send a link? please

stuck oyster
#

would have to google it

slate epoch
stuck oyster
#

👌

candid vault
#

Thanks 😃

jaunty leaf
median bough
#

i think it's too small

polar fiber
#

I'm all for having a 120mm bazooka

jaunty leaf
#

How do people usually make item images for weapon anyway

#

without having perspective distortion

candid vault
#

When i export it to a p3d it is 0 kb big

#

Can Someone help me?

stuck oyster
#

you need to set objects arma properties correctly

#

though dont know how the 2.8 version does it

#

@jaunty leaf rendering in 3d editor

#

is one good option

jaunty leaf
#

aight

candid vault
#

What do you mean with arma properties

#

@stuck oyster

stuck oyster
#

Look through the Arma Toolbox forum thread on the BI forum

#

there should be some examples there

#

the p3d export requires the object you are exporting to be given special Arma parameter so that the exporter knows what Lod you are exporting

#

Also do read the LOD pages in BI wiki

jaunty leaf
#

normals are flipped but it looks alright

stuck oyster
#

boomstick

#

looks great

median bough
jaunty leaf
#

nice

junior saddle
#

How up-to-date are the sample models, compared to the models in-game? I'm especially wondering about wheeled vehicles and tracked vehicles. The vanilla game tanks are largely improved in the last few years, but it has been about a year since I did much with my own tanks (in terms of land movement). I'd be interested to know what the memory points, land contact, and geometry LODs look like, for example, on the Scorcher. I.E.: where are they placed and what shape are they in relation to the visible model.

outer condor
jaunty leaf
#

Anyone have the model.cfg entries handy for hiding an RPG rocket when it is fired?

polar fiber
#

Use mag proxies and it'll do it when the mag is expended

jaunty leaf
#

aight

#

time to work that out

polar fiber
#

well, it will do if the mag inherits deleteIfEmpty = 1; which launcher and UGL mags usually do. otherwise you can define it yourself

#

Otherwise though. I think the hasMagazine source used to be the one that worked on launchers before proxies provided another (generally better) way to do it

jaunty leaf
#

roger

#

time to get the ammunition set up

#

would you use a different .p3d for the ammunition and magazine proxy given they use the same model on an rpg?

polar fiber
#

We tend to use different ones, but mostly because RPGs have the extra fins and stuff that fold out when shot

jaunty leaf
#

ye

#

M28A2 has no folding parts so I dunno, probably do a different model

jaunty leaf
#

huh

#

made my model invisible after adding a proxy somehow

#

but only at certain angles

#

it's weird

#

invisible looking straight ahead

#

visible to the side

#

this is after I added a proxy

polar fiber
#

did you have modelSpecialIsProxy in the mag?

jaunty leaf
#

yeah

candid vault
#

When i try to export it in Blender 2.80 i get a Error Message.
any help?

polar fiber
#

@jaunty leaf is it only in first person that it's disappearing then?

jaunty leaf
#

in third person as well

#

but only a specific angle

#

the .p3d corrupted for some reason too so I'm reimporting/rebuilding

#

how do you properly add proxies anyway?

polar fiber
#

Well I always recommended doing it in Object Builder since I know we had some issues with corrupt proxies from Modo

jaunty leaf
#

Ye, I'm doing it in object builder

polar fiber
#

But the way I do it is put a pin where I want the proxy, activate that pin and Create\Proxy from the toolbar

jaunty leaf
#

roger

polar fiber
#

Oh and will want autocenter 0 in the weapon and magazine's geo LODs

jaunty leaf
#

👍 done

#

think_cursor well it seems like the magproxy works

#

thanks for the advice, seems like it worked

runic plover
#

hello
got a new pc running, and it has Windows 10

my Object Builder doesnt work properly, and 2017 some people had the same issue but i cant find any solution. someone did a Video and i got the same issue so i use that Video to show you

hope there is a solution since 2years, cause i dont model with other 3d software and atm im not willing to learn other (i model in OB since 15years since O2Light(Oxygen) )

https://i.gyazo.com/94d14c10acbac909dc39b09ce5fcb34f.mp4

https://feedback.bistudio.com/T127168

system data:

CPU: Intel Core i7 980 Extreme Edition 6Core 12Threads 4.1Ghz
GPU: Sapphire RX570 4GB GDDR5 Nitro+ / OC
SSD: 240GB + 500GB Second Drive
Water cooled System
16GB DD3 RAM
Windows 10

fluid ocean
#

Since Sentry has removed his duplicate post as directed, if anyone could help him, that would be great, thanks!

misty urchin
#

What build of windows are you running? winver.exe in start will tell you.

stuck oyster
#

@runic plover OB viewports must be set to use DX drawmode

runic plover
#

Windows 10Pro Version 1803

#

@stuck oyster where is that to find "Viewports"

stuck oyster
#

These setting for it to be default in the options

#

At the bottom of the list

#

Or its the blue yellow x in the toolbar

runic plover
#

ah this, yes i used that but its only a bit better

#

but still not workable with

junior saddle
#

@outer condor Thanks for the link. I almost missed it. IDK why, but things like this make me kind of nervous.

jaunty leaf
#

What's the model.cfg entry to make something animate if the weapon is loaded?

junior saddle
#

some of the universal animations are automagical. At this point, it's just a matter of having the right name for your effect and assigning it to the required selection

#

Also, you probably have to define it in the config.cpp somewhere, depending on the effect or animation

#

@jaunty leaf

stuck oyster
#

animationSourcse are listed in the modelcfg BIwiki page

jaunty leaf
#

thanks!

sick chasm
#

Okay. So I'm done with the tutorial for PMC. Is there one for using blender and porting models into the map I wanna work on? Or am I restricted to using only Arma3 assets?

stuck oyster
#

what kind of models are you thinking of porting @sick chasm

sick chasm
#

I want to make small decorations mostly. The biggest I'd prolly get is an industrial greenhouse

#

This is all for practice though, but I was wondering if it's possible to port models into arma3 before I start doing anything

stuck oyster
#

porting usually means the models come from somewhere else.

#

which raisest the question are they from a legit source

#

if the models are not stolen from some other game then sure they can probably be fitted for Arma use. But it is not "plug and play" simple

#

there are some tutorials model stuff wise on youtube that can be useful but you can expect at least same amount of struggle than with the Terrain Tools or even more, depending how complex things you want to create

sick chasm
#

Nah, no stolen stuff. I plan to build from scratch in blender. I just wanted to know if it was possible. I'll look around for some tutorials, thank you for your answer!

stuck oyster
#

making of course is a totally different animal. Theres quite a bit of tutorial material about general modeling and how to use Blender

#

the Arma part of the whole workflow is just small part of it

#

There are model samples for A3 on steam with full configs and such

#

BI wiki offers some good pages about config basics

#

and El Tyranos and Sokolonkos tutorials should get you started with the Arma part

#

Also BI forums contain a lot of information

dark steeple
#

Is there any 3d model maker inside the editor?

#

Can't seem to find it

bold flare
#

no

dark steeple
#

Oof

late root
#

@dark steeple Most people use Blender, as it is free.
3ds Max/ Maya for more professional industry standard (but paid and bullshit expensive) or Zbrush (professional, not for a beginner).

#

I advise blender if your brand new to the scene. There is a ton of tutorials compared to the other software listed above

void surge
#

Is it normal to have to recalculate normals in Object Builder/Model Viewer everytime in order to see the model correctly?

worldly belfry
#

nope, what file type are you exporting/importing?

void surge
stuck oyster
#

your toolbox O2script path is not set correctly perhaps

#

by importing to OB you mean just opening the p3d?

#

@void surge

foggy finch
#

@late root actually most of those bullshit expensive tools offer educational/academic licences for free, Autodesk, SideFX, Zbrush, etc all offer that, so saying they are bullshit expensive for someone wanting to learn who is in education is not true.

late root
#

@foggy finch if your going to school and can gain access to them sure, but I assume most people dont have a edu email to get them

#

Or you know do what anyone else does and yarhar it :)

void surge
#

Yes and how do i check my o2 script path ? @stuck oyster

stuck oyster
#

in the Blender settings - Addons - Toolbox settings

#

BIforum thread has stuff about this too I recall

void surge
#

I couldn't find the setting for the Arma toolbox addon and tried reinstalling and now i get this error

stuck oyster
#

absolutely no idea whats happening

void surge
#

I dont even see that option, ill try reinstalling blender aswell

stuck oyster
#

what version of toolbox you have?

woeful viper
#

@foggy finch edu license is only for students - for university /learning stuff, not for modding. Technically...

#

though i dont think they have tried to sue people about this... unless they really did commercial stuff i guess?

foggy finch
#

yeah it is specifically educational and non-commercial, so for modding arma it's a viable option.

woeful viper
#

☝ educational is not the same as non-commercial - only educational is allowed from autodesk

#

educational = must be enlisted as student, must be noncommercial, and used only for educational purposes

quick terrace
#

true, still they dropped the edu mail requirements

#

which was true long ago when i was in university

void surge
#

Is there a setting/button that will show/hide textures in model viewer?

woeful viper
#

in 2010 i actually bought a max student license... idk if i was just a dummy or it was actually only aquirably by money at that time

#

i think they just prefer people using this and producing traceable "student version" files rather than pirating the full version nowadays

stuck oyster
#

Its not really off their pockets but likely increases sales when people trying it out get jobs and commercial licenses get aquired

#

also Blender is starting to gain more and more foothold even on the professional field and it being totally free is a big thing

polar fiber
#

Their commercial licensing model is terrible for just about everybody short of those in full-time work at a large studio now though

#

At least for what you get in return for being subscribed

woeful viper
#

yeah, the updates from version to version are not really mindblowing.

runic plover
#

@void surge after open by import, for the recalculate you can put F5 in the model and it looks like how it has to be (from your old post with these 2 screens in the bulldozer)

modest beacon
#

hello, guys, object builder is not very smooth on 4k, have anyone faced that problem?

stuck oyster
#

4K monitor or 4K texture?

#

@modest beacon

#

OB viewport? buldozer?

#

what type of shader?

modest beacon
#

4k monior resolution

#

i have 2070 super but gpu is not using 3d mode

stuck oyster
#

well it is not designed for such systems so there likely are issues

#

you can try using all viewports in DX mode

modest beacon
#

yes dx is a bit better

#

i even seems like good fps but the moving have strange stutters

stuck oyster
#

OB has problems with win10 to begin with

#

and you have added hardware that its not designed for at all to the mix

#

Id wager there isnt anything that can be done about it

modest beacon
#

ok, was just curious if anybody have that issues too

stuck oyster
#

Have not used it on 4k monitor so dont have 1st hand knowledge

#

dont recall anyone mentioning such problems either though

marble wyvern
#

hey does anybody know what to do about the error when it says u have different bones in another p3d

stuck oyster
#

fix your bones

slate epoch
#

You are overwritting skeleton

#

So you should use different name for your skeleton

#

What do you have now?

marble wyvern
#

i made a passat and a charger its definitly seperate names

slate epoch
#

Oh you made those models? 😃

marble wyvern
#

no sorry i didnt make it from scratch

slate epoch
#

@bold flare

marble wyvern
#

i meant imported*

stuck oyster
#

Imported unfortunately quite too often means they are from some other game

#

and thus should not be used

marble wyvern
#

even though i buy the actual model and import it my self is that not allowed?

stuck oyster
#

if the model you bought is from some game yes

marble wyvern
#

i bought it from turbosquid so yeah

stuck oyster
#

there are some legit models there too. but quite often stolen models are sold in cheap prices

marble wyvern
#

ahh i see

stuck oyster
#

makes easy buck for the model thiefs

#

and truckload of problems for the one who bought them

#

do you got link to the models?

slate epoch
#

That looks kinda hipoly, did you decimate it? 😄

marble wyvern
#

i deleted some stuff like the engine block and made texture instead definetly yeah

#

i got it at 140k with different proxys and still lagging the shit out of my object builder

stuck oyster
#

yeeah thats not very good

#

these models are not meant for straight game use

marble wyvern
#

what would u recommend polys to have in arma 3?

stuck oyster
#

in the 20-30k range