#arma3_model

1 messages ยท Page 139 of 1

slate epoch
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Would be fine to have 50k max for you vehicle

marble wyvern
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but around 20-30 is meh quality not to good

stuck oyster
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+all the lower poly distance lods

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its game quality

marble wyvern
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ahh i see

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oh i cant import pictures in here?

stuck oyster
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the model you bought seems legit enough. But its not really good for game use

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at most you could use it as a hihpoly that you bake normalmaps and details on lowpoly models textures

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if you want it to not eat 10 frames of your fps

quick terrace
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but around 20-30 is meh quality not to good
lol

marble wyvern
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okay ill try to get it as low as possible without breaking it i guess

quick terrace
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then why even ask then

marble wyvern
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i have always wondered what polys are recommended thats why

quick terrace
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if you remove all the supporting edges, you might end up with something that is cvasi usable

marble wyvern
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oh okay

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anyway back to my problem ๐Ÿ˜› -> so both my cars has skeletonName "civil_car" and sectionsInherit "Car"

Should i rename those sections to something else?

stuck oyster
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make sure they use different named skeletons

marble wyvern
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ill give that a go

marble wyvern
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that worked renaming the skeletons thx alot!

woeful viper
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from T$:
"Textures 1304 x 1304 x3; 1500 x 329 x2" ๐Ÿ˜„

stuck oyster
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๐Ÿ‘€

solemn mason
stuck oyster
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those would be decal objects

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theres a guide around here somewhere for that

solemn mason
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Yeah ive been fishing around but cant seem to find anything ๐Ÿ˜•

stuck oyster
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Cring0 made it if I remember right

marble wyvern
solemn mason
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yes

marble wyvern
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ill send u the file then u can see for yourself ๐Ÿ˜‰

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just add me

jaunty leaf
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anyone know why my collimator recticle has a slight alpha outline

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right now it only has the _ca map

stuck oyster
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where izz it?

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does it have rvmat?

jaunty leaf
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it doesn't

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does it need an rvmat?

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probably does but what would be the correct "settings" for a recticle

polar fiber
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is the sight inbuilt in the weapon, or an attachment?

jaunty leaf
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inbuilt

polar fiber
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oh right, can't use the collimator shader thing for it when it's part of a weapon

jaunty leaf
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do you know how I'd do it when inbuilt?

polar fiber
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The way you appear to be doing it, with a big cone

jaunty leaf
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also does anyone know why my edges between uv islands would be so sharp like this?

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I think the green channel is correct, at least inverting it produces an incorrect result

stuck oyster
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which part

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๐Ÿ˜ต ๐Ÿ’ค

jaunty leaf
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the circle ring thing

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It's just weirdly shaded

stuck oyster
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its probably set as sharp edge?

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since OB works in soft and sharp edegs

jaunty leaf
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it is a different smoothing group

stuck oyster
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OB does not work in smoothing groups

jaunty leaf
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aight

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so I guess I'd need to set it up manually in ob?

stuck oyster
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dunno. I use Blender which works in similar way in smooth and Sharp edges

jaunty leaf
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aight

jaunty leaf
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It's just the normals and edges look fine in substance painter

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and other mods like rhs pull this kind of thing off just fine so I'm wondering what I'm doing wrong importing/exporting

stuck oyster
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You may need a wait a bit for someone using same smoothing group workflow to come along.

jaunty leaf
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roger

plain jackal
stuck oyster
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have you made another animation to aniamte the muzzleflash?

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as it does not need it

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since its parented to the turret already

plain jackal
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so i dont need muzzleflash_hide or MuzzleFlashROT

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ah yeah now that i look at it thats what selectionFireAnim is for in the config.cpp?

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hmm no joy

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removed those animations and still the same behavior

stuck oyster
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no I meant if you had another animation to rotate the muzzleflash

plain jackal
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I did yes

stuck oyster
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with the turret axis that is

plain jackal
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oh no the turret axis is only used for one animation

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the muzzleflash rotations use centerFirstVertex

stuck oyster
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does is the turret part of some other animation/selection that would weight it down

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are the muzzleflash part of both the zashleh and maingun selections

plain jackal
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yes

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should it not be like that

stuck oyster
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I think it gets double the movement that way

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because the maingun moves it as a parent

plain jackal
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i dont understand how i would have a muzzleflash if thats the case though

stuck oyster
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when you move a bone in a hierarchy

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all the other bones/selections that are parented to it already gain the same movement

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so now the maingun selection moves it

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and the maingun moves the muzzleflash bone

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that moves it

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so as I understand it you get double movement

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just remove the muzzleflash from the maingun selection

plain jackal
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when i do that it doesn't animate at all

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only moves with mainturret

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ah i had to adjust the bones

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hmm nah it still has the same behavior ๐Ÿ˜Ÿ

stuck oyster
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all moving parts should need to be only in 1 selection

plain jackal
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i dont understand how that would be possible

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how would i define the zasleh muzzleflash in that case or use the selections in the memory lod

stuck oyster
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I dont understand what you mean

plain jackal
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so you say i can only have one animated selection

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right now i'm moving maingun, mainturret, and zasleh

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how could i have only one animated selection when i have to move the mainturret and maingun

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mainturret as a whole shouldnt move on the Y axis

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just maingun

stuck oyster
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your skeleton creates a hieratchy of bones

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bones == selection names

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so your mainturret would be bone 1

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and moving it moves all the other bones

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then bone 2 would be your maingun

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moving it moves all the bones after it

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and so on

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1 selection for each bone is what I meant above

plain jackal
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so basically, because zasleh is its own bone AND part of maingun, its causing issues you think?

stuck oyster
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possibly

plain jackal
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hmm i dont really understand then because thats more or less how they have it set up in the samples

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im not sure what step im missing

stuck oyster
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not sure. removing the zashelh3 from the commander turret selection did not affect its movement

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still moves normally with the gun

plain jackal
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im at a loss

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i removed every other bone besides maingun and mainturret and its still having the same odd behavior

plain jackal
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ok so i've kind of gotten a better idea of how to explain my issue

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the zasleh and memory points are what are animating properly

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its the maingun portion that isn't rotating as it should be

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im so confused lol

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ok I figured it out

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it was basically what you were talking about but not related to the zasleh

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it was because my maingun and mainturret selections overlapped

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my maingun selection was part of my mainturret selection

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so the bone hierarchy was messed up as a result causing warping issues

stuck oyster
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Ah alright. ๐Ÿ‘Œ good that you got it figured

plain jackal
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yup, thanks for the help

void surge
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Is there a way to add weight to a geometry lod in blender 2.8?

stuck oyster
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should be

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unfortunately no idea where it is in 2.8

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Ive not yeat brought modding sutff to 2.8 xD

quiet terrace
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in 2.8 set LOD to Geometry and in the Arma 3 Tools a Sub "Mass Tool" appears, there you can set mass

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oh forgot to say it only appears when being in edit mode

stuck oyster
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๐Ÿ‘Œ sounds about the same as in 2.79

rancid warren
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Hey, I'm just getting into modelling for arma 3 using blender, but i seem to have hit a brick wall. I have my model fully make, im just upto texturing and trying to export it to for use in arma. is there any resources that could help with this? Thanks for any help!

slate epoch
stuck oyster
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thats step1 yeah

rancid warren
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i have one from arma holic but not that one ill get it now

stuck oyster
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yeah armaholics is probably old

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depends what version of blender you use too

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since theres one for 2.8 and another for 2.79

rancid warren
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alright, makes sense, i kept getting errors. Im on blender 2.8

stuck oyster
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The BI thread for the toolbox has some info on how ot use it

rancid warren
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Alright will use that thanks

stuck oyster
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Also theres few worthy tutorial series on youtube regarding Arma and modeling

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EL_Tyranos series is pretty good

rancid warren
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Alright ill give him a lok

stuck oyster
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Other than that theres all kinds of info spread on the BI forums and this chat

rancid warren
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ok cool

stuck oyster
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and BI wiki too

rancid warren
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yea i need to try fix this issue

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still getting issues with the newer toolbox, ill search round a bit

stuck oyster
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what issues?

rancid warren
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getting an error in blender at the bottom right when exporting, then when i try open the p3d file, it just says error loading file

stuck oyster
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you probably have not set the exporting object to use the ArmaProperties

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and thus the exporter does not export anything

rancid warren
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Ok, sounds like that may be it ill look into that thanks

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ah, is that the box you have to tick, if so i did do that and i watched a video on generating LOD's, the flie had a size but still would not work

stuck oyster
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are you just opening it in OB or what?

rancid warren
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oxygen 2

stuck oyster
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Object Builder is the Arma 3 version

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what tools do you have installed?

rancid warren
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i downloaded the arma 2 oa tool set because apparently those work with arma 3

stuck oyster
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they dont

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you are not using the right tools == no wonder it does not work

rancid warren
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well that may be my problem then, but i still do get the blender error message

stuck oyster
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you should do the first 2 links

rancid warren
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Ok ill try with that

stuck oyster
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and the Blender error message might contain info on whats wrong

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how many lods are you trying to export?

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if you try to exprot unfinished geometry lod for example It causes error

rancid warren
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i tried 3 and one shadows, i was following a video

stuck oyster
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try exporting just 1 lod

rancid warren
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ok will do

stuck oyster
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and use the " only selected" tickbox in the export dialog

rancid warren
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alright thanks

stuck oyster
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but also install the correct tools

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and uninstall the old tools first

rancid warren
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ok ill do that now

thin wigeon
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I am a complete modelling n00b and I'm stuck. In OB Structure 'Find non-closed' selects a fair few things that are, well, not closed. But 'Close' is greyed out. If I ctrl-A and 'close' OB locks up (well, it did nothing for 2 hrs, guessing it's stuck). It's only about a 1000poly model. I don't have a clue on the right workflow to put this right - I have no idea where the missing faces went ๐Ÿ˜ฆ Can someone either point me in the right direction for a FAQ/tool or maybe have a quick look at the p3d and tell me what to do next? Thx ๐Ÿ™‚

stuck oyster
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did you do the modeling in OB?

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the automated tools in OB are not very good so you would need to either merge stuff manually/create new faces or fix the model/lod in proper 3D modeling software before exporting to P3D/OB

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you also need to find closed stuff only for the shadow lod

thin wigeon
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Kind of.. it started life as a public domain stl file, used MeshLab to simplify and convert to obj and when it first arrived in OB I'm pretty sure it was all there. I've done loads to it in OB (mainly stretching, tweaking and rescaling). Is blender the right tool for doing obvious remedial work? I had a quick look at MeshLab but like I say, I'm lost. Just need a good pointer in the right direction. OK, good pointer for the shadow LOD.

stuck oyster
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meshlab is not a modeling tool so no

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Blender would be better

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but also why are you using the find closed tool?

thin wigeon
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but also why are you using the find closed tool?
Because it looks crazy in Buldozer with elongated dark stripes, which I've seen before. But I've never used Blender, been able to do most simple things in OB up to now (street signs, etc)

stuck oyster
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yes you dont have proper shadow lod for it

thin wigeon
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Generally it's becuase the model isn't closed, right?

stuck oyster
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yes

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but since you did not really make the model, the automated reduction you have run on it may have caused all kinds of stuff to it

thin wigeon
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that's true. I guess the time has come to teach an old dog new tricks. Or Blender, in this case.

stuck oyster
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and making shadow lod out of that directly might not be very optimal

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you can make a new simpler shadowlod out of cubes for example

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it does not have to be that accurate

thin wigeon
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I normally hack it with shadow LODs by shrinking to 99% on LOD3 .. good point on the cubes and stuff. Maybe I'm overengineering this.

stuck oyster
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or you can use sbSource named parameter with visualEx value to have different shadow render method

thin wigeon
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Is there a good FAQ for making shit in Blender for Arma? Like PMC for terrain? ๐Ÿ™‚

stuck oyster
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no

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in general Blender has a lot of modeling tutorials/ how to use Blender stuff

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but for Arma specifc stuff there isnt much

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The El Tyranos series I mentioned earrlier has some tips

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but in general you need to just learn how to model in a program you choose

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then understand a bit what game models are usually like

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and apply that to your modeling and then transfer those models into Arma

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The Arma specifc parts are very small in the whole big picture of modeling

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Sokolonko and Battlestad have mad some videos too I recall.

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And BI forums contain lots of stuff

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but "how to model for Arma" is like a book worth of stuff if written properly

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because it would need to cover basics of modeling, texturing and config writing

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and then some

thin wigeon
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I just need some good pointers on the best tools/methods to close faces.

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For now.

stuck oyster
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well while it sounds simple and kinda is, it still is kinda a lot to explain when you dont knwo anything about the program

rancid warren
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So i have installed all tools correctly and tried importing a model that only has 1 LOD but i get the same error "unable to open file"

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the blender error im getting is long but basically states : Traceback (most recent call last): [] File "(userfiles)\Blender\2.80\scripts\addons\ArmaToolbox_init_.py", line 223, in execute[]

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That is just one of the errors im receiving in MDlexporter .py line 411 is also having issues im not to sure whats goign on

quick terrace
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@rancid warren did you install the tools for blender 2.80 though?

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did you setup the path towards O2script.exe?

rancid warren
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yea the tools are installed for 2.80, and no i didnt ill try that if i can find how to

quick terrace
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docs are for 2.xx

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but you should point towards your object builder instalation directory

rancid warren
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ok, im looking at that but unable to find that option, im unfamiliar with the new blender ill keep looking

quick terrace
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\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

rancid warren
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ah found it

quick terrace
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set the full path btw

rancid warren
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yup just did ill try reexporting it

quick terrace
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my steamLibrary is not on C drive btw

rancid warren
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still getting an error but i see that its got something to do with ngons or something, not sure if i can get a log for blender

misty urchin
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Just the console AFAIK. You may be able to open the exe with -d to launch it in debug mod and get a more verbose output.

rancid warren
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just put -d at the end of the target line?

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ah ok got it thanks

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So this is the full error im getting ```Traceback (most recent call last):
File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox_init_.py", line 223, in execute
exportMDL(filePtr, self.selectionOnly);
File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 411, in exportMDL
export_lod(filePtr, obj, wm, idx)
File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 327, in export_lod
writeFaces(filePtr, obj, mesh)
File "C:\Users\ME\AppData\Roaming\Blender Foundation\Blender\2.80\scripts\addons\ArmaToolbox..\ArmaToolbox\MDLexporter.py", line 110, in writeFaces
raise RuntimeError("Model " + obj.name + " contains n-gons and cannot be exported")
RuntimeError: Model Cylinder contains n-gons and cannot be exported

location: <unknown location>:-1

location: <unknown location>:-1 ```

misty urchin
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Get rid of the NGons then?

rancid warren
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alright, ill have a look

misty urchin
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I'm guessing ARMA doesn't support them and the exporter doesn't tessellate them.

rancid warren
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Yea im just trying to see how to remove them because tbh i didn't even know i had any

quick terrace
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always triangulate before export

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@misty urchin tesselate <> triangulate

misty urchin
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Gotcha.

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My model work advice is years old at this point, so I'm sure sure what all the tools call what.

quick terrace
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not a blender guy, i also hate the fact that even if i wish to switch for autodesk to blender, most shit is called differently, although they are doing the same thing

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example bevel / chamfer and alike

rancid warren
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So this (converts all faces in a mesh (quads and polygons) to triangular faces) is what i would want to do to the model

misty urchin
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Should do.

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You can set the min vertices to 5 if it has that. Then it'll only touch ngons.

rancid warren
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Alright im trying that now

quick terrace
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max vertices to 4 per polygon

misty urchin
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Yeah, min to 5 on that right?

quick terrace
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5 vertices = ngon

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4 vertices = quad
3 vertices = tris

misty urchin
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Yeah, it only touches those that are ngons if you set min to 5, no?

rancid warren
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Oh finally thanks so much guys for the help i will keep that in mind, its working now. Although the object is absolutely huge looking compared to the grid in OB so will that mean its gonna be massive in game?

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The 5 setting worked

quick terrace
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ahh yeah, i understand what you mean now, blender modif ok

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@rancid warren - set your units in blender to meters

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OB only uses meters

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i think default is centimeters

rancid warren
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ok ill have a look

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my length is in meters

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Thats odd

stuck oyster
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@rancid warren you have to apply object scale

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In blender

rancid warren
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No

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i set the units to meters though

stuck oyster
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Yes

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What I mean the objects scale has to be 1,1,1

rancid warren
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ill look now

stuck oyster
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"apply scale" is the name of the process to normalise scale to 1,1,1

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Apply rotations too

rancid warren
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Ok, is this a modifier?

stuck oyster
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No

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Just a tool

stuck oyster
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Link does not work

rancid warren
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ah ok, just using the scale tool (s)?

stuck oyster
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Search for "blender apply object scale"

rancid warren
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Ok thanks ill look now

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Ok, i saw that i had to use the hotkey CTRl + A and set the x,y,z to 1 and i did but the model didn't change ill keep looking

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Oh ok i see, the the model doesn't change but it tells the program to use that size? anyway it works so thanks for that! mush appreciated, gonna get my fist model into arma!

misty urchin
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Oh Boy! Good luck and congrats.

dreamy zealot
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Hi guys, I've gotten a lot of help in the past from this community and I would like to express my gratitude for that. It has enabled me to get a mostly working "mod" created for ArmA3 and although i enjoy banging my head against the wall I cant help but wonder it there is a better approach for what I'm doing. I have imported a shape using .WRL format into Blender and its working amazingly, no artifacts no silly faces normals are right and everything. That said its a complex shape and cannot be used for the GEO LOD. What is the best way forward? I need to simulate the shape with closed convex geometry. Currently i am creating cubes and extruding them to simulate bounding boxes of the model geometry. Is this the META for creating a GEO LOD, is there some automation I'm missing? What is your favorite technique?

stuck oyster
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There are some automated convex geometry tools around but most of them dont quite work well enough or are very expensive. 99% of the time manually making the geometry is the best option

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automated convex part geometry is rather difficult to make I would guess

rancid warren
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HI im back again, i successfully got my model into arma 3 with textures which is awesome but, the model is basically a cylinder with two faces each end, when imported into arma one side will be fine and the other will disappear and im not sure why, i have looked around the internets but no luck. What could be a way i can fix this? Thanks

stuck oyster
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quite possibly you have the other faces upside down

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While blender supports 2 sided faces Arma does not

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so you should turn on bacface culling in Blender so you can more easily see which way for a face is right one

rancid warren
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ok thnaks

junior saddle
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Is there a difference in having named selections for a set of vertices instead of vertices and highlighted faces?

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I've always used highlighted selections. For example "mainturret" would highlight everything I want to turn with the turret. I've recently been introduced to ODOL web converter and noticed some models use just vertices for certain selections and highlighted faces for others, but there doesn't seem to be a clear distinction why it was done this way. Or how.

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Am I doing it wrong on my models??

woeful viper
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a face = all vetices it uses

junior saddle
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right. I was just wondering why some are highlighted

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and some aren't

junior saddle
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OB has automatic component naming. Is there a way to do automatic occluder naming in a similar fashion?

stuck oyster
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probs need to make a new o2 script

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if you have so many occluders you need automatic naming you may be doing it wrong though

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I think somewhere it was said you should have something around 1-5 occluders max

white jay
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i have a stupid question

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im very new to 3d modelling and i wanted to know if an asset im making is too low poly to try to put into arma

stuck oyster
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theres reall no problem in low poly

stuck oyster
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only that it might not look nice

white jay
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yeah thats what i mean

stuck oyster
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well I would suggest you look up highpoly to lowpoly workflow tutorials a bit

white jay
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its not done

stuck oyster
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there you first create a very detaild model that you use to transfer the details to a lower poly game model with textures

white jay
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going to round out the grip and make cutouts for sights

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hmm

stuck oyster
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that is pretty much how most game models are made these days

white jay
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well this is my second blender project (third if you count a donut with glazing and a plate as a project)

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so im trying to get the hang of modelling

stuck oyster
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yep no problem in there

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the model proably can use some more details to it but to make it pretty like other weapons like it in Arma you will need proper textures for it

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and those are easiest to make with the highpoly to lowpoly texture baking methods

white jay
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okay, thank you

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maybe the rpg 2 is the wrong thing to learn high poly with tho

stuck oyster
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it is not the easiest for sure

white jay
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๐Ÿ˜…

stuck oyster
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but if you really want to make it then why not

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you can start from a small part of it

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like the handle

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but read up what highpoly making means first so you have some idea what youre supposed to do

white jay
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yeah, that part is the one that needs the most love right now i think

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thanks

stuck oyster
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good luck!

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its fun when you get into it but it takes a bit of studying to do

junior saddle
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@stuck oyster the Slammer tank View Cargo Geom LOD has 29 occluders

stuck oyster
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@reyhard can you comment on this? โ˜

vernal lynx
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New funny headache :

  • simulation airplanex
  • 3 physics wheels
  • custom hitpoints makes the wheels, their geometry and all their memory point "hide" when destroyed
  • when landing with no landing gear (destroyed so hidden and translated), the virtual physX wheels are still acting normally (even when I add a translation to move everything away from the ground in case Hide was not enough)

Any idea?

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red is where wheels are normally, blue where it's translated

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yet it still acts as the wheels did not move

rough idol
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@vernal lynx you cannot hide physx wheel

vernal lynx
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so no way to make it work ? (no way to translate them either)

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even via scripting ?

rough idol
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Yeah, no way to do it on planes or helicopters

vernal lynx
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ok so no dampers on this one then

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๐Ÿ˜ฆ

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ty

sick lagoon
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Hello.
Arma Toolbox for blender 2.80 doesn't have .rtm export?

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oh, nwm, 3.0.2 version has export ๐Ÿ˜„

quick terrace
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3.0.3 seems to be the last version btw

valid gorge
#

Could anyone try to help me with my rotor blur problem? So I've followed the samples and everything works and is animated, but when the blades get up to speed the rotor blur spawns but the static main rotor and tail rotor don't get hidden so the blur is spinning with the static blades they just overlap. heres my model.cfg https://pastebin.com/kdE62ivM Any help would be much appreciated due to this making me want to rip my hair out... Also I have this in my config as well selectionHRotorStill= "main rotor";
selectionHRotorMove = "main rotor blur";
selectionVRotorMove = "tail rotor blur";
selectionVRotorStill = "tail rotor";

valid gorge
#

Nevermind i've figured it out and have it working

junior saddle
#

the Scorcher tank View Cargo Geom LOD has 29 occluders
Correction: it's the Slammer that has 29 occluders in the View Cargo Geom, seemingly designed to only allow env. rendering through the viewports. 29 is a lot of manual renaming. I have no idea how many the Scorcher actually has, so I made the edit to my previous post.

thin wigeon
#

how thick does fire geometry have to be to stop an average bullet? Trying to model a crater and want it to stop just below the rim.

slate epoch
#

depends also on material assigned to geometry

thin wigeon
#

ok, give me a material and thickness, I'm easy ๐Ÿ™‚

stuck oyster
#

test it out

#

penetration materials are in a3\data_f\penetration

thin wigeon
#

Thanks so much for all of your wisdom lol, I'd have thought by now there would have been something FAQ shaped.. oh well

stuck oyster
#

someone would have to write such

#

you are of course free to spend your time doing so ๐Ÿ˜œ

#

also its not very often people ask how thick a crater edge has to be

#

penetration material is discussed in different topics on BI forums though

#

๐Ÿ˜›

formal peak
#

hey, does anybody know if a p3d created with the A3 Tools OB will work in A2 with no problems?

polar fiber
#

Probably not. They have different versions of .p3d that A2 wont recognise. IIRC there are export settings for generating older p3d versions or binarise settings to generate them

stuck oyster
#

No idea if how old the old p3d is though ๐Ÿ˜„

noble shoal
#

I suspect that the question was asking whether you had to use Oxygen 2 to create p3ds for ARMA 2 or whether you could use ARMA 3 Tools... If you can export and binarize to ARMA 2 from OB that may be enough

#

Assuming that these are new assets @stuck oyster though I could not say for certain

stuck oyster
#

yes and as Monkey above mentioned there is the "old p3d" export option in OB in addtion to the normal save function, but I have never heard mentioning what version of p3d is created with that @noble shoal

noble shoal
#

I'd guess ARMA 2 but needs testing obviously. That's easy enough to do

stuck oyster
#

I recall the old O2 having it too so it might export something really old

noble shoal
#

Maybe O2 exported ARMA and OB exports ARMA 2. Will test

#

And feedback the result

woeful viper
deep coral
#

So Iโ€™m still having proxy issues but have gotten the co-pilots camera turret to work. Right now as it sits there are only two proxies, a pilot.001 and a gunner.001. I have tried multiply types of A3 standard proxies but no luck. The main issue I have right now is I can use the gunner spot but there is no visible guy in the seat. In first person it acts like I do not have a view cargo LOD but I have both.

#

In the config I have both โ€œmemoryPointsGetIn...โ€ in the main CfgVehicles and my class Turrets.

#

@valid gorge are you still working the Pavehawk?

bright echo
#

i'm gettinb a bug with a bipod attachment, the memory point is being ignored essentially. weapon works fine without a bipod attached and sits at it's memorypoint, soon as I attach the bipod the weapon acts like it doesnt have a memorypoint defined (and it is defined in the bipod p3d)

#

i can tell it's being ignored because I can put it a mile underneth the actual bipod and it doesnt change anything

polar fiber
#

Do you have autocenter 0 in the geometry LOD of both the weapon and the bipod attachment?

bright echo
#

yep

polar fiber
#

and in the config viewer, what shows up in class itemInfo of the attachment? deployedPivot = "bipod"; hasBipod = 1; are still there?

bright echo
#

yeah

#

that was the first thing I checked ingame

polar fiber
#

The vert isn't accidentally checked with "Hidden Vertex" in OB?

#

If you pick the selection and Shift+E the vertex properties window, it'll be down on the bottom left

bright echo
#

yeah - not checked

#

its really odd because the bipod is animated, the legs, and they fold and unfold as expected

#

I just went through and cleaned up the weapon model as it had some old memorypoints etc (as the bipod used to be part of the weapon) but that didnt make a difference

polar fiber
#

deleting the vert, deleting the selection and making a new one hasn't resolved it?

bright echo
#

nah I even copied it right from the sample model

#

like deleted, and remade from the sample model one

#

could it potentially be LODs?

#

like right now its got the whole lot, 4 res lods, view pilot, 2 shadowvolumes, geo, memory and fire geo

#

i think I know whats up

#

gonna confirm it before I explain it ๐Ÿ˜›

#

ok yep knew it

stuck oyster
#

what was it?

bright echo
#

so the problem is:
the weapon model had view-gunner and not view-pilot.
without a view-pilot lod weapon proxies always bug out like this, I had the same problem with a muzzle item awhile back where the muzzleflash wouldn't work

#

soon as I changed the lod to viewpilot it works now

stuck oyster
#

interesting find

bright echo
#

yeah I should have noticed this before as like I said - had this problem with a muzzle device! but I was too busy looking at the bipod rather than the weapon for the problem

gloomy blaze
#

Anyone know how I can get P3D files to work in blender?

stuck oyster
#

if they are from some mod or the A3 ones you cant

#

as in they are binarized and cant be opened anymore

gloomy blaze
#

Arma 3 Samples wont work

stuck oyster
#

then you need the FHQ Blender toolbox addon

#

and correct version of it for your version of Blender

gloomy blaze
#

wich version do I need and how to get the FHQ Blender Toolbox addon

#

I am new to modeling

stuck oyster
#

what version of Blender are you using?

gloomy blaze
#

let me see

stuck oyster
#

basically its either 2.79 of 2.8

gloomy blaze
#

v2.8

stuck oyster
#

then you need the 2.8 version of the addon

#

both versions can be found in the FHQ toolbox addon Github

gloomy blaze
#

can you send me link

stuck oyster
#

no

gloomy blaze
#

oh ok

stuck oyster
#

it takes me the same amount of time to google it

gloomy blaze
#

k

stuck oyster
#

searching for information is quite crucial in Arma modding so best to get familiar with it from the beginning.

#

there is a lot you will need to eventually learn and the information is spread here and there in the internet

gloomy blaze
#

k

gloomy blaze
#

Anyone know how to properly Install the ArmaToolbox into Blender V.2.8

stuck oyster
#

There should be a install Addon from Zip button in the Blender addons menu

gloomy blaze
#

where to find this?

stuck oyster
#

Perhaps search for something like "How to install addons to Blender 2.8"

quick terrace
#

:)) requiring holding hand much

stuck oyster
#

learning this stuff can be quite overwhelming at the beginning

#

it just takes time to piece all the info together

deep coral
#

still cant figure out why I cannot see my co-pilot in 3rd or 1st person

deep coral
#

fixed. Changed the both proxy names to Gunner.003 and Pilot.001

#

for some reason gunner could not be 001 or 002

stuck oyster
#

possibly your proxy index values in the config did not match the values of the proxies

deep coral
#

yeah, I didnt redefine them so maybe

white jay
#

Is there a way to make jagged corners more rounded in blender?

#

Trying to make this look less blocky

#

Should I just use a bunch of Boolean cylinders, since that's how machining kinda works irl

flat flare
#

if i wanted to make interchangeable stocks on a custom gun, is the best way to select the stock under the bipod selection and have the stocks fit in the bipod slot?

stuck oyster
#

No.

#

It's not a good idea.

#

Bipod slot would give the gun the bipod functionality.

#

I'd suggest just make the different guns as different models.

#

Different stocks usually mean different hand animations anyway

polar fiber
#

All weapons can be rested and deployed whether they have bipod or not. All the bipod flag does is make it a tiny bit more stable

#

and IIRC you can configure a bipod slot item with hasBipod = 0;

#

The deploy position will likely shift to the rear of the gun though, that's true

#

They seem to rotate around the proxy position

terse elm
#

Is there a way to change the handanim on a weapon when the bipod is deployed?

bright echo
#

kinda, playAction etc will work

#

but a lot of things will reset it so you'd have to account for that (reloading for example)

#

but there's no native config based method, only eventhandlers plus script

lethal anchor
#

Hey guys, got a very noob issue that I cant wrap my head around. I have made Geometry for my model but the player can still walk through it

#

Anyone know the reason

rough idol
#

it could be:

  • lack of mass
  • lack of proper components
  • geometry is too big (>~50 meters)
  • non convex geometry
lethal anchor
#

I've got ComponentsO1, I've changed the mass to 100 and I've checked for non covex. So I will try that now

polar fiber
#

"Components01" or Component01, as it should be?

stuck oyster
#

best to use the automated tools to create component naming

lethal anchor
#

Ye I fixed it thanks guys

neat wind
#

Is there a straightforward (simple) way to add the hiddentexture "clan" functionality to an object? A tutorial? I asked in #texture-makers, but I was told that it has nothing to do with textures and, instead, has to do with the 3D model itself. Please let me know. Thank you in advance.

stuck oyster
#

if the mesh does not have a clan selection it cant be done

#

if you have a mesh that you need it for you just have to give a part of the mesh a named selection "clan" and set up model.cfg section for it

#

Arma 3 Samples character probably has an example of this

neat wind
#

Thank you, @stuck oyster . I will explore some more. I am (obviously, no doubt) totally new to anything to do with 3D modeling.

stuck oyster
#

do you have a model you are making that you want to add it to?

neat wind
#

Not at this moment, @stuck oyster . I was starting (earliest exploration) the process of looking into making an unofficial (or official) addon for TFAR that adds that functionality to all TFAR backpacks. I think that it would be a great boon to the community to have something like that. Please consider that idea to be fair game.

stuck oyster
#

ah that would not be possible

#

since you dont have access to the source models

neat wind
#

Understood. Yes, the mod is fully open source and duplicable, but the models themselves are binarized and protected.

stuck oyster
#

I would guess so at least.

#

Also not sure if the backpacks would work with the clan texture system

#

could be, but Im a bit doubtful

neat wind
#

Yes, I have looked through the GitHub repository for TFAR rather carefully. That is the situation. Fully open mod. Closed models. Makes sense.

Well, there are license free backpack radio 3D models on the web, if anyone would like to start the project, help me get started, start something with me, start something with your own friends, etc.

deep coral
#

anyone ever seen this happen?

#

class close_cabindoor_l
{
type="translation";
source="user";
selection="cabindoor_l";
sourceAddress="clamp";
axis="axis_cabindoor_l";
minValue=0.000000;
maxValue=0.800000;
offset0=0.000000;
offset1=0.850000;
};

rough idol
#

@deep coral cabindoor_l is part of another bone (selection) in p3d

deep coral
#

yes

#

both door and glass are a selection

#

it also does it for the front door

rough idol
#

cabindoor_l shouldn't be part of another selection

#

this happens when weighting is enabled (isDiscreet = 0) because game is calculating weighting between two bones then

deep coral
#

how do i keep my selections for editing purposes then?

#

will adding a "-" work

rough idol
#

glass selection should be only in glass selection

#

and then i.e. glass_l is connected to cabindoor_l in skeleton

deep coral
#

that worked

#

thanks

whole bluff
#

just getting into arma 3 modding, wanting to make an Opscore helmet or something of the like, anyone got any pointers on where to start?

median bough
#

yes. start with a cube. get it textured and working in game. then you can step up your game

stuck oyster
#

PMC wiki has good simple and almost foolproof method of setting up the tools in as creator friendly way as we have been able to write down

#

Tools and P: drive which is the virtual development environment

#

that would be the Arma side of things getting started

#

then modeling wise you need to pick a 3D modeling program you want to model with

#

and learn how to use it

#

most common programs like Blender and 3dsmax have plenty of tutorials on how they work

#

when you understand that you can look up how game models are made

#

most commonly using highpoly detail model -> to -> lowpoly game model workflow.

#

what that means will open up to you quite fast when you study it

#

in addition to modeling a thing you will also need to learn how to texture it

#

there are plenty of tutorials for that too for each program and different workflow examples likely explain that part too

#

when you have a textured model you want to put into Arma we can go point you in the direction of those specifics

#

but for starters you might just get comfortable with modeling first

agile flint
#

Quick solution to maybe making new destroyed buildings?

#

1min tutorial

stuck oyster
#

Dont remember seeing any off the top of my head.

#

@agile flint Definitely good use of boolean. Done some similar stuff occasionally.

white jay
#

anyone got tips on what i could do better?

slate epoch
#

Smoothing on tube

stuck oyster
#

Handle might be a bit more round and the whole firing mechanism might be thicker sideways than what you have now. Check some reference pictures for that.

white jay
#

Thanks

agile flint
#

@stuck oyster Yeah I was thinking, could take the current building assets and just go ham on them haha

stuck oyster
#

could but they are not available for editing

#

also they are not always build so that boolean would work neatly

white jay
#

Should I round the handle in sculpt mode?

#

From the references I checked the grip is fairly slim

#

How would I go about smoothing the tube?

#

Just add loopcuts to the edges and add a catmull subsurf?

bold flare
#

just enable smooth edges

modest beacon
#

Hello, guys! Does someone know, is view geometry lod is replaced by geometry if missing? idea is to remove it for optimisation, since our community does not use ai

stuck oyster
#

it is yes

#

all geoms default to Geometry lod

#

but it may not always be more "optimal"

#

for example you could leave it all empty or have just a simple bounding box cube in it and it would be more optimal than few blocks of geometry components

modest beacon
#

Thanks

clever ibex
#

hey all. how do you get a road to stick to the terrain in the editor and not act like a normal object that u can lift in the air? i think there's a config line u can add but i for the life of me cant remember what it is

stuck oyster
#

you would have to make it decal

#

of use slope landcontact type

clever ibex
#

oh didnt know that one is there documentation on that?

stuck oyster
#

cring0 made a decal guide I recall. Its linked somewhere in this chat

#

the landcontact stuff are in the Arma 3 named properties wiki page

clever ibex
#

alright

#

thx ๐Ÿ‘

stoic pond
#

Hi, Do you know how can I assign mass to my geolod in ArmA 3 Blender toolbox ?

simple terrace
#

Hey, was there someone/a team working on a Falklands mod here?

strong plaza
simple terrace
#

Thanks!

strong plaza
#

NP

earnest basin
#

Is anybody able to advise me on the steps I need to do to take a model from Blender 2.8 and import it into Arma 3 Tools?

charred bolt
outer condor
stuck oyster
#

You may need to look up the 2.8 equivalents to the 2.79 steps, but the principle is pretty much the same.

earnest basin
#

@stuck oyster that's what I'm worried about really, I was hoping for a 2.8 tutorial referencing arma 3 but it doesn't seem like there's any out there (yet) - many thanks for everyone's suggestions - I'll try Arma toolbox now - am I right in thinking that the toolbox allows you to export in BIS MLOD file formats, essentially eliminating the need to import into object builder?

stuck oyster
#

2.8 is still very new so not many ppl have moved to it yet

#

so people who are just starting have to do a bit more independent studying to adapt the 2.79 stuff to 2.8

#

if you can, please document what issues you come up with and how they are resolved so that info can be used to build a new guide

white jay
#

now i just need to make the rocket and figure out how to make it low poly

#

how much verts should an arma weapon have?

modest beacon
#

Hello again! Guys, do you have an idea how to prevent bush or fence property model from destroying from a physx collision with the dead body?

#

I am experimenting on making fir-trees making noise like a bush, but stupid collision bug looks really wierd

#

ragdoll throws 20 meter tree to ground

stuck oyster
#

are you using any other mods? never seen bushes or fences destroyed by a body collision

#

also how are you setting up the sounds?

modest beacon
#

i am testing just with CUP terrains

#

sounds are provided by named property class = bushhard

#

AFAIK physx destruction is vanilla issue

#

just kill bunch of bots near the fence

#

or some bush

stuck oyster
#

@modest beacon so far have not been able to reporduce your problem.

#

will try couple more places but perhaps its just issue with CUPs object paramters

#

one bush was cut down either by ragdolls or heavy fire

modest beacon
#

ok ill try aswell

stuck oyster
#

always try to reproduce any issue you find with mods in full vanilla without any mods

modest beacon
#

no im really confident about that

#

its like usual thing in our pvp community

#

you kill somebody near the fence and his body breaks it

stuck oyster
#

if you can start logging what maps and what weapons were used.

#

and what mods are running

modest beacon
#

ill try to make video

stuck oyster
#

that could help too

#

was able to repro it with one of the thin fences

#

possibly they are not configured to take enough collision damage

modest beacon
#

for us its usualy altis thick rocky-clay one

#

but i am not reproduced yet

stuck oyster
#

I recall these go down very easily with cars

modest beacon
#

huh

#

done that

stuck oyster
#

it could also be combination of damage from bullets and then slight nudge from the ragdoll collision

#

did not get it to break when carefully shooting the guys

modest beacon
#

i have shot line of guys, and ragdoll started to messing up for couple of them

#

and after the shooting fence fell down

#

msi afterburner refuses to make screenshot

stuck oyster
#

could also be related to AIs ability to glitch through walls

#

perhpas dying inside the wall causes more damage

modest beacon
#

i have thought about just rising the armor

#

tanks will get a hard time felling a tree

stuck oyster
#

@rough idol might you have ant insight into this?

#

So far to me it looks like it happens when the character is glitching into the wall and dies

#

that could for example cause multi bounce damage

modest beacon
#

i think that the ragdoll is simply bugging and constantly causes damage

#

it looks in line with the bug when ragdoll is stuck in the wall or the ceiling and recieves tons of injuries

#

with the ace medical you can see thousands of the new wounds, with raising count

stuck oyster
#

That could very well be same issue.

vernal lynx
#

I'm helping @runic quail to setup blender anim to model.cfg export atm

#

I'm very very doubtful about the optimisation of a p3d running +500 anims everytime weapon class is reloaded, even with binarization. Looks like a shit hole. Do you have any insight on this ?

runic quail
#

@vernal lynx check the animation_makers thread

vernal lynx
#

this is overlaping

#

blblbllbl

bold flare
#

what difference a little smooth edges can make

white jay
#

not even

#

just a smooth shadow

#

now i need to find out how to make a low poly version of it

#

and texture it

late raft
#

Does anyone have an .obj of armaMan?

stuck oyster
#

thers fbx and p3d in the samples @late raft

#

obj is not very good trandfer format for it though since it loses the weight groups

late raft
#

ok

stuck oyster
#

is there any specifc reason you would need obj?

late raft
#

no, I just remember a long bit ago that someone sent me an ArmAMan.obj and said it was standardized.

#

I'll use the samples .fbx

late raft
#

Am I wrong to assume that the dev branch of arma will allow me to update the "mod" I am working on and see the update "live" without having to restart my game?

outer condor
#

@stuck oyster its maybe a MP only issue but its very reliable (dead body to cause fence/wall/bush falling over)

#

@modest beacon probably to remove geometry altogether or minimize to a tiny point (for bushes)

#

maybe physx root configs once can adjust the "damage" of the body (unlikely)

white jay
#

do i texture the low poly or high poly version of a model?

woeful viper
#

usually the low poly, but its also possible to texture highpoly and bake its texture onto low poly

#

you can also combine both... texture highpoly, then bake that texture down, then do final touch ups on low poly

white jay
#

oki

#

thanks

#

do i also need to create lods for a launcher?

#

and how many polys should the low poly model have

#

sorry

#

im very new to this stuff

woeful viper
#

reduce your vertex normal count in each LOD by aprox. half, until you are down to below 500 vertex normals, then you can stop

white jay
#

i will work on that later i guess

#

im trying to learn high poly modeling first

primal phoenix
#

Hey I have a house model i got from cgtrader. My friend ported it for me but i have no idea how to apply textures to it. Any tips?

stuck oyster
#

Do you know anything about model making?

median bough
#

this is how he became leader on the messages counting board

#

๐Ÿ˜„

stuck oyster
#

๐Ÿค”

median bough
#

dedmen doesn't count

#

๐Ÿ˜‰

toxic apex
#

Anyone know why a ship won't move? Geo lod appears to be valid. Its floating etc. Just not moving.

#

And its using a config from a valid and working ship.

toxic apex
#

Ah cracked it . seems i was missing some mem points.

stuck oyster
#

Is it a big ship?

junior saddle
#

is it possible to select a vertex by its given number? I have a giant list of vertices that have weights of 200, but searching in model I can't seem to identify the problems verts

#

the error report says I have dble-weighted verts. In. Every. LOD.

charred bolt
#

@junior saddle Yes, select the whole object. Shift E (Points>Properties). Ctrl click to select by vertices. Create Selection button.

junior saddle
#

Sometimes the error kicks up 2 or three of the same vertex in a row.

#
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15280, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15281, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15281, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15282, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15282, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15282, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15283, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15283, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15284, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15284, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15284, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15285, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15285, sum of weights is 200, should be 100 
 6:44:20: Warning: 61jtf\vhx_armor\gijoe_mauler\mauler1.p3d:0, vertex: 15285, sum of weights is 200, should be 100 ```
charred bolt
#

that's normal if the model is in error, just fix them

junior saddle
#

... just to give an example of the multiple entries

#

ok

#

what typically causes this?

#

it's not dupes

#

rule that out

#

the weights for these in the p3d are good. only set at 100 each

charred bolt
#

having selected the verts listed in the rpt, right click on the named selections window and choose "Weights"

#

it will then list the selection names and their weights

#

if you didn't intentionally create weighted animations, then they can all be changed to 100%

toxic apex
#

@stuck oyster sort of. 82m Its in game and working now

junior saddle
#

@charred bolt What if they're already weighted?

charred bolt
#

Weighted animations are fairly rare in vehicles. Sometimes found in suspension items. If this is the case, check which selections are non-100%. It could be stuff like "camo".

#

total weights on a vert should add up to 100%

junior saddle
#

Yeah that's sort of how mine looks

charred bolt
#

if you select the verts shown in the rpt you'll see some weights that are not 100% though?

white jay
#

help

#

im using blender

#

how do i make this big again?

#

๐Ÿ˜…

junior saddle
#

@outer condor Did you once have a problem with this binlog error: Section without material is in shape with ST coordinates? I'm having the same error, and your name popped up with a Phabricator page result when I did a web search. I have 3 vis LODs each containing 5 of these errors, so 15 total. I don't know what it means.

outer condor
#

@polar fiber

junior saddle
#

Something to do with Surface Tangents, but it doesn't say which faces or set of vertices are involved

#

OH! I think it might be my 5 proxies, but I still don't know how to correct the problem

junior saddle
#

not proxies

polar fiber
#

ST coord error usually occurs when a face is not properly UV mapped and has zero area

wispy orchid
#

in object builder on my laptop I miss the blue cross for the center of gravity in geo lod. Any idea what brings it there?

stuck oyster
#

it might not show in DX view mode?

#

other than that it should show in geometry lod

wispy orchid
#

that's it, thanks!

stuck oyster
#

if any mass is assigned

#

๐Ÿ‘

twin ledge
#

a question, in blender, how do you disable the camera zoom from slowing down the closer towards an object?

stuck oyster
#

you need to refocus the camera to the place you want to zoom into

twin ledge
#

how i do that?

stuck oyster
#

magic ๐Ÿ˜›

twin ledge
#

oh wait, i figured it out

stuck oyster
#

๐Ÿ‘

#

theres few different ways to do it

twin ledge
#

yea, i just did shift-B

stuck oyster
#

you can focus on the 3D cursors or the mouse cursor with different keys

twin ledge
#

alrighty, well my little wall i made for my unit be done, although for some reason when i export my model to fbx and view it in windows 3d mode theres a little piece that isnt there in blender. and ive already double checked for extra vertices.

stuck oyster
#

its probably the camera or light

#

from blender you also might want to use the FHQ arma toolbox addon and export directly as p3d for Arma

twin ledge
#

you can do that? hmm, cool

#

yea, i dont see it on object builder so i guess its just a problem with the 3d viewer

ashen burrow
#

Trying to teach myself to port objects with Object Builder

#

I am pretty much done and the object looks great ingame

#

But for some reason the doors dont work

#

the work fine in Eden

#

but not in terrain

#

not sure if this is the right spot

stuck oyster
#

Terrain placed objects need land_ prefix in their classnames (also classname has to be the name of the used p3d) so that the engine knwos what config to use for the object placed on Terrain.

#

Terrain by default saves only the name and path to the p3d, it knows nothing about your configs

#

unless the above requirements are met

#

there is a BI wiki page about land_ prefix too

ashen burrow
#

ty mate

deep coral
#

Has anyone ever exported 3ds Max vertices to OB?

#

For memory points

stuck oyster
#

I recall from max you would need to make fake cubes or something like that and collapse them in OB

deep coral
#

That makes sense as when I tried it needed faces

#

I was trying to increase my workflow and stay away from object builder when it came to creating certain things and placement of axis points

civic stratus
#

do wheel steering axis points NEED to be between the wheel axis points? I'm looking at the sample but was just looking for clarification
EDIT: doesn't seem to make a difference but my steering and wheel animations are still in conflict
my steering and wheel axis points, there's 12 points in total https://gyazo.com/14cef387b98c096ca7c5def00f954eb6

stuck oyster
#

steering rotation axis should be where you want it to be and wheel axis in the middle of the wheel.

#

the points tod affect each other unless you have same mesh in many selections that animate

#

you must have selections on the mesh only from the last animated selection of the chain

civic stratus
#

Looks like it wasn't my bones or my memory points, the issue was caused by a bad selection in my steering animation

twin ledge
#

@stuck oyster, hey so i downloaded that blender to p3d thingy you mentioned, but when i try to activate it, i get an error

coral cobalt
#

I remember getting this but I can't remember why, check the pathway to the O2 file in the addons box?

quick terrace
#

a. you need to define the o2 script path
b. you need to make sure the blender and plug versions match
@twin ledge

stuck oyster
ocean badger
#

my apologies, i didn't see that channel, thanks for that info @stuck oyster

stuck oyster
#

no problem

#

also you may want to delete it from here in order to not crosspost in multiple channels

#

just to keep things tidy

#

@ocean badger

#

since you also dropped it on config channel

#

keep it on 1 channel so moderators stay happy

ocean badger
#

ok will do

stuck oyster
#

๐Ÿ‘

#

also good luck with the project.

livid kelp
#

Hi, how can i run a video on a screen of my laptop model?

stuck oyster
#

?

livid kelp
#

I have a laptop model and on the screen I want to run a video
How do i setup the the textures on the model so that the screen is accessible by a script

stuck oyster
#

do you have a script that can play video on a screen

#

as im not fully sure thats possible

livid kelp
#

I thought there is this laptop case by arma 3 with an video ๐Ÿค”

stuck oyster
#

seems like it is then

#

id wager there just needs to be a hiddentexture selection for that surface

white jay
#

Hey guys, im currently learning to get buildings into game, I was just wondering does anybody know why my animations would be working fine in Object builder but not in game

stuck oyster
#

Usually model.cfg or config errors.

junior saddle
#

What are "sections" in the model.cfg vs "sections" in the .p3d ?

quick terrace
#

sections in p3d are draw calls

#

not sure what you refer to in terms of model.cfg sections though

junior saddle
#

Here's an example:

{
    class Default
    {
        sections[] = {};
        sectionsInherit="";
        skeletonName = "";
    };
    class hiss:Default
    {
        skeletonName="HISS_Skeleton";
        sections[]=
        {
            "zbytek",
            "light_r1",
            "light_l1",
            "light_r2",
            "light_l2",
            "vez",
            "pas_p",
            "pas_l",
            "motor",
            "l svetlo",
            "p svetlo",
            "zbran",
            "podsvit pristroju",
            "camo2",
            "camo1",
            "pasoffsetL",
            "pasoffsetP",
            "brzdove svetlo",
            "zadni svetlo",
            "zasleh2"
        };

        class Animations
        {
            class damageHide
            {
                type="hide";
                source="damage";
                selection="damagehide";
//                sourceAddress = clamp;// (default)
                minValue = 0.0;//rad 0.0
                maxValue = 1.0;//rad 57.29578
                hideValue = 1.0;
//                unHideValue = -1.0;//(default)
                animPeriod = 0.0;
                initPhase = 0.0;
            };
        };
    };
};```
#

sections in p3d are draw calls I should have phrased my question better, or been less vague. I do know this, but I don't know about the other kind.

#

I want to say that they're added parts of the model that move or hide, but then "camo2" and "camo1" wouldn't fit in, would they?

quick terrace
#

@junior saddle
so sections in the model.cfg are actually named selections that you use either for animations

#

or are used for hidden selections

#

or engine specific things

#

like insignia etc

#

for whatever reasons both are named the same

#

but there is no correlation between the 2

polar fiber
#

There kind of is a correlation because sections in the model.cfg are used for texture and UV-based applications within the game, while bones are using vertex-based features. Object Builder selections can become bones or sections depending on the model.cfg

gloomy folio
#

We are looking at having models made, is this the right place to ask?

slate epoch
junior saddle
#

@polar fiber I get what he;s saying, though, because it's not a direct connection, like class myCrazyModel_1 and myCrazyModel_1.p3d

charred bolt
#

Why don't I see anything but Shadow LOD 0 in game on vehicles? This includes BIS vehicles.
Shadows on Ultra, Visibility of Shadows to 200m. (tried all variations, no difference)
Using Zeus to zoom up away, I see the detailed Shadow LOD, until it starts to fade in intensity and then it disappears. No lower detail shadows at all.

stuck oyster
#

Probably shadows on ultra does that.

charred bolt
#

I've tried Shadows from Low to Ultra, no difference.

stuck oyster
#

Possibly the engine does not see need to decrease the shadow quality?

#

Set shadow distance to 1000 with the console

charred bolt
#

That's possible if it's like res LOD switching. If you're in game at any point, perhaps you'd check out something like a Hunter MRAP and see if you have a shadow LOD switch?

#

Edit: Using the console command to extend shadow visibility to 1000 does now show a lower detailed shadow LOD on the BIS Hunter. Thanks for the suggestion. ๐Ÿ™‚ @stuck oyster

#

So the Hunter is switching Shadow LOD, but my vehicle right next to it, is not.
I have a Shadow LOD 0.000 and 10.000 (100 faces). Closed, Triangulated and Sharp.
Anything else I need to do in the model to 'enable' the lower detail Shadow LOD?

white jay
#

Hi guys, just wanted to know how to make an arma 3 tank model from scratch aswell with a recommendation of program ty

quick terrace
#

try making a box of sorts if you have zero experience with game asset modelling

#

instead of a tank

stuck oyster
#

Blender is good program and free. Just expect you will need to spend few weeks at least practising an learning how it works.

covert sundial
#

Experienced 3D Modeller here if anyone needs one

median bough
#

@covert sundial
got experience in upgrading existing models to arma 3 tank ugrades / damage models?

covert sundial
#

@median bough I ment to say I'm and experienced 3D Modeller as in i make 3D models ๐Ÿ˜› not BI related mods specifically just 3D Modelling in general ๐Ÿ˜„

twin ledge
#

if you find nothing there, im on a mod team that could use more modelers

charred bolt
#

From experimentation, it appears that the less detailed Shadow LOD (10) only appears on a vehicle when it's last resolution LOD is under a certain poly count.
The poly count limit in that last res LOD varies from vehicle to vehicle. The number of LOD's appears not to matter.

Here are some extreme examples used for testing:
Vehicle 1: LOD1 110k, LOD2 4368, SV0 4378, SV10 100 --- LOD2 above about 4400 faces fails to display SV10
Vehicle 2: LOD1 8.8k, LOD4 1090, SV0 1170, SV10 408 --- LOD4 above about 1100 faces fails to display SV10

Testing with shadows on ultra and shadow display distance set to 1000m via console. (also checked with shadows from low - ultra).

I haven't seen this discussed before, @rough idol do you have any insider knowledge about when the Shadow LOD10 gets displayed please?

novel pagoda
#

hi guys i just start to modeling career

#

try to make arma addon as my portfolio

#

now i'm modeling john wick taran 1911

#

can i get some advise?

#

looks good in substance

#

but import in arma

#

looking like this

stuck oyster
#

for starters Arma uses Y- normalmap so you would have to invert the green color channel of your normalmap texture.

#

Second Arma does not use PBR material proccedures so you wont get good results with metalness etc export

#

you should likely use the Spec/Gloss export preset that has been released

#

link to it is somewhere in this or texture maker channel

novel pagoda
#

oh i don't know about that

#

thanks a lot!

stuck oyster
#

Arma is already pretty old engine so it might not be the best for Portfolio work

#

except of course if you just want the experience of putting something in a game

novel pagoda
#

i'm thinking portfolio render as standard pbr way

#

and feel good to be use my model in game

stuck oyster
#

that is true

#

๐Ÿ‘

#

the black texture on your gun is maybe a bit odd with the grey/black random coloring going on it

#

gun metal is usually pretty same color all around

#

expect if there is any edgewear

novel pagoda
#

good to know

white jay
#

Making slow progress on my baby

novel pagoda
#

wow

#

๐Ÿ‘

white jay
#

Learning how to model is fun

#

Anyways, how many polys should a game ready asset have?

stuck oyster
#

rule of thumb, as few as possible

#

vanilla ak12 is a bit shy 6k faces (tris and quads mixed) in the first lod

#

some other guns on the other hand have 10-20k faces

#

5-20k faces is rough questimate

#

for 1st lod

#

then there are the distance and first person lods too

white jay
#

So with my WIP gun having 36.5k already I will have some retopo to do

stuck oyster
#

possibly

novel pagoda
#

anyone use render as substance painter?

white jay
#

huh

#

do you mean blender?

novel pagoda
#

no

stuck oyster
#

for what?

novel pagoda
#

for import arma mapp

stuck oyster
#

are you doing retexturing?

#

that you cant do with substance painter

#

you would need the original models

#

which you cant have

clever forum
#

hello i search a solution to attach an trailer to a car

stuck oyster
#

@clever forum no such thing

novel pagoda
#

no textureing in substance export to arma tool

stuck oyster
#

Arma does not support it

white jay
#

there are towing mods

clever forum
#

yes it support this serveur have this

white jay
#

and scripts

novel pagoda
#

but everybody use different export preset

clever forum
#

yes its a script

stuck oyster
#

those are not very great

white jay
#

yes

#

anyways

#

nothing to do with modelling

novel pagoda
#

i don't know whats right

stuck oyster
#

@novel pagoda there is export preset released somewhere in these channels

#

you can search the discord history

novel pagoda
#

oh yes>

white jay
#

time do redo all of my ris rails

#

yay

novel pagoda
#

thanks

white jay
#

anyone here happen to know the width of an ak 12 receiver
or at least the ak 74m?

twin urchin
white jay
#

thanks

woeful viper
#

sharing confidential information... tsk tsk tsk

twin urchin
#

well i found it in google images ha

quiet citrus
#

Anyone who does vehicle models do you make your own models or import /buy them?

stuck oyster
#

best models you get when you make them

misty urchin
#

You have to watch when buying models. They can be stolen and resold, especially cheap ones.

stuck oyster
#

that is indeed a big possibility

quiet citrus
#

K thx. Was just wondering I was thinking about doing some cars as I normally just model buildings

vital inlet
#

I sadly have no idea how blender troubelshooting works so I hope if anyone can point me to what I could do to fix it

solid sonnet
#

hi

#

I had some problems importing my model

#

The model appears to have a smoothing problem in the Object Builder

twin ledge
#

im trying to import a model i made, but i get this everytime i try to place it down in eden or zeus

stuck oyster
#

@vital inlet Are you doing naughty things and trying to import binarized P3Ds ๐Ÿ˜› Those cant be opened.

@solid sonnet Pics or didnt happen. Also depending on your workflow you need to set up smooth and hard edges in OB or in the program you model with, assuming you made the models.

@twin ledge you have bad path and possibly you have not set up the tools and development environment correctly and have not packed the pbo with right tools.

#

also good morning to all.

twin ledge
#

yea ive been adjusting my pathing. i have the folder in my p drive, and the pathing in the config is Arma_3_Mods\104th_Aux_mod\104thRepublic_Wall.p3d

#

im not sure what exactly the pathing is supposed to be

#

yea, its definitely my pathing. mikeros tools pack log had a "warning" or error for both lines where my pathing to the p3d is

solid sonnet
#

This is the model I bought, and it looks fine in the 3d viewer that comes with 3d Max and Windows 10

#

But it will cause problems when it imports Ob๐Ÿ˜ญ

stuck oyster
#

yes well its not designed for Armas hard/softe edge shading

#

and it probably is not game ready optimized either

#

buying a model is rarely a shortcut of getting stuff in game fast, you 11/10 times need to fix something

#

I dont use max, so cant tell what you need to do there. How I see it, its issue with smoothing group importing

slate epoch
#

I also see holes in mesh, sooo ๐Ÿ˜„

stuck oyster
#

beacuse Arma does not use smoothing groups but soft/hard edges

twin urchin
#

it kinda does but thats my secret ๐Ÿ˜›

solid sonnet
#

Is there any solution to this problem๐Ÿค”

stuck oyster
#

@solid sonnet do you know anything about 3d modeling?

#

@twin urchin its still not same as smoothing groups no matter what workarounds are used ๐Ÿ˜›

#

and @solid sonnet I ask just to figure out what kind of answer you can use

solid sonnet
#

@stuck oyster I have a general understanding of 3d modeling

stuck oyster
#

well then there probably are no easy solutions for your problem

#

where did you buy the model from?

#

Im thinking it may have some other issues too, so if you have link to the page that could clear up some mysteries

solid sonnet
#

I started a private project on cgtrader

stuck oyster
#

well cant really help you more if you cant give details

#

what you need to do is figure out how to set up the hard edges in ObjectBuilder

solid sonnet
#

I can send you the model

stuck oyster
#

no I dont want the model

twin urchin
solid sonnet
#

@stuck oyster What details of the model are required? I will ask the model author to provide it๐Ÿ˜

#

@twin urchinthank you

thin wigeon
#

WHat button am I missing in OB to carve one object based on a selection from another object? "Substract(!) Selection" reckons it's doing a "combine selections" in the history. Or is OB borked for doing any 3d carving? I just want to hollow out a solid shape using a primitive box but I can't figure out if these buttons even do anything ๐Ÿ˜ฆ

stuck oyster
#

@solid sonnet nah if you have to ask for stuff its too much of a bother. Im just concerned the model is not at all game ready and does not have uv mapping and/or proper texturing

#

@thin wigeon first mistake is to use OB for modeling

#

you wont get much help with it because almost no one models with it

thin wigeon
#

@stuck oyster yeah I've been putting off learning Blender but I think I'm just going to have to bite the bullet. I can see why nobody models with it now - I'm a n00b to 3d models and it was OK to make simple roadside furniture (signs, bollards etc) but as soon as I try and do anything clever it's just not happening. Thanks for confirming it's not me and not wasting a day trying to figure out something that's borked ๐Ÿ™‚

stuck oyster
#

Im not sure if those tools you tried are even intended for boolean operations (cutting and merging stuff)

#

I think they work with the named selections

#

or maybe not at all

#

but yeah OB is not very great modeling program since all others have blown past it with functionality and features

vital inlet
#

@stuck oyster Thank you for your answer but no, Iโ€™m not that stupid just yet ๐Ÿค”

stuck oyster
#

perhaps you have wrong version of the Blender Addon

#

what p3d is it you try to open?

vital inlet
#

i am using version 2.80.75, the p3d is a vest simply

stuck oyster
#

vest from where?

vital inlet
#

the same thing happens when I try to open a3 sample p3d so

#

vest is my own work thatโ€™s been working fine for the past 2 years

#

just wanted to rework it

stuck oyster
#

have you configured the O2script path in the Blender Addon?

vital inlet
#

i don't remember doing that no, ill give it a try

#

right, it's currently empty

stuck oyster
#

that could be the source of your issue

#

Y:\Steam\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

vital inlet
#

oh boy, where do I find the script? ๐Ÿ˜„

#

ah there you go

stuck oyster
#

it should look something like this

vital inlet
#

mh no, still happening

stuck oyster
#

did you pick the toolbox from the FHQ github?

vital inlet
#

in the addons it lists being version 3.0.0 at least

stuck oyster
#

get latest version

#

and make sure you use right version for your blender

#

2.8 vs 2.79

#

also does your p3d open in Object Builder?

#

you could try resaving it there

vital inlet
#

p3d's definately work fine in ob

#

ive tested several p3d's i have and also from the samples and all of them only import the first LOD

#

i will check however for a new toolbox version

#

tried the 3.0.3 prerelease from alwarren's github but the issue remains ๐Ÿ˜ฆ

stuck oyster
#

Blender 2.8 right?

vital inlet
#

correct

stuck oyster
#

odd, dont think anyone else has reported this here before

#

you may need to ask on the Blender Addon BI forum topic

vital inlet
#

I'll go ahead and do that then, thank you kindly for taking care of me though

stuck oyster
#

if youre brave you can ping Alwarren here too ๐Ÿ˜„

vital inlet
#

I'll try the forum first, pinging will be last resort ๐Ÿ˜„

jaunty tundra
#

I have a mesh that Im trying to set a few zones on to hit, the problem is only 2 of the 5 zones are actually detecting hits and the rest are not for some reason and I cannot figure this out for the life of me. The rest of the mesh just has no collision. What ive done is create the mesh which was 5 separate meshes that have been joined together for the geometry (which has 5 components component01-05) and when I put HitPart event handlers on the object in game I see that only component 2 and 5 are getting hit (2 is the center square/AZone and 5 is the center head square)

Download to .blend:
https://www.dropbox.com/s/4px9a3kmt4pyxjh/untitled.blend?dl=0

stuck oyster
#

each geometryLOD (geometry, physx, view and fire) need convex parts that are named with the componentXX naming convention

#

in addtion the geometryLODS components need to have mass assigned for them to work properly

jaunty tundra
#

they have mass, i only have a single geometry LOD(just geometry for now since its just a target) and it has had the components01-05 set to the parts of the mesh

stuck oyster
#

are those parts convex

#

pls take pictures

#

too much bother to start donwloading and opening files

jaunty tundra
#

to give you an idea heres a screenshot of the target in game with the 2 parts that have collision(have bullet holes)
https://postimg.cc/mPppv32c

#

ill take some screenshots in blender real quick

#

not 100% sure what convex is

stuck oyster
#

it hos no holes or inward going angles

#

this is not convex

jaunty tundra
#

should not unless i overlooked a mistake

stuck oyster
#

this is

jaunty tundra
#

the blender mesh with each component selected/shown

stuck oyster
#

this for example is not convex

#

it has a hole in the middle

#

yep your components are not convex

#

you need to cut them into smaller pieces

jaunty tundra
#

so i would split the top half into a seperate peice(the one you have selected)

stuck oyster
#

or just make the head and body 2 components

#

and make hitpoints to control damage

#

for geometry that is

#

the visual part can be build however you like

jaunty tundra
#

damage doesnt need to happen since they are targets, but would i be able to detect the zone that i hit if i go the hit point route? for example the body needs 3 zones and the head needs 2

stuck oyster
#

but even that would be more optmized if you made the colors with just texture

#

hitpoints wont really show you damage

#

for that you need proper fire geometry

#

or proper geometry lod that the engine uses as firegeometry if theres no specifc lod for it

#

you need just 2 parts like this

#

and its golden

jaunty tundra
#

let me try to reexplain real quick, you know how if you have a HitPart event handler on something such as a boat, if you shoot an engine of the boat it will return "Engine" or "Engine1/2" in the selection that was hit?

stuck oyster
#

in Object Builder you can use the convex component tool to make sure all your components are convex

#

that would need hitpoints

#

fire geometry controls what parts make hit effects and what material they are

#

hitpoints control damage to individual parts

#

that are defined in the config.cpp

jaunty tundra
#

so if i dont care about having damage dealt to any part of the object (since the object is just going to be used for detecting what zone/component the player hit on the target), then i would think i would only need to have the geometry LOD since i cant(correct me if im wrong) see the part of the object that was shot via a HitPart event handler since from testing ive only noticed different parts of geometry getting picked up by the event handler

stuck oyster
#

possibly