#arma3_model

1 messages Β· Page 140 of 1

jaunty tundra
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well once i get it somewhat decent and functional ill start trying other methods, i appreciate your help, i understand a bit more now

calm solar
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Looking for a dev that would be interested in some modeling work. Need some custom buildings made for a life server. I know its dead and whatever but its more for fun than anything else. hmu. and if this is the wrong channel then my bad

bold flare
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if this is the wrong channel then my bad
Yes it is, and yes it is. #creators_recruiting if you move to there, then make sure to delete here

rustic epoch
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Out of interest, what is the exact size limit for one-piece objects in arma?

stuck oyster
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safe one is x/y 50m x 50m, height can be more but it will be more demanding on all kinds of engnine operations

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larger objects can work but its a lot dependant on terrain setup

rustic epoch
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Thx

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What terrain factors can affect this?

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@stuck oyster

stuck oyster
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I recall about everything

rustic epoch
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Haha

stuck oyster
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how I understood it,its about what sized cunks it cuts the terrain into

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but als AI walking on roadway has limits

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something like 70 meter radius or something like that

rustic epoch
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Very helpful info,thanks again

stuck oyster
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always worth testing

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things usually can be combined from many pieces though @rustic epoch

rustic epoch
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Yeah. We are reworking the chernobyl Zone assets as we speak and how arman puzzled this is our exact Problem πŸ˜†

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Guess GSC did it that way or something as its original assets

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From Stalker series

stuck oyster
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usually game assets are cut into smaller pieces yeah

rustic epoch
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The Main building of the power plant consists of 16 parts without geo lod being huge,thin as paper. Was a funny weekend to put that together

stuck oyster
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its not really very difficult to make such if you just know what you need

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figuring that out is the hard part

dark flint
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are "memory points" in object builder just vertices in a 3d Programm?

jaunty tundra
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seems like it

bold flare
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yes

jade rock
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got a model loading from mission, but after I step ~5m from it, its dissapears, any ideas ?

stuck oyster
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possbily its badly build

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or it does not like to be loaded from a mission

jade rock
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managed to get that sorted, now just gotta fix being able to walk through it,.

stuck oyster
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how are you loading it?

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also why dont you make it a proper addon?

jade rock
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its for a vanilla server

stuck oyster
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it stops being vanilla if you inject new objects into it πŸ˜›

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no matter if its addon or mission

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in any case same model requirements apply to any p3d to make it work properly.

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and you cant block AI paths

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because AI ignores everything when its on a path

white jay
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Wait

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You can ad Models into a mission?

misty urchin
white jay
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is 30k polies to much for a model?

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gun model

stuck oyster
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pretty high end considering cars are about that much

quick terrace
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sort of, yes

white jay
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OOF

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sorry

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oof

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i dont want to have to retopo 😭

woeful viper
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if its the model im thinking of, there was already a lot on the grip to optimize. Make some screens and i'm sure we can help you mark areas to improve

white jay
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thanks

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im starting with the receiver tho

clever forum
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hello how to make fonctionnaly spikes in physique i have 3d model good but don't damaage whell

stuck oyster
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Spike shape will not cause damage on its own.

twin urchin
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imho A3 Apex 416 is 25k if i remember right in the pilot view aka 1st person , while the 1.0 lod is 12.5k

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so yeah , it is usually better to have it nicelly optimized and baked well

deep coral
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I would keep it around 10k. You can usually bake a solid 30k on it.

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I know when I made the scar for the first time it was at 25 and then I completely started over and had less than 10

twin urchin
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@deep coral can you show? πŸ˜›

quick terrace
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my MK17(the RHS one) is 18.2 verts, including the magazine

deep coral
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@quick terrace when I get home

quick terrace
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@deep coral ???

twin urchin
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he meant me probably πŸ˜›

quick terrace
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rhs != robert hammer @deep coral

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:))

misty urchin
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RHS = RobertHammer's Stuff.
Duh!

quick terrace
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@misty urchin πŸ”¨ πŸ”¨

deep coral
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What’s RHS?

white jay
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18.2 verts, damn thats what i call low poly

stuck oyster
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pffff πŸ˜› have you played 90s games at all?

twin urchin
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those were the days when a model was just a flat texture πŸ˜›

slate epoch
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you mean sprite? πŸ˜›

twin urchin
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yes of course just like on good old doom πŸ˜„

modest beacon
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Guys, does view geometry lod have any funcions besides a.i. function?

stuck oyster
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some engine scene calculation/view occlusion stuff

modest beacon
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so, it influences performance aswell?

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or the script funcions too?

stuck oyster
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It is required for the object to show correctly. If you for some reason don't make the lods, it will just default to some prior lod and it may cause worse performance

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You will not gain anything by leaving them out. The engine will still look for them.

modest beacon
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I have wiped it for tree models as experiment

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I mean, left it clear

stuck oyster
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That may cause visibility issues in some cases

white jay
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how bad a tris for RV?

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working on a low poly model

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topology is very much wip

woeful viper
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using 7 or 9 sides for a cylinder is never a good idea, when you have to do LODs later...

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use something you can divide by 2

white jay
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Oh

woeful viper
woeful viper
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note - they are not optimized for games

white jay
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Time for someone to make a csat heartland map πŸ‘€

white jay
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i just found out that half of the verts are just from some bolts on the gun

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so without any optimization except for those im already at 13k

formal vapor
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What would you all say is a good polygon count for a high quality backpack? I'm redoing my M5 medic bag and it needs a shelf life of a decade

charred bolt
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3 to 7k in LOD1 depending on complexity of the object @formal vapor

woeful viper
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well if it needs shelf life of 10 years, make it 30k, and use third LOD as first LOD ingame for arma 🀷

formal vapor
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lol 30k is a lot

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But I see your point

tired forum
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Anyone here looking for work?looking for a model dev to build us some buildings and such

stuck oyster
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Nope. #creators_recruiting would be the appropriate channel, @tired forum. Also do include the basic info of the nature of the work and who you are.

tired forum
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Sorry

twin urchin
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future proof is keeping it high and then make a LP that suits the game πŸ˜›

woeful viper
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can i modify walking speed on surfaces? I have some fairly steep stairs, walking up is way too fast

stuck oyster
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I think yeah if you give it a appropriate surface type and change cfgSurfaces properties for it

novel pagoda
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making taran 1911

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any advise?

modest beacon
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Guys, can we make stars visible in night vision?

stuck oyster
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no

modest beacon
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They were in a2

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also, may be there is a blank\unused texture in the night mode

stuck oyster
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we dont have anykind of access to the vision mode shaders

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or the night sky

modest beacon
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damn! They are visible, just for some reason light is weakened

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instead of amplified

jaunty tundra
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can someone explain how hit points work? im looking at a popup target model in blender and i see the hit point called target that is only around the actual target portion that you shoot at and not the base. when i shoot it in game it is correct, it shows that the point i hit is called "target" only when i hit the target area shown by the hit points, but when i shoot the base i get nothing printed which is correct. how do people know where to have the hit points? i see it kind of being the outline of the target area in blender, but how does arma know where the "target" area is? and how do i make them? heres an image of what i mean.
https://gyazo.com/56e74087af1ecb5002e698a133ac91af
https://gyazo.com/dc38f883f3bc58e21aa4242fdd2a0959

quiet terrace
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@jaunty tundra
basically it improves the penetration handling recieved from your model.
Brief overview, around each of your verts picture a sphere with defined radius.
These verts commonly placed where your weak spots are and the sphere around it is the area of the weak spot. Lets assume a Tank Armour Plate is the target. The projectile comes in and hits the plate. Depending on the thickness of the plate the projectile penetrates or not. The amount of force that penetrated through the plate now hits the spheric area of your HitPoint and activates it. depending on HitPoint's config it then calculates the value of damage what the plate recieved.

it's far more complex than that but in short it's like this

stuck oyster
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google is your friend

stuck oyster
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pfffff

woeful viper
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yeah, i know... it didnt work in forum's since ever, why would it work in discord

slate epoch
stuck oyster
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thanks @slate epoch that is good pin to remember.

slate epoch
stuck oyster
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perfect. Splendid

woeful viper
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πŸ’© πŸ‘Œ

woeful viper
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well shit... maxSpeedcoef in cfgSurfaces does not affect walking speed. I dont see other speedrelated options in the base class. Any other options to reduce walking speed on stairs/slopes?

outer condor
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probably not really. maybe via scripting hack but from what i recall wasnt working well

white jay
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So I'm wondering if there's a way to make a water spray effect in maybe a similar way as lights "light_pos" "light_dir" using memory points and some sort of trigger?

atomic path
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Has anyone experienced shadow issues when changing Rvmat?

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The rvmat is changed via hiddenSelectionsMaterial

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Without it, the shadow works properly

polar fiber
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do you have any retexture sections (camo1 etc) in the shadow lod that shouldn't be there?

atomic path
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hmmm, that's a good question

stuck oyster
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@white jay sure, just needs scripting and properly named points in the object.

white jay
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@stuck oyster is there any link to a reference I could look up on this? Scripting really isn't my department, and the scripters I've ran through so far have not had experience with this

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From what I've gathered so far, it's been a matter of a particleeffect

stuck oyster
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Not really more than what's written about particle effects on the wiki. It would be combination of things, depending on what's the specific use case.

runic flare
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I need some light sources on wires to finish my terrain, but i don't know how to create and config them

stuck oyster
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there is a lamp example in the Arma 3 sample models

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on steam

runic flare
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A2 com tower -> config:
class MarkerLights { class RedBlinking { name = "cerveny pozicni"; color[] = {0.64,0.064,0.064,1}; ambient[] = {0.1, 0.01, 0.01, 1}; brightness = 0.01; blinking = true; }; };
cerveny pozicni is Memory LOD

woeful viper
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damn, grenades bounce off roadway lod too

rough idol
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@woeful viper because roadway is baked to physx on map objects

woeful viper
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hm good to know, so in case of stairs its actually possible to not put them in physx lod, because it would be double physx components when roadway is added

rough idol
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yeah, but it's not working if you place object via editor

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baam, that's sort of weird bug that programmer wasn't able to solve last year before moving to another project

woeful viper
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uh... i placed it in editor, and grenade bounced off roadway lod

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unbinarized model though

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i know it was roadway because i had no geometry whatsoever in that stair case, just roadway (the rest of the building had geo though)

rough idol
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or maybe it was vice versa? πŸ€”

late root
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Anyone know where i can find the base arma naked man model? Not the one in the tools we get, but the one in the a3 directory.

late root
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Found it.
P:\a3\characters_f\Common\basicbody.p3d

near scaffold
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Does anyone have any experience or a guide for making red lights/green lights in a plane interior for jumping and stuff? Trying to see if I can add jump lights to my CSAT cargo plane.

stuck oyster
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no guides for lights

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the tiny sub is probably best example configs wise

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If I recall right it had red interior light

woeful viper
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tank interiors have several lights now (only visible in interior view) but idk if you can control them dynamically

rough idol
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you can

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but they are omni lights and cannot be hidden

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you animate them though and move them 1e10 from plane

woeful viper
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hopefully without affecting bounding box or model center πŸ˜„

bright echo
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i did it with the ifa3 planes and didnt notice any weirdness

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its memory lod so shouldnt mess with either of those

runic flare
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when i use MarkerLights in editor and play the game, they work fine. but after importing them in terrain builder, they are off in game. any solution?

stuck oyster
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Figure out the offset and apply to TB positions.

runic flare
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i tried PortableHelipadLight_01_F and it didn't worked too, maybe there is additional config

stuck oyster
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no there is no config

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just Eden editor and Terrain Builder calculate the size and center of the objects differently

broken abyss
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Hey all!
I'm having a problem with suspensions on a wheeled vehicle: I was testing it on various uneven terrains and realized that the suspension is working in the opposite direction. Lemme explain. When a wheel rolls onto a rock the geometry lod seems to follow the curvature but the visual just goes into the rock while the back wheels, which are supposed to stick to the ground more or less, go up.

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Has anyone encountered a similar problem?

woeful viper
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model.cfg issue

broken abyss
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Managed to fix it, the 'offset0' and 'offset1' values in the dampers were inverted in the sample files for some reason.

bright echo
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what's the deal with internal fire geometry for like 'hull' etc? I'm having an issue where it seems that the crews firegeometry is being ignored as it hits these internal components and goes out the otherside of them, ignoring the crew within

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is this caused by the 'edge' of the component being too close to the crew or is the crew being inside the component to begin with the issue

stuck oyster
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do you have the proxies in the firegeomery?

bright echo
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yes

stuck oyster
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does the geometries form a pocket for the crew or is it one big solid block?

bright echo
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hmmm i believe its a solid block

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hard to really get a screenshot of it though

stuck oyster
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yeah you probably need it to be hollow

woeful viper
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i would use those big volumes to script crew damage
otherwise you have to pinpoint hit the crew -> no other damage will be caused

charred bolt
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@broken abyss That issue often happens when a new damper axis has been defined. The order that the two points are created in the Memory LOD can reverse the direction. You can fix it either by inverting the offset0 and offset1 values as you did, or swap the axis points around.

bright echo
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so instead of having it be a cube i'd build i a box of components or something?

charred bolt
stuck oyster
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this page might be useful

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wiki is your friend

bright echo
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yeah - but the a3 tanks are setup this way πŸ€”

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when I was testing this issue with the diag exe I can see a big block surrounding the crew with the rvmat vehicle_interior.rvmat

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they look like just a solid volume

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like there's an armour plate outside that, which is a solid volume, inside that is the interior.rvmat volume, and inside that is the crew proxirs

stuck oyster
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aa the interior volume probably has some blocking power too as it represents the internal equipment a shot might hit and deflect from

bright echo
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right but the issue I'm noticing is these interior volumes dont block shots, the shots pass through, and ignores everything inside of it. naturally this isnt an issue in the A3 tanks but is in the IF ones 😐

stuck oyster
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possibly you could set up any hit on that interior box to damage the crew

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like X3KJ suggested earlier

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are you sure your shots hit the crew?

bright echo
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yeah

stuck oyster
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so what happens if you remove it?

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also is your crew set to be damageable

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and visible

bright echo
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some vehicles their firegeo isn't visible in diag.exe but i chalk this up to someone wrong with the proxies or animations and will look into that too. but with vehicles where I can see the crews firegeo I see the shot go through, through them, and out the otherside

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or those yes

stuck oyster
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as in hideProxyInCombat might mess that up

bright echo
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I haven't tried removing it yet

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but I tried one tank that doesnt have this big volume take up the entire space

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and I shot through the hull, hit the crews firegeo and he naturally died

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and diag reported it hit meatandbone.rvmat or whatever, passed through and hit the otherside as expected

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lemme quickly load it up again and ill take another screenshot

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naturally the esults make a liar out of me to some degree, doesnt even hit the internal armour in this instance

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here's a better example

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1 hits outter hull, 2 hits the internal component, ignores the crew inside of it, hits the otherside of the outerhull, exits

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I know the perspective makes it seem like it missed but I assure you if I look down the actual path it does pass through the crew firegeo

primal phoenix
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hey guys im in process of making my map and ive hit a speedbump. I know 0 about modeling but I need to make a tarmac/decal object. Basically something like this only with a different texture https://gyazo.com/ba68e56040233a1696ee61516590cbb9 anyone able to help me out and tell me how to do this? ive downloaded blender.

outer condor
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@primal phoenix duplicate a flat surface model (from A2/A3) and assign your texture, rename p3d, add basic config, pack properly with p drive (path)

primal phoenix
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ty ill check that out

broken abyss
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@charred bolt kk thanks, I didn'r think of that

weary citrus
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Hi gents,
I've started with making models and am having the problem, that I'm kind of able to see "shadows" in game through my model.
Is this a common problem? Do you happen to know how to fix it?

eternal bloom
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which shader do you use ?

bold flare
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got anything transparent on your model?

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I think there is a geo lod prop to disable alpha?

weary citrus
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the super one, copied from default_super.rvmat

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I have a face for a camo selection that uses the a3\data_f\default_alpha.rvmat (similar to the Sponsor Sign shield)

bold flare
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I think if you have one face with alpha, the whole model gets alpha calculations, which is why its slightly seethrough, for whatever reason..

weary citrus
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that seems to be the case.

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removing this from that face's texture property#(argb,8,8,3)color(0,0,0,0,ca) removes the alpha problem

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I think I've fixed it with setting forcenotalpha on the geo lod

woeful viper
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yeah thats the one you need to apply in that case

weary citrus
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boi πŸ˜„ that was some time consuming debugging

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thanks for getting me on the right path @bold flare

woeful viper
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been there done that

weary citrus
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and @woeful viper for confirming it πŸ™‚

bold flare
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that was some time consuming debugging
You asking here -> getting an answer -> 2 minutes later it's fixed.
Not thaat time consuming, just need to know where to ask and hope the right people are online πŸ˜„

weary citrus
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it started on ace slack πŸ˜›

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hope the right people are online

true that

polar fiber
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are you using the correct _co texture suffix for your wooden parts?

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_ca will tell it to be alpha

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but as said above, if the model contains a significant area with any additional alpha texture, the whole model will be treated as alpha. That's when you can slap forceNotAlpha 1 property in the geo LOD

weary citrus
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Thank you for the explanation. Yeah, I've used the correct suffix.

dark flint
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Does arma support Multiple Texture sets?

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Multiple 2x2K textures per mesh in a single object?

polar fiber
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Yes, but it's better to use as few textures as possible

woeful viper
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what do you mean? 4k for left eyeball, 4k for right eyeball, 4k for hair, 4k for belt buckle... minimum.... (skyrim mod logic)

stuck oyster
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Sounds logical.

frozen umbra
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Where can I find more info on Geometric occluders , in addition to this one biki page? Does proxy occluders even work?

stuck oyster
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probably they do not

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why would you need proxy occluders?

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proxy use shoudl be very minimal

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and occluder use shoukld be minimal too

frozen umbra
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Some say they do, some say they don't. Plus there is lack of info.

stuck oyster
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do you have the proxy in the geometry lod?

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thats the only way it can work if it works

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but as said. Proxy use can get performance costly fast

frozen umbra
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but as said. Proxy use can get performance costly fast
I'm aware of that. Thats why I'm looking for optimization solutions.

stuck oyster
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proxies have 2 uses basically. They are for specific engine functions, and at some point before A3 proxies were only way to go above the 32k vertex limit the p3d had

frozen umbra
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do you have the proxy in the geometry lod?
Yeah. 4-10 proxies , per model.

stuck oyster
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ouuuuchhhh

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does not sound good

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what the hell are you building xD

frozen umbra
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lol, its ol arma 2 buildings

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furniture and shit

stuck oyster
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furniture shoudl not have geometry occluders

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only big walls should

woeful viper
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do you have some more info HG? In theory having proxies (furniture) inside a house with no windows and proxy occluders inside the rooms should be "free of cost" unless you enter it

frozen umbra
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There is also another feature for occluding interior proxy objects, that is called proxy-occluder.

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are we talking about the same thing here? geometry occluders is for buildings

woeful viper
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i just wonder why BI didnt do this, if it was possible according to the theory

stuck oyster
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probably not

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I may have understood you wanted your proxies to work as occluders

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which made no sense

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but other than whats written on the wiki page I dont think theres any info

woeful viper
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anything else is down to the usual "see for yourself and give up when you realize its too late to reverse your decision"

frozen umbra
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I'm sure someone tested this before, just need to know if it even works , before I go and bang my head on it.

stuck oyster
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at least cant remember anyone mentioning it

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there are not many building makers

late root
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Any ideas on what could be causing this?

woeful viper
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wait, that shadow is in max too?

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you could send me the .3ds or fbx and i'll have a look

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i dont have your max version

late root
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X3XJ helped me fixed, normals were either A. Being trashed on import or B. 3ds Max bug which doesnt do the normals correctly

runic flare
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why ai refuses to go arma 2 podesta1 stairs up?
I see Paths and RoadWay LODs in object builder

stuck oyster
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terrain or editor placed?

runic flare
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Both

stuck oyster
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does the path connect to ground level?

runic flare
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@stuck oyster 1,2,3, Geometry are lower than Paths

frozen umbra
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try creating fan like entry points, make sure you named them properly too In1,in2 , out1 out2
ai dont care about geo btw, the moment it finds paths its just like trolley on rails

runic flare
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ok

woeful viper
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you could take the "fan" from example house

white jay
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hey, after my friend sent me some models that look great with normal, bump, and other maps. After I edit the model by deleting some geometry, it loses a LOT of detail, and the shadows don't look at good. What am I doing wrong?

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By detail I dont mean geometry, I mean zippers lost their 'depth'

late root
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@white jay Show us an example?

stuck oyster
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sounds like youve broken texture/material connections

late root
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If you edited the actual GEO you likely destroyed the UV

stuck oyster
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and that too

white jay
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well the texture applies just fine

stuck oyster
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do you also apply the normalmap

white jay
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in the RVmat?

stuck oyster
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and also what progrmas views are you comparing?

late root
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Also what did it look good in before hand? Can you show us some before and afters within A3?

stuck oyster
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pics needed yeah

white jay
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sure

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sec

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where can I post photo

stuck oyster
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imgur, send to your friend etc

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and link here

late root
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^

white jay
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top is after the edit

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bottom is before

stuck oyster
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well it would seem you dont have rvmat applied

late root
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Looks like the rvmat isnt being applied for your normal/smdi

stuck oyster
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these are taken from what view?

white jay
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virtual arsenal

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in game

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okay well my RVMAT is an another pbo

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is that the issue?

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does it have to be in the same pbo

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if I load both PBOs

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the SPECULAR map is working

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the reflectiveness

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but not the bump

late root
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As far as im aware rvmats should be in the same pbo as the model (thats how I was taught). Is your smdi labeled as Texture_SMDI?

white jay
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I added two images

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I'll try it all with the RVMAT and other files inside the same folder

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but its never been a problem before

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with diffuse maps

stuck oyster
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why are they in different pbos?

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are the from some other model?

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and its quite possible your paths are not right

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are you packing with pboProject

white jay
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I'm using addonbreaker

stuck oyster
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well

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good luck

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Β―_(ツ)_/Β―

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I mean Im pretty sure weve suggested to you too to use proper tools and development methods

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if you want to not do that then this is what you get

white jay
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you think it's an issue with the complier?

stuck oyster
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its probably issue with your data and setup

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but addon builder does not care

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it packs whatever you give it

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if its poop its poop

white jay
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hahaha

stuck oyster
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and if its 100% right then it works

#

but I know like 2-3 people who can get away with using addonBreaker without issues

#

its just the truth

#

it only works if everything you feed to it is correctly made

#

and if you have to ask whats wrong then yours is not

#

and the list of what can be wrong is very long at that point

#

but you know, up to you what tools you use

#

addon breaker use just cant be helped much here because it does not give any debug info

#

and no one has the time to go through all your files and workflow to check where you pooped on your shoes

white jay
#

everything I've made work so far hahaha

stuck oyster
#

well if you think that then good luck.

#

theres working builds and "working" builds

#

Id wager a lot of your stuff wont go through pboProject

#

but I dont know anyone who will spend time helping with addon builder

white jay
#

why do you wager that?

stuck oyster
#

just a hunch

#

youre free to prove me wrong

white jay
#

hmm

stuck oyster
#

Ive had this conversation many times

#

guy comes in all I AM THE MAKER OF STUFF

#

and doesnt really make it working way

#

so statistically your stuff has errors you dont know about

white jay
#

so you have no idea why the specular map was added but not the bump map?

late root
#

Just use pboproject. I wouldnt be able to function without it. Many things I thought was 100% perfect turned out to have a small error here and there which would cause massive issues

stuck oyster
#

no

#

or well yes but I dont have the time to go over all the possibilities

white jay
#

well thanks anyway

#

hopefully someone can help me out

stuck oyster
#

if you stop being stubborn and try pboProject out you might have better chance

white jay
#

I did try pbo project

stuck oyster
#

and?

white jay
#

I didnt like it

stuck oyster
#

because it does not let you pack stuff with errors?

white jay
#

the problem here is that the bump map isn't being applied. not that the complier isnt working proerly

#

yet Im using an rvmat that works on the same model

#

when I compile the other model it works fine

#

when I compile the edited model it does not

stuck oyster
#

Best advice I can give you is use pboProject and fix the errors it gives you

late root
#

^

stuck oyster
#

if you dont want to do that, then good luck. It will be difficult road ahead of you,

white jay
#

okay I get it, you want me to use pboProject

#

I heard ya

#

but Im telling you it's not the complier

#

you're telling me that pbo project will tell me whats wrong?

stuck oyster
#

yes

#

very likely

white jay
#

are there any common things you have to do after editing a model in oxygen?

#

to make them work properly

#

like recalcualting normals

stuck oyster
#

save it

white jay
#

or otherwise

stuck oyster
#

not really

late root
#

what did you even edit?

white jay
#

removed some pouches

#

the specular is rendering fine

#

it's the bump map that isnt

#

and its the same path as the specular

#

so that's not the error

late root
#

PboProject, comfirm its not a build issue, or a rvmat issue that has something wonky. Once confirmed come back and ask again

white jay
#

its not rvmat because the rvmat is working on the non edited model

#

it's not a build issue because when I build the other model it works fine

late root
#

You got your answer from both of us

stuck oyster
#

well apparently you dont have any issues then

white jay
#

?

#

the other model works fine. the one I didnt edit.

stuck oyster
#

you just said its not rvmat and its not build issue

white jay
#

could it be anything else?

stuck oyster
#

if youre so sure all your stuff is 100% right then theres nothing left

white jay
#

other than the rvmat or build?

#

maybe how to rvmat was applied?

#

because its only the bump that isnt working

#

does editing the model itself remove some properties?

late root
#
PboProject, comfirm its not a build issue, or a rvmat issue that has something wonky. Once confirmed come back and ask again```
white jay
#

new info!

#

I complied it without binarizing using addonbreaker

#

so it was the binarizzing that broke it

late root
#

you mean....its addonbreaker that broke it

white jay
#

hahah yes

late root
#

use pboproject

white jay
#

you guys were right

stuck oyster
#

binarizing is essential for addons btw

white jay
#

whys that

stuck oyster
#

otherwise the game has to binarize it on startup

#

and it increases load times

white jay
#

ah okay

#

yep I'll swap the pboproject

#

you convinced me

stuck oyster
#

also some properties get baked into the model on binarize so that it works properly

white jay
#

what things get baked into it?

stuck oyster
#

depends on model. cant remember them all.

#

also not really relevant to development

bold flare
#

starts counting the hundreds of things that get binarized into a model

stuck oyster
#

if thing is done right it works.

white jay
#

@bold flare maybe some examles?

bold flare
#

shadowvolume, alpha face flags, autocenter, bounding box calculation, bounding sphere, ...

white jay
#

and if they arent baked, what happens?

bold flare
#

they get baked at game start

#

Then your mods users will have to decide if your mod is worth a minute or so slower game startup

#

And your mod will also be bigger, so more to download.

white jay
#

gotcha, thanks

obsidian quartz
#

Greetings,
I've run into an issue with magazine proxies. I have two different mags and seperated them into different p3ds and created their model.cfg. I did link a3s magazine proxy on the weapon model. I do not get any error messages ingame nor while packing (using pboProject). Yet ingame the magazine models are not visible. The wiki says:
"There is no magazine model visible if magazine doesn't have modelSpecial defined [...]"
yet under cfgMagazines I have:
modelSpecial = "\FA_Weapons\data\magazines\22LR_30Rnd_Mag.p3d";
modelSpecialIsProxy = 1;
Any ideas? Do I have to link the magazineSlotProxy under "WeaponSlotsInfo" as with optic/silencer proxies or something?

obsidian quartz
#

Alright found the issue, I added the proxy as "MAGAZINESLOT.000" and changing it to "MAGAZINESLOT.001" solved it

wraith wing
#

anybody here know how i can turn a 3d model into a heightmap?

stuck oyster
#

you can bake displacement out of it but it might not be very accurate

frozen umbra
#

how big flags & cloth like models that use physx can be ? is there a size cap of some sort or it requires deeper config? when, simply increasing the vanilla flag size do work , it seems crash the game after few sec when model in sight.

stuck oyster
#

No idea. Not many flag editers around I guess.

#

@formal vapor did you guys get you big flags to work?

#

also @frozen umbra how big are you talking about?

frozen umbra
#

x2 x3 from the original size we all familiar with

stuck oyster
#

you using the A2 flag?

frozen umbra
#

well maybe x4

#

yeah

stuck oyster
#

it works as 1x for you though?

frozen umbra
#

yep

#

its small tho, I want to make it bigger and use it as cloth canvas covering something or hanging on a structure wall

stuck oyster
#

I dont think you can cover stuff with it

#

and hanging on a wall might be best to be done with static mesh too

woeful viper
#

using weight painting you can also make some organic but repeating "flapping" animation

frozen umbra
#

Thanks @obtuse rain

Although you also drop the proxies out of higher LOD's.
Yeah this is done. Only the first lod have proxies inside.

The way you test it is by putting your object into a .wrp (or using file patching to replace an existing .p3d baked into a .wrp), preferably with the walls deleted.
Geometric occluders only work on .wrp baked buildings though, if you createVehicle it in neither normal nor proxy occluders will actually occlude.
As long the model is a terrain object, no need to rebake , rebin it all . After I edit the model and add any occluder , direct model swap should work right?

https://i.imgur.com/DLvG1Wf.png - add box to view geo lod, call it proxyoccluder_01, check if proxies disappear faster...

#

hm, "weight painting " @woeful viper ?

obtuse rain
#

Yeah, model swap did work last time I used it.

woeful viper
#

weight painting/ vertex weighting -> like a character

frozen umbra
#

@obtuse rain I was thinking proxies disappears at much closer distances , if its 100m we talking about, I'll check without the structure walls, because you cant really see the difference. Its possible LOD2,LOD3 switching is the one who "hides" the proxies πŸ˜‰

obtuse rain
#

The Dude: Yeah, I think when I did the testing I either had the proxy in all LOD's or deleted everything except for one LOD.

frozen umbra
#

Roger.Does box need additional config , like normals directions or anything?

obtuse rain
#

No, 6-sided and closed should be fine.

#

Though there are some drainpipe shaped occluders from misclicks of someone at BI. πŸ˜‰

frozen umbra
#

like the one that makes the whole terrain cell disappear as bad model occluders?
guys at #arma3_terrain were talking about some rocks with trapezoid "box" bi used

obtuse rain
#

Luckily the drainpipe is actually inside of a drainpipe so it's probably still gone unnoticed.

frozen umbra
#

hehe, probably more around. too bad there is no list for these , if we can't fix it at least we can exclude them from future use

obtuse rain
#

I did an automatic analysis of all of the A3 .p3d's at one point, if they use excluders they generally use between 2-3 and rarely 4-5 (from memory).

#

I don't think I've ever seen BIS use a proxy occluder.

#

They can put them in buildings quite sparingly because in a big city with lots of buildings (where occluders are most useful), if the building right in front of you doesn't completely occlude, the ones behind it probably will.

#

One of Cype's really dense middle eastern maps did quite well with them IIRC, because the towns were all divided up with the maze like mud walls. Once occlusion was added it was generally only drawing the little area you were in.

#

Until you got onto a high roof, anyhow. πŸ˜‰

frozen umbra
#

Yeah, I've noticed Geo occluders are not something to go crazy with... BI's page recommend using as less as possible (6 was the max, if I remember correct) . As far as proxy occluder, IF it works, see no reason to not just add it to EVERY building that uses any proxy...

I don't think I've ever seen BIS use a proxy occluder.
thats what kinda strange, if you have it and you don't use your own feature...there is probably a reason for it ) not as effective as it should maybe, or decided just to use lod switching... dunno, all guesses

#

scraping for frames

#

livonia too πŸ˜‰

idle spade
#

Anyone know if there have been some models made of ww2 LST (landing ship tank)

#

Trying to help with a project to replicate placement of all the ships prepared ready for d-day

#

Off solent - Isle of Wight

median bough
#

@idle spade
Ask kju what they have in their ww2 mods

idle spade
#

ok thanks I will

#

seems it won the war - so it's pretty important vessel πŸ™‚

woeful viper
#

"it won the war" by that criterion you'd never finish making a mod. "ahh yes blast furnaces and iron mines, gotta have those too"

livid kelp
#

is there a way to make the buldozer/Model Viewer night time to test lights ?

stuck oyster
#

I dont think lights would work in it

#

since OB buldozer does not read config

#

and the time set tool is broken if I recall right

#

in game is the only way to test lights properly

rough idol
#

Time set thing is working according to @polar fiber

polar fiber
#

Setting to night works, but it doesn't show light sources (reflectors and marker lights)

#

Just the various things you would use illuminated .rvmats for

late root
#

So..cool shit it happening.
https://gyazo.com/0c77da041d78129be14e24635de24f04

Shadow is closed
Shadow is Weighted
Shadow is Sharp Edges
Shadow is Triangulated
Shadow has no textures or rvmats applied

Shadow looks and animated fine in OB with a test anim.
Any ideas?

bold flare
#

Holi macaroni

#

what shadow lods do you have in OB? in total?
any shadowvolume1000 or smth like that

late root
misty urchin
#

Beautiful! Is that the new spiderman design?

late root
#

Its my new blood pressure raising medicine lol

formal vapor
#

How did you weigh it?

twin urchin
#

thats a new Control enemy πŸ˜›

late root
#

@stuck oyster was able to help me fix it.
The model was weighted in 3ds max, but before weights were applied the multires modified was used. Goat thinks this may have corrupted the index table of model.

#

thanks to everyone who helped πŸ™‚

woeful viper
#

multires modifier for poly reduction? Idk about newest max versions, but proOptimizer modifier is a bit better in dinosaur versions.

late root
#

@woeful viper multires preserves UV, im using 2015 at home currently.

#

ProOptimizer likes to murder UV's last i tried

woeful viper
#

there are different settings you can tick on/off - "Keep textures" preserves UV's

#

the more you enable, the less play-room the optimizing algorithm has (obviously)

#

though ive never done an extremely thourough comparison. Also no idea how stuff like simplygon fares against this. Would be cool to see a comparison for the tools available to date

formal vapor
#

What does this cannot generate ST coordinates do? Does it break something besides the UV?

white jay
#

"Arma needs to be able to convert from any point on your UV map to a unique point on your 3D faces and vice versa. If all your UV points for a particular face are on the exact same point, or all 3-4 points fall on a straight line, then it's ambiguous which 3D coordinates correspond to the UV point."

formal vapor
#

besides the obvious UV issue is there any other concerns? Is there a performance hit or something?

pallid cape
#

I export my model to fbx but only 1 of the UVMap sets are visible in substance painter. Has anyone else had this problem?

proper raptor
#

I have a request for anyone who knows how to model and optionally knows how to make an elevator go up and down and fold when up

primal phoenix
stuck oyster
#

@formal vapor all rpt lines cause tiny drops.

quiet citrus
#

@pallid cape substance painter can only read one UV map at a time

subtle bison
#

question time: is there a quick way to mass replace (texture) paths in multiple p3d files?

white jay
#

MoveObject.exe

subtle bison
#

but isn't that moving objects (as the name suggests)

#

i don't want to move anything. just replace paths.

white jay
#

MoveObject will rename file paths inside any

#

MoveObject MyOldP3d MyGreatAddon\somewhere\data MyNewAddon\Henry\Marbles\wherever\you\want

#

you can do alot stuff with moveobject

stuck oyster
#

Notepad++ replace in files works too

white jay
#

oh nice! inside p3d different lenghts? @stuck oyster

subtle bison
#

my experience is that replacing the path with different length doesnt work

white jay
#

i always used moveobject for such stuff and it worked

stuck oyster
#

I only work with original unbinarized p3d and works there without any issues

#

dunno what you guys are doing

#

the path length stuff applies to binarized p3d afaik

#

which goes on the naughty zone

white jay
#

thats new to me

subtle bison
#

i'm using a2 sample models

white jay
#

but it works on unbinarized was it always like this?

#

... last time i modded was 10y ago maby im to old

dry sleet
#

hi,I'm completely new at creating mod,just wondering if there's anyway that I can screenshot a photo,and make it look like a intel so I can use them in editor?

stuck oyster
#

well yes, sure that could be made. If you dont have any idea how, then it might need quite a lot of learning

#

so what is it exactly you want it to look like?

primal phoenix
#

can someone tell me if that tutorial video I posted is good to follow? I know nothing about modeling and don't want to follow a tutorial that ill find out at the end , was wrong and wont work for arma

stuck oyster
#

from a glance it looked fine.

#

anything is ok if it gets you trying out the tools

#

but there are no fool proof this is the only way to do stuff tutorials either

#

you have to be brave and just explore the program and find out about different techniques

outer condor
#

@subtle bison moveFolder moves also files

#

so yes moveObject is the standard use case

quiet citrus
#

hello, i am trying to get an object in my building to play an ambient sound effect. Anyone know how to do it?

median bough
quiet citrus
#

thanks

median bough
#

np

stuck oyster
#

well there are other ways too. you can add sound effect points to the model or add sound effects to animations

dry sleet
#

@stuck oyster ,I’m making a HVT mission,I couldn’t find a photo that will relate to it,that’s why this idea came up,so I need 2 photos of target area and a photo of HVT

stuck oyster
#

so you want to make an object that has a photo on it as texture or something?

#

basically you can use any image you want as texture on a custom object

dry sleet
#

Yes,exactly

#

How and where do I start?

stuck oyster
#

well you pick a 3D modeling program you want to start using and find basic use tutorials for it

#

from free ones I would recommend Blender.

dry sleet
#

Got it!

stuck oyster
#

or if you dont want to invest too much time into it you could try figuring out it in Armas own Object Builder

#

but there are not really much tutorials for it

dry sleet
#

There’s an object builder in Arma?

stuck oyster
#

in the modding toolset

dry sleet
#

In game?

stuck oyster
#

no

dry sleet
#

Armaholic?

stuck oyster
#

steam Arma Tools...

#

but as said. its difficult to use and you are pretty much on your own with it

dry sleet
#

alright,I'll try both

#

thanks for the info, as a completely noob in modding stuff,it's gonna take a while

stuck oyster
#

well if youre going to do something properly and want to invest the time to learn then you just use Blender

#

it is indeed

dry sleet
#

thank you,I'm all willing to put effort into it πŸ™‚

stuck oyster
#

for blender you will find quite a bit of basic and advanced tutorials

#

once you are comfortable with the tools you can start looking into how to put stuff into Arma

dry sleet
#

is Maya capable of doing object's texture like blender?

stuck oyster
#

sure

#

its just perhaps the worst compatible with the common 3D program to Arma pipeline of what I have observed

polar fiber
#

It’s entirely compatible save for nobody making an animation rig for it

stuck oyster
#

Sure, might be just my impression but I feel like people using it have had most trouble with preferred 3D program -> OB pipe

#

even if its just an fbx in between

polar fiber
#

Never had any issues with it myself. Just triangulate

#

The way it handles hard and soft edges is perhaps the most similar to OB

#

It’s not smoothing group based like max, and hard edges don’t need additional flagging as such like Blender

stuck oyster
#

might be just false observation Β―_(ツ)_/Β―

balmy umbra
#

Hi, does anyone know any guide on modding available for me to read? Watch? Is artatesgaming' videos any good?

stuck oyster
#

well depends a bit what do you know already?

balmy umbra
#

ermm. lets just say i am fresh. just starting out

coarse orbit
#

Hey, having an issue with the game rendering face normals, have been seeing issues with smoothing groups on a couple models. Haven't been able to find this out anywhere, but is the game dependent on vertex normals rather than face normals?

stuck oyster
#

Arma does not use smoothing groups but soft and hard edges. @coarse orbit

#

Custom vertex normals are possible but often go funky

coarse orbit
#

That's the issues we're having right now.

#

Tried importing it as a .fbx as some others suggested, and to no avail.

stuck oyster
#

Something with custom normals?

coarse orbit
#

Tried that, didn't fix the issues. So, as I've discovered and you just said, Arma doesn't maintain smoothing groups on import.

stuck oyster
#

And from what program?

#

No it does not yeah

coarse orbit
#

Is there any way around that, or no?

stuck oyster
#

I assume you're 3dsMax user?

coarse orbit
#

3ds and Maya

#

Dabble in Blender

stuck oyster
#

Maya should be able to export similar stuff as Arma uses as it uses hard, soft edges

#

Or so I learned yesterday.

coarse orbit
#

Oh?

stuck oyster
#

I don't personally use either, so you'll have to wait for someone using them to pitch in how their workflow goes

coarse orbit
#

Well, I'll start placing bets for when that happens lol

stuck oyster
#

Sometime today likely. Europeans are at work right now and they're the most active talkers here

coarse orbit
#

So, working from a baked model is there any particular way that should be done for arma?

stuck oyster
#

In the meantime you can try BI forums editing section. Someone may have written about it before.

coarse orbit
#

Trust me, I've looked

#

Nothing quite like having a unique problem with Arma.

stuck oyster
#

I'd wager the solution is something simple.

coarse orbit
#

Most likely.

#

In the end, it's probably going to require looking at someone else's workflow that is used to Maya to O2 implementation for Arma.

#

Or maybe I'm just a moron.

#

I'll put money down on the latter.

polar fiber
#

To preserve normals in .fbx you MUST triangulate the mesh before exporting. You can also only have one UV set

clever forum
#

hello i have a problem with my plates

stuck oyster
#

go-on

clever forum
#

i cant drop photo

stuck oyster
#

imgur or link to a friend and paste the link here

#

or similar approach

clever forum
#

i use the arma 3 system

stuck oyster
#

well looks like you have numbers

#

whats the problem

#

also looks like you have made quite a bit of cars there

#

thats a lot of work to model those

clever forum
#

the problem is the numbler plate is 4times

#

i have find

#

thanks

#

how to make the background transparent with just the numbers? put it in window mode? with glass textures or glass rvmat ?

stuck oyster
#

sorry man, but I dont think I can help you with those models.

white jay
#

what are the most common LOD distances?

stuck oyster
#

there are no such calculations

white jay
#

So how the engine knows when to switch to another LOD?

stuck oyster
#

it calculates the scene complexity with various meters I would assume

#

distance plays a part on that but not in any set number

outer condor
#

the internal version has diag LOD colors

stuck oyster
#

the distance should not really be any concern though

#

if lods are made according to BI standards

#

there is also a coef parameter for obejcts that can make them keep the first lod in view for longer

#

but it will affect performance

outer condor
#

cfgWorlds
class LODDiagColors
{
defaultColor[] = {1,1,1};
lod0[] = {1,0,0};
lod1[] = {0,1,0};
lod2[] = {0,0,1};
lod3[] = {1,1,0};
lod4[] = {0,1,1};
lod5[] = {1,0,1};
terrainCoef = 0.4;
waterCoef = 0.7;
waterAlpha = 0.5;
};

fringe junco
#

Hello. Tell me, what would make my car where I can take the skeleton of the car?

quiet citrus
#

Hello, My building is leaking light from the internal lights. Does anyone know how I can fix this? Thanks.

stuck oyster
#

@fringe junco in the Arma 3 samples on steam if you mean the model.cfg skeleton.

#

@quiet citrus turn down the brightness

fringe junco
#

how to find them?

stuck oyster
#

Open steam go to library, open tools section, subscribe to Arma 3 samples

idle spade
#

Can someone help steer me in the right direction - I'm totally new to Object Builder, and have a model ship that is loading fine in game, but it's not visible from far off, is it the LOD's that need to be focused on to ensure it's still visible from far away?

stuck oyster
#

Do you have an empty resolution lod?

#

And is it inside your object draw distance?

#

And how big is it?

quick terrace
#

if it is a static object it requires a certain geo lod name prop to be seen from way away, similar to lighthouses for instance

stuck oyster
#

That too

idle spade
#

I used the example one in Arma3Samples

#

and then essentially stripped everything out within OB

#

it's 90ish mtr in length

stuck oyster
#

do you have that big goemetry for it too?

#

and the rest of my questions

idle spade
#

only 1 at the moment -

rough idol
#

@quiet citrus are you using transparent textures by any chance (or anything with _ca)?

quiet citrus
#

the windows do but other than that no

rough idol
#

and just to be sure - you have separate texture for windows and walls?

quiet citrus
#

yeh they are

rough idol
#

Try Forcenotalpha named property in geometry lod then

#

And post pić of it in game so we know what kind of light leaking you are talking about

spiral solstice
#

Is it better to use subdiv or bevels when it comes to weaponry?

quick terrace
#

for HP bakes? a mix of both i would argue

placid spindle
#

Hello folks. I'm new to the discord and I'm looking for some advice on making custom weapons (or modifications to them). Is this the right place for that sort of discussion?

misty urchin
#

If you are talking about modelling the weapons, then yes.

placid spindle
#

Does that include functionality?

misty urchin
placid spindle
#

Is model_makers focused on the 3d models?

misty urchin
#

Yep.

placid spindle
#

Ah, then I am surely looking for help elsewhere. Thanks for the help!

spiral solstice
#

In substance, which smart masks do you use for weapons to make them appear more realistic? Dust and rust materials seem to work well with metallic weapons.

runic flare
#

why my headgear model is on my balls?!

stuck oyster
#

either you have not weighted it to the "head" named selection, or you dont have correct model.cfg setup for it, or you dont have autocenter= 0 named property on it

#

or any combination of these

#

so basically a user error

#

compare to the sample p3d

runic flare
#

autocenter is 0, and named head, maybe made mistake in model.cfg

#

@stuck oyster Thanks, solved

subtle bison
#

do hidden selections work with decal objects?

stuck oyster
#

probably not

#

or well sure if they are editor placed

subtle bison
#

talking about editor placed

#

meh, can't get it to work

stuck oyster
#

section defined in model.cfg?

subtle bison
#

yup

placid bough
#

Hello guys , a bridge not animated with less than 200 Poly need resLods , shadowVolume , geometry , landcontact , roadWay , Hit-Point , fire-geometry , and Wreck

#

Nothing else?

subtle bison
#

what exactly makes an object solid?

#

is it just Geometry?

#

or is other stuff required?

#

i have a box that.. i can walk through, but i don't want to

subtle bison
#

ok, got it. mass was missing and had to find components

stuck oyster
#

requirerements:
convex geometry lod parts that are named componentXX and have mass set on them

grand gorge
#

I've got an object with multiple hiddenselections they all work well but I'd like these selections to use different UVsets, I do have the uv sets in object builder but I don't know how to make a selection use a specific uv set. Is that possible ?

stuck oyster
#

all texture slot textures always use uvset 0

#

rvamt special textures can be set to use different uvsets

grand gorge
#

thanks!

stuck oyster
#

all textures can share the uvset0

grand gorge
#

but that won't apply with setObjectTexture right?

stuck oyster
#

becuase if they are different textures the uv mapping of part1 with texture1 does not affect part2 with texture2

#

setObjectTexture has nothing to do with uvSets

#

I think you may be confusing things here

grand gorge
#

when you say part I assume you mean object?

#

yes a bit

stuck oyster
#

object can have multiple textures.

#

each can be unwrapped on the uvSet0

#

and because only 1 texture can be applied to a part of a mesh they wont affect each other

grand gorge
#

Yes but when I apply a custom texture to a hidden selection it's applied only to the selection (as it should) but it doesn't fit that selection it's like it's using the whole map to spread (but you can only see the bits that are on the given selection)

stuck oyster
#

then you probably have done something wrong with the model

#

or have wrong kind of texture made

grand gorge
#

I do everything in blender and then export it to p3d

#

Base textures work fine and are correctly applied

#

Both on blender and ingame

#

Maybe I'm missing a step in object builder ?

stuck oyster
#

perhaps it would help if you post pictures of the problem.

#

like on imgur and link here

#

or send to a friend and link here

grand gorge
#

I will but I'm away from my computer

spiral solstice
#

@placid bough Might be an interesting challenge to model it

placid bough
#

Lol make simple for better performance

sudden chasm
#

What are the rules for AI paths in buildings?

frozen umbra
#

@sudden chasm all is basically written in biki:

``One building can have more entrance points, but all doors must be connected together with path. Every point where AI could stop, must be defined by named selection with ascending number according to the pathway. All path vertices's must be connected by polygons.

Vertices where the AI can stop must be defined by named selection with ascending number ("posXX" where XX is the number). Those points can be used by scriptcommand <link>buildingpos and in the Mission editor for placing Units. Name selections called "inXX" (where XX is a number) serve as AI access points (doorways, ramps, etc) to the building. These "inXX" points must be above the terrain surface for the AI to be able to see them. The A3 sample house shows how it can be set up, using multiple "entry-fan's" with one raised point to allow access to the building, independant of terrain slope.

AI ignore the Geometry LOD when on a pathway. This means that they can walk through walls if you dont set up your pathway to lead around obstacles. The AI follow connected vertices but it is somewhat imprecise when following a path, so leave enough clearance to walls, corners and so on.

Paths are best to be 10cm above the roadway/walkway/ground surface. Entry points (named selections "in#") are simply entry points onto the path network, and don't necessarily have to be positioned outside the doorways of models. According to user reports, path vertices may be hidden via animation, which stops the AI from using the hidden path points.``

dense hearth
#

Is there is a good guide from bringing in a custom backpack model to arma? I have looked at the arma 3 samples and there is not a backpack sample in there

grand gorge
#

@dense hearth it's basically the same as making facewear the selections for the skeleton are different obviously

dense hearth
#

Ok then I will use the face wear as a guide. And @outer condor that link doesnt work for me

woeful viper
#

dont need it to make backpacks... like mr.h said - their models are setup like any character gear (e.g. vest).

tulip beacon
#

anyone knows what's STR_EVAL_LINE_LONG error in o2script?

tulip beacon
#

guess o2script has limit of dialog code. what a bitch

outer condor
#

@tulip beacon try PMing mikero if still relevant

tulip beacon
#

@outer condor figured that out empirically, it just won't work like i want it to

woeful viper
#

@tulip beacon you work(ed) on some new trees, didnt you? I've recently learned (or re-learned) about alpha overdraw - which is what drives up computation cost of textures with alpha. Even the part that doesnt have any visible pixles on the texture plane has to be calculated. Layering multiple alphas ontop of each other costs a lot to compute. So it can be worth spending a few extra polies on texture planes to cut down on empty texture area - esp. for particles and vegetation. Maybe worth trying out for lower LOD on trees to see what difference it makes.

#

i can only assume this is part of the reason why your fps drop enormously if a particle or muzzleflash is displayed right in your face -> the entire scene has to be calculated for alpha stuff

tulip beacon
#

Not sure i understand what you mean by "extra polies on texture planes"

stuck oyster
woeful viper
stuck oyster
#

Athough BI trees dont really seemt to do that much either

woeful viper
#

not everything BI does is optimal

stuck oyster
#

quite true too.

#

but if tree is build in similar fashion and has dips in performance it may be from something else

woeful viper
#

its not certain that this is an enormous issue - maybe the difference is negligible. But i think it would be worth trying out. Maybe they also have some magic that somehow knows to not do things when alpha is purely transparent ... but that would surprise me. Even unreal 4 doesnt do that for you

bold flare
#

main impact of that is in the shader

#

and Arma barely uses any modern GPU

#

utilizes*

tulip beacon
#

Ah, i see

woeful viper
#

define modern... i spotted noticeable difference between looking at "just gras" and "anything but gras"
with GF 660 Ti πŸ˜„

#

and tanoa has quite a bit of additional horsepower you need - it does have more vegetation. Not saying that this is what makes "everything bad" but it might be worth trying out exactly how much difference it makes - if its not much of a hazzle.

slate epoch
#

Enoch trees should be really optimized in this regard

woeful viper
#

cool, good to know. What i wonder - why is performance on enoch not as good as on tanoa (at least from what i've seen)? What are the main contributors in models/map?

outer condor
#

people say the amount of unique objects per "cell"

grand gorge
#

Hi so here's my problem, I've made this pretty simple screen object

#

The screen part actually has two plane surfaces, one is the screen itself and the other one is a hidden selection

#

i can set the hidden selection to a texture like this: no worries

#

BUT I'd like to be able to ste it to a paa with a transparent alpha (so that the screen background is still visible behind) trouble is the alpha channel appears blacck like so:

bold flare
#

Your models faces need to have alpha enabled to support it

#

and if you do, afaik your object will always be slightly transparent

#

easiest way to do that is to put a texture that has alpha onto it, at binarization time.

#

The binarizer will check whether the texture on the face has alpha, and enable the alpha flag accordingly

grand gorge
#

If i apply my texture to the "camo" selaction the alpha works

#

ok thank's I'll try that right now

#

and... It works thanks @bold flare you've been a great help as usual

bold flare
#

Do you now have it be constantly semi-transparent?

#

not sure if that bug always happens and why

grand gorge
#

haven't noticed it on that object but it was the case for a previous object I'd made and I'd always wondered why, thought it had something to do with my rvmat. Now I know why

bold flare
#

would be interesting to know if it happens on your object now too.
But I assume your background is just gonna be the solid screen right? So even if it was you couldn't really see it

grand gorge
#

I will look more carefully, the layers are all part of the same object, I applied the transparent texture only to the layer's selection, do you think it will also make the camo parts transparent? (my camo texture also had a transparent alpha, I will remoeve that and test again)

stuck oyster
#

semi transparency can happen if solid and transparent parts are on same texture, or the object has a lot of transparent textures applied to it

#

so solid parts should always be on a separate _CO texture and transparent parts on separate _CA texture

#

geometry lod named property forcenotalpha = 1 can also help

grand gorge
#

yup but I want parts of the object to have alpha and other parts not to, correct me if I'm wrong but if I use this property, none will have alpha will they ?

grand gorge
bold flare
#

wow πŸ˜„

#

Yeah its only shadows/AO going through

#

Can use that as a cheapo xray scanner

misty urchin
#

It's the fences all over again ABlobHaha

stuck oyster
#

the forcenotalpha should fix that

grand gorge
#

@stuck oyster it does indeed fix the issue, thanks very much to you too

tropic jewel
woeful viper
#

you need autocenter=0 as property in geoLOD

#

you also need proper model.cfg setup that inherits from OFP2 Manskeleton (in case it is not deforming at all with character movement)

sturdy laurel
#

lately I found a problem with my mod, the geometry works in an anomalous way compared to what it appears on object builder. on the program the lod of the geometry is extended but in game if I pass over the zone of the geometry I fall. here are some screenshots.

https://imgur.com/a/3TteKkP

ps. vehicles and helicopters have no problems.

woeful viper
#
  1. geometry does not allow you to walk on it. Only roadway does. You get "falling" animation when you walk off roadway onto geo LOD
  2. make sure roadway covers geo LOD everywhere
  3. move roadway some cm above geoLOD to ensure there is no z-fighting glitching between roadway&geo
  4. if your ship is too large, geometry lod/roadway can potentiall fail
polar fiber
#

It's a good 150m long, so yeah doubtful that geo is going to work on most terrains

sturdy laurel
#

@woeful viper the ship is a little smaller than the liberty

woeful viper
#

but the liberty is divided into different sections - each section is its own model

#

for exactly that reason

sturdy laurel
#

ok thanks now i try

tropic jewel
#

How would I set autocenter=0 as property in geoLOD?

pallid cape
#

@tropic jewel In OB, click Window and then 'Named Properties' in top bar

#

You should then be able to add props through that to various LODs

tropic jewel
#

Cheers Ill give that a go

astral lantern
#

Trying to use personality as a named selection in a character model but the texture isnt automatically going on like the "hl" selection. Test character from samples. Any ideas my lovelies?

wintry hare
#

Anyone know of an easier way to create Memory Points for a model?

#

For example, I can't see an outline of my model when creating the points, so I have to swap between the two LODs

slate epoch
#

In OB? You can set any kind of LOD as background

wintry hare
#

oh

#

But yes this is in OB. Just gotta figure out how to do that now.

slate epoch
#

If you right click on LOD in lod selection windows

wintry hare
#

Hm. I must have something turned off since Right Clicking and selecting Show at Background doesn't seem to do anything.

slate epoch
#

File->Options->View background LOD and also you can turn on the option right below

wintry hare
#

aah

#

excellent. That should make this much easier.

slate epoch
#

Also to make it more visible, I advise setting viewport background color to something like gray

wintry hare
#

yeah this bright white is pretty rough.

slate epoch
#

00C0C0C0 is pretty fine

wintry hare
#

I take it I have to import it as a texture

slate epoch
#

hm?

#

You set it in Options menu

wintry hare
#

ah

#

the Object Builder UI has been throwing me for a loop lately.

#

Thank you for the help!

stuck oyster
#

@wintry hare you can copy points from your res lod and use those as mem points

#

For example copy the ends of cylinder and join each end into single point in the middle

polar fiber
#

Or use the pin in a res LOD (useful if you want to align mem points to the centre of multiple verts) and then switch to mem LOD to place the points with the Insert key

wintry hare
#

ah

kind badger
#

Can anyone tell me what the size restrictions are for making a building?

wintry hare
#

if I had to guess, if it is smalled than the Object Builder square, it should function. I don't know though since i'm new to arma modding.

stuck oyster
#

50x50 meters is safe

#

going above that might work in some occasions

#

and possibly on some maps as terrains parameters also affect it

#

rule of thumb is the 50x50 meters X Y

#

height can be more but it too can break if the model is tilted

wintry hare
#

anyone have a way to get the center of an object in Object Builder? For example the center of a turret for turret rotation

#

actually i managed to select all the verticies, and then pressed C to set the pin to the center of those

#

however I still need to figure out how to put a point there.

#

Looks like I just press Insert, and then move it as close to the center of the pin as I can.

charred bolt
#

yes, @wintry hare insert to add the point. You can check either in Buldozer or in game to see if it rotates correctly if you don't have a geometrical way to do it in OB

#

you can use the measuring tool

stuck oyster
#

center of a turrets mesh might not be the axis its supposed to turn around

wintry hare
#

eeh, in this case i'm keeping it simple and just getting it to rotate in the first place

#

then if i need it to be offset i'll worry about that later

stuck oyster
#

best to just get it right from the get go

charred bolt
#

it's vehicle wheels that cause most trouble, as any offset is massively noticeable

#

wobble wobble

stuck oyster
#

I would do the memory points in whatever you modeled the thing with though

#

much simpler usually

wintry hare
#

Shoot i'll be lucky I get it to rotate at all

woeful viper
#

wheelwobble is hall mark of life mods...

stuck oyster
#

if you use max you can make dummy cubes you turn into single points

woeful viper
#

make triangles

wintry hare
#

Oh i'm aboard the blender life.

stuck oyster
#

if you use blender and the Arma toolbox exporter then you can make the memory lod in there fully

wintry hare
#

See, that's what I thought.

charred bolt
#

does no one else press a ruler to the screen? #oldschool

wintry hare
#

I couldn't figure out how to make it export the memory lod

stuck oyster
wintry hare
#

i couldn't get it to export as a p3d either

stuck oyster
#

well that is something you might want to fix

charred bolt
#

you need Alwarrens toolbox to export

stuck oyster
#

in OB if you have even parts like this wheel here

#

you can for example copy this into memry lod

#

select 1 side

#

merge that into one

#

and repeat

wintry hare
#

Neat

stuck oyster
#

and you have axis

wintry hare
#

I'll just have to figure out how to merge it when i get around to wheels

#

Half of the current battle is not only understand how the configs work, but also how the tools I use work.

stuck oyster
#

well that just takes time and experimenting

wintry hare
#

no kidding

stuck oyster
#

and occasionally asking here might help

charred bolt
#

we've all been there, multiple learning curves all stacked up

stuck oyster
#

you can use same method ot any directional part

wintry hare
#

I see

stuck oyster
#

but this imo is often simpler to do in Blender

wintry hare
#

Blenders UI is easier to work with yes

#

though it is also... convoluted

#

Like I'm pretty sure I have the arma toolbox. I just don't know how to tell it to export a working p3d.

#

So for now I model it in blender, and then fiddle with OB

charred bolt
wintry hare
#

Looks like I have the 3.0.0 version

charred bolt
#

After installing, File > Export > Arma 3 p3d

wintry hare
#

I dunno if I have to have the model formatted in some way, but last time I did that it uh.. threw some error and failed to open in OB

charred bolt
#

You have to set the Arma properties on the LOD in blender

#

press N to get the little side bar up

#

there's an Arma 3 tab

wintry hare
#

yup

charred bolt
#

and there you can set the LOD's

wintry hare
#

oh

charred bolt
#

on your collection objects

wintry hare
#

oh that... makes things perhaps easier

#

especially the hitbox part

charred bolt
#

if you don't do that it fails to export as you saw

#

yeah, you can do the memory lod there too

wintry hare
#

I'm going to assume I would just copy the whole collection, and then set each collection as whatever LOD

charred bolt
wintry hare
#

I don't... think it is defining the collections as the selected LOD properly

#

the LOD window is a darkened color that usually means not selectable. But I don't really know

#

my poor mind is busy being exploded trying to understand how it all fits together

charred bolt
#

It's darkened for me too, but I can select it. Click where it says "custom"

wintry hare
#

I've done so, however the selection stays static regardless of the Collection I select

charred bolt
#

As a test, create a new project. Add a simple cube. Select the cube. Change the LOD property.

wintry hare
#

alright, the hell

#

Blender why

charred bolt
#

lol, working now?

wintry hare
#

why does clicking the selection not actually like.. change the selection

#

its so confusing. If I click the title, it just selects the title but doesn't actually change what is being edited

#

I have to click the sub object? Or whatever

#

Scene Collection
Block_Tank
Cube

I have to select cube and not Block_Tank

#

this particular file is probably fucked anyway since I merged all the mesh's together to create the vertex group components or whatever using the Arma 3 tools

#

Why? I don't know. I just know the tutorial said so and haven't figured out why

#

It hasn't seemed to do anything on the OB side of things

#

I mean I get I'm probably not gonna have it working like the day of, but fuck theres a lot of shit going on for these things.

#

I also have no idea how to create resolution LOD's, but I guess I'll figure that out later.

stuck oyster
#

there are all kinds of general game modeling related articles and tutorials out there that can help understanding different concepts

#

most things quite commone between engines and some things are very Arma specifc

wintry hare
#

Well LOD wise, the less... crazy tiny model parts, the more performance. I was trying to figure out how to actually define which LOD is what

stuck oyster
#

you select lod type

#

and then there should be a box to give that object a resolution number

wintry hare
#

ah

#

yes

#

Hm. Wiki states you want six of them?

woeful viper
#

no

wintry hare
#

see I can't even trust the wiki

woeful viper
#

no you just need to read everything

wintry hare
#

fair

charred bolt
#

LOD 1 is your most detailed model
LOD 2 is half the poly's of LOD 1
LOD 3 is half the poly's of LOD 2
keep going until you have a LOD with about 2 to 4k polys

wintry hare
#

I assume LOD 0.000 is technically LOD 1?

woeful viper
#

4k on last lod? wut

charred bolt
#

the numbers are not fixed, but it's usual to use 1 as the base for vehicles

wintry hare
#

4k does sound a bit rough on performance imo

#

but I literally have no experience

charred bolt
#

it's nothing these days

#

I've done tests with millions of polys, very interesting results

woeful viper
#

published?

charred bolt
#

on here, yes I think so

#

maybe a few years back

#

or could have been BIS forums

wintry hare
#

Hm. I still can't seem to get Blender to export a working p3d

#

Do I have to have a minimum of specific LOD's defined?

charred bolt
#

no, just a LOD 1 should work

stuck oyster
#

BI wiki contains a page that explains the purpose of various lods

wintry hare
#

So Custom Resolution 1.0

#

yeah it just tells me Unable to load file. Load error.

#

I'm testing this on a model that is just a single cube.

charred bolt
#

Blender 2.80 stable release?

wintry hare
#

yeah

charred bolt
#

and you double checked you have the correct toolbox?

wintry hare
#

Preferences > Addons says I have Arma Toolbox 3.0.0

#

I guess what are the steps needed to export a cube as a working p3d

charred bolt
#

have you filled in the O2script path?

wintry hare
#

probably not.

#

wait

#

it seems to currently point to O2Script.exe

charred bolt
#

drive:\folder\SteamLibrary\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe

wintry hare
#

I'll repoint it

charred bolt
#

replace drive and folder obviously

wintry hare
#

alright I've repointed it to O2Script.exe inside Arma 3 Tools

charred bolt
#

you're definitely not on Blender 2.8 beta?

wintry hare
#

I used an installer so, I don't think so. The RC version had to be run as an extracted zip if I recall correctly

#

Bottom Right says 2.80.75

charred bolt
#

same as mine

wintry hare
#

So to make it work supposedly, all I have to do is select the Cube inside the collection, select Custom, have the resolution set to 1.00. and then... export as p3d?

charred bolt
#

works for me

#

ah, hang on, no it doesn't

wintry hare
#

ah, the plot thickens

charred bolt
#

it exports the p3d, but it won't open

wintry hare
#

yeah thats the part i'm stuck at currently

charred bolt
#

i thought you meant it wouldn't export at all

wintry hare
#

ah. no it exports, but not in a way that I can use it