#arma3_model
1 messages Β· Page 140 of 1
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
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
Out of interest, what is the exact size limit for one-piece objects in arma?
safe one is x/y 50m x 50m, height can be more but it will be more demanding on all kinds of engnine operations
larger objects can work but its a lot dependant on terrain setup
I recall about everything
Haha
how I understood it,its about what sized cunks it cuts the terrain into
but als AI walking on roadway has limits
something like 70 meter radius or something like that
Very helpful info,thanks again
always worth testing
New buildingblocks in game environment testing. Also FPS live counter for those asking how well it runs. Bear in mind these are all unoptimized assets.
things usually can be combined from many pieces though @rustic epoch
Yeah. We are reworking the chernobyl Zone assets as we speak and how arman puzzled this is our exact Problem π
Guess GSC did it that way or something as its original assets
From Stalker series
usually game assets are cut into smaller pieces yeah
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
its not really very difficult to make such if you just know what you need
figuring that out is the hard part
are "memory points" in object builder just vertices in a 3d Programm?
seems like it
yes
got a model loading from mission, but after I step ~5m from it, its dissapears, any ideas ?
managed to get that sorted, now just gotta fix being able to walk through it,.
its for a vanilla server
it stops being vanilla if you inject new objects into it π
no matter if its addon or mission
in any case same model requirements apply to any p3d to make it work properly.
and you cant block AI paths
because AI ignores everything when its on a path
Sure, read the notes in this wiki page: https://community.bistudio.com/wiki/createSimpleObject
pretty high end considering cars are about that much
sort of, yes
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
hello how to make fonctionnaly spikes in physique i have 3d model good but don't damaage whell
Spike shape will not cause damage on its own.
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
so yeah , it is usually better to have it nicelly optimized and baked well
I would keep it around 10k. You can usually bake a solid 30k on it.
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
@deep coral can you show? π
my MK17(the RHS one) is 18.2 verts, including the magazine
@quick terrace when I get home
@deep coral ???
he meant me probably π
RHS = RobertHammer's Stuff.
Duh!
@misty urchin π¨ π¨
Whatβs RHS?
18.2 verts, damn thats what i call low poly
pffff π have you played 90s games at all?
those were the days when a model was just a flat texture π
you mean sprite? π
yes of course just like on good old doom π
Guys, does view geometry lod have any funcions besides a.i. function?
some engine scene calculation/view occlusion stuff
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
You will not gain anything by leaving them out. The engine will still look for them.
That may cause visibility issues in some cases
using 7 or 9 sides for a cylinder is never a good idea, when you have to do LODs later...
use something you can divide by 2
Oh
kitbash3d offers a free building package https://kitbash3d.com/collections/worlds/products/cyberpunk-mini-kit until 30.september
https://cdn.shopify.com/s/files/1/2316/3287/products/CyberPunk_MiniKit_04_2100x.jpg?v=1562606064
there's also a contest, but its for in motion render stuff, but deadline is 16sept, so good luck getting anything done till that π
note - they are not optimized for games
Time for someone to make a csat heartland map π
i just found out that half of the verts are just from some bolts on the gun
so without any optimization except for those im already at 13k
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
3 to 7k in LOD1 depending on complexity of the object @formal vapor
well if it needs shelf life of 10 years, make it 30k, and use third LOD as first LOD ingame for arma π€·
Anyone here looking for work?looking for a model dev to build us some buildings and such
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.
Sorry
future proof is keeping it high and then make a LP that suits the game π
can i modify walking speed on surfaces? I have some fairly steep stairs, walking up is way too fast
I think yeah if you give it a appropriate surface type and change cfgSurfaces properties for it
Guys, can we make stars visible in night vision?
no
damn! They are visible, just for some reason light is weakened
instead of amplified
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
@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
pfffff
yeah, i know... it didnt work in forum's since ever, why would it work in discord
thanks @slate epoch that is good pin to remember.
perfect. Splendid
π© π
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?
probably not really. maybe via scripting hack but from what i recall wasnt working well
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?
Has anyone experienced shadow issues when changing Rvmat?
The rvmat is changed via hiddenSelectionsMaterial
Without it, the shadow works properly
do you have any retexture sections (camo1 etc) in the shadow lod that shouldn't be there?
hmmm, that's a good question
@white jay sure, just needs scripting and properly named points in the object.
@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
From what I've gathered so far, it's been a matter of a particleeffect
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.
I need some light sources on wires to finish my terrain, but i don't know how to create and config them
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
damn, grenades bounce off roadway lod too
@woeful viper because roadway is baked to physx on map objects
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
yeah, but it's not working if you place object via editor
baam, that's sort of weird bug that programmer wasn't able to solve last year before moving to another project
uh... i placed it in editor, and grenade bounced off roadway lod
unbinarized model though
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)
or maybe it was vice versa? π€
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.
Found it.
P:\a3\characters_f\Common\basicbody.p3d
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.
no guides for lights
the tiny sub is probably best example configs wise
If I recall right it had red interior light
tank interiors have several lights now (only visible in interior view) but idk if you can control them dynamically
you can
but they are omni lights and cannot be hidden
you animate them though and move them 1e10 from plane
hopefully without affecting bounding box or model center π
i did it with the ifa3 planes and didnt notice any weirdness
its memory lod so shouldnt mess with either of those
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?
Figure out the offset and apply to TB positions.
i tried PortableHelipadLight_01_F and it didn't worked too, maybe there is additional config
no there is no config
just Eden editor and Terrain Builder calculate the size and center of the objects differently
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.
Has anyone encountered a similar problem?
model.cfg issue
Managed to fix it, the 'offset0' and 'offset1' values in the dampers were inverted in the sample files for some reason.
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
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
do you have the proxies in the firegeomery?
yes
does the geometries form a pocket for the crew or is it one big solid block?
hmmm i believe its a solid block
hard to really get a screenshot of it though
https://cdn.discordapp.com/attachments/423013172769849348/622606963725041664/unknown.png i moved the components out for clarity
yeah you probably need it to be hollow
i would use those big volumes to script crew damage
otherwise you have to pinpoint hit the crew -> no other damage will be caused
@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.
so instead of having it be a cube i'd build i a box of components or something?
Yes @bright echo, something like this: https://imgur.com/hIfaSms I removed one of the doors to show you the hollow interior.
yeah - but the a3 tanks are setup this way π€
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
they look like just a solid volume
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
aa the interior volume probably has some blocking power too as it represents the internal equipment a shot might hit and deflect from
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 π
possibly you could set up any hit on that interior box to damage the crew
like X3KJ suggested earlier
are you sure your shots hit the crew?
yeah
so what happens if you remove it?
also is your crew set to be damageable
and visible
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
or those yes
as in hideProxyInCombat might mess that up
I haven't tried removing it yet
but I tried one tank that doesnt have this big volume take up the entire space
and I shot through the hull, hit the crews firegeo and he naturally died
and diag reported it hit meatandbone.rvmat or whatever, passed through and hit the otherside as expected
lemme quickly load it up again and ill take another screenshot
naturally the esults make a liar out of me to some degree, doesnt even hit the internal armour in this instance
https://cdn.discordapp.com/attachments/423013172769849348/622633404776841226/unknown.png heres the tank, firegeo of the crew seem a bit off a couple are missing and the one im shooting at's head is outside but I can fix that
heres the shot, just passes through like he isnt htere:
https://cdn.discordapp.com/attachments/423013172769849348/622634034425495562/unknown.png
here's a better example
1 hits outter hull, 2 hits the internal component, ignores the crew inside of it, hits the otherside of the outerhull, exits
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
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.
@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)
ty ill check that out
@charred bolt kk thanks, I didn'r think of that
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?
which shader do you use ?
got anything transparent on your model?
I think there is a geo lod prop to disable alpha?
the super one, copied from default_super.rvmat
I have a face for a camo selection that uses the a3\data_f\default_alpha.rvmat (similar to the Sponsor Sign shield)
I think if you have one face with alpha, the whole model gets alpha calculations, which is why its slightly seethrough, for whatever reason..
that seems to be the case.
removing this from that face's texture property#(argb,8,8,3)color(0,0,0,0,ca) removes the alpha problem
I think I've fixed it with setting forcenotalpha on the geo lod
yeah thats the one you need to apply in that case
boi π that was some time consuming debugging
thanks for getting me on the right path @bold flare
been there done that
and @woeful viper for confirming it π
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 π
are you using the correct _co texture suffix for your wooden parts?
_ca will tell it to be alpha
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
Thank you for the explanation. Yeah, I've used the correct suffix.
Does arma support Multiple Texture sets?
Multiple 2x2K textures per mesh in a single object?
Yes, but it's better to use as few textures as possible
what do you mean? 4k for left eyeball, 4k for right eyeball, 4k for hair, 4k for belt buckle... minimum.... (skyrim mod logic)
Sounds logical.
Where can I find more info on Geometric occluders , in addition to this one biki page? Does proxy occluders even work?
probably they do not
why would you need proxy occluders?
proxy use shoudl be very minimal
and occluder use shoukld be minimal too
Some say they do, some say they don't. Plus there is lack of info.
do you have the proxy in the geometry lod?
thats the only way it can work if it works
but as said. Proxy use can get performance costly fast
but as said. Proxy use can get performance costly fast
I'm aware of that. Thats why I'm looking for optimization solutions.
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
do you have the proxy in the geometry lod?
Yeah. 4-10 proxies , per model.
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
There is also another feature for occluding interior proxy objects, that is called proxy-occluder.
are we talking about the same thing here? geometry occluders is for buildings
i just wonder why BI didnt do this, if it was possible according to the theory
probably not
I may have understood you wanted your proxies to work as occluders
which made no sense
but other than whats written on the wiki page I dont think theres any info
anything else is down to the usual "see for yourself and give up when you realize its too late to reverse your decision"
I'm sure someone tested this before, just need to know if it even works , before I go and bang my head on it.
Getting some weird smoothing.
Onner thigh is smooth, outer is faceted.
Tried doing Surfaces > Smooth edge
And the model aready had smoothing on import
Ingame: https://gyazo.com/8ea3c11c6b5dd143415f14483087c72a
3ds: https://gyazo.com/7c6badf68c30c03754791a4ca6e58a66
Any ideas on what could be causing this?
wait, that shadow is in max too?
you could send me the .3ds or fbx and i'll have a look
i dont have your max version
X3XJ helped me fixed, normals were either A. Being trashed on import or B. 3ds Max bug which doesnt do the normals correctly
why ai refuses to go arma 2 podesta1 stairs up?
I see Paths and RoadWay LODs in object builder
terrain or editor placed?
Both
does the path connect to ground level?
@stuck oyster 1,2,3, Geometry are lower than Paths
should i change paths?
Also AI goes through podesta1 walls
1: https://prnt.sc/p7a2hl
Geometry: https://prnt.sc/p7a2p9
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
ok
you could take the "fan" from example house
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?
By detail I dont mean geometry, I mean zippers lost their 'depth'
@white jay Show us an example?
sounds like youve broken texture/material connections
If you edited the actual GEO you likely destroyed the UV
and that too
well the texture applies just fine
do you also apply the normalmap
in the RVmat?
and also what progrmas views are you comparing?
Also what did it look good in before hand? Can you show us some before and afters within A3?
pics needed yeah
^
well it would seem you dont have rvmat applied
Looks like the rvmat isnt being applied for your normal/smdi
these are taken from what view?
virtual arsenal
in game
okay well my RVMAT is an another pbo
is that the issue?
does it have to be in the same pbo
if I load both PBOs
the SPECULAR map is working
the reflectiveness
but not the bump
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?
I added two images
I'll try it all with the RVMAT and other files inside the same folder
but its never been a problem before
with diffuse maps
why are they in different pbos?
are the from some other model?
and its quite possible your paths are not right
are you packing with pboProject
I'm using addonbreaker
well
good luck
Β―_(γ)_/Β―
I mean Im pretty sure weve suggested to you too to use proper tools and development methods
if you want to not do that then this is what you get
you think it's an issue with the complier?
its probably issue with your data and setup
but addon builder does not care
it packs whatever you give it
if its poop its poop
hahaha
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
everything I've made work so far hahaha
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
why do you wager that?
hmm
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
so you have no idea why the specular map was added but not the bump map?
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
if you stop being stubborn and try pboProject out you might have better chance
I did try pbo project
and?
I didnt like it
because it does not let you pack stuff with errors?
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
Best advice I can give you is use pboProject and fix the errors it gives you
^
if you dont want to do that, then good luck. It will be difficult road ahead of you,
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?
are there any common things you have to do after editing a model in oxygen?
to make them work properly
like recalcualting normals
save it
or otherwise
not really
what did you even edit?
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
PboProject, comfirm its not a build issue, or a rvmat issue that has something wonky. Once confirmed come back and ask again
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
You got your answer from both of us
well apparently you dont have any issues then
you just said its not rvmat and its not build issue
could it be anything else?
if youre so sure all your stuff is 100% right then theres nothing left
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?
PboProject, comfirm its not a build issue, or a rvmat issue that has something wonky. Once confirmed come back and ask again```
new info!
I complied it without binarizing using addonbreaker
so it was the binarizzing that broke it
you mean....its addonbreaker that broke it
hahah yes
use pboproject
you guys were right
binarizing is essential for addons btw
whys that
also some properties get baked into the model on binarize so that it works properly
what things get baked into it?
starts counting the hundreds of things that get binarized into a model
if thing is done right it works.
@bold flare maybe some examles?
shadowvolume, alpha face flags, autocenter, bounding box calculation, bounding sphere, ...
and if they arent baked, what happens?
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.
gotcha, thanks
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?
Alright found the issue, I added the proxy as "MAGAZINESLOT.000" and changing it to "MAGAZINESLOT.001" solved it
anybody here know how i can turn a 3d model into a heightmap?
you can bake displacement out of it but it might not be very accurate
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.
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?
x2 x3 from the original size we all familiar with
you using the A2 flag?
it works as 1x for you though?
yep
its small tho, I want to make it bigger and use it as cloth canvas covering something or hanging on a structure wall
I dont think you can cover stuff with it
and hanging on a wall might be best to be done with static mesh too
using weight painting you can also make some organic but repeating "flapping" animation
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 ?
Yeah, model swap did work last time I used it.
weight painting/ vertex weighting -> like a character
@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 π
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.
Roger.Does box need additional config , like normals directions or anything?
No, 6-sided and closed should be fine.
Though there are some drainpipe shaped occluders from misclicks of someone at BI. π
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
Luckily the drainpipe is actually inside of a drainpipe so it's probably still gone unnoticed.
Oh yeah, you can actually see it in the last image on https://twitter.com/foxhoundint/status/708239398706368512
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
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. π
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 π
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
@idle spade
Ask kju what they have in their ww2 mods
ok thanks I will
seems it won the war - so it's pretty important vessel π
"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"
is there a way to make the buldozer/Model Viewer night time to test lights ?
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
Time set thing is working according to @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
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?
Holi macaroni
what shadow lods do you have in OB? in total?
any shadowvolume1000 or smth like that
Sooo something else is happening
Moved it to lod1 to see what it looked like and uh - cough - https://gyazo.com/4fac45a2516c8bc38e4b69a2d6c2b50b
Beautiful! Is that the new spiderman design?
Its my new blood pressure raising medicine lol
How did you weigh it?
thats a new Control enemy π
@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 π
multires modifier for poly reduction? Idk about newest max versions, but proOptimizer modifier is a bit better in dinosaur versions.
@woeful viper multires preserves UV, im using 2015 at home currently.
ProOptimizer likes to murder UV's last i tried
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
What does this cannot generate ST coordinates do? Does it break something besides the UV?
"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."
besides the obvious UV issue is there any other concerns? Is there a performance hit or something?
I export my model to fbx but only 1 of the UVMap sets are visible in substance painter. Has anyone else had this problem?
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
Is this a good tutorial to follow and learn modeling ? https://youtu.be/VPs5BqTplTM
@formal vapor all rpt lines cause tiny drops.
@pallid cape substance painter can only read one UV map at a time
question time: is there a quick way to mass replace (texture) paths in multiple p3d files?
MoveObject.exe
but isn't that moving objects (as the name suggests)
i don't want to move anything. just replace paths.
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
Notepad++ replace in files works too
oh nice! inside p3d different lenghts? @stuck oyster
my experience is that replacing the path with different length doesnt work
i always used moveobject for such stuff and it worked
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
thats new to me
i'm using a2 sample models
but it works on unbinarized was it always like this?
... last time i modded was 10y ago maby im to old
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?
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?
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
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
@subtle bison moveFolder moves also files
so yes moveObject is the standard use case
hello, i am trying to get an object in my building to play an ambient sound effect. Anyone know how to do it?
https://community.bistudio.com/wiki/playSound3D
@quiet citrus
thanks
np
well there are other ways too. you can add sound effect points to the model or add sound effects to animations
@stuck oyster ,Iβm making a HVT mission,I couldnβt find a photo that will relate to it,thatβs why this idea came up,so I need 2 photos of target area and a photo of HVT
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
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.
Got it!
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
Thereβs an object builder in Arma?
in the modding toolset
In game?
no
Armaholic?
steam Arma Tools...
but as said. its difficult to use and you are pretty much on your own with it
alright,I'll try both
thanks for the info, as a completely noob in modding stuff,it's gonna take a while
well if youre going to do something properly and want to invest the time to learn then you just use Blender
it is indeed
thank you,I'm all willing to put effort into it π
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
is Maya capable of doing object's texture like blender?
sure
its just perhaps the worst compatible with the common 3D program to Arma pipeline of what I have observed
Itβs entirely compatible save for nobody making an animation rig for it
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
Never had any issues with it myself. Just triangulate
The way it handles hard and soft edges is perhaps the most similar to OB
Itβs not smoothing group based like max, and hard edges donβt need additional flagging as such like Blender
might be just false observation Β―_(γ)_/Β―
Hi, does anyone know any guide on modding available for me to read? Watch? Is artatesgaming' videos any good?
well depends a bit what do you know already?
ermm. lets just say i am fresh. just starting out
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?
Arma does not use smoothing groups but soft and hard edges. @coarse orbit
Custom vertex normals are possible but often go funky
That's the issues we're having right now.
Tried importing it as a .fbx as some others suggested, and to no avail.
Something with custom normals?
Tried that, didn't fix the issues. So, as I've discovered and you just said, Arma doesn't maintain smoothing groups on import.
Is there any way around that, or no?
I assume you're 3dsMax user?
Maya should be able to export similar stuff as Arma uses as it uses hard, soft edges
Or so I learned yesterday.
Oh?
I don't personally use either, so you'll have to wait for someone using them to pitch in how their workflow goes
Well, I'll start placing bets for when that happens lol
Sometime today likely. Europeans are at work right now and they're the most active talkers here
So, working from a baked model is there any particular way that should be done for arma?
In the meantime you can try BI forums editing section. Someone may have written about it before.
I'd wager the solution is something simple.
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.
To preserve normals in .fbx you MUST triangulate the mesh before exporting. You can also only have one UV set
hello i have a problem with my plates
go-on
i cant drop photo
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
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 ?
sorry man, but I dont think I can help you with those models.
what are the most common LOD distances?
there are no such calculations
So how the engine knows when to switch to another LOD?
it calculates the scene complexity with various meters I would assume
distance plays a part on that but not in any set number
the internal version has diag LOD colors
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
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;
};
Hello. Tell me, what would make my car where I can take the skeleton of the car?
Hello, My building is leaking light from the internal lights. Does anyone know how I can fix this? Thanks.
@fringe junco in the Arma 3 samples on steam if you mean the model.cfg skeleton.
@quiet citrus turn down the brightness
how to find them?
Open steam go to library, open tools section, subscribe to Arma 3 samples
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?
Do you have an empty resolution lod?
And is it inside your object draw distance?
And how big is it?
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
That too
I used the example one in Arma3Samples
and then essentially stripped everything out within OB
it's 90ish mtr in length
@quiet citrus are you using transparent textures by any chance (or anything with _ca)?
the windows do but other than that no
and just to be sure - you have separate texture for windows and walls?
yeh they are
Try Forcenotalpha named property in geometry lod then
And post piΔ of it in game so we know what kind of light leaking you are talking about
Is it better to use subdiv or bevels when it comes to weaponry?
for HP bakes? a mix of both i would argue
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?
If you are talking about modelling the weapons, then yes.
Does that include functionality?
#arma3_animation and #arma3_config may be better depending on what it is.
Is model_makers focused on the 3d models?
Yep.
Ah, then I am surely looking for help elsewhere. Thanks for the help!
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.
why my headgear model is on my balls?!
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
autocenter is 0, and named head, maybe made mistake in model.cfg
@stuck oyster Thanks, solved
do hidden selections work with decal objects?
section defined in model.cfg?
yup
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?
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
ok, got it. mass was missing and had to find components
requirerements:
convex geometry lod parts that are named componentXX and have mass set on them
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 ?
all texture slot textures always use uvset 0
rvamt special textures can be set to use different uvsets
thanks!
all textures can share the uvset0
but that won't apply with setObjectTexture right?
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
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
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)
then you probably have done something wrong with the model
or have wrong kind of texture made
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 ?
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
I will but I'm away from my computer
@placid bough Might be an interesting challenge to model it
Lol make simple for better performance
What are the rules for AI paths in buildings?
@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.``
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
@dense hearth it's basically the same as making facewear the selections for the skeleton are different obviously
Ok then I will use the face wear as a guide. And @outer condor that link doesnt work for me
dont need it to make backpacks... like mr.h said - their models are setup like any character gear (e.g. vest).
anyone knows what's STR_EVAL_LINE_LONG error in o2script?
guess o2script has limit of dialog code. what a bitch
@tulip beacon try PMing mikero if still relevant
@outer condor figured that out empirically, it just won't work like i want it to
@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
Not sure i understand what you mean by "extra polies on texture planes"
Athough BI trees dont really seemt to do that much either
not everything BI does is optimal
quite true too.
but if tree is build in similar fashion and has dips in performance it may be from something else
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
Ah, i see
define modern... i spotted noticeable difference between looking at "just gras" and "anything but gras"
with GF 660 Ti π
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.
Enoch trees should be really optimized in this regard
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?
people say the amount of unique objects per "cell"
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:
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
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
Do you now have it be constantly semi-transparent?
not sure if that bug always happens and why
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
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
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)
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
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 ?
@bold flare to answer your question: object is transparent indeed: (funny effect though) https://imgur.com/spp9PCW
wow π
Yeah its only shadows/AO going through
Can use that as a cheapo xray scanner
It's the fences all over again 
the forcenotalpha should fix that
@stuck oyster it does indeed fix the issue, thanks very much to you too
I have been trying to import a vest model into arma using the Arma 3 Sample, however I am unable to get it to sit on the chest, it just wants to sit as if its attached to the feet https://gyazo.com/59831e81b92be5e6c815e50d723f285a https://gyazo.com/8d2219735e23a97d558640fd8d8765f6
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)
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.
ps. vehicles and helicopters have no problems.
- geometry does not allow you to walk on it. Only roadway does. You get "falling" animation when you walk off roadway onto geo LOD
- make sure roadway covers geo LOD everywhere
- move roadway some cm above geoLOD to ensure there is no z-fighting glitching between roadway&geo
- if your ship is too large, geometry lod/roadway can potentiall fail
It's a good 150m long, so yeah doubtful that geo is going to work on most terrains
@woeful viper the ship is a little smaller than the liberty
but the liberty is divided into different sections - each section is its own model
for exactly that reason
ok thanks now i try
How would I set autocenter=0 as property in geoLOD?
@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
Cheers Ill give that a go
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?
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
In OB? You can set any kind of LOD as background
If you right click on LOD in lod selection windows
Hm. I must have something turned off since Right Clicking and selecting Show at Background doesn't seem to do anything.
File->Options->View background LOD and also you can turn on the option right below
Also to make it more visible, I advise setting viewport background color to something like gray
yeah this bright white is pretty rough.
00C0C0C0 is pretty fine
I take it I have to import it as a texture
ah
the Object Builder UI has been throwing me for a loop lately.
Thank you for the help!
@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
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
ah
Can anyone tell me what the size restrictions are for making a building?
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.
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
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.
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
center of a turrets mesh might not be the axis its supposed to turn around
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
best to just get it right from the get go
it's vehicle wheels that cause most trouble, as any offset is massively noticeable
wobble wobble
I would do the memory points in whatever you modeled the thing with though
much simpler usually
Shoot i'll be lucky I get it to rotate at all
wheelwobble is hall mark of life mods...
if you use max you can make dummy cubes you turn into single points
make triangles
Oh i'm aboard the blender life.
if you use blender and the Arma toolbox exporter then you can make the memory lod in there fully
See, that's what I thought.
does no one else press a ruler to the screen? #oldschool
I couldn't figure out how to make it export the memory lod
i couldn't get it to export as a p3d either
well that is something you might want to fix
you need Alwarrens toolbox to export
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
Neat
and you have axis
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.
well that just takes time and experimenting
no kidding
and occasionally asking here might help
we've all been there, multiple learning curves all stacked up
I see
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
This is the one for Blender 2.8 https://github.com/AlwarrenSidh/ArmAToolbox
Looks like I have the 3.0.0 version
After installing, File > Export > Arma 3 p3d
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
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
yup
and there you can set the LOD's
oh
on your collection objects
if you don't do that it fails to export as you saw
yeah, you can do the memory lod there too
I'm going to assume I would just copy the whole collection, and then set each collection as whatever LOD
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
It's darkened for me too, but I can select it. Click where it says "custom"
I've done so, however the selection stays static regardless of the Collection I select
As a test, create a new project. Add a simple cube. Select the cube. Change the LOD property.
lol, working now?
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.
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
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
you select lod type
and then there should be a box to give that object a resolution number
no
see I can't even trust the wiki
no you just need to read everything
fair
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
I assume LOD 0.000 is technically LOD 1?
4k on last lod? wut
the numbers are not fixed, but it's usual to use 1 as the base for vehicles
it's nothing these days
I've done tests with millions of polys, very interesting results
published?
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?
no, just a LOD 1 should work
BI wiki contains a page that explains the purpose of various lods
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.
Blender 2.80 stable release?
yeah
and you double checked you have the correct toolbox?
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
have you filled in the O2script path?
drive:\folder\SteamLibrary\SteamApps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe
I'll repoint it
replace drive and folder obviously
alright I've repointed it to O2Script.exe inside Arma 3 Tools
you're definitely not on Blender 2.8 beta?
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
same as mine
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?
ah, the plot thickens
it exports the p3d, but it won't open
yeah thats the part i'm stuck at currently
i thought you meant it wouldn't export at all
ah. no it exports, but not in a way that I can use it