#arma3_model

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wintry hare
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the tutorial i remember watching said something about... generating components, but that hasn't seemed to do anything

charred bolt
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got it

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it's a simple check mark needed

wintry hare
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oh hell

charred bolt
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on the blender Arma properties menu

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just above LOD custom

wintry hare
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oh you're kidding me

charred bolt
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check the Arma Object Properties

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it all lights up then

wintry hare
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yeah

charred bolt
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and the p3d opens fine

wintry hare
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yup

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well that's something

charred bolt
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lol, 1 down, a few to go

wintry hare
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So now I can define LOD's in blender. Should make some of the work easier

charred bolt
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all the best, I'm heading off now

wintry hare
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thank you for the help

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For anyone else who comes across this. It appears that in order for the LOD to be applied, the meshes have to all be joined together as one object. Multiple individual meshes don't seem to get the LOD Applied properly.

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So that means if you are like me, and you like having layers of selectable stuff, might not be a bad idea to have a master model file, that you then merge together and output as a p3d

stuck oyster
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that is indeed a good practise

polar fiber
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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.

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@wintry hare need to press Shift+C to activate the pin

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when it's active, pressing Insert key will place verts on the active pin. When it's not active they will drop on the mouse cursor

wintry hare
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Ah. Excellent.

wintry hare
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Got another question. I'm looking at the Hit-points LOD for Test_Tank_01.p3d and I'm noticing that the magazine hitpoint seems to be tied to the commander gun. The selection point is blue, while other memory points are red. Any help would be appreciated. I'll keep searching online and if I find anything I understand I'll post an update.

stuck oyster
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that would indicate shared weighting

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red means full weight, blue near 0

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or 0

wintry hare
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ah. I see. Clicking weights tells me that zbranVelitele is 100, which is teh whole assembly I think. Commander_Gun is 94 while the Magazine is 6.

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Now to find documentation on weighting and how to configure that

stuck oyster
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you dont really need to

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you just need to make named selections

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the weight stuff ist more advanced feature you dont really need for a long time

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a named selection receives full 100% weight for itself when its made

wintry hare
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I see

high kite
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Is there an easy way to scale a model or omit parts of it without needing to open it in like blender or so? Is there a command or something I can enter to say, make an artillery battery 3X larger or take the turret off a marshall APC?

wintry hare
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I've seen a video done by one of the people who build for IFA3, where they opened it in blender and selected the turret based on the turrets material or something. Dunno how that would work in something like OB.

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Hopefully someone else has an easier way though.

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If you are talking about in game Arma 3, I don't know. Scale might be doable with some unknown command. I don't know about editing the model itself in game.

steel vector
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ingame the only thing you can do is show/hide sections or add/remove textures or sections

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but those need to be named in the model

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scaling is something not present in Arma (as far as I know)

high kite
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Aww

wintry hare
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It looks like you -may- be able to get the named selections of the p3d by scouring the p3d in notepad++

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However I dont know if named selections are the same as sections

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And it is really not easy to find these named selections inside the p3d by opening it in notepad++. It wasn't meant to be opened as a .txt file so theres a lot of garbage

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I suppose you could write a regex to help you out a little bit

stuck oyster
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Scaling is not presenet and assets in game are no longer editable

wintry hare
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ah

stuck oyster
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theres script commnd to get selection names if those are needed but they may not be suitable for the purpose

wintry hare
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On the topic of weighting. How would I have shared weighting? Would I select the two points that are named, and just redefine a third selection and adjust weight that way?

polar fiber
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I think the Marshall like most BI vehicles, has an existing hideturret animation. So probably works with _this animate ("hideturret",1);

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But I dare say you also need to add commands to remove the weapons and lock the crew positions

stuck oyster
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@wintry hare there is a weight paint tool in OB that opens with "N" Its pretty simple and hard to make anything accurate with it. Weighting like that is used in special places only and I would recommend using whatever program you model with to do it before you get your thing into OB

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characters use it to get the parts moving smoothly

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some vehicles use it on ammo belts or fabric covers etc. but right now you should concentrate on the other more basic stuff

wintry hare
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True

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Currently working on hitpoint boxes, based on what hitpoints are defined in test_tank_01.p3d

stuck oyster
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weight painting and skeletal animation stuff theres plenty of info on the web

wintry hare
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Though it seems the hitpoint cloud tool has some intricacies to it. Sometimes it likes to make a cloud, sometimes not.

wintry hare
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Looks like you have to hit Create Geometry Components, and then hit Create Hitpoint Cloud. It still throws a traceback error, but at least it generates the points.

wintry hare
white jay
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is there a PMC tutorial on modeling? or something like it?

median bough
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no, because modeling can be done in many ways depending on the software you use. therefore look up tutorials on the specific software

white jay
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okay thanks

median bough
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if you have no experience at all, try Blender. it's free

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and there is a metric shit ton of good tutorials around

odd wyvern
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Modelling high detail vehicles can take ages.

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For instance

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oh, I can't post images

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hm

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is Imgur ok?

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I have an example of a T-34-85 I've been working on for several months.

median bough
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Imgur is fine

white jay
pallid cape
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Probably has ngons, apply the triangulate modifier in blender and try again

white jay
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okay ill try it

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where do i find the triangulat modifier?

pallid cape
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Go into object mode, click on wrench in right panel

white jay
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okay i found it

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just apply?

pallid cape
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yeah

white jay
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mini vert 4? is fine?

pallid cape
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sure

white jay
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it worked!

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thanks

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๐Ÿ™‚

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so when i imported it it came out like this, anyone know a fix

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sorry im new to this

ornate lintel
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I am pretty sure your normals are backwards, try go in edit mode with your model, and press shift+n to recalculate normals, to check in blender go into the solid shading mode in the top right, press the down arrow to the right of the shading mode selection and enable 'backface culling' if you can see through the face it is backwards, if the face is solid then it is ok.

white jay
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where is shading mode?

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is it the 3 circles at the top right?

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how would i turn it inside out ? is that a thing?

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its definitely inside out i think

ornate lintel
white jay
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yeah i dont see that when i hit my drop down

ornate lintel
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Are you in solid view?

white jay
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lemme check

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ahh

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thats what it is

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its soild with blackface on

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should i reexport with that on?

ornate lintel
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You can try but if you have not change anything other than backface culling I doubt it will be different, did you recalculate normals?

white jay
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i hit shift n and it said it at the bottom

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am i suppose to highlight everything when im under the edit ?

ornate lintel
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I would say export, check if it is still broken before doing anything else

white jay
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i exported it and nothing was new

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when i shift N what else should i do?

ornate lintel
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Try select all face press alt+n then click Flip and see what that looks like exporting

white jay
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okay

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it looks inverted now

ornate lintel
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Still looks the same in object builder?

white jay
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lemme export

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it fixed it

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thats madddd weird tho

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so i gotta flip everything once im done

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pogU sir

ornate lintel
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Ty, seems like when exporting the arma tools must flip it for some reason, I am still new to arma however I have some experience with blender, trying to get my first house in game just having to work out how textures work with this game

white jay
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i see welp good luck babes

ornate lintel
formal peak
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Have you got Blackface culling enabled? ```  
 blackface? ๐Ÿค”  **backface** ๐Ÿ‘ 

regarding mass errors you should check in blender before export that your GEO lod has all components created, and you have assigned mass to them.
ornate lintel
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Thanks for letting me know ๐Ÿ˜‚ And is mass done as just a named property?

formal peak
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check object data tab, in geo lod you should see a button > create components < or something similar. once they are created, in the 'T' menu under Arma you can then set the mass.

ornate lintel
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Thanks for your help, I no longer get errors when exporting.

white jay
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how do i port over the object into arma?

ornate lintel
bleak tangle
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Is the texture size a power of 2? e.g. 1024x2048

stuck oyster
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@white jay @ornate lintel you have to apply scale before you export P3d. Otherwise you may have negative scale on your model an it ends up with flipped faces

cinder kestrel
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Hey everyone ..im having a problem seeing my model in Bulldozer. I have tried it with a simple shape and it works fine but for the Vehicle im working on its not working bulldozer starts but the programm (Object builder) crashes in the background and in the bulldozer i just see the standard navigation cube. Does anyone know why? could it be some kind of Vertics/face limit i hit or something else?

ornate lintel
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Hey, does anyone know if normal maps work in Arma models and if so how do you add them to a texture?

stuck oyster
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@cinder kestrel possibly your model is not build so that Buldozer can draw it. for example if its not triangulated it can break or if its too detailed BZ can handle it. Often a probelm with bought models for example

@ornate lintel , normalmaps are applied through the .rvmat material file, theres few examples with procedural neutral values in them in A3\data_f\ folder. SuperShader one is the most commonly used in Arma models.

ornate lintel
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Thank you for your help @stuck oyster ๐Ÿ˜€

stuck oyster
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there are other textures too that the material uses for different effects

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you may want to look up the rvmat and supershader pages from the BI wiki

sturdy laurel
stuck oyster
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Why what?

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if there is something you want to show with the pic, pls draw pointy arrows to it

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otherwise its a riddle

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@sturdy laurel

sturdy laurel
stuck oyster
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I thought it was dirt

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and you probably have alpha transparent and non transparent stuff in same texture

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or a lot of transpartent parts that make engine thing the whole object is transparent

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if you have combined transparent parts like railings and non transparent parts like the hull on one texture, those must be seprated

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_CO texture suffix for non transparent parts, _CA texture suffix for transparent parts.

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you may not be using proper suffixes at all too

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and then you probably will need forceNoAlpha = 1 named property in the geometry lod

sturdy laurel
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now i try to add forceNoAlpha = 1 because all texture have _co _smdi _nohq _ads or as.

stuck oyster
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add the T there too, had a typo above

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forceNoTAlpha

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@woeful tartan can you pin the named properties link?

cinder kestrel
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@stuck oyster Hi Thanks for the reply it was the verts count is there a "Limit" that i should keep in mind? ^^

slate epoch
stuck oyster
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if you exceed it you have serious problems wiht your model

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vehicles for instance should be kept under 20-30k polies

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for the most detailed lod

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BZ can handle few 100k if I recall right

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so if you have more than that your object is not made for games

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thanks @slate epoch

sturdy laurel
polar fiber
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textures are not formatted properly

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I would guess you haven't used the correct _co suffix

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that has to be done with the source texture before conversion, not just by renaming the .paa

sturdy laurel
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I don't know why it has this problem since yesterday it worked correctly, then I divided the model into parts and created the various lod: shadow, geometry, fire gm, roadway etc ... and today it gives me this problem. these are all the textures of the model. https://imgur.com/a/b9E3Wsi

bold flare
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I tried to add forcenoalpha 1
It just got said that it's forceNOTalpha, instead of forceNOalpha

sturdy laurel
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@bold flare oh my bad now i fix it

wintry hare
stuck oyster
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you should have hitpoints that you have defined in the models config

wintry hare
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Hm. I shall investigate the example tank more indepth

stuck oyster
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those mentioned there have specific engine coded special functions

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so some of those you might need if you want that behaviour

wintry hare
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aah I see. theres a hitpoints class that looks to reference the named selection

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and the class it is named is assumedly what breaks

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so class HitEngine is the named selection of where the engine would be, when being shot

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with X armor and whatever. I'll have to investigate it a bit more in depth.

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I just realised I don't actually know what turret damage does in game. Most of my experience is the turret elevation failing, but still able to turn. I assume that's the extent of that?

stuck oyster
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its described in the link you posted ๐Ÿ˜„

wintry hare
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oh god help me and my blind ass.

wintry hare
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Alright. Conundrum. in the Test_Tank_01.p3d there is a selection called otocVez. I can't seem to figure out why that cloud of hitpoints is selected, but seemingly not defined anywhere. That name is only referenced in the model.cfg as a skeleton, but I don't think the Hit-points LOD is used for skeletons.

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My current hypothesis is that it is some... leftover mistake selection

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Since those hitpoints are the same as zbran, which is defined as uh... the gun hitpoints i think.

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This is the trouble with inspecting samples sometimes. I don't know what is required, and what might be a mistake. I guess I just fiddle with it until it works how I need it since there isn't a good all in one tutorial for this.

polar fiber
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hitpoints need the same bone selections as the visual LOD if you expect them to animate

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in the above case, the hitpoints have otocvez selection so that they turn with the turret

wintry hare
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aaah, and since its already a defined bone, anything with the name otocVez then turns like a skeleton. Which explains where otocVez is the same in multiple different LOD's... I think.

polar fiber
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yes, model.cfg applies across all LODs. There are only some animation issues with regards to geometry LODs (no collision if the geometry LOD extends outside the object's original bounding box), and moving certain memory points that are used for particle effects and marker lights

wintry hare
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which explains why tank barrels don't collide into buildings when turned.

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that or they didn't include the barrel as a geometry to avoid that issue

polar fiber
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The latter

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AI tanks have a tendency to launch in to orbit if the gun barrel has collision geometry and hits a building or tree or basically anything

wintry hare
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yeah I could see that being an issue.

wintry hare
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I noticed that Fire_Geometry has a box named motor in it. Is that different from motor hitpoints?

stuck oyster
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no that is the same thing

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fireGeometry components define materials for different parts

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and materials define how shots go through them

wintry hare
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Aaah so he has a box around the hitpoints to add a layer of armor, kinda

stuck oyster
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a3\data_f\penetration contains those

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yes

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basically repesenting the metal body of the engine

wintry hare
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Hm, any idea on the purpose of having the turret model be a bunch of "boxes"? Like, instead of a model that isn't concave, vs this one which has a thickness.

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I'm not sure how to describe it

stuck oyster
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armor plates

wintry hare
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oh they actually take into account the thickness of the mesh?

stuck oyster
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yes

wintry hare
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well shit

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alright

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What would happen if you just used a box like the engine, and used a material to simulate the thickness. If I understood how materials work.

stuck oyster
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well engine is basically almost solid block of metal

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so using a plate material on it probably makes it a lot weaker than its suppsed to be

wintry hare
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I see. So there isn't really any lazy way of saying, this face is equal to 30mm of armor plate.

stuck oyster
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sure is

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but normally I think engine is just left as a solid box

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only like outer hulll plates are made separate

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if you have same plating all round it can be made with plate material sure

wintry hare
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right. I'm trying to see what the difference in spending time to make armor a specific thickness using modelling tools is, vs just making a shape and having the faces of that shape use a material to act as X thickness of plate.

stuck oyster
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more accurate damage model

wintry hare
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makes sense

stuck oyster
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normally tanks have far more front armor

wintry hare
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Alright, so I'll keep those options in mind for future models. Currently this means I can just copy and paste the geometry LOD and tell everything that is armor, to have an armor material.

stuck oyster
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well it all depends how good damame model you want your tank to have

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too thick plates will make it invulnerable

wintry hare
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In this particular case. I want it to not die in one shot. But I need internals to test that I sucessfully configured hitpoints and stuff properly

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once I have that all at least.. working. I can spend more time on proper models and stuff

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I also don't think I need to press create geometry models for every object I model in blender.

stuck oyster
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the component naming that tool does is essential for geometries to work

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but other lods do not need it

wintry hare
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also one other nagging question i've had. Why is view-cargo 0.000 a giant boxk while other view's are simplified models of the tank.

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my only guess is that somehow it just... renders the outside of the tank? I don't really know. Perhaps it renders nothing since there is no cargo? Or perhaps its used for when the crew turn out, since they have those proxies in the view

ornate lintel
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Hey has anyone had this issue before when trying to open Bulldozer, just started setting up my model.cfg file and config.cpp file and when I go to view the model in Bulldozer now this error pops up, I have tried checking my skeleton config against the arma sample but I cannot see any reason to why it would not work https://gyazo.com/65132ef28c107844f82c52c13034b9c9

stuck oyster
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id wager your tools setup is not right

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does empty p3d open?

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only model.cfg matters for buldozer, it does not read config

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do you have a something that uses a class called skeleton?

ornate lintel
stuck oyster
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looks about right. probably P drive/tools error

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have you set up your P drive with the PMCwiki tools setup steps?

ornate lintel
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Bulldozer was working before I used the model.cfg and not yet, I will try that

wintry hare
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I can't seem to get the model.p3d to properly import into OB

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When exporting, some traceback error gets thrown in the bottom right, and only the resolution LOD seems to load. I don't know what happens with the other one.

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The main model I was blendering and setting up doesn't load at all and throws a generic load error.

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Initial testing seems to be related to the LOD selector of Arma Toolbox

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It appears it works for Custom, but not for other more specific ones such as Geometry

stuck oyster
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the error message may contain more info about hte issue

wintry hare
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i'm not sure how to view it.

stuck oyster
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geometry lod needs the component naming and mass set to export right

wintry hare
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I see

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looks like it is saying key "FHQWeights" not found

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Apparently I have a cube containing n-gons

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hm something doesn't seem right though.

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narrowed it down to the Resolution 0

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aah it would be the octagon turret and wheels

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well shit

stuck oyster
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triangulate

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ezpz

wintry hare
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Blender, how could you make the interaction of the UI so much better, but make finding the tools inside so much worse

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I literally have no idea where this thing is located. I found the doc on a modifier, but fuck if I can't figure out how to find it.

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google help

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Ctrl+T for those scrolling, in Edit Mode. Select all verticies.

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Why does clicking anyone in edit mode put a black dot I can't do anything with at the cursor point.

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GOD. PLEASE. THE FRUSTURATION. ITS BECAUSE FUCKING POLY TOOL IS SELECTED

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Just so you all know. When you are building a model, and you want to copy the overall shape, and then dumb it down. Ensure that BEFORE YOU COPY, the model is export ready. Since now I have to go into each LOD with these octagon, and triangulate the face of them.

stuck oyster
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indeed

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that gets easier when you do more models

wintry hare
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yeah, starting is probably the hard part

stuck oyster
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Arma and Arma related tools also have special quirks

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after a year or two youre numb enough to start ignoring the pain

wintry hare
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well, at least it isn't yelling at me about N-gons. But now it is yelling at me about an operator that failed, due to incorrect context. I'm gonna ignore that and hope it just opens.

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Alas. No such luck.

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RuntimeError: Operator bpy.ops.object.mode_set.poll() failed, context is incorrect

I'm gonna have to dig on this one a bit. This didn't happen with simple cubes I exported with a simple sphere as another LOD.

stuck oyster
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are you exporting everything or just selected lod parts?

wintry hare
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To my knowledge the export tool exports everything

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regardless of what is selected

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I could force it by saving only a specific selection I suppose.

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Hm. I hit the checkbox on just Resolution_0, which is a single object that was built by joining together other objects. The error I now got was

IndexError: bpy_prop_collection[index]: index 0 out of range, size 0

This of course also has a stacktrace but I don't wanna post that whole thing.

stuck oyster
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there is "is selected" tickbox in the export dialog

wintry hare
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Ah. I see

stuck oyster
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so you select all objects that have unique lod definition

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and export those

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so that it doesnt try to export any parts that are not for Arma

wintry hare
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well, that works

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though if I go that route, I have to find a way to import each individual LOD into OB after exporting each as a unique p3d

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aaah, a merge option

stuck oyster
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noo

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no nono

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you select alllll the objects that are lods

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and export with the export selected box ticked

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dont start soloing now

wintry hare
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something doesn't like something when doing that

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seems to be something in the Geometry LOD. I guess that makes it easier to troubleshoot at least.

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Also some minor issues with importing where the hitpoints seem to be misaligned, and the Fire Geometry imported at a massive scale.

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but other than that, that was successful.

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My best guess is the origins are off. Considering OB has centered the model on what appears to be the origin point in blender.

stuck oyster
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you have to apply the lod objects scale

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and make sure its origin is in the 0,0,0 center of the world space

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scale, rotation must be 1,1,1 and location 0,0,0

wintry hare
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in blender?

stuck oyster
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yes

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prefereably all rotation and scaling would be done in Edit Mode only

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but sometimes aliging parts is easier with object mode edits

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just have to always remember to apply all of those when the final LOD object is joined

wintry hare
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yeah I uh.. I don't know the first place to look for Rotation and Location in Edit Mode. Let alone how to hit apply since and transforms and stuff just seemed to work. The origin I figured out I think. But this apply business I have no idea.

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I wish it was kinda like GIMP, where the tools were in the tray on the right

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based on what was selected.

stuck oyster
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location and rotation and scale in OBJECT MODE

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and it is like that

wintry hare
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oh you can't have that scale edited?

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not gonna lie I'm lost as hell. I found the Object Mode transform window with the nice numbers. Scale is currently 0.324. I assume I set that to 1.

stuck oyster
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no

wintry hare
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Alright.

stuck oyster
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you find the apply rotation and scale tool

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ctrl+A could be the shortcut

wintry hare
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yeah thats the shortcut

stuck oyster
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then you need to set the origin

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that you can do by setting the 3d cursor to 0,0,0

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and select all the lod objects

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and find the set origin to cursor tool

wintry hare
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I think that's what kills me. A lot of stuff seems to be done through shortcuts and shortcuts alone. GIMP mostly everything is just clickable, with shortcuts for those of us who remember it.

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Got the origin part since I had to mess with that earlier.

stuck oyster
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well thats 2.8 for you

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thats what majority of ppl apparently wanted

wintry hare
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disgusting

stuck oyster
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I believe there may already be UI mods for it and things are still in development anyway

wintry hare
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Like if the tools I could use all showed up on the left here, that'd be great

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With shortcuts to select each

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but as far as I can tell, the only way to find the Apply scaling tool, is to press Ctrl+A

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so people like me don't even know it exists

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model sucessfully imports into Blender. Everything seems to be aligned properly.

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at least, it's as aligned as i made it in blender.

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But holy hell what a ride. Thank you for the help. I probably would have never figured this out otherwise.

astral lantern
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any ideas why this is happening with the vest?

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only some vests work (deck crew for example)

stuck oyster
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Different size character

polar fiber
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uniform is flagged to hide the ghillehide section

stuck oyster
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๐Ÿค” actually this is right

misty urchin
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It was, and he fixed it/figured it out.

astral lantern
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Cheers lads. Had a google and nothing turned up ๐Ÿ™‚

white jay
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is there a way to mass select faces in blender?

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i dont feel like going around shift dragging everything

stuck oyster
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many

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I recommend checking out blenders manual and selection section

astral lantern
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Select all faces, a group or what?

white jay
#

okay, i got my building over to object builder and i just need to figure out how to port it into arma 3

#

i exported from OB as p3d

#

and made a config outta an old one

#

but when i launch it i cant seem to find it

#

this is the edited config and what in the folder once i pack it

stuck oyster
#

exported or saved as p3d?

white jay
#

its not textured right now kinda just wanna see how it looks in game

#

exported

stuck oyster
#

that would be the wrong way

#

save it as p3d

white jay
#

okay ill try

stuck oyster
#

p3d is native format for OB

#

there is teh export as old p3d but I have no idea what made you use that

#

also how did you pack it?

white jay
#

honestly kinda used to exporting shapes and stuff

#

pbomanager

stuck oyster
#

๐Ÿ˜‘

white jay
#

its quick so i can just see it in game

#

lol

stuck oyster
#

I'll just let you figure out that out yourself then

white jay
#

will it not work?

stuck oyster
#

probably not

white jay
#

so i really gotta use pboproject?

stuck oyster
#

if you want to make working stuff and get help here

white jay
#

it shouldnt be hard tho since thers not much with it just the object

stuck oyster
#

perhaps its not

white jay
#

it says no config ot mission found in source folder

#

but the cfg and p3d are in the source folder?

stuck oyster
#

they are not supposed to be in source folder

#

do you have a folder named "source"?

white jay
#

no

#

i dont

stuck oyster
#

alright then whats the exact message

white jay
#

of the source folder selected on pboproject/

stuck oyster
#

and where does it come up

#

do you have a P drive?

white jay
#

P:\connor_buildings

#

yeah

stuck oyster
#

alright

#

so whats the exact message

white jay
#

scanning for pbos to make....
no config or mission found in source folder or children

stuck oyster
#

and you have the config.cpp in that folder?

white jay
#

its a cfg

#

is that a problem?

stuck oyster
#

well if its supposed to be config.cpp you tell me

white jay
#

i didnt know

#

changed it to a cpp

stuck oyster
#

I would strongly recommend studying the BI wiki and the Arma 3 samples on steam

white jay
#

yessum

#

cheers

white jay
#

so if i want to add a texture, and its already UV mapped

#

would i need the paa? in the source when i try to pboproject it

#

im getting missing file summary, but its in the folder with it

stuck oyster
#

compare yours to the samples

white jay
#

what do u mean?

#

im getting the error that the "Missing File Summary"

stuck oyster
#

you probably have set up some path wrong

white jay
#

Missing File Summary
newtower.p3d : \p:\connor_buildings\70_darkbrownmarble1.paa

#

should that first \ even be there?

stuck oyster
#

no

#

and neither should the P:

#

compare to how the samples have the paths set up

white jay
#

hmm intersting, thats what comes out of my output for why it failed

stuck oyster
#

it will fail if you do things wrong

white jay
#

that makes sense

charred bolt
#

This is a "non-planar faces" issue. See screenshot showing 2 tri-faces that Object Builder identifies as non planar. Quads being non-planar is easy to understand, but these are already triangulated. How to fix please?
Point count is 4, faces is 2.
https://imgur.com/FGLRGwL

quick terrace
#

i doubt you can fix it within o2 tbh

stuck oyster
#

@charred bolt try switching the edge direction? Also is this for a geometry part or reslod mesh?

#

Also you can try to delete the triangles and draw them anew in OB

charred bolt
#

Thanks for the reply @stuck oyster.
It's in a res LOD. How do you switch edge direction? I've checked / recalculated the normals and they're pointing outwards as they should.

polar fiber
#

You can select individual faces through the face properties menu (E for the menu, and the Create Selection button therein)

#

Do that to get the rogue faces and press D to remove the face without deleting the verts

charred bolt
#

Thanks @polar fiber . I'm fairly experienced with OB, but this is a weird one.
I've deleted and recreated / re-uvmapped the two problem tri faces.
On using Structure > Check Faces, it now shows "non-planar faces" as being just the four corner verts ie 4 points, 0 faces!

polar fiber
#

does anything come up if you do Points Slect Isolated?

charred bolt
#

no, there are no isolated points

#

Hmm, if I copy and paste the object into a new p3d, it doesn't find anything wrong with it.

#

And copying to clipboard, deleting and repasting into the existing LOD also fixes it.

#

So I'm going to put this down to an OB bug with a work around fix.

ornate lintel
#

Hey, can anyone help me with an issue, I am trying to make a window however when I test it in Bulldozer the glass seems to be alright on one side in terms of the material however from the other side there is no material. There is a face for each side of the window and the normal are both facing the correct direction so I am not too sure, any help would be appreciated. https://gyazo.com/b5331def8b65ca22dd4a3095810cc6d1

charred bolt
#

@ornate lintel if you remove the glass face that you can see ok, does the invisible face suddenly become visible?

charred bolt
#

Do non planar faces actually matter in an Arma model? I'm seeing both BIS Arma2 and 3rd party examples which have non-planar faces but seem to work fine in game. Fixing non-planar faces can typically be done by converting quads to tri's - this increases face count. Or are Arma models converted to tri's anyway during binarisation?

bleak flame
#

Every mesh in every game is drawn as triangles by the GPU.

charred bolt
#

Thanks @bleak flame. So there is no benefit to not triangulate? It makes a big difference when trying to make LOD's that are '50% less polys' than the previous one.

bleak flame
#

No, everything ends up as triangles anyway but 'face count' is irrelevant

charred bolt
#

Modders often talk about "poly count". EG Your model shouldn't really exceed X polys. You should aim for Y polys in the last res LOD.
Those poly counts are "face count" from Object Builder in a practical sense.
So if you take an all quad model and triangulate, you will roughly double the face count.

#

It would turn a "40k" model into an "80k" model.

bleak flame
#

False

#

Whenever people talk about that they typically mean tri count, because that's more sensible

#

Also real split vert count is the most accurate number

charred bolt
#

Where can you see "real split vert count" in Object Builder (don't know what that is)

bleak flame
#

You probably can't

charred bolt
#

So from a practical point of view, you'd recommend that all modders triangulate their models and then the "poly count" can be used as a rough measure for describing complexity and for producing LOD's of 50% reduction?

bleak flame
#

No

polar fiber
#

point count reduction is what you should be aiming for with 50% cut in LODs

bleak flame
#

Work in quads and not in OB would be my first advice

charred bolt
#

Is it @polar fiber , I always was told it was face count?

polar fiber
#

Point count is closer to the number of vertex normals

charred bolt
#

ah I see

polar fiber
#

halving tris will reduce the number of vertex normals, but it's not necessarily a proportional reduction

charred bolt
#

What reason is there not to triangulate when in OB?

bleak flame
#

I would also generally say don't make lods by hand

polar fiber
#

I would

#

at least for the first few

charred bolt
#

You would triangulate?

polar fiber
#

yes, but only because I use .fbx import and ob screws up the normals on non-triangulated fbx

#

I wouldn't triangulate my source model

charred bolt
#

So if you were looking at a possible model and trying to decide if it was suitable for Arma, would you be looking at point count, quad count or triangulated count?

wispy orchid
#

any idea what this AI Subskeleton error is about? ```
18:06:27 Dimensions in class jdg_mk29_restricted should be an array of size 2.
18:06:27 Error: EntityAI SubSkeleton index was not initialized properly (repeated 0x in the last 60sec)
18:06:27 name: JDG_carrier_deck_1, shape: jdg_carrier\res\carrier_1.p3d, index: -1, matrices: 0
18:06:27 Dimensions in class ttt_rim116_restricted should be an array of size 2.
18:06:27 Dimensions in class ttt_phalanx_restricted should be an array of size 2.

polar fiber
#

point count is the closest to being important

#

but they're all meaningless without context

charred bolt
#

Very interesting discussion though, thanks

polar fiber
#

You could have a 150k tri source model (which is nominally quite a lot for general arma use) and it might be fine good depending on what you use that detail for. Stripping out most of the internal detail for the external res LOD, and stripping out external detail for the view LODs etc

charred bolt
#

When you say here "150k tri source" are you referring to point count or face count?

polar fiber
#

tri, so that would be faces

#

as i said, whether it's tris or points or quads isn't important

#

it's what that number represents in context

bleak flame
#

Face is just confusing because quads, Tris and ngons are all faces

charred bolt
#

I don't quite follow that it's not important to specify whether it's points, tri's or quads. Otherwise saying that "150k is quite a lot" doesn't mean anything, as that could be 150k points, 150k quads and 200k tri's, or 150k tri's and a lot less points.

bleak flame
#

Just use Tris when talking about that stuff

charred bolt
#

We need some measure that we all understand as a comparison

polar fiber
#

You don't need to fixate on such values

bleak flame
#

Also da12ths point is that 150k whatever could be really good for a spaceship but really bad for a pebble

polar fiber
#

because they're not always appropriate

bleak flame
#

Hence context

charred bolt
#

of course, that's quite clear

#

Ok, let me give you an actual example. I have a vehicle. It has 122k points, 110k quads (or 180k tri's if I triangulate).

#

If we want to discuss it's merits we have vastly differing numbers in the points/quads or tri's

#

If I told you it was 110k you might say "that's just about ok". If I told you it was 180k you might suggest it was too much.

#

However, it's all the same model.

bleak flame
#

That's why everyone generally talks about Tris only

#

Usually because even though it's less accurate than real verts it's simpler and more accessible

charred bolt
#

Let me see if I can summarise the suggestions and check I haven't misunderstood:

  1. source files in quads (blender/3ds etc)
  2. often necessary to triangulate for import into Object Builder (OB) p3d
  3. no performance reason to keep quads in OB, so can triangulate (disadvantage is that it makes hand-made LOD's harder to produce)
  4. when discussing or comparing model 'sizes', use tri face count
  5. when making LOD's (if in OB), use point count (rather than face count) as the guide for 50% reduction
bleak flame
#

Yup

woeful viper
#

@charred bolt https://community.bistudio.com/wiki/LOD#.3Cresolution.3E see maximum polycount remarks.
When you binarize the engine will store the model triangulated anyway... Triangulating yourself means you get to decide how quads/ngons are split. This can be important for curve geometry, and is also vital for normal maps to be proper

ornate lintel
toxic apex
#

Da12th is right re verts vs faces in RV.

It just common practice to use faces as a measure. The poly count thing is because in general people are more comfortable talking about faces. And in most game engines it is a mostly practical way to measuring probable performance. However, the RV game engine really does focus on the verts more than the faces. Itโ€™s always been almost unique in this. This was easily demonstrated from OFP to the first versions of A3 with the way the damage deformed points etc.

For performance issues you do have to also consider:

  1. Tri vs Quad - When you binarise the engine converts your model to Triangles. Actually, every game engine does. So talking about quads is pointless. Ever seen a converted ODOL file? Ever see any quads? You wonโ€™t.

  2. In terms of performance you also need to consider sharp vs smooth faces. The RV game engine will treat a sharp-edged polygon (quad or tri) differently. The sharp edges will essentially be separated from the adjoining edge and rendered separately. Increasing, in practical terms, your vert count. At least as far as the game engine is concerned. This is why Da12th is perfectly correct when he says you need to consider vert numbers just as much as faces.

  3. Texture sizes. People seem to be intent on using 4k textures for everything. Remember that whatever your addon is itโ€™s a) not going to be used in isolation b) any texture you make is going to have to be loaded into system and GPU memory. So think about your sizes when you make your addon. your addon, all the other addons and the environment have to load, cache and process in every frame. Being efficient here will make your life easier and improve performance.

  4. And its not just Poly or Vert count that matter in terms of performance. Sections are just as important as Poly and Vert and Texture sizes

#

Hope that helps

stable sparrow
#

I have a question about workflow, specifically, low poly then high poly or vice versa.
My instinct is to build a low poly model then use that as a bases for high poly model then bake onto original low poly. I see this achieve 2 things.

  1. No need to retopology (or limited)
  2. It means the cage alignment for baking normal/etc will be dead on

A pro friend of mine says that making sure you have an accurate, good highpoly first and working back from there is the way to go tho. Does anyone have an opinion on this re: quality of work vs time efficiency?

quick terrace
#

high poly always first

#

reasons:
a. there are no limitations to what you can get away with with a high poly. you donโ€™t have to optimize anything, it also doesnโ€™t need to be pretty edge flow wise

#

b. even the hp mesh is a sub-d med poly based one, it is always better to start with the mesh that you just need to make pretty, not efficient

stable sparrow
#

Thanks Pufu, I was actually hoping you would respond ๐Ÿ˜„

#

I can see the benefits for sure but then I can't help but feel that not as time effience since you're almost making a low poly model twice

twin urchin
#

if you are not time limited , its always about the quality

#

because later it will be beneficial

stable sparrow
quick terrace
#

it is definatelly not more time consuming, no

stable sparrow
#

ok, that settles it then. Lastly, (offtopic) do you use Max or Maya. I appreciate this is an age old (and perhaps silly) question but even as a max user im finding the modifier stack such a hinderance to flow. (It'd be much better if it didnt auto select top modifier stack but rather saved last selection)

bleak flame
#

Try them out, I find a detailed block out that becomes both the high and low to be best

woeful viper
#

i always do low poly first for Hard surface, but not clean. When i'm happy with the shapes i copy the model, clean up the new one. The old one becomes the HP and i add turbosmooth, edgechamfer etc. Exceptions are when working with flowing geometry, or things that are simply better done with using splines or editable quads (max) as base. So pretty much what the guy in the video said.

quick terrace
#

@stable sparrow i primarily use 3ds max, i also used to use maya quite a bit. Stack modifier is by far the best thing out of max tbh

woeful viper
#

except when it breaks ๐Ÿ˜ฌ

stable sparrow
#

Thanks Pufu. I guess i'll stop complaining and crack on

white jay
#

So I'm wondering why my model has it so that it'll stop showing once you get to a certain point at a certain angle

#

I can provide two pictures to illustrate if that's something I'm allowed to do

charred bolt
#

You can put your pics on imgur.com and post the links here @white jay

white jay
#

Thank you.

#

Then I take two steps forward and this happens

charred bolt
#

As a total guess, it might be that you have the face backwards. Try selecting the face(s) in Object Builder which you can't see in game, and press W to flip their direction

white jay
#

Negative, it's not that, thanks though, @charred bolt

#

Also, the fire geometry appears to be acting up

charred bolt
#

Hard to tell from that VR pic what directions you are facing. Might be easier on a proper map with background references.

white jay
#

Both geometry and fire geometry is acting up. Maybe the model is just too large for object builder.

charred bolt
#

I would have thought geometry and FG problems would be separate to the visual issue though

#

check in the Geo LOD's that they are closed and convex, named ComponentXX and have mass.

#

50m from origin is about the size limit

white jay
#

Yeah I've done all that. Strange thing is I've made several models before but this is the first I'm having this issue with

#

What's worth noting is that it's happening with the doors of the gate, so I think it has something to do with how Arma handles animations

charred bolt
#

So looking at it from one direction, you see it. Then walking around to the other side (not moving the gate with an anim), you see nothing at all except the shadow?

#

Are you using pboProject to build it and checking the binlogs? Also check your RPT.

white jay
#

facing parallel to the door

#

to answer your questions: Yes, I'm using pboproject, yes, I see nothing except for shadow, yes, I'm checking the binlogs, and I see no issue in my .rpt

charred bolt
#

Do you use tga's in Object Builder? If so, what do you see when rotating it? How about in Buldozer?

white jay
#

The binlog says the shadow geo is too detailed so it's disabled

#

I used .paa's

#

I'll check on the last one

#

Same issue in bulldozer

#

In fact, it's worse in bulldozer imo

charred bolt
#

At least you can more quickly check there without having to build each time

white jay
#

Yeah, cheers

#

Though I'd like to find out what's causing this as doors I made before that isn't as large as these, have no problem, but these somehow spaz out

charred bolt
#

It'll be interesting to see what you get in OB with tga's

white jay
#

You want me to try .tga's instead?

charred bolt
#

That way you can see the textures with direct3D on directly in OB

white jay
#

I mean, the textures on the doors are .rvmat's and colours

charred bolt
#

oh ok

#

didn't you say paa's? or are you using procedurals?

white jay
#

I use a .paa with an rvmat on the pillars

charred bolt
#

convert it to tga, then repoint your path to the texture in the p3d, and switch on Direct3D

rough idol
#

Try extending bounding box with some fake points in both visual and Geo lod

#

Bounding box is generated only during binarization (with only exception of parameter "bounding") and if object bbox is not in player's view then it is not rendered

white jay
#

@rough idol when you're using the term "bounding box" I'm assuming you're talking about points same as the ones in landcontact?

rough idol
#

any points

white jay
#

I'll try that

rough idol
#

bounding box is calculated by taking most extreme coordinates from one lod

white jay
#

The box when I place it is bigger than the object as I went ahead and increased landcontact to become huge

#

To try to compensate

rough idol
#

you need to increase visual bounding box and geo one too

#

I don't remember which one has higher priority

white jay
#

Well, I'm doing it, lets see

#

compiling

rough idol
#

example of visual LOD bounding box extension - I'm using hidden vertex property to hide that box from rendering

white jay
#

That did it

#

Thank you a lot @rough idol @charred bolt

#

that fixes something for another object I've got too

tough sinew
#

hello!

#

Whats the best way to test a Vest?

stuck oyster
#

make a config for it and put it on in arsenal perhaps

#

or config it on a unit and spawn that in editor

#

also filepatching helps quite a bit

white jay
#

Is there a good way to stop lights from reflectors or markerlights passing through buildings? Shadow / Geo seemingly doesn't stop them

stuck oyster
#

I think not.

#

Arma lighting is quite simple in that way

white jay
#

That's not really simple, I would like to contain lights within a contained space

median bough
#

out of luck

stuck oyster
#

no I mean Arma lighting is simple as in you cant do such thing

#

in oppose to complex dynamic shadows other engines may have

wintry hare
#

For rotating things on models, do you have to have similar bones and stuff defined for each LOD? Or does the game just know it works.

#

For example. For LOD 0.000, I define the rotating turret as Turret. Do I then have to have Turret in each LOD, if I want it to move with the Turret

tired forum
#

anyone have any sidwalks

polar fiber
#

@wintry hare of course you do

wintry hare
#

that's what I figured, thank ya

#

Any idea why Driver_Turret gets shortened to Driver_Tur... But Driver_Viewport gets shortened to Driver_Viewport? Probably just an intricacy of Object Builder, but it still makes it kinda annoying to name things

stuck oyster
#

you can always adjust the size of the named selection list

#

My layout for example

white jay
#

so i textured a model, like a buildings in substance painter

#

how do i export the UV in order to put it in OB

stuck oyster
#

UV is part of the model

#

the textures are the images you "combine" with it so that they are projected on the model

white jay
#

i exported it but i seperated a lot of the materials sothere is like a lottt of files and i dunno where to apply them at

#

i UV'd in blender and then textures in substance

stuck oyster
#

for buildings you also should be using multimaterial

white jay
#

yeah i did

#

i have all sides of the walls set to diff materials

stuck oyster
#

no thats not quite it

white jay
#

and floor and etc

#

wym?

stuck oyster
#

multimaterial is special mask based shader

#

you should preferably start with something simpler to put into the game though

white jay
#

almost like maskmap?

stuck oyster
#

its in the tutorial

white jay
#

yeah ive kinda already started and im deep so i just wanna get it working

stuck oyster
#

its more difficult to help you with more complex thing

white jay
#

all i need help with is loading the textures into OB

#

i have all the height rough and basecolor maps

#

for all the objects

stuck oyster
#

well select the object and hit ctrl + E shift+E just E

white jay
#

in OB?

stuck oyster
#

actually shift+E

#

yes in OB

#

should be fairly self explanatory from there

white jay
#

i see, but shouldnt it ask me to put in the texture?

stuck oyster
#

oh true

#

just E then

#

no shift

#

mixed up the menus

white jay
#

Can you make the actual models for tanks in substance painter

#

or only textures

white jay
#

when making an RVmat what would my normals be? brick_mco.paa or brick_nopx.paa and same with my roughness, what would that fall under

stuck oyster
#

It would be NOHQ.

#

Comparing to the vanilla materials is recommended. And @white jay no the model has to be made elsewhere.

#

Also Arma uses specular/gloss for shinyness, not pbr metalness, roughness

white jay
#

so roughness is nohq and normals are nopx?

stuck oyster
#

No

twin urchin
#

normals are NOHQ , roughness is a inverted gloss so it goes into SMDI - blue channel to be exact

stuck oyster
#

It may not look good without adjustments though

twin urchin
#

if you invert it it will become gloss then it should be fine

stuck oyster
#

Well I'm just repeating what I've heard. XD

twin urchin
#

worse is metalness to convert into specular that thing needs tweaking way more

white jay
#

@stuck oyster is there a specific guide to using blender to create your own model that you know off i couldnt find anything on yt last night

#

For tanks

stuck oyster
#

Well not sure if for tanks particularly, but El tyranos has made quite decent series that may have tanks in it too.

polar fiber
#

Better to learn general modelling techniques than "learn to model a tank"

stuck oyster
#

That too.

late root
#

Had to reinstall my object builder, now im missing the import FBX button. Anyone ever have this?

stuck oyster
#

Mm the dll path in the settings is probably missing

#

@late root

late root
#

Do you know which setting it is @stuck oyster

stuck oyster
#

Dll something on the top 3 or 4

#

On mobile so can't check

#

It should point to the OB folder I recall

late root
#

looking now, thank you

stuck oyster
#

If you can take a snip of the settings dialog I can tell which one it is.

white jay
#

so in my RVmat where would i put roughness exactly?

stuck oyster
#

I would advice you to look at Arma vanilla rvmats for similar objects and also reading through the BI wiki RVMAT page

#

there is no roughness in Arma RVMAT

white jay
#

what general modeling techniques is recommended

#

im completely new to blender

stuck oyster
#

Depends what you want to do. All basics apply to everything. Pretty much you just have to get familiar what different tools do.

#

Question you need to ask is "how to model" not "how to model X"

white jay
#

Makes sense, my ignorance leads me to not understand how any of it works atm, when i learn how to model generally later i guess i can move on to tanks. my main concern was how actually make the model function if lets say i made tracks

stuck oyster
#

It's not your main concern for a looong long time

#

But also for that you can study the sample models

#

And for that you have to first understand how things are made

white jay
#

Are they in PBOs?

stuck oyster
#

No

#

They are separate install on steam

#

Arma 3 samples

#

But you need them only after you know how to model

#

Trying to skip ahead will just cause wasted time

tropic jewel
stuck oyster
#

Same animations apply to all lods if the correct named selections are present in all lods you want to animate.

#

Do you have a view pilot lod for the weapon?

tropic jewel
#

Yes I have a view pilot lod that is a soppy of the main lod

polar gyro
#

hey guys, i made some objects and they dont show up on zeus, how do i make them appear on zeus?

steel vector
#
scope = 2;            // visible in EDEN
scopeCurator = 2;       // visible for ZEUS
scopeArsenal = 2;       // visible in Arsenal
polar gyro
#

where do i put it?

steel vector
#

in the object class

polar gyro
#

config.cpp file right?

steel vector
#

if that is where you have your objects defined, yes

polar gyro
#

Thanks

#

got another question - my objects are very bright, comparing to other objects in game. any idea why is it, and how to fix it? i'll send a picture right away

grand gorge
#

very quick question: in OB how do you copy a proxy from one res lod to another?

#

edit ctrl +c and ctrl +v on the other lod seems to work. Is that a correct way to do it ?

median bough
#

It is, since the positioning gets copied also

grand gorge
#

cheers!

median bough
#

๐Ÿ‘

grand gorge
#

do I need to have the proxy in the viewgunner too ?

median bough
#

Depends on what proxy you talk about

grand gorge
#

\a3\data_f\proxies\mortar\gunner.001

median bough
#

Then i'd say yes

grand gorge
#

okay thanks!

#

okay so now I' can get out of my vehicle but I don't get the get in interaction with the scrollwheel when I look at it

#

(but it works with ace interactions

#

)

#

what am I missing?

stuck oyster
#

@polar gyro you need to adjust the textures and rvmats properly.

polar gyro
#

i've tried to make a "darker" texture, but it seems it's almost glowing comparing to other buildings

#

is there any specific parameter in the rvmat file that makes it so, or is it the overall texturing files and configurations?

stuck oyster
#

It is combination of many things and you need to be using correct shader and textures in the rvmat too.

charred bolt
#

@grand gorge You need to add two memory points in your p3d Memory LOD for the get-in position and direction, and then a couple of config.cpp entries in your gunner turret class

                memoryPointsGetInGunnerDir = "pos gunner dir";```
grand gorge
#

cheers I have the mem points but was missing cfg entries! will try now

#

what does "pos gunner refer to? do I change it to the mempoint name ?

charred bolt
#

yes

grand gorge
#

(knowing it's a static turret that only has one gunner slot no driver etc

charred bolt
#

are you using a class Turret?

grand gorge
#

yup

charred bolt
#

so unless you're inheriting a turret with those GetIn... config entries that match what you've called your memory points in the p3d, you'll need to add those entries

grand gorge
#

ok testing now

#

no dice, the only thing it changes is now I'm getting glitchy when getting out ov the vehicle

charred bolt
#

which turret are you inheriting from?

grand gorge
#

mmm how do I format code text here I want to post my config but I don't want it to be messy

charred bolt
#

use the key above TAB like '

#

or three of them for a block

#

if the config is huge, best put it on hastebin.com and post a link here

grand gorge
#

there you go

charred bolt
#

can you show the inheritance bit as well please?

grand gorge
#

i based my cfg on the ace 3 spotting scope since that's the closest "vehcile" to what I'm trying to do

#

class LandVehicle;

#

class StaticWeapon: LandVehicle {
class Turrets {
class MainTurret;
};

class ACE_Actions {
    class ACE_MainActions;
};

};

charred bolt
#
    class LandVehicle : Land {
        class Turrets;
    };
    class StaticWeapon : LandVehicle {
        class Turrets : Turrets {
            class MainTurret;
        };
    };```
#

Also try:

#
                memoryPointsGetInDriverDir = "pos_gunner_dir";```
#

in your turret class, rather than the GetInGunner ones

#

obviously change the mem point references to be the same as you've used in your p3d

grand gorge
#

i'm using thos in the memory lod named mem01 etc is that correct ?

charred bolt
#

dunno, I can't see your p3d lol

grand gorge
#

i mean aAFAIK memory points HAVE to be named after this convention, instead of memory points should I use named selections on the res lod ?

charred bolt
#

You need two points in the Memory LOD. They can be named anything you like. The first one will be the position that a player mounts/dismounts from, and the other will be the direction of the animation

grand gorge
#

ok

#

so

#

changing the inheritance got me the getin action

#

but getting out is still bugged

charred bolt
#

It what way is it bugged? Not showing up in the scroll menu? Check without ace running.

grand gorge
#

no, when I get out the camera gets jittery

charred bolt
#

Try moving the pos memory point further away from your weapon

grand gorge
#

even in the editor when I take a unit out it disappears

#

can't test without ace my mod has a depency on it would be tedious, I think it's just the position of one of the mempoints thats' wrong it's placed inside the model

#

give me a sec and I'll provide the p3d

charred bolt
#

both points should definitely be outside the model - check my screenshot

grand gorge
#

must be it then

charred bolt
#

it's jittery when you get out, presumably because the player is being placed in conflict with the weapon and then physX gets mad

grand gorge
#

yup

#

i will try to change the points

charred bolt
#

move the pos mem point particularly, say at least 1m from the weapon

grand gorge
#

ok issue was cause by the fact that I had put the same mem point for both properties

#

having them both in the model seems ok though

#

thanks a lot @charred bolt

charred bolt
#

you're welcome

polar gyro
#

Any reason why this object won't show up on Zeus? it works fine in Eden editor but doesn't show up on zeus at all.

    class pltn_border_wall_3 : House
    {
        editorCategory = "ISRProject_misc";
        editorSubcategory = "Pltn_border";
        scope       = 2;
        scopeCurator = 2;
        model       = "isrproject_misc\objects\border_wall_3.p3d";
        placement   = vertical;
        mapSize     = 20;
        displayName = "Seperation Border Wall(X3)";
        author = "ISOC - Epic";
        cost        = 0;
        armor       = 5000;
    };
#

This one works on zeus:

    class isr_irondome : House
    {
        editorCategory = "ISRProject_vehicles";
        editorSubcategory = "isr_vehicles";
        scope       = 2;
        scopeCurator = 2;
        model       = "isrproject_vehicles\objects\isr_irondome.p3d";
        placement   = vertical;
        mapSize     = 20;
        displayName = "Israeli Iron Dome";
        author = "ISOC - Epic";
        cost        = 0;
        armor       = 5000;
    };
bold flare
#

CfgPatches correct?

polar gyro
#

What is CfgPatches? ๐Ÿ˜

#

Ahh

#

Ehm

#

This is the CfgPatches for both

class CfgPatches
{
    class A3_MyAddon
    {
        units[]=
        {
            "MySoldier"
        };
        weapons[]=
        {
            "MyUniform", "MyVest", "MyHeadgear"
        };
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    };
};
bold flare
#

yeah thats wrong

#

all CfgVehicle things that you add and should be visible in zeus, should be in units

polar gyro
#

So, for example, after the "MySoldier", I should add: "ptln_table_01"?
like so:

class CfgPatches
{
    class A3_MyAddon
    {
        units[]=
        {
            "MySoldier","ptln_table_01","ptln_table_02",ptln_table_03"
        };
        weapons[]=
        {
            "MyUniform", "MyVest", "MyHeadgear"
        };
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    };
};
bold flare
#

yes

charred bolt
#

Is it possible to get transparent faces (_ca) to show behind other transparent faces?
Case: mesh on a box inside a vehicle is invisible when seen through the glass windows.

#

I've tried bringing various faces to the top of the stack.

polar gyro
#

I've wrote it that way, and it doesn't seem to work either. any idea why?

class CfgPatches
{
    class A3_MyAddon
    {
        units[]=
        {
            "MySoldier","ptln_table_01","ptln_picture_011","ptln_picture_012","ptln_picture_013","ptln_picture_021","ptln_picture_022","ptln_picture_023","ptln_picture_031","ptln_picture_032","pltn_border_wall","pltn_border_wall_3","imp_launcher"
        };
        weapons[]=
        {
            "MyUniform", "MyVest", "MyHeadgear"
        };
        requiredVersion=0.1;
        requiredAddons[]={"A3_Characters_F"};
    };
}
#

I'm supposed to name the class name of each object, right?

charred bolt
#

class A3_MyAddon change that to be the same as the folder name you are building your project in

#

My transparent face question - self answered - "Sort faces".

polar gyro
#

@charred bolt Still not working on zeus

steel vector
#

How do your CfgEditorCategories and CfgEditorSubcategories look like?

#

and do you have any errors/warnings in your RTP regarding your models?

polar gyro
#
class CfgEditorCategories
{
    class ISRProject_misc
    {
        displayName = "ISRProject (Misc)";
    };
};
class CfgEditorSubcategories
{
    class Pltn_items
    {
        displayName = "Palestinian Items";
    };
    class Pltn_border
    {
        displayName = "Border Objects";
    };
    class Pltn_millitary
    {
        displayName = "Millitary Objects"; 
    };
};

Don't have any errors or warnings.

steel vector
#

And do the models show up in Eden? Because it doesn't seem to be an issue related to Zeus

polar gyro
#

yes they show up on eden perfectly fine. the problem is something that related to the zeus configuration

steel vector
#

and are you sure you have the correct settings for the Zeus module in your (test) missions? like enabling "include all addons (including unofficial ones)"?

polar gyro
#

I just add a gamemaster do a simple mission. i'll check that option

polar gyro
#

@steel vector Works perfectly. thank you !!!

sleek estuary
#

Having a trouble when opening my model in object build. The LODs dosnt center...

stuck oyster
#

Assuming youve made it in blender and exported with the ArmaToolbox addon (info you should always probive when asking for help),
you will need to apply scale and rotation + center the LOD objects origin to the world [0,0,0] coordinates

white jay
#

why when i put my RVmat on my object it just get really black

#

i exported from substance painter, and i got the height, normal, metallic, basecolor, and roughness

#

some in there proper spot put they dont look that great

stuck oyster
#

You might be lacking one essential texture

#

your rvmat might be broken

#

or just the basic attribures might be wrong

white jay
#

ambient[] = {0.5,0.5,0.5,1};
diffuse[] = {0.7,0.7,0.7,1};
forcedDiffuse[] = {0,0,0,0};
emmisive[] = {0,0,0,1};
specular[] = {0.1,0.1,0.1,1};
specularPower = 800;
PixelShaderID = "Super";
VertexShaderID = "Super";
class Stage1
{
texture = "connor_buildings\data\finishedouter_1pillar_nohq.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage2
{
texture = "connor_buildings\data\finishedouter_1pillar_d2.paa";
uvSource = "tex1";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage3
{
texture = "#(argb,8,8,3)color(0,0,0,0,MC)";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage4
{
texture = "#(argb,8,8,3)color(1,1,1,1,AS)";
uvSource = "tex1";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage5
{
texture = "";
uvSource = "tex";
class uvTransform
{
aside[] = {1,0,0};
up[] = {0,1,0};
dir[] = {0,0,0};
pos[] = {0,0,0};
};
};
class Stage6
{
texture = "#(ai,64,64,1)fresnel(1.44,0.01)";
uvSource = "none";
};
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
class StageTI
{
texture = "#(argb,1,1,1)color(0,0,0,0,TI)";
};

stuck oyster
#

also metalness and roughness dont work straight away as Arma shaders dont use them

white jay
#

my buddy sent me this as a template

#

really

stuck oyster
#

use codeblocks when pasting code

#

yes

white jay
#

how do i use the codeblocks

stuck oyster
#

as I've told you like 3 times before ๐Ÿ˜›

white jay
#

i thought u said they could be added with certain color codes?

stuck oyster
#

did you read the RVMAT BI wiki page?

#

also you might want to read about differences between the PBR metallic/roughness workflow and the older specular/gloss workflow

#

Arma uses old technology

white jay
#

so should i use none glossy textures?

#

since they wont be obtainable in arma?

stuck oyster
#

you can make things look like what you have seen in the game

white jay
#

okay, so the pilars im trying to rvmat are glossy in SP

stuck oyster
#

I dont use SP so cant help you there

white jay
#

damn

stuck oyster
#

you can search this and texture makers channel for info on how to get stuff out of it

white jay
#

and is there a easy way to set up the shadows on the object?

stuck oyster
#

define easy?

white jay
#

honestly i dont know any way

#

so whichever way is most efficent

#

i did my geo and roadways

stuck oyster
#

you might want to look up BI wiki LOD page

#

and NAMED PROPERTIES page

white jay
#

its probably like 20 pages long isnt it xD

stuck oyster
#

does it matter?

#

you need to know all of it to make stuff

white jay
#

well kinda, i have things i need to do instead sifting through all that

#

its fine ill contact a buddy whilst doing this

stuck oyster
#

If you are in a hurry to build things then youre modding the wrong game

white jay
#

i dont need comments like that

#

and i do things fast and i learn fast

#

its my style of living

#

i dont need to work like a sloth to get things done

#

or read through 20 pages to figure out one thing i need

stuck oyster
#

Alright. I dont need to help you either. Good luck.

white jay
#

havent helped me once on this discord lol

#

just tell me to go read

stuck oyster
#

Well in situation like this theres basically 2 options for someone who might be able to help you. Either spend many many many hours holding your hand and telling you what button to press or tell you where the information you need is so you can study and learn on your own.

#

most of the time I have time to only do the latter one.

bold flare
#

@steel vector I just searched for a unit that advertised in #communities_arma3 and the discord search told me you're always writing RPT wrong (last in this channel yesterday) ^^

#

its probably like 20 pages long isnt it xD
A single wiki page.. per definition can't be multiple pages long ๐Ÿค”

steel vector
#

"Return To Problem" file, sounds correct ๐Ÿ˜‰

bold flare
#

@white jay your rvmat has an error.
dir[] = {0,0,0}; should be dir[] = {0,0,1}; to be mathematically correct.
Also, please put code into code blocks (```)

also _d2 in Stage2 is not a correct texture suffix. Read the rvmat/texture formats wiki page to see what suffixes exist.
I think Stage2 should be smdi

shadow cairn
#

Hi guys! Weapon animation question here.
I want to slow down one of the bolt action rifles reload animation. I've managed to tweak the skeleton hand anim, which is cool. But the rifle itself is reloading too fast.
Any advice on where in the world it can be tweaked trough config files? I've tried to find this class Animations in a dozen of .cpp files without any major success. Thanks!

polar fiber
#

only thing you could do is adjust reloadtime which affects the rate of fire and will slow down the whole rechambering sequence

#

The animations themselves are baked in to the model's p3d so you can't change the timings of them if you don't have the original model and model.cfg.

shadow cairn
#

As far as I can get it reloadTime changes the magazine reload, not the bolt action. But I'll try that too, thanks!

polar fiber
#

No, reloadTime is how long it takes to rechamber a round after each shot. That's why it's in the firemode config so you can have different cyclic rates for different fire modes. magazineReloadTime is the delay when switching mags (at least on vehicles. I suspect it might now be related to the .rtm duration on hand weapons)

#

It's also why the rechambering model.cfg animation source is called reload. There is a separate reloadMagazine source for mag changes

shadow cairn
#

Oh, wow

#

Thanks for that. According question - some of the weapons (eg LRR M320 ) have no bolt rechambering animation but have this cooldown progress bar when the bolt action should happen. Does it also relate to the reloadTime?

#

Just found out that the last question answer is Yes ๐Ÿ™‚

peak jackal
#

Is there a way to slip textures in the object builder? some came out reversed

charred bolt
#

It depends what you mean by reversed @peak jackal. You can press W to reverse a face texture (facing the other direction), or you can go into the UV editor and flip horizontal or vertical if the texture was facing the right side, but reversed orientation.

peak jackal
#

I figured out the issue, the texture was flipped, i must have flipped it a while ago

stuck oyster
#

๐Ÿค”

charred bolt
#

It's days like this that make you wonder why you bother lol

bold flare
#

!purgeban @cosmic maple 60d spamming, crossposting despite being warned, recruiting in wrong channels

high scarabBOT
#

*fires them railguns at @cosmic maple* ร’_ร“

late root
#

What is armas "mass" in RL values for GEO lods?

#

If its 100, its it a 100lb? 100 Kilos? 100 magical arma units?

pallid cape
#

Kg

late root
#

Thank you

stuck oyster
#

It does not always behave as something of equal mass in real life though.

still edge
#

Anyone here that can make a wearable glasses object?

stuck oyster
#

Probably many. what kind of problem do you have?

still edge
#

I'm looking for someone who can make a small simple wearable glasses. I found these on the workshop but the glasses don't show the eyes clearly. I'm looking for someone who can maybe make similair glasses (1 object only) that works inside.

#

And shows the eyes clearly

stuck oyster
still edge
#

I've posted there before nobody really responds there :x

#

Maybe the object already exists in a different mod? I haven't found it sadly

stuck oyster
#

Most makers are likely engaged in their own projects already so they dont have time.

still edge
#

Maybe they could add the glasses to their own project ๐Ÿ˜‰

stuck oyster
#

well you can always hope.

quick terrace
#

or you can do it yourself, it shouldnโ€™t be all that hard

terse elm
#

Would be a great starting out project

still edge
#

I honestly don't have the time to focus on that now

#

I focus on the project

polar gyro
#

Quick question - I've seen in the past a video which shows that if they shoot RPG on a building the building explodes and parts of it just fall into the ground. I know I need to use the hitpoints LOD for that, anybody can reference me to a tutorial, or an explanation better than the one we got on BI wiki? the explanation there is very basic and I can't get much out of it.

stuck oyster
#

you have hitpoints that connect to perts of the object through config and when the hitpoints health goes to 0 it triggers model.cfg set up animation to hide that part of the model

#

or animations where parts fall down

#

the parts falling down part is quite bit more complex to animte though

polar gyro
#

You actually need to animate it if you want it to fall into the ground?

stuck oyster
#

that would be the simples approach

#

you could also create physX gibs on that spot and let them fall

#

but its a lot more performance heavy

#

and not default Arma thing

#

would be interesting to see which video you talk about

polar gyro
#

I'll show you I got it

stuck oyster
#

if its a vanilla effect or something more modded you have seen

polar gyro
#

0:26

#

Actually my group filmed this thing I just wish to know how to make such a thing

stuck oyster
#

its not vanilla destruction effect I think

#

so probably just script spawend physx gibs

polar gyro
#

And how would I do that? in the object builder I would need to seperate the object, and then put some hitpoints over the place I want to "break", and then I need to configure it?

stuck oyster
#

you probably would make the parts breakable and hide when broken and then find a way to script spawn the physx gibs

#

goes into advanced making territory quite a bit I think

polar gyro
#

I see.. and if I don't have any background to any of it, what would I need to look for in order to learn how to do it?
I mean, is there an explanation, for example, for how to apply physx gibs (or explanation what the psysx gibs even means) on BI wiki?

stuck oyster
#

theres not really any direct expalantion on how to do it anywhere

#

you would have to understand building modeling, config making, model.cfg animations and scripting

#

gibs is a game term for parts that fly off things when its shot

#

its not arma related at all

#

in this case it would be just and physx object that looks like part of the wall

polar gyro
#

So in object builder I need to split the object and put it next to each other that it would seem intact?

stuck oyster
#

something like that. but object builder is very bad for that

#

its not very great modeling program for splitting objects

polar gyro
#

that makes sense

#

I've looked into some stuff and I think I simply need to make the part that I want to break a physx object, as you mentioned. question is, how do I configure a physx object? i tried explanations on the internet and found non

#

I'm trying to get some pieces out of the discord conversations. but if you can reference me to any link that provides information about physx configuration that would be great

stuck oyster
#

there are no tutorials for that

#

vehicles are physX objects

#

so thingX is simpler version of those

polar gyro
#

thingX means giving an object physx qualities?

#

Like if I want to make a tube to fall over when I put it high on the sky, I need to apply physx to that object, right?

stuck oyster
#

its a simulation type yes

#

there are many different ones that define what type of object is

#

like tankX, carX and so on

#

I would strongly suggest getting yourself the latest all in one config dump for light bedtime reading

polar gyro
#

what is all in one config dump/

#

?

polar gyro
#

๐Ÿ™‚

median bough
#

Where did you get the file from?

median bough
#

Are the configs done?

slate epoch
#

Also what type of asset it is?

bold flare
#

๐Ÿค”

median bough
#

Oh boy... You need to start at the very basics......

#

Not just the very basics, but the veeeeeeeery basics of modding

#

Tbh, this is quite to much for you to get the building working properly in arma

bold flare
#

Which probably is ripped and you have no permission to use it anyway ๐Ÿค”

median bough
#

I suggest you Start with something simple as a retexture mod, just to get an idea

#

No matter who made it, it's just a way to big bite for you to swallow

covert sundial
#

Anyone looking for a 3D Modeller todo some model related work feel free to DM me

woeful viper
#

his mate made a p3d but has no idea how to use it... hmmmmm ๐Ÿค” totally not suspicious

formal vapor
#

@tardy mountain I'll help you Alex, but it won't be easy. Close Object Builder. Uninstall ArmA tools. Never, ever get into modding for ArmA. Throw your computer out the window. Be happy. Ta da!

#

I only wish I was joking but no...I'm being dead serious.

bold flare
#

Lol I wanted to complain about how you can help such a guy. before I read the rest

warm trench
#

Not sure which the correct channel is for this but I'd guess that my issue is associated with how points in memory and/or geometry LODs interact so:
I've made a bipod mod where I've added to the CBA / MRT accessories functions so you can change how much you extend the legs of the bipod when you deploy it. (3 discrete settings with 3 different deployedPivot memoryLOD points.)
The initial idea was to get the weapon sitting at different heights with the different bipod deployment lengths to get the best compromise between being in the cover of what ever you are resting on vs sight lines.
This works when deploying the bipod on the ground (when lying down) but when deploying the bipod on any object while standing or kneeling, the height of the weapon remains constant regardless of which memory point is being used.
Is this purely a limitation of the game engine? The only thing that makes me thing I've 'broken' something along the way is I thought the different deployment lengths worked on the block in the Virtual Arsenal when I first started testing but I can't replicate this now...

bold flare
#

might be that its not using the bipod at all when deploying while kneeling? maybe it just deploys on the railguard

warm trench
#

If that is the case, presumably there's no way for me to get the affect I'm after?

abstract wolf
#

I'm looking for someone to help me with a project to have middle eastern females in the game . I've seen a model on sketchfab that I would like to have added to the game. I am able to do reskins however I have no clue how to import the model into arma 3. Is there anyone willing to help?

#

Please DM

stuck oyster
#

If the model is not in the same dimensions as the Arma Man then it can't really be done properly.

#

The animations are made for the man character and do not scale

abstract wolf
#

That might be true, although this model was made for a game and I believe it may work.

#

I need an expert opinion

stuck oyster
#

Truthfully. I don't.

#

Not without lot of adjutment

slate epoch
#

HorribleGoat is an expert in this case ๐Ÿ˜Ž

stuck oyster
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As 9/10 cases female characters are modeled in different scale and shape

steel vector
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there are just too many issues with "random" models; first of all (like HG said) the scale is usually off, and second you'll need to modify the skeleton so it can run the A3 animations

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of course you could try to wrap the model around a A3 model, but I doubt that will give good looking results

abstract wolf
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I take it there was previous attempts

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Fair enough

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Thank you for all of your swift responses

stuck oyster
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If you want read about the challenges there's I got a thread on BI forums

abstract wolf
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Thank you for your help

stuck oyster
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At some point when this releases you probably would have simpler time to get that character in game. But right now I believe it would not be very easy without altering the model a lot to fit the man character.

whole plank
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Can I pick the brain of a 3d modeller in arma 3 really quickly

median bough
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that hurts...

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just ask ๐Ÿ˜‰

whole plank
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I make nice blender models and I want to create a specific building

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preferably on voice chat ๐Ÿ™‚

median bough
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not many around here like VC. it's best to solve it here in public for others to learn also

whole plank
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thing is its a specific questions, and I prefer talking ๐Ÿ˜„

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@median bough do you have ts? I promise I doint bite

median bough
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please, just ask here

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and btw, i'm no expert

whole plank
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do you use blender?

median bough
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no

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the reason i suggested that you just write the question

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so more can see it

whole plank
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kk give me a sec

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uh I cant post pictures

median bough
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use imgur or similar hosters and post the link here

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nvm

whole plank
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yep

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so ask you can see I have two forms of walls I just made rn

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one is basically a plane

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and another is two planes

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as per normal modelling I usually sue two planes to create a wall the would place some unity collision in the middle of that two plane

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but I never made anything in arma

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is it better to just use a single plane and create collision around it for lowered polys

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becasue I made a casino with 2.5 mill polys for a modded arma 3 server thatd have 100 people max

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unfortunately it has come to my attention that 2.5 mill is WAY too much

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and decimating the casino would take too much time

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so I want to be able to remodel the building according to arma specifications

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what should my max poly count and material count be is the frist question

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second question is should I use two planes or one plane, and how would the collisions in arma work?

worldly belfry
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Could someone explain this shading behavior? Looks fine in blender, exported using Arma toolbox, bad shading on scope lense

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Rest of the model has correct shading

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same issue happens with a fbx export, so im assuming its not a issue happening on export

polar fiber
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Select that part and press Shift+E to open vertex properties, then try checking the box to calculate normals "by impedance angle"

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Some cylindrical topologies seem to get weird shading in OB. The above usually fixes it for me

worldly belfry
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Perfect, that solved it. Thanks

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to be honest, I never knew that menu even existed, so thats pretty cool lol

charred bolt
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Does anyone know, in Object Builder, how to rotate an object around a user defined axis (ie not x, y or z, but an axis defined by two points)?

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Is it Points > Transform 3D?

stuck oyster
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Not easily

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Preferably do it in better program

charred bolt
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I agree HG, but I don't want to learn blender just for this one job.

stuck oyster
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For one job it's too lengthy to explain.๐Ÿ˜

charred bolt
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what is? blender? or how to do it in OB?

stuck oyster
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OB yeah

charred bolt
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ok, let me change the question if I may... can a user defined axis for rotation be created in OB? If yes, I'll figure out how. If no, I'll stop looking.

charred bolt
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nvm found a work around

vast tulip
stuck oyster
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What do you mean not working?

vast tulip
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they often end up looking like this

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and it makes it nearly impossible to do that fold again

stuck oyster
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You need to add more polies.

edgy cobalt
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Is it possible, that >2GB .pbo can't be compiled? (clothing .p3d's + textures inside) Or problem is somewhere else?
2nd time for a years, when mikero tools don't point on error.

bold flare
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32bit signed int is limit afaik