#arma3_model
1 messages ยท Page 141 of 1
oh hell
oh you're kidding me
yeah
and the p3d opens fine
lol, 1 down, a few to go
So now I can define LOD's in blender. Should make some of the work easier
all the best, I'm heading off now
thank you for the help
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.
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
that is indeed a good practise
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.
@wintry hare need to press Shift+C to activate the pin
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
Ah. Excellent.
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.
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.
Now to find documentation on weighting and how to configure that
you dont really need to
you just need to make named selections
the weight stuff ist more advanced feature you dont really need for a long time
a named selection receives full 100% weight for itself when its made
I see
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?
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.
Hopefully someone else has an easier way though.
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.
ingame the only thing you can do is show/hide sections or add/remove textures or sections
but those need to be named in the model
scaling is something not present in Arma (as far as I know)
Aww
It looks like you -may- be able to get the named selections of the p3d by scouring the p3d in notepad++
However I dont know if named selections are the same as sections
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
I suppose you could write a regex to help you out a little bit
Scaling is not presenet and assets in game are no longer editable
ah
theres script commnd to get selection names if those are needed but they may not be suitable for the purpose
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?
I think the Marshall like most BI vehicles, has an existing hideturret animation. So probably works with _this animate ("hideturret",1);
But I dare say you also need to add commands to remove the weapons and lock the crew positions
@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
characters use it to get the parts moving smoothly
some vehicles use it on ammo belts or fabric covers etc. but right now you should concentrate on the other more basic stuff
True
Currently working on hitpoint boxes, based on what hitpoints are defined in test_tank_01.p3d
weight painting and skeletal animation stuff theres plenty of info on the web
Though it seems the hitpoint cloud tool has some intricacies to it. Sometimes it likes to make a cloud, sometimes not.
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.
This may be helpful to someone.
https://forums.bohemia.net/forums/topic/173540-updating-fire-geometryhitpoints-ifa3ram/
is there a PMC tutorial on modeling? or something like it?
no, because modeling can be done in many ways depending on the software you use. therefore look up tutorials on the specific software
but this can still be useful
https://pmc.editing.wiki/doku.php?id=arma3:modeling
okay thanks
if you have no experience at all, try Blender. it's free
and there is a metric shit ton of good tutorials around
Modelling high detail vehicles can take ages.
For instance
oh, I can't post images
hm
is Imgur ok?
I have an example of a T-34-85 I've been working on for several months.
Imgur is fine
i tried blender and i made this https://gyazo.com/371ed025e64bdb724ad8e7502d491246
but when i went to import it as an OBJ to object builder i get this error https://gyazo.com/b0f5a7e45a6ea02d098c0aee4ba05e76
Probably has ngons, apply the triangulate modifier in blender and try again
Go into object mode, click on wrench in right panel
yeah
mini vert 4? is fine?
sure
it worked!
thanks
๐
so when i imported it it came out like this, anyone know a fix
sorry im new to this
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.
where is shading mode?
is it the 3 circles at the top right?
how would i turn it inside out ? is that a thing?
its definitely inside out i think
Have you got backface culling enabled? https://gyazo.com/89d97adfef834ee4a2077c8f8c6505e8
yeah i dont see that when i hit my drop down
Are you in solid view?
lemme check
ahh
thats what it is
its soild with blackface on
should i reexport with that on?
You can try but if you have not change anything other than backface culling I doubt it will be different, did you recalculate normals?
i hit shift n and it said it at the bottom
am i suppose to highlight everything when im under the edit ?
I would say export, check if it is still broken before doing anything else
Try select all face press alt+n then click Flip and see what that looks like exporting
Still looks the same in object builder?
lemme export
it fixed it
thats madddd weird tho
so i gotta flip everything once im done
pogU sir
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
i see welp good luck babes
Ty, anyone had this error before when exporting with Arma 3 blender tools, seems like it is mass or weight related however I cannot find the issue - https://gyazo.com/3e5155d5c9e5b854c46b24d3caaea5e2
Have you got Blackface culling enabled? ```
blackface? ๐ค **backface** ๐
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.
Thanks for letting me know ๐ And is mass done as just a named property?
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.
Thanks for your help, I no longer get errors when exporting.
how do i port over the object into arma?
Find a guide on YouTube, at least that is how I am learning, also anyone had this issue where textures look blue in Buldozer? https://gyazo.com/834bf1d50abc717360d6c2959678a002
Is the texture size a power of 2? e.g. 1024x2048
@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
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?
Hey, does anyone know if normal maps work in Arma models and if so how do you add them to a texture?
@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.
Thank you for your help @stuck oyster ๐
there are other textures too that the material uses for different effects
you may want to look up the rvmat and supershader pages from the BI wiki
does anyone know why? https://i.imgur.com/cSoOIOh.jpg
Why what?
if there is something you want to show with the pic, pls draw pointy arrows to it
otherwise its a riddle
@sturdy laurel
@stuck oyster why i can see something through the ship? https://i.imgur.com/mqA3LZz.jpg
I thought it was dirt
and you probably have alpha transparent and non transparent stuff in same texture
or a lot of transpartent parts that make engine thing the whole object is transparent
if you have combined transparent parts like railings and non transparent parts like the hull on one texture, those must be seprated
_CO texture suffix for non transparent parts, _CA texture suffix for transparent parts.
you may not be using proper suffixes at all too
and then you probably will need forceNoAlpha = 1 named property in the geometry lod
now i try to add forceNoAlpha = 1 because all texture have _co _smdi _nohq _ads or as.
add the T there too, had a typo above
forceNoTAlpha
@woeful tartan can you pin the named properties link?
@stuck oyster Hi Thanks for the reply it was the verts count is there a "Limit" that i should keep in mind? ^^
if you exceed it you have serious problems wiht your model
vehicles for instance should be kept under 20-30k polies
for the most detailed lod
BZ can handle few 100k if I recall right
so if you have more than that your object is not made for games
thanks @slate epoch
@stuck oyster I tried to add forcenoalpha 1 but the problem persists https://imgur.com/a/CDXw9t7
textures are not formatted properly
I would guess you haven't used the correct _co suffix
that has to be done with the source texture before conversion, not just by renaming the .paa
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
I tried to add forcenoalpha 1
It just got said that it's forceNOTalpha, instead of forceNOalpha
@bold flare oh my bad now i fix it
Is this a decent list of all the hitpoint clouds I should include in the model's p3d?
https://community.bistudio.com/wiki/Config_Properties_Megalist#class_HitPoints_names
you should have hitpoints that you have defined in the models config
Hm. I shall investigate the example tank more indepth
those mentioned there have specific engine coded special functions
so some of those you might need if you want that behaviour
aah I see. theres a hitpoints class that looks to reference the named selection
and the class it is named is assumedly what breaks
so class HitEngine is the named selection of where the engine would be, when being shot
with X armor and whatever. I'll have to investigate it a bit more in depth.
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?
its described in the link you posted ๐
oh god help me and my blind ass.
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.
My current hypothesis is that it is some... leftover mistake selection
Since those hitpoints are the same as zbran, which is defined as uh... the gun hitpoints i think.
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.
hitpoints need the same bone selections as the visual LOD if you expect them to animate
in the above case, the hitpoints have otocvez selection so that they turn with the turret
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.
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
which explains why tank barrels don't collide into buildings when turned.
that or they didn't include the barrel as a geometry to avoid that issue
The latter
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
yeah I could see that being an issue.
I noticed that Fire_Geometry has a box named motor in it. Is that different from motor hitpoints?
no that is the same thing
fireGeometry components define materials for different parts
and materials define how shots go through them
Aaah so he has a box around the hitpoints to add a layer of armor, kinda
a3\data_f\penetration contains those
yes
basically repesenting the metal body of the engine
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.
I'm not sure how to describe it
armor plates
oh they actually take into account the thickness of the mesh?
yes
well shit
alright
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.
well engine is basically almost solid block of metal
so using a plate material on it probably makes it a lot weaker than its suppsed to be
I see. So there isn't really any lazy way of saying, this face is equal to 30mm of armor plate.
sure is
but normally I think engine is just left as a solid box
only like outer hulll plates are made separate
if you have same plating all round it can be made with plate material sure
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.
more accurate damage model
makes sense
normally tanks have far more front armor
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.
well it all depends how good damame model you want your tank to have
too thick plates will make it invulnerable
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
once I have that all at least.. working. I can spend more time on proper models and stuff
I also don't think I need to press create geometry models for every object I model in blender.
the component naming that tool does is essential for geometries to work
but other lods do not need it
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.
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
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
id wager your tools setup is not right
does empty p3d open?
only model.cfg matters for buldozer, it does not read config
do you have a something that uses a class called skeleton?
This is my model cfg https://pastebin.com/k0hFHzNH
looks about right. probably P drive/tools error
have you set up your P drive with the PMCwiki tools setup steps?
Bulldozer was working before I used the model.cfg and not yet, I will try that
I can't seem to get the model.p3d to properly import into OB
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.
The main model I was blendering and setting up doesn't load at all and throws a generic load error.
Initial testing seems to be related to the LOD selector of Arma Toolbox
It appears it works for Custom, but not for other more specific ones such as Geometry
the error message may contain more info about hte issue
i'm not sure how to view it.
geometry lod needs the component naming and mass set to export right
I see
looks like it is saying key "FHQWeights" not found
Apparently I have a cube containing n-gons
hm something doesn't seem right though.
narrowed it down to the Resolution 0
aah it would be the octagon turret and wheels
well shit
Blender, how could you make the interaction of the UI so much better, but make finding the tools inside so much worse
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.
google help
Ctrl+T for those scrolling, in Edit Mode. Select all verticies.
Why does clicking anyone in edit mode put a black dot I can't do anything with at the cursor point.
GOD. PLEASE. THE FRUSTURATION. ITS BECAUSE FUCKING POLY TOOL IS SELECTED
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.
yeah, starting is probably the hard part
Arma and Arma related tools also have special quirks
after a year or two youre numb enough to start ignoring the pain
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.
Alas. No such luck.
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.
are you exporting everything or just selected lod parts?
To my knowledge the export tool exports everything
regardless of what is selected
I could force it by saving only a specific selection I suppose.
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.
there is "is selected" tickbox in the export dialog
Ah. I see
so you select all objects that have unique lod definition
and export those
so that it doesnt try to export any parts that are not for Arma
well, that works
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
aaah, a merge option
noo
no nono
you select alllll the objects that are lods
and export with the export selected box ticked
dont start soloing now
something doesn't like something when doing that
seems to be something in the Geometry LOD. I guess that makes it easier to troubleshoot at least.
Also some minor issues with importing where the hitpoints seem to be misaligned, and the Fire Geometry imported at a massive scale.
but other than that, that was successful.
My best guess is the origins are off. Considering OB has centered the model on what appears to be the origin point in blender.
you have to apply the lod objects scale
and make sure its origin is in the 0,0,0 center of the world space
scale, rotation must be 1,1,1 and location 0,0,0
in blender?
yes
prefereably all rotation and scaling would be done in Edit Mode only
but sometimes aliging parts is easier with object mode edits
just have to always remember to apply all of those when the final LOD object is joined
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.
I wish it was kinda like GIMP, where the tools were in the tray on the right
based on what was selected.
oh you can't have that scale edited?
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.
no
Alright.
yeah thats the shortcut
then you need to set the origin
that you can do by setting the 3d cursor to 0,0,0
and select all the lod objects
and find the set origin to cursor tool
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.
Got the origin part since I had to mess with that earlier.
disgusting
I believe there may already be UI mods for it and things are still in development anyway
Like if the tools I could use all showed up on the left here, that'd be great
With shortcuts to select each
but as far as I can tell, the only way to find the Apply scaling tool, is to press Ctrl+A
so people like me don't even know it exists
model sucessfully imports into Blender. Everything seems to be aligned properly.
at least, it's as aligned as i made it in blender.
But holy hell what a ride. Thank you for the help. I probably would have never figured this out otherwise.
any ideas why this is happening with the vest?
only some vests work (deck crew for example)
Different size character
uniform is flagged to hide the ghillehide section
๐ค actually this is right
It was, and he fixed it/figured it out.
Cheers lads. Had a google and nothing turned up ๐
is there a way to mass select faces in blender?
i dont feel like going around shift dragging everything
Select all faces, a group or what?
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
exported or saved as p3d?
okay ill try
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?
๐
I'll just let you figure out that out yourself then
will it not work?
probably not
so i really gotta use pboproject?
if you want to make working stuff and get help here
it shouldnt be hard tho since thers not much with it just the object
perhaps its not
it says no config ot mission found in source folder
but the cfg and p3d are in the source folder?
alright then whats the exact message
of the source folder selected on pboproject/
scanning for pbos to make....
no config or mission found in source folder or children
and you have the config.cpp in that folder?
well if its supposed to be config.cpp you tell me
I would strongly recommend studying the BI wiki and the Arma 3 samples on steam
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
compare yours to the samples
you probably have set up some path wrong
Missing File Summary
newtower.p3d : \p:\connor_buildings\70_darkbrownmarble1.paa
should that first \ even be there?
hmm intersting, thats what comes out of my output for why it failed
it will fail if you do things wrong
that makes sense
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
i doubt you can fix it within o2 tbh
@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
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.
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
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!
does anything come up if you do Points Slect Isolated?
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.
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
@ornate lintel if you remove the glass face that you can see ok, does the invisible face suddenly become visible?
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?
Every mesh in every game is drawn as triangles by the GPU.
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.
No, everything ends up as triangles anyway but 'face count' is irrelevant
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.
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
Where can you see "real split vert count" in Object Builder (don't know what that is)
You probably can't
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?
No
point count reduction is what you should be aiming for with 50% cut in LODs
Work in quads and not in OB would be my first advice
Is it @polar fiber , I always was told it was face count?
Point count is closer to the number of vertex normals
ah I see
halving tris will reduce the number of vertex normals, but it's not necessarily a proportional reduction
What reason is there not to triangulate when in OB?
I would also generally say don't make lods by hand
You would triangulate?
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
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?
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.
point count is the closest to being important
but they're all meaningless without context
Very interesting discussion though, thanks
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
When you say here "150k tri source" are you referring to point count or face count?
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
Face is just confusing because quads, Tris and ngons are all faces
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.
Just use Tris when talking about that stuff
We need some measure that we all understand as a comparison
You don't need to fixate on such values
Also da12ths point is that 150k whatever could be really good for a spaceship but really bad for a pebble
because they're not always appropriate
Hence context
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.
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
Let me see if I can summarise the suggestions and check I haven't misunderstood:
- source files in quads (blender/3ds etc)
- often necessary to triangulate for import into Object Builder (OB) p3d
- no performance reason to keep quads in OB, so can triangulate (disadvantage is that it makes hand-made LOD's harder to produce)
- when discussing or comparing model 'sizes', use tri face count
- when making LOD's (if in OB), use point count (rather than face count) as the guide for 50% reduction
Yup
@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
@charred bolt If I remove the inner glass face it is still the same, just with the inner glass gone. https://gyazo.com/66b8d12986181b393f3622833665011d
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. Itโs 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:
-
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 wonโt.
-
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.
-
Texture sizes. People seem to be intent on using 4k textures for everything. Remember that whatever your addon is itโs 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.
-
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
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.
- No need to retopology (or limited)
- 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?
high poly always first
reasons:
a. there are no limitations to what you can get away with with a high poly. you donโt have to optimize anything, it also doesnโt 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
Thanks Pufu, I was actually hoping you would respond ๐
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
if you are not time limited , its always about the quality
because later it will be beneficial
I was thinking along those lines but then I watched this ChamferZones video and it made sense workflow wise
https://www.youtube.com/watch?v=-rz5_CCWQz8
it is definatelly not more time consuming, no
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)
Try them out, I find a detailed block out that becomes both the high and low to be best
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.
@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
except when it breaks ๐ฌ
Thanks Pufu. I guess i'll stop complaining and crack on
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
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
Negative, it's not that, thanks though, @charred bolt
Also, the fire geometry appears to be acting up
Hard to tell from that VR pic what directions you are facing. Might be easier on a proper map with background references.
Both geometry and fire geometry is acting up. Maybe the model is just too large for object builder.
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
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
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.
https://i.imgur.com/4mWBkOa.jpg this is the gate. The problem only becomes apparent once I get close to the open edge of the doors
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
Do you use tga's in Object Builder? If so, what do you see when rotating it? How about in Buldozer?
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
At least you can more quickly check there without having to build each time
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
It'll be interesting to see what you get in OB with tga's
You want me to try .tga's instead?
That way you can see the textures with direct3D on directly in OB
I mean, the textures on the doors are .rvmat's and colours
I use a .paa with an rvmat on the pillars
convert it to tga, then repoint your path to the texture in the p3d, and switch on Direct3D
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
@rough idol when you're using the term "bounding box" I'm assuming you're talking about points same as the ones in landcontact?
any points
I'll try that
bounding box is calculated by taking most extreme coordinates from one lod
there are 4 types of bounding boxes https://community.bistudio.com/wiki/boundingBox
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
you need to increase visual bounding box and geo one too
I don't remember which one has higher priority
example of visual LOD bounding box extension - I'm using hidden vertex property to hide that box from rendering
That did it
Thank you a lot @rough idol @charred bolt
that fixes something for another object I've got too
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
Is there a good way to stop lights from reflectors or markerlights passing through buildings? Shadow / Geo seemingly doesn't stop them
That's not really simple, I would like to contain lights within a contained space
out of luck
no I mean Arma lighting is simple as in you cant do such thing
in oppose to complex dynamic shadows other engines may have
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
anyone have any sidwalks
@wintry hare of course you do
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
so i textured a model, like a buildings in substance painter
how do i export the UV in order to put it in OB
UV is part of the model
the textures are the images you "combine" with it so that they are projected on the model
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
for buildings you also should be using multimaterial
no thats not quite it
multimaterial is special mask based shader
you should preferably start with something simpler to put into the game though
almost like maskmap?
its in the tutorial
yeah ive kinda already started and im deep so i just wanna get it working
its more difficult to help you with more complex thing
all i need help with is loading the textures into OB
i have all the height rough and basecolor maps
for all the objects
well select the object and hit ctrl + E shift+E just E
in OB?
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
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
so roughness is nohq and normals are nopx?
No
normals are NOHQ , roughness is a inverted gloss so it goes into SMDI - blue channel to be exact
It may not look good without adjustments though
if you invert it it will become gloss then it should be fine
Well I'm just repeating what I've heard. XD
worse is metalness to convert into specular that thing needs tweaking way more
@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
Well not sure if for tanks particularly, but El tyranos has made quite decent series that may have tanks in it too.
Better to learn general modelling techniques than "learn to model a tank"
That too.
Had to reinstall my object builder, now im missing the import FBX button. Anyone ever have this?
Do you know which setting it is @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
looking now, thank you
If you can take a snip of the settings dialog I can tell which one it is.
so in my RVmat where would i put roughness exactly?
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
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"
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
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
Are they in PBOs?
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
I am in the middle of importing a shotgun into Arma, I have the slide working in 3rd person, however I am unable to get it to move while in first person https://imgur.com/a/SAYH8D6 model.cfg file relating to the slide https://gyazo.com/cdcc5c445c1f70e372eaa51c65456919
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?
Yes I have a view pilot lod that is a soppy of the main lod
hey guys, i made some objects and they dont show up on zeus, how do i make them appear on zeus?
scope = 2; // visible in EDEN
scopeCurator = 2; // visible for ZEUS
scopeArsenal = 2; // visible in Arsenal
where do i put it?
in the object class
config.cpp file right?
if that is where you have your objects defined, yes
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
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 ?
It is, since the positioning gets copied also
cheers!
๐
do I need to have the proxy in the viewgunner too ?
Depends on what proxy you talk about
\a3\data_f\proxies\mortar\gunner.001
Then i'd say yes
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?
@polar gyro you need to adjust the textures and rvmats properly.
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?
It is combination of many things and you need to be using correct shader and textures in the rvmat too.
@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";```
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 ?
yes
(knowing it's a static turret that only has one gunner slot no driver etc
are you using a class Turret?
yup
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
ok testing now
no dice, the only thing it changes is now I'm getting glitchy when getting out ov the vehicle
which turret are you inheriting from?
mmm how do I format code text here I want to post my config but I don't want it to be messy
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
can you show the inheritance bit as well please?
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;
};
};
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
i'm using thos in the memory lod named mem01 etc is that correct ?
dunno, I can't see your p3d lol
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 ?
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
ok
so
changing the inheritance got me the getin action
but getting out is still bugged
It what way is it bugged? Not showing up in the scroll menu? Check without ace running.
no, when I get out the camera gets jittery
Try moving the pos memory point further away from your weapon
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
both points should definitely be outside the model - check my screenshot
must be it then
for the record source files are her https://github.com/MisterHLunaticwraith/MRHMilsimTools/tree/DevBranch/Addons/MRHMiscItems/Models/117RadioStation
it's jittery when you get out, presumably because the player is being placed in conflict with the weapon and then physX gets mad
move the pos mem point particularly, say at least 1m from the weapon
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
you're welcome
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;
};
CfgPatches correct?
What is CfgPatches? ๐
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"};
};
};
yeah thats wrong
all CfgVehicle things that you add and should be visible in zeus, should be in units
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"};
};
};
yes
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.
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?
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".
@charred bolt Still not working on zeus
How do your CfgEditorCategories and CfgEditorSubcategories look like?
and do you have any errors/warnings in your RTP regarding your models?
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.
And do the models show up in Eden? Because it doesn't seem to be an issue related to Zeus
yes they show up on eden perfectly fine. the problem is something that related to the zeus configuration
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)"?
I just add a gamemaster do a simple mission. i'll check that option
@steel vector Works perfectly. thank you !!!
Having a trouble when opening my model in object build. The LODs dosnt center...
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
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
You might be lacking one essential texture
your rvmat might be broken
or just the basic attribures might be wrong
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)";
};
also metalness and roughness dont work straight away as Arma shaders dont use them
how do i use the codeblocks
as I've told you like 3 times before ๐
i thought u said they could be added with certain color codes?
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
you can make things look like what you have seen in the game
okay, so the pilars im trying to rvmat are glossy in SP
I dont use SP so cant help you there
damn
you can search this and texture makers channel for info on how to get stuff out of it
and is there a easy way to set up the shadows on the object?
define easy?
honestly i dont know any way
so whichever way is most efficent
i did my geo and roadways
its probably like 20 pages long isnt it xD
well kinda, i have things i need to do instead sifting through all that
its fine ill contact a buddy whilst doing this
If you are in a hurry to build things then youre modding the wrong game
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
Alright. I dont need to help you either. Good luck.
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.
@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 ๐ค
"Return To Problem" file, sounds correct ๐
@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
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!
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.
As far as I can get it reloadTime changes the magazine reload, not the bolt action. But I'll try that too, thanks!
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
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 ๐
Is there a way to slip textures in the object builder? some came out reversed
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.
I figured out the issue, the texture was flipped, i must have flipped it a while ago
๐ค
It's days like this that make you wonder why you bother lol
@cosmic maple please move that to #creators_recruiting
!purgeban @cosmic maple 60d spamming, crossposting despite being warned, recruiting in wrong channels
*fires them railguns at @cosmic maple* ร_ร
What is armas "mass" in RL values for GEO lods?
If its 100, its it a 100lb? 100 Kilos? 100 magical arma units?
Kg
Thank you
It does not always behave as something of equal mass in real life though.
Anyone here that can make a wearable glasses object?
Probably many. what kind of problem do you have?
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
that would actually go to #creators_recruiting
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
Most makers are likely engaged in their own projects already so they dont have time.
Maybe they could add the glasses to their own project ๐
well you can always hope.
or you can do it yourself, it shouldnโt be all that hard
Would be a great starting out project
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.
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
You actually need to animate it if you want it to fall into the ground?
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
I'll show you I got it
if its a vanilla effect or something more modded you have seen
0:26
Actually my group filmed this thing I just wish to know how to make such a thing
its not vanilla destruction effect I think
so probably just script spawend physx gibs
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?
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
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?
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
So in object builder I need to split the object and put it next to each other that it would seem intact?
something like that. but object builder is very bad for that
its not very great modeling program for splitting objects
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
there are no tutorials for that
vehicles are physX objects
so thingX is simpler version of those
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?
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
๐
Where did you get the file from?
Are the configs done?
Also what type of asset it is?
๐ค
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
Which probably is ripped and you have no permission to use it anyway ๐ค
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
Anyone looking for a 3D Modeller todo some model related work feel free to DM me
his mate made a p3d but has no idea how to use it... hmmmmm ๐ค totally not suspicious
@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.
Lol I wanted to complain about how you can help such a guy. before I read the rest
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...
might be that its not using the bipod at all when deploying while kneeling? maybe it just deploys on the railguard
If that is the case, presumably there's no way for me to get the affect I'm after?
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
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
That might be true, although this model was made for a game and I believe it may work.
I need an expert opinion
HorribleGoat is an expert in this case ๐
As 9/10 cases female characters are modeled in different scale and shape
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
of course you could try to wrap the model around a A3 model, but I doubt that will give good looking results
I take it there was previous attempts
Fair enough
Thank you for all of your swift responses
If you want read about the challenges there's I got a thread on BI forums
Greetings! Id like to introduce a personal project of mine that I have wanted to start for a while now and finally today got around it. I call her the Frankensteins Bride. This is my take on a female character base for Arma 3 since it is something still not officially availab...
Thank you for your help
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.
Can I pick the brain of a 3d modeller in arma 3 really quickly
I make nice blender models and I want to create a specific building
preferably on voice chat ๐
not many around here like VC. it's best to solve it here in public for others to learn also
thing is its a specific questions, and I prefer talking ๐
@median bough do you have ts? I promise I doint bite
do you use blender?
yep
so ask you can see I have two forms of walls I just made rn
one is basically a plane
and another is two planes
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
but I never made anything in arma
is it better to just use a single plane and create collision around it for lowered polys
becasue I made a casino with 2.5 mill polys for a modded arma 3 server thatd have 100 people max
unfortunately it has come to my attention that 2.5 mill is WAY too much
and decimating the casino would take too much time
so I want to be able to remodel the building according to arma specifications
what should my max poly count and material count be is the frist question
second question is should I use two planes or one plane, and how would the collisions in arma work?
Could someone explain this shading behavior? Looks fine in blender, exported using Arma toolbox, bad shading on scope lense
bulldozer view https://i.imgur.com/PDJ2n8c.png
Rest of the model has correct shading
same issue happens with a fbx export, so im assuming its not a issue happening on export
Select that part and press Shift+E to open vertex properties, then try checking the box to calculate normals "by impedance angle"
Some cylindrical topologies seem to get weird shading in OB. The above usually fixes it for me
Perfect, that solved it. Thanks
to be honest, I never knew that menu even existed, so thats pretty cool lol
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)?
Is it Points > Transform 3D?
I agree HG, but I don't want to learn blender just for this one job.
For one job it's too lengthy to explain.๐
what is? blender? or how to do it in OB?
OB yeah
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.
nvm found a work around
Hello, i've been trying to figure out collars in blender for an arma 3 uniform for a while but i simply can't get it working. Im trying to get a collar (and fold over where the buttons are) like this https://gyazo.com/ec3d4818f8565fb790f525711f0520b5
What do you mean not working?
they often end up looking like this
and it makes it nearly impossible to do that fold again
You need to add more polies.
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.
32bit signed int is limit afaik
