#arma3_model
1 messages Β· Page 142 of 1
oh, thx
If you get that big pbo you are most likely packing something wrong in there
Like raw tgas
gotta get all the stolen goods in one haul
Anyone able to point me to tutorial or something on how to import buildings and structures into arma?
As in how to format the models? How to do the configs? What part are you having issues with?
well i have no idea how to do any of it i purchased a model of a modern house on turbosquid. but now i need to figure out how to get it in game
tbh i have no idea
Turbosquid and cheap model sites are often a roll of the dice unfortunately. I don't have any good tutorials that come to mind for a building specifically, I'm sure someone else has a better idea and will chime in eventually.
@primal phoenix
what experience do you have with arma modding and 3D development?
also, how much was the model?
i have minimal modding experience . ive barley touched much in modeling. all i really kind of know is how to texture on blender
besides that my only experience comes from building cities and stuff
once you have watched some videos from blender guru, gained some basic knowledge about model and texturing work, you might be able to get the model textured and game ready... in 2-3 months i guess
never skip the basics...
well i know how to use blender just don't know how to import into arma i thought ur question regarding experience was about arma not everything in general @median bough
here are some videos that might help you to understand
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos t...
if you haven't installed it by now, get arma toolbox for blender
yeah i have that installed thanks a lot appreciate the help π @median bough
π
those videos are not about buildings, but enough to get an idea i guess
No
Arma 3 toolbox for blender
Toolbox has different lod types that can be assigned for each lod object yes.
In the Arma properties dialog
but afaik no shadow lod creation preset, if that was the question...
Not sure what a preset would mean in this case really. Like theres no such thing for modeling anything
what I understood was the LOD parameter itself was the missing thing
if so, toolbox it is
is it possible to be able to layer textures, so the same selection but 2 different layers in textures ? meaning I could have a vinyl and a paint layer.
Would anyone know where to source a copy of Odec3D's AN/PEC-15 model /textures? I've asked him but he's lost the file over the years. Don't know if this is the right channel to ask but seems like a good place to start
Model you can't have if the source is lost
The texture you can extract from the pbo.
I am in the middle of importing a vest model into Arma, within Blender I have each of the materials setup and assigned to different parts of the model. However I am unable to see the Arma Toolbox Material Settings in the settings at the side, I can see them on the sample models. When I load the model in game I can apply a texture to the model but it only applies to the vest section. Can anyone tell me what I have done wrong that could cause this issue?
My model and settings: https://i.gyazo.com/60cc7c0afaffc0d7a4322174a59d66cc.png
Sample model settings: https://gyazo.com/60cc7c0afaffc0d7a4322174a59d66cc
Model in game: https://gyazo.com/cd4594f28eae0e02f23ab2c51f783ddd
You've likely unwrapped it wrong or to separate uvsets.
Each Blender material would also have their own Arma material settings.
OK, so I got the base texture working, all I needed to do was restart blender and I got the Arma Toolbox Material Settings in the settings at the side, how can I setup my model so that I am able to change the textures within the config, for example like
hiddenSelectionsTextures[] = {"506th_gear_vests\data\customs\Texture_PistolHolster.paa","506th_gear_vests\data\customs\Texture_PistolHolster.paa","506th_gear_vests\data\customs\Texture_PistolHolster.paa","506th_gear_vests\data\customs\Texture_PistolHolster.paa"};
https://i.gyazo.com/93fa097496e83b7c51aedfb8f212ebc7.png
I currently have vertex groups setup for each that correspond to each uvmap and when I use the above code again, only the vest changes (which is labeled as camo), any ideas on this issue?
getting the issue that the turret/commander view position is sometime off - anyone see such issue yet with vanilla or other mods?
i get it with driver sometimes on mission start/ spawn, first time you are in optic view position, but the overlay isnt there
possiby the proxy animation is not completely straight
@outer condor turn in/out spamming?
Sorry, I'm kind of new here. How do you open a p3d file?
as long as it is your model and it is not binarized
and before the question comes up: no, you are not allowed to debinarize models that are no yours or do not have explicit permission
ok
πΏ
And if you are making retextures, those are made with configs if the model is build to support hiddenselections. If not it can't be done.
yeah i've got retextures down, was just hoping to make a new model without going from scratch
you need to go for the "from scratch" way then
understood
@rough idol as X3KJ mentioned it happens right at mission start. can happen during play too
it doesnt always happen - it seems something is triggering it
Does anyone know where I can find an example model.cfg for a mortar or howitzer?
You can try mikeros eliteness, but there's nothing special in those model.cfgs. @quaint mason
It's all the same stuff with translation and rotation animations as any other vehicle.
it seems the proxy position issue is partially related to your weapon/anim stance
like the weapon up pistol or launcher without weapon appears to cause it (too?)
Ive had similar where the driver/gunner/etc action animations head bone has been misaligned and lookig a bit sideways
head alighnment isnt the same - it uses the view driver memory point, where normally the overlay would be drawn, but doesnt draw the overlay. The view is way forward of the tank.
i have a head alighnment issue with a pilot animation, but that is consistent. (noticeable because it doesnt line up with the crosshair/ way the shots are going in the crosshair. How did you fix the head alignment? just rtm? Because in rtm everything is straight from what i see
@stuck oyster eliteness, forgot about that. thanks
as said though, theres nothing special in those that you could not write with the example of the tank or car
what tools are you using?
addon builder
i guess i should use pboPoject?
1:
https://pmc.editing.wiki/doku.php?id=arma3:tools:setup-p-drive
2:
use pboProject, and nothing else
@near osprey do you have p drive set up?
yeah thats the correct way
what does the pboProject console say?
it usually tells you what the problem is
or the logs
the best buildings have the least polygons needed to look good
β
there are no average numbers
building is too vague concept
a shed is a building
and a multi storey hotel is a building
if you always follow the rule of thumb Dedmen said, you should end up with as good as it can be model
Aight Thank you
have an issue where the shadows on an optic appear on the wrong side, eg the side closer to the light source is dark, but the other side is bright. would this be something I can fix in the rvmat or in the model?
hello its normal i can't import FBX model on Object Builder ?
i have reinstall the arma 3 tool and i have the same problem
I work, work and understand that I need a reactor model. Damn reactor from the frostpunk game. Colossal and complex work is coming ... Uff ...
Anyone facing normals issues when exporting a model from Blender 2.80 using Alwarren's ArmAToolbox 3.0.3 ?
when I open my P3D with OB all my normals are facing downward
is your path to 02script correctly set up?
ok...
I ended up with a path like ..\..\..\..\..\..\..\..\..\SteamLibrary\steamapps\common\Arma 3 Tools\ObjectBuilder\O2Script.exe which for some reason (...) was not valid
surprised it still managed to write a P3D
thanks
now I have perfectly lit ugly models π
π
Is there something wrong with placing my model in TB cause when I load the game up and try to open the door of the model that was placed in TB and it doesnβt work, but Iβm the same session if I place it through eden the doors work? Anyone know why
yes. you are missing correctly set up land_ prefixed config
there is a wiki page for that
I added land_ into the models config, and added named prop house aswell but its still not working when its been played in TB
but still works if place in eden
did you follow the BI wiki page for land prefix?
its map house right?
the others are and should be only in the geometry lod
yes
there is named prameters wiki page too
the sample house is good for comparison
okay, so i got rid of all the named properites on everything but GEO
what exactly should be in geo
just those?
damge no class house and map house?
okay
does your land_ class inherit from class house_f?
would any of those stop the doors from opening?
i dont think so i sent land on all the classes
that does not sound right
ill show u one sec
this page explains how you need to set it up
thats the class for the bunker im trying to set up
I hope these are your bunkers and not the ones stolen from bludclot
nope i made them
look closely to the wiki page and compare to your config
okay but do u see anything that i should change?
ur one of those hard teachers i seee
indeed
the solution is in the first config example box in that page
is it cause the land isnt the same as the P3d?
that would be my conclusion
alright ill try it cheers
wym?
p3d called bunker
is asking for compatibility trouble
when someone else makes p3d called "bunker"
always
So if I can provide someone with a 3D model of a legbag... can it be made?
can what be made?
I found a strange problem with object builder, even if I put the model in the position of the weapon sample, in game it appears in a different position. https://i.imgur.com/MDd2iyp.png https://i.imgur.com/vi3UNUC.png
anyone know how to solve?
it is not a bug, you just not have set it up correctly.
either its a weighting or model.cfg setup or you possibly dont have autocenter = 0 in the p3d geometry lod
use the sample vest as reference
@sturdy laurel
@stuck oyster I added autocenter = 0 but still the vest remains in the middle of the legs, I think it is a problem of the model.cfg
your model.cfg class for the p3d has to be the same name as the p3d
refer to the sample vest and model.cfg and the model.cfg bi wiki page
@stuck oyster you mean this ? https://i.imgur.com/q3BWn78.png
ye
if that is correct and the autocenter is set right then last thing that can affect it is your weighting
@stuck oyster to make the weight I used the blender transfer weight using the arma model player as a basis
well that migth not be good enough
@stuck oyster Is there another way to make weight? because I know only that
i downloaded the A3_character_template.p3d and imported to blender but i cant find the bones. are the bones in this model?
ok so how do the animations come into play then for the character?
for using the default animations that is
If the character is weighted right the animatios move ir.
The RTM itself contains the skeleton.
RTM?
ok gotchya, just trying to figure out how to size and weight paint a armor set i made for arma so this is a little confusing as to doing UE4 stuff
Your new character must match the ArmaMan's dimensions
The animations do not scale.
ok. how would i weight paint the proper bones to the armor? is there a skeleton i can download?
Yes I answered to that above.
Is what you need
ok ty
@misty urchin let the man find things. π
ive been googling for 2 weeks lol, this was my last resort
You need to invest more skill points on google-fu
True, but I thought that was going in a forever circle lol
yea, figured "aram 3 blender character rig" would have been sufficent but thats too simple i guess lol
but ty
If you remove all except Arma and Rig it would be 
lol
Well with that exact search the above armarig is the first search result.
LOL i did have it! guess i just downloaded it at 0300 and forgot about it lol
I do strongly recommend sleeping enough. It does make modding a lot easier.
yea lol
And I do mean it seriously.
People ask a lot of stuff they already know but can't access/remember because they're dead tired.
truth
@stuck oyster
Sleep is for the weak!
Flesh is weak.
No u
ok so the bones are a little differnt then im use to. when i weight paint, do i just add the vertex groups and use the names of the bones or is there another procedure?
ive only done UE4 games so this is a whole nother animal for me
I would think weighting is the same in pretty much all the games?
You can transfer weight from the sample character for starting point
in UE4 you made the skeleton part of the armor then weight painted it.
but in this it looks way different
Well its pretty much the same thing. Set armature modifier to your object and point it to the rig
The set the rig to pose mode and select your object and go to paint mode
The rig will then be active and you can select bones you want to weight
Blender weighting tutorials are good to check out too
yea, the weight paint isnt foreign but the way its done is deff different lol
OHHHH i see now
the skeleton is only referenced with the vertex groups when you paint
Blender has pretty extensive documentation and tutorials
this actually looks alot easier then i thought lol, even easier then UE4 stuff
Well blender is quite far developed toolset.
im trying to make all the pilars go down in my roadblock animation, can someone tell me whats wrong with this block in the cfg class pilar1 { type="translationY"; source="pilar1"; selection="pilar1"; axis="pilar1_axis"; minValue = -.8; maxValue = 1.0; offset0 = 0.0; offset1 = -.8; animPeriod = 0.0; initPhase = 0.0; };
it does this ... https://gyazo.com/4aa527c22a94361003645d70de106085
Make minValue 0 and then you can also fiddle with offset1, making it +, not -
okay is there any reasoning behind it?
its fixed now but something is wrong with my put up in my CPP config now it will raise it but not lower
{
class OpenDoor_1
{
displayNameDefault="<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
displayName="Put Up";
position="interaction";
priority=0.40000001;
radius=3;
onlyForPlayer=1;
condition="((this animationPhase 'pilar1') < 0.5)";
statement="this animate [""pilar1"",1];this animate [""pilar2"",1];this animate [""pilar3"",1];this animate [""pilar4"",1];this animate [""pilar5"",1];this animate [""pilar6"",1];";
};
class CloseDoor_1: OpenDoor_1
{
displayName="Put Down";
priority=0.2;
condition="((this animationPhase 'pilar1') > 0.5)";
statement="this animate [""pilar1"",1];this animate [""pilar2"",1];this animate [""pilar3"",1];this animate [""pilar4"",1];this animate [""pilar5"",1];this animate [""pilar6"",1];";
};
};```
@white jay you are animating them to the same value in both actions. Also use animateSource command and give them all same animation source.
We have made some own assets including modular Bunker parts.some of the Bunker Areals are under sea level,hence submerged in water. Our Problem is that one can swim through the floor when going up a sloped part.
Hope this makes senseπ
Is there anything we could add to a model to make the player unit stop swimming like when you go onto Land after swimming?
LF any model maker, send me a pm
@dreamy dome
nope, not like this...
is there a way to help model viewer not crash when the object is high poly?
like a setting so itll load longer and not crash
No, not as far as i know
i just figured out why
its cause i have 7 doors on the building and the doors are insanely highpoly and i didnt even realize, under TB each door is 45k selected faces
so im merging them down alot
Lol what? 45k for a door? How did that happen? π
yeah i dimmed them down by a lottt
i have a question i want my floor to be glossy what would i make the soecular power?
i went on the wiki but didnt really understand it
Id recommend you take the wiki page and then test different values to see what the descriptions mean
is there a way to get like a pro trail version of the pboproject cause i cant ofustcate my stuff
nope
sad face
your modding for the wrong crowd if obfuscation is necessary
its the "life" crowd the most toix
even obsf wont stop them
true. itβs not hard @terse elm
@white jay yea I can agree the ENG life crowd is the most toxic people
Hi, been having issue after issue on a small tester project im doing before moving on to a more ambitious one. So maybe some advice or even just some "maybe its this" ideas. Currently struggling to get a test head into game and working, now facing this and I do not have a clue as to whats causing this. It looks like its using the default arma guy face texture, even though it shouldnt. My texture paths are all correct as far as I know and I dont get any error logs whatsoever (no "cannot load textures" ) they also look passable in the bulldozer. I attempted to run it first without even knowing what an RVMat was, and it booted with a blinding white textures. Now, with RVMats that I "frankensteined" together, it looks like this. Obviously first and foremost the head is purple and again, using a purple default face texture. But it also has this "static" on it aswell which I know is likely a seperate issue as the static (unlike the purple) shows up in the bulldozer. Likely when one "part" of the head is behind another. https://cdn.discordapp.com/attachments/389468196689805324/642736816692396043/TextureError.jpg
For future reference, please format text to be easier to read.
The Arma skin shader is probably the most complex one and quite different from the rest of the rvmat shaders.
I recall it is documented in the BI wiki though so that would be the starting point Id wager.
Now judging by what you are making there you may want to transition into full female characters at some point, which will have some limitations and difficulties to it, depending on what your aim is.
Mainly the problem lies in the Arma animations and that they are made for a broad shouldered 182cm tall man and the animations do not scale, so all new characters using the same animations have to be in similar dimensions.
for our blender friends - seems really usefull tool https://gumroad.com/l/BoxCutter
its quite nice, I think I bought it some time ago but have not used it much
now that 2.8s booleans are not as reliable as in 2,79 I might give it a new whirl though
hardops is worth looking into aswell, by the same guy
hey was wondering is it possible to get the arma 3 models of the HK121(NAVID) or will i have to rebuild it from scratch?
no you cant get it
rip, i was looking at making a version of it with a foregrip looks like im making it from scratch then
just make the foregrip a bipod attachment...
nah cause i wanted to remove the navids front hand grip at the front
so i would have to edit the actual model
only way would be making your own model then
@stuck oyster I looked into the BI page on the skin shaders, but it just doesnt seem to add up I guess. Not the page itself, its just that for this simplistic project im not looking for the intense level of detail found in there.
Really, unless you specifically know otherwise, it doesnt seem like an rvmat issue. You can see the default arma mans face (or parts of it) in my initial screenshot. Which leads me to believe my texture is failing completely (as it uses around 5 of its own textures for the face without calling on default arma textures whatsoever).
Adding to that, I know rvmats are fairly complex and vary from model to model, but when I said I "frankensteined the rvmats together" I specifically reverse engineered the RVMats used in someone elses custom head project (studying the file paths they used, then changing them to my own). Im not well versed in arma but by my understanding, the rvmat shouldnt be responsible for an entire texture being wrong and purple?
As to my aim, I was mainly doing the head alone as a proof of concept before moving onto (maybe) adding rainbow six siege gear/heads into arma 3. And female heads on the default arma body shape are a bit malformed or odd, but really I dont think they look all that bad in full kit. Because generally the vest is bulky enough its not as odd looking. So maybe in the future ill have to learn how to make the frames of some of the smaller siege operators fit well, aswell as making the bulkier guys clip less. But im just trying to get this smaller project done first. And based on how much im struggling, I doubt my abilities going further into my bigger project tbh.
well then you can stop right there, because adding stuff from other games is illegal
Model rips are illegal, but models made in blender of the likeness to the originals arent to my knowledge.
ima pressing X to doubt on this...
How is it illegal
Ubisoft isnt blizzard. So I doubt id be attacked for using namesakes and likeness. And there is no law to my knowledge that would make it illegal. Likeness can be copyright infringemement if you are SELLING the product. But we are talking about an arma 3 mod here
i doubt you are remodelling them from scratch
remodelling from scratch is fine as long as they dont hold copyright on the model
Character designs fall under intellectual property
^
ye doubt its models ripped straight from fallout
Likeness can be copyright infringemement if you are SELLING the product.
bullsh. Thats completely unrelated. You just think that because many companies don't want to invest resources into lawyers and stuff, for stuff that doesn't hurt them commercially.
whatever the situation with that fallout mod is "someone stole, so that means i can steal" - no thats not how it works
They obviously didnt steal their models, or it doesnt seem likely.
Once again, not using ripped models.
ye i think it'll be fine under fair use but im no lawyer lmao
My point with that link was that, this is an undeniable likeness of fallout. It flies by steam workshop regulations. So whatever your stance, if you think that mod is illegal in its likeness, it is still accepted by steam and hasnt been warned or removed.
its not fair use. People made star wars mod. Disney shut them down because of illegitimate use of IP.
Steam has NO quality control whatsoever, particularly not on the workshop
It was my understanding that all or most models in the star wars opposition mod (when it was available on workshop) was using ripped models from various disney games.
Literally illegal assets. Idk about the IP thing.
It flies by steam workshop regulations.
there are no regulations π€£
no thats different. The one i talked about was brand new models, with AAA quality. Disney doesnt tolerate use of IP, because IP laws are such that if used by too many people its considered a "common good of the public" or whatever and they loose the IP.
@white jay the skin shader can make it purple if you have made it the wrong way.
which is why they go around like vicious attack dogs biting everyone
but also regarding the rest here, if you want to make models without throwing poop on the fan, make original work
simple as that
Do you remember this mods name? Id like to read about it. Im pretty passionate about my project but if it is legitimately illegal then id like to know before I make a ton of stuff thats gonna get thrown in the garbage.
if you have anything not self made, youve already soiled yourself.
RB siege stuff is pretty generic gear so is there really need to even make "likeness"
I know the RVmat could be responsible for color change, but we are talking abt the texture not existing. Like its not a purple version of my texture, its just the default arma face plastered all over the model. I can get a better picture if you want one.
nah the pic really doesnt say much
but you should be able to see it in OB buldozer
and see how changing things in the rvmat affect it
you might have wrong textures in wrong channels etc etc
with the ripped model thing - thats illegal
the IP thing - thats a greyzone and risks your work, because owning company could come and cease and desist you at any time they get aware. Unless you make money off of it (that includes donations), then it is 100% illegal
If they think you ripped the models, you have to prove they are not ripped - if they are too accurate, it can be argued you ripped the models and "copied" them off of that. Eitherway, even if you have proven that, you will still get cease and desist for IP.
The bulldozer view shows the correct textures and isnt purple. The rvmat looks a bit off and definitely needs some work but even with it on, it still looks reasonable in bulldozer. My issue is entirely how it appears in game.
then Id wager the configs for the face are wrong
You have dived into the deep end of character modding.
thers handful of people who dabble in sking textures/materials and female models,
Well you may have just indirectly solved my problem honestly. I forgot the heads.hpp file even existed.
so basically theres no guides on how to do stuff
And my heads.hpp file makes repeated calls to A3/Characters_F\Heads\Data\h1_white_bald_co.paa
Well, I deleted all those calls to the default arma textures and it fixed the default arma man showing up as the skin, atleast from what I can tell. Still purple and static-y but that, im assuming, is just my rvmats. Though I wish my object builder would show me this purple error so I could see what fixes it.
Is there anywhere with concrete guidelines on what settings I should be using in texview for my paa's?
nope
or what do you mean in texview
as texview is just tool to convert to .paa
all textures must adhere to the power of 2 sizes
and have correct type _suffix when loaded in texview
also would be better to use imgToPaa
also for just texture/material development you probably should not connect the face to the HL selections at all
so that the engine does not try to change it
are you packing with pboProject?
and have you set up P drive with arma3P
With the suffix types, which are neccesary for the textures to work. Not look AMAZING, mind, just basic function.
Ive been using the P drive, and the default pbo tool. Idk what its technical name is.
addon builder?
And as to texview, it has boxes at the top that im a bit clueless on. I assume RGBA and the like are just views, but the other box with options like DXT1/3/5 and other stuff is lost on me.
you dont have to worry about those
Yea addon builder. From the default tools launcher
it converts texture the correct way when the suffix is right
I would recommend you look up PMC wiki arma 3 tools and P drive setup guide and use the PboProject from Mikeros toolset (installed in the guide) to pack
Addon builder works only if you feed it absolutely correct things
because it does not give any feedback on your errors
so when you pack with it, theres no knowing if its right
unless you are 130% sure youve made no mistakes
hello how to open .cas files and acces to all the files on the .cas files
Anyone know if its possible to edit the LODs of an "obsfucated" or binarized p3d? Not looking to un-binarize it or whatever the term is. Theres a significant amount of mods I and friends use that add custom heads, and strangely enough most of them are broken in that you can see the back of your eyeballs in first person. I know how to fix them, atleast if they are similar to the head im working on. But I obviously cant change the viewpilot of a binarized model. So im curious if anyone knows of a non O2 way to tell the game what to do with the viewpilot of a model or if its possible "patch" it with another mod like youd do for a retexture?
@white jay not possible
Old broken mods that the author does not upkeep just need to be dropped if they are buggy.
@clever forum never heard of .cas file.
If its from some other game you should not be opening it. Using ripped models is theft and forbidden.
You didn't make it, you don't use it.
a .cas file is a license file for AutoCAD (to protect the contents), or a Total War Model file, which means it's from another game and therefor not allowed in Arma.
is there any documentation of setting up vehicles other than just looking at the example files, and https://community.bistudio.com/wiki/Arma_3_Cars_Config_Guidelines? I have some old dusty models from A2 that I'd like to tinker with in A3. I believe those two sources will be enough but if anyone knows of any other up to date guides I'd love to have different versions of information!
alrighty, thanks
anyone know of a guide of video that explain color texturing, i dont know if thats what its called but its like setting a wall to a specific color and the texture loading on designated to that color, almost like mask maps
and can u do it with substance painter
what are u having trouble with?
ok
did u bake it?
are u using substance painter?
you should try blender and substance painter
really good products
you uv'd the thing u made right?
and what failed?
i see
did urs not turn out like that or is that urs?
ahh
okay i see
honestly stacking UV maps isnt that great of an idea unless u really have to
if its just for boxes like that just use a basic UV and see how that turns out
u dont really need to save space on the UV when its that simple of an obkect
see
this is why substance painter is a good route
u can bake the highpoly on the lowpoly in substance painter and u dont have to stack ur UV's
just give it a try u can use it for a month without buying it
also does ur AO
yeah i get that
im guessing u are wanting to do that with more complex objects?
cause a box in 1024 even 512 would look fine without having to stack
are u setting up ur RVmat right?
well arma can go up to 2048 so
HQ wood grains
honestly i dont know much about 3d max, im all up in blender
see if u wanted to add wood planks
model wise in blender u could make a highpoly and just bake it on with substance painter and honestly probably not get that noticeable quality change
blender 2.8 is amazing
-(._.)/- arma reads my normals good
i think it might have a prob with stacking
i tend not to stack them
if u want
its arma tho
xD
a pain
why not just make each side of the box have its out normal map and just stack each sides within the 8 boxes
i was thinking about it and it didnt make too much sense since ur wanting to stack ur UV's
i was trying to say u could have like a scene with like all 8 of ur "boxs" and then unwrap them and have a normal map for all sides of them but then just stack ever other box on top of the first one so the normals would be the same
but i dont think u want 8 in one scene
okay well then i mean u can pre make the scene and do that
unless u want them handplaced
doing something with my model but ill try in a lill
How about you try giving each side its own uv space and baking the normal that way and see if that works.
Does your box use soft or hard edges in inte P3d.
Because its quite possible some of the stacked sides are not right side up on the uv
@white jay there's mondkalbs multimaterial tutorial in the wiki.
I don't understand the question.
But probably not.
Also. What shader are you using in the rvmat
So just to get me up to speed, is this used as single object in game?
Or is there many boxes combined to one object?
What you want is not always what you can do.
There is possibility that you are saving the vertex normals in some weird way too.
How about you recalculate them in OB? Or look at where they are pointing to in the OB viewport? Might give a clue where it goes wrong.
Also are you sure you have the rvmat set up right?
how can I offset the an item in object builder?I made an item that uses the flashlight configs and right now the player always grabs it right in the middle (because my object is larger than the flashlight but has a handle on top) I want to move it a little bit down in the player hands.. but just moving it in OB doesnt work.. moving axis neither, experimented with proxies also but that was super fishy
autocenter
@jade eagle what flashlight do you mean?
Did you yet try with separate islands for all sides?
??
Are you sure?
Because you are doing something wrong here as objects don't normally behave like that
I do. Don't have time for that in depth debugging.
Ok so P3d does not understand different objects or scenes or anything like that. P3d is single object/mesh that has 1 up direction
Normals must be made with that in mind
Then you are modeling it wrong somehow. Perhaps saving custom normals or something. Because that does not sound like normal behaviour.
Do the same boxes in OB
Well I'm not max user so can't help you there. But it is not a common problem so some part of your workflow is flawed right now.
It could be your rvmat too
Use pastebin.com
Well that would explain it
Your rvmat is incomplete
It requires all the stages
And that too
My bad, assumed when you knew to use super shader that you actually knew what's what.
Complete shader from where?
That does not quarantee anything.
I'd assume DZ has default rvmats somewhere like Arma 3 does
Don't use P: in texture paths
Look at the end of the rvmat for example
possibly if it cant actually find your file
because that path would translate to P:\P:\path
ok so buldozer behaves as the game engine
and game engine reads paths from engine root
P:\ is the virtual engine root
and OB by default is set to use P: as default path prefix
so for OB buldozer \path translatese to P:\path
and P:\path would translate to P:\P:\path
fine your stuff works
well unfortunately cant reporduce it
soft and hard edged
behave as they should
so its a model problem and something you do seems to break the vertex normals
or lock them
didnt save the model. just made a cube in OB and gave it a copy of the a3 default supershader with a normalmap texture similar to yours tha I cut from some pic in the web
yes but it confirms the problem is somewhere in how you modeled them
did you try recalculating the normals in OB?
select all, hit F5
I have no idea what in your workflow goes wrong, never seen such issue.
what do the objects look like in OB/buldozer without the normalmap texture/rvmat
and did you check where your normals point to in OB
I doubt that
the buldozer preview runs in the engine
the vertex normals you would see here
looks like soft edges
OB soft edges would look like this
those are baked normals
so something you do in Max
That I don't know. I work in Blender.
soz dont have timer right now
I already did the same in OB
well basically its one of those
or both
somewhere youre baking custom vertex normals to the objects and they dont transfer properly to p3D
P3D requirements are a bit different than what you might do in MAX I suppose but I cant remember details
p3d is the Arma model format
that OB creates
so in OB youre working in p3d
I guess you're checking some special checkbox when exporting from max.
I never had problems with my max exports
I always do game export, FBX 2014
Smoothing Groups enabled, and sometimes triangulate, depends on whether I need it
Don't have access to OB and Arma right now
But I can give you the fbx that I get out of it
yeah. gimme 10
ye
Wow I'm worse at this than I thought. Only just learned you can bake a normal in max π
Hope this is correct π
wuht π
can you send me your rvmat? the uv's should be co....... oh
Yeah.. Think so
I'm just wtf'ing at max right now
UV seems to be correct in the fbx, but not in your rvmat.
your rvmat is invalid
your uvTransform is an empty class, which is invalid (atleast I think so). Also the super shader is missing all other stages
You can just take the default super shader as a base
https://community.bistudio.com/wiki/Super_shader#Default_Values
and replace the normal map
But the UV in my export looks correct to me. Why is it wrong when you have it ingame.
The UV you get is 0-1 from edge to edge, but mine is slightly inset.
I have no idea whats wrong there. I guess I should try to reproduce the import step from OB->game, but can't do that now
caps...
please...
bad move
veeery bad move
you know that there are ways to sound opinions with less profanity?
!purgeban @unreal pond 90d abusive language towards developers, allcaps, excessive profanity
*fires them railguns at @unreal pond* Γ_Γ
Not under my watch... wtf man..
You invest time to help a guy and then that.
If anyone else has that same issue..
Heres the solution
Before converting the texture to .paa I had to add the word _NOHQ to the filename...
π€¦
don't bite the hand that feeds
And for some reason thats the DayZ devs fault even tho they have absolutely nothing to do with that
Β―_(γ)_/Β―
oh so he was still using the wrong rvmat
that too
It escalated quite fast after I tabbed out to read a single thread on BIF.
When I came back everything was on fire somehow π€
Hes on DayZModders discord now..
same pics, same text
or maybe he was there earlier actually
anyhow, seems like there was no solution for him there
he has been the whole time (for the last week), he just crossposted to here. While also crossposting between 3 channels in modders discord
Aint that the fast way to get answers!!111!1
how does baking lights into a model work?
like fake lighting
I think this might help you @white jay https://forums.bohemia.net/forums/topic/128589-glow-in-the-dark-textures/
I've heard in past years that using the same materials helps improve game performance if that texture is used multiple times, like setting the texture to the face in o2 instead of painting on a uv map. firts off, is this true? also would it work the same way if I wanted to make a cluster of buildings where all the doors and windows would be the same, would it be effective to make the doors and windows proxies?
How it was explained to me once was that the game engine will load something and of course keeps it cached, so my idea is that if I have a bunch of doors and windows that are all the same in one area made into proxies the engine would handle it better, rather then being defined in each building separately.
Not sure how ARMA proxies the models but I do know that using one texture for several objects is preferable to using separate textures. Engine cashes the texture once unless space is running out. Fewer textures, fewer loads, less memory, better fps. @cedar rock
I'm hoping it works the same with proxies, because I feel it'd make life easier not having to make the config for each door and properties for windows for every single building, on top of performance gain.
You would still need all configs and animatios done for each proxy part
In that use proxies would probably be more costly
So I'd advice against such
Multimaterial rvmat is what you want for buildings.
Not sure that I'm asking in the right channel, but still. Noticed that some trees on the maps (Chernarus for example) completely block the InditectHit damage. So if a person sits "inside" the tree he gets no damage from the explosion, thought bullets can still damage him. As far as I understand, the FireGeometry od the tree model must be tweaked somehow. Does anybody know is it possible at all and what settings are the best?
those tree models are not accessible
so nothing can be done
but best to confirm vanilla trees actually do this
because Chernarus is not A3 vanilla terrain
@weary sierra
Our modMakers have access to those trees. They've alr3ady changed some parameters so that bullets can penetrate them correctly. The only problem left is with indirectHit
Maybe it's just an engine trouble and not possible at all))
@weary sierra not sure what you are talking about. Arma 3 trees are not accessible for modders. If you are working with ripped models you should stop.
you will never be able to release those and will likely get banned for doing such.
I suppose they work not with vanilla trees, but with CUP
you may want to get that confirmed before this discussion can continue
also CUP trees are not publicly accessible
so if they have Arma 2 trees from the released datapackages its ok.
otherwise you may be crossing lines
Yeah, that's true
Arma2 trees
This problem occures only on ported arma2 maps
Yeah, confirmed. Spruce trees from arma2 that are widespread among Chernarus. That's the point
yeah those are probably lacking correct penetration materials
I would suggest testing if same issue is apparent in Arma 3 trees
thats engine limitation
explosion raycasting exits on first collision - there is no shock wave penetration whatsoever
needs more submunition shrapnell
Thanks! Seems that the only option left is ACE fragments
@quick terrace do you still have the example file from this thread, or have you completed mentioned possible tutorial? https://forums.bohemia.net/forums/topic/185296-multimaterial/
what thread?
Sorry had wrong link
thank you, much appreciated!
hi guys ,
Are they aircraft missiles example ? or maybe somebody have one ?
Don't think there's samples but the model itself doesn't have much specialities. Probably autocenter =0 in geometry lod. Other than that its modeled like any other object
The sample weapon is probably most closest.
Hey guys, I'm currently playing around with PhysX objects and have created two simple objects (a pole and a ring) both with a functioning geometry lod.
Both objects have a base class of Furniture_base_F, and the pole object's simulation is set to thing, while the ring object's simulation is set to thingx.
That all works, however when I create the ring directly above the pole it falls down but appears to sit ontop of the pole's geometry LOD rather than fall down past the pole.
Even though the geometry lods aren't touching or overlapping. It appears that the rings geometry lod is utilising the overall size of the geometry lod instead of the actual object? (if that makes sense :/)
Pole's Geometry LOD:
https://gyazo.com/a0cac0354d99ae5232e022267b2df3fc
Ring's Geometry LOD:
https://gyazo.com/9ae62ad97ccf985e6546b63f5631d568
Is the ring build from separate segments? And are the components named right? And have mass?
The ring is one component, both objects have closed edges, triangulated, have sharp edges and have mass
One thing Iβve just noticed is, the ring interacts and has geometry with other objects besides the player
Meaning you can walk right through it, but the geometry is fine if you drive a car into it
As well as itβs interacting with the pole
And both objects have found components*
@rotund lodge if it's one component then it's 100% non convex
Game tries to fix that and create one convex component without hull
If you are using max, there is worm tool for source engine which may assist you with geometry creation
Ahh ok, that sounds about right because when I tried playing around wit hit before and convexed it, it just came a cylinder and covered the hole
I'll try in Blender, seeming I made the ring in blender. I know there is a convex option in blender, hopefully it does a better job than OB?
nvm it just converts it into a cylinder like OB
@rough idol thank you sir, that was the issue. I just quickly made a geomtry lod using rectangles (multiple components) and it works like a charm!
I tried playing around with it multiple times, seeming I knew that they had to have closed edges, triangulated, sharp edges and assigned mass. But didn't realise it needed multiple components. Thanks again mate π
#creators_recruiting <-- if you move there, then please move and don't copy. Otherwise you'd be crossposting and violating our #rules k thx bye
nvm
!issuewarning @tired forum crossposting
Done.
didn't check before writing that.
@bold flare I did not copy my post I rewrote it, also didnβt know that asking in two places was a rule
@bold flare Iβll go check rules now
rule 9
Hello all need information about create a custom driver. I found tutorials for cargo position but it seem not be the same. I had done the position of rig character, but i don't know how to do it effective in game. rtm? scripting? etc
is anyone here using Pennyworth's tweak to get A3 lighting in Buldozer for model preview?
Done it a. Couple of times but it gets tedious when P drive renewal loses the settings.
Oh wait for OB buldozer.
For that have not used it.
!ban @white jay 0 IP infringement, ripping 3D models, publishing ripped BI 3D models in unbinarized form, violating EULA by redistributing game files to non-owners.
*fires them railguns at @rough nexus* Γ_Γ
oh that happened
people dont want to listen when its clearly said over and over again that this kind of stuff isnt going to be approved
hasnt this dude been banned before for similar violations or was that something else?
He was being investigated before. But not banned because noone found the time to find proof
he actually has unbinarized, ripped BI models in his mod
Some people accused him of exactly that months back, but noone showed proof. Now I have proof
Yaah I read a bit of the comments on his workshop.. Few quite condeming revelations there
Meh. He too was helped here when he started out. Another waste case.
just wished i had seen what he wrote to try and legitimize it
so no one is using actual ingame lighting with Buldozer?
do you guys then work all ingame with filePatching and resetShapes?
Yeah
@outer condor i am using pennyβs shaders
@quick terrace do you use arma3 dir for exe and such, or plain p drive?
is the head model hard linked to an infantry model, or can one assign a head dynamically by some means?
so if you want all possible combos, you need to define all as identities?
mm yes I think so
then the faction configs define what heads/identities the faction uses
Me and a couple friends are doing a small project which requires adding a character model with a completely new skeleton to ARMA, and we're having some minor trouble when it comes to the integration of the model, as well as the new skeleton, most specifically what needs to be done in some LODs, stuff like proxies etc. If anyone would be alright with giving a couple pointers in the right direction (not asking for you to do any work, just to more or less explain what must be done on a couple cases), then please DM me
You can't call what's the most complex thing to set up in Arma a small project.
Basically you would follow the example of the basic Arma Man and derive everything from there. Model setup and the configs for new animations and the character to use those new animations
Well, yeah xD
And that's mostly what we've been doing
Just aren't quite clear on what we should do with a couple proxies and some details on a few LODs
If you can narrow down the issues to single questions those can be answered, but there's really no way to explaining the process that it would cover everything in this way.
Ok
The most pressing issues we're currently having are what proxies we'd need to keep and/or change. What we're trying to do right now is to integrate the uniform (which is the base model for the new character) and the skeleton into the game. We've mostly figured out to do it, but Armaman has proxies for things like Bysta (which seems to be a head?) and hmd, which we don't really know what they are, and some of the other proxies placements don't make much sense. So far we've been going along with the head being part of the uniform, and having no facial expressions.
Head mounted display, so nvgs and such. Each proxy corresponds to a item, expect the bysta/head which allows the swapping of the head model for different identities
To get a model in game you don't need any of them, but to use all engine features you need all of them
Can someone explain how to setup hidden selections, they aren't working when I follow the guides that are out there.. I setup what I wanted to call them in object builder (By selecting some parts of the model and then made a new LOD with that name) and in model.cfg I have the same names in "sections[] = {};" and then I setup the same names in in the config.cpp under hiddenSelection; but it is not working... I hope this is the correct place to ask...
is the Object builders "Faces" count correct, cause i imported a model that had like 30k faces and it told me it had like 120k faces in OB
also are good face counts/poly counts for buildings in arma?
@fringe brook make sure it's written the same way.
@white jay yest the OB count is accurate. You may have not triangulated your mesh before exporting. You want triangle count, not face count.
Building is too generic term to give any meaningful answer. Shed is a building, hospital is a building. 120k is a lot though so it better be a big building.
https://i.imgur.com/AvOKoKj.jpg
model campfire
@south ridge is there a question related to that pic. Also its polite to provide description of a link you post
imgur - file sharing for screenshots.
No questions. Just shared, maybe someone will like it. I think they will appear in the workshop soon, if there are thoughts on what to add, I will be glad :). While working on them.
the uv resolutions on the brick seem un-uniform. So stretched on top makes it look rather bad
same on the wood pieces laying sideways
Yes, doing it now. In proportions, the problem, me need to fit a lot of textures in one. I do not want to make extra files.
@stuck oyster They are written the same way...
Thanks, will try to work with that, HorribleGoat
@fringe brook, make sure that the named selections aren't part of any other named selection which is animated (hide, rotate, etc.) or isn't a part of another named selection liste in "sections" of model.cfg.
Sections can be part of animated parts but other sections would be no no
Good call.
Is it possible to get models with custom skeletons to work in the virtual arsenal? Right now when i select the Spartan model, it just shows the basic armaMan model.
rpt error:
Uniform is for a different skeleton (unit: OFP2_ManSkeleton, uniform: Spartan_ManSkeleton)
the unit would need to use the same skeleton too as far as I know
so it might not work in the default arsenal
Can geometry/fire LODs use tris in them?
yes, as long as its convex
does reloadMagazine source not work when switching magazines on vehicles?
That is possible. The magazine switch might not count as reload action
it sure seems that way, the source works fine in buldozer but in game when I switch magazines the animation does not play, other animations (like reload) work fine
thats a bit of a pain- i guess I can script it with the reloaded EH anyway
pretty sure it works
hmm I just tested the AT offroad and its working there
yeah nevermind I just realized what the problem is, the problem is i'm an idiot
((Forgot the animationSources for it))
too used to infantry weapons
does anyone know why reversed 1 is set in properties on a backpack? as it flips the model, so the text on a radio backpack reads backwards. what is the function of reversed? why is it applied to packs?
i.e. must we remake our pack, or can we just remove the property?
Anyone know the exact offset of the laser/flashlight proxy?
what you mean?
its whereever it needs to be on whatever weapon
each weapon is different
in relation to 0,0. Im trying to line up the lod on my model, but its offset forward quite a bit
if I know the exact amount I can just do the math and save the trial and error
The attachments 0,0 position is exactly where your proxy is
any additional offset is specific to the attachment model
is there something that might not be set correctly in a p3d that would cause secondary textures to not be used?
like nohq and smdi ones?
rvmat
I have a few models that both use mostly the same nohq and smdi textures and a mostly same rvmat with only paths change, but one the newer model none of the shader textures work
like the normal maps don't appear to work even on the arma 3 arms
like the p3d just refuses to use any shaders
the only difference in the p3ds is that I made some of them later
and the ones made later have the issue
huh it appears to happen during binarizing
I tried loading the unbinarized p3ds in arma and the shaders were all fine
I guess addon builder breaks something when binarizing
No,addon builder just packs whatever errors, bugs you feed it. It does not give you any errors back. If you want debugging, use mikeros pbo project.
PMC wiki has simple steps on how to setup P drive and the tools. @orchid spruce
@orchid spruce
That's why it is also called "addon breaker"...
PboProject is the weapon of choice
pboproject gives me the same issue
even on those older p3ds that were working fine before
there are some errors but nothing relating to shaders
or could it be from the 14:06:41: Cannot load material file sim_extra_gear\tex\jungle_uniform.rvmat ones?
looks like it's fine now with the pboproject material errors fixed
PboProject gives you warnings and errors for reason
Am I able to get clarification on a couple of things, a3\characters_f\proxies\pistol_holstered is the proxy name to display a players pistol in a holster, (the proxy being set so that its next to the pistol holster) and what "lods" is it meant to be on, just the visible ones, 1, 2, etc + View Pilot?
I would say its required only in the visible lods of the character yes
is there a recommended door dimension for arma buildings?
definitely wider than irl standard
I was thinking 2.1m x 1m
we did some tests, can't remember exact dimensions, but wether you can go through depends on weapon you are holding
maybe wider
i guess you have to account for huge long guns like m107 or whatever
plus you can always make geo a bit wider than visual
I'm thinking of leaving out the doorframe from the geo
@strong plaza I make a small character and then reference it to the ingame characters once its tall enough I just put it beside every door in the models I make
and delete it at the end
Hi all who know how to make custom driver. I have a blender arma rig in position but i don't know if its same as cargo or if we have a tricks with hand position
like weapons
For an airplane, should the model always have any sort of bomb bays open or closed?
closed is more straight forward in my book
Anyone else had the problem when configing ships were the steering flips when u hold down shift
anyone knows exact formula on how _co/_ca blends with _mc in TreeAdv and TreeAdvTrunk?
@tulip beacon did you see rvmat with Czech comments?
hmm, i guess no, where is it?
dir[]={0,0,0}; π
@rough idol not quite what i'm after but interesting anyway, thanks!
i have one with russian comments
Trunks use _CS where alpha channel stores ambient occlusion
@tulip beacon you mean like how the shader works internally?
Don't think that stuff is written down publicly
@stuck oyster maybe someone experimented with that. I am interested in how color and macro maps "multiply" or do whatever they do to each other
Ah. Yeah have not seen anything about that myself at least.
Probably closest stuff is the old multimaterial stuff for Max material
From my tests they behave as equals. Black x White = black, no matter whether co black and mc white, or flipped
Multimat can't be applied, cause it is different shader
I'm talking about treeadvtrunk
I'm just trying to find dynamic range of rgb values which would give consistent and predictable results
Horizontal stripes are co 0,0,0, 127,127,127 255,255,255
Vertical is the same but mc
Treeadvtrunk shader
It looks like multiplication when values are closer to 0, and average value when closer to 255
Here i tried to find reasonable max value for white color
Top to bottom 170 180 190
Might be hard to tell the difference during the day, but at certain time at night or in the early morning if white is too white it may start to "shine"
have you tried if blending is different to supershader? Because blending for super shader is described on biki
it definitely could be since treeAdvTrunk uses _CS.paa on the latest trees at least
super shader mc map: "RGB is calculated as LERP with basic map"
now i need to find a user-friendly explanation of lerp
biki says that in supershader alpha channel defines what to use, but in treeadv(trunk) alpha channel is pure ambient shadow
i mean there is no way to define how and where to blend basic and macro textures in treeadv(trunk)
might the blending of mc onto basic be hardcoded?
well, it looks like that for these shaders
maintexture rgb * mca rgb * 4.5947
simple multiplicative blending
maintexture rgb * mca rgb * 4.5947 where is it from?
Β―_(γ)_/Β―
are these rgb's 0 to 1 or 0 to 255?
floats. 01
i mean where did you get this formula?
must've seen it somewhere, don't remember
that's if mc's alpha is 0
I guess thats just to offset the light level stuff
i didn't make screens with alpha A/B
So I'm following a modeling tutorial with blender
The person in the video tells me to check the "Arma Object Properties" box under a panel labeled "Shading"
I'm using Blender 2.81 and I see no such thing anywhere
And google isn't any help as usual
its in different place. on the right side where the other panels are
if I rememeber right
Does it have something to do with Arma Toolbox Material Settings
no
well yes but I think it should be different panel
do you have right version of the toolbox installed?
the 2.8 version from FHQ git?
Lemme check
Alright I think I found the right one
But it's saying "upgrade to 2.8x required" in blender
What
maybe its not the right one?
Could you link me to the right one
you can find the latest one here.
The same options are present with this one as the first one I tried
so you have object selected?
ye
I just don't have any clue where to find the shading panel in this version or whatever it has become
here's a pic where to find it.
https://cdn.discordapp.com/attachments/610473651116048424/649024372945715213/arma_tools.png
press N on keyboard.
Trying to export my object as a p3d makes it throw an error that says a Mesh object has no attribute "calc_tessface"
under Arma Tools Window click on "Tesselate all non-quads". Not sure if it will fix it, I've never seen that error before.
um
that just causes another error
AttributeError: module 'ArmaTools' has no attribute 'tessNonQuads'
@granite edge Might be an error with the armatools addon. Try deleting the ArmaToolbox Folder at the file location below and then reinstall the addon. Make sure you leave the ArmaToolsBox file you downloaded as a zip file.
"C:\Users\YourUserName\AppData\Roaming\Blender Foundation\Blender\2.81\scripts\addons"
I removed it and tried reinstalling it but blender hard crashed lmao
alright that solved my problem
Does anyone have a share-able list of all fire geometry damage materials? I recall finding a bunch years back when I was dabbling with object builder but have no memory of where that was
they are all in the same folder in the Vanilla pbo, if I only knew which one now π
A3\Data_f\Penetration\
thanks! very useful to have them at hand
where would be the best place to start to learn how to model
I'd say blenderguru's youtube channel π€
just something generic, non arma related.
Probably hard-surface oriented
let me rephrase, i know how to use blender, i donβt know how porting into arma works
I think that Arma Toolbox might help you π π
https://forums.bohemia.net/forums/topic/145290-arma-toolbox-for-blender-arma-23-exporter-script/
Also afaik there are some videos how to, for Blender 2.79
This is the Arma Toolbox for Blender, a collection of python scripts that allow you to import and export P3D modles in MLOD format from/to Blender, with some extra support for things like Proxies, LODs and other Arma-Specific things. The Toolbox is open source and under GPL-3...
hi, i need to force soldiers and vehicles to walk on the surface of an object, something similar to what happens with ponds
? only jesus walks on water
there is no native way tomake things walk on surfaces.
except path lods but that might not be what you are after
assuming AI is in question as he ask about forcing walking
Ah yeah
I'm thinking of some way to fool the engine and make believe that it's about an invisible pond, maybe
but I don't know if it's possible or how to do it
that does not make any sense. Please describe what you actually want to make
@gaunt cobalt are you trying to make a pond or something else?
forget the ponds
thats not the right way
your rocks are solid objects
so they need roadway surfaces and pathlods for AI to navigate them
but they could still run on them, right?
I need you to walk slowly
(google translator, sorry)
I want to simulate the irregular surface, walking and also on a vehicle
characters by default walk on pathlod paths
and if you make the surface rough and make blocky rough geometry for geometry lod, vehicles will bounce on it and probably break up
16:58:36 Bad muzzle direction in Flashlight_Maglite:'usti hlavne'-'konec hlavne'```
Getting this in RPT, what could that mean? I don't use those memory points. Should I?
Fixed by using:
muzzlePos = "flash";
muzzleEnd = "flash dir";
Yeah no points means it defaults to 0,0,0 for both and that's baaaaa-aaa-a-a-a-d
@gaunt cobalt I think HorribleGoat has some huge QuestionMarks on his head as I am.
but after reading and think over it a couple times.....is it possible that you want a character to be very slow when he passes a river or another specific ground? Like you can not sprint in swamps?
if so this is something that is hardly made with an object itself.
to pick an example from map builder. you have to get your textures properties that finally would tell an object that passes it what conditions this ground has.
so if you define your textures with water properties and would assign this texture to the area you want it to and ran over it you would apruptly slowed down to whatever speed you have set it to
Yes, what I need is that units and vehicles reduce speed when they pass over the stones
water wont work
you need ground surface type thats set to affect speed
if there i such parameter
@gaunt cobalt pretty darn good looking
So if I wanted to do something as simple as adding a name to a vest, how would I go about doing that?
Anyone know any way to download assets as a character to open in 3ds max?
what...?
if you mean if it is possible to open arma 3 p3d models in 3ds to modify it, the answer is:
(nope)
The models for Arma 3 (all models) are not allowed to be opened and/or modified.
Retextures are allowed as long as it meets the applied licenses
and objects that other people modeled, like backpack, guns etc?
If you want to make your own models and need a base to work from you can get the free assets on Steam
... i get a feeling, woooohooooo ... πΆ
Same here π
@lunar tiger
to cut it short:
anything that comes in P3D format is NOT allowed to be edited unless you have explicit permission by the original creator.
and don't even think about asking for ways to do it anyway. just a little wink π
I know, I know πππ
@median bough as always its important to be precise
BI sample models come as p3d source format (MLOD) (and other formats for a few)
one can use OB to export to other formats
https://forums.bohemia.net/forums/topic/164400-p3d-to-3ds/
Hi there, I am completely new to modelling in Arma. I have been trying access the BI Arma 2 models for use in 3DS but I cant seem to get it to happen. I have tried converting the models using Oxygen but it does not seem to work. I have also found Soul_Assassins tools, however...
as long as a source p3d is available, and the license allows, you can modify it
explicit permission is not required depending on the license
We all know the didn't mean BI sample models.
you answer always for a general audience
hence you generalize your response
why else would you respond in a channel instead of PM otherwise
you answer always for a general audience
I don't. I usually reply on a case-by-case basis.
why else would you respond in a channel instead of PM otherwise
Why have a open forum if everyone might aswell PM eachother?
waste of everyone's time
"general audience" your generalized statement will be lost after 5 posts because finding something in the history is a lost cause
and the general audience appears to be ... "those people" 90% of the time
And things like
explicit permission is not required depending on the license
WILL be missunderstood (or willingly missinterpreted) as a "I don't need permission unless the license says I do"
which is wrong. And they will then just say "that guy said its fine, not my fault"
explicit license is required UNLESS the license says otherwise
Answering a "can I rip this guys stuff and edit and republish it" with a generalized
"If you have the p3d you can export it and edit it"
isn't really productive to the situation. And people usually come here to get specific answers to their specific questions.
Generalized answers are very good on forums, where people use search to find it and be enlightened by it
read again what i wrote Dedmen
I did
and the license allows
seems not
and you missed i tagged audiocustoms - aka talking to him and not that random guy
anything that comes in P3D format is NOT allowed to be edited unless you have explicit permission by the original creator.
and BI grand explicit permission for sample models, public data pack and what not. to refer to your response
i didn't see the means of going deep into detail with that guy since his wording of the questions pointed into a uncomfortable direction
i might be wrong about him in particular, but experience tells me that people who ask those questions, also the way how he asked them, have shady minds
i might be a little biased, but i also got reasons to be. like many other content creators on here... sadly...
explicit permission is not required depending on the license
well, the license is the "explicit permission by the creator", or the other way around: is not
so, depending on how you look at it, we are both right and wrong π
explicit normally means you ask the author directly. this is not necessary if the license states otherwise
even more an author can always give individual exceptions (to a license or in general)
my advice for those who want to do 1on1 assistance, and are too branded by the rife abuse:
first question should be to ask if he/she is the author of the asset and can show proof/meaningful evidence, or if can demonstrate a license/permission if 3rd party
then you can end conversations early and not waste your time
and as results these channels can be helpful again for legitimate users
Quick question: Is it even possible to use proxy models to show as a weapon accessory?
Oh okay
Is it possible to position items in a ground holder when dropped from inventory?
LandContact is working when placing the ground holder via 3den
you can if you have weapon holder
you have to model it in a way so it fits that default weapon holder
Just quick question, which software to you recommend using for models? And do you think adding accessories to already existing uniforms would work?
And do you think adding accessories to already existing uniforms
if you don't have source files you cannot modify the model, and I don't think proxying in a uniform would work.
You can model accessories as goggles though.
I use 3ds max, but Blender is especially good because of the Arma blender toolbox
you have to model it in a way so it fits that default weapon holder
thank you
why would putting sights on my custom gun cause the camera position to go all wrong when aiming? isn't camera position taken from the scope p3d in that case?
why would putting sights on my custom gun cause the camera position to go all wrong when aiming? isn't camera position taken from the scope p3d in that case?
also can someone help me figure out how do that thing where you have a scope mount that is only visible when a scope is attached?
I have this in the model.cfg but it doesn't seem to work class rail_hide { type="hide"; source="hasOptics"; selection="rail_lowprofile"; minValue = 0.000000; maxValue = 1.00000; hideValue = 0.0; unhideValue = 0.7; };
ah nvm about the not hiding issue, I forgot to include that selection in the skeleton bit
there's still the sight issue though
nvm again, it was because I didn't have the ViewPilot lod
π Thanks for writing what the issue was! could help someone else
For understanding the proxy system: Could someone tell me why the BI Sample Vest has a proxy? all tutorial I read point to vests not having proxy except for holsters were the gun model will be visible in the holster. The Tactical Vest doesn't seem to have any of that functionality.
what proxy does it have?
the holster it seems
so that particular vest is just an example
and does not represent the actual model that has same visuals in the game
its just for the sake of example
what confused me is, that there is no Holster modeled.
it is there just for examples sake
ok thank you
the model is not meant to be used
figured i'd ask here as well
figured people were able to read #rules before breaking them..
Please delete that message, I'd have to ban you to delete it.
@midnight verge
The rule is number 9 which says "no crossposting"
thanks
does anyone know why a part of a model would be randomly using the wrong normal map? the paths in the p3d are all correct, it's pointing to the correct rvmat and the rvmat is pointing to the correct _nohq map but it's still not using that
I have my gun model that has a material that's used on most of it and then some parts have their own materials, but some of those parts still somehow use the normal map from the main parts

