#arma3_model
1 messages ยท Page 144 of 1
that's bad? ๐
Done.
you didn't
It was still there after I gave the warning, when I manually deleted the message for you.
you didn't change it, and I won't continue discussing that further.
I have logs, I can see all your edits.
Hey guys. Would anybody know what could be the cause of wheels not turning on a car? I have phyX simulation enabled and i have a physX lod for my vehicle. I also have RotationX set with "wheel" as source in my model.cfg, all anims work fine in buldozer. If anybody had this issue before and knows what could be up i'd gladly appreciate the help.
(Also if this is the wrong place to ask could someone tell me where to ask it ๐ ?)
correct place to ask
try rotation and define the rotation axis with memorypoints
rotationX might not be the best type to use on wheels
also are you packing with pboProject?
Yep. Packing with pboproject. I'll try rotation with axis and see if it works. I already have the axis in the memory lod anyway ๐
how are your bones named?
I used the same defines as the sample car. So my wheel selections are Wheel_1_1, Wheel_1_2 etc.
How would i view my door animation inside Object Builder?
open buldozer and use <backspace> or <enter> to select the source then use [ or ] to step through it
thank you and if that works in bulldozer im presuming it will work in game then?
assuming you've set the config and useractions up properly then yes
or you have a valid source in the model.cfg entry
i have them set it works in Object Builder/Bulldozer but not in game ?
and i have a door_1_source & a door_2_source
in model CFG
Ok you need to define them in class animations sources and setup a user action to open and close them
not quite the best example
Can i dm you my config and model cfg?
im about to goto to bed mate is 0035 here
yeah same im in scotland lol but i have animationsources and user actions set up and iv nae idea what im dain wrong did i miss suhin i need to do in object builder ?
Yeah iv watched that before lol, i can get one door to work but when it comes to 2 it doesnt work
Sorry but im knackered and I'm up in 6 hours
all good bud
you need to sort your class useractions out then
Feel free to ping me tomorrow - but im struggling to keep my eyes open
nae worries bud thank you
np
In model.cfg
class Animations
{
class Door_1_rot{type="translation";axis="Door_6_Axis";memory=1;source="Door_7_sound_source";
selection="Door_1";minValue = 0.000;maxValue = 1;offset1=-6;};
class Door_2_rot: Door_1_rot{selection="Door_2";minValue = 0.000;maxValue = 0.833;offset1=-5;};
class Door_3_rot: Door_1_rot{selection="Door_3";minValue = 0.000;maxValue = 0.666;offset1=-4;};
class Door_4_rot: Door_1_rot{selection="Door_4";minValue = 0.000;maxValue = 0.500;offset1=-3;};
class Door_5_rot: Door_1_rot{selection="Door_5";minValue = 0.000;maxValue = 0.333;offset1=-2;};
class Door_6_rot: Door_1_rot{selection="Door_6";minValue = 0.000;maxValue = 0.166;offset1=-1;};
@mental wave
Thank you @wraith tendon
model.cfg entrys from that vid, i posted before:
e.g. these are (iirc) 6 Parts, moved by just setting door_7_sound_source to a certain value
https://i.gyazo.com/73921f51c2d20a7d77e87c4b36379c64.mp4
See they work in object builder bullsdozer but in game i dont even get a open door option i have animationsource and useraction but no idea why im not getting a option ?
Then rechecking your config.cpp animationSources again.
btw:
No Pictures, pastebin for configs.
not to sure what you mean ? no pictures? and oki doke i can upload my Cpp & cfg to paste bin
Checking code in a pic is a pita
condition = "(this animationSourcePhase ""Door_1_source"" <= 0.5)";
statement = "[this, 1, 1] call BIS_fnc_Door;";```
try that in your config.cpp userAction
That's the onyl thing i could see at a quick glance
- check if the "building" is beeing recognized at all with
e.g. executing this, while looking at it
systemchat str [cursorObject];
(why [cursorObject] -> If there is nothing, the systemchat wouldn't show up (empty string))
Oki doke Iโll check it thank you
and again: You use for both doors a different "source"
I have Door_1_source and Door_2_source
Means:
_house animateSource ["Door_1_source", 1] would only trigger Door_1, but not Door_2
So giving them both Door_1_source -> Both doors would open with the command from above
Otherwise you would need to call:
_house animateSource ["Door_1_source", 1];
_house animateSource ["Door_2_source", 1];
to open both at once.
Yeah ngl im pretty confused now lol
check more examples then
will do thanks for the help bud ๐ legend ๐
ยฏ_(ใ)_/ยฏ
all that is legendary about him are his motorcycle clogs ๐
*Harley clogs
ok, i'll give you that ๐
@vast tulip Your shadow volume has holes in it
ahh thats right
i forgot about that
so uh, i guess i wasn't supposed to leave the triangles in
im so confused about how to get this model working
shouldn't they not show up though?
is it possible to apply featureType on non house classes? like does the engine read it from geo lod of the p3d?
or can you do a bridge model with class house and a separate fake road model ontop?
got some background to this @outer condor?
bridges are a funny old beast and quirk ๐
bridges need class=road to make AI travel across them AFAIK
class=road does not look for config class
thus featureType in configs wont work (for terrain placed bridges)
yeah they need that class for the road network bake during compile, otherwise it would not be a valid part of the road network
so either featureType would need to be set as property in geo lod
or one needs said fake road across a bridge model (if AI can cope with that at all)
is this for showing on the map?
featureType is global visibility parameter and should be used sparingly iirc.
0 = disabled.
1 = object always visible within object viewdistance
2 = object always visible within terrain view distance.
also if you need AI on foot to walk across a bridge it will need a pathlod.
I think they follow the road too if it's connected to road network.
Ai on foot that is
can you lay an pre-A3 road p3d on-top of a bridge/an object?
No I dont think that would work. Id say you need an invisible bridge object to cover the roadway of the bridge
do I have to make a flat face model if I want to insert a flat texture(like graffiti) into the game? and before you ask, no I can't use the usertexture object for size reasons
alpha?
for the transparency in the back?
how do I do that?
you make a png with no background, or even better, a TGA with an alpha layer
you use _ca suffix before converting in any case
so before I use t2v or imagetopaa I should name it texture_ca.tga?
looks useful, had no idea
Arma wiki contains most of the basic stuff
yeah I hang around there a lot, but didn't knew renaming stuff could have any effect
its not the renaming, its the rules of the texture conversion to .paa
if you save youre texture as yourtexture_ca.tga from the getgo then that serves the same purpose.
In Blender I get a traceback error when I try to export a gun
How do I fix it?
Because when I export it, get the error but when I open the file I only get the LOD I made
@uneven plank What is the full error?
select only the objects you want to export and in the export dialog tick the only selected
that way it wont try to export any non Arma objects
I've only got 2 things in my scene though
are those both arma objects?
The LOD and the higher quality one
I have checked the ARMA Object Properties thing if you mean that
@wispy sage Want me to DM you a screenshot?
Of the error
Sure
you could drop it in imgur and share here
Aight sec
and I wanted to know if both of the objects are ticked as arma objects
and also what lod type are you using
do you have some odd characters typed in somewhere?
Everything is named very simple like body, mag, bolt, etc
Get the complete details on Unicode character U+0142 on FileFormat.Info
the error refers to this letter
I'm using regular letters, no special ones
Perhaps it's because of some textures?
its a texture filename
Ah possible then, let me check
just look at the trace ๐
So I had 1 case where the filename of a texture indeed had a weird l
But the problem is still there
I also restarted Blender to clear the material data
did the message stay the same?
Yeah still the same
then you did not replace the right letter
I've createed a 2d model but it doesn't show up in the editor list
even though I'm not having errors from pboProj nor from arma
@silver zenith #arma3_config - also pastebin config
oh alright
wasn't sure where to ask
Has anybody here made an original model C7?
@wide orchid ??
whats a C7?
@sour sigil your tools set up with PMC wiki guides? P drive with mikeros Arma3p? Are you running OB from the Arma tools launcher or the exe in its installation folder?
the a3 tools laucnher @stuck oyster
then you did not follow PMC steps correctly ๐ It says there to run Arma Tools 1 time when you install them and then never again. Always run all the tools from their own exes or make your own shortcuts to them
The launcher unfortunately messes up something most of the time
try running OB from the install folder and see if theres any changes
also I had quite many more questions there..
this seems to be a trend when I ask many questions. For the last maybe 10 time I get only answer to 1
or half an answer to 1..
๐
i setup my p drive and stuff according to pmc correctly. just always used arma 3 tools to open. i tried opening from the exe and the bulldozer still crashed when i opened it. @stuck oyster
as I said PMC steps say not to use the launcher. But good to rule that out for now.
how much do you have
should be simple enough to test just by opening buldozer when object builder is empty
its not very high poly
does BZ load with empty screen
yes
if you add a cube to it in OB does it load then?
and how much polies is not very high poly?
is it only a little bit high poly
or not highpoly at all
can you give me a number
this is a bit frustrating when I ask a very simple direct question and get 1/2 answers
Arma/game models are not suppose to be highpoly so you will need to take that into accord when you make your models
and if you did not make it, then its kinda the time to learn how to make it game compatible.
assuming it even is a model you have permission to use that is.
thank you man i really do appreciate it
just a educated warning, while there are a lot of legit models shared for free, there also are a lot that are stolen from other games etc. It is up to you to confirm that the gift horse is clean.
and also most of those models are not game ready.
using such models usually is not a shortcut to get content into game. not properly working stuff anyway.
Hey guys, I can view proxies that are either not binarized, but if they are binarized i cannot see them in buldozer, I always used to be able to do that in the past, has something changed
hide proxies is off
the probably are not unpacked in correct place and cant find their textures
unfortunately not the issue :/ its all in the right place
in P drive in right folders?
yep, all mounted, correct paths
is this modded content or vanilla arma content?
both dont work
i can proxy non binerized content, the issue seems to be with binerized ones
nah i used bog standard
a3 tools
i depbo'd the modded content with mikeros stuff tho
PMC wiki has steps to set up P drive and the tools in a 9.5/10 foolproof way
I would recommend starting from there
and then running all Arma tool programs form their own exes directly. never from the launcher
youre now 4th person tonight im telling this.
I think that marks the spot to call it a night.
yes-ish and yes
so, im having an issue with proxies in blender
its showing up ingame, and using textures from my uniform model, same tihng with the arms
@stuck oyster yeah you were right, doing it with mikeros sorted it all out
๐ ๐
Does anyone know of an existing ATLAS A400M for arma 3 or compatible model
cant remember anyone mentioning making one.
I think CUP has one cargo plane
and seen one of those massive russian ones on workshop or BI forums
Select faces - Shift+E - lock normals
What about the South Korean K2 MBT for the AAF? Any ideas?
Like... I feel that it would be great to see a mod that adds this MBT to the AAF
well this channel isnt exactly the place to make requests, its more to discuss problems and methods in making models
if you want to make one then this is the place to find help getting started
^^ ๐ฏ
Hello. Is it possible to make models for Arma 3 in Blender?
(Disclaimer: I have nothing in terms of skills except hopes and dreams)
@short kestrel search on YT for tutorials of getting Blender models into Arma
lo apparently arma3 samples have rough models of an ssh-39, an m16 rifle and an m136
I guess its for reference
they are for reference yes
Is there a man size object for reference in the A3 sample files? Been using 1.8m for my average man height, would be nice to have a visual representation.
Test_Character_01
Was about to ask a question regarding exactly that
I was looking for a simple man, is Test_Character_ the wrong example?
because if I import him I see this
https://imgur.com/a/GGp13Ch
In the Test_Character_01 folder you want the A3_character_example.p3d
No, you're just seeing all the proxies and what not
guess I'll just delete the unnecessary parts
Thanks!
so I've been making this model for a while
but once in OB all I see is
this?
https://imgur.com/a/ARWIn2v
Apply your transforms
so I've applied all transforms
but the object contains a curve which of course couldn't be applied
does this mean the other models have not been applied aswell?
and if I unselect the curves everything gets messed up
used arrays and curves to loop walls in a stadium shape
you have to turn everything into mesh if you want to use it in games
the triangulation you mean?
what was the command to do it for everything in the scene?
@silver zenith
Select all
Object Menu -> Convert to -> Mesh from curve (note this will apply all the modifiers for the objects being acted on)
then
Ctl-A -> All Transforms
You can do triangulation via the command Ctrl-T in edit mode or use the triangulation modifier
mhmm, the kind of shape managed to reach object builder but its just points without faces, and its not even all the points, just the curve outline
Arma also deals with single sided faces so what you might be seeing is the back faces.
I would however suggest starting from something far more simpler to put into the game. There is a lot you need to learn first, both about modeling and what Arma requires.
And what are the limits you must work with.
yeah I know, didnt make a giant complex structure ready to get ingame
just did a sketch to see how it would have reacted ingame, wasnt planning to touch it until I got a bit of experience
also I don't think those are backfaces
Then possibly there are no faces at all. You also should not waste time on that right now. To get anything meaningful out of it in game requires you to get the basics right first. Do something simple and progress from there. What you are trying is not a shortcut.
yeah makes sense
I'll get back to it later in the future
its made almost entirely out of arrays so I can't seem to find its full size
but yeah I already considered it was too big
my plan was to see what sort of errors it would have created and split the object accordingly
@stuck oyster
Likely yes. But as said everything has to be mesh and all modifiers have to be applied before export.
The whole object has to be real so to speak
guess that I either did that wrong or it wasn't enough
Probably so.
Before you start doing anything specific, just explore the tools and do some tutorials so you get a hang how they work.
weird though never had to do any of this before
even though I'll admit they were just a sphere and a ring
Is there some type of a sample of the mortar? Im really struggling with the animations of it
If you have your work drive setup, you should be able to peak at it in there
I have the setup But i cant take a Look at it because the p3d is still encoded but that should be like that afaik
Im pretty Sure the model cfg is ok but dont really know about the selections
Well i took a look at the vanilla mortar Model.cfg with eliteness but with that configuration i have the problems. But my mortar works exactly like the vanilla one irl
well if you have part that is animated it needs to have the correct selection name etc in the p3d
yes, i know. https://i.imgur.com/Yxj65Hq.gifv the legs should only move left - right and the problem is they also following the radius and i dont know why there is no animation in the model.cfg where it is defined that they should rotate...
the parenting is the same like the vanilla mortar
are they part of some other moving selection too?
is your skeleton hierarchy correct?
are axis memorypoints in right place?
skeleton hierarchy is correct axis mempoints are also in right place, they are also part of the selection for the complete turn
that might be the problem then. selection must be part of only 1 animated part
you can obviously create a different hierachy to mitigate that issue
best way that i understand my problem is to see the direct selections of the vanilla mortar to see the difference but that will not happen i think ๐ฐ
mind posting the model.cfg via pastebin?
its the same with anything that has many moving parts
like a turret
the barrels are only part of barrel selection
and turret only the turret etc
how many anims do these legs suppose to do?
you need one more selection that is parented to get it to both move and turn
in short, it should be - base_sel ->rotation
these legs parented to base_sel -< so it allows translation - moving left and right
makes sense?
in model.cfg you parrent things one by one
you can try and visualize things as in a proper hierachy
otocvez < otochlaven < legsup < legsdown
< optik < look
< eye
< konec hlavne
< usti hlavne
< tampella_muzzle```
i can't figure out how you have your selections set
mind taking a screenshot with that otochlaven selection from OB @river kite
yeah wait few minuts pls
thats otochlaven
the parenting is the same like how it is in the vanilla mortar model.cfg
and octavez?
because i don't get this
they are also part of the selection for the complete turn
what are part of the selection? the legs?
why do you need the entire thing?
you have overlapping selections
look at how the turrets selections are done in the tank
otocvez is for the complete turret turn https://i.imgur.com/47LvaCl.gifv
yes but you dont need to have all parts in that selection
all the parts connected to it already move with it
looooook at the tanke xample
ok
finally ๐
in practice, consider your selections, you could have in that otocvez selection just the base plate
yeah just did that
and?
leg is still moving up and down
does it stay glued to that rod though?
nope
it only moves left right if im parenting it directly to otocvez but why is it in the vanilla mortar also linked like otocvez <- otochlaven <- legsup <- legsdown
@river kite
did you mix up the discord servers by any chance? ๐
whoops ๐
Id like to add a flag to a vehicle. i see on the samples theres a proxy, but is there anything on what to add to the config or is it done by script?
having a hard time finding any info on it
dont supose u have an example script i could take a look at for it?
im a utter noob with scripting
cheers for the info
yes i do
awsome thx
class CUP_I_Frigate_RACS : CUP_Frigate_Base
{
author = "$STR_CUP_AUTHOR_STRING";
displayName = "$STR_CUP_dn_Frigate_AAF";
vehicleClass = "Ship";
side = 2;
crew = "CUP_I_RACS_Officer";
faction = "CUP_I_RACS";
scope = 2;
scopeCurator = 2;
editorPreview = "CUP\WaterVehicles\CUP_WaterVehicles_Fregata\Data\preview\CUP_B_Frigate_ANZAC.jpg";
class EventHandlers: EventHandlers
{
// move eventhandlers to functions
init="_this execVM '\CUP\WaterVehicles\CUP_WaterVehicles_Fregata\scripts\spawnLadder.sqf'; (_this select 0) forceFlagTexture '\cup\baseconfigs\cup_baseconfigs\data\flags\flag_racs_co.paa'";
class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {};
};
};```
this is what we use on the frigate
beware though that the wiki explicitly says not to abuse the forceflagtexture command because its bad for performance
this is on a ship that usually floats in the middle of nowhere so probably not a big deal
so on mine would it be like
class EventHandlers: EventHandlers
{
(_this select 0) forceFlagTexture '\cup\baseconfigs\cup_baseconfigs\data\flags\flag_racs_co.paa'";
};
yes
no wait
class EventHandlers: EventHandlers { // move eventhandlers to functions init="(_this select 0) forceFlagTexture '\cup\baseconfigs\cup_baseconfigs\data\flags\flag_racs_co.paa'"; class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers {}; };
dunno if you use CBA too, might need to adjust that as well
gotcha, thx will give that a try apologies coding is not a strong point haha
๐
@kind lion Thanks for ur help ๐ https://imgur.com/Icbke1C
๐ค
G'day,
I've got some issues with exporting my character model from Blender to O2.
I've done it before, not sure what I'm doing wrong.
I use Blender 2.8 and the FHQ Toolbox for 2.8, when I export the model directly as .p3d I'll get an error in Object Builder saying Unable to load file. Load error.
When I import it as .fbx, there are no selections nor any weights, any idea why?
I've also tried Blender 2.79 with the same issue
When I create a cube and export it as p3d, it works, but not with any of my 4 character models
Model is weighted as can be seen here: https://i.imgur.com/n6zO3jS.png
(Not Arma Skeleton, it's actually for DayZ)
But if I import the fbx either in Blender or in O2, it seems to not even export the weighting
@cyan heart fbx needs you to export the skeleton/Armature along the mesh to preserve the vertex weighting.
Does the toolbox throw any errors?
can you import the exported p3d back to blender?
No errors, I'll check about reimporting it to blender.
If that doesnt work I'll just add the armature
Import of p3d doesn't throw an error, but there's no mesh
Also whats this interesting monster looking character :3
is the objects arma properties ticked
whats the size of the p3d?
It's a zombie/mutant for dayz
Yes it is
when exporting it as p3d it just crashes, nut fbx works so I'll just stick with fbx ๐
Thanks @stuck oyster
Life saver as always
Using a mod which adds a hat but for some reason the model is on my pelvis instead of on my head https://joshlisher.phy.sx/ss/images/ApplicationFrameHost_PMd75u52u0.png
I've not used any model editor/maker so no idea how to fix it. If anyone has any idea as to why or how to fix it, please enlighten me!
if its not your mod then you cant fix it
then no go
Hello i need some help with my gun i have it setup and in the game but the looking down the sight is off angle when moving it up and down and even when aiming down the sight , i added autocenter= 0 to geo and memory lod, and the second issue i am having is when firing the gun nothing comes out of it, instead if i move the barrel way close to the thing i am shooting at it then registrates a hit. here is a video showing the issue i am having,
what ammo is it using?
also are you sure the bullets are not just flying behind you
as your barrel memorypoints might be the wrong way around
going to check now if that is endeed the issue
ah yes the barrel is indeed pointed the wrong way
two days trying to fix it on my own and i never thought of that
๐
its good to test weapons in arsenal as it shows the bullet path
Well that fixed all my issues Thanks HorribleGoat
Hey guys, Been trying to add ranks and patches to the Army Combat uniform (OEF-CP) that comes with the RHS USAF Mod. I'm not able to do so..I tried using RHS patches but didn't help out. any help please!
if its not configured for those features you likely cant add them
you likely need to reach out for RHS crew for that.
@paper badger
all you can do without retexturing (which is not allowed) is units insignia patches
https://community.bistudio.com/wiki/Arma_3_Unit_Insignia
then how can I add ranks to it @median bough @stuck oyster
"clan" is defined by your unit XML / arma units page
ahhh ok
then how can I add ranks to it
to show the ranks that you have assigned your unit in the editor? not possible afaik
but you can create picures of ranks and define them as insignias
yes I have the pictuers
how to do the configs is in the link i posted
wrong config then
Ok I'll try again
๐
The model of the uniform may not support insignias.
Not sure if this is the right place for this but here goes. Iโm making my own light tank. The model is a wip and Iโm learning UV mapping and texturing but Iโm struggling with tracks. Is there a way to get my model to use tracks from a default vehicle? Like to assign the nyx tracks to my model? If not how detailed do I make the tracks and drive wheels?
tracks are done with textures
the sample tank in the Arma 3 samples on steam shows how they are uvmapped
basic idea is that they are uvmapped continuosly from bottom to top
and the visual moving is done by the engine and it animates the uv to scroll the texture
you could use any of the default track textures but you will have to make the mesh and unwrapping yourself
@eager sentinel
So basic shape and a small amount of detail would be better than actual tracks?
Thanks @stuck oyster that helps a lot
its pretty much just the basic shape thats divided into segments at the wheels (if you want it to move with the wheels going up and down)
Hi !
I try to make a magazine for weapon. I change color with object builder and when i put on the ground i see the color (white) but nothing when i put in weapon
Anybody know if it's possible to change this ?
seems like a custom weapon. quite possible its not configured for proxy mags
so no what you want is quite likely impossible
Ok, thx for you answer !
Anyone willing to create a custom turret or vehicle?
#creators_recruiting would be the place to ask. But if you want any serious interest add more details what is it you are after.
@sterile wagon
Ah thanks
I've noticed OB lets you use gifs as textures
is that how people make animated textures?
no
gif is not a supported format
and there are no real animated textures with frames
oh got it
then why does it let me use them?
No idea. Everything model and texture related in game is a .paa files.
Or tga that gets converted to paa when packing iirc
so the odd animated texture i've seen (can't remember where, probably in here) is just SQF + HiddenSelections?
or UVanimations
moving looking surface == UVanimations, changing frames (video/gif like) == script that changes texture per frame
the latter can be quite intensive so may not be the best to use.
also youd need to save each frame as a separate picture.
Hey guys, how do I add a collider in object builder?
just a cube. Do I make the geometry I need first and name it something? Then what do I do to the object inside object builder?
Do I create a new LOD and set the properties to Geometry Phys?
So for something I don't want to move what does the mass need to be?
10
or well
if its a physX object then experiment
if its static object it will never move
Yeah it's just a box I place on the map
but it will not have collision if the mass is too low
and if its not convex
and if it has no componentXX names
Okay, so I went to structure - topology - find component What do I do after that?
I can't find a step by step guide for this process
there is not such written.
can't you just tell me the steps?
dont have the time to write down everything.
I just mean like this
Make box, duplicate box, name it (col_mesh)
Export it as fbx
import into object builder
Right click - col_mesh
Make it collider and weigh >10
Save
@red sparrow
read and watch this
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...
15:00 Geometry LOD - essential concepts
17:10 How to create Geometry LODs in Blender
See, this is exactly what I'm looking for. Thank you so much man
So, it quite LITERALLY goes as follows
Make box, duplicate box, name it (col_mesh)
Export it as fbx
import into object builder - ctrl+a - copy
Open unwrapped textured cube - paste
Right click 1.000 - new
Make it geometry and mass = 1000
Structure - Convexity - Component Convex Hull
Save
That's how you make a collider.
https://i.imgur.com/VVja5CT.png
If anybody needs it share them this
https://i.imgur.com/rMjXvbh.jpg any idea why i get these nasty artifacts on the metal frames (and possibly how to fix them)?
faces moved to top?
you mean i should move them to the top?
it's pretty hard to see from that pic, but it usually fixes alpha issues
is it like a silhouette of the building behind the glass?
no, look at the metal frame of the window, notice all those weird V shaped artifacts tiling on the sides?
what kind of shadow lod are you using? you get that with visualex sometimes, nothing can be done about that if it is visualex.
yes its visualex
yeah, even vanilla buildings using visualex have the same issue
making a normal shadowvolume would fix that?
yep, should do
oh ok nice, thanks
visualex is generated on the fly from the visual lods,. for your svlod you should be able to apply a push modifier to your mesh copied from the visual(push in 3dsmax, dunno what that is in blender) to shrink the mesh so it fits inside the visual one.
make sure to remove any textures applied in the svlod, and then set them up as per the biki - https://community.bistudio.com/wiki/Creating_Shadow_LODs
dont think that would work, the building is 18k polies, probably gonna grab it from geometry lods and call it a day
if your using 3dsmax it has a pro-optimizer modifier that reduces polycounts without distorting the mesh, blender may have a similar tool.
think it's the decimate modifier in blender ^
anyone has got some time to help me with texturing?
Depends what you need. Describe your problem and if anyone knows how to solve it they'll respond. @paper badger
I'm working on making a uniform for my unit. I got the uniform I need, but I'm having a problem with customization..I dont know how to make it like a mod and added to Arma. Been trying to figure it out but no luck
That is quite a big question.
Starting point would be setting up the ArmaTools and development environment right.
PMCwiki has good guide for those.
i have done this already
but the thing is, I cant view it in Arma
or make it as a Mod and publish it to steam for example
The next place for such information would be the BI forums and the BI wiki
there is no simple few words answer for all of that
Thank you tho
for example this could help you
also there are sample models with configs in Arma 3 Samples on Steam
those might be useful.
Hello, Does anyone know if it is possible to use camo1, camo2 ect on building models, i can't seem to get it to work.
No they are not set up for that
ok thank you
and even on custom objects those wont work if they are placed on the terrain
hiddenselections work only in editor/ live in game placed objects
so to clarify, no for vanilla Arma objects, yes for editor placed custom objects
You can use camo on buildings but retextutes will only work in editor
Or you can go crazy and randomize textures with event handler and make map basically sp only
thank you for the information
is there a maximum number of components an object can have?
everything was working fine with an unbinarized copy of my model but as soon as i packed it they stopped working
HOWEVER fire geometry still works as expected
ouch...
i have a bunch of these in the binlog:
0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 255 0:23:33: SubSkeletonIndex: 256 0:23:33: SubSkeletonIndex: 256 0:23:33: SubSkeletonIndex: 256 0:23:33: SubSkeletonIndex: 256 0:23:33: SubSkeletonIndex: 256 0:23:33: SubSkeletonIndex: 256
goes on for a while then
0:23:34: CalculateMass cup\terrains\cup_terrains_ca_structures\house\a_hospital\a_hospital.p3d 0:23:34: CalculateMass cup\terrains\cup_terrains_ca_structures\house\a_hospital\a_hospital.p3d
i know for a fact i have less than 255 bones in the skeleton
i've had the SubSkeletonIndex error before when working with character models. Every time i had that error, the mesh faces would break apart and move around just like the rtm was broken. The only fix i found was to either delete the lod causing the issue or remake the model ๐
mine doesnt break the visual lod, but geo lod stopped working
too many bones in shadow lod?
I remember that I helped Alwarren with same error on decon suit he was doing
hmmmmm i'll give it a try
nope, even with empty SV lod it doesnt work
now im trying commenting out all the bones in the skeleton
the errors above went away by commenting out all the bones in the skeleton
now waiting to check in game...
ok yep too many bones it seems, by commenting them all out the collisions work again
i dont get why tho, the bone count should be no more than 200 or so
actually less than that, 150
tried uncommenting some bones and this pops up again
12:31:10: CalculateMass cup\terrains\cup_terrains_ca_structures\house\a_hospital\a_hospital.p3d 12:31:10: CalculateMass cup\terrains\cup_terrains_ca_structures\house\a_hospital\a_hospital.p3d ๐ค
-targetBonesInterval=<n> how many bones are allowed in one section when binarizing p3d file (default: 55)
did you try to adjust that?
how do i adjust that?
binarize.exe parameter
hmmmmmm
no clue if its actually related, but worth a try i'd say
is there a way to change that when using pboproject?
probably not. you can get the binarize command line from its logs and do a direct launch for testing
@kind lion would I be correct to assume its the windows that ramp up the bone count?
its everything, i have some 30 doors, some of which have glasses too, and lots of glasses all around
anyway if i trim the model.cfg to just 54 bones i get no errors in binlog
now its taking forever to pack since it just so happens this thing resides in one of the bigger pbos in cup terrains ๐ซ
Ouch. For testing you could always separate it to a temporary folder and pack it individually
anyway it seems indeed that the building is hitting the bones per section limit, if i have just 54 glasses it works correctly
so thats progress
I think the question if the targetbonesinterval could be a pboProject UI parameter goes to @sturdy parcel
that would be great
it's currently set to 56 for reasons cwr2 team related. But as Q mentioned, you can copy the binarise command out of the logs and alter it for the purpose of testing.
if as a result, you get significant results, i will add it as an optional parameter.
where do i find this log? in the binlog and output i dont see the command
@kind lion xxx.packing.log
""C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Tools\Binarize\Binarize.exe" -targetBonesInterval=56 -textures=p:\temp -binPath=P:\ WW2\Core_m\IF_Data_m p:\temp\WW2\Core_m\IF_Data_m"
bear with me cause im not the sharpest tool in the shed when it comes to these things, i grab that line (which i found, thanks) then what do i do with it? make a shortcut and put all that in the path?
doesnt seem like its doing anything from batch file, a window opens and closes instantly
you can add pause in an extra line to keep it open
Hey guys, does anyone else have issues when moving around in object builder, as in its very slow or choppy?
like slow with direct 3d on and choppy without
Oh right so no fix then
https://gyazo.com/3e329661db074a9fb5571f034436484a this is what im on about if anyone is curious
you need to turn on directx in OB otherwise it works horribly slow
Best workaround is to do everything ready outside of OB
well with directx on it works correctly
i usually find handling named selections and memory LOD to be faster in OB than blender
Done.
What
very quick question, do proxies take on the resolution lod of the model they are proxied into, i.e. will the quality scale down?
if the proxy has lods too and the proxies are present in the different reslods then yes they should change too
okay thank you
Hey everyone! I'm eager to learn modelling and have recently acquired blender and the Arma 3 tools for it. I was wondering if there is a repository/tutorial wiki i could delve into to grasp the basics?
not really.
there are plenty of Blender basic tutorials
you should do few of those first to just understand how modeling, texturing and all that works
Great! Does the
PMC Wiki have some good tips?
I know they do for terrains, I'm just wondering if they are as amazing at explaining the modelling side of it aswell
I obviously have no idea what I'm doing, and YouTube tutorials can be hit and miss
@sudden thistle https://pmc.editing.wiki/doku.php?id=arma3:modeling
It goes into some of whats needed, but if your learning how to make a model from scratch, not what needed for importing this guide wont do you much good
Learning to model is different than getting a model into a3.
๐
first you need to learn how to model and use blender
then you can start learning how to make a model for Arma
and then how to put it into the game
Importing is what I was thinking about! Blender has tons of tutorials but I guess arma 3 stuff is more niche. Seems like i was on the right track then by choosing the PMC tutorial! Cheers fellas.
threres couple of good posts on BI forums
but you should forget about Arma stuff until you know how Blender works
Q for someone here in regards to setting up hiddenSelections[], you would have the vertexes in a vertex group and a material group in the model right?
is that in blender? yes vertex groups are the same as named selections
Hey guys, I asked this in the texture makers... but feel it might have been the wrong spot. Is there a smaller marker than "Sign_Sphere10cm_F"?
Trying to get something like a bullet sized marker
Righto, I'll look into that! (This is the first time I've looked into scripting / textures / anything that isn't just playing Arma... its a learning curve that's for sure!)
is It bad I want a 2035ified LHD in Arma 3 (Named the LHD-11 USS Macarthur or USS Douglas Macarthur)
should I make it
or just try to forget about it
Quite likely no one else will make it so its up to you.
wasnt there already a mod that did that?
with a bunch of different bits like the catapult and partial interiors
these days the new LHDs all look like floating boxes (the new italian lhd, the chinese ones, turk, etc), if you want it to look 2035-y you might just be better off with a new model
hello i dont remember and cant open any page on web talking about it but shadow volum need to be reverse and sharp edge ? need to be triangle too?
cant open any page on web talking about it
why not?
https://community.bistudio.com/wiki/LOD#ShadowVolume
- Closed
- Triangulated
- Sharp Edges
Reverse in some cases works too.
Hey guys, any idea why a tank cant get above 11kph.
We've tried with both a custom and stock gear boxs/engines. No Joy.
We even took the Warrior config and swapped it out 100% and nothing.
Tweaking the gear box only seems to slow it down further. Any tips?
adjust dampingRate
mass = 188;
MOI = __EVAL(1.0*(0.5*188*(0.387^2))); // radius 0.378626m
dampingRate = 1385.0;
dampingRateInAir = 1385.0;```
and use diag_mergeConfigFile - restarting game every time you do some change to config is insane
if vehicle drives to slow -> reduce dampingRate
if vehicle is too fast -> increase dampingRate
since there is no rule how determine correct value of dampingRate, you have to find that via experimentation.
dampingRate & dampingRateInAir should use same value
for MOI you can use macro that I provided - just adjust it to radius of your wheel
Cool thanks I'll try it
@rough idol sadly no joy
which numbers? I'm on about attempt 50
dampingRateInAir - it can be in range from 1 to 7000
k well ive been down to 500 to 800 in 500 steps
epevehicle seems to show it only going to 1200-1300 rpm too
wont change gear now
if value will be small enough then tank will reach 99999km/h
then you know its too small
anyway, if there is no change then most likely you might be merging config in a wrong way
are you restarting your vehicle after each merge?
you mean engine on/off?
no, deleteVehicle/createVehicle
no i didnt know you had to
When vehicle is created, all values are cached in memory for that particularly asset and diag_merge cannot affect that part of memory
every new vehicle though will be using new values though
ah ok - thats logical
I have a script somewhere which diag_merges & restart vehicle - all under one hotkey
dayum, I cannot find now version which was working with non internal exe - I probably have it on home PC
its ok - ill keep ploughing on
ive just reverting tot he Warrior /APC_tracked_3 setup. To see if its model related. The wheel values are almost identical
nah - no difference
could it be model related somehow?
i have the geo well about the contact points
just can see what else it could be
if there is no difference between dampingRate = 10 & 7000 then I'm pretty sure config is not loaded correctly
ok - im just looking at something here. 2 mins
...pebkac...retrying...wait out.
@rough idol fixed. Thanks for your help! It was a mix of dampingrate + miss named bones in the wheel setup. Basically a typo + bad values.#
Thanks!
glad that I was able to help ๐
question on amphibious vehicles, I have tracked vehicles working but can't get wheeled vehicle to thrust, turn, brake etc. it's like there is no propulsion system. I'm inheriting from "car_F" and adding the following to the config.
waterPPInVehicle = 0;
canFloat = 1;
waterLeakiness = 250;
maxFordingDepth = 0.05;
waterResistance = 1;
waterDamageEngine = 0.9;
engineShiftY = 0.7;
waterLinearDampingCoefY = 1;
waterLinearDampingCoefX = 1;
waterAngularDampingCoef = 12;
waterResistanceCoef = 0.15;
waterEffectSpeed = 5;
engineEffectSpeed = 5;
waterFastEffectSpeed = 28;
I've added buoyancy LOD, it floats, it just has no propulsion, confirmed by no arrow when displaying forces in diag build. Is there something i'm missing in the config?
is that car working on ground without issues?
yes
this process worked on tracked vehicles inheriting from MBT_01_base_F
so i feel like there is a parameter that the tracked vehicles have that the wheeled vehicles do not
Do you have the propeller memory point in correct height in you floating car?
Can't remember but I'm pretty sure there is one and it needs to be below water
lsroub maybe?
consulting that sweat sweat Czech to english wiki
tried a few to no avail
Hey everyone, I was given several P3D files from a friend and now have to import this file type into Blender
I have tried directly importing them into Blender using a 2.79 compatible version of the Alawaren's Blender Tools
I believe they maybe 'binarized'?
if they are binarized: no joy
and if your friend has made the P3Ds, he also has the source files that are not binarized
but if your friend did not create them, keep your hands off of those files
try to load it in object builder. binarized files make it crash
ah, yes, it crashed there too.
so, either get the source files (fbx, obj, ect) from your friend, or you're done with trying
Thank yall again I got the non-binary p3d and it loaded perfectly
I can give a screenshot if that help to explain my problem
the helmet selection needs to be weighted to the "head" selection and you need a model.cfg like the Arma sample character/helmet has with a class that has the same exact name as the p3d at the bottom
compare to the Arma 3 samples
.OBJ might not be the best transfer format
FBX would be better and if you use Blender to model then you can export directly to P3D with most needed stuff done in Blender. (using addon called FHQ Arma Toolbox)
I've got that model.cfg file where i added the line at the bottom of it but how do i weight the helmet selection to the head? (I'm really sorry i have no experience in this)
There should be answers to that on the BI forums
basically you need to create a named selection called "head" that contains your helmet
Do i need to have it on every LOD? I do not have it on the View-Pilot LOD and the Geometry LOD or can it be because i did not used blender?
ever part of mesh you have needs to have it so that it follows the animations of the character
compare to the Sample helmet
viewlod usually is empty
I compared it to the Sample helmet and i do have the same thing appart from camo and -baseballcap_01 but maybe there is option or properties i'm not aware of
do you have the head selection?
then it could be you have not named the model.cfg class correctly
or dont have the man skeleton in it
there is a Character Encoding Guide in the BI wiki.
possibly you have it the wrong way in your p3d then
does someone has some experience into implementing a compass into an object ?
Okay i'll try to rotate it then and thank you so much
@river kite what kind of an object?
A mortar, source = direction should be the Right source iirc But the cylinder doesnt orient
direction will output direction of the whole vehicle
turret rotation doesn't change vehicle orientation (imagine tank hull being rotated to east and then its turret is rotated to north - vehicle is still rotated to east)
and yes, static weapons are using tankX simulation ๐ (above rule apply to other types of assets though)
So how could i achieve it that it works?
such compass would have to be animated via 2 animations: direction & turret direction (look for MainTurret)
if its digital compass then I would recommend using MFD https://community.bistudio.com/wiki/A3_MFD_config_reference
"turretDir" this could be also handy
Ok, will take a Look and no its not a digital compass
and thanks so far for the help, hopefully this will do the trick ^^
"turretDir" works like a charm thanks reyhard
How to make a custom grenade "move"? I'm trying to add an apple (as a grenade). The only problem I have is that after throwing, it stays in place, frozen in space.
I added some LODs, like in M84 from ACE.
needs valid geometry lod for simulation to work
Would it be hard to make a tank model?
depends on your experience in 3d modeling
Basicly none
yes
hard
you need to learn all the basics first.
i suggest blender as a modeling software since it is free and you can find a ton of beginner tutorials
Got it
once you have a basic understanding of blender and are able to create a model, have a look here
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 th...
Thank you Audio
don't thank me yet. once you go down this rabbit hole, your soul will be lost forever ๐
Well I guess down i go!
good luck. i hope you got some goats to sacrifice to the modding gods ๐
Only the finest ๐
@stuck oyster will be proud of you
๐
for you to get an idea, this is the work of 4 weeks of a semi experienced but good modeler
https://twitter.com/tfrieden/status/1228123209960173569
@dry roost
๐ฅ ๐ฅ ๐ฅ ๐ ๐ฅ ๐ฅ ๐ฅ
hm
Wouldn't it be ๐ฅ๐ฅ๐ฅ๐๐ฅ๐ฅ๐ฅ
I like the horn design better on the other one.
๐ค
Just got done with the gun and mantlet
The turrets gonna be really annoying
Should i fill in empty space?
empty space?
Inside the turret i think
Also
How do i make functioning gauges or how ever they are called
Like a speed gauge
they are parts that area animated via various engine animationsources
Ok
So im workin on a vehicle and i want a 50cal gun on top Do i have to make one?
well you could possibly transfer one from the Arma 2 released models
making your own usually makes it easier to fit whatever you are making
but there might be some parts in the A2 stuff that are good enough quality to re use.
Naturally that will affect what kind of license your model can use as Arma mod
hm i see Thanks!
Blender video yesterday about 2.82 https://youtu.be/EfF2wDXalgU
Hello,
I have an issue with my glass when my model is binarized, as you can see :
https://imgur.com/a/UPEKLAw
I'm using the default glass texture + rvmat
my paths are correct (something like a3\structures_f\data ....)
Hope someone have an idea :)
Thanks!
What do you pack with?
addonbuilder
Addon builder packs whatever you feed it so its quite likely you have something wrong in your setup. Use pboproject and mikero tools to set up P drive
Do you have a right tutorial for setuping the P drive correctly ? Because directly from arma 3 tools it doesn't work for me.
alright thanks !
is it possible to script somehow on and off proxy addition to a model, to get automated variants of it? or its all rigged end of story?
@stuck oyster P drive mounted, glass fixed ! Thanks :P
Just small question, I still can't open buldozer in Object Builder, I get the "unable to create viewer" do I have something to do with Mikero's tools ? ๐ค
@frozen umbra not possible
Buldozer fixed ๐
๐
For doors issues, it's more in config makers right ? ๐ค
well it can be many things, model or config related
Alright, so first the model.
That's how my lods are setup :
LOD1/2/3 etc ... = door_1/2/3 door_handle_1/2/3
Geometry = door_1/2/3 - door_1/2/3_action
Geo_phys = door_1/2/3
Memory = door_1/2/3_axis - door_1/2/3_trigger - door_handle_1/2/3_axis
ViewGeo = door_1/2/3
FireGeo = door_1/2/3
hey, im very new to modelling and im trying to get a new magazine into the game for use in RHS M4 platforms but im running into this issue https://gyazo.com/bea87bd4c4d351004f57845c647d3dd9 where the magazine is very far up and is clipping through the weapon; how would i go about scooting it down so it looks normal?
i must be missing something obvious right
it is in relation to where the proxy is on our m4s
you need to move your mesh in ob lower in relation to 0.0.0 xyz coordinates
afaik the mag proxy is where the first bullet is in the chamber, so the mag mesh top part needs to be right on the xz plane in OB (in ob the xz is thebhorizontal plane, y is up)
@uncut plover
yeah
but obviously needs finer adjustments back forwards because you have no access to check it from ob yourself
unfortunately there didnt seem to be any change at all
ill try like
putting it up a meter or so in the Y axis and see if it moves just to verify i didnt make a mistake or somethin
no joy, same thing
got it working, forgot some LODs ty
whats a good tool to edit p3d models and update the paths to textures etc
Object Builder (part of Arma 3 Tools)
hmm i tried but that wouldnt launch for me
i have
Although why would you want to change paths of a model? Unless you take models you don't own and want to make them your own (aka stealing)
i have themn
you dont if the files dont open
OB is the only tool which can handle Arma p3d files, so either verify files of Arma 3 Tools in Steam or reinstall it
the object builder itself doesnt launch
do tools and P drive setup with PMC wiki guide and try again
does the object builder work for arma 2 models too btw?
object builder is for importing your own meshes and setting them up so you can implement them into the game
if you just want to change texture paths you donโt need object builder as long as the item you are changing has hiddenSelections
i got it working, texture paths are fixed thanks
Q for someone, have my proxies setup in my model for soldiers to sit in cargo ala APC style. however, only passenger 1 works properly. all others just seem to sit in the middle of my model
proxies in the model only define the position of the proxy. you have to define what pose it uses in the config
for each proxy
i have that set via cargoAction[]={}. trying to follow along with what is provided in the samples (car/tank), but its not working for me
so im just beating my head into my desk over this
looking on google really doesnt help me much either.
might help
arma 3 sample models might have a hint
ive been looking at them already, and afaik im doing everything like they are
did you make 1 proxy and then copy it?
no, theres individual proxies per cargo @stuck oyster
@@armaproxy - @@armyproxy.005 6 total. all individual proxies per how the car has it
it has both a texture and material?
how strange. considering its not supposed to.
?
oh.. huh. hang on. maybe its from me snagging bits off another model.
ok after making sure nothing was overwriting the proxy, its not really doing anything
so.. im not really sure what im doing wrong here.
if characters are standing in weird positions it's usually caused by missing proxies.
or broken proxy paths
have you checked the proxies in ObjectBuilders Buldozer?
i dont have the sitting anim proxies available
or rather none that arnt binarized
out of my head all proxies must be in lods for pilot, gunner, cargo act
proxies are p3d
somewhere in the ARma data
that you load as proxies that look like the pose you want
and at the same time dictate the position of the character in game
no no, what i mean is. i dont have any proxies available for seeing positions of chars sitting in the cargo area that arnt binarized.
hm. hang on.
you can load binarized p3d as proxy
actually, i cant. not through obj builder. ive tried. but anyrate. i figured it out. i didnt set the index properly in blender for the export. all the proxies were set to index = 1
if your object builder or development environment is not set up correctly you cant.
sounds like you may have a more in depth problem that really should be solved so that it doesnt bite you in the buttocks later.
i got it to work now. had to set each proxy to its own index
๐ I would still recommend making sure all your other stuff is set up right.
agreed. although i still dont know how to set object builder to use the binarized proxies. so being pointed in the right direction for that would be swell
it should work out of the box
you just hit here and browse to it
assuming your P drive is set up in working order
Huh. Interesting.
ok. yeah they work. it needs a full path rather then a shortened path starting with a3\
something is not set up right me thinks
dont know. all i know, is it works now
thanks for pointing out i was just being an idiot lol
well if the path has P: in it
it wont work in game
this is why its imperative that tools are set up right
Is it possible to add some buldings slide doors?
only to buildings you make yourself.
Unsure if this is a Model, Config or Animation so I'll ask here anyway.
Is there a way to change the orientation of the turret and gun on a tank when the AI are turned out?
I am currently making an armoured car for IFA and the Drivers hatch will clip through the gun if the AI turn out. (IIRC the turret is turned to the front and the gon is in a level position. ) How can I change that default behaviour to have the gun at a higher vertical traverse angle as it would allow better functionality. Any ideas?
I have a gut feeling it cant be done
Yea, that was my fear too. Oh well. I'll see if I can give him some leeway but nvm. Thanks.
if you have turret lock enabled when driver is enabled then you can use driver hatch anim to rotate gun & turret
I'm doing it on RHS T tanks
oo thats cool :3
class HatchDriver_gun: RHS_T72_MainGun_cover {
source="hatchDriver";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad 5";
};
class HatchDriver_turret: mainTurret {
source="hatchDriver";
minValue=0;
maxValue=1;
angle0=0;
angle1="rad -13";
};```
i was under the impression that turret traverse/elevation anims couldn't be handled by other animations without the game crashing
last time i tried adding extra anims to the whole turret the game would instacrash
oh they should work
I got couple of animations on my mech arms that are separately controlled
huh weird
i tried adding recoil to a static machinegun and the game would instacrash in diag
๐ค
i thought it had something to do with moving the barrel/chamber/eye mem points
as soon as i removed them from the animated part with dummy bones it worked again
im guessing i was doing something wrong
barrel/chamber points i have moved no problem
๐ฎ
eye points I dont think i've tried
Long time no news!
Well here's some!! Little teaser of things we've combined from various tests! Still a bit raw here and there.. But you can see where this is going!
The legs are still the old version but new ones are on the assembly line waiting to get stomping!!
Music b...
theres external sourced zeroing happening here
while the turret/gun sources handle the base movement
must've been doing something wrong then, weird ๐ค
if you have turret lock enabled when driver is enabled then you can use driver hatch anim to rotate gun & turret
@rough idol Is this a config selection, I take it?
seems easy enough. Although I think I'm approaching this with ill deserved bravado.
Hello, I made a simple model for a mod in Arma, I exported it with the Toolbox and want to look at it in the Arma3 Object Builder. But in the Object builder its just a cube what could be the problem??
not sure what the problem is, but you might find answers in this tutorials
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 th...
Unfortunately, the things he does don't work.
@somber ember, what do you mean its just a cube?
There is a Cube I think the standard cube from Blender, not my model
if you just exported the cube, thats all thats going to show in obj builder
You have to apply scale and rotation to the object before exporting.
You have scaled it in object mode, which is the wrong way.
whish why is the right one
^ apply your transformations of your object before your export out as a p3d
where to apply transformations
okay the object mode was my problem, thanks for the help.
How difficult is it to import a model?
super easy, barely an inconvenience
but creating the model from scratch?
say an M777
I am looking online to see if there is a template made alrady
*already
super easy, barely an inconvenience
just get blender and hit the 'model M777' button
in all seriousness if you're clueless about modeling AND encoding you stand very little chance of success
How can I delete unclosed faces without removing the vertices?
I have a shadow lod that has a bunch of unclosed faces but Im having trouble figuring out how to fix it because they are connected to another side with a good face
If you press D in object builder you can degenerate faces and keep verticies intact
hi
@glad ore
OB is not really the best program for that anyway
I would suggest editing them in some better 3D modeling program
also if you have a lot of those, might be better to just recreate the shadowLod from scratch
Hey guys, I'm having some really stupid issues with my building, lights specifically.
the flares are spawning exactly where they should be, but the lighting itself is going inside the middle of the model
so I know I've set the lights up correctly, not exactly my first time, and the flares are appearing where they should
so I'm really stumped on this one
Have you defined the appropriate memory points for the direction of light from the flare?
yep
like I said, the flares of the lights are where they should be
but the light itself is kind of just merging at the center point
could it be theres more than one memory point assigned to the named selections?
May i ask what i need on a model / in the config for said model to be animated in TB?, I have Land_ in the classname, on the model i have map=building and class=house
@tacit badger
this will answer a lot of questions
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 th...
i dont think TB shows animations like OB does
been a while since i tinkered with it tho
TB does not show animations
as far as I remember anyway
it might show engine aniamtionSource powered ones like "time"
but definitely not user animations
sorry should have been a bit more specific, i meant placed in TB, pack the map, and then have it animated in game.
(not placed in editor)
land_p3dname named class in config inheriting from house and class house in geometry lod named parameters
@kind lion been over that like 5 times, it's pretty clean, and the flares wouldn't appear where they should be if it wasn't set up right
it's just the actual lighting that's not working correctly.
well if it was set up right the light would also be in the correct place
are you applying some hide animation to the light maybe?
no
like overlapping selections or something like that
nope
at this point I'm thinking I've hit a limitation of the engine
yesterday the lights were spawning in the middle of the map, miles away from the model
I went to bed, woke up, this morning they are in the middle of the model
nothing changed
so explain that
uncommon, it's pretty big, had to chop it up into 5 parts
@stuck oyster worked, thank you ๐
i'd take a look at the vanilla static destroyer
thats also chopped up in pieces
maybe there's some extra steps required
not sure where that's located
the cup lhd is also chopped into blocks but im not sure we have reflectors on it, only beacons
let me check
we do spawn lights too actually
class CUP_LHD_Light: CUP_LHD_1 { author="$STR_CUP_ATLASMOD_AUTHOR_STRING"; destrtype = "DestructDefault"; model = "\CUP\WaterVehicles\CUP_WaterVehicles_LHD\CUP_LHD_Light.p3d"; armor = 50; armorlights = 0.01; hiddenselections[]={"camo"}; hiddenselectionstextures[]={"CUP\WaterVehicles\CUP_WaterVehicles_LHD\data\hause2_004_int_co.paa"}; class AnimationSources { class light_hide {animPeriod=1; initPhase=0;source = "user";}; }; class Reflectors { class Light1 { ambient[] = {10,10,12}; color[] = {1000,1000,1200}; conefadecoef = 6; direction = "Light1 dir"; flaremaxdistance = 250; flaresize = 1; hitpoint = "Light1"; innerangle = 165; intensity = 0.7; outerangle = 170; position = "Light1"; selection = "Light1"; size = 1; useflare = 1; class Attenuation { constant = 0; hardlimitend = 70; hardlimitstart = 50; linear = 2; quadratic = 0.5; start = 0; }; }; }; };
this is the code for a single reflector lamp
then we spawn several of these via script when the ship is 'assembled'
aka when its placed on the map and all the individual bits are spawned
I don't understand then
oh you spawn it via script
well that could be why then, maybe had the same issue I did
could be
cant see any note in the configs or scripts, been a long time since these were added
we came up to the conclusion that Arma seems to support only a single reflector light per object
and if you use more, it will average the cone position into the middle of them
@rough idol probably can confirm this tomorrow.
a single reflector light
wait... vehicles for example support multiple iirc
vehicle vehicle != building vehicle