#arma3_model

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bold flare
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#rules no profanity :U
Remove that from your message please.

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on pastebin people always tend to set their stuff to "expires never" :U

slate epoch
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that's bad? ๐Ÿ˜„

bold flare
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I take that as a no then

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!issuewarning @mental wave profanity

high scarabBOT
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Done.

bold flare
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you didn't

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It was still there after I gave the warning, when I manually deleted the message for you.

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you didn't change it, and I won't continue discussing that further.

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I have logs, I can see all your edits.

hard robin
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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.

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(Also if this is the wrong place to ask could someone tell me where to ask it ๐Ÿ˜… ?)

bold flare
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correct place to ask

stuck oyster
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try rotation and define the rotation axis with memorypoints

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rotationX might not be the best type to use on wheels

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also are you packing with pboProject?

hard robin
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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 ๐Ÿ˜…

rough idol
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how are your bones named?

hard robin
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I used the same defines as the sample car. So my wheel selections are Wheel_1_1, Wheel_1_2 etc.

mental wave
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How would i view my door animation inside Object Builder?

toxic apex
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open buldozer and use <backspace> or <enter> to select the source then use [ or ] to step through it

mental wave
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thank you

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@toxic apex what do you mean by [ OR ]

toxic apex
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the keys next to enter

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they will move the anim through its phases

mental wave
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thank you and if that works in bulldozer im presuming it will work in game then?

toxic apex
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assuming you've set the config and useractions up properly then yes

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or you have a valid source in the model.cfg entry

mental wave
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i have them set it works in Object Builder/Bulldozer but not in game ?

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and i have a door_1_source & a door_2_source

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in model CFG

toxic apex
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Ok you need to define them in class animations sources and setup a user action to open and close them

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not quite the best example

mental wave
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Can i dm you my config and model cfg?

toxic apex
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im about to goto to bed mate is 0035 here

mental wave
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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 ?

toxic apex
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Have a run through that - it covers most things

mental wave
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Yeah iv watched that before lol, i can get one door to work but when it comes to 2 it doesnt work

toxic apex
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Sorry but im knackered and I'm up in 6 hours

mental wave
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all good bud

toxic apex
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you need to sort your class useractions out then

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Feel free to ping me tomorrow - but im struggling to keep my eyes open

mental wave
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nae worries bud thank you

toxic apex
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np

wraith tendon
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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;};
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@mental wave

mental wave
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Thank you @wraith tendon

wraith tendon
mental wave
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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 ?

wraith tendon
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Then rechecking your config.cpp animationSources again.

mental wave
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this is what i have in the AnimationSources

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@wraith tendon

wraith tendon
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ยฏ_(ใƒ„)_/ยฏ

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Does the Door have a Geo lod?

mental wave
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yse

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yes*

wraith tendon
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btw:
No Pictures, pastebin for configs.

mental wave
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not to sure what you mean ? no pictures? and oki doke i can upload my Cpp & cfg to paste bin

wraith tendon
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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
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  • 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))

mental wave
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Oki doke Iโ€™ll check it thank you

wraith tendon
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and again: You use for both doors a different "source"

mental wave
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I have Door_1_source and Door_2_source

wraith tendon
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Means:
_house animateSource ["Door_1_source", 1] would only trigger Door_1, but not Door_2

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So giving them both Door_1_source -> Both doors would open with the command from above

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Otherwise you would need to call:

_house animateSource ["Door_1_source", 1];
_house animateSource ["Door_2_source", 1];

to open both at once.

mental wave
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Yeah ngl im pretty confused now lol

wraith tendon
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check more examples then

mental wave
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will do thanks for the help bud ๐Ÿ™‚ legend ๐Ÿ™‚

wraith tendon
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ยฏ_(ใƒ„)_/ยฏ

median bough
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all that is legendary about him are his motorcycle clogs ๐Ÿ˜„

wraith tendon
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*Harley clogs

median bough
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ok, i'll give you that ๐Ÿ˜„

vast tulip
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what exactly could be causing this?

wispy sage
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@vast tulip Your shadow volume has holes in it

vast tulip
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ahh thats right

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i forgot about that

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so uh, i guess i wasn't supposed to leave the triangles in

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im so confused about how to get this model working

slate epoch
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you should have those "triangles" in

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They are called proxies

vast tulip
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shouldn't they not show up though?

outer condor
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is it possible to apply featureType on non house classes? like does the engine read it from geo lod of the p3d?

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or can you do a bridge model with class house and a separate fake road model ontop?

foggy finch
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got some background to this @outer condor?

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bridges are a funny old beast and quirk ๐Ÿ™‚

outer condor
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bridges need class=road to make AI travel across them AFAIK

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class=road does not look for config class

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thus featureType in configs wont work (for terrain placed bridges)

foggy finch
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yeah they need that class for the road network bake during compile, otherwise it would not be a valid part of the road network

outer condor
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so either featureType would need to be set as property in geo lod

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or one needs said fake road across a bridge model (if AI can cope with that at all)

foggy finch
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is this for showing on the map?

foggy finch
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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.

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also if you need AI on foot to walk across a bridge it will need a pathlod.

stuck oyster
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I think they follow the road too if it's connected to road network.

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Ai on foot that is

outer condor
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can you lay an pre-A3 road p3d on-top of a bridge/an object?

stuck oyster
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No I dont think that would work. Id say you need an invisible bridge object to cover the roadway of the bridge

silver zenith
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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

quick terrace
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yes ^

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also, the tex file needs to be alpha (_ca suffix)

silver zenith
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alpha?
for the transparency in the back?
how do I do that?

quick terrace
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you make a png with no background, or even better, a TGA with an alpha layer

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you use _ca suffix before converting in any case

silver zenith
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so before I use t2v or imagetopaa I should name it texture_ca.tga?

silver zenith
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looks useful, had no idea

stuck oyster
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Arma wiki contains most of the basic stuff

silver zenith
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yeah I hang around there a lot, but didn't knew renaming stuff could have any effect

stuck oyster
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its not the renaming, its the rules of the texture conversion to .paa

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if you save youre texture as yourtexture_ca.tga from the getgo then that serves the same purpose.

uneven plank
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In Blender I get a traceback error when I try to export a gun

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How do I fix it?

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Because when I export it, get the error but when I open the file I only get the LOD I made

wispy sage
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@uneven plank What is the full error?

stuck oyster
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select only the objects you want to export and in the export dialog tick the only selected

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that way it wont try to export any non Arma objects

uneven plank
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I've only got 2 things in my scene though

stuck oyster
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are those both arma objects?

uneven plank
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The LOD and the higher quality one

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I have checked the ARMA Object Properties thing if you mean that

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@wispy sage Want me to DM you a screenshot?

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Of the error

wispy sage
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Sure

stuck oyster
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you could drop it in imgur and share here

uneven plank
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Aight sec

stuck oyster
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and I wanted to know if both of the objects are ticked as arma objects

uneven plank
stuck oyster
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and also what lod type are you using

uneven plank
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Yeah it's ticked on for both

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And I made my own LOD

stuck oyster
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do you have some odd characters typed in somewhere?

uneven plank
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Everything is named very simple like body, mag, bolt, etc

stuck oyster
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the error refers to this letter

uneven plank
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I'm using regular letters, no special ones

stuck oyster
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in filenames too?

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and in folder names

uneven plank
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Perhaps it's because of some textures?

bold flare
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its a texture filename

uneven plank
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Ah possible then, let me check

bold flare
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just look at the trace ๐Ÿ˜„

stuck oyster
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ah there

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indeed

uneven plank
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So I had 1 case where the filename of a texture indeed had a weird l

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But the problem is still there

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I also restarted Blender to clear the material data

stuck oyster
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did the message stay the same?

uneven plank
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Yeah still the same

stuck oyster
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then you did not replace the right letter

uneven plank
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Alright that should be ok for now

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Thanks for the help everyone!

silver zenith
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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

quick terrace
silver zenith
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oh alright
wasn't sure where to ask

wide orchid
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Has anybody here made an original model C7?

sour sigil
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this happens everytime i open bulldozer

quick terrace
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@wide orchid ??

stuck oyster
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whats a C7?

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@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?

sour sigil
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the a3 tools laucnher @stuck oyster

stuck oyster
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then you did not follow PMC steps correctly ๐Ÿ˜› 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

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The launcher unfortunately messes up something most of the time

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try running OB from the install folder and see if theres any changes

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also I had quite many more questions there..

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this seems to be a trend when I ask many questions. For the last maybe 10 time I get only answer to 1

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or half an answer to 1..

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๐Ÿ˜‘

sour sigil
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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

stuck oyster
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as I said PMC steps say not to use the launcher. But good to rule that out for now.

sour sigil
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yea ofc

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it shouldnt be because of the poly count right

stuck oyster
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how much do you have

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should be simple enough to test just by opening buldozer when object builder is empty

sour sigil
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its not very high poly

stuck oyster
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does BZ load with empty screen

sour sigil
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yes

stuck oyster
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if you add a cube to it in OB does it load then?

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and how much polies is not very high poly?

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is it only a little bit high poly

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or not highpoly at all

sour sigil
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little bit

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it loads other objects, but not all

stuck oyster
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can you give me a number

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this is a bit frustrating when I ask a very simple direct question and get 1/2 answers

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Arma/game models are not suppose to be highpoly so you will need to take that into accord when you make your models

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and if you did not make it, then its kinda the time to learn how to make it game compatible.

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assuming it even is a model you have permission to use that is.

sour sigil
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thank you man i really do appreciate it

stuck oyster
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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.

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and also most of those models are not game ready.

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using such models usually is not a shortcut to get content into game. not properly working stuff anyway.

north sundial
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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

stuck oyster
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the probably are not unpacked in correct place and cant find their textures

north sundial
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unfortunately not the issue :/ its all in the right place

stuck oyster
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in P drive in right folders?

north sundial
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yep, all mounted, correct paths

stuck oyster
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is this modded content or vanilla arma content?

north sundial
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both dont work

stuck oyster
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did you set up P drive with Mikeros tools?

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Arma3p

north sundial
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i can proxy non binerized content, the issue seems to be with binerized ones

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nah i used bog standard

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a3 tools

stuck oyster
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well theres quite likely the cause then

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a3 tools mess up stuff

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9/10 times

north sundial
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i depbo'd the modded content with mikeros stuff tho

stuck oyster
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PMC wiki has steps to set up P drive and the tools in a 9.5/10 foolproof way

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I would recommend starting from there

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and then running all Arma tool programs form their own exes directly. never from the launcher

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youre now 4th person tonight im telling this.

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I think that marks the spot to call it a night.

north sundial
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same issue? or just generally dont use a3 tools

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haha

stuck oyster
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yes-ish and yes

vast tulip
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so, im having an issue with proxies in blender

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its showing up ingame, and using textures from my uniform model, same tihng with the arms

north sundial
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@stuck oyster yeah you were right, doing it with mikeros sorted it all out

stuck oyster
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๐Ÿ‘Œ ๐Ÿ‘

paper abyss
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Does anyone know of an existing ATLAS A400M for arma 3 or compatible model

stuck oyster
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cant remember anyone mentioning making one.

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I think CUP has one cargo plane

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and seen one of those massive russian ones on workshop or BI forums

noble shoal
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AN-12 in the FAP mod too iirc

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And USAF has the C-17 ofc in the Utility Pack

kind lion
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CUP has some more big planes and airliners as UAVs

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dunno if the a400m is one of them

slate epoch
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Select faces - Shift+E - lock normals

fair cedar
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What about the South Korean K2 MBT for the AAF? Any ideas?

stuck oyster
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what do you mean?

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@fair cedar

fair cedar
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Like... I feel that it would be great to see a mod that adds this MBT to the AAF

stuck oyster
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well this channel isnt exactly the place to make requests, its more to discuss problems and methods in making models

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if you want to make one then this is the place to find help getting started

quick terrace
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^^ ๐Ÿ’ฏ

short kestrel
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Hello. Is it possible to make models for Arma 3 in Blender?
(Disclaimer: I have nothing in terms of skills except hopes and dreams)

kind lion
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yes

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very possible

outer condor
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@short kestrel search on YT for tutorials of getting Blender models into Arma

short kestrel
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Ah

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Nice

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Thank you

silver zenith
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lo apparently arma3 samples have rough models of an ssh-39, an m16 rifle and an m136
I guess its for reference

stuck oyster
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they are for reference yes

dreamy zealot
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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.

wispy sage
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Test_Character_01

silver zenith
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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

wispy sage
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In the Test_Character_01 folder you want the A3_character_example.p3d

silver zenith
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thats the one I've been using

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maybe it imported uncorrectly?

wispy sage
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No, you're just seeing all the proxies and what not

silver zenith
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guess I'll just delete the unnecessary parts

dreamy zealot
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Thanks!

silver zenith
wispy sage
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Apply your transforms

silver zenith
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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?

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and if I unselect the curves everything gets messed up

stuck oyster
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curves?

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what does the object look like in blender?

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@silver zenith

silver zenith
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used arrays and curves to loop walls in a stadium shape

stuck oyster
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you have to turn everything into mesh if you want to use it in games

silver zenith
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the triangulation you mean?
what was the command to do it for everything in the scene?

wispy sage
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@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

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You can do triangulation via the command Ctrl-T in edit mode or use the triangulation modifier

silver zenith
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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

stuck oyster
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Arma also deals with single sided faces so what you might be seeing is the back faces.

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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.

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And what are the limits you must work with.

silver zenith
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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

stuck oyster
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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.

silver zenith
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yeah makes sense
I'll get back to it later in the future

stuck oyster
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Also how big building was it?

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In meters

silver zenith
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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

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@stuck oyster

stuck oyster
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Likely yes. But as said everything has to be mesh and all modifiers have to be applied before export.

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The whole object has to be real so to speak

silver zenith
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guess that I either did that wrong or it wasn't enough

stuck oyster
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Probably so.

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Before you start doing anything specific, just explore the tools and do some tutorials so you get a hang how they work.

silver zenith
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weird though never had to do any of this before
even though I'll admit they were just a sphere and a ring

river kite
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Is there some type of a sample of the mortar? Im really struggling with the animations of it

wispy sage
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If you have your work drive setup, you should be able to peak at it in there

river kite
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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

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Im pretty Sure the model cfg is ok but dont really know about the selections

stuck oyster
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no sample for mortar

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but its same as with any other object animation wise

river kite
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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

stuck oyster
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well if you have part that is animated it needs to have the correct selection name etc in the p3d

river kite
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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...

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the parenting is the same like the vanilla mortar

stuck oyster
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are they part of some other moving selection too?

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is your skeleton hierarchy correct?

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are axis memorypoints in right place?

river kite
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skeleton hierarchy is correct axis mempoints are also in right place, they are also part of the selection for the complete turn

stuck oyster
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that might be the problem then. selection must be part of only 1 animated part

quick terrace
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you can obviously create a different hierachy to mitigate that issue

river kite
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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 ๐Ÿ˜ฐ

quick terrace
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mind posting the model.cfg via pastebin?

stuck oyster
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its the same with anything that has many moving parts

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like a turret

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the barrels are only part of barrel selection

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and turret only the turret etc

river kite
quick terrace
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how many anims do these legs suppose to do?

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you need one more selection that is parented to get it to both move and turn

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in short, it should be - base_sel ->rotation
these legs parented to base_sel -< so it allows translation - moving left and right

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makes sense?

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in model.cfg you parrent things one by one

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you can try and visualize things as in a proper hierachy

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otocvez < otochlaven < legsup < legsdown
                     < optik < look
                     < eye
                     < konec hlavne
                     < usti hlavne
                     < tampella_muzzle```
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i can't figure out how you have your selections set

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mind taking a screenshot with that otochlaven selection from OB @river kite

river kite
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yeah wait few minuts pls

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thats otochlaven

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the parenting is the same like how it is in the vanilla mortar model.cfg

quick terrace
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and octavez?

river kite
quick terrace
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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?

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why do you need the entire thing?

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you have overlapping selections

stuck oyster
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look at how the turrets selections are done in the tank

river kite
stuck oyster
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yes but you dont need to have all parts in that selection

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all the parts connected to it already move with it

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looooook at the tanke xample

river kite
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ok

stuck oyster
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finally ๐Ÿ™

quick terrace
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in practice, consider your selections, you could have in that otocvez selection just the base plate

river kite
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yeah just did that

quick terrace
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and?

river kite
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leg is still moving up and down

quick terrace
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does it stay glued to that rod though?

river kite
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nope

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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

median bough
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@river kite
did you mix up the discord servers by any chance? ๐Ÿ˜‰

river kite
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whoops ๐Ÿ˜„

terse elm
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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?

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having a hard time finding any info on it

kind lion
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script only

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you just put a proxy

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dont think it needs a selection either

terse elm
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dont supose u have an example script i could take a look at for it?

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im a utter noob with scripting

#

cheers for the info

kind lion
#

yes i do

terse elm
#

awsome thx

kind lion
#

    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

terse elm
#

so on mine would it be like

#

class EventHandlers: EventHandlers
{
(_this select 0) forceFlagTexture '\cup\baseconfigs\cup_baseconfigs\data\flags\flag_racs_co.paa'";
};

kind lion
#

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

terse elm
#

gotcha, thx will give that a try apologies coding is not a strong point haha

kind lion
#

๐Ÿ™‚

terse elm
kind lion
#

๐Ÿค“

cyan heart
#

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

stuck oyster
#

@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?

cyan heart
#

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

stuck oyster
#

Also whats this interesting monster looking character :3

#

is the objects arma properties ticked

#

whats the size of the p3d?

cyan heart
#

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 ๐Ÿ˜„

#

Thanks @stuck oyster
Life saver as always

proper rapids
#

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!

stuck oyster
#

if its not your mod then you cant fix it

proper rapids
#

fs, i think its quite old

#

thanks anyway!

stuck oyster
#

then no go

vapid nexus
#

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,

stuck oyster
#

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

vapid nexus
#

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

#

๐Ÿ˜‚

stuck oyster
#

its good to test weapons in arsenal as it shows the bullet path

vapid nexus
#

Well that fixed all my issues Thanks HorribleGoat

paper badger
#

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!

stuck oyster
#

if its not configured for those features you likely cant add them

#

you likely need to reach out for RHS crew for that.

median bough
paper badger
#

then how can I add ranks to it @median bough @stuck oyster

median bough
#

"clan" is defined by your unit XML / arma units page

paper badger
#

ahhh ok

median bough
#

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

paper badger
#

yes I have the pictuers

median bough
#

how to do the configs is in the link i posted

paper badger
#

but i cant set them as insignias

#

ok

median bough
#

wrong config then

paper badger
#

Ok I'll try again

median bough
#

๐Ÿ‘

stuck oyster
#

The model of the uniform may not support insignias.

eager sentinel
#

Not sure if this is the right place for this but here goes. Iโ€™m making my own light tank. The model is a wip and Iโ€™m learning UV mapping and texturing but Iโ€™m 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?

stuck oyster
#

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

eager sentinel
#

So basic shape and a small amount of detail would be better than actual tracks?

#

Thanks @stuck oyster that helps a lot

stuck oyster
#

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)

rocky summit
#

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 ?

stuck oyster
#

seems like a custom weapon. quite possible its not configured for proxy mags

#

so no what you want is quite likely impossible

rocky summit
#

Ok, thx for you answer !

sterile wagon
#

Anyone willing to create a custom turret or vehicle?

stuck oyster
#

#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

sterile wagon
#

Ah thanks

silver zenith
#

I've noticed OB lets you use gifs as textures
is that how people make animated textures?

stuck oyster
#

no

#

gif is not a supported format

#

and there are no real animated textures with frames

silver zenith
#

oh got it
then why does it let me use them?

stuck oyster
#

No idea. Everything model and texture related in game is a .paa files.

median bough
#

Or tga that gets converted to paa when packing iirc

torn pilot
#

so the odd animated texture i've seen (can't remember where, probably in here) is just SQF + HiddenSelections?

rough idol
#

or UVanimations

stuck oyster
#

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.

rough idol
#

you can also loop animation with hide/unhide

#

decon shower is using that

red sparrow
#

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?

stuck oyster
red sparrow
#

So for something I don't want to move what does the mass need to be?

stuck oyster
#

10

#

or well

#

if its a physX object then experiment

#

if its static object it will never move

red sparrow
#

Yeah it's just a box I place on the map

stuck oyster
#

but it will not have collision if the mass is too low

#

and if its not convex

#

and if it has no componentXX names

red sparrow
#

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

stuck oyster
#

there is not such written.

red sparrow
#

can't you just tell me the steps?

stuck oyster
#

dont have the time to write down everything.

red sparrow
#

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

median bough
red sparrow
#

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

red sparrow
#

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.

kind lion
foggy finch
#

faces moved to top?

kind lion
#

you mean i should move them to the top?

foggy finch
#

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?

kind lion
#

no, look at the metal frame of the window, notice all those weird V shaped artifacts tiling on the sides?

foggy finch
#

what kind of shadow lod are you using? you get that with visualex sometimes, nothing can be done about that if it is visualex.

kind lion
#

yes its visualex

foggy finch
#

yeah, even vanilla buildings using visualex have the same issue

kind lion
#

making a normal shadowvolume would fix that?

foggy finch
#

yep, should do

kind lion
#

oh ok nice, thanks

foggy finch
#

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

kind lion
#

dont think that would work, the building is 18k polies, probably gonna grab it from geometry lods and call it a day

foggy finch
#

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 ^

paper badger
#

anyone has got some time to help me with texturing?

stuck oyster
#

Depends what you need. Describe your problem and if anyone knows how to solve it they'll respond. @paper badger

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

stuck oyster
#

That is quite a big question.
Starting point would be setting up the ArmaTools and development environment right.

PMCwiki has good guide for those.

paper badger
#

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

stuck oyster
#

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

paper badger
#

right

#

understood

paper badger
#

Thank you tho

stuck oyster
#

for example this could help you

#

also there are sample models with configs in Arma 3 Samples on Steam

#

those might be useful.

crystal ivy
#

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.

stuck oyster
#

No they are not set up for that

crystal ivy
#

ok thank you

stuck oyster
#

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

rough idol
#

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

crystal ivy
#

thank you for the information

kind lion
#

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

stuck oyster
#

its in 100s

#

but the more it has, the heavier the calculations are.

kind lion
#

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

stuck oyster
#

oh. thats something new perhaps.

#

never seen that one.

cobalt pawn
#

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 ๐Ÿ™

kind lion
#

mine doesnt break the visual lod, but geo lod stopped working

rough idol
#

too many bones in shadow lod?

#

I remember that I helped Alwarren with same error on decon suit he was doing

kind lion
#

hmmmmm i'll give it a try

kind lion
#

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 ๐Ÿค”

outer condor
#

-targetBonesInterval=<n> how many bones are allowed in one section when binarizing p3d file (default: 55)

#

did you try to adjust that?

kind lion
#

how do i adjust that?

outer condor
#

binarize.exe parameter

kind lion
#

hmmmmmm

outer condor
#

no clue if its actually related, but worth a try i'd say

kind lion
#

is there a way to change that when using pboproject?

outer condor
#

probably not. you can get the binarize command line from its logs and do a direct launch for testing

stuck oyster
#

@kind lion would I be correct to assume its the windows that ramp up the bone count?

kind lion
#

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 ๐Ÿ˜ซ

stuck oyster
#

Ouch. For testing you could always separate it to a temporary folder and pack it individually

kind lion
#

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

stuck oyster
#

I think the question if the targetbonesinterval could be a pboProject UI parameter goes to @sturdy parcel

kind lion
#

that would be great

sturdy parcel
#

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.

kind lion
#

where do i find this log? in the binlog and output i dont see the command

outer condor
#

@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"

kind lion
#

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?

outer condor
#

you can launch from cmd (ctrl + r - type cmd)

#

or put into a bat file

kind lion
#

doesnt seem like its doing anything from batch file, a window opens and closes instantly

outer condor
#

you can add pause in an extra line to keep it open

north sundial
#

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

quick terrace
#

everyone else has that as well

#

it works well in windows 7/8 i am being told

north sundial
#

Oh right so no fix then

kind lion
#

you need to turn on directx in OB otherwise it works horribly slow

stuck oyster
#

Best workaround is to do everything ready outside of OB

kind lion
#

well with directx on it works correctly

#

i usually find handling named selections and memory LOD to be faster in OB than blender

fluid ocean
#

!issuewarning @vapid nexus for profanity. Please see #rules for further information

high scarabBOT
#

Done.

vapid nexus
#

What

north sundial
#

very quick question, do proxies take on the resolution lod of the model they are proxied into, i.e. will the quality scale down?

stuck oyster
#

if the proxy has lods too and the proxies are present in the different reslods then yes they should change too

north sundial
#

okay thank you

sudden thistle
#

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?

stuck oyster
#

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

sudden thistle
#

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

late root
#

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.

stuck oyster
#

๐Ÿ‘†

#

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

sudden thistle
#

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.

stuck oyster
#

threres couple of good posts on BI forums

#

but you should forget about Arma stuff until you know how Blender works

blissful spire
#

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?

kind lion
#

is that in blender? yes vertex groups are the same as named selections

naive cypress
#

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

stuck oyster
#

there is not.

#

you could use drawIcon3D

naive cypress
#

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!)

proper raptor
#

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

stuck oyster
#

Quite likely no one else will make it so its up to you.

kind lion
#

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

placid bough
#

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?

bold flare
stuck oyster
#

Reverse in some cases works too.

toxic apex
#

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?

rough idol
#

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

toxic apex
#

Cool thanks I'll try it

toxic apex
#

@rough idol sadly no joy

rough idol
#

and how many numbers did you tried?

#

I usually try ~10 to 40

#

@toxic apex

toxic apex
#

which numbers? I'm on about attempt 50

rough idol
#

dampingRateInAir - it can be in range from 1 to 7000

toxic apex
#

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

rough idol
#

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?

toxic apex
#

you mean engine on/off?

rough idol
#

no, deleteVehicle/createVehicle

toxic apex
#

no i didnt know you had to

rough idol
#

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

toxic apex
#

ah ok - thats logical

rough idol
#

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

toxic apex
#

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

rough idol
#

if there is no difference between dampingRate = 10 & 7000 then I'm pretty sure config is not loaded correctly

toxic apex
#

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!

rough idol
#

glad that I was able to help ๐Ÿ™‚

open coral
#

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?

rough idol
#

is that car working on ground without issues?

open coral
#

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

stuck oyster
#

Do you have the propeller memory point in correct height in you floating car?

open coral
#

i don' thave a propeller mem point at all.

#

what is it named?

stuck oyster
#

Can't remember but I'm pretty sure there is one and it needs to be below water

open coral
#

lsroub maybe?

#

consulting that sweat sweat Czech to english wiki

#

tried a few to no avail

hazy oak
#

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'?

median bough
#

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

hazy oak
#

How can you tell if a P3D is binary

#

It fails to import so I assume so..?

median bough
#

try to load it in object builder. binarized files make it crash

hazy oak
#

ah, yes, it crashed there too.

median bough
#

so, either get the source files (fbx, obj, ect) from your friend, or you're done with trying

hazy oak
#

Ill have to interrogate that little worm later...

#

Thank you for the info, Audiocustoms

hazy oak
#

Thank yall again I got the non-binary p3d and it loaded perfectly

hollow otter
#

I can give a screenshot if that help to explain my problem

stuck oyster
#

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)

hollow otter
#

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)

stuck oyster
#

There should be answers to that on the BI forums

#

basically you need to create a named selection called "head" that contains your helmet

hollow otter
#

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?

stuck oyster
#

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

hollow otter
#

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

stuck oyster
#

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.

stuck oyster
#

possibly you have it the wrong way in your p3d then

river kite
#

does someone has some experience into implementing a compass into an object ?

hollow otter
#

Okay i'll try to rotate it then and thank you so much

stuck oyster
#

@river kite what kind of an object?

river kite
#

A mortar, source = direction should be the Right source iirc But the cylinder doesnt orient

rough idol
#

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 ๐Ÿ˜› (above rule apply to other types of assets though)

river kite
#

So how could i achieve it that it works?

rough idol
#

such compass would have to be animated via 2 animations: direction & turret direction (look for MainTurret)

#

"turretDir" this could be also handy

river kite
#

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 ^^

river kite
#

"turretDir" works like a charm thanks reyhard

tawdry vault
#

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.

stuck oyster
#

needs valid geometry lod for simulation to work

dry roost
#

Would it be hard to make a tank model?

median bough
#

depends on your experience in 3d modeling

dry roost
#

Basicly none

median bough
#

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

dry roost
#

Got it

median bough
#

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/

dry roost
#

Thank you Audio

median bough
#

don't thank me yet. once you go down this rabbit hole, your soul will be lost forever ๐Ÿ˜‰

dry roost
#

Well I guess down i go!

median bough
#

good luck. i hope you got some goats to sacrifice to the modding gods ๐Ÿ˜„

dry roost
#

Only the finest ๐Ÿ˜ƒ

median bough
#

@stuck oyster will be proud of you

#

๐Ÿ˜„

stuck oyster
#

๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ‘ ๐Ÿ”ฅ ๐Ÿ”ฅ ๐Ÿ”ฅ

dry roost
#

hm

noble shoal
#

Wouldn't it be ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ๐Ÿ”ฅ๐Ÿ”ฅ๐Ÿ”ฅ

stuck oyster
#

I like the horn design better on the other one.

noble shoal
#

๐Ÿค˜

dry roost
#

Just got done with the gun and mantlet

dry roost
#

The turrets gonna be really annoying

dry roost
#

Should i fill in empty space?

stuck oyster
#

empty space?

blazing quiver
#

Inside the turret i think

#

Also

#

How do i make functioning gauges or how ever they are called

blazing quiver
#

Like a speed gauge

stuck oyster
#

they are parts that area animated via various engine animationsources

blazing quiver
#

Ok

dry roost
#

So im workin on a vehicle and i want a 50cal gun on top Do i have to make one?

stuck oyster
#

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

dry roost
#

hm i see Thanks!

toxic portal
vestal kindle
#

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!

stuck oyster
#

What do you pack with?

vestal kindle
#

addonbuilder

stuck oyster
#

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

vestal kindle
#

Do you have a right tutorial for setuping the P drive correctly ? Because directly from arma 3 tools it doesn't work for me.

stuck oyster
#

PMCwiki has steps for that.

#

Both for tools and P drive. Follow them to the letter

vestal kindle
#

alright thanks !

frozen umbra
#

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?

vestal kindle
#

@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 ? ๐Ÿค”

stuck oyster
#

@frozen umbra not possible

vestal kindle
#

Buldozer fixed ๐Ÿ™‚

stuck oyster
#

๐Ÿ‘

vestal kindle
#

For doors issues, it's more in config makers right ? ๐Ÿค”

stuck oyster
#

well it can be many things, model or config related

vestal kindle
#

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

uncut plover
#

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

quick terrace
#

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

uncut plover
#

so essentially just like this?

quick terrace
#

yeah

#

but obviously needs finer adjustments back forwards because you have no access to check it from ob yourself

uncut plover
#

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

uncut plover
#

got it working, forgot some LODs ty

hoary knoll
#

whats a good tool to edit p3d models and update the paths to textures etc

steel vector
#

Object Builder (part of Arma 3 Tools)

hoary knoll
#

hmm i tried but that wouldnt launch for me

worldly belfry
#

you canโ€™t edit files from the game

#

you need your own source files

hoary knoll
#

i have

steel vector
#

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)

hoary knoll
#

i just need to update paths to textures

#

i do have permission dont worry

stuck oyster
#

without original files you cant do that

#

even if you had permission

hoary knoll
#

i have themn

stuck oyster
#

you dont if the files dont open

steel vector
#

OB is the only tool which can handle Arma p3d files, so either verify files of Arma 3 Tools in Steam or reinstall it

hoary knoll
#

the object builder itself doesnt launch

stuck oyster
#

do tools and P drive setup with PMC wiki guide and try again

hoary knoll
#

does the object builder work for arma 2 models too btw?

worldly belfry
#

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 donโ€™t need object builder as long as the item you are changing has hiddenSelections

hoary knoll
#

i got it working, texture paths are fixed thanks

blissful spire
#

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

stuck oyster
#

proxies in the model only define the position of the proxy. you have to define what pose it uses in the config

median bough
#

for each proxy

blissful spire
#

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.

blissful spire
#

ill take a look

#

doesnt seem like it has what i need in regards to proxies

median bough
#

arma 3 sample models might have a hint

blissful spire
#

ive been looking at them already, and afaik im doing everything like they are

stuck oyster
#

did you make 1 proxy and then copy it?

blissful spire
#

no, theres individual proxies per cargo @stuck oyster

#

@@armaproxy - @@armyproxy.005 6 total. all individual proxies per how the car has it

stuck oyster
#

those namings are from Blender right?

#

how are they in OB?

blissful spire
#

it has both a texture and material?

#

how strange. considering its not supposed to.

stuck oyster
#

?

blissful spire
#

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.

median bough
#

if characters are standing in weird positions it's usually caused by missing proxies.

#

or broken proxy paths

stuck oyster
#

have you checked the proxies in ObjectBuilders Buldozer?

blissful spire
#

i dont have the sitting anim proxies available

#

or rather none that arnt binarized

median bough
#

out of my head all proxies must be in lods for pilot, gunner, cargo act

stuck oyster
#

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

blissful spire
#

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.

stuck oyster
#

you can load binarized p3d as proxy

blissful spire
#

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

stuck oyster
#

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.

blissful spire
#

i got it to work now. had to set each proxy to its own index

stuck oyster
#

๐Ÿ‘ I would still recommend making sure all your other stuff is set up right.

blissful spire
#

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

stuck oyster
#

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

blissful spire
#

Huh. Interesting.

#

ok. yeah they work. it needs a full path rather then a shortened path starting with a3\

stuck oyster
#

something is not set up right me thinks

blissful spire
#

dont know. all i know, is it works now

#

thanks for pointing out i was just being an idiot lol

stuck oyster
#

well if the path has P: in it

#

it wont work in game

#

this is why its imperative that tools are set up right

lavish jay
#

Is it possible to add some buldings slide doors?

stuck oyster
#

only to buildings you make yourself.

ionic brook
#

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?

stuck oyster
#

I have a gut feeling it cant be done

ionic brook
#

Yea, that was my fear too. Oh well. I'll see if I can give him some leeway but nvm. Thanks.

rough idol
#

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

stuck oyster
#

oo thats cool :3

rough idol
#
            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";
            };```
kind lion
#

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

stuck oyster
#

oh they should work

#

I got couple of animations on my mech arms that are separately controlled

kind lion
#

huh weird

#

i tried adding recoil to a static machinegun and the game would instacrash in diag

stuck oyster
#

humm

#

odd

#

I've run mine with diag exe

kind lion
#

๐Ÿค”

#

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

stuck oyster
#

barrel/chamber points i have moved no problem

kind lion
#

๐Ÿ˜ฎ

stuck oyster
#

eye points I dont think i've tried

#

theres external sourced zeroing happening here

#

while the turret/gun sources handle the base movement

kind lion
#

must've been doing something wrong then, weird ๐Ÿค”

ionic brook
#

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.

somber ember
#

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??

median bough
#

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/

somber ember
#

Unfortunately, the things he does don't work.

blissful spire
#

@somber ember, what do you mean its just a cube?

somber ember
#

There is a Cube I think the standard cube from Blender, not my model

blissful spire
#

if you just exported the cube, thats all thats going to show in obj builder

somber ember
#

I want to make a plate object

#

not a cube

#

but obj builder just showes a Cube

stuck oyster
#

You have to apply scale and rotation to the object before exporting.

#

You have scaled it in object mode, which is the wrong way.

somber ember
#

whish why is the right one

blissful spire
#

^ apply your transformations of your object before your export out as a p3d

somber ember
#

where to apply transformations

#

okay the object mode was my problem, thanks for the help.

waxen robin
#

How difficult is it to import a model?

kind lion
#

super easy, barely an inconvenience

waxen robin
#

but creating the model from scratch?

#

say an M777

#

I am looking online to see if there is a template made alrady

#

*already

kind lion
#

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

glad ore
#

How can I delete unclosed faces without removing the vertices?

glad ore
#

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

heady belfry
#

If you press D in object builder you can degenerate faces and keep verticies intact

rough brook
#

hi

heady belfry
#

@glad ore

stuck oyster
#

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

cobalt panther
#

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

heady belfry
#

Have you defined the appropriate memory points for the direction of light from the flare?

cobalt panther
#

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

kind lion
#

could it be theres more than one memory point assigned to the named selections?

tacit badger
#

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

median bough
#
kind lion
#

i dont think TB shows animations like OB does

#

been a while since i tinkered with it tho

stuck oyster
#

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

tacit badger
#

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)

stuck oyster
#

land_p3dname named class in config inheriting from house and class house in geometry lod named parameters

cobalt panther
#

@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.

kind lion
#

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?

cobalt panther
#

no

kind lion
#

like overlapping selections or something like that

cobalt panther
#

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

kind lion
#

does the building have anything uncommon?

#

๐Ÿ‘€

cobalt panther
#

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

kind lion
#

๐Ÿค”

#

i see

tacit badger
#

@stuck oyster worked, thank you ๐Ÿ™

kind lion
#

i'd take a look at the vanilla static destroyer

#

thats also chopped up in pieces

#

maybe there's some extra steps required

cobalt panther
#

not sure where that's located

kind lion
#

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

cobalt panther
#

I don't understand then

#

oh you spawn it via script

#

well that could be why then, maybe had the same issue I did

kind lion
#

could be

#

cant see any note in the configs or scripts, been a long time since these were added

stuck oyster
#

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.

median bough
#

a single reflector light
wait... vehicles for example support multiple iirc

stuck oyster
#

vehicle vehicle != building vehicle

median bough
#

so why shouldn't it work for buildings

#

you mean it's an issue with base classes?