#arma3_model

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stuck oyster
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more dynamic simulation/simulation type restriction

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to cut down how many lights there are on the scene

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as Arma is not great with them

median bough
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i thought i have seen buildings with more than one reflector. but could have been scripted like with the LHD

cobalt panther
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that's where my confusion came from, assumed because it worked for vehicles, must work for buildings

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big effin nope apparently

kind lion
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wow go figure

cobalt panther
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now I'm wondering if I could proxy them in somehow

median bough
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interesting thought

woeful viper
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what speaks against just separating the lights into their own Objects? Would also be more beneficial to LOD/ pbject culling

stuck oyster
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that would be the way

cobalt panther
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because it's massive bridge with at least 50 lights

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hand placing all of them would be slow

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especially if the bridge is going to be re used

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plus I have bigger bridges coming, with more lights

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so, lods would be far more ideal in this case

stuck oyster
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you can automate the light placement with a script that checks memorypoints you put into the model

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then export those out for terrain builder

cobalt panther
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can you automate it for the terrain editor?

stuck oyster
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no

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that would be too easy wouldnt it

cobalt panther
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of course

rough idol
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we came up to the conclusion that Arma seems to support only a single reflector light per objec thats not true

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@cobalt panther I guess you are aggregating all lights into single one?

rough idol
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anyway, 50 lights is a lot - don't forget that arma on highest light setting is only rendering 40 of them

stuck oyster
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@rough idol pls advice moar! cute

cobalt panther
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@rough idol the bridge is cut up into 9 pieces, it's very large, plus it will be in a custom map so I'm not sure that limit will be a huge issue.

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And yea they were aggregated

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but I've tried with marker lights and I had the same issue

rough idol
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bam, then you have answer for you issue

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aggregation means really aggregation

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so all your lights were aggregated to single light source

cobalt panther
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marker lights don't use aggregation

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and I had the same issue

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but, I will try using reflectors without aggregation, can't hurt to try

rough idol
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I guess you copy pasted cfg from reflector? marker lights use bit different syntax

cobalt panther
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what other way is there to do it XD

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everything uses aggregation

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figured it was a way to keep the lights synced or something

rough idol
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markerlights use "name"

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reflectors use "position" & "direction"

cobalt panther
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I know, I set that up correctly

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but no matter what, the same issue persisted

rough idol
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you can copy your config so we might find issue

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since it could be either some typo in config (more likely) or model

cobalt panther
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honestly, I've spent 3 days on this nonsense, I'll try removing the aggregate stuff and see if that helps, if not, I'm moving on from this

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if it doesn't work, then it's the engines fault, not mine, because it's not my first time working with reflectors, just never used them for buildings that have different areas for lights

rough idol
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how it can be engine fault if its working on other buildings?

cobalt panther
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show me a building which has several different lights all pointing in different directions

rough idol
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light house

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its even animated

cobalt panther
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ok then I'll take a look, cheers

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where is that located, sorry to be a pain

rough idol
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there should be one on northern part of malden

cobalt panther
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sorry, I meant folder wise ๐Ÿ˜›

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are you telling me, that no one really knew what aggregate reflectors really does then?

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because the lighthouse doesn't have it

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I asked a lot of people, and they all said, "do you have aggregate reflectors?" XD

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I am disappointed

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omfg, @rough idol thank you

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I'll admit, it was my fault, but to be fair, I had no idea what it did tbh

rough idol
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you are welcome ๐Ÿ˜‰

lost frost
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wip of a future emplacement KPV mod lol

stuck oyster
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Dakkadakka!

woeful viper
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nice murdertube

woeful viper
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does someone know how thick and wide a ladder model has to be to fit the animation properly? And the step distance

stuck oyster
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@woeful viper you could check some of the Arma2 models for example ladders. I dont think there are any in the A3 samples unfortunately

cobalt panther
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Not even bi know, have you seen the ladders ever fit?

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They've never been to scale with the animation, they finally figured It out with dayz

kind lion
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the animation resets whenever you stop

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on the ladder

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so it can easily go out of sync

woeful viper
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guess i can hope for "ideal case"...

stuck oyster
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@woeful viper Hope is a first step on a road to disappointment.

blissful spire
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could just make it as wide as the sample char provided @woeful viper

frozen umbra
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what is the use of class=forest in model's geometry lod

class=forest - blok se v mape kresli jako les, neda se znicit, vykresluje se jako les v enginu
can someone translate this? is there a purpose for this?

woeful viper
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google translate says
block is drawn in the map as a forest, can not be destroyed, it is drawn as a forest in the engine

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oh man i forgot how terrible ladder animations look... especially the "climbing over the top" part...

stuck oyster
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๐Ÿ˜„

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fun stuff eh

woeful viper
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almost inclined to make the roof of my little tower not climable because of how terrible it looks ๐Ÿคฆโ€โ™‚๏ธ

frozen umbra
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if I wanted the google translate version, I would go to google translate )) block is drawn in map forest drawn as forest engine wtf

rough idol
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ofp thing

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in ofp forests were made out of 50x50 blocks with multiple trees inside

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they had their own optimized instancing

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its no longer used since first arma afair and i'm not sure if its still working

frozen umbra
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Deprecated. Roger that. Thanks reyhard.

stuck oyster
turbid cove
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Sure thing (but I muted this channel :p #community_wiki is a sure way to reach me)

stuck oyster
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๐Ÿ˜„ thank you!

stuck oyster
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@young radish whats that?

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no links without descriptions

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regular users dont have picture previews enabled

silver zenith
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those side windows are sketchy

turbid cove
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done @stuck oyster

frozen umbra
plain jackal
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anybody run into an issue where a proxy displays just fine on buldozer, but not in-game? I know the proxy path is correct because it works in a different p3d, I know the model works because when I extract the proxy, it behaves normally. There is just specifically something about the p3d that completely prevents it from displaying any proxies

stuck oyster
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proxy objects need CfgNonAIVehicles classes

plain jackal
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even muzzleflashes?

stuck oyster
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is it used as muzzleflash?

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normally

plain jackal
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well its a custom muzzleflash

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but yes

stuck oyster
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and it previously worked?

plain jackal
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yeahp

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it seems to be a problem exclusive to the p3d

stuck oyster
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is it part of the muzzleflash selection

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and hidden with the animations

plain jackal
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yeah the animations for sure function properly

stuck oyster
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if you remove it from all selections does it show then?

plain jackal
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nope

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just for whatever reason that particular p3d will not display any proxies whatsoever

stuck oyster
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is it possible you have duplicated lods?

plain jackal
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nah I tried wiping out all the lods to check for that too

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its got me totally stumped

stuck oyster
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what type of model is it?

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weapon or vehicle?

plain jackal
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just a weapon

stuck oyster
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is the proxy index correct?

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if you delete it and copy a vanilla proxy to the model does that work?

plain jackal
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no dice

stuck oyster
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then I would open a new p3d and copy the lods into new ones one by one and then resave it with same name but deleting or moving the old one out of the way

plain jackal
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will do

stuck oyster
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I've had trouble with custom muzzleflashes too occasionally. cant remember what the problem was.

plain jackal
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new p3d didnt fix it

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maybe this is the culprit?

stuck oyster
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is it a very complex model?

plain jackal
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10k points, 20k faces in the first res lod

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nothing insane

stuck oyster
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should not be an issue then

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If vanilla proxy doesnt show up either it could be a config or model.cfg problem

plain jackal
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even if the proxy isnt a part of any selections?

stuck oyster
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hmm well it should show up then

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you had another weapon that it worked with right?

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use that in your config for the new gun

plain jackal
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yep

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it inherits from the same class and is the same besides a few different strings (displayname, standardsound, etc)

plain jackal
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hmm just tried deleting everything but the proxy in case the above thread issue was somehow the culprit and still nothin

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is it possible the p3d name could cause problems?

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its "T50_SRS.p3d"

stuck oyster
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should not

plain jackal
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didnt think so

stuck oyster
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but youve been naughty and dont prefix your filenames

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๐Ÿ˜›

plain jackal
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indeed

formal vapor
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how many polygons should a simple scope be?

stuck oyster
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well couple of K maybe?

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is it like holosight simple?

formal vapor
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eh, like aimpoint 5000 simple

stuck oyster
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if there is a similar sight in Arma, you could check its polycount with eliteness

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they probably move between 500-2000 tris.

formal vapor
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๐Ÿ˜ฌ I was really hoping to mid poly it to avoid all the high poly low poly stuff

rough idol
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HorribleGoat:proxy objects need CfgNonAIVehicles classes - thats not true, most proxies are without CfgNonAIVehicles

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muzzle flash need to be defined in muzzle flash selection (by default - zasleh)

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only one muzzle flash per weapon is supported

stuck oyster
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yea though he was talking about the kind of proxy object that needs that.

hollow otter
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Hello, in-game i can see through the model i made i see the inside of it did i miss something with lod or face properties ? I do have the same lods as the example model

stuck oyster
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you likely have flipped faces

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Arma supports only singlesided faces and the other side is see through

hollow otter
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how do i change that in object builder?

hollow otter
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i found on bi wiki with the 'w' key

stable sparrow
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Anyone got advice as to how they would approach it?

stuck oyster
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what about it you dont like?

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Id maybe make these segments like this myself

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though the shading is already pretty smooth so it might not matter at all.

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Do note that very little of this will eventually transfer over to the lowpoly texture

stable sparrow
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Yeh i've tried to do that but my hesitation was that i was having to "eye ball" the chamfer

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I've developed an unhealthy obsession over trying to produce something that looks boolean without boolean

stuck oyster
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whats wrong with boolean ๐Ÿ˜„

steel vector
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because they are false

stable sparrow
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the use of boolean is a very divisive subject i think we should stay away from here ๐Ÿ˜„

stuck oyster
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so I've heard

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๐Ÿ˜„

woeful viper
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beware of the boolean hoolegan

vapid nexus
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boolean is good if you use imprint an make edge connects on you're own

woeful viper
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you cant produce a "perfect" round thing with cutouts with subdivision. You can only fudge it to a point where it is not "as noticeable". "True roundness/boolean perfection" you get only from mathematically based bodies (used in CAD tools)

stable sparrow
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some odd lines in new version but the trick was to work from more polys

stuck oyster
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๐Ÿ‘ looking smooth

stable sparrow
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Cheers and thanks for help

subtle wolf
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X-49 speed hawk mod WHEN?

stuck oyster
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when you make it

silver zenith
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we believe in you champ

wispy sage
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S-97 Raider all the way.

stuck oyster
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oh nice! you making one?

wispy sage
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But ya, I am. Not planning on porting it into Arma though. At least not at the moment.

stuck oyster
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ยฏ_(ใƒ„)_/ยฏ

dawn epoch
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Hello, I am having a problem with my hat spawning in the crotch. I already did the autocenter 0 thing

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If anyone could help that'd be great

stuck oyster
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needs correctly set up model.cfg and correct selection for "head" in the model.

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compare to the Arma 3 samples on steam

dawn epoch
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wdym correct selection for head

stuck oyster
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weighted namedSelection/vertex group

dawn epoch
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My model.cfg is good but I have no idea what that means

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Do I need all the verticies to be under the head selection

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also does the head selection need to be capitalized

stuck oyster
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if you want them to move with the head

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it needs to be the same as it is in the model.cfg skeleton list

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which is the same as in the sample p3d

dawn epoch
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well then I don't know what the problem is

stuck oyster
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are you sure your model.cfg is right

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do you have a cfgModels class that is named the same as your p3d?

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and do you have the manskeleton in your cfgSkeletons class the same way as it is in the sample?

dawn epoch
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my model.cfg has class ENC_Dresscap : ArmaMan {};

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my p3d is called ENC_Dresscap.p3d

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and I copy and pasted the entire cfgSkeletons

stuck oyster
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that does seem to be correct then

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where did you put the autocenter named parameter?

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check for typos

dawn epoch
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in the geometry LOD

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i've deleted it and replaced it multiple times

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unless im somehow spelling "autocenter" incorrectly

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then it should be fine

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and im setting it as 0

stuck oyster
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what are you packing you addon with?

dawn epoch
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Addon Builder

stuck oyster
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assuming all you feed to it is correct, it should work

dawn epoch
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Well it doesnt

stuck oyster
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You could try using Mikeros PboProject to see if it catches any errors

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other than that nothing comes to mind

dawn epoch
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damn

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PboProject same thing

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could I send you the model and maybe you could take a look or something

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im pretty sure its something simple i overlooked

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or something like that

stuck oyster
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did you assign the verticles to the head selection?

dawn epoch
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yes

stuck oyster
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if you can upload it somewhere and drop the link here I can take a 5 minute peek

stuck oyster
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you have changed the skeletons classname from what it is in the sample

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it must be kept the same

dawn epoch
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you mean the OFP thingy

stuck oyster
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yes

dawn epoch
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testing now

stuck oyster
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I do hope this model is not taken from Fallout though.

dawn epoch
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It's not

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Also if it was that doesn't violate Bethesda's ToS afaik

stuck oyster
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I would not gamble on such. Cant remember seeing Bethesda ever releasing a statement saying Fallout stuff is free to use.

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in general ripping game assets to be used somewhere else is IP theft.

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when you buy a game you buy right to play it, not use the assets as you like.

dawn epoch
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yeah but i didnt do that

stuck oyster
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good.

thin wigeon
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I'm just learning blender 2.8, after realising how rubbish OB is for modelling. I've installed the latest toolbox. I figured out properties and I've got a LOD 1 with a collection called 1, object called 1 and an outliner called 1. Same for geometry. I added weight to geometry, or it doesn't export ( I read the forum before this). Two problems:

  1. I have two resolution LODs both called 1.000 in OB. I read something on the forum about a tickbox, but I can't find it, and I definitely only have one object called 1 with a custom LOD of 1.00 in Blender in arma properties.
  2. The object is lying down - there must be some property in blender I'm missing as if I import an existing p3d and export back to p3d in Blender it's fine.
    Help - this is going to be easy once I know what to do! ๐Ÿ™‚
thin wigeon
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ok, i solved 1. if you make a copy of a model into a backup group, not only do you need to untick the inherited arma property, you also have to save, exit and reload blender before exporting. otherwise, in memory, it still thinks it's an object.
still can't figure out 2. is there a more up to date guide than the one on FHQ?

stuck oyster
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You have rotated it in object mode instead of edit mode - > need to apply rotation and scale.

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Also export with "only selected" ticked and select only the lod objects you want to export.

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Object name means nothing, only the Arma property dictates which Lod it tries to put the object into.

vestal kindle
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Hello
Small Bulldozer question, how can I open doors in it ?
I tried the animations shortcuts from the wiki but nothing move, I have my model and config in the same folder.
Any idea pls ?

thin wigeon
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Thanks Mr. Goat. I did read something somewhere about object mode and rotate/scale and now it makes sense. I joined the object to a new cube and everything lined up again.

toxic apex
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@vestal kindle you mean to control the animation of the doors? Press backspace to cycle through the animation sources (you will see them named at the top - if there are no names appearing the model and classname in the model.cfg dont match) - you can then use [ or ] keys to cycle the anim back and forth

stuck oyster
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Check A3 sample house in buldozer for example

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If it does not work for your object, it's not set up right. Missing/faulty model. Cfg is the usual culprit

vestal kindle
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Well, now I have names on the top but nothing move when I press [ ] ๐Ÿคท

toxic apex
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ok so your animated part is is either not properly named in the model or you have a problem in your model.cfg

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either the bone is not named or paired in the skeleton or your animation define has a typo.

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possibly a missing axis in the model too.

vestal kindle
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well, doors works in the game
But I need to move them cause when it's open, the final pos isn't great so i want to check that in bulldozer to win some times

toxic apex
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well if it works ingame it should work in buldozer. I dont know what to say without seeing the model and cfg but im not on my gaming PC atm. I dont have the tools installed on this one so i cant really help more than that.

vestal kindle
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yeah no worries, I will use the long way hehe
Thanks !

toxic apex
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np

vestal kindle
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ok so it works, just using the wheel for open the doors ๐Ÿคท

hushed umbra
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Is there a way to keep backpacks visible inside a vehicle? Making up a parachute, and having the bag disappear is bugging me. I've tried copying the bag model into the parachute vehicle, but the straps and stuff didnt attach to the player skeleton

stuck oyster
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I dont think thats possible

woeful viper
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but you can show weapons, so you could make the parachute a weapon model - and replace the current player weapon. When he exits you can replace it back... If you want both to show, then i guess you are out of luck (unless you make the parachute part of the plane and unhide it at that space when a unit enters - but would require a still person in the seat - no movement)

cyan heart
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Do weapons show in every vehicle?
If not you could also replace the glasses/shemagh, some simple changes in config + script for switching between glasses and backpack upon entering a vehicle.

stuck oyster
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its dependant on the driver/gunner/cargo animation settings

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some positions are meant to be so that weapons show, some are not

oblique night
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I need help making a mod

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Any tips for starters

toxic portal
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Well first thing would be to have an idea of what you want to make

oblique night
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I do

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So?

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....

wispy sage
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What sort of mod are you trying to make @oblique night?

woeful viper
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you start making the thing you want to do. But since you dont know what to do you need to start doing tutorials on how you can do the thing you want to do and then do the thing you want to do

stuck oyster
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there is not tutorial on how to make a mod. there might be tutorials on how to make a part of a mod, like models, configs, textures and so on.

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so @oblique night what is it you want to do?

oblique night
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Oh like I want to make an army man mod

stuck oyster
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so you want to make a new uniform?

oblique night
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Yeah kinda

stuck oyster
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kinda?

stuck oyster
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ok then you probably want to start from learning how 3D modeling works

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for example Blender is good and free 3D modeling tool

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and theres lots of tutorials on the web on how to use it

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when you have learned how to use it you can start learning what kind of things you need to take into account when modeling things for Arma

oblique night
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Ok

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Let just say for instance

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I have all my custom hear and factions like that done

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How do I put it all together

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Into one

stuck oyster
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do you have that stuff done yet?

oblique night
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No I'm just saying

stuck oyster
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no point going into that yet

oblique night
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Ok

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I already know how blender works

stuck oyster
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you got quite a bit of learning to do on the stuff before that part

woeful viper
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there are configs to do that. So you tell "this is a tank, this is where the model file is, this is the weapon" etc (just more detailed) - in a nut shell

oblique night
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Ok

stuck oyster
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there are couple of quite good tutorials for Blender - to - Arma workflow, but you will need the models first

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and there are the Arma 3 Samples that you can use to learn from. But you should concentrate on one part at a time

woeful viper
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depending on ... desire for picture accuracy... you can also start out by changing textures for vanilla units to green and play around with the configs to do what you want and see if is going where you like

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modelling all kinds of stuff and then figuring out it wont work as you expect is a bummer

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plastic army isnt so much about the gear as much as it is about the environment being super large

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dunno if unsung mod allows retextures - if they do i'd start there, make stuff green, then model terrain (toys, small objects but very large) to get the feeling

oblique night
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But you know with iron front

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They have custom helmetd

woeful viper
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๐Ÿคทโ€โ™‚๏ธ pick whatever you fancy - but make sure the mod creators allow modification of their mod before you begin

shell lodge
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I've imported about 20 modern buildings, setup LODs, theyre all mapped, and exported each as a .p3d

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I'm trying to get these in game now, each tutorial ive found online doesnt work

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How would one go about this?

stuck oyster
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what does not work?

shell lodge
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cant find the model in the list

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dont know how to setup the configs 100%

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if someone can send me a template to go off of so i can learn what to do that'd be dope

woeful viper
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bis sample models... also, vanilla configs

stuck oyster
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๐Ÿ‘† Arma 3 samples on Steam

white jay
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hiya, I've just taken my first baby steps towards getting my own vehicle model into the game, took the good old testcar from a3 samples and replaced the 1.000 lod with my own model. when trying to save my miscreation with object builder it only spews out 'An error occured during save operation' without any further hints on what I might be doing wrong. Are there any log files in which I can figure out what's going wrong?
Or assuming that many people here have tried the same thing I just did, any common pitfalls to be aware of?

stuck oyster
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is the file open in somewhere else?

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it does that if windows locks the object as "in use"

vestal kindle
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Hey,
Got a strange issue with some normals. It's looking great in blender and aren't inverted.
Any fix in object builder ? ๐Ÿค”
I tried "recalculated Normals" but it didn't fixed it.
https://imgur.com/a/G84ItB8

white jay
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@stuck oyster was still open in blender ๐Ÿ˜ฉ thanks, I would have spent hours to figure that out

stuck oyster
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Blender export can lock it, especially if you get an error message

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@vestal kindle perhaps a pic a bit farther out as its hard to see anything from that pic

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or comparison pic to blender

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or preferably both

shell lodge
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whenever i export a model as p3d in blender, the created file contains 0 data

stuck oyster
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have you set the model to use the ArmaProperties?

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there is a tool tab for it

bold flare
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someone should just post a FAQ on the bif thread

stuck oyster
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There is a Thread for the ArmaToolbox

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most of this basic stuff is gone over there a couple of times

vestal kindle
stuck oyster
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You likely have not set those edges as sharp

vestal kindle
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strange, usually I don't to do that ๐Ÿค”
Thanks!

shell lodge
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@stuck oyster when i place my objects it shows up as such

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i cant send pics

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but its like a box with a ? mark

median bough
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Missing / not defined UI icon

shell lodge
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the object itself doesnt show either

stuck oyster
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you did not answer my question

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have you set the exported object to use arma properties?

shell lodge
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yes i did

stuck oyster
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where does it not show up?

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you can link pictures here

shell lodge
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im on macbook

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i can finally find my objects in game

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but when i place them, nothing physical is placed, it just shows a box with a ? mark on it

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also, i get an error that it contains n-gons (more then 3 verts) and that it cannot be exported, however the file is still exported/created

stuck oyster
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have you opened the p3d in Object Builder

shell lodge
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hold on ill do that rq

stuck oyster
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ouch

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you have missed quite a bit of basic stuff.

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if the exporter throws error, it likely creates the file but cant export anything into it

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so you have to fix your model to not use n-gons

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aka triangulate it

shell lodge
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gotchu

stuck oyster
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so for the future

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every time there is an error

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you have to figure out how to fix it

shell lodge
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should be fixxed is shall try again

#

doing this all on a windows vps from a macbook is so painful

stuck oyster
#

get PC?

shell lodge
#

i have a pc lmao, i'm not home

ionic brook
#

Anyone got the max vertex limit for Fire geos?

#

I'm certain I heard someone talking about it before but cant think for the life of me where I heard it and searching has been unfruitful.

stuck oyster
#

the more complex it is, the more it takes to process it

#

how big object you got?

#

it should be as simple as possible

median bough
#

my object is pretty big

#

ups, wrong chat

stuck oyster
#

๐Ÿค”

median bough
#

๐Ÿ˜‰

ionic brook
#

T34-85 redoing the fire geo.

#

turret is pretty smooth and I want to get the opportunity for deflection.

#

but don't wanna go OTT obviously.

#

but theres no like 3k vertex limit or anything. thats reassuring.

stuck oyster
#

well no but you really making it too complex will have negative impact

#

pretty smooth might already be in the OTT department

rough idol
#

@ionic brook there is deflection param in bisurf - there is no need to overdone it

#

Most complex firego i did was around 400 components

#

Regular geometries have 400 components limit but fire geo don't have such limitation

ionic brook
#

@rough idol cheers dude. i'll keep it low. Already been told to rethink. cheers for the insights anyway lads.

stuck oyster
#

no need to tag me.
But looks like your mesh is not quite right

#

did you make them?

#

ok so that is called stealing

#

its not allowed

#

the forza cars are microsoft property

#

nope you get no help

#

theres right way to do things

#

and then the way you are going

#

no.

#

the cars

#

I dont help people who do that

#

out of principle I dont help thiefs.

#

youll have to see if anyone else is wiling to do that.

#

byee

blissful spire
#

Play stupid games, win stupid prizes

old gulch
#

Hey there! So, I've been making a model, more or less have everything done for implementation, but when I go into Object Builder to make sure everything it working and I pull up Buldozer, I get this?
https://puu.sh/FhINu/35ba7d0f07.png

terse elm
#

Do u have any part of the model selected?

#

I looks like the selection masking when u have something selected in the viewport

old gulch
#

No, I don't.

#

I've been pondering if it's a combination of me using an anti-water material and a procedural texture. And also that it can't seem to find the textures without that anyway.

stuck oyster
#

Where did you use those?

#

Simplest way to test would be just remove texture and material.

old gulch
#

Just on a plane covering the footwell. I'll give it a try.

#

No luck

stuck oyster
#

Perhaps you have toggled some weird option on the buldozer menu

old gulch
#

I doubt it. I don't touch that menu if I don't have to. I'll double check though.

old gulch
#

You know what

#

I was an idiot, it was that selection masking. How strange!

#

In any case, last thing I need to figure out is how to make an object transparent-ish.

stuck oyster
#

Transparent parts need their own texture that contains Alpha channel for the transparency. They also need to have the _CA suffix before converting to PAA

old gulch
#

Ah, that should be there, I'll need to check that

old gulch
#

Okay! I got it done! Thank you very much for all the help!

stoic blaze
#

Just relized HorribleGoat just answered the question - Does anyone know the node setup for this? I've got a texture in a .png format that is slighty transparent.

How do I make my texture work in blender, to have the filter color while having the transparency aswell?

stuck oyster
#

if you want to see transparency in Blender you'll need to mix color and transparent nodes with correct input connection from the texture node.

#

anything you do in blender nodes does not transfer over to Arma

stoic blaze
stuck oyster
#

no

#

use ArmaToolbox addon to export as p3d

#

it gives you the option to set the arma texture and material paths that the export will then write into the file

#

the texture file you will need to separately put in right place

#

there is also a tutorial series called "Blender to Arma" in the Forums

stoic blaze
#

Thank you! Does this series include windows :D?

stuck oyster
#

windows?

old gulch
#

I think they mean doing stuff like windows.

#

Windscreens, etc.

#

Also, I don't know if this is more relevant here or in #arma3_config, but my Pilot's FP cam is in my third cargo position?

stoic blaze
#

@stuck oyster Yeah glass windows in a building ๐Ÿ™‚

stuck oyster
#

possibly.

#

but when you understand the basics that part should open up too

stoic blaze
#

Alright, thank you man! I'll give it a go haha

stoic blaze
#

anyone know how to fix? ^^

stuck oyster
#

yes

#

and yes

#

you need to join all separate objects into 1

#

1 object per LOD you want to export

stoic blaze
#

Oh, okay! Thank you again... I'm a bit of a potato at this haha

fluid ocean
#

!purgeban @shell lodge 365d Content theft and profanity

high scarabBOT
#

*fires them railguns at @shell lodge* ร’_ร“

fluid ocean
#

@stuck oyster ๐Ÿ‘†

thorn terrace
#

yikes

#

mans stole models?

vestal kindle
#

Small object buiilder question cause I don't find anything online
How do I rotate a selected object ? ๐Ÿค”

#

ok I just found the rotate button ^^

atomic oriole
#

Hello uhm anyone here a modder? Id like to request something and talk terms about it/the work if your interested, this is all hypothetical tho so i can figure stuff out

stuck oyster
#

There's many modders here but for that kind of questions #creators_recruiting is the place.
Now please write up a good info on what you are after and need so anyone with interest can decide there and don't need to chase you in PMs

#

@atomic oriole

atomic oriole
#

@stuck oyster roger ill get that done tomorrow! Its late here๐Ÿ˜… (didnt realise it was so late when was askin)

stuck oyster
#

๐Ÿ‘Œ

stoic blaze
#

@stuck oyster Yesterday you had me look at the From Blender to Arma 3 tutorial, however the issue is that he is using just one single texture. I have 3 different ones. If I have more than one "mesh", it will only import one of them into Object Builder. The model came with textures, and materials set in blender. Also had unwrapped UV-maps (So the textures were on UV-maps already)

Is there no way to simply take what I have in blender, and put it straight into object builder?

stoic blaze
#

I made vertex groups to quickly be able to select the "inner" and "outer" meshes, assigned to the two textures I wanna use. But I can't select using these vertex groups... Is there a way to do it, besides the little menu in the right hand side?

stuck oyster
#

Model can have more than 1 material in blender. When you join parts into one, it will keep the materials in place. Then you just set each material with correct Arma material paths and export.

#

You should familiarise yourself with the program a bit more before jumping into using someone else's files.

#

Also I do hope those are not taken from some other game. As that is a big nono and will get you into trouble.

blissful spire
#

Arma 3 samples are great

undone hound
#

I am new to model making. Can anyone help me out with how to make a weapon? I tried using arma 3 tools with blender and when I loaded up samples to see how things are, everything was streached and barely recognisable. I didn't even find any step by step guide or instructions on how to make a weapon. Any help would be appreciated

stuck oyster
#

it is very rare to find any step by step tutorials

#

usually you need tutorials on how to use different tools and how in theory different modeling techniques work

#

and then you apply those to create what you want to do

#

being new mean you first have to start from learning how to use the program

#

then you can do that and make the model you want you can start worrying about how to put that into Arma

earnest needle
#

Does arma3 have some firearm modules similar to h1z1? I mean the firearm can shine, thank you!

median bough
#

not sure what you are talking about...

earnest needle
#

@median bough Sorry, like an AK, I want to make it glare around it. Is there such a module?

median bough
#

still no clue... got a picture? upload it to imgur and post the link here

earnest needle
median bough
#

arma has a function to export editor preview images, but without fancy glare or whatever. that needs post production

#

see "screenshots"

earnest needle
#

ok tks a lot!

median bluff
#

Im currently making SIDAM 25 and it uses tracks, a friend of mine told me instead of animating the tracks you can just animate a texture, is that going to affect the quality as much?

stuck oyster
#

Animating the track texture is the only option you have

#

All Arma tanks are made like that.

#

You can see what it t looks like in game on any tracked tank.

woeful viper
#

well it can be made better looking than ingame tracks

#

not equal to "3d model" but still better.

median bluff
#

Ahhh coolio thought i was going to have to Animate each track

warm sigil
#

okay so im pretty sure that this would be the place to ask

#

So I rigged up a model yeah?
17:00:10: (filepath) vertex: 802, sum of weights is 154, should be 100
17:00:10: (filepath) vertex: 802, sum of weights is 154, should be 100

#

When I binarise this happens and it happens for pretty much the whole log

#

I know it has something to do with my weights but im not exactly sure what and how to go about fixing it

stuck oyster
#

set weights so that they add up to 100 on animated parts

warm sigil
#

How would I go about doing that

#

Cause i rigged in blender

#

is there a thing in Object builder i can use for that or do i need to manually fix my weights

stuck oyster
#

well there is a tool that can normalize weights in blender

#

that might work for you

#

but yes usually fixing stuff is quite manual work

warm sigil
#

Ive used that normalize weights but it doesnt seem to do anything

#

hmm

#

okay i tried the built in version

#

lets see what happens

warm sigil
#

fixed

undone hound
#

Can we modify Vanilla assets and make it a mod? Not just retexture but remove a component and modify it a bit? Will it break EULA or DMCA policy? I am looking to modify The CSAT vest and add an armour plate on them

outer condor
#

not allowed so far - except sample models

stuck oyster
#

@undone hound doing anything like that will get you into trouble.

undone hound
#

Alright. Thank you. I was just watching YouTube video and it said something about mounting P drive. I even checked the BI page about P drive but it didn't clean things up. Is mounting P drive necessary and why do we mount p drive?

woeful viper
#

"because its what we always did"

stuck oyster
#

P drive represents the root of the game engines file system and Arma tools are made to rely on it to work properly.

#

So when you make your new stuff in it and pack, the internal paths stay correct.

#

And yes to make proper addons you need P drive properly set up

#

Use PMCwiki guide to set up tools and P drive so that they work.

blissful spire
#

can confirm on needing the P drive. specially for looking at handling animations in vics IE cargo or driver p3ds

blissful spire
#

do i need "autocenter" in the geo lod for vehicles?

raw creek
#

there was a discussion about light bleed thru in texture makers so that brought up the question are there actually light model sources or they just point emitters?

stuck oyster
#

point sources

raw creek
#

hmmm trying to figure out why like the police bar or spot lights dont create the glare anymore.

stuck oyster
#

likely yes

blissful spire
#

poke someones brain, my proxies on my vehicle shows up in game for me

stuck oyster
#

They have sharp edges

blissful spire
#

yeah

#

outside of my commander and driver proxies they do

#

@stuck oyster, im assuming they arnt supposed to be then?

stuck oyster
#

Yep

blissful spire
#

thats strange. considering my driver/commander proxies show up in game as well

stuck oyster
#

Is it possible there are duplicates that are not proxies, just plain faces. Also have you applied some texture or material on them?

blissful spire
#

they were plain faces headdesk ive been fighting with this for a few hours now.

#

somehow my armaproxies got bent outta wack.

#

ty. apparently i am once again an idiot lol

stuck oyster
#

That's ok. We don't judge.

#

๐Ÿ˜‹

craggy sparrow
#

Hello. If I design an outfit and whether need to comply with DLC. And how to make those places have a unit logo.

raw creek
#

what controls if an AI can pathfind/validate a path into/thru buildings? like is there a specific layer/cfg or something that tells them where they can or cant walk?

stuck oyster
#

lod in the p3d

#

so that cant really be validated in any way

raw creek
#

well IG they can. seen some odd quirks too using terrain object module, like missing door icons but my playing with that had me live testing ai and found a few for Livonia they just dont like and get stupid on.

#

but okies the LOD in the p3d gives me something to look at.

stuck oyster
#

the terrain may obscure the pathlod entrypoints which will make the path unreliable for AI

#

the buildingPos points are related to the path

raw creek
#

Im wiping out all terrain grass objects in the test area so its empty and clear cept for structures and other

#

dont think its the ground/terrain itself was taking that into consideration also

#

was gonna test them in VR since I got the object names with what Im doing before reporting which ones.

bold flare
#

so that cant really be validated in any way
@stuck oyster
Well I think diag drawmode is enabled in diag binary? So you could view the path lod

raw creek
#

would stuff with doorways also show up with that?

bold flare
#

prolly

stuck oyster
#

I meant like with scripted automation.

bold flare
#

I'd say roadway lod should stop rain, try putting one on roof?

raw creek
#

only mentioned that cuz reading the wiki its referencing collisions so was thinking/hoping rain sees that

#

could check a simple object like a outdoor carport/cover/hanger see how they block them.

stuck oyster
#

perhaps you have something wrong in one of your lods

#

how big is it?

#

1 grid square = 1 meter

#

so about 30 meters

#

normal sized thing so should not have a problem

#

what are you packing it with?

#

addon builder is close to ok option

#

manager is not valid though

#

could be something there going wrong too.

#

Manager cant produce proper addon pbo and AddonBuilder works properly only if you feed it absolutely flawless data

#

well I use Mikeros PboProject for its debugging features

runic plover
#

Did you named the geometry parts as component01, 02, 03 etc?

#

If the issue is still until tonight, ill check how to fix it. I dont have it in mind right now and im at work. But i know its fixable, not a big problem. Im
Back at home like in 5hours + -

undone hound
#

I have made a model in blender (I made a simple vest to get hang of things). what will be the next step because when I load it in object builder, I get error. I saw in samples files that a every thing had Blue lines I believe were vertices and Triangle shapes meshes around it. There are also some things like Geometry etc which I don't what they do.

#

How do I put vertices, Geometry, lods and how do I know about which values to apply. Like in blender arma 3 tools, I saw objects had. Proxies too

stuck oyster
#

perhaps best place to look would be the Blender To Arma thread on BI forums

#

your question is a bit too big to answer in just few sentences

#

also there is a BI wiki page that explains what different LODs do

#

and also the Arma 3 Sampels on steam that also contain an example vest that shows what lods it requires

#

"simple vest" is not really the best first object though

manic abyss
#

Is there any animation source for when a static weapon has a gunner in it?

#

Couldn't find anything that matched on the biki.

stuck oyster
#

isSelected perhaps would work

manic abyss
#

Even if the static has no weapons defined in the turret? I'll give it a try. Thanks.

stuck oyster
#

then perhaps not

#

maybe give it a fake weapon?

manic abyss
#

Yeah will give it a try. Thanks.

undone hound
median bough
#

use pboProject

undone hound
stuck oyster
#

you have not installed all the tools

#

install it properly

#

you wont succeed if you dont have tools working correctly

radiant bridge
#

anyone can help me in fitting a headgear into arma's head

stuck oyster
#

depends what the problem is.

inner fjord
#

What memory points do I need in a Binocular Model? And where to put them. Thanks for any help

keen parrot
#

Hey guys, question for y'all who sign mods. When I publish a bikey do I have to name it something different for each mod? Do I need a bikey for each mod or do I just use my single key?

blazing quiver
#

anybody got a tutorial on how to add planes into the game

round bloom
#

Anyone seen this error in pboProject before?

bold flare
#

@keen parrot you can reuse the same key for all your mods

round bloom
#

@sturdy parcel does arma2p still exist somewhere?

sturdy parcel
#

@round bloom , the model is faulty the property is mis-spelled ๐Ÿ‘€ what it says
if it's an mlod you can easily fix it. if not you need my subsctiber tools

round bloom
#

Getting a very vague "model.cfgs for this pbo have errors" message now

#

Can't see anything obvious thats wrong in the model.cfg

median bough
#

@blazing quiver
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
this might give you an idea what needs to be done

blazing quiver
#

Thanks

median bough
#

@round bloom
if you got the right tools, create a .bat and paste that in

    echo %%i
    dep3d +fx %%i && -P %%i    
)```
this will fix trailing spaces in your models
#

place it in the folder of you models and drag'n'drop them onto it

keen parrot
#

Thanks @bold flare !

steel condor
#

hello, curious, when modeling vehicles with actuated parts... how to go about doing that. somehow there are A3 accessible variables and such on the model?

stuck oyster
#

you mean animations?

steel condor
#

sure? and for player control of the actuated parts.

steel condor
#

ah thanks...

stuck oyster
#

starts from there

late root
#

Only change it has compared to my other models with wrecks is I am using the following..

{
    class ProxyRetex;
    class ProxyLeman_Russ_Wreck: ProxyRetex
    {
        hiddenSelections[] ={"camo1","camo2","camo3","camo4","camo5","camo6","camo7","camo8","camo9"};
        model = "GD_Main\ML700_LemanRuss\Leman_Russ_Wreck.p3d";
    };
};```
stuck oyster
#

has mass?

#

and possibly proxyRetex is not compatible for wrecks

#

well seems like it is

#

never mind that

late root
#

Thats the info im getting this from

#

the wreck itself is....

#
    {
        author = "ML700 devteam";
        mapSize = 2;
        //editorPreview = "\A3\EditorPreviews_F\Data\CfgVehicles\Land_UWreck_FishingBoat_F.jpg";
        scope = 2;
        scopeCurator = 2;
        displayName = "Leman Russ Wrecked";
        model = "GD_Main\ML700_LemanRuss\Leman_Russ_Wreck.p3d";
        icon = "iconObject_2x3";
        editorSubcategory = "EdSubcat_APCs";
        hiddenSelections[] ={"camo1","camo2","camo3","camo4","camo5","camo6","camo7","camo8","camo9"};
    };```
stuck oyster
#

got any extra named selections etc in the geometry lod?

late root
#

Nope just "ComponentXX"

stuck oyster
#

got autocenter = 0 in the named properties?

#

got physX lod?

late root
#

No on auto, has no physx

stuck oyster
#

landcontact lod?

late root
#

yes

stuck oyster
#

Id start with the autocenter named property and physx lod

late root
#

Doing so now

#

Thank you, ill let you know the results

#

Trying to fix all my mods vics to not suddenly turn green on death ๐Ÿ˜›

stuck oyster
#

๐Ÿ‘

#

open up one of the vanilla tank wrecks in Eliteness to compare what it has

late root
#

autocenter=0 fixed it

#

Thank you, i keep forgetting to being that over

stuck oyster
#

might be good idea to have a simpler physX lod there too so that its easier on the computations

late root
#

Does the game auto use geo lod if physx is missing?

stuck oyster
#

yes

late root
#

well i better do that for all my stuff then

stuck oyster
#

๐Ÿ‘

late root
#

Thank you

robust lark
#

Hey, is there any forum post or guide for making objects? More as in the config side of things (with .p3ds) and all rather than the modelling. I'm looking to make alternate versions of existing models (from the samples) with different textures as standalone models so that they don't conflict with existing ones

stuck oyster
#

yes, many. They are in the Arma 3 editing section of the BI forums

robust lark
#

thanks! do you know of any specific ones possibly related for what I'm looking to do?

stuck oyster
#

dont try to find anything that specifc

#

you will not find any

#

the BI wiki has the basic explanation of how configs work for starters

#

but there will not be much any how to do very specifc X tutorials

robust lark
#

a general overview of Object Builder I suppose would help ๐Ÿ˜›

stuck oyster
#

I dont recall ever seeing one.

#

OB is not recommended tool to do much anything

robust lark
#

What do people use for working with objects?

steel vector
#

PMC has a decent config tut for cars and weapons

stuck oyster
#

proper modeling tools like Blender or 3DsMax

#

sure there are few who like OB but they are in the minority

robust lark
#

I'm not looking to make a model though, just swap out textures and make 'a new one' so I can use it and be compatible with the base game/my addon

stuck oyster
#

Dont think theres tutorials for that exact thing

robust lark
#

(if you saw from a few things I've mentioned in #arma3_terrain I'm trying to see a way to add for example different billboards_f / crane_f to my terrain)

stuck oyster
#

you probably can find info on smaller parts of that "how to"

robust lark
#

yeah that's what I'm looking for, anything related that could help on that

#

doesn't have to be a step by step exactly for what I want but fragments of the knowledge I need to fill the gap myself

stuck oyster
#

the Forums would be the place to look then

robust lark
#

alright! thanks!

stuck oyster
#

and BI forums might have some

#

Since youre at it, you could write down a short guide of your experiences

#

from a point of view of a beginner

#

could be helpful for others

robust lark
#

yeah, I wanted to try to do something similar with what I learned working on my first two terrains but I am scared to teach something wrong and make people make mistakes

stuck oyster
#

If you can write it down theres plenty of people here to review it

#

For most of use who know the stuff its the time thats required to write it down thats missing that prevents making any

robust lark
#

yeah, and as you've mentioned - things can be overly specific sometimes and require knowledge from here and there in order to do so. I do have the time and motivation, I just don't feel I'm that proficient or knowledgeable about these kind of things, but I'd love to sometime when I know or feel confident, thanks for the suggestion

stuck oyster
#

which is why it could be helpful if you document your path to the knowledge

#

like where you began searching and how far that gets you in the beginning and what you end up missing and need more help with etc etc

#

all that can be then compiled into a noob friendly tutorial

robust lark
#

it reminds me of something I had a teacher tell me in college (I study Multimedia design), that it more often becomes learning how to teach yourself, rather than be taught specific things - as in, becoming adventureous and curious, having the capacity to find the answers and techniques you're in need of, specially in the age of information we live in today

#

I really agree with your idea, I'll try to look into it but I can't make promises haha

stuck oyster
#

well indeed your teacher was correct

#

Knowing how to find information in this kind of situation is quite helpful

steel vector
stuck oyster
#

๐Ÿ‘

gusty lynx
#

Do you guys know a tutorial to make a remote controlled turret on an mrap work properly? My friend is trying to make it work but the turret doesn't move for some reason. And for all your questions about his config, model etc, unfortunately I don't know anything about vehicle modding and my friend doesn't speak english

stuck oyster
#

There are tutorials on how animations etc work but those are all in English as far as I know.

robust lark
#

some parts just don't get the texture properly applied to it or something

#

and if I try to apply the textures individually for different sections it just offsets itself/bugs out

#

not to mention the things the red arrows are pointing at

#

I did a lot of trial and error and just searching on here and on the bi forums until I found the mass texture / renaming and ctrl + a then e shortcut keys

#

I cross-refferenced the samples A2 crane and got the texture templates from mikero's tools unpacking a2/a3 and also using the A3 crane

#

I replaced the A2 rvmats with the A3 ones to save myself some hassle instead of re-pathing everything (like things that reffer to ca/ specially when I don't plan on using the CUP dependency with my current terrain) but I am yet to know if that's effective

#

other then that I'm clueless about the cabin window's being painted red and the stairs and the back of the crane not getting the texture applied to them

stuck oyster
#

well looks like youve replaced wrong parts

#

also .rvmat contains the detail textures like normalmaps and such. _CA and _CO texttures are yhe one you want to alter

#

_CA textures mean they have transparency in them

robust lark
#

that's good to know, I'll take another look with that in mind

stuck oyster
#

re texturing isnt as simple as it sounds

robust lark
#

not in Arma, nothing is! ๐Ÿ˜‚

stuck oyster
#

you basically need to understand the same principles as making a new model.

#

what texture types there are, how materials work, where they are applied

robust lark
#

yeah I've tried to pick specific parts of the crane and tried applying the two materials it's got on and off and pairing it with different textures but it'd just make it worse

#

the best way it's worked so far is with ctrl + a then applying the same to everything but even then it's still missing some parts

stuck oyster
#

no no thats no good

#

also make sure some parts of the model are not hidden

robust lark
#

I don't think anything is but I'm not sure lol

stuck oyster
#

revert back to the original ans start over

#

use the mass rename tool and change 1 texture at a time

#

dont alter the material

#

that you likely dont need to touch at all

robust lark
#

in the mass rename it seems to only have one texture (.paa) and two .rvmats, when I change the only .paa all it does is change the grid/fence of the crane (as seen here) https://imgur.com/a/yUcwr2U

#

I'm not sure what the other 4 files are but given by their name I don't think they're important are they?

#

the grid has kept it's transparency with the texture so my textures aren't wrong (or that's what I'd like to believe! I've only changed their hue.)

#

I've tried changing the _ca and _co in the rvmats but it still sticks to default (yellow, even though my .paas are red in colour - and if my pathing was wrong wouldn't it just break?)

stuck oyster
#

ah the crane uses multimaterial

#

then that is way different beast

#

that will need changes in the multi.rvmat

#

so yeas the grid_ca is for the transparent parts

#

but the rest are use the multimaterial

robust lark
#

hmm I've changed the .rvmats to reffer to my files, here's how everything's looking - though in the preview I guess the textures aren't working
https://imgur.com/a/Dq641eu

stuck oyster
#

I dont think you have your tools set up right

#

you should be using P drive

#

not your desktop.......

robust lark
#

ah haha my bad, I do have my tools setup - I work on P: drive for terrains, never done objects so I didn't know if that'd apply here too

#

I'll move everything over

stuck oyster
#

all the tools are designed to work in the P environment

robust lark
#

haha I feel stupid now, I'll re-path everything and see how that goes

stuck oyster
#

Apply logic enough and it gets easier. This is a good thing to put down on your tutorial material

#

"lessons learned"

robust lark
#

here I am being happy about a red crane... lol

#

now I need to see how to make it into a model of its own and make it come with my terrain by default

sturdy parcel
#

here, terrain is terrain and a difficult enough subject by itself too. red green or blue buildings are models and don't figure prominently in a technical sense of alll-the-things-that-go-wrong with a map.

robust lark
#

I've come to the realisation I'm a professional at doing things I don't like... I hate snow and I only like yellow cranes... yet here I am, having made a snow map and now trying to make other coloured cranes LOL.

sturdy parcel
#

there is of course a fair amount of cross-over with buildings because most people aren't that interested in them. they ALL want to make yet-another-m16

robust lark
#

haha

sturdy parcel
#

boring as batshit

robust lark
#

yeah it happens with everything... in terrains we've got the people that all want to make another kelley's island ๐Ÿ˜‚

#

alright now I gotta see where to go from here to making this into a model of it's own

#

does it work by just importing the .p3d into TB or do I need to set up some sort of config or addon for it?

sturdy parcel
#

well people don't seem to understand that the use-by date for a handgun is about two missions before everyone moves on to a later and greater. structures on the other hand have a life of around 5 years. so well worth the effort

robust lark
#

since I don't want to make it a standalone thing really but to come embedded with my terrain

#

well people don't seem to understand that the use-by date for a handgun is about two missions before everyone moves on to a later and greater. structures on the other hand have a life of around 5 years. so well worth the effort
@sturdy parcel very true! I mean if I get into the hang of it I'd like to make more things but I am just a starter haha - don't think anyone will notice these pointless cranes, but they will -feel- them, and I'll feel accomplished! ๐Ÿ˜› it's the small details

sturdy parcel
#

there are ways and means of importing buildings into tb without the need of a config. the key here is to get the model into T/B's template library. this can be done manually or with some 'tricks' but in a practical sense all structures should have configs 1) because people will want to use them in missions, not in a map, 2) most important, animated builldings (one's with doors) MUST have a land class config.

stuck oyster
#

@robust lark you will need to set up new folder structure for your buildings so that they become their own addon

sturdy parcel
#

yes

stuck oyster
#

then put all files in there

#

and change paths to point to those folders

robust lark
#

do I just make a folder with the objects in there or does it need some sort of config aswell?

sturdy parcel
#

all structures, practically, need a config.

stuck oyster
#

config is needed for editor plpacement and if you want any working/moving features

sturdy parcel
#

how else are you going to look at them in the game editor?

stuck oyster
#

if its just a terrain object config is not needed

#

but commonly you can place stuff in editor too

sturdy parcel
#

^

robust lark
#

the crane seems to have loaded with just the .p3d into TB but I'll follow your advice since I believe just importing it straight away surely will go wrong in some way xD

stuck oyster
#

TB cares only about the p3d

robust lark
#

the crane already came with an anim folder (I assume for climbing up the ladder), would that mean I can get away with that?

stuck oyster
#

no it contains the old destruction animation for it if I recall right

#

that might not work right though

robust lark
#

can I not just use the mikero's unpack A3 one then?

#

a3\structures_f\ind\Crane\Data\Anim\crane.rtm

stuck oyster
#

you can point the config to use that

robust lark
#

truuuue

stuck oyster
#

no need to pack in stuff you dont need

robust lark
#

gotta be resourceful with a3/ !

#

yeah exactly

#

I mean the crane itself is doing it with some of the concrete parts and stuff, they point to a3 for some things ๐Ÿ˜›

stuck oyster
#

yep thats good

robust lark
#

so I took the config.cpp from the original A3 crane, what things should I change here in order for it not to conflict? I'm assuming the 'class' and the .p3d pointers?
https://i.imgur.com/l7JigtC.png (thing I marked in red here)

#

cost = 55000; that's one expensive crane ๐Ÿ˜‹

rough idol
#

@robust lark that animation is used only for keyframe based destruction anim (which is partially broken btw)

robust lark
#

oh wow haha, I mean isn't it what the default vanilla cranes in A3 use anyway

stuck oyster
#

@robust lark you want to inherit the cranes config and change paths and names

robust lark
#

hope all packs and works well ingame ๐Ÿ˜›

stuck oyster
#

whyyy is your terrain so reeeeeed

robust lark
#

look up Australian Outback ^^

#

I've barely started working on it though, I'm doing a fictional australian outback inspired terrain with L3DT, still gotta do clutter and junk

#

Ok so when packing my terrain with the new cranes I get a message in the pboproject output saying that in the .p3ds the ".paa"s and the ".rvmat"s are missing although they are there? They work in TB and Object Builder, but it's not making the .pbos for the cranes

stuck oyster
#

did you put the p3ds with the terrain?

#

preferably pack them in separate pbo

#

in separate folder on P

#

also it means you got something wrong with your paths

robust lark
#

I think it's because I put \p:\ in Object Viewer for the paths?

#

I mean I use K9S\ in my rvmats and all

#

don't know if that'd had to do with it, and yeah I have my cranes in a separate folder

stuck oyster
#

same rules apply to all paths

#

youve done paths in terrain already

#

same stuff

robust lark
#

alright I'll change the paths in object viewer for the p3d, I think that might be it

stuck oyster
#

well yes

#

P: in any path is wrong

robust lark
#

๐Ÿ‘

stuck oyster
#

if your OB does not show textures with paths with no P: you need to set the path to textures in OB settings as P:\

robust lark
#

good pointer! I'll keep an eye out for that

robust lark
#

Yeah that worked out, it's weird it didn't make me pack a separate pbo for the cranes and that it did it itself but it works ingame lol

#

I should probably darken the green and blue ones but I'm so sick of it right now xD

#

Thanks a lot! Again

stuck oyster
#

๐Ÿ‘

#

if you did not already, it would be wise to tag_ prefix all your stuff

#

so theres less chance of conflicts

robust lark
#

I did yeah

#

I put tags on everything indiscriminately if something needs it or not, to make sure lol

#

though what I notice is that you can't climb the ladder on the ones I made despite using the same config and inheriting the anim from A3

stuck oyster
#

terrain placed ones?

robust lark
#

yea

stuck oyster
#

they need land_p3dname classnames in config

robust lark
#

I can't climb neither

#

oh ok

stuck oyster
#

and house type simulation

robust lark
#

it has the house_f bit and it has the ladders & their animation there aswell, don't know where I'd specify that land thing

#

do I just change the name of the p3d to have the land_* prefix?

#

-I compared with the config in the vanilla A3 crane and adjusted it as I thought fit, gonna try repacking and see how that goes

stuck oyster
#

no land in the p3d file name

#

only in the class name in config.cpp

#

there is a BI wiki page about that

robust lark
#

yeah

robust lark
stuck oyster
#

class_p3dname

#

yours does not match

robust lark
#

oh the class needs to match the p3d name right

#

in the default vanilla crane the first class under cfgpatches name differs from the one in cfgvehicles, maybe that is it?

stuck oyster
#

possibly if you lack some parameters it adds

robust lark
#

that's the only notable difference I can tell at least

stuck oyster
#

looks the pretty much the same

#

if you place one down in editor can you climb that

robust lark
#

nope

#

I think I should maybe just change the top CfgPatches classname to default, isn't that where it inherits from the A3 crane?

robust lark
#

welp that dint fix it

stuck oyster
#

no that has to be unique

#

check that you have the ladder points in your memory lod in the p3d

robust lark
#

were the cranes in A2 climbable? It's off of the A2 samples so maybe that's why

#

check that you have the ladder points in your memory lod in the p3d
not sure how to check this but I'll look in OB lol

#

also I noticed the part between the beginning of the ladder and the platform after the small set of stairs on the default crane lacks transparency in the grid lol

#

I was wondering if my mod messed it up, but I turned it off and still happened, asked a friend to check it and it happened on his end too, so that's interesting

#

it works fine in my cranes tho lol

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

robust lark
stuck oyster
#

probably some oversight

robust lark
#

I've got the chad cranes, the platform has the proper transparency and they're so wild and independant they don't let you climb them

noble hatch
#

Would appretiate any advice/guidance.

#

trying to get a model car i'm working on ingame. using the samples configs predominantly.
but whenever i go in game the physics freak out and it jitters aroud until it lands on its roof.
if i replace the p2d with the testcar it doesnt happen so i assume something is missing or wrong in my models lods

#

the lods I am yet to complete are shadowvolumes, view and fire geometry and hit points. I am maybe wrongly assuming these arnt relevant to car physx

stuck oyster
#

physXGeometry, geometry, landcontact and memory lods are what affect it

#

+bunch of stuff in the configs

noble hatch
#

So those I have done

stuck oyster
#

question is are they done correctly

noble hatch
#

The same config when used with the sample p3d works as intended, so I assume itโ€™s something wrong in my p3d

#

Haha yeah thatโ€™s the question

stuck oyster
#

have you looked at the requirements on the BI wiki LOD page?

noble hatch
#

Thatโ€™s a great idea ๐Ÿ˜ž sorry for wasting you time

stuck oyster
#

not wasted if I can point you to right direction

noble hatch
#

Had been going off of a car PhysX tutorial on the forum

#

Will work through those tomorrow and see if it fixes, thanks

silver zenith
#

can I force a model to be seen no matter the distance from it?

woeful viper
#

iirc yes, jets had something like that (introduced in jet dlc???)

rough idol
#

@silver zenith featureType = 2 in config

silver zenith
#

thanks I'll look into it

steel condor
#

hello will be working on scripting up a model. it will have moving parts, ranges of motion, parts can extend and retract, etc. generally speaking, what's the best practice for capturing that? i.e. in a cfg? scripting wise? with A3 animations, etc? as a frame of reference, I know that I can make minute adjustments to Black Wasp flaps, for instance, apart from the menu driven features. So I imagine we would be able to do something similar with this model. Thanks!

summer elm
#

Hey guys I was wonder if you could shed some light on what I'm doing wrong here. I'm working in object builder; I was launching from the file directory for object builder but I was told was wrong. So I tried launching from the Arma 3 tools launcher and I'm getting an error when trying to render the model; V:0000065432 External View Error, Attach Fail. No viewer found. After some digging I found that its looking for 32 bit arma 3 but that it was already set to. My external viewer in my config looks like this (C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=p:\buldozer.cfg) Can anyone spot an issue here I'm kinda lost at this point

stuck oyster
#

no the tools launcher is the wrong one to use

#

did you set up your tools and P drive in PMC wikis instructions?

#

@summer elm

raw creek
#

material? mass but would effect dist...?

#

do they use physx calcs? might be possible that way?

vestal kindle
#

Hi :)
Small issue with my model (building).
Everything works great except the collision and I don't know why, it's not my first building for Arma and from what I'm seeing, everything is okay.
I have my Geometry LOD with my door + door_action for each doors, and the component for each walls (cubes) with a Mass value.
I took a look to the test_house and everything is similar :/
Any idea ?

#

I tried to reduced the global mass (maybe arma have a mass limit) but still not working

stuck oyster
#

what part does not have collision?

#

are the components convex?

vestal kindle
#

Not convex
all the building

stuck oyster
#

welllll geomety components must be convex..

#

I wonder if there is a connection to your problem

vestal kindle
#

okay so I go to structure --> convexity --> Component convex hull ?

#

I didn't had to do that for my other buildings, strange ๐Ÿคท

#

I will test it

#

it's working, thanks !

stuck oyster
#

well possibly you got lucky and build the geometries from correct kind of parts

pale valley
#

on this issue with collisions, im new to trying to make models for arma, and the model I have, has no collision model, walk right through it.
I try making the model convex, not only does it turn it in to a big blob, it still has no collision.
Anybody know how to fix this issue?

stuck oyster
#

Geometry components need to be convex, they need to be named ComponentXXX and they need to have mass

pale valley
#

They have been made convex, but it doesnt let me change their mass? i presume this is the root of my problem?

stuck oyster
#

where are you trying to alter the mass?

pale valley
#

in the p3d editor... i honestly have no idea about 3d modelling but im the guy whos got to try and port them over, i asked my guy if he can add mass in blender but he has no clue (and hes the modeller! ๐Ÿ˜… )

stuck oyster
#

he can do it there too if he uses the ArmaToolbox Addon

#

you have to have geometry lod active

#

all the parts you want to alter the mass selected

#

and then use the mass dialog

#

if its not visible then it can be toggled from the window menu

#

and when verticles have mass they will have that grey square on them

pale valley
#

found the mass window, where are options for geomoetry lod?

#

got it! sorry, trying now

pale valley
#

okay so i have something that looks like this, however, the object can still be walked through?

#

okay i cant upload pictures but I have 0.000, geometry & geometry Phys, the latter two set at 30,000 mass

stuck oyster
#

is the geometry part named component?

pale valley
#

I got it working. to be honest, purewly by accident, I had to re-convex it, but weirdly this time it didnt turn in to a blob? kepyt its structure and is now a solid object.
Thank you buddy! very much appreciated

stuck oyster
#

It would be good idea to study the LOD wiki page to understand the different lods purpose and requirements

pale valley
#

yes, now i've overcome this hurdle I think I will. thank you for the help! im sure i'll be back at some point! haha

lyric tulip
#

ok, so im trying to build a hallway piece with a door, I gave the path a actionBegin1 and actionEnd1. In the config, I have them both set for "door_open". The door_open useraction will be via screenshot. For Some reason, I can't seem to get the ai to open the door and just walk through. Can someone explain to me what I'm doing wrong?

stuck oyster
#

why are the both actions the open one?

lyric tulip
#

im referencing off of the military office building

#

land_miloffices_v1_f

stuck oyster
#

that would likely be correct then. Could be issue with the geometry lods you have, or the action memorypoint placement

lyric tulip
#

the memorypoint is at the center of the door, the path lod is above the geometry lod and roadway lod like it should

stuck oyster
#

how thick is the door geometry?

#

do you also have viewGeometry lod?

lyric tulip
#

about a meter thick and yes

stuck oyster
#

try reducing the range of the action a little

#

Also does the path go through the door or do you have positions for AI on both sides

#

also in case someone else wants to chime in, pls post links to pics here

lyric tulip
#

the path goes through the door

stuck oyster
#

do you have these points in your paths

outer condor
#

is there a way to reduce grenade bouncing via model adjustment?

stuck oyster
#

perhaps make it heavier?

#

does the deflection value affect grenades?

outer condor
#

its only an angle if it is to happen at all from what i can tell

rough idol
#

there is no way to do it via only model

#

you can i.e. reduce speed or increase range but that means such grenade is going to travel less than before

#

you can notice that on i.e. chemlights - their init speed is lower than on smoke grenades and they are not so bouncy

#

on the other side you have under barrel smoke grenades which have much higher velocity (more energy) and tend to go pretty high

steel condor
#

hello question, in a modeling project / mod, what's the general guidance for a Git oriented project composition. i.e. if we have models coming out of Blender, for instance. the .blend file travels with the project? and on from there? Thank you...

median bough
#

we have a source repository for all data before it is made game ready. once it has been made game ready it goes to a common development repository which represents the actual folder structure on the p drive.
once we are confident for a release, we go to content lock of the repo and do error checks / bug fixing. after a week or so of content lock we release a RC of the mod from the development repo

#

@steel condor

#

some also keep private repos for the steps between source and dev repo to keep track of their progress and as backup

white jay
#

i made a pie

#

I'm happy

silver zenith
#

awesome

steel condor
#

where do I find a list of requiredAddons? what is A3_Soft_F, from the A3 samples, for instance? thanks...

stuck oyster
#

those are cfgPatches classes of other configs/PBOs

#

so you will find one in each config for each pbo

#

or you can find them all if you create or download the All in One config dump

#

A3_Soft_F corresponds with the same named pbo

#

required addons differ according to what inheritance classes you need to use.

#

safest bet however would be using the latest loadorder class as requiredAddon

#

off the top of my head cant remember what it was

#

enoch_loadorderSomethingSomething

#

it should be simple to find from the all in one config @steel condor

median bough
#

A3_Soft_F holds the parent config classes for cars and light armored wheeled vehicles iirc

steel condor
#

is there any specific pattern that needs to be followed for HitPoints in a vehicle? or just identify significant bones/objects involved in the model? i.e. wheels, glass, body or hull, engine, and so on?

steel condor
#

working from the car samples... how are tracks specified in the config for 8 wheel 4 axel vehicles? i.e. memoryPointTrackFLFL (front left front, left offset)?

pale valley
#

Hey guys, have another question, im pretty close to finishing importing this first model, the only issue is I want to give it a 'hiddenselection' to texture it rather than a "baked on" one, so if anyone wishes to retexture the model they can with no problems. the only issue is, i don't know how to do that. the closest tutorial i could find was this one; https://forums.bohemia.net/forums/topic/90124-hidden-selections/
But, being new to modelling, I don't know what the guy means by "Map a texture to the object you want to hide" & "Then name that object via the name selection window"
The object is in the game and works, is textured, just want them dirty hidden textures. any help would be appreciated.
tl;dr - How do i get a texture to load via hidden selections?

stuck oyster
#

You need a named selection that includes all the faces you want the hidden selection to apply to. Usually in arma things it's been called "camo"

That needs to be defined in the modelcfg sections list

And in the config. Cpp hiddenselections array.

#

I recall the samples do have these as well

pale valley
#

ha, i was looking at the LOD box, so once i've done this do I need to delete the texture information from the .rvmat and model proper?

stuck oyster
#

What?

#

no

#

it needs some form of default texture and material

pale valley
#

huh, then somethings gone wrong, its still using the "baked on" texture rather than the hidden selection, even after i tried deleting all references to the texture on the model

silk glacier
#

I have an issue with my custom road model where it does not curve to the terrain. I can also lift the road which should not happen. The road is a 20x30 plane with a roadway LOD. How do I solve this? Sorry if the solution is obvious.

silk glacier
#

Problem has been resolved. Stupid little mistake

hearty birch
#

new question... is there a way to model a giant human? scale the current model to a larger size? or are things pretty much locked?

stuck oyster
#

not without making completely new animation set in same size

#

so there is a way

#

but its not very noob friendly

#

not documented, no tutorials, some info spread around here and there

hearty birch
#

๐Ÿ˜„

#

bummer

stuck oyster
#

some mods have made such efforts

#

but perhaps not in the giant size

hearty birch
#

i've seen dogs and raptors

stuck oyster
#

Those too have unique animation sets

steel condor
#

How does one model tire tracks for cars, never mind 4 axel, 8 wheeled vehicles? Thanks...

blissful spire
#

my turret has an issue where when i look down sights, it only follows the Y axis, but not the X axis. 1st person is also bugged out where the camera wont follow either rotations. 3rd person works fine though and follows Y axis like it should.

steel condor
#

also, maybe a bit off topic, but in the A3 samples, I need help understanding the naming convention, i.e. in cars, Car_F extending from the built in Car. Seems arbitrary? Or was there a reasoning there? Thanks...

bold flare
#

Car_F -> Car Futura

orchid spruce
#

I'm having trouble getting reskins working on my weapon, the mode uses 2 materials, I've set one as a selection named "camo" and the other as "camo2", in the config for the main gun I have hiddenSelections[]= { "camo", "camo2" }; hiddenSelectionsTextures[]= { "FP_uns_guns\FAL\FAL_para_co.paa", "FP_uns_guns\FAL\FAL_para_stock_co.paa" }; and in the reskinned config I have ```hiddenSelections[]=
{
"camo",
"camo2"
};
hiddenSelectionsTextures[]=
{
"FP_uns_guns\FAL\FAL_para_camo_co.paa",
"FP_uns_guns\FAL\FAL_para_stock_camo_co.paa"
};

#

but the reskinned gun just uses the regular texture

#

am I missing something either in the config or model?

blissful spire
#

@orchid spruce whats your model cfg look like

orchid spruce
#

is there supposed to be something relating to those selections there?

bold flare
#

yes

#

sections

orchid spruce
#

ah I see

craggy sparrow
#

How many can have polygons in an outfit that game allows to install? (from the modeling side)

bold flare
#

install? Uh.. couple dozen million surely

craggy sparrow
#

No boundaries at polygons? as i was browsing that weapons less than 10k polys, vehicles ~20-32k polygons. But about oufit no information available

bold flare
#

There is a hardcoded boundary I suppose but its very high

#

and your game will probably just freeze trying to load that

craggy sparrow
#

There is no option to create a new model outfit, just to retexture templates?

bold flare
#

you can create your own model uniform

#

which is a fully body model (except head)

craggy sparrow
#

Now at least more clearly. Head started to work. : D

pale valley
#

yes
@bold flare could I ask more on this please? I think it's what I'm missing for my skinning issue, but I don't see an example of it in any of the configs I look at.. where does it go?