#arma3_model
1 messages ยท Page 145 of 1
to cut down how many lights there are on the scene
as Arma is not great with them
i thought i have seen buildings with more than one reflector. but could have been scripted like with the LHD
that's where my confusion came from, assumed because it worked for vehicles, must work for buildings
big effin nope apparently
wow go figure
now I'm wondering if I could proxy them in somehow
interesting thought
what speaks against just separating the lights into their own Objects? Would also be more beneficial to LOD/ pbject culling
that would be the way
because it's massive bridge with at least 50 lights
hand placing all of them would be slow
especially if the bridge is going to be re used
plus I have bigger bridges coming, with more lights
so, lods would be far more ideal in this case
you can automate the light placement with a script that checks memorypoints you put into the model
then export those out for terrain builder
can you automate it for the terrain editor?
of course
we came up to the conclusion that Arma seems to support only a single reflector light per objec thats not true
@cobalt panther I guess you are aggregating all lights into single one?
anyway, 50 lights is a lot - don't forget that arma on highest light setting is only rendering 40 of them
https://steamcommunity.com/sharedfiles/filedetails/?id=1223309664 oh sorry, its 16 actually ๐
@rough idol pls advice moar! 
@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.
And yea they were aggregated
but I've tried with marker lights and I had the same issue
bam, then you have answer for you issue
aggregation means really aggregation
so all your lights were aggregated to single light source
marker lights don't use aggregation
and I had the same issue
but, I will try using reflectors without aggregation, can't hurt to try
I guess you copy pasted cfg from reflector? marker lights use bit different syntax
what other way is there to do it XD
everything uses aggregation
figured it was a way to keep the lights synced or something
you can copy your config so we might find issue
since it could be either some typo in config (more likely) or model
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
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
how it can be engine fault if its working on other buildings?
show me a building which has several different lights all pointing in different directions
there should be one on northern part of malden
sorry, I meant folder wise ๐
are you telling me, that no one really knew what aggregate reflectors really does then?
because the lighthouse doesn't have it
I asked a lot of people, and they all said, "do you have aggregate reflectors?" XD
I am disappointed
omfg, @rough idol thank you
I'll admit, it was my fault, but to be fair, I had no idea what it did tbh
you are welcome ๐
Dakkadakka!
nice murdertube
does someone know how thick and wide a ladder model has to be to fit the animation properly? And the step distance
@woeful viper you could check some of the Arma2 models for example ladders. I dont think there are any in the A3 samples unfortunately
Not even bi know, have you seen the ladders ever fit?
They've never been to scale with the animation, they finally figured It out with dayz
the animation resets whenever you stop
on the ladder
so it can easily go out of sync
guess i can hope for "ideal case"...
@woeful viper Hope is a first step on a road to disappointment.
could just make it as wide as the sample char provided @woeful viper
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?
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
oh man i forgot how terrible ladder animations look... especially the "climbing over the top" part...
almost inclined to make the roof of my little tower not climable because of how terrible it looks ๐คฆโโ๏ธ
if I wanted the google translate version, I would go to google translate )) block is drawn in map forest drawn as forest engine wtf
ofp thing
in ofp forests were made out of 50x50 blocks with multiple trees inside
they had their own optimized instancing
its no longer used since first arma afair and i'm not sure if its still working
https://www.dslyecxi.com/images/bestoftactical/ofp_map.jpg forest block on map - look at the green thing
Deprecated. Roger that. Thanks reyhard.
@turbid cove since youre the wiki wizzard, might you be able to change the "forest" bullet to "forest - deprecated OFP era parameter" or something like that?
https://community.bistudio.com/wiki/Arma_3_Named_Properties#class
Sure thing (but I muted this channel :p #community_wiki is a sure way to reach me)
๐ thank you!
@young radish whats that?
no links without descriptions
regular users dont have picture previews enabled
those side windows are sketchy
done @stuck oyster
https://community.bistudio.com/wiki/Arma_3_Vegetation_P3D
might need editing too. thats where I read about it in a first place.
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
proxy objects need CfgNonAIVehicles classes
even muzzleflashes?
and it previously worked?
yeah the animations for sure function properly
if you remove it from all selections does it show then?
nope
just for whatever reason that particular p3d will not display any proxies whatsoever
is it possible you have duplicated lods?
nah I tried wiping out all the lods to check for that too
its got me totally stumped
just a weapon
is the proxy index correct?
if you delete it and copy a vanilla proxy to the model does that work?
no dice
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
will do
I've had trouble with custom muzzleflashes too occasionally. cant remember what the problem was.
is it a very complex model?
should not be an issue then
If vanilla proxy doesnt show up either it could be a config or model.cfg problem
even if the proxy isnt a part of any selections?
hmm well it should show up then
you had another weapon that it worked with right?
use that in your config for the new gun
yep
it inherits from the same class and is the same besides a few different strings (displayname, standardsound, etc)
hmm just tried deleting everything but the proxy in case the above thread issue was somehow the culprit and still nothin
is it possible the p3d name could cause problems?
its "T50_SRS.p3d"
should not
didnt think so
indeed
how many polygons should a simple scope be?
eh, like aimpoint 5000 simple
if there is a similar sight in Arma, you could check its polycount with eliteness
they probably move between 500-2000 tris.
๐ฌ I was really hoping to mid poly it to avoid all the high poly low poly stuff
HorribleGoat:proxy objects need CfgNonAIVehicles classes - thats not true, most proxies are without CfgNonAIVehicles
muzzle flash need to be defined in muzzle flash selection (by default - zasleh)
only one muzzle flash per weapon is supported
yea though he was talking about the kind of proxy object that needs that.
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
you likely have flipped faces
Arma supports only singlesided faces and the other side is see through
how do i change that in object builder?
i found on bi wiki with the 'w' key
I've been trying to model this aimpoint part and for the life of me I can't seem to do it cleanly
https://www.aimpoint.com/fileadmin/user_upload/2015_Web_Content/Product_Images/Spare_Parts/Comp_Series/12920_Cap_Switch_With_Screws_Kit_RF.png
Anyone got advice as to how they would approach it?
This is my latest attempt.
https://ibb.co/qyZp2Wx
https://ibb.co/Bw7gfpq
what about it you dont like?
Id maybe make these segments like this myself
though the shading is already pretty smooth so it might not matter at all.
Do note that very little of this will eventually transfer over to the lowpoly texture
Yeh i've tried to do that but my hesitation was that i was having to "eye ball" the chamfer
I've developed an unhealthy obsession over trying to produce something that looks boolean without boolean
whats wrong with boolean ๐
because they are false
the use of boolean is a very divisive subject i think we should stay away from here ๐
beware of the boolean hoolegan
boolean is good if you use imprint an make edge connects on you're own
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)
๐ looking smooth
Cheers and thanks for help
X-49 speed hawk mod WHEN?
when you make it
we believe in you champ
S-97 Raider all the way.
oh nice! you making one?
But ya, I am. Not planning on porting it into Arma though. At least not at the moment.
ยฏ_(ใ)_/ยฏ
Hello, I am having a problem with my hat spawning in the crotch. I already did the autocenter 0 thing
If anyone could help that'd be great
needs correctly set up model.cfg and correct selection for "head" in the model.
compare to the Arma 3 samples on steam
wdym correct selection for head
weighted namedSelection/vertex group
My model.cfg is good but I have no idea what that means
Do I need all the verticies to be under the head selection
also does the head selection need to be capitalized
if you want them to move with the head
it needs to be the same as it is in the model.cfg skeleton list
which is the same as in the sample p3d
well then I don't know what the problem is
are you sure your model.cfg is right
do you have a cfgModels class that is named the same as your p3d?
and do you have the manskeleton in your cfgSkeletons class the same way as it is in the sample?
my model.cfg has class ENC_Dresscap : ArmaMan {};
my p3d is called ENC_Dresscap.p3d
and I copy and pasted the entire cfgSkeletons
that does seem to be correct then
where did you put the autocenter named parameter?
check for typos
in the geometry LOD
i've deleted it and replaced it multiple times
unless im somehow spelling "autocenter" incorrectly
then it should be fine
and im setting it as 0
what are you packing you addon with?
Addon Builder
assuming all you feed to it is correct, it should work
Well it doesnt
You could try using Mikeros PboProject to see if it catches any errors
other than that nothing comes to mind
damn
PboProject same thing
could I send you the model and maybe you could take a look or something
im pretty sure its something simple i overlooked
or something like that
did you assign the verticles to the head selection?
yes
if you can upload it somewhere and drop the link here I can take a 5 minute peek
you have changed the skeletons classname from what it is in the sample
it must be kept the same
you mean the OFP thingy
yes
testing now
I do hope this model is not taken from Fallout though.
I would not gamble on such. Cant remember seeing Bethesda ever releasing a statement saying Fallout stuff is free to use.
in general ripping game assets to be used somewhere else is IP theft.
when you buy a game you buy right to play it, not use the assets as you like.
yeah but i didnt do that
good.
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:
- 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.
- 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! ๐
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?
You have rotated it in object mode instead of edit mode - > need to apply rotation and scale.
Also export with "only selected" ticked and select only the lod objects you want to export.
Object name means nothing, only the Arma property dictates which Lod it tries to put the object into.
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 ?
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.
@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
Check A3 sample house in buldozer for example
If it does not work for your object, it's not set up right. Missing/faulty model. Cfg is the usual culprit
Well, now I have names on the top but nothing move when I press [ ] ๐คท
ok so your animated part is is either not properly named in the model or you have a problem in your model.cfg
either the bone is not named or paired in the skeleton or your animation define has a typo.
possibly a missing axis in the model too.
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
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.
yeah no worries, I will use the long way hehe
Thanks !
np
ok so it works, just using the wheel for open the doors ๐คท
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
I dont think thats possible
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)
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.
its dependant on the driver/gunner/cargo animation settings
some positions are meant to be so that weapons show, some are not
Well first thing would be to have an idea of what you want to make
What sort of mod are you trying to make @oblique night?
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
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.
so @oblique night what is it you want to do?
Oh like I want to make an army man mod
so you want to make a new uniform?
Yeah kinda
kinda?
ok then you probably want to start from learning how 3D modeling works
for example Blender is good and free 3D modeling tool
and theres lots of tutorials on the web on how to use it
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
Ok
Let just say for instance
I have all my custom hear and factions like that done
How do I put it all together
Into one
do you have that stuff done yet?
No I'm just saying
no point going into that yet
you got quite a bit of learning to do on the stuff before that part
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
Ok
there are couple of quite good tutorials for Blender - to - Arma workflow, but you will need the models first
and there are the Arma 3 Samples that you can use to learn from. But you should concentrate on one part at a time
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
modelling all kinds of stuff and then figuring out it wont work as you expect is a bummer
plastic army isnt so much about the gear as much as it is about the environment being super large
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
๐คทโโ๏ธ pick whatever you fancy - but make sure the mod creators allow modification of their mod before you begin
I've imported about 20 modern buildings, setup LODs, theyre all mapped, and exported each as a .p3d
I'm trying to get these in game now, each tutorial ive found online doesnt work
How would one go about this?
what does not work?
cant find the model in the list
dont know how to setup the configs 100%
if someone can send me a template to go off of so i can learn what to do that'd be dope
bis sample models... also, vanilla configs
๐ Arma 3 samples on Steam
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?
is the file open in somewhere else?
it does that if windows locks the object as "in use"
Hey,
Got a strange issue with some normals. It's looking great in blender and aren't inverted.
Any fix in object builder ? ๐ค
I tried "recalculated Normals" but it didn't fixed it.
https://imgur.com/a/G84ItB8
@stuck oyster was still open in blender ๐ฉ thanks, I would have spent hours to figure that out
Blender export can lock it, especially if you get an error message
@vestal kindle perhaps a pic a bit farther out as its hard to see anything from that pic
or comparison pic to blender
or preferably both
whenever i export a model as p3d in blender, the created file contains 0 data
someone should just post a FAQ on the bif thread
There is a Thread for the ArmaToolbox
most of this basic stuff is gone over there a couple of times
@stuck oyster
https://imgur.com/NCLP44k
another in matpreview : https://imgur.com/TkKWDSA
Face orient mode : https://imgur.com/uDcbMy1
in object builder : https://imgur.com/jfDVmQv
You likely have not set those edges as sharp
strange, usually I don't to do that ๐ค
Thanks!
@stuck oyster when i place my objects it shows up as such
i cant send pics
but its like a box with a ? mark
Missing / not defined UI icon
the object itself doesnt show either
you did not answer my question
have you set the exported object to use arma properties?
yes i did
im on macbook
i can finally find my objects in game
but when i place them, nothing physical is placed, it just shows a box with a ? mark on it
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
have you opened the p3d in Object Builder
hold on ill do that rq
ouch
you have missed quite a bit of basic stuff.
if the exporter throws error, it likely creates the file but cant export anything into it
so you have to fix your model to not use n-gons
aka triangulate it
gotchu
so for the future
every time there is an error
you have to figure out how to fix it
should be fixxed is shall try again
doing this all on a windows vps from a macbook is so painful
get PC?
i have a pc lmao, i'm not home
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.
the more complex it is, the more it takes to process it
how big object you got?
it should be as simple as possible
๐ค
๐
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.
well no but you really making it too complex will have negative impact
pretty smooth might already be in the OTT department
@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
@rough idol cheers dude. i'll keep it low. Already been told to rethink. cheers for the insights anyway lads.
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
Play stupid games, win stupid prizes
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
Do u have any part of the model selected?
I looks like the selection masking when u have something selected in the viewport
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.
Where did you use those?
Simplest way to test would be just remove texture and material.
Perhaps you have toggled some weird option on the buldozer menu
I doubt it. I don't touch that menu if I don't have to. I'll double check though.
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.
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
Ah, that should be there, I'll need to check that
Okay! I got it done! Thank you very much for all the help!
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?
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
Okay.
Will this work, if transferred to object builder as an .obj?
http://prntscr.com/rcps2t
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
Thank you! Does this series include windows :D?
windows?
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?
@stuck oyster Yeah glass windows in a building ๐
Alright, thank you man! I'll give it a go haha
@stuck oyster When loading my P3D, only this door shows up: http://prntscr.com/rcrb80
Did I somehow mess it up?
anyone know how to fix? ^^
yes
and yes
you need to join all separate objects into 1
1 object per LOD you want to export
Oh, okay! Thank you again... I'm a bit of a potato at this haha
!purgeban @shell lodge 365d Content theft and profanity
*fires them railguns at @shell lodge* ร_ร
@stuck oyster ๐
Small object buiilder question cause I don't find anything online
How do I rotate a selected object ? ๐ค
ok I just found the rotate button ^^
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
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
@stuck oyster roger ill get that done tomorrow! Its late here๐ (didnt realise it was so late when was askin)
๐
@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?
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?
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.
Arma 3 samples are great
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
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
Does arma3 have some firearm modules similar to h1z1? I mean the firearm can shine, thank you!
not sure what you are talking about...
@median bough Sorry, like an AK, I want to make it glare around it. Is there such a module?
still no clue... got a picture? upload it to imgur and post the link here
https://imgur.com/a/ASmP31D just like this,but actually it has yellow glare around it
arma has a function to export editor preview images, but without fancy glare or whatever. that needs post production
see "screenshots"
ok tks a lot!
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?
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.
well it can be made better looking than ingame tracks
not equal to "3d model" but still better.
Ahhh coolio thought i was going to have to Animate each track
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
set weights so that they add up to 100 on animated parts
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
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
Ive used that normalize weights but it doesnt seem to do anything
hmm
okay i tried the built in version
lets see what happens
fixed
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
not allowed so far - except sample models
@undone hound doing anything like that will get you into trouble.
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?
"because its what we always did"
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.
can confirm on needing the P drive. specially for looking at handling animations in vics IE cargo or driver p3ds
do i need "autocenter" in the geo lod for vehicles?
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?
point sources
hmmm trying to figure out why like the police bar or spot lights dont create the glare anymore.
https://steamcommunity.com/sharedfiles/filedetails/?id=2018897287 for example I had to put a point source just outside the glass of the spotlight. if its inside it, poof. and those lights do light up so Im wondering if maybe the glass in front is actually blocking the indended light source from them floodlights?
likely yes
poke someones brain, my proxies on my vehicle shows up in game for me
They have sharp edges
yeah
outside of my commander and driver proxies they do
@stuck oyster, im assuming they arnt supposed to be then?
Yep
thats strange. considering my driver/commander proxies show up in game as well
Is it possible there are duplicates that are not proxies, just plain faces. Also have you applied some texture or material on them?
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
Hello. If I design an outfit and whether need to comply with DLC. And how to make those places have a unit logo.
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?
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.
the terrain may obscure the pathlod entrypoints which will make the path unreliable for AI
the buildingPos points are related to the path
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.
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
would stuff with doorways also show up with that?
prolly
I meant like with scripted automation.
I'd say roadway lod should stop rain, try putting one on roof?
https://community.bistudio.com/wiki/LOD#Geometry ? or Fire Geometry?
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.
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
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 + -
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
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
Is there any animation source for when a static weapon has a gunner in it?
Couldn't find anything that matched on the biki.
isSelected perhaps would work
Even if the static has no weapons defined in the turret? I'll give it a try. Thanks.
Yeah will give it a try. Thanks.
I finally made a vest and configued it and everything but when I pack it, I get this error: https://imgur.com/a/GsZMSni https://imgur.com/a/WxzRT1p . I closed the shadows and made a 3 vertices and still getting thius error
use pboProject
Pbo Project for me is not showing crunch. Crunch is grey: https://imgur.com/a/wTI8ilB
you have not installed all the tools
install it properly
you wont succeed if you dont have tools working correctly
anyone can help me in fitting a headgear into arma's head
depends what the problem is.
What memory points do I need in a Binocular Model? And where to put them. Thanks for any help
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?
anybody got a tutorial on how to add planes into the game
@keen parrot you can reuse the same key for all your mods
@sturdy parcel does arma2p still exist somewhere?
@round bloom , the model is faulty the property is mis-spelled ๐ what it says
if it's an mlod you can easily fix it. if not you need my subsctiber tools
Getting a very vague "model.cfgs for this pbo have errors" message now
Can't see anything obvious thats wrong in the model.cfg
@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
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
Thanks
@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
Thanks @bold flare !
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?
you mean animations?
sure? and for player control of the actuated parts.
ah thanks...
starts from there
For some reason my model sinks when swapping to wreck.
https://gyazo.com/fe206e85b5de76bd085d7c19a1085124
Checked the geolod.
Its closed, Convex, Weighted, has components
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";
};
};```
has mass?
and possibly proxyRetex is not compatible for wrecks
well seems like it is
never mind that
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"};
};```
got any extra named selections etc in the geometry lod?
Nope just "ComponentXX"
No on auto, has no physx
landcontact lod?
yes
Id start with the autocenter named property and physx lod
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 ๐
might be good idea to have a simpler physX lod there too so that its easier on the computations
Does the game auto use geo lod if physx is missing?
yes
well i better do that for all my stuff then
๐
Thank you
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
yes, many. They are in the Arma 3 editing section of the BI forums
thanks! do you know of any specific ones possibly related for what I'm looking to do?
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
a general overview of Object Builder I suppose would help ๐
What do people use for working with objects?
PMC has a decent config tut for cars and weapons
proper modeling tools like Blender or 3DsMax
sure there are few who like OB but they are in the minority
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
Dont think theres tutorials for that exact thing
(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)
you probably can find info on smaller parts of that "how to"
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
the Forums would be the place to look then
alright! thanks!
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
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
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
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
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
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
well indeed your teacher was correct
Knowing how to find information in this kind of situation is quite helpful
btw... to get back to your original question; there are already some basic guides on how to make configs of units and gear (including the wiki: https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide) which is a good place to start.
๐
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
There are tutorials on how animations etc work but those are all in English as far as I know.
welp I kind of managed to do a bit of something but I've still got no clue what I'm doing lol
https://i.imgur.com/2L5KDp5.png
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
https://imgur.com/a/foZFElH this is driving me nuts
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
that's good to know, I'll take another look with that in mind
re texturing isnt as simple as it sounds
not in Arma, nothing is! ๐
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
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
I don't think anything is but I'm not sure lol
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
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?)
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
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
I dont think you have your tools set up right
you should be using P drive
not your desktop.......
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
all the tools are designed to work in the P environment
haha I feel stupid now, I'll re-path everything and see how that goes
Apply logic enough and it gets easier. This is a good thing to put down on your tutorial material
"lessons learned"
Wow! Yeah, it works perfect now
https://i.imgur.com/7M3wv38.png
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
don't know if that discussion is for #arma3_terrain or here
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.
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.
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
haha
boring as batshit
yeah it happens with everything... in terrains we've got the people that all want to make another kelley's island ๐
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?
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
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! ๐ it's the small details
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.
@robust lark you will need to set up new folder structure for your buildings so that they become their own addon
yes
do I just make a folder with the objects in there or does it need some sort of config aswell?
all structures, practically, need a config.
config is needed for editor plpacement and if you want any working/moving features
how else are you going to look at them in the game editor?
if its just a terrain object config is not needed
but commonly you can place stuff in editor too
^
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
TB cares only about the p3d
the crane already came with an anim folder (I assume for climbing up the ladder), would that mean I can get away with that?
no it contains the old destruction animation for it if I recall right
that might not work right though
can I not just use the mikero's unpack A3 one then?
a3\structures_f\ind\Crane\Data\Anim\crane.rtm
you can point the config to use that
truuuue
no need to pack in stuff you dont need
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 ๐
yep thats good
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 ๐
@robust lark that animation is used only for keyframe based destruction anim (which is partially broken btw)
oh wow haha, I mean isn't it what the default vanilla cranes in A3 use anyway
@robust lark you want to inherit the cranes config and change paths and names
Thanks a lot for your help @stuck oyster! You're the man! :)
https://i.imgur.com/oGW0jm7.png
hope all packs and works well ingame ๐
whyyy is your terrain so reeeeeed
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
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
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
alright I'll change the paths in object viewer for the p3d, I think that might be it
๐
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:\
good pointer! I'll keep an eye out for that
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
https://i.imgur.com/ukxNEFe.png might've had too much fun with it ๐
๐
if you did not already, it would be wise to tag_ prefix all your stuff
so theres less chance of conflicts
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
terrain placed ones?
yea
they need land_p3dname classnames in config
and house type simulation
https://pastebin.com/vm8dQSBf this is my config rn
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
no land in the p3d file name
only in the class name in config.cpp
there is a BI wiki page about that
yeah
so I added the land_* to the classnames but it still doesn't seem to work, this is my config
https://pastebin.com/z3SaQjgG
oh the class needs to match the p3d name right
It's still not working? this is my config
https://pastebin.com/68e2Arp6
in the default vanilla crane the first class under cfgpatches name differs from the one in cfgvehicles, maybe that is it?
possibly if you lack some parameters it adds
this is the default a3 config;
https://pastebin.com/kZPDFryK
that's the only notable difference I can tell at least
nope
I think I should maybe just change the top CfgPatches classname to default, isn't that where it inherits from the A3 crane?
welp that dint fix it
no that has to be unique
check that you have the ladder points in your memory lod in the p3d
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
ยฏ_(ใ)_/ยฏ
https://i.imgur.com/UUnF8zA.jpg arma being arma
probably some oversight
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
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
physXGeometry, geometry, landcontact and memory lods are what affect it
+bunch of stuff in the configs
So those I have done
question is are they done correctly
The same config when used with the sample p3d works as intended, so I assume itโs something wrong in my p3d
Haha yeah thatโs the question
have you looked at the requirements on the BI wiki LOD page?
Thatโs a great idea ๐ sorry for wasting you time
not wasted if I can point you to right direction
Had been going off of a car PhysX tutorial on the forum
Will work through those tomorrow and see if it fixes, thanks
can I force a model to be seen no matter the distance from it?
iirc yes, jets had something like that (introduced in jet dlc???)
@silver zenith featureType = 2 in config
or this via script https://community.bistudio.com/wiki/setFeatureType
thanks I'll look into it
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!
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
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
@steel condor animation stuff starts from here: https://community.bistudio.com/wiki/ArmA:_How_to_animate_a_model
material? mass but would effect dist...?
do they use physx calcs? might be possible that way?
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
Not convex
all the building
welllll geomety components must be convex..
I wonder if there is a connection to your problem
okay so I go to structure --> convexity --> Component convex hull ?
I didn't had to do that for my other buildings, strange ๐คท
I will test it
it's working, thanks !
well possibly you got lucky and build the geometries from correct kind of parts
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?
Geometry components need to be convex, they need to be named ComponentXXX and they need to have mass
They have been made convex, but it doesnt let me change their mass? i presume this is the root of my problem?
where are you trying to alter the mass?
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! ๐ )
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
found the mass window, where are options for geomoetry lod?
got it! sorry, trying now
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
is the geometry part named component?
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
It would be good idea to study the LOD wiki page to understand the different lods purpose and requirements
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
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?
why are the both actions the open one?
that would likely be correct then. Could be issue with the geometry lods you have, or the action memorypoint placement
the memorypoint is at the center of the door, the path lod is above the geometry lod and roadway lod like it should
about a meter thick and yes
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
the path goes through the door
is there a way to reduce grenade bouncing via model adjustment?
its only an angle if it is to happen at all from what i can tell
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
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...
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
awesome
where do I find a list of requiredAddons? what is A3_Soft_F, from the A3 samples, for instance? thanks...
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
A3_Soft_F holds the parent config classes for cars and light armored wheeled vehicles iirc
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?
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)?
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?
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
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?
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
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.
Problem has been resolved. Stupid little mistake
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?
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
i've seen dogs and raptors
Those too have unique animation sets
How does one model tire tracks for cars, never mind 4 axel, 8 wheeled vehicles? Thanks...
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.
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...
Car_F -> Car Futura
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?
@orchid spruce whats your model cfg look like
is there supposed to be something relating to those selections there?
ah I see
How many can have polygons in an outfit that game allows to install? (from the modeling side)
install? Uh.. couple dozen million surely
No boundaries at polygons? as i was browsing that weapons less than 10k polys, vehicles ~20-32k polygons. But about oufit no information available
There is a hardcoded boundary I suppose but its very high
and your game will probably just freeze trying to load that
There is no option to create a new model outfit, just to retexture templates?
Now at least more clearly. Head started to work. : D
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?
