#arma3_model

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bold flare
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class CfgModels {

    class Default {
        sectionsInherit="";
        sections[] = {};
        skeletonName = "";
    };

    class mim_104: Default {
        skeletonName = "mim_104_skeleton"; // Set to use above defined skeleton.
        sectionsInherit = "";
        sections[] = { "tex_base", "tex_boxes", "tex_mh"};
        class Animations {};
    };
};

sections are names of lod0 (or other) selections in your model, that you wish to be "exported" to the game. Only these you can use in hiddenSelections

pale valley
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is this in the model editor or in a config file for the game itself? because I have no idea where cfgModels goes, i cant see it in the games root directory

bold flare
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model.cfg

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next to your unbinarized p3d, before binarization

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"Arma model.cfg" -> Google

stuck oyster
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refer to the Arma 3 samples on steam

pale valley
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I have done and honestly I can't make much sense of them, Ive got the config written and used the one dedman kindly provided for reference but I'm still clueless, honestly

bold flare
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dedmen* ๐Ÿ‘€

pale valley
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sorry, it wasn't a threat ๐Ÿ˜…

stuck oyster
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well it is quite simple connect dots kinda situation if you dont overthink it

pale valley
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its the config for the model that's tripping me up, I've never had to do one before and im struggling to work out the classes and skeleton names, im gonna try find a simple object in the samples and hopefully learn from it

stuck oyster
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There are also some pages on bi wiki that explain how config and modelcfg work in principle

blissful spire
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this turret is still tripping me up

steel condor
stuck oyster
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@blissful spire sounds like wrong selection names/bone weighting on different lods

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possibly 2+ animated selections on same mesh

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@steel condor what is water logged land vehicle? and how does land vehicle connect to ship config?

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and what resistance?

blissful spire
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@stuck oyster, the Y axis for the camera works properly. its the X axis that im having issues with

stuck oyster
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most likely a typo somewhere

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or bone hierarchy problem

blissful spire
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idk how though

#
            "view_gunner","gun_turret_y",
            "view_gunner","gun_body",

turret_y is the Y axis, gun_body is the X axis section that moves

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model of turret itself moves properly though

#
            class MainTurret 
            {
                type="rotationY";
                source="mainTurret";
                selection="gun_turret_y";
                axis="gun_turret_axis_y";
                animPeriod=0;
                minValue="rad -360";
                maxValue="rad +360";
                angle0="rad -360";
                angle1="rad +360";
                memory = 1;
            };
            class MainGun: MainTurret {
                type="rotationX";
                source="mainGun";
                selection="gun_body";
                axis="gun_turret_axis_x";
            };

thats the anim section of my model.cfg

stuck oyster
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whats the view_gunner bone?

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and you cant have it parented to 2 bones

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thats the problem

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your view_gunner memorypoint needs to be in the gun_turret_y selection to move with it

blissful spire
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wait.. its the other way isnt it.. and the view_gunner is the mem point for the turret camera

stuck oyster
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compare to sample tank

blissful spire
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tank is hard to read for me. ive been using the sample tank

steel condor
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@stuck oyster water logged is engine damage, unrecoverable. from RHS experience, and the samples. but the docs are a bit disconnected.

stuck oyster
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cant find it in samples

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no idea what you mean by it

blissful spire
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so id flip those view_gunner sections then

stuck oyster
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if by engine damage you mean hitpoints

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no you remove them

blissful spire
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that to me goat

stuck oyster
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yes

blissful spire
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yet to get the camera to follow Y axis, i had to parent view_gunner to get it to actually follow

steel condor
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look in the A3 samples, search parent directory, *.*, for class All { class DestructionEffects { ... } } and in there.

stuck oyster
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no you just add the camera memorypoint to the gun selection in the memorylod

steel condor
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waterResistance, waterDamageEngine, maxFordingDepth, etc

stuck oyster
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They are explained in the sample configs

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mostly at least

blissful spire
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huh... goat your right. apparently im just an idiot

stuck oyster
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its okay

steel condor
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right, I can read that, but I was just curious if there were any other wiki/blog references with anything more or other to say about it.

stuck oyster
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dont think so if you didnt find any.

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what more do you need?

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or perhaps better question is, what are you trying to do

steel condor
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I am modeling a crane, so atm I am taking an assessment of the sorts of cfg I should be interested in.

stuck oyster
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static one?

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you also need to stop overthinking it

steel condor
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no, a mobile crane, operational land vehicle

stuck oyster
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then its either a car or a tank

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if theres something similar sized in Arma you can use that vehicles config as a base for yours

steel condor
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closest hybrid would be a HEMTT of one sort or another, and a tank, I think. the HEMTT-like carrier base, and the turret, crane superstructure.

blissful spire
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there anyway to do double barrel turrets?

median bough
stuck oyster
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There are yes

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many in fact

blissful spire
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yeah. something like that

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suppose i can extract that to look at the config

median bough
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or ZU-23

stuck oyster
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you can use bullet and alternating barrels like the AA tanks

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or script stuff at fired eventhandler

blissful spire
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id just like it to fire from two barrels ideally. not super critical

stuck oyster
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alternating barrels, 2 shot magazine and fast burst

blissful spire
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the X66 has two of the same weapon

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one per barrel

stuck oyster
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oh

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does it fire them both?

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I have not tested it myself

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I assumed it would fire both

blissful spire
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dont think so

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its not super important, just something i was hoping to make it do

stuck oyster
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long long time ago Ive made this

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more recent iteration of same firing concept

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just more barrels

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this is however fired eventhandler approach so bit more complex

blissful spire
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can do that later then. im sure for now its fine that its firing 1 trail. oddly enough, i have two gunBeg and gunEnd points in my memLOD. it chooses to fire in the center of the points

stuck oyster
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yes thats how it works if you have many same named points

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its gets their median

blissful spire
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neat

stuck oyster
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you would have 2 different named point sets if you wanted to do any alternating system

blissful spire
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so id have?

gunBeg = gun1
gunEnd = gun1_2
gunBeg = gun2
gunEnd = gun2_2
stuck oyster
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nno

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best that you dig up the AA tanks config

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and check how its turret is set up and how the weapon for it is set up

blissful spire
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@stuck oyster, ok. so i looked up the AA tank. its using memoryPointGun[] as an array. if i do it that way, do i still need the gunBeg gunEnd, or do i just need the array? config for the AA APC isnt using the gunBeg/gunEnd

stuck oyster
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probably not then

steel condor
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Q: modeling this crane, there will be certain custom hit points such as crane boom sections, right. I can configure those points to pass damage through to body, for instance?

stuck oyster
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yes

blissful spire
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hopefully this works then. would be dope if it does

steel condor
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or rather, maybe that's body depending on the boom sections, among other parts.

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i.e. class HitBody { depends = "(HitCraneBoom_1 + ... + HitCraneBoom_n)/n" } ?

blissful spire
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interesting.. @stuck oyster, it doesnt actually swap between the two. it just picks a random end to shoot from. had it use the L barrel 2 times, R once, then back to L, then to R for 3 shots etc etc

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close enough to what i want

stuck oyster
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odd

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what kind of a shot did you use?

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single or double burst?

blissful spire
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its using just on full auto rn, which is probably why

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not super worried about it. its noticeably using both, which is what i wanted

stuck oyster
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๐Ÿ‘

steel condor
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Q: config cost, how likely an asset is to be attacked, etc? on a scale of what? higher or lower numbers mean what exactly? thanks...

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how do you set a vehicle inventory size?

steel condor
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I'm not sure I completely understand vehicle config actions... what are driverAction and commanderAction exactly? is that simply animating the player in a certain position, orientation, etc, WRT the vehicle? In Out I gather is the animation climing into or out of the same position? thanks...

steel condor
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what is considered Low Medium and High where GetInXYZ and GetOutXYZ are concerned? thanks...

cobalt pawn
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I'm having a problem with my fire geometry lod for a model that uses a custom skeleton that's bigger than the ArmaMan skeleten. For some reason the top half of the component for the head doesn't work, bullets go right through without damaging the spartan. The components are all convex and closed. I even made the head component bigger to see if that was the problem, but still have the same problem.

Anyone know what could be causing this issue?

here's a picture showing the rounds going through the head component.
https://cdn.discordapp.com/attachments/663629572285267969/692242480099491891/20200324232400_1.jpg

It seems to work normally when the unit is crouched, so maybe a bounding box issue? but i tried making the bounding box bigger in the res lod and in the animation class using boundingSphere = 2; it still doesn't work.

steel condor
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Q: re: HUDs... do we get any HUD components "out of the box" as it were? i.e. things like title, position, hit boxes, that kind of thing? or do we need to lay all that out from the ground up? thanks...

white jay
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Anyone knows the exact width of a HK416 lower receiver?

twin urchin
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well it should be more or less the same as regular ar15 lower

stuck oyster
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@cobalt pawn if you shoot lower where does it start connecting?

cobalt pawn
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It's starts connecting half down the head. So the bottom half of the head works.

cobalt pawn
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Here's a video of the issue with fire geometry draw mode turned on. The head component works normally when the unit is crouched, but when standing the top half of the head component no longer works. I made the head component bigger so it''s easier to see the problem.

https://youtu.be/zRCHYXp4mxs

stuck oyster
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have you tried larger bounding sphere?

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@cobalt pawn

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also how are the hitpoints set up?

cobalt pawn
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Yeah, i tried making it bigger in the res lod and geometry lod. Also tried adding boundingSphere = 2; to the standing animation class. Still the same.

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hitpoints is using the same ones from the sample character p3d but scaled up for the spartan.

stuck oyster
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hmm well hit points probably do not affect that anyway

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my walker legs are a lot taller and their hits work fine

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so its likely just something small thats missing

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I've added somewhat extra large boundingsphere on my moves configs though

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in the default base class that everything inherits from

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so each animation is affected

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I've used 10 in each case

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could be worth to try larger value

cobalt pawn
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alright, i'll try 20 and see if it works.

stuck oyster
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๐Ÿ‘

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at least that would rule it out if it doesnt work

cobalt pawn
rough idol
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@cobalt pawn do you have extended bounding box in other LODs too?

cobalt pawn
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Nope, just the first res lod and geometry lod.

rough idol
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and how did you extended geometry LOD?

cobalt pawn
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add 8 vertices in the shape of a box around the model

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oh and i also made the geometry lod bigger as well. the components.

rough idol
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alright, tested it and what is in the model doesn't matter for character bbox

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boundingSphere is only factor there

cobalt pawn
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Whats the command to show the boundingSphere, I can't seem to find it.

rough idol
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its not in public diag exe

cobalt pawn
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ahh ok

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is there another way to increase the boundingSphere? So far i tried making it bigger in CfgMovesBasic using boundingSphere = 20; in the default class.

edgy herald
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Hello, dunno if anyone is able to help me in O2. This has just recently happened to me, whenever i try selecting points inside the editor, its scaled down the model in the selecting range. So its near impossible to select the correct points. Would help if anyone knew a fix?

Here is a image for reference: https://imgur.com/UDsVJw5

steel condor
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Q: what is considered Low Medium and High where GetInXYZ and GetOutXYZ are concerned? thanks...

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also, not sure I completely understand, what are driverAction or commanderAction? is this simply the animation of the unit sitting in the position having already gotten in?

stuck oyster
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theres not really any recorded measurements for low, medium or hight , its up to you to test what fits your model.

AbcActions are yes the animations played on the characters occupying those seats

steel condor
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ball park? are we talking 1m? 2m? 3m?

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or just experiment, rinse and repeat?

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I think I understand, thanks...

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another Q: config cost, how likely an asset is to be attacked, etc? on a scale of what? higher or lower numbers mean what exactly? thanks...

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also, Q: how do you set a vehicle inventory size? thanks...

stuck oyster
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low, mid, high is more like the direction it looks like the chracter is entering

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perhaps think of it like at what direction the character would have to look when entering the vehicle

steel condor
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full of questions today, Q: dealing with class Damage { ... }, I understand the 3x grouping. However, relative to what? What I am not clear on is what the groupings correspond with? hit points? sections? and is there a comprehensive list of materials?

stuck oyster
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relative to the vehicles overall health

steel condor
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right but for what? parts of the vehicle? i.e. glass? armor? etc...

stuck oyster
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Im not sure I understand what you are after

steel condor
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for instance the comment in the A3 samples car config.cpp, damage changes material in specific places (visual in hitPoint), I'm not even sure what this means. are class HitPoints { ... } calling out materials somehow?

stuck oyster
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when damage reduces it changes the texture to the defined damaged one

steel condor
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For instance, clearly we are talking about "parts" somehow, with comments such as changes to this one once damage of the part reaches 0.5. But which parts?

stuck oyster
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you have seen how things work in the game yes?

steel condor
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yes, glass gets holes, broken, etc. I understand that.

stuck oyster
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this connects the selection to the changing texture

steel condor
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I'm not sure I follow. we're talking about GLASS materials, are we not? how is that connected to HitBody and not a HitGlassN? This is my confusion...

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Never mind where the alias camo1 enters into it.

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again based on \Arma 3 Samples\Addons\Test_Car_01\config.cpp examples.

stuck oyster
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hiTgGlass is inheriting default values from class Car_F

steel condor
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still not seeing the connection, if any, to class Damage ...

stuck oyster
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you need to look at these and explore the model at the same time

steel condor
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are these treated as prefixes and such? I might understand glass2, being the second set of* glass*-prefixed damage materials...

stuck oyster
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no

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in the model there is a selection called "glass2"

steel condor
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right I see that in the HP. still, though, no connection to damage.

stuck oyster
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the glass selection uses the glass material from the top of the 3 damage materials

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when it takes damage the material is switched to the next one

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the material is the connection

steel condor
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we're not communicating... Damage is an array of sets of triplets. mat#0 is the first three, mat#1 is the next three, and so on, mat#0#0 is no damage, mat#0#1 is half damage, mat#0#2 is full damage. if I understand class Damage { mat[] = { ... } } correctly.
then connect those with "parts"? but I see no identifiers, indices, etc, anything that would suggest that connection.

stuck oyster
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I dont know how else to explain it

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a part uses one a material thats listed as first of the triplets

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then that part has hitpoint that can take damage

steel condor
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what I am not clear on is the protocol bridging the gap from what "parts" to damage mat?

stuck oyster
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then when that hitpoint takes damage

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it changes to use the next texture of the triplet

rough idol
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"visual" defines that

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if hitpoint is damage and visual is valid named selection in model then game checks what materials are assigned in that selection

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and then it switches it according to that triplet system

steel condor
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literally this is the damage material class, right:

class Damage { /// damage changes material in specific places (visual in hitPoint)
  tex[] = {};
  mat[] = {
    "A3\data_f\glass_veh_int.rvmat" /// material mapped in model
    , "A3\data_f\Glass_veh_damage.rvmat" /// changes to this one once damage of the part reaches 0.5
    , "A3\data_f\Glass_veh_damage.rvmat" /// changes to this one once damage of the part reaches 1

    , "A3\data_f\glass_veh.rvmat" /// another material
    , "A3\data_f\Glass_veh_damage.rvmat" /// changes into different ones
    , "A3\data_f\Glass_veh_damage.rvmat"
  };
};

where in that do I read "camoN"?

stuck oyster
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in the hitpoint class

steel condor
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@rough idol I am not grasping the bridge between "named selection" and "damage mat triplet".

rough idol
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do you know what is named selection model?

stuck oyster
steel condor
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even by that theory, there are half a dozen named visual(s) in the Car.HitPoints class, right? and the first is engine, second two are glass, so that does not even align with the damage materials...

stuck oyster
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soz I've explained it the best I can

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good luck

rough idol
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so do you know what are named selections in vehicle?

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do you know how to i.e. assign materials in object builder?

bold flare
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I think he wants to know which hitpoint is 1, which is 2 and so on. for the mat[]
I assume same order as defined in config?

steel condor
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well, along these lines, yes, that is the natural assumption. just from a config standpoint. but, yes, I am an OB novice.

rough idol
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but thats not how it works

bold flare
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or does it just search mat[] for the first rvmat that matches the one thats currently on the selection in the model?
I should maybe look it up instead of asking more questions ๐Ÿ™ƒ

rough idol
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yes, it's looking for mat

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so there is that camo1 selection - it can contain all kind of different materials

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and then its looking up for those materials in mat[] array - if there is a match then it tries to apply 2nd or 3rd mat depending on hitpoint status

steel condor
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so my question is "how does it match"? I am as far as OB, 1.000, Camo1. I see the selection. no idea how that matches into mat[].

bold flare
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select your selection in OB

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press E

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you'll see texture and rvmat paths

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that rvmat path, the bottom one.
It searches that in the mat[] array

steel condor
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ok, ok... maybe I've inadvertently changed the selection without knowing it. none of those objects are glass.

stuck oyster
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the sample car might be poor example as it doesnt actually have all those parts

steel condor
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and are all a3\data_f\default.rvmat

stuck oyster
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yeah the sample isnt complete in that way

steel condor
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good to know @stuck oyster , I was wondering about this

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poor being the generous operative word

stuck oyster
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ยฏ_(ใƒ„)_/ยฏ

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we work what we have

steel condor
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true true

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that all being said, the moving parts are, model (p3d) selection, connects with hit points visual, and identifies the material selection.

stuck oyster
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sounds right yes

pale valley
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Just an FYI, i got the two issue I had resolved. thank you for your help and patience guys

stuck oyster
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๐Ÿ‘Œ

formal vapor
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what texture size should a simple scope be?

steel condor
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thanks for y'alls help earlier. I realize it is an inexact science. helps even less that the sample is so incomplete, even borked, in key ways. appreciate it nonetheless.

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Q: minor modeling question, are details like antenna part of a model as well? thinking like some of the HUMVEEs with antenna in RHS, along these lines. thanks...

formal vapor
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awkward....

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@steel condor are you trying to make your own HMMWV?

steel condor
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no, on another vehicle I am working on. just curious if that was part of the model itself.

formal vapor
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yes, a lot of that stuff is a part of the model

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what's the vehicle you're working on?

steel condor
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working on a fully functional mobile crane

formal vapor
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was not expecting that

steel condor
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not expecting what?

stuck oyster
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@formal vapor 1K might yield about same texel density as 2K for the rest of the weapon.

silver zenith
bold flare
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What shade? Red circle is missing I dunno what mean

silver zenith
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that fading shade between the white and grey
until now it has always been a plain color on each face

wispy sage
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Shader issue. Do you have that object set to shade smooth?

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Assuming you do, you have sharp edges in the model that aren't marked as such. Blender is thus assuming you want them to be smoothly shaded and doing so, resulting in the jank.

steel condor
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Q: when designing a new vehicle model, how do I "animate" player sitting in the driver seat? What animation to I connect with the driver? Or at a point, or known memory LOD, that sort of thing? Also, the driver will have hands connected with the driverwheel I think it is, according to those protocols... Thanks!

lethal anchor
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Hello All, I am unsure if this is the correct section to ask in. I am currently making a model (just a cube), if I was to make it so a player can deploy a bipod on it, will I need to give it any special qualities etc?

stuck oyster
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Geometry lod

white jay
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I haven't been able to find solid information on the difference between stencil shadow and shadow volume LODs, through testing I've deduced that stencil shadow is rendered more smoothly and prioritized when both lods are available in the p3d.
Anyone got additional insights to this?

steel condor
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hello, we're starting from bare bones config, agrees in name only with a true vehicular p3d, to begin with. I think the config is being "acknowledged" by the engine. however, I try to createvehicle on the class and get "Cannot create non-ai vehicle"... So, what's the minimum cfg we need to stand it up and begin seeing results?

steel condor
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Q: does the engine search for and find config.cpp and model.cfg in subdirectories automatically? or must we include them ourselves?

bold flare
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model.cfg usually not. if you have one that means you didn't binarize your model correctly

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config.bin/cpp in modfolder yes

steel condor
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hmm okay. is it possible to chain the model.cfg? include subdirectories .hpp maybe? thanks...

bold flare
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you mean if it supports preprocessor?

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not sure. I wouldn't think so, but its a config and most other configs do so probably does

steel condor
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worst worst case we have one parent mono model.cfg then? but for config.cpp should be fine to include in each respective folder. I'll try it. thanks for the clarification.

bold flare
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tbh not really sure what you are talking about (as usual). I'd suggest you just try and see

stuck oyster
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Preferably you have model.cfg next to each P3d

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That way you can actually preview you animatios etc as well as pack them properly

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include afaik does not work with them

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Compare to what you see in the samples.

steel condor
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hmm ok thank you. I am having a devil of a time verifying models as an open, free set of files in my mpmissions. i.e. I'd like to verify them that way as a step before approaching any pbo. or is it necessary to pbo them first?

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at least base on the example https://community.bistudio.com/wiki/Model_Config, I don't know why this approach shouldn't work. but I am not finding assets in the configured categories, etc, that I am expecting when I load the mission and its bits in the editor.

stuck oyster
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You can't add stuff through mission like that.

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They need to be packed as proper addon

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Oh mi god you should have just asked can I add stuff through mission

stuck oyster
rough idol
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you can use includes in model.cfg

stuck oyster
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oh.

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didnt get them to work myself.

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ยฏ_(ใƒ„)_/ยฏ

white jay
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@wispy sage cheers, everything i need in there

brazen prism
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Is it possible to retexture the LPRS scope? I don't see any hiddenSelections tho ๐Ÿ˜ฆ

stuck oyster
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no selections, no retextures

orchid spruce
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what reasons might there be for a muzzle flash on a vehicle to not work? I have the muzzle flash proxy, I have the zasleh selections, but in-game the muzzle flashes just do not appear

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I know the proxies work because they were always visible before I had the model.cfg set up correctly

stuck oyster
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what type of weapon

orchid spruce
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a static turret

stuck oyster
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the muzzleflash selection properly set up for the turret?

orchid spruce
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seems like it

stuck oyster
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shells/bullets?

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missiles?

orchid spruce
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there are muzzle flashes and they're part of the zasleh selection

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just bullets

stuck oyster
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any firing effects show?

orchid spruce
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smoke does

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it's also a quad barrel gun

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so there's 4 muzzle flashes, all 4 are assigned to zasleh but then each one is assigned to a numbered one, so zasleh1, zasleh2, zasleh3 and zasleh4

steel condor
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@stuck oyster yeah I appreciate that. I was coming to that conclusion. which brings me to, not sure I quite grasp what is $PBOPREFIX$ exactly? I think it is a prefixed path on the P:? But I could be wrong about that. just trying to understand workflow from a "source" directory.

tacit badger
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Hello, so I've just updated pbo project, now i'm getting the error "bad header in model" or something along them lines when i pack. what would this error be?

steel condor
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For example in CBA, cache_disable has a prefix x\cba\addons\cache_disable. I get what cba is, designated prefix. and addons is a sensible intermediate folder. but what is the x?

stuck oyster
#

imo cbas structure is not very good example for basic stuff

#

PboPrefix is totally optional and perhaps useful in more complex addons like CBA

median bough
#

or something along them lines
nothing people can troubleshoot with...

tacit badger
#

"p3d Name: Bad Header"

stuck oyster
#

are those p3ds you made?

tacit badger
#

yes

stuck oyster
#

how did you save them?

steel condor
#

so far re: PBOPREFIX what I can glean is, x\myp\addons\abc is a sensible prefix. but what is the x\....

stuck oyster
#

do they open up in Object Builder?

#

its just their project folder structure

#

it means nothing

steel condor
#

until it comes time to #include "\x\myp\addons\abc\header.hpp", no?

stuck oyster
#

well just as well your .hpp could be in \here.hpp or \whatever\other\path\file.hpp

#

my advice is, dont look at CBA for example

#

and possibly even dont use pboPrefix

steel condor
#

I looked at CBA, also zen mod, seem consistent in this.

stuck oyster
#

well you can then do that

#

ยฏ_(ใƒ„)_/ยฏ

#

its overly complicated though

steel condor
#

and what I am reading about mods is that PBOPREFIX is required, although the prefix itself is dubious. if there is a better example I am all ears.

stuck oyster
#

no it is not required

bold flare
#

@steel condor Everything is arbitrary. the x was just choosen. Could've been literally any other string.
You can do whatever the hell you want to do

orchid spruce
#

so with my muzzle flash problem, I've now found that if I don't have the selectionFireAnim = "zasleh"; line in my turret and weapon config, the muzzle flash just stays on always and if I add those, the muzzle flash disappears and never appears

#

is there something I'm missing to make it work correctly? when I've done just infantry weapons, that seemed like it was enough

stuck oyster
#

have you compared to the tank or helicopter configs?

#

and samples

halcyon spire
#

Hi, im trying to mod in a custom beret for my unit.
I've got a p3d model made by a fried (& texture too) but i cant load it in object builder and it wont load in game. I get the error Error loading tag with no further info in the rpt files

median bough
junior saddle
#

Hey everyone! I've been going 'round and 'round with trying to get my 6-wheeled amphibious APC to drive in the water. I was thinking it might have been a problem with the config.cpp, but I am now 99% certain it's the p3d. I reached this conclusion when I commented out my mod model and replaced it with a vanilla model in the config. The mod model just floats forward at whatever momentum the vehicle was going once it could not touch ground, whereas the vanilla model can steer, stop, go again, etc.

#

It seems like I have the right LODs, and LOD properties. I have EngineEffectL and EngineEffectR in the memoryLOD, and buoyancy = 1 in the GeomLOD.

#

All unseen LOD components are convex, triangulated, normals recalculated, and were made with sharp edges. There is no HitGeom, FireGeom, ViewGeom, or Shadow LODs. Only Res 0, View-Pilot, View-Cargo, Geom, Geom Phys, Geom Buoy, Mem, and Land Contact.

#

I'm at my wit's end.

#

I'm ready to try something drastic, like compiling with Addon Breaker.

orchid spruce
#

@stuck oyster I looked at the samples and things seem about the same, p3d has a muzzle flash proxy that's a named selection and then that selection is set as the selectionFireAnim in the config, which is what I have

rough idol
#

@orchid spruce what kind of weapon it is? is ammo using shotShell or shotBullet?

#

tank cannons muzzle flashes are animated with model.cfg together with defining additional animation sources (reload usually) in class "AnimationSources"

orchid spruce
#

how is that defined? I'm inheriting from StaticWeapon, do I need to define either of those somewhere?

#

it's supposed to be shooting bullets

rough idol
#
            class cannon_muzzle_flash
            {
                type        = "hide";
                source        = "recoil_source";
                selection    = "muzzleFlash";
                memory        = 1;
                minValue    = 0;
                maxValue    = 1;
                hideValue    = 0;
                unhidevalue    = 0.99;
            };
            class cannon_muzzleFlashROT
            {
                type                = "rotationZ";
                source                = "muzzle_rot_cannon";      
                sourceAddress        = "loop";     
                selection            = "muzzleFlash";  
                axis                = "";
                centerFirstVertex    = true;  
                minValue            = 0;
                maxValue            = 4;               
                angle0                = "rad 0";
                angle1                = "rad 360";
            };``` model cfg
#

keep in mind that you would still want to use model.cfg to have i.e. that random rotation of muzzle flash

#

muzzleFlash is a bone defined in skeleton

orchid spruce
#

I know, I'm just keeping the rotation out now until I get the muzzle flash to show up

#

are those for tank cannons?

#

in samples, bullet firing turrets didn't have the muzzle flash hide thing in model.cfg

rough idol
#
            class recoil_source {weapon = "rhs_weap_2a46m";    source="reload";};
            class muzzle_rot_cannon: recoil_source {        source="ammorandom";};```
#

its for all kind of weapons used on vehicles

orchid spruce
#

is this a case of the samples being wrong? none of the samples have any sort of muzzle flash hiding in the model.cfg

#

just rotation

rough idol
#

yeah, they are not ideal

orchid spruce
#

I'll try it with those then

#

I'm assuming these should be alongside the selectionFireAnim pointing to that muzzleFlash selection?

#

and the selection that the flash proxy is assigned to should be "muzzleFlash" and not "zasleh" in this case then?

junior saddle
#

In case anyone stumbles upon this later, and wonders if I ever got the wheeled APC to drive in water, as I had wondered seeing others' posts, then YES! All the information out there seems to omit mention of some important vertices: the stopa set. If you look at the bones of a Marid, for example, there'll be 8 vertices near the 4 back wheels, each one starting with stopa *. You'll need these, in addition to the few other differences that make it go in water. I hope my find helps others.

clever ibex
#

So does anyone know if in order to get the "autocenter" property on a model to actually work to do you put the value to 0 or 1? Doesn't mention that part in the wiki

stuck oyster
#

if you want it to autocenter delete the whole parameter

#

if you dont want it to autocenter, then use autocenter = 0

#

autocentering is the default behaviour

#

@clever ibex

clever ibex
#

ok thx

#

@stuck oyster

orchid spruce
#

@rough idol so your solution worked, partially, the muzzle flash does kind of appear and dissappear, but it appears for an extremely short amount of time, where it's almost not even visible, and after some shots it seems like just stops appearing altogether

rough idol
#

@orchid spruce you can adjust visibility time

#

Lower unhidevalue

orchid spruce
#

yep that seemed to work

#

like the transparency isn't working quite right

#

or could it be drawing multiple flashes on top of one another due to the unhidevalue being too low?

orchid spruce
#

how do I get a multiple barrel vehicle weapon to actually have shots come out of different barrels? something like the vanilla AA tanks have? I have 4 memory points for the barrels and in my vehicle turret config I have ```memoryPointGun[]=
{
"usti hlavne",
"usti hlavne 2",
"usti hlavne 3",
"usti hlavne 4"
};

#

but it still just comes out of one of those barrels, is there something else I'm supposed to do to make it alternate?

halcyon spire
#

https://prnt.sc/rpqbyk
I get this error when exporting from blender to p3d and i cant open the p3d in object builder

orchid spruce
#

looks like it says the problem right there in the error

#

you've got n-gons

#

I haven't used the blender plugins but I'm gonna guess it probably wants only quads or triangles

halcyon spire
#

Thanks, that fixed the export problem

halcyon spire
#

https://prnt.sc/rpsiwf
Two last questions:

  • I've got my 3 models made (headgear), and they export, set as size in blender, however when i export these as a p3d they are both on the floor & completely wrong scale. It also is not liked to to the players head, so it doesn't move or anything.
  1. How do i get the position & scale to export right?
  2. How do i link the headgear to the players head so it moves/rotates ect?
stuck oyster
#

You need weighted selections for "head" bone, properly set up model.cfg. Apply scale and rotation in blender.

#

BI forums have more details I recall.

rough idol
#

@orchid spruce what simulation type is your ammo using?

orchid spruce
#

I'm not really sure, I'm inheriting most of the weapon and ammo from the RHS KPVT

#

I'm guessing it'd be shotBullet?

pastel oyster
#

Is it possible to turn a MLOD into an OLOD?

bold flare
#

Yes, thats whats done all the time when packing your addon

pastel oyster
#

I found a quadrillion wayts to get an MLOD out of an OLOD, but not the reverse

bold flare
#

or should be atleast, MLOD's are way more work for the engine to load, and publishing them is a bad idea

pastel oyster
#

Packing using "Arma 3 tools' addon builder" ?

bold flare
#

yes

pastel oyster
#

Hmm wierd, I packed it but the model crashes the game as if it was an MLOD still

bold flare
#

packed with a proper tool? addon builder or mikeros pboProject should pack correctly.

#

unless they throw errors

pastel oyster
#

Packer with Arma 3 tools' "Addon builder"

bold flare
#

MLOD's don't crash the game.. something must be really wrong with your model

pastel oyster
#

No errors, game crashes without errors either - just freezes and waits to be terminated

#

But the model doesnt crash the game before I 'unpack' it

#

Only after unpacking it and packing it back togethere

bold flare
#

unpack?

pastel oyster
#

OLOD into MLOD

bold flare
#

You cannot do that

stuck oyster
#

๐Ÿ™ˆ

pastel oyster
#

Cannot as in literally, or cannot as in not allowed?

bold flare
#

both

pastel oyster
#

Alright nvm then I did nothing ๐Ÿ‘€

stuck oyster
#

talk about shooting at your own foot

pastel oyster
#

I was trying to get a broken model from A2 into A3, but nvm there then I guess))

bold flare
#

Then just take the published MLOD's from the data pack

stuck oyster
#

A2 data is provided in the released datapacks

pastel oyster
#

Arma 2 modded thing, not official model

bold flare
#

Trying to port a Arma 2 mod to A3 without permission?

stuck oyster
#

๐Ÿฆถ ๐Ÿ”ซ

pastel oyster
#

Trying to see how it works in the first place

stuck oyster
#

youre in totally wrong direction

pastel oyster
#

Figured that out already)

stuck oyster
#

Arma 3 samples are provided on Steam

#

poking around other peoples stuff is not tolerated well

pastel oyster
#

Alright, then I'll try and get their permission, until then samples it is

stuck oyster
#

whats so special about it that you would need it?

pastel oyster
#

Issue is - samples arent "broken", so I cant try to "fix them"

stuck oyster
#

dont fix, make new

pastel oyster
#

Nothing about it special other than it being broken, I was trying to see in general how to go about fixing broken things

#

Sadly I cant make new as my license for 3Ds max went out some time ago, and I can't force myself to even consider blender

#

and making a new model with just Oxygon/Object Builder is next to imposssible, I have been told

stuck oyster
#

well spending time to learn to use OB to do that would be better spent on Blender

pastel oyster
#

Its more of the principle - I've used 3Ds for years, love it to bits, and cant stand blender. Technicly I will be getting license back for it by the end of the year, but wanted to see what I could do using arma's tools before that

#

But I got the point - no touching other peoples OLODs

rough idol
#

its ODOL ๐Ÿ˜›

orchid spruce
#

is there a reason why proxy objects do not appear in object builder if direct3d is enabled?

#

it's annoying trying to line up proxies with it disabled when object builder viewport is running at like 5 fps

#

and when I finally line it up object builder crashes

#

great

junior saddle
#

Mostly related to this channel, does anyone know how to format Notepad++ for model.cfg (or just *.cfg) files? There is formatting for C++. of course, and I find the ability to collapse classes en masse or individually very helpful. I just want that option and perhaps coloring for when I'm dealing with a rather lengthy model.cfg.

bold flare
#

just set it to c++

junior saddle
#

Thank you! Would I do that in preferences, or under languages? I might be able to figure it out with the right nudge.

bold flare
#

languages

#

just open file, languages->c->c++

junior saddle
#

ah ok

#

that was too easy

#

I was expecting some kind of dialog box

#

Thanks again!

stuck oyster
#

you can also set it to use c++ for custom set of file extensions

junior saddle
#

Nice! I'll have to do that for RVMATS, too. Didn't think of that. LOL

#

While I'm here and looking over my jet's model.cfg, I'm comparing it to the model.cfg of the F/A-181 vanilla fighter. The vanilla jet has established all of its moving parts axes names starting like axis_moving_part . Then it doesn't identify the selectionAxis in the relevant animation class below. Does putting axis_ at the front of its named selection automagically mean it knows where to rotate the part?

stuck oyster
#

no

#

which model is that again?

junior saddle
#

Plane_Fighter_01_F.p3d

stuck oyster
#

as far as I can tell all the animation classes have selections defined in them?

junior saddle
#

Selections, yes. Axis, no.

stuck oyster
#

the potential axis list is just mikeros analyze generated

#

if no axis is defined the selections center is used

#

or possibly it defaulted to model origin

junior saddle
#

Here is an animation from one of my previous jets, with the axis defined:

            class Elevator_L
            {
                type="rotation";
                source="elevator";
                selection="canardL";
                axis="canardL_axis";
//                sourceAddress = clamp;// (default)
                minValue = -1.0;//rad -57.29578
                maxValue = 1.0;//rad 57.29578
                angle0 = 0.24434611;//rad -14.000001;
                angle1 = -0.24434611;//rad 14.000001;
                animPeriod = 0.0;
                initPhase = 0.0;
//                memory = true;//(default assumed)
            };```
#

here is a similar part on the FA181:

            class elevator_l_1
            {
                type="rotation";
                source="elevatorleftcenterdamaged";
                selection="elevator_l";
                axis="elevator_l_axis";//*probably*
//                sourceAddress = clamp;// (default)
                minValue = -1.0;//rad -57.29578
                maxValue = 1.0;//rad 57.29578
                angle0 = -0.2617994;//rad -15.0;
                angle1 = 0.2617994;//rad 15.0;
                animPeriod = 0.0;
                initPhase = 0.0;
//                memory = true;//(default assumed)
            };```
stuck oyster
#

seems to have axis defined?

junior saddle
#

derp. it does.. LOL

stuck oyster
#

time to ๐Ÿ’ค

junior saddle
#

I see what's the problem. This cfg was extracted via eliteness, but a prior version, missing axes, was extracted via ODOL.

rough idol
#

@orchid spruce there is possibility to view proxies in view port

orchid spruce
#

I know, it shows them if direct3d is disabled

#

which means the viewport is really laggy

bold flare
#

there is possibility to view proxies in view port
Tell me what to click ๐Ÿ‘€

stuck oyster
#

on my OB it doesnt work on either mode

#

ยฏ_(ใƒ„)_/ยฏ

#

ah

#

need unbinarized proxies

#

that one I tested was using one of the unpacked vanilla ones

#

this however

#

turns into this in DX mode

#

my advice is, place your proxies in better 3D programs

#

(I use Blender for that)

noble hatch
#

Using the blender toolbox I find proxies a bit more confusing that O2, how do you get them visible in blender?

rough idol
#

never had such issue with d3d

stuck oyster
#

@noble hatch you can import the proxy p3d and constraint that on your proxy in the model (unless you want to use the vanilla ones as they are binarized --> you would have to make your own proxy proxies using the same .rtms and sample character)

golden hazel
#

Can anyone here code and Mrap for me pls?

#

DM if you can

noble hatch
#

Ah fair enough, thanks. Leads me to another question sorry.
I've got the a3 sample character with my own rtm set up, but the sample character model is missing the head in blender and O2, not that important but a bit annoying, how can I fix?

stuck oyster
#

copy it from the bust-p3d for example

#

@golden hazel what does coding Mrap mean?

#

also the game already has an Mrap?

noble hatch
#

cheers

golden hazel
#

@stuck oyster coding the codes for an MRAP, my friend is modeling it and someone like needs to code it i have know knowledge of making things for games

stuck oyster
golden hazel
#

oh thanks

vestal kindle
#

Hello guys!
So, trying to work with my own textures, rvmat and AO baking today.
I have 2 issues right now.

  1. Object building apply my bake AO to the uvchannel01 instead of channel02. I'm pretty sure this error is from the uvtransform of my TexGen4, but how do I find the right "place" of my channel02 ?
  2. My floor is black, I put the right number color of my mask (my floor is green) so texgen = 2 (maybe I'm wrong here too in the rvmat ?) I tried the texture alone directly on my object and it worked fine.
    https://imgur.com/a/vnlyEmD
    Hope someone can help me here ๐Ÿ™‚
stuck oyster
#

uvSource = "tex"; controls what uvset is used

#

tex of 0 and tex1 for 1

#

things drawn black usually indicates missing file or bad path

vestal kindle
#

yes exact, wrong path ^^
Thanks, gonna look for the uvs

#

hum ... still black, do I need to add "P:" into the paths of my texture in the rvmat or just the path of my mod folder 'ex: "House01\Data\texture.paa" or "P:\House01\Data\texture.paa") ?
And the texGen use the UV1 ๐Ÿคท

#

for the AO

stuck oyster
#

no P: in any paths

vestal kindle
#

Okay so the AO issue is fixed, I didn't have any MC map, now it's working great.
But I checked the paths and TexGen for the ground and everything is looking great, I don't understand why it's still black ๐Ÿคท

stuck oyster
#

wrong path or file somewhere

vestal kindle
#

it's a custom texture, can something be wrong with my paa ?

#

Fixed, it was a double "\" in the path of the SMDI ... Arma ^^

orchid spruce
#

if I use an animation source to hide a part of a model that's a named selection, and that model has a proxy that also has that same named selection, will that part also be hidden on that proxy?

#

like if I use a wreck proxy

stuck oyster
#

no you cant access parts of a proxy

#

each part would need to be separate proxy

orchid spruce
#

damn

#

it can't be done via script either?

stuck oyster
#

not that I know of

orchid spruce
#

in that case, is there anything wrong with the wreck lod not containing a proxy and just having the wrecked mesh there instead?

stuck oyster
#

dont think so no.

orchid spruce
#

that might work then, in that case that selection should be hidden in the wreck too

#

why do most vehicles use a wreck proxy? is it just for the sake of convenience and being able to have different physics and collisions on the wreck?

#

or at least, most that actually have a different wreck model

orchid spruce
#

hmm, I added my wreck model to the wreck lod, set the destrType to be "DestructWreck" but when I destroy it, it just dissappears

#

it plays that transition fade out but nothing appears in its place

stuck oyster
#

have you compared your setup to the samples?

orchid spruce
#

none of the samples have just the model inside the wreck lod

#

it's always a proxy

stuck oyster
#

Id suppose the proxy allows the wreck model to be independently placed too.

orchid spruce
#

yeah but I was hoping to avoid using a proxy

stuck oyster
#

do you have the wreck nonAiVehicle set up?

orchid spruce
#

is that needed when it's not a separate model?

stuck oyster
#

well it is also possible the proxy is actually required

orchid spruce
#

yeah making a separate p3d and making it a proxy made it work

#

the hidden parts reappear in the wreck this way but I guess that'll have to be fine

#

is the CfgVehicles entry for the wreck only needed if I want the wreck to be spawnable separate?

#

only the shadow on the wreck doesn't appear to work

stuck oyster
#

perhaps make the wreck just simpler

#

you may have noticed the wrecks in game are quite simple

orchid spruce
#

the shadow lod is already pretty simple

#

found the issue

#

I had copied the shadowlod from the main model, which had a gunner proxy

#

removing that from the wreck shadowlod made the shadow work

#

is there a way to delete UVs in object builder?

#

I get some rpt messages about 2nd UV sets in my shadow and geometry meshes

#

I think I found it

#

there's kind of an odd issue after I added the wreck proxy where if I load the vehicle in-game for the first time, the game stops for a few seconds like it's loading

#

didn't really happen before the wreck proxy

stuck oyster
#

RPT could have some info on what its processing

orchid spruce
#

didn't see anything weird there

#

after I fixed the UV issues

#

only something about duplicate hitpoint but that happens even on vanilla vehicles

#

also something about dimensions should be an array of size 2?

#

but that also happens on vanilla vehicles

#

so nothing weird in the rpt regarding it

stuck oyster
#

did you binarize it?

orchid spruce
#

yeah

tacit pelican
#

how do i make it so when i shoot an object it has a different hit effect like concrete or stone and not the default dirt effect?

stuck oyster
#

penetration material on firegeometry

tacit pelican
#

in the properties?

stuck oyster
#

in the model

#

penetration .rvmats are in a3\data_F\penetration

#

and they are assigned on the material slot of the fire geometry mesh

tacit pelican
#

cool thanks

orchid spruce
#

got a weird issue with damage textures, I have 2 sets of them but only the first ones in the array work

#
{
    tex[]=
    {
        "static_zpu_4\data\ZPU4_bottom_co.paa",
        "static_zpu_4\data\ZPU4_bottom_wreck_co.paa",
        "static_zpu_4\data\ZPU4_bottom_wreck_co.paa",
        "static_zpu_4\data\ZPU4_top_co.paa",
        "static_zpu_4\data\ZPU4_top_wreck_co.paa",
        "static_zpu_4\data\ZPU4_top_wreck_co.paa"
    };
    mat[]=
    {
        "static_zpu_4\data\ZPU4_bottom.rvmat",
        "static_zpu_4\data\ZPU4_bottom_wreck.rvmat",
        "static_zpu_4\data\ZPU4_bottom_wreck.rvmat",
        "static_zpu_4\data\ZPU4_top.rvmat",
        "static_zpu_4\data\ZPU4_top_wreck.rvmat",
        "static_zpu_4\data\ZPU4_top_wreck.rvmat"
    };
};
#

the ZPU4_bottom ones change properly but not the other ones

#

before I had reversed them so the ZPU4_top ones first and then only those worked

#

it's like it just ignores all the ones after the first 3

#

do I need to do something with hiddenSelections?

tacit pelican
#

is there a reason why only half a geometry mesh wouldn't work on an object?

dawn epoch
#

Is there any tutorial for porting uniforms from other games because I got one from fallout and I have no idea how to rig it, or a few other things

median bough
#

porting assets from other games without explicit permission is considered IP theft and not accepted here

dawn epoch
#

i made it myself but its based on fallout

#

well

#

I paid someone to make it more specifically

median bough
#

Is there any tutorial for porting uniforms from other games because I got one from fallout
this is not what you initially wrote

dawn epoch
#

i dont know where he got it but I paid a guy 20 $ it looks like the thing from fallout but he could have made it himself I dont know

#

isnit it porting even if they make it themselves

#

if its based off fallout

median bough
#

chances for IP theft are ๐Ÿฆ†ing high here

dawn epoch
#

ok so should I just drop it then?

median bough
#

if you paid only 20 bucks, you can be sure its a rip

dawn epoch
#

ok

median bough
#

yes, drop it

#

models from games like fallout, gta and forza are very popular. so if you get offered something "similar", it's a rip... 99% of all times

stuck oyster
#

@tacit pelican non convex parts, no mass, too large

tacit pelican
#

@stuck oyster does the amount of mass matter?

#

and what do you mean by too large?

bold flare
#

they say whats required/limits

stuck oyster
#

if it is a massive object like above 50meters it might break

tacit pelican
#

its less than 5 meters

#

and everything's got mass

#

does the component# have to be different between LODs?

#

or can the same number be repeated

bold flare
#

why would you repeat?

#

you only have components in geometry lod

#

Ah. No I'm wrong.
Don't need to be different

stuck oyster
#

are the parts convex?

tacit pelican
#

why would you repeat?
@bold flare for fire geometry lod, view geometry lod - i just duplicate the geometry lod and change its properties

#

the component numbers stay the same across all lods

#

and yeah the parts are convex

#

just cubes of different shapes and sizes

stuck oyster
#

did you run the component convex tool?

tacit pelican
#

yes nothing shows up

stuck oyster
#

what are you packing it into pbo with?

tacit pelican
#

config.cpp cfgPatches.hpp and textures

stuck oyster
#

no with what program?

tacit pelican
#

pbo manager

bold flare
#

i just duplicate the geometry lod and change its properties
You know it will just use geo when you don't have fire geo? So not having firegeo is same as copying geo->firegeo

stuck oyster
#

pbo manager is not proper addon building tool

tacit pelican
#

@bold flare i dont think im getting what you're saying

bold flare
#

ok

tacit pelican
#

is having only geometry lod the same as having geo+firegeo?

stuck oyster
#

if they are the same yes

#

if you intend to make more detailed firegeometry lod then thats what it is for

#

but if it is just the same you dont have to copy it

#

build your pbo with proper build tool and see if that works

#

id recommend pboProject but other alternatives are available too

#

but pboManager is not one of them

tacit pelican
#

i think it might have to do with this "Geometry objects should have a thickness of at least 0.5 meters in order to work properly."

stuck oyster
#

possibly too

tacit pelican
#

i'll check the model

#

armatools addon builder is good too right?

stuck oyster
#

well it works if you have no errors in your work

#

but if you do have errors it will just pack those in there too

tacit pelican
#

i see

#

thank you

stuck oyster
#

I recommend pboProject because it has superior error checking

woeful viper
#

btw regarding the whole IP kerfuffle of using the likeness of actuall vehicles in games (AM vs Activision law suite on use of Humvee likeness in CoD ), Activision won the case. Note that it was about the "likeness" - not the use of actual names and logos

stuck oyster
#

yeah its still good to be careful about that stuff

craggy sparrow
#

Need a professional who can make the outfit and vest models done on the game. I tried to bind with .p3d and the like but it doesn't work.

#

There are no new tutorials, all obsolete or non-existent on the website.

median bough
craggy sparrow
#

ty, well try

#

Problem with arma toolbox or .p3d. I try to export to .p3d and export, file size 0 bit, and Oxygen writes "Unable to load file. Load error.". Or an old version of arma toolbox for blender ...

stuck oyster
#

You have wrong version of the toolbox then.

#

Also since you are new on the path, pls write up a tutorial for what you did when you get everything working.

orchid spruce
#

I found this on the wiki regarding lods For A3: Note that the numbers of the resolution LOD's do not have any impact on range, they only determine the order does that mean that the numbers I set to the different lods in the p3d don't actually affect at what distance that lod appear? so if I have a super low res lod, it won't matter if I set its number to like 6 or to like 10? it'll still appear at the distance arma wants?

rough idol
#

LODs with number 10,40,60,120,240 will behave same as 1,2,3,4,5

#

there is one rule though - LODs need to be sorted by poly count

orchid spruce
#

well that seems kinda weird then, I can't just have a super low poly LOD that I'd only want to appear at like >1km distances?

rough idol
#

thats not how engine works

orchid spruce
#

my model has 5 lod levels and it goes to the super low one when I'm like 50 meters away

rough idol
#

there are many factors like scene complexity, user settings etc

orchid spruce
#

what if I duplicate some of the lods?

rough idol
#

performance will go down

#

there is one param for controlling lod switching speed but if your vehicle switches to that LOD so fast that means your model is not done right

orchid spruce
#

what is not done right though if I have no control over that distance?

rough idol
#

you have probably to low settings and model is too complex

orchid spruce
#

oh maybe I need to change that then

#

my main lod is around 40k faces as reported by object builder

rough idol
#

if you want to bypass it and most likely have very unoptimized model then use that parameter

orchid spruce
#

with the lowest being around 3k

#

is loddensitycoef default 1?

rough idol
#

yes

orchid spruce
#

and is that set per lod? so if I just add that to my lowest lod and set it to like 2, it'll raise the distance at which that specific lod will appear?

rough idol
#

its written on page

orchid spruce
#

it isn't written very clearly

stuck oyster
#

its used on geometry lod

#

like most named parameters

orchid spruce
#

does that mean the lods that contain actual geometry or the lod named "geometry"

rough idol
#

I think Resolution LOD vs Geometry LOD distinction is quite clear

orchid spruce
#

I don't get it then, how can it be in the geometry lod if the geometry lod doesn't have lods?

rough idol
#

it's parameter for whole model

orchid spruce
#

oh

orchid spruce
#

is there something that defines whether an object uses that dither transition between of the lods or not?

#

my vehicle has it normally, but when it gets destroyed and switches to the wreck, the lods just kinda swap on the wreck with no transition

craggy sparrow
#

@stuck oyster I tried to download "arma toolbox" more versions watching youtube. Download from friedenhq.org "arma toolbox", this is an outdated version, even in the same blender with the exclamation mark for "toolbox". From armaholic version looks good without an exclamation point. According to youtube installed toolbox, but still when model export to .p3d, that problem (file 0bit). Trying other formats, it good.
It wasn't good for me with thing. The latest version of Blender.

stuck oyster
#

@orchid spruce wreck is a separate model.

#

@craggy sparrow you have looked in all the wrong places. The latest version is on Github

#

Good thing you tried though

craggy sparrow
#

Very thanks!

craggy sparrow
stuck oyster
#

are you modding for Arma2?

#

@craggy sparrow

craggy sparrow
#

A3

stuck oyster
#

Arma your tools are then wrong

#

you have O2 script from Arma 2 tools

#

not from Arma 3 tools

#

PMCwiki has steps to set up the A3 tools and P drive

#

do that

#

you must not have both A2 and A3 tools installed at the same time

#

thats not good

hoary knoll
#

in arma 2 models for each animal can be found in either \ca\animals2\<animal>\<animal> or ca\Animals_E\<animal>\<animal>

#

anyone knows why there are 2 versions?

stuck oyster
#

Nope.

vestal kindle
#

Hello,
I have a strange problem with my buildings.
The problem is connected to the doors interactions.
Until I put the convexity on my geometry lod, I have no collisions BUT the doors interaction works.
When I click on component Convexity Hull the interaction doesn't work anymore.
I tried to removed the collision component of the doors but keeping the Door_X + Door_X_action and it still not working.
I checked again and again my cpp & cfg but everything looks good
Any idea ?

vestal kindle
#

Maybe the doors in the geo lod don't need to be convex ?

stuck oyster
#

You probably don't have the door animated selections in the geometry lod

#

All geometry parts need to be convex

tired gale
#

um which channel can I get help with creating custom insignias?

stuck oyster
vestal kindle
#

https://imgur.com/a/Mas2CWj
Convex and I can move it when I select it using the layer system ๐Ÿคท
And I have all my components too, in convex

#

We agree that the mesh door will have "3" selection possible in the list right ?
One for Door_X
One for Door_X_action
One for the ComponentXX

stuck oyster
#

umm what?

#

each part you want to animate must be assigned to only 1 animated selection

#

which one of your selections is in your model.cfg animation class and skeleton?

#

your picture doesnt really show anything

#

does it work in buldozer?

vestal kindle
#

yup the animation works in buldozer and by script in game, I just don't have the user action

stuck oyster
#

what does the userAction class for it look like?

#

do you have a memorypoint for the action or are you using the geometry targeting

vestal kindle
vestal kindle
#

any ideas ?

misty rapids
#

hello everyone i want to import my 3d FBX file into RV4 engine but when i do it has shading issues and smoothing is not properly applyed i am using blender 2.82 i tryed also importing it as OBJ file but when i do so smootihng is completly gone

#

help me plz

stuck oyster
#

if you are using Blender I would recommend using the FHQ Arma toolbox and export directly to P3D

misty rapids
#

is there any other ways to avoid this problems?

stuck oyster
#

did you make the model?

#

do you know how to edit it?

misty rapids
#

sure

stuck oyster
#

well how have you set up the smoothing?

misty rapids
#

its on auto smooth on 30degree angle

stuck oyster
#

aslo the FHQ toolbox and direct P3D is the simples way

#

Autosmooth is Blender only thing. You would have to set up the sharp edges to be actually sharp for that to export out into FBX

#

the Arma Toolbox would do that for you I recall though.

misty rapids
#

can i export it like the way you told me and then send it to another PC?

stuck oyster
#

probably? Its just a file

misty rapids
#

thanks for help it appears that this addon dont work with 2.8 version of blender

#

guess ill download older version

stuck oyster
#

you have downloaded wrong version of the addon

#

the latest 2.8 version is on the github

#

@shrewd jay could you when you have a chance update the forum post for the toolbox to say download from GIT. It seems people have hard time finding the correct versions.

#

๐Ÿ™

misty rapids
#

oh cool thank you very much

#

jezz blender just dont want to install that addon

#

maybe i am downloading from the wrong link

#

can you link me that addon please?

#

@stuck oyster

stuck oyster
#

if you got it from GitHub its the right one

#

the ZIP file however has 1 extra layer of folders in it that break the install from zip function in Blender

#

so you need to unzip it and zip the folder in it to be able to use the install from zip

misty rapids
#

gosh thank you man you saved me it worked

#

โค๏ธ

shrewd jay
#

@stuck oyster What do you mean? It already points to GitHub... ๐Ÿ™‚

#

@hoary knoll

anyone knows why there are 2 versions?

The _E versions probably have extra TI textures, since everything _E is Arrowhead and it added a lot of these thermal images.

stuck oyster
#

oh

#

well somehow ppls then just dont find the right files xD

sterile mango
#

why is object builder so aids to use?

stuck oyster
#

Dunno what you mean. Just requires learning just like any other program

sterile mango
#

just went to close a convex, eta 173 mins?

stuck oyster
#

your model is poop

#

make better models

sterile mango
#

fudge up, its a class model

stuck oyster
#

?

sterile mango
#

its a good model

stuck oyster
#

what lod are you trying to close?

sterile mango
#

geometry

stuck oyster
#

also this server has no profanity rules. you may want to clean the above up

sterile mango
#

fixed thanks

stuck oyster
#

did you make it convex with component convex hull?

sterile mango
stuck oyster
#

well something definitely wrong with the lod then

#

might be good idea to remake it in whatever 3D program you model in

sterile mango
#

then i just tried setting the Geometry lod as a big rectangle and do all the convex stuff with that and it just disappears

stuck oyster
#

what is "all the convex stuff"

sterile mango
#

eh like making it convex - Structure > Convex > Make Convex

stuck oyster
#

so you have empty lod? you create a cube? and do the above make convex?

#

do you have anything selected?

#

ah

#

make convex is actually wrong tool for what you want to do

#

you either use the convex hull

#

or component convex hull

#

the latter makes each separate part convex

#

the above makes your selection convex

#

make convex probably has some other function. but never heard anyone use it

sterile mango
#

ah right ok thanks I will give that a try now.

#

oh wow yea thats worked a dream, cheers for that.

olive quiver
#

bit of an odd one, does anyone know the grid size in OB? just trying to get an idea if my model is at the right scale

tacit pelican
#

@olive quiver 1 square is 1x1 meter

olive quiver
#

ok, cheers, majorly underscaled ๐Ÿ˜„

tacit pelican
#

Is there a tutorial out there on how to add a light to a model (activated by time of day)
I couldn't find anything

stuck oyster
#

No. But there are examples of lights in the arma3 samples.

stuck oyster
#

@olive quiver what do you make models in? For example Blenders 1 unit is 1 unit (meter) in OB. Blender can even be set to show metric units.

olive quiver
#

its a model i bought and am in the process of getting sorted, used blender to cut it to size (verts) then using OB to do the rest

stuck oyster
#

@olive quiver I would suggest you use Blender for most things as it is far more versatile in 3D modeling

#

Blender ArmaToolbox is essential for Arma workflow as you can set up the whole P3d structure there

olive quiver
#

yeah, unfortunatly not that well versed with blender yet. good time to learn though i guess

brazen prism
#

how to open p3d files?

bold flare
#

with ObjectBuilder

brazen prism
#

thanks , had to open objBuilder via exe as arma 3 tools crash

stuck oyster
#

A3 or Mod extracted p3ds cant be opened however

#

they are binarized and their editing is not allowed

brazen prism
#

I almost became happy to make blue and purple tracers

#

so i take it its impossible to make new color tracers using existing models?

stuck oyster
#

A3 models yes, but you can use A2 released datapackages as samples

#

tracers have not changed since A2 so the model from there can be used

#

Tracer color actually migth be config value in the ammo

olive quiver
#

cfg or sql i think, a guy i knew constantly made rainbow tracers with the command console

#

in game

stuck oyster
#

well since there is a config parameter for the color Id think its from there

#

you can perhaps even change the color of the object on the fly

brazen prism
#

well , after years of searching , i have been looking in the wrong place... thanks bud , I am blind af

stuck oyster
#

I recommend you get all in one config dump from BI forums

#

or make one yourself

#

it contains all configs that are loaded in the time its created

rough idol
#

@stuck oyster that parameter is for old flashpoint tracers (basically, draw line tracers)

stuck oyster
#

aww

#

then A2 models it is

#

@brazen prism

brazen prism
#

@stuck oyster so i need to go download the A2 models from the internet? any safe site to do so?

brazen prism
#

thanks

brazen prism
#

ca\weapons\data\bullettracer\data\tracer_yellow_ca.tga can anyone either show me how this looks or send me this file (mine is missing from the arma 2 folder)

stuck oyster
#

ah the textures you would need to extract from the Actual A2 game data

#

you should be able to just use one of the Arma3 tracer textures on it

brazen prism
#

fair enough , thanks

#

question , so arma 3 has an aditional rvmat called tracer_<color>Emit.rvmat
how to add this file to the p3d?

stuck oyster
#

select mesh, hit E for menu to assign texture and material to selected faces

brazen prism
#

okay so you can only assign 1 rvmat to a face correct?

stuck oyster
#

yes

#

face needs only 1 rvmat

#

usually it is coupled with face texture too

brazen prism
#

so then its better to use the arma 3 emit file as it has a really high emissive value

stuck oyster
#

well those are used in game so if you want them to look the same then yes

brazen prism
#

thanks it worked๐Ÿ˜ƒ you are godlike with this stuff

stuck oyster
#

I just got a big project the has needed me to learn all kinds of stuff to get my vision working

tacit pelican
#

is there a template for an rvmat to just put the diffuse/normal maps on?

#

i cant find anything understandable for generating rvmats

stuck oyster
#

A3\data_f\ contains examples. SuperShader being the most commonly used one.

#

assuming you have your work drive (P:) set up correctly

#

for that I recommend PMC wiki Arma3 tools and P drive setup guides

#

also diffuse does not go into the rvmat

#

it is assigned on the model itself

quick terrace
#

you don't actually generate rvmats - you sort of fill out a "template" of sorts

#

and material files are to be used differently depending on the type of object you wanna make

silver zenith
#

is there a way to inspect the tracer models ingame without opening them in OB?
I'm assuming I can't retexture them or touch their models so I'm trying to create a facsimile

stuck oyster
#

get A2 tracer and use that

#

or create the model with createSimpleObject

silver zenith
#

A2 tracer?
like exporting it from A2?

#

if its the same as the A3 one I'd chose that

stuck oyster
#

the Arma2 released datapacks contain the tracer models too

#

basically its just a blob shape with emissive rvmat on it

silver zenith
stuck oyster
#

yes..

#

btw. reading the discussions here is pretty useful.. I just explained this same stuff a little bit above

silver zenith
#

oh thanks

#

thats.. extremely convenient

ebon dust
#

Hey guys. Just made a building model in 3DS Max. Just curious as to why I can walk through the walls in game, and how to get the textures to follow the model into the game that I apply to the building in 3DS?

stuck oyster
#

you have to create additional technical lods for collision etc to work. just the visual model is not enough.

#

the textures wont follow from 3DS automatically either, you will need to assign them in OB

#

also it will not look the same as iy looks in 3DS as Arma uses different kind of renderer, lighting and materials

#

you can check you the Arma 3 samples on Steam for the example house

#

and BI forums and BI wiki for addtional information about LODs, texture types and Materials

ebon dust
#

Okay will do thank you

blazing schooner
#

so I just decided to start modding Arma 3, Made a Helicopter model thats all set but I cant find anything clear on how to rig it in blender or how to import it. Any information is helpful

visual parrot
#

you should download from steam, the arma3 sample models, and arma3 tools, you can export into FBX, and import it in the program tool oxygen2

blazing schooner
#

aight thanks mate ill give that a shot

stuck oyster
#

*Object Builder its called now

#

to setup the tools and development environment I suggest using PMC wikist Arma 3 tools and P drive setup guides @blazing schooner

#

Also there are Blender to Arma tutorial series on BI forums that you may find useful

blazing schooner
#

I already got the P drive set!

stuck oyster
#

also get the Blender Arma Toolbox from FHQ github

blazing schooner
#

okay will do

stuck oyster
#

if you did not do it the PMC way, it may be set up broken.

#

the way PMC sets it up is simple and proven to work.

#

and it also sets you up with Mikeros toolset which I would strongly recommend to be used

#

@blazing schooner

vestal kindle
#

yup can confirm, PMC tuts and HorribleGoat saved me couples weeks ago ๐Ÿ™‚

blazing schooner
#

Okay Ill check all those out. Also the model needs to have triangle faces right?

stuck oyster
#

yes

blazing schooner
#

okay cool, thanks a million guys

stuck oyster
#

๐Ÿ‘

#

Good luck. This is where the rocky road through deep dark swamps of despair begins XD

solid sonnet
#

Hi everyone, I exported the model from 3DMAX, the size of the model will change in Object Builder, how can I solve this problem?

stuck oyster
#

work/export in correct dimensions mm/cm/m or scale in OB

#

you can also set the importing scale factor in the fbx import dialog

solid sonnet
#

Okay thank you๐Ÿ˜‡

languid anvil
#

What does everyone use to make uniforms and vests?

stuck oyster
#

I model in Blender.

#

Others in 3dsMax

#

Or some in Maya.

#

Any proper 3d program you learn to use should be fine

median bough
#

I like sketchup /s

marsh canyon
#

I think I never saw tutorials to make particle p3ds, does anybody know any?

stuck oyster
#

there are none

#

particle p3d is just a plane I think

#

you could check A2 released data

marsh canyon
#

I know some parameters make the p3d particles, but I didn't figured out yet so...

#

It's #community_wiki though I think it's worth of mention in somewhere Particle related articles

stuck oyster
#

theres 3D partcile that can be any object

#

and theres the billboard particle

#

that I dont think anyone has had the need to make a custom one

marsh canyon
#

I want to make some for a project, which I don't think will be a public one, and the thing I want to make is billboard

stuck oyster
#

how would it be different from the normal one?

marsh canyon
#

Normal one you meaning vanilla effects?

stuck oyster
#

yes the vanilla billboard particle

#

the model does not change, just the texture set used

marsh canyon
#

Let's say, a billboard p3d with blood splash effect

stuck oyster
#

then you would just do the blood slash texture and set the particle to use that texture

#

the particle effects are laid out on a big texture atlas grid

#

and played according to the effect settings

marsh canyon
#

Well anyway I'd have to try it

stuck oyster
#

hmm let me check something

#

perhaps you would need a custom object for custom texture

marsh canyon
#

I guess so

stuck oyster
#

ah yes that is true

#

there are couple of different "universal" particles objects in the file for example

#

both use different texture

marsh canyon
#

Yeah, I never believe we can change texture of a billboard

stuck oyster
#

indeed I remembered that wrong

#

but you would likely get best example from the A2 data

#

Probably should dig up my external drive where I got the A2 stuff stored and take a looksee myself too

marsh canyon
#

Well, I was just coward to make something, I just make a plane p3d and set texture, and is working

#

There's no special things

stuck oyster
#

๐Ÿ˜„

marsh canyon
#

Cheers HorGo anyways. I never thought that was that simple...

stuck oyster
#

๐Ÿ˜„

#

at least some things related to Arma are

marsh canyon
#

FYI and FOI (For Others' Info), if you want to make a billboard particle that only for surface (just like UnviersalOnSurface.p3d), a3\data_f\ParticleEffects\Universal\data\UniversalOnSurface.rvmat is the thing you need to look

stuck oyster
#

๐Ÿ‘

frosty kraken
#

Is there a rule of thumb for weapon polycount in Arma?

stuck oyster
#

small weapons go around 2-3K perhaps, larger, more complex ones up to 10k

#

for example

#

you can use mikeros eliteness to check vanilla weapons facecounts

#

there are no set numbers however

frosty kraken
#

Thanks for the quick reply Horriblegoat ๐Ÿ™๐Ÿผ

blissful spire
#

There any wikis or samples for doing weapon tracers?

stuck oyster
#

a2 datapacks

#

this was just discussed yesterday

#

twice xD

#

tracer is basiclaly just a longish blob with emissive material on it

livid kelp
stuck oyster
#

whats the polycount between different lods?

#

the polycount must always be lower on the more distant lod

#

@livid kelp

#

are you packing wiht PboProject?

#

at least the latest one would tell you this

#

there is also no reliable way to get all lods to show

#

it depends on the scene complexity (as in what you have in your view)

#

there are no set distances

livid kelp
#

ok i make more tests

stuck oyster
#

you need to make tests with same object that gets simpler by each lod

olive quiver
#

anyone able to point me in the right bearing for finding the Arma toolbox menu within blender? i have the addon loaded but cant for the life of me find the tools/ menu for it

olive quiver
#

nvm found, but brings another question ๐Ÿ˜…

#

which do i use for the view lod 1,2 etc

terse elm
#

Anyone have any ideas or experienced where running ace would make a uniform invincable after the recent changes

#

works fine without ace running

stuck oyster
#

Custom mods need often need a ace compatibility addon to go between them and ACE. Don't ask me what's in them but I often see people making them.

#

@terse elm

#

@olive quiver import one of the sample p3ds for example setup

thin wigeon
#

I'm trying to make my first destructible model building. I think I've copied everything relevant in from the Test_House_01 and everything is almost working - glass shatters, etc. But when I destroy the model it doesn't replace with my ruin model, instead just falling into the ground and dissappearing, and in the console I'm getting "Failed ruin creation: no type for (mymodelname and path).p3d"
I'm not sure if there's a problem with the Test_House_01 sample? It uses the p3d ruin model as the "type" rather than "model" in the Ruin class within DestructionEffects. Am I just chasing shadows here? Anybody else seen this error?

thin wigeon
#

FYI I have Land_ on the front of all the class modelnames in config.cpp. I have class=house and damage=building on the geolod. I am using House_F class for the intact and damaged models, and Ruin_F for the ruin model. I'm obviously missing something really stupid ๐Ÿ˜ฆ

thin wigeon
wispy sage
#

There is a .p3d of it in the Arma 3 Samples from Steam in addons/Test_Character

wispy sage
#

You can import a p3d to blender

#

If you have the Arma toolbox

#

The FBXs Bohemia provides are too far out of date for Blender for import

olive quiver
#

@stuck oyster . Didnt think of that one ๐Ÿ˜… cheers

late root
#

Anyone ever had an issue where a helmet appears fine on the ground, but if you put it on it goes invisible?

whole plank
#

any idea why this error pops up when i try to import a model freom blender?

late root
#

You have Ngons

whole plank
#

aaa

late root
#

Thats a face with 5 or more sides

whole plank
#

yep i can fix that easy

late root
#

๐Ÿ™‚

whole plank
#

ty

late root
#

Np

stuck oyster
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@late root missing headgear proxy?

late root
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Nope im dumb

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        {
            uniformModel```
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I instead had...

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        {
            Model```
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So using uniformModel fixed it

stuck oyster
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๐Ÿ‘ ๐Ÿ‘

regal shard
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Guys, I got a little problem with Proxies, I put it on the top of my model to put a Scope, but it won't work in game ...

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Here is the Proxy position

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Oh, I can't post any screen, sorry, noob to this discord :(

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So, there is the Proxy

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Here, the Proxy Name

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And my slots info

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Annnnnd the result

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Did anybody went trough this kind of problem ?

stuck oyster
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@craggy sparrow wrong channel. Also Arma tools are non commercial. Its illegal to pay for their use.

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@regal shard did you compare to how the sample weapon is set up in the steam Arma3 samples?

regal shard
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Did it right now, everything looks fine :/

vestal kindle
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Hello
I have a small issue with my first ladder.
When I use it, my character is 180ยฐ so I'm at the opposite of the ladder :/
I tried to rotate the ladder_1_action collider, the memory points but nothing change.
I have the possibility to rotate the ladder but I want to know how to fix it for a future problem ๐Ÿคท
The code for the ladder in the cpp is the next one :
"ladders[] = {{"Ladder_1_start","Ladder_1_end",2.5,"Ladder_1_action"}};"

stuck oyster
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the ladder points create a vector the character climbs on

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the points must not be fully straight up

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there need to be slight offest to them so that the top one is at the direction the climber will face

vestal kindle
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uh okay thanks will try that ๐Ÿ™‚

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can we see the orientation of the points (normals) in object builder ?
When I activate "show normals" nothing change ๐Ÿคท

stuck oyster
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what are you trying to see exactly with that?

vestal kindle
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nah it's okay, the ladder works now hehe thanks ! ๐Ÿ™‚

thin wigeon
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could anyone have a relook at my post please, banging head now and it's going to be something really stupid, but, meh, I'm stupid

regal shard
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Well, I redid my whole P3D files and it seems fine now, maybe some corruption, but I don't know where :/

subtle bison
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oi fellas. i have a shadow problem in my model - i can see the proxy polygons in the shadow. anyone can tell me how to fix this?

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based on forum posts it might be fixable with triangulation

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object builder has lots of triangulation options, tho

stuck oyster
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the shadowlod topology would need to match the visible lod topology

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as in not poke outside it

subtle bison
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i didnt touch these parts

stuck oyster
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perhaps a picture of the problem could help to solve it

subtle bison
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exactly as i said. proxy polygons are throwing shadow

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also i noticed the hands have the face texture. lel

stuck oyster
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ah misunderstood you.

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so you have set the proxy polygons with sharp edges

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that will do that