#arma3_model
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also you may have texture or material set to them
is that fixable in object builder?
yes
by selecting the proxy mesh and setting it to use soft edges
and if it has texture or material removing those
but how :p
where is the soft edges setting
as example
ok found smooth edges -- where do i remove the texture?
if they would be visible in the uv editor .. then there arent any. uv editor in shadow lod is empty
ok, no change ingame. pretty sure i did something wrong, because i have no idea what i'm doing.
goat_sacrifice++; if ( anyone_listening ) then { please_help_me_before_i_go_mental='yup'; };
does anyone know why the view is so strange? Everything behind the gun looks so big etc.
look the picture the ammo: https://cdn.discordapp.com/attachments/294232104265449472/699043538012340314/unknown.png
perspective?
look the bullets in front of the weapon
is to big and he position is not correct. but the bullets are correct in the "non gunner view"
@oak lintel particle effects are rendered in different rendering scope. View pilot is top layer
hmm okay unterstand... another method? i think "thing X" is to complicated with spawn bullets on trigger. but the bullets have physx ๐ค
the ejected shell needs to be part of the vehicle model and animated throught model.cfg if you want it to be visible in the frist person view.
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?
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 ๐ฆ
model.cfg https://pastebin.com/5J1CRdjU
config.cpp: https://pastebin.com/GrK1148B
@thin wigeon if you refer your ruin config to use one of hte vanilla ruins does that work?
oh just now noticed that error you get
so the ruin class is broken somehow
so first Id like to hear the outcome of using a vanilla ruins p3d
then Id like you to try replacing your ruins p3d with the sample ruins p3d
goat_sacrifices++; // thx Mr. Goat ๐
Question regarding physx: I've got a vehicle (8 wheeled APC). All wheels have the same parameters, damper animation shows same on both sides. Geo lod has same weight for every one of the 8 wheels, and object builder shows center of mass in the center of the vehicle.
Still, the left side (wheel_1_1 to wheel_1_4) dampers are fully compressed (checked with diag binary), with the wheels floating in the air, while the right side is perfectly fine, wheels on the floor, etc. Memory lod bounds and axes are correct (verified).
Does anyone have any idea what might be causing this ?
are any of the bad working parts part of 2 animated selections?
would have been too easy solution ๐
just to clarify, the visual wheel part does not move all the way down but the physX part does?
The wheels on one side are completely "up", it shows in both the visual part, and diag_toggle "Supension" shows the springs on that side are completely compressed
So the visual and physx part do match, but the springs should be in neutral, basically
Let me see, can I post a link here ?
Left side of the vehicle, the wheels are all the way "up" and the springs fully compressed
No, common "Basic_Damper_Destruct_Axis" with a vertex at 0, 0, 0 and 0, 0, 1
so that should match for each of them
Yeah
I just noticed that the axis for the wheels on the right side are basically the same direction as those on the left side (so the yellow lines always move to the left side of the tyre), but I guess that can't really cause this problem
could be just how teh diag happens to draw them
Yeah, i guess it always takes the highest vertex number of the axis
I did flip them around now and made the wheel rotation a rotationX, just to be sure
Well, I'll be damned
It WAS the problem
Good to know ๐
which part did you flip?
So, always do wheel axis with the high vertex outside
Basically, all wheel axis (left and right) had the same direction (pointing to the right)
I flipped the left side axis so the all point outwards
aaaa
right so the axis direction matters in that too
I know it affects the rotation direction of the rotation animation
I was thinking they should all be the same direction so the rotation would be the same... with a normal rotation and the axis pointing in different directions, the wheels turn the other way around
yah
So, make the wheels a rotationX instead of a normal rotation, and then they turn in the right direction AND the problem with the suspension is fixed
mighty weird finding
Yeah
That's why I love PhysX... always surprises you, even though this is not the first model I made
Should document that somewhere, really -_-
There should be a page on the wiki entitled "Frustrated by PhysX ? Look here!"
ha yeah
guys i wanna change a flag that on helmet what should i do ? i am a new to model make
i have problem with dmg on gunner position. https://cdn.discordapp.com/attachments/294232104265449472/699656215566745680/unknown.png
unter the line is dmg active. over the line isnt active
i can only shot him in the vehicle. not outside
I wanted to explain to Bax the way I understand and work with Fire Geometry in Arma. So why not record it and share it with the community ?
https://youtu.be/NEDS6MAqjuQ
@vernal lynx you mean me? didnt help me... my firegeo worked. but not the gunner (half correct. i dont know)
nah nah I'm just posting that here, like I'm still alive but already out ๐ค
ah ok^^
relative to your issue, do you have your gunner proxy in your firegeometry LOD ?
yeah. my gunner becomes dmg. but not over vehicle. only in vehicle. the Bullet on the picture is in the head but the bullet is in the neverland^^
maybe move the hitbox from animation not with the skeleton?
possibly the your fire geometry parts for the hatch are not animated or they animate beyond the vehicles original bounts
or they dont have component names
or they are not convex
or they have no mass
hatch is animated. i can shoot on the hatch an the bullet and the penetration worked
what was the problem again?
the gunner becomes no dmg over the top. under the top ( in vehicle) is dmg active
what does you firegeometry lod look like?
you dont seem to have the gunner proxy here?
my gunner have a custom rtm and i cant show it in the object builder
i need a custom gunnerproxy ?
is there any proxu for it in firegeometry lod?
possibly your custom animation moves the character too far from the origin of the proxy
yeah i think too... i test it
@stuck oyster problem solved. Animation was to far away from the center in modelling sotware
๐
I've always read that max number of wheels on a tank are 10 per side (functional, excludes non-ground wheels), so 20. What are the max number of wheels on an APC or Car? ...on an Airplane?
where did you read that?
Ah. Don't make me dig it up!
Wait... so I wasn't concerned about the tank wheel limit until just now.
well I cant remember there being documented limits like that
It should be pretty simple to test though
So by your response I could infer that there are no limits to the number of functional, dampered wheels on any vehicle?
well bone limit is 254 or something like that
so that is a limiting factor
but dont see why there would be hard limits on wheels other than that
ok. I think I'm good there
PhysX allows up to 20 wheels (10 per side) at maximum.
meh well that would be a hard limit if its accurate
only for tanks
Yeah now that I re-read it sounds like it might be the same limit all across the board, even though it was stated in a tanks guidelines page
no, tanks use simplified wheels. Cars dont
idk actually. No vanilla is all 8 or 6 wheels
lets put it this way. How many wheels you want? ๐
I guess you just have to try it out
or not... physx code is open source
That might be a handy bit of information in the future...
Not sure what to do with it at the moment. It sounds powerful dangerous. @woeful viper
Well i doubt you can modify physx for arma.
so unless you make your own game, you are stuck with what we have
nope
its only for looking and understanding how it might work...
(which is why i know its 20 max for tanks)
Ok... well... Thanks for your help, but I was hoping to keep things within obtainable limits set forth by BI, et al.
Although I do usually love theoretical discussion
i say doubt, because... well i have no knowledge for trying it. After seing some fancy stuff like shaders being made, who knows -a wizard like Dedmen could maybe do something with it ๐คทโโ๏ธ
I don't say this enough, but I'm really grateful for the help you guys give to all of us in the community. I hope that whenever I offer others my experience it's as helpful as you guys are to me. Truly.
๐
Posting this here, maybe its more model related.
Hello,
I have an issue with my building. I got this message "No entry 'model.cfg/CfgModels/House_04/Animations/door_1a_rot.begin"
I know I had this message some times ago and I fixed by just starting the cfg from zero but it doesn't help here :/
I copied / pasted another cfg that is working for another model, I replaced the skeleton and class names but I'm still getting this error and my doors axis is broken.
He detect every doors and handles (and locked versions).
My model.cfg and config.cpp :
https://controlc.com/a4f6321d
https://controlc.com/3f6728b2
Hope you can help me here, I don't have more ideas :/
@vestal kindle you need axis = selectionName defined or begin, end coordinates for the rotation axis.
Thanks for the help !
Don't know how I missed that ^^"
@trim herald unlikely if you have not found such. Also its a #arma3_questions type question.
Thanks, I'll migrate the question
anyone here know if blenders scaling units like meters and feet are accurate to arma?
iirc arma as a real scale in meters, same as blender
so 1m in blender should be 1m in arma
alright thanks
yes
that is accurate
but if your object scale is not 1,1,1 at export that will mess it up
and actually messes stuff up in Blender too
Alright, so what I'm trying to do is tweak the config of an existing ragdoll mod to make it more realistic. Current problem is that the bodies fly too far after getting shot. Is there any way to increase the weight of the A3 character so they will drop to the floor, rather than 10 meters from where they initially died?
You can only alter the ragdoll config.
Yeah but is there a value in which you can change that?
Undocumented
Because this mod changed that from the base game. In the base game a body will drop and stay there. In the mod it will fly away and then drop
Can't remember exactly what parameters there are but I think there's something for the bone mass there too
Things are very easy to break too.
So "Progress" with the ragdoll issues.. Or at least something different.
Like this
I would compare what's different between the mod that changes things and vanilla configs
I might do that yeah. I'll see what I can find
so I am trying to reskin some of the old arma 2 bunkers into arma 3 colours, but for some reason I can't seem to get the camo net on the bunkers to use the arma 3 semi-transparent netting shadows. They are solid rather than showing the holes in the net. Anyone know how to do it? I've been told using hidden texture selections on the net may break it?
I get solid shadows
@spare roost you are missing that texture when packing p3d most likely
you would need to have unpacked a3 bunker in your packing dir so binarize would be able to fetch that texture
do you know the texture in question?
doesnt alpha shadows also need specific sbSource defined
n@spare roost well, you should know which texture it is if you are assigning that texture in object builder? ๐
@stuck oyster nope
well the camo nets are largely using the a3 structures > military > shelter ones
and there are no issues with the references. I have the a3 folder in my P:\
it is just the shadows that are wrong
oh I thought they did. ๐ well learned something new today ๐
yes
yes meaning you have or dont?
and which tool are you using for packing?
mikero
is that texture visible in buldozer?
the net textures are visible, yes.
can you show pic how they are looking like in buldozer?
sure
pm'd to you
that is the shelter using a reference to the BI blufor camonet .rvmat and camonet_nato .paa
you can see the shadow on the wood looks correct, but in game it is solid
it appears to be in buldozer
and in game?
if its transparent then perhaps its indeed shadow and sbsource - it means those a2 bunkers were updated in a3, since they are using different technic
Pm'd. You can see the solid shadow
in any case, perhaps you can use sbsource=visualEx for that prop
it would be better for performance
yeah, it has none of those entries in any LOD. I'll investigate there as it appears the config / model.cfg is correct. All the textures are work as they should, apart from the camo nets themselves.
thanks, it narrows it down


Didn't even know Arma could do such fancy shadows 
Must've just not noticed it while in battle
I tend not to notice it in battle. Usually it is if I am running logi and sitting next to a truck / vehicle at base under a camo net.
Is it possible to export a .p3d from Blender without the need to recalculate normals in Object Builder?
I know the O2script path needs to be correct but that never seems to help
Q: when we create a custom vehicle model, how do we go about supporting unit insignia?
So, is it literally, there needs to be a thing called insignia in the model selections?
question how do i view and edit textures for uniforms?
@steel condor yes
@lusty ginkgo no, set the path right and it should work.
@white jay you need to extract said textures from the game data files or use ready made templates.
Editing them is made in a image editor of your choosing. Paint, Gimp, Photoshop etc
hi all ,I have a small issues with my building , when i throw a grenade or shoot in a side certain part of my building ,it acts like there is a invisible force field. i just have lod,roadway, and geometry.The builbing i made is the Gate room from stargate Atlantis.I just needed to be pointed in the right direction. Thanks
need pics of the problem and of your geometry lod
Days of trying to sort out the problem and then I asked on here , minutes later I find the problem lol. its my geometry it's overlapped multiple times , once I removed all the overlaps then it started to work. Thanks anyway for the help @stuck oyster
๐
Anyone know a tutorial of the controls for Object Builder( mainly to move around), Read the Wiki and a bit confused still
Or am I confused and Object builder is not likened to eden where you can move around freely
It has very different controls yes.
https://imgur.com/T1gvwxA what is the problem ?
Model.cfg
class propeller: Rotation
{
type="rotation";
source="rotor";
selection="propeller";
axis="propeller_axis";
angle1="2 * 3.1415926536";
};
its part of some other animated selection too
Anyone have time to do a import to arma (paid if price is reasonable)
Arma 3 tools are non-commercial
its part of some other animated selection too
@stuck oyster what do you mean ?
you have 2 animated named selections and the rotor is part of both
'I cant find any other "rotor" references'
no its something else
the rotor is 1 selection then there is some other selection the same part is also in
@mint patrol https://discordapp.com/channels/105462288051380224/105781854598094848/698848975499034624 check this post
@mint patrol https://discordapp.com/channels/105462288051380224/105781854598094848/698848975499034624 check this post
@rough idol Thx bro ๐
So i've been trying to make it so that lights on a gun will disappear as ammo gets lower. Here's the model config that I have set up for it.
{
type = "hide";
source = "ammo";
selection = "litFull";
minValue = 0;
maxValue = 35;
hidValue = 10;
unHideValue = 0;
};
class LowMag
{
type = "hide";
source = "ammo";
selection = "litMid";
minValue = 0;
maxValue = 35;
hidValue = 25;
unHideValue = 0;
};
class EmptyMag
{
type = "hide";
source = "ammo";
selection = "litLow";
minValue = 0;
maxValue = 35;
hidValue = 35;
unHideValue = 0;
};
``` It doesn't work at all. No matter the edits I make to it nothing causes the lights to hide. Anyone see any problems? Its my first time messing around with the model config so I don't know much.
so the minValue, maxValue, and hidValue all have to between 0 and 1?
If I remember right yes
this a vehicle gun or hand held one?
hand held
ammo should be correct source
do you have the skeleton set up with the litXXX bones?
yeah
are your selections written in same case
litLow and not litlow
are your testing it in buldozer?
Yes and yes. I've gotten rid of the unhidevalue and they do disappear now but only when the value is 1
I'm just going to shelve this project for now and work on something else.
not sure where to ask this, but how do I change the bullet impact particle effect when you shoot an object? I've created a gore pile object and I'm trying to get a bloody effect when you shoot it like when you shoot a person
similarly if you were to shoot glass you get glass particles or if you shoot metal you get sparks
firegeometry penetration material
I recall there is a "flesh" material or somesuch in P:\a3\data_f\penetration
I never mounted a P drive, would you have an idea where that file path could be?
I see data_f in the addons as a pbo file
I'll do some digging
Why dont you have it since you are clearly doing addon?
I dont understand where new guys like you pop up who are all against setting up the stuff right
I'm just working out of my blender folder
this is becoming a trend
followed a tutorial on youtube
ah
that explains it
youtube tutorials on arma modding are mainly made by people who dont know anything
theres few good ones and maaaany many terrible ones
I can't find alot of info on arma modding
most of my googling goes to editor related stuff
sometimes there's helpful documentation
mostly on the BI wiki
true documentation is sparse
but that does not make the bad youtube videos good ๐
so will mounting a p drive give me access to the a3 files?
I set up the p drive, the only thing I found was meat.rvmat under P:\a3\data_f\penetration, I applied that using the material setting in object builder but it still shows the dirt impact
where did you apply it?
under the visible object, trying it now on fire geometry instead
fire geometry is where its supposed to go
there is a wiki page about LODs
so is a component is just a separate mesh?
each separate part of the geometry is a component
I would suggest you study the Sample models from Steam
I'm thinking to get around the 99 component limit I can just connect multiple meshes with some invisible geometry
99 component limit?
at least that's what I've heard
๐
trust nothing modding related those people tell you from now on
but also you were making some sort of flesh mound?
I mean for future objects like buildings
study the samples
I rarely go over like 10 meshes in one objects anyway
possibly download the A2 released data packages and study those too
buildings can go to couple of hundred easily if you have windows and interiors
yeah
starting off I'm doing simple static objects but eventually I want to make things like npcs
๐
I did alot of ksp modding but this is my first time playing around with arma
so I got a good amount of modelling knowledge to start with
Hi, I've got quick noob question. I'm making an addon that add a burlap sack. I got it into the game, it follows the head, but it's located in the stomach, not on the head. I tried moving the LODs in Object Builder, thought it might solve the problem, but it remains. I still believe it can be solved by moving the LODs higher, but I'm propably missing something.
Here's a picture: https://ctrlv.cz/shots/2020/04/20/Jibc.png If the sack was around 1 meter higher it would have been fine.
@full skiff use autocenter = 0 in geometry LOD
I am going to chuck this here as I am unsure if this is a config or model issue, I have created a Eotech sight with a magnifier, however, the reticle does not stay where the barrel is pointing (the center point) verified here with ACE day laser https://i.gyazo.com/bd17b58479dc3d7fc0278c7eacac6773.mp4 I am looking for it to stay centered like it does with something like this https://i.gyazo.com/9c843eaa1191bda73c6210f27d5d8f9e.mp4
@rough idol I've already done that, perhaps I've done it wrong? Could it be related to something else
so I assume your model is also attached to "head" selection?
can you post some screen from OB?
Here's the Geometry LOD selected: https://ctrlv.cz/shots/2020/04/20/k5Wi.png
Here's the visible LOD selected: https://ctrlv.cz/shots/2020/04/20/NNzU.png
LODs 1, 2, 3 and ShadowVolume all have verticles in the "head" verticle group.
@tropic jewel are you using colimator shader for reticle?
@full skiff and what about model.cfg?
btw: are you using w7? ๐
I would have to go back and look at it, how would I tell?
What rvmat does it have
I just copied model.cfg from Arma 3 Samples/Addons/Test_Character_01 and replaced "class A3_headgear_example: ArmaMan{};" with "class pytel: ArmaMan{};". pytel is the name of the .p3d file. And I'm indeed using Windows 7. I hope that's not an issue.
Are you packing with pbo manager?
I'm packing with Addon Builder. I think we're getting somewhere. Is that the issue? I haven't binarized it though, I've had problems with that in the past.
I would recommend mikeros toolset and pboproject for error debugging.
Addon builder let's pretty much everything through.
Issues with binarization may also mean you have some deep errors.
Thanks for the tip, I'll try using Mikero's tools once I get the chance.
It turned out I'm just an idiot. I was using .p3d without Geometry LOD, while I had the working .p3d in the wrong folder. So thanks reyhard, you were right about the autocenter = 0, I'm just a dumbass.
I'm working on a weapon mod, but I've been running into the problem that when I select a scope on the weapon, and I try to zoom in the camera goes towards the iron sights, but then it does go into scope view
How do I make it the camera go towards the scope when ADS?
@stuck oyster Need some help I have looked through the config and I don't think I am missing anything for a standard building can you take a look.
https://pastebin.com/5zVrZASZ
land_ prefix in the class name
also
naming p3d as "house"
is bad
you should always prefix your filenames with your mod tag_
yes
Well
but also change to model name.
naming it house will actually break the game I think
Haha ok will get that done many thanks
@stuck oyster Found it when I put it in arma 3 terrain the mass of the building needs to be heavier ๐
that is a factor too yes
question on arma toolbox for blender: it doesn't work for me, it says
in the preference it says: 3D View: Arma: Toolbox - upgrade to 2.8x required
Verison 1.5.0 of the toolbox
blender 2.80 and 2.82a tested
must be something stupid on my side?
ok, I downloaded it from http://friedenhq.org/arma-ii/fhq-arma-toolbox-for-blender/
I guess this one is current: https://github.com/AlwarrenSidh/ArmAToolbox/releases
youp
question - making a static UAV turret, model, vertex groups etc etc are done properly. turret itself will move (anims are good). however the actual crosshair isnt moving at all
this isnt really a request channel
but if you want to give it a shot that would indeed be great
I hope that this isn't considered a crosspost, but as I wrote I have trouble with my object builder and currently trying to isolate the problem and bughunting in a sense. can someone, whose Object builder is working correctly, post me their OB settings, or better a screenshot (of course made anonymous).
Also a question: Is the location of the .paa in relation to the .p3d important. As in if both are in the same folder in P:Drive but the paa is 2 folders deeper than the p3d?
if path to .paa is correct it should load
ok thanks, than this isn't the problem
what's this textures.lst file in my addon folder directory?
Hey, im new to modding and i have a question.
My clan is thinking about taking the C-160 Transall of the Operation Frenchpoint Arma 2 mod and give it new physics and a Reskin.
We would ask the Frenchpoint Team for permission, but i wanted to ask if something like this would be possible, maybe with using the physics model of the RHS C-130.
technically it is possible to upgrade all older arma content (see CUP), but therefore you need source material by the original author, and also his/hers explicit permission
@stuck oyster Is it possible to insert an object in TB that executes a script? we try to use eventhandler init
works for objects in eden
no
A prop's LODs aren't changing, and FireGeometry isn't working (it's divided into components), bullets are going straight through. How do you set it to change LOD 0 to 1 at distance?
lod changing is related to scene complexity not distance alone. if you got nothing else in the scene it might not change at all for a looong time
firegeometry not working might be related to bad geometry lod also
or your components in fire geo are not convex
or possibly closed
or its too big
Ok, wasn't aware of the first, that explains a lot
Thanks
As for the second, I'll take a second look at it
there is a wiki page about LODs that explains what they need
I am going to chuck this here as I am unsure if this is a config or model issue, I have created a Eotech sight with a magnifier, however, the reticle does not stay where the barrel is pointing (the center point) verified here with ACE day laser https://i.gyazo.com/bd17b58479dc3d7fc0278c7eacac6773.mp4 I am looking for it to stay centered like it does with something like this https://i.gyazo.com/9c843eaa1191bda73c6210f27d5d8f9e.mp4
I asked this the other day and HorribleGoat asked what my rvmat was, please find it below for the ViewPilot reticle texture (as I am guessing this is what is needed) this was given to me so Im not 100% sure how it works (or in this case why it doesnt), I still have not been able to fix this issue.
FogMode=Fog;
Ambient[]= {50,50,50,1};
Diffuse[]= {0,0,0,1};
Emmisive[]= {10,10,10,0};
ForcedDiffuse[]= {0,0,0,1};
Specular[]= {0,0,0,1};
SpecularPower=8;
PixelShaderId=Collimator;
VertexShaderId=Basic;
renderFlags[] = {NoZWrite,AddBlend,NoReceiveShadow};
class TegGen0
{
uvSource=9;
}; ```
does anyone know which config setting changes the speed a vehicle is allowed with it's tires destroyed?
edit found it:
dampingRateDamaged=1;
dampingRateDestroyed=1000;
Can someone help me jog my memory? I have a vehicle (eg. tank) with weighted vertices that need to flex slightly more or less. I've weighted them in OB, but I thik there was something else I needed to do to get it to work... like a parameter in the model.cfg maybe?
nm. found it. I think I need to set the skeleton to isDiscrete = 0;
new project i am working on. Probably going to take a while. This is a ship I sailed on
Anyone had the issue when configing a tank where the smoke screen launchers make the sound but no smoke gets deployed?
@terse elm I think that could be related to eventhandler inheritance
@stuck oyster Fixed it, thx for the steer in the right direction
๐ I recalled I have had same issue
Can somebody help me out with this scope issue? I have made a little video to demonstrate the problem
when a scope is equipped on the weapon, and you zoom in, the camera moves towards the center of the weapon and then switches to optic view
how do I make the camera go towards the scope?
@ember ingot Do you have an opticView memory point for the scope?
if different zoom levels are enabled/configured, numpad +/- keys should alternate between them
Hey guys very quick couple of questions, if i want to define how a building sounds when shot do i apply a penetration material to it and if i wanna control how it sounds when someone walks on it do i apply a surface paa to the roadway?
yes and yes
Much appreciated
@wispy sage Yes, I do have a opticView memory point set
@ember ingot check for typos, it seems to be missing
by default, camera is zooming on memoryPointCamera when aiming down sight
@rough idol I can't find any typos, and I have set CameraDir to ="" and set a point in memoryPointCamera
Yes
There is no geometry lod with autocenter =0?
You also need a View-Pilot LOD. Stuff gets funky without it.
Do you need to define pathways on models anywhere else or does naming the points in01 and pos01 etc do the trick?
Naming in path lod is enough. Action points need config definitions thought
Okay cool, current model im doing doesn't have actions, but for future reference, are the actions defined in useractions or somewhere else
For the pathways
For that it's best to study the existing configs.
Fair point will do, thanks ๐
So my model is a separate ramp, platform, bridge and wall that are all walkable, do i need in positions at the top of the ramp for example
and at the start and end of the wall
everywhere you want the paths to connect
gotcha, just didnt want ai teleporting to the top of a ramp or something
This is gonna sound dumb but, in arma if a two models have the same texture (i.e. a trim sheet or tillable texture), does the engine load the texture once or twice
https://i.imgur.com/TuXRnHu.png Do you know how to fix it?
whats broken @mint oak
@north sundial using same texture should be easier for performance yes
Okay cool, i thought it was that way, but others in my team didnt think the engine worked that way
@stuck oyster look at feet
oh the white thing? best to draw red pointy arrows at things you want looked at.
ok sorry
anyway, missing model.cfg. missing weighting, missing autocenter 0 in geometry lod named parameters could be reasons
@wispy sage @rough idol Gentlemen, I thank you. It was fixed by putting a View-Pilot LOD on the gun
hey there !
Any other relevant MULTIMAT tutorial appart from the one mondkalb made ?
I just learned it supports alpha blending so I'm like "oh god what have I done"
(please mention me I tend to forget to check back)
@vernal lynx id say thats about it whats written down about it
- whats in the discord here
so im having issues with my turret not using my barrel mem points for firing. currently its using the middle of the model
TY ๐
I completly missed it after all those years stupid as I am ๐ฆ
as I was doing terrain models quite rarely
quite alright ๐ we all learn new things about arma all the time ๐
I have a bunch to fix now haha !
I am so incredibly confused about packing my first model into the game. The model and all relevant LODs are setup correctly, texture is done and it keeps failing PBO packing saying that it cannot find the texture when I am staring it at, and it finds it once in the packing process anyway?
@slender belfry post logs and screenshot(s) of the errors
I can understand why it isn't working, it is because all of my configs are messed up. I was going to ask a question in #arma3_questions but i'll ask it here instead, I have checked a few modelling -> arma tutorials and they all cover building the model and doing the LODs which I can do, but they never cover creating the configs to get it inside of the editor. Would you happen to know of a tutorial that covers basic static object configs?
Blender to Arma tutorial series probably has something about that. There are also sample models on Steam. "Arma 3 samples"
The actual software @stuck oyster or a steam workshop search?
Google search would already given you the answer, but it's in the tools section of the library
got it, thank you ๐
๐ ๐
Still giving me a mission file summary ๐ฆ
basicDefines_A3.hpp :excluded
config.bin :scanning
config_macros_glass.hpp :excluded
data\lw_stage_co.paa :scanning
LW_Stage.p3d :validating...LW_Stage.p3d: missing \p:\lw_objects\lw_stage\data\lw_stage_co.paa
LW_Stage.p3d.dep :excluded
texHeaders.bin :scanning
</end entries>
Missing File Summary
LW_Stage.p3d : \p:\lw_objects\lw_stage\data\lw_stage_co.paa```
Ahhh i got it now. I didn't mass rename my textures
Hmm, packing my textures is fine, but my texture doesn't actually load ingame or in object builder when I have taken the P off. When I put P on it works fine but I cannot pack. Do you need an RVMAT to be able to see yourr texture or not?
pboproject, dont think that'd matter anyway because i cannot see the texture in object builder
(bulldozer*
taking the text from in account:
\p:\lw_objects\lw_stage\data\lw_stage_co.paa <- wrong
\lw_objects\lw_stage\data\lw_stage_co.paa <- correct (if you select lw_objects as the folder to pack)
yep that is how i am doing it, but it still will not load the texture
i do not have a material though, maybe that is the case?
red?
1024
e.g. 256x512, 512x512
Wait, it goes red? Deselect everything in *ObjectBuilder. iirc it turns stuff red
ah
but when it is lw_objects it is fine
but still doesn't load the texture
if that makes sense
๐ค
What if you select everything, press "E", change the path there?
just tried it, still no texture and also it stops it from packing
could it be my file layout?
looks about right so far.
lw_objects\lw_stage\data\lw_stage_co.paa should to it ยฏ_(ใ)_/ยฏ
(or i miss something, can happen. Haven't touched OB for a pretty long time)
does model.cfg need to have anything specific inside of it for a static object? maybe i have gone wrong there, this is new to me
@wraith tendon if it makes it easier for you to debug i can zip my source up and send it?
Can't do atm.
ok. this is what it says ingame also https://gyazo.com/a9c81ebcf11813396c161308b2a311b7
does model.cfg need to have anything specific inside of it for a static object? maybe i have gone wrong there, this is new to me
Not rly, no.
Leading \ is still there
๐คฆโโ๏ธ works without the leading slash, thank you.. bulldozer tricked me to think it wasn't going to work
๐ thanks again. won't make the mistake of believing it next time
hey folks, I followed this tutorial https://www.youtube.com/watch?v=vgymTnhZqWs just to try get my head around the process of importing tanks and, while I feel like I followed the entire video pretty well, whenever I actually try and drag the tank into the editor the game crashes, anyone who actually knows what they're doing wanna take a look at the files and see where the hell i've went wrong
is there a common reasoning why it would crash when dragging to the editor or
could be a lot of reasons, both model and config related.
easiest thing to do is simplify both for testing purposes , also checking the rpt
if you want someone to have a look over your configs, best bet is to paste it over pastebin (model.cfg as well)
and link it here
@zenith wren ^^
checking the rpt?
yeah I'll do that with the configs
https://pastebin.com/ZJjJAarb - model.cfg
it was all just the test_tank_01 configs but edited like the video above
class name of tanks is still
Test_Tank_01?
in cfgvehicleclasses?
sorry I'm a major major noob just trying to wrap my head around this
a. what is the .p3d your using called
b. what is the class name you use for your tank
c.if you are a major noob, what tank is it that you are trying to import into the game. is it a model you made?
@zenith wren
p3d is just test_tank_01, class name is unchanged, the model was a free model but obviously I wasn't gonna use or release that, it was simply for practice
surely it shouldn't matter though in terms of technicality, if I made a cube in blender and followed the same process then theoretically it would still work right?
@quick terrace
well no, a cube would be safe simple mesh that pretty much cant cause any issues
where a random model could have stuff that is incompatible
yeah, it has to be model related
does it load up in buldzozer?
as in object builder?
as in Object Builders game engine previewer
yeah it does
that is slightly more mysterious
the game doesn't throw any errors or such at me it just dies
well I would just replace your model wholly with a OB created cube and see what it likes from that
did you start from the tank?
or have you succesfully created a simpler static object with configs etc?
bad move ๐
yeah probably lul
I just wanted to see how 'simple' the process was to see if it was worth doing as a potential past time
I mean I know there's nothing simple about the process
but I wanted to see just how time consuming it would be
Well theres not that much difference between the tank and simpler static object
except simulation related stuff that needs to be correct
so you are likely missing something related to that
the model problem is simple to test by replacing it with cube though
Battlestads videos are pretty good, he got quite a bit of experience under his belt.
yeah thats the one I followed
I just don't know where I went wrong
I guess I could test it with a cube
yeah, i'll do it at some point over the next couple of days got some uni stuff to work through
is it cool if I ping you here when I get to it?
sure. Just remind me what its about if its few days later.
no problem, thank you!
what controls an object being able to be knocked over by a car? having an issue with a building atm and i cant see why its behaving differently than others that are configured the same
like so
destruction/damage type
In the config?
if its terrain object, then in the p3d
Where abouts is it defined in the p3d, sorry its been a while since ive done config stuff for arma haha
@zenith wren as you have DMs disabled you will not have received the warning for profanity. Your post has been removed. Please read and abide by our #rules
Thank You
apologies, won't happen again ๐
bad weighting?
Oh possibly
likely
Ugh was hoping it was a quick config error hahha
Dont think theres anything in the configs to affect model like that
is this your first mod? @white jay ?
Yep. Im sure its going to suck and or not going to work @quick terrace
@quick terrace I have a donut I'm experimenting with LMAO
you need to have a look over splitting the mesh in parts
so you can use multimats for textures
not to say that the end model needs to be split in parts smaller than 50m so that the road and geo would work
I'm probably going to split the hull up into vertical sections along the frames to work with that
The House is going to be the most difficult
i was talking more about the interiors
and by splitting i donโt mean actual seams in the mesh
but having modules in mind from the get go
best of luck
I am going to chuck this here as I am unsure if this is a config or model issue, I have created a Eotech sight with a magnifier, however, the reticle does not stay where the barrel is pointing (the center point) verified here with ACE day laser https://i.gyazo.com/bd17b58479dc3d7fc0278c7eacac6773.mp4 I am looking for it to stay centered like it does with something like this https://i.gyazo.com/9c843eaa1191bda73c6210f27d5d8f9e.mp4
I asked this the other day and HorribleGoat asked what my rvmat was, please find it below for the ViewPilot reticle texture (as I am guessing this is what is needed) this was given to me so Im not 100% sure how it works (or in this case why it doesnt), I still have not been able to fix this issue.
FogMode=Fog;
Ambient[]= {50,50,50,1};
Diffuse[]= {0,0,0,1};
Emmisive[]= {10,10,10,0};
ForcedDiffuse[]= {0,0,0,1};
Specular[]= {0,0,0,1};
SpecularPower=8;
PixelShaderId=Collimator;
VertexShaderId=Basic;
renderFlags[] = {NoZWrite,AddBlend,NoReceiveShadow};
class TegGen0
{
uvSource=9;
}; ```
What units does the Arma 3 Object Builder use? Or can units be switched between different ones?
depends what you mean by 'unit'. any other p3d can be used as a proxy of another p3d. you could add a hotel to the left arm of a human if you wanted to.
Hmm! Well, was thinking that what units (mm, px, points, picas, inch, you name it) are used by default.
meters
cannot be switched, it is always meters
Hello, would a kind soul be able to point me out to Ataboo's XM-25 source files? https://forums.bohemia.net/forums/topic/146085-ataboos-xm-25-airbursting-grenade-launcher-ata_xm25/. The dropbox link is not working. Thanks a lot in advance
Cheers,
GFT
@glacial compass you probably wont find that anymore. the forum post is ancient.
Yes I was afraid so, but the weapon is on the Aegis mod so maybe there are some people still having the source on their files nd willing to share? Maybe
you got to ask the makers of aegis mod perhaps
Assuming this is the same model ofc
Because I'd like to avoid the dependancy, this is for a small project
you may want to consider either using something else or making the dependency
Probably need to find an alternative, unless I get lucky, indeed. Tx for your time
Any good comprehensive tutorials for modding? I'm a beginner
I've been searching google and youtube for hours lol
well you could check out the BI forums editing section
theres a pinned topic that could get you started
Okay sweet i'll check it
also PMCwiki for setting up the tools and development environment correctly
theres likely never very specifc "how to put house in game" type tutorials
but there are more general stuff that tell you the basics and give you the knowledge to deduce the rest
okay sweet thank u
hey guys i have a little question, how i can add a cullosion into a model with blender
Collision?
If you have to ask then, yes.
As you would have to learn what it requires
And how to do that.
Hey I am new to modelling, I know it is allowed to use arma 2 models. once you download them is it also allowed/possible to use the models and put them in blender somehow? Want to open up some rooms :3
Or would I have to do it the old fashioned way and remake the whole building
arma toolbox for blender can import .p3ds
ah okey
hello all so i am wondering what the "binarise crashed" error means when packing a pbo with a p3d in it. So I did some investigating and started removing lods from the p3d to see if it was a specific lod causing the error. So i eventually found out all the lods packed fine and that the view lod was causing the binarization to crash for what ever reason.
I have checked the bin log and its empty and pbo project throws no hints, no reasons, no nothing to point me in a direction to fixing what ever it is pbo project doesn't like about my view lod... It just said packing failed "binarise crashed". I have tried numerous things modeling wise to clean up the model triangulation, vertex cleanup, edge cleanup and nothing works.
Does anyone have any idea as to why pbo project wont allow this to pack like every other p3d?
Possibly untriangulated nGons
nGons?
are the view lods supposed to be packed triangulated?cuz it works both ways ive tried with no errors
but what do u mean by nGons?
Arma can handle quads and tris. nothing more.
could be something else too
how many verticles is it?
have you tried it without textures or materials assigned?
no but i just retexture it with my own so i will test that now
the vert count is 8.2k
textures correct resolution?
in general, is recommended to triangulate the mesh before baking
and surely before getting it into OB
(and afterwards too)
@woeful viper ?
sometimes when you import in OB, quads that where triangulated but flat can be "optimized" apparently and are no longer triangulated
i know i do it it blender always. I just forgot to do it for this specific p3d and pbo porj doesn't say anything about triangulation error if u were to pack it and w/o triangulating it. It just says binarize crash and i now know what that means
maybe its just with .3ds (as i mainly use this for import)
its a bit random it seems
just for the record the "binarize crashed" error can also be a texture issue as well
@clever ibex you using the free Mikero tools?
no im using the paid ones
they updated?
no there out of date by a few weeks i havent been at this in a while
did he change that in a new update?
not sure but theres been quite many updates this year
there are lot of new more specific error messages
i just updated them now
of course sometimes stuff just cant be pinpointed accurately
now my command line is screwed up from updating them ๐ so all my scripts need to be changed
yea i will run it tho n see if it says anything specific
i guess -W=P:\ is no longer an option
that was an old parameter that used to work with old mikero pbo proj but is no longer used i guess
best to ask the man himself for such info
i already figured out no need to he changed some command line parameters is all. I fixed it on my end it works
but thx for the help as always ๐
๐
Anyone here assigning textures & rvmats with fhq toolbox in blender? the documentation ive found on friedenhq.org is glossing over it a bit and the way I'm using it it's assigning to every face that hasn't got a texture yet instead of just the faces i've selected. Anyone figured this out?
anyone know any good building packs
@white jay to be honest assigning them in ob is not so time consuming either
@granite maple what?
nvm
I get some sort of obnoxious jitter when adjusting the viewport while blender is running buttery smooth - also after building my model in blender for almost two months now I'm much more firm and quick on the controls and wouldn't mind doing the assigning in there since it appears to be possible
you assign multiple materials on your model and for each you assign a corresponding Arma material
if you have only 1 material on the model Blender assigns that on all your mesh
hey guys if someone have a tutorial for geometry lod
it will be nice
๐
beacuse i am stuck with making Collision
@stuck oyster
You might have better luck using whatever program you modeled the original model.
there are not much in the way of tutorials for OB itself
its pretty cumbersome program to use
there are couple of good tutorials on how to put stuff into the game on the BI forums editing section
collision as in geo lod?
@quick terrace https://gyazo.com/dd93b0fb272e50b704706e45c8f06439
I'm trying to walk him thorugh it
@stuck oyster so, considering that I had the windows of my vehicle set up in obj and imported the p3d back to blender, all non-window surfaces were considered 'one material' (no material at all) and were assigned my second material and texture?
If no material is counted as a material too then I'd say I understand what the principle is.
Cheers for the Explanation, I'll go back into my dark testing corner until I run into a wall again ;)
Guys if i want to make a modpack having others mods inside it like Adv pike edition and ace splint sorta thing. So how to do it
interior of what?
Hi mates, what should I for my building to cast diffused shadows? They're razor-sharp atm
Sbsource visualex. No need for shadowlod either.
Huh, so I can delete shadowVolume lod?
Works like a charm, thanks goat ๐
Yesterday I've succesfully imported an object in to Arma, however when I rotate it it goes from normal to very dark
It has a shadowlod which works, no shadow rips either
I think it's something to do with the RVMAT
Pics?
@polar bone ideally, if the building density is high, you would have a SVLod and use that together with visualex
@quick terrace thanks for the hint! So, SV 0.000 + visualex in geo?
interior of what?
@quick terrace
for buildings
visual lods
there are no special lods required like pilot, cargo etc
@ivory scaffold
@polar bone need to check
not sure what the named property was. visualex on its own uses the first visual LOD afaik
but you can have soft shadows generated by svlod, or rather not the top most (highest density) visual lod
i donโt get the question
the lods for arma can be divided into visual lods and geometry lods (very generic)
first category is what the users see ingame
secondary category is how the engine uses /interprets the objects the users sees
you need the res/visual lods + geo + mem + roadway + path + SVLod at a minimum
So if I use visualEx with a model that has SV lod, then it'll use SV to generate soft shadows instead of res lod, am I getting it right?
fire and view lods as well depending on what the building is, complexity etc
@polar bone no, afaik, if you use visualex with a model that already has a SVLod
will use res/visual lods to generate these buffer shadows
anyways
i am trying to say that there might be cases where the complexity of the first res lod is pretty high
and it would be better to have either a secondary res lod or a custom SVlod
drive these shadows
Oh, ok, now I get it ๐ Thanks!
but i canโt remember by heart the named properties required to achieve that
In modelling a weapon, I've set up selections and axis for range zeroing sight movement, but cant find any hint of it being used in the sample weapon modelg or config.
Can anyone point me in the right direction with how zeroing is supposed to be done? Thanks
because vanilla A3 models don't use zeroing @noble hatch
not for ironsights anyways
oh lol, shows how much I use em
it is yes
we use em in RHS, reyhard came up with the idea, but it is a bit of a pain to adjust (as in you need to do it manually by testing it)
afaik, it is done for all custom weapons yes
that allow ironsight zerowing that is
how can I learn about how its done?
short version, you animate the sights to line up - front post, rear sight and a multitude of eye mem points
but again, it needs to be tested and slowly adjusted to get the bullet drop to be where the sight is pointing at
or in fact, the contrary
So thats what I'd been expecting
but is there anywhere i can look to learn about the bits and bobs like animation source to use, config for the eye points etc?
(Thankyou very much for your help btw)
The A3 sample weapon has underbarrel launcher
which is set up with zeroing I recall
then the wiki is the best source for basic stuff
dont remember if A2 had much of that done
the sample weapons should be enough to get you started with it I think
yup, you're right, found what I need with the underslung in the samples. Thanks again
here is MK17 model.cfg if it helps:
https://pastebin.com/RRduyhiz
and AKM
https://pastebin.com/wku7uZqV
Cheers PuFu, thats really handy
on the M17 it is a bit more complicated, since it the back sights is a bit more complicated in itself to operate than the trusty AKs
Pics?
@stuck oyster Sorry for the late reply
Here's my issue
Uploading my Rvmat to pastebin rn
what does the normalmap texture look like?
what does the vertex normals look like in OB
shading issue
assign sharp edges in blender before your export
I weighted a spring from a cfgWeapons gun, yet it doesnt seam to apply with isDiscrete=0; set in its skeleton ๐ค
is bulldozer even able to preview this correctly?
hey, sorry, can anyone here help me with rigging?
i dont understand how to do that for arma at all
rigging of what?
clothes
do you have experience how it works in general? or in other games?
i've done it few times for TF2
then tehcnically its the same thing
weighted vertexgroups that match the Arma animation skeleton
was there a question related to the pic btw?
ah, well I answered that above
well that usualy works as a startingpoint yes
is there like a problem with that or something?
How can i check the rig without booting into game
you will need a arma character compatible rig/armature
Macsers Armarig can be used for that for example
or you can make your own
thanks
@fast lily did you rip that chestrig from tarkov
no
k
but, i'm tarkov fan, you got me on that
I got a weird issue with a custom uniform model, the weapon IK seems to have suddenly stopped working on it
like if I select a weapon the left hand is just sitting in the default position and not on the gun
if I switch to a different uniform that hand is in the right place as it should be
is there something in the p3d that could be missing that would prevent the IK from working?
missing proxies
which proxy is needed for ik?
well weapon proxy I suppose ๐
from looking at another p3d I seem to have all those basic proxies
then not that
is it possible that it would not work if there's maybe a duplicate or something?
perhaps your weighting is incorrect
on the mesh?
yes
how would that affect it?
no weight == no movement
I mean does the mesh need to be weighted in some specific way for IK to work?
cause all the rigging appears fine
I don't have anything weighted to some of the roll bones and it looks like those bone objects get removed by object builder, could that cause it?
this is still a Arma man type character?
yeah
what do you mean by "bone objects get removed by object builder"
like in the selections list where you can see all the objects and bones and stuff, the arm roll ones aren't there after opening the p3d again
thats weird
I assume object builder removes selections that don't have anything assigned to them
no it should not
the weirdest thing is that the same model was working and then as I was tweaking things with the model and weights and stuff after just a random one of those tweaks it stopped working
even though it wasn't any major changes
I tried that actually, I copied another p3d that was working and the copied the mesh over onto that one and it didn't help
well if you set your config to use another working model what happens?
it maybe could be some sort of weird config issue too
do any weapon animations work on it?
all guns?
perhaps something wrong in the model.cfg then
1.] test by changing the config model = to something that you know works
it's the same model.cfg I've been using for everything, and other uniforms that use the same model.cfg work fine
2.] copy the model.cfg from some other working uniform and rename classes so they fit
https://cdn.discordapp.com/attachments/333206752570900480/705924824857313320/unknown.png
Can I not use the assign hard edges in O2 instead?
well sure but you dont want all the edges to be sharp
just the sharper corner ones
selecting the ones you actually want would be many times faster in BLender
All that you want to look correct I suppose
Alright, I'll try it out
I would test on the first one that it fixes the issue thouh
Did not seem to fix it
did you try recalculating the normals in OB yet?
Also its possible your ground normalmap is actually wrong made
try some vanilla rock texture or something like that
Yeah I just set up a new one
Also does not work for some reason
Hey guys can someone tell me what kind of lod i need to use for building interior?
@white jay
note that I'm a novice myself and only slowly building my first vehicle, but the way I understand it you'd just put it in your custom 0 lod together with your high quality exterior and gradually simplify it along with the exterior in the following customXX lods @ivory scaffold
If there's an actual cargoview lod for buoldings I stand corrected, and slightly confused
don't think so, quite sure that's only for mounted passengers
There is no separate interior lod for buildings. Check Arma 3 samples on steam for reference
What could be the cause for paths lod not working correctly? Positions are not showing up, despite having pos# named selections
@ivory scaffold i already answered that for you 2 times already
you donโt need a separate lod for interior. itโs all in visual lods
Hello guys, Im still new to arma 3 moddeling. I have been trying to make a server logo to start of easy. But when I export from blender into a .p3d it only shows 1 letter. The whole logo is 1 object in blender already
File -> export -> arma .p3d
https://prnt.sc/saqd2c
etc
I'll double check my modifiers. Give me a minute
are the letters actual mesh?
Like this you mean: https://prnt.sc/saqh02
Should they all be connected with a line for it to export in 1 object maybe?
no that should work
you are perhaps missing textures or something like that if they are invisible
are you packing with pboManager?
I have not done anything yet with pbo-ing. I have just exported the blender into an .p3d and opening it within the object builder
oh so they dont show in OB then
right ok
so which one of them does show?
also did you join them as 1 object
Only the 'E' shows
I combined them into one object. saved it and then tried to export
the 'E' was the second object made before I combined them
how did you combine them?
Control + J
But I don't know what I did now. I got a loading error now
Trying to figure out what I did now
I now have this error
Don't know why my toolbox is missing suddently
your object does not have the arma properties enabled anymore
you have likley been opening older P3D that only exported that 1 part
and the changes you have now made have not exported at all
I'm making custom pond. It looks good, but it doesn't behave like water, meaning I can't swim in it, instead I just run under the surface ๐ I checked the A2 samples, but I still don't know what I'm doing wrong
water material on roadway lod
HorribleGoat thanks for your help. I will try to sort this out when I have motivation again..
I've applied a3\data_f\penetration\water.rvmat to roadway lod, but it didn't help ๐
Thanks Horrible, now it works ๐
@quick terrace
yes i am already saw that but i dont know what you mean when you say visual lod
visual lods = res lods, or whatever you wanna call em
any idea why is the light from flashpoint so weird? need more lines (faces) in my model?
https://cdn.discordapp.com/attachments/294232104265449472/706936879232057344/unknown.png
https://cdn.discordapp.com/attachments/294232104265449472/706937419118805052/unknown.png
@oak lintel nope, it needs to be traingulated, and it needs to have proper hard faces set
might also be
due to no SVLod present (wild guess)
yeah but i have it in the p3d triangulatet and is hard surface ๐ฎ
screen from OB?
SVLod is indeed Shadow Volume lod
try that, or just use sbsource = visualex
to generate shadow buffer from the res lod
and try again
yeah i try at the moment sbsource = visualex
moment. i try first sbsource = visualex ๐
as you can see, the lighting issues is showing these triangles you have on faces
the normals looking good
https://cdn.discordapp.com/attachments/294232104265449472/706945907064700958/unknown.png
the lightning is generated from the rvmat yeah? Maybe AS?
https://cdn.discordapp.com/attachments/294232104265449472/706955363647488030/unknown.png with rvmat from my tent the flashlight worked
how do I prevent my plate carrier from stretching when an unit is wearing it?
idle pose its fine, but if I kneel it stretches and distorts itself
I know, but I didnt think it would be this extreme on my first model ๐
did you test it at all before throwing it in game?
well, I modeled it in blender, then imported to object builder, took a look at example vest and made the leftarm, leftshoulder etc etc, but I have some trouble selecting the right vertices for them because the mesh is quite complex.
Then I made model.cfg and then added the vest to my modpack and got it to show ingame with textures and all, the stretching is quite extreme currently, but I think if I manage to tweak the points it will stabilize
yes that is not the right way to do it
that way the weight applies 100 on each verticle
instead of it going smootly
you will want to look into weight transfer too in Blender
and import the sample vest and transfer weights from it to your new vest
and then you will need to tweak the weighted selections with the weight paint tool in Blender
@oak lintel unlikely to be AS
but you can put the procedural value instead of the texture and try it out
yeah i try it out in the next time. ๐ thx
@oak lintel also, where did you stick these named properties
considering you have no geo lod?
Hey, so I have been working on a ship mod, I keep getting an issue when I change the weight on a single object in the geometry it either fixes it and the character no longer falls though the deck. Or it breaks it and break another part of the ship next to it causing the character to fall. Any ideas?
safe model x y dimensions are 50 meter radius
