#arma3_model

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subtle bison
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i just copy&pasted them from the a3 sample models

stuck oyster
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also you may have texture or material set to them

subtle bison
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is that fixable in object builder?

stuck oyster
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yes

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by selecting the proxy mesh and setting it to use soft edges

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and if it has texture or material removing those

subtle bison
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but how :p

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where is the soft edges setting

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as example

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ok found smooth edges -- where do i remove the texture?

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if they would be visible in the uv editor .. then there arent any. uv editor in shadow lod is empty

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ok, no change ingame. pretty sure i did something wrong, because i have no idea what i'm doing.

thin wigeon
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goat_sacrifice++; if ( anyone_listening ) then { please_help_me_before_i_go_mental='yup'; };

oak lintel
stuck oyster
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perspective?

oak lintel
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look the bullets in front of the weapon

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is to big and he position is not correct. but the bullets are correct in the "non gunner view"

rough idol
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@oak lintel particle effects are rendered in different rendering scope. View pilot is top layer

oak lintel
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i create a view pilot LOD with the same things in view gunner?

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and not more?

rough idol
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I mean, you cannot have particle effects in same layer

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it's engine limitation

oak lintel
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hmm okay unterstand... another method? i think "thing X" is to complicated with spawn bullets on trigger. but the bullets have physx ๐Ÿค”

stuck oyster
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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.

thin wigeon
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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 ๐Ÿ˜ฆ
model.cfg https://pastebin.com/5J1CRdjU
config.cpp: https://pastebin.com/GrK1148B

stuck oyster
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@thin wigeon if you refer your ruin config to use one of hte vanilla ruins does that work?

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oh just now noticed that error you get

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so the ruin class is broken somehow

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so first Id like to hear the outcome of using a vanilla ruins p3d

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then Id like you to try replacing your ruins p3d with the sample ruins p3d

thin wigeon
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goat_sacrifices++; // thx Mr. Goat ๐Ÿ™‚

cinder meteor
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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 ?

stuck oyster
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are any of the bad working parts part of 2 animated selections?

cinder meteor
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Hmm, don't think so, but let me verify

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No

stuck oyster
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would have been too easy solution ๐Ÿ˜‘

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just to clarify, the visual wheel part does not move all the way down but the physX part does?

cinder meteor
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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

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So the visual and physx part do match, but the springs should be in neutral, basically

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Let me see, can I post a link here ?

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Left side of the vehicle, the wheels are all the way "up" and the springs fully compressed

stuck oyster
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does each wheel have its own damper axis?

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for the animation

cinder meteor
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No, common "Basic_Damper_Destruct_Axis" with a vertex at 0, 0, 0 and 0, 0, 1

stuck oyster
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so that should match for each of them

cinder meteor
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Yeah

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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

stuck oyster
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could be just how teh diag happens to draw them

cinder meteor
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Yeah, i guess it always takes the highest vertex number of the axis

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I did flip them around now and made the wheel rotation a rotationX, just to be sure

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Well, I'll be damned

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It WAS the problem

stuck oyster
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๐Ÿ˜„

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daymn

cinder meteor
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Good to know ๐Ÿ˜

stuck oyster
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which part did you flip?

cinder meteor
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So, always do wheel axis with the high vertex outside

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Basically, all wheel axis (left and right) had the same direction (pointing to the right)

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I flipped the left side axis so the all point outwards

stuck oyster
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aaaa

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right so the axis direction matters in that too

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I know it affects the rotation direction of the rotation animation

cinder meteor
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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

stuck oyster
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yah

cinder meteor
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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

stuck oyster
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mighty weird finding

cinder meteor
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Yeah

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That's why I love PhysX... always surprises you, even though this is not the first model I made

stuck oyster
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yeah I dont think that would have occured to me either

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๐Ÿ‘

cinder meteor
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Should document that somewhere, really -_-

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There should be a page on the wiki entitled "Frustrated by PhysX ? Look here!"

stuck oyster
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ha yeah

hoary matrix
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guys i wanna change a flag that on helmet what should i do ? i am a new to model make

median bough
#

What helmet?

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What flag?

hoary matrix
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british

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and fast

stuck oyster
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No fast ways to do such.

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And no idea what helmet you are talking about.

oak lintel
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i can only shot him in the vehicle. not outside

vernal lynx
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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

oak lintel
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@vernal lynx you mean me? didnt help me... my firegeo worked. but not the gunner (half correct. i dont know)

vernal lynx
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nah nah I'm just posting that here, like I'm still alive but already out ๐Ÿค

oak lintel
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ah ok^^

vernal lynx
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relative to your issue, do you have your gunner proxy in your firegeometry LOD ?

oak lintel
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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^^

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maybe move the hitbox from animation not with the skeleton?

stuck oyster
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possibly the your fire geometry parts for the hatch are not animated or they animate beyond the vehicles original bounts

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or they dont have component names

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or they are not convex

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or they have no mass

oak lintel
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hatch is animated. i can shoot on the hatch an the bullet and the penetration worked

stuck oyster
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what was the problem again?

oak lintel
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the gunner becomes no dmg over the top. under the top ( in vehicle) is dmg active

stuck oyster
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what does you firegeometry lod look like?

stuck oyster
#

you dont seem to have the gunner proxy here?

oak lintel
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my gunner have a custom rtm and i cant show it in the object builder

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i need a custom gunnerproxy ?

stuck oyster
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is there any proxu for it in firegeometry lod?

stuck oyster
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possibly your custom animation moves the character too far from the origin of the proxy

oak lintel
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yeah i think too... i test it

oak lintel
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@stuck oyster problem solved. Animation was to far away from the center in modelling sotware

stuck oyster
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๐Ÿ‘

junior saddle
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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?

stuck oyster
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where did you read that?

junior saddle
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Ah. Don't make me dig it up!

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Wait... so I wasn't concerned about the tank wheel limit until just now.

stuck oyster
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well I cant remember there being documented limits like that

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It should be pretty simple to test though

junior saddle
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So by your response I could infer that there are no limits to the number of functional, dampered wheels on any vehicle?

stuck oyster
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well bone limit is 254 or something like that

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so that is a limiting factor

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but dont see why there would be hard limits on wheels other than that

junior saddle
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ok. I think I'm good there

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PhysX allows up to 20 wheels (10 per side) at maximum.

stuck oyster
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meh well that would be a hard limit if its accurate

woeful viper
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only for tanks

junior saddle
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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

woeful viper
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no, tanks use simplified wheels. Cars dont

junior saddle
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ah. ok

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So what's the limit for cars?

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I think there's an APC with 5 per side?

woeful viper
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idk actually. No vanilla is all 8 or 6 wheels

stuck oyster
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lets put it this way. How many wheels you want? ๐Ÿ˜„

junior saddle
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LOL

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I just need their dampers, soooooo

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at least 10 per side

stuck oyster
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I guess you just have to try it out

junior saddle
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but tank physics is not doing the job

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yeah... trial and error time

woeful viper
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or not... physx code is open source

junior saddle
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That might be a handy bit of information in the future...

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Not sure what to do with it at the moment. It sounds powerful dangerous. @woeful viper

woeful viper
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Well i doubt you can modify physx for arma.

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so unless you make your own game, you are stuck with what we have

stuck oyster
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nope

woeful viper
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its only for looking and understanding how it might work...

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(which is why i know its 20 max for tanks)

junior saddle
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Ok... well... Thanks for your help, but I was hoping to keep things within obtainable limits set forth by BI, et al.

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Although I do usually love theoretical discussion

woeful viper
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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 ๐Ÿคทโ€โ™‚๏ธ

junior saddle
#

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.

stuck oyster
#

๐Ÿ‘blobhappygoogly

vestal kindle
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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 :/

stuck oyster
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@vestal kindle you need axis = selectionName defined or begin, end coordinates for the rotation axis.

vestal kindle
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Thanks for the help !
Don't know how I missed that ^^"

stuck oyster
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@trim herald unlikely if you have not found such. Also its a #arma3_questions type question.

trim herald
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Thanks, I'll migrate the question

white jay
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anyone here know if blenders scaling units like meters and feet are accurate to arma?

median bough
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iirc arma as a real scale in meters, same as blender

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so 1m in blender should be 1m in arma

white jay
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alright thanks

stuck oyster
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yes

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that is accurate

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but if your object scale is not 1,1,1 at export that will mess it up

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and actually messes stuff up in Blender too

white jay
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yeah

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ctrl+A apply rotation and scale

subtle timber
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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?

stuck oyster
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You can only alter the ragdoll config.

subtle timber
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Yeah but is there a value in which you can change that?

stuck oyster
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Undocumented

subtle timber
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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

stuck oyster
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Can't remember exactly what parameters there are but I think there's something for the bone mass there too

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Things are very easy to break too.

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Like this

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I would compare what's different between the mod that changes things and vanilla configs

subtle timber
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I might do that yeah. I'll see what I can find

spare roost
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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?

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I get solid shadows

rough idol
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@spare roost you are missing that texture when packing p3d most likely

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you would need to have unpacked a3 bunker in your packing dir so binarize would be able to fetch that texture

spare roost
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do you know the texture in question?

stuck oyster
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doesnt alpha shadows also need specific sbSource defined

rough idol
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n@spare roost well, you should know which texture it is if you are assigning that texture in object builder? ๐Ÿ˜„

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@stuck oyster nope

spare roost
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well the camo nets are largely using the a3 structures > military > shelter ones

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and there are no issues with the references. I have the a3 folder in my P:\

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it is just the shadows that are wrong

rough idol
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its not the shadow

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so you don't have MLOD?

stuck oyster
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oh I thought they did. ๐Ÿ˜„ well learned something new today ๐Ÿ‘

spare roost
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yes

rough idol
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yes meaning you have or dont?

spare roost
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I have the open source mlods from arma 2

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of the bunkers

rough idol
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and which tool are you using for packing?

spare roost
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mikero

rough idol
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is that texture visible in buldozer?

spare roost
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the net textures are visible, yes.

rough idol
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can you show pic how they are looking like in buldozer?

spare roost
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sure

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pm'd to you

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that is the shelter using a reference to the BI blufor camonet .rvmat and camonet_nato .paa

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you can see the shadow on the wood looks correct, but in game it is solid

rough idol
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so transparency is working?

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it wasn't obvious on first pic

spare roost
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it appears to be in buldozer

rough idol
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and in game?

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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

spare roost
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Pm'd. You can see the solid shadow

rough idol
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in any case, perhaps you can use sbsource=visualEx for that prop

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it would be better for performance

spare roost
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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.

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thanks, it narrows it down

spare roost
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thanks, added that in. Worked first time

bold flare
stuck oyster
bold flare
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Didn't even know Arma could do such fancy shadows think_turtle
Must've just not noticed it while in battle

spare roost
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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.

lusty ginkgo
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Is it possible to export a .p3d from Blender without the need to recalculate normals in Object Builder?

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I know the O2script path needs to be correct but that never seems to help

steel condor
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Q: when we create a custom vehicle model, how do we go about supporting unit insignia?

steel condor
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So, is it literally, there needs to be a thing called insignia in the model selections?

white jay
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question how do i view and edit textures for uniforms?

stuck oyster
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@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

fading light
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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

stuck oyster
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need pics of the problem and of your geometry lod

fading light
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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

stuck oyster
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๐Ÿ‘

white jay
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Anyone know a tutorial of the controls for Object Builder( mainly to move around), Read the Wiki and a bit confused still

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Or am I confused and Object builder is not likened to eden where you can move around freely

stuck oyster
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It has very different controls yes.

mint patrol
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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";
};

stuck oyster
#

its part of some other animated selection too

tired forum
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Anyone have time to do a import to arma (paid if price is reasonable)

bold flare
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Arma 3 tools are non-commercial

tired forum
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Thank you fed men

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Dedmen

mint patrol
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its part of some other animated selection too
@stuck oyster what do you mean ?

stuck oyster
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you have 2 animated named selections and the rotor is part of both

mint patrol
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'I cant find any other "rotor" references'

stuck oyster
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no its something else

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the rotor is 1 selection then there is some other selection the same part is also in

rough idol
mint patrol
stark wagon
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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.
stuck oyster
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I think the value goes from 0 to 1

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where 0.5 is half of your ammo left

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or 1 to 0

stark wagon
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so the minValue, maxValue, and hidValue all have to between 0 and 1?

stuck oyster
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If I remember right yes

stark wagon
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okay i'll give that a try

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that didn't work either

stuck oyster
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this a vehicle gun or hand held one?

stark wagon
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hand held

stuck oyster
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ammo should be correct source

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do you have the skeleton set up with the litXXX bones?

stark wagon
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yeah

stuck oyster
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are your selections written in same case

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litLow and not litlow

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are your testing it in buldozer?

stark wagon
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Yes and yes. I've gotten rid of the unhidevalue and they do disappear now but only when the value is 1

stark wagon
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I'm just going to shelve this project for now and work on something else.

white jay
#

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

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similarly if you were to shoot glass you get glass particles or if you shoot metal you get sparks

stuck oyster
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firegeometry penetration material

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I recall there is a "flesh" material or somesuch in P:\a3\data_f\penetration

white jay
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I never mounted a P drive, would you have an idea where that file path could be?

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I see data_f in the addons as a pbo file

stuck oyster
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cant help you there.

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you dont have development envrionment set up right

white jay
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I'll do some digging

stuck oyster
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Why dont you have it since you are clearly doing addon?

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I dont understand where new guys like you pop up who are all against setting up the stuff right

white jay
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I'm just working out of my blender folder

stuck oyster
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this is becoming a trend

white jay
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followed a tutorial on youtube

stuck oyster
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ah

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that explains it

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youtube tutorials on arma modding are mainly made by people who dont know anything

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theres few good ones and maaaany many terrible ones

white jay
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I can't find alot of info on arma modding

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most of my googling goes to editor related stuff

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sometimes there's helpful documentation

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mostly on the BI wiki

stuck oyster
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true documentation is sparse

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but that does not make the bad youtube videos good ๐Ÿ˜„

white jay
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so will mounting a p drive give me access to the a3 files?

stuck oyster
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well yes.

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you should however do it by PMCwiki tools and P drive setup way

white jay
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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

stuck oyster
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where did you apply it?

white jay
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under the visible object, trying it now on fire geometry instead

stuck oyster
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fire geometry is where its supposed to go

white jay
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ah ok

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thanks

stuck oyster
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there is a wiki page about LODs

white jay
#

so is a component is just a separate mesh?

stuck oyster
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each separate part of the geometry is a component

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I would suggest you study the Sample models from Steam

white jay
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I'm thinking to get around the 99 component limit I can just connect multiple meshes with some invisible geometry

stuck oyster
#

99 component limit?

white jay
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at least that's what I've heard

stuck oyster
#

๐Ÿ™ˆ

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trust nothing modding related those people tell you from now on

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but also you were making some sort of flesh mound?

white jay
#

yeah

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making a horror mod

stuck oyster
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I dont really see it needing more than 10 at most

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so

white jay
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I mean for future objects like buildings

stuck oyster
#

study the samples

white jay
#

I rarely go over like 10 meshes in one objects anyway

stuck oyster
#

possibly download the A2 released data packages and study those too

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buildings can go to couple of hundred easily if you have windows and interiors

white jay
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yeah

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starting off I'm doing simple static objects but eventually I want to make things like npcs

stuck oyster
#

๐Ÿ‘Œ

white jay
#

I did alot of ksp modding but this is my first time playing around with arma

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so I got a good amount of modelling knowledge to start with

full skiff
#

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.

rough idol
#

@full skiff use autocenter = 0 in geometry LOD

tropic jewel
full skiff
#

@rough idol I've already done that, perhaps I've done it wrong? Could it be related to something else

rough idol
#

so I assume your model is also attached to "head" selection?

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can you post some screen from OB?

full skiff
#

LODs 1, 2, 3 and ShadowVolume all have verticles in the "head" verticle group.

rough idol
#

@tropic jewel are you using colimator shader for reticle?

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@full skiff and what about model.cfg?

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btw: are you using w7? ๐Ÿ˜„

tropic jewel
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I would have to go back and look at it, how would I tell?

stuck oyster
#

What rvmat does it have

full skiff
#

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.

stuck oyster
#

Are you packing with pbo manager?

full skiff
#

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.

stuck oyster
#

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.

full skiff
#

Thanks for the tip, I'll try using Mikero's tools once I get the chance.

full skiff
#

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.

ember ingot
#

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?

novel trout
#

@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

stuck oyster
#

land_ prefix in the class name

#

also

#

naming p3d as "house"

#

is bad

#

you should always prefix your filenames with your mod tag_

novel trout
#

AWwww shizz o

#

So It need Land_ModelName

stuck oyster
#

yes

novel trout
#

Well

stuck oyster
#

but also change to model name.

#

naming it house will actually break the game I think

novel trout
#

Haha ok will get that done many thanks

novel trout
#

@stuck oyster Found it when I put it in arma 3 terrain the mass of the building needs to be heavier ๐Ÿ˜„

stuck oyster
#

that is a factor too yes

wispy orchid
#

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?

stuck oyster
#

this one is what you want

wispy orchid
stuck oyster
#

youp

blissful spire
#

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

pseudo jackal
#

someone should make xa-188

stuck oyster
#

this isnt really a request channel

#

but if you want to give it a shot that would indeed be great

icy ridge
#

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?

stuck oyster
#

if path to .paa is correct it should load

icy ridge
#

ok thanks, than this isn't the problem

formal vapor
#

what's this textures.lst file in my addon folder directory?

devout wing
#

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.

median bough
#

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

gaunt cobalt
#

@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

stuck oyster
#

no

white jay
#

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?

stuck oyster
#

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

white jay
#

Ok, wasn't aware of the first, that explains a lot

#

Thanks

#

As for the second, I'll take a second look at it

stuck oyster
#

there is a wiki page about LODs that explains what they need

tropic jewel
#

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;
}; ```
blissful compass
#

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;
junior saddle
#

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;

white jay
#

new project i am working on. Probably going to take a while. This is a ship I sailed on

terse elm
#

Anyone had the issue when configing a tank where the smoke screen launchers make the sound but no smoke gets deployed?

stuck oyster
#

@terse elm I think that could be related to eventhandler inheritance

terse elm
#

@stuck oyster Fixed it, thx for the steer in the right direction

stuck oyster
#

๐Ÿ‘ I recalled I have had same issue

ember ingot
#

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?

wispy sage
#

@ember ingot Do you have an opticView memory point for the scope?

stuck oyster
#

if different zoom levels are enabled/configured, numpad +/- keys should alternate between them

north sundial
#

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?

stuck oyster
#

yes and yes

north sundial
#

Much appreciated

ember ingot
#

@wispy sage Yes, I do have a opticView memory point set

rough idol
#

@ember ingot check for typos, it seems to be missing

#

by default, camera is zooming on memoryPointCamera when aiming down sight

ember ingot
#

@rough idol I can't find any typos, and I have set CameraDir to ="" and set a point in memoryPointCamera

rough idol
#

Share whole config then

#

And could you show piฤ‡ of memory lod?

ember ingot
#

Sure

#

of the scope right?

rough idol
#

Yes

ember ingot
rough idol
#

There is no geometry lod with autocenter =0?

ember ingot
#

whoops, let me fix that

#

Alright, that didn't fix it

wispy sage
#

You also need a View-Pilot LOD. Stuff gets funky without it.

north sundial
#

Do you need to define pathways on models anywhere else or does naming the points in01 and pos01 etc do the trick?

stuck oyster
#

Naming in path lod is enough. Action points need config definitions thought

north sundial
#

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

stuck oyster
#

For that it's best to study the existing configs.

north sundial
#

Fair point will do, thanks ๐Ÿ™‚

north sundial
#

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

stuck oyster
#

everywhere you want the paths to connect

north sundial
#

gotcha, just didnt want ai teleporting to the top of a ramp or something

north sundial
#

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

mint oak
stuck oyster
#

whats broken @mint oak

#

@north sundial using same texture should be easier for performance yes

north sundial
#

Okay cool, i thought it was that way, but others in my team didnt think the engine worked that way

mint oak
#

@stuck oyster look at feet

stuck oyster
#

oh the white thing? best to draw red pointy arrows at things you want looked at.

mint oak
#

ok sorry

stuck oyster
#

anyway, missing model.cfg. missing weighting, missing autocenter 0 in geometry lod named parameters could be reasons

ember ingot
#

@wispy sage @rough idol Gentlemen, I thank you. It was fixed by putting a View-Pilot LOD on the gun

vernal lynx
#

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)

stuck oyster
#

@vernal lynx id say thats about it whats written down about it

#
  • whats in the discord here
blissful spire
#

so im having issues with my turret not using my barrel mem points for firing. currently its using the middle of the model

vernal lynx
#

TY ๐Ÿ™
I completly missed it after all those years stupid as I am ๐Ÿ˜ฆ

#

as I was doing terrain models quite rarely

stuck oyster
#

quite alright ๐Ÿ˜„ we all learn new things about arma all the time ๐Ÿ˜„

vernal lynx
#

I have a bunch to fix now haha !

slender belfry
#

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?

outer condor
#

@slender belfry post logs and screenshot(s) of the errors

slender belfry
#

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?

stuck oyster
#

Blender to Arma tutorial series probably has something about that. There are also sample models on Steam. "Arma 3 samples"

slender belfry
#

The actual software @stuck oyster or a steam workshop search?

stuck oyster
#

Google search would already given you the answer, but it's in the tools section of the library

slender belfry
#

got it, thank you ๐Ÿ˜„

stuck oyster
#

๐Ÿ‘ ๐Ÿ‘

slender belfry
#

Still giving me a mission file summary ๐Ÿ˜ฆ

#
    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

slender belfry
#

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?

wraith tendon
#

Wich tool do you use to pack?

#

@slender belfry

slender belfry
#

pboproject, dont think that'd matter anyway because i cannot see the texture in object builder

#

(bulldozer*

wraith tendon
#

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)

slender belfry
#

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?

wraith tendon
#

Shouldn't matter.

#

Wich folder do you pack?

#

lw_objects or lw_stage?

slender belfry
#

lw_stage

#

but when i do \lw_stage\data\lw_stage_co.paa is goes red

wraith tendon
#

red?

slender belfry
#

yeah in mass material & texture

#

in object builder

wraith tendon
#

Texture is to the power of 2?

#

2,4,8,16,64,128, ... 512, etc

slender belfry
#

1024

wraith tendon
#

e.g. 256x512, 512x512

slender belfry
#

1024x1024

#

its an exported uvmap from blender

wraith tendon
#

Wait, it goes red? Deselect everything in *ObjectBuilder. iirc it turns stuff red

slender belfry
#

when i rename it to lw_stage it goes red

wraith tendon
#

ah

slender belfry
#

but when it is lw_objects it is fine

#

but still doesn't load the texture

#

if that makes sense

wraith tendon
#

๐Ÿค”

slender belfry
#

textureless

wraith tendon
#

What if you select everything, press "E", change the path there?

slender belfry
wraith tendon
#

one sec

#

try to remove the leading \

slender belfry
#

just tried it, still no texture and also it stops it from packing

#

could it be my file layout?

wraith tendon
#

looks about right so far.

lw_objects\lw_stage\data\lw_stage_co.paa should to it ยฏ_(ใƒ„)_/ยฏ

#

(or i miss something, can happen. Haven't touched OB for a pretty long time)

slender belfry
#

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?

wraith tendon
#

Can't do atm.

slender belfry
wraith tendon
#

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

slender belfry
#

๐Ÿคฆโ€โ™‚๏ธ works without the leading slash, thank you.. bulldozer tricked me to think it wasn't going to work

wraith tendon
#

Sometimes, you have to restart Bully

#

It's a little whiny female dog*.

slender belfry
#

๐Ÿ˜‚ thanks again. won't make the mistake of believing it next time

zenith wren
#

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

quick terrace
#

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 ^^

zenith wren
#

checking the rpt?

#

yeah I'll do that with the configs

#

it was all just the test_tank_01 configs but edited like the video above

quick terrace
#

class name of tanks is still
Test_Tank_01?

zenith wren
#

in cfgvehicleclasses?

#

sorry I'm a major major noob just trying to wrap my head around this

quick terrace
#

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

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

stuck oyster
#

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

zenith wren
#

yeah, it has to be model related

stuck oyster
#

does it load up in buldzozer?

zenith wren
#

as in object builder?

stuck oyster
#

as in Object Builders game engine previewer

zenith wren
#

yeah it does

stuck oyster
#

that is slightly more mysterious

zenith wren
#

the game doesn't throw any errors or such at me it just dies

stuck oyster
#

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?

zenith wren
#

start from the tank

#

followed the whole test_tank tutorial

stuck oyster
#

bad move ๐Ÿ˜„

zenith wren
#

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

stuck oyster
#

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.

zenith wren
#

yeah thats the one I followed

#

I just don't know where I went wrong

#

I guess I could test it with a cube

stuck oyster
#

I would start from there

#

process of elimination

zenith wren
#

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?

stuck oyster
#

sure. Just remind me what its about if its few days later.

zenith wren
#

no problem, thank you!

north sundial
#

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

stuck oyster
#

destruction/damage type

north sundial
#

In the config?

stuck oyster
#

if its terrain object, then in the p3d

north sundial
#

Where abouts is it defined in the p3d, sorry its been a while since ive done config stuff for arma haha

stuck oyster
#

named parameters in geometry lod...

#

both have wikipages

north sundial
#

right got it

#

much appreciated

#

it was missing the properties completely

fluid ocean
#

@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

zenith wren
#

apologies, won't happen again ๐Ÿ‘

muted dove
#

the legs

stuck oyster
#

bad weighting?

muted dove
#

Oh possibly

stuck oyster
#

likely

muted dove
#

Ugh was hoping it was a quick config error hahha

stuck oyster
#

Dont think theres anything in the configs to affect model like that

quick terrace
#

is this your first mod? @white jay ?

white jay
#

Yep. Im sure its going to suck and or not going to work @quick terrace

quick terrace
#

not necessarily

#

just would have started with something smaller tbh

white jay
#

@quick terrace I have a donut I'm experimenting with LMAO

quick terrace
#

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

white jay
#

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

quick terrace
#

i was talking more about the interiors

#

and by splitting i donโ€™t mean actual seams in the mesh

#

but having modules in mind from the get go

white jay
#

Okay i'll have a look at the meshing for that

#

Thanks!

quick terrace
#

best of luck

tropic jewel
#

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;
}; ```
frosty kraken
#

What units does the Arma 3 Object Builder use? Or can units be switched between different ones?

sturdy parcel
#

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.

frosty kraken
#

Hmm! Well, was thinking that what units (mm, px, points, picas, inch, you name it) are used by default.

quick terrace
#

meters

median bough
#

bananas

#

๐Ÿ˜„

quick terrace
#

cannot be switched, it is always meters

glacial compass
stuck oyster
#

@glacial compass you probably wont find that anymore. the forum post is ancient.

glacial compass
#

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

stuck oyster
#

you got to ask the makers of aegis mod perhaps

glacial compass
#

Assuming this is the same model ofc

stuck oyster
#

chances are 50/50

#

but also if its already in aegis mod, why not just use that?

glacial compass
#

Because I'd like to avoid the dependancy, this is for a small project

stuck oyster
#

you may want to consider either using something else or making the dependency

glacial compass
#

Probably need to find an alternative, unless I get lucky, indeed. Tx for your time

white jay
#

Any good comprehensive tutorials for modding? I'm a beginner

#

I've been searching google and youtube for hours lol

stuck oyster
#

nope

#

I mean "modding" is way to broad term

white jay
#

I literally made a square "house" to test with

#

how do i get this bitch into arma

stuck oyster
#

well you could check out the BI forums editing section

#

theres a pinned topic that could get you started

white jay
#

Okay sweet i'll check it

stuck oyster
#

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

white jay
#

okay sweet thank u

ivory scaffold
#

hey guys i have a little question, how i can add a cullosion into a model with blender

noble hatch
#

Collision?

ivory scaffold
#

yes

#

@noble hatch

noble hatch
#

You need a geometry lod

ivory scaffold
#

its hard to do that

#

?

stuck oyster
#

If you have to ask then, yes.

#

As you would have to learn what it requires

#

And how to do that.

hard grove
#

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

noble hatch
#

arma toolbox for blender can import .p3ds

hard grove
#

ah okey

clever ibex
#

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?

stuck oyster
#

Possibly untriangulated nGons

clever ibex
#

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?

stuck oyster
#

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?

clever ibex
#

no but i just retexture it with my own so i will test that now

#

the vert count is 8.2k

stuck oyster
#

textures correct resolution?

clever ibex
#

yes they all

#

im checking the triangulation thing now that may be it

clever ibex
#

yea it was a triangulation thing im pretty sure it works now

#

@stuck oyster

quick terrace
#

in general, is recommended to triangulate the mesh before baking

#

and surely before getting it into OB

woeful viper
#

(and afterwards too)

quick terrace
#

@woeful viper ?

woeful viper
#

sometimes when you import in OB, quads that where triangulated but flat can be "optimized" apparently and are no longer triangulated

clever ibex
#

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

woeful viper
#

maybe its just with .3ds (as i mainly use this for import)

#

its a bit random it seems

clever ibex
#

just for the record the "binarize crashed" error can also be a texture issue as well

quick terrace
#

what are you trying to bin @clever ibex

#

?

stuck oyster
#

@clever ibex you using the free Mikero tools?

clever ibex
#

no im using the paid ones

stuck oyster
#

they updated?

clever ibex
#

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?

stuck oyster
#

not sure but theres been quite many updates this year

#

there are lot of new more specific error messages

clever ibex
#

i just updated them now

stuck oyster
#

of course sometimes stuff just cant be pinpointed accurately

clever ibex
#

now my command line is screwed up from updating them ๐Ÿ˜‰ 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

stuck oyster
#

whazzat?

#

check the documentation

clever ibex
#

that was an old parameter that used to work with old mikero pbo proj but is no longer used i guess

stuck oyster
#

best to ask the man himself for such info

clever ibex
#

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 ๐Ÿ‘

stuck oyster
#

๐Ÿ‘Œ

white jay
#

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?

granite maple
#

anyone know any good building packs

quick terrace
#

@white jay to be honest assigning them in ob is not so time consuming either

#

@granite maple what?

granite maple
#

nvm

white jay
#

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

stuck oyster
#

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

ivory scaffold
#

hey guys if someone have a tutorial for geometry lod

#

it will be nice

#

๐Ÿ™‚

#

beacuse i am stuck with making Collision

#

@stuck oyster

noble hatch
#

what are you stuck with?

#

@ivory scaffold

ivory scaffold
#

i dont know how to make lods

#

for the model

#

in object builder

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

quick terrace
#

collision as in geo lod?

noble hatch
#

I'm trying to walk him thorugh it

white jay
#

@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 ;)

minor ridge
#

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

ivory scaffold
#

hey guys what kind of lod i need to use for interior

#

?

quick terrace
#

interior of what?

polar bone
#

Hi mates, what should I for my building to cast diffused shadows? They're razor-sharp atm

stuck oyster
#

Sbsource visualex. No need for shadowlod either.

polar bone
#

Huh, so I can delete shadowVolume lod?

polar bone
#

Works like a charm, thanks goat ๐Ÿ™‚

subtle timber
#

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

stuck oyster
#

Pics?

quick terrace
#

@polar bone ideally, if the building density is high, you would have a SVLod and use that together with visualex

polar bone
#

@quick terrace thanks for the hint! So, SV 0.000 + visualex in geo?

ivory scaffold
#

interior of what?
@quick terrace
for buildings

quick terrace
#

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

ivory scaffold
#

@quick terrace
what kinds of visual lods?

#

?

quick terrace
#

i donโ€™t 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

polar bone
#

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?

quick terrace
#

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

polar bone
#

Oh, ok, now I get it ๐Ÿ™‚ Thanks!

quick terrace
#

but i canโ€™t remember by heart the named properties required to achieve that

noble hatch
#

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

quick terrace
#

because vanilla A3 models don't use zeroing @noble hatch

#

not for ironsights anyways

noble hatch
#

oh lol, shows how much I use em

quick terrace
#

which is what the question was

#

i suppose

noble hatch
#

it is yes

quick terrace
#

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)

noble hatch
#

Is it done for any iron sights?

#

ah cool

quick terrace
#

afaik, it is done for all custom weapons yes

#

that allow ironsight zerowing that is

noble hatch
#

how can I learn about how its done?

quick terrace
#

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

noble hatch
#

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)

stuck oyster
#

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

noble hatch
#

Is it worth looking at the released Arma 2 stuff to learn how its done?

#

thanks HG

stuck oyster
#

dont remember if A2 had much of that done

#

the sample weapons should be enough to get you started with it I think

noble hatch
#

yup, you're right, found what I need with the underslung in the samples. Thanks again

noble hatch
#

Cheers PuFu, thats really handy

quick terrace
#

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

subtle timber
#

Pics?
@stuck oyster Sorry for the late reply

#

Here's my issue

#

Uploading my Rvmat to pastebin rn

stuck oyster
#

could be a vertex normal or normalmap issue

#

or maybe smoothing issue

subtle timber
#

This is my RVMAT

stuck oyster
#

what does the normalmap texture look like?

stuck oyster
#

what does the vertex normals look like in OB

vernal lynx
#

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 ๐Ÿค”

#

is bulldozer even able to preview this correctly?

stuck oyster
#

No

#

Weighted anims work only in live game

vernal lynx
#

tttsss thanks for confirmation

#

I was loosing hair ๐Ÿ˜„

fast lily
#

hey, sorry, can anyone here help me with rigging?

#

i dont understand how to do that for arma at all

stuck oyster
#

rigging of what?

fast lily
#

clothes

stuck oyster
#

do you have experience how it works in general? or in other games?

fast lily
#

i've done it few times for TF2

stuck oyster
#

then tehcnically its the same thing

#

weighted vertexgroups that match the Arma animation skeleton

fast lily
#

dont mind the vest, its for fixing clipping issues

stuck oyster
#

was there a question related to the pic btw?

fast lily
#

yes

#

this is what im trying to rig

#

so far, i've tried weight transfer

stuck oyster
#

ah, well I answered that above

#

well that usualy works as a startingpoint yes

#

is there like a problem with that or something?

fast lily
#

How can i check the rig without booting into game

stuck oyster
#

you will need a arma character compatible rig/armature

#

Macsers Armarig can be used for that for example

#

or you can make your own

fast lily
#

thanks

past canopy
#

@fast lily did you rip that chestrig from tarkov

fast lily
#

no

past canopy
#

k

fast lily
#

but, i'm tarkov fan, you got me on that

orchid spruce
#

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?

stuck oyster
#

missing proxies

orchid spruce
#

which proxy is needed for ik?

stuck oyster
#

well weapon proxy I suppose ๐Ÿ˜„

orchid spruce
#

from looking at another p3d I seem to have all those basic proxies

stuck oyster
#

then not that

orchid spruce
#

is it possible that it would not work if there's maybe a duplicate or something?

stuck oyster
#

perhaps your weighting is incorrect

orchid spruce
#

on the mesh?

stuck oyster
#

yes

orchid spruce
#

how would that affect it?

stuck oyster
#

no weight == no movement

orchid spruce
#

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?

stuck oyster
#

this is still a Arma man type character?

orchid spruce
#

yeah

stuck oyster
#

what do you mean by "bone objects get removed by object builder"

orchid spruce
#

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

stuck oyster
#

thats weird

orchid spruce
#

I assume object builder removes selections that don't have anything assigned to them

stuck oyster
#

no it should not

orchid spruce
#

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

stuck oyster
#

perhaps just re-export it into new p3d

#

maybe it corrupted

orchid spruce
#

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

stuck oyster
#

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?

orchid spruce
#

yeah animations all work just fine

#

it's just the left hand IK on guns

stuck oyster
#

all guns?

#

perhaps something wrong in the model.cfg then

#

1.] test by changing the config model = to something that you know works

orchid spruce
#

it's the same model.cfg I've been using for everything, and other uniforms that use the same model.cfg work fine

stuck oyster
#

2.] copy the model.cfg from some other working uniform and rename classes so they fit

subtle timber
stuck oyster
#

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

subtle timber
#

Does this go for every LOD?

#

Or just the first

#

I assume all

stuck oyster
#

All that you want to look correct I suppose

subtle timber
#

Alright, I'll try it out

stuck oyster
#

I would test on the first one that it fixes the issue thouh

subtle timber
#

Did not seem to fix it

stuck oyster
#

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

subtle timber
#

Yeah I just set up a new one

subtle timber
#

Also does not work for some reason

ivory scaffold
#

Hey guys can someone tell me what kind of lod i need to use for building interior?

ivory scaffold
#

@white jay

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

ivory scaffold
#

so what you saying that i can use view cargo lod for my interior

#

?

#

@white jay

white jay
#

don't think so, quite sure that's only for mounted passengers

stuck oyster
#

There is no separate interior lod for buildings. Check Arma 3 samples on steam for reference

polar bone
#

What could be the cause for paths lod not working correctly? Positions are not showing up, despite having pos# named selections

quick terrace
#

@ivory scaffold i already answered that for you 2 times already

#

you donโ€™t need a separate lod for interior. itโ€™s all in visual lods

hard grove
#

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

quick terrace
#

how do you export

#

did you collapse your modifiers etc before export

hard grove
quick terrace
#

etc

hard grove
#

I'll double check my modifiers. Give me a minute

stuck oyster
#

are the letters actual mesh?

hard grove
#

Should they all be connected with a line for it to export in 1 object maybe?

stuck oyster
#

no that should work

#

you are perhaps missing textures or something like that if they are invisible

#

are you packing with pboManager?

hard grove
#

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

stuck oyster
#

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

hard grove
#

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

stuck oyster
#

how did you combine them?

hard grove
#

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

stuck oyster
#

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

polar bone
#

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 ๐Ÿ˜„ I checked the A2 samples, but I still don't know what I'm doing wrong

stuck oyster
#

water material on roadway lod

hard grove
#

HorribleGoat thanks for your help. I will try to sort this out when I have motivation again..

polar bone
#

I've applied a3\data_f\penetration\water.rvmat to roadway lod, but it didn't help ๐Ÿ˜

quick terrace
#

@ivory scaffold this is what you need

#

also, have a loo over samples

stuck oyster
#

not the penetration material.

#

the surface texture thing

polar bone
#

Thanks Horrible, now it works ๐Ÿ™‚

ivory scaffold
#

@quick terrace
yes i am already saw that but i dont know what you mean when you say visual lod

stuck oyster
#

lod 0.000 1.000 2.000 etc

#

the lods that you actually see

#

visually in game

quick terrace
#

visual lods = res lods, or whatever you wanna call em

oak lintel
quick terrace
#

@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)

oak lintel
#

yeah but i have it in the p3d triangulatet and is hard surface ๐Ÿ˜ฎ

quick terrace
#

screen from OB?

oak lintel
#

yeah sec

#

svlod is shadowLOD?

quick terrace
#

SVLod is indeed Shadow Volume lod

#

try that, or just use sbsource = visualex

#

to generate shadow buffer from the res lod

#

and try again

oak lintel
#

yeah i try at the moment sbsource = visualex

quick terrace
#

hmmm....

#

can you check vertex normals quickly?

oak lintel
#

moment. i try first sbsource = visualex ๐Ÿ™‚

quick terrace
#

as you can see, the lighting issues is showing these triangles you have on faces

oak lintel
oak lintel
vagrant monolith
#

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

stuck oyster
#

needs proper weighting

#

some stretching will always happen though

vagrant monolith
#

I know, but I didnt think it would be this extreme on my first model ๐Ÿ˜…

stuck oyster
#

did you test it at all before throwing it in game?

vagrant monolith
#

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

stuck oyster
#

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

quick terrace
#

@oak lintel unlikely to be AS

#

but you can put the procedural value instead of the texture and try it out

oak lintel
#

yeah i try it out in the next time. ๐Ÿ™‚ thx

quick terrace
#

@oak lintel also, where did you stick these named properties

#

considering you have no geo lod?

karmic silo
#

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?

stuck oyster
#

safe model x y dimensions are 50 meter radius