#arma3_model
1 messages ยท Page 148 of 1
anyhow too big objects cant be made as roadway stops working at certain point
so big moving walkable ships are impossible
Hey, quick question. I am trying to port in a ship. The thing keeps rolling over as soon as it hits the water. I made sure to balance all the wait but it keeps doing it. Anyone have a clue as to why?
hopefully its a legit model and not taken from some other game. to your problem it sounds like you have not set up the geometry and boyancy correctly
Arma and big drivable ships is not great combination
hmm..;fishy
Anyone know how to fix this shadow issue in Objectbuilder? The base FBX model import is fine, the rail is fine without any materials applied. As soon as we apply materials the rail gets these black shadows that change depending on the angle
here is the rail without any materials
bad bake? what type of rvmat shader? does it have multiple uvsets?
bake is fine
not sure about the rvmat shader? and I only have one UV set and we checked after and it seems like the UVs are totally fine
I feel like something is flipped backwards
is it possible for UVs to be upsidedown lmao
not really no
"Super" RVmat shader
full 7 stages?
that just breaks the shader
oh
it needs all stages
alright well it has all stages and we removed maps and the full 9 yards
if you apply default_super.rvmat from a3\data_f\ on the model what does that look like?
one sec
@hardy oar
it looks fine
we are going to copy that and add our normals and see what happens
๐
if this works I will owe you a nice little kiss
damn same issue
really makes no sense
I imported the FBX to marmo and checked the normals there
if you apply the normalmap texture on the texture slot what does it look like?
could try recalculating normals (select all + hit F5)
we will try that
we did attempt that earlier and it made no difference but maybe we didnt do it right
need to select all face right
or verts
or does it not matter
also fireframe pic with vertex normals could be useful to see
do you mind if I actually just PM you the model
I suppose I can take a quick peek
One quick question: Is it possible to show texts/values from class MFD to Resolution LOD (outside of the vehicle) not View (inside of the vehicle)?
afaik no
Mmm, okay
Due to performance considerations I'd say MFD's are only processed when inside the vec
Hmm. I just thought it's awesome if it's possible to show configurable (colors, fonts, etc) text to 3D space
Thought the same a couple days ago
the license plate system for vehicles is already kinda-neat
I thought the same but I need to make multiple vehicles to configure colors, fonts and such
Which I don't honestly want to take the way
Hey @quick terrace i Trying a separate modelCube with Geo-, shadow- and ResoLOD. The same thing. The flashlight isnโt correct. But I do on model a rvmat with supershader and now worked. The trees in tanoa (vanilla) have the same issue ๐คท๐ฝโโ๏ธ dynamic lights in ARMA isnโt good...
@oak lintel werenโt you using supershader anyways? or multimat?
dynamic lights in a3 is a joke
because lights should also have shadows :))
anyways
I guess it's the right place to ask -
What does boundingCenter SQF command return? This doesn't tell me much
Returns the position of original (loaded) center of object in model coordinates.
I thought that [0,0,0] was object origin?
bounding center should be, in theory, the center mass of the box that encompasses the model
for most models, the center of this box is above the 0.0.0 model (OB) origin
@jaunty apex
or in any case, above the XZ (where Y is up) plane
since i haven't tested it, it's simply an assumption
you can test it out by creating a 1/1/1m box object in OB
above the XZ plane, but centered on the Y axis
the boundingCenter command should return, in theory 0 | 0 | 0.5
For "Box_Syndicate_Ammo_F" it returns [-0.0276257,0.0176367,0.221747]
so yes I think you are right
๐
@bold flare license plate stuff is neat, but it does not follow animations. 
Hey guys a quick question if i want to put a floor inside a buliding i need to use roadway LOD
?
yes
yes
@bold flare
Thank you!!!
@bold flare
one more question if you can help me - what is the different between View Geometry and Geometry
?
if you have no view geo, the geometry will be used instead
it defines which parts of the object can be seen through, mainly for AI I think
whereas geometry is only collision
don't understand the question
i mean when i asked you if i need to put a roadway lod if i want to put a floor inside a house, so my question is if i need to combine the roadway lod with the geometry lod beacuse i dont want that the player will fall from the roof ๐
@bold flare
usually there is geometry below roadway
but roadway lod is different than geometry, as in you shouldn't just copy the geo
ok so i will just leave it like i was
before
but i am stuck with the interior can i use view cargo lod for house interior?
@bold flare
view cargo is for vehicles
the normal res/geometry
or you leave interior out, and place it later in 3den or terrain
@ivory scaffold for the nth ducking time dude
you are asking for the 5th time the same damn question
you doing it on purpose
its freaking annoying to get out of my way to explain it like for a 5 yo
the 2 days in the row see that you are asking
Hello I'm new here I would like to ask something about vehicle skin in arma III, am I in the good channel ? ๐
do yourself a favour, and actually have a look over the damn samples BI provides
Or i should go in texture maker ?
@white jay if by skin you mean re-texture
yes
yes, texture maker is the place to ask @white jay
Thanks ^^
@quick terrace
hhhhh first i am not 5 yo i am 17.5 yo and second i have always problem with this
hh
@oak lintel werenโt you using supershader anyways? or multimat?
@quick terrace supershader (=
@ivory scaffold i said like for a 5 yo. also when you share your age, make sure to count the months and days as well.
you always had a problem with what? understanding things after being told 4 times, because the 5th time is that magic number?
pufu, whack him on the head with this if he asks again: https://community.bistudio.com/wiki/LOD
bigoof
i have sent him that link
what frustrates me is the lack of actual interest. i mean really, this is the 3rd day, and the 5th time i see the same question, from the same guy
whats your opinion, is it worth it to model individual pals webbings for vest or should I just use texture for them?
Hello,
I am trying to port an Arma 2 backpack into Arma 3 and I am running into some issues. The backpack I am trying to port is the backpack_us. Iโve got it showing up in-game and also rigged it to the spine through the model.cfg so that it stays attached whilst walking.
In my cfgVehicles I am defining it with this code:
{
class PB_Rucksack
{
author = "CapryCorn";
units[] = {"M90_PB_Camelpack"};
weapons[] = {};
requiredVersion = 1.72;
requiredAddons[] = {};
};
};
class CfgVehicles
{
class Bag_Base;
/////////////////////////////////////////////////// A2 US Camelpack ///////////////////////////////////////////////////
class PB_Camelpack: Bag_Base
{
displayName="Camelpack";
model = "PB_Rucksack\data\backpack_us.p3d";
hiddenSelectionsTextures[]=
{
"PB_Rucksack\data\backpack_us_co.paa"
};
maximumLoad=340;
mass=70;
};
class M90_PB_Camelpack: Bag_Base
{
author="CapryCorn";
scope=2;
displayName="[M90] Camelpack";
model = "PB_Rucksack\data\backpack_us.p3d";
hiddenSelectionsTextures[]=
{
"PB_Rucksack\data\M90_PB_backpack_us.paa"
};
maximumLoad=340;
mass=70;
};
};
In the .p3d I have it defined the "All textures and materials" with pb_rucksack\data\backpack_us_co.paa
The issue I am running into is, that if I now define a new version of the backpack (M90 Camouflage), then it doesnโt camo it in-game. It always diverts back to the original .paa defined in .p3d
Messing around with this the whole day, I belive it has to do with the p3d
do you have the hiddenselection selections defined?
in config and in the model.cfg section list and in the model
do you have the hiddenselection selections defined?
yes
I've tryed with and without
both with
hiddenSelections[] = {"camo"};
or
hiddenSelections[] = {"camo1"};
in config and in the model.cfg section list and in the model
@stuck oyster I am not sure about what you mean with hiddenslections in model.cfg and in the model
where would those be defined?
Do you define it in sections[] = {};?
{
class Default
{
sectionsInherit="";
sections[] = {};
skeletonName = "";
};```
Aww maaan, I got it!
I was missing the camo in the .p3d.
Thank you for pushing me in the right direction!
it should also be in the sections[] array of the cfgModels class of your model
compare to the steam Arma 3 sample model package
Yes, I am goint off that: sections[] = { "osobnost","Head_Injury","Body_Injury","l_leg_injury","l_arm_injury","r_arm_injury","r_leg_injury", "injury_body", "injury_legs", "injury_hands", "clan","clan_sign","Camo","CamoB","Camo1","Camo2","personality","hl", "injury_head", "insignia", "ghillie_hide" };
so camo is also included in that
a backpack would only require the camo
the rest are not needed
and you should not include extras in there
makes sense
Can anyone give me some advice on how to weight my plate carrier so that it does not stretch when soldier wears it ๐
@vagrant monolith smoothly between tge diffeternt selections
max 3 bones per vertices
anyways, there is one tut in the results for ob, one for blender
arma related, for proper tools like max, blender, maya, modo etc
there are quite a few tuts online
Newb, trying to teach himself some modding/modeling. Using Blender w/ Arma Toolbox.
Ran across something I canโt find an answer for - is there a way to specify points within a model for future reference - say a very long model that you want explosions to originate from multiple points within; or physical points on the exterior where it might โattachโ to another item? In another program, I might call this a locus.
Or is that completely specified in the code / config.cpp, using a coordinate system?
named memorypoints in memory lod can act as such references for code/script driven effect
large scale complex things can be tricky to make however so if you want to elaborate on what your goal/vision is, I might be able to guide you in right track early on.
Arma has quite a number of limitations on what sized things work correctly
@stuck oyster Basically, I'm trying to reskin a m112 or a satchel charge into a bangalore torpedo. There are a few tricky bits that I want to address while I'm modelling, so that I've set up a structure to use while I'm scripting:
1> Distributing the explosion effect along the 5' length, instead of a point source. I figure having 3 point sources to simulate an oblong explosion is easier than trying to model an asymmetrical explosion (if Arma can even do that ...)
2> Setting up the infrastructure to allow the bangalore torpedoes to attach end-to-end (via Ace Interact, most likely), creating a long explosive. The hard way is to allow this to be open ended, and script the interaction. The easy but limited way (which I'll probably take, as a newb) is to make 3 different versions: 1, 2, and 3-unit torpedoes in both model and config, and set 3x units as the maximum allowed. So "attaching" an additional torpedo just swaps the model/config for a longer/boom-ier object.
3> Utilizing Ace to "push" (much like some of the zodiac boats) along the long axis ... which might be easily solved by having a locus at either end?
It sounds like I can set memory points for the explosion source, and if I go with the easier version of modularity, just having a memorypoint at either end to determine the push direction may work. (Haven't dug into the push system yet - still in my research / planning phase, and there's a big learning curve.)
ah so long object in arm length scale ๐
yeah.... maybe not totally necessary to space out explosions. but over 15' it would be noticeable if it came from a single point. (edit: so 1 every 5' seems doable.)
(since the point of a bangalor is partly to distribute force along its entire length)
I think for that you would need to create a more scripted approach
Hey guys, i need help how can i add glass to my house model?
you need to create mesh planes for the glass and assign semi transparent texture with _ca suffix on them along with glass rvmat. default glass rvmat should work from a3\data_f\
thank you
I realise this isnt the best place but not sure whre to ask about the toolbox for blender.
I'm getting the pictured error when trying to export my res and pilot lod. all other objects/lods like geo and shadow all export without error.
not sure what the cause is or where I can look up the toolbox's errors
any help appretiated
possibly bad letters in vertex group names
do you have the latest version of the tools?
ooo good question
all selecion groups are lowercase letters and underscores only
toolbox version 3.0.4
do you export with the "only selected" option
yeah always
i have 22 named selections at the minute, and see the error mentions that
is 22, too many for the export?
should not be an issue
(backups first)
If you delete the vertex groups what does it say then
done, same error with a different number ><
arma properties is enabled?
yes, as custom lod
path to O2Script is set up in the addon menu?
yeah, to o2script.exe
just tried removing assigned textures as their paths is a new thing i did, no change, still the same error
if you clear the mesh and insert just a simple cube into the object and export that what happens
thanks for the help tho hg
np
well that was quick, no idea what about that little bit of mesh was causing problems but getting rid fixed and rest exported fine
Hey guys i have builed a simple house model in blender but after i export it and open it in the object builder 80% of the model is not show up
can someone help me?
this is how it looks on blender
and this is how it looks in object builder
you must join all parts into single object before export
1 object only can represent 1 Arma Lod
my vest is now a bit out of the soldiers torso, which weight node do I need to adjust? is it the right or left shoulder or the spine123?
bit hard to say.
I would suggest you use Macsers Armarig to see how your weights play out on it while you work it
ffv positions can fire through my vehicle is that an engine limitation or are the "obsolete" view cargo fire geometries the fix?
From my experience if a geometry lod is not specifically defined it defaults to the main geometry lod
so I would say it likely is just a limitation
as it is same with all BI vehicles
you could limit the view angles to keep it in reasonable aiming window
I would suggest you use Macsers Armarig to see how your weights play out on it while you work it
@stuck oyster It seems autocenter either does not work in my model or I have moved the mesh 0.06 clicks too much, I moved it back and now it appears correctly on the soldier ๐
you probably have not centered it right in Blender.
bakana! its modeled right on top of the example character
but where is the object origin?
i guess its 0? as in where it is originally placed in the example
make sure
will do
thats the only thing that affects possible export offset
Hey guys quick question arma is straching my model texture what can i do?
here is a picture that shows the strach texture
likely its unwrapped wrongly
in blender when UV unwrapping, make sure you have view stretch enabled in the UV options tab, it'll light up the UV yellow when its overly stretched
will show if uv bad like so
Ok, Thank you very much
you can also apply a checkermap to your model, so you can see any skewing in the viewport, thats why they exist - alongside densities.
hello is their a sample head model from arma 3 that I can use as a reference for the art of war contest?
in the steam samples yes
how do I find that?
yes
or check the forums: https://forums.bohemia.net/forums/topic/229119-art-of-war-model-templates/ ๐
thank you!
how can I retain vest weightpoints made in blender when importing to object builder they are wiped out ๐ฉ
when I export as p3d the model appears on object builder as the size of a mountain ๐
you have not applied your object scale and rotation before expoting
yeah I found out ๐
objects scale must be 1,1,1 rotation 0,0,0 and its origin must be in the 0,0,0 coordinates
this has been a very teaching journey into arma modeling
So last night after fighting with snap points in Terrain Builder I ended up thinking about the new BI competition thing and thought a great idea for it.
Unfortunately I did not really read the categories very carefully
but this lil fella was born
Now if I slap a camera on its back I can call it an accessory right?
wow nice
Very nice work :D
https://forums.bohemia.net/forums/topic/228774-how-would-you-config-a-hovercraft/?do=findComment&comment=3406550
I dug up some info on hovercraftx simulation type. Please make something fancy out of that 
I have found relatively good reference pics of a Murena Class Hovercraft and Im thinking about modelling it and add it to the game. But.... I remember the old LCAC mod and I just dont want to code it as a boat. Anyone knows alternatives, specially if they dont rely on scripts?...
I haven't checked if hovercraft is actually really enabled, but the guy in the forum post said so.
Okey I checked, its enabled.
But whether it works properly.. noone tested it so..
Hi all, I want to put a multimaterial on my building and it's work fine in bulldozer but in game it's the same texture all over, Can someone help me ?
@quick terrace https://pastebin.com/XpaaZ7kG and the mask https://prnt.sc/sdaqdx
can you also show an ingame image? are textures overlaped on just one single texture over everything? for multimats, you only need to assign the rvmat to the mesh, and leave the texture slot empty for co texture
btw, my alternate layout is way way easier to read
https://community.bistudio.com/wiki/Multimaterial#Alternate_layout
not that it matters
since the rvmat seems fine
does the mesh has 2 uv sets?
object builder : https://prnt.sc/sdatls buldozer : https://prnt.sc/sdavur In Game : https://prnt.sc/sdawlo
mikero
there is an exception list of what to pack, by default it includes sort of all you need
see if you can reset that to default
i honestlt have no idea, all seems fine
maybe @sturdy parcel has some idea
I can try to pack with addons builder
you can, but i wouldn't hold my breath
lol
weird, because i heard the other way around
that packing with addon builder has a higher chance of ignoring the rvmat
not addon builder I've use pbo manager
recent example:
https://forums.bohemia.net/forums/topic/229065-texture-problems/
*Resolved by using Mikeros Tools in lieu of ARMA 3 Addon Builder - Thanks PuFu! Hello all, Ive been pulling my hair out for about a day and a half trying to get my intended textures working in ARMA. Im able to see the effects of my Normals map, etc. in substance painter, but I...
yeah might wanna do that
so I'm working on a model and whenever i pack it with mikeros tools it gives me this error message:
17:57:06: Too detailed shadow lod in 2mercs_structures\data\memorial.p3d (0:1.000000 : 2936) - shadows disabled
I'm just wondering what the 2936 refers to? is it the vert numbers? as thats an incorrect number for the shadow lods which have 843 verts, or is it the number of edges? as thats not displayed anywhere?
I'm aware that the shadow lod should be under 1000 just trying to work out where i need to make savings
1500 verts afaik
DX works with triangles and vertices, so the basic components
why would edges be of any relevance?
actually the vert and tris (irc) are displayed in the bottom left cornert 9efault layout) in ob
yeah, I was just trying to work out what the number was in reference to and wasn't sure if it meant the number of edges but thanks!
vertices and normal vertices indexes are important
Hey guys a litlle problem with my model
this is how it looks in game
http://prntscr.com/sdbyct
and this is how it looks in blender
i dont know what i did wrong
flipped face normals most likely
also, a face can only have one direction, the back of it is backfaced culled.
doubt it works as desired. LOD switching is automatic depending on several parameters
yeah, sorry, have no clue about @shrewd jay's Blender Toolbox, i am not a blender user
there is no such custom named properties i am aware of for OB / Arma
im not aware of a method to specify switching distance in OB - so unless blender toolbox can pull magic tricks its not going to work
@ivory scaffold Have you merged the LODs before export?
what do you mean?
it doesn't, example, if you have lod0 density lower than lod1 density, will use lod1 first anyways
Because in your picture it looks like there are more than one object
๐ค
Have you checked how it looks in ObjectBuilder?
yes
it looks good
but look in the picture when i go away from the object it looks like there is no walls
Set up the path to O2Script correctly?
in Blender?
Yes
oh you think its beacuse that?
Ok thank you i will check it
No problem Thank you bro
it Looks like is the same problem in the OB
@shrewd jay
Try pressing F5
Sure
it's me again with a new next level issue from 4th dimension !
HELlllLlLloOOo
Rifle, setup as usual, scope as atachement with 2d scope
litterally based on the MX thanks to AZURE converter
bullets go 20cm above aimpoint and scope is rotated 90ยฐ
doesnt happen if scope is applied to the MC
so it comes from the rifle
@bright echo did all the investigation after I ran short of ideas but we have no luck
Memory point were extensively reviewed and we have no discrepencie with MX
appart if a memory point can be rotated
did you try
just to be clear, the scope attachement appears fine
it's just the 2D scope that turns 90ยฐ when you go ADS
ahhh
yeah sorry
yes
actually 2 layers but they work fine in other weapons and this very one works fine if the attachement + optics is linked to MX
so it's really coming the gun itself
define "linked to MX"
do note the test i did with the mx was i swapped the model= with the mx one, config is the same
does the scope attachment work just fine with any other gun
but the one in question?
it worked fine when I changed the guns model to the MX
I didnt try it with other guns, I'd assume it'd work
other 2d scopes are also broken when used on said gun
is the 2d scope an attachments (via proxy system)
I added the SOS/MOS to it and it would shoot high and to the left 100% of the time
yeah
ok
maybe an animated selection that moves the memorypoint unintentionally ?
and by high I mean, if zeroed for 100m it will hit a target at 500m
also the gun has no such issue if its just using its iron sights with no attachment
can you post a few pics with mem lod (and the weapon res lod as contour)
for the 3 .p3ds
rifle
scope
and 2d scope view
I thought the animation might be responsible too but didn't see any rogue selection of the memorypoint etc. will do with pic
i don't remember to be honest what was the direction that the 2d viewfinder thingy needs to be oriented towards, haven't ever checked to rotate these plane 90 degrees and see what's what
vanilla scope VS our scope
blue is eye
memory point is scope's eye lowered to try to fix it in the first place
yeah this is the version I have where I made it more like a3 2d scopes with the memorypoint, even changed it from eye to opticView and change the config accordingly
hey all so is there a way to get rid of the black area and make that transparent on a surface decal p3d? The actual texture is transparent and in buldozer it is also but when in game the black areas show up like this:
@vernal lynx have you tried rotating the 2d scope planes 90 degrees ? not sure if all images were taken from the same angle
but seems that 2 (scope and gun) are facing one direction (whatever axis is that in OB - X most liely)
the scope is facing Z
or allinged towards Z
you get the drift
@clever ibex is there a proper suffix (_ca). what is the texture resolution of that .paa file
will try
i have no idea why the weapon via scope is shooting that high up, but it seems like a config issue rather than a model one tbh
well thats what I thought till I changed model and it worked fine
same config, different model= and there was no issue
@quick terrace thanks for ur help https://prnt.sc/sddiku
How to fix the dimming of the model (I do not know what it's called). Here is a screenshot
https://prnt.sc/sdfto4
@quick terrace yes every texture i have has _co at the end and normal maps _nohq with smdi's as well _smdi
someone pinged me in here, but i can't find the message
@ivory scaffold check the house example model in Steam Arma 3 Samples. Its combination of many lods
@sturdy parcel it's for me
I've this problem : object builder : https://prnt.sc/sdatls buldozer : https://prnt.sc/sdavur In Game : https://prnt.sc/sdawlo
I think it's the same problem
https://forums.bohemia.net/forums/topic/189550-odd-error-with-multimaterial-shader/#comment-3002768
perhaprs wrong format/resolution/suffix textures are used
or wrong kind of combination of _CO _NOHQ and SMDI
or wrong UV sets are used for different stages
i mean i think i have that part set up right _co _nohq _smdi i removed all the extra uv sets im using just one and im only using one lod
view lod
was referring to the multimaterial problem there soz
your problem perhaps is that its not right type of texture
do you convert it from _CO or _CA suffix image?
no i made them all from scratch
didnt convert them from anything just a blank sheet to that
yea the black area is supposed to be transparent
and it shows up transparent in buldozer
_co.paa
You Say something for multimaterial ?
rvmats im using some default option i looked up cuz i dont really know how to adjust those or i havent really looked into them yet
*said
@copper axle this part is for you yes
on every texture
Ok thanks i will see tomorrow @stuck oyster
I'm kicking myself cos I know I've seen and solved this problem before, but I cant remember or find out how. Any help appretiated.
So my model.cfg anims works beautifully in blender but when in game, all the rotation type anims act like they have weird axis'.
I've checked the named selections in model are correct to the model.cfg entries.
I would like to make multiple vest configs from one vest model for different units having different pouch configurations. How do I achieve that and is there any tutorials out there?
you make multiple vests basically
hiddenselections works to some extent, but the pieces are actually present in the mesh, just not visible
performance wise, not the best solution
so performance-wise, multiple models making a bigger size of pbo is better than smaller pbo with more complex model and hiding etc?
@bright echo did you changed optic or weapon to get it "fixed"?
weapon
optic on mx works fine, optic on mx(only model) using the fg42 config works fine
soon as I change it back to the original model it breaks again
its also broken when using other scopes
@rough idol
I just had that issue when usti hlavne and konec hlavne were wrongly defined
can you check where bullets are going on fg42?
@noble hatch size of a pbo doesnโt really matter. what matters are draw calls, and tri number.
example - you have a vest model that is 10k tris for all versions. the average visible is 5k, but actually the engine reads all 10k, even if displays just 5k for you
say you have 5 variations and all these are on screen at the same time
that is 50k
say you spread iy across multiple p3ds
thatโs 25k
i over simplified it anyways
another issue is with shadows - it's impossible to use hiddenSelectionMaterials with such selections
everything looked normal with shots diag
and when I checked the memory points it was correct
one thing you can sort of notice is if you aim at a distance target with the scope and then stop aiming and look at the crosshair, the crosshair is visibly way over the target
this only happens with the original weapon model, and happens with both a vanilla and the custom scope
ill double check the memory points again when i finish eating dinner as i might have glossed over it last night
I'm kicking myself cos I know I've seen and solved this problem before, but I cant remember or find out how. Any help appretiated.
So my model.cfg anims works beautifully in blender but when in game, all the rotation type animation classes act like they have weird axis'.
I've checked the named selections in model are correct to the model.cfg entries.
any example?
how do you test model.cfg in blender? Didn't knew there is buldozer for it
sorry, misstyped - meant buldozer not blender. God that'd be a dream
will get pictures
could you try to strip model only to proxy and memory lod and share it with us?@bright echo
@rough idol https://imgur.com/a/WvnCsqn
yeah 1 sec
@noble hatch how is model.cfg looking like? Do you have some errors in packing log?
i had a few missed ; and an extra , that i fixed.
packed with addon builder/breaker no problems
PBOproject throws an error related to a missing texture that is present in the folder it is looking for. hence why i am using addon breaker.
PBO proj throws no problems in its model.cfg build
can you share it?
are you sure your bones are assigned to just 1 selection?
Iโm not sure I understand. I.e the verts in each selection named by a bone are only in that one named bone?
The bones are seperating perfectly, just moving about the wrong axis. Origin rather than defined
hmm I noticed when i was cleaning up the model that
the proxy ID is set to 0 for TOP
i had change it to 1 but I missed the shadowLods, should that matter at all @rough idol ?
hm, not sure
they were originally all 0 and it was still doing it to clarify
trying it ill post the empty p3d if no luck
nope still shooting high
high but straight?
the scope? yeah
your proxies muzzleflash and TOP are slightly slanted
look at it from the top or front view and zoom in
indeed, thats the culprit
btw: remove accessories proxies from shadow lod - they would be drawn twice otherwise
rgr
yep that did it
still shooting a little bit to the left though, does MemoryPointCamera effect windage at all? like if I moved it over to the left a little bit to correct the point of impact will it just make it worse?
your usti/konec hlavne mem points where not in line too
they should line up after that
thats weird they look lined up to me? and the coordinates say they are
you have to zoom in ๐
yup
hmm
it probably made it worse honestly
still shooting very much to the left
like this is two shots, aiming center of mass 500m away https://cdn.discordapp.com/attachments/423013172769849348/708645683472891914/unknown.png
same position cept now with irons https://cdn.discordapp.com/attachments/423013172769849348/708646271031705692/unknown.png
moving the camera memory point no go then?
depends - it will change where zoom in anim happens
that its moving left is just a clear indication that your proxies and or memorypoints are not properly line up.
Throw all of them out and redo them
(only the ones related to shooting...)
well I was more wondering if the camera memorypoint being off could be causing this
if so yeah ill regen it
that gives me an idea... for "junk weapon" that are in disrepair, scavenged etc - they could all have random center-line deviation, if objRandom source works for weapons -> could use a random rotate for determining angle and a random translate for determining "severity".
bugemia mod ๐
though could be frustrating for players (the concept of imperfect sight alignment was never touched upon, so nobody would expect it), if the weapon just wont hit what they are aiming at
yeah im surprised it matters this much, can let you do all sorts of 'balancing' with looted optics not being zeroed right for the gun you put it on ๐
well the offset happens with vanilla scopes too it seems
actually i think i found the problem proxy is still broke redoing them
yep was still a bit of a slant on the proxy I just deleted em and redid it and we're gold
What does that mean? : Stage 1 has no texture to retrieve format from
this class Stage11 {texture="elf_gendarmerie\textures\data\cream_nohq.paa"; texGen="0";};
oh no stage 11
class Stage1 {texture="elf_gendarmerie\textures\parquet_co.paa"; texGen="1";};
does that texture file exist? I'd assume so. ๐ค
the multimat work with arma rvmat but when I put my mask it breaks everything
I'm going to burn my pc, it's going to solve this problem
whats the best modeling software to use? 3ds max student edition or blender?
Object Builder Whatever you can use and you feel best
๐ the one you invest time to learn to use
so there are no advantages or disadvantages between the 2 for arma?
well regarding Arma, Blender has slightly more straihgtforward way to get model into p3d
can someone help me with my multimaterial? I can pay
i've this in my log Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake
@sturdy parcel
ignore it. pboProject doesn't need it
So, my tank turret will rotate just fine, however it wont a full 360 around. it stops at like +/-270 degrees. then jumps to the other side. what i mean is, the turret will go to +270, then jump to -270 as i rotate it
it rotates fine in obj builder, and my config has for both min/maxTurn as 360
does the model.cfg animation have 360 turning
yup
class MainTurret
{
type="rotationY";
source="mainTurret";
selection="gun_turret_y";
axis="gun_turret_axis_y";
animPeriod=0;
minValue="-8";
maxValue="8";
angle0="rad -360";
angle1="rad +360";
memory = 1;
};
// Turret servos
minElev=-5;
maxElev=+30;
initElev=10;
minTurn = -360;
maxTurn = 360;
soundServo[]= {"A3\Sounds_F\vehicles\armor\noises\servo_best", db-40, 1.0,50};
thats the section in the config
huh. apparently changing the min/maxValue to rad+360/-360 made it work
ah sorry. i changed the
minValue="-8";
maxValue="8";
in the model.cfg to
minValue="rad -360";
maxValue="rad +360";
curiously, my camera isnt following with my turret now. granted it wasnt before. but im not sure what im doing wrong with it.
one radian is 57.3 degrees therefore rad 360 == 360/57.3 that's the value that's actually written into minmax and angle
the reason why there's a -360 is simply to tell the engine it can turn both ways.
any idea where i can get free vector drawings for assault rifles?
interwebs is full of reference images
In the editor, what lod defines the clickable geometry? From what ive been experimenting with it seems like it's fire geometry, but I don't want fire geometry on this specific model and I have to click and drag using the objects icon
Is there a rvmat for fire geometry that has no ballistics or impact effects I could use?
Here's not a place to request, or you can do it yourself
my uniform models shadow is partially stretched, is this shadow lod issue or incorrect rvmat, also I have gloves for my uniform in the mesh but they are not applied over the default hands.
Shadowlod should not have any texture or rvmat
partially stretched could indicate its not weighted right or its topology is such that it can t bend the same way the actual mesh does.
the glovers probably are not weighted either
you should not have hand mesh under them to minimize clipping
alright will do some adjustments ๐
any idea why I'm seeing this weird grass and trees shadow through my model?
you have lot of alpha transparency in your model
so the engine puts your model into transparent draw pass
I had a feeling that was it so I removed the alpha channel and set the parts that don't need transparency as non transparent textures, the parts that do have transparency are entirely separate paa's, but the whole model seems to be effected by this
indeed whole model is considered a single thing when it comes to the graphics drawing
and yes all parts that are not transparent should have _CO suffixed texture that has not alpha channel at all
and transparent parts should be either _CO with alpha channel (hard on/off transparency) or _CA (smooth alpha transparency)
geometry lod named parameter. forcenoalpha 1 could help, but it can have other negative effects
I noticed my transparency had hard edges, so _CA should solve that?
I guess not transitioning from full opaque to full transparent
but a gradual falloff
tried renaming the files to end with _CO and _CA but to no affect
renaming does not work
the name of the original file must be correct
so that correct conversion to .paa is done
so the png that I load into texview?
if that is the original file that you convert, then yes
yes
when in doubt, compare to how the unpacked Arma files are set up on your P drive
unfortunately it still doesn't seem to do anything
not very noticeable so I can live with it
could be an issue with the source file too.
Working on trying to import a purchased boat model into the game, having all sorts of issues with buoyancy and stuff. Current it just sinks like a rock, any potential fixes or even a faster way to debug this? https://i.imgur.com/p3f2603.jpg
well the boyancy is combination of geometry, physx and boyancy lods If I recall right
and possibly some config stuff
compare to the sample boat is pretty much the only way to get started with it
it states this on the wiki "Regarding the GEO LOD, it is very important that the autocenter=1 property is set in the properties tab of the GEO LOD. Otherwise the ship will inmediately sink." Am I being an idiot, how do I bring up the properties tab for an lod? how is this supposed to look
in window tab you can enable it
Thanks, got it
if the boat is too heavy, it's literally sinking flat. What needs to be adjusted to fix that? The weight %'s?
geometry class mass dictates its weight
what a weird weight setup
those and whatever you have set to the rest of the geomety components
So these weight % are what dictates it https://i.imgur.com/WZbwzgF.png
everything else is set to 100%
The one outside the boat is to counteract the cabin, that works fine - it sinks straight down
not weight
mass
weigthting is related to animation movement strenght
mass is different dialog
Object builder is nuts, I'm working with another guy and he done most of this. I'm usually the one scripting. How would I open the mass dialog?
its a small dialog by default in the lower left of the UI
toggle is found in the window menu on the top toolbar
Can anyone here give me a hand with making some uniform models for my unit, including vests, backpacks, etc? We have specific mods for our unit, but the man who made them and such decided to leave the unit and take all the file info with them, so they are hopelessly unupdated and seem to crash our new server
@pale zealot #creators_recruiting
Thank you
who can help me with adding a car to the new mod?
I can't figure out how to make friends with config and lods
soz Im busy atm. And I dont have time for requests at this time.
@wind crow dude, the point of these channels is to get help by asking specific questions here, not PMing various people
you can ask whatever lods related questions you have here, config related questions in #arma3_config
i'll ask one for you? what car, who made the car, you?
can I use two texturesources in my model? I have one texture for the vest base and othere for pouches and accessories, but ingame I see only the vest texture painted on top of the pouches and accessories even though I applied them in object builder
Alright lads, having a bit of an issue with Arma 3 Toolbox and wonder if anyone else has this issue. Had a search online but couldn't find anything specific. I've installed the toolbox according to the instructions but in the user preferences within blender it's telling me to update to 2.8x. I'm already running 2.82, has anyone else had this issue?
Kinda wish I hadn't updated to be honest.
anyone had same issue when blender does not actually want to paint weights onto your model?
okay I think I found out the culprit, vertex groups were corrupted somehow, data transfering new ones fixed it.
@ionic brook contact @shrewd jay
@ionic brook IIRC the Toolbox has a minimum required version of 2.80. Did you get the right one? Where did you download it from?
Hey, got version 1.5.7 from the friedenhq website. Thought I'd get it from the source website to make sure it's upto date but can't tick the box as it tells me to update. I'll try reinstalling blender see what happens.
The blender version was the main version on their site too, not the test builds.
afaik github is where you should download from
I updated the fhq web site to point to the Github page
For 2.8x you will want this one https://github.com/AlwarrenSidh/ArmAToolbox/releases/tag/v3.0.4-alpha
@ionic brook
Thanks lads I'll give it go tonight.
is there a way to change the path for a model to a different model.cfg?
path to a model?
model.cfg connection betweehn p3ds is the name of the cfgModels class
nameof.p3d => cfgModels{ calss nameof{}; };
and the stuff is baked into the model/p3d on binarization
what i mean is, if use a model from a mod, can i change the model.cfg thats baked into the model without having to redo anything model wise
no
damn
and you cant access that model in any way to edit it either
@blissful spire why would you wanna edits that model.cfg? maybe it can be done differently?
@quick terrace, original model is VTOL setup. So the wings/landing struts are tied to the landing Gear button. I've been able to get it to use the helicopter flight model/controls, but i need to add in the option to raise the struts and wings
Ive already found the animationsource for what triggers the animations for the wings/struts. But im unsure if i can reuse that anim.source
fundamental simulation type changes would better be done with source material at hand
So theres no way to just have a scroll wheel option to trigger that animation?
Or rather, is it possible to reuse the same anim.source name for having a scroll wheel option
Okay, i know what the source name is for the wings/struts. Ill have to see if i can
why do you need to turn a plane into a helicopter anyway?
Dont like VTOLs. Prefer helis. Its less a plane more a helicopter anyway
~
#arma3_config would be the place since you are not making models.
Thanks, sorry for the interruption ๐
np
Getting this error when packing my model
vertex: 1072, sum of weights is 200, should be 100
in PBOprojects binlog, its for the visual lods
being a solid object its not got skeleton weights or anything
it's not causing any problems as far as i'm aware but any help appretiated
that means its part of 2 animated selections with full 100 weight on both
dunno what else to tell you
anyone know if theres a limit to how many turrets we can have on a boat?
Are we able to have like 6 turrets on one boat?
sure
Hello
It might be a little bit stupid question but are there any tutorials/manuals/instructions how to create from scratch and later import to arma models?
I'm a beginner
for creating stuff there are plenty of tutorials for most popular 3D programs
for creating specifically Arma stuff there are a lot less
but you dont need to learn how to model for Arma
you just need to learn how to model
then the Arma specifics will be simple to implement
you will need to take the learning process in manageable chunks
so first learn how to model, then how to texture, then perhaps look into how to model game graphics (like highpoly to lowpoly workflow)
when that is handled you can look into the Arma part
honestly the first thing I would like to have are clear steps what should I do
to make model ready from for example blender
Are you already comfortable making the model SpitFire, or are you still learning blender?
50/50 I manage to follow guide to make pistol
when you are 100% ready with that stuff then you are ready to figure out how to put that into Arma
I mean, I would like to known when I'm 100% ready
If you need touch up with blender then:
https://www.youtube.com/playlist?list=PLjEaoINr3zgEq0u2MzVgAaHEBt--xLB6U
what does your model look like now then? Are you happy with it?
you are yourself pretty much the judge on the visual look and if that is ready
Yea, firstly I wanted to make something really primitive to see If I'm going into right way
so its all ready now with textures and all?
is there a trick for getting the steering wheel memory points right for vehicles? I centered the cursor on the model for the first point, but getting the second position right for the visual effect to not be wonky is always a struggle
make the points in proper modeling software?
or if your steering wheel is made smart way you might be able to use copy if its points to get the center
game asset creation is pretty much the same no matter of the engine used
there are like infinite amount of resources these days to teach you how to make anything in any software
trying to make turrets in game
theyre seperated by bones yet somehow they're moving the same time in-game
they each need their own animationSources
they have their own animation sources
you set them up in each turret class?
yes
are each turret configured on the same level
im using the newturret inheritance
or are they configured inside each other
theyre configured inside the turret class and each turret has its own class
the left
they work fine in buldozer
in terms of animations
they all move properly
but once u put them in game
for one, the gunner proxy for the second turret is in the same location as the first turret
have you changed the proxy index of each turret?
there is a config parameter for that
if I remember it right its "proxyIndex"
and it corresponds to the gunner proxy number
off the top of my head cant remember
but if theres a problem ask and maybe they come back
thanks man
theres probably many depending on how you want them to behave ๐
Yeah, its the proxyIndex
yu
yup it was
but now, when im shooting from the second turret
the bullets are coming out from the first
Although im not that good with turrets lol. I cant get the actual reticule to follow my turret movements
each turret also has their own muzzle positions that has to be defined both in the config and in the models memorylod
and set up to move with the turret parts
alright so i got the turrets set up
it almost works except when i fire with the turret
the animation of the second turret works simutaneously with the first
how have you set up the firing effect animations?
how would you define the part of the turret where the gun smoke is coming out?
i got the muzzles figured out
that I believe is defined in the weapon.
which is a bit backwards way of doing it and does not support multiple turrets with same weapon
you can
but I if I recall right the effects might not work
might depend on weapon type
or you can make derivative weapon classes to be used on different turrets
Thats what I've done for my many turret using things
inherit weapon class to class weapon_turret01 : original_weapon, weapon_turret02: original_weapon etc etc
sure
I do personally keep my weapon configs in separate pbo so that its easier to use them in multiple vehicles
in that case, we wouldnt use the mainturret inheritance?
or we would define the weapon then use the weapon with the main turret
so create a weapon called mark_minigun then do mark_minigun:MainTurret
ok nvm
i just stared it
we would use the weapon config paramter inside the turret class
noo noo
it does not affect your turret config at all
except what each turret uses as a weapon
you would use the minigun you are using now as a base
its all very logical, dont overthink it
in the unpacked arma 3 files on your P drive
or you can get yourself one of those latest all-in-one config dump files
Those AiOs hurt my soul trying to read through
they are very useful when you know a keyword you want to look up for
class CfgWeapons
{
class MGunCore;
class MGun: MGunCore{};
class LMG_Minigun: MGun
{
displayName="$STR_A3_LMG_Minigun0";
magazineReloadTime=15;
ballisticsComputer=2;
aiDispersionCoefY=0.5;
aiDispersionCoefX=0.5;
class gunParticles
{
class effect1
{
positionName="machinegun_eject_pos";
directionName="machinegun_eject_dir";
effectName="MachineGunCartridge1";
};
class effect2
{
positionName="machinegun_end";
directionName="machinegun_beg";
effectName="MachineGun1";
};
};
};
};
like this @stuck oyster ?
along those lines yes
Anybody available for hire to model a few buildings for me?
#creators_recruiting @strange bluff
I was sure i posted in this thread but i cant find my post to see if anyone has replied.Is there a way i can find my post/s?
Thanks
Discord search. from:
thnx
@proven wyvern #creators_recruiting
k
Hey guys, trying to get started in vehicle making here. In object builder, how do you import the proxy driver model so you can see where the seating positions are, check scale, etc? The tutorial i've been following skips right over it.
there is a create proxy tool in the top toolbar menus
in that you pic a path to a proxy p3d that looks like the animation the passenger will be using
ok, i see that
note that the proxy only dictates the position of the proxy
where would I find the proxy names?
the config calue of passenger action will dictate what it looks like
in the unpacked A3 data on your P drive
cant remember the exact path but there is a folder full of all the proxies for the vanilla animations
if you need custom animation you will need to make a custom proxy too
one of the anims_ folder?
my advice is do a folder search for "proxy" in P:\A3\
Probably don't need a custom animation, just trying to bring in a truck right now as my first test, just need to get a couple guys seated on the bench
my backpack model has inverted shadows, ie dark in direct light and lighter on the shadow side, what should I do to fix it?
how on earth did you manage that?
gimme a sec
Is there a shortcut to move objects in object builder with the mouse? I'm trying the standard alt click ctrl click but it's not working.
right mouse down and drag
got it, thank you
Hey there ! Any good pratice trick to quickly export a mask from blender ? (multimat setup)
Currently I use baketool to make the mask. It's ok, but not very smooth
depends how you are doing the bake, I've got pretty good solid color results out of it with appropriately set up node material.
Yeah I managed to set an emit and bake the emit directly from blender on UV2
looks the most decent way to do
Why would my graffiti decal texture be upside & mirrored?
https://imgur.com/a/fgcQdPp pic related
uv
When I go into UVEditor it looks normal, the texture is oriented as it should be. What should I do?
Thanks goat ๐
Do you have to use addon builder to pack a vehicle, or can I just compile it into a pbo with pbo manager?
and even more never addon builder
for the model directory in the config file, it's pbo name/folder name/model name - correct?
i'm getting a "Expected ]={" error when packing
for line 70, which is
class TransportItems /// some first aid kits in trunk according to safety regulations
{
item_xx(FirstAidKit,4);
};
straight from the sample file, haven't even touched it
"//" instead of "///"
all of the notes in the sample files are ///
i deleted the whole notation and still getting the error
line 70 specifically is - item_xx(FirstAidKit,4);
Have you defined the macro item_xx?
no, i don't know what that is, it was just in the sample config
i'm just trying to get the car in game to start with
Refer to the TransportItems:
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide
oh i see, its referenced in the basicdefines file
Make sure you include that file then.
For an explanation about macro's and #include
https://community.bistudio.com/wiki/PreProcessor_Commands
ok, fixed that error, got a new one now
I don't seem to understand how to reference the model path properly
I assumed it was the name of the pbo, then the folder, and then the p3d within the folder
but that's not working
whos p3ds and whoโs rvmats
@sullen scaffold you need the full path from the topmost folder in the P: drive to your model.
Ah ok
I get it, so it really has nothing to do with how the PBO is packed, all about the path when the model is made
@lapis pecan you can't.
@sullen scaffold no its the path the P3d is in P drive
As P drive represents the game engines internal filestructure
so in my P drive I have folder ArmyTruck then a Data folder, and then M35.p3d in the data folder
so it's ArmyTruck/Data/M35
You have a folder that ArmyTruck is in?
no, it's P:/armytruck
Then yeah.
"armytruck/data/m35.p3d" should work
yeah i get the naming sucks, just trying to get my first model in game at this point
Starting from good naming saves you headache later
always use a custom tag
^that too.
fml, now i've got more errors
12:29:34: armytruck\data\m35.p3d:geometryView: Bad proxy object definition proxy:\a3\data_f\proxies\passenger_low01\cargo01.001
12:29:34: armytruck\data\m35.p3d:geometryView: Bad proxy object definition proxy:\a3\data_f\proxies\driver_offroad\driver.001
12:29:34: armytruck\data\m35.p3d:geometryView: Bad proxy object definition proxy:\a3\data_f\proxies\passenger_low01\cargo01.001
12:29:34: armytruck\data\m35.p3d:geometryView: Bad proxy object definition proxy:\a3\data_f\proxies\driver_offroad\driver.001
12:29:34: Too detailed shadow lod in armytruck\data\m35.p3d (0:0.000000 : 16669) - shadows disabled
So I think I fixed the shadow lod, I didn't have one.
I don't know why its griping about the driver proxy though
You can't edit other people's models.
You have to make your own
Unless you get them to give you the unbinarized p3d file
Rvmats are different though. You should be able to use the hiddenselectionsmaterial i think is the config line
Alright I fixed the proxy issue, I had to redefine them. And fixed the shadow LOD. It still won't pack though. Saying error code 31 and this is all I get from the log:
stripping ""p:\temp\ArmyTruck.bin.log""
12:46:20: No speaker configuration found.
12:46:20: PhysX3 SDK Init started ...
12:46:20: PhysX3 SDK Init ended.
12:46:20: Convert model ArmyTruck\data\M35.p3d -> p:\temp\ArmyTruck\data\M35.p3d
12:46:20: <model = "ArmyTruck\data\M35.p3d">
12:46:21: </model>
12:46:21: Extensions:
noisy output on?
turn it on?
if its not, yes
only thing I can see is:
Missing File Summary
M35.p3d : \p:\a3\data_f\proxies\driver_high01\driver.p3d
M35.p3d : \p:\a3\data_f\proxies\passenger_apc_generic01\cargo.p3d
but i'm not sure why they would be missing
your proxy path has P: in it?
ah
you used the arma laucher to extract
and mount
that does not work right
arma3 tools
PMCwiki has steps to set up the tools and P drive with mikeros tools
yea the tools method does not seem to work right
great
can I change the proxy path without going through all this again?
ok so when I reimport the proxy I deleted the P: infront of the path
the model still appeared, i'll replace them and try it again
do I need to redefine these after I place them?
i replaced the proxies, it packed successfully, but doesn't show up in the editor
in the editor?
it doesn't give me the option to preview the class
through the config
@stuck oyster or @quick terrace would you be willing to look at this for me if I sent it to you? I'm at a loss as to what i'm doing wrong here
sorry I cant really spare time for such. I dont think you have your tools and drive set up right though
@sullen scaffold, by show up, do the proxies not show up, or does the whole model not show up
that would be a config issue. missing scope = 2; and/or scopeCurator = 2;