#arma3_model

1 messages ยท Page 148 of 1

stuck oyster
#

or 50 meter diameter?

#

anyhow too big objects cant be made as roadway stops working at certain point

#

so big moving walkable ships are impossible

waxen quiver
#

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?

stuck oyster
#

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

quick terrace
#

hmm..;fishy

past canopy
#

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

stuck oyster
#

bad bake? what type of rvmat shader? does it have multiple uvsets?

past canopy
#

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

stuck oyster
#

not really no

past canopy
#

"Super" RVmat shader

stuck oyster
#

full 7 stages?

past canopy
#

yes

#

and we removed them all

#

one at a time etc

#

and the issue persisted

stuck oyster
#

that just breaks the shader

past canopy
#

oh

stuck oyster
#

it needs all stages

past canopy
#

alright well it has all stages and we removed maps and the full 9 yards

stuck oyster
#

if you apply default_super.rvmat from a3\data_f\ on the model what does that look like?

past canopy
#

one sec

#

@hardy oar

#

it looks fine

#

we are going to copy that and add our normals and see what happens

stuck oyster
#

๐Ÿ‘

past canopy
#

if this works I will owe you a nice little kiss

stuck oyster
#

due to the social distancing stuff I can take cash.

#

๐Ÿ˜„

past canopy
#

damn same issue

#

really makes no sense

#

I imported the FBX to marmo and checked the normals there

stuck oyster
#

if you apply the normalmap texture on the texture slot what does it look like?

past canopy
#

wait one

#

looks fine

stuck oyster
#

could try recalculating normals (select all + hit F5)

past canopy
#

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

stuck oyster
#

all verticles that are recalculated need to be selected

past canopy
#

okay we maybe did faces

#

we will try that

stuck oyster
#

also fireframe pic with vertex normals could be useful to see

past canopy
#

wireframe with vertex normals

#

alright how do I turn on the vertex normals

stuck oyster
past canopy
#

do you mind if I actually just PM you the model

stuck oyster
#

I suppose I can take a quick peek

past canopy
#

appreciate it

#

sent a friend request

#

here is the vertex normal in the mean time

hardy oar
marsh canyon
#

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)?

stuck oyster
#

afaik no

marsh canyon
#

Mmm, okay

bold flare
#

Due to performance considerations I'd say MFD's are only processed when inside the vec

marsh canyon
#

Hmm. I just thought it's awesome if it's possible to show configurable (colors, fonts, etc) text to 3D space

bold flare
#

Thought the same a couple days ago

#

the license plate system for vehicles is already kinda-neat

marsh canyon
#

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

oak lintel
#

Hey @quick terrace i Trying a separate modelCube with Geo-, shadow- and ResoLOD. The same thing. The flashlight isnโ€™t correct. But I do on model a rvmat with supershader and now worked. The trees in tanoa (vanilla) have the same issue ๐Ÿคท๐Ÿฝโ€โ™‚๏ธ dynamic lights in ARMA isnโ€™t good...

quick terrace
#

@oak lintel werenโ€™t you using supershader anyways? or multimat?

#

dynamic lights in a3 is a joke

#

because lights should also have shadows :))

#

anyways

jaunty apex
#

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?

quick terrace
#

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

jaunty apex
#

For "Box_Syndicate_Ammo_F" it returns [-0.0276257,0.0176367,0.221747]

#

so yes I think you are right

quick terrace
#

๐Ÿ‘

stuck oyster
#

@bold flare license plate stuff is neat, but it does not follow animations. notlikemeow

ivory scaffold
#

Hey guys a quick question if i want to put a floor inside a buliding i need to use roadway LOD

#

?

bold flare
#

yes

ivory scaffold
#

yes
@bold flare
Thank you!!!

#

@bold flare
one more question if you can help me - what is the different between View Geometry and Geometry

#

?

bold flare
#

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

ivory scaffold
#

oh and i also need to apply geometry lod with the roadway lod

#

?

bold flare
#

don't understand the question

ivory scaffold
#

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 ๐Ÿ˜†

#

@bold flare

bold flare
#

usually there is geometry below roadway

#

but roadway lod is different than geometry, as in you shouldn't just copy the geo

ivory scaffold
#

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

bold flare
#

view cargo is for vehicles

ivory scaffold
#

so what i need to use for house interior

#

?

bold flare
#

the normal res/geometry

#

or you leave interior out, and place it later in 3den or terrain

ivory scaffold
#

ok no problem

#

thank you

quick terrace
#

@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

white jay
#

Hello I'm new here I would like to ask something about vehicle skin in arma III, am I in the good channel ? ๐Ÿ™‚

quick terrace
#

do yourself a favour, and actually have a look over the damn samples BI provides

white jay
#

Or i should go in texture maker ?

quick terrace
#

@white jay if by skin you mean re-texture

white jay
#

yes

quick terrace
#

yes, texture maker is the place to ask @white jay

white jay
#

Thanks ^^

ivory scaffold
#

@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
#

@oak lintel werenโ€™t you using supershader anyways? or multimat?
@quick terrace supershader (=

quick terrace
#

@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?

woeful viper
bold flare
#

bigoof

quick terrace
#

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

ivory scaffold
#

hhhhhhhhhhh

#

lol

vagrant monolith
#

whats your opinion, is it worth it to model individual pals webbings for vest or should I just use texture for them?

fleet spire
#

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. Iโ€™ve 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 doesnโ€™t 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

stuck oyster
#

do you have the hiddenselection selections defined?

#

in config and in the model.cfg section list and in the model

fleet spire
#

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!

stuck oyster
#

it should also be in the sections[] array of the cfgModels class of your model

#

compare to the steam Arma 3 sample model package

fleet spire
#

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

stuck oyster
#

a backpack would only require the camo

#

the rest are not needed

#

and you should not include extras in there

fleet spire
#

makes sense

vagrant monolith
#

Can anyone give me some advice on how to weight my plate carrier so that it does not stretch when soldier wears it ๐Ÿ˜„

stuck oyster
#

@vagrant monolith smoothly between tge diffeternt selections

quick terrace
#

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

glad crystal
#

Newb, trying to teach himself some modding/modeling. Using Blender w/ Arma Toolbox.
Ran across something I canโ€™t 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 โ€œattachโ€ 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?

stuck oyster
#

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

glad crystal
#

@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.)

stuck oyster
#

ah so long object in arm length scale ๐Ÿ˜„

glad crystal
#

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)

stuck oyster
#

I think for that you would need to create a more scripted approach

ivory scaffold
#

Hey guys, i need help how can i add glass to my house model?

stuck oyster
#

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\

ivory scaffold
#

thank you

noble hatch
#

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

stuck oyster
#

possibly bad letters in vertex group names

#

do you have the latest version of the tools?

noble hatch
#

ooo good question

#

all selecion groups are lowercase letters and underscores only

#

toolbox version 3.0.4

stuck oyster
#

do you export with the "only selected" option

noble hatch
#

yeah always

#

i have 22 named selections at the minute, and see the error mentions that

#

is 22, too many for the export?

stuck oyster
#

should not be an issue

#

(backups first)
If you delete the vertex groups what does it say then

noble hatch
#

done, same error with a different number ><

stuck oyster
#

arma properties is enabled?

noble hatch
#

yes, as custom lod

stuck oyster
#

path to O2Script is set up in the addon menu?

noble hatch
#

yeah, to o2script.exe

#

just tried removing assigned textures as their paths is a new thing i did, no change, still the same error

stuck oyster
#

if you clear the mesh and insert just a simple cube into the object and export that what happens

noble hatch
#

okedoke

#

it exported fine, no errors

stuck oyster
#

then its possibly something wrong with the mesh itself

#

is it triangulated?

noble hatch
#

it is, and checked

#

will go through removing bits to see if any one fixes/breaks

stuck oyster
#

yeah that was my next idea too

#

๐Ÿ‘

#

odd sounding issue

noble hatch
#

thanks for the help tho hg

stuck oyster
#

np

noble hatch
#

well that was quick, no idea what about that little bit of mesh was causing problems but getting rid fixed and rest exported fine

ivory scaffold
#

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

stuck oyster
#

you must join all parts into single object before export

#

1 object only can represent 1 Arma Lod

ivory scaffold
#

oh ok

#

thankes

vagrant monolith
#

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?

stuck oyster
#

bit hard to say.

#

I would suggest you use Macsers Armarig to see how your weights play out on it while you work it

astral lantern
#

ffv positions can fire through my vehicle is that an engine limitation or are the "obsolete" view cargo fire geometries the fix?

stuck oyster
#

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

vagrant monolith
#

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 ๐Ÿ˜…

stuck oyster
#

you probably have not centered it right in Blender.

vagrant monolith
#

bakana! its modeled right on top of the example character

stuck oyster
#

but where is the object origin?

vagrant monolith
#

i guess its 0? as in where it is originally placed in the example

stuck oyster
#

make sure

vagrant monolith
#

will do

stuck oyster
#

thats the only thing that affects possible export offset

ivory scaffold
#

Hey guys quick question arma is straching my model texture what can i do?

#

here is a picture that shows the strach texture

stuck oyster
#

likely its unwrapped wrongly

ivory scaffold
#

someone told me that i need to cut the model in the middle?

#

h

noble hatch
#

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

ivory scaffold
#

Ok, Thank you very much

foggy finch
#

you can also apply a checkermap to your model, so you can see any skewing in the viewport, thats why they exist - alongside densities.

winter cove
#

hello is their a sample head model from arma 3 that I can use as a reference for the art of war contest?

stuck oyster
#

in the steam samples yes

winter cove
#

how do I find that?

stuck oyster
#

the what?

#

samples?

winter cove
#

yes

steel vector
winter cove
#

thank you!

vagrant monolith
#

how can I retain vest weightpoints made in blender when importing to object builder they are wiped out ๐Ÿ˜ฉ

stuck oyster
#

export as p3d

#

with ArmaToolbox

vagrant monolith
#

when I export as p3d the model appears on object builder as the size of a mountain ๐Ÿ˜…

stuck oyster
#

you have not applied your object scale and rotation before expoting

vagrant monolith
#

yeah I found out ๐Ÿ˜„

stuck oyster
#

objects scale must be 1,1,1 rotation 0,0,0 and its origin must be in the 0,0,0 coordinates

vagrant monolith
#

this has been a very teaching journey into arma modeling

stuck oyster
#

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?

wind crow
#

wow nice

scenic copper
#

Very nice work :D

bold flare
#

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 meowtrash

#

I haven't checked if hovercraft is actually really enabled, but the guy in the forum post said so.

bold flare
#

Okey I checked, its enabled.
But whether it works properly.. noone tested it so..

copper axle
#

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
#

@copper axle can you pastebin your rvmat?

#

can you also show your mask?

copper axle
quick terrace
#

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

#

not that it matters

#

since the rvmat seems fine

#

does the mesh has 2 uv sets?

copper axle
quick terrace
#

@copper axle what do you pack it with?

#

addon builder or mikero

#

?

copper axle
#

mikero

quick terrace
#

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

copper axle
#

I can try to pack with addons builder

quick terrace
#

you can, but i wouldn't hold my breath

copper axle
#

๐Ÿ˜‚

#

oh

#

i've pack with pbo manager and it work

quick terrace
#

lol

#

weird, because i heard the other way around

#

that packing with addon builder has a higher chance of ignoring the rvmat

copper axle
#

not addon builder I've use pbo manager

quick terrace
#
copper axle
#

so it's not bin

#

i try to reset to default pbo project

quick terrace
#

yeah might wanna do that

copper axle
#

no same problem

#

maybe the compress ?

quick terrace
#

unlikely

#

compressing .paas a second time (addon builder does that)

copper axle
#

yeah

elder heath
#

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

quick terrace
#

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

elder heath
#

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!

quick terrace
#

vertices and normal vertices indexes are important

ivory scaffold
#

and this is how it looks in blender

#

i dont know what i did wrong

quick terrace
#

flipped face normals most likely

#

also, a face can only have one direction, the back of it is backfaced culled.

ivory scaffold
#

OK.. Last question what Custom Lod Distance is used for?

#

@quick terrace

woeful viper
#

doubt it works as desired. LOD switching is automatic depending on several parameters

quick terrace
#

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

woeful viper
#

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

shrewd jay
#

@ivory scaffold Have you merged the LODs before export?

ivory scaffold
#

what do you mean?

quick terrace
#

it doesn't, example, if you have lod0 density lower than lod1 density, will use lod1 first anyways

shrewd jay
#

All of LOD 1 must be a single object

#

LOD 2 , single object

#

etc

ivory scaffold
#

oh yes

#

i merged

#

into single object

shrewd jay
#

Because in your picture it looks like there are more than one object

#

๐Ÿค”

#

Have you checked how it looks in ObjectBuilder?

ivory scaffold
#

yes

#

it looks good

#

but look in the picture when i go away from the object it looks like there is no walls

shrewd jay
#

Set up the path to O2Script correctly?

ivory scaffold
#

in Blender?

shrewd jay
#

Yes

ivory scaffold
#

i think so

#

where it need's to be?

#

the folder

shrewd jay
ivory scaffold
#

oh you think its beacuse that?

shrewd jay
#

It looks like the normals are wrong in your model

#

So it is very likely that, yeah

ivory scaffold
#

Ok thank you i will check it

shrewd jay
#

๐Ÿ‘๐Ÿฝ

#

If you keep having problems, tag me here, otherwise I might overlook it.

ivory scaffold
#

No problem Thank you bro

#

it Looks like is the same problem in the OB

#

@shrewd jay

shrewd jay
#

Try pressing F5

ivory scaffold
#

SAME

shrewd jay
#

๐Ÿค”

#

That is weird... can you send me that .blend file?

ivory scaffold
#

Sure

vernal lynx
#

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

quick terrace
#

@vernal lynx proxy rotated

#

poor mem points?

vernal lynx
#

Memory point were extensively reviewed and we have no discrepencie with MX

#

appart if a memory point can be rotated

quick terrace
#

did you try

vernal lynx
#

just to be clear, the scope attachement appears fine

quick terrace
#

setting that proxy scope accesory

#

ok...

#

but?

vernal lynx
#

it's just the 2D scope that turns 90ยฐ when you go ADS

quick terrace
#

ahhh

vernal lynx
#

yeah sorry

quick terrace
#

the 2d scope

#

is plane with a texture, yeah?

vernal lynx
#

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

quick terrace
#

define "linked to MX"

bright echo
#

do note the test i did with the mx was i swapped the model= with the mx one, config is the same

quick terrace
#

does the scope attachment work just fine with any other gun

#

but the one in question?

bright echo
#

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

quick terrace
#

is the 2d scope an attachments (via proxy system)

bright echo
#

I added the SOS/MOS to it and it would shoot high and to the left 100% of the time

#

yeah

quick terrace
#

ok

woeful viper
#

maybe an animated selection that moves the memorypoint unintentionally ?

bright echo
#

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

quick terrace
#

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

bright echo
#

I thought the animation might be responsible too but didn't see any rogue selection of the memorypoint etc. will do with pic

quick terrace
#

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

vernal lynx
#

vanilla scope VS our scope

#

blue is eye

#

memory point is scope's eye lowered to try to fix it in the first place

bright echo
#

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

clever ibex
#

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:

https://imgur.com/fNQyZwM

quick terrace
#

@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

vernal lynx
#

will try

quick terrace
#

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

bright echo
#

well thats what I thought till I changed model and it worked fine

#

same config, different model= and there was no issue

quick terrace
#

@bright echo true

#

@opal arrow wrong channel dude

copper axle
wind crow
#

How to fix the dimming of the model (I do not know what it's called). Here is a screenshot
https://prnt.sc/sdfto4

ivory scaffold
#

Hey guys what kind of lod i need to use for stairs

#

?

clever ibex
#

@quick terrace yes every texture i have has _co at the end and normal maps _nohq with smdi's as well _smdi

sturdy parcel
#

someone pinged me in here, but i can't find the message

stuck oyster
#

@ivory scaffold check the house example model in Steam Arma 3 Samples. Its combination of many lods

copper axle
#

@sturdy parcel it's for me

stuck oyster
#

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

clever ibex
#

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

stuck oyster
#

was referring to the multimaterial problem there soz

clever ibex
#

but its only black when i pack it with the "on surface" property ticked off

#

oh ok

stuck oyster
#

your problem perhaps is that its not right type of texture

#

do you convert it from _CO or _CA suffix image?

clever ibex
#

no i made them all from scratch

#

didnt convert them from anything just a blank sheet to that

stuck oyster
#

eh? I dont understand

#

you said you have transparent texture?

clever ibex
#

yea the black area is supposed to be transparent

#

and it shows up transparent in buldozer

stuck oyster
#

yes so you save your image in what file format?

#

and with what suffix?

clever ibex
#

_co.paa

stuck oyster
#

alright.

#

what rvmat shader are you using?

copper axle
#

You Say something for multimaterial ?

clever ibex
#

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

copper axle
#

*said

stuck oyster
clever ibex
#

on every texture

copper axle
#

Ok thanks i will see tomorrow @stuck oyster

noble hatch
#

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.

vagrant monolith
#

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?

quick terrace
#

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

noble hatch
#

so performance-wise, multiple models making a bigger size of pbo is better than smaller pbo with more complex model and hiding etc?

rough idol
#

@bright echo did you changed optic or weapon to get it "fixed"?

bright echo
#

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

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?

quick terrace
#

@noble hatch size of a pbo doesnโ€™t 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

#

thatโ€™s 25k

#

i over simplified it anyways

rough idol
#

another issue is with shadows - it's impossible to use hiddenSelectionMaterials with such selections

quick terrace
#

so it either has all

#

or none?

#

for the parts?

bright echo
#

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

noble hatch
#

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.

rough idol
#

any example?

#

how do you test model.cfg in blender? Didn't knew there is buldozer for it

noble hatch
#

sorry, misstyped - meant buldozer not blender. God that'd be a dream

#

will get pictures

bright echo
#

and Konec is in the action as expected

rough idol
#

could you try to strip model only to proxy and memory lod and share it with us?@bright echo

noble hatch
bright echo
#

yeah 1 sec

rough idol
#

@noble hatch how is model.cfg looking like? Do you have some errors in packing log?

noble hatch
#

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

rough idol
#

can you share it?

noble hatch
#

will pastebin

#

Thanks for your help reyhard

rough idol
#

are you sure your bones are assigned to just 1 selection?

noble hatch
#

Iโ€™m 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

bright echo
#

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 ?

rough idol
#

hm, not sure

bright echo
#

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

rough idol
#

high but straight?

bright echo
#

the scope? yeah

woeful viper
#

your proxies muzzleflash and TOP are slightly slanted

#

look at it from the top or front view and zoom in

bright echo
#

hah

#

so they are

#

that's likely the culprit

rough idol
#

indeed, thats the culprit

#

btw: remove accessories proxies from shadow lod - they would be drawn twice otherwise

bright echo
#

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?

rough idol
#

your usti/konec hlavne mem points where not in line too

#

they should line up after that

bright echo
#

thats weird they look lined up to me? and the coordinates say they are

rough idol
bright echo
#

and i just opened it from the zip file and it wasnt like in your screenshots

rough idol
#

you have to zoom in ๐Ÿ˜›

bright echo
#

ahh I see

#

weird that its not showing in the coordinates i guess its rounding up

rough idol
#

yup

bright echo
#

hmm

#

it probably made it worse honestly

#

still shooting very much to the left

rough idol
#

I would adjust reticle a little bit then

#

so it compensate for that misalignment

bright echo
#

moving the camera memory point no go then?

woeful viper
#

it wont affect angle

#

only offset

rough idol
#

depends - it will change where zoom in anim happens

woeful viper
#

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...)

bright echo
#

well I was more wondering if the camera memorypoint being off could be causing this

#

if so yeah ill regen it

woeful viper
#

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".

rough idol
#

bugemia mod ๐Ÿ˜„

woeful viper
#

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

bright echo
#

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 ๐Ÿ˜›

#

well the offset happens with vanilla scopes too it seems

#

actually i think i found the problem proxy is still broke redoing them

bright echo
#

yep was still a bit of a slant on the proxy I just deleted em and redid it and we're gold

copper axle
#

What does that mean? : Stage 1 has no texture to retrieve format from

bold flare
#

Check Stage1 in your rvmat

#

what did you set there

copper axle
#

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";};

bold flare
#

does that texture file exist? I'd assume so. ๐Ÿค”

copper axle
#

yeah the file exist

#

it's possible it's my problem with multimat ?

copper axle
#

there is a resolution for mask and texture in multimaterial ?

#

my mask is 512*512

copper axle
#

the multimat work with arma rvmat but when I put my mask it breaks everything

copper axle
#

I'm going to burn my pc, it's going to solve this problem

brazen prism
#

whats the best modeling software to use? 3ds max student edition or blender?

marsh canyon
#

Object Builder Whatever you can use and you feel best

stuck oyster
#

๐Ÿ‘† the one you invest time to learn to use

brazen prism
#

so there are no advantages or disadvantages between the 2 for arma?

stuck oyster
#

well regarding Arma, Blender has slightly more straihgtforward way to get model into p3d

copper axle
#

can someone help me with my multimaterial? I can pay

copper axle
#

i've this in my log Cannot read registry HKEY_LOCAL_MACHINE/Software\BIStudio\BinMake

#

@sturdy parcel

sturdy parcel
#

ignore it. pboProject doesn't need it

blissful spire
#

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

stuck oyster
#

does the model.cfg animation have 360 turning

blissful spire
#

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

stuck oyster
#

indeed

#

rad 360 is different than 360

blissful spire
#

ah sorry. i changed the
minValue="-8";
maxValue="8";
in the model.cfg to
minValue="rad -360";
maxValue="rad +360";

stuck oyster
#

U or I was perhaps the shortcut

#

but its also in one of the toolbar menus

blissful spire
#

curiously, my camera isnt following with my turret now. granted it wasnt before. but im not sure what im doing wrong with it.

sturdy parcel
#

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.

brazen prism
#

any idea where i can get free vector drawings for assault rifles?

stuck oyster
#

interwebs is full of reference images

white jay
#

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?

marsh canyon
#

Here's not a place to request, or you can do it yourself

vagrant monolith
#

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.

stuck oyster
#

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

vagrant monolith
#

alright will do some adjustments ๐Ÿ™‚

white jay
#

any idea why I'm seeing this weird grass and trees shadow through my model?

stuck oyster
#

you have lot of alpha transparency in your model

#

so the engine puts your model into transparent draw pass

white jay
#

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

stuck oyster
#

indeed whole model is considered a single thing when it comes to the graphics drawing

white jay
#

ah

#

so one transparent texture effects everything

stuck oyster
#

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

white jay
#

I noticed my transparency had hard edges, so _CA should solve that?

stuck oyster
#

possibly

#

depends what kind of look you are after

white jay
#

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

stuck oyster
#

renaming does not work

#

the name of the original file must be correct

#

so that correct conversion to .paa is done

white jay
#

so the png that I load into texview?

stuck oyster
#

if that is the original file that you convert, then yes

white jay
#

alright

#

do I leave the _CO and _CA in the name once it's a paa?

stuck oyster
#

yes

#

when in doubt, compare to how the unpacked Arma files are set up on your P drive

white jay
#

unfortunately it still doesn't seem to do anything

#

not very noticeable so I can live with it

stuck oyster
#

could be an issue with the source file too.

frail plover
#

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

stuck oyster
#

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

frail plover
#

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

woeful viper
#

in window tab you can enable it

stuck oyster
#

There is a named properties dialog that can be toggled from that

#

๐Ÿ‘†

frail plover
#

Thanks, got it

frail plover
#

if the boat is too heavy, it's literally sinking flat. What needs to be adjusted to fix that? The weight %'s?

stuck oyster
#

geometry class mass dictates its weight

frail plover
#

These 5 points?

stuck oyster
#

what a weird weight setup

#

those and whatever you have set to the rest of the geomety components

frail plover
#

everything else is set to 100%

#

The one outside the boat is to counteract the cabin, that works fine - it sinks straight down

stuck oyster
#

not weight

#

mass

#

weigthting is related to animation movement strenght

#

mass is different dialog

frail plover
#

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?

stuck oyster
#

its a small dialog by default in the lower left of the UI

#

toggle is found in the window menu on the top toolbar

frail plover
#

got it, lets hope this stops it sinking

#

thank you for the help

pale zealot
#

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

quick terrace
pale zealot
#

Thank you

wind crow
#

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

stuck oyster
#

herding sheep?

wind crow
#

xD

#

@stuck oyster can you write in pm?

stuck oyster
#

soz Im busy atm. And I dont have time for requests at this time.

quick terrace
#

@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?

vagrant monolith
#

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

ionic brook
#

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.

vagrant monolith
#

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.

quick terrace
#

@ionic brook contact @shrewd jay

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?

ionic brook
#

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.

quick terrace
#

afaik github is where you should download from

shrewd jay
#

I updated the fhq web site to point to the Github page

#

@ionic brook

ionic brook
#

Thanks lads I'll give it go tonight.

blissful spire
#

is there a way to change the path for a model to a different model.cfg?

stuck oyster
#

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

blissful spire
#

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

stuck oyster
#

no

blissful spire
#

damn

stuck oyster
#

and you cant access that model in any way to edit it either

quick terrace
#

@blissful spire why would you wanna edits that model.cfg? maybe it can be done differently?

blissful spire
#

@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

stuck oyster
#

fundamental simulation type changes would better be done with source material at hand

blissful spire
#

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

stuck oyster
#

I guess only way to know is to try

#

engine sources might not work with user actions

blissful spire
#

Okay, i know what the source name is for the wings/struts. Ill have to see if i can

stuck oyster
#

why do you need to turn a plane into a helicopter anyway?

blissful spire
#

Dont like VTOLs. Prefer helis. Its less a plane more a helicopter anyway

urban dirge
#

~

stuck oyster
urban dirge
#

Thanks, sorry for the interruption ๐Ÿ™‚

stuck oyster
#

np

noble hatch
#

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

stuck oyster
#

that means its part of 2 animated selections with full 100 weight on both

#

dunno what else to tell you

high stag
#

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?

stuck oyster
#

sure

white jay
#

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

stuck oyster
#

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

white jay
#

honestly the first thing I would like to have are clear steps what should I do

#

to make model ready from for example blender

wispy sage
#

Are you already comfortable making the model SpitFire, or are you still learning blender?

white jay
#

50/50 I manage to follow guide to make pistol

stuck oyster
#

when you are 100% ready with that stuff then you are ready to figure out how to put that into Arma

white jay
#

I mean, I would like to known when I'm 100% ready

wispy sage
stuck oyster
#

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

white jay
#

Yea, firstly I wanted to make something really primitive to see If I'm going into right way

stuck oyster
#

so its all ready now with textures and all?

civic stratus
#

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

stuck oyster
#

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

quick terrace
#

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

high stag
#

trying to make turrets in game

#

theyre seperated by bones yet somehow they're moving the same time in-game

stuck oyster
#

they each need their own animationSources

high stag
#

they have their own animation sources

stuck oyster
#

you set them up in each turret class?

high stag
#

yes

stuck oyster
#

are each turret configured on the same level

high stag
#

im using the newturret inheritance

stuck oyster
#

or are they configured inside each other

high stag
#

theyre configured inside the turret class and each turret has its own class

stuck oyster
#

zo like this?

high stag
#

the left

stuck oyster
#

๐Ÿ‘

#

so how are you testing them?

high stag
#

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

stuck oyster
#

have you changed the proxy index of each turret?

high stag
#

no

#

i have not

#

how do u do that

stuck oyster
#

there is a config parameter for that

#

if I remember it right its "proxyIndex"

#

and it corresponds to the gunner proxy number

high stag
#

gotcha

#

il do that now

#

any other config parameters i should know about

stuck oyster
#

off the top of my head cant remember

#

but if theres a problem ask and maybe they come back

high stag
#

thanks man

stuck oyster
#

theres probably many depending on how you want them to behave ๐Ÿ˜„

blissful spire
#

Yeah, its the proxyIndex

high stag
#

yu

#

yup it was

#

but now, when im shooting from the second turret

#

the bullets are coming out from the first

blissful spire
#

Although im not that good with turrets lol. I cant get the actual reticule to follow my turret movements

stuck oyster
#

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

high stag
#

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

stuck oyster
#

how have you set up the firing effect animations?

high stag
#

how would you define the part of the turret where the gun smoke is coming out?

#

i got the muzzles figured out

stuck oyster
#

that I believe is defined in the weapon.

high stag
#

ah i see

#

so id probably have to find the config for the minigun then

stuck oyster
#

which is a bit backwards way of doing it and does not support multiple turrets with same weapon

high stag
#

oh

#

so you cant have two turrets with the same weapon?

stuck oyster
#

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

high stag
#

can u provide me with an example

#

never done that before

stuck oyster
#

inherit weapon class to class weapon_turret01 : original_weapon, weapon_turret02: original_weapon etc etc

high stag
#

ah gotcha

#

can we put the cfgweapons in the same cfg as the boat cfg?

stuck oyster
#

sure

#

I do personally keep my weapon configs in separate pbo so that its easier to use them in multiple vehicles

high stag
#

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

stuck oyster
#

noo noo

#

it does not affect your turret config at all

#

except what each turret uses as a weapon

high stag
#

what class would the minigun use?

#

u know for pistol it would be pistol_f

stuck oyster
#

you would use the minigun you are using now as a base

#

its all very logical, dont overthink it

high stag
#

where would i find the config

#

for LMG_Minigun

stuck oyster
#

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

blissful spire
#

Those AiOs hurt my soul trying to read through

stuck oyster
#

they are very useful when you know a keyword you want to look up for

high stag
#
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 ?

stuck oyster
#

along those lines yes

strange bluff
#

Anybody available for hire to model a few buildings for me?

blissful spire
waxen moon
#

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

bold flare
#

Discord search. from:

waxen moon
#

thnx

quick terrace
proven wyvern
#

k

sullen scaffold
#

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.

stuck oyster
#

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

sullen scaffold
#

ok, i see that

stuck oyster
#

note that the proxy only dictates the position of the proxy

sullen scaffold
#

where would I find the proxy names?

stuck oyster
#

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

sullen scaffold
#

one of the anims_ folder?

stuck oyster
#

my advice is do a folder search for "proxy" in P:\A3\

sullen scaffold
#

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

vagrant monolith
#

my backpack model has inverted shadows, ie dark in direct light and lighter on the shadow side, what should I do to fix it?

stuck oyster
#

how on earth did you manage that?

vagrant monolith
#

no idea ๐Ÿ˜„

#

might be rvmat issue actually

quick terrace
#

can you give a screenshot?

#

@vagrant monolith

vagrant monolith
#

gimme a sec

sullen scaffold
#

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.

stuck oyster
#

right mouse down and drag

sullen scaffold
#

got it, thank you

vernal lynx
#

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

stuck oyster
#

depends how you are doing the bake, I've got pretty good solid color results out of it with appropriately set up node material.

vernal lynx
#

Yeah I managed to set an emit and bake the emit directly from blender on UV2

#

looks the most decent way to do

polar bone
#

Why would my graffiti decal texture be upside & mirrored?

woeful viper
#

uv

polar bone
#

When I go into UVEditor it looks normal, the texture is oriented as it should be. What should I do?

stuck oyster
#

flip the uv

#

or the mesh

polar bone
#

Thanks goat ๐Ÿ™‚

sullen scaffold
#

Do you have to use addon builder to pack a vehicle, or can I just compile it into a pbo with pbo manager?

stuck oyster
#

use pboProject

#

and never pboManager

tulip beacon
#

and even more never addon builder

sullen scaffold
#

for the model directory in the config file, it's pbo name/folder name/model name - correct?

sullen scaffold
#

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

marble ravine
#

"//" instead of "///"

sullen scaffold
#

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);

marble ravine
#

Have you defined the macro item_xx?

sullen scaffold
#

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

marble ravine
sullen scaffold
#

oh i see, its referenced in the basicdefines file

marble ravine
sullen scaffold
#

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

quick terrace
#

whos p3ds and whoโ€™s rvmats

marble ravine
#

@sullen scaffold you need the full path from the topmost folder in the P: drive to your model.

sullen scaffold
#

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

stuck oyster
#

@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

sullen scaffold
#

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

blissful spire
#

You have a folder that ArmyTruck is in?

sullen scaffold
#

no, it's P:/armytruck

stuck oyster
#

Well sure

#

It's not exactly good naming convention but it should work

blissful spire
#

Then yeah.
"armytruck/data/m35.p3d" should work

sullen scaffold
#

yeah i get the naming sucks, just trying to get my first model in game at this point

stuck oyster
#

Starting from good naming saves you headache later

quick terrace
#

always use a custom tag

blissful spire
#

^that too.

sullen scaffold
#

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

blissful spire
#

Rvmats are different though. You should be able to use the hiddenselectionsmaterial i think is the config line

sullen scaffold
#

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:

stuck oyster
#

noisy output on?

sullen scaffold
#

turn it on?

stuck oyster
#

if its not, yes

sullen scaffold
#

ok trying again

#

ok, there's a lot here, what am I looking for?

quick terrace
#

the reason is not packing

#

pastebin it

sullen scaffold
#

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

quick terrace
#

do tou have unpacked a3 data on p drive?

#

you*^

sullen scaffold
#

yes

#

when i mounted the P drive I extracted game data and installed buldozer

stuck oyster
#

your proxy path has P: in it?

#

ah

#

you used the arma laucher to extract

#

and mount

#

that does not work right

sullen scaffold
#

arma3 tools

stuck oyster
#

PMCwiki has steps to set up the tools and P drive with mikeros tools

#

yea the tools method does not seem to work right

sullen scaffold
#

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?

sullen scaffold
#

i replaced the proxies, it packed successfully, but doesn't show up in the editor

quick terrace
#

does it appear if you spawn it by script?

#

scope = in config?

sullen scaffold
#

in the editor?

#

it doesn't give me the option to preview the class

#

through the config

sullen scaffold
#

@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

stuck oyster
#

sorry I cant really spare time for such. I dont think you have your tools and drive set up right though

blissful spire
#

@sullen scaffold, by show up, do the proxies not show up, or does the whole model not show up

sullen scaffold
#

the whole model

#

It's not a selectable item in the editor

stuck oyster
#

that would be a config issue. missing scope = 2; and/or scopeCurator = 2;