#arma3_model

1 messages ยท Page 149 of 1

stuck oyster
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are you inheriting from one of the vanilla vehicles?

sullen scaffold
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yes

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the civilian hatchback

stuck oyster
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are you changing the displayName?

sullen scaffold
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i pretty much just copied the config from the sample hatchback and changed the classnames and display name

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class M35: Car_F
{
model = "\ArmyTruck\data\M35"; /// simple path to model
picture = "\A3\Weapons_F\Data\placeholder_co.paa"; /// just some icon in command bar
Icon = "\A3\Weapons_F\Data\placeholder_co.paa"; /// icon in map

    displayName = "M35 Truck"; /// displayed in Editor
blissful spire
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Add in the scope = 2 line and retest

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Afaik, Car_F doesnt show up by default

median bough
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@sullen scaffold
on a side not: code can be better read and interpreted when you use markdown ๐Ÿ˜‰

sullen scaffold
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is that in basicdefines or config.cpp?

stuck oyster
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config.cpp

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you dont add anything to the basicdefines

sullen scaffold
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starting to think I shou;dnt have used the sample config

stuck oyster
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well its fine but you are diving head on into making complex things

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so its not as simple as you may think

sullen scaffold
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ah ha!

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I have something

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the textures are screwed up, but I think I know why, but I've got something

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thank you for your help

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i'll keep tweaking this

stuck oyster
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mass, convex geometry components that each have a componentXXX name

karmic silo
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They have all that ๐Ÿ˜ฆ

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Would one object break the whole thing?

worldly ridge
sullen scaffold
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Anyone know if the model for the 5T Truck from Arma 1 is available? Might save me some work. Surprised it's not in cup.

stuck oyster
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A1 stuff is not quite up par in visuals

sullen scaffold
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So to save time because I was anxious to get the model in game, for the geometry and geometry phys LODs, i just made a box around the truck from the roof to the bottom of the tires. Would this cause the truck not to move in-game? It wasn't my final intention, just a test.

stuck oyster
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likely yes if the physX tires cant touch the ground

sullen scaffold
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Well the box doesnt go below the tires, it lines up with the bottom

stuck oyster
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yes thats where the bottom of the physx tires is

sullen scaffold
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Ok, so the physx lod cant have anything intersect the wheels?

stuck oyster
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well

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no

high stag
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Anyone know the reason why my gunner proxy is in the sitting position when he's suppose to be in the standing position?

sullen scaffold
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Is there a way to merge two shapes together or add geometry to an existing shape? For example a square that I want to make into a complex shape.

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In object builder

stuck oyster
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@high stag the proxy in P3D only defines the position of the proxy. the Driver/GunnerAction parameter in config defines the actual used animation

high stag
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but the gunneraction is correct

stuck oyster
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@sullen scaffold not easily, use better programs to make models

sullen scaffold
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it says it must be closed and convexed, so i'm assuming it has to be one shape?

stuck oyster
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no

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it can be multiple parts

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each must be convex

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refer to Arma 3 Sample models for examples

sullen scaffold
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ok, I think i've made decent LODs now, but the truck still won't move, and I can run right through it

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any ideas as to why?

high stag
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you need to setup your geometry

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with mass

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and it must have components

sullen scaffold
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the resolution lod, or the geometry lod?

high stag
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geometry

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your resolution is simply just visuals

sullen scaffold
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ok

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this is done in object builder?

stuck oyster
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yes that probably is the most straightforward way for now if you have done other stuff in it too

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it could be done in Blender too if you model with that

high stag
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@stuck oyster ```
ST3_SWCC_BASE: rightturret - unknown animation source rightturret
ST3_SWCC_BASE: rightgun - unknown animation source rightgun
ST3_SWCC_BASE: right_muzzleflash - unknown animation source right_muzzle_source
Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model ab_st3_swcc\ab_st3_swcc_p.p3d
Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ab_st3_swcc\ab_st3_swcc_p.p3d

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it seems like my config isnt reading my model.cfg

stuck oyster
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ยฏ_(ใƒ„)_/ยฏ

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maybe you got some typo somewhere

high stag
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^^ yes

sullen scaffold
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is there like an auto-mass calculator?

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it doesn't like my numbers

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23:00:04: Warning: armytruck\data\m35.p3d:100, vertex: 81, sum of weights is 61, should be 100

stuck oyster
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thats not mass

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thats vertex weighting

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2 different things

sullen scaffold
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ok

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what doesn't it like?

stuck oyster
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weighting is in relation to animations

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mass is geometry/engine physics related

sullen scaffold
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I haven't added any animations though, i'm not sure what I need to fix

high stag
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make sure you have the mass window opened up

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window>mass

sullen scaffold
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yeah its down at the bottom

high stag
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then highlight the model and enter an mass

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and unclick that check box

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i suggest you download arma 3 samples

sullen scaffold
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i have them

high stag
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and look into the car_f p3d

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you'll see they add weights

sullen scaffold
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i copied the mass from the hatchback

high stag
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did u add the dampers?

sullen scaffold
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yes to the wheel objects

high stag
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no

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to the wheels?!

sullen scaffold
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thats what the sample car has

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test_car_01.p3d

high stag
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yes, i know

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il show u

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one sec

sullen scaffold
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ok

high stag
rough idol
high stag
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thats for animations

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^

rough idol
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it means that in Resolution LOD vertex with number 81 has wrong weight

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it should be 100 in total and in your case its 61

high stag
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select the whole model in LOD and change the weight to 100

rough idol
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what?

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it doesn't work like that ๐Ÿ˜„

high stag
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theres no need for him to have selectional weights on a car

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unless he wants to transform that car into a walking transformer

rough idol
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weighting is usually used for dampers

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or soft things like antennas

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(if you have them animated)

sullen scaffold
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its just a simple truck, the only things that move are the wheels and the steering wheel

high stag
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@rough idol u got any experience with turrets?

sullen scaffold
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theres about 50 of these sum of weights errors

rough idol
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alright, then try indeed selecting whole model in that LOD and change weight to 100 on all selections

high stag
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highlight all the selections

rough idol
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what is wrong with your turrets?

high stag
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and right click on one

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and you should change all

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a lot of things LOL

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for one, my proxy isn't working

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ST3_SWCC_BASE: rightturret - unknown animation source rightturret
ST3_SWCC_BASE: rightgun - unknown animation source rightgun
ST3_SWCC_BASE: right_muzzleflash - unknown animation source right_muzzle_source
Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret body mainTurret not found while initializing the model ab_st3_swcc\ab_st3_swcc_p.p3d
Error: bin\config.bin/CfgVehicles/Ship/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ab_st3_swcc\ab_st3_swcc_p.p3d
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this is in my .rpt

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            body="RightTurret";
            gun="RightGun";
            animationSourceBody="RightTurret";
            animationSourceGun="RightGun";
            gunnerAction="gunner_standup01";
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this is in my turret class

rough idol
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copy whole config via paste bin for example

sullen scaffold
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Is there a recommended guide for a first time mod maker? I followed a youtube tutorial and wishing I hadn't, caused all sorts of problems for me

high stag
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ive also pasted the model.cfg

rough idol
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@high stag all turrets need to be in class Turrets

high stag
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Class Turrets:Turrets?

rough idol
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for instance

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but you don't have to necessarily inherit from Turrets

high stag
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ahh gotchaa

high stag
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@rough idol Any reason why I can't control the turret?

rough idol
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any rpt errors?

high stag
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let me recheck

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nothing that catches the eye

rough idol
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and how your config looks like?

high stag
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i think i got it

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nope nvm

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the turret still wont move with my mouse

blissful spire
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@high stag, im had that issue. Make sure your mem points are in a group named the same as your turret selections. Making sure everything is parented right helps too

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Also, do you have a gunnerview or pilotview (i think you need the pilot for just turrets. Cant remember)

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I just have the issue now where its not using my barrel mem points correctly myself

high stag
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hmm ok il look into it!

gusty grotto
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It should be set up like the one in the character template

rough idol
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original insignia is most likely without transparency

gusty grotto
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Okay, I'll need to check it out in Blender. It can't be the texture though since it works fine with BIS stuff.

latent lily
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So I've decided to get into animating a tank for my own project, but before I do, I need to make sure the models I want to use are going to work. Looking for opinions on some turbosquid models (I know, it's not as cool or awesome as modeling something yourself)
1.) https://www.turbosquid.com/3d-models/3d-model-m60a3-tank-m60-gun/483907
2.) https://www.turbosquid.com/3d-models/3d-model-m60a3-battle-tank/1047769
3.) https://www.turbosquid.com/3d-models/3d-max-m60a3-battle-tank-turkish/1020491

Also, I found a "destroyed" model, not sure if I should use it for the destroyed tank or not. Other options would be to modify the "full health" tank model to be destroyed or simply retexture the tank with a "burned out" skin.
https://www.turbosquid.com/3d-models/3d-model-real-time-m60/762920

gusty grotto
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My stuff resolved, I was totally dumb and accidentially assigned the transparent texture to sleeve as well.

stuck oyster
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@latent lily those wont really shortcut you to the hard part of making the actual game model that works in Arma.

latent lily
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I had a feeling. The problem is skill, time and personnel for a lot of my project issues. Trying to make an entire mod solo but all I know is basic config coding. Was hoping there was a way around modeling at least, but it seems not.

quick terrace
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@latent lily none of these models can be used as they are

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as per PM exchange, as far as i know there is no proper real game ready mesh available for purchase

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the ones listed are of medium-poor quality

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both model and texture related

latent lily
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So even from the perspective of a jump off point, these wouldn't even cut it i take it, aka if i want this tank I'm starting completely from scratch

quick terrace
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that would worth buying, but then again, that is commissioned work for GHPC, so it isn't for sale

latent lily
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Yeah the GHPC model is perfect so of course it's not for sale lol So in any event, it sounds like I'm back to the drawing board for a model. Thanks for the advice

sullen scaffold
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What makes a model arma usable or not?

stuck oyster
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Appropriate tricount and details, proper LODs both visual and technical ones, Arma compatible textures (no PBR)

sullen scaffold
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What's the max tri count for a vehicle?

stuck oyster
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well max limit is not what you want to reach

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but there are certain recommendations

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depending on vehicle size and if it has interiors or not

sullen scaffold
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So all these models that say PBR cant be used?

quick terrace
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PBR textures cannot be used no, but all PBR textures could in theory be translated (manually) into non Pbr

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textures are the last of concern

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@sullen scaffold yes, more or less

sullen scaffold
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Really need to get a deuce and a half or 5-ton truck and OFP/ARMA 1 had one. Figure I might be able to use it as a starting point.

stuck oyster
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CUP does have bunch of trucks though

sullen scaffold
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Yeah, pretty much all but the 5T truck

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Just the ural and mtvr

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Guess I need to find my arma 1 disc

stuck oyster
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that wont help you

sullen scaffold
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won't I need it for the textures?

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The downloadable arma 1 assets are just the p3d files

stuck oyster
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ah yeah that

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for a moment there I though you were going to try to just bring over the truck as is from A1

quick terrace
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to be honest, i doubt the A1 model would fit very well in A3

woeful viper
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if he's happy with the poor detail... i dont see why not ๐Ÿคทโ€โ™‚๏ธ

quick terrace
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ahh, i only meant detail wise

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both model and texture

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otherwise, sure, why not

vagrant monolith
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is there an easy way to weight paint hands and fingers in blender? its starting to make me lose my mind on how inaccurate it is if I try to paint them by hand(no pun intended).

sullen scaffold
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I'm assuming I could up-res the textures and repaint it also? @quick terrace

woeful viper
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you could, the question is if you'll like the result. Most up-resings ive seen in modding didnt look too good - unless basically made from scratch

stuck oyster
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@vagrant monolith practice is what it needs.

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you can also separate parts, paint them and join them back etc.

vagrant monolith
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then I better get back to practising ๐Ÿ˜„

woeful viper
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is there no weight transfer from arma sample model possible? I would use this as base and then adjust based on looks

vagrant monolith
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the weight transfer is inaccurate to my model, trust me, i've tried

woeful viper
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guess no shortcuts then

stuck oyster
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if weight transfer is inaccurate you probably will want to adjust your model

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as it may not fit the animations at all

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your models topology should follow the arma man very closely so that it can move with its animations

vagrant monolith
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well, the hands are currently the only thing not currently weighted

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I

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I've playtested my model ingame and the gloves I have are not applying like fingers, other than that its quite nice

stuck oyster
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your fingers and hand shape must match the Arma man shape

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otherwise they wont work

vagrant monolith
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I duplicated them from sample mans hands

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and adjusted a bit to make them look like gloves ie, removed fingernails and stuff

silver zenith
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is there a way to make a model visible from behind other models?

quick terrace
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??

silver zenith
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like a chair thats visible from behind a wall

stuck oyster
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no

marble ravine
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When using buldozer my mouse seems to get stuck, I can;t move it out of the bloody window. Currenly just Ctrl + alt + deleting when i what out but that doesn't seems intended, anyone know how you are actually supposed to get your mouse cursor free from the buldozer?

stuck oyster
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alt tab and clicking somewhere else works

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buldozer is best run in windown

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occasionally it gets stuck on mine too and I have C+A+D

marble ravine
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Ah yes, atl tabbing also exists, god, why is my instinct ctrl alt delete. think_turtle

high stag
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anyone know how the Min and Maxturn is calculated on the turrets?

stuck oyster
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animations are always set to full rad 360 and -rad 360. then the config for the turret defines the turning limits

high stag
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yeah i did that in the model.cfg but i wanna calculate it in the config.cpp

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by the way, @stuck oyster arma 3 has a second Minigun called LMG_Minigun2

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so I didn't have to create my own weaponscfg

sullen scaffold
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Is there an easy way to get things out of object builder and into blender?

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Object builder doesn't seem to export obj

high stag
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you can export from object builder

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in .3ds or fbx format

sullen scaffold
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ah ok, looks like blender will do fbx

stuck oyster
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Blender Arma toolbox Addon imports straight p3d

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no need to play around with silly conversion formats

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@sullen scaffold @high stag

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FHQ toolbox on GIT

sullen scaffold
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Ok got my ARMA files so trying to port over this 5T truck.
Firstly i'm doing this in Object Builder instead of Oxygen2. Will that work? And secondly the 1.000 LOD just has mirrors on it, should I be concerned with that?

high stag
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object builder = oxygen 2

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i believe oxygen 2 is the older version of object builder

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rendering mirrors or PiP in the visual LOD causes stress to the engine

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It's best if you place a chrome.rvmat on the mirror and use PIP in the view cargo LOD

sullen scaffold
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its strange, there's several versions of the truck 5t_closed, 5t_open, etc, only the 5t_closed has the actual truck in the 1.000 LOD

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the rest of them just show the mirrors in the 1.000 and nothing else

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i'll just focus on the closed truck first

stuck oyster
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Some p3ds may have some of the mesh hidden

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select all + unhide sorts that out

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OB = O2 basically

sullen scaffold
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ah ok

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So optics_shine.rvmat isn't where it is supposed to be, do you know what I could replace this with?

stuck oyster
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nope

sullen scaffold
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how do you hide/unhide?

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nm found it

stuck oyster
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๐Ÿ‘ ๐Ÿ‘

sullen scaffold
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5t truck doesn't look horrible, needs a new dash

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Can probably figure something out for that

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looks like optics_shine.rvmat is the gauge cluster, that file is missing from the arma pbo though

sullen scaffold
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So when I go to the mass texture and materials renamer and put in the path, I follow the directions on the PMC wiki, but the texture lines are still red, if I change the path to one folder forward, then the lines turn black but then the textures don't work

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But when they are red, the textures work

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I'm guessing this is because I used the Arma 3 Tools Prepare P drive method. Trying to re-do this using the PMC way. Anyone know how to un-mount the arma 3 tools P drive?

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The option in the tools menu doesn't work

stuck oyster
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yeh it sticks like a tick

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I think you might need to uninstall it and reinstall it so that you run it only one time

sullen scaffold
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Just restarted, looks like its gone now

stuck oyster
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๐Ÿ‘

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that can help too

sullen scaffold
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Setting it up through the PMC wiki, I think you said that's the correct way?

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replacing the bat file, etc

stuck oyster
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yes

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though you can make a new bat on your desktop too if you prefer

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the tools bat would be replaced when you update the arma tools

sullen scaffold
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Ok, after remounting P through that method, it didn't seem to change my texture map issue

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So the path to my texture is P:\Operation68\5TTruck\data\black.pac
I put Operation68\5TTruck\data\black.pac as the "new name" in the texture remapper, it goes red, but it works. I put 5TTruck\data\black.pac it goes back, but doesn't work. I don't get it.

stuck oyster
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why pac?

sullen scaffold
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that's what I pulled out of the PBO

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most of them are PAA, that's the only PAC

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Is my path naming scheme correct?

stuck oyster
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yes

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check OB settings if P:\ is defiend as "path to textures"

sullen scaffold
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in object builder config?

stuck oyster
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yes

sullen scaffold
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"path for textures" is blank

stuck oyster
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set it to P:\

sullen scaffold
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ok

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seems to be working now

marsh canyon
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I have my own object with original p3d (just a plain polygons tho), it's working properly in-game, but setObjectMaterial doesn't work properly. I don't know what could cause this so I don't know what to tell you to get help. Maybe engine-side problem?

(Left plain polygon is my own User Texture object, which has adjustable scale. I did setObjectMaterial [0,"a3\air_f\heli_light_02\data\heli_light_02_ext.rvmat"] to the User Texture, just for the test. As you can see it doesn't show the material. After that, placing Orca itself will ruin its LOD like right.)

sullen scaffold
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wish I could help you, i'm still new myself. All i can say is did you reference one of the arma 3 sample models?

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from the sample files

high stag
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did you add any selections to those triangle thingys?

blissful fulcrum
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Has anyone ever ran into the issue of Folding iron sights that when folded down they rotate like they are supposed to but they also move instead of just rotating? Posted in config makers too just because i cant seem to figure out the issue...

marsh canyon
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@karmic silo Why did you even remove your posts

karmic silo
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Kept getting random DMs that were not too nice lmao

marsh canyon
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Understandable reason I've ever heard

karmic silo
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I just fixed my issue/broke it more at the same time so I was just gonna tinker with it rather then getting spammed with random with dms lol

quick terrace
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@marsh canyon setobjectmaterial has been pretty borked for a while now (year(s))

marsh canyon
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Is it? Damn...

rough idol
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@blissful fulcrum your ironsight bone is part of another bone

blissful fulcrum
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would that be an issue in my model or model.cfg? forgive me im sorta new to this

rough idol
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model

blissful fulcrum
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hmm when i check the weights of my selections i only see 100% of what they are supposed to be

rough idol
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can you show screen from that menu?

blissful fulcrum
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a pic?

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or screen share?

rough idol
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a pic

blissful fulcrum
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mmk and when u say bone do you mean my axis or my selections? just want to make sure

rough idol
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selection

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axis shouldn't be in bone

blissful fulcrum
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thas just the backsight but the foresight says the same thing

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except it says "foresight" lol

rough idol
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and how is your model.cfg looking like?

blissful fulcrum
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onesec

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dmed it to ya

rough idol
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do you have autocenter = 0 in geometry LOD?

blissful fulcrum
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im not seeing any

rough idol
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thats your issue then

blissful fulcrum
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oh

high stag
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hey reyhard, do you know the GunnerAction for the person to stand up in FFV turrets?

blissful fulcrum
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Thanks reyhard!

rough idol
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uh, check all in one config dump.

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or in game config browser

high stag
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i have

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none of em stand up unfortunately

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I remember shultz posting this

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but unfortunately, that dropblink dont work anymore

rough idol
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uh, if none would work then how its working in vanila? ๐Ÿ˜„

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check offroad

high stag
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standing without turrets?

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okie

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i will

vagrant monolith
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is there a fast way to apply textures to every lods selections in object builder? or do i really need to do it by hand in every lod?

ivory scaffold
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Hey guys I just moved to blender 2.8 and i am trying to export my model but i get an error
http://prntscr.com/shvxdc
this is the error thank you for helping ๐Ÿ™‚

vagrant monolith
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try triangulating your mesh

ivory scaffold
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what you mean

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?>

vagrant monolith
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in blender, select your mesh, goto edit mode and select all select face(ctr+f) select triangulate faces, then try again to export

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hope i explained as hard to understand as possible ๐Ÿ˜…

ivory scaffold
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@vagrant monolith
It Worked thank you man

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๐Ÿ™‚

vagrant monolith
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No problem, always remember to triangulate ๐Ÿ˜…

ivory scaffold
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hhhh, one more problem that i have signed the geo lods in blender but i cant see them in OB

high stag
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anyway we can show RTM animation in buldozer?

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I wanna line up a gun rtm to my turret

stuck oyster
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with proxies yes

high stag
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how with proxies?

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we cant load rtms into a proxy

stuck oyster
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you use the proxy that uses that animation

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thats what gunner/driver etc proxies are for

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or are you trying to make that rtm?

high stag
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^^

stuck oyster
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?

high stag
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trying to use an rtm

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ive created a custom .rtm

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want it to show up in buldozer

stuck oyster
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then you need a proxy for that rtm to see it like that

high stag
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how do u import an rtm into a proxy?

stuck oyster
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for example you take the sample man, import your rtm to it and save it as your gunner_proxy.p3d

high stag
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ohh

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ok

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it wont let me import when i right click on the keyframe

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any reason that might be?

stuck oyster
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probably clicking the wrong thing.

upbeat prawn
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HELICOPTER RTD: looking for anyone who knows how to calculate MOUNTSTATION xyz coordinate for ground contacts in Helicopter RTD XML?

rough idol
sullen scaffold
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As a rule, when creating a file structure, using something like RHS or CUP for example, do you do RHS/Ural/data

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?

median bough
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depends... what are you trying to do?

sullen scaffold
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well i'm starting to second guess my naming

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So say I want to call my overall mod "Operation 68" something like that. And the vehicle i'm working on is the 5 Ton Truck. So i setup my file structure like operation68/5ttruck/data

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But is that going to pack my truck into a operation68.pbo and it have to stay that way?

median bough
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where is the config.cpp located in this?

sullen scaffold
#

because i'm assuming the end file struction for the actual mod will be @Operation68/Addons/5tTruck.pbo

#

i haven't got that far yet

median bough
#

only folder with a config.cpp will be packed to pbo

sullen scaffold
#

my p3d file is in the operation68 folder

#

then 5tTruck/Data has textures

median bough
#
  1. use a smaller modder prefix, like OP68
  2. create a folder named as your prefix on pdrive
    create subfolders for each pbo you want.
sullen scaffold
#

ok, so my p3d should be in the second folder

#

above data

median bough
#

OP68/5ton/config.cpp will result in 5ton.pbo

sullen scaffold
#

ok

#

and then what relevance does the OP68 have? does the @ folder have to be named OP68?

#

or is that just for model building purposes

median bough
#

on your p drive it's just top keep thinks sorted actually

sullen scaffold
#

ok

#

i've already started doing textures and rvmat reassigning, if I move the p3d is that going to screw everything up?

median bough
#

if you are about to pack with pboProject, go to your mods folder, create a new folder called @operation68 and set it as output folder

#

i've already started doing textures and rvmat reassigning, if I move the p3d is that going to screw everything up?
one sec...

sullen scaffold
#

ok

median bough
#

it is very important to have a clear structure before you start.
my suggestion:

p:\op68\ -> (root folder)
p:\op68[asset]\config.cpp -> (output will be [asset].pbo)
p:\op68\ [asset]\data\ -> (images, rvmats, ect goes here)
p:\op68\ [asset]\models\ -> (p3d data goes here)
p:\op68\ [asset]\scripts\ -> (script data goes here)

sullen scaffold
#

ok, thank you, that looks nice

median bough
#

you then have to adjust paths accordingly

#

so, if your 5ton truck has a paa texture, the path in the model must be op68\5ton\data\texture.paa

sullen scaffold
#

ok

#

that's what I have right now

#

the p3d was just in the wrong spot

median bough
#

and whatever you do, make sure you don't have the p:\ in a path. ๐Ÿ˜‰

sullen scaffold
#

Cool, thank you

sullen scaffold
#

Do the flag proxies work on vehicles? I've never seen one in arma 3

median bough
#

they do iirc

worldly belfry
#

yep they work

high stag
#

how does the anti-water rvmat work?

#

im reading the ship config guidelines and its basically creating a plane but where do we get this anti-water rvmat?

#

nvm got it

sullen scaffold
#

What is the purpose of the wheel _1_1_hide vs wheel_1_1_unhide?

woeful viper
#

hide the functional wheel, unhide the destroyed wheel

sullen scaffold
#

and the unhide wheel is a proxy?

woeful viper
#

it doesnt have to be, but can be

sullen scaffold
#

and as a proxy it will show up in game if the wheel is shot out?

#

I also have the damagewheel proxies, confused as to why both are needed

woeful viper
#

nothing is needed. You can also do something entirely different.
proxy or not has nothing to do with it. wheel_1_1_hide is just like any other named selection. You can do whatever you want with it, name it blob_5 or whatever. The seleciton can be a mesh inside the p3d, or it can be a proxy.

sullen scaffold
#

hm, ok

woeful viper
#

instead of putting 8x the same model of a damaged wheel into a 8x8 truck, one could use 8 proxies and one seperate p3d . It has advantages and disadvantages

sullen scaffold
#

every time you add a named selection do you have to redefine it?

woeful viper
#

what do you mean

sullen scaffold
#

In some of the tutorials i've seen they have you right click on the named selections and click "redefine"

#

I don't really know what that does other than that i'm supposed to do it

woeful viper
#

you select something in your viewer window (e.g. 1 face or some vertices). If you then RMB->redefine a named selection, then this named selection will be what you just selected

sullen scaffold
#

I've been going - select in viewer window, and then in the defintions box, rmb->new and then giving it a name

#

after I name it do I have to right click on it and redefine?

woeful viper
#

deselect and then select that named selection again and you will see what it contains

sullen scaffold
#

right, it has the piece that I selected

woeful viper
#

if it has what you want, then there is no need to redefine

sullen scaffold
#

ok

#

if I wanted to add to it, then i would use the redefine option?

woeful viper
#

if you want to add to, then click first on the n.selection, then in the viewer add to it, then click redefine

sullen scaffold
#

ok

#

thank you

woeful viper
#

it doesnt behave correctly when clicking a n.selection, then deselect in window and clicking that same n.selection again (from memory)

#

so thats why sometimes its a bit inconsistent/ requires double checking if you dont do redefining after the "add n.selection"

sullen scaffold
#

ok

#

Is there a lis that translates these into the new arma 3 english names?

#

for example from the test car I know that zamerny is aimpoint, but this list doesn't say that

woeful viper
#

not that i know of. Since you are not bound to the names (you can rename them however you want, as long as the config and the model / animation use the same names) - there is no real need to imo.

#

note that in the configs of vanilla stuff, many attribute names (such as aimpoint) are not explicitly specified in the vehicle classes themself, because they inherit all that from the various the parent classes.

#

if you are unsure / want to use identical names, check the parent classes

marble ravine
#

How do you strip mass information from a Geometry Phys lod in object builder? I copied my Geometry lod, stripped it down, but now it contains mass information and setting mass to zero doesn't work as 0 mass still is mass information.

stuck oyster
#

physx lod does not contain mass

marble ravine
#

I select my phys lod and the mass box is not grayed out. any other lod that has no mass information has the box grayed out.

stuck oyster
#

well setting it to 0 when everything is selected will remove any mass you might have.

sullen scaffold
#

When you delete something from an LOD by going to the named selection, right clicking and choosing "delete (all LODs)" is there a way to make it delete the actual object from all the LODs also?

stuck oyster
#

Don't think so.

sullen scaffold
#

Do I write the model.cfg manually, or does object builder create it?

#

Nevermind, looks like i create it. How do I know what to name the skeleton though?

upbeat prawn
#

@sullen scaffold any name but I stick to "MyModelnameSkeleton"

sullen scaffold
#

ok thanks

sullen scaffold
#

How do I get the model.cfg to pack with the model? It doesn't seem to recognize it and it's creating a short version by itself.

stuck oyster
#

@sullen scaffold did you read the BI wiki pages about "how to animate a model" and model. Cfg

sullen scaffold
#

reading now

sullen scaffold
#

i've somehow got a .paa in my materials list on the left, i'm not sure how. Is there a way I can remove this? It won't open in buldozer and my textures are all screwed up now.

stuck oyster
#

Buldozer works only with PAA. Not sure what you mean there

sullen scaffold
#

I don't know, i've screwed it up somehow, probably going to have to start over

#

so frustrated

stuck oyster
#

1 thing at a time

#

Until you learn where all parts go.

sullen scaffold
#

ok I fixed that particular issue, but I have more. I don't understand why it looks fine in buldozer, but in ARMA the textures on certain parts are a mess

#

the body texture is being applied to the wheels and the interior dashboard in arma, but not when I look at in buldozer

stuck oyster
#

What are you packing it with?

sullen scaffold
#

pboproject

stuck oyster
#

Got pics?

sullen scaffold
#

sure, 1 min

#

oops

#

textures were working fine, I was having issues with my model.cfg and I think I messed something up, redefined something together with something else and that's what caused this

#

but it doesn't explain why it looks fine in buldozer

stuck oyster
#

Do you have rvmats assigned to it?

#

Or hiddenselections stuff in config?

sullen scaffold
#

how do I know if there is an rvmat assigned to it

#

there are rvmats in here, I don't know if it's specifically assigned to that piece though

quick terrace
#

select mesh press e check for rvmat

#

why do people use these channels as a live 1:1 tutorial before figuring the basic keybinds and controls beats me

sullen scaffold
#

I looked for a manual for object builder, couldn't find anything

quick terrace
#

how did you assign textures?

sullen scaffold
#

mass texture & material renaming menu

quick terrace
#

that is not assigning, that is changing paths

sullen scaffold
#

its an arma 1 model, so they were already assigned

quick terrace
#

ahh, yet another issue with people starting up. they choose to do something that should be pretty easy (minus a few parts) yet they lack the basics so everything feels a ton harder

#

why donโ€™t you make an ammo box or smth, it doesnโ€™t involve hand iks, physics lod etc

mossy violet
#

Anyone have a good UV making tutorial (a lot of what I've seen still hurts my head). I end up doing the blender smart unwrap but obviously that's a bad idea, haha.

quick terrace
#

anyways, o2 manual has the very basics, including settings up rvmat and co/ca textures

#

@mossy violet there are duckton available

#

but you need to know a few badic principles that are software agnostic

#
  1. always have a split where a hard edge is
#
  1. you can have more uv splits than hard edges
#
  1. keep stretching to a minimum even if that means more uv islands
#
  1. try and keep things parallel to u and v axis
#

especially for hard surface meshes

mossy violet
#

Thanks for the advice, I think I'm just tired. I'll have a rest and have another go at it tomorrow.

quick terrace
#
  1. for arma, uniform texel is recommended
#
  1. adjust padding for resolution
#

for 1:1 blender uv unwraps, i am sure there are countless tuts

marble ravine
#

for 1:1 blender uv unwraps, i am sure there are countless tuts
@quick terrace Countless + infinity

quick terrace
#

afaik, as non blender user, you can do what max can do too, as in directly unwrap based on hard edges

#

and thatโ€™s already a good automated starting point

marble ravine
#

you can indeed

vernal lynx
#

Hoy !

#

any known issue with faces binarization ?

#

I binarize from Samples_F, I binarize from eliteness skeleton of arma default head, I binarize with pbo project, with Addon maker

#

and they are still between the legs

#

skeleton doesnt apply to them for some reason

stuck oyster
#

autocenter 0?

#

@vernal lynx

vernal lynx
#

hmm nothing set as the default head

#

nah doesnt change anything

stuck oyster
#

p3d names match for sure?

vernal lynx
#

yup

stuck oyster
#

ManSkeleton should likely be OFP2_ManSkeleton?

vernal lynx
#

yep, the one from samples_F/templateRTM

stuck oyster
#

in your pastebin its not though

vernal lynx
#

it failed when I use the OFP2_ManSkeleton copy pasted from eliteness

stuck oyster
#

failed how?

vernal lynx
#

same, stuck between the legs

stuck oyster
#

OFP2_Manskeleton is what the engine uses

vernal lynx
#

let me try from Samples_F\Test_Character_01

stuck oyster
#

that one should work I think.

vernal lynx
#

I used it in my setup yesterday with independant model.cfg and it failed

#

๐Ÿ‘Œ

#

I'll see now

#

now it worked

#

every day in arma 3 I feel more retarded

#

ty @stuck oyster

stuck oyster
#

๐Ÿ‘

sullen scaffold
#

@stuck oyster That texture issue I was working on last night. If I remove the HiddenSelectionTextures option out of the config, it fixes itself. But that removes my option to have different skins.

#

The "camo" texture is basically the entire vehicle, tires, interior, everything. That is what is being used for the hidden selections. Do I not list each texture associated with that selection in the config?

#

hiddenSelections[] = {"camo"}; hiddenSelectionsTextures[] = {"Operation68\5TTruck\Data\truck5t_wdlnd_01_co.paa","operation68\5ttruck\data\truck5t_wdlnd_02_co.paa"};

steel vector
#

but you now have one selection, but 2 textures...

stuck oyster
#

there you go

#

you are now applying the first texture on the whole model

steel vector
#

each texture you add to hiddenSelectionsTextures[] needs it's own entry in hiddenSelections[], meaning your model needs multiple named selections

stuck oyster
#

that only contain the mesh that has that texture

sullen scaffold
#

Is this something I can fix in the config, or does the model need to be separated into different parts?

stuck oyster
#

both

#

did you make that camo selection yourself?

sullen scaffold
#

no, that's how it came

#

the arma 1 model

stuck oyster
#

did it have only 1 texture?

sullen scaffold
#

no, 2 exterior textures

#

1 for the body, another for the wheels essentially

stuck oyster
#

ah

#

but there the camo is likely used only with the first texture

sullen scaffold
#

since that is what I have listed

stuck oyster
#

but no since it contains the whole model

#

odd

#

but yeah needs to be fixed

sullen scaffold
#

so theoretically, selecting the first texture, the body texture and creating a new named selection "camo" and deleting the old one that encompasses the whole vehicle would fix this?

stuck oyster
#

yes

last kestrel
#

I dont really know where to ask this, my friend made 3 uniforms, but with ACE we are invincible. Is there a way to fix that?

stuck oyster
#

fix the uniform damage/hitpoint values

#

or it may need a ace compatibility patch taht enables ACE damage stuff on them.

stuck oyster
#

Hey @shrewd jay is Toolbox p3d exporter capable of writing custom vertex normals?

shrewd jay
#

No not yet. It pipes through o2script to "fix" the normals

stuck oyster
#

ah

#

thanks!

weak lotus
#

Hauzman's issues resolved btw I accidentally exported the model without a fire geometry.

stuck oyster
#

๐Ÿ˜„ that does make sense

ivory scaffold
#

Hey guys quick question, if i want to put a text curve in my building model i need to put it as another visual lod

#

or in the same visual lod with the building model?

#

@stuck oyster

#

@shrewd jay

stuck oyster
#

pls dont tag for quick questions. This aint no 24/7 hotline ๐Ÿ˜›

#

also whats a text curve?

ivory scaffold
#

sorry man but its important for me

#

beacuse i am stuck with it a lot of time

stuck oyster
#

sure, but truth to be told its not important to me.

ivory scaffold
#

hhhh

#

xd

stuck oyster
#

im not paid employee or teacher or anything like that

#

Im just volunteering my time and knowledge here

ivory scaffold
#

also whats a text curve?
@stuck oyster
i just want to add a text to my building but in OB and in game it looks that it disappear

stuck oyster
#

text how?

ivory scaffold
#

just a text you know

stuck oyster
#

no

#

how are you making it

ivory scaffold
#

just putting a text curve and converting it into mesh

#

and connecting it with the building model

#

but in arma it looks like it disappear

stuck oyster
#

maybe you did not pack it in

ivory scaffold
#

i connect the text mesh with the another building meshes but it not looks good in game

#

mayble i need to put the text mesh as another visual lod

stuck oyster
#

that wont work

ivory scaffold
#

oh

#

so how can i make it work

#

?

stuck oyster
#

I dunno. if you make it mesh and export it, it should show up

#

if you dont see it in OB

#

then you have not exported it

#

try modeling it from cubes or something to see if that works

sullen scaffold
#

@stuck oyster and @steel vector - Correcting the mesh with the proper hiddenselections worked. Thank you.

stuck oyster
#

๐Ÿ‘

sullen scaffold
#

Do you know what would make my truck so back heavy? The front wheels don't touch the ground. Vurtual gave me his model to compare to and i've looked at it and set up my mass the same on the Geometry LOD but it doesn't seem to be doing any good. Is that a memory point issue?

stuck oyster
#

probs broken physX config

sullen scaffold
#

could my center of mass be off?

stuck oyster
#

well in a way sure, but it what you describe does not sound like a mass issue but quite possibly physX config beign wrong for your vehicle. Each vehicle needs its own physX config with appropriate damper spring settings and such

#

also could be some of your memorypoints are in wrong direction

#

could be very many things.

sullen scaffold
#

hm, ok

#

i'll look over that

#

I have the physx set up, maybe it's just wrong

stuck oyster
#

well did you just copy it from somewhere or did you actually calculate correct values to it?

sullen scaffold
#

just copied it, i'll read over the cars config guidelines and see if that tells me what to modify

rich vale
#

Hello, I managed to import that (https://cdn.discordapp.com/attachments/422388703097257984/712050147319611402/unknown.png) in Arma 3 but the only problem I have is that my model disappear at certain view angle or if i'm getting too close. I have 4 resolution LOD and the other LODs are set too. I heard this was an issue about the size limit of the geometry LOD but my geometry LOD is 13 meters long so I don't really know. Tell me if you know a solution.

stuck oyster
#

animation classes has a thing for that

#

boundingsphere or somesuch it was

#

I should probably give you a heads up though that using ripped models from other games is a very strict no no around here

#

@rich vale

sullen scaffold
#

Do you know if there's any way to change the background LOD color?

dusky grotto
#

@shrewd jay
Hey, i wanna relocate some rvmats and textrues of some Arma2 OA assets using blenders Arma Material Relocation.
The problem is, its not relocating the .paa's but only the .Rvmat's. First i got a error that told me the output path is not finde "anknown loaction". I fixed that by changeing the tga to paa. Now i get no error but its still not relocating (copying) the textures to the wanted output folder.

Seems like i have it set up correct: I have the search prefix on the correct spot and the output folder is set to my custom directory.

Can please any one tell me what couled be the issu, why its not relocating the paa's?
Thank you very much! ๐Ÿ™‚

stuck oyster
#

would it at this point be faster to just copy the materials where you want them and rename the paths in the rvmats in text editor? Never personally used that function of the toolbox

dusky grotto
#

not rly.. i wanna import a lot of assets and it wouled save a lot of time

rich vale
#

@stuck oyster Thanks for the answer, I'll try to follow this path. For the model, we can say that you haven't seen it. It came with a custom license that allow me to import it.

stuck oyster
#

That does not sound fishy at all.

wary shore
#

In animations defined in the model.cfg of type "translationY", maxValue can be negative and less than minValue ??
Because this way it works

                minValue         = 0;
                maxValue         = 0.28;

and thus it doesn't.

                minValue         = 0;
                maxValue         = -1;
stuck oyster
#

I mean someone ripping a model can attach any kind of free license to the model but that does not make it legit.

#

Animations usually play forward from 0

#

Or from 1 to 0

#

Depends a bit from source type

#

What animation are you making?

wary shore
#

So to take a negative value would it be like this? @stuck oyster

              minValue         = 1;
              maxValue         = 0.72;
stuck oyster
#

Logic says no

wary shore
#

What animation are you making?
@stuck oyster Some translation for a bank vault

#

Logic says no
@stuck oyster So?

stuck oyster
#

I don't understand what you want

wary shore
#

I just want an object to take negative values on the Y axis, taking into account that 0 is the initial position. @stuck oyster

#

As I said, this is working

                minValue         = 0;
                maxValue         = 0.28;

but its another animation, taking positive values on Y

stuck oyster
#

I don't understand so don't think I can help you there. I use only the "translation" type animation with memory point defined direction axis.

wary shore
#

@stuck oyster Sorry, I don't usually speak English. Maybe a video is better.

rough idol
#

@wary shore minValue = -1;maxValue = 0; ?

wary shore
rough idol
#

you are most likely missing animPeriod parameter in AnimationSources

wary shore
#

It is set to 1 @rough idol

rough idol
#

can you show whole config?

#

and how your model.cfg looks like now

wind crow
#

@stuck oyster

#

u here?

stuck oyster
#

no im not here.

turbid cove
#

neat, which mod is this?

#

@wind crow ?

wary shore
rough idol
#

@wary shore your source doesn't match animationsource entry

#

It is most likely also reported in Rpt file

turbid cove
#

Star Wars?

wind crow
#

yes

quick terrace
#

you won't get help here for anything IP breaching related

bold flare
quick terrace
#

not sure why that's hard to grasp

turbid cove
#

I am going to be 100% honest with you: Star Wars mods are actually illegal and are banned from here. So please remove your posts, pics and questions.

wind crow
#

@bold flare this is done so that people have fewer mods in the preset. I didn't assign any to myself

bold flare
#

Its a illegal reupload

#

I don't see why wanting fewer mods justifies a literal copyright law violation

#

There is no reason to repack mods. Use dependencies if you need

turbid cove
#

Star Wars = illegal use of Disney's IP (and they are very strict about that)
therefore, illegal, banned here, DMCA'd on Steam

-no- Star Wars. Period.

bold flare
#

Thanks for taking it down. I've taken the liberty to delete all your illegal content related questions in this discord.

wind crow
#

Honestly, I didn't know

#

Thanks for the heads up

turbid cove
#

no problem for not knowing (even though this topic is brought up quite often)
problem would have been to keep going ๐Ÿ˜‰

#

Thank you for your understanding, really

wary shore
rough idol
#

@wary shore class name should match one from model.cfg and source should be "door"

latent lily
#

I'm modelling an M60 patton in Blender and I've got a question. I think I have the scale set close enough that by eye it should be correct, but in case it isn't, will I be able to rescale my project once it's done or is it the kind of thing you have to get perfect from the start, else be forced to completely redo? I've only gotten as far as the barrel and a couple road wheels, so if I need to change something now, it's not terrible.

quick terrace
#

yeah you will be able to scale things up/down, ideally proportionally

#

ideally you firstly block everything out

#

and by blocking i mean making a very rough boxy geometry

#

up to scale, that you would further detail into proper meshes

#

@latent lily

woeful viper
#

its more painless to get proportions and scale right from the get go though. Better spend an extra minute to make sure, getting blueprints and so on, than to try to reshuffle a lot of objects later

wary shore
#

@wary shore class name should match one from model.cfg and source should be "door"
@rough idol what should i change?

latent lily
#

@quick terrace @woeful viper got it thank you! I'm also not sure if when I'm making this thing if I need to "group" things as I go or if I can do all the "groups" (like turret, l track, r track etc) after I'm done.

quick terrace
#

model the parts like the real thing is assembled

high stag
#

what memorypoint is used to aim down the sights for turrets/

high stag
#

@rough idol can you help me with this?

stuck oyster
#

have you checked the Arma 3 Sample tank for example?

#

it has full set of memorypoints that are refered to in its config for different purposes

high stag
#

good idea

rough idol
#

@wary shore class AnimationSources

mossy violet
#

Just to confirm, static props (ammo boxes, buildings, bunkers, etc...) don't need skeletons and model.cfg skeletons if they have zero animations, right?

silver zenith
#

don't think so

#

made some plain collisionless props and they didn't need any of that

#

maybe if you do doors it does

mossy violet
#

I haven't been adding them and everything seems to still work correctly. Just making sure all I need at the LODs and I'm good to go for my props.

#

Yeah, I think doors and stuff need skeletons for animations.

stuck oyster
#

yep no need for model.cfg

#

animations and hiddenselections need model.cfg

silver zenith
#

is it ok to modify A2 models?

stuck oyster
#

from the public datapacks yes

#

according to the licenses attached to them naturally

marsh canyon
#

Of course as long as your project stucks to Arma series AFAIK

polar bone
#

I have a question regarding different textures sets for a model. If I wanted, for example, to make a car with two textures set to choose in 3den - one set mint new, and second old and full of dents, would it be possible to also assign different bump maps to them? So the dents/damage on second texture set has some depth to it?

pallid cape
polar bone
#

Thanks!

vapid nexus
#

Hello, Been trying to Make a GL sight to rotate on my model but i can't seem to get it to work, looked at the Test model said it should be named OP and OP_Axis in memory, class name in model cfg is OP_ROT and follows the test config but it just dosn't want to work, any suggestions ?

#

works in bulldozer atleast with the animation, but not ingame

woeful viper
#

post the model.cfg and config, then we can help you

#

on pastebin or similar side

vapid nexus
woeful viper
#

the actual problem is that the sample models are not 100% correct or uptodate

vapid nexus
#

yea that got it working Thanks ๐Ÿ™‚

rich vale
#

@stuck oyster Thank you, the model work now. It was the paremeter called BoundingSphere in the animation set

latent lily
trim obsidian
#

Thank you

vestal kindle
#

Building and AI question.
i made couple of buildings now and never saw that. On my 4/5 last buildings, the AI spots the OPFOR through the buildings and shoot.
I check the view geo lod but everything look "good", I didn't change my process for the view geo creation, I tried to look the config.cpp but nothing point that direction.
any ideas ?

north sundial
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anyone seen any tutorials on creating variation on tiling textures in arma? or is it even possible? i guess would could use a multimaterial to do some dirt or wear but im not sure if theres a proper way to do so

woeful viper
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dt map, mc map

brazen prism
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is there any up to date or post blender 2.8 videos that can help with the process from blender to arma 3 , or is it the same?

steel vector
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the process should be the same, although I'm not sure about the Arma Toolbox

white jay
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hiya, got a problem which appears to be not that uncommon, but so far I haven't found a solution posted anywhere.
https://imgur.com/a/ggqJlLG
when viewed through glass, some surfaces aren't displayed correctly. I've seen this problem mainly in modded holosights and the vanilla mrco had the same problem sometime before the marksmen dlc, does anyone know a fix to this?
I've replaced my rvmats with vanilla ones from the orange dlc van to make sure the problem isn't rooted there, but nothing has changed. I'm using blender + fhq toolbox if that matters.

quick terrace
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pretty sure that car mesh isn't made by you....

fluid hound
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How can we get the MLOD versions of some of the ODOLs that come with the game?
For example, i want to turn some of the static boats (map objects) you can find on Tanoa into actually usable boats (real drivable vehicles).
To do that, i need to make copy of that static object's p3d, and add all the neccessary stuff like proxies, memory points, etc.

Are these MLODs available somewhere?

bold flare
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You can't

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Not even minding that you don't have the permission to do so

fluid hound
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I can't what? I don't have permissions for what?
Reusing vanilla assets in the same game and releasing them with compliance ot the rules set by BI?
Wouldn't that make most mods illegal if it were true?
Would you please point me to the source of that information.

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I know its not the same, but for example, we are allowed to port content from previous games into Arma 3.
So if that is not a problem, i can't imagine how using the same model in a slightly different way in the same game would be a problem.

white jay
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@quick terrace that car mesh is totally made by me, I've sat since february to get it to this point. Can show you all the backups from middle steps and screenshots from rough outlines to the model as it stands today if that makes you help me with my problem.

quick terrace
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@white jay please do, i'll point you towards what the issues might be with the transparent textures and how you could solve it if that stands true

white jay
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pm?

quick terrace
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@fluid hound BI doesn't provide MLODs for A3 content, only for end of life products (A2 and A1)

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you can contact BI directly, see if they want to release under specific agreement such files directly to you

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but i won't hold my breath

fluid hound
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you can contact BI directly, see if they want to release under specific agreement such files directly to you
@quick terrace thanks, any suggestions as to where to ask?

quick terrace
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i have tried the same about some years ago, trying to get some interiors done for some of the modelles lacking such interiors, and i was told politely that nope nope

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@white jay yes

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i won't provide you with direct emails for specific developers, but you can try getting into contact that way

stuck oyster
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Might as well add that no legit mod out there has used A3 models in their work. Retexturing for example is done through configs and the model in A3 data is referred to but not edited or packed with the mod.

quick terrace
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@fluid hound to be honest, redoing such boats yourself and getting these driavable might actually be faster

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than wait for BI to provide you with an answer much less the mlods

fluid hound
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@fluid hound to be honest, redoing such boats yourself and getting these driavable might actually be faster
@quick terrace Yeah, i am afraid you are right, but unfortunately, that is still too time consuming, and considering i would be recreating something that already exists... thats just plain crazy.
This takes away the last drop of enthusiasm i had left, so that solves it too in its own way ๐Ÿ˜ฆ

vestal kindle
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any ideas about my "AI who spot behind building" problem ?

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I don't know where to look :/

quick terrace
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can you develop on that problem, or link here where you posted about it in this channel?

vestal kindle
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Yup
"i made couple of buildings now and never saw that. On my 4/5 last buildings, the AI spots the OPFOR through the buildings and shoot.
I check the view geo lod but everything look "good", I didn't change my process for the view geo creation, I tried to look the config.cpp but nothing point that direction.
any ideas ?"

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posted yesterday evening (for me)

stuck oyster
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Define good? View geom components need to be solid, convex and each habe a componentXXX name

bold flare
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releasing them with compliance ot the rules set by BI?
Ripping apart and editing is not with compliance @fluid hound

stuck oyster
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Also the size of the building may affect the AI calculations

quick terrace
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yeah, was about to ask the same

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what is the process of view geo you have?

vestal kindle
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@stuck oyster it's convex and I have the componentXXX names for each piece
On the 5 buildings who's got the bug, 4 of them are really small

quick terrace
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and the 5th?

stuck oyster
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If you remove the view geom and make just big box for it how does that behave?

vestal kindle
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it's bigger but not big big, not bigger than other big arma building ๐Ÿคท
Some of my previous buildings are bigger than this one

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I didn't test that, will give a try and see

mossy violet
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I've made a 1 man drop pod (script works, model works, etc...). However, it falls on its side, but want it to fall bottom first. Does anyone have any suggestions on what I could adjust or add in Object builder to achieve this? I've tried adding more mass to the lower half of the model but this didn't work.

vestal kindle
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@stuck oyster same problem with a simple big box :/

quick terrace
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so the AI can see through the building, or inside the building?

vestal kindle
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through the building

quick terrace
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you do have a geo lod, besides the view lod?

vestal kindle
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and from what I saw, the passthrough doors and sometimes walls too
but I have collision with geo lod

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yes

quick terrace
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can you box em both just for testing purposes

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1 big box for geo (componentXXX) and 1 big box for view?

vestal kindle
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alright, going to test

quick terrace
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in fact just remove the view for the first try

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then add it by duplicating the geo

vestal kindle
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alright

quick terrace
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it is very unlikely the issue to be anything but model related

vestal kindle
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yeah this is what I think too, it's not controlled into the configs ๐Ÿค”

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ok so it didn't worked
so I took my view geo meshes and re do a "component convex hull" it didn't changed anything visually but now it's working ๐Ÿคท arma logic ^^

stuck oyster
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@mossy violet what simulation type is it? Also since Arma does not understand soft ground you may need to create some trickery on touchdown to keep it straight.

mossy violet
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The simulation type the class it's based on? (My script has it hit the floor and stop all momentum and set itself up straight). Right now I'm adjusting the centre of mass to see if that helps.

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oh wait you mean the simulation = ""; ? I think it's a plane but I could test helicopter and see if that works

stuck oyster
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mainly interested if its one of the physics types

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if its bottom is flat and it has enough low center of mass it should stay down

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but also only if its on flat surface to begin with

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if its on a slope its likely to topple over

mossy violet
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I'll have a play around with the plane and chopper sims and the mass and get back to you.

vapid nexus
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Hi, Been trying to make my GL sight instead of getting angled slowly it just flips up , and when i switch back to the other muzzel it flips back down, been trying it with OP_Rot and using that but it still starts at an low angle and slow goes up with switching ranges, and then when i switch back it stays at the same postions it was at last instead of going straight back down. Terrible sorry if this is the wrong section for this. - The model.cfg and Config for the rifle https://pastebin.com/4K9y2WsM

stuck oyster
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I dont think it has smooth animations. the animation state goes by the increments instantneous

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it staying in same position seems logical as you are afterall switching to another muzzle that has its own animations

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so as far as I can tell it sounds like its working as intended

vapid nexus
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so there is noway to make go back down after i switch muzzle, something like how RHS does with it's models where the sight of the m203 just flips up when they switch to it and flips down when you go back to rifle mode again

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or are they doing something more extreme with their stuff ๐Ÿ˜›

stuck oyster
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there is probably a way to do it then

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just need to use right animation sources in right places

vast plinth
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Hi guys, do you know of any good "from blender to arma3" guides with the current blender version?
Ive made a simple model and cant figure how to texture it and move it ingame with the A3 toolbox addon
Would prefer if there was someone here who would spend a few minutes to explain some basics

mossy violet
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Yeah, it didn't really matter how I distributed the mass, didn't make it fall the way I wanted. Making it a tank or car sim makes it fall the way I want but when it hits the ground it just goes straight through it, haha (going to play around with making a turret config. Might work.

stuck oyster
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@vast plinth the 2.79 methods are the same, the UI just has changed a little bit.

high stag
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anyone know how to properly set up aim down sights on a turret?

stuck oyster
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@high stag dont throw same question on many channels.

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and to answer it, you put in correct memorypoints that correspond to your config

high stag
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didnt mean too

stuck oyster
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you can always delete messages that go to wrong places. Pro discord tip.

high stag
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yea just figured

high stag
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on another note, anyone happen to know why my memoryPointsLeftWaterEffect and the right adjacent isnt working for my boat?

civic stratus
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do you have the config lines in your config.cpp?

high stag
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yes

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just seems like its always glitching through my hull

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no matter where i move the memory points its all in the same position

stuck oyster
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that likely indicates its defaulting the location to the center 0,0,0 coordinates of the model.

high stag
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would i have to add an autocenter named property

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to the memory LOD?

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@stuck oyster

keen prism
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Annoying him will definitely not help getting your question answered but probably do the opposite, I'd stop tagging if it's not urgent.

dusky grotto
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Any one knows how to turn on the Console on oxigen2? When i run a script its not showing me a consol

quick terrace
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a what?

dusky grotto
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a console, like a power shell

fluid hound
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How exactly does one create the antiwater for boats?
...i have a plane made of tris, all of them have "a3\boat_f\data\antiwater_ca.paa" texture assigned (btw. texture, not rvmat - some ppl keep talking about "anti-water rvmat", but i cant find any such rvmat - so which is it?), but in game it shows as black opaque plane.
I checked the sample boat, i see no difference between the plane there and mine, and even if i copy&paste the one from the sample, i still get a black opaque plane in game.

fluid hound
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How exactly does one create the antiwater for boats?
@fluid hound Aha, seems like it requires the faces to be flipped - weird that nobody ever mentions this and even the official sample is wrong.
Is that true, or is my model somehow borked?

hexed fulcrum
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hello, i want to create some models for new uniforms.. my question is if i need to make the skinning process (binding polygons to the skeleton) for each model i create? or there is a quick way

stuck oyster
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No quick way.

median bough
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LOL, he said quick in an arma related question ๐Ÿ˜†

stuck oyster
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It becomes faster and easier the more characters you rig. But there is not really any shortcut to that.

dusky grotto
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so no one knows how to show some printed output on the console of o2?

stuck oyster
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I would say people very rarely do their own O2 scripts as it is far more easier to model in more advanced modeling software.

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O2 script comes with a manual I think so that's probably the best resource available.

dusky grotto
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its not in the manual sadly...

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i thought maybe some arma modder knows^^

stuck oyster
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What are you trying to do?

dusky grotto
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im trying to delete all propertys of the res lods and add lodnoshadow 1 to all but not the lowest res lod

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than del shadowvolume and some more stuff

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every res lod have lodnoshadow 1
lowest lodnoshadow 0
del shadowlods
recalculate normals

thats what i wanna have done with my script^^

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but i need to see the consol to do some prints

stuck oyster
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Console itself can be opened from the same "window" menu as the other dialogs

dusky grotto
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yes but it seems like theres a difrent console becouse its not wrighting in there. And when i have a syntax error its opening a proper console. But only than^^

stuck oyster
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Then no idea. There's maybe handful of people who have made stuff with O2 script

foggy finch
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@dusky grotto there is a script debugger - which i think is what you want.
automation > scripts > manage scripts.
in that dialog you select your script and press script options.
it might pop up a box with an ok button - ignore this for now.
another dialog will also appear, hit unlock console and then debug and you get the script debugger.
you can hit ok on that other dialog then.

dusky grotto
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ahh thank you ๐Ÿ™‚ ๐Ÿ™‚

thick goblet
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Hello not sure if this belongs in models or animations im currently trying to make a top break revolver i got everything setup and showing correctly in objectbuilder https://i.imgur.com/Uqjlruv.gifv
but when i put it in game the axis shifts? or just goes rly weird heres a gif of it ingame https://i.imgur.com/BeuQ39G.gifv

vapid nexus
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do you have Autocenter = 0 on the memory lod on property ?

thick goblet
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not on the memory lod

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ill try that

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tried adding autocenter = 0 and nothing changed

frozen umbra
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Any downside of using sbsource = visualex for generating shadows, instead of shadowvolumes ? Shadows seems to look more natural (as it should) , because shadows are never razor sharp.

fluid hound
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Anybody knows how to make the antiwater plane for a ship?
Turns out fliping the faces didn't fix anything, it just fooled me into thinking it did.

woeful viper
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@frozen umbra yes, you get super ugly banding effect

frozen umbra
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You mean these stripy visual artifacts? Pretty sure most vanilla houses have it, and seen it when sbsource=Shadowvolume on large objects too

woeful viper
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yes all vanilla stuff with visualex have this

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shadowvolume - you can have this, but only if you dont pay attention/ just copypaste geolod for shadow

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happens when shadow lod is too close to surface of visual surface -> it partially thinks it is shaded

thin forum
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Hi, how many squares is the man in Object Builder?

stuck oyster
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squares?

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aand cant you check yourself?

thin forum
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I don't know what size is human in the face of the model

stuck oyster
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there samples that you can use

bold flare
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Arma man is about 1,80m

stuck oyster
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in the Steam Arma 3 Samples

thin forum
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okay

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thanks

glad ore
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Im trying to make a model but I only got this far before I started to really feel the fatigue. https://i.imgur.com/cwJeR8T.png The thought of having to texture all of this even if I complete it is really draining me.

fluid hound
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I have a weird problem - part of a boat engine turns invisible when it goes under the water.
Depending on where you look from, the part under the water is invisible (when viewing from above water), or the part above water is invisible (when viewing from below the water surface).
This is just a proof of concept, so i borrowed the engine from the Sample boat - maybe it is somehow broken, but regardless, i need to know what is going on.
...screenshot follows:

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umm... i can't post screenshot here?

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jesus

civic stratus
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is there a seelction for water culling that could be doing it?

fluid hound
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i tried to make an "anti-water" selection (which doesn't work, dunno why - asked about it yesterday), but that selection is not where this happens.

civic stratus
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have you tried applying the antiwater_ca.paa texture from a3\boat_f\data?

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not that it would solve the problem you asked about before

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You include a mesh plane over the bottom of the boat and assign a3\boat_f\data\antiwater_ca.paa which is a transparent texture that culls the water that would otherwise be visible in the bottom of the boat hull. -da12thMonkey

fluid hound
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yes i tried, but the antiwater plane shows in game black, opaque, and doesn't hide the water.

civic stratus
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which rvmat did you assign to it?

fluid hound
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no rvmat, just the paa texture

civic stratus
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did you sort alpha?

fluid hound
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i couldn't find any documentation about it, the only mentions of it i found talk about the PAA texture (or even TGA).

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sort alpha? i dont think so, i dont even know what you mean

civic stratus
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the only thing reason for assigning TGA textures in the mode is for the texture to be visible in ObjectBuilder when you have the view textures toggled/enabled

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As for the alpha sorting I mentioned: Select the mesh/selection with the antiwater paa/tga and then click Faces in the toolbar and choose "Move top"

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I don't actually know what "sort" or "sort alpha" does, I imagine its some sort of automation. I've never used it

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are you linking the texture to the one in a3\boat_f\data or some other location?

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I also stumbled across this for the first issue you mentoned

hiddenunderwaterselections[] = {};
hiddenunderwaterselectionstextures[] = {};
shownunderwaterselections[] = {};
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no idea how to use it but who knows

fluid hound
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well, now the antiwater doesn't show as a black plane anymroe, it is not visible, but it doesn't hide the water.

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i am linking a3\boat_f\data\antiwater_ca.paa

civic stratus
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it won't be visible, because its transparent

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you pakced the pbo texted it already? damn I wish I worked that fast

fluid hound
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yeah, its a small pbo, so it takes just a few seconds

civic stratus
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I don't have any other suggestions for you unfortunately

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sorry It didnt work out

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the addon I've been packing several times a day is 424mb so it takes a bit lol

fluid hound
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oh, i just noticed the antiwater faces do not have "Enable shadows" checked, so maybe i should do that... brb

civic stratus
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you shoiuld compare your named properties

rough idol
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@fluid hound if its black, it most likely means packer couldn't find that texture

civic stratus
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thoroughly

rough idol
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do you have that texture on your p drive?

civic stratus
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I think he mentioned that it isn't showing black anymore, but its still not doing the trick

fluid hound
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yep, i am using the standard P dirve, setup in the standard way, all neccessary data extracted usign the standard tools setup batchfile or whatever

civic stratus
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what happened to the industry standard pink for missing textures

fluid hound
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and yeah, after doing the Faces -> Move Top in O2 it doesn't show as black anymore, it just doesn't hide the water

rough idol
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pic?

fluid hound
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just a sec

civic stratus
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protip: anytime you add a transparent texture to your model, you gotta sort your alphas

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well, atleast when you experience problems

rough idol
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@civic stratus it's not missing texture per se - during binarization all faces receives special flag which tells engine whether this is transparent surface or not. If texture cannot get loaded, it assumes its non transparent

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when you try to load it in game, it will show that texture but just without alpha - usually black is used RGB channel since it hides edge quite nice

civic stratus
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That's a pretty good explanation actually

fluid hound
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i dont know if you can see it - open the original big picture - the water is still in the boat, its just hard to see:
https://imgur.com/FiksPkG

civic stratus
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can you screencap the antimater selection as selected in the model in ObjectBuilder? DirectX and textures off preferably

fluid hound
civic stratus
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it might be because you're using a proxy for the main boat model

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thats a binarized model right?

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the abaonded_blue whatever

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also, the faces are oriented the right way right?

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like when you have faces showing, the top is red color right?

fluid hound
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yes, it is the vanilla static boat that is scattered all over Tanoa map.
Since i cannot edit it to make it into a proper boat, i tried to insert it as a proxy.

civic stratus
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is the antimater mesh here the floor of the boat or is it up higher?

fluid hound
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the faces are oriented upwards - i do not know if it is the right way (no documentation i could find), but in the BI Sample boat model it is the same way

civic stratus
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as long as they face up that should be fine

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also on a sider note, are sharp edges necessary for geometry lods or just shadow lods?

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its just shadows rirght?

fluid hound
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i believe the sharp edges are required for the shadow lods, i used them on the anti-water plane simply because the Sample boat had them sharp too.

civic stratus
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yeah thats a helpful shot right there for sure. @rough idol whats your verdict with this?

fluid hound
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oh and yes, the model is binarized.

civic stratus
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do me a favor. In game, in the 3d editor

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place a boat on the water and move the height up and down

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see if there's any change or antiwater effect at all

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gyazo has a cool little gif creator tool you can use to demonstrate little snippets like that

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but I fear this issue is because of the boat model being a proxy, and any textures "overlaying" it won't have any effect

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you can always make a really simple test boat model and verify

fluid hound
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yeah, good idea, i'll try embedding the model directly, not as a proxy, mmt

civic stratus
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gyazo is just a 3rd party snippet tool that you can make an acc for and save your snippets online

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you can also make short .gifs

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I recently stopped using it, the windows one does the job enough for me

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but the youtube vid's good enough, if not better than a short gif

fluid hound
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You are right - after removing the proxy and importing the mesh directly and saving as part of the same P3D, it works, the water is now hidden.

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Crap. That is bad news, because apparently i cannot do this.

civic stratus
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big sad

fluid hound
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Wish i'd knew that before i spent 2 full days working on that boat.

rough idol
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couldn't you do some simple mesh inside?

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It's all about alpha sorting, so if you will have proxy, and inside of that proxy some mesh, it still should work

fluid hound
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Oh? right, that makes sense... i will try that!

fluid hound
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I made a simple mesh that fits inside the proxy so it remains hidden from player's eyes,
made sure the faces are facing inward,
assigned the same texture and material that is used by the actual boat model (just to make sure any problems are not caused by chosen texture/material),
did Faces -> Sort, then Faces -> Sort Alpha, then Faces -> Move Top' for the antiwater plane,
but it doesn't hide the water drawn over the proxy.
Is there something i missed?

civic stratus
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I believe move top should be enough

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I think the issue is being caused by the proxy being there, period. I think you should test with a custom made, very simple boat model. No proxy.

fluid hound
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i know that is what you told me, but since now it still wasn't working, i tried all those thigns just to be sure - you know, because maybe its magic

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When i tested with the proxy mesh imported right into the p3d, being saved as part of the p3d, like it would normally be, then it worked.

But good point - i should try without the proxy, just to see if my special inside-boat-shape mesh works (ie. whether the antiwater hides the water drwn on top of this shape).

civic stratus
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yes

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maybe in arma4 we can use shaders with a shader graph built in the new ObjectBuilder

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instead of these cheap work arounds

fluid hound
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and maybe tomorrow i wake up in a bed made of gold and full of money - one can dream, right ;-D

civic stratus
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that would be uncomfortable

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but yeah when I mentioned making a boat model, I mean the simplest bucket shape you can make

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ez 5 min job

fluid hound
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well i did make a very simple shape :)
the reason it took me so long wasnt because of the shape, but because it didn't work, so i started trying to find ways to make it work before i went ask again ๐Ÿ™‚

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the reason why its not working now, must be because i forgot something, because now there is no proxy boat to mess with anything.
But what did i do wrong... thonk

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I even converted the boat shape to tris, to make sure the quads wouldn't cause problems.

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One strange thing i noticed - my simple boat shape is shows in game semi-transparent.
But why would that be? there is no semi-transparency on the material/texture assigned ot those faces.

vast plinth
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Hi guys
Ive made a model of a sign and a texture.
Now i want it ingame, but i need a cfg.cpp
Do you know of any templates for a simple addon like this?
I can only find for weapons and vehicles

fluid hound
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One strange thing i noticed - my simple boat shape is shows in game semi-transparent.
But why would that be? there is no semi-transparency on the material/texture assigned ot those faces.
@fluid hound actually, the whole vehicle is semi-transparent, its very subtle but i can see through it.
What the hell?

fluid hound
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thank you, will try, though i can't help but think about what is it saying "Some models with much alpha textures on their surfaces were considered as alpha objects and therefore..."
that model doesn't have a single alpha texture anywhere, so... strange, but who knows ๐Ÿ™‚

rough idol
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huh, anti water is alpha ๐Ÿ˜„

fluid hound
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ah, right, that one ๐Ÿ™‚

fluid hound
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YES! it fixed it! Thank you very much.

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btw. now that antiwater also works.

vast plinth
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When i export my model from 02 to a p3d, should i have my texture added in face properties?
Ive got multiple textures for the same model, how is that done?

quick terrace
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??

vast plinth
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@quick terrace thats for me?

quick terrace
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yes, what do you mean by exporting from o2 as p3d

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not sure what you trying to achieve

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and if you want whatever model to have a texture

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you need to assign that texture to the model

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obviously

vast plinth
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I have a model and texture
I want to get it ingame
I am completely lost at this point so not sure what to do next

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What im trying to ask is
I have one model, but i want it to come in 5 different textures.
Do i have to make 5 seperate p3d's through O2 with the 5 different textures applied
Or can i just take the model without texture and apply textures through config.cpp?

stuck oyster
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you will need 1 model with the assigned textures and then those parts of the mesh need to have a named selection that can be referred to in configs to alter the texture

vast plinth
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Where can i find the guides for this stuff? i seem to only find guides with people making no textured boxes or more complex stuff like vehicles and weapons

stuck oyster
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I dunno. There are not many guides and even less very indepth ones. BI forums is the largest resource of answered questions.

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you could check out El Tyranos Blender to Arma series

mossy violet
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Wonder if someone could help me with some trouble shooting suggestions. I made a bunker but for some reason the model Geography LOD doesn't work (I can walk straight through the object). I've made static props and buildings before and I've never had this issue. My GeomPhy works (as cars are stopped by it) but even if I swap the geom with the actual visual model I still walk through it. (I have also set mass on the object). Below is a picture of the object to show no faces are inverted and show I have set mass.
https://imgur.com/HP3QtjP
https://imgur.com/aX1qTUB

rough idol
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That doesn't look convex

mossy violet
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yeah that might be it.

wraith socket
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I believe ive tracked the issue down to the RVMAT file as it doesn't have such errors without it

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and if anyone can see any blatant errors with this that are causing it to render in such a strange way, id be very thankful if they could be pointed out to me

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I also apologise for the abomination that is a flannel shirt backpack with metal and wood panels it was a quick model I made to use for learning :P

stuck oyster
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you likely have some of the used textures made in wrong way

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what those are I cant say off the top of my head

wraith socket
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gotcha, I found the issue and its a little different

stuck oyster
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take the defualt super shader rvmat from a3\data_f\

wraith socket
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if I use absolute adressing, saying what drive its on

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it inexplicetly gets it right

stuck oyster
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and replace your texture = lines with neutral ones on its stages

wraith socket
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but when i do it right, and referecne them without saying which harddrive they're on

stuck oyster
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then it sounds like your tools/P drive set up is wrong

wraith socket
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definitely could be possible I set it up years ago

stuck oyster
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PMC wiki has guides for that

wraith socket
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P drive was the issue, thanks very much

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never even crossed my mind

white jay
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anyone have a good program for unis

stuck oyster
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what do you mean?

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to do what?

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@white jay

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or you know, not then..

white jay
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i mean making unirforms

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like blender, or marvelous designer

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@stuck oyster

stuck oyster
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well blender is fine for that

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Marvelous designer can be helpful if you know it and have it

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but its expensive