#arma3_model
1 messages ยท Page 149 of 1
are you changing the displayName?
i pretty much just copied the config from the sample hatchback and changed the classnames and display name
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
@sullen scaffold
on a side not: code can be better read and interpreted when you use markdown ๐
is that in basicdefines or config.cpp?
starting to think I shou;dnt have used the sample config
well its fine but you are diving head on into making complex things
so its not as simple as you may think
ah ha!
I have something
the textures are screwed up, but I think I know why, but I've got something
thank you for your help
i'll keep tweaking this
mass, convex geometry components that each have a componentXXX name
Any idea why this material looks like this https://i.imgur.com/2RrQkQp.jpg. It goes away when AA is disabled. This is the rvmat https://pastebin.com/fB0u4wQs
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.
A1 stuff is not quite up par in visuals
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.
likely yes if the physX tires cant touch the ground
Well the box doesnt go below the tires, it lines up with the bottom
yes thats where the bottom of the physx tires is
Ok, so the physx lod cant have anything intersect the wheels?
Anyone know the reason why my gunner proxy is in the sitting position when he's suppose to be in the standing position?
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.
In object builder
@high stag the proxy in P3D only defines the position of the proxy. the Driver/GunnerAction parameter in config defines the actual used animation
but the gunneraction is correct
@sullen scaffold not easily, use better programs to make models
just trying to make a quick geo lod like this - https://community.bistudio.com/wiki/File:Truck-GeoLOD.gif
it says it must be closed and convexed, so i'm assuming it has to be one shape?
no
it can be multiple parts
each must be convex
refer to Arma 3 Sample models for examples
ok, I think i've made decent LODs now, but the truck still won't move, and I can run right through it
any ideas as to why?
the resolution lod, or the geometry lod?
yes that probably is the most straightforward way for now if you have done other stuff in it too
it could be done in Blender too if you model with that
@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
it seems like my config isnt reading my model.cfg
^^ yes
is there like an auto-mass calculator?
it doesn't like my numbers
23:00:04: Warning: armytruck\data\m35.p3d:100, vertex: 81, sum of weights is 61, should be 100
I haven't added any animations though, i'm not sure what I need to fix
yeah its down at the bottom
then highlight the model and enter an mass
and unclick that check box
i suggest you download arma 3 samples
i have them
i copied the mass from the hatchback
did u add the dampers?
yes to the wheel objects
ok
it means that in Resolution LOD vertex with number 81 has wrong weight
it should be 100 in total and in your case its 61
select the whole model in LOD and change the weight to 100
theres no need for him to have selectional weights on a car
unless he wants to transform that car into a walking transformer
weighting is usually used for dampers
or soft things like antennas
(if you have them animated)
its just a simple truck, the only things that move are the wheels and the steering wheel
@rough idol u got any experience with turrets?
theres about 50 of these sum of weights errors
alright, then try indeed selecting whole model in that LOD and change weight to 100 on all selections
highlight all the selections
what is wrong with your turrets?
and right click on one
and you should change all
a lot of things LOL
for one, my proxy isn't working
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
this is in my .rpt
body="RightTurret";
gun="RightGun";
animationSourceBody="RightTurret";
animationSourceGun="RightGun";
gunnerAction="gunner_standup01";
this is in my turret class
copy whole config via paste bin for example
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 all turrets need to be in class Turrets
Class Turrets:Turrets?
ahh gotchaa
@rough idol Any reason why I can't control the turret?
any rpt errors?
and how your config looks like?
@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
Also, do you have a gunnerview or pilotview (i think you need the pilot for just turrets. Cant remember)
I just have the issue now where its not using my barrel mem points correctly myself
hmm ok il look into it!
Does anybody know what could cause this transparency issue with an insignia selection? https://cdn.discordapp.com/attachments/556910433710374933/710833505076117625/unknown.png - I've tried "move top" and even checked the face orientation so normals aren't inverted.
It should be set up like the one in the character template
original insignia is most likely without transparency
Okay, I'll need to check it out in Blender. It can't be the texture though since it works fine with BIS stuff.
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
My stuff resolved, I was totally dumb and accidentially assigned the transparent texture to sleeve as well.
@latent lily those wont really shortcut you to the hard part of making the actual game model that works in Arma.
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.
@latent lily none of these models can be used as they are
as per PM exchange, as far as i know there is no proper real game ready mesh available for purchase
the ones listed are of medium-poor quality
both model and texture related
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
the only m60 proper model i know is still this one:
https://www.artstation.com/artwork/Qz206B
that would worth buying, but then again, that is commissioned work for GHPC, so it isn't for sale
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
What makes a model arma usable or not?
Appropriate tricount and details, proper LODs both visual and technical ones, Arma compatible textures (no PBR)
What's the max tri count for a vehicle?
well max limit is not what you want to reach
but there are certain recommendations
depending on vehicle size and if it has interiors or not
So all these models that say PBR cant be used?
Okay so just humor me, I know the models aren't up to snuff. But if I wanted to port something from Arma 1 into Arma 3, would I use the same steps as porting from Arma 2 into Arma 3 as listed here?https://pmc.editing.wiki/doku.php?id=arma3:port-arma2-vehicles
PBR textures cannot be used no, but all PBR textures could in theory be translated (manually) into non Pbr
textures are the last of concern
@sullen scaffold yes, more or less
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.
Yeah, pretty much all but the 5T truck
Just the ural and mtvr
Guess I need to find my arma 1 disc
that wont help you
won't I need it for the textures?
The downloadable arma 1 assets are just the p3d files
ah yeah that
for a moment there I though you were going to try to just bring over the truck as is from A1
to be honest, i doubt the A1 model would fit very well in A3
if he's happy with the poor detail... i dont see why not ๐คทโโ๏ธ
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).
I'm assuming I could up-res the textures and repaint it also? @quick terrace
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
@vagrant monolith practice is what it needs.
you can also separate parts, paint them and join them back etc.
then I better get back to practising ๐
is there no weight transfer from arma sample model possible? I would use this as base and then adjust based on looks
the weight transfer is inaccurate to my model, trust me, i've tried
guess no shortcuts then
if weight transfer is inaccurate you probably will want to adjust your model
as it may not fit the animations at all
your models topology should follow the arma man very closely so that it can move with its animations
well, the hands are currently the only thing not currently weighted
I
I've playtested my model ingame and the gloves I have are not applying like fingers, other than that its quite nice
I duplicated them from sample mans hands
and adjusted a bit to make them look like gloves ie, removed fingernails and stuff
is there a way to make a model visible from behind other models?
??
like a chair thats visible from behind a wall
no
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?
alt tab and clicking somewhere else works
buldozer is best run in windown
occasionally it gets stuck on mine too and I have C+A+D
Ah yes, atl tabbing also exists, god, why is my instinct ctrl alt delete. 
anyone know how the Min and Maxturn is calculated on the turrets?
animations are always set to full rad 360 and -rad 360. then the config for the turret defines the turning limits
yeah i did that in the model.cfg but i wanna calculate it in the config.cpp
by the way, @stuck oyster arma 3 has a second Minigun called LMG_Minigun2
so I didn't have to create my own weaponscfg
Is there an easy way to get things out of object builder and into blender?
Object builder doesn't seem to export obj
ah ok, looks like blender will do fbx
Blender Arma toolbox Addon imports straight p3d
no need to play around with silly conversion formats
@sullen scaffold @high stag
FHQ toolbox on GIT
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?
object builder = oxygen 2
i believe oxygen 2 is the older version of object builder
rendering mirrors or PiP in the visual LOD causes stress to the engine
It's best if you place a chrome.rvmat on the mirror and use PIP in the view cargo LOD
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
the rest of them just show the mirrors in the 1.000 and nothing else
i'll just focus on the closed truck first
Some p3ds may have some of the mesh hidden
select all + unhide sorts that out
OB = O2 basically
ah ok
So optics_shine.rvmat isn't where it is supposed to be, do you know what I could replace this with?
nope
๐ ๐
5t truck doesn't look horrible, needs a new dash
Can probably figure something out for that
looks like optics_shine.rvmat is the gauge cluster, that file is missing from the arma pbo though
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
But when they are red, the textures work
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?
The option in the tools menu doesn't work
yeh it sticks like a tick
I think you might need to uninstall it and reinstall it so that you run it only one time
Just restarted, looks like its gone now
Setting it up through the PMC wiki, I think you said that's the correct way?
replacing the bat file, etc
yes
though you can make a new bat on your desktop too if you prefer
the tools bat would be replaced when you update the arma tools
Ok, after remounting P through that method, it didn't seem to change my texture map issue
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.
why pac?
that's what I pulled out of the PBO
most of them are PAA, that's the only PAC
Is my path naming scheme correct?
in object builder config?
yes
"path for textures" is blank
set it to P:\
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.)
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?
from the sample files
did you add any selections to those triangle thingys?
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...
@karmic silo Why did you even remove your posts
Kept getting random DMs that were not too nice lmao
Understandable reason I've ever heard
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
@marsh canyon setobjectmaterial has been pretty borked for a while now (year(s))
Is it? Damn...
@blissful fulcrum your ironsight bone is part of another bone
would that be an issue in my model or model.cfg? forgive me im sorta new to this
hmm when i check the weights of my selections i only see 100% of what they are supposed to be
can you show screen from that menu?
mmk and when u say bone do you mean my axis or my selections? just want to make sure
thas just the backsight but the foresight says the same thing
except it says "foresight" lol
and how is your model.cfg looking like?
do you have autocenter = 0 in geometry LOD?
you need named properties window to see that
im not seeing any
thats your issue then
oh
hey reyhard, do you know the GunnerAction for the person to stand up in FFV turrets?
Thanks reyhard!
i have
none of em stand up unfortunately
I remember shultz posting this
but unfortunately, that dropblink dont work anymore
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?
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 ๐
try triangulating your mesh
in blender, select your mesh, goto edit mode and select all select face(ctr+f) select triangulate faces, then try again to export
hope i explained as hard to understand as possible ๐
No problem, always remember to triangulate ๐
hhhh, one more problem that i have signed the geo lods in blender but i cant see them in OB
with proxies yes
you use the proxy that uses that animation
thats what gunner/driver etc proxies are for
or are you trying to make that rtm?
^^
?
then you need a proxy for that rtm to see it like that
how do u import an rtm into a proxy?
for example you take the sample man, import your rtm to it and save it as your gunner_proxy.p3d
ohh
ok
it wont let me import when i right click on the keyframe
any reason that might be?
probably clicking the wrong thing.
HELICOPTER RTD: looking for anyone who knows how to calculate MOUNTSTATION xyz coordinate for ground contacts in Helicopter RTD XML?
@upbeat prawn try to search for RTD in:#arma3_config
As a rule, when creating a file structure, using something like RHS or CUP for example, do you do RHS/Ural/data
?
depends... what are you trying to do?
well i'm starting to second guess my naming
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
But is that going to pack my truck into a operation68.pbo and it have to stay that way?
where is the config.cpp located in this?
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
only folder with a config.cpp will be packed to pbo
- use a smaller modder prefix, like OP68
- create a folder named as your prefix on pdrive
create subfolders for each pbo you want.
OP68/5ton/config.cpp will result in 5ton.pbo
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
on your p drive it's just top keep thinks sorted actually
ok
i've already started doing textures and rvmat reassigning, if I move the p3d is that going to screw everything up?
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...
ok
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)
ok, thank you, that looks nice
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
and whatever you do, make sure you don't have the p:\ in a path. ๐
Cool, thank you
Do the flag proxies work on vehicles? I've never seen one in arma 3
they do iirc
yep they work
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
What is the purpose of the wheel _1_1_hide vs wheel_1_1_unhide?
hide the functional wheel, unhide the destroyed wheel
and the unhide wheel is a proxy?
it doesnt have to be, but can be
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
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.
hm, ok
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
every time you add a named selection do you have to redefine it?
what do you mean
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
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
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?
deselect and then select that named selection again and you will see what it contains
right, it has the piece that I selected
if it has what you want, then there is no need to redefine
if you want to add to, then click first on the n.selection, then in the viewer add to it, then click redefine
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"
ok
The czech names here: https://community.bistudio.com/wiki/ArmA:_Selection_Translations
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
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
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.
physx lod does not contain mass
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.
well setting it to 0 when everything is selected will remove any mass you might have.
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?
Don't think so.
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?
@sullen scaffold any name but I stick to "MyModelnameSkeleton"
ok thanks
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.
@sullen scaffold did you read the BI wiki pages about "how to animate a model" and model. Cfg
reading now
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.
Buldozer works only with PAA. Not sure what you mean there
I don't know, i've screwed it up somehow, probably going to have to start over
so frustrated
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
What are you packing it with?
pboproject
Got pics?
sure, 1 min
here's what it looks like in buldozer: https://imgur.com/a/CNoRq6i
here's what I have in arma: https://imgur.com/undefined
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
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
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
I looked for a manual for object builder, couldn't find anything
how did you assign textures?
mass texture & material renaming menu
that is not assigning, that is changing paths
its an arma 1 model, so they were already assigned
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 donโt you make an ammo box or smth, it doesnโt involve hand iks, physics lod etc
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.
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
- always have a split where a hard edge is
- you can have more uv splits than hard edges
- keep stretching to a minimum even if that means more uv islands
- try and keep things parallel to u and v axis
especially for hard surface meshes
Thanks for the advice, I think I'm just tired. I'll have a rest and have another go at it tomorrow.
- for arma, uniform texel is recommended
- adjust padding for resolution
for 1:1 blender uv unwraps, i am sure there are countless tuts
for 1:1 blender uv unwraps, i am sure there are countless tuts
@quick terrace Countless + infinity
afaik, as non blender user, you can do what max can do too, as in directly unwrap based on hard edges
and thatโs already a good automated starting point
you can indeed
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
p3d names match for sure?
ManSkeleton should likely be OFP2_ManSkeleton?
yep, the one from samples_F/templateRTM
in your pastebin its not though
it failed when I use the OFP2_ManSkeleton copy pasted from eliteness
failed how?
same, stuck between the legs
OFP2_Manskeleton is what the engine uses
let me try from Samples_F\Test_Character_01
that one should work I think.
I used it in my setup yesterday with independant model.cfg and it failed
๐
I'll see now
now it worked
every day in arma 3 I feel more retarded
ty @stuck oyster
๐
@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"};
but you now have one selection, but 2 textures...
each texture you add to hiddenSelectionsTextures[] needs it's own entry in hiddenSelections[], meaning your model needs multiple named selections
that only contain the mesh that has that texture
Is this something I can fix in the config, or does the model need to be separated into different parts?
did it have only 1 texture?
since that is what I have listed
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?
yes
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?
fix the uniform damage/hitpoint values
or it may need a ace compatibility patch taht enables ACE damage stuff on them.
when in doubt where to ask, #arma3_questions is the place to go
Hey @shrewd jay is Toolbox p3d exporter capable of writing custom vertex normals?
No not yet. It pipes through o2script to "fix" the normals
Hauzman's issues resolved btw I accidentally exported the model without a fire geometry.
๐ that does make sense
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
pls dont tag for quick questions. This aint no 24/7 hotline ๐
also whats a text curve?
sure, but truth to be told its not important to me.
im not paid employee or teacher or anything like that
Im just volunteering my time and knowledge here
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
text how?
just a text you know
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
maybe you did not pack it in
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
that wont work
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
@stuck oyster and @steel vector - Correcting the mesh with the proper hiddenselections worked. Thank you.
๐
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?
probs broken physX config
could my center of mass be off?
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.
well did you just copy it from somewhere or did you actually calculate correct values to it?
just copied it, i'll read over the cars config guidelines and see if that tells me what to modify
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.
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
Do you know if there's any way to change the background LOD color?
@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! ๐
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
not rly.. i wanna import a lot of assets and it wouled save a lot of time
@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.
That does not sound fishy at all.
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;
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?
So to take a negative value would it be like this? @stuck oyster
minValue = 1;
maxValue = 0.72;
Logic says no
What animation are you making?
@stuck oyster Some translation for a bank vault
Logic says no
@stuck oyster So?
I don't understand what you want
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
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.
@stuck oyster Sorry, I don't usually speak English. Maybe a video is better.
@wary shore minValue = -1;maxValue = 0; ?
Yep, I've made it work. But now I have a problem, the doors rotate their position but without animation, only the rotation changes, as you see in the video https://gyazo.com/e9137477dd4bca8fcf2f4ad3d97bf489
you are most likely missing animPeriod parameter in AnimationSources
It is set to 1 @rough idol
no im not here.
@rough idol https://pastebin.com/N88B2zMS model.cfg https://pastebin.com/zmaCMZcs config.cpp
@wary shore your source doesn't match animationsource entry
It is most likely also reported in Rpt file
Star Wars?
yes
you won't get help here for anything IP breaching related
@wind crow read #ip_rights_violations now.
not sure why that's hard to grasp
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.
@bold flare this is done so that people have fewer mods in the preset. I didn't assign any to myself
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
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.
Thanks for taking it down. I've taken the liberty to delete all your illegal content related questions in this discord.
no problem for not knowing (even though this topic is brought up quite often)
problem would have been to keep going ๐
Thank you for your understanding, really
@rough idol Model.cfg https://pastebin.com/9T8yWyW0 CfgVehicles in config https://pastebin.com/PTCcuak7
Still not working
@wary shore class name should match one from model.cfg and source should be "door"
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.
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
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 class name should match one from model.cfg and source should be "door"
@rough idol what should i change?
@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.
model the parts like the real thing is assembled
what memorypoint is used to aim down the sights for turrets/
@rough idol can you help me with this?
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
good idea
@wary shore class AnimationSources
Just to confirm, static props (ammo boxes, buildings, bunkers, etc...) don't need skeletons and model.cfg skeletons if they have zero animations, right?
don't think so
made some plain collisionless props and they didn't need any of that
maybe if you do doors it does
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.
is it ok to modify A2 models?
Of course as long as your project stucks to Arma series AFAIK
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?
This seems to be more of a config/texturing question but yeah, you can assign materials that go along with camo variants. You can read more about texture sources here:
https://community.bistudio.com/wiki/Arma_3_Vehicle_Customization
Thanks!
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
https://pastebin.com/kUHWWgTV Both the model.cfg and config.cfg
sourceAddress="loop";
use "clamp" instead
source="zeroing2";
use "zeroing.1" instead
check the section about muzzles in https://community.bistudio.com/wiki/Model_Config#Animation_sources
the actual problem is that the sample models are not 100% correct or uptodate
yea that got it working Thanks ๐
@stuck oyster Thank you, the model work now. It was the paremeter called BoundingSphere in the animation set
@trim obsidian requests like this go under #creators_recruiting
Thank you
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 ?
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
dt map, mc map
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?
the process should be the same, although I'm not sure about the Arma Toolbox
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.
pretty sure that car mesh isn't made by you....
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?
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.
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.
@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.
@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
pm?
@fluid hound BI doesn't provide MLODs for A3 content, only for end of life products (A2 and A1)
you can contact BI directly, see if they want to release under specific agreement such files directly to you
but i won't hold my breath
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?
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
@white jay yes
@fluid hound https://www.bohemia.net/company/contacts
i won't provide you with direct emails for specific developers, but you can try getting into contact that way
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.
@fluid hound to be honest, redoing such boats yourself and getting these driavable might actually be faster
than wait for BI to provide you with an answer much less the mlods
@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 ๐ฆ
any ideas about my "AI who spot behind building" problem ?
I don't know where to look :/
can you develop on that problem, or link here where you posted about it in this channel?
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 ?"
posted yesterday evening (for me)
Define good? View geom components need to be solid, convex and each habe a componentXXX name
releasing them with compliance ot the rules set by BI?
Ripping apart and editing is not with compliance @fluid hound
Also the size of the building may affect the AI calculations
@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
and the 5th?
If you remove the view geom and make just big box for it how does that behave?
it's bigger but not big big, not bigger than other big arma building ๐คท
Some of my previous buildings are bigger than this one
I didn't test that, will give a try and see
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.
@stuck oyster same problem with a simple big box :/
so the AI can see through the building, or inside the building?
through the building
you do have a geo lod, besides the view lod?
and from what I saw, the passthrough doors and sometimes walls too
but I have collision with geo lod
yes
can you box em both just for testing purposes
1 big box for geo (componentXXX) and 1 big box for view?
alright, going to test
alright
it is very unlikely the issue to be anything but model related
yeah this is what I think too, it's not controlled into the configs ๐ค
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 ๐คท arma logic ^^
@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.
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.
oh wait you mean the simulation = ""; ? I think it's a plane but I could test helicopter and see if that works
mainly interested if its one of the physics types
if its bottom is flat and it has enough low center of mass it should stay down
but also only if its on flat surface to begin with
if its on a slope its likely to topple over
I'll have a play around with the plane and chopper sims and the mass and get back to you.
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
I dont think it has smooth animations. the animation state goes by the increments instantneous
it staying in same position seems logical as you are afterall switching to another muzzle that has its own animations
so as far as I can tell it sounds like its working as intended
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
or are they doing something more extreme with their stuff ๐
there is probably a way to do it then
just need to use right animation sources in right places
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
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.
@vast plinth the 2.79 methods are the same, the UI just has changed a little bit.
anyone know how to properly set up aim down sights on a turret?
@high stag dont throw same question on many channels.
and to answer it, you put in correct memorypoints that correspond to your config
didnt mean too
you can always delete messages that go to wrong places. Pro discord tip.
yea just figured
on another note, anyone happen to know why my memoryPointsLeftWaterEffect and the right adjacent isnt working for my boat?
do you have the config lines in your config.cpp?
yes
just seems like its always glitching through my hull
no matter where i move the memory points its all in the same position
that likely indicates its defaulting the location to the center 0,0,0 coordinates of the model.
Annoying him will definitely not help getting your question answered but probably do the opposite, I'd stop tagging if it's not urgent.
Any one knows how to turn on the Console on oxigen2? When i run a script its not showing me a consol
a what?
a console, like a power shell
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.
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?
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
No quick way.
LOL, he said quick in an arma related question ๐
It becomes faster and easier the more characters you rig. But there is not really any shortcut to that.
so no one knows how to show some printed output on the console of o2?
I would say people very rarely do their own O2 scripts as it is far more easier to model in more advanced modeling software.
O2 script comes with a manual I think so that's probably the best resource available.
What are you trying to do?
im trying to delete all propertys of the res lods and add lodnoshadow 1 to all but not the lowest res lod
than del shadowvolume and some more stuff
every res lod have lodnoshadow 1
lowest lodnoshadow 0
del shadowlods
recalculate normals
thats what i wanna have done with my script^^
but i need to see the consol to do some prints
Console itself can be opened from the same "window" menu as the other dialogs
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^^
Then no idea. There's maybe handful of people who have made stuff with O2 script
@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.
will look something like this: https://i.imgur.com/C9DJgSL.png
ahh thank you ๐ ๐
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
do you have Autocenter = 0 on the memory lod on property ?
not on the memory lod
ill try that
tried adding autocenter = 0 and nothing changed
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.
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.
@frozen umbra yes, you get super ugly banding effect
You mean these stripy visual artifacts? Pretty sure most vanilla houses have it, and seen it when sbsource=Shadowvolume on large objects too
yes all vanilla stuff with visualex have this
shadowvolume - you can have this, but only if you dont pay attention/ just copypaste geolod for shadow
happens when shadow lod is too close to surface of visual surface -> it partially thinks it is shaded
Hi, how many squares is the man in Object Builder?
I don't know what size is human in the face of the model
there samples that you can use
Arma man is about 1,80m
in the Steam Arma 3 Samples
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.
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:
umm... i can't post screenshot here?
jesus
is there a seelction for water culling that could be doing it?
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.
have you tried applying the antiwater_ca.paa texture from a3\boat_f\data?
not that it would solve the problem you asked about before
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
yes i tried, but the antiwater plane shows in game black, opaque, and doesn't hide the water.
which rvmat did you assign to it?
i made a topic about it: https://forums.bohemia.net/forums/topic/229395-what-is-wrong-with-my-antiwater-for-my-ship/
...where i even linked the P3D with the anti-water plane.
no rvmat, just the paa texture
did you sort alpha?
i couldn't find any documentation about it, the only mentions of it i found talk about the PAA texture (or even TGA).
sort alpha? i dont think so, i dont even know what you mean
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
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"
I don't actually know what "sort" or "sort alpha" does, I imagine its some sort of automation. I've never used it
are you linking the texture to the one in a3\boat_f\data or some other location?
I also stumbled across this for the first issue you mentoned
hiddenunderwaterselections[] = {};
hiddenunderwaterselectionstextures[] = {};
shownunderwaterselections[] = {};
no idea how to use it but who knows
well, now the antiwater doesn't show as a black plane anymroe, it is not visible, but it doesn't hide the water.
i am linking a3\boat_f\data\antiwater_ca.paa
it won't be visible, because its transparent
you pakced the pbo texted it already? damn I wish I worked that fast
yeah, its a small pbo, so it takes just a few seconds
I don't have any other suggestions for you unfortunately
sorry It didnt work out
the addon I've been packing several times a day is 424mb so it takes a bit lol
oh, i just noticed the antiwater faces do not have "Enable shadows" checked, so maybe i should do that... brb
you shoiuld compare your named properties
@fluid hound if its black, it most likely means packer couldn't find that texture
thoroughly
do you have that texture on your p drive?
I think he mentioned that it isn't showing black anymore, but its still not doing the trick
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
what happened to the industry standard pink for missing textures
and yeah, after doing the Faces -> Move Top in O2 it doesn't show as black anymore, it just doesn't hide the water
pic?
just a sec
protip: anytime you add a transparent texture to your model, you gotta sort your alphas
well, atleast when you experience problems
@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
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
That's a pretty good explanation actually
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
can you screencap the antimater selection as selected in the model in ObjectBuilder? DirectX and textures off preferably
it might be because you're using a proxy for the main boat model
thats a binarized model right?
the abaonded_blue whatever
also, the faces are oriented the right way right?
like when you have faces showing, the top is red color right?
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.
is the antimater mesh here the floor of the boat or is it up higher?
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
as long as they face up that should be fine
also on a sider note, are sharp edges necessary for geometry lods or just shadow lods?
its just shadows rirght?
i made a screenshot showing where the antiwater plane is: https://imgur.com/a/VtkyutR
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.
yeah thats a helpful shot right there for sure. @rough idol whats your verdict with this?
oh and yes, the model is binarized.
do me a favor. In game, in the 3d editor
place a boat on the water and move the height up and down
see if there's any change or antiwater effect at all
gyazo has a cool little gif creator tool you can use to demonstrate little snippets like that
but I fear this issue is because of the boat model being a proxy, and any textures "overlaying" it won't have any effect
you can always make a really simple test boat model and verify
yeah, good idea, i'll try embedding the model directly, not as a proxy, mmt
i dont know what gyazo is, so i made a YT video: https://www.youtube.com/watch?v=aM8g_3KCB-U
gyazo is just a 3rd party snippet tool that you can make an acc for and save your snippets online
you can also make short .gifs
I recently stopped using it, the windows one does the job enough for me
but the youtube vid's good enough, if not better than a short gif
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.
Crap. That is bad news, because apparently i cannot do this.
big sad
Wish i'd knew that before i spent 2 full days working on that boat.
couldn't you do some simple mesh inside?
It's all about alpha sorting, so if you will have proxy, and inside of that proxy some mesh, it still should work
Oh? right, that makes sense... i will try that!
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?
I believe move top should be enough
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.
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
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).
yes
maybe in arma4 we can use shaders with a shader graph built in the new ObjectBuilder
instead of these cheap work arounds
and maybe tomorrow i wake up in a bed made of gold and full of money - one can dream, right ;-D
that would be uncomfortable
but yeah when I mentioned making a boat model, I mean the simplest bucket shape you can make
ez 5 min job
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 ๐
Looks like this: https://imgur.com/swbCBhW
...and the water is not hidden ๐ฆ
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... 
I even converted the boat shape to tris, to make sure the quads wouldn't cause problems.
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.
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
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 try this https://community.bistudio.com/wiki/Arma_3_Named_Properties#forcenotalpha
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 ๐
huh, anti water is alpha ๐
ah, right, that one ๐
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 thats for me?
yes, what do you mean by exporting from o2 as p3d
not sure what you trying to achieve
and if you want whatever model to have a texture
you need to assign that texture to the model
obviously
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
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?
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
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
I dunno. There are not many guides and even less very indepth ones. BI forums is the largest resource of answered questions.
you could check out El Tyranos Blender to Arma series
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
That doesn't look convex
yeah that might be it.
hello all, I was wondering if anyone could help me, my model is coming out like this when I rev it up in bulldozer https://i.imgur.com/QwFztEe.png
I believe ive tracked the issue down to the RVMAT file as it doesn't have such errors without it
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
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
you likely have some of the used textures made in wrong way
what those are I cant say off the top of my head
gotcha, I found the issue and its a little different
take the defualt super shader rvmat from a3\data_f\
if I use absolute adressing, saying what drive its on
it inexplicetly gets it right
and replace your texture = lines with neutral ones on its stages
but when i do it right, and referecne them without saying which harddrive they're on
then it sounds like your tools/P drive set up is wrong
definitely could be possible I set it up years ago
PMC wiki has guides for that
anyone have a good program for unis