#arma3_model

1 messages Β· Page 150 of 1

stuck oyster
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Blender is free

mossy violet
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Okay, does anyone have any information on how to make an item convex and still keep it's shape? I'm trying to make a bunk and no matter what I do I can't make this convex (mainly because I don't understand what the word means) https://imgur.com/jbYIS4Z (It seems I've never had this problem because all my last items I made were convex by mistake). How do I make a bunker and keep it convex?

stuck oyster
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you make it from parts

vast plinth
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Anyone who can take a look at my config.cpp?
I have no clue what im doing, just put in some from different configs i found
https://pastebin.com/sPtvCkbP

stuck oyster
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convex means no holes or bumps

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@vast plinth depends what your goal is.

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BI wiki has explanations on how Configs work

vast plinth
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My goal is to get my model displayed in game. it is a basic sign with some paint on

stuck oyster
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and Arma 3 samples on steam have commented examples on all basic types of things you can make

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you are in the right direction

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but your class inheritance makes no sense

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you probably want nonStrategig as your base

vast plinth
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To be honest i am completely lost, this is like a new language haha.
Just trying stuff that i dont even understand

stuck oyster
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have you read what the wiki pages about configs explain?

vast plinth
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not sure ive been on the right one no

vast plinth
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Hmm ill read that, what id like to know is what is my line 1-14 doing

stuck oyster
wraith socket
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anyone have any idea why my backpack is so keen to become a bumbag?

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I've attempted a few things to fix it, including entirely weighting it fully to be on spine 2 and yet it stayed at bum height

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I didn't tinker atall with its location in reference to the imported default character either

wispy sage
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Do you have your model.cfg setup with the model inheriting from ArmaMan?

wraith socket
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I do indeed, I'm using the config distributed with the art of war resources only changed to match my models name

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im decently confident its "working" too as it was previously on the floor before I adjusted the config to actually have the right classname

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would it help if i posted the config?

wispy sage
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Setup like that?

wraith socket
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seems so

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ill try pasting that config its hard to compare them

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they certainly look almost identicle

quick terrace
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autocenter in geo lod p3d?

wraith socket
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ah sorry I'm not sure what that means

quick terrace
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do you have autocenter named properties ?

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in the p3d’s geo lod

wraith socket
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I dont think so

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how would I ?

quick terrace
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have a look over a3 samples

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there is a backpack there as well irc

wraith socket
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having a look for it now, I have the samples downloaded

vast plinth
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@stuck oyster Okay ive got a breakthrough here finally.
My addon now turns up under empty as it should
Only problem now is when i select it and click to spawn it in nothing appears.
My config.cpp looks like this now: https://pastebin.com/EVf3Aqcy
A bit messy i know.

Is it my config that doesnt allow the addon in, or should i look into if its the actual model?

A related question
Ive got a .paa with my texture for the model, and its added to the model in oxygen before i exported to my p3d
Do i need an RVMAT?

wraith socket
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got it I see the named properties now and I think I understand, would I set it to 1 or 0?

quick terrace
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i honestly don’t remember by heart, and i am on the phone atm, so can’t check

wraith socket
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np, 50 50 chance right

quick terrace
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but as said, sample files should hold that info for you

wraith socket
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ah true yes

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thanks for the help

quick terrace
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i think it should be 0, but i wouldn’t bet on it

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in general yes, you should have a rvmat as well

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for testing purposes a tex would suffice

vast plinth
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But we agree that i should be able to get it ingame and see it ingame without an RVMAT?
I see my textures just fine in buldozer

stuck oyster
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@vast plinth when you say exported as p3d

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do you mean saved as p3d

vast plinth
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Yeah

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sorry

stuck oyster
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with the "save as"

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not the export - export old p3d

vast plinth
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Nope, save as

stuck oyster
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πŸ‘

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when you drag it into the editor from the list

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is there any kind of icon or anything for it?

quick terrace
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@vast plinth you should even without a texture if the config would be ok

vast plinth
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Nope there isnt

wraith socket
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pufu you were bang on the money, the value had to be 0 and it was autocenter

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thanks again

quick terrace
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no worries

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@vast plinth it’s config related

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your object class name is listed under units in cfg patches

vast plinth
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It shouldnt be?

quick terrace
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is it a unit?

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again have a look over samples

vast plinth
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When i look around at objects like lamps, houses etc.
The object class names is listed in units

vast plinth
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@quick terrace Not sure i get you

stuck oyster
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all non characters are vehicles

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houses, signs, cars, helicopters

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they are all in cfgVehicles

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characters are there too but they are separated into units

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but Im not sure if that would break it

quick terrace
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that^

stuck oyster
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and actually yes there is only units array in cfgPatches

vast plinth
stuck oyster
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which would take the cfgVehicle classes of your addon

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so yea that would be the correct place

vast plinth
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hmm. what the hell can the problem be then

stuck oyster
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was there an icon when you insert it onto the terrain?

vast plinth
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Nope

stuck oyster
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ah

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the problem is you are not inheriting it from any class

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so your class is missing a ton of essential things

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probalby best would be to use one of the vanilla signs as a base class

vast plinth
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So it would be something like
class CfgVehicles
{
class POD_Skilt_POD:somevanillasign

quick terrace
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a lol...duh

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didn’t bother to look over inheritance

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find the base class

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and inherit from it, yeah

vast plinth
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now the funky question, what the hell is the base class.
I figured its not just the classname of some sign

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When i go to config viewer in eden these appear as parents: ["Land_SignCommand_01_generic_F","Signs_base_F","NonStrategic","Building","Static","All"]

stuck oyster
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signs_base_f probably would work

vast plinth
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Okay model is ingame thank you!

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Can i in anyway overwrite whats in the base class? i would like my model to be in its own category in the editor like i had before

stuck oyster
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everything you write into your class overwrites whats in the base class

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but everything you dont write gets inherited

vast plinth
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looks like this now, shouldnt it create its own faction called POD_Skilte ?

stuck oyster
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buildings dont have factions

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they use only the editor categories

fluid hound
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When binarizing my boat p3d, i see Section without material is in shape with ST coordinates
...this seems to be refering to the antiwater plane i added, because if i remove it, the warning is gone.

I guess it is not breaking anything, but is there something i can do to stop this warning from showing? (apart from running binarize in quiet mode)

quick terrace
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unwrap it

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might solve it

fluid hound
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you mean you want me to add uv map?

quick terrace
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i mean to have uv coordinates

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for that plane

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usually st warnings are related

fluid hound
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i am not sure if you want me to remove the uv coordinates or add them?
...i tried adding them, selecting the shape, opening UV Editor and mapping it somewhere - that didn't fix the warning.
so i guess you wanted me to do the opposite?

quick terrace
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i actually wanted you to do what you said you did

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somewhere should be ideally in the 0-1/0-1 uv space

fluid hound
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well, the warning remains, but thank you.

vast plinth
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@stuck oyster and @quick terrace thx alot for all your help
Got the model ingame
But my texture comes with an error saying it cant find mytexture.paa on my P drive.
Is that because my p drive is messed up?
Also i can walk right through it, is that a cfg problem or are we talking LODs here?

vapid nexus
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how is the pathing looking in rvmat ?

vast plinth
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i do not have an rvmat i just added the texture in o2

vapid nexus
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and what did you use to pack it down ?

vast plinth
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I used arma3 addon builder

vapid nexus
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you should use mikero's pboproject instead it would have given you a warning as when export models to the game you don't want the P:\ at the start

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and you are also going to need a rvmat

vast plinth
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but those files are there on that path

steel vector
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are you sure the paths to those files shouldn't be POD\POD_Skilt\POD_Skilt\POD_Skilt_POD\POD_Skilt_POD.p3d and POD\POD_Skilt\POD_Skilt\POD_Skilt_POD\data\POD_Skilt_POD.paa ???

vast plinth
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oh yeah right

steel vector
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or being relative simply POD_Skilt_POD.p3d and data\POD_Skilt_POD.paa?

vast plinth
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P:\POD\POD_Skilt\POD_Skilt\POD_Skilt_POD

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This is the complete file

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or path

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but im only trying to pack the last folder

steel vector
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but the P drive is how the files are internally seen, so the full path (without P:\) should be used

vapid nexus
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you don't use P:\ in config paths i have never done that and mine always works

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as example "model = "CF_Weaponspack\Addons\M16a1\data\M16a1.p3d";"

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i saw that change πŸ˜„

steel vector
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fixed it πŸ˜‰ for the out

vapid nexus
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πŸ˜›

vast plinth
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Rgr

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pboproject requires me to put in a required addon because i inherit a vanilla a3 class.

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How the hell do i figure what that addon is called

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cant i just require the whole vanilla game?

vapid nexus
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try A3_Data_F

vast plinth
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Hmm after doing all this my game now crashes when i try to place the model

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i get this in my RPT:
15:20:48 pod\pod_skilt\pod_skilt\pod_skilt_pod\pod_skilt_pod.p3d: No geometry and no visual shape

i know there is no geometry, but i did have it ingame without geom or texture before all this

steel vector
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that shouldn't crash your game

quick terrace
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what is the path on the p drive dude

quick terrace
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is it that long and double the same folders

late root
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Has anyone ever seen animated tracers? Like making the round rotate midair?

vast plinth
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@quick terrace yeah that is the correct path

quick terrace
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no idea

north sundial
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Pufu did you ever get around to making a multi material tutorial in more detail or nah?

white jay
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can someone send me the config format for uniforms

steel vector
white jay
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};

class UniformItem;
    
class tono_hippieclothing:
{
    author = "tono";
    scope = 2;
    displayName = "[AG] Test Clothing";
    picture = "\tono\icon.paa";
    model = "\tono\hippieclothing\hippieclothing.p3d";
    hiddenSelections[] = {"camo"};
    hiddenSelectionsTextures[] = {"\tono\hippieclothing\hippie.paa"};
        
    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = B_soldier_new;
        containerClass = Supply40;
        mass = 40;
    };
};

};

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is this correct?

steel vector
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If you read that wiki page you can see you also need a unit connected to it, and both need to be in the correct base config to work

quick terrace
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@north sundial nope, but what is it you need?

north sundial
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I was just writing up some documentation for my team that includes how to use multimats and while I know the concept of it in general, implementation into arma is abit confusing and the bushlurker tutorial is abit vague

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I think it’s bushlurker anyway

quick terrace
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mondkalb i think you mean

north sundial
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Thats the one

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I guess mainly id like a better explanation of the RVMAT, do you need a 0-1 texture of the building? (i'll link what i mean after this message) and can you only do the multimat with an ID map or can you use colour channels layered ontop of eachother like you can in unreal

cyan heart
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I'm unsure what you mean
You need a UV0 and UV1, they can be the same, but then a MM would make no sense.

Not sure how it works in unreal, but you need a mask (ID map) that can use red, green, blue and black and ofcourse you can blend colors to blend their according textures.

vast plinth
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Okay guys, my model is kinda working.
Though collision seems to be broken
I can shoot at parts of my sign where other parts dont get impact by bullets.
Also i can walk right through the model

I have a geometry layer
I added mass
I made it convex

What am i mission here?

cyan heart
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seems your model is not convex.
Check by going to Structure>Convexity>Find Non-Convex

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In geometry that is

vast plinth
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nothing gets marked

cyan heart
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Can you upload a picture?

vast plinth
cyan heart
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You have 3 components selections correct?

north sundial
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Okay so it uses a mask rather than channels got it, i just wanted to know if it could in theory use channels, i was asking about using an ID map but not using a basecolour/albedo map like the one i linked, and if this would then result in the object being textured with the multimaterials instead

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when far away

cyan heart
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multimaterial still applies from far away, except you make an mlod and bake the mm onto a supershader, which is usually done for the the last lod

vast plinth
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I actually made it into 1 big selection.
After i did "Component Convex Hull" it added 10 components

cyan heart
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click Component Convex Hull and dont edit the selections

vast plinth
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i need to select all first?

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im completely new and stupid at this

cyan heart
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No need to select them, it will do it automatically

north sundial
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Right okay so technically there is no need to do an mlod

vast plinth
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still walk right through

stuck oyster
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@north sundial technically you need only 1 lod if you want to see an object

north sundial
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Fair point haha, just trying to understand armas way of doing things and i think i get where multimats are useful as you can blend tillable textures mid polygon using the ID map mask

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correct me if im wrong obviously

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And reduces sections afaik?

cyan heart
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Both correct yes

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Also being able to scale the textures is an advantage if you have large surfaces

north sundial
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yeah ofc, so its just a much more efficient method of using tiling textures as otherwise each one creates its on section which can increase draw calls

cyan heart
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still walk right through
@vast plinth not sure what else could be causing this, want me to have a look at your files?

north sundial
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ive always made my geo out of cubes, is the round part 6 sided closed and split for each individual part?

vast plinth
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@cyan heart would be nice.
Just want my P3D?
I currently have deleted my geometry layer and created a new one

north sundial
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@vast plinth

cyan heart
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p3d is fine yes

vast plinth
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send you a pm

cyan heart
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        opened topology detected!```
north sundial
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Oh dang what did you use to get that output?

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some p3d checker i guess?

cyan heart
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Structure>Topology>Check non closed

north sundial
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didn't know it did that

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Sweet

cyan heart
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It's a tool, can't share it unfortunately.
But OB has the same functions

north sundial
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ah right okay

cyan heart
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Make the cylinder only 8 sided, that should be enough and make each triangle its own component

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Maybe 12 if you need the accurarcy, but it's just a sign, so 8 should be fine

white jay
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just ur average beginner uniform

stuck oyster
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yup looks about right

woven wave
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anyone ported any models from arma 2. I have found all the releavnt textures but i've still got 3 argb paths that I don't know what to do with

steel vector
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CUP? 🀣

median bough
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anyone ported any models from arma 2
cup?

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damn... ninjad πŸ˜„

woven wave
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well yeah but they don't apricate people taking there configs and files am guessing

median bough
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configs are a nobrainer. what we have issues with is when people take the whole thing and repack it (models, ect)

woven wave
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exactly hence am doing it the hard way

median bough
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as i said... configs? knock yourself out

woven wave
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thank you for the guide struggled to find guides about it only found one so far

steel vector
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not to mention that mods like CUP are great to learn the basics and quirks you might have

median bough
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we actually endorse people to unpack cup to see how stuff is done. just not ripping it πŸ˜‰

woven wave
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thats fair enough I read the cup website and the faq and got slightly mixed messages from what I read so I answered on the cup discord before I went unpacking peoples work

median bough
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right. some stuff is really misleading on our site. still has texts and statements from "the old days" on it. new site is WIP

woven wave
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also from that guide am getting that I don't have to worry about the argb values till I get to reflections and pip. Am i understand it right

median bough
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tbh, it has been quite a "few days" since i did a port. i suggest you work the tut until you reach that certain point and just try

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and one major important point:
use your prefix for models!

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don't use vanilla name spaces or any CUP related. both will end up in compatibility issues

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like this example
First, we copy the model, datsun_pk.p3d, to the output folder. Rename it to CUP_datsun_pk.p3d.
use something like TOM_datsun_pk.p3d

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same goes for class names

woven wave
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ah okay yeah good note it was still called UH1Y.p3d

median bough
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nope... that' bad πŸ˜„

woven wave
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do you do that with the rvmats and textures or just the base models

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because I may cry a little bit if you say I should of done it for textures

median bough
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only for p3d and class names

woven wave
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okay good haahah don't think I can be bothered repathing all the textures again

median bough
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repathing textures?

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in the model?

woven wave
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yes

median bough
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ez pz

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open the model in n++
search and replace -> old path -> new path

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it is important that the model is not called UH1Y.p3d but <YOUR PREFIX>_UH1Y.p3d

woven wave
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yeah its now RAF_UH1Y.p3d

median bough
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then your class name should look like that also

{
    stuff
}```
woven wave
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Thank you for the help fella, determined to get it all working after redownload arma 2 & AO for it

median bough
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to get a better idea, open the CUP UH1Y config and see for yourself

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Thank you for the help fella
you're welcome

woven wave
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are you wanna the cup devs then cos big up your work if so amazing modset

median bough
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yes, i'm with CUP. and i'm actually also the one who ported the UH-1Y back then πŸ˜„

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what a coincidence πŸ˜‰

woven wave
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haha a big coincidence, yeah am doing an raf mod and they use a huey so its better than making a new model for it.

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one less model for me to make πŸ˜†

median bough
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i knew the bri ish use the apache, but hot that they also have the UH1Y... TIL πŸ˜„

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well, nothing on the wiki about that...

woven wave
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I mean they are being withdraw but

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ah well something to learn from

woven wave
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hmm does anyone know where the helicopter blur rotors proxies are located they don't seem to be with the rest of the a3 proxies

median bough
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fastest way would be to do a folder search (ctrl+f)

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seach for blur

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or look at the old path

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UH1Y_mainRotorBlurred_proxy.p3d
UH1Y_tailRotorBlurred_proxy.p3d
CA\Air2\UH1Y\

wraith tendon
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*blur* <- with "*"

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* = anything like abcblurcba , abcblue or blurcba

median bough
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not needed for windows folder search πŸ˜‰

wraith tendon
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erm, i have to oO

median bough
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Β―_(ツ)_/Β―

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u not worthy πŸ˜„

wraith tendon
white jay
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anyone know a good way to solve weights

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for uniforms

fluid hound
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What are the usual causes of vertex: ####, sum of weights is 200, should be 100 ?
I dont know where to start looking.

rough idol
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vertex is part of 2 bones and skeleton is discreet

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in discreet (non weighted) skeleton, each vertex can be assigned to only single bone

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common mistake is i.e. assigning glass door bone to door selection

fluid hound
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aaha, the vertexes belong to a wheel (on an aircraft), but i dont see why would that be weighted to more bones ...maybe i added the wheel into something else by mistake.
Thanks, hopefully now i know what to look for.

fluid hound
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btw. the skeleton is not discrete (resp. it has isDiscrete=0)

stuck oyster
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Was this vehicle or character

fluid hound
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vehicle, an airplane

stuck oyster
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Could be any lod too. Check all selections

fluid hound
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by the way, is there some shortcut to add new UV Set?
...i keep finding second UV sets in various lods, seems to be random, but always after a while of working - i thought maybe i press some key by accident which does that?

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Aaah, it was the darn damageHide - it had wheels in it.

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btw. why am i getting these shadow(1000) warnings?
13:39:24: <model = "p:\mors\tanoa\an2\an2wreck.p3d"> 13:39:24: Warnings in p:\mors\tanoa\an2\an2wreck.p3d:shadow(1000) 13:39:24: Warnings in p:\mors\tanoa\an2\an2wreck.p3d:shadow(1000) 13:39:24: </model>

stuck oyster
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More complex than recommended shadowlod

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Likely

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Don't think there's shortcut for uvsets but it transfers over if you copy paste parts between lods

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Or it can happen when you are making the model.

fluid hound
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aha, the copy paste would explain it i think.

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more complex than recommended? that wreck is from Arma 2 - how can it be too complex for A3?
Could it be something else?

fluid hound
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I can't find any key to switch to the next animation in Object Builder.
It should be Enter (next) and Backspace (prev), but it doesn't do anything.

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sorry... i mean in Bulldozer, when previewing the model from Oxygen

white jay
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anyione abelto help, me with my first uniform

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ive tried different weights and everything i could think of but all of the uniform is out ofm place

foggy finch
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sorry... i mean in Bulldozer, when previewing the model from Oxygen
@fluid hound middle mouse button switches animation, mouse-scroll will cycle the animation steps

woven wave
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@white jay you making a model or retexturing an arma 3 outfit

white jay
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model

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@woven wave

potent forge
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hello, I am getting the error "warning: duplicated lod 1 and lod 2, resolution 11010.0 ShadowBuffer 0" while trying to pack a mod via Mikero's pbo project. Does anyone know how to resolve this?

bold flare
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remove the duplicate lod

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you should not have a 11010 lod in your model, unless you set the sb_source appropriately I think

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either remove the lod, or set the shadow thing to a custom shadowbuffer lod to stop it from generating its own

potent forge
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Thanks @bold flare, deleting the excess shadowlods seems to be doing the trick for now

woeful viper
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so uhh... im looking at Simplygon again, does anyone have a link or knows what the data share with Micro$oft allows them to do ? Cant find anything meaningfull on the website... maybe im just blind

quick terrace
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no idea, although the thing is cloud based

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so it requires the data to be sent one way then downloaded

sacred grail
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There is an option to use simplygon locally. I had to use it for a while because my grid was borked. I wouldn't let Microsofts data collection steer you away from it. It is a fantastic tool and can significantly help with the lodding process.

woeful viper
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well... considering companies like ActiBlizzard now have in their EULA that they reserve the right and ownership to sell your usercontent without your permission, its best to check first

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the simplygon simply links to "general microsoft terms of use"...

stuck oyster
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you mean before your cool new model appears in some Microsfts new game for xbox?

woeful viper
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exactly... cant take any risks πŸ˜›

halcyon wren
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With the free simplygon you'll have to install the desktop version that sends the data you do to their cloud "for analytics".

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Thats the extent to what it does from what we have found out through SDK documentation and implementation.

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It needs a network connection anyway to authenticate the key.

woeful viper
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its basically game industry espionage then ... at least for those who dont pay the ransom πŸ˜„

halcyon wren
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Nothing is free.

woeful viper
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certainly

halcyon wren
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Smallest batch of sgon licenses you can acquire is 10 seats for 10 grand a year I think.

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Or maybe it was 25k. Not sure now, i didn't handle the business end. πŸ˜„

woeful viper
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anyone willing to share their preset ? πŸ˜‹

fluid hound
#

When i place my aircraft in the editor on the ground, its front wheels are burried under ground, and tail wheel is hanging in the air.
If i start the game, the aircraft is tilted back, sitting on the wheels as it should, but how do i fix the way how it looks when placed in editor?

Could it have something to do with landcontact? (i thought its not used since physx?)

woeful viper
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yes its landcontact

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in editor, nothing is simulated... so it uses landcontact

fluid hound
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aha, thank you

fluid hound
#

so i create landcontact lod and place three vertices where the contact is, and thats it?
Or do i need to add them into some named selections?
I can't find any documentation regarding landcontact lod.

woeful viper
#

you dont need selections - at least not for planes i think

#

cars/tanks i think now have one vertice for each wheel, and also are according to the wheel suspension named selections

#

havent seen a specific difference between not naming it, but iirc reyhard said this was the way after some update , so i just do it like this

fluid hound
#

I can't make it work with 3 simple unnamed vertices in the landcotact lod.
There must be something else getting in the way, because there is a point where the vhicle snaps to the surface - weirdly enough, i dont see any memory point at that position

#

...and its not at model's 0 either.

woeful viper
#

name em like the wheel bounding point then...
bounding box has some influence on vehicle placing as well

stuck oyster
#

planes can benefit from landcontact being part of the wheel selection

fluid hound
#

wheel bounding point ...sorry, but i have no idea what you mean.
i looked into the test plane in BI Samples, where the landcontacs are called gear_1_stabil_1, Wheel_2_damper_land, and Wheel_3_damper_land, so i named them the same, but no difference.

stuck oyster
#

does your plane have those selection animated?

fluid hound
#

I named the landcontacts wheel_1_1, wheel_1_2, and wheel_2_1, which is how my wheel slections are called, but that didn't make any difference either.

#

The wheels rotate, but no other animations anywhere near them

stuck oyster
#

at this point its pointless to just sfire into darkness at random

#

stop

#

do you have animated wheels/landing gear?

fluid hound
#

the landing gear is fixed, no lowering/retracting anims.

stuck oyster
#

then it would be pointless to try to use animated points for them

#

if you have the landcontact points at the lowest point of your wheels that should be enough

fluid hound
#

i want to add damper to the front gears later, but i thought it would be better to fix this first

stuck oyster
#

is this some olden times type plane if the wheels are always out

fluid hound
#

Yep, it is the An-2, i am trying to convert it from Arma 2

#

apart from minor details like the fact the plane starts rolling forward even without pilot inside, and this placement problem, it works ok.

stuck oyster
#

and the original did not have land contact lod?

fluid hound
#

it did, but i read somehwere the landcontact is not used anymore in A3, so i removed it, then i added it back trying to solve this.

#

When looking at it, it looks exactly as my new landcontact looks - except it has the front wheel vertices added to damageHide selection, and then there are two more vertices above those - so if the plane is destroyed, it hides these contacts (because wheels got snapped off) and those contacts above remain.

stuck oyster
#

yes

fluid hound
#

i tried adding the vertices to damageHide, and without doing so, but there is no difference.

#

(i mean, no difference as far as the in-editor placement problem goes)

stuck oyster
#

compared to your physx wheel points, are the landcontacts above or under them?

fluid hound
#

I was also looking at unbinarized Cessna TTx from A3, because i just dont trust the BI Samples (i think some things are out of date there), and its having landcontacts with the vertices added to selections wheel_1, wheel_2, wheel_3
Its also fixed gear, just one wheel in front and two in back, and they use two vertices for the front wheel, otherwise, no difference.
...i already tried copying this aproach, adding the points to wheel_1_1 etc., but taht didn't help.

stuck oyster
#

you should not have such files.

#

its pretty serious offence no matter your good intentions

fluid hound
#

In my physx lod i do not have the wheels at all - only the "sticks" the wheels are attach on.
And the point where these (front gear) sticks ends is burried in the ground a bit in the editor - but the tail wheel is hanging in the air, so if it goes by the physx lod, it does it in a super weird way.

#

Those files are fine, no harm can ever come from them, the meshes are intentinally messed up in them anyway.
Its just for learning purposes.

quick terrace
#

@stuck oyster if he used the TD's website, that's fine

#

there is a noise applied to the mesh

stuck oyster
#

yeah I figured from the noise.

#

right now it seems to find the median point of your landcontacts and stick it down there

fluid hound
#

could be, but i'd say the median point is significantly higher than where it sticks, but let's say that is what is happening - why would it be?

#

When i look into memory lod, the pos cargo and pos driver points seem to be exactly where the aircraft touches the ground when placed in the editor.

#

Could that have something to do with it?

#

I'll try moving those points, see what happens

stuck oyster
#

how about your geometry lod? do you have wheels there?

fluid hound
#

moving he driver/cargo pos didn;t do anything

#

yes ido have wheels in the geometry lod

#

they are just Component##, they are not added into the wheel_* selections.

#

there are no wheel_* selections in the geometry lod.

fluid hound
#

what about the autocenter property? (https://community.bistudio.com/wiki/Arma_3_Named_Properties#autocenter)
i saw it mentioned somewhere in the forums, that even fro planes it should be set to 0 on geometry lod.
is that some urban legend or is that true?
Anyway, i tried adding it, with value of 0, and now the plane gets placed slightly higher - it seems that the placement is now on the level of where the front wheels centers are, or their axis.
So, still completely wrong.

stuck oyster
#

if you put all the points on ground level under the front wheels what happens?

fluid hound
#

i dont understand.
all the points - you mean the landcontact vertices of course, but what is "ground level" - you mean 0 vertical position in the model? (that would be actually above the wheels), what do you mean by ground level?

stuck oyster
#

under the wheels where ground should be

#

but flat under so the rear wheel is not up but at the same level as the front ones

fluid hound
#

ahh, interesting.. that would make sense in a weird way.
I'll try.
In teh meantime, i tried moving the landcontact verices two meters lower, and now the plane is placed way higher - so the landcontacts are taken into account.

stuck oyster
#

its taking their vertical median then

fluid hound
#

yeah, seems you are right about hte median.
After moving the tail wheel landcontact vertex to be in level with the vertices of the front wheels, the plane is now placed exactly at that point - the front wheels are now nicely above ground, as they should (the plane is still in the same wrong horizontal position with the tail wheel not touching the ground).

stuck oyster
#

yes well that is just how it is I think

fluid hound
#

thats weird, why then use more than just one vertex for the land contacts?
well, this is super disapointing.

#

sorry for wasting your time.

stuck oyster
#

pretty much all modern vehicles are at level

#

older aircraft are misfit exception

fluid hound
#

true, and i recall every vehicle seems to be modeled as standing on the ground, so thats why it probably then look just right

stuck oyster
#

and likely it has something to do with how 3den places and shows them

#

indeed

fluid hound
#

just to be 100% sure, i placed vanilla A-10 over a ditch, so the side wheels should be standing on the ground above, but nope - the plane levels to the terrain underneath its central point (roughly) where the hole is, resulting in the wheels sinking into the ground.

#

At least now i KNOW.

#

Now the last problem - how to stop ghosts from haunting the plane, causing it to drive forward with no pilot inside πŸ™‚

#

Ahh, i need to clean that glass - i couldn't see, there is actually a pilot inside!
He shouldn't be there - i removed him from the plane and deleted him when i placed the plane, but somehow a pilot still appears when i play the scenario.
What is that about? πŸ˜„

#

...sorry, in any case, that doesn't belong here.

potent forge
#

Still receiving an error:
"warning: duplicated lod 1 and lod 2, resolution 11010.0 ShadowBuffer 0", when trying to pack my model using Mikero's PBO Project. Deleting the duplicate lods corrects the error, but leaves my model without any shadowlods.. My guess is I am overlooking something minor, but can't seem to figure out how to correct the error without having to delete all of my shadowlods?

rough idol
#

@fluid hound all land contact points are levelled to one average height

#

at least when it comes to editor placement

#

there is one tricky thing - land contact points are also used for some of the collision handling so their correct placement is quite tricky

bold flare
fast field
#

New to modeling any good tips to start out??

median bough
#

yes. decide what you want to do.
3d, terrains...?

fast field
#

Mostly getting into it for developing on life servers. So I'd like to do houses and clothing, and then possibly branch into weapons and cars if I get good at it, I guess:)

median bough
#

what's your experience with 3d software?

silver zenith
#

-Object must be named ComponentXX (where XX is a consecutive number between 01 and 99).
-Must have 'Mass' (Alt-M).
these are 2 requirements for a Geo lod to work
what do they mean exactly?
for the first do I just rename the object from the top right like this? https://imgur.com/a/hrCclFT

#

[I'm in blender]

#

or do I rename the components in OB?
if so does that require any prior edit from blender?

stuck oyster
#

Each component must be convex

#

Study the samples and/or do chat search for geometry or convex

silver zenith
#

oh it is convex
what does it have to do with the ComponentXX naming?

stuck oyster
#

3 rules each part of the geometry has to fulfill

#

Not 2

silver zenith
#

well the biki has 5
but these are the only 2 I don't understand

#

I guess that alt+M is OB related

stuck oyster
#

Blender Arma toolbox has component naming automation and possibility to set the mass too

#

And yes OB has tools for them too

#

Also tools that check if the components are valid convex

silver zenith
stuck oyster
#

No

#

Weighting is related to animations

silver zenith
#

I don't see the tool you mean for mass

stuck oyster
#

Mass is a geometry/physics related property

#

You need to have geometry lod active and be in edit mode if I recall right

silver zenith
#

yeah I am
not too parsed on armatools so not sure where to look for this mass thing

stuck oyster
#

Should be around that area of the toolbars

silver zenith
#

mhm nothing changed

stuck oyster
#

Then you need to look around. It's there somewhere.

#

Or use OB

#

For that part

silver zenith
#

but I guess the component renaming tool is the one to rename vertex groups

worthy widget
stuck oyster
#

Why?

median bough
#

good question

fast field
#

@median bough I don't have that much experience with 3D modeling, but have recently begun getting into blender

worthy widget
#

@stuck oyster I have a horrible, horrible idea and this is my biggest roadblock

median bough
#

that is good. doo some donuts and cubes. before you can get stuff into the game you need to know some 3d basics. there are a lot of good blender tutorials on youtube ect.
once you know how to blender, you can have a look at this
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/

stuck oyster
#

@worthy widget can you elaborate? cant really advice if what you are after is even possible if you dont tell what you are trying to do

worthy widget
#

Ok so basically all I want to do is convert a bunch of 3D models (fbx preferably) to a p3d.

Literally replicate going file > import > fbx and then file > save as xxx.p3d in object builder

I just don't want to click it 100+ times

stuck oyster
#

cant be done

#

at least now without quite extensive rewrite I believe

halcyon wren
#

Y'all know that OB can directly import FBX, right?

stuck oyster
#

he would need a O2script wizard to automagically process those 100s of fbx

#

100s of FBX sounds like stuff from the interwebs which likely is not game ready to begin with though

halcyon wren
#

Yup.

#

Only time I need batch export is when exporting a batch of 30-40 FFV anims.

worthy widget
#

Yeah, since they are really light objects and I literally only need the 0 res lod for them in this case I was hoping I could just do the equivalent of chucking them all in a blend file

#

and then doing the export as separate objects script

#

but with p3d instead of fbx

#

obviously I am unsure of the logistics of p3ds though

#

Like im aware its kinda a bad idea - but I have no intention of releasing anything with it im just mucking around because its funny

halcyon wren
#

If the blender p3d plugin is written like any other exporter, then it can be interfaced with through .py and a batch tool will be easy.

median bough
#

some important questions:
what kind of objects
what will their suppose be
why only one LOD

stuck oyster
#

if its just for funnies its perhaps not really worth the time spent

worthy widget
#

Ah sorry

bold flare
#

cant be done
10 minutes of autoIt scripting and its done. For bare fbx import and p3d export, not configuring correct lods and stuff.

worthy widget
#

what kind of objects
Planes, cuboids, like a bunch of stuff that is maybe like 10-50 faces each max

why only one LOD /what will their suppose be
Entirely for looks, shouldn't interact with the world in any significant matter other than being a passthrough simple object. So no geom, fire geom or anything like that

#

Mmmm maybe I should reinstall the autoit, been a while but last time I found it was really easy to use

stuck oyster
#

with AutoIt, perhaps. With Blender only, Difficult/no can do.

halcyon wren
#

I highly doubt that. You should be able to call the p3d export plugin from python.

worthy widget
#

Yeah, thats what I was thinking. I am just having a bit of trouble doing it haha

#

Time to try and brush up on python I suppose

halcyon wren
#

bpy.ops.export_scene.fbx(filepath="P:/ANIMSOURCE/t55_crewontop/export/gm_t55_loader_01{}.fbx".format(ac.name), check_existing=True, axis_forward='-Z', axis_up='Y', filter_glob="*.fbx", version='ASCII6100', ui_tab='MAIN', use_selection=True, global_scale=100.0, apply_unit_scale=True, bake_space_transform=False, object_types={'ARMATURE', 'CAMERA', 'EMPTY', 'LAMP', 'MESH', 'OTHER'}, use_mesh_modifiers=True, mesh_smooth_type='OFF', use_mesh_edges=False, use_tspace=False, use_custom_props=False, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', use_armature_deform_only=False, bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_force_startend_keying=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, use_anim=True, use_anim_action_all=True, use_default_take=True, use_anim_optimize=True, anim_optimize_precision=6.0, path_mode='AUTO', embed_textures=False, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True)

Thats the line I use to batch export FBX. An equivalent for the p3d plugin likely exists. Can't help you beyond here though since I use the FBX importer in OB. πŸ€·β€β™‚οΈ

stuck oyster
#

may have been the difficulty I remember was with the import part of p3d.

worthy widget
#

Cheers, I will persist some more

worthy widget
#

@halcyon wren You were absolutely correct! I got it working, or mostly at least

worthy widget
#

Heres the script for anyone else

#

Just ensure that all the relevant objects are selected as an Arma Object in blender

fluid hound
#

there is one tricky thing - land contact points are also used for some of the collision handling so their correct placement is quite tricky
@rough idol could you please elaborate on that, or point me to some source with more details?
btw. just to be sure - we were talking about aircrafts (it may be different than for other vehicle types)

north sundial
#

can anyone think of a prop object in arma that uses a multimaterial?

#

Was just thinking that its technically possible but no examples come to mind

quick terrace
#

afaik there isn't any

#

because a multimat is effective when a lot of textures are used

quick terrace
#

and size obviously

potent forge
#

Thank you for the info @bold flare, I'll be playing around with that today. I'm assuming I set explicit for each model through object builder, or I am again looking in the wrong direction?

tacit herald
#

Ive got a bit of a brainfart here....
How do I apply a texture from my cfgSurfa es again, to a roadway lod?

#

in order to get the sound effects and dust and so on?

#

or was that through the Rvmat aswell?

#

yeah....that must be it right?

#

πŸ¦†

north sundial
#

You just apply the texture as you would a co or ca texture in the top box in ob

#

Just need to find the right one

tacit herald
#

You just apply the texture as you would a co or ca texture in the top box in ob
@north sundial
and it automatically gethe the surface properties from the files="" parameter in CfgSurfaces?

north sundial
#

yep

fluid hound
#

Any list out there showing various cargo/driver/pilot proxies?

bright mason
#

hey, how do i binarize P3D objects? i tried using the addon builder but the created pbo was empty :/

median bough
#

@bright mason
use mikero's pboProject

bright mason
#

i tried, but i always get an error with "no config or mission found" - i just want to binarize the p3d πŸ˜…

fluid hound
#

you can always use the binarize from commandline

#

But if you have trouble with mikero's pboProject (which i presume is made to make things easier), then you probably have some other, more basic problem, like incorrectly setup dev environment - usually ppl use the "P drive", i presume mikero's tools expect that to be set up and with some basic data unpacked there from PBO's.
Unfortunately, i dont know where this is described or documented, so hopefully you get reply from someone else.

bright mason
#

Well thank you so far, i may try the commandline tool first. do you have a clue which options i should use?

fluid hound
#

-silent
-targetBonesInterval=56
-binPath=<path to where the 'bin' folder containing config is located - typically same where binarize.exe is>
-textures=<where to copy textures>
-addon=<path to your addon's main config
-exclude=<path to exclude.lst file containing patterns to exclude in the process - ie. to ignore any PSD sources, etc.>

bright mason
#

it worked 🀩 thank you

fluid hound
#

If you have P drive, then you should run binarize like this:

binarize.exe -silent -targetBonesInterval=56 -binPath="G:\SteamGames\SteamApps\common\Arma 3 Tools\Binarize" -textures="P:\temp\A3_bin" -addon="P:\A3\Your_Addon" -exclude="...wherever that exclude.lst file of yours is" "P:\A3\Your_Addon" "P:\temp\A3_bin\A3\Your_Addon"

...except maybe that "temp" folder is somewhere else in standard setup, i only presume - so all those "P:\temp..." paths may be wrong.

#

It may be also picky about where you run the binarize from - for some reason, it can determine whether it will be able to find other files it may require (like rvmats).
It usually works best if you run it with P:\ set as current working directory.

bright mason
#

yeah, i see. thanks again 😊

vague lava
#

hi

quick terrace
#

?

high stag
#

can radios take damage?

marsh canyon
#

I know the context but this sentence doesn't contain enough context, and no

high stag
#

ty

white jay
#

Hey, anyone have the link to the website where you can buy realistic models for Arma. I forgot the name, u can get like any car there etc

stuck oyster
#

There are not really any website that sells Arma ready models.

#

And buying models like that can be risky if you are going after the cheap ones as they can be stolen from some other game.

woeful viper
#

lets just say most "game ready" car models are stolen...

keen prism
#

Only buy from proper platforms and reputable sellers and if you pay under 80-100$ for a properly done model you are probably buying something shady.

#

Be aware that you don't want to go beyond 100k polys, better go below 50k if you want to preserve performance. Reducing Polycount with Crunchers/Decimators is a messy process and usually results in you going "Ugh" when looking at the mesh afterwards even if it looks fine with shading.

#

And be aware that some models are sold under special licenses, which might be only educational or forbid use in Arma by other means

quick terrace
#

never happened to me

woeful viper
#

already got suspicious when it wanted me to close max on install

sacred shard
#

Lads i'm having a tiny issue with a custom tank sight P3D. On my P Drive i have my mod folder, data and tank sight folder. Inside of it i have my optics P3D and the two .paa textures (One's the reticle, the other one's the sight overlay). I selected the textures in objectbuilder, the path is correct (already set it to look in the P drive and whatnot) and when i test the addon on my machine it works correctly. Yet when my friends try to load the addon up they cannot see the optic textures. Anyone's got any idea what could be causing this?

woeful viper
#

is your path to the texture "P:\somefolder\otherfolder\myp3d.p3d" ?

sacred shard
#

The "correct" path is thispc\local disk (P:)\addonname\data\tanksight.p3d
The one for textures shown in face properties is addonname\data\tanksight\tanksight.paa

woeful viper
#

in any case - its a problem with the path not being available for your friend - either for the texture or the sight model. He should get a message ingame, or at least in the RPT file - have him look there for errors relating to your mod

stuck oyster
#

What are you packing the pbo with? @sacred shard

sacred shard
#

addon builder

woeful viper
#

i think we could do with a bot that does the usual pboP disclaimer everytime someone mentions addonbuilder^^

stuck oyster
#

Well addon builder works only if you hmgive it error free things to process. I would recommend mikeros pboProject.
Also setting up P drive with mikeros tools might be better idea. PMC wiki has steps for tools and P setup with mikeros tools

sacred shard
#

I'm trying again in a few

solid sonnet
#

I want to use OB's game viewer but there is an error popup

quick terrace
#

set up your paths correctly?

solid sonnet
#

Set the path of the game viewer

#

?

stuck oyster
#

did you set up P drive and tools according to PMC wiki guides?

solid sonnet
#

No, can you send me this URL

quick terrace
#

google

#

it

dapper prawn
#

Hi ! tell me someone knows how to make my building not too bright in games? I created a ShadowVolume at 25

stuck oyster
#

you need to set up textures and materials correctly

#

shadowvolume does not affect building brightness

#

I created a ShadowVolume at 25 this also unfortunately makes no sense in english

dapper prawn
#

that is to say ? Textures and matΓ©riels correctly

stuck oyster
#

I dont understand what you mean, sorry.

dapper prawn
#

how to affect my luminositer?

quick terrace
#

which language are you translating from?

keen prism
ivory scaffold
#

Hey guys is it possible to make a build in texture in the model

#

for example if i import the model into OB i will see it in another color

stuck oyster
#

Models are usually assigned a texture yes. Not quite sure I understand your problem. Is it a model you made?

ivory scaffold
#

yes

#

i just want to change the material color

stuck oyster
#

I still dont quite understand what you mean by that

#

Arma uses Color Texture (.paa file) that gives objects the surface color

#

and .rvmat file that dictates what type of shader is used to enhace the surface visuals with normalmap and specular shine and so on.

#

so have you made textures for your model? @ivory scaffold

ivory scaffold
#

yes

#

and i have used some shading functions

#

so how do i export that

#

?>

keen prism
#

You can't really afaik. rvmat works different from shaders used in blender and alike. You'll have work the shading out ingame, luckily rvmat do live-reload into the engine on the Dev Branch with file-patching. When you wan't to create beautiful buildings in Arma you should look into multimaterial texturing using rvmat and make use of ambient shadow maps.

muted dove
#

Hello, in the works of fixing improper artificial horizon on an aircraft, just looking for pointers basically

woeful viper
#

my crystal ball suggests procedura 345-64A

muted dove
glass vale
#

Hi to everyone does anyone know if someone is making a b-1 or a b-2 or b-52?

stuck oyster
#

have not heard

worldly belfry
#

does hiding objects with hasOptics have some sort of translation involved? or should it just be hiding the sight out right?

stuck oyster
#

depends completely on how you set it up

worldly belfry
#

class Sight_optic_hide { type="hide"; source="hasOptics"; selection="IronSights"; minValue=0.0; maxValue=1.0; hideValue=1.0; }; class Sight_optic_unhide { type="hide"; source="hasOptics"; selection="IronSights"; minValue=0.0; maxValue=1.0; hideValue=1.0; };

#

relevant modelcfg stuff

#

front sight is moved down and back to the middle of the weapon

stuck oyster
#

got any red arrows to spare where I should be looking

worldly belfry
#

ye 1 sedc

stuck oyster
#

if a part does not hide completely, aka it moves towards model center, the bone hierarchy may not be correct or the part is in more than 1 animated selection

#

for example here hidesight bone is between gun and sightszeroing bone

#

the zeroing bone is used to animate the sights movement and the sight mesh is tied to that selection only

#

but when hidesight bone is animated to hide the sight mesh, it hides it completely

#

on the mesh the hidesight bone is not visible in any way though

#

it just works in the background

oak lintel
#

hello. the Reso LODS with renderdistance is hardcoded in arma? my building has 4 LODS. Ingame is LOD 1 = 80m, LOD 2 = 90 and LOD 3 = 100m...
I run from 150m to the building and all LODS show up at 70m....

bold flare
#

not distances, but complexity afaik?
not complexity eh... Size..
Numbers of pixels occupied by the model

oak lintel
#

you mean polygon?

bold flare
#

No

#

the lod is chosen based on how much of the screen the model takes up

#

if 100% of the screen is just that model, its probably in lod 0.
But if the model only renders as 3 pixels, its in the lowest resolution lod

stuck oyster
#

+scene complexity plays a part I believe

#

distance is secondary consideration

bold flare
#

Yeah multiple things.

#

But pixel size on screen > distance

stuck oyster
#

true

oak lintel
#

ok... but... wierd....

stuck oyster
#

but also there are no set values

bold flare
#

also object quality setting influences it

stuck oyster
#

how complex model and lods do you have?

bold flare
#

There are no set distances per lod

oak lintel
#

i check it... give me 10 min

#

I test my building in VR.

LOD 1 = 33.000 with proxies (80m)
LOD 2 = 33.000 without proxies interior (90m)
LOD 3 = 31.000 without proxies Exterior (100m)
LOD 4 = 12.000 (100m)

backwarts = show up instantly at 70m

In Unreal engine i do from LOD 1 to LOD 3 1/3 lower on polygons.... i need to try it here too...

stuck oyster
#

commonly used rule of thumb would be 1/2 tris each lod

#

but 33.000 + proxies is very complex model

#

so no wonder it gets culled fast

oak lintel
#

but the scene pixel isn relevant here.... in VR is the building the only one... its wierd....

stuck oyster
#

Β―_(ツ)_/Β―

#

its still very complex

#

make it less complex and it likely will change differently

oak lintel
#

i change the Polysize and try it again

sturdy mortar
#

Im having issues with importing a FBX into blender.

#

Im sending a P3D model through Arma Tool's Object Builder, then Exporting as FBX

#

some are working but others are giving errors

stuck oyster
#

where are the p3d from?

#

and also why not use FHQ Blender Arma toolbox and import P3D directly to Blender?

rough idol
#

@bold flare afair pixel size is only used for occluding objects. If object occupies 3px then it's not rendered at all unless featureType flag is set

sturdy mortar
#

@stuck oyster the p3d is downloaded from our GitHub onto my desktop and I’m an idiot so couldn’t get FHQ Blender Arma toolbox to work

stuck oyster
white jay
#

How are grenades made

#

there's no documentation in samples for this

bold flare
noble hatch
#

when using a memory point axis for translation, what defines the direction of the axis?
I've got a couple of tranlsations and one of them translates in the opposite direction along it's axis for some reason

quick terrace
#

the order of mem points creation for mempoint amd mempoint_axis

noble hatch
#

so literally the order in which you place the verts?

stuck oyster
#

So you want to flip it you need to select the verticles in different order

noble hatch
#

ok so same verts, just select in order of desired direction when assigning to selection?

stuck oyster
#

Left first or right first etc

#

Can't remember which direction is which but should be easy enough to test.

#

You can also physically flip them if you want

noble hatch
#

thanks both, I'll have a look again

#

so re selecting and redefining the selection using existing verts hasnt changed anything

#

and I cant use 02 for toffee to remake the axis' so I just did offset1=-1; in the model.cfg

stuck oyster
#

Well that works too

quick terrace
#

yes, you can always use minus

#

but if for instance you wanna use the same model.cfg for several weapons

#

it is ok to do the inverting mem points

#

whichever works for you

noble hatch
#

Thanks again for your help. Next issue ><

#

any ideas why this rotation anim is acting up?

#

have checked that axis is dead center

quick terrace
#

most likely same vertices part as multiple bones

#

i doubt you have a rotation and also a scale

noble hatch
#

I'll have a look

#

most likely same vertices part as multiple bones

#

fixed thanks

stuck oyster
royal summit
#

Aah ye, my bad. Tyty

hollow vale
#

What file format is best when exporting from blender into OB?

quick terrace
#

p3d

main jasper
#

Anyone got an idea what could be my issue here?
I have 2 sets of baseball caps, One of them has no beard and one of them has a beard. Both models have the same properties. The main issue is that it looks like there is a shading issue with one cap
https://imgur.com/a/ELxAlcS

stuck oyster
#

do they have the same rvmats?

#

id wager its some sort of material problem

main jasper
#

Yes, The caps have the same RVmat. The Beard doesn't have any material file

stuck oyster
#

hard to say then Β―_(ツ)_/Β―

main jasper
#

Yeah, first time I have ever seen this happen

#

Anyone else got an idea maybe?

quick terrace
#

does the beard has a co or ca texture?

main jasper
#

ca

quick terrace
#

can you try removing the alpha and setting that to co

#

for testing purposes

main jasper
#

Will do, give me a few

quick terrace
#

see if that works

main jasper
#

Problem goes away when I remove the alpha

#

But then we have the issue that it lacks an Alpha so the texture looks odd xD

stuck oyster
#

the beard part perhaps needs proper shader too

#

its likely that mixing the alpha textured beard and the non Alpha hat is the main issue

main jasper
#

Possibly.

#

Will check it out real quick

main jasper
#

Just put all the textures as ca and also made all rvmats for all textures and we still have the same issue.

#

It's crazy, Got no clue

rough idol
#

@main jasper try putting large invisible box on top of it

#

5 by 5 meters for instance

main jasper
#

What would that do? lol

quick terrace
#

how many textures sheets you have?

#

2?

rough idol
#

@main jasper did you tried?

main jasper
#

@quick terrace
There are 3 textures total.
@rough idol
Will try it now

main jasper
#

Tried it out and still the same issue

ivory scaffold
stuck oyster
#

Missing geometry mass and/or correct named properties and/or faulty model.cfg and/or faulty mesh weighting

ivory scaffold
#

i need to use geo lod to this helmet model?

#

some one told me that i need to use only visual lod and view pilot lod

stuck oyster
#

Usually I've noticed these someone's don't know much anything. :p compare your setup to the Arma3 samples on steam.

#

Geometry mass is probs not required but the named parameters in it are.

ivory scaffold
#

ok so i will add geo mass but i dont think that this is the problem

stuck oyster
#

No I just said mass Is not needed

ivory scaffold
#

can i send the model.cfg and you can tell me if something is wrong?

stuck oyster
#

The NAMED PROPERTIES are

#

No sorry I got no time

#

The Arma3 sample headgear has all reference you need

ivory scaffold
#

ok thank you

#

πŸ™‚

ivory scaffold
#

it still not work

quick terrace
#

autocenter = 0

ivory scaffold
#

@quick terrace
i need to set it in model.cfg?

quick terrace
#

do you have a geo lod for that model?

ivory scaffold
#

no sir

quick terrace
#

can you operate the almighty google?

#

at a minimum

#

there should be no models without
a. one visual / res lod
b. geo lod
c. shadow volume lod

#

minimum

ivory scaffold
#

ok i will do that

#

but the autocenter = 0

#

where i need to put

foggy finch
#

named properties ^

#

ninja'd by PuFu 😦

quick terrace
#

@foggy finch - duck off dude

#

i was trying to make a point

#

there are samples available, also 2nd google search turns to named props

#

hand holding generation

ivory scaffold
#

@quick terrace

#

ok it works guys but now the problem is that the helmet is not atached attached to the player when he runs
http://prntscr.com/suw0xb

stuck oyster
#

I listed all the issues already. notlikemeow

ivory scaffold
#

i know but i am new for this

#

Χ”Χ Χ” Χ Χͺן Χ—Χ—Χ—

main jasper
#

Name the helmet under named selections as "Head"

ivory scaffold
#

this is how my helmet called

#

ohhh in OB

#

OK

woeful viper
silver zenith
#

yeah I suspected that but how do I apply the model to the skeleton?
do I just set it in A pose?

woeful viper
#

you weight the uniform model to the skeleton bones - like in the video.

#

you can also do it in OB, but its a lot more painfull

silver zenith
#

oh I see
thanks

quick terrace
#

how hard can it be to look over the damn samples?

#

do you find it more rewarding asking here than actually looking over the samples? 3 people told you to do that already, several times now...

#

emphasis on samples

silver zenith
#

I literally come from that channel @quick terrace
I already had the samples one open but I kept talking about it because the art of war ones didn't work for me somehow
then got told that its the same as the samples and got asked what was I looking for
so I answered
thats it really

quick terrace
#

what do you mean by you cannot open the samples?

#

@silver zenith - if you are new to modding in general, and you don't have these, not sure what to make of it

#

so if you cannot open them, then it is surely something wrong with your tools setup

silver zenith
#

I think I know what caused the problem anyway

main jasper
#

@quick terrace In response to your question there are 3 total textures

bold flare
#

if there was a script command to retrieve named properties of a model.
Would you want to get the properties of any lod other than GEO?
Is there any reason to set props on other lod, and any reason to want to read them?

stuck oyster
#

On case its very simple object only reslod0 might be present and contain all named properties like sbsource and autocenter.
However not sure if reading them in game is that useful except maybe checking if they are correct if there is some related bug. One could perhaps build stuff on top of such feature for example to save buch of animation or effect related parameters into terrain objects geom lod

bold flare
#

Afaik, if no geo exists. It will fallback and use reslod0 as geo

#

there is a auto fallback afaik

stuck oyster
#

Yes

#

So probs would be best if it could read all lods

bold flare
#

well it reads geo lod

#

whatever it considers geo lod, after the auto fallback

stuck oyster
#

Aaa ok sounds reasonable then

bold flare
#

problem with specifying lod is that you'd do it via the resolution as a float, not via name. Cuz we don't really have names and I don't know if I want to implement names

white jay
#

Hello, can someone show me how to integrate vests and vehicles into the game? I am doing the special operation mode of the Turkish police.

median bough
white jay
median bough
#

a car doesn't differ much from a tank

white jay
#

but i don't know how it will be

median bough
scenic mirage
#

Is/what is tri limit for arma 3, anyone know?

median bough
#

iirc it got lifted with the 64bit introduction

stuck oyster
#

Limit is a lot but you should always stay in reasonable range.

#

Because if you go overboard it will start to cost performance or reduce quality of other stuff on screen.

ivory scaffold
#

Hey guys i am trying to build a new vest but i cant see it in the vest category in arsenal

stuck oyster
#

Some sort of config issue

ivory scaffold
#

i used the arma 3 samples config

#

but my question is if i need to use config.cpp or cfgVests.hpp

#

?

stuck oyster
#

Both

#

Or include what's in the hpp into the cpp

ivory scaffold
#

do you have a config.cpp to send me

#

beacuse i tried some configs

#

and it dont work

stuck oyster
#

Not anything better than the Sample.

ivory scaffold
#

@stuck oyster

woeful viper
#

Cuz we don't really have names and I don't know if I want to implement names
@bold flare but i want to name my first LOD Herbert... please

white jay
#

anyone know a mod that contains the york regiment clothing
i can literally find all the other regiements except that one

stuck oyster
#

maybe none

ivory scaffold
#

hey guys a little question, do you know how to make that people cannot open pbo file

#

beacuse there is some mods on workshop that if you try to open an error appers

stuck oyster
#

like what mods?

#

usually people do that to hide illegal stuff

silver zenith
foggy finch
#

use the bend modifier

quick terrace
#

bend/ffd/ etc

#

depends on software’s tool

stuck oyster
#

Best way in modeling is quite subjective 😝

woeful viper
#

editable quad in max... for free form stuff like this you want curvature control

past canopy
#

@silver zenith use booleans

#

model the base of the chair

#

then do the elipse sphere thing and use booleans to chop itout

#

then you can play around with it more as well

silver zenith
#

seems like proportional editing helped massively

analog shadow
#

Is there anyone currently working on a NGSW mod?

#

or NGSW-AR

stuck oyster
#

No one has mentioned such.

edgy herald
#

Hello, does anyone have any experience writing the BIO2s Scripts. Ive got a array added to find and remove named components however i want to expand it by adding a beginning with into the array. However its not functioning, Im using Find = ["door*".]. If anyone can help me that would be amazing thank you.

north sundial
#

Exporting FBX from max

#

Also my export settings

#

Oops just realised its changing the model not the uv's

#

I guess its trying to optimise the mesh but i cant see an option to turn it off

stuck oyster
#

You should triangulate before explrting

north sundial
#

Well the issue ended up being the smoothing groups option, however it seems to not have messed up my smoothing groups when turning it off

#

it also auto triangulates when i turn that option off

quick terrace
#

it does mess your smooth groups btw

north sundial
#

maybe its because im doing mid poly

quick terrace
#

save close open

#

see if hard/soft edgea are preserved

#

indeed, A always triangulate

#

issue with mesh errors on fbx export is a thing if you have more than one uv set

north sundial
#

Yeah i made sure they are all material ID 1 but that might be different ill take a look

quick terrace
#

material ID and uv sets are not the same thing

north sundial
#

Yeah, trying to find where that option is on max

quick terrace
#

what option?

north sundial
#

uv sets

quick terrace
#

channel editor in tools give you number of uv sets used

north sundial
quick terrace
#

that seems fine

#

just a note in regards to fbx importer bi is using

#

otherwise, always triangulate as @stuck oyster said

#

otherwise = always before export

north sundial
#

hmm selecting smoothing groups still screws it up and breaks triangulation

#

weird

quick terrace
#

what exporter version are you using?

#

should be 2016 or lower from my ex

north sundial
#

oh im using 2018

#

hmm still doing the same on 2016 ill try a lower version

#

Same on lower, strange

woeful viper
vernal lynx
#

😦

#

so many hours saved if sbsource vixualex was better polished

bold flare
#

I have a fix for that shadow banding. Maybe I should try to get that in πŸ€”

woeful viper
#

that would be amazing

#

dedmen btw, the trouble i had with nsight was because of it not having launched it in admin mode

bold flare
woeful viper
#

yeah i member, wondered what became of it

bold flare
#

laying around in my github repo since then

woeful viper
#

ah, in the treasure vault... together with pbr shader ^^

woeful viper
tropic jewel
#

Before I continue with what I am modelling I thought I would try and get clarification first. The insignia that can be placed on a uniform from the arsenal but can not be placed on a vest (assuming that the vest has been setup to accept it)?

stuck oyster
#

Vest needs to have it configured in the hiddenselections array. Vests don't have dynamic textures

silver zenith
#

apparently the art of war contest rules are a damn good way to teach you how to make a fully functioning model

steel vector
#

and the wiki has all the information you need regarding insignias (and configs, and everything related to Arma in general)

woeful viper
#

thumbs up - though, i mean, you could have started it at any point previously πŸ˜„

stuck oyster
#

doggo with some internal details

#

not too complex but makes it a bit more believable without the exterior

#

Batteries, some cabling, massive AC units to keep it cool and mainframe in the middle

#

and new exterior

stuck oyster
#

CargoDoge

strong plaza
#

thats awesome

#

you gonna weaponize it?

stuck oyster
#

Well this version maybe not. πŸ˜„

#

If I want to get this into the Art competition I got this weekend to finish

#

aaadn weaponizing might take a bit longer than that

#
  • it would be a bit against the spirit of the competition
#

this gonna be a AAN war reporter support doggo

white jay
#

looks awesome! is it going to be a character (being able to sidestep and vault) or a ugv?

stuck oyster
#

character/animal. dont have time to do any more fancy features for now.

silver zenith
#

thats just awesome

#

is this the right place to ask about UV maps?
I have a perfectly symmetrical model, and wanted to see if I could just make the UVs only for one half and then use the same textures for the other side
what would be the best way to do that?

stuck oyster
#

You can do that yes, but you can't have te t in that uvmap

silver zenith
#

could I not just overlap the faces on the UVmap?

stuck oyster
#

You could unwrap 1 side the dyplicate it and flip to the other side

#

Yes but text written from left to right on the other side would look mirrored

silver zenith
#

thats fine there is no text

stuck oyster
#

But yeah overlapping islands is exactly what achieves that

silver zenith
#

is there any way to make the overalpping more efficient?
not sure how to unwrap symmetrically

stuck oyster
#

Unwrap 1 side, duplicate it and flip to the other side

silver zenith
#

sorry for the noobness
but how does it know that the flipped UVs will have to go on the other side

stuck oyster
#

You flip the mesh

#

The uv is tied to the mesh

silver zenith
#

oh I see, I'll give it a try

north sundial
#

Inspo from boston dynamics Goat?

#

Looks amazing though

stuck oyster
#

I call the company Waltham Robotics

woeful viper
#

waltham... short for Walter Hamster, the inventor propably

silver zenith
#

hamster robotics sounds wholesome

woeful viper
#

btw some limited tests with nsight on livonia give me the impression that yes, in fact, draw calls are really a hindrance -
you can be a less stingy with polycount, but draw call and texture size is pretty critical.
GPU is pretty underutilized (no surprises).
Technically it would be better to not use multiple tiled wall textures for example, but instead make Atlasses (Atli?) where each texture is in this atlas, and then tile the texture by stitching quads with that texture together, instead of tiling - exception is if you can get by with a single multimat for the building anyway.

north sundial
#

Any max users here that can recommend good unwrapping software, either integrated into max or separate, preferably with automated similar shell stacking

#

Getting tired of using max's own, its tiresome haha

woeful viper
#

what do you mean by "similar shell stacking"?

stuck oyster
#

Waltham is where Boston Dynamics is located irl.

north sundial
#

So if one shell and another are the same, it has the ability to stack them automatically

#

i know some blender plugins have it

stuck oyster
#

Indeed they do.

woeful viper
#

why not use mesh instaces for this?

north sundial
#

Its more trying to fix other peoples stuff its useful when they havent thought about mirroring or that model part being the same

stuck oyster
#

Sounds like fun

woeful viper
#

xD ok i see - fixing other peoples stuff is the worst

north sundial
#

Yessir

woeful viper
#

done that, drove me mad

north sundial
#

Converting enviroment art thats made by artists that usually do weapons or vehicles can be a pain

woeful viper
#

sry dont have any suggestion for UV plugin - im still only relying on manual stuff myself. Primarily, because UVs you get out of automatic unwrappers are most of the time un-usable for anything except 3d painting

#

if you find a good one, i'd like to know too

north sundial
#

Yeah ofc, i never auto unwrap, i just find max's inbuilt to be jarring XD

#

Theres plugin called tex tools ive found looks good but the UI is 10 years old

#

Might have to plunge into 3d coat or something

stuck oyster
#

I use textools in Blender. Very powerful

woeful viper
#

i use textools in max since ages, but auto packing its not great at

north sundial
#

I was using headus, but ive been using trim sheets and i cant get the trace function that shows a texture on the mesh to work so i had to revert back to max

woeful viper
north sundial
#

Update, i figured out why i couldn't trace in headus, they need to be jpegs etc

#

doesn't like png's

stuck oyster
#

πŸ™ˆ

north sundial
#

Yeah i know, but its better than max and i paid for it years ago πŸ˜‚

stuck oyster
#

This a retexture?

#

What do you pack your addon with?

#

Config hiddenselections used?

#

@amber ibex

silver zenith
#

is there a way to know my UV island is not upside down?

#

[blender]

quick terrace
#

flipped you mean?

stuck oyster
#

If its like just a square then not much. You could use the uv select mode that shows selected parts in 3d view to see what is where

#

Or apply a texture that has something in it that you can see the direction with

silver zenith
#

yeah since its a rectangle I can't tell if I'm moving it upside down

stuck oyster
#

Then apply texture

silver zenith
#

oh does it show up in the UVmap?

stuck oyster
#

just texture or are you trying to change the material too?

stuck oyster
#

what model is it then?

#

the material change with hiddenselectionMaterial works about 50/50

stuck oyster
#

news doggo says hello

silver zenith
#

that'd be a pretty cool AoW entry

stuck oyster
#

gonne be close submit xD

#

and it might not even get through the prop category

silver zenith
#

I can barely unwrap an UV yet I'm still trying
we have about a month to finish our projects

#

even though this kinda feels like it would be a cool lost dragons model, you sure you wanna use it on the aoW?

stuck oyster
#

hmm funny thing

#

I got june and july mixed up

#

and though the deadline is tomorrow xD

silver zenith
#

yeah same

stuck oyster
#

been busting my ass this weekend to make this happen xD

silver zenith
#

we dumb

stuck oyster
#

xD

#

Im not native english speaker though

#

thats my defence

silver zenith
#

same
their fault for naming multiple stuff with j

stuck oyster
#

in any case I'll probably make something like this for Lost Dragons too, but I've designed this to be more fancy civilian like

silver zenith
#

considering what I've seen elsewhere you'll likely make it first place
you said it was in the animals section?
wonder if they'll accept it

stuck oyster
#

I dunno

#

might be they dont

#

but its the idea I got and Im gonna stick to it xD

silver zenith
#

make a static version aswell "maybe in sleeping position" and tell them to contact you for the real deal

stuck oyster
#

yeah I was thinking of something along the way of some sort of tech expo scene I might put up now that I have time where the collaboration between Waltham Robotics and AAN is revealed

silver zenith
#

that'd be cool

stuck oyster
#

the Doggo being a bit too high tech for military use but AAN sponsored a unit to be their mascot and support for war reporters

#

it can already sit, so it can be forced to that animation to be static xD

silver zenith
#

I mean something that can fast and safely transport a rifle, or bag seems like it could be useful for anyone, military, medics, uber

stuck oyster
#

in my story Id like to think it more as a prototype that now goes to field testing as part of AAN crew

silver zenith
#

sounds fun

stuck oyster
#

but have to flesh out that concept a bit more

silver zenith
#

good luck
we'll be watching your career with great interest

stuck oyster
#

thanks πŸ˜…

#

no matter how the competition goes. At least I'll have the doggo

stuck oyster
#

this is for me for not reading the dates right

stuck oyster
#

Engine problem yes. Try if the visual problem appears if you don't change the material.

stuck oyster
#

are you trying to apply a _CO or _CA .paa type texture?

#

does it have any transparent parts?

ivory scaffold
#

Hey guys i have a little problem, i use subtance painter to paint my model, but the main problem is that i have set the rvmat folder and the CA.paa file in the arma3 toolbox but i cant see it in buldozer or in game

stuck oyster
#

sounds like the path is wrong

#

or the texture is corrupt

ivory scaffold
#

how much paa files i need to have?

stuck oyster
#

I dont understand

ivory scaffold
#

like there are some paa files that i need to use

stuck oyster
#

you need the paa files your models and rvmats use

ivory scaffold
#

like CA

#

CO

bold flare
#

You can use 0 textures, or hundreds.
There is no set rule how many you have to use

#

you usually have atleast one, usually a _co

ivory scaffold
#

oh got you... i think i got it fix but in buldozer i see it a little bit dark

woeful viper
#

ah well, there goes my pipe dream of making pipe set just with trim sheets
scewed screws... either on texture -> no universal usage anymore, or on model - plague or cholera, pick one.
https://abload.de/img/piper5jq7.jpg
scew you, screwed scew!

stuck oyster
#

Too much deformation?

woeful viper
#

maybe if the radius was really large, it would work - but not like this

stuck oyster
#

yea for no deformation it would need extra faces to carry the bolt heads

woeful viper
#

another idea down the drain...

stuck oyster
#

something like this

#

where the bolt parts keep square shape and the parts between make the angle rotation

woeful viper
#

yeah

stuck oyster
#

just add mesh bolts πŸ˜„

woeful viper
#

id rather add 400 more pipes to the scene than bolts for 20 connectors

#

ill try mesh scewing tomorrow, it should work, given that they dont have to fit the pipe perfectly. It means sacrifising amount of screw to half of mesh density though ...

stuck oyster
#

how about a texture atlas for different shaped parts that have bolts?

#

like that rim circle and a straight strip and a round cap and so on?

#

it could even be greyscale and you could use MC map on supershader to give it any color it needs

woeful viper
#

the atlas was the plan, i just need to find optimal , most efficient layout. Supershader is nono, i want to aim for 1-2 materials per building only. Besides, need mc to draw in wear/variation.

quick terrace
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the issue lies in the bake

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if that is a bake

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@woeful viper

vapid nexus
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if it's not a bake then the uvmap is faulty

north sundial
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surely they should all be the same shape model wise?

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are you making them square or anything

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Cause i would retain the original shape to avoid stretching

woeful viper
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its not a bake, otherwise it would look good on the model, but be unusable for anything except that particular flange piece

ivory scaffold
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Hey guys, there is any docs for using subtance painter for arma3?

woeful viper
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no, why would there be

quick terrace
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@woeful viper so, ok, no bake, what you wanna do

woeful viper
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create a trim sheet for pipes and corresponding accessories that can be used for lots of stuff - not just those particular flange pieces, therefore the rivets on the texture need to be "plain", undistorted

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im just working on figuring out the optimal way to do so