#arma3_model
1 messages Β· Page 150 of 1
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?
you make it from parts
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
convex means no holes or bumps
@vast plinth depends what your goal is.
BI wiki has explanations on how Configs work
My goal is to get my model displayed in game. it is a basic sign with some paint on
and Arma 3 samples on steam have commented examples on all basic types of things you can make
you are in the right direction
but your class inheritance makes no sense
you probably want nonStrategig as your base
To be honest i am completely lost, this is like a new language haha.
Just trying stuff that i dont even understand
have you read what the wiki pages about configs explain?
not sure ive been on the right one no
Hmm ill read that, what id like to know is what is my line 1-14 doing
anyone have any idea why my backpack is so keen to become a bumbag?
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
I didn't tinker atall with its location in reference to the imported default character either
Do you have your model.cfg setup with the model inheriting from ArmaMan?
I do indeed, I'm using the config distributed with the art of war resources only changed to match my models name
im decently confident its "working" too as it was previously on the floor before I adjusted the config to actually have the right classname
would it help if i posted the config?
seems so
ill try pasting that config its hard to compare them
they certainly look almost identicle
autocenter in geo lod p3d?
ah sorry I'm not sure what that means
have a look over a3 samples
there is a backpack there as well irc
having a look for it now, I have the samples downloaded
@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?
got it I see the named properties now and I think I understand, would I set it to 1 or 0?
i honestly donβt remember by heart, and i am on the phone atm, so canβt check
np, 50 50 chance right
but as said, sample files should hold that info for you
i think it should be 0, but i wouldnβt bet on it
@vast plinth config questions in #arma3_config channel please
in general yes, you should have a rvmat as well
for testing purposes a tex would suffice
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
Nope, save as
π
when you drag it into the editor from the list
is there any kind of icon or anything for it?
@vast plinth you should even without a texture if the config would be ok
Nope there isnt
pufu you were bang on the money, the value had to be 0 and it was autocenter
thanks again
no worries
@vast plinth itβs config related
your object class name is listed under units in cfg patches
It shouldnt be?
When i look around at objects like lamps, houses etc.
The object class names is listed in units
@quick terrace Not sure i get you
all non characters are vehicles
houses, signs, cars, helicopters
they are all in cfgVehicles
characters are there too but they are separated into units
but Im not sure if that would break it
that^
and actually yes there is only units array in cfgPatches
which would take the cfgVehicle classes of your addon
so yea that would be the correct place
hmm. what the hell can the problem be then
was there an icon when you insert it onto the terrain?
Nope
ah
the problem is you are not inheriting it from any class
so your class is missing a ton of essential things
probalby best would be to use one of the vanilla signs as a base class
So it would be something like
class CfgVehicles
{
class POD_Skilt_POD:somevanillasign
a lol...duh
didnβt bother to look over inheritance
find the base class
and inherit from it, yeah
now the funky question, what the hell is the base class.
I figured its not just the classname of some sign
When i go to config viewer in eden these appear as parents: ["Land_SignCommand_01_generic_F","Signs_base_F","NonStrategic","Building","Static","All"]
signs_base_f probably would work
Okay model is ingame thank you!
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
everything you write into your class overwrites whats in the base class
but everything you dont write gets inherited
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)
you mean you want me to add uv map?
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?
i actually wanted you to do what you said you did
somewhere should be ideally in the 0-1/0-1 uv space
well, the warning remains, but thank you.
@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?
how is the pathing looking in rvmat ?
i do not have an rvmat i just added the texture in o2
and what did you use to pack it down ?
I used arma3 addon builder
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
and you are also going to need a rvmat
with mikeros i now get this: https://gyazo.com/d5717e1fe99d2d931c11aac8e623b452
but those files are there on that path
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 ???
oh yeah right
or being relative simply POD_Skilt_POD.p3d and data\POD_Skilt_POD.paa?
P:\POD\POD_Skilt\POD_Skilt\POD_Skilt_POD
This is the complete file
or path
but im only trying to pack the last folder
but the P drive is how the files are internally seen, so the full path (without P:\) should be used
you don't use P:\ in config paths i have never done that and mine always works
as example "model = "CF_Weaponspack\Addons\M16a1\data\M16a1.p3d";"
i saw that change π
fixed it π for the out
π
Rgr
pboproject requires me to put in a required addon because i inherit a vanilla a3 class.
How the hell do i figure what that addon is called
cant i just require the whole vanilla game?
try A3_Data_F
Hmm after doing all this my game now crashes when i try to place the model
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
that shouldn't crash your game
what is the path on the p drive dude
is it that long and double the same folders
Has anyone ever seen animated tracers? Like making the round rotate midair?
@quick terrace yeah that is the correct path
no idea
Pufu did you ever get around to making a multi material tutorial in more detail or nah?
can someone send me the config format for uniforms
Tried Googling or checking the wiki?
https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Uniform_configuration
};
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;
};
};
};
is this correct?
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
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
I think itβs bushlurker anyway
mondkalb i think you mean
Thats the one
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
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.
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?
seems your model is not convex.
Check by going to Structure>Convexity>Find Non-Convex
In geometry that is
nothing gets marked
Can you upload a picture?
You have 3 components selections correct?
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
when far away
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
I actually made it into 1 big selection.
After i did "Component Convex Hull" it added 10 components
click Component Convex Hull and dont edit the selections
No need to select them, it will do it automatically
Right okay so technically there is no need to do an mlod
still walk right through
@north sundial technically you need only 1 lod if you want to see an object
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
correct me if im wrong obviously
And reduces sections afaik?
Both correct yes
Also being able to scale the textures is an advantage if you have large surfaces
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
still walk right through
@vast plinth not sure what else could be causing this, want me to have a look at your files?
ive always made my geo out of cubes, is the round part 6 sided closed and split for each individual part?
@cyan heart would be nice.
Just want my P3D?
I currently have deleted my geometry layer and created a new one
@vast plinth
p3d is fine yes
send you a pm
opened topology detected!```
Structure>Topology>Check non closed
It's a tool, can't share it unfortunately.
But OB has the same functions
ah right okay
Make the cylinder only 8 sided, that should be enough and make each triangle its own component
Maybe 12 if you need the accurarcy, but it's just a sign, so 8 should be fine
yup looks about right
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
CUP? π€£
well yeah but they don't apricate people taking there configs and files am guessing
configs are a nobrainer. what we have issues with is when people take the whole thing and repack it (models, ect)
exactly hence am doing it the hard way
as i said... configs? knock yourself out
thank you for the guide struggled to find guides about it only found one so far
not to mention that mods like CUP are great to learn the basics and quirks you might have
we actually endorse people to unpack cup to see how stuff is done. just not ripping it π
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
right. some stuff is really misleading on our site. still has texts and statements from "the old days" on it. new site is WIP
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
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
and one major important point:
use your prefix for models!
don't use vanilla name spaces or any CUP related. both will end up in compatibility issues
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
same goes for class names
ah okay yeah good note it was still called UH1Y.p3d
nope... that' bad π
do you do that with the rvmats and textures or just the base models
because I may cry a little bit if you say I should of done it for textures
only for p3d and class names
okay good haahah don't think I can be bothered repathing all the textures again
yes
ez pz
open the model in n++
search and replace -> old path -> new path
it is important that the model is not called UH1Y.p3d but <YOUR PREFIX>_UH1Y.p3d
yeah its now RAF_UH1Y.p3d
then your class name should look like that also
{
stuff
}```
Thank you for the help fella, determined to get it all working after redownload arma 2 & AO for it
to get a better idea, open the CUP UH1Y config and see for yourself
Thank you for the help fella
you're welcome
are you wanna the cup devs then cos big up your work if so amazing modset
yes, i'm with CUP. and i'm actually also the one who ported the UH-1Y back then π
what a coincidence π
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.
one less model for me to make π
i knew the bri ish use the apache, but hot that they also have the UH1Y... TIL π
well, nothing on the wiki about that...
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
fastest way would be to do a folder search (ctrl+f)
seach for blur
or look at the old path
UH1Y_mainRotorBlurred_proxy.p3d
UH1Y_tailRotorBlurred_proxy.p3d
CA\Air2\UH1Y\
not needed for windows folder search π
erm, i have to oO
What are the usual causes of vertex: ####, sum of weights is 200, should be 100 ?
I dont know where to start looking.
vertex is part of 2 bones and skeleton is discreet
in discreet (non weighted) skeleton, each vertex can be assigned to only single bone
common mistake is i.e. assigning glass door bone to door selection
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.
btw. the skeleton is not discrete (resp. it has isDiscrete=0)
Was this vehicle or character
vehicle, an airplane
Could be any lod too. Check all selections
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?
Aaah, it was the darn damageHide - it had wheels in it.
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>
More complex than recommended shadowlod
Likely
Don't think there's shortcut for uvsets but it transfers over if you copy paste parts between lods
Or it can happen when you are making the model.
aha, the copy paste would explain it i think.
more complex than recommended? that wreck is from Arma 2 - how can it be too complex for A3?
Could it be something else?
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.
sorry... i mean in Bulldozer, when previewing the model from Oxygen
anyione abelto help, me with my first uniform
ive tried different weights and everything i could think of but all of the uniform is out ofm place
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
@white jay you making a model or retexturing an arma 3 outfit
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?
remove the duplicate lod
you should not have a 11010 lod in your model, unless you set the sb_source appropriately I think
either remove the lod, or set the shadow thing to a custom shadowbuffer lod to stop it from generating its own
Thanks @bold flare, deleting the excess shadowlods seems to be doing the trick for now
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
no idea, although the thing is cloud based
so it requires the data to be sent one way then downloaded
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.
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
the simplygon simply links to "general microsoft terms of use"...
you mean before your cool new model appears in some Microsfts new game for xbox?
exactly... cant take any risks π
With the free simplygon you'll have to install the desktop version that sends the data you do to their cloud "for analytics".
Thats the extent to what it does from what we have found out through SDK documentation and implementation.
It needs a network connection anyway to authenticate the key.
its basically game industry espionage then ... at least for those who dont pay the ransom π
Nothing is free.
certainly
Smallest batch of sgon licenses you can acquire is 10 seats for 10 grand a year I think.
Or maybe it was 25k. Not sure now, i didn't handle the business end. π
anyone willing to share their preset ? π
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?)
aha, thank you
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.
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
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.
name em like the wheel bounding point then...
bounding box has some influence on vehicle placing as well
planes can benefit from landcontact being part of the wheel selection
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.
does your plane have those selection animated?
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
at this point its pointless to just sfire into darkness at random
stop
do you have animated wheels/landing gear?
the landing gear is fixed, no lowering/retracting anims.
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
i want to add damper to the front gears later, but i thought it would be better to fix this first
is this some olden times type plane if the wheels are always out
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.
and the original did not have land contact lod?
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.
yes
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)
compared to your physx wheel points, are the landcontacts above or under them?
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.
you should not have such files.
its pretty serious offence no matter your good intentions
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.
@stuck oyster if he used the TD's website, that's fine
there is a noise applied to the mesh
yeah I figured from the noise.
right now it seems to find the median point of your landcontacts and stick it down there
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
how about your geometry lod? do you have wheels there?
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.
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.
if you put all the points on ground level under the front wheels what happens?
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?
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
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.
its taking their vertical median then
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).
yes well that is just how it is I think
thats weird, why then use more than just one vertex for the land contacts?
well, this is super disapointing.
sorry for wasting your time.
true, and i recall every vehicle seems to be modeled as standing on the ground, so thats why it probably then look just right
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 π
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? π
...sorry, in any case, that doesn't belong here.
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?
@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
@potent forge https://community.bistudio.com/wiki/Arma_3_Named_Properties#sbsource
if you set explicit, it uses your shadowbuffer lods
I think in shadowvolume it generates its own and causes that conflict.. or maybe on shadow..
You could just experiment around a bit
New to modeling any good tips to start out??
yes. decide what you want to do.
3d, terrains...?
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:)
what's your experience with 3d software?
-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?
Each component must be convex
Study the samples and/or do chat search for geometry or convex
oh it is convex
what does it have to do with the ComponentXX naming?
well the biki has 5
but these are the only 2 I don't understand
I guess that alt+M is OB related
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
https://imgur.com/a/kplDOhz
you mean the weight tool?
I don't see the tool you mean for mass
Mass is a geometry/physics related property
You need to have geometry lod active and be in edit mode if I recall right
yeah I am
not too parsed on armatools so not sure where to look for this mass thing
Should be around that area of the toolbars
mhm nothing changed
but I guess the component renaming tool is the one to rename vertex groups
Hey is anyone around that's semi confident in python and blender scripting?
I basically want to take this https://blender.stackexchange.com/questions/62980/export-every-object-into-separate-files
but use it for exporting p3ds with blender toolbox
Why?
good question
@median bough I don't have that much experience with 3D modeling, but have recently begun getting into blender
@stuck oyster I have a horrible, horrible idea and this is my biggest roadblock
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/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
@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
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
Y'all know that OB can directly import FBX, right?
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
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
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.
some important questions:
what kind of objects
what will their suppose be
why only one LOD
if its just for funnies its perhaps not really worth the time spent
also language/#rules
Ah sorry
cant be done
10 minutes of autoIt scripting and its done. For bare fbx import and p3d export, not configuring correct lods and stuff.
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
with AutoIt, perhaps. With Blender only, Difficult/no can do.
I highly doubt that. You should be able to call the p3d export plugin from python.
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
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. π€·ββοΈ
may have been the difficulty I remember was with the import part of p3d.
Cheers, I will persist some more
@halcyon wren You were absolutely correct! I got it working, or mostly at least
Heres the script for anyone else
Just ensure that all the relevant objects are selected as an Arma Object in blender
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)
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
afaik there isn't any
because a multimat is effective when a lot of textures are used
and size obviously
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?
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?
π¦
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
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?
yep
Any list out there showing various cargo/driver/pilot proxies?
hey, how do i binarize P3D objects? i tried using the addon builder but the created pbo was empty :/
@bright mason
use mikero's pboProject
i tried, but i always get an error with "no config or mission found" - i just want to binarize the p3d π
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.
Well thank you so far, i may try the commandline tool first. do you have a clue which options i should use?
-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.>
it worked π€© thank you
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.
yeah, i see. thanks again π
hi
?
can radios take damage?
I know the context but this sentence doesn't contain enough context, and no
ty
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
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.
lets just say most "game ready" car models are stolen...
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
never happened to me
already got suspicious when it wanted me to close max on install
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?
is your path to the texture "P:\somefolder\otherfolder\myp3d.p3d" ?
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
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
What are you packing the pbo with? @sacred shard
addon builder
i think we could do with a bot that does the usual pboP disclaimer everytime someone mentions addonbuilder^^
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
I'm trying again in a few
set up your paths correctly?
did you set up P drive and tools according to PMC wiki guides?
No, can you send me this URL
Hi ! tell me someone knows how to make my building not too bright in games? I created a ShadowVolume at 25
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
that is to say ? Textures and matΓ©riels correctly
I dont understand what you mean, sorry.
how to affect my luminositer?
which language are you translating from?
French I suppose: https://arma3dfrance.wixsite.com/officiel
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
Models are usually assigned a texture yes. Not quite sure I understand your problem. Is it a model you made?
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
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.
Hello, in the works of fixing improper artificial horizon on an aircraft, just looking for pointers basically
my crystal ball suggests procedura 345-64A

Hi to everyone does anyone know if someone is making a b-1 or a b-2 or b-52?
have not heard
does hiding objects with hasOptics have some sort of translation involved? or should it just be hiding the sight out right?
depends completely on how you set it up
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
and image of whats happening https://i.imgur.com/vaKPOVH.png
front sight is moved down and back to the middle of the weapon
got any red arrows to spare where I should be looking
ye 1 sedc
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
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....
not distances, but complexity afaik?
not complexity eh... Size..
Numbers of pixels occupied by the model
you mean polygon?
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
true
ok... but... wierd....
but also there are no set values
also object quality setting influences it
how complex model and lods do you have?
There are no set distances per lod
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...
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
but the scene pixel isn relevant here.... in VR is the building the only one... its wierd....
Β―_(γ)_/Β―
its still very complex
make it less complex and it likely will change differently
i change the Polysize and try it again
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
where are the p3d from?
and also why not use FHQ Blender Arma toolbox and import P3D directly to Blender?
@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
@stuck oyster the p3d is downloaded from our GitHub onto my desktop and Iβm an idiot so couldnβt get FHQ Blender Arma toolbox to work

https://github.com/acemod/ACE3/tree/master/addons/grenades/models Here's source files for some
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
the order of mem points creation for mempoint amd mempoint_axis
so literally the order in which you place the verts?
So you want to flip it you need to select the verticles in different order
ok so same verts, just select in order of desired direction when assigning to selection?
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
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
Well that works too
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
Thanks again for your help. Next issue ><
any ideas why this rotation anim is acting up?
have checked that axis is dead center
most likely same vertices part as multiple bones
i doubt you have a rotation and also a scale
@royal summit right channel for that would be #arma3_questions
Aah ye, my bad. Tyty
What file format is best when exporting from blender into OB?
p3d
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
Yes, The caps have the same RVmat. The Beard doesn't have any material file
hard to say then Β―_(γ)_/Β―
does the beard has a co or ca texture?
ca
Will do, give me a few
see if that works
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
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
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
What would that do? lol
@main jasper did you tried?
@quick terrace
There are 3 textures total.
@rough idol
Will try it now
Tried it out and still the same issue
Hey guys i have a little problem i made a simple helmet
this is how it looks in blender
http://prntscr.com/suuv7d
and this is how it looks in game
http://prntscr.com/suuvq9
Missing geometry mass and/or correct named properties and/or faulty model.cfg and/or faulty mesh weighting
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
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.
ok so i will add geo mass but i dont think that this is the problem
No I just said mass Is not needed
can i send the model.cfg and you can tell me if something is wrong?
The NAMED PROPERTIES are
No sorry I got no time
The Arma3 sample headgear has all reference you need
it still not work
autocenter = 0
@quick terrace
i need to set it in model.cfg?
do you have a geo lod for that model?
no sir
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
@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
@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
I listed all the issues already. 
Name the helmet under named selections as "Head"
@silver zenith the skeleton is animated. Uniform is weighted to the bones of the skeleton. https://www.youtube.com/watch?v=Tl4qTgwQwYw
This is how it works for all games basically
yeah I suspected that but how do I apply the model to the skeleton?
do I just set it in A pose?
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
oh I see
thanks
there are even more samples released due to #art_of_war_discussion
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
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
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
both these and the ones provided by #art_of_war_discussion are mlods p3ds
so if you cannot open them, then it is surely something wrong with your tools setup
I've explained it in the #art_of_war_discussion
and I have arma samples never questioned it
I think I know what caused the problem anyway
@quick terrace In response to your question there are 3 total textures
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?
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
Afaik, if no geo exists. It will fallback and use reslod0 as geo
there is a auto fallback afaik
Aaa ok sounds reasonable then
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
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.
@white jay
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
@white jay
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/
@median bough
Adding objects to the game I know. But I don't know the vest and the car.
a car doesn't differ much from a tank
but i don't know how it will be
trial and error
the tutorials i've already posted plus this will give you enough information to start on your own
https://pmc.editing.wiki/doku.php?id=arma3:port-arma2-to-arma3-tutorial-varanon
Is/what is tri limit for arma 3, anyone know?
iirc it got lifted with the 64bit introduction
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.
Hey guys i am trying to build a new vest but i cant see it in the vest category in arsenal
Some sort of config issue
i used the arma 3 samples config
but my question is if i need to use config.cpp or cfgVests.hpp
?
do you have a config.cpp to send me
beacuse i tried some configs
and it dont work
Not anything better than the Sample.
http://prntscr.com/svx4bu
i used the cpp sample but i have an error
@stuck oyster
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
anyone know a mod that contains the york regiment clothing
i can literally find all the other regiements except that one
maybe none
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
anyone knows what is the best way to bend surfaces as to create stuff like this couch?
https://imgur.com/a/7Dl5T1O
use the bend modifier
Best way in modeling is quite subjective π
editable quad in max... for free form stuff like this you want curvature control
@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
seems like proportional editing helped massively
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.
https://gyazo.com/9ad5c8d56eddf2eca058d424f99ca799
https://gyazo.com/4fe1ee1ce844330a3b415a0866416f5d
Anyone experienced this issue before? when exporting from max into object builder its seeming to change my UV's
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
You should triangulate before explrting
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
it does mess your smooth groups btw
Smoothing looks fine as far as i can see? https://gyazo.com/1f637d5c2a20dc8c9818c0ccab72607e
maybe its because im doing mid poly
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
Yeah i made sure they are all material ID 1 but that might be different ill take a look
material ID and uv sets are not the same thing
Yeah, trying to find where that option is on max
what option?
uv sets
channel editor in tools give you number of uv sets used
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
oh im using 2018
hmm still doing the same on 2016 ill try a lower version
Same on lower, strange
https://abload.de/img/beautiful_shadowp4k5z.jpg "soft" shadows in all their glory...
I have a fix for that shadow banding. Maybe I should try to get that in π€
that would be amazing
dedmen btw, the trouble i had with nsight was because of it not having launched it in admin mode
About a year ago actually <#arma3_texture message>
yeah i member, wondered what became of it
laying around in my github repo since then
ah, in the treasure vault... together with pbr shader ^^
https://www.youtube.com/watch?v=s9mR7l6hAR0 vertex normal toolkit plugin for max
looks pretty amazing (esp. the normal fixing for round stuff @ 34:00)
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)?
Vest needs to have it configured in the hiddenselections array. Vests don't have dynamic textures
apparently the art of war contest rules are a damn good way to teach you how to make a fully functioning model
and the wiki has all the information you need regarding insignias (and configs, and everything related to Arma in general)
thumbs up - though, i mean, you could have started it at any point previously π
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
Well this version maybe not. π
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
looks awesome! is it going to be a character (being able to sidestep and vault) or a ugv?
character/animal. dont have time to do any more fancy features for now.
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?
You can do that yes, but you can't have te t in that uvmap
could I not just overlap the faces on the UVmap?
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
thats fine there is no text
But yeah overlapping islands is exactly what achieves that
is there any way to make the overalpping more efficient?
not sure how to unwrap symmetrically
Unwrap 1 side, duplicate it and flip to the other side
sorry for the noobness
but how does it know that the flipped UVs will have to go on the other side
oh I see, I'll give it a try
I call the company Waltham Robotics
waltham... short for Walter Hamster, the inventor propably
hamster robotics sounds wholesome
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.
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
what do you mean by "similar shell stacking"?
Waltham is where Boston Dynamics is located irl.
So if one shell and another are the same, it has the ability to stack them automatically
i know some blender plugins have it
Indeed they do.
why not use mesh instaces for this?
Its more trying to fix other peoples stuff its useful when they havent thought about mirroring or that model part being the same
Sounds like fun
xD ok i see - fixing other peoples stuff is the worst
Yessir
done that, drove me mad
Converting enviroment art thats made by artists that usually do weapons or vehicles can be a pain
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
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
I use textools in Blender. Very powerful
i use textools in max since ages, but auto packing its not great at
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
https://www.youtube.com/watch?v=LAtJpmtDSgc maybe a start here
Update, i figured out why i couldn't trace in headus, they need to be jpegs etc
doesn't like png's
π
Yeah i know, but its better than max and i paid for it years ago π
This a retexture?
What do you pack your addon with?
Config hiddenselections used?
@amber ibex
flipped you mean?
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
yeah since its a rectangle I can't tell if I'm moving it upside down
Then apply texture
oh does it show up in the UVmap?
just texture or are you trying to change the material too?
what model is it then?
the material change with hiddenselectionMaterial works about 50/50
that'd be a pretty cool AoW entry
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?
hmm funny thing
I got june and july mixed up
and though the deadline is tomorrow xD
yeah same
been busting my ass this weekend to make this happen xD
we dumb
same
their fault for naming multiple stuff with j
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
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
make a static version aswell "maybe in sleeping position" and tell them to contact you for the real deal
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
that'd be cool
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
I mean something that can fast and safely transport a rifle, or bag seems like it could be useful for anyone, military, medics, uber
in my story Id like to think it more as a prototype that now goes to field testing as part of AAN crew
sounds fun
but have to flesh out that concept a bit more
good luck
we'll be watching your career with great interest
Engine problem yes. Try if the visual problem appears if you don't change the material.
are you trying to apply a _CO or _CA .paa type texture?
does it have any transparent parts?
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
how much paa files i need to have?
I dont understand
like there are some paa files that i need to use
you need the paa files your models and rvmats use
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
oh got you... i think i got it fix but in buldozer i see it a little bit dark
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!
Too much deformation?
maybe if the radius was really large, it would work - but not like this
yea for no deformation it would need extra faces to carry the bolt heads
another idea down the drain...
something like this
where the bolt parts keep square shape and the parts between make the angle rotation
yeah
just add mesh bolts π
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 ...
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
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.
if it's not a bake then the uvmap is faulty
surely they should all be the same shape model wise?
are you making them square or anything
Cause i would retain the original shape to avoid stretching
its not a bake, otherwise it would look good on the model, but be unusable for anything except that particular flange piece
Hey guys, there is any docs for using subtance painter for arma3?
no, why would there be
@woeful viper so, ok, no bake, what you wanna do