#arma3_model
1 messages Β· Page 151 of 1
i don't get why you end up having these sort of distortions on these pipes
maybe i don't get how you wanna do this
of course some atlases would be ideal for stuff that keeps on repeating and can be used all over the place
@quick terrace is trim sheets the proper term for that sort of thing?
like what the space game guys do to their ships
whatever that game was called
star citizen
@past canopy not exactly, the trick with star citizen (and alien isolation which did it before) is that they use lots of deferred decals that can blend normalmaps to keep detail count high. Im sure they also use trim sheets, but lots (i would say most AAA) games do. Would love to have deferred decals as well, but we all day dream...
whatβs the difference between a trim sheet and the deferred decals then?
trim sheet is a UV sheet and decals are individual items?
oh yeah that, and also relying on custom normals + bevels, instead of baking normals for round edges
dont have time to explain, but theres lots of guides on youtube on all those topics
*custom vertex normals i should clarify
end result - higher texel density (using tiling), higher polycount (gpu's can handle it), smooth edges and normal detail equal or better than unique textures, with lower draw calls and reduced amount of unique per-asset textures -> no baking required, no full HP model of everything required.
used for primarily hard surface stuff
Hey guys where can i get an rvmat file for building model?
Examples can be found in the game files.
@woeful viper Personally, i would unwrap each of those top segments and then stack them on top of eachother and put them on the rivets that way
Bad drawing but you get the idea, because you are skewing them by making them straight
Examples can be found in the game files.
@stuck oyster
i found some examples like armor1.rvmat
but its not good for buildings
Look in structures_f/data
oh thankes
yea i wouldnt unvwrap like that i would do the sides together and the top as plane , kinda like this
Hello, can someone help me fix this issue? https://i.imgur.com/Q14dh4v.png
What is your texture name?
Apparently #(argb,8,8,3)color(0.423529,0.42 is not a proper tex name
anyone has an armaman compatible with 7100 of blender?
I dont know much im trying to edit a helmet
don't know much either but for a start you could close that (
Yeah but where would I close it? I never used object builder before
look at the examples on the page POLPOX linked, your procedural texture is malformed.
if you select the object / affected components and hit E in OB it will open the face properties where you apply materials and textures
thanks π
@ivory scaffold you may want to look into the multimaterial wiki page too!
@silver zenith what is 7100?
@stuck oyster
I guess its a blender version or something
when I try to load the character example it says that 6100 is not supported, required 7100 or higher
it'll be fbx version
maybe they dropped support for older fbx versions in new blender
anyone has an up to date armaman then?
yeah just anything to get a grasp of a human size
you can use the ArmaToolbox Blender addon to import the example p3d
or the one in the bust.p3d
or use Macsers Armarig
i sent him the file saved in newer fbx format.
in blender 7100 corresponds to FBX 7.1 / 3dsMax 2011, 6100 is FBX 6.1 found in max 2006-2010.
I guess new blender does not support legacy FBX versions, at least not that far back.
it might be a good idea for BI to provide modern FBX binary saves of those files.
does blender support newer sdk though?
i sent him 7.5 version and that loaded for him
those fbx files in the samples are saved in 6.1
from the blender docs:
Note that the importer is a new addition and lacks many features the exporter supports.
binary FBX files only.
Version 7.1 or newer.
yeah Blender and FBX mix a bit poorly sometimes
but in relationto Arma. Blender Toolbox is the way to go with direct P3D use
yeah if you can load the mlod's that fine too.
for reference FBX is now on v7.7, v7.6 wasn't around long and is kept in the sdk only for compatibility, I sent 7.5 as it's been around since ~2016.
pretty sure that'll be the version blender based their importer on.
https://youtu.be/SdfSSsdu3wA it sucks there is no mod for this
Are you referring to the F35 or the ship?
or the safety vest.
or the helmets, or the white pants, or the numbers on the screen on the top right, or the blue sky in the background, or the patches on that one guys shoulder
or the aircraft sounds
or the walking animations
or the heat haze effect
or the goggles the people are wearing
or the white gloves
or the rubber tires on the jet
or the grey color of the flightdeck
or the ramp assisted svtol
woah now, calm down Dedmen, you don't wanna be givin these people ideas π
its obviously the smell of the sea. The smell of the sea doesnt come through in vanilla ta all
youve used too much vanilla then
@tranquil jetty How is your P drive and tools set up/ Have you used PMCwiki guide to set up the tools and P-drive? What are you packing the addon with?
@north sundial that would skyrocket the VN count to 160 (from 102) vs. the 68VN from a plan ol cylinder unwrap
plus it would have seams left and right of every rivet
@stuck oyster oh shoot.....i havent setup a P drive, i was litterly like a dummy following a tutorial, would that make a big differance ? (Sorry if thats a stupid question) as its the first time im doing something like this.
When i pack the PBO i make use of PBO Manager
π so thats a turtorial and not a tutorial then
unfortunately there are a lot of "tutorials" out there yeah
crap so i have basically wasted my time :/
basically a lot of clickbait from people who some even know they have made bad tutorial
very true, like the one i followed but they cant admit its a bad tutorial.
okay so let me start from scratch then, i take it 1.) is to setup a P-drive then
yes. PMCwiki has good simple steps for that
Well I'm sure I could do it correctly even with pbo-manager being used 


What is the difference between "Stencil Shadow" and "Shadow Volume"? What will happen if used Shadow Volume instead Stencil Shadow?

oh boy so even pbo manager is wrong π i see a big learning curve coming up
plebs, i pack pbo with notepad
π΅
π
Its normally called "Shadow Buffer" LOD, atleast thats what its supposed to be called @white jay
afaik unless you're making foliage, you shouldn't really come into contact with shadowbuffer
@woeful viper VN = virtual normals, yeah?
im packing a bull by the horns with this as my knwoledge on model creation is very very weak, but i am eager to learn even with loads of trail and error π
id like to have a discord bot that auto replaces the words that shall not be spoken by flavor of the week words? ^^
@bold flare Talking about Stencil Shadow now?
yes
its called that in Blender Toolbox
you should be using just the stencil lod
I recall volume might be exporting out as 1000+ and stencil as 0+ shadowVolume
@stuck oyster i see in the wiki there is a load of tools to download, i take it that i need to download all of them?
In general, for clothing models, you need to use only this stencil lod (shadow) so !?
yes
Tnx
you can use an aklpha texture for shadows, using a special SVLod - 1001 or 1002, can't remember
using a special SVLod
π’
Thats a bug in object builder. ShadowVolume 1000 does NOT exist
ShadowVolume goes to 999, after that there are ShadowBuffer, again till 999
yes well shadowVolume 1000 is the shadowBuffer lod
OB does not differentiate between the names
fixes
In this tutorial, the guy uses a different shadow, and it kind of works, is this a mistake?https://www.youtube.com/watch?v=BfS9fBOE7Gw
a time stamp plz if you expect an answer...
He uses ShadowVolume 10
and he has a empty geometry lod with only autocenter
which means Arma autogenerates ShadowBuffer from the ShadowVolume (right?)
2:22
Blender stencilshadow exprots to 0-999 shadow volume range, Blender shadow volume exports to 1000-1999 range in OB
stencil shadow is what you use in 90% of cases
So blender Shadow Volume is actually not Shadow Volume
and blenders Shadow Stencil is actually Shadow Volume?
uh... wat?
Ok got it, thanks
the toolbox differentiates between the 2 different shadow types by calling them stencil shadow lod and shadow volume lod
but its just for its internal use
but why does the toolbox call non-shadowvolume shadowvolume, and shadowvolume non-shadowvolume.. thats pretty confusing
you got to ask Alwarren for that
Thats almost as if its a tool for Arma made by BI, when looking at the consistency
maybe thats where he got tips for the names π
I just do as in the tutorial, and it will work, because it works there ...
@white jay that is a mistake. the tutorial is an example. there is a lot more to making stuff than that
^^"i follow tutorial" reminds me of a thing i wrote in a tutorial for another game
i wrote "name your new class something like zzz_shipname so no one else will accidentally overwrite it" or something along those lines
and low and behold, ive seen 3-4 mods using actual zzz_ as prefix
Is there a mistake in this method? https://www.youtube.com/watch?v=yqU3K9m2kMc
my dude
youtube tutorials are way too long to debug
It is only about preparing lods, everything else is done and working.
no one will watch that tut to answer your question
ask specific questions if you want specific answers
Sokolonkos stuff is pretty good but nothing in any tuorial is absolute truth
<- starts and goes on to write "LIAR" under every arma tutorial
40 min basic concept
?
you can use this to copy a link to specific part of video. But I got to say I dont personally have time to look through any of it
@stuck oyster whats suppose to be in the P drive ? mine gave me some errors at extracting all addons
what errors?
Hi all I'm attempting to fix this bridge model https://imgur.com/a/bi0cl1c, I'm new to modelling so I'm here to ask if I can add different textures to a model through config.cpp, heres the mod on steam workshop https://steamcommunity.com/sharedfiles/filedetails/?id=1589122281&searchtext=AR+Bridges, this is the error I get in game when I place the object https://i.imgur.com/CdLZAJD.png
Β―_(γ)_/Β―
depends how badly its broken
I dunno if its worth the effort
might be faster to just make your own model
Its textures thats broken ive tested collision and stuff like that
then you may need to try
@stuck oyster I have a friend who debinarizes p3d's but I dunno if I should trust him with this and if its allowed since the creator did say its open so you can try fix it and I dunno if its the right thing to do should I let my friend do it or nah?
well your friend is doing very bad thing then
just so u know ive never used his services
im not really in the mood of continuing this. good luck
Yeah thats what I thought since hes ripping peoples work
@balmy valve what's that friend of yours discord ID?
@woeful viper what do you mean by vn count? Never heard that term before
@stuck oyster cant upload the image, but it says VCRUNTIME140_1.dll was not found
install Microsoft Visual C++ 2015 - 2019 Redistributable
searching this discord is often helpful
perfect ill do that quickly thanks guys π
do I ruin the UVmap if I apply the mirror and triangulate modifiers?
should not
because I have to apply them for when I export to p3d right?
yes
got a question about Lods
I can't seem to export them correctly
I understood that I have to use armatools but not sure how
there is a arma properties panel that has a checkbox that enables an object to be a lod
in the properties dialog you can set up what lod the object represents
1 object per lod
https://imgur.com/a/CAgtlGH
yeah I'm on that tab but I'm not sure how to set it up
I think I have pretty much every lod you'd want for a static indestructible prop
has anyone by chance made a video on how it works?
cant remember.
there is Bledner to Arma tutorial series on BI forums
probably covers a lot about that
thanks
@north sundial i put links in in biki https://community.bistudio.com/wiki/LOD#.3Cresolution.3E (the paragraph above the red warning box)
VN (vertex normals) are what actually counts for the gpu calculation. vertex count alone is just a simplification and doesnt tell the full story.
what does "that LOD is deprecated" under my long distance shadowLOD mean?
does Arma3 not use them anymore or what?
@silver zenith always provide pictures
helps with the context
as there are a lot of tools
yeah was making one
https://imgur.com/a/reMvmkM
according to the biki you can make a 2nd shadowVolume for long distances shadows
and arma tools has a shadow Volume 2 preset
yeah you dont have to make those
oh alright
someone should update the biki and the blender tools
lol
When he complains about free tools that basically enable him to do anything π
hey I'm not complaining
but if this function is not useful anymore keeping it can cause confusion to newbies like me
Its not made for you or newbies specifically
the biki?
Alwarren has been nice enough already to share the tool to begin with
the wiki is maintained by volunteers too
be the change you want to see I suppose.
also, its always good to refer to the Arma 3 samples too
oh didn't knew I could make edits, I might make one
and please don't make it look like I'm spitting on the free tools
I just saw something weird on multiple platforms that can cause confusion like it did to me
you can request wiki edit access or make suggestion on #community_wiki
Id perhaps recommend the latter as you said you are still new to this
yeah also the biki has stopped registration momentarly
thats why you can request access, not just register and get automatic access
keeps away the unwanted editrolls
makes sense
usually you need 2 svlods
not sure about what aspect of biki you refer to as being incorect
@stuck oyster & @steel vector thanks guys the Microsoft C++ 2015-2019R fixed my error i got when setting up P drive π
anyone knows how do I assign mass to a geometry lod with the blender toolbox?
oh I think I got it
what weight should I give to a static 2x1 metes box?
the minimum weight in geo should be 1
it depends what that box is suppose to be, and what it is made out of
static just needs some mass>0 so that colision is enabled
1 will do
one (hopefully) last thing
damage material
is it possible to apply it from blender?
@stuck oyster
Mm no that's a config thing
oh makes sense
then what is this error referring to? seems that it talks about some sort of material
https://imgur.com/a/kY9Lb2v
perhaps you have set some incompatible object type to use arma properties
It could be better to use the only selected option on export so you know exactly what objects you are exporting
apparently I had to apply a material to geometry aswell
didn't though it should've since its not something you can see
fire geometry lod also can use a penetration material that gives the object different properties on hit
or if its simple enough object that geometry lod can be used as firegeometry, the penetration material can be assigned to it too
but the material requirement is just for the blender toolbox to be able to properly process the object into a lod
fire geometry lod also can use a penetration material that gives the object different properties on hit
thats the damage material right?
no its the penetration material
or at least by damage material I think of the material that is switched to show when a thing takes damage
the biki calls damage material a material that defines the penetration and the effect on bullet impact
is this material defined through blender or by config
do you perhaps have a link to that particular text
https://community.bistudio.com/wiki/LOD#Fire_Geometry
under fire geometry
All Components should have a damage material applied. This defined the penetrability of the object and the impact effect type. There are two possibilities for Materials: Normal Materials or Plate Materials.
so is it defined by config or should I do something in blender
as it says there it is assigned on the geometry mesh
what does that mean exactly?
I don't see any command for it
game: Disintegration anyone can?
might be a bot.
@silver zenith you assign arma texture and material path to a objects Blender material in the material tab
there you also assign the penetration rvmat from P:\a3\data_f\penetration\
https://imgur.com/a/4urkqL8
this right?
oh so the penetration and hit effects is just an rvmat setting?
meaning that I can easly do all that in object builder
lol dam i am lost with all this high terms π i have a looooooooad to learn
I want to be done with the blender side of my object π
@silver zenith you are atleast somewhere already im still nowhere π€¦ββοΈ
bold of you to assume I have any idea of whats going on
read up and you'll see how clueless I am
hehe @silver zenith believe me i did follow the posts, and you atleast know how things fit in together i dont, so yeah you do know much more than me π
@steel condor please use #creators_recruiting for adverts, move your messages there only, this channel is for Discussion about anything related to Model creation and usage within game modifications, it's not a billboard.
!whois 420674296646729728
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Joined the server: 2019-04-04_01:20:03 UTC
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They have 4 warnings, with these notes:
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4) repeated crossposting despite prior warning
Well.
!purgeban 420674296646729728 60d repeated violation of the same rule (crossposting) despite 4 warnings, no improvements visible
*PewPewPew!!*
RIP @steel condor
@silver zenith yes thats right in Blender.
Or if you work as i do, open objectbuilder and go to the FireGeometry, select your parts that are needed (as example for metal hit effect) and press "E" and add the .rvmat class (second line where you can add a path).
yeah I usually choose the OB method aswell
But it is faster than that in Blender...
I want to try making a vest for my unit i have Blender and photoshop and the arma tools/samples but it cannot find a model to work with only a Bust for helmet or already a fully clothed guy
is there a way i can only get a guy and make a vest around him
I believe https://forums.bohemia.net/forums/topic/229119-art-of-war-model-templates/ has some additional stuff (outside of Arma 3 Samples) which can be useful.
Although I would always make a vest on top of a clothed person, so it doesn't clip through the uniform when wearing it.
thanks
In the Arma 3 samples there is a example character
btw does the distance from origin apply to height too in terms of roadways and geometry
and not working, i just remember something about height being more or something
@north sundial please rephrase
Yeah sorry wrote that in a hurry, from the origin, geometry and roadways don't work after a certain distance, i believe 50 each way, i know for certain that this is the case for X and Y but does it apply to Z beacuse ive seen large towers done in one model before
Thats my part @north sundial
Its still a bug since OFP in 2001
View-Fire and Geometry are limited. Still a bad bug thats not fixed yet. You can go to 50 each side maybe a bit less cause its the maximum. Height isnt a problem so far i do know.
Problem also is, sometimes with the 50 maximum, you fall trough also it depends where the object is placed. I did some experiments with it and placed the same object many times and also in other directions. You will fall sometimes on other places down or geometries are even not active.
Or sometimes it fits and you dont fall down or even geometries are working
I also tried to fix the problem to make the building in 2 pieces and add a proxy of the other half but this is also not working.
Only way is to do a align script that makes both together to 1 = model + model (50m + new 50m)
There are still 2 bugs i really hate in that engine, and sadly these are 19years old (this limited roadway etc and that lightnings shine trough walls)
Ah right okay, im just working on some sea walls atm and one of the towers im doing is around 100m tall so i didn't know if i needed to cut it in half
Thanks @runic plover
With Advanced Sling Loading, how do you define the points the rope attaches to the object?
https://github.com/sethduda/AdvancedSlingLoading/blob/master/addons/SA_AdvancedSlingLoading/functions/fn_advancedSlingLoadingInit.sqf is the script which sets the sling points
Thank you
@north sundial big things just need to be made from parts. https://youtu.be/9xFs4sJa-mE
New buildingblocks in game environment testing.
Also FPS live counter for those asking how well it runs.
Bear in mind these are all unoptimized assets.
How in good Christ were they placed Iβve tried object builder before and itβs not exactly the most precise
π
Terrain builder*
I have my own tools. I make terrain object placement in Blender
Oh really? I can see why that would be easier, if you made the tool yourself do you plan to release a version to the community eventually? Seems like itβs an extremely powerful tool
Watched a few more videos and itβs staggering what youβve been able to do
I have my own tools. I make terrain object placement in Blender
Sharing is caring
Well if itβs his work, itβs completely upto him to keep it or not
Sharing is caring
@stoic blaze This is what a communist (or lifer) would say :angrypepe:
I'm socialist, not communist. But yeah, sure.
Is it possible to make seats in a vehicle be "persistent" in orientation or affected by gravity, in a way where the vehicle can change orientation from being horizontal to vertical, but the seat's orientation is still the same relative to the ground?
Well it's not very usable for anyone else because you can only use it if you have original models. My project is 100% my own stuff.
Also I'm not super enthusiastic to have to tell people how to use it. π
arent you afraid of the strong terrain slope of those 'canyons' causing the "fall to death" glitch in MP ?
Nope.
wat is ur secret?
Lotsa buildings maybe?
the glitch causes you to die from fall damage when walking on a flat surface in a building, because terrain underneath makes has big slope
Oh right
hello im currently setting up a tank and im having issue with not being able to move to tanks driver position all other seats work ok, AI shows in the spot but if it gets out it cant get back in
i have hasDriver = 1 and i have get in memory points set up too
@woeful viper dunno really, have not yet had any problems running to and from the terrains and buildings
rudder animation source on helicopters? because source = "rudder"; does nothing. This is for the pedals and/or an external moving part.
i assume network latency/ framerate could play into it
possibly. on of those things that have to tackle with if it comes to that
Oh boy @south beacon this is going to be a big question isnt it? No worries, take your time.
Hi all. Is it possible to make nonlinear animation with inbuilt controllers? (such as source = "mainGun";, source = "wheel";, etc. )
class Animations
{
class FrontWheelR
{
type = "rotationX";
source = "wheel"; // The controller that provides input.
selection = "pravy predni";
memory = true;
sourceAddress = "loop";
minValue = 0;
maxValue = 1;
angle0 = 0;
angle1 = "rad -360";
};
};```
I look for a way to replace `source = "wheel";` by math formula like `source = sin ("wheel");` (ofc this my example doesn't work)
for what kind of use?
the more exact you can be on what you are doing the better answer can be given
@south beacon
short answer is no, but perhaps if you explain what you are trying to do then maybe you can find answers
if its not your content, you don't have permission to edit it
im trying to edit a cup load bearing rig
you don't have permission to do that though
oh
why do you people expect you can just go right ahead and make any edits
to something that it's not yours to begin with?
@quick terrace that happens when people dont ready any readme ^^
indeed. a natural thinking that not everyone has
@stuck oyster I would like to make a realistic animation of the moving parts of the gun (carriage, flywheels, rods, stops,
gun recoil, etc.), which are set in motion when the barrel change position
I could use sourse = "user" and the animateSource command, but that would require a lot of scripting
tbh I did my first model.cfg work because IFA3 mortars were dead broken, so it took me several days to unbin, fix, rebuild and make them usable via a new confing in independant PBO. Then I told myself "no way I make new config for every fix I do" so I sent the fix to kju who told me "hey get in there you stupid", it was in 2016 and I'm still banging my head against the keyboard every day (and these very mortars are still very bad)
Β―_(γ)_/Β―
please don't link that here. Especially not to someone who wants to modify other peoples models without permission π€
I know what it does
but yeah fair enough
there's still the samples tho
There's samples, and asking CUP team.
IF you want to even learn that is.
Coming here because "hey i'm trying to modify these other guys model without ever asking for permission or even thinking about asking and it doesn't work, please help me with modifying this" tho... doesn't sound like learning to me
Yeah I get it, I'm probably too optimistic :p
in last 2 weeks two people were banned that were ripping other peoples stuff, after/while asking for help in here and #arma3_terrain
only 2 ? Ahah
well i saw someone on my friends list with a edited cup rig so i didnt think anything of it lmao
and thats why "private addons"/"ripped stuff" screenshot sharing is a bad thing (let this be a note guy that is banned and can't read messages anyway)
is 99k non triangulated yet faces too much for a prop
probably
most defenitely
less = more
yeah I'm making some simulated cloth so its hard to keep it low
so was wondering for how much I could settle for
afaik is there no real hard limit (it's somewhere around 4bil polys, on which Binarize will start complaining)
ok... I found the following:
The hard limit for any single model file in Arma/RV (without using proxies) is somewhere around 21.000 verts.
Although from a 5 year old source, so no idea if it still applies
99 000 for a prop?
lol what
simulated whatever, there is a reason for normals maps existance
big prop? π€£
I mean
normal maps can't really bend surfaces
but yeah 99k was the extreme
I might have made it to 17k
or even 2k if I'm a magician
do tris count as half faces or as full faces?
considering they are a face split in 2
what is split in 2?
for game purposes, you either count verts or triangles
face - tris basically
since DX only works with tris anyways
@steel vector it used to be 2^15 vertices normals
not anymore, but still....
my "source" was https://forums.bohemia.net/forums/topic/192564-new-poly-limit/?do=findComment&comment=3062356, and some old reddit post where they discussed this topic as well
or you could have just looked at https://community.bistudio.com/wiki/LOD#.3Cresolution.3E where its explained what is counted for maximum (@silver zenith)
reddit lol, most people on reddit couldn't find their on/off button on pc
btw, my source are my own, based on test :))
I wouldn't give numbers directly from Reddit without validating it, or saying that the source is unreliable π
99k is about how much plane or a tank with interiors have.
combined ^
sbsource shadowbuffer instead of shadowvolume? or other way around
check geometry lod sbsource property?
im not quite sure what the sbsource shadowbuffer is
this is my setup for the object properties
I have the option for both it seems
its quite similar to object builder
just a little more friendly (to me at least)
yeah which one you using?
shadow volume
If I heard right, Stencil == Volume and Volume == Buffer
so you want to use stencil if you want volume
gotcha thanks
ill give that a shot
hm well, its sort of worked
i'd bet this is probabyl because my mesh sucks in some way
that would be because its not closed
shadow mesh needs to be simple representation of the model in question
and completely closed
simply copying the original mesh will not work
yeah I figured it was as such
I have a bunch of non manifold edges all over the shop
ill whip up a fresh mesh
also remember sharp edges
what impact do sharp edges have?
no idea but apparently its a requirement for shadowVolumes
thanks π
bingo! thanks @stuck oyster, @silver zenith and @bold flare https://i.imgur.com/bl9wIel.png
death stranding vibes
yeah its my own low budget version of death strandings bag
thats very cool
completely overloaded reedus is the perfect example of the average A3 MP player... maximally overloaded, machinegunsniperantitankgunner
haha yeah
i'd like to make some comically tall stack of crates
ill need to make a better frame though and a few more styles of crates
oh and it'd be super cool to make the dead bodies he carries around
they're very visually striking
do I have to double the model if I want to make double sided normals?
unless arma is capable of double sided rendering (which I've personally never seen a example of) then yeah probably
select the faces you need, copy & paste them, then flip them.
yeah didn't want to double the faces
found a better alternative that is disgustingly cheap
what was it?
instead of just doubling the faces of this cloth I was making I just closed the areas where you could see the backfaces from
@silver zenith you also can select 3 or 4 points and F6 or take the face selecter and mark your face and then F6. only 3 or 4 points work
is it possible for a shadow volume to render a "sharp" shadow with hard edges or do you have to use a stencil shadow for that
stencil shadow?
you mean shadow buffer?
shadow volume's are already "sharp" shadows
I probably do yes, I think the blender addon's names for shadows are slightly different to object builder
ah yeah blender has it wrong
you want a shadow volume, which is called "stencil shadow" in the blender toolbox
yeah that works great for a nice hard shadow
the issue however is that should I use a stencil shadow
my lighting on the actual model turns into this
totally flat and broken
so I thought too, however with exactly the same rvmat and using what the blender addon calls shadow volumes it has beauitful lighting
various possiblities including emissive, specular values, fresnel etc
or it did... until this time
now its broken again
I had it perfect, its slipped right through my fingers
you want a shadow volume, which is called "stencil shadow" in the blender toolbox
what the hell?
didn't knew that for sure
only wrote that here half a dozen times the last week
turns out opening the p3d in object builder and then saving it fixes all my issues
magic is real after all
thanks for the pointers though I did change that lod
but opening and saving it in object builder was also required for some reason
yeah the blender p3d export isn't perfect
resaving in OB should be added to your workflow
slotted it right in there now
this is my last question here i promise (in a reasonably large part because its my last issue to fix :P) but does anyone know why I might have this strange lighting effect on the bag's shadows
https://i.imgur.com/uY15WEO.png
I thought at first I baked my normal map wrong and it was a result of that but I had a check and it isn't. It seems to be showing the bags underlying mesh instead of lighting smoothly according to the NOHQ map
don't know what the arrow is pointing at
sorry the arrow was just meant to show the direction the light is taking
it was poor placement tbh
but you can see the triangles and stuff along the back ill do a proper arrow
ok the arrows are actually pointing at the edges of one of the hard lines now
@wraith socket is your O2 script path in the Blender toolbox set up correctly?
thoat flatness is due wrongly exporting vertex normals
and that is either hard shading on edges or you have baked those hard edges in your normalmap
@wraith socket is your O2 script path in the Blender toolbox set up correctly?
@stuck oyster
Ah no its not well spotted, do I need to path it to the folder or one of the exe's
https://i.imgur.com/Mphf1PZ.png
(thanks by the way)
which one?
the toolbox does not actually export custom vertex normals currently. they are calculated according to hard/smooth edge types by the o2script
you should enalbe autosmooth in blender and set the object into smooth shade mode to more easily edit soft and hard edges
Blender manual can tell you more about that
yeah I mean I have the model shading smooth in blender https://i.imgur.com/IK2ideL.png
and the vertex normals are pretty much as you described
the issue with the edges happens whereever there is a shadow on my model
yup, gave it a pretty close inspection to make sure I didn't bake any tris or hard edges into it https://i.imgur.com/hkzqWCn.jpg
is the model smooth shaded in OB?
the lines of selected faces are different
in DX view mode they are red for smooth and pink for hard edge
or something like that
I cant find the button to show edges but
its looking pretty smooth
nevermind found it
all smooth
and im using the super shader
what does your AS texture look like?
if you replace the used textures with the neutral procedurals from p:\a3\data_f\default_super.rvmat does the edges look hard or smooth
_CA?
yeah
does it have transparency?
non transparent surfaces should use _CO texture
think that might be the cause? ill change it to a _CO
you will have to run it to paa from original file
that is named as _CO.
then converted to .paa
got it
as different texture types have different conversion rules
right just replaced the rvmat with the one from the default
still going strong on the triangles
so its not in RVMat of the model or its normal map
must be the toplogy/normal directions/smoothness
(and I updated it to a _CO and processed it through properly)
try open in OB, mark whole model, press key "F5" and also press after the key "i" ("u" is for sharp edges).. sometimes it also works if you press first "u" and after then "i". that should solve your triangle/ face edges
yeah, just gave that a go and its come out looking similarly triangular
do you think it could be a issue with one of the shadow lods?
Ill test it
(thanks for the suggestion)
you also can mark whole model and go to Structure/ Squarize
for shadow lods I copied the AoW asset pretty much
so I have a shadow lod 1 and 10
in blender I have it marked as a "stencil shadow"
all the edges are marked sharp as par instructions on the lod page of the wiki
do you have the texture on it?
yes
is it smaller thna the visual lod
yes I have scalled it in
yeah thats how it is
the mystery continues, I just did everything listed here pretty much the shadow lod is now 0 the shadow lod 10 is gone I reset all the normals in OB with F5 then by pressing U then I except on the shadow lod which I left sharp
and yet it persists
going to remove the _CO map just incase
U makes sharp edges, I makes smooth edges
try setting it all sharp
and also make sure you are actually packing the model
and saving the right model
and building with pboProject
What did you pack with before?
PBOmanager

have I commited a crime lol
Where the π₯ π¦ do all the Las 20 new guys learn to use pbo manager
^^
Who spreads this π€¬
now it comes.. packing with pboproject and some errors are there and not able to test it ingame before the errors are solved xD
But yeah despite its name PboManager is not proper tool for that
I was fooled
I can't remember exactly where I saw it
but I believe it was on some of my early youtube research into modding
so yeah im getting a error in pboproject as you predicted sentry
you're quite on the ball
Arma modding has old roots and the youtube tutorials are made by people just after the clicks
Not to spread correct info
sokolonko's stuff I found some of the most useful
Well there are som OK ones. But they can probs be counted with 1 hand fingers
Yeah his is decent
But he I recall does not use pboManager
he doesn't you're right
I may have missed that part of his tutorial
ok I definitely missed that part
Also El tyranos has nice series
I have however seen it now on reflection
this seems to be the main issue pboproject has with packing it
could that be the absolute addressing i'm doing to the default arma super shader?
Youtube is unfortunately very poor in the way that it brings up the bad tutoriala in searches as they are spread extensively in the life communities and the makers get their fake Internet points
yeah its definitely a sorry state
when you search up "arma 3 keys" aiming for making mod keys
you get fake arma 3 game key generation videos
before anything useful
Hint: Don't search on YouTube.
Hint #2 : add as much information as possible in the google search, to nail the results down
Hint #3: HG is evil! ("Tshirt"!!)
π₯ π₯ π₯ π₯ π₯ π₯
HG is my hero right now I wont be hearing that talk
although I do feel like im going down a wormhole with pboproject
Sure, you just read it π
haha
pboProject is a pita in the beginning, but
i don't wanna miss it!
It just simply shows all the mistakes you made and forces you to fix it.
yeah
So in the end -> β€οΈ
Yeah, simply copy the errorcode and paste it into google/π¦π¦go/whatever
I bet, you aren't the first one π
(or simply search this discord for the error message)
ah Yes I have found a thread that is me right now from 3 years ago
this is the good stuff
ah now im really stuck when neither of the threads answer my question... I might have to go to... the 2nd page of google
search for the error in here
some results but it seems to be mostly people who are using other mods as dependancies
hm
thanks @wraith tendon @stuck oyster and @runic plover https://i.imgur.com/xoygmf1.png
I'm using the pboproject now and it worked to force me to fix a error :P unfortunately im still getting the strange shading but I have it tracked down to the mesh so hopefully I can sort it all out, thanks again for all the help
so is there not a way to move the camera around in OB?
uhm, one of the F-Buttons iirc
@clever solar press Alt + rightmouse (both pressed and move with mouse) in 3d view
ty!
Hey guys I was just wondering why some of my uniforms, are unable to show my Arma 3 unit patch. If anyone knows how to help that would be great
missing model selections &/or no hiddenSelections setup in config would be my first guess.
anyone knows what makes a model brighter when pointed with a flashlight?
not sure if thats model or rvmat related
a screenshot might help,
https://imgur.com/a/BNS5diC
its like only individual faces get illuminated instead of dynamically illumination
@foggy finch I think its rvmat related but I'm not sure
its rvmat related
ill search you the command, wait a sec
@silver zenith this has to be in at begin of your rvmat text file
renderFlags[] = {AlwaysInShadow};
no its not hardcoded
renderFlags[] = {AlwaysInShadow};
ambient[] = {1.0,1.0,1.0,1.0};
diffuse[] = {1.0,1.0,1.0,1.0};
forcedDiffuse[] = {0.0,0.0,0.0,0.0};
emmisive[] = {0.0,0.0,0.0,1.0};
specular[] = {1.0,1.0,1.0,1.0};
its just at the begin of your rvmat file
yeah I understand its not
I wondered why not though
thanks a lot Sentry
test it and send a pic here, wondering if it wil lfix your issue ^^
i dont think the flag is working. When i tried it, it had no effect on sunlight
in sunlight the model seems rightly shined
that issue occurs only with flashlights
it works, i use it for my buildings, flashlight works properly on it
pheraps because sun and flashlighs are separate types
seperate light sources too
weird though some other models don't need it
@silver zenith just test it
so I've been doing some quite intense testing and I have my issue tracked down to being something to do with my resolution LODs
https://i.imgur.com/VCsUpI0.png
It causes the non smooth shading you see on the left of the white backpack here
I'm quite sure its the resolution LOD because I changed the topology of every other mesh to still work but to not resemble the resolution LOD and the exact pattern I get on the bag is only present on the resolution LOD
This is LOD 1,
A few details are that those yellow seams are just for UVs and the edges are not marked sharp and it is shaded smooth, it is triangulated. I have tried sharpening edges and shading flat to no avail.
https://i.imgur.com/8ojCWup.png
The vertex normals look like this.
https://i.imgur.com/opsmRg8.png
I am utterly stumped what I've done wrong I've been working on tracking down the issue all day and a good chunk of yesterday too.
I always resave everything through OB and have tried setting the edges smooth there and as well as resetting the vertex normals with F5.
It looks absolutely fine in bulldozer however the issue persists in game.
I ask a lot of questions here so I hope this isn't annoying, I really just can't crack it so I'm coming for help. Thanks for all the help I've received here before
Just to clarify I want rid of the non smooth shading that shows up on the left of the bag. (or in wherever the area of shadow may be)
@wraith socket if you want, send me a PM you can send it me ill check it shortly. got time atm
thanks very much, do you prefer .blend or .p3d or both?
i only work with OB so, p3d
i'd guess at smoothing groups, but i dont blender π
see I think its somewhere around there I'm just not so sure
I have it as smooth as I can physically figure to make it
@silver zenith thats what happens with vertex lighting on objects, if you want smoother lighting the part needs to be split into more segments
Id assume this is about what the topology is there
@wraith socket are all verticles merged on your box there?
yeah probably
this isn't my model btw
its just the closed thing to my problem
if you cant/wont show the item you have an issue with then it's a guessing game, so on that note im out.
I mean its the same exact problem so I don't see the issue
and I'd like to fix it for that road aswell
it worked @runic plover
can't show the pic though
If I understood this correctly, AlwaysInShadow is not the correct answer
per-vertex lighting means that you need to have a mesh of verticles for the lighting to be smooth
weird though
sentry method worked on a single tris
@wraith socket you can try importing in OB and locking normals before save
you can also try removing any other res loda but first one (change all others to edit lods for instance)
@silver zenith i know my method works xD
"missing model selections &/or no hiddenSelections setup in config would be my first guess." How would I correct this?
pretty correct
especially if those uniforms were mod ones
oh
awkward thing
the reason it didn't work was because I didn't apply the RVMAT
it worked without AlwaysInShadow
"missing model selections &/or no hiddenSelections setup in config would be my first guess." How would I correct this?
add named selections to your models and setup hidden selections in your config.
if you need more info on how to do that search the biki.
if they are not your models and you bought them from some place, you will need to learn how to 3D model.
I though he was just trying to retexture a mod
Hey guys I was just wondering why some of my uniforms, are unable to show my Arma 3 unit patch. If anyone knows how to help that would be great
emphasis mine. if they are theirs, they would already be able to retexture because they'd have source files anyway.
oh my bad misread that
@wraith socket you can try importing in OB and locking normals before save
@quick terrace
when I lock the normals it just points them all in one direction, is that what I want?
also tried that lod 2 and 3 are now edit lods to keep them out the way
doesnt seem to help
nope
what was your issue @wraith socket?
go over most of it in this message
essentially I have some strange shading
that I just cant stamp out of the model
I think its part of the resolution lod
I changed the shadow lod's topology to be different to the strange shading and lod 1
and it the error still matched lod 1 instead of the new shadow topology
how do you lock your normals?
I have no idea, I just found a button in OB that is labelled lock normals
i don't have OB on hand, but i think the menu you are looking for is shift+e or similar
but it forces all the normal directions to be in one way
ah this is a different menu all together
thanks
yeah @runic plover I meant that it also works without AlwaysinShadow
not sure what makes it necessary in models
hm I realise now if I open the model in blender after saving and closing I get this error
it may be a clue
@silver zenith not sure if it also sharp edges can do it
a basic rvmat file + sharp edges probably
always in shadow should not be necessary for much anything
it is not a normally used thing
whats its intended purpose?
oh I see
yes i see its just rvmat file not with that renderflag
i taked a room rvmat as example that ive wrote you here
any reason why AI would not garison on pos1 memory point in a building ? (only one position being this one)
@vernal lynx is your pos1 defined with 1 point or are there more selected points
what is used to garrison the house?
waypoint?
command?
does commanding AI manually into the position work?
hey would anyone mind building my files into a PBO on their PC and loading it in game to see if they have a shading issue
I feel like ive tried anything with the actual model and LODs
and im using pboproject but still just no luck atall
@stuck oyster used Zeus Enhanced
perhaps a bug in it
if I use player setPosATL (building buildingPos 1); I get moved at terrain's origin
@white jay
π
Would anyone here know how to edit and add an A-164 texture?
I have editing software
But have no idea how to extract the PNG/JPEG
Ping me please if anyone can help π
hello, im am new and making my first pbo. its a simple addon to add a PJ beret. I have the code and the PAA file.
I was looking through others and I am not sure what to do. they have things like #include BIS_AddonInfo.hpp and it has timepacked=[numbers]
Is that just something I self generate or do I use arma tools to do it. Basicallly I want to pack it to a pbo and nott 100% sure how
so i thought i had it, signed it, and it wont show up
@stuck oyster thanks for your help i got my first model ingame, simple little model just to figure how things fit together.
Just one maybe stupid question, what do i miss if the player cant collide with the object?
example if the object is a big crate the player can walk straight through the model. Guess its something in blender im missing
geo lod
and mass in that lod
@tranquil jetty needs a geometry lod and add a mass to it
geo lod requires a few things in order to have it work, mass being one of these few things
aaaaah, the mass option i have seen π makes sense thanks, okay bearing in mind im a complete noob with modeling, so please forgive me if i ask really stupid questions like what is a geo lod
lol ah thanks @foggy finch ill check the link now to understand
its a collision lod, very simple convex topology, all meshes must be closed, have mass and be named componentXX
@quick terrace okay that makes sense, so if geo lod is not setup correct the model will work only 50% basically
aha okay now im starting to figure it π @foggy finch @runic plover and @quick terrace thanks guys thanks for the advise and help, appreciate it π
Hey can someone ping me if they can help? I am making chest rig models and I have 0 idea how to implement it into ARMA
there are samples available
could anyone point me in the right direction for assigning Insignias on models?
add a "insignia" named selection on your model
its texture will be replaced by the insignia then
if you need example then look at Arma 3 Samples A3_character_example.p3d
Hey thanks for the response, I believe I have worked it out after finding a reference on the wiki.
just to confirm it says I need to map a transparent texture on the insignia selection, is this still needed?
Best british units?
is there a solution to loading arma 2 p3d's from the data packages into arma 3?
object builder rejects the files
You can only use the models in the samples package. They are unbinarized
To use in OB anyway
ah, so the licensed data-packages are a no-go?
would there be a way to use an existing p3d from arma 2 in arma 3?
without or with light modification
Yeah, just reconfig it and keep the prefix the same... But that means A2 textures, etc. Quite a few assets are in the samples package
Including the A2 maps. There are also A1 sample packages too
Quite a few assets being most...
i dont mind the textures
Then you can download the two packages from https://community.bistudio.com/wiki/Arma_2_Sample_Models (one is animations, the other models (weapons, vics, structures and environment)
yep, i've got the package i need. It's binarized, though
i just need to figure out how to configure it properly
It is not binarized...
this seems like a dumb question because the answer hits me as it would be "of course you do", but do you triangulate resolution LODs?
I went over the LOD documentation and it didn't seem to say if I should one way or the other
You should. imagine having a square sheet of metal with only one corner higher than the others. what will happen? It will struggle finding the correct position to stay (texture rendering). With 3 points, the surface will alwas be flat, so it (the tex) will always know exactly how to render properly.
If anyone who has experience doing military uniforms/vehicle modding, please contact me. Currently looking for somebodies services.
Hi all is there a tutorial on how to get started with modeling? Iβm determined to learn how to import models that Iβve purchased off of turbo squid into Arma 3 and I want to learn modeling in general.
@wraith tendon actually dx only uses triangles anyways, so the mesh gets triangulated
@wraith socket - always, before bakes
@flat kiln #creators_recruiting
@white jay youtube is full of tutorials for game asset creation, software dependent
actually dx only uses triangles anyways, so the mesh gets triangulated
@quick terrace wasn't sure about that fact π
thanks pufu, I thought so but its good to hear it confirmed
so my question now is the following: has anyone experienced this before and is it a engine limitation?
This is a screenshot of a bag from the laws of war DLC: https://i.imgur.com/N2acVcr.png
It seems to show the same issue my bag shows: https://i.imgur.com/N2acVcr.png
(The sharp edges)
These hard edges seem to be most common when the hard shadows from the player are cast onto the backpack.
some bags seem to not show this shading issue but I'm wondering is this something that can't be avoided but can be minimised?
possibly the it could be solved by adding more mesh to make it naturally rounder
certainly the way I'm leaning with it, i've tried pretty much every combo of rebaking normal maps, and every angle that vertex normals could be positioned at
I also noted that the issue wasn't prevalent in the first backpack I made that had far rounder corners and more topology
so this seems to be the explanation of why i've had no luck
how do i combine 2 groups of points in object builder? merging them just creates 1 point
what are considered "technical LODs" in a model?
the porting guide details delete old technical LODs from your arma2 character, import new ones from bis arma3 example character.
everything that is not res /viz lods
memory, landcontact, hit-points?
i guess it depends
and some of that could be used
i doubt there is a given gen rule
ahhh, for characters? yes, everything
@naive crescent
ok!
thank you!
in arma 2 characters, the injury selections are split between left and right for limbs, but in arma 3, they are for both. Is there a way in object builder to combine 2 selections together into one?
ahhh, "redefine" does the job
what does this mean?
update the material links (default ArmA 3 path is a3\characters_f\)
change the rvmat in face properties(selection -> "e")?
that the materials for character are now under a different path
i see
you can either mass rename
but i have the textures and rvmat supplied by the package
so i can just use those?
load them directly from the mod-file
yeah, but i think itβs about hands textures
i see
i think, never ported characters from a2 to a3
those are already updated
since the hand-textures are copied from the example-model
it is about the rvmats used that are supplied by the game
yep
not the characterβs texture and mat files
well, i went through all the textures and rvmats already and swapped them out to correct paths
make sure all rvmats in all lods are pathed correctly
lod 1..4 and view-pilot
geo if needed ad well
geo is just a bird-cage
and i deleted the original geo and replaced it with the example
so if the project is in my p-drive the path would be
[tag]\[pbo-name]\[folder structure]\[file].[extension]?
so for me, it would be
nca\nca_characters\frosta3\data\frost_co.tga for textures
and nca\nca_characters\frosta3\data\frost.rvmat for models
let me know if i've done something wrong
yeah, i usually stick rvmats and textures in the same folder, but seems fine
theyre in the same folder
frosta3\data\
is there an example config for uniforms i can yoink?
in the samples...
yep
I trying to create bottle. Everything seems to be good, except with top (cap) and bottom.
Object Builder throws error: "Cannot generate ST coordinates".
I recall thats related to bad uv map
Should I take care about this at the stage of model making?
from memory you might have a rouge vertice, or a part that is so small it cannot generate uv coords for it.
if you unwrap your uv's properly you can catch those issues before your models even get to game-encoding stage.
im getting this error for my model:
nca_characters\frosta3\frost.p3d: No geometry and no visual shape
also, one of the test-classes is not valid: In class "U_Test_uniform" is abstract config class "Test_Soldier_base_F" and can't be used with uniform.
uniformClass = Test_Soldier_base_F;
ahhh, never mind
the apth is incorrect
wait, it's not
the filename was wrong

ok, im getting these errors:
22:56:49 Warning Message: Cannot load texture ca\characters_pmc\frost\data\frost_nohq.paa.
22:56:49 Warning Message: Cannot load texture ca\characters_pmc\frost\data\frost_as.paa.
22:56:49 Warning Message: Cannot load texture ca\characters_pmc\frost\data\frost_smdi.paa.
22:56:49 Warning Message: Cannot load texture ca\data\env_land_co.paa.
22:56:49 Warning Message: Cannot load texture ca\characters_pmc\frost\data\frost_ti_ca.paa.```
old paths, no biggie
but i cant find where these paths are defined in the model in object builder
never mind

theyre defined in the rvmat
something about teaching a man to fish...
ok, mat editor cant open the rvmat files
solid advice
notepad++ is good text editor
yep, i jsut did that
i swapped the binarized ones out for the non-binarized
helps a lot

indeed
welp, it's not about how many times you fall, but how long will you stand up again
what's the a3 equivalent for ca\data\env_land_co.tga?
data_f has those
but preferaby I would say you set it to use terrains own env texture
a3\data_f\env_land_co?
ah, i see
is there a way to access the specific terrain in use?
there are examples of that in the rvmats of some vanilla assets
ok, i'll take a look
id start looking into the latest ones like jets dlc ones
cant remember the parameter off the top of my head
hmmm
one of the examples uses "A3\Data_f\env_land_co.tga"; but i guess that's just an old one
yes there is an additional parameter for using the terrain defined texture
yep
i guess all the a3-rvmats are binarized?
so i'll just have to fish it out of there
if you have set up your P drive with mikeros Arma3P they should not be
come to think of it, the mat editor probably could not even see the parameter
so text editor is the more safe way to see things as they really are
yep, im taking that approach
all of jets seems to use "a3\data_f\env_land_co.paa" for stage7
humm could be it was in some of the buildings
23:29:49 Warning: special LOD contains 2nd UV set.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(1, 2) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(2, 6) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(3, 4) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(5, 3) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(4, 0) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(0, 1) was not found - shadow geometry is not closed.
23:29:49 Error: nca_characters\frosta3\frosta3.p3d: Opposite edge to P(6, 5) was not found - shadow geometry is not closed.
23:29:49 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(0)
23:29:49 Warning: special LOD contains 2nd UV set.
23:29:49 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(10)
23:29:49 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
23:29:49 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)```
oh boy...
are you using blender?
class Stage7
{
texture = "a3\data_f\env_land_co.paa";
useWorldEnvMap = "true";
uvSource = "tex";
class uvTransform
{
aside[] = {1.0,0.0,0.0};
up[] = {0.0,1.0,0.0};
dir[] = {0.0,0.0,0.0};
pos[] = {0.0,0.0,0.0};
};
};
nope, im using Object Builder
@stuck oyster thanks 
ok, i need to figure out where these spots are
i found the points
theyre in the neck of the shadow lod
can i find non-closed in selection?
meh
can i just merge-near the neck?
ok, merging doesnt work
theyre still non-closed
can i hide a selection in OB?
is there a way to crudely close up non-closed topology?
i tried merge near, but it wont merge the non-closed points
because im this close to just deleting this mesh
structure -> topology -> close
good enough
except, not
because it wants to close the proxies too at the same time

There isn't really any good fast way to do it in OB afaik
ok, it doesnt
0:03:21 Error: nca_characters\frosta3\frosta3.p3d: Shadow polygon doesn't have 3 vertices - it has not been considered.
and this
0:03:21 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(0) 0:03:21 Warning: special LOD contains 2nd UV set. 0:03:21 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(10) 0:03:21 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000) 0:03:21 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
ok, so close doesnt work
merge near doesnt work because it refuses to merge the specific points
is there a way to excluse the proxies from find non-closed?
welp, i did the same thing
i just merged all the non-closed points this time
let's see what it gets
That could be enough yeah. Bit of brute force methods but that's fine.
0:08:11 In class "U_Test_uniform" is abstract config class "Test_Soldier_base_F" and can't be used with uniform.
0:08:12 Warning: special LOD contains 2nd UV set.
0:08:12 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(0)
0:08:12 Warning: special LOD contains 2nd UV set.
0:08:12 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(10)
0:08:12 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
0:08:12 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)```
it worked
now i need to sourt out these UV sets
Uv editor in OB shows the uvsets and you can delete extras there
gotcha
so just delete one of them?
0:12:41 In class "U_Test_uniform" is abstract config class "Test_Soldier_base_F" and can't be used with uniform.
0:12:42 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
0:12:42 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)```