#arma3_model

1 messages Β· Page 151 of 1

quick terrace
#

ok, BI has been doing trim sheets for quite some time now

#

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

woeful viper
#

the flange is unwrapped straightened

past canopy
#

@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

woeful viper
#

@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...

past canopy
#

what’s the difference between a trim sheet and the deferred decals then?

#

trim sheet is a UV sheet and decals are individual items?

woeful viper
#

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

ivory scaffold
#

Hey guys where can i get an rvmat file for building model?

stuck oyster
#

Examples can be found in the game files.

north sundial
#

@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

ivory scaffold
#

Examples can be found in the game files.
@stuck oyster
i found some examples like armor1.rvmat
but its not good for buildings

north sundial
#

Look in structures_f/data

ivory scaffold
#

oh thankes

vapid nexus
#

yea i wouldnt unvwrap like that i would do the sides together and the top as plane , kinda like this

warm forum
marsh canyon
#

What is your texture name?

#

Apparently #(argb,8,8,3)color(0.423529,0.42 is not a proper tex name

silver zenith
#

anyone has an armaman compatible with 7100 of blender?

warm forum
#

I dont know much im trying to edit a helmet

silver zenith
#

don't know much either but for a start you could close that (

warm forum
#

Yeah but where would I close it? I never used object builder before

foggy finch
#

look at the examples on the page POLPOX linked, your procedural texture is malformed.

warm forum
#

yes i understand that i should close the )

#

but i dont know where it is

foggy finch
#

if you select the object / affected components and hit E in OB it will open the face properties where you apply materials and textures

warm forum
#

thanks πŸ™‚

stuck oyster
#

@ivory scaffold you may want to look into the multimaterial wiki page too!

#

@silver zenith what is 7100?

silver zenith
#

@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

foggy finch
#

it'll be fbx version

#

maybe they dropped support for older fbx versions in new blender

silver zenith
#

anyone has an up to date armaman then?

foggy finch
#

what file do you need?

#

the A3_character_example.fbx ?

silver zenith
#

yeah just anything to get a grasp of a human size

stuck oyster
#

you can use the ArmaToolbox Blender addon to import the example p3d

#

or the one in the bust.p3d

#

or use Macsers Armarig

foggy finch
#

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.

quick terrace
#

does blender support newer sdk though?

foggy finch
#

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.
stuck oyster
#

yeah Blender and FBX mix a bit poorly sometimes

#

but in relationto Arma. Blender Toolbox is the way to go with direct P3D use

foggy finch
#

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.

marsh geode
wispy sage
#

Are you referring to the F35 or the ship?

bold flare
#

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

stuck oyster
#

or the ramp assisted svtol

foggy finch
#

woah now, calm down Dedmen, you don't wanna be givin these people ideas 😏

woeful viper
#

its obviously the smell of the sea. The smell of the sea doesnt come through in vanilla ta all

stuck oyster
#

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?

woeful viper
#

@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

tranquil jetty
#

@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

stuck oyster
#

yes well you can scrap that tutorial

#

it has told you everything wrong

tranquil jetty
#

πŸ˜‚ so thats a turtorial and not a tutorial then

stuck oyster
#

unfortunately there are a lot of "tutorials" out there yeah

tranquil jetty
#

crap so i have basically wasted my time :/

stuck oyster
#

basically a lot of clickbait from people who some even know they have made bad tutorial

tranquil jetty
#

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

stuck oyster
#

yes. PMCwiki has good simple steps for that

bold flare
#

Well I'm sure I could do it correctly even with pbo-manager being used derpWolf

stuck oyster
#

mm

#

no

bold flare
stuck oyster
white jay
#

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

bold flare
tranquil jetty
#

oh boy so even pbo manager is wrong πŸ˜‚ i see a big learning curve coming up

woeful viper
#

plebs, i pack pbo with notepad

stuck oyster
#

😡

tranquil jetty
#

πŸ‘€

bold flare
#

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

quick terrace
#

@woeful viper VN = virtual normals, yeah?

tranquil jetty
#

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 πŸ™‚

woeful viper
#

vertex normals

#

πŸ™‚

quick terrace
#

vertices normals is what i wanted to write

#

ahh yeah sorry for the ducking

woeful viper
#

id like to have a discord bot that auto replaces the words that shall not be spoken by flavor of the week words? ^^

white jay
#

@bold flare Talking about Stencil Shadow now?

bold flare
#

yes and no

#

I'm quite sure you mean Shadow Buffer with that

stuck oyster
#

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

tranquil jetty
#

@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?

white jay
#

In general, for clothing models, you need to use only this stencil lod (shadow) so !?

stuck oyster
#

yes

white jay
#

Tnx

stuck oyster
#

and @tranquil jetty yes

#

the instructions are quite clear I believe

quick terrace
#

you can use an aklpha texture for shadows, using a special SVLod - 1001 or 1002, can't remember

bold flare
#

using a special SVLod
😒

#

Thats a bug in object builder. ShadowVolume 1000 does NOT exist

#

ShadowVolume goes to 999, after that there are ShadowBuffer, again till 999

stuck oyster
#

yes well shadowVolume 1000 is the shadowBuffer lod

#

OB does not differentiate between the names

bold flare
#

fixes

stuck oyster
#

Β―_(ツ)_/Β―

#

theres better things to fix than OB xD

#

like TB xD

white jay
woeful viper
#

a time stamp plz if you expect an answer...

bold flare
#

He uses ShadowVolume 10
and he has a empty geometry lod with only autocenter

#

which means Arma autogenerates ShadowBuffer from the ShadowVolume (right?)

white jay
#

2:22

stuck oyster
#

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

bold flare
#

So blender Shadow Volume is actually not Shadow Volume
and blenders Shadow Stencil is actually Shadow Volume?
uh... wat?

white jay
#

Ok got it, thanks

stuck oyster
#

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

bold flare
#

but why does the toolbox call non-shadowvolume shadowvolume, and shadowvolume non-shadowvolume.. thats pretty confusing

stuck oyster
#

you got to ask Alwarren for that

bold flare
#

Thats almost as if its a tool for Arma made by BI, when looking at the consistency

stuck oyster
#

maybe thats where he got tips for the names πŸ˜„

white jay
#

I just do as in the tutorial, and it will work, because it works there ...

stuck oyster
#

@white jay that is a mistake. the tutorial is an example. there is a lot more to making stuff than that

woeful viper
#

^^"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

white jay
quick terrace
#

my dude

stuck oyster
#

youtube tutorials are way too long to debug

white jay
#

It is only about preparing lods, everything else is done and working.

quick terrace
#

no one will watch that tut to answer your question

#

ask specific questions if you want specific answers

stuck oyster
#

Sokolonkos stuff is pretty good but nothing in any tuorial is absolute truth

woeful viper
#

<- starts and goes on to write "LIAR" under every arma tutorial

white jay
#

40 min basic concept

stuck oyster
#

?

#

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

white jay
tranquil jetty
#

@stuck oyster whats suppose to be in the P drive ? mine gave me some errors at extracting all addons

stuck oyster
#

what errors?

balmy valve
stuck oyster
#

no you cant fix it

#

its made wrong.

balmy valve
#

So if I ask him for the debinarized p3d can I fix it?

stuck oyster
#

Β―_(ツ)_/Β―

#

depends how badly its broken

#

I dunno if its worth the effort

#

might be faster to just make your own model

balmy valve
#

Its textures thats broken ive tested collision and stuff like that

stuck oyster
#

then you may need to try

balmy valve
#

@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?

stuck oyster
#

whats your friends name?

#

he here?

balmy valve
#

lemme see if he's here

#

Nope he ain't here

stuck oyster
#

well your friend is doing very bad thing then

balmy valve
#

just so u know ive never used his services

stuck oyster
#

im not really in the mood of continuing this. good luck

balmy valve
#

Yeah thats what I thought since hes ripping peoples work

quick terrace
#

@balmy valve what's that friend of yours discord ID?

clever solar
#

So the arma1/arma2 sample files don't include the textures?

#

πŸ€”

north sundial
#

@woeful viper what do you mean by vn count? Never heard that term before

tranquil jetty
#

@stuck oyster cant upload the image, but it says VCRUNTIME140_1.dll was not found

stuck oyster
#

youll need to install a thingy for that.

steel vector
#

install Microsoft Visual C++ 2015 - 2019 Redistributable

stuck oyster
#

searching this discord is often helpful

tranquil jetty
#

perfect ill do that quickly thanks guys πŸ™‚

silver zenith
#

do I ruin the UVmap if I apply the mirror and triangulate modifiers?

stuck oyster
#

should not

silver zenith
#

because I have to apply them for when I export to p3d right?

stuck oyster
#

yes

silver zenith
#

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

stuck oyster
#

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

silver zenith
#

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?

stuck oyster
#

cant remember.

#

there is Bledner to Arma tutorial series on BI forums

#

probably covers a lot about that

silver zenith
#

thanks

woeful viper
#

VN (vertex normals) are what actually counts for the gpu calculation. vertex count alone is just a simplification and doesnt tell the full story.

silver zenith
#

what does "that LOD is deprecated" under my long distance shadowLOD mean?
does Arma3 not use them anymore or what?

bold flare
#

"long distance shadow lod" ?

#

what is that?

stuck oyster
#

@silver zenith always provide pictures

#

helps with the context

#

as there are a lot of tools

silver zenith
#

yeah was making one

#

and arma tools has a shadow Volume 2 preset

stuck oyster
#

yeah you dont have to make those

silver zenith
#

oh alright
someone should update the biki and the blender tools

quick terrace
#

lol

stuck oyster
#

When he complains about free tools that basically enable him to do anything πŸ™ˆ

silver zenith
#

hey I'm not complaining
but if this function is not useful anymore keeping it can cause confusion to newbies like me

stuck oyster
#

Its not made for you or newbies specifically

silver zenith
#

the biki?

stuck oyster
#

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

silver zenith
#

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

stuck oyster
#

Id perhaps recommend the latter as you said you are still new to this

silver zenith
#

yeah also the biki has stopped registration momentarly

stuck oyster
#

thats why you can request access, not just register and get automatic access

#

keeps away the unwanted editrolls

silver zenith
#

makes sense

quick terrace
#

usually you need 2 svlods

#

not sure about what aspect of biki you refer to as being incorect

tranquil jetty
#

@stuck oyster & @steel vector thanks guys the Microsoft C++ 2015-2019R fixed my error i got when setting up P drive πŸ™‚

silver zenith
#

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?

quick terrace
#

the minimum weight in geo should be 1

#

it depends what that box is suppose to be, and what it is made out of

silver zenith
#

basic wooden box

#

its static anyway so not sure why its necessary

stuck oyster
#

static just needs some mass>0 so that colision is enabled

silver zenith
#

1 will do
one (hopefully) last thing
damage material
is it possible to apply it from blender?

#

@stuck oyster

stuck oyster
#

Mm no that's a config thing

silver zenith
#

oh makes sense

stuck oyster
#

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

silver zenith
#

apparently I had to apply a material to geometry aswell

stuck oyster
#

ah it had no material at all?

#

yeah that sounds about right

silver zenith
#

didn't though it should've since its not something you can see

stuck oyster
#

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

silver zenith
#

fire geometry lod also can use a penetration material that gives the object different properties on hit
thats the damage material right?

stuck oyster
#

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

silver zenith
#

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

stuck oyster
#

do you perhaps have a link to that particular text

silver zenith
#

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.

stuck oyster
#

yes that would be the same thing

#

I would not call it damage material myself

silver zenith
#

so is it defined by config or should I do something in blender

stuck oyster
#

as it says there it is assigned on the geometry mesh

silver zenith
#

what does that mean exactly?
I don't see any command for it

steady vortex
#

game: Disintegration anyone can?

silver zenith
#

what?

#

@steady vortex

stuck oyster
#

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\

silver zenith
#

oh so the penetration and hit effects is just an rvmat setting?

#

meaning that I can easly do all that in object builder

tranquil jetty
#

lol dam i am lost with all this high terms πŸ˜‚ i have a looooooooad to learn

silver zenith
#

I want to be done with the blender side of my object 😭

tranquil jetty
#

@silver zenith you are atleast somewhere already im still nowhere πŸ€¦β€β™‚οΈ

silver zenith
#

bold of you to assume I have any idea of whats going on
read up and you'll see how clueless I am

tranquil jetty
#

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 πŸ™‚

foggy finch
#

@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.

bold flare
#

!whois 420674296646729728

high scarabBOT
#

@steel condor: 420674296646729728 | michaelwplde#0106
Account created at: 2018-03-06_20:09:28 UTC
Joined the server: 2019-04-04_01:20:03 UTC
Roles: @-everyone
2 known usernames: michaelwplde and mwpowellhtx
0 known nickname: None.
They have 4 warnings, with these notes:
1) offtopic and crossposting
2) crossposting
3) crossposting
4) repeated crossposting despite prior warning

bold flare
#

Well.

#

!purgeban 420674296646729728 60d repeated violation of the same rule (crossposting) despite 4 warnings, no improvements visible

high scarabBOT
#

*PewPewPew!!*
RIP @steel condor

runic plover
#

@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).

silver zenith
#

yeah I usually choose the OB method aswell

stuck oyster
#

But it is faster than that in Blender...

sudden osprey
#

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

steel vector
sudden osprey
#

thanks

stuck oyster
#

In the Arma 3 samples there is a example character

north sundial
#

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

quick terrace
#

@north sundial please rephrase

north sundial
#

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

runic plover
#

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)

north sundial
#

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

north sundial
#

Thanks @runic plover

stoic blaze
#

With Advanced Sling Loading, how do you define the points the rope attaches to the object?

stoic blaze
#

Thank you

stuck oyster
north sundial
#

How in good Christ were they placed I’ve tried object builder before and it’s not exactly the most precise

#

πŸ˜‚

#

Terrain builder*

stuck oyster
#

I have my own tools. I make terrain object placement in Blender

north sundial
#

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 it’s an extremely powerful tool

#

Watched a few more videos and it’s staggering what you’ve been able to do

stoic blaze
#

I have my own tools. I make terrain object placement in Blender

Sharing is caring

north sundial
#

Well if it’s his work, it’s completely upto him to keep it or not

wraith tendon
#

Sharing is caring
@stoic blaze This is what a communist (or lifer) would say :angrypepe:

stoic blaze
#

I'm socialist, not communist. But yeah, sure.

stoic blaze
#

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?

quick terrace
#

you would need to make that a turret of sorts i think

#

similar to a tank turret

stoic blaze
#

Okay

#

Thanks

stuck oyster
#

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. 😝

woeful viper
#

arent you afraid of the strong terrain slope of those 'canyons' causing the "fall to death" glitch in MP ?

stuck oyster
#

Nope.

woeful viper
#

wat is ur secret?

north sundial
#

Lotsa buildings maybe?

woeful viper
#

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

north sundial
#

Oh right

thick goblet
#

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

stuck oyster
#

@woeful viper dunno really, have not yet had any problems running to and from the terrains and buildings

junior saddle
#

rudder animation source on helicopters? because source = "rudder"; does nothing. This is for the pedals and/or an external moving part.

woeful viper
#

i assume network latency/ framerate could play into it

stuck oyster
#

possibly. on of those things that have to tackle with if it comes to that

stuck oyster
#

Oh boy @south beacon this is going to be a big question isnt it? No worries, take your time.

south beacon
#

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)
stuck oyster
#

for what kind of use?

#

the more exact you can be on what you are doing the better answer can be given

stuck oyster
#

@south beacon

#

short answer is no, but perhaps if you explain what you are trying to do then maybe you can find answers

shell coral
#

how do i put .p3d models into object builder

#

it just crashes it

bold flare
#

if its not your content, you don't have permission to edit it

shell coral
#

im trying to edit a cup load bearing rig

bold flare
#

you don't have permission to do that though

shell coral
#

oh

quick terrace
#

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?

runic plover
#

@quick terrace that happens when people dont ready any readme ^^

quick terrace
#

it aint about readmes

#

it's common sense

runic plover
#

indeed. a natural thinking that not everyone has

south beacon
#

@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

vernal lynx
#

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―_(ツ)_/Β―

bold flare
#

please don't link that here. Especially not to someone who wants to modify other peoples models without permission πŸ€”

vernal lynx
#

it wrecks the mesh

#

resolution lods become unusable

bold flare
#

I know what it does

vernal lynx
#

but yeah fair enough

#

there's still the samples tho

bold flare
#

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

vernal lynx
#

Yeah I get it, I'm probably too optimistic :p

bold flare
#

in last 2 weeks two people were banned that were ripping other peoples stuff, after/while asking for help in here and #arma3_terrain

vernal lynx
#

only 2 ? Ahah

shell coral
#

well i saw someone on my friends list with a edited cup rig so i didnt think anything of it lmao

bold flare
#

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)

silver zenith
#

is 99k non triangulated yet faces too much for a prop
probably
most defenitely

steel vector
#

less = more

silver zenith
#

yeah I'm making some simulated cloth so its hard to keep it low

#

so was wondering for how much I could settle for

steel vector
#

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

quick terrace
#

99 000 for a prop?

#

lol what

#

simulated whatever, there is a reason for normals maps existance

steel vector
#

big prop? 🀣

silver zenith
#

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

quick terrace
#

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....

steel vector
woeful viper
quick terrace
#

reddit lol, most people on reddit couldn't find their on/off button on pc

#

btw, my source are my own, based on test :))

steel vector
#

I wouldn't give numbers directly from Reddit without validating it, or saying that the source is unreliable πŸ˜‰

stuck oyster
#

99k is about how much plane or a tank with interiors have.

quick terrace
#

combined ^

wraith socket
#

hey does anyone know what I might be doing wrong to get shadows like this

bold flare
#

sbsource shadowbuffer instead of shadowvolume? or other way around

#

check geometry lod sbsource property?

wraith socket
#

im not quite sure what the sbsource shadowbuffer is

#

this is my setup for the object properties

bold flare
#

Ah dunno blender

#

u use shadow stencil or shadow volume in blender?

wraith socket
#

I have the option for both it seems

#

its quite similar to object builder

#

just a little more friendly (to me at least)

bold flare
#

yeah which one you using?

wraith socket
#

shadow volume

bold flare
#

If I heard right, Stencil == Volume and Volume == Buffer

#

so you want to use stencil if you want volume

wraith socket
#

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

stuck oyster
#

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

wraith socket
#

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

silver zenith
#

also remember sharp edges

wraith socket
#

what impact do sharp edges have?

silver zenith
#

no idea but apparently its a requirement for shadowVolumes

stuck oyster
#

that indeed

#

the wikipage for LODs is good read

woeful viper
#

thanks πŸ˜›

wraith socket
woeful viper
#

death stranding vibes

wraith socket
#

yeah its my own low budget version of death strandings bag

silver zenith
#

thats very cool

woeful viper
#

completely overloaded reedus is the perfect example of the average A3 MP player... maximally overloaded, machinegunsniperantitankgunner

wraith socket
#

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

silver zenith
#

do I have to double the model if I want to make double sided normals?

wraith socket
#

unless arma is capable of double sided rendering (which I've personally never seen a example of) then yeah probably

foggy finch
#

select the faces you need, copy & paste them, then flip them.

silver zenith
#

yeah didn't want to double the faces
found a better alternative that is disgustingly cheap

stuck oyster
#

what was it?

silver zenith
#

instead of just doubling the faces of this cloth I was making I just closed the areas where you could see the backfaces from

runic plover
#

@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

wraith socket
#

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

bold flare
#

stencil shadow?

#

you mean shadow buffer?

#

shadow volume's are already "sharp" shadows

wraith socket
#

I probably do yes, I think the blender addon's names for shadows are slightly different to object builder

bold flare
#

ah yeah blender has it wrong

#

you want a shadow volume, which is called "stencil shadow" in the blender toolbox

wraith socket
#

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

bold flare
#

huh

#

looks like the rvmat isn't working?

wraith socket
#

so I thought too, however with exactly the same rvmat and using what the blender addon calls shadow volumes it has beauitful lighting

woeful viper
#

various possiblities including emissive, specular values, fresnel etc

wraith socket
#

or it did... until this time

#

now its broken again

#

I had it perfect, its slipped right through my fingers

silver zenith
#

you want a shadow volume, which is called "stencil shadow" in the blender toolbox
what the hell?

#

didn't knew that for sure

bold flare
#

only wrote that here half a dozen times the last week

wraith socket
#

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

bold flare
#

yeah the blender p3d export isn't perfect

#

resaving in OB should be added to your workflow

wraith socket
#

slotted it right in there now

wraith socket
#

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

bold flare
#

don't know what the arrow is pointing at

wraith socket
#

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

stuck oyster
#

@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
#

@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)

stuck oyster
#

the 02script exe

#

in ObjecBuilders folder

wraith socket
#

got it thanks

#

hm still having the issue

stuck oyster
#

which one?

wraith socket
#

the triangles

#

I might have just messed up the vertex normals on my model though

stuck oyster
#

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

wraith socket
#

and the vertex normals are pretty much as you described

#

the issue with the edges happens whereever there is a shadow on my model

stuck oyster
#

does it have baked normalmap?

#

what shader is your rvmat using?

wraith socket
stuck oyster
#

is the model smooth shaded in OB?

wraith socket
#

how would i check its shading in OB

#

just launch bulldozer and look?

stuck oyster
#

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

wraith socket
#

I cant find the button to show edges but

#

its looking pretty smooth

#

nevermind found it

#

all smooth

#

and im using the super shader

stuck oyster
#

what does your AS texture look like?

wraith socket
#

overall image:

#

green channel:

#

other channels are 100% white

stuck oyster
#

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

wraith socket
#

give me but a moment and we can find out

#

leave the CA texutre on?

stuck oyster
#

_CA?

wraith socket
#

yeah

stuck oyster
#

does it have transparency?

wraith socket
#

it probably has the channel

#

im not using it however

stuck oyster
#

non transparent surfaces should use _CO texture

wraith socket
#

think that might be the cause? ill change it to a _CO

stuck oyster
#

you will have to run it to paa from original file

#

that is named as _CO.

#

then converted to .paa

wraith socket
#

got it

stuck oyster
#

as different texture types have different conversion rules

wraith socket
#

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)

runic plover
#

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

wraith socket
#

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)

stuck oyster
#

what shadowlods do you have?

#

as in you should have just shadowlod 0.0 in OB

runic plover
#

you also can mark whole model and go to Structure/ Squarize

wraith socket
#

for shadow lods I copied the AoW asset pretty much

#

so I have a shadow lod 1 and 10

stuck oyster
#

delete the 10

#

also what does your shadowlod look like?

wraith socket
#

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

stuck oyster
#

do you have the texture on it?

wraith socket
#

yes

stuck oyster
#

is it smaller thna the visual lod

wraith socket
#

yes I have scalled it in

stuck oyster
#

remove the texture

#

shadowlod should not have texture

wraith socket
#

done

#

its this much smaller

#

should it be shaded smooth or every edge sharp ?

stuck oyster
#

every edge sharp

#

sharp and triangulated

wraith socket
#

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

runic plover
#

U makes sharp edges, I makes smooth edges

stuck oyster
#

try setting it all sharp

#

and also make sure you are actually packing the model

#

and saving the right model

#

and building with pboProject

wraith socket
#

sorry just had to go install pboproject

#

1 min and ill give that a try

stuck oyster
#

What did you pack with before?

wraith socket
#

PBOmanager

stuck oyster
wraith socket
#

have I commited a crime lol

stuck oyster
#

Where the πŸ”₯ πŸ¦† do all the Las 20 new guys learn to use pbo manager

runic plover
#

^^

stuck oyster
#

Who spreads this 🀬

runic plover
#

now it comes.. packing with pboproject and some errors are there and not able to test it ingame before the errors are solved xD

stuck oyster
#

But yeah despite its name PboManager is not proper tool for that

wraith socket
#

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

stuck oyster
#

Ah

#

Youtube material is 9/10 wrong

wraith socket
#

so yeah im getting a error in pboproject as you predicted sentry

#

you're quite on the ball

stuck oyster
#

Arma modding has old roots and the youtube tutorials are made by people just after the clicks

#

Not to spread correct info

wraith socket
#

sokolonko's stuff I found some of the most useful

stuck oyster
#

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

wraith socket
#

he doesn't you're right

#

I may have missed that part of his tutorial

#

ok I definitely missed that part

stuck oyster
#

Also El tyranos has nice series

wraith socket
#

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?

stuck oyster
#

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

wraith socket
#

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

wraith tendon
#

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"!!)

stuck oyster
#

meow_flame_thrower πŸ”₯ πŸ”₯ πŸ”₯ πŸ”₯ πŸ”₯ πŸ”₯

wraith tendon
wraith socket
#

HG is my hero right now I wont be hearing that talk

#

although I do feel like im going down a wormhole with pboproject

wraith tendon
#

Sure, you just read it πŸ˜‚

wraith socket
#

haha

wraith tendon
#

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.

wraith socket
#

yeah

wraith tendon
#

So in the end -> ❀️

wraith socket
#

a good thing for sure

#

I just have no idea what it means :P

wraith tendon
#

Yeah, simply copy the errorcode and paste it into google/πŸ¦†πŸ¦†go/whatever

#

I bet, you aren't the first one πŸ˜„

#

(or simply search this discord for the error message)

wraith socket
#

ah Yes I have found a thread that is me right now from 3 years ago

#

this is the good stuff

wraith tendon
#

(guess what we all do here πŸ˜‚ )

#

Yeah

wraith socket
#

ah now im really stuck when neither of the threads answer my question... I might have to go to... the 2nd page of google

wraith tendon
#

search for the error in here

wraith socket
#

some results but it seems to be mostly people who are using other mods as dependancies

#

hm

wraith socket
#

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

clever solar
#

so is there not a way to move the camera around in OB?

wraith tendon
#

uhm, one of the F-Buttons iirc

runic plover
#

@clever solar press Alt + rightmouse (both pressed and move with mouse) in 3d view

clever solar
#

ty!

crimson wing
#

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

foggy finch
#

missing model selections &/or no hiddenSelections setup in config would be my first guess.

silver zenith
#

anyone knows what makes a model brighter when pointed with a flashlight?

#

not sure if thats model or rvmat related

foggy finch
#

a screenshot might help,

silver zenith
#

@foggy finch I think its rvmat related but I'm not sure

runic plover
#

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};

silver zenith
#

oh
does it solve that issue?

#

looks like something that should be hardcoded

runic plover
#

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

silver zenith
#

yeah I understand its not
I wondered why not though
thanks a lot Sentry

runic plover
#

test it and send a pic here, wondering if it wil lfix your issue ^^

woeful viper
#

i dont think the flag is working. When i tried it, it had no effect on sunlight

silver zenith
#

in sunlight the model seems rightly shined
that issue occurs only with flashlights

runic plover
#

it works, i use it for my buildings, flashlight works properly on it

silver zenith
#

pheraps because sun and flashlighs are separate types

foggy finch
#

seperate light sources too

silver zenith
#

weird though some other models don't need it

runic plover
#

@silver zenith just test it

wraith socket
#

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)

runic plover
#

@wraith socket if you want, send me a PM you can send it me ill check it shortly. got time atm

wraith socket
#

thanks very much, do you prefer .blend or .p3d or both?

runic plover
#

i only work with OB so, p3d

wraith socket
#

uploading now

#

my internet is a little slow so 1 min

foggy finch
#

i'd guess at smoothing groups, but i dont blender πŸ™‚

wraith socket
#

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

stuck oyster
#

@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?

silver zenith
#

yeah probably
this isn't my model btw
its just the closed thing to my problem

wraith socket
#

affirmative

#

I checked for mesh holes a ton

foggy finch
#

if you cant/wont show the item you have an issue with then it's a guessing game, so on that note im out.

silver zenith
#

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

stuck oyster
#

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

silver zenith
#

weird though
sentry method worked on a single tris

quick terrace
#

@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)

runic plover
#

@silver zenith i know my method works xD

crimson wing
#

"missing model selections &/or no hiddenSelections setup in config would be my first guess." How would I correct this?

silver zenith
#

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

foggy finch
#

"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.

silver zenith
#

I though he was just trying to retexture a mod

foggy finch
#

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.

silver zenith
#

oh my bad misread that

wraith socket
#

@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

quick terrace
#

nope

silver zenith
#

what was your issue @wraith socket?

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

quick terrace
#

how do you lock your normals?

wraith socket
#

I have no idea, I just found a button in OB that is labelled lock normals

quick terrace
#

i don't have OB on hand, but i think the menu you are looking for is shift+e or similar

wraith socket
#

but it forces all the normal directions to be in one way

#

ah this is a different menu all together

#

thanks

wraith socket
#

so in this menu for shift+e are there any edits you'd suggest I make?

silver zenith
#

yeah @runic plover I meant that it also works without AlwaysinShadow

#

not sure what makes it necessary in models

wraith socket
#

hm I realise now if I open the model in blender after saving and closing I get this error

#

it may be a clue

runic plover
#

@silver zenith not sure if it also sharp edges can do it

#

a basic rvmat file + sharp edges probably

stuck oyster
#

always in shadow should not be necessary for much anything

#

it is not a normally used thing

silver zenith
#

whats its intended purpose?

stuck oyster
#

things always in shadow

#

like interiors

silver zenith
#

oh I see

runic plover
#

yes i see its just rvmat file not with that renderflag

#

i taked a room rvmat as example that ive wrote you here

vernal lynx
#

any reason why AI would not garison on pos1 memory point in a building ? (only one position being this one)

runic plover
#

@vernal lynx is your pos1 defined with 1 point or are there more selected points

vernal lynx
#

one point as shown

#

model is class=house btw

stuck oyster
#

what is used to garrison the house?

#

waypoint?

#

command?

#

does commanding AI manually into the position work?

wraith socket
#

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

vernal lynx
#

@stuck oyster used Zeus Enhanced

stuck oyster
#

perhaps a bug in it

vernal lynx
#

if I use player setPosATL (building buildingPos 1); I get moved at terrain's origin

vernal lynx
#

ahah

#

player setPosATL (building buildingPos 0); works

#

Β―_(ツ)_/Β―

crimson wing
#

@white jay

white jay
#

πŸ‘

#

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 πŸ™‚

proven zinc
#

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

proven zinc
#

so i thought i had it, signed it, and it wont show up

tranquil jetty
#

@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

quick terrace
#

geo lod

foggy finch
#

and mass in that lod

runic plover
#

@tranquil jetty needs a geometry lod and add a mass to it

quick terrace
#

geo lod requires a few things in order to have it work, mass being one of these few things

foggy finch
tranquil jetty
#

aaaaah, the mass option i have seen πŸ™‚ 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

foggy finch
#

its a collision lod, very simple convex topology, all meshes must be closed, have mass and be named componentXX

tranquil jetty
#

@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 πŸ™‚ @foggy finch @runic plover and @quick terrace thanks guys thanks for the advise and help, appreciate it πŸ™‚

white jay
#

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

quick terrace
#

there are samples available

timber condor
#

could anyone point me in the right direction for assigning Insignias on models?

bold flare
#

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

timber condor
#

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?

bold flare
#

yes

#

just use a argb procedural texture

#

#(argb,8,8,3)color(0,0,0,0)

shrewd plaza
#

Best british units?

median bough
#

CUP, 3CB

#

also, wrong channel

shrewd plaza
#

Oh

#

What channel

median bough
naive crescent
#

is there a solution to loading arma 2 p3d's from the data packages into arma 3?

#

object builder rejects the files

noble shoal
#

You can only use the models in the samples package. They are unbinarized

#

To use in OB anyway

naive crescent
#

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

noble shoal
#

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...

naive crescent
#

i dont mind the textures

noble shoal
naive crescent
#

yep, i've got the package i need. It's binarized, though

#

i just need to figure out how to configure it properly

noble shoal
#

It is not binarized...

wraith socket
#

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

wraith tendon
#

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.

flat kiln
#

If anyone who has experience doing military uniforms/vehicle modding, please contact me. Currently looking for somebodies services.

white jay
#

Hi all is there a tutorial on how to get started with modeling? I’m determined to learn how to import models that I’ve purchased off of turbo squid into Arma 3 and I want to learn modeling in general.

quick terrace
#

@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

wraith tendon
#

actually dx only uses triangles anyways, so the mesh gets triangulated
@quick terrace wasn't sure about that fact πŸ˜„

wraith socket
#

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?

stuck oyster
#

possibly the it could be solved by adding more mesh to make it naturally rounder

wraith socket
#

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

naive crescent
#

how do i combine 2 groups of points in object builder? merging them just creates 1 point

naive crescent
#

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.

quick terrace
#

everything that is not res /viz lods

naive crescent
#

memory, landcontact, hit-points?

quick terrace
#

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

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")?

quick terrace
#

that the materials for character are now under a different path

naive crescent
#

i see

quick terrace
#

you can either mass rename

naive crescent
#

but i have the textures and rvmat supplied by the package

#

so i can just use those?

#

load them directly from the mod-file

quick terrace
#

yeah, but i think it’s about hands textures

naive crescent
#

i see

quick terrace
#

i think, never ported characters from a2 to a3

naive crescent
#

those are already updated

#

since the hand-textures are copied from the example-model

quick terrace
#

it is about the rvmats used that are supplied by the game

naive crescent
#

yep

quick terrace
#

not the character’s texture and mat files

naive crescent
#

well, i went through all the textures and rvmats already and swapped them out to correct paths

quick terrace
#

make sure all rvmats in all lods are pathed correctly

naive crescent
#

lod 1..4 and view-pilot

quick terrace
#

geo if needed ad well

naive crescent
#

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

quick terrace
#

yeah, i usually stick rvmats and textures in the same folder, but seems fine

naive crescent
#

theyre in the same folder

#

frosta3\data\

#

is there an example config for uniforms i can yoink?

stuck oyster
#

in the samples...

naive crescent
#

yep

tawdry vault
#

I trying to create bottle. Everything seems to be good, except with top (cap) and bottom.

#

Object Builder throws error: "Cannot generate ST coordinates".

stuck oyster
#

I recall thats related to bad uv map

tawdry vault
#

Should I take care about this at the stage of model making?

stuck oyster
#

possibly

#

can be I remember wrong too

#

BI forums might have something about it

foggy finch
#

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.

naive crescent
#

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

naive crescent
#

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

stuck oyster
#

use texteditor

#

mat editor is not your friend

#

it can do poopy stuff

naive crescent
#

solid advice

stuck oyster
#

notepad++ is good text editor

naive crescent
#

yep, i jsut did that

#

i swapped the binarized ones out for the non-binarized

#

helps a lot

stuck oyster
#

indeed

naive crescent
#

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?

stuck oyster
#

data_f has those

#

but preferaby I would say you set it to use terrains own env texture

naive crescent
#

a3\data_f\env_land_co?

#

ah, i see

#

is there a way to access the specific terrain in use?

stuck oyster
#

there are examples of that in the rvmats of some vanilla assets

naive crescent
#

ok, i'll take a look

stuck oyster
#

id start looking into the latest ones like jets dlc ones

#

cant remember the parameter off the top of my head

naive crescent
#

hmmm

#

one of the examples uses "A3\Data_f\env_land_co.tga"; but i guess that's just an old one

stuck oyster
#

yes there is an additional parameter for using the terrain defined texture

naive crescent
#

yep

#

i guess all the a3-rvmats are binarized?

#

so i'll just have to fish it out of there

stuck oyster
#

if you have set up your P drive with mikeros Arma3P they should not be

naive crescent
#

nope, not binarized

#

yep, youre right

#

jets uses "a3\data_f\env_land_co.paa";

stuck oyster
#

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

naive crescent
#

yep, im taking that approach

#

all of jets seems to use "a3\data_f\env_land_co.paa" for stage7

stuck oyster
#

humm could be it was in some of the buildings

naive crescent
#
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...

wraith socket
#

are you using blender?

stuck oyster
#

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};
    };
};
naive crescent
#

nope, im using Object Builder

#

@stuck oyster thanks MenheraSmile

#

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

stuck oyster
#

There isn't really any good fast way to do it in OB afaik

naive crescent
#

i jsut removed all proxies

#

close

#

and then added the proxies back

stuck oyster
#

Sometimes close can work

#

Sometimes it does not

naive crescent
#

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

stuck oyster
#

That could be enough yeah. Bit of brute force methods but that's fine.

naive crescent
#
 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

stuck oyster
#

Uv editor in OB shows the uvsets and you can delete extras there

naive crescent
#

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)```