#arma3_model

1 messages Β· Page 152 of 1

naive crescent
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what am i to make of this anymore?

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ok, there is a warning, but what?

steel vector
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Are you trying make an unit or an uniform?

naive crescent
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uniform

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im using the test-uniform config

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just swapped out the models and textures for mine

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technically not mine

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but this warning Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)

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what does it mean

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what do the numbers mean XD

stuck oyster
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uniform needs an unit that look s like the uniform

naive crescent
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?

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yes?

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which is what im trying to do here

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i looked at the samples

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i did as the samples did

steel vector
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First error already tells you what is wrong... You inherited the wrong class for the wrong item...

naive crescent
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i changed the scope of the base-class to 2

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and i ended up with this

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the model shows up now.. but yeah...

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 0:30:47 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
 0:30:47 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)```
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that's the only error

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looks like the model doesnt want to

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something about sekeletons

naive crescent
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i'm more about "what you did wrong" than "here's the correct answer"

naive crescent
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i solved the issue

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config-mistake

naive crescent
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is there a way to bulk-replace materials with another one, in OB or text-editor?

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welp, just bulk replaced with text-editor

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i hope none of the paths were binarized in some form

sly path
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Hello everybody! I recently started getting acquainted with modding and I have one unpleasant problem. For some unknown reason, when I open any model in Object Builder, the fps drops to 1 frame per second. As soon as I run a test or inspect an object in the game the fps is stable. Is there any solution to this problem?

naive crescent
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i keep getting this spam Warning: nca_characters\pmc_soldier\pmc_soldier.p3d:1, too many bones (more than 4) on vertex 3187, removed spine2, what is it on about?

silver zenith
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@naive crescent for the bulk replace go in OB in tools and select mass rename

naive crescent
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I wish i knew this earlier

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Oh well

naive crescent
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can i select vertices by the number?

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for example, i get an issue vertex: 207 in the rpt, is there any way for me to know where that is?

silver zenith
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I guess they are in order of creation

stuck oyster
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what error does it attach to that verticle

naive crescent
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weight

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it says the weight of that vertice is over 100

stuck oyster
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that refers to the skeleton animation weighting

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and that you have selections that cause the overall animation weighting on certain verticles to exceed the maximum of 100

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I dont recall if OB has any good tools to fix that either

naive crescent
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anything else i coulΓΆd fix it with @stuck oyster

stuck oyster
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well currently it is a bit too lenghty process to write down. Its not gamebreaking but can cause some log spam

naive crescent
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it logs only at the start

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when the object first spawns in for the gameplay session

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but it's not horrible?

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and it's only like 10 lines

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10 vertices

naive crescent
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can i delete vertices that have a specific texture?

stuck oyster
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verticles dont have textures, the faces that the verticles produce have

naive crescent
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correct

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cant i delete all vertices that make up a face that has a specific texture

stuck oyster
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well if you select them and hit delete yes

naive crescent
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can i select all faces that have a specific texture?

stuck oyster
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yes from the from uv editor or the material library if I recall right

naive crescent
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"CREATE SELECTION" in the face-properties does nothing

stuck oyster
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cant really remember any more specifics, I do my modeling in Blender

runic plover
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@sly path do you use windows 10?

naive crescent
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i can imagine why

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this object builder is by far the most unwieldy software i have ever used for 3d-editing... including paint3d

runic plover
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@naive crescent if you work with it like me for now around 16years its not that bad 🀣

naive crescent
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i guess

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but what's with the alt-turning?

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it's so jittery

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sometimes it turns super fast

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and then it's slow

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and then jumps up in speed again

stuck oyster
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has to do with camera pivot point

naive crescent
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and the zooming in is barely usable in perspective view

runic plover
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I dont havw any problems with this. But i had problems with this while i used windows 10

stuck oyster
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and also in win10 you must use the viewports in DX mode

runic plover
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I got back to win7 and it works fine for me again

naive crescent
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i dont have to

runic plover
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DX mode is not good to work with

naive crescent
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it works fine dx on or off

stuck oyster
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but basically my advice is to stop wasting time with OB (no offence Sentry πŸ˜„ ) and use some better 3D program

runic plover
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I know 🀣

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But im to lazy to learn in blender πŸ˜‚πŸ˜‚

naive crescent
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are other 3d programs compatible?

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with p3d

runic plover
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Yes blender is. Its freeware and has arma3 plugins

naive crescent
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or will i have to convert back and forth?

stuck oyster
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no natively

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but Blender has Arma Toolbox addon that can import and export p3d

runic plover
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Yep

stuck oyster
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If you know nothing of Blender you will need some time and effort to learn how to use it

runic plover
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May i should learn to model in blender. Goes a lot faster tbh but i need to take my time to get some tutorials and testings

naive crescent
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tbh, im only porting stuff

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i expected to get away with text-edits

stuck oyster
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nope

runic plover
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Is not my world only porting stuff. I do them myself mostly (there are some kind of stuff i also port that i bought to work with it).. but only porting is not my thing cause its still someone else stuff and not 100% mine

naive crescent
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yeah, no manure

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i do scripting mostly

stuck oyster
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too much has changed between A2 and A3

naive crescent
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the ONLY reason i am doing this is because the mod i was using earlier for this turned out to be malicious

sly path
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@sly path do you use windows 10?
@runic plover yes.

runic plover
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My humor is this like mostly in the life scenes, they port any high poly cars like 50k - 100k poly and call them "my car" and these got 0 resolution lods and they call themself they are true arma3 modders ^^

naive crescent
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i am by no stretch a modeller

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i'm a software developer, i deal in absolutes

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πŸ˜…

runic plover
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Yea i noticed this that you more active in scriptings instead of modeling

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@sly path windows 10 is the issue of that. BI hasnt released any patch for it to solve that problem. It works with DX mode but with DX mode its not good to work with.

Not sure why BI hasnt fixed it yet, maybe they forgot.. or maybe if 95% works with other 3d dev programs instead of OB.. im old πŸ˜‚

stuck oyster
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they dont do major work in OB either

runic plover
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I bought last year a new pc with windows 10 and i had that issue too.. and i only work with OB.. so i sold the new pc cause there is no solution yet for the fix and upgraded my old pc with the installed win7

stuck oyster
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I would wager there will not be a solution for it

runic plover
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Tbh i only play arma3 so the old specs do work fine for me 😁

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Did someone contacted BI to make a fix for it?

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These are official modding tools, they should work tbh πŸ€·β€β™‚οΈ

sly path
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So.. what program can I use if OB doesn't work correctly in win 10?

runic plover
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Blender you can use

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Its a freeware program and you can do a lot with it for arma3 modding

stuck oyster
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There has not been updates on OB for years, unlikely anything will happen in Arma 3 lifetime

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as I said, nobody really works in OB

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except you of course πŸ˜„

runic plover
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If it goes like limited roadways and geometries... Then... we lost πŸ˜‚

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Ye sorry that im probably the only one that works with OB πŸ˜‚.. but im a ArmA3 owner and paid for it and im in to use their official modding tools, so if they support modders they have to fix this 🀣.. nvm ill try to learn in a month to model in blender when i got holydays.. ill give it a try

bold flare
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Arma 3*

stuck oyster
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the modding tools are bonus

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you did not exactly pay for them, you paid for the game

runic plover
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Indeed. But modding makes the OFP - ArmA 3 live longer tbh

bold flare
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Arma 3*

stuck oyster
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It is a bit of an dead horse to beat really. πŸ˜›

runic plover
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Whats up usti hlavne πŸ˜‚

bold flare
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You are misstyping Arma πŸ‘€

runic plover
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You also.. its normaly called ARMA III 😜

naive crescent
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ok, so what is the correct path-format for a mod

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im trying to reference a texture within the pbo as follows nca_characters\PMC_Soldier\PMC_soldier.p3d

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but pboProject doesnt like these paths

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how would i satisfy pboProject?

stuck oyster
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is that the real path where the file is?

bold flare
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no.. Actually not.

stuck oyster
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on P:\ drive

naive crescent
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nca_characters.pbo is the path

stuck oyster
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?

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no that is not a path

bold flare
naive crescent
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on P-drrive it's at NCA\@TOM2\nca_characters\...

stuck oyster
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well that is the path you would need to use if that is the real path

naive crescent
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on P-drive

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ok

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because i was previously just running it from loose files

stuck oyster
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No idea why you have chosen that kind of folder structure but thats what you have, thats what you got to use

naive crescent
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by packing with pbomanager

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something wrong with it?

stuck oyster
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lets not talk about that pile of flaming poop

naive crescent
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the folder structure

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i couldn't find anything else, so i went with what stuck

stuck oyster
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well nothing expect its weird

naive crescent
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how come?

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tag\mod\pbo

stuck oyster
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I would not use special characters in the folder strucutre

naive crescent
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i see

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so loose the @

stuck oyster
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if you do that you'll break everything

naive crescent
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?

stuck oyster
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the P drive paths are absolute

naive crescent
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so dont loose the @

stuck oyster
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that is how it goes into the game

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P: represents the root of the games files structure

runic plover
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@bold flare ok confirmed πŸ˜‚

naive crescent
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i see

stuck oyster
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P:\A3\data\file.thingy in games file system reads as \A3\data\file.thingy

naive crescent
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so mod(without@)\pbo?

stuck oyster
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well there are no set rules

naive crescent
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no, certainly

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im jsut trying to make it work

stuck oyster
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you can make just about anything you like but what you have chosen just feels weirdly complex

naive crescent
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ok, cool

stuck oyster
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the @ might break things tho

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not sure

naive crescent
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so if i changed the folder structure to P:\TOM\nca_characters.pbo woudl that work?

stuck oyster
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I always advice agains that kind sillyness

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stop talking about pbo in P: drive

runic plover
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The .pbo you can take off and then yes

naive crescent
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pbo as in the pbo-data

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the stuff

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wait

bold flare
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a foldername withd data doesn't end with .pbo tho notlikemeow

runic plover
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Its just your source folder and the pboproject makes your .pbo

naive crescent
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mod\Addons\nca_characters(in this case the pbo, just not in pbo-format here)

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yes? no?

runic plover
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I dont check your path. Is the nca_characters your pbo file at least?

naive crescent
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no, it's not a pbo

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it's a folder

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a directory

runic plover
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Yes i know

bold flare
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cba example
P:\x\cba\addons\common

-> cba_common.pbo

naive crescent
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what does the x stand for?

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or is it absolute?

bold flare
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chosen by random dice roll (a very big dice)

naive crescent
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i see

bold flare
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ace uses z, other modders use other. Whatever you like

naive crescent
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where can i find a suitable dice for this task of choosing x

bold flare
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I use z for most my stuff.
My main prefix is z/wolf/addons/...

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it doesn't matter what it is, whatever you like

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but z/name/addons is basically the "standard" used by many cba based mods

naive crescent
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so P:\z\NCA\TOM\Addons\characters?

stuck oyster
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why the z though?

bold flare
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if you want that, you can do that yeah

naive crescent
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cba example
P:\x\cba\addons\common

-> cba_common.pbo
@stuck oyster

stuck oyster
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yes well but whats the point of it

naive crescent
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because i was told to do so

runic plover
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I also dont know, new for me πŸ˜‚

stuck oyster
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except maybe if you work on many project organizing them

bold flare
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was some thing from OFP/A2

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its for organization

stuck oyster
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Β―_(ツ)_/Β―

bold flare
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rhs for example uses
rhsgref\addons\rhsgref_airweapons

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it literally doesn't matter, whatever you like. Its your pboprefix

naive crescent
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so i can P:\NCA\TOM\Addons\characters

runic plover
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Ah ok thanks @bold flare πŸ‘

naive crescent
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so my pbo-prefix in this case would be nca?

bold flare
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no

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pbo prefix is everything between P:\ and the contents of your folder

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so for
P:\NCA\TOM\Addons\characters\config.cpp
your prefix is
NCA\TOM\Addons\characters

naive crescent
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so my pbo would be named NCA\TOM\Addons\characters.pbo?

bold flare
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noooo

naive crescent
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i dont think windows allows for \ in the file-name

bold flare
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I think NCA_characters.pbo or NCA_TOM_characters.pbo

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it doesn't

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pboprefix is not part of the pbo filename, its part of the pbo itself

naive crescent
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TOM is the name of the mod

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i honestly just want to pack a mod and i need to know what path to use for my assets

bold flare
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use the pboprefix NCA\TOM\Addons\characters and pack your characters folder into TOM_characters.pbo

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The pboprefix is the path that you use ingame, exact same as on pdrive

naive crescent
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so would it be NCA\TOM\Addons\characters\FrostA3\data\frost_co.paa for example?

bold flare
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yeah

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Then you have
TOM_characters.pbo
with the FrostA3\data\frost_co.paa file inside it
and the prefix NCA\TOM\Addons\characters
which inside arma will then result in NCA\TOM\Addons\characters\FrostA3\data\frost_co.paa

naive crescent
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so if my path is p:\TOM\characters then the pbo-prefix will be TOM\characters and the pbo will be named tom_characters.pbo

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wait what, this is confusing me

bold flare
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you can name the pbo whatever you like

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but the path on p drive is your ingame path

naive crescent
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it is named characters

bold flare
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and its convention to have your TAG (TOM) both in your pboprefix, and in your pboname

naive crescent
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my tag is NCA

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TOM is the name of the mod

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so i remove "TOM"

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P:\NCA\characters?

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can i then rename the mod-folder?

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to anything i like?

bold flare
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you can make your prefix however you like

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but lets say you make a second mod that has characters.
With that scheme you'd name it NCA\characters too, and they would conflict

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the mod folder name aka @modfolder is absolutely unrelated to its content

naive crescent
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yep, i got my mod working and published on workshop

quick terrace
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nais. link?

naive crescent
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it's not pretty, but im open to input

silver zenith
naive crescent
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it's not really pretty

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but it works

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πŸ€·β€β™‚οΈ

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it's also my first jab at making a mod for arma 3 and a model at that

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let it be known that i am no 3d-model artist. I can only take what others have made and adapt it

silver zenith
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remember to specify you're using A2 stuff when saying the models are not yours
it usually raises a lot of eyebrows

naive crescent
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it's mentioned on the workshop-page

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where the models and assets are from

silver zenith
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yeah I've seen

north sundial
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What causes the jittering seen here?

foggy finch
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it could be a number of things, animations, mass, physx, etc

runic plover
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I think geometry / mass distrubution

north sundial
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As in the centre of gravity making it lean back then it falls back down?

quick terrace
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mass/geo/physics lods in that order

tough furnace
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Where can i find some good face templates?

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@ me

silver zenith
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@tough furnace check the arma samples

marsh canyon
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Close your polygons

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This LOD is used to cast shadows on the ground, other objects and on the object itself. Shadow LOD should be simplified compared to resolution LOD, but can be more detailed then Geometry/Fire Geometry LOD. Shadow LOD must be slightly shrinked compared to resolution LOD (in 3dsmax you can use a push modifier to do this), otherwise the Model may look partly or completely shaded in the game. There are usually two Shadow LOD's - one detailed for close range and one very simple one for long distances. LOD must be:
Closed
Triangulated
Sharp Edges
https://community.bistudio.com/wiki/LOD#ShadowVolume

LOD
tough furnace
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@silver zenith where?

stuck oyster
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Steam

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Arma 3 samples

foggy finch
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@silver zenith your SV LOD needs to be smaller than the visual lods.

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you could also just try inverting the faces of your sv lod, milage may vary with that one

silver zenith
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like flipping normals?

foggy finch
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select the faces and press W in OB,. that will reverse them

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if that doesnt work you will need to undo and shrink your sv lod mesh, max has a push modifier, i do not know if blender has an equivalent.

silver zenith
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yeah I think its related to shrinking
seeing how articulated the model is Ill have to make multiple components to shrink it correctly

foggy finch
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for the shadow volume the mesh needs to be smaller than the visual lod πŸ™‚

silver zenith
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yeah I had shrinked it but in a lazy crappy way

eternal bloom
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in Object Builder, is it possible to add faces/vertices to an existing named selection ?

runic plover
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@eternal bloom yes but you have to select then your named selection in the selectionslist and "CTRL" and select your faces/vertices you've added to it and rightclick in your named selection and "redefine"

eternal bloom
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ok, but is it possible to do that with the "linked faces" keys (Shift+LMB) ?

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Looking at OB documentation, it looks like there's no such shortcut :/

runic plover
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If these are seperate meshes you can select them whole, there is a square with a mousearrow. Click on this and mark your 3 meshes and redefine your selection

eternal bloom
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ahh, perfect

runic plover
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With hold on the key CTRL and mark these 3 meshes and redefine selection

eternal bloom
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way easier

runic plover
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πŸ‘

eternal bloom
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Thanks

silver zenith
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is there a way of swapping a LOD with a new one I've made in blender
I don't want to re export the whole thing

naive crescent
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not that im aware of

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you need to replace the entire model if you want to change on LOD

stuck oyster
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Export to separate P3d, open both p3ds in separate OBs, copy from other and paste into the other

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@naive crescent negative

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OB shares clipboard between instances

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@silver zenith answer above.

silver zenith
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oh cool
that'll save me some time

naive crescent
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...

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@stuck oyster i thought this was about replacing the LOD without debinarizing the model

quick terrace
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it isn't

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thats not possibru

naive crescent
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which is why i said

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but i guess the question was ambiguous or im blind

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possibly the second

silver zenith
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yeah no it was on not binarized models

naive crescent
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what's up with pboProject giving me errors for valid paths in models?

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like, a model has a path of: \dayz_equip\textures\box45acp_co.paa

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that file exists...

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in that directory

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and this is ONLY with pboProject

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i can use the garbage-fire of pbomanager and pack the pbo and it will work in arma

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all the textures load fine

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models\ammo_acp45.p3d:validating...ammo_acp45.p3d: missing \dayz_equip\textures\box45acp_co.paa

silver zenith
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try removing the \ at the start

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@naive crescent

naive crescent
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it's not there

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there is no \ at the start

silver zenith
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\dayz_equip\textures\box45acp_co.paa

naive crescent
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that's just what pboProject says

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in the file, there is 0 counts of \dayz_equip

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it doesnt exist

silver zenith
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weird
maybe then its referencing somewhere else where threre is a \

naive crescent
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nope

silver zenith
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wish I could help more

naive crescent
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it's complaining about this EXACT file

silver zenith
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could you post it?

naive crescent
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the file?

silver zenith
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maybe just that specific line

stuck oyster
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so the path to the file is P:\dayz_equip\textures\box45acp_co.paa

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also this for DayZ SA or DayZ mod for Arma?

naive crescent
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it's a mod for arma

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the models are from the dayz mod licensed data package

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they are also all binarized

stuck oyster
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ah

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another can of worms using stuff like that πŸ˜›

naive crescent
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i dont get the point

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yeah, you can have all of this stuff... what's that? you want to edit it? NOPE

stuck oyster
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cant edit stuff or fix stuff

naive crescent
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πŸ˜…

stuck oyster
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I would recommend making the stuff yourself

naive crescent
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i dont think i'm going to trouble myself with debinning them

stuck oyster
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more control, simpler to debug

naive crescent
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Goat...

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let me address that statement briefly with a thought

stuck oyster
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that would get you shut down quite fast

naive crescent
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The human life in its essence is very short

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things happen rapidly

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they go by

stuck oyster
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it is, and yet its wasted here debugging assets that dont seem to want to work

naive crescent
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and you end up missing a lot of things you would have wanted to experience

stuck oyster
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πŸ˜›

naive crescent
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thus, the humans as a species have developed a very specialized technique

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simply called "Yoink"

stuck oyster
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well good luck anyways.

naive crescent
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yeah, no worries

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im just going to use CUP

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they have models for these things already

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so i dont even know why im trying to make this work

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i would like to make the beartraps work

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but that's a story for another day

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ugh...

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all of the models are scuffed

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I DONT GET THIS

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why do they work

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like they actually provably work

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i can load them into the game

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but ONLY when i try to pack them to a pbo with pboProject does it throw a gangsigns at me

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pbomanager is so broken that it makes the models work?

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or is pboproject just being picky?

stuck oyster
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perhaps the folder structure is bonkers

naive crescent
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cant be that

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pbomanager* works

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can i just bypass this error?

stuck oyster
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likely those were not made with pboProject

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no

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you can of course use any of the other packers

naive crescent
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no, i mean i can pack this same project with pbomanager

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and it works

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but i cant pack it with pboproject

stuck oyster
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pbomanager does not pack anything

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it just throws the files into a "pbo"

naive crescent
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let's not start this conversation

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fact is that the game can load the files generated by pbomanager jsut fine

stuck oyster
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as you fish

naive crescent
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and the models and their paths work just fine

#

but pboProject does not wish to pack them

#

whatever

#

im moving this stuff to P:/dayz_equip/and seeing if it works

#

XD

#

copying*

stuck oyster
#

they were not there before?

mossy violet
#

Muzzle flash Proxy question: I'm trying make a custom muzzle flash to a custom weapon but it doesn't want to show up when I add selectionFireAnim="muzzleFlash"; However, when I don't put that in it's constantly there. I have the proxy vert selected as muzzleFlash and I have muzzleFlash defined as a selection in my model config. Any advice?

naive crescent
#

same issue

#

ok, now this is bs problem

#

the files are ACTUALLY there

#

when pboProject looks at a path, like \dayz_equip\textures\box45acp_co.paa it thinks P:\dayz_equip\textures\box45acp_co.paa right?

noble shoal
#

make the beartraps work I already did lol

naive crescent
#

perfect

#

have you got the items aswell?

#

hold on, let me move to DMs

noble shoal
#

Yep and the weapons

silver zenith
#

hey do I have to apply a property name to every lod or just the geometry?

bold flare
#

"property name" ?

#

what u mean by that

silver zenith
#

probably not
though

bold flare
#

there are different properties, which do different things, and need to be set on different lods

silver zenith
#

yeah just read the page better

runic plover
#

@naive crescent I had also to learn about "just a pbo packer" and pboproject.. @stuck oyster gave me a damn lesson about this... hurted a lot but im happy that he did this to me.. you can pack your folder to a pbo and have many errors in it wich you dont know and can make lag issues for nothing or you do it errorfree with pboproject and can save some perfomance at least.. its your choice

naive crescent
#

Oh yeah, dont worry

#

I use pbomanager only for dirty depbo

foggy finch
#

pbomanager will not compile your addon, it only throws the contents inside a pbo container in their raw state, in that respect it is only useful for mission files.

naive crescent
#

Has anyone said otherwise?

north sundial
#

What controls an AI drivers ability to drive over bridges or raised highways? paths? or is that infantry only

stuck oyster
#

there are memorypoints that define the road area. Also the object needs to be defined as bridge type in its geometry lod

north sundial
#

Thank you i can see what you mean, though i notice that BI's bridges have a separate p3d for paths for the bridges, is there a reason to do this?

stuck oyster
#

thay wanted to have different kind of destruction model I recall and needed the visual part to be house type

#

dunno if that works right now though

north sundial
#

Ah okay, thanks for the help πŸ™‚

silver zenith
#

how long is the alpha sorting tool in Object builder supposed to last?

stuck oyster
#

not long usually

#

or did you run the full sorting?

#

that might take a while

#

usually its just simplest to manyally go through different parts to sort them

silver zenith
#

more than 109 minutes for 1.8k faces?

stuck oyster
#

naaah

silver zenith
#

yeah then I'm doing something wrong

stuck oyster
#

but if there is some sort of odd face that breaks it, the it can get stuck I suppose

#

or too close faces so it cant sort them or something

silver zenith
#

tried with individual pieces aswell but the countdown keeps going up

stuck oyster
#

it probably runs on whole model no matter whats selected

silver zenith
#

so should I wait 109 and probably more minutes for just 1.8k faces?

stuck oyster
#

no

#

do it manually

#

with the manual sort tools in the same dialog

silver zenith
#

so just the button "sort" instead of "sort alpha"?

#

because that one doesn't seem to do anything

stuck oyster
#

no theres the move top/bottom buttons

silver zenith
#

oh those
@stuck oyster how should I use them exactly?
because if you see the link I have the same component (the metal tube) that appears in front, outside and behind the same glass component

stuck oyster
#

glass parts are typically just moved on top

#

the see through thing is caused by lots of Alpha surgace so your model gets drawn fully in the alpha draw stage. You can try ForceNoAlpha = 1 named property.

silver zenith
#

oh thanks I'll try that

#

it doesn't let me binarize with ForceNoAlpha
do I have to use it on the entire model including the glass parts?

stuck oyster
#

perhaps you added that somehow wrong?

#

check the named properties page on wiki

silver zenith
#

oh wait maybe wrong LOD
let me check which one I should use

#

yeah on there rn

stuck oyster
#

migth be I made a typo

silver zenith
#

oh its forcenotalpha

#

not forcenoalpha

silver zenith
#

@stuck oyster apparently I can't use forcenotalpha because it makes the glass part of the prop become invisible if placed inside buildings

foggy finch
#

did you move the glass faces to the top? In OB: Select them and go to menu - Faces > Move to top

silver zenith
#

yeah I did

stuck oyster
#

you probably could make either the glass part or the non glass part a proxy

silver zenith
#

yeah thats my final plan but it feels stupid that its the only solution
vanilla arma houses have that

#

and they don't use proxies

runic plover
#

you mean that weird bug @silver zenith ?

silver zenith
#

yeah if you look in the link above you can see objects edges behind metal parts

runic plover
#

try to select all your glass part, ctrl+c , then delete, and ctrl+v and your problem should be solved

silver zenith
#

...
if that works I'm gonna hurt someone

stuck oyster
#

that could fix the sections

runic plover
#

i got that problem in any of my buildings when i edit some kind of stuff.. i always have to select all glass parts then and copy, delete and paste again in

stuck oyster
#

also have you mixed transparent and nontransparent on same texture?

silver zenith
#

wait do I do that in the the glass or the metal?

runic plover
#

glass parts

silver zenith
#

all the glass and metal uses separate UVs, and components

#

and materials

#

ok I'm trying rn

runic plover
#

select all glass parts, copy them and delte them all, and paste them back

silver zenith
#

I think it works?
this is maddening
let me make some other test

runic plover
#

^^

stuck oyster
#

πŸ‘Œ

mossy violet
#

Okay, can someone explain to me how to close a model in blender (for making shadow lods)

stuck oyster
#

geometry is usually made out of simple boxy or blob shapes that fit inside the model

#

and I suppose shadowlod can be made the same way

mossy violet
#

I meant the shadow lod (sorry copy pasted).

stuck oyster
#

or it can be made out of the main mesh your main model uses

mossy violet
#

like when you go to typology and close in 02, how can you do that in blender?

stuck oyster
#

dont do it in O2

#

and in blender you problably need to do it manually by creating faces in the holes

#

automation rarely works perfectly

#

especially if your model has lots of holes

runic plover
#

same in OB you have to close them manual

stuck oyster
#

or you can make it out of simple shapes

#

shadow lod does not need to be 100% accurate as long as the silhouettes are quite there

#

so that it casts the correct kind of shadow

mossy violet
#

Okay i think I've been doing it correctly.

stuck oyster
#

and the shadow mesh surface is always under the visual mesh surface so it does not cast shadows on itself

mossy violet
#

I was just told some information I didn't understand so I wanted to ask here to get different opinions. My shadows work was just wondering if I was doing it wrong or maybe just misunderstood something from the other explanation.

runic plover
#

if you do it wrong you will notice it very fast when you got stretched shadows into the grounds

mossy violet
#

My biggest issues in the clipping on the model because I don't put it inside enough. I was using the shrink tool in blender but that might have not been best.

stuck oyster
#

automation is not your friend in this case most of the time

mossy violet
#

Scaling at the individual origin a better method?

stuck oyster
#

I dont think I've found any good surefire tool for it really

#

for different faces and shapes different methods are good

mossy violet
#

but both methods sometimes make gaps in the model so it okay to stretch the model out to fill in the gaps?

stuck oyster
#

sometimes its just plain manual work

#

gaps?

mossy violet
#

Okay, thanks for info. I'll just have to pay more attention to their position in the future to make sure I don't get shadow clipping. And Yeah, it shrinks the models individual components and causes joined parts to separate (e.g. a cylinder for a gun might now no longer be connected because it shrank away).

stuck oyster
#

yah its fine to tweak the mesh as needed

runic plover
#

@mossy violet you can also use as example sbsource = shadowvolume

stuck oyster
#

sbSource = visualEx

runic plover
#

eh yes

mossy violet
#

What is this?

runic plover
#

xD

stuck oyster
#

it generates shadows from the view lods

runic plover
#

thats for lazy people that dont wanna create shadows

stuck oyster
#

but they have soft edges

mossy violet
#

hmmm, that sounds like a cpu killer XD

stuck oyster
#

many BI buildings and environment stuff use that actually

#

no its gpu thing

mossy violet
#

wait, arma uses the GPU? XD

stuck oyster
#

and actually I think its less demanding than the stencil shadow

silver zenith
#

@runic plover nevermind it didn't actually work
to specify
do I just select all glass parts of all LODs?
because it didn't seem to fix the problem with metals
tried with the metal stuff aswell and it didn't help

stuck oyster
#

do you have the glass and metal stuff on same texture?

#

and on same rvmat

mossy violet
#

I'll look into it all and get back to you.

silver zenith
#

@stuck oyster no they're all separate UVs, separate textures and separate rvmats

runic plover
#

metal stuff you dont have to copy and delete and paste back. glass parts should be seperated, not together with other parts. like windows are. also dont mix glass texture with metal texture or something like that cause of the _ca.paa thing.. all glass / transparent textures are in _ca.paa and the others as example _co.paa.. transparent textures need to be seperatly.. and these you copy, delete, and paste back inevery lod where you got these

silver zenith
#

yeah did exactly that but nothign
could there be an rvmat value that affects that?

runic plover
#

this is as example when i let the transaprent part there and copy a new variant of the building in. the GDI icon is bad

#

its corrected when i delete the gdi icon and repaste it

stuck oyster
#

it might not be same issue though

#

actually it indeed is not

#

@silver zenith do you have animated parts in the mix?

silver zenith
#

nope

stuck oyster
#

try the proxy way and make the glass parts a proxy

#

or many proxies if you want them to break

silver zenith
#

yeah proxy does seem like the only solution but it feels strange
@stuck oyster why would the vanilla houses work otherwise
and they don't seem like they're proxied

runic plover
#

@silver zenith can you upload a better pic of that thing you got

silver zenith
#

yeah give me a sec

#

https://imgur.com/a/xWZ1BRj
@runic plover as you can see when looking at the metal part you can kind of see only the edges of the models behind it
as if they were textureless or something

runic plover
#

I dont get it what this is, looks like your metal texture is transparent

silver zenith
#

yeah kind of but you can't see anything behind it other than textureless models

runic plover
#

you got a rvmat file on the metal textured part?

silver zenith
#

yeah

runic plover
#

take it off as a try, go with a non rvmat file, only the paa file

silver zenith
#

huh
it'll lose its shinyness but let me see

runic plover
#

i know but i want to know if your rvmat file is not good or if your texture is not good

#

looks like a texture or rvmat issue

silver zenith
#

I hope so

#

ok it happens without the rvmat aswell

stuck oyster
#

I believe its the ratio of transparent surface

#

do a quick check and just remove all transparent parts

#

and see if the problem is still there

runic plover
#

or replace your current metal texture with a other _co texture and also without your rvmat

silver zenith
#

alright so it seems that the metal part is transparent no matter the texture I apply on it

#

what would this mean?

foggy finch
#

thats the normal issue people have when they havent sorted the alpha's by moving to top πŸ˜„

silver zenith
#

I did that like 4 times so not sure what else I'd have to do
do I have to move both to the top?

foggy finch
#

only the transparent faces

silver zenith
#

in that case yeah already done that

foggy finch
#

you could hit sort alpha and then move faces to top

silver zenith
#

select glass>faces>move to top

#

yeah sort alpha is sadly out of question

#

since it breaks and the counter goes backwards

#

do I move to top on all lods?

foggy finch
#

just the visual lod(s)

silver zenith
#

lets try one more time

#

nope
still transparent

foggy finch
#

have you checked the alpha channel of your texture to ensure that section is masked off correctly?

silver zenith
#

how can I do that?

foggy finch
#

load it in texview, in the right-hand drop down select the alpha channel

#

that way you can compare side by side

silver zenith
#

its plain white

#

should it be plain white?

foggy finch
#

fully transparent is black, fully opaque is white

silver zenith
#

wll then its opaque
but it not a texture problem since I encounter it with any texture I use
even those who I knew worked

stuck oyster
#

you have non alpha _CO textures on the non transparent parts right?

#

and actually show your rvmat too

silver zenith
#

yeah they're _CO
the problem happens with no rvmat aswell so I doubt that's the issue
but sure here's the rvmat

stuck oyster
#

this is for the solid surfaces?

#

messing up with the alpha values of the ambient, diffuse etc can cause issues

#

you should reset those to default values

silver zenith
#

aren't they all on 1,1,1 ?

stuck oyster
#

ah true

#

the last one threw me off 😡

silver zenith
#

thinking about it
the textures had spaces in them
could be that

stuck oyster
#

in the names?

silver zenith
#

yeah

#

but its not the problem
just checked

#

really clueless on this one boys

stuck oyster
#

well good to keep clean file and folder names anyway

silver zenith
#

yeah just cleaned it up

stuck oyster
#

did you try just removing all tranparent parts?

silver zenith
#

not yet
this would mean removing the glass textures?

stuck oyster
#

either move the glass parts to an edit lod

#

or copy them safe to another p3d

silver zenith
#

ok that fixed it
so the alpha textures are somehow infecting the non transparent ones

stuck oyster
#

or replace their texture with the non tranpsarent one

silver zenith
#

I'll try to reuse those textures

stuck oyster
#

just make a selection of the glass parts first

#

so you can easily fix it if you close OB

silver zenith
#

I did

stuck oyster
#

no its just the overall draw order of objects

#

although I have no idea why you would have that enabled

#

ah its default like that

#

what was the problem with the forcenotalpha?

silver zenith
#

if I use forcednotalpha the glass texture becomes invisible inside buildings

sudden osprey
#

Hey I’m just trying to figure out about modeling helmet / vests in Blender and I imported a vest template to check about what I need to make one but it has about 4 vest layers one is more detailed then the other is that mandatory ?

stuck oyster
#

Yes.

#

Check out wiki page for lods

sudden osprey
sudden osprey
#

sorry for asking something again

https://imgur.com/a/SB1lPhF

so this will be like the lower layer then i copy and past it and add more details to it or do i need to remake them ?

i will change the Lod settings when i copy and paste

quick terrace
#

ideally you make the highest first

#

not the lowest first

#

mainly because you will need to decimate/optimize/simplify (simplygon etc) down the LODs using a factor of 1/2 (ideally) for each lower step (LOD), whilst keeping the UVs and vertex weights (mesh skinning to bones )

sudden osprey
#

ok thanks

warm trench
#

Has anyone experienced issues with the model.cfg / .p3d files where when trying to hide items, as opposed to something being properly hidden, they appear to be scaled to a smaller size and rotated through 90 degrees?
I'm struggling to work out what I've done wrong... Possibly an error up-stream in the model.cfg? (Although I doubt it would build if that were the case)

stuck oyster
#

that selection is part of 2+ animated selections

#

so the animations cancel each other out

#

each animated mesh selection must be part of a single namedSelection that animates

#

as in only 1 bone must affect a part of mesh

#

if you have a thing that moves and smaller parts as its child bones, you will not have the child parts in the larger parent selection, only the child selection as the child bone already moves with the parent

warm trench
#

If I follow correctly, I think that's exactly what I have done incorrecty! Thank you

#

(Spot on, @stuck oyster. Amazing detective skills! Thank you so much - I would never have thought to have checked that.)

stuck oyster
#

its pretty common mistake.

#

πŸ‘

feral coral
#

Whenever I try to load in a model to blender through arma tools it always says that its the wrong MDL version anyway to fix this?

#

And as soon as I load and p3d of mine it crashes but any other fbx I can load

stuck oyster
#

Are you trying to load a binarized P3d? As those can not be opened

#

If you don't know what that means, where is the P3d from?

sudden osprey
#

just a small question if its possible if i have a arma 3 uniform im retxturing to colors i like then make kneepads as a 3d model can i combine it or do i need to make a uniform myself aswell

stuck oyster
#

need to make fully new model

steel vector
#

Kneepads are part of the uniform, so must be part of the uniform model.
You might be able to make it a separate item (like eyewear), although I don't think it will then follow the leg movements.

stuck oyster
#

they will if weighted to leg selections

#

but it will then eat up the eyewear slot

sudden osprey
#

roger adding a new project to my list then cheers

silver zenith
#

would be cool if arma4 had an indefinite amount of slots

steel vector
#

DayZ has a few more πŸ˜‰

runic plover
#

somewhere are the slots defined.. im sure its changeable ^^

stuck oyster
#

it is not

steel vector
#

You could say it's limited by the UI, but in the end it's an engine limitation.
I'm sure that someone with epic skills would be able to bypass the engine and script it in, but I wouldn't even dare to touch it

stuck oyster
#

no those parts are not exposed in config

#

I would not mind being proven wrong but I dont think I will.

silver zenith
#

does the inventory even have a config?
the breaking point guys managed to modify it so it has to be right?

stuck oyster
#

you can create virtual inventories and dialogs just fine

#

but the gear slots that actually use stuff that show up on your character can not as far as I know be edited

feral coral
#

Are you trying to load a binarized P3d? As those can not be opened
No its not

stuck oyster
#

where is it from?

median bough
#

a friend?

mossy violet
#

Anyone got a tutorial for having interior buttons glow when the engines turn on? (I know how to get things to glow just not have them start glowing when engines switch on).

rain vapor
#

Ive been on the Pinned messages back and forth, are there any more detailed pages on the Object Builder/Config side of adding my own plant models into the game?

steel vector
#

afaik are plants simple objects / props, which are configured with CfgVehicles

rain vapor
#

Thats what I figured, but the textures are just white

sudden osprey
#

Anyone has any experience with marvelous designer to arma 3 if so let me know

runic plover
#

@mossy violet

Its done by animationsource / source = engine in the config and if im right you also have to add the selection of the buttons in the model.cfg

rough idol
#

@mossy violet in vehicle config dashboard is by default using "podsvit pristroju" selection
selectionDashboard = "podsvit pristroju";
you would need to add all your buttons in p3d to such selections and then make sure that its listed in sections[] array in model.cfg

#

alternatively, you can use bones & animations, tie hide animation to i.e. engine rpm ("rpm" animation source) or connect it to light selection (some of the vanilla models are doing it like that)

mossy violet
#

Thanks for the info everyone

noble hatch
#

Anyone able to point me to somewhere i can learn about weighting for anims?

stuck oyster
#

depends what program you use but Youtube has most of the popular software covered

noble hatch
#

Thanks but I mean more about how they work in the arma engine, I cant say I understand it

#

I use blender and have succeeded in assigning wieghts based on selection groups but I thought the whole point of weighting was to have different weights within a selection?

#

my problem being that having assigned difference weights using selections, the wieght of the overall selection is just overriding all to 1

#

I feel like i'm missing something obvious

quick terrace
#

@noble hatch you don't need to assign weights, you need to paint them. max bone influence per vertices for A3 is 3 bones

#

well you could actually assign each individual vertice a set weight "influence" but that would be way to time consuming

noble hatch
#

Thanks for the link @quick terrace
My problem is I'm not trying to use it on a character or uniform, but a vehicle where the skeleton only exists in the model.cfg

stuck oyster
#

its the same thing for vehicles if you want to use weighted selections

quick terrace
#

weighting works on vehs too

#

ninjaed....

stuck oyster
#

πŸ˜„

noble hatch
#

So I have to make a bone structure in blender to get it working?

quick terrace
#

nope

stuck oyster
#

weights can be painted with just vertex groups

#

bones do help to see that they work though

#

also to get them working in Arma (wont work in buldozer) you will need to have the same isdiscreet value as character has

#

in model.cfg

noble hatch
#

right, just to clarify one important point, are you saying that weighting will not show in buldozer? the selection will just move as if all weighted 1?

#

and stupid question time, whats the difference between weighted selections and named selections?

#

sorry I'm new to this particular aspect of it all

stuck oyster
#

yes the weighted selections do not work in buldozer

#

and there is no difference between the named/weighted selection they are the same

#

well except its easier to talk about smoothly/partially weighted named selections and weighted selections

noble hatch
#

righty thanks again for both your input, I'll keep bashing my head against this till it works but knowing that buldozer doesnt work for them has probably saved my sanity

rain vapor
#

Ive been on the Pinned messages back and forth, are there any more detailed pages on the Object Builder/Config side of adding my own plant models into the game?

steel vector
#

Just like 17 hours ago, it's just an entry in CfgVehicles

#

And if something isn't working in game you probably did something wrong in the model or configs

rain vapor
#

Well thats my question, how do I know if Im doing it right if there is no documentation for me to follow?

stuck oyster
#

you extrapolate from what is available and test it

#

and then figure out what is wrong if it does not work

#

plant models in general do not even have configs as they are not normally used as mission objects

#

they are only placed on the terrain

rain vapor
#

Gotcha, thanks!

cyan heart
#

There are loads of tutorials on how to get a 3d model into Arma, a simple Google search should do it, from there on you can gather more ressources for vegetation specifics, download the a3 samples from steam, there should be a plant model in there

white jay
#

Hey guys is this the right channel for

#

Making objects / buildings like a house etc in object builder Arma 3 tools

median bough
#

yes

white jay
#

And if so does it take long to learn how to make objects

#

I have done scripting but never

#

Touched objects

#

I would like to maybe buy a model and make a cool object

median bough
#

it is not recommended to use OB tho. better to use blender since you'll find more tutorials for it

white jay
#

Oh ok and is it hard ? Are there like polys I have to take into account

median bough
#

well.... hard is relative

#

it surely takes a while to learn

white jay
#

Oh ok I see thank you, are there blender specific Arma tutorials

#

I got spare time on my hands and the idea of making a building just came up to my mind

median bough
#

you could start with a small blender donut tutorial and then move on whith those
https://forums.bohemia.net/forums/topic/207631-from-blender-to-arma-3-complete-process-tutorial/

white jay
#

Alright great thank you for that

median bough
#

don't thank me yet πŸ˜„

white jay
#

Will the knowledge eventually help me potentially make vehicles

#

Haha alright

median bough
#

Will the knowledge eventually help me potentially make vehicles
which knowledge?

white jay
#

From making objects

#

Is that β€œtransferable”

median bough
#

the 3d design process is the same

white jay
#

Oh alright I see

median bough
#

the biggest difference is the config files

white jay
#

Alright

#

Thank you

median bough
#

but since you have experience with scrips, reading and understanding configs will be easier then

white jay
#

Yeah configs i thought wouldn’t be the hard part

#

Just how to make an object is what I was always curious about

median bough
#

so, for the beginning, learn how to make a donut in blender and then try to get it into arma using the tuts i posted

white jay
#

Alright thank you πŸ™

median bough
#

🀘

#

and bookmark this channel πŸ˜‰

white jay
#

Alright will do πŸ˜„

dull raft
#

I don't know where to ask this exactly, but I am trying to use pboProject to 'crunch' my mod folder but it is not giving me the option to crunch, it's like lightened out so i cannot click it

stuck oyster
#

you dont have all the tools it needs installed

dull raft
#

alri yeah just noticed it, says I'm missing detex, which is the DeOgg thing right?

stuck oyster
#

no it is the detex

dull raft
#

oh what

stuck oyster
#

just install all of them

dull raft
#

i was lookin at BI ting and it said i needed DeOgg, yeah that explains it

stuck oyster
#

saves you a lot of trouble

#

This has been a trend for a while now. I dont understand why dont new people just install all of them

#

its not like they take lot of space

dull raft
#

Yeah I guess so. But I'm just getting what i need so i can test if it works well.

stuck oyster
#

just get all of them

dull raft
#

throws that at me

stuck oyster
#

well you got errors

#

cant pack errors

#

put noisy output on for better logging

#

and read what it seas in the logs

#

fix those as long as theres no more errors and you got a working mod

#

at least usually

dull raft
#

I shall try that now, thanks mate

#

I got it working @stuck oyster mate you're the absolute 🐐 πŸ˜‰

#

Thanks a lot

mossy violet
#

Quick question, how do I get the visual LOD to generate its own shadow again?

cyan heart
#

sbsource = visualex

#

in geo properties

#

@mossy violet

#

Works best on buildings or vegetation, for everything else you should make a shadowlod

mossy violet
#

I tend to make Shadow Lods just some super low poly stuff I have I might experiment with this in the future.

#

thanks for the info.

spare roost
#

Is it possible to name individual license plates, i.e. front "spz" and rear "spz1" in the same model and within class PlateInfos? I'd like to animate the rear one to move with an opening rear door.

stuck oyster
#

the customizable plates cant be animated

#

the memorypoints are static

spare roost
#

even if you have access to the .p3d model? I thinking of something like this in the model.cfg : "spz1", "door_3_2", so that it moved with the door. Trouble is, I wouldn't want the front plate moving as well.

stuck oyster
#

yes they dont move

spare roost
#

fair enough. Thanks. πŸ™‚

vernal lynx
#

Hey ! Got a weirdo issue again πŸ€”

Geometry :
class=house
damage=building

config:

   class Land_WW2_French_Walls_Base: LIB_Objects_Walls_Stone_base 
    {
        destrType = "DestructBuilding";
        replaceDamagedLimit = 0.9999;
        class DestructionEffects
        {
            class Ruin
            {
                simulation = "ruin";
                type = "\WW2\Objects_m\Misc\WW2_Walls_m\WW2_French_Wall_Ruin.p3d";
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
            class Smoke
            {
                simulation = "particles";
                type = "HouseDestructionSmoke3Small";
                position = "";
                intensity = 0.1;
                interval = 1;
                lifeTime = 0.1;
            };
        };
    };
    class Land_WW2_French_Wall_Small_Long_02: Land_WW2_French_Wall_Small_Long_01
    {
        author = "IFA3 Team";
        displayName = "$STR_LIB_DN_OBJECTS_FRENCH_WALL_SMALL_LONG_02";
        model = "\WW2\Objects_m\Misc\WW2_Walls_m\WW2_French_Wall_Small_Long_02.p3d";
        replaceDamaged = "Land_WW2_French_Wall_Small_Broken_02";
    };

Result :

  • WW2_French_Wall_Ruin.p3d shows up but original model doesnt collapse / disapear
stuck oyster
#

damage ruin maybe?

#

or destrtype

vernal lynx
#

you mean damagewreck?

#

in geo lod?

#

I'd have to create a wrecklod with proxy to the destroyed model but it could do yeah, I just don't get why it doesnt work as a house

#

And when inheriting from house_f the destroyed model doesnt showup at all

#

tried DestructDefault too with same result as DestructBuilding

#

@plush forge did you ever experience this?

plush forge
#

I have damage = house.

#

Not building.

#

I know that for class the value building is a lower form of simulation, doesn't support animations for example. Not sure if this extends to damage as well.

vernal lynx
#

rgr, trying this

plush forge
#

Yeah the perf difference between building and house is probably negligible. Might be some situations on dense/large maps where every little helps though i guess.

vernal lynx
#

nope

#

😀

foggy finch
#

@vernal lynx look at the config.cpp of the test house in samples, it has all you need for that.

#

for example, you are missing the replaceDamaged = ""; parameter in your class, so it never gets replaced and both objects exist at same time

#

if you are just going from undamaged model to a ruin model, you probably want the above parameter, and you wouldn't need the Ruin class within the DestructionEffects, only the smoke class, so the switch is hidden by that smoke animation.

vernal lynx
#

samples_F has :

replaceDamaged = "Land_Test_House_01_dam_F";
class DestructionEffects: DestructionEffects
        {
            class Ruin
            {
                simulation = ruin;
                type = \Samples_f\Test_House_01\Test_House_01_ruins_F.p3d; // Path to model of ruin used when total damage of the house reaches 1
                position = "";
                intensity = 1;
                interval = 1;
                lifeTime = 1;
            };
        };
foggy finch
#

yeah its working with a damaged model between the undamaged and ruin state

vernal lynx
#

but maybe I have a hitpoint issue

#

I have this too

#

at least for some

foggy finch
#

your config above looked like you want to animated from the undamaged model >> ruin model.

#

the test house goes from: undamaged model >> damage model >> ruin model.

vernal lynx
#

pretty sure it's from hitpoints

#

will try

cosmic bay
#

hi gents, I have a 113 that uses multiples turrets. I m calling them per proxy. I notice that once I did that I lost the feature (animation) that changes textures by the use of config (camo1). What m I doing wrong, should I make a new model.cfg for the turret?

#

here is a pic of what I m talking about, I m applying my texture by using (camo1)

#

as you can see the turret does not apply the texture by using camo1

stuck oyster
#

is it part of any other camo section?

cosmic bay
#

its another pd3 that i m calling by proxy

#

and it has the same section

#

camo1

stuck oyster
#

Im not sure if proxies can be affected by camo/hiddenselections

#

or they might but there was some config work that they needed

#

reyhard might have talked about it somewhere in the history of this channel

cosmic bay
#

alright let me do some research

#

thank you as always horriblegoat

#

if anyone knows the way please point me at the right direction

median bough
#

Im not sure if proxies can be affected by camo/hiddenselections
usually not

wise heart
#

attempting to port over some A2 terrain objects (bushes) and well....

#

all I did was change the .rvmats to point to the correct locations, and then mass edited texture in object builder

#

so just renamed directories

stuck oyster
median bough
#

i did my good deed for the day, now it's your turn HG πŸ˜„

stuck oyster
median bough
#

πŸ˜›

stuck oyster
#

im on holiday

median bough
#

pfff...

cosmic bay
stuck oyster
cosmic bay
#

yes I do

stuck oyster
#

in exactly same way?

cosmic bay
#

i just not sure where to put it

stuck oyster
#

and its no accidentally inside cfgVehicles?

cosmic bay
#

it could be

stuck oyster
#

they are both on root level

cosmic bay
#

i think it is

#

so where should it be?

stuck oyster
#

outside cfgVehicles

cosmic bay
#

ahahahha

#

fair enough

#

will try

#

πŸ˜„

stuck oyster
#
class cfgVehicles 
{
  stuff
};
class cfgNonAiVehicles 
{
  different stuff
};```
cosmic bay
#

good stuff will do it now

#

cross your fingers

stuck oyster
cosmic bay
#

damn i can see the model now. that is a good sign. it mean it works but still no texture maybe it is because i dont have the texture line for it

#

πŸ˜„

#

i dont know

stuck oyster
#

probably

cosmic bay
#

so this is all i would need right?

#

hiddenSelectionsTextures[] ={"\BRAF_Land\M113A2\Data\m113a3_01_UN_co.paa"};

steel vector
#

you'll need

hiddenSelections[] = {"name_of_selecton"};
hiddenSelectionTextures[] = {"path/to/file.paa"};
cosmic bay
#

thx let me try

median bough
#

i think you also need hiddenSelections[] = {"camo1"};

#

ninja'd

cosmic bay
#

ok guys one more question, if this works then it is safe to say that I would be able to maybe animate a weapon that is being added by proxy the same way maybe?

#

yeassssss! the texture worked guys. thank you I love you all!

#

@stuck oyster specially you, i have a feeling you always help me bro. thx

quick terrace
#

@cosmic bay nope

#

you can animate the entire proxy

#

as a selection, not parts of proxies

cosmic bay
#

@quick terrace do you mean I cant add the cool shake and the bullets feeding?

stuck oyster
#

each moving part would need to be separate proxy

cosmic bay
#

that sucks, it would be great if proxy worked a bit better with animations

stuck oyster
#

at that point its wiser to just add all the parts into the main mesh

#

proxies are meant to be simple additions

#

that can be used in multiple places

cosmic bay
#

yes, but my vehicle have multiple weapon platform, I don't want to get too cloudy on the pd3. So what would be my best approach

stuck oyster
#

normally you make each variant a separate p3d

#

not add all of them into 1

cosmic bay
#

yea i was trying to avoid it, trying to make the mod lighter you know.

#

but i guess if that is the case, that is the case

#

Thank you again guys

stuck oyster
#

see @median bough I helped

bold flare
median bough
#

good man HG

stuck oyster
wise heart
#

meowsweats
@stuck oyster Is my ship even in the harbor, or am I completely boatless? lol

stuck oyster
#

No idea how you got it to do that. I think you may have boarded the wrong boat

wise heart
#

you are probably right

#

I'm gonna start over and report back

wise heart
#

Not sure as to what is going on, tried a couple different things

wise heart
#

Got it

#

When I redid the pathways for the textures in Object Builder, I used uppercase letters

#

jarred my memory when I realized it

cosmic bay
#

Got i question, does fire geometry work by in a proxy?

quick terrace
#

it should

cosmic bay
#

@quick terrace I try and no luck here, I guess I will just do the BIS approach and have multiple vehicles, that sucks cause the number of work doubles and the MOD gets way to heavy.

runic plover
#

@cosmic bay are you trying to do proxies for buildings?

#

if yes.. as far as I know are proxies working for all visual lods & shadows and roadways. for geometries you have to make all in the main building / model

cosmic bay
#

For vehicle, but I was afraid of that since it works on the main model, but does not work on the proxy.

#

@runic plover

runic plover
#

i havent tested it tbh.. but maybe you could name the proxy also component01 or what number it has to be for a working solution

stuck oyster
#

naming the proxy would not do anything. the proxy object might contain multiple components

runic plover
#

as i said, never tested it '^^

quick terrace
#

@cosmic bay do you have that proxy copy pasted in fire geo as well?

cosmic bay
#

yes, I did all of that. I done it before and worked fine in the Nimitz, I dont know why it is not working on this vehicle. I will try again later.

potent sigil
#

Do the Arma tools for Blender created objects make Blender the better option for creating Arma addons or is the model import process with Modo smooth enough?

#

I've got some experience with Modo so it would be intuitively an easier option for modeling etc, but curious about the Blender option

quick terrace
#

the import export is best with blender. but there are people (including myself) who are well acustomed to other software and prefer to use these instead

#

for people who have zero experience blender is recommended obviously

#

but its by no means mandatory

old gulch
#

So, I've got a small issue

#

Seems like a model I've got has some texture warping when in game, despite in Substance, Blender and Object Builder, it all looking correct.

quick terrace
#

did you triangulate it before export?

old gulch
#

Yep, I did all the steps necessary. Someone pointed out to me that the UV looked off compared to substance, so they suggested I move something. Just trying that out now.

stuck oyster
#

multiple uvsets?

old gulch
#

They think it's just the position of 1 vert warping it.

#

Yep, looks like that was it.

#

Sorry to bother!

stuck oyster
#

got any of them pics of the model? not many wip shots going around these days

old gulch
#

The model itself is almost done, but I can throw up an ingame pic in a sec

#

It's... well, it's not the greatest quality, but it works, and I'm happy with it.

#

There ya go

stuck oyster
#

thats cool

#

speeedy boat

old gulch
#

Yeeeeep

#

Trying to stop 180 degree turns at 70km/h is... hmm

unique portal
#

first time i checked this channel lmao
im a vfx student and model in maya and texture in substance
hopefully i can be a little help to someone here and learn a little more about importing 3d models in the game lol

cosmic bay
#

Alright gents, so I was successful in making the firegeometry work. do not ask me what was wrong I have no clue. LOL

#

but now i notice one problem, that bullet texture that show when you shoot at a vehicle does not seem to be working, would be maybe be because of the whole proxy situation?

stuck oyster
#

@unique portal welcome. This is the place for such questions indeed. Some maya users are around too.
To get started with throwing things in game I'd recommend using the PMCwiki tutorials to set up the tools and P drive development environment.
@cosmic bay what bullet textures? You can have damage textures set up on a model if you mean those but other than that I don't think there are any others.

sudden osprey
#

Im currently on a project making a uniform made something now just need to work on boots etc and pockets but with vests you need to make more layers each with more lods does it work with a uniform like that aswell or is 1 model enough

#

I looked on pmc wiki haven’t found anything about uniforms only vests / helmets etc

stuck oyster
#

All models require lods for best performance

sudden osprey
#

OkΓ© cheers

unique portal
#

cheers @stuck oyster , i'll try to come up with something and see how it goes :3

stuck oyster
#

There are also lot of stuff explained in BI forums. There are even tutorial series on how to get stuff in game from blender which probably can be adapted to maya too.

mossy violet
#

Question about custom muzzle flash proxies. I have one set up, with auto centre 0, with a selection on the proxy, the proxy set up correctly. But when I have selectionFireAnim="muzzleFlash"; set up in the config it won't show (when I don't have it set up the muzzle flash is constantly there). I also have the MuzzleFlash selection set up in the model config. Any tips?

runic plover
#

Question about custom muzzle flash proxies. I have one set up, with auto centre 0, with a selection on the proxy, the proxy set up correctly. But when I have selectionFireAnim="muzzleFlash"; set up in the config it won't show (when I don't have it set up the muzzle flash is constantly there). I also have the MuzzleFlash selection set up in the model config. Any tips?
@mossy violet so, sounds correct. also the proxy in the gun/weapon model has to be called as muzzleFlash in the selection. and be sure your proxy has the right path to its custom MF model

#

and also take care of how you write the selection names. selection name you defined has to be written muzzleFlash, not MuzzleFlash then

mossy violet
#

Yep, I have done this (the muzzle flash shows without the selectionfireanim but it's obviously constantly on). Question: Does the muzzleflash itself have (not the proxy) have to have the muzzleflash selection?

runic plover
#

the model of the muzzleflash itself dont has to need any muzzleflash selection

#

just the proxy in your gun model needs the muzzleFlash selection

mossy violet
#

hmmm, possible could be I'm missing the capital F. I'll double check and get back to you.

runic plover
#

is it on a infantry weapon or a vehicle gun?

stuck oyster
#

are there more than 1 turret?

#

or weapon with muzzle flash

mossy violet
#

a weapon with a custom muzzle flash

#

infantry.

stuck oyster
#

ah

#

I had trouble getting my custom muzzleflashes to work too

mossy violet
#

I have an animation set up that gets it to work

stuck oyster
#

cant remember what it was about though off the top of my head

mossy violet
#

just wondering if I can get it to work in the traditional manner so I don;t have to add this animation to every gun i want to work.

stuck oyster
#

vanilla flash as proxy did work

#

in my thing

mossy violet
#

Yeah, using the a3 ones works fine. Just not sure why my custom ones never work.

#

okay, it wasn't an issue with capital F. Guess I'll just continue to use the animation (it works so i guess I shouldn't look a gift horse in the mouth). Thanks for the suggestions anyway, haha.

runic plover
#

MainConfig: cfgWeapons define selectionFireAnim="muzzleFlash";
ModelCfg: cfgSkeletons define "muzzleFlash" in skeleton bones
ModelCfg: cfgModels define "muzzleFlash" in sections
ModelCfg: cfgModels define "muzzleFlash" in class animations (for rotating)

3D model: path of Proxy has to be correct to the new MF model and Proxy has to be named also muzzleFlash

stuck oyster
#

did a quick test with very simple muzzleflash

#

seems to work

#

and dont have hiding class for it in the model.cfg either

#

@mossy violet does the gun have more than 1 muzzle?

mossy violet
#

nope

stuck oyster
#

I'll send you this file to test

mossy violet
#

I might be missing the "muzzleFlash" in class animations in the modelcg

runic plover
#

@stuck oyster did you tested it with this ive wrote?

stuck oyster
#

that is how I have my weapons set up yeah

#

I cant remember what problem I had when I last fiddled with these

runic plover
#

fiddled πŸ˜„

old gulch
#

Got a fun little issue at current. Invisible water through my model's windows. I'm assuming it's an alpha sorting issue, but I don't know what specifically? The 2 panes are correctly ordered.

old gulch
#

Also, more generally, how do you implement steering wheels?

stuck oyster
#

model.cfg animation that is sourced with the steering animation source

#

the texture thing could be related to what rvmat/shader your glass is using

old gulch
#

I made the RVMat myself, and it's just using the Super shader.

stuck oyster
#

what do you mean by 2 planes of glass btw?

#

usually windows are modeled with 2 planes yes but they point to opposite direction

old gulch
#

Yes, they do.

#

It's just as case of it being a continuous pane that's curved, you could actually look through it twice.

runic plover
#

Any pic of the issue probaly?

stuck oyster
#

you could also try the glass shader

old gulch
#

I could, but I just wanna see if anyone is aware of precisely what the issue is.

#

It's difficult to see, but it's there.

stuck oyster
#

now you may need draw an arrow here

#

not sure where to look

old gulch
#

Basically, that reflectivity/refraction on the top of the water disappears.

#

It's not a pressing issue, and honestly something I could just ignore with how unlikely it is to show up (it doesn't cause the same issue while driving in first person)

#

But it's useful to understand -why- it's happening

stuck oyster
#

that may be due to the double supershader surface

#

or the supershader surface alone

#

try the glass shader rvmat

old gulch
#

Maybe. I'll play around with it, maybe even just leave it be.

#

Last thing is the steering wheel. Bleh.

stuck oyster
#

there are pretty good pages about modle.cfg animating on the BI wiki

old gulch
#

(And hidden selections, and wreck textures)

#

Thanks!

runic plover
#

And dont forgot to try the glass shader rvmat so probably it will fix this little issue and makes your boat perfectly πŸ‘

mossy violet
#

question, can you have a weapon set up to fire from two points at the same time?

woeful viper
#

describe "at the same time" - what do you need?

runic plover
#

yes you can