#arma3_model
1 messages Β· Page 152 of 1
Are you trying make an unit or an uniform?
uniform
im using the test-uniform config
just swapped out the models and textures for mine
technically not mine
but this warning Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
what does it mean
what do the numbers mean XD
uniform needs an unit that look s like the uniform
?
yes?
which is what im trying to do here
i looked at the samples
i did as the samples did
First error already tells you what is wrong... You inherited the wrong class for the wrong item...
i changed the scope of the base-class to 2
and i ended up with this
the model shows up now.. but yeah...

0:30:47 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)
0:30:47 Warnings in nca_characters\frosta3\frosta3.p3d:shadow(1000)```
that's the only error
looks like the model doesnt want to
something about sekeletons
i'm more about "what you did wrong" than "here's the correct answer"
is there a way to bulk-replace materials with another one, in OB or text-editor?
welp, just bulk replaced with text-editor
i hope none of the paths were binarized in some form
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?
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?
@naive crescent for the bulk replace go in OB in tools and select mass rename
can i select vertices by the number?
for example, i get an issue vertex: 207 in the rpt, is there any way for me to know where that is?
I guess they are in order of creation
what error does it attach to that verticle
that refers to the skeleton animation weighting
and that you have selections that cause the overall animation weighting on certain verticles to exceed the maximum of 100
I dont recall if OB has any good tools to fix that either
anything else i coulΓΆd fix it with @stuck oyster
well currently it is a bit too lenghty process to write down. Its not gamebreaking but can cause some log spam
it logs only at the start
when the object first spawns in for the gameplay session
but it's not horrible?
and it's only like 10 lines
10 vertices
can i delete vertices that have a specific texture?
verticles dont have textures, the faces that the verticles produce have
correct
cant i delete all vertices that make up a face that has a specific texture
well if you select them and hit delete yes
can i select all faces that have a specific texture?
yes from the from uv editor or the material library if I recall right
"CREATE SELECTION" in the face-properties does nothing
cant really remember any more specifics, I do my modeling in Blender
@sly path do you use windows 10?
i can imagine why
this object builder is by far the most unwieldy software i have ever used for 3d-editing... including paint3d
@naive crescent if you work with it like me for now around 16years its not that bad π€£
i guess
but what's with the alt-turning?
it's so jittery
sometimes it turns super fast
and then it's slow
and then jumps up in speed again
has to do with camera pivot point
and the zooming in is barely usable in perspective view
I dont havw any problems with this. But i had problems with this while i used windows 10
and also in win10 you must use the viewports in DX mode
I got back to win7 and it works fine for me again
i dont have to
DX mode is not good to work with
it works fine dx on or off
but basically my advice is to stop wasting time with OB (no offence Sentry π ) and use some better 3D program
Yes blender is. Its freeware and has arma3 plugins
or will i have to convert back and forth?
Yep
If you know nothing of Blender you will need some time and effort to learn how to use it
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
nope
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
too much has changed between A2 and A3
the ONLY reason i am doing this is because the mod i was using earlier for this turned out to be malicious
@sly path do you use windows 10?
@runic plover yes.
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 ^^
i am by no stretch a modeller
i'm a software developer, i deal in absolutes
π
Yea i noticed this that you more active in scriptings instead of modeling
@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 π
they dont do major work in OB either
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
I would wager there will not be a solution for it
Tbh i only play arma3 so the old specs do work fine for me π
Did someone contacted BI to make a fix for it?
These are official modding tools, they should work tbh π€·ββοΈ
So.. what program can I use if OB doesn't work correctly in win 10?
Blender you can use
Its a freeware program and you can do a lot with it for arma3 modding
There has not been updates on OB for years, unlikely anything will happen in Arma 3 lifetime
as I said, nobody really works in OB
except you of course π
If it goes like limited roadways and geometries... Then... we lost π
Ye sorry that im probably the only one that works with OB π.. 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 π€£.. nvm ill try to learn in a month to model in blender when i got holydays.. ill give it a try
Arma 3*
the modding tools are bonus
you did not exactly pay for them, you paid for the game
Indeed. But modding makes the OFP - ArmA 3 live longer tbh
Arma 3*
It is a bit of an dead horse to beat really. π
Whats up usti hlavne π
You are misstyping Arma π
You also.. its normaly called ARMA III π
ok, so what is the correct path-format for a mod
im trying to reference a texture within the pbo as follows nca_characters\PMC_Soldier\PMC_soldier.p3d
but pboProject doesnt like these paths
how would i satisfy pboProject?
is that the real path where the file is?
no.. Actually not.
on P:\ drive
nca_characters.pbo is the path
@runic plover "Arma 3", nothing else. (internal marketing guideline)
on P-drrive it's at NCA\@TOM2\nca_characters\...
well that is the path you would need to use if that is the real path
No idea why you have chosen that kind of folder structure but thats what you have, thats what you got to use
lets not talk about that pile of flaming poop
well nothing expect its weird
I would not use special characters in the folder strucutre
if you do that you'll break everything
?
the P drive paths are absolute
so dont loose the @
that is how it goes into the game
P: represents the root of the games files structure
@bold flare ok confirmed π
i see
P:\A3\data\file.thingy in games file system reads as \A3\data\file.thingy
so mod(without@)\pbo?
well there are no set rules
you can make just about anything you like but what you have chosen just feels weirdly complex
ok, cool
so if i changed the folder structure to P:\TOM\nca_characters.pbo woudl that work?
The .pbo you can take off and then yes
a foldername withd data doesn't end with .pbo tho 
Its just your source folder and the pboproject makes your .pbo
mod\Addons\nca_characters(in this case the pbo, just not in pbo-format here)
yes? no?
I dont check your path. Is the nca_characters your pbo file at least?
Yes i know
cba example
P:\x\cba\addons\common
-> cba_common.pbo
chosen by random dice roll (a very big dice)
i see
ace uses z, other modders use other. Whatever you like
where can i find a suitable dice for this task of choosing x
I use z for most my stuff.
My main prefix is z/wolf/addons/...
it doesn't matter what it is, whatever you like
but z/name/addons is basically the "standard" used by many cba based mods
so P:\z\NCA\TOM\Addons\characters?
why the z though?
if you want that, you can do that yeah
cba example
P:\x\cba\addons\common-> cba_common.pbo
@stuck oyster
yes well but whats the point of it
because i was told to do so
I also dont know, new for me π
except maybe if you work on many project organizing them
Β―_(γ)_/Β―
rhs for example uses
rhsgref\addons\rhsgref_airweapons
it literally doesn't matter, whatever you like. Its your pboprefix
so i can P:\NCA\TOM\Addons\characters
Ah ok thanks @bold flare π
so my pbo-prefix in this case would be nca?
no
pbo prefix is everything between P:\ and the contents of your folder
so for
P:\NCA\TOM\Addons\characters\config.cpp
your prefix is
NCA\TOM\Addons\characters
so my pbo would be named NCA\TOM\Addons\characters.pbo?
noooo
i dont think windows allows for \ in the file-name
I think NCA_characters.pbo or NCA_TOM_characters.pbo
it doesn't
pboprefix is not part of the pbo filename, its part of the pbo itself
TOM is the name of the mod
i honestly just want to pack a mod and i need to know what path to use for my assets
use the pboprefix NCA\TOM\Addons\characters and pack your characters folder into TOM_characters.pbo
The pboprefix is the path that you use ingame, exact same as on pdrive
so would it be NCA\TOM\Addons\characters\FrostA3\data\frost_co.paa for example?
yeah
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
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
wait what, this is confusing me
it is named characters
and its convention to have your TAG (TOM) both in your pboprefix, and in your pboname
my tag is NCA
TOM is the name of the mod
so i remove "TOM"
P:\NCA\characters?
can i then rename the mod-folder?
to anything i like?
you can make your prefix however you like
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
the mod folder name aka @modfolder is absolutely unrelated to its content
yep, i got my mod working and published on workshop
nais. link?
it's not pretty, but im open to input
no link no imput
post in
#production_releases
it's not really pretty
but it works
π€·ββοΈ
it's also my first jab at making a mod for arma 3 and a model at that
let it be known that i am no 3d-model artist. I can only take what others have made and adapt it
remember to specify you're using A2 stuff when saying the models are not yours
it usually raises a lot of eyebrows
yeah I've seen
What causes the jittering seen here?
it could be a number of things, animations, mass, physx, etc
I think geometry / mass distrubution
As in the centre of gravity making it lean back then it falls back down?
mass/geo/physics lods in that order
https://imgur.com/a/NvBzo66
how can I avoid shadow components deleting each other?
@tough furnace check the arma samples
Close your polygons
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
@silver zenith where?
@silver zenith your SV LOD needs to be smaller than the visual lods.
you could also just try inverting the faces of your sv lod, milage may vary with that one
like flipping normals?
select the faces and press W in OB,. that will reverse them
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.
yeah I think its related to shrinking
seeing how articulated the model is Ill have to make multiple components to shrink it correctly
for the shadow volume the mesh needs to be smaller than the visual lod π
yeah I had shrinked it but in a lazy crappy way
in Object Builder, is it possible to add faces/vertices to an existing named selection ?
@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"
ok, but is it possible to do that with the "linked faces" keys (Shift+LMB) ?
Looking at OB documentation, it looks like there's no such shortcut :/
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
ahh, perfect
With hold on the key CTRL and mark these 3 meshes and redefine selection
way easier
π
Thanks
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
not that im aware of
you need to replace the entire model if you want to change on LOD
Export to separate P3d, open both p3ds in separate OBs, copy from other and paste into the other
@naive crescent negative
OB shares clipboard between instances
@silver zenith answer above.
oh cool
that'll save me some time
...
@stuck oyster i thought this was about replacing the LOD without debinarizing the model
which is why i said
but i guess the question was ambiguous or im blind
possibly the second

yeah no it was on not binarized models
what's up with pboProject giving me errors for valid paths in models?
like, a model has a path of: \dayz_equip\textures\box45acp_co.paa
that file exists...
in that directory
and this is ONLY with pboProject
i can use the garbage-fire of pbomanager and pack the pbo and it will work in arma
all the textures load fine
models\ammo_acp45.p3d:validating...ammo_acp45.p3d: missing \dayz_equip\textures\box45acp_co.paa
\dayz_equip\textures\box45acp_co.paa
that's just what pboProject says
in the file, there is 0 counts of \dayz_equip
it doesnt exist
weird
maybe then its referencing somewhere else where threre is a \
nope
wish I could help more
it's complaining about this EXACT file
could you post it?
the file?
maybe just that specific line
so the path to the file is P:\dayz_equip\textures\box45acp_co.paa
also this for DayZ SA or DayZ mod for Arma?
it's a mod for arma
the models are from the dayz mod licensed data package
they are also all binarized
i dont get the point
yeah, you can have all of this stuff... what's that? you want to edit it? NOPE
cant edit stuff or fix stuff
π
I would recommend making the stuff yourself
i dont think i'm going to trouble myself with debinning them
more control, simpler to debug
that would get you shut down quite fast
it is, and yet its wasted here debugging assets that dont seem to want to work
and you end up missing a lot of things you would have wanted to experience
π
thus, the humans as a species have developed a very specialized technique
simply called "Yoink"
well good luck anyways.
yeah, no worries
im just going to use CUP
they have models for these things already
so i dont even know why im trying to make this work
i would like to make the beartraps work
but that's a story for another day
ugh...
all of the models are scuffed
I DONT GET THIS
why do they work
like they actually provably work
i can load them into the game
but ONLY when i try to pack them to a pbo with pboProject does it throw a gangsigns at me
pbomanager is so broken that it makes the models work?
or is pboproject just being picky?
perhaps the folder structure is bonkers
likely those were not made with pboProject
no
you can of course use any of the other packers
no, i mean i can pack this same project with pbomanager
and it works
but i cant pack it with pboproject
let's not start this conversation
fact is that the game can load the files generated by pbomanager jsut fine
as you fish
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*
they were not there before?
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?
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?
make the beartraps work I already did lol
Yep and the weapons
hey do I have to apply a property name to every lod or just the geometry?
there are different properties, which do different things, and need to be set on different lods
yeah just read the page better
@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
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.
Has anyone said otherwise?
What controls an AI drivers ability to drive over bridges or raised highways? paths? or is that infantry only
there are memorypoints that define the road area. Also the object needs to be defined as bridge type in its geometry lod
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?
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
Ah okay, thanks for the help π
how long is the alpha sorting tool in Object builder supposed to last?
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
more than 109 minutes for 1.8k faces?
naaah
yeah then I'm doing something wrong
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
tried with individual pieces aswell but the countdown keeps going up
it probably runs on whole model no matter whats selected
so should I wait 109 and probably more minutes for just 1.8k faces?
so just the button "sort" instead of "sort alpha"?
because that one doesn't seem to do anything
https://imgur.com/a/697o8Sz
I need it to solve this issue
no theres the move top/bottom buttons
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
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.
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?
migth be I made a typo
@stuck oyster apparently I can't use forcenotalpha because it makes the glass part of the prop become invisible if placed inside buildings
did you move the glass faces to the top? In OB: Select them and go to menu - Faces > Move to top
yeah I did
you probably could make either the glass part or the non glass part a proxy
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
you mean that weird bug @silver zenith ?
try to select all your glass part, ctrl+c , then delete, and ctrl+v and your problem should be solved
...
if that works I'm gonna hurt someone
that could fix the sections
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
also have you mixed transparent and nontransparent on same texture?
wait do I do that in the the glass or the metal?
glass parts
all the glass and metal uses separate UVs, and components
and materials
ok I'm trying rn
select all glass parts, copy them and delte them all, and paste them back
I think it works?
this is maddening
let me make some other test
^^
π
Okay, can someone explain to me how to close a model in blender (for making shadow lods)
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
I meant the shadow lod (sorry copy pasted).
or it can be made out of the main mesh your main model uses
like when you go to typology and close in 02, how can you do that in blender?
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
same in OB you have to close them manual
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
Okay i think I've been doing it correctly.
and the shadow mesh surface is always under the visual mesh surface so it does not cast shadows on itself
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.
if you do it wrong you will notice it very fast when you got stretched shadows into the grounds
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.
automation is not your friend in this case most of the time
Scaling at the individual origin a better method?
I dont think I've found any good surefire tool for it really
for different faces and shapes different methods are good
but both methods sometimes make gaps in the model so it okay to stretch the model out to fill in the gaps?
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).
yah its fine to tweak the mesh as needed
@mossy violet you can also use as example sbsource = shadowvolume
sbSource = visualEx
eh yes
What is this?
xD
it generates shadows from the view lods
thats for lazy people that dont wanna create shadows
but they have soft edges
hmmm, that sounds like a cpu killer XD
wait, arma uses the GPU? XD
and actually I think its less demanding than the stencil shadow
@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
I'll look into it all and get back to you.
@stuck oyster no they're all separate UVs, separate textures and separate rvmats
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
yeah did exactly that but nothign
could there be an rvmat value that affects that?
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
it might not be same issue though
actually it indeed is not
@silver zenith do you have animated parts in the mix?
nope
try the proxy way and make the glass parts a proxy
or many proxies if you want them to break
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
@silver zenith can you upload a better pic of that thing you got
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
I dont get it what this is, looks like your metal texture is transparent
yeah kind of but you can't see anything behind it other than textureless models
you got a rvmat file on the metal textured part?
yeah
take it off as a try, go with a non rvmat file, only the paa file
huh
it'll lose its shinyness but let me see
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
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
or replace your current metal texture with a other _co texture and also without your rvmat
alright so it seems that the metal part is transparent no matter the texture I apply on it
what would this mean?
thats the normal issue people have when they havent sorted the alpha's by moving to top π
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?
only the transparent faces
in that case yeah already done that
you could hit sort alpha and then move faces to top
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?
just the visual lod(s)
have you checked the alpha channel of your texture to ensure that section is masked off correctly?
how can I do that?
load it in texview, in the right-hand drop down select the alpha channel
that way you can compare side by side
fully transparent is black, fully opaque is white
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
you have non alpha _CO textures on the non transparent parts right?
and actually show your rvmat too
yeah they're _CO
the problem happens with no rvmat aswell so I doubt that's the issue
but sure here's the rvmat
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
aren't they all on 1,1,1 ?
thinking about it
the textures had spaces in them
could be that
in the names?
well good to keep clean file and folder names anyway
yeah just cleaned it up
did you try just removing all tranparent parts?
not yet
this would mean removing the glass textures?
ok that fixed it
so the alpha textures are somehow infecting the non transparent ones
or replace their texture with the non tranpsarent one
I'll try to reuse those textures
just make a selection of the glass parts first
so you can easily fix it if you close OB
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?
if I use forcednotalpha the glass texture becomes invisible inside buildings
Hey Iβm 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 ?
Roger I already found to get to know more about it
https://forums.bohemia.net/forums/topic/154905-arma-3-sample-models/
sorry for asking something again
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
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 )
ok thanks
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)
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
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.)
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
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?
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
need to make fully new model
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.
roger adding a new project to my list then cheers
would be cool if arma4 had an indefinite amount of slots
DayZ has a few more π
somewhere are the slots defined.. im sure its changeable ^^
it is not
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
no those parts are not exposed in config
I would not mind being proven wrong but I dont think I will.
does the inventory even have a config?
the breaking point guys managed to modify it so it has to be right?
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
Are you trying to load a binarized P3d? As those can not be opened
No its not
where is it from?
a friend?
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).
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?
afaik are plants simple objects / props, which are configured with CfgVehicles
Thats what I figured, but the textures are just white
Anyone has any experience with marvelous designer to arma 3 if so let me know
@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
@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)
Thanks for the info everyone
Anyone able to point me to somewhere i can learn about weighting for anims?
depends what program you use but Youtube has most of the popular software covered
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
Hey everyone new Blender 2.8 tutorial! In the 5 minutes you'll never have to wonder how to weight paint ever again! Hope it helps you guys and don't be afraid to leave comments and questions below if you have them!
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@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
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
its the same thing for vehicles if you want to use weighted selections
π
So I have to make a bone structure in blender to get it working?
nope
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
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
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
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
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?
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
Well thats my question, how do I know if Im doing it right if there is no documentation for me to follow?
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
Gotcha, thanks!
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
Hey guys is this the right channel for
Making objects / buildings like a house etc in object builder Arma 3 tools
yes
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
it is not recommended to use OB tho. better to use blender since you'll find more tutorials for it
Oh ok and is it hard ? Are there like polys I have to take into account
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
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/
Hello, As I had many requests, I did this all-in-one tutorial I am sharing today. I hope it will be helpful to you. All important stages are available in videos description. I will try to make more tutorials in the future, so dont hesitate to guide me to parts of the videos th...
Alright great thank you for that
don't thank me yet π
Will the knowledge eventually help me potentially make vehicles
which knowledge?
the 3d design process is the same
Oh alright I see
the biggest difference is the config files
but since you have experience with scrips, reading and understanding configs will be easier then
Yeah configs i thought wouldnβt be the hard part
Just how to make an object is what I was always curious about
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
Alright thank you π
π€
and bookmark this channel π
Alright will do π
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
you dont have all the tools it needs installed
alri yeah just noticed it, says I'm missing detex, which is the DeOgg thing right?
no it is the detex
oh what
just install all of them
i was lookin at BI ting and it said i needed DeOgg, yeah that explains it
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
Yeah I guess so. But I'm just getting what i need so i can test if it works well.
just get all of them
Alright now I got another issue.
https://gyazo.com/63ab58836379c8a2a4a00d4012614874
throws that at me
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
I shall try that now, thanks mate
I got it working @stuck oyster mate you're the absolute π π
Thanks a lot
Quick question, how do I get the visual LOD to generate its own shadow again?
sbsource = visualex
in geo properties
@mossy violet
Works best on buildings or vegetation, for everything else you should make a shadowlod
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.
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.
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.
yes they dont move
fair enough. Thanks. π
Hey ! Got a weirdo issue again π€
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
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?
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.
rgr, trying this
btw here https://community.bistudio.com/wiki/Arma_3_Simple_Objects they say house simulation does not have any significant impact on performances
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 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.
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;
};
};
yeah its working with a damaged model between the undamaged and ruin state
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.
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
is it part of any other camo section?
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
alright let me do some research
thank you as always horriblegoat
if anyone knows the way please point me at the right direction
Im not sure if proxies can be affected by camo/hiddenselections
usually not
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

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

π
im on holiday
pfff...
Hey gents, so I found this online. https://community.bistudio.com/wiki/Arma_3_Setting_Textures_for_Wrecks . I think it is a possible solution. Looks promising since now hide section seems to be working. I just cant get the config part to work i get an error. No entry bin\config.bin/cfgnonaivehicles.scope any ideas?
do you have this part in your config?
yes I do
in exactly same way?
i just not sure where to put it
and its no accidentally inside cfgVehicles?
it could be
they are both on root level
outside cfgVehicles
class cfgVehicles
{
stuff
};
class cfgNonAiVehicles
{
different stuff
};```

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
π
i dont know
probably
so this is all i would need right?
hiddenSelectionsTextures[] ={"\BRAF_Land\M113A2\Data\m113a3_01_UN_co.paa"};
you'll need
hiddenSelections[] = {"name_of_selecton"};
hiddenSelectionTextures[] = {"path/to/file.paa"};
thx let me try
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
@cosmic bay nope
you can animate the entire proxy
as a selection, not parts of proxies
@quick terrace do you mean I cant add the cool shake and the bullets feeding?
each moving part would need to be separate proxy
that sucks, it would be great if proxy worked a bit better with animations
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
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
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 Is my ship even in the harbor, or am I completely boatless? lol
No idea how you got it to do that. I think you may have boarded the wrong boat
Got it
When I redid the pathways for the textures in Object Builder, I used uppercase letters
jarred my memory when I realized it
Got i question, does fire geometry work by in a proxy?
it should
@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.
@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
For vehicle, but I was afraid of that since it works on the main model, but does not work on the proxy.
@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
naming the proxy would not do anything. the proxy object might contain multiple components
as i said, never tested it '^^
@cosmic bay do you have that proxy copy pasted in fire geo as well?
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.
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
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
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.
did you triangulate it before export?
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.
multiple uvsets?
They think it's just the position of 1 vert warping it.
Yep, looks like that was it.
Sorry to bother!
got any of them pics of the model? not many wip shots going around these days
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
Yeeeeep
Trying to stop 180 degree turns at 70km/h is... hmm
That's moreso something for #arma3_config though.
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
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?
@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.
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 havenβt found anything about uniforms only vests / helmets etc
All models require lods for best performance
OkΓ© cheers
cheers @stuck oyster , i'll try to come up with something and see how it goes :3
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.
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?
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
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?
the model of the muzzleflash itself dont has to need any muzzleflash selection
just the proxy in your gun model needs the muzzleFlash selection
hmmm, possible could be I'm missing the capital F. I'll double check and get back to you.
is it on a infantry weapon or a vehicle gun?
I have an animation set up that gets it to work
cant remember what it was about though off the top of my head
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.
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.
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
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?
nope
I might be missing the "muzzleFlash" in class animations in the modelcg
@stuck oyster did you tested it with this ive wrote?
that is how I have my weapons set up yeah
I cant remember what problem I had when I last fiddled with these
fiddled π
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.
Also, more generally, how do you implement steering wheels?
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
I made the RVMat myself, and it's just using the Super shader.
what do you mean by 2 planes of glass btw?
usually windows are modeled with 2 planes yes but they point to opposite direction
Yes, they do.
It's just as case of it being a continuous pane that's curved, you could actually look through it twice.
Any pic of the issue probaly?
you could also try the glass shader
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.
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
that may be due to the double supershader surface
or the supershader surface alone
try the glass shader rvmat
Maybe. I'll play around with it, maybe even just leave it be.
Last thing is the steering wheel. Bleh.
there are pretty good pages about modle.cfg animating on the BI wiki
And dont forgot to try the glass shader rvmat so probably it will fix this little issue and makes your boat perfectly π
question, can you have a weapon set up to fire from two points at the same time?
describe "at the same time" - what do you need?
yes you can



