#arma3_model
1 messages · Page 153 of 1
not on handheld weapons though
without scripting
and technically the vehicle weapons with multiple barrels fire very fast burst
ah on handheld you cant.. but would be nice to have 2 pistols up 😄
handheld through fired eventhandler script
btw @wise heart I noticed you are not in the dayZ modders discord. Heres the link. https://discord.gg/e2jFNx
I had no idea this existed, much appreciated 👍🏻
I thought you were talking about this one earlier. Just noticed you were not in there when I skimmed through the chat
official Day Z one is the only one I found, this is brilliant
ah yeah that one is not very active
is there a completely transparent texture i can use in the game-files?
#(argb,1,1,1)color(0,0,0,0,ca)
🔨
i have defined a geometry LOD for my object with mass, but it wont show up in-game (the geometry)
trying to lineintersect it is fruitless, so i assume it doesnt exist
did you rename it yourself or run the find components tool?
i renamed it myself
is this tested in a neutral scene without anything else to interfere
and what's the deal with proxies counting towards bounding box?
as neutral environment as i can
i need to have my own assets loaded, ofcourse to have the object in-game
bounding box
yep, but it's counting towards the bounding box in eden
yet, they are not factored when placing units
idk, just something curious i noticed
characters employ animation defined bound size
there is a boundingsphere parameter in there
ok...
"GEOM" in lineintersect means the geometry phys LOD
NOT the Geometry LOD
is there a way to preview a proxy in OB?
buldozer if you are using unpacked p3d
which intersect command are you using?
all geometry lods default to the basic geometry if they are no spcified in the p3d
I may have made a model which crashes windows if you attempt to launch the game
It's 1 proxy
yes but I assume you have both the lod0 and geometry lod
in the p3d
and also which command of the intersects are you using?
LineIntersectSurfaces
With GEOM as the selected lod
As soon as i moved the model to geometry phys, it started showing up
what lods do you have
I dont think any of that matters anymore
and what does "it showed up" mean
My entire SSD i had arma 3 and my projects on got nuked by that crash
"It shows up" as in it intersects
ah alright
No idea
Im just scrambling to get my raid controller to recover the drive 
Also, i managed to make my own groundwepaonholder
Which displays the items inside of it
can i set the center of a model returned through getPos somehow in OB?
Pretty much, currently it's centered on the center of it's bounding box's bottom face
Don’t know if this goes here buuuut
I’ve been searching the internet far and wide
To learn how to make a scope in Arma
And I find nothing
But hopefully someone here may know this forbidden art
Isnt there a sample in the arma 3 samples?
@tacit tulip do you mean purely making a model or the entire process of object building it into a scope?
Sample model exits in arma Sample i used it figurer out The way to do it
The entire process
I want to make a VCOG scope the new one Marines are getting
I’ve got a general idea of making the model of the VCOG
And what do you mean by sample
On steam under tools there is arma Sample that you can download to look at sample models in OB
Same with config
is 47 geometry components (mostly cubes) bad for performance?
is 47 geometry components (mostly cubes) bad for performance?
@silver zenith
No
what would be a safe cap?
99?
I believe some Arma 3 models like rocks got over 100
oh good
You can also save model size in KB/MB when you only do the Geometry with the Component selections + add the rvmat files for the hit effects. So you dont have to add the Fire- and ViewGeometry lods. But only for simple objects. Objects with windows etc will need Fire- and ViewGeometry for the AI nd stuff
yeah I'm making an house so thats not an option
Hello all! So I have a custom uniform ingame and it has 4 visual lods. When I back away from it, the uniform dissapears so I guess only the first lod shows. Anyone had any same experiences? If someone could help be that ould be wunderful!
how are the lods named?
From 1.000 to 4.000
All lods have textures?
They have rvmats assigned and _co with hiddenselections. The last lod doesn't have an rvmat
that might be a problem
Nope, that wasn't the probleme
Is the model complexity reasonable?
6k vertices for the first an 500 for the last lod
lods are roughly half of the previous one
That is reasonable
I'm startign to think it's has something to do with the config at this point because my other uniform is exactly the same setup
selections, polycount etc.
I don't think configs can affect that
Ok, so after further testing, only the hl selections and head shows at longer range
Are your selections in every visual LOD right? Sounds for me like you got a selection problem and its not there where it has to be at least.
Take care of how you have wrote them. Its a difference as example between Spine3 and spine3
Also could be a texture problem
If texture is faulty/corrupt/missing there is nothing to draw
Wrong resolution, wrong source format, missinf suffixes can affect the conversion to PAA
cfgModels could also be a problem. When selections are wrong written and dont fit with the p3d, the uniform model is subterran and stiff
I had a similar issue and the solution was i have wrote all selections in small and not mixed big with small as example leftarmroll / LeftArmRoll
They are indeed case sensitive
Didnt know that before, had to learn that 😅
Thank you, i'll look into all of these
But also its not good to change them from what they are by default
As many things in configs also use then
Alright. Back to the steering wheel.
So, I have the memory points for drivingWheel_axis, I have a drivingWheel selection/component, I defined it as a bone in the model.cfg and I have driverLeftHandAnimName = "drivingWheel"; (for both hands, don't worry) in the config.cpp.
However, it just refuses to rotate. Can I get some help?
@old gulch have you checked also the Arma 3 Samples how its done there? There is also a boat example, or you look at the car example.
Your drivingwheel has to be defined in the cfgmodels, config and in the p3d
Yeah, I practically copied the configs and such from there.
Hmm thats weird.. maybe check it again if you got all kind of stuff similar to all 3 components (modelcfg/cfg & p3d)
I did remove a lot of the bones I don't have, and I did check the translations for the named selections and such before removing them (simply because I didn't have the majority of them)
God, that sounds terrible out of context.
The .p3d doesn't seem to have any difference as far as I can tell.
Easiest way is to take a look wich selection the steering wheel has on the sample car or boat and also the memory points (if it has) and check it in the animations (the selection name) and so you can follow all back from where it begins. With this you can check all kind of stuff in the modelscfg and cfg and p3d. Im sure you have forgot something
That's just it
The names are the exact same
I'm going to see if renaming the skeleton will work.
@old gulch are you checking the animation in Buldozer or in game?
test if it works in buldozer first
that should validate if the animation config is correctly set up
bones, cfgmodel/animations, selections
Right, how do I do that?
run buldozer?
Test the animation in Buldozer
you need to change the active animationSource and change its phase to see if the parts move with it
enter, backspace, middle mouse do that
and mouse scroll and some keys next to enter should change the phase
...Huh. Okay, curious point. I only have one animation source in the config, and that's "Proxy"
buldozer reads only model.cfg and the sources used in the animations there
then a driwingWheel source should be available in there
assuming the thing is set up right
it it does not you have something wrong in the model.cfg
right now I dont havve the time. But you can put it into pastebin and link here.
@old gulch does your p3d file also got the name mars_catfish_f?
Its important that class cfgModels the class of your ship has the same name like your p3d file yes.
In the comfig class its not needed m
Gah. that's annoying
The p3d file needs the same name like your cfgModels class define
👌
Its for every type of model that has a model cfg
Yep, that works. Thanks!
I'm going to assume this'll also fix the broken hidden selections too, which is nice
Last thing, then
So, damage textures. I assume you need a selection called "damageHide", like it seems they use in the samples?
Then I just whack the rvmat and textures into class Damage in the config?
damageHide would likely be used on parts that are animated to hide
the config damage class takes care of the texture/material changes
seems alright
Hello, i have install object builder but i have 2 erros (Application load error V:00000062 / External viewers : attach failed. No viewer found.
can you help me please 🙂
have you installed your tools and P drive according to the PMCwikis guides?
i have mont P drive and il have follow vidéo but i don' t have find tutorial pmc
videos most of the time got it wrong.
put "PMCwiki Arma 3 tools setup" and "PMCwiki Arma 3 P drive" into google
Okay so this is kinda doing my head in, when exporting/importing fbx into object builder i have an issue
when exporting if i select normals only on smoothing, it keeps my uv's the same but doesn't keep the smoothing groups, but if i select edge or face it keeps the smoothing groups but modifies the uv's in certain places and skews the texture
ive tried triangulating before export and it doesnt make sense
I get the same issues when exporting from 3ds or blender
From Blender you can export directly to P3D with the FHQ blender toolbox.
But also make sure all modifiers and such are first applied on the model before exporting.
okay so tried that and still no joy (didn't try the toolbox yet) but i found out that either the export or import of fbx is causing the mesh to quadrify
i cant see an option to disable it
okay so its not the export, figured out its object builders import thats doing it
very strange but there seems to be no option to disable the quadrify
for reference this is the issue
the export from blender, nice and triangulated
https://gyazo.com/2fbfb5da0fff29406ea76ca0aaaf8e6e
What ends up in object builder
https://gyazo.com/b0872a9dbcf74a1a9201351a8612b7fd
quadrifies it and skews the uv mapping
Havent tried it yet but cant you save in blender to p3d file and you dont have to import it in OB?
With the arma blender toolbox i mean. So probably you can fix this issue with this way. Im a beginner now with blender (worked like 16years with O2 / OB) and just learned to import into blender and played around a bit with some tutorials. But havent tried the p3d save/export function yet
it requires the toolkit which i want to avoid in terms of this issue because i dont want to have to export to blender from max (what i mainly use) just to import to object builder, it seems silly
You mean "max" 3d studio max?
Whats about you export in .obj format? And import in OB?
You are able to import FBX, OBJ and 3DS in OB, will OB in all kind of formats this problem?
obj has its own issues in terms of object builder wants to calculate the sharp and smooth edges itself by angle
im trying 3ds now and installing the toolbox for blender
About the sharp smooth edges isnt a big problem. Not as big as destroy the uvw
yeah true, but still a pain
Indeed. But its fastly done in OB with selecting faces / or points and "U" for sharp and "I" for smooth 😜
okay so 3ds has an option to not to quadrify so solves my max issue
👍
anyone know if it is possible to reduce down the size of the flag? Trying to make a diplomatic armoured variant of the SUV. The flag would be better if it was slightly smaller. https://steamuserimages-a.akamaihd.net/ugc/1285165287681768467/CE239E6DC55B8B8DB1071BCC985DEFE88A1ED597/
not possible afaik
you could make your own flag
@spare roost you need to use different proxy
There is small one for mini ugv if I remember correctly
:O! Thanks, I'll take a look for it!
not finding this, but I guess it must be hidden away in one of the contact .ebos somewhere.
@stuck oyster do u have an artstation?
@spare roost can find it in cfgnonAIvehicles nonetheless model = "\A3\data_f_enoch\proxies\Flags\FLAG_MiniUGV";
@white jay nope
HG IS the art 😄
Afaik hg just does wizardry with arma but you don’t get to use it or see it
You are not worthy
Or at least do not sacrifice enough goats
Hi, i need a little help, why when i export my models in p3d from blender, and i open the p3d with Object Builder
He don't have the same position
The PhysX weight of a weapon is set in object builder and the mass setting in the config under WeaponSlotsInfo relates to the volume of inventory space the gear takes up, right? Or does that mass setting in the config tackle both weight as it relates to the fatigue system and the volume of space the item takes up in the inventory while the mass setting in O2 is purely used by PhysX?
config mass is weight for inventory which is the same as used for fatigue
not sure about the weights in the model itself
is it correct that 22 units of mass in the config entry is equal to one kilogram?
mass is a combination of volume and weight, so it's not really a static number
while the mass in the model is 1kg (afaik)
Alright, cool that clears things up. Thank you!
p3d geo lod mass has zero influence on how character handles it
both in terms of fatigue and/or size/inertia
any reason why VM_s-P3D_Export.mcr doesn't run in 3DS Max? 😐 not sure why it doesn't run. ><
trying to export rigged head to Object Builder but it's not going well
just use fbx...
does setting the featuretype of an object to 2 disable its resolution lod switching?
no
it just means it doesn't get culled until it's beyond the user's terrain distance setting
@severe dirge actually, it does work
Hi, why when i drop my headgear who i create, isn't view a models on ground ?!
Got it thanks guys was just curious
@quick terrace which 3ds max version should i use o.o
.mcr files are scripts, so they were no matter of the max version you use @severe dirge
Ahh weird it didnt run
what didn't run?
@severe dirge once you drag drop/run it via run-script toolbar
will create a custom action/button whatever
you need to custimize that
that is how all mcr files work
just saying "it doesn't work" doesn't help much with pinpointing what doesn't work, so not sure how to even help you
Ahh it just doesnt execute when i hit run (i think? Will investigate further. Thanks!!)
...
Wonder if someone could run me through some trouble shooting. I made a custom helicopter but whenever it touches the floor the MROT (main rotor) and ATRQ (Anti-torque rotor) just break instantly. When it spawns in the sky it flies around fine so the only times this happens is when it takes off or lands. Any suggestions on where I can start to look for the problem?
@mossy violet maybe look at the Arma 3 Samples / Test_Heli_01
I've looked through it (it's how I made my other ones in the past) but for some reason, this one just won't take off or touch the ground without breaking.
maybe you got a geometry / geometryphys or landcontact problem
also make sure you dont add mass in Geometry Phys
I have a animation in my model.cfg that's supposed to rotate a piece but for some reason that piece also gets offset during animation, why could that be?
{
type="rotation";
source="isselected";
selection="dust_cover";
axis="dust_cover_axis";
sourceAddress="clamp";
minPhase=0;
maxPhase=1;
minValue=0;
maxValue=1;
memory=0;
angle0=0;
angle1="rad 160";
};
``` this is in model.cfg
when the weapon is selected, it should rotate, but it also moves down a fair bit
Yeah, i might try remaking the geo lods. See if that helps.
Would this be a good place to ask for help with a model?
Is there a good tutorial or other resource to get started making (bigger) buildings which work with AI? I've seen countless building mods with which the AI can't really do anything (more or less as if the navmesh is just "missing").
My end goal (for now) is making something which houses a couple of large-ish floors usable for CQC (imaging large open-space offices in a skyscraper)
I guess it takes more than just "slapping something together in blender"^^
@charred agate havent seen a tutorial yet, also not for blender. and yes, many people are to lazy to make Paths for the AI. just take care of the size of the building, max geometry / roadway works with 50m x 50m (height is unlimited I think), thats a bug which exists a long time. you can look in the Arma 3 Samples, there is a Test House
@frozen pumice yes
ok so in Arma 3, the creator has to define fixed paths instead of making a "full" navmesh?
Good thing you mentioned the 50x50 limitations, didn't know that
if you take a look in the test house of the samples its a named line in the Path LOD, its for the AI's direction and also for the positions you can send the AI to hide or to wait. also it has action positions for the doors to open.
yes i had myself to mess around with the limitations cause i got some big buildings I did
great, onto the samples then. Thanks Sentry
👍
when making a geometry lod
can I just be cheap and not add it to parts that will never get hit by a vehicle? or would that cause issues?
simplify as much as possible
geometry lod is only for collisions with vehicles anyway right?, assuming I'm adding a fire geometry
or does it work for players walking through aswell?
AFAIK If Fire Geo or some are missing, Geometry model will be just reused
yeah but the fire geometry eats less performance so its more convenient to make them both
my issue is that I have to make this building in a day and I was curious if I could just skip the stuff I didn't need
like vehicle collision, but if it affects unit collision aswell then thats a problem
I think on simple objects you can assign impact rvmats on geometry lod to substitute loading a fire geo but i think if its more than 500 polys or something you need to add a fire geo
or does it work for players walking through aswell?
@silver zenith yes, geo is also for player collision
honestly yeah that was a dumb question
fire geo is only for bullet impacts, for grenades (except GL's) geo is also used
- roadway lod
Smoke GL's use geo, while Explosive (instant explosives) use fire geo
is there any way to solve the object builder issue where it will not smooth polygons that are too small?
@orchid spruce do you have a pic of the issue?
I've since solved it by just enlarging those polygons until it didn't happen but still it'd be nice to know if there was away to fix it without changing the geometry
i know people talk about triangle everything, but if you squarize these faces it will be better at least in such model
they weren't triangulated when I exported
@orchid spruce Immediately after import, press Shift+E to open the vertex properties window, and change the Normals setting to "fixed (locked normals)"
They'll get screwed up if you have to rotate the model in OB though. So if you need to rotate the model, make sure it's scaled up so that the faces are no longer small, do your rotation, then lock them before scaling back down
oh so you mean like, import it at a larger scale, set that normal setting and then scale down to real size?
It shouldn't be necessary to play with the scale after import if you don't save the model before locking the normals
well just importing it and doing that didn't seem to do anything
For whatever reason, OB recalculates normals on saving the p3d
Okay, then you can try importing it oversized and then locking and scaling down
yeah that does seem to work
is there any way to make object builder scale around the center of the scene?
When you open it, prest Shift+C to activate the pin at the grid origin
Then when you're doing the scaling operation in the tool where you input numbers, there should be a "relative to pin" option
When the pin's active, it has a circle around the middle of the cross
Pin's dead useful. You can fix it to a vertex by pressing C, and even use it as a vertex snapping tool if you use the place pin tool from the toolbar to right-click drag a selection around the viewport
another thing, is there an animation source for which optic is selected on a weapon?
like, if my weapon itself has two optics modes, is there a way to have an animation activate on one of those modes?
Not to my knowledge
Hey I’m trying to get gun modeling/animation what are good programs to use?
@white jay Blender is free and has loads of tutorials, so probably the best choice
Looking to reduce some clipping through floors. I've adjusted the fire geometry lod, visual geometry lod, pathway, and both geometry and geometry physx lods. Is there I specific LOD that needs adjusting to reduce it? https://media.discordapp.net/attachments/332770712639242240/731535774087905361/20200711163651_1.jpg?width=1095&height=616
add some roadway above the door?
its already there
that allows them to walk above
the issue only occurs when the units lie down. You don't see feet or knees when they are standing or kneeling above.
@spare roost are you as player also able to clipping trough floor?
because the AI can do some magic
I'll have to double check that, but its pretty poor when breaching and the AI just looks down and drops you through the ceiling. 😛
i know but sometimes they are also able to walk trough rocks/cliffs.. so dont be surprised ^^
That kind of clipping can't always be avoided unfortunately. Surface type could be made so that the AI never goes prone on it.or the geometry between levels just needs to be higher.
yeah, I've been thickening it slightly, but it doesn't appear to make much difference. How is preventing the AI from going prone done??
because the issue only appears to be located in the very corners of the roof.
@stuck oyster would it be possible to use AIAvoidStance = 2; on a custom surface for just the upper floor wood deck in that bunker? That should prevent them from going prone at least. Not sure how I'd create a surface just for the upper floor of one bunker though.
New unique named. Paa that is assigned to that part of roadway and then cfgSurfaces class pointing to that PAA
How does one fix IMPORT FAILED: Parse error in OBJ file “ACV2.obj”
Extra Characters in line (maybe more vertices on face, than supported- four) at line: 800
this happens when you got more than 4 vertices in a face
@tacit tulip obj import doesn’t supoort ngons, just quads and tris. it is advisable to triangula the model before exporting
would it be more convenient to quadrangulate instead of triangulate?
not even sure if thats geometrically a possibility
No it becomes triangles in the engine anyway
Triangulating and checking the crossing edges is the only way to Mke sure you got them going in correct direction
I need the roadway to walk over buildings don't I?
doesn't seem to work
then you made an error
maybe I misunderstood what the roadway is
is it not supposed to be a flat plane on the areas that should be walked on?
or is it like geometry?
its not like geometry, its just flat plane everywhere you want to walk. check that your roadway is a little little bit higher than your geometry
yeah I think the heigh problem was the reason
had not applied transforms and the geometry was overlapping
when geometry is overlapping you get stuck while walking
no it still doesn't work
https://imgur.com/a/bKugsBF
but it its not overlapping so no idea what could be the issue
I completely go through the floor
how big is this object in meters?
less than 50m if thats what you're thinking about
yes exactly ^^
hmm weird. i also cant tell you more cause I dont worked with blender yet for the other LODS
I never had any issues with roadways yet
So... i asked for a model to be made
However it's quite low poly
Too low poly for arma.
I tried fixing it myself but I just wound up facedesking.
and what do you want to tell us with this?
Id like some help with the model, if anything.
@frozen pumice did you tried with blender or OB?
is there a limit to how many components geo/fire LOD can have?
Fenrir, I'm kinda curious about what the Model is/is a part of.
@strong plaza been told to watch out after 100
probably you just have poorer performance the more you add
@runic plover
arma toolbox lets you select a model and lets you choose what LOD to make out of it
in the pic green is the roadway and white is the geometry
@strong plaza afaik it is around 256. but the lower the better
its a hard limit where its over that the components will stop working ?
never tested, but i always assumed it is, just as with bones, 256. in any case, as with anything that is intended for games, things needs to be optimized to the lowest possible level.
negative
optimization is recommended yes but 256 is not a hard limit
Afaik 400 is danger soft limit
fair enough, but there is def a hard limit of sorts
@tacit tulip obj import doesn’t supoort ngons, just quads and tris. it is advisable to triangula the model before exporting
@quick terrace
How does one triangula the model in sketchup
collsion calculation starts to go haywire beyond 400
or it used to be prior to bi allowing more than 32k vn
but not always
@tacit tulip if you are using sketchup for game asset creation you are doing it wrong
its not hard
it isn’t all that hard
I know
there are just general good practice modeling practices in use
and just because poor workflow worked in gmod or whatever, doesn’t mean it should work for another toolset/ game engine
I advice you basically forget anything that works in GMOD
or any other proper software. sketchup isn’t one of these
it’s purpose is completly different, and has nothing to do with game asset creation whatsoever
What about Paint 3D?
blender is very similar to industry standard software packages (like max/maya/modo/houdini etc)
paint3d isn't
so if you know none, blender is definitely the free choice out there
Okie dokie
sketchup is not so bad for basic shapes and then use blender for details
basic shapes <> game assets
why do basic shapes in some other tool ... thats a waste of time
Hello, I don't know if this is the right place to ask, but I am looking to install Arma 3 Tools and know that using it requires mounting a P drive, but I already have a P drive on my system, is it possible to change which drive letter I mount for Arma 3 Tools?
it is possible. you will just need to set it right in all the tools you use. I would suggest using PMCwiki tools setup guide and replacing P with whatever free drive letter you have
Thank you very much! I will look into that 🙂
you will need to do so in few other tools too I would wager
Do you by chance have a link to the PMCwiki tools setup guide?
Greatly Appreciated
🤘
for future reference and when @median bough is sleeping.
should bring up something like this
🎣
Wow i've been using discord for years and never knew about that feature 😮
if I use geometry instead of fire geometry can I still assign an rvmat to it?
Yes
thanks
Heya. I've got a friend whose missiles aren't tracking when they change the model p3d. Are there any specific memory points you need for a missile to track?
should not.
I would wager its a config issue
although if it is a custom missile model it might lack proper geometry lod
that I believe is the only thing that can affect the simulation of a shot object
Huh, they only have a res lod, so maybe that's it.
Yep, seems like that was it
Eeyup. It needed a Geometry LOD.
Is there a min distance between memory points Door_1_trigger and Door_2_trigger ? It seems, they somehow interfere each others interaction. I have the following mempoints set with doors axis. When you trigger 1-st and then 2-nd (opening doors seems fine), you can interact only with one of them. How big is the area and should it these be further away from each other? https://imgur.com/a/tg5rnZh
your config is prob just messed up
you could prob just have both actions on the same mem point
oh here it is!
class OpenDoor_1
radius
yeah you are right
how one triggers both doors with one mempoint? if reducing radius won't work , I might try that too.
Welp I've been following the pmcwiki guide for setting up the P Drive, but it's asking me to edit mapdisk.bat to change the drive letter if i want to, BUT the readme for mapdisk says it is deprecated and been replaced with WorkDrive
unless i can just change it via arma3tools? https://i.imgur.com/FkU1EJ0.png
I assume that's what the 2nd option here is for
if you follow the pmc guide you are not supposed to be in that menu at all
Yeah, reducing radius didn't help as I thought it will. so the question about opening both doors via one trigger is still standing.
mm not sure what source are you referring to ...
model.cfg source is the player source = Door_1_source which is defined in config.cpp source = user; , as I understand it sets who initates the door animation, player = user
maybe somehow need to init both animations via
statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleClose);
since it says
Action taken when this action is selected in the action menu. In this case it calls a function that opens the door.
?
cant remember what command the BI function uses but yes you will need to init both door animations with the same action
I want to make a backpack, but have absolutely 0 experience in modeling "soft" things.
How should I start? Try to make everything has hard poly first, and then try to sculpt the soft parts?
that would likely work out yes
blocking out the shape and then adding wrinkles etc details on it
Do the "pros" do it the same way? or a different kinda workflow?
yeah it is totally valid workflow
Block it out first then move stuff around chamfer and make medium poly after that go with making an high poly and last optimize and bake it all down
Just like model a base, improve it then with details, optimize it with your ideas step by step
I'll probably never finish it 🤣
If you will be not happy with your endresult you did, you will never finish it 😅
awww.. unit patches probably are not possible to display on backpack right?
Need to make the unit insignia display on the backpacks morale patch spot :3
uh backpacks actually have a clan selection 🤔
anyone ever tried that? Its probably not animated and thus not working 😢
it should follow the backpack but I dont think the clan insignia assigning works on it
has to be set via separate setObjectTexture
cant remember what command the BI function uses but yes you will need to init both door animations with the same action
statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleClose);
As far as I understood, unfortunately , statement can't be code that triggers both doors. Its a simplified "instruction" and it can be : value assignment, control structure, scripting command...in this case the latter.
statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleClose;[this, 'Door_2_rot'] call BIS_fnc_DoorNoHandleClose);
@frozen umbra what are you trying exactly? Open 2 different doors with one "button"? Or open one door which has 2 parts that has to open?
I'm trying to open 2 doors (each one have its own axis) via one trigger and same useraction. They should open both at the same time, and close same time.
They are too close to each other, so the triggered icon gets "confused" and sometimes shows interaction with door1 instead of door2 and vice versa, so I need this workaround to work.
Ok. So you have to do in the config file 1 source like as example "doors_source" in the class animations
In the modelcfg you have to link both doors with the source = doors_source;
In the user action you have to add the BiS fnc for the doors_source
class Animations
{
// Animation for rotating door #1 (without a door handle)
class Door_1_rot
{
type = rotation;
source = Door_1_source; // Controler defined in class AnimationSources in config.cpp.
selection = Door_1; // Selection from p3d that also has to be defined as a bone in this model`s skeleton.
axis = Door_1_axis; // Axis of the rotation.
memory = 1;
minValue = 0; // Value of the controller at which the rotation will be angle0
maxValue = 1; // Value of the controller at which the rotation will be angle1
angle0 = 0;
angle1 = (rad 110); // "rad" converts from degrees to radians
};
class Door_2_rot: Door_1_rot
{
source = **Door_1_source**;
selection = Door_2;
axis = Door_2_axis;
angle1 = -(rad 110);
};
};
thats model.cfg
like so?
Looks good. Thats in the modelcfg
yep.
class Door_2_source: Door_1_source {};
in config.cpp - door2 source inherits door1 params so it doesn't really matter, if I set it to Door_1_source or Door_2_source
In the config class animations you have to do the Door_1_source
Cause both doors use door 1 source
Door 2 source isnt needed cause you linked both doors to door 1 source
And with the user action you execute door 1 source
class AnimationSources
{
//Animation sources for doors
class Door_1_source
{
source = "user"; // "user" = custom source = not controlled by some engine value
initPhase = 0; // Initial value of animations based on this source
animPeriod = 1; // Coefficient for duration of change of this animation
sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors
};
class Door_2_source: Door_1_source {};
};
thats config.cpp part
This are now more sources but you want only to execute door 1 source
You have to execute it in the user action section of the config with that BIS fnc thing
Better is to give your source names your own names Door_1_source make as example dude_doors_source
And change also in the model cfg the source= dude_doors_source
why? what difference does it make? if its the same as selection name in the model, it should be just fine? I mean, its just names
Its just better that you add own class names to get no troubles with other addons or used commands
Here as example on my nod laser turret are 4 animations linked with 1 animation source. I have to execute this 1 source and the whole laser makes his animations.
There is the emerge/submerge animation, door left, door right and the laser turret correction. Mixes all with rotation and translation
You are also able to check your animations if they work in your buldozer /viewer. Press "enter button" until you get your door_1_source and turn your mousewheel forward and back
So your source is correct linked. Now you need to fix your useraction part
hm.. let me see
This you should ask in the #arma3_config thread
Model part is done, your anims work
No problem bud 👍
is there such a thing as making textures and model in parallel?
Like I constantly find myself with a "finished" model, just to notice mistakes or places that could use a touchup later when I make the textures in substance.
And the reload mesh stuff works rather not so well for me. Is this just not a thing or am I missing some tricks?
I guess texture sets could perhaps work but you’d end up with multiple colour textures for example
Using trim sheets?
When I’m making a set of environment art i work on my trim sheets in parallel
don't know what that is 🙃
I make model, drag in substance painter and paint on it. Thats all I know
Trim sheets are basically just a few textures on one texture
@bold flare that explains it pretty well
I've got software that can do partial UV unwrap and pack for blender. Helps me a ton because I match your work style. If I need to go back and fix just one component of the model I re-unwrap just that section thus preserving all the other texture work. Then substance painters texture preservation system based on mesh ID kicks in and further reduces what I have to do on the modified portion.
Trim sheets probably aren't what you're looking for no.
Easiest would be to put all your materials that you have applied on your model in one folder and make it a smartmaterial.
Then once you updated your model, put the smart material on your model.
It will retain all layers, materials etc in that smartmaterial so you can edit them just like before.
You might need to adjust the UV and if so, then you may end up having to completly redo your textures in substance.
But if you try to use as many generators and seamless textures as possible and not hand paint too much, this won't be an issue.
You will only have to redo the handpainted stuff
Ah thats an idea
if I split the UV into 4 sections for example, and update a part of the model I may only need to redo one section
Yup, just make sure you don't split it into too many sections, not sure what you're working on, but vehicles usually have ~2 textures for the exterior, one for the interior and maybe one more for other stuff.
If you make a pistol, having 3 or more sections is not really needed, one should be enough
Afaik all backpacks in Arma have just one main texture, you usually only split them into more sections to get higher texel density, a backpack doesn't have alot of surface area compared to a car or even a building, so it's not really needed.
You could maybe split the cloth and all the other parts like zippers, buckles etc
I don't know yet if I'll try to make it efficient or not
Oh, I may have misunderstood, if you split the UV into 4 sections, like not actually having 4 different textures and UVs, but instead just separate the UV island into 4 squares that could also work
Well if it works it works, if you just do it to learn the process it should be fine
but instead just separate the UV island into 4 squares
thats what I meant yeah
anyone know what they are doing with AI path lods? i cant seem to get them to open a door
ActionBegin1 = door_1_open;
ActionEnd1 = door_1_open;
numberOfDoors = 1;
I have this in my config
and this in my model
is there something im missing?
@north sundial
Do you have this "onlyforplayer = 1; " set to 0? Its in class UserActions
onlyForPlayer = false;
It has this
thats what it says in the example
should it be 0?
False or 0 should be the same. May try 0 but i think this will not solve the problem
Which names you got in the geometry?
named properties?
Yes
or selections
Properties
You need
Class houseanimated
Damage building
Map house
i'll try that
Or check the Samples/Addons/Test_House_01 model
Yeah for some reason my named properties window was unchecked so i didn't notice it
ive been skipping back and forth trying to find differences haha
These are little glitches sometimes i also forgot ^^
Just doing a full build
It should work even if its a standalone door right?
kind of like a gate
Not sure, i did my gate with a script array that opens automatic only for blufor or only for opfor with a function with no useraction
Thats because the main model is closed at begin
I did a little trick on my gate. My gate is in the model opened and i close it only once in the script. So the AI notices it as opened.
Maybe check the test house again if there is directly the in and action begin or if there is a pos1 first, or if your actionbegin is to close on the mesh
No just in1 etc
Try to copy it out of the testhouse and put it in your path, just only one side for first. In1 and actionbegin1
Wait i may have found the issue
one of the fans had a backside face for some reason
Alright probably thats it ^^
didn't work first try, trying a full build
If still not work try to copy it from the test house just only one side for a test
yeah will do
Okay finally got it to work
kinda unsure why its working
but it is
haha
Thank you for your help @runic plover much appreciated
👌
No problem 👍
the word False does not exist. if you want to use it,
#define false 0
the above is already set in a3commondefs.h and my tools auto accept true/false and "true"/"false" in any case.
Thanks 👍
The vanilla NVGs and TI headgear all have two models for the on and off positions. I was wondering why it's like this, and if there's a way to just animate a single model file instead?
... for my own vision enhancement headsets
I would say there is nothing that would animate them
as the equipment is drawn on characters via the equipment proxies
btw if anyone wonders maximum hard limit for geometry components is 2048
as that seems to be the maximum number of named selections a lod can have
came across this by some happy little accidents.
Cool. I thought it was more like in the 200s
Sorry, to be obtuse, but couldn't the config to turn on/off the gear have been easily made to animate it/
?
... I guess it would take a little scripting.
you cant access those objects via scripting
they are visually there
but there is no commands to grab the actual object
so no
jesus craig'slist @stuck oyster how did you even reach 2048+
happy little accidents 😉
@stuck oyster :)) nice
the thing I tested it on did work though. but possibly in more complex scene things could go bonkers
can you proxy in lights or do they have to be configged?
as in the actual light that comes out
probably a dumb question but
needs to be configured in the main model as far as I know
@stuck oyster are you making Transformers? I can see that many moving parts there.
Or... possibly making a crowd of about 9 or 10 people into one model.
@north sundial I'm not sure if this will help, but the lights use a proxy already for the cone/beam. for the "brightness" on the light bulb area you use a memory point, and for where the light shines onto the environment it uses two more memory points, each light.
...
not every light. markerlights got only 1 memory point
reflectors got 2
markerlight is defined by name = blabla (memorypoint in the model, selectionname), reflector is positon = blabla (memorypoint in the model, selectionname, and direction = blabla (memorypoint in the model, selectionname)
to make room lightnings in structures, as its best is to use markerlights. it makes a smoother lightning and isnt coned
True enough
The cone only exists if you put the proxy in, though. You could have a car headlight in a room with or without a cone depending on the tone you want to set.
Interrogation lamp, for example
it even creates a cone lightning with the reflector configured, even without a proxy. cause it has the position to the direction
OIC, yeah... that's what I'm talking about
there would still be a cone of unseen light until it affects a surface that passes into it, but leaving the proxy out would make it unseen.
yep
the visible cone is not really a cone, anyway
but im a bit frustrated about the light handlings. sadly the lights arent like the moon or the sun
moon and sun cast shadows and dont shine trough walls & objects. normal lights shine trough walls and objects
and dont cast shadows
yeah. I think they did that on purpose to cut down on mixed shadows - from multiple sources. It's easy to have control over that with the sun. I don't recall the moon casting shadows?
moon is also casting shadows if you got a clear night
Hello, small question, does anyone know what might've caused this issue with the weapon not showing up?
https://gyazo.com/ac841383ac57b05bad4434758b8ad3d8
missing displayName maybe
it's not that it doesn't show the name, it's just that it doesn't exist whatsoever, no ammo or anything
haven't worked on this sortof stuff much before so I'm a bit new to this xD
Its more a config question, cfgAmmo, cfgMagazines, cfgWeapons, somewhere its not fitting
yeah, I'm re-doing them
I'll go ask the config bois upstairs if I have anymore problems
What could cause this shimmering effect on an emissive?
The model has forcenotalpha on it due to it having a few alphas
if that makes any difference
I'm trying to see a model at any distance but I can't
I gave it FeatureType = 2
and I've given it only one resolution LOD
in eden it works but once ingame it doesn't
So the issue is the forcenotalpha, but if i remove it the object becomes see through
dilemma
@silver zenith have you tried setFeatureType ? are you sure there are not typos?
yeah used setFeatureType
how small/large is it?
@north sundial you may need to split your transparent parts into separate p3d and load that in as a proxy
I think that has helped in some cases
considerably large
I honestly have no clue
its a stupidly long cylinder, 10m wide indefenitely tall
10m is not considerably large
well its apparently 999 tall
that doesnt say much, as the algorithm might treat height different from width
yeah I've noticed
it seems that it becomes visible when getting upward close to the center of mass
was hoping to have it just always visible
Thanks goat, it works perfectly now 🙂
why would it work in eden though @stuck oyster
different camera
I've done my share of large objects. It just happens if the center gets too far
if it does not have view geometry lod you can try adding that
it could help
of course it will need a geometry block in it
is there a specific place where I should place the block for max visibility?
whole length of the object I suppose
If an objects animations aren’t working correctly when placed on terrains, is that because it’s missing certain named properties or something else
@north sundial https://community.bistudio.com/wiki/The_Land_xx_class
So if i change class OPTRE_FR_Door : OPTRE_FR_Hallway_Base to class Land_OPTRE_FR_Door : OPTRE_FR_Hallway_Base
That would do it?
Ive already got the named properties its saying
Just confused if i need to make a separate class
@north sundial You also have to take care, in the p3d LOD Geometry you got named property (class = housesimulated)
Class = housesimulated
Or was it houseanimated.. no simulated it was
class : housesimulated
Yes but this one is needed to let work your anims
Btw OPTRE isnt this the Operation Trebuchet mod?
Are you a developer of them?
Yeah, all my questions have been to get these ingame https://gyazo.com/collections/bd43a272cf7ec093c65529b8bbcf6a74
the bunker stuff is my models and ive worked on implementing 95% of it
Ok good 👍 nice stuff i like sci fi things 👌😁
Whats your mod again? i remember reading its not based on the present?
Tiberian Genesis / Command & Conquer Tiberian Sun / Firestorm total conversion
@north sundial @runic plover class house and class housesimulated should both have working animations
In named properties.
Wiki page for named properties has more options explained
Now you make me worried, some days ago i had forgot to add housesimulated to the conyard and the ventilators and lights were not working, but was first to class house 
Perhaps you had a typo in the house. As far as I know it should work
Maybe. Ill check it when im home if class house also works 😏
I have learned true power
https://gyazo.com/18d068bb4826d4560f85ffca967140db (screenie of hammer)

dedmens ban hammer
i makes rubber ducky sounds when you hammer down
(but its only a cheap sound board from a gift card, the hammer is actually of lead...)
in rvmats, whats the difference between these 3?
emmisive[]={255,255,255,1};
emmisive[]={1,1,1,1};
emmisive[]={255,100,100,1};
colors should be clamped to 0-1
but these are clearly not doing that
I think the higher the numbers, the brighter it is
so first is brightest, second is white glow, last is red-blue-greenish glow
I'm trying to have something that will be bright at night but will not destroying aperture
because if I use 255,255,255, my screen gets extremely dark
then just use the second one, the 1,1,1
https://dedmen.artstation.com/projects/qgDvy see night and nightvision screenshots
The glow variant rvmat seems to be emmisive[] = {8,8,10,10};
did you notice it affecting aperture?
no
usually when staring directl at it
alright
tried with 1,1,1 and it still messes up aperture
is there a way to lock aperture in a mission?
Hi there guys ... im just starting with 3d modeling so im pretty new at this point .. i have a question hope u can help me on this.. in order to create a mod with my 3d model and use it in Arma 3 ... do u guys know up to how many polys or how well detailed Arma 3 will accept this 3d model?
@short plinth depends on the model and its frequency in a map
hey there man .. lets say its a vehicle .. like the offroad
so id say a moderate use in map
huh..
usually never go higher than 25k
but always aim for lower
oh ok .. then 25k ... what could happen if I go higher than that count?
what model are you using?
no model yet .. im just making some previous investigations ... but i was planning to create a 3d model for a Dodge Ram
and make some police or army skins over it
to answer your question
you'd lose performance and your framerate would lower as the polys increase
got you .. ok .. appreciate ur info buddy .. will try to not go above that count
lods will also help you balance performance better
nice .. will take a look at that info maybe i can ask for model permission to someone who already has that model in WS
and make the updates i need
but thats another history
there is no such model made for A3
the ones you will find are all stolen / ripped
or imported from various places, with zero consideration for what it should be a game asset in the first place
do remember to follow the workshop guidelines or your mod will be put put down with extreme prejudice
😭 oh gosh ... then everything will be made from scratch i guess 😦
95% if not more of the civilian vehicles mods used in A3 are ripped/stolen etc
yup
just like the big boys do it
just right now .. im learning how 3d modeling is done ... and its a huge effort id say
everyone was a beginner at some point
apart of that .. im aware there is a tons of coding and config as well in order to create the proper object and use it in arma 3
so .. titanic effort id say as well
you can always buy one instead
https://i.imgur.com/4RJg9rj.png?1
that pricetag should be enough to make you understand this is not an easy career choice
@short plinth if you are learning 3d modelling, do something easier than a vehicle first
ohhh man .. such a nice model .. but .. i see the # of polys is way high
150$
that pricetag should be enough to make you understand this is not an easy career choice
@silver zenith yeah .. just now .. appreciate much more that career 😄
is the source legit?
oh cool
found this model on another page
is low poly
but i think i could start with that
lol
😛
bit too low poly
you are way better of starting from scratch than from that one
its so simple it might not even be stolen lol
yeah .. honestly id like to start from 0 .. so i can learn more .. however the model ushared above is pretty much impressive ...
buying that model will be only a small part of the deal
you'd still have to make lods for it and do the config
90% of the meshes available for purchase, do not include interior etc
the base price for the same hum3d model is 95$, but that comes with a High poly model, and that's it
yeah .. i mean the low poly model (2USD) seems to be a nice deal .. i could say i saved some hours from my time on doing that part .. but .. lots of work will still pending
not textures, no UVs, some hundred thousands poly mesh
you won't save time, you will waste time in the long run
even for the 2$ price
pretty sure it has nothing to do with the real thing, it's made pretty much without proper blueprints behind, and for good reason, it doesn't need that for that lp
never use meshes even for 3d refs, unless you know how these have been made
i can vouch for hum3d being modeled based on direct manufacturer blueprints and with tons of photo refs on hand
not sure about others
good advices ... so far .. from a beginner like me .. i think the best option is to start with something more "easy" ... maybe a gun or anything like that
boxes are usually a good start
🤔 yeah .. that is another pretty good option
what was the button to change lod tye from object builder?
i did these in a few hours (around 6-7h) of waiting on some render farm, 2 days work evening including vector branding etc
render farm?
yeah
i did these in a few hours (around 6-7h) of waiting on some render farm, 2 days work evening including vector branding etc
@quick terrace wow .. nice models
but then again, if you wanna start modelling, you could easily start with something like that
or a jerry can
which is definitely a ton more complicated
been almost a month and I still struggle with curves
yeah... definitely ill start with simple things .. because now that i see ur models ... i assume for a vehicle u need to create a 3d model for the "new vehicle" and another for the " destroyed" one right?
correct
@silver zenith why dude, i like em a bit curvy
@short plinth yes, but most of the time that can be done with a bit of simulation help and some minor manual adjustments
in general, you need to create a HP model, bake the info down to LP once you've done the UVs, then do the texturing, and eventually all the lods and inject into the game and adjust things together with configs and the likes
https://imgur.com/a/pJ6r35A
been making this as a main model but I still can't seem to do the hull curves right
as you can see it looks a bit jelly
in short, doing a vehicle from scratch can take a few hundred work hours
+the weird sharp edges that have no reason to be sharp
is that blender?
yeah
no idea, irc it should still use smoothgroups, or hard/smooth edges
it has sharp and smooth edges but some just don't want to be smooth for some reason
for curves, the general idea is to start with a very low poly mesh, and catmul clark subdive (or whatever other systems the software supports, like opensubdiv)
the angle is just the same as many others
maybe not welded or such?
checked that and nope
Do you have auto smooth on and set to an angle of 180?
Hey,
This time i have made #Mercedes AMG GT, in #blender3d. Also i have recorded whole process video, In coming days i will be uploading normal slow process video on here so you guys can follow and make it too, So just Subscribe if you are new and stay tuned.
Download Project...
autosmooth on but not on 180, seems pointless
example of proper subdiv workflow, directly in blender
and even at 180 it still doesn't get smooth
if you try and subdivide it, does it properly subdivide it?
Setting it to 180 sets it so only edges manually marked sharp are actual sharp. Did you try reapplying shade smooth? And are you sure you don't have split edges?
done all of that
split edges?
@quick terrace everything subdivides but those edges
its cursed
sounds like split edges
what does that mean?
as in vertices are not welded, so there is a gap there
it can't subdivide it if the entire mesh is not connected
same for smoothing
did you use any crease on these edges
ca you export that mesh quickly and send it as FBX/OBJ or alike
since i am not a blender user
crease - it's a system used by OpenSubdiv, which allows the use of fewer supporting edges, like you would need in traditional subdiv (catmul) workflow
not sure how that works in blender, but i know they have implemented disney's OSD before 2.80
Are you using a bevel modifier Sanchez, or did you do those bevels on the model manually?
manually
The whole thing is your model right? No way for it to have custom split normals data in the geo data. I guess you are just cursed. You could try opening a new blank project, paste the model in there, apply shade smooth, and see what happens.
you have inverted faces
were it not for the laws of this land I would have said several curse words
thanks for the check @quick terrace hokkam's razor slapped me in the face
it is advisable to work using backface cull tbh
first image backface cull active, second, without backface cull active. black faces are inverted faces
Question for y'all Blender users: I'm trying to open up the Project Blockhead dev files so I can see what they did/needed for rigging, but when I open it up, everything is hidden save for the face, but the Eye icon is open at the same time...
... Also, how do I post images?
yeah @quick terrace took me literally a second to fix it
honestly I was still pretty entry level when I made it and completely forgot about it
Blockhead is Mondkalbs lego stuff
ahh, did he release the source files?
Think so yea
Project Blockhead was basically someone adding Lego men to Arma. They released the source files so people could use their work as an example.
That's what I see right now.
That's from their source blender files
In the outliner on the right click the little funnel symbol and enable the TV icon. Then make sure that TV icon is lit up on everything in the list.
Ahah. That was it. Thank you. ^^
https://gyazo.com/c2ec789cf7ae4169afed5387f5069dd6 (more hammer screenies) Ive made the hammer but now can I make a tank 
A tank?
Propane?
nope big boy tank
its hard to choose between making something abominable and something legit to
I wouldn't even attempt, too much different stuff I know nothing about.
I can't even do a weapon
yeah sadly all the tutorials online are on how to import a tank and not make one
And you'd probably make an APC or IFV and call it a tank 😉
Im dumb but not that dumb😋
actually, that is how the wiki explains it 🤣
https://community.bistudio.com/wiki/Arma_3_Tanks_Config_Guidelines#Comparison_TankX_vs._CarX
it's just a car with more wheels
😡
well, that shows how much i know which is absolutely nothing like usual 🤔
Question - you have pistol that uses magazine proxy and having mag loaded , but when you holster it into holster , it becomes holstered without magazine
any way to workaround it?
model a default magazine inside it and use isSelected anim source to hide it when the player draws the weapon maybe?
no other way? its not possible to make the magazine proxy working in the holster?
Probably not. I don't think they show in weaponHolders etc. either do they?
when you drop them they do show the magazine loaded
Dropped weapons are not the same as weaponHolder etc. though I don't think
Weapon proxy magazines show in the rifle when it's on back though right?
Yea, but those are placed there by character animation. They're not loaded onto a proxy in the vest (which is a proxy itself) in the way that pistols now are
Pistol mags showing, would be a proxy on a proxy on a proxy
@white jay search for blueprints and learn how to set them up in your tool. After that its just... trace the lines and figuring out what goes where in 3rd dimension more or less...
@woeful viper thanks for the advice 👍
@polar fiber actually it would be proxy (mag) on a proxy (weapon ) on a proxy (holdster) on a proxy (vést)
Anyone know how BI made the electric lines / electric poles fit together? Is there any trick/way to add any command into the 3d model? I need to know that for laser fences to fit the laser lines together by placing it on nonflat terrain 
They may have had automated tool for that in terrain processor. That just does not work with the normal version of TP but only in de build version of TP but everything else broke in the dev version.
okey, so ill try to go a other way then. thank you bud 🙂
didn't somebody build a powerline tool/script?
i remember seeing something a good time ago
In theory you could make the lasers and poles separate and then just angle the lasers to the poles?
Would be tedious
Or could snap points be used?
Idk if they work in tv
Tb *
Rotating the laser will shorten it. There are no nice and easy way to do it
I had a weapon that had a non-discrete skeleton set up where parts were assigned to a selection with varying weights, I had isDiscrete=0; set in the skeleton in model.cfg and it was working all good, now as I was doing stuff on other parts, that also randomly decided to stop working
now all the weighted parts just move with the selection as if it was just assigned to it with 100% weight
skeleton config looks like this ```sqf
class M45SK
{
isDiscrete=0;
skeletonInherit="";
skeletonBones[]=
{
"magazine","",
"bullets","magazine",
"bolt","",
"Trigger","",
"stock","",
"zasleh",""
};
};
"bolt" is the one that has parts weighted to it
the weights seem to function fine in object builder, when I move that selection the weighted parts move at different amounts as they should
it's either just ignoring the weights or somehow ignoring the "isDiscrete" setting
I even tried re-weighting those parts and it's still not working
it's starting to drive me crazy a bit
https://imgur.com/a/eD1IgQN
anyone knows whats causing these weird lines in this model?
they rotate along with the camera
the lines seem to increase on the spots where there is an object behind
which weird lines i cant see any weird line 😄
@runic plover its kinda hard to show them unless you're ingame
you can see them better here
https://imgur.com/a/xKC5JqD
it looks like it has a slight transparency
Anyone know what could be causing the shadows on this uniform to go wonky? https://imgur.com/ZGgE099
@white jay the shadow lod is not made correctly
try to keep it inside and smaller than the resolution lod
would that be in the rvmat?
tell this someone to fix the shadow lod
if you want to do it yourself(wouldnt recommend) read this
https://community.bistudio.com/wiki/LOD#ShadowVolume
thanks!
@white jay where is the model from? I hope it is not from some other game.
https://imgur.com/a/2hCRqGY
how do I center this model here?
I need it to rotate around the circular base
https://imgur.com/a/mzBWS82
in arma it centers at the middle of the model
autocenter = 0 named property?
sounds useful, I'll check
@marsh canyon should it be 0 or 1?
0
As far i know, autocenter with object models is not good because its centring the model under the middle line, and objects dont have landcontact like moveable have
it worked for me and it did the job
Then its good.
Model can be build around the object space origin and autocenter 0 can then be used without any problem.
thanks for the help @marsh canyon
Alright ^^. I wasnt sure cause i only use it on character models
the biki says its mostly used with proxies
but it really helped me with my case, and the rotation works perfectly
Characters and proxy objects need it because engine reasons
Buildings can make use of it too
Yes thats the reason i knew. But objects/buildings i wasnt sure, maybe i mistaken it with center all (option in the OB) with the autocenter ^^
what is the problem if corpses, bullets and grenades can fall through my static object?
its 10m wide
it was a flattened cube
so it couldn't be more simple than that
what could be wrong?
something like mass?
For geometry to work, each part that you want to have collision must have mass, component name and be convex
For walking on things you also need a roadway lod
done all that
walking works fine but as soon as a unit dies they plop down the floor
How thick is the part?
not much but its not 2D
https://imgur.com/a/flIRYR6
I think its 0.117 meters
Preferably more
could it also be related to this problem?https://imgur.com/a/xKC5JqD
Dunno. Does your model have lot of alpha transparent parts?
Could be your texture has alpha channel. Is it saved as _CO?
You could save it without alpha in the file and then convert
Non transparent alpha channel is still alpha
how can I do that?
I could still use some help with this, I still can't figure out what the problem is https://discordapp.com/channels/105462288051380224/105462541215358976/734446271653478400
@stuck oyster the alpha problem has been solved
so apparently for some reason there was one empty pixel wide line
and that was enough to destroy the whole model
@silver zenith 👌
@silver zenith you can also after the geometry is convexed / and component named check for nonclosed
If no point is getting selected you are fine
yeah I knew that
but it was a literal cube
just wanted to throw in the working inclinometer for the car I've been working on - without help from you guys I'd still be struggling with the basics instead of starting to implement cool gimmicks to make the dashboard feel more alive. Thanks ❤️
Noice! 👍 👌
very helpfull when the world is wobbling all around again after a night at the pub
@white jay add turbo gauge like in my real cars + turbo noise and im happy 😂
when you hit a bush with your car and the inclinometer reaches two zeroes
it's not an altimeter @silver zenith , just the poor peoples artificial horizon ;)
Hello, i'd like to move a proxy "side" element in Object Builder on each lods at the same time, is there a way to do it ?
Thanks for your help !
You can try the transformation tool dialog.
how can I copypaste a model and change its LOD?
From where to where?
from the same model
as if I were using the res lod as a geo lod aswell
You select what to copy, copy it
which I know its unadvised but the model is a plain sphere
Make new lod

