#arma3_model

1 messages · Page 153 of 1

woeful viper
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normally the answer is no. Depending on what you need, you may still be able to achieve it but depends on what you need

stuck oyster
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not on handheld weapons though

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without scripting

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and technically the vehicle weapons with multiple barrels fire very fast burst

runic plover
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ah on handheld you cant.. but would be nice to have 2 pistols up 😄

mossy violet
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ah, no worries.

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thanks for answer.

stuck oyster
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handheld through fired eventhandler script

stuck oyster
wise heart
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I had no idea this existed, much appreciated 👍🏻

stuck oyster
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I thought you were talking about this one earlier. Just noticed you were not in there when I skimmed through the chat

wise heart
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official Day Z one is the only one I found, this is brilliant

stuck oyster
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ah yeah that one is not very active

naive crescent
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is there a completely transparent texture i can use in the game-files?

marsh canyon
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#(argb,1,1,1)color(0,0,0,0,ca)

naive crescent
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can you pass me the hammer?

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i need to bonk myself

marsh canyon
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🔨

naive crescent
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thank you, i really needed that

naive crescent
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i have defined a geometry LOD for my object with mass, but it wont show up in-game (the geometry)

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trying to lineintersect it is fruitless, so i assume it doesnt exist

stuck oyster
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does the geometry component have a "componentXXX" name

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and is it a convex shape

naive crescent
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component01, specificly

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and yes, it's a simple box

stuck oyster
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did you rename it yourself or run the find components tool?

naive crescent
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i renamed it myself

stuck oyster
naive crescent
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running find components does the same result

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yep, but it wont show up in-game

stuck oyster
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always more sure to run the tool. but alright

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what wont

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the box?

naive crescent
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alrighty

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lineintersectsurfaces wont see it

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passes right through

stuck oyster
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is this tested in a neutral scene without anything else to interfere

naive crescent
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and what's the deal with proxies counting towards bounding box?

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as neutral environment as i can

stuck oyster
naive crescent
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i need to have my own assets loaded, ofcourse to have the object in-game

stuck oyster
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bounding box

naive crescent
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yep, but it's counting towards the bounding box in eden

stuck oyster
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that does not affect the lineintersect though

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yes

naive crescent
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yet, they are not factored when placing units

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idk, just something curious i noticed

stuck oyster
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characters employ animation defined bound size

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there is a boundingsphere parameter in there

naive crescent
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ok...

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"GEOM" in lineintersect means the geometry phys LOD

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NOT the Geometry LOD

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is there a way to preview a proxy in OB?

stuck oyster
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buldozer if you are using unpacked p3d

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which intersect command are you using?

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all geometry lods default to the basic geometry if they are no spcified in the p3d

naive crescent
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I may have made a model which crashes windows if you attempt to launch the game

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It's 1 proxy

stuck oyster
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yes but I assume you have both the lod0 and geometry lod

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in the p3d

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and also which command of the intersects are you using?

naive crescent
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LineIntersectSurfaces

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With GEOM as the selected lod

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As soon as i moved the model to geometry phys, it started showing up

stuck oyster
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what lods do you have

naive crescent
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I dont think any of that matters anymore

stuck oyster
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and what does "it showed up" mean

naive crescent
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My entire SSD i had arma 3 and my projects on got nuked by that crash

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"It shows up" as in it intersects

stuck oyster
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ah alright

naive crescent
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I had geom and 1 at first

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Then i moved geom to geom phys

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And it worked

stuck oyster
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geometry lod is what it intesects with

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something else must have happened too

naive crescent
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No idea

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Im just scrambling to get my raid controller to recover the drive notlikemeow

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Also, i managed to make my own groundwepaonholder

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Which displays the items inside of it

naive crescent
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can i set the center of a model returned through getPos somehow in OB?

stuck oyster
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do you need the model to be centered properly?

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on its origin

naive crescent
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Pretty much, currently it's centered on the center of it's bounding box's bottom face

tacit tulip
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Don’t know if this goes here buuuut

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I’ve been searching the internet far and wide

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To learn how to make a scope in Arma

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And I find nothing

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But hopefully someone here may know this forbidden art

naive crescent
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Isnt there a sample in the arma 3 samples?

silk glacier
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@tacit tulip do you mean purely making a model or the entire process of object building it into a scope?

vapid nexus
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Sample model exits in arma Sample i used it figurer out The way to do it

tacit tulip
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The entire process

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I want to make a VCOG scope the new one Marines are getting

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I’ve got a general idea of making the model of the VCOG

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And what do you mean by sample

vapid nexus
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On steam under tools there is arma Sample that you can download to look at sample models in OB

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Same with config

quick terrace
silver zenith
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is 47 geometry components (mostly cubes) bad for performance?

runic plover
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is 47 geometry components (mostly cubes) bad for performance?
@silver zenith

No

silver zenith
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what would be a safe cap?
99?

runic plover
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I believe some Arma 3 models like rocks got over 100

silver zenith
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oh good

runic plover
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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

silver zenith
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yeah I'm making an house so thats not an option

inner canopy
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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!

silver zenith
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how are the lods named?

inner canopy
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From 1.000 to 4.000

stuck oyster
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All lods have textures?

inner canopy
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They have rvmats assigned and _co with hiddenselections. The last lod doesn't have an rvmat

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that might be a problem

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Nope, that wasn't the probleme

stuck oyster
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Is the model complexity reasonable?

inner canopy
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6k vertices for the first an 500 for the last lod

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lods are roughly half of the previous one

stuck oyster
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That is reasonable

inner canopy
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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

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selections, polycount etc.

stuck oyster
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I don't think configs can affect that

inner canopy
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Ok, so after further testing, only the hl selections and head shows at longer range

runic plover
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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

stuck oyster
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Also could be a texture problem

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If texture is faulty/corrupt/missing there is nothing to draw

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Wrong resolution, wrong source format, missinf suffixes can affect the conversion to PAA

runic plover
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cfgModels could also be a problem. When selections are wrong written and dont fit with the p3d, the uniform model is subterran and stiff

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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

stuck oyster
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They are indeed case sensitive

runic plover
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Didnt know that before, had to learn that 😅

inner canopy
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Thank you, i'll look into all of these

stuck oyster
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But also its not good to change them from what they are by default

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As many things in configs also use then

old gulch
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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?

runic plover
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@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

old gulch
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Yeah, I practically copied the configs and such from there.

runic plover
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Hmm thats weird.. maybe check it again if you got all kind of stuff similar to all 3 components (modelcfg/cfg & p3d)

old gulch
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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)

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God, that sounds terrible out of context.

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The .p3d doesn't seem to have any difference as far as I can tell.

runic plover
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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

old gulch
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That's just it

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The names are the exact same

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I'm going to see if renaming the skeleton will work.

stuck oyster
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@old gulch are you checking the animation in Buldozer or in game?

old gulch
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In game.

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There's nothing differing in the config.

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So, hmm.

stuck oyster
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test if it works in buldozer first

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that should validate if the animation config is correctly set up

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bones, cfgmodel/animations, selections

old gulch
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Right, how do I do that?

stuck oyster
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run buldozer?

old gulch
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Test the animation in Buldozer

stuck oyster
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you need to change the active animationSource and change its phase to see if the parts move with it

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enter, backspace, middle mouse do that

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and mouse scroll and some keys next to enter should change the phase

old gulch
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...Huh. Okay, curious point. I only have one animation source in the config, and that's "Proxy"

stuck oyster
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buldozer reads only model.cfg and the sources used in the animations there

old gulch
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Right

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Because that's all I've got

stuck oyster
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then a driwingWheel source should be available in there

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assuming the thing is set up right

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it it does not you have something wrong in the model.cfg

old gulch
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Right. Do you mind taking a look?

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Because it didn't work.

stuck oyster
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right now I dont havve the time. But you can put it into pastebin and link here.

old gulch
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Alrighty

runic plover
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@old gulch does your p3d file also got the name mars_catfish_f?

old gulch
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...No

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Is that it?

runic plover
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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

old gulch
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Gah. that's annoying

runic plover
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The p3d file needs the same name like your cfgModels class define

stuck oyster
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👌

runic plover
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Its for every type of model that has a model cfg

old gulch
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Yep, that works. Thanks!

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I'm going to assume this'll also fix the broken hidden selections too, which is nice

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Last thing, then

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So, damage textures. I assume you need a selection called "damageHide", like it seems they use in the samples?

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Then I just whack the rvmat and textures into class Damage in the config?

stuck oyster
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damageHide would likely be used on parts that are animated to hide

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the config damage class takes care of the texture/material changes

old gulch
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Right.

stuck oyster
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seems alright

worldly ibex
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Hello, i have install object builder but i have 2 erros (Application load error V:00000062 / External viewers : attach failed. No viewer found.

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can you help me please 🙂

stuck oyster
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have you installed your tools and P drive according to the PMCwikis guides?

worldly ibex
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i have mont P drive and il have follow vidéo but i don' t have find tutorial pmc

stuck oyster
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videos most of the time got it wrong.

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put "PMCwiki Arma 3 tools setup" and "PMCwiki Arma 3 P drive" into google

worldly ibex
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i have make this

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but i don' t have see pmc wiki for object builder

north sundial
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Okay so this is kinda doing my head in, when exporting/importing fbx into object builder i have an issue

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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

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ive tried triangulating before export and it doesnt make sense

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I get the same issues when exporting from 3ds or blender

stuck oyster
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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.

north sundial
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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

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i cant see an option to disable it

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okay so its not the export, figured out its object builders import thats doing it

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very strange but there seems to be no option to disable the quadrify

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quadrifies it and skews the uv mapping

runic plover
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Havent tried it yet but cant you save in blender to p3d file and you dont have to import it in OB?

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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

north sundial
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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

runic plover
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You mean "max" 3d studio max?

north sundial
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yeah

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unless there is a toolbox for arma for max i mean

runic plover
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Whats about you export in .obj format? And import in OB?

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You are able to import FBX, OBJ and 3DS in OB, will OB in all kind of formats this problem?

north sundial
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obj has its own issues in terms of object builder wants to calculate the sharp and smooth edges itself by angle

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im trying 3ds now and installing the toolbox for blender

runic plover
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About the sharp smooth edges isnt a big problem. Not as big as destroy the uvw

north sundial
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yeah true, but still a pain

runic plover
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Indeed. But its fastly done in OB with selecting faces / or points and "U" for sharp and "I" for smooth 😜

north sundial
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okay so 3ds has an option to not to quadrify so solves my max issue

runic plover
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👍

spare roost
quick terrace
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not possible afaik

spare roost
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Yeah, I feared as much.

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thanks.

north sundial
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you could make your own flag

rough idol
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@spare roost you need to use different proxy

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There is small one for mini ugv if I remember correctly

spare roost
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:O! Thanks, I'll take a look for it!

spare roost
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not finding this, but I guess it must be hidden away in one of the contact .ebos somewhere.

white jay
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@stuck oyster do u have an artstation?

polar fiber
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@spare roost can find it in cfgnonAIvehicles nonetheless model = "\A3\data_f_enoch\proxies\Flags\FLAG_MiniUGV";

stuck oyster
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@white jay nope

white jay
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😦

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tryna see ur art

median bough
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HG IS the art 😄

north sundial
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Afaik hg just does wizardry with arma but you don’t get to use it or see it

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You are not worthy

noble shoal
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Or at least do not sacrifice enough goats

spring forge
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Hi, i need a little help, why when i export my models in p3d from blender, and i open the p3d with Object Builder

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He don't have the same position

wispy sage
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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?

steel vector
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config mass is weight for inventory which is the same as used for fatigue

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not sure about the weights in the model itself

wispy sage
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is it correct that 22 units of mass in the config entry is equal to one kilogram?

steel vector
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mass is a combination of volume and weight, so it's not really a static number

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while the mass in the model is 1kg (afaik)

wispy sage
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Alright, cool that clears things up. Thank you!

quick terrace
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p3d geo lod mass has zero influence on how character handles it

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both in terms of fatigue and/or size/inertia

severe dirge
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any reason why VM_s-P3D_Export.mcr doesn't run in 3DS Max? 😐 not sure why it doesn't run. ><

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trying to export rigged head to Object Builder but it's not going well

woeful viper
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just use fbx...

north sundial
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does setting the featuretype of an object to 2 disable its resolution lod switching?

rough idol
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no

polar fiber
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it just means it doesn't get culled until it's beyond the user's terrain distance setting

quick terrace
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@severe dirge actually, it does work

spring forge
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Hi, why when i drop my headgear who i create, isn't view a models on ground ?!

north sundial
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Got it thanks guys was just curious

severe dirge
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@quick terrace which 3ds max version should i use o.o

quick terrace
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.mcr files are scripts, so they were no matter of the max version you use @severe dirge

severe dirge
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Ahh weird it didnt run

quick terrace
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what didn't run?

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@severe dirge once you drag drop/run it via run-script toolbar

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will create a custom action/button whatever

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you need to custimize that

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that is how all mcr files work

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just saying "it doesn't work" doesn't help much with pinpointing what doesn't work, so not sure how to even help you

severe dirge
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Ahh it just doesnt execute when i hit run (i think? Will investigate further. Thanks!!)

quick terrace
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...

mossy violet
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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?

runic plover
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@mossy violet maybe look at the Arma 3 Samples / Test_Heli_01

mossy violet
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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.

runic plover
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maybe you got a geometry / geometryphys or landcontact problem

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also make sure you dont add mass in Geometry Phys

orchid spruce
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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?

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{
    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
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when the weapon is selected, it should rotate, but it also moves down a fair bit

mossy violet
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Yeah, i might try remaking the geo lods. See if that helps.

frozen pumice
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Would this be a good place to ask for help with a model?

charred agate
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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)

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I guess it takes more than just "slapping something together in blender"^^

runic plover
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@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

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@frozen pumice yes

charred agate
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ok so in Arma 3, the creator has to define fixed paths instead of making a "full" navmesh?

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Good thing you mentioned the 50x50 limitations, didn't know that

runic plover
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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.

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yes i had myself to mess around with the limitations cause i got some big buildings I did

charred agate
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great, onto the samples then. Thanks Sentry

runic plover
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👍

silver zenith
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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?

woeful viper
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simplify as much as possible

silver zenith
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geometry lod is only for collisions with vehicles anyway right?, assuming I'm adding a fire geometry

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or does it work for players walking through aswell?

marsh canyon
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AFAIK If Fire Geo or some are missing, Geometry model will be just reused

silver zenith
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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

north sundial
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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

cyan heart
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or does it work for players walking through aswell?
@silver zenith yes, geo is also for player collision

silver zenith
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honestly yeah that was a dumb question

cyan heart
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fire geo is only for bullet impacts, for grenades (except GL's) geo is also used

woeful viper
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  • roadway lod
cyan heart
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Smoke GL's use geo, while Explosive (instant explosives) use fire geo

orchid spruce
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is there any way to solve the object builder issue where it will not smooth polygons that are too small?

runic plover
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@orchid spruce do you have a pic of the issue?

orchid spruce
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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

runic plover
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i know people talk about triangle everything, but if you squarize these faces it will be better at least in such model

orchid spruce
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they weren't triangulated when I exported

runic plover
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i got a similar model with such rings

polar fiber
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@orchid spruce Immediately after import, press Shift+E to open the vertex properties window, and change the Normals setting to "fixed (locked normals)"

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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

orchid spruce
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oh so you mean like, import it at a larger scale, set that normal setting and then scale down to real size?

polar fiber
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It shouldn't be necessary to play with the scale after import if you don't save the model before locking the normals

orchid spruce
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well just importing it and doing that didn't seem to do anything

polar fiber
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For whatever reason, OB recalculates normals on saving the p3d

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Okay, then you can try importing it oversized and then locking and scaling down

orchid spruce
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yeah that does seem to work

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is there any way to make object builder scale around the center of the scene?

polar fiber
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When you open it, prest Shift+C to activate the pin at the grid origin

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Then when you're doing the scaling operation in the tool where you input numbers, there should be a "relative to pin" option

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When the pin's active, it has a circle around the middle of the cross

orchid spruce
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yeah that seems to all work

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cool, I'll keep this in mind for the future

polar fiber
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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

orchid spruce
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another thing, is there an animation source for which optic is selected on a weapon?

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like, if my weapon itself has two optics modes, is there a way to have an animation activate on one of those modes?

polar fiber
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Not to my knowledge

white jay
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Hey I’m trying to get gun modeling/animation what are good programs to use?

cyan heart
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@white jay Blender is free and has loads of tutorials, so probably the best choice

spare roost
north sundial
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add some roadway above the door?

spare roost
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its already there

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that allows them to walk above

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the issue only occurs when the units lie down. You don't see feet or knees when they are standing or kneeling above.

runic plover
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@spare roost are you as player also able to clipping trough floor?

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because the AI can do some magic

spare roost
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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. 😛

runic plover
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i know but sometimes they are also able to walk trough rocks/cliffs.. so dont be surprised ^^

stuck oyster
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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.

spare roost
#

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.

spare roost
#

@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.

stuck oyster
#

New unique named. Paa that is assigned to that part of roadway and then cfgSurfaces class pointing to that PAA

tacit tulip
#

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

runic plover
#

this happens when you got more than 4 vertices in a face

quick terrace
#

@tacit tulip obj import doesn’t supoort ngons, just quads and tris. it is advisable to triangula the model before exporting

silver zenith
#

would it be more convenient to quadrangulate instead of triangulate?

#

not even sure if thats geometrically a possibility

stuck oyster
#

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

silver zenith
#

I need the roadway to walk over buildings don't I?
doesn't seem to work

woeful viper
#

then you made an error

silver zenith
#

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?

runic plover
#

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

silver zenith
#

yeah I think the heigh problem was the reason
had not applied transforms and the geometry was overlapping

runic plover
#

when geometry is overlapping you get stuck while walking

silver zenith
#

no it still doesn't work

#

I completely go through the floor

runic plover
#

how big is this object in meters?

silver zenith
#

less than 50m if thats what you're thinking about

runic plover
#

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

frozen pumice
#

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.

runic plover
#

and what do you want to tell us with this?think_turtle

frozen pumice
#

Id like some help with the model, if anything.

runic plover
#

@frozen pumice did you tried with blender or OB?

strong plaza
#

is there a limit to how many components geo/fire LOD can have?

open heron
#

Fenrir, I'm kinda curious about what the Model is/is a part of.

silver zenith
#

@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

quick terrace
#

@strong plaza afaik it is around 256. but the lower the better

strong plaza
#

its a hard limit where its over that the components will stop working ?

quick terrace
#

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.

stuck oyster
#

negative

#

optimization is recommended yes but 256 is not a hard limit

#

Afaik 400 is danger soft limit

quick terrace
#

fair enough, but there is def a hard limit of sorts

tacit tulip
#

@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

stuck oyster
#

collsion calculation starts to go haywire beyond 400

quick terrace
#

or it used to be prior to bi allowing more than 32k vn

stuck oyster
#

but not always

quick terrace
#

@tacit tulip if you are using sketchup for game asset creation you are doing it wrong

tacit tulip
#

It’s worked in GMod TeT

#

Why is Arma so haaaaard

stuck oyster
#

its not hard

quick terrace
#

it isn’t all that hard

tacit tulip
#

I know

stuck oyster
#

there are just general good practice modeling practices in use

tacit tulip
#

Just a steep learning curve

#

Transitioning from GMOD to Arma

quick terrace
#

and just because poor workflow worked in gmod or whatever, doesn’t mean it should work for another toolset/ game engine

stuck oyster
#

I advice you basically forget anything that works in GMOD

tacit tulip
#

Got it

#

So Blender then right?

quick terrace
#

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

tacit tulip
#

What about Paint 3D?

quick terrace
#

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

tacit tulip
#

Okie dokie

undone venture
#

sketchup 🤮

#

blenders free

median bough
#

sketchup is not so bad for basic shapes and then use blender for details

quick terrace
#

basic shapes <> game assets

woeful viper
#

why do basic shapes in some other tool ... thats a waste of time

snow crag
#

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?

stuck oyster
#

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

snow crag
#

Thank you very much! I will look into that 🙂

stuck oyster
#

you will need to do so in few other tools too I would wager

snow crag
#

Do you by chance have a link to the PMCwiki tools setup guide?

median bough
snow crag
#

Greatly Appreciated

median bough
#

🤘

stuck oyster
#

for future reference and when @median bough is sleeping.

#

should bring up something like this

#

🎣

snow crag
#

Wow i've been using discord for years and never knew about that feature 😮

silver zenith
#

if I use geometry instead of fire geometry can I still assign an rvmat to it?

stuck oyster
#

Yes

silver zenith
#

thanks

old gulch
#

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?

stuck oyster
#

should not.

old gulch
#

Hmm...

#

Problem is, there's no P3Ds I can check

stuck oyster
#

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

old gulch
#

Huh, they only have a res lod, so maybe that's it.

old gulch
#

Yep, seems like that was it

warm berry
#

Eeyup. It needed a Geometry LOD.

frozen umbra
#

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

vital geyser
#

your config is prob just messed up

#

you could prob just have both actions on the same mem point

frozen umbra
#

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.

snow crag
#

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

#

I assume that's what the 2nd option here is for

stuck oyster
#

if you follow the pmc guide you are not supposed to be in that menu at all

frozen umbra
#

Yeah, reducing radius didn't help as I thought it will. so the question about opening both doors via one trigger is still standing.

stuck oyster
#

what now?

#

you want them to open together or no?

frozen umbra
#

yep

#

via one trigger mempoint

#

2 separate doors, 2 separate axes tho

stuck oyster
#

try using same source for both

#

they would use only 1 trigger too

frozen umbra
#

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.
?

stuck oyster
#

cant remember what command the BI function uses but yes you will need to init both door animations with the same action

bold flare
#

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?

stuck oyster
#

that would likely work out yes

#

blocking out the shape and then adding wrinkles etc details on it

bold flare
#

Do the "pros" do it the same way? or a different kinda workflow?

stuck oyster
#

yeah it is totally valid workflow

vapid nexus
#

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

runic plover
#

Just like model a base, improve it then with details, optimize it with your ideas step by step

bold flare
#

I'll probably never finish it 🤣

runic plover
#

If you will be not happy with your endresult you did, you will never finish it 😅

bold flare
#

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 😢

stuck oyster
#

it should follow the backpack but I dont think the clan insignia assigning works on it

#

has to be set via separate setObjectTexture

frozen umbra
#

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.

stuck oyster
#

statement = ([this, 'Door_1_rot'] call BIS_fnc_DoorNoHandleClose;[this, 'Door_2_rot'] call BIS_fnc_DoorNoHandleClose);

frozen umbra
#

😉 tried that , doesn't work

#

opens one section, as if it reads only the first part

runic plover
#

@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?

frozen umbra
#

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.

runic plover
#

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

frozen umbra
#

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?

runic plover
#

Looks good. Thats in the modelcfg

frozen umbra
#

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

runic plover
#

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

frozen umbra
#

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

runic plover
#

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

frozen umbra
#

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

runic plover
#

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

https://youtu.be/hyE9weBNADE

#

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

frozen umbra
#

heh, opens them both in buldozer

#

not in game tho, wtf

runic plover
#

So your source is correct linked. Now you need to fix your useraction part

frozen umbra
#

hm.. let me see

runic plover
#

Model part is done, your anims work

frozen umbra
#

👍

#

Thanks, I will

#

I appreciate the input @runic plover

runic plover
#

No problem bud 👍

bold flare
#

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?

toxic portal
#

I guess texture sets could perhaps work but you’d end up with multiple colour textures for example

north sundial
#

Using trim sheets?

#

When I’m making a set of environment art i work on my trim sheets in parallel

bold flare
#

don't know what that is 🙃

#

I make model, drag in substance painter and paint on it. Thats all I know

north sundial
#

Trim sheets are basically just a few textures on one texture

#

@bold flare that explains it pretty well

bold flare
#

oooof

#

don't think I can apply that for my uses

wispy sage
#

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.

cyan heart
#

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

bold flare
#

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

cyan heart
#

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

bold flare
#

wanna do a backpack I think

#

someday 😄 just planning

cyan heart
#

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

bold flare
#

I don't know yet if I'll try to make it efficient or not

cyan heart
#

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

bold flare
#

but instead just separate the UV island into 4 squares
thats what I meant yeah

north sundial
#

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?

runic plover
#

@north sundial

Do you have this "onlyforplayer = 1; " set to 0? Its in class UserActions

north sundial
#

onlyForPlayer = false;

#

It has this

#

thats what it says in the example

#

should it be 0?

runic plover
#

False or 0 should be the same. May try 0 but i think this will not solve the problem

north sundial
#

packing it with 0 instead of false

#

no joy

#

Any other ideas

#

?

runic plover
#

Which names you got in the geometry?

north sundial
#

named properties?

runic plover
#

Yes

north sundial
#

or selections

runic plover
#

Properties

north sundial
#

Oh currently none

#

I guess that might be the issue

runic plover
#

You need

Class houseanimated
Damage building
Map house

north sundial
#

i'll try that

runic plover
#

Or check the Samples/Addons/Test_House_01 model

north sundial
#

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

runic plover
#

These are little glitches sometimes i also forgot ^^

north sundial
#

Just doing a full build

#

It should work even if its a standalone door right?

#

kind of like a gate

runic plover
#

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

north sundial
#

well the ai wont even walk through it atm

#

even if its open

runic plover
#

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.

north sundial
#

hmm

#

still no

#

the rest of the pieces work

#

apart from the door haha

runic plover
#

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

north sundial
#

No just in1 etc

runic plover
#

Try to copy it out of the testhouse and put it in your path, just only one side for first. In1 and actionbegin1

north sundial
#

Wait i may have found the issue

#

one of the fans had a backside face for some reason

runic plover
#

Alright probably thats it ^^

north sundial
#

didn't work first try, trying a full build

runic plover
#

If still not work try to copy it from the test house just only one side for a test

north sundial
#

yeah will do

north sundial
#

Okay finally got it to work

#

kinda unsure why its working

#

but it is

#

haha

#

Thank you for your help @runic plover much appreciated

stuck oyster
#

👌

runic plover
#

No problem 👍

sturdy parcel
#

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.

north sundial
#

Thanks 👍

junior saddle
#

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

stuck oyster
#

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.

junior saddle
#

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.

stuck oyster
#

you cant access those objects via scripting

#

they are visually there

#

but there is no commands to grab the actual object

#

so no

silver zenith
#

jesus craig'slist @stuck oyster how did you even reach 2048+

stuck oyster
#

happy little accidents 😉

quick terrace
#

@stuck oyster :)) nice

stuck oyster
#

the thing I tested it on did work though. but possibly in more complex scene things could go bonkers

north sundial
#

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

stuck oyster
#

needs to be configured in the main model as far as I know

north sundial
#

Okay cool

#

Just wanted to know if i could save time

junior saddle
#

@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.
...

runic plover
#

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

junior saddle
#

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

runic plover
#

it even creates a cone lightning with the reflector configured, even without a proxy. cause it has the position to the direction

junior saddle
#

hmmm. ok

#

So then what's the proxy for??

runic plover
#

the proxy shows the cone

#

its the visual cone not the light itself

junior saddle
#

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.

runic plover
#

yep

junior saddle
#

the visible cone is not really a cone, anyway

runic plover
#

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

junior saddle
#

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?

runic plover
#

moon is also casting shadows if you got a clear night

chrome slate
median bough
#

missing displayName maybe

chrome slate
#

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

runic plover
#

Its more a config question, cfgAmmo, cfgMagazines, cfgWeapons, somewhere its not fitting

chrome slate
#

yeah, I'm re-doing them

#

I'll go ask the config bois upstairs if I have anymore problems

north sundial
#

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

stuck oyster
#

what do you mean by shimmering?

#

what is it supposed to look like?

north sundial
#

More like this

#

Both are the same RVMAT

silver zenith
#

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

north sundial
#

So the issue is the forcenotalpha, but if i remove it the object becomes see through

#

dilemma

rough idol
#

@silver zenith have you tried setFeatureType ? are you sure there are not typos?

silver zenith
#

yeah used setFeatureType

stuck oyster
#

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

silver zenith
#

considerably large

stuck oyster
#

in meters

#

thanksplox

silver zenith
#

I honestly have no clue
its a stupidly long cylinder, 10m wide indefenitely tall

woeful viper
#

10m is not considerably large

silver zenith
#

well its apparently 999 tall

woeful viper
#

that doesnt say much, as the algorithm might treat height different from width

silver zenith
#

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

stuck oyster
#

yea no if the center is too far from view its not drawn

#

its not "in view" anymore

north sundial
#

Well that may be the best option tbh

#

Thanks for the tip I’ll see how I get on 👍

north sundial
#

Thanks goat, it works perfectly now 🙂

silver zenith
#

why would it work in eden though @stuck oyster

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

silver zenith
#

is there a specific place where I should place the block for max visibility?

stuck oyster
#

whole length of the object I suppose

north sundial
#

If an objects animations aren’t working correctly when placed on terrains, is that because it’s missing certain named properties or something else

rough idol
north sundial
#

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

runic plover
#

@north sundial You also have to take care, in the p3d LOD Geometry you got named property (class = housesimulated)

north sundial
#

As well as class = house or houseanimated?

#

or will they all do the trick?

runic plover
#

Class = housesimulated

#

Or was it houseanimated.. no simulated it was

#

class : housesimulated

north sundial
#

so many house classes

#

haha

runic plover
#

Yes but this one is needed to let work your anims

#

Btw OPTRE isnt this the Operation Trebuchet mod?

north sundial
#

Yeah

#

It is

runic plover
#

Are you a developer of them?

north sundial
#

the bunker stuff is my models and ive worked on implementing 95% of it

runic plover
#

Ok good 👍 nice stuff i like sci fi things 👌😁

north sundial
#

Whats your mod again? i remember reading its not based on the present?

runic plover
#

Tiberian Genesis / Command & Conquer Tiberian Sun / Firestorm total conversion

north sundial
#

Oh nice C&C, one of my old faves in terms of games

#

i'll look them up

stuck oyster
#

@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

runic plover
#

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 think_turtle

stuck oyster
#

Perhaps you had a typo in the house. As far as I know it should work

runic plover
#

Maybe. Ill check it when im home if class house also works 😏

white jay
bold flare
white jay
#

dedmens ban hammer

bold flare
#

i makes rubber ducky sounds when you hammer down

woeful viper
#

(but its only a cheap sound board from a gift card, the hammer is actually of lead...)

silver zenith
#

in rvmats, whats the difference between these 3?
emmisive[]={255,255,255,1};
emmisive[]={1,1,1,1};
emmisive[]={255,100,100,1};

bold flare
#

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

silver zenith
#

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

bold flare
#

then just use the second one, the 1,1,1

silver zenith
#

did you notice it affecting aperture?

bold flare
#

no

silver zenith
#

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?

short plinth
#

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?

silver zenith
#

@short plinth depends on the model and its frequency in a map

short plinth
#

hey there man .. lets say its a vehicle .. like the offroad

#

so id say a moderate use in map

silver zenith
#

huh..
usually never go higher than 25k
but always aim for lower

short plinth
#

oh ok .. then 25k ... what could happen if I go higher than that count?

silver zenith
#

what model are you using?

short plinth
#

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

silver zenith
#

to answer your question
you'd lose performance and your framerate would lower as the polys increase

short plinth
#

got you .. ok .. appreciate ur info buddy .. will try to not go above that count

silver zenith
#

lods will also help you balance performance better

short plinth
#

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

quick terrace
#

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

silver zenith
#

do remember to follow the workshop guidelines or your mod will be put put down with extreme prejudice

short plinth
#

😭 oh gosh ... then everything will be made from scratch i guess 😦

quick terrace
#

95% if not more of the civilian vehicles mods used in A3 are ripped/stolen etc

silver zenith
#

yup
just like the big boys do it

short plinth
#

just right now .. im learning how 3d modeling is done ... and its a huge effort id say

silver zenith
#

everyone was a beginner at some point

short plinth
#

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

quick terrace
silver zenith
#

that pricetag should be enough to make you understand this is not an easy career choice

quick terrace
#

@short plinth if you are learning 3d modelling, do something easier than a vehicle first

short plinth
#

ohhh man .. such a nice model .. but .. i see the # of polys is way high

quick terrace
#

20-30k is the option selected

#

so it's fine

silver zenith
#

150$

short plinth
#

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 😄

silver zenith
#

is the source legit?

quick terrace
#

what?

#

you mean hum3d? of course

silver zenith
#

oh cool

short plinth
#

found this model on another page

#

is low poly

#

but i think i could start with that

quick terrace
#

lol

short plinth
#

😛

silver zenith
#

bit too low poly

short plinth
#

haha

#

yeah

quick terrace
#

you are way better of starting from scratch than from that one

silver zenith
#

its so simple it might not even be stolen lol

short plinth
#

yeah .. honestly id like to start from 0 .. so i can learn more .. however the model ushared above is pretty much impressive ...

silver zenith
#

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

quick terrace
#

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

short plinth
#

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

quick terrace
#

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

short plinth
#

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

silver zenith
#

boxes are usually a good start

quick terrace
#

more likely some ammo box

#

than a gun

#

or some other simple prop

short plinth
#

🤔 yeah .. that is another pretty good option

silver zenith
#

what was the button to change lod tye from object builder?

quick terrace
#

i did these in a few hours (around 6-7h) of waiting on some render farm, 2 days work evening including vector branding etc

silver zenith
#

render farm?

quick terrace
#

yeah

short plinth
#

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

quick terrace
#

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

silver zenith
#

been almost a month and I still struggle with curves

short plinth
#

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?

silver zenith
#

correct

quick terrace
#

@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

silver zenith
#

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

quick terrace
#

in short, doing a vehicle from scratch can take a few hundred work hours

silver zenith
#

+the weird sharp edges that have no reason to be sharp

quick terrace
#

is that blender?

silver zenith
#

yeah

quick terrace
#

no idea, irc it should still use smoothgroups, or hard/smooth edges

silver zenith
#

it has sharp and smooth edges but some just don't want to be smooth for some reason

quick terrace
#

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)

silver zenith
#

the angle is just the same as many others

quick terrace
#

maybe not welded or such?

silver zenith
#

checked that and nope

wispy sage
#

Do you have auto smooth on and set to an angle of 180?

quick terrace
silver zenith
#

autosmooth on but not on 180, seems pointless

quick terrace
#

example of proper subdiv workflow, directly in blender

silver zenith
#

and even at 180 it still doesn't get smooth

quick terrace
#

if you try and subdivide it, does it properly subdivide it?

wispy sage
#

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?

silver zenith
#

done all of that
split edges?

#

@quick terrace everything subdivides but those edges
its cursed

quick terrace
#

sounds like split edges

silver zenith
#

what does that mean?

quick terrace
#

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

silver zenith
#

checked that and they are connected

#

2 verts one edge

quick terrace
#

did you use any crease on these edges

silver zenith
#

nope

#

wait crease?

quick terrace
#

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

wispy sage
#

Are you using a bevel modifier Sanchez, or did you do those bevels on the model manually?

silver zenith
#

manually

wispy sage
#

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.

quick terrace
#

you have inverted faces

silver zenith
#

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

quick terrace
#

it is advisable to work using backface cull tbh

#

first image backface cull active, second, without backface cull active. black faces are inverted faces

warm berry
#

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?

quick terrace
#

what is project blockhead

#

you imgur the images

silver zenith
#

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

bold flare
#

Blockhead is Mondkalbs lego stuff

quick terrace
#

ahh, did he release the source files?

bold flare
#

Think so yea

warm berry
#

Project Blockhead was basically someone adding Lego men to Arma. They released the source files so people could use their work as an example.

https://imgur.com/e1CcxjV

#

That's what I see right now.

#

That's from their source blender files

wispy sage
#

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.

warm berry
#

Ahah. That was it. Thank you. ^^

white jay
bold flare
#

A tank?

noble shoal
#

Propane?

bold flare
#

Can't even find a simple tank gif image thing on phone

white jay
#

nope big boy tank

#

its hard to choose between making something abominable and something legit to

bold flare
#

I wouldn't even attempt, too much different stuff I know nothing about.
I can't even do a weapon

white jay
#

yeah sadly all the tutorials online are on how to import a tank and not make one

noble shoal
#

And you'd probably make an APC or IFV and call it a tank 😉

white jay
#

Im dumb but not that dumb😋

steel vector
#

it's just a car with more wheels

noble shoal
#

😡

white jay
#

thonk well, that shows how much i know which is absolutely nothing like usual 🤔

twin urchin
#

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?

polar fiber
#

model a default magazine inside it and use isSelected anim source to hide it when the player draws the weapon maybe?

twin urchin
#

no other way? its not possible to make the magazine proxy working in the holster?

polar fiber
#

Probably not. I don't think they show in weaponHolders etc. either do they?

twin urchin
#

when you drop them they do show the magazine loaded

polar fiber
#

Dropped weapons are not the same as weaponHolder etc. though I don't think

stuck oyster
#

Weapon proxy magazines show in the rifle when it's on back though right?

polar fiber
#

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

stuck oyster
#

Ah true

#

😝

woeful viper
#

@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...

white jay
#

@woeful viper thanks for the advice 👍

rough idol
#

@polar fiber actually it would be proxy (mag) on a proxy (weapon ) on a proxy (holdster) on a proxy (vést)

runic plover
#

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 think_turtle

stuck oyster
#

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.

runic plover
#

okey, so ill try to go a other way then. thank you bud 🙂

median bough
#

didn't somebody build a powerline tool/script?
i remember seeing something a good time ago

north sundial
#

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 *

stuck oyster
#

Rotating the laser will shorten it. There are no nice and easy way to do it

orchid spruce
#

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

silver zenith
#

the lines seem to increase on the spots where there is an object behind

runic plover
#

which weird lines i cant see any weird line 😄

silver zenith
#

it looks like it has a slight transparency

white jay
silver zenith
#

@white jay the shadow lod is not made correctly

#

try to keep it inside and smaller than the resolution lod

white jay
#

would that be in the rvmat?

silver zenith
#

nope thats a model problem
did you make it?

#

I guess not

white jay
#

No, I had someone send it to me

#

I can edit it in blender though

silver zenith
white jay
#

thanks!

stuck oyster
#

@white jay where is the model from? I hope it is not from some other game.

silver zenith
marsh canyon
#

autocenter = 0 named property?

silver zenith
#

sounds useful, I'll check

silver zenith
#

@marsh canyon should it be 0 or 1?

marsh canyon
#

0

runic plover
#

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

silver zenith
#

it worked for me and it did the job

runic plover
#

Then its good.

stuck oyster
#

Model can be build around the object space origin and autocenter 0 can then be used without any problem.

silver zenith
#

thanks for the help @marsh canyon

runic plover
#

Alright ^^. I wasnt sure cause i only use it on character models

silver zenith
#

the biki says its mostly used with proxies
but it really helped me with my case, and the rotation works perfectly

stuck oyster
#

Characters and proxy objects need it because engine reasons

#

Buildings can make use of it too

runic plover
#

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 ^^

silver zenith
#

what is the problem if corpses, bullets and grenades can fall through my static object?

stuck oyster
#

Geometry lod issue likely

#

Or that it's too big

silver zenith
#

its 10m wide
it was a flattened cube

#

so it couldn't be more simple than that
what could be wrong?

#

something like mass?

stuck oyster
#

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

silver zenith
#

done all that
walking works fine but as soon as a unit dies they plop down the floor

stuck oyster
#

How thick is the part?

silver zenith
stuck oyster
#

Well how thick xD

#

Things usually may need to be at least 10cm

silver zenith
#

I think its 0.117 meters

stuck oyster
#

Preferably more

silver zenith
stuck oyster
#

Dunno. Does your model have lot of alpha transparent parts?

silver zenith
#

not even one

#

backfaces are fine

stuck oyster
#

Could be your texture has alpha channel. Is it saved as _CO?

silver zenith
#

yup

#

in textView2 the alpha channel is fully white

stuck oyster
#

You could save it without alpha in the file and then convert

#

Non transparent alpha channel is still alpha

silver zenith
#

how can I do that?

orchid spruce
silver zenith
#

@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

stuck oyster
#

@silver zenith 👌

runic plover
#

@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

silver zenith
#

yeah I knew that
but it was a literal cube

white jay
#

https://imgur.com/a/1Pq4g8Q

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 ❤️

stuck oyster
#

Noice! 👍 👌

woeful viper
#

very helpfull when the world is wobbling all around again after a night at the pub

runic plover
#

@white jay add turbo gauge like in my real cars + turbo noise and im happy 😂

silver zenith
#

when you hit a bush with your car and the inclinometer reaches two zeroes

white jay
#

it's not an altimeter @silver zenith , just the poor peoples artificial horizon ;)

edgy oak
#

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 !

stuck oyster
#

You can try the transformation tool dialog.

silver zenith
#

how can I copypaste a model and change its LOD?

stuck oyster
#

From where to where?

silver zenith
#

from the same model
as if I were using the res lod as a geo lod aswell

stuck oyster
#

You select what to copy, copy it

silver zenith
#

which I know its unadvised but the model is a plain sphere

stuck oyster
#

Make new lod