#arma3_model

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stuck oyster
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And set it to what lod it needs to be

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And paste

silver zenith
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yeah I think I know how to do the copypaste stuff but how can I change a lod?

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oh from properties?

stuck oyster
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Yes

silver zenith
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oh that did it, thanks

stuck oyster
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๐Ÿ˜…

silver zenith
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I hate it when I find the answer right as I ask the question
happens a lot

old gulch
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Okay! Fun new project I've been working on, my first gun

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It functions, approximately correctly (not a fan of where the origin has to be for everything to line up.)

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Now, the current issue I have is there's no casings ejecting.

old gulch
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Any ideas?

wispy sage
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You have a nabojnicestart and nabojniceend defined as memory points?

old gulch
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Yep

polar fiber
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It functions, approximately correctly (not a fan of where the origin has to be for everything to line up.)
@old gulch what do you mean by that? Weapon should have autocenter 0 property in the geometry LOD. Then all points that it uses [0,0,0] origin

old gulch
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Just for getting it into the right position for the animation.

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The geometry LOD does have autocenter = 0 as a property.

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Based off the zubr, etc, everything seems to be slightly to the left of the origin instead of on the center line

wispy sage
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What are you using for the weapons magazine and ammo in the config?

old gulch
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So, I based it on the Zubr, but I replaced cartridge =... value with "FxCartridge_127" for now, The gun fires and everything, so it works.

wispy sage
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@old gulch It's very possible the Zubr doesn't use the cartridge system and instead uses an animated vertex group.

old gulch
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Potentially!

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I'm not sure yet

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Oh, no, I got it working. I think I just had the pathing on the cartridge wrong the first time around

strong plaza
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does quads/tris matter any in the MLOD when it's converted to ODOL, does everything get triangulated anyway?

polar fiber
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Yes, it's all tris ingame

wraith tendon
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Yeps

north sundial
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Can you hide a light position in the memory lod? Itโ€™s a marker light and Iโ€™m trying to hide/show two different ones but they are both just displaying

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Itโ€™s not the hiding thatโ€™s a problem in terms of animation or config

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I just assume itโ€™s not possible

stuck oyster
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I think it should be possible

north sundial
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Well the hide works on the model but the light doesnt "turn off" or on

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the light pos is tied to the emissive hiding/showing

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so its working but not on the light

stuck oyster
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The light memorypoints is part of the hide selection?

north sundial
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yeah

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its a blue and a red one so atm they are making a white light

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I wondering if the hide selection just hides polygons rather than memory points

rough idol
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marker lights cannot be animated

runic plover
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But Reflectorlights can be animated

marsh canyon
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But not for marker lights

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Since marker lights are placed at memory points which can't be animated

runic plover
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Havent tried markerlights yet, only reflectorlights, and these work ๐Ÿ˜Š

north sundial
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ah kk

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might try reflectors

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can they be hidden or only rotated?

rough idol
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they can be hidden

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if both pos & dir is at 0,0,0 (which hide basically does) then light is no longer rendered

stuck oyster
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Could the marker light be turned off in the same action the door is used though

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With this

rough idol
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that will kill all marker lights though ๐Ÿ˜„

stuck oyster
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in the object yes

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but as far as I can tell that door is separate object

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the lamp could also be made as separate object if it is a larger multi door/lamp object?

charred plaza
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So, I have Something Iโ€™ve always wanted to ask Mod makers: Could someone make some terrain objects that look like โ€œTiberiumโ€ Crystals from command and conquer? Would it be hard to do?

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(Moved from terrain makers)

north sundial
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Ah so it could turn the light off

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i'll have to look into it

stuck oyster
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@charred plaza you were answered when you last asked this...

north sundial
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im not sure if i like it with the blue however, kinda gives a little visual cue to the player that the door can possibly be unlocked

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Would change the top of the left one to be blue but

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@charred plaza theres already a C&C mod called tiberium genesis, headed up by sentry i thin they are working on crystals

stuck oyster
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Sentry answered him already

north sundial
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the one on the right is a static can never be unlocked for context

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ah okay sorry

stuck oyster
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No problem, just odd that he did not see it.

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I must admit I'm not big fan of that much lights on things

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Some of the lights could still be blue and off when it's just locked then maybe the mid section could be red

charred plaza
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Iโ€™m aware my question was answered, I moved it here becuase I was asked to

stuck oyster
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Yes well but if you already got the answer do you need to ask it again ๐Ÿ˜…

charred plaza
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Ok, my bad.

stuck oyster
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I mean you can ask it if you need more than what sentry has to offer

somber zephyr
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Greetings, may I ask if anyone has a good source for making an object from scratch? I wish to possibly make tunnels. (I believe this is the right channel)

median bough
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what kind of source?
how to, or reference data?

somber zephyr
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I know nothing of that. megalul I'd most likely have to do it from scratch? Since I don't know where I could get the tunnels from.

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Honestly my attempted adventure into this is because I'm angry at FATA Tunnels.

median bough
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well... learn the 3d software first. blender for example. it's free and has a lot of tutorials on youtube (blenderguru). after some weeks of practice, you can then maybe start with the tunnels

somber zephyr
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Fair enough, I'll have to look into that. Thanks!

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Honestly, didn't know exactly where to start. Thank you for the direction.

median bough
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you have to learn how to use a hammer first before you can build a house

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๐Ÿ˜‰

stuck oyster
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well said

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dont look for anything tunnel related, just generic tutorials on how to use the program

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making something specific comes after you know how the tools work

median bough
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dont look for anything tunnel related, just generic tutorials on how to use the program
the notorious blender donut ๐Ÿ˜„

somber zephyr
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Yeah, was going to do that

median bough
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๐Ÿ‘

somber zephyr
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I know someone who uses blender to make 3D models so I'm pretty sure I can hit them up

median bough
somber zephyr
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Oh? Sure.

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5 hours? No problem

stuck oyster
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you can expect mastering Blender (or any 3D modeling program) to take years

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you dont however have to be master to do stuff

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but there are a lot of techniques and tools available to create things

somber zephyr
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I just want to make claustrophobic tunnels that can, you know, have AI not walk out of the walls.

stuck oyster
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"I just want" does not make it any less complex process. Tunnels are especially difficult to produce for Arma. You just have to accept that you have a long road of learning ahead of you.

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If you keep at practicing and get familiar with all the different parts of making a game asset (making the model, unwrapping, texturing to name couple of big ones) you could be ready for actually making one and figuring out what it needs to work in Arma in few weeks.

somber zephyr
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Oh I know it's going to take a bit. Just like welding took a while to learn

stuck oyster
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๐Ÿ‘

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good luck

somber zephyr
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Thanks!

quick terrace
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@median bough this blenderguru guy is possible the worst guy to make tuts for blender tbh

median bough
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really? ok ๐Ÿ˜„

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it's just the only name that stuck to me

somber zephyr
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If you have better suggestions, go for it. I'm going to pass out now though.

quick terrace
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although a max guy, he recently jumped into blender wagon

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in any case, people who self entitled themselves as lords, gurus etc are to be avoided, just my 2 pennies

median bough
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my 2 pennies
i just read something completely different here and had to doublecheck ๐Ÿ˜‚
i need sleep.........

north sundial
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arimus is great for both

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started doing tutorials that include how to do what hes doing in blender and max

north sundial
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Well it depends entirely on whats broken

bold flare
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that screenshot is surely not a geometry lod, it looks too detailed, and also not sure if the components are right?

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port from which game?

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From stalker?

cyan heart
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You can't port stuff from other games

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If you don't have explicit permission from the Author to do so you can't

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I'm not sure if the Stalker assets are free to be ported to other games, but I'd guess not

marsh canyon
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They approved IIRC?

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Or not, I think they did but might was a misreminded something

cyan heart
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You won't recieve help if you want to do something illegal.
I might be wrong by saying you cant port stalker content, if you are allowed to and can prove it, then you'll get help

north sundial
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You are probably best learning the basics of modelling before importing models

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if you dont understand the basics its going to be very hard

cyan heart
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Doesn't matter if it's non commercial or not

marsh canyon
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Non-commercial doesn't matter

north sundial
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look further up for some links about that, and what they are saying ^

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Did he delete his stuff?

cyan heart
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Either him or a moderator

bold flare
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Non-commercial doesn't matter
in this case it does.

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Atleast some stalker games allow their content to be freely used for non-commercial purposes

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not sure if it applies to all games

marsh canyon
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Ah well

bold flare
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Ah he left already..

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Guess he didn't want/need help afterall

north sundial
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Didn't like being challenged about ripping assets

marsh canyon
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Looks good than more work for you

bold flare
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Guess they knew what they were doing wasn't 100% clear

fierce rain
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Hello, i have a question: is there any tutorial that explains how i can add number plates on my car? Im lost and don't know what to do. IM new to this. But i have setup Blender with the ArmaToolBox addon and know the basics of Belnder and A3 Object builder.

stuck oyster
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Concerning STALKER I am under the impression that the material from all 3 released games are allowed to be used. If not all 3 then at least the 1st one.

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@fierce rain hopefully your cars are not from some other game.

cyan heart
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Concerning STALKER I am under the impression that the material from all 3 released games are allowed to be used. If not all 3 then at least the 1st one.
@stuck oyster This is the only thing I was able to find:
Our company allows non-commercial use of mods for our computer games. If you want to use mods developed for our games (such as from the S.T.A.L.K.E.R. series) with another game, you have to turn to that game's developers for permission.

bold flare
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There was a specific forum post from the devs about stalker games

fierce rain
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@stuck oyster no xD. I have a friend that models cars in his free time and makes them ready to use in Arma he gave me source for some of his cars but they don't have any plates. So i want to add them but i don't know what i have to do and i don't have a model for it. So i thought maybe there is a Turoeial i can read trough.

quick terrace
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i have heard the friend thing more than once before

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if he makes em ready to use for arma, maybe he can also add the plates - i mean your friend

woeful viper
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if he is your friend, he surely will add such a simple thing as a number plate...

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its almost as if every one with a car model has got it modelled "by a friend".

uneven sluice
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Hey there, I'm trying to modify the Type 115 at the moment. My goal is to add a standard version (without underbarrel), keep the one with the underbarrel, add a grenade launcher variant and a marksman version.

I'd like to ask if anyone has any idea where to start with this. Sorry if I'm in the wrong channel, but since mine involves some model changing I'd thought about asking here first.

polar fiber
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It's not possible to edit the game models in that way

uneven sluice
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Is it possible adding a Grenade Launcher underbarrel though? Or is that more config related?

polar fiber
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Using the same model and reconfiguring it to fire grenade ammunition instead of the 12.7mm or whatever ammo it uses now. Yes that's possible

uneven sluice
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Could I also 'remove' the underbarrel .50 caliber or is that just part of the model?

polar fiber
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It's part of the model

uneven sluice
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Ah damn. No problem, we can just imagine the .50 cal as a small grenade launcher then ;) Thanks man, I'm trying to get a small change going for a campaign I'm doing. The Type 115 is awesome to use but problematic since it's very limited in use :/

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Hopefully I can figure a way out :) Thanks!

rugged rock
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What is the best programme to use to try and start making my own equipment to make a small helmet mod?

median bough
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blender. it's free

rugged rock
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oh? ok i will have a look now, thanks ๐Ÿ™‚

cinder meteor
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Regarding the CompartmentsLights: Is there any animation source that goes with them ? Or any hint on when they are turned on ? Something I could use in the model to make certain geometry visible when the CompartmentsLights are on ?

stuck oyster
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MarkerLight source perhaps could tie to it?

sonic valve
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I tried even just a basic cube as well and no luck.

marsh canyon
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What is the path you wrote?

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Didn't tried yet to spawn a object in a mission folder, but maaaaaaaaaaaaaaaaybe you need to write absolute path from the root eg C:\

sonic valve
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just mine.p3d

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It was in the root of the mission folder

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I mean, at minimum all you need is a cube, component, and then save as p3d yea?

white jay
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Hi, can somebody tell me how to make ARMA poses work?
BIS examples
A2_animation_poses

marsh canyon
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No crossposting @white jay

white jay
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@marsh canyon What topic is the question related to, modeling, or animation?

marsh canyon
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Depends on your question but animation would work for it?

white jay
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yes

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But modeling too

marsh canyon
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Either way crossposting is out of the #rules

stuck oyster
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It works with a lot of work introducing the A2 animations (or any other animation) into the A3 animation/cfgMoves system.

Requires understanding how Arma configs work so one can interpolate how animation configs work and inject their own animation in there without breaking the originals.

Use #arma3_animation or #arma3_config for further inquiries.

@white jay

vapid leaf
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One message removed from a suspended account.

quick terrace
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@vapid leaf there is no fix โ€œbudgetโ€. weapons that have tona of rails will take always take more polygons, same for things with lota of rounded parts. always make HP model first though, a lot of the details can be baked down into textures

oak lintel
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at custom lamps is there a distance before you can see the light? can you setup that?

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the last lamps are off... i go in the near, lamps go on

rough idol
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@oak lintel probably you are reaching limit of dynamic lights - check your video settings

oak lintel
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ah merci. i check it ๐Ÿ™‚

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my video settings is completly high (ultra)

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i read, the lightsources limit is at 32. but my settings are ultra and i have 20 lightsources in screen. but my limit is at 19 or 20.. ๐Ÿ˜ฎ

rough idol
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32 is engine hard limit. Ultra preset in vanilla Arma is set to 20 light sources

oak lintel
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ok thx

white jay
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Is 7 million polygons too many

runic plover
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@white jay yes. Tooooo many and makes no sense at all

white jay
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@runic plover is 19k too many?

pastel oyster
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In object builder, I have a named selection of a proxy which I somehow seem to have 'tied' to a different named selection. When I select it, rather than being all red and having red corners, the corners are purple.
In the bulldozer & ingame when I run an animation using the selection it is stuck too, it follows along it, but obviously it shouldnt. How could I fix it/'unstuck' it?

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And what possibly could I've done to have it stuck there in the first place?

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Also from my limited knowledge I believe that the issue atleast isn't from model.cfg

runic plover
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@runic plover is 19k too many?
@white jay depends what it is, vehicle, building, weapon, object

white jay
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Vehicle

keen prism
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19k is fine for a vehicle for the most detailed lod

white jay
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Not sure where to ask this exactly, but I've just gotten my hands on a trackIR 5. Fiddling around with it for a bit, I'm wondering how boundaries for the head movement are defined when sitting in a vehicle, especially in the md500 where trackIR users can simply stick their head through the side door and look around like in the doorless variant. Although it's probably not intended on the helicopter, I'd like the inhabitants of the car i'm currently modeling to be able to stick their head through the window just like you would be able to do when the window is lowered. Thanks in advance for any input ;)

stuck oyster
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I'd say no info available on that at all.

hasty relic
stuck oyster
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It may make things go bonkers for non trackir users. ๐Ÿคทโ€โ™‚๏ธ

marsh canyon
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So continued from #arma3_scripting , what determines the direction of a ladder on a house object?

polar fiber
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memory points

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IIRC with vertical ladders, the bottom point needs to be very slightly closer to the side of the ladder you want the unit to climb it from

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so that it's actually a very slight slope

marsh canyon
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Hmm, thanks

stuck oyster
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๐Ÿ‘† the above is exactly as it is

turbid cove
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@cinder meteor!!
So it's you!!

cinder meteor
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Hah! Yeah, back when Arma 3 was still in Alpha

turbid cove
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the font gives the earlier times away ๐Ÿ˜

marsh canyon
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Just realized that image is OA style loading screen ๐Ÿ™‚

cinder meteor
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Yeah, it was taken from an Arma 2 mission... I was just playing around with the mission presentation and added what I found out to the Biki

turbid cove
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I like these bits of stories behind History ๐Ÿ˜‹

pastel oyster
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Any possible answers or tips to my question earlier? Am not able to find anyting about it

stuck oyster
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you need to redefine the selections so that the proxy is not part of them

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for example, select selection, deselect the proxy, redefine selection

white jay
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@hasty relic cheers, I'm gonna start digging around for a bit

pastel oyster
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Thank you, not exaclty that, but it still helped me solve it!

runic flare
quick terrace
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alpha sorting

runic flare
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lol, thanks

silver zenith
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made a simple cube but while all other lods work fine(including roadway) vehicles, corpses and grenades go through it

polar fiber
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Has Geometry LOD? And you have done Structure\Topology\Find Components in said Geometry LOD?

silver zenith
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yes and yes

polar fiber
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Structure\Convexity\Find Non-Convexities shows no problems?

silver zenith
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checked non closed aswell and its alll fine

polar fiber
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Ah nvm, I think vehicle, ragdoll and grenades interactions are done by PhysX LOD

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so need to do those checks there too

silver zenith
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oh

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I'll check thanks

silver zenith
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that didn't work @polar fiber

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the model inherits from house_F

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what should I inherit from

runic plover
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You added mass in the geometry LOD @silver zenith ?

silver zenith
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yeah @runic plover , found out the problem, had accidentally gave mass sto the geometry phys

runic plover
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๐Ÿ‘

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Geo phys has alltime mass = 0

pastel oyster
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When I spawn the vehicle all is fine, but after doing
this setObjectTexture [0,"asd"];
Nothing changes

polar fiber
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sections[]

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@pastel oyster Note that arrays generally have plural names, since they usually listing multiple values

pastel oyster
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yeah, it is sections[], just misswrote here - sorry

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I solved it while waiting for the responce, and it was very similiar to what you wrote - my addon builder was packing into "modname/addon" instead of "modname/addons"))

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so everything was wokring afterall

stuck oyster
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Id suggest using PboProject...

pastel oyster
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I've found Addon Builder to be more comfortalbe, this being first time I've had an issue with it

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and tbf, it was due to my own carelessness)

stuck oyster
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well Addon Builder lets you pack just about anything

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it gives you almost no feedback on your errors

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so if that is what makes you comfortable, go for it. but it is likely all kinds of errors slip by.

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pboProject on the otherhand is designed to spank you for every error you make

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so that you produce error free mod

median bough
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I've found Addon Builder to be more comfortalbe
screams internally

stuck oyster
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well Im sure its nice when it does not nag you for every issue your configs and models have ๐Ÿ˜„

median bough
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but the text editor will scream if you try to load the first RPT after a 2min test run that has 2GB of error lines
๐Ÿ˜‚

pastel oyster
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No I actually do prefer getting stopped due to errors, didnt know PboProject did that

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But I also always manually check the RPT files to look for errors, so if PboProject does that automaticly, would save me alot of time

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Thank you for the suggestion)

median bough
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pboProject is the superior way

quick terrace
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by a long ducking shot

median bough
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it tells you exactly where you ๐Ÿฆ†ed up

pastel oyster
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Well, always better to learn the hard way and then discover there is an easier way afterwards I guess))

median bough
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lol... he said "easy"

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๐Ÿ˜„

quick terrace
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it's not really easier, but it tells you where you had the ๐Ÿฆ†

pastel oyster
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Well, asumed it is since you say it tells me where I failed , rather than having to dig through everything to find all the ๐Ÿฆ† 's

quick terrace
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it won't let you pack stuff with either config or model issues

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yes, in 95% of the time, it will

stuck oyster
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it catches most of possible errors you can make

quick terrace
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still wondering how addon builder is even allowed to be as an official tool tbh

stuck oyster
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it works if you feed it gold ๐Ÿ˜„

median bough
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b/c it kind of "works"

pastel oyster
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Well, it seems it already caught a problem with "giberish@giberish@giberish could not be located in the dynamic link library DePbo64.dll" even through I have already installed DePbo64 ((
Which channel do I go to to ask about that? ๐Ÿ˜…

quick terrace
pastel oyster
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Makes sense, his name is on the tools afterall, thanks!)

stuck oyster
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probs need that one windows thingy updated. theres link somewhere for it

hardy oar
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Hey guys, having some issues with my shadow LOD. Getting the usual weird tearing thing that would suggest non-closed structures. Except, I've already fixed that bit....

Everything is closed, geo is triangulated, edges sharp, nothing in the texture path

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The shadow itself is displaying on the ground alright, there's just all those artifacts along the way

vapid nexus
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have you checked for degernate faces ?

rough idol
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@hardy oar seems like you have camo selections in shadow lod

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Or personality ones

hardy oar
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Is it possible the selections are having textures applied via hidden selections?

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Eg; my "receiver" selection could be having textures applied via hidden selections?

stuck oyster
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if you have any hiddenselection selections in the shadow lod then yes

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and you should not have them there

hardy oar
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Degenerate faces are a no, I've just deleted the selections. Trying now. I kept them there for the sake of animations, but TBQH I'm so over these shadows now I just want it to be over haha

stuck oyster
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animated selections is fine

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but hiddenSelection selections like Camo are not

hardy oar
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I was a naughty boy and re-used some of them for both

stuck oyster
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๐Ÿ™ˆ

hardy oar
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It's alright, I should be able to re-jig things. I'm just glad to have it narrowed down

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Fresh set of eyes helps so much

stuck oyster
hardy oar
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O lawd those look my eyes at 2am

hardy oar
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It appears that did not help

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I've got to go to bed now, but I'll check back in the morning in case anyone has any suggestions. I feel like I've checked everything 100 times.

stuck oyster
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those are open mesh still

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or wrongly closed ones

runic plover
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Just check with structure/topology/find non-closed (OB)

hardy oar
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Everything is closed ๐Ÿ˜ฆ only thing I can think of is perhaps it is wrongly closed

hardy oar
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All fixed now! The hidden selection suggestion was correct, turns out the PBO was not packing correctly after making that fix and took some figuring out. Man, that drove me crazy

vapid nexus
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Welcome to arma ๐Ÿคช

radiant dirge
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Hi, anyone know how to keep a grenade from going through a shield? (shield defined as a gun in the config.cpp) ?

median bough
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iirc the shield model needs fire/geo LOD

radiant dirge
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He already has one

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but grenades still passing through (but not the bullets)

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:/

stuck oyster
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perhaps you cant. Arma is not really designed for shields.

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also if you mean handgrenades, they dont collide with characters at all

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launcher grenades should explode on characters

last star
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I took it from arma 3 samples, I feel stupid but it gives error to this line class UniformItem: InventoryItem_Base_F

class UniformItem: InventoryItem_Base_F
{
    type = UNIFORM_SLOT; 
};

class UK_WDL_uniform: Itemcore
{
    scope = 2; 
    allowedSlots[] = {BACKPACK_SLOT}; 
    displayName = "Woodland Fatigues (UK)";
    model = "\A3\Characters_F\characters_f\BLUFOR\b_soldier_01.p3d";

    class ItemInfo: UniformItem
    {
        uniformModel = "-";
        uniformClass = Test_Soldier_base_F;
        containerClass = Supply90;
        mass = 80; 
    };
};
radiant dirge
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๐Ÿ˜ข @stuck oyster sad

stuck oyster
#

@last star what gives what error?

radiant dirge
#

But Grenade dont pass through the wall ?

#

Because it's building ?

last star
#

File uk_uniform\config.cpp line 0: .Uniformitem: Undefined base class `InventoryItem_Base_Fยด

stuck oyster
#

@radiant dirge yes. different simulation

radiant dirge
#

๐Ÿ˜ข

stuck oyster
#

nothing you can do about as far as I know

#

@last star the error is pretty self explanatory

radiant dirge
#

Sad news

stuck oyster
#

the inventoryItem_base_f is not defined anywhere

#

as class inventoryitem_base_f;

#

@radiant dirge dunno how much a shield would do anyway if grenade hits it and bounces in front of it to explode

last star
#

and to fix it I define it how? (I don't know how to write configs, I just use arma 3 samples and a lot of help from the community)

stuck oyster
#

if you want to make mods you got to understand the stuff.

radiant dirge
#

@stuck oyster She kill the guys behind ?

stuck oyster
#

ยฏ_(ใƒ„)_/ยฏ

#

well thats how it is in Arma now

stuck oyster
#

no amount of crying will change that

radiant dirge
#

and btw do you know how to make a Static HandAnim ? Because mine are broken ๐Ÿ˜ข

#

@stuck oyster

stuck oyster
#

well yes, but it should be pretty straightforward. I use Blender and export to rtm with Arma toolbox addon. works 10/10 on my end.

#

if you got issues I recommend checking out related topics on BI forums

radiant dirge
#

Ok because I do the same but in game the HandAnim is buged ๐Ÿ˜ข

stuck oyster
#

most basic issues are explained either on the blender addon thread on BI forums or the Macsers armarig thread

#

Id wager you find the answer there

radiant dirge
#

Oki thx ๐Ÿ™‚

#

I go check that

cursive yew
#

I am trying to open Object Builder but it crashes everytime I do. I have mounted my P drive and can use Addon Builder

stuck oyster
#

Probably something messed up in your tools setup.

#

Or you are trying to open binarized p3d

#

Which you can not do.

#

The A3 p3d or p3d from mods can not be edited and you would not have permission to do so anyway.

quick terrace
#

OB never crashed on me ever when just opening itself

woeful viper
#

does he try to open a binarized p3d?

stuck oyster
#

sounds more like trying to open binarized p3ds

#

probably

silver zenith
#

how should I make shadow LODs for an interior considering its going to be 100% always in shadow except for a single face?

stuck oyster
#

same way as for anything else?

#

I dont understand the question

silver zenith
#

@stuck oyster I know there is a renderflag called alwaysinShadow
would that make the interiors always dark?

stuck oyster
#

no

#

what are you trying to do?

#

take pictures

silver zenith
#

its a simple tunnel
https://imgur.com/a/PgU1jzi
there is an outside entrance and the rest is underground
I still have some doubts on shadowlods
could I just cover the entire underground part covered by a cube or should I do it like every other model and have a similar model but slightly smaller?

stuck oyster
#

use sbSource = visualex

silver zenith
#

I'm on its biki page
what does it do exactly?

stuck oyster
#

casts shadows from your resolution lods

silver zenith
#

that seems extremely convenient
any drawbacks?

stuck oyster
#

soft edged shadows are drawback for some people

#

I like them more

silver zenith
#

oh I see so it forces soft shadows
I do like the sharp ones but it should be irrelevant for something like this

stuck oyster
#

it does not force them, it just draws them like that

#

there is no shadow lod needed or used at all

silver zenith
#

wow thats pretty cool

white jay
#

Does it matter if I'm going to make model from boxes or plates?

silver zenith
#

@white jay if you mean planes no, a cube is just 6 faces

quick terrace
#

@white jay it doesnโ€™t matter at all, minus the end result, which should be a triangulated mesh. you could use nurbs, splines, whatever

white jay
#

cheers lads

livid kelp
#

Hello, I'm just wondering if anyone has any experience with player interactions and moveable memory points. I have a elevator model, within the first 2m I'm still able to interact to close the doors and move the elevator up and down. However when i go above the 2m in height from teh origin I'm unable to interact with the memory points anymore. I've applied particle effects to the memory points to see if they are moving with the model and they are. If anyone has any experience with this, its will be much appreciated.

stuck oyster
#

interaction points might not move with animations

#

actually post pics of the model itself

#

in OB is fine, just need to see the size of it

stuck oyster
#

what condition does the action have?

#

is it fulfilled when its up

livid kelp
#

yes, it works when the stroke of the lift is only 1~2m, when its further away its not giving me the scrollmenue
condition is true

stuck oyster
#

probably the point does not move but you move out of its influence sphere

#

or the memory point moves as you can see but the action point does not

#

likely same thing as with the license place/dynamic text points

#

they do not animate either

livid kelp
#

are action points attached or generated fix on the mempoint position (and later not updated when the mempoint moves) ?

stuck oyster
#

that is what I think. Cant remember if I have animated action points anywhere

#

I have a remote memory that I've tried it but it could not be done

livid kelp
#

hm thanks anyways

naive kindle
#

Hello, i have a question regarding uv layouts. I've made my model in blender and defined the uv layers there. When i open the p3d file in object builder i have 2 UVSet slots, as i have defined in blender.

I would like to copy the uv layer in UVSet 1 over to UVSet 0 as in the picture below. Does anyone know of a way to do this?
https://i.imgur.com/mkPqC1Z.png

stuck oyster
#

those are not uvset slots im afraid

#

those might work with UDIM workflow

#

but Arma does not use that

naive kindle
stuck oyster
#

sure that works too

naive kindle
#

been stuck on this problem for days. I guess sometimes writing out the problem helps one come up with a different solution ๐Ÿค”

#

Thanks for the quick response anyways! @stuck oyster

stuck oyster
#

for future models it is simpler to set it up in Blender to begin with

#

๐Ÿ‘

#

nice helmet too

naive kindle
stuck oyster
#

well for starters

#

the 0-1 uv space is shared between different materials

#

so doesnt matter if uvs overlap if they use different textures

#

as only the different textures are drawn on the surfaces

#

the second uvset is reserved for special textures that need different kind of uv layout on the same mesh

#

so basically forget what you know already if its related to UDIM and such

#

in your case the helmet probably uses 2 textures?

#

or is the netting all mesh and not alpha transparent surface

#

Arma 3 samples on steam contain uvs too although the texture are not assigned

#

you can assign them via the camo selections for example if you like

#

but main thing is normally a Arma model has only 1 UVset

languid anvil
#

Anyone know how I could export a model from Arma 3 to remodel it. Basically there is a vest that I want to remodel and add some more variety to it.

stuck oyster
#

you can not

#

the files are locked

languid anvil
#

@stuck oyster Ahh ok. Guess I will get started on making my own

#

Thank you

stuck oyster
#

that would be the only way

polar fiber
#

Unless it's the "Tactical Vest", in which case BI released the model for it in the Arma 3 samples pack

junior saddle
#

sbsource - viusalex vs shadowvolume
What's the diff?

stuck oyster
#

visualex newer implementations and draws shadows from reslods. no shadowlods needed

junior saddle
#

Ok but I see the same results with shadowvolume setting in sbsource.

#

Sentry recently informed me about these shadows. They seem like a great idea, but I wonder if they have been fully thought out?

#

When the object casting the shadow is close to the surface the shadow appears, the shadow should be little crisper. But for a tall pole, for example the shadow should be crisp at the base and gradually get more blurry at the top, especially in early and late daylight.

#

As you may have just heard, there is also no affect on the viewPilot LOD

polar fiber
#

You'll probably notice that BI only use them on buildings, rarely on light poles and other small props, and not vehicles and characters/equipment

junior saddle
#

right

polar fiber
#

They're not precise enough for some applications

junior saddle
#

looks funny to see a character in a vehicle with differnt shadow types

quick terrace
#

you can get shadow buffer shadows from a SVLod just as well, not just stencils btw

#

and not, the shadow implementation (both stencil and sbuffer) are pretty primitive tbh

#

that being said, the only few games i know that actually use softer shadows depending on distance of shadow cast to surface, have been released starting 2019

junior saddle
#

ok

#

If I'm not mistaken CryEngine did this in 2007

#

but...

#

it's CryEngine

stuck oyster
#

cryengine also needed a supercomputer to run ๐Ÿ˜„

junior saddle
#

LOL

stuck oyster
#

back in the day that is

junior saddle
#

mine was pretty good

#

so... today's rigs could run it

stuck oyster
#

todays machines probably could yes. just needs a good engine programmer to make it so I suppose

junior saddle
#

I only stopped using Crysnegine because the bullet flights had no decay

stuck oyster
#

that probably could be edited in too.

#

offtopic though

#

๐Ÿ˜›

junior saddle
#

good point

quick terrace
#

no, cryengine wasn't doing shadows directly from the mesh (visualex way)

#

in 2007

junior saddle
#

It was

#

I never made a shadowLOD

quick terrace
#

fair enough then

junior saddle
#

Yes, but we are talking about A3 and visualex. It's exciting, but I'm only just now learning about it because I haven't made any buildings yet. I understand that it gets improved with most new updates to A3?

#

Is there a solution for glass shadows yet?

#

Hehe. you guys must be rolling your eyes at me.

stuck oyster
#

No glass shadows

#

If I recall right

junior saddle
#

poop

#

Not super important, but good for people who like better visuals.

quick terrace
#

glass shadows?

#

there will be no real further A3 updates

naive kindle
#

I've been trying to achieve a similar result to the helmet below, with the grass patches on the model.
https://media.discordapp.net/attachments/738773536524468224/739611616353714456/20200803002917_1.jpg?width=1187&height=643

I made the model in blender with some "planes" scattered around the helmet;
https://media.discordapp.net/attachments/587776185401081886/740201611514740816/unknown.png?width=816&height=659

I then made some textures in substance painter by first applying opacity to the square planes, and then drawing in some grass patches. This is my co map after exporting the textures (please excuse the bottom half of the map, this was made for testing);
https://media.discordapp.net/attachments/587776185401081886/740202337154629662/unknown.png?width=666&height=659

Lastly, when i try to apply these textures to the model in object builder I'm not quite getting the result i was hoping for;
https://media.discordapp.net/attachments/587776185401081886/740203818565894244/unknown.png?width=802&height=659

My question is whether this is the wrong approach to achieving the same result as in the first picture? Have any of you experimented with making "grass patches" on models? I would rather not have to 3D model each piece of grass, and i figured it must be possible somehow to create the desired effect in textures.
Thanks!

polar fiber
#

The main problem you have by the looks, is that your alpha sorting order needs adjusting

#

But your foliage planes don't really seem to have much "volume" to them. The RHS helmet has a pretty dense bundle of planes with the grass alpha applied on top (middle part) then applied over the net on the right

#

The foliage planes are textured on both sides, fairly large, and are not simply flat planar surfaces (here I have exploded them a bit)

#

Really there only seems to be two or three kinds of grass geometry in the model, copied and pasted at different orientations around the helmet

naive kindle
#

Seems that I have a bit more experimenting to do ;)
Thanks for the quick reply! I will add some larger planes and adjust them with some curves to achieve a more "natural" look, and also attempt to fix the textures.

polar fiber
#

Oriented the two kinds of grass object so you can see that the only real differences between individual pieces is size, orientation and some slight variations in the way the verts are pushed to give depth/curvature to the surface

thick harness
#

Hi everyone! I'm quite new to modeling and modding. I've been doing some modeling practice the past few months and I have gained the confidence to try making a weapon mod. I've started making a model (Blender) and everything is going well. In fact, too well that it's kinda scaring me because I went with the boolean workflow for the handguard and there are only minimal artifacts. My question is how well does this translate to Arma 3? Do the smooth shading and the sharp edges translate well to Arma 3? Also, how do I use Substance Painter to texture it? What template do I choose? Tips? Thanks in advance!

woeful viper
#

yes they translate (otherwise something is borked on export/import/ with the mesh itself). "How do i substance painter" -> plenty tutorials on youtube.

thick harness
#

Thanks for the response! I'm sorry, the substance painter question was quite ambiguous. What I meant was more like "Can I do anything I want in Substance Painter? If I do something in Substance Painter would it look the same in-game?"

woeful viper
#

1 depends on skill (and what do you want in the first place?)
2 hm no. Arma does not use PBR rendering technique so you have to adapt to that

#

there are some things to help (theres a arma shader for SP)

stuck oyster
#

Arma uses very similar shading with smooth and hard edges so that should translate over pretty well. Main thing is to get good textures on it though and the common method of producing them starts with highpoly to lowpoly baking and continues from there with number of different methods. Substance painter workflow being one of them. For that you probably should do a search on this channel for useful tips and do tutorials on the program itself to understand how it works.

Also it is important to understand the Arma material workflow with specula/gloss lighting that is different from substance painters default metalness/roughness workflow. There is more discussion about that in the maker channels history.

#

Substance painter can be set to use custom shades that mimic Arma render quite closely but I don't have those links at hand. It is possible though.

silver zenith
#

I'm trying to assign 2 faces to a named selection but whenever I do it also select any face between the 2 faces

stuck oyster
#

selections are done by verticles I think

#

not by faces

silver zenith
#

so there is no way to avoid selecting that face?

#

I could add an extra cut but I don't know if that will compromise the already created UVmap
it shouldn't right?

stuck oyster
#

yeah it should just cut uv too

hardy oar
#

I have created a custom identity which uses a new face mesh. This is working in game. Is there any way I can customise what mesh the arms and legs use, or is this restricted to textures and mats? I would like to have the arms switch to the arms of a human skeleton when a certain face is chosen.

stuck oyster
#

the arms are part of the character and do not switch with the head proxy

hardy oar
#

So even though your character can switch skins through the head you chose, there's no way to change the mesh those skins apply to?

stuck oyster
#

not possible yeah

#

or well sure if you made a custom character that has the hands in the head p3d

#

then they would change with it as far as I know

#

but that naturally would not be compatible with other models

hardy oar
#

Hmm I wonder if applying a fully transparent texture to the default arms, and then adding new arms into the head/bust .p3d could work. Eg; old arms are made invisible, new "skeleton arms" are added in alongside the face's proxy...

stuck oyster
#

Im not sure if the arms have that kind of selection

#

perhaps via the identity type

rough idol
#

@silver zenith there is face selection tool in ob

#

You can also have face based sel3ctions

rough idol
silver zenith
#

oh interesting, never done it trough OB
thanks @rough idol

solid sonnet
#

Hi guys, I want to ask a question about the normal texture of the model

#

The normal texture of this normal is also raised due to the smoothing problem of the high poly model, but there is no problem in Substance Painter.

#

Can this problem be fixed in ARMA?

polar fiber
#

have you flipped the green channel for the normal map already?

polar fiber
#

I guess it's a problem with the model's vertex normals not matching then. In general it's best to triangulate the LP mesh before exporting. And you want to bake the normal map on the triangulated model too, so that triangulation is hopefully consistent across all 3D aps

#

If you select the parts of the model that have weird looking normals in Object Builder, press Shift+E to bring up the vertex properties window, and change the option from by dimensions of face to by impedance angle (experimental) you might see some improvment

#

It's fixed some weird normals on cylindrical objects for me in the past

solid sonnet
#

Ok i try now, thanks for your help

dense hearth
#

i was wondering if you can decimate in OB like you can in Blender and if so...how

polar fiber
#

Nope. The closest you might get is using points\merge near to collapse some of your smaller polygons

rapid bay
#

Hello, I've just implemented MagazineWells to my weapon config and it is now accepting the appropriate magazines.
However, the magazine model remain the same. How do I replace hardcoded magazine to a MAGAZINESLOT proxy in a binarized p3d without object builder? For educational purpose I tried to convert the binarized .p3d files to editable MLOD format and load it up on object builder which works but the geometry is quite messed up. I replaced the existing hardcoded magazine selection with the MAGAZINESLOT proxy and the magazine model now works perfectly in game. However the weapon model geometry is all over the place due to debinarization.
Is there any way to fix the magazine model compatibility issues for this weapon without access to the source p3d?

quick terrace
#

@rapid bay no

dense hearth
#

thank you @polar fiber

main jasper
#

Anyone here able to help me out a bit with ladders?
I have put some memory points down but I am getting 2 issues. First one is climbing the ladder backwards (I have tried rotating the vertices, nothing changed.) Secondly, my lower vertice is located near the middle of my object but the only time I get the action is when I am looking at the far right of the object.
https://i.imgur.com/3d2qGG2.png

So if I could get some help with those two issues I would appreciate it! I also heard something about maybe requiring a ViewGeoLOD in order to see the action? Also any ideas on how to fix the inverted climbing would be appreciated.

polar fiber
#

Your mem points axis can't be completely verticle. Needs to be slightly sloped so that the bottom vert is slightly closer to the direction you want the player climbing from

main jasper
#

Interesting

#

Will that fix it you think?

stuck oyster
#

usually yes

main jasper
#

Alright that has fixed the rotation issue. Any ideas how to fix the issue of the action not showing up in the right place

mossy violet
#

Hello, was wondering if someone could help me with a really weird dilemma I'm having. SO I'm trying to get the bullets to hide out of my gun but instead of hiding when I fire they get instantly resized, stretched and dragged away from the clip like in this image:
https://imgur.com/e6MsjUg

#

The same thing is happening when I use my usual hide magazine animation.

#

Animation class used class Bullet001 { type="hide"; source="revolving"; selection="bullet030"; sourceAddress="mirror"; minValue = -1; maxValue = 0; minphase = -1; maxphase = 0; hideValue = 0.001; };

#

extra info: I've tried this both with and without autocenter property.

#

Also tried other animation classes.

rough idol
#

@main jasper action is available only when you are looking at some geometry - I guess your rope ladder obstacle is transparent in view geo?

main jasper
#

I don't have a viewGeo but yes

#

I will put a large peice of geometry in and that should fix it I guess

muted prairie
#

any common reasons PBOproject would give error code 31 and complain about missing .rvmats and .paas that are present in the specified file paths after triple checking for typos a hundred times in every file? haven't done this in a few years so theres probably something obvious i'm missing

median bough
#

@muted prairie
never use drive letters (p:\) in paths

worn crow
undone pagoda
#

(Not a model specialist) Could the hitbox somehow be stuck in the ground or something like that? If you use the settings from a vanilla airplane would it fly?

worn crow
#

well I went through lod by lod replacing the samples planes lod with my own and this issue first arose when I replaced the memory lod so I assume the most likely reason is something to do with that but I honestly haven't got a clue what that could be. In the case of the hitbox I tried starting it a few metres off the ground which (in theory) would prevent this issue but it still wouldn't takeoff. Also wouldn't explain why it cant take back off after landing

stuck oyster
#

if it was collision issue you would not be going forward

#

youd either be stuck in place or go boom

muted prairie
#

@median bough ๐Ÿคฆโ€โ™‚๏ธ thanks, about the only place in configs I forgot to not include the P drive

median bough
#

๐Ÿ‘

lavish jay
#

What do I have to do to fix the shadow?

stuck oyster
#

Use hard edges

lavish jay
#

thx

silk glacier
#

Hi guys. I've been reading up a bit on shadow LODs. I'm having an issue where it's hard to make a shadow from my object due to the way it looks.

Would "sbSource = visualex" just let me generate a shadow from the resolution LOD without having to go through the pain of making a shadow LOD?

quick terrace
#

yes

#

but it is shadow buffer

#

so it is soft, not stencil

#

doesnt matter how the object looks on the other hand, one should be able to do it

silk glacier
#

It's mainly the scaling to make the shadow fit inside that's giving me issues

#

I tend to make shadows by copying the resolution LOD, clean it of details, then scale it down to go inside

#

I was told that the shadow has to be 100% inside and can't stick out anywhere, else you get weird shading issues

stuck oyster
#

That can work sure, but for some things shadowlod just needs more manual work than that. Visualex is worth trying though

silk glacier
#

Yeah, might have to do that.

Is it true though that the shadow can't stick out at any one place at all?

stuck oyster
#

Yes, it will cast shadow on itself then

#

For some things it is also possible to invert the shadow mesh

#

Shadowlod can also often be made from bunch of simpler shapes

#

Instead of scaled first lod. For complex things the scaling rarely works right.

#

If you want good shadow mesh there are no shortcuts to it.

quick terrace
#

@silk glacier youy might wanna use some sort of push modifier instead of scale tbh

naive kindle
#

I'm having some trouble with what I'm thinking is the rvmat on a helmet I'm trying to make.

I have a "base" version of my helmet that is working fine in-game and reacts to shadows properly. I have tried making a different model, based of the "base" version helmet, with some pine branches attached.

The problem is that, when i select the helmet in-game, it's almost as if the rvmat isn't working. And for some reason that I have trouble figuring out, the material on the "base" part of the helmet also changes and lightens up.

I have tried changing the nohq, as, and smdi to working versions and also blank versions but nothing really seems to do the trick. I have changed the values in the rvmat to different settings but it seems I keep getting the same result. I'm not quite sure what else I can try that might fix this problem.

I have also tried making a different version with different "grass" textures, but I'm getting the same result there also, where the model does not react to being in shadows and the "base" part of the helmet also lightens up.

The "base" version of the helmet with rvmat working properly;
https://cdn.discordapp.com/attachments/587776185401081886/741710306455191632/20200808191743_1.jpg

The pine branch version that's got the bug with shadows;
https://cdn.discordapp.com/attachments/587776185401081886/741710479574958240/20200808191751_1.jpg

Has anyone run into this problem before, and have they potentially found a solution?

stuck oyster
#

what shader are you using for the grass?

naive kindle
#

In the rvmat? Or the shadow lod?

stuck oyster
#

rvmat

#

for the visual lod

#

shadowlod is not supposed to have rvmat

naive kindle
#

I wasn't quite sure what you meant by shader, so I thought maybe you meant something in the shadow lod.
Is the shader a specific stage in the rvmat?

stuck oyster
#

at the top

#

vertex and pixelshader

naive kindle
#

"Super"

stuck oyster
#

yeh that wont make grass looking grass

#

you likely will want to use the grass shader on them

#

you can find examples for that in the P:\A3\

naive kindle
#

thank you very much, I will try that then ๐Ÿ™‚

quick terrace
#

define complex

#

afaik topmost is 60-70k ish for the stealth hawk or whatever it is called

stuck oyster
#

@ornate meadow please remove the messages on other channels. Cross posting is considered spam

ornate meadow
#

Sorry

silver zenith
#

how can I unselect a face from O2/OB?

stuck oyster
#

With the face select tool yeah

silver zenith
#

thats to select but to unselect?(without unselecting every other selection)

stuck oyster
#

Might have been shift ot ctrl and click

#

Or something like that

silver zenith
#

shift ctrl did it

#

thanks

lavish jay
hybrid frigate
#

Any ideas why an object when loaded into the game would tell me a texture is missing after I defined it in the Object Builder? No errors in packing. I apply the texture to two components in OB.

#

I only get the error in the game itself when I try to spawn the object. Is Object Builder caps sensitive?

#

I notice my file path I type has caps in it while the error I keep seeing shows the path in lower case.

lavish jay
#

this ploblem was solved
wrong model.cfg caused it

#

sorry for being late to call

quick terrace
#

@hybrid frigate what is that path? what do you use to pack?

median bough
#

that's what she said

#

not

stuck oyster
#

well it is the size you modeled it

lavish jay
old gulch
#

Fun new issue! In the process of putting a gun turret on my boat, and getting in game to test it, I have discovered that climbing into the gunner seat crashes the game

#

Any ideas?

solid sonnet
#

Hi, everybody. I want to ask how to make a โ€œshadow modelโ€

polar fiber
#

Just make a low poly version of your object. It's a silhouette as much as anything so doesn't need most concave features of your resolution LOD. Parts don't need to be as round etc. etc. Caveats are that all mesh components MUST be closed, and must be triangulated

solid sonnet
#

Ok, thanks

hybrid frigate
#

@quick terrace Addon Builder. I will get you more specifics when I get back to on

quick terrace
#

donโ€™t use addon builder

subtle bison
#

in object builder, is there a way to edit the uv map in every lod at the same time?

#

i need to shift some stuff, but having to do that on every lod is a bit... annoying

#

it's about a plane that exists in every lod

hybrid frigate
#

@quick terrace why and what would you advise?

#

This is just frustrating. The object shows up fine with a texture in Object Builder but wont show up in the game...

stuck oyster
#

Addon builder has no error checking.

vapid leaf
#

One message removed from a suspended account.

stuck oyster
#

yes

vapid leaf
#

One message removed from a suspended account.

stuck oyster
#

500

#

or less if possible

vapid leaf
#

One message removed from a suspended account.

stuck oyster
#

there is a lod wikipage that can answer that and lot more

vapid leaf
#

One message removed from a suspended account.

old gulch
#

I've still got that gunner seat crashing issue, if anyone has any ideas

quick terrace
#

in general if you want someone to throw their pennies your way, you might wanna pastebin the config /model.cfg and provide aditional info such as RPT files, screens etc

#

@old gulch

stuck oyster
#

for crashes look into the rpts

#

or get teh dev build diag.exe as it often reveals more issues

old gulch
#

Good point, I completely forgot about RPTs, one sec

old gulch
lavish jay
#

Further more, bullets passes completely through

silver zenith
#

500
500 LODs?
my record is 4

#

@lavish jay what lods have you made?

polar fiber
#

500 points/vertices

stuck oyster
#

Tris

quick terrace
#

actually, reading a few years back some DX documentation, the lowest is actually 400 verts. under that number the GFX card takes more time loading a 1px by 1px texture than loading that 400 vert mesh

#

sure, things have evolved, but for whatever reason my lowest LOD is always around that mark

woeful viper
#

theres also no more recent updated value put out there (at least not to my knowledge)

#

given how well even Arma can cope with millions of verts, object and material count is the most significant impactor it seems (oh and alpha overdraw <<cough>> particles )

#

i forgot how much, but i think livonia coal powerplant is the building with the highest vert count of all

quick terrace
#

yeah vert count should be looked over and kept within reason, but section count is N times more important factor

woeful viper
#

i spawned it dozends of times, and fps stayed high. I think in fact the LOD changing while panning around the scene caused more damage than if it was just kept at highest LOD

#

i'm convinced the best cause of action for making a large city is making 50x50m chunks with multiple objects inside one p3d (using as few sections as possible)

#

drawback is reduced resolution for AO and low resultion macro texture

hardy oar
#

Re; sections and optimisation, is that any section or only ones used for animation and/or hidden selection?

#

I have a few in my p3ds which I primarily use to easily seperate parts for modifying the model, should I be reducing these?

polar fiber
#

Those are selections, not sections

#

Sections are contiguous faces sharing the same texture and .rvmat

#

Ideally you should only have one section per texture+material but sometimes theyโ€™re created accidentally by copy and pasting parts of the model with the same texture set, out of order. And need to be fixed by selecting the faces and Move Top/Bottom to make them correctly ordered again

#

Other times they can be necessary to make separate sections to overcome alpha sorting issues

lavish jay
#

@silver zenith I have 10 LODs for that vending machine

hybrid frigate
#

@quick terrace I have tried both a path to my P drive and a path with the P drive removed. I have a new issue where I can see my textured objects in the viewer but in the game the entire object or just the texture are missing.

#

I have a single object that worked but no explanation as to why it is working while the others are not.

stuck oyster
#

Hidden selections do split into sections too right? As they are defined in the model.cfg sections list?

hardy oar
#

I have a single model with 5 different grip options. Currently these grips are applied/hidden via hidden selections. Re; optimisation, would it make a noticeable difference to put all these grips on one UV sheet? even though only one is active/visibile at any one time? They are currently each on their own 1024 sheet, was thinking I could pack them onto one 2048 sheet if necessary.

#

Because currently, each grip creates it's own section. I assume packing them onto one sheet would reduce this to a single section for all the grips?

#

Or is it irrelevant because the other grips are hidden?

stuck oyster
#

combining them would probably be more optimal

#

but since you have also a hidden selection section for each I think those would still work separately

#

since they are not all hidden/shown at the same time

hardy oar
#

I imagine it would help at least a little, would it be the end of the world to leave them as they are though?

stuck oyster
#

that kind of customization does sound cool and all

#

but also is a bit excessive

hardy oar
#

I used to have them as different P3ds, but I switched to the hiddenselection method to try and keep things more concise

#

Yeah, it is a bit. But seeing as my focus is Aussie SF gats, and we only really use the M4, I think it is warranted.

#

Eg; I would not have this level of customisation in a project with a much wider scope, but I have a pretty narrow scope so I can afford to flesh out the options a little more

marsh canyon
stuck oyster
#

its probably due to wrong kind of texture and shader applied to the model

#

your whole model is currently treated as transparent in the engine

old citrus
#

Morning I have a Question regarding lightmaps and light baking It seems to be a untold secret since I cant find anyone that is talking about that. Well Im just gonna show you some pictures of the Casino from Nopixel since they did exactly that with only 1 lightsource.

stuck oyster
#

its not related to your shadowlod @lavish jay

old citrus
#

@lavish jay go into your Gemoetry lod than Structure than Topology and than find Components

stuck oyster
#

its not related to that either

#

xD

old citrus
#

xD

lavish jay
#

๐Ÿค”

stuck oyster
#

for your problem @old citrus you go to figure you that part in the 3D program you use

#

those lights you see in the pics you linked are all faked

#

as in baked into the textures

old citrus
#

well i know they are all baked they are not actual lights they are baked

#

yeah I know xD

quick terrace
#

and sorry, what is the untold secret here about light bakes?

old citrus
#

well it seems there is nothing regarding light baking in arma 3 like tutorials or anything else. If you want to get it working its trial and error.

stuck oyster
#

its not Arma specific thing

#

and most of the time not even used for Arma assets

quick terrace
#

that ^^

stuck oyster
#

there should be plenty of lightmap baking tutorials in general for Blender and Max and most of other 3D modeling programs

#

basically you set up the lights on your scene and bake that

quick terrace
#

also, ArmA doesn't have lightmaps specifically, minus .AS (which is actually active only in shadow, so it isn't AO, it is Ambient Shadow) and .ADS(HQ)

stuck oyster
#

that too

#

in the above pics the shadows might be baked directly on the texture

#

or with slight chance on the AS

quick terrace
#

it is baked in the diffuse, yes

#

i guess since these days everyone goes PBR, using albedo rather than diffuse, that is also the reasons such older school methods of baking stuff in isn't all that obvious about

old citrus
#

๐Ÿค” well thats gonna be fun to figure that out xD but thank you very much that helped allot now I have atleast a point where to start from ^^

quick terrace
#

i can only talk about the tools i used (and its been a while since i baked anything in 3ds max - a mix of SP/marmoset doing it better and faster, and removal of mentalray from 3ds max and the inability of arnold to bake anything to begin with)

#

but what you are looking is either complete lighting (should take into consideration also specular reflections)

#

and / or diffuse lighting

#

or whatever these passes are called for the software you are using

old citrus
#

sry about that didnt really know where to put it ^^

quick terrace
#

no worries, just pointing you towards the channels you might find more info rather than less

subtle bison
#

converted the texture wrong

quick terrace
#

what is the suffix on that texture of yours

#

doesn't seem you have any rvmat

#

@lavish jay

lavish jay
quick terrace
#

and CO?

#

or ca?

lavish jay
#

CO

quick terrace
#

you have a single texture and rvmat for the entire thing, correct?

#

can you send me that co paa file via dm?

lavish jay
heady tree
#

Hey, so I'm really new to modelling, and my buddy gave me a little project to work on, he gave me the p3d, but when I put it into object editor or whatever it's called, it automatically crashes, I heard that Arma automatically binarizes .p3d files, but unbinarizing the files distorts the model... anyone got a fix?

#

It's his own model he said, so I'm not sure if he stole it or what :/

woeful viper
#

my bullshit detector is going off...

stuck oyster
#

no can do there

#

if he does not have the original files its not his own model

#

tell him stop using stolen models

heady tree
#

Ok

#

Told me it was his model :/

old gulch
#

Then you're out of luck.

stuck oyster
#

well even if it was by some miracle his own, it cant be opened

subtle bison
#

he should have the source, just ask him about it :>

cerulean brook
#

in the depbo'd P: drive, where would I be able to find all the optics?

stuck oyster
#

possible somewhere near weapons

#

but you cant really do much with them since they wont be openable

cerulean brook
#

ah frick

#

I got some experience with 3D modelling, so I made an optic which I want to put into the game, but I don't really know how oxygen or the engine want to have it

#

so I just wanted to look up an example lol

stuck oyster
#

there are sample models on steam

#

Arma 3 Samples

cerulean brook
#

Ooh right! I forgot about those, already got them downloaded

stuck oyster
#

also guides on the subject on putting things into game on BI forums editing section

#

possibly not direct guide for optics but principles are the same

cerulean brook
#

Yeah I've been following some of that stuff. It's a bit... hectic... I managed to get a gun in game a few years ago, but never tried an optic

#

Seems like back then I also required way more tools, while now it's mostly all inside of that A3Tools tool

stuck oyster
#

I would recommend using PMCwikis tools setup guide and use Mikeros tools for packing your addons

cerulean brook
#

Does Arma 3 Tools not suffice?

#

I remember using Mikeros

stuck oyster
#

it does but has no error checking

cerulean brook
#

but it's not a free tool anymore

stuck oyster
#

there is free version still

cerulean brook
#

o I see

stuck oyster
#

on the bytex site where the subscriber version is sold

cerulean brook
#

I'll have a look when I get to that part haha

#

one step at a time

cerulean brook
#

If I name things correctly in my FBX export, will it automatically assign it correctly in oxygen?

#

IE, if I suffix _LODGeonmetry it will set it as that LOD?

#

And things like memory points, how do you guys handle those? What are they even? Just a single vertex or an empty group? Using 3DS Max for my exports

#

Also why is it so fricking small? XD Both oxygen and 3DS Max can't zoom accurately enough to work at that scale

vapid leaf
#

One message removed from a suspended account.

woeful viper
#

No, not necessary

stuck oyster
#

For Blender to export directly to P3d with Arma toolbox each lod must be joined as single object. So depends a little on what program you use.

polar bone
#

Why would landContact refuse to work? I have a power line model with two landContact vertices, and placement = slopelandcontact in geoLod, but in-game its always horizontally placed

quick terrace
#

is the model also horizontal placed in OB?

polar bone
#

Yes

stuck oyster
#

is the model on terrain at 0 height?

polar bone
#

Nope, is in the air, at the height that I placed it in OB. It seems that it started to follow terrain (why? ;o ) but it looks more like following slope than landContact

#

Pic related

stuck oyster
#

if the landcontact points are on ground level then it is on the ground

#

also I dont quite understand what are you expecting it to do there

#

it seems to adjust to the slope there?

polar bone
#

Shouldn't it try to keep both ends, where the LC point are, at the same distance to the ground?

#

Or maybe I did remember it wrong, havn't placed powerlines for ages ^^'

#

I just tried CUP wires and they behave just like mine, so I guess I really did remember it wrong

#

Thanks for you time though

subtle bison
#

hmm is there a trick for installing the arma toolbox for blender?

#

i am installing it, blender says the files exist, but it doesn't show up in the addon list

#

ok, got it working now..

cerulean brook
#

What import/export file type do you guys prefer? OBJ, FBX, ...?

median bough
#

if you use blender toolbox, p3d

cerulean brook
#

I don't use blender at all :/

#

I had 3ds max in college, so always stuck with that

#

Additionally, is there an issue with the scale of stuff? I grabbed the sample scope, and the thing is like 0.001cm x 0.009cm x 0.001cm

old citrus
#

In Blender and probably other Software the Sacling if you import into OB is oftan very off in Blender it helps to apply all Transforsm, that will export the correct aspects so you dont need to scale in OB

dusk topaz
cerulean brook
#

yeah I exported a sample to FBX, then imported that into my editor and scaled accordingly

cerulean brook
#

what are the requirements for something to be visible in bulldozer? I just created a model, no textures, no materials, and it's completely invisible in bulldozer. Does it need all of that?

steel vector
#

a model is just a bunch of points, so without textures there's nothing to show

cerulean brook
#

I mean, every other engine in existence slaps on a default grey or checker pattern

#

Guess I'll UV and texture it then haha, just want to get a minimum viable thing going before I continue, just to see if it's worth the effort haha

steel vector
#

simply slap a grey texture on it ๐Ÿ˜‰

cerulean brook
#

can I do that in OB?

old gulch
#

Object Builder will display the object purely as verts and edges.

#

If you can't see it, either the object is just scaled down too much, or something went wrong

stuck oyster
#

wut are u people saying

#

if object has faces its displayed as white by default in buldozer

#

it it does not show up scaling could be the issue yes but also it could have parts that the engine cant draw

#

like nGons

#

so triangulate your model before export

quick terrace
#

a model is just a bunch of points, so without textures there's nothing to show
@steel vector that is false

#

Object Builder will display the object purely as verts and edges.
@old gulch that is partly false - by default it will display as verts and edges, but you can switch that

#

@cerulean brook scaling - OB uses meters. so there's that

#

i personally do most of my models for A3 in either cms or mms. if you cannot see anything, it's usually either too big or too small. for ngons, you'd get an error

cerulean brook
#

oh so I can't have ngons? @quick terrace ?

old gulch
#

shrugs I was just stating what I knew, if it was wrong, so be it.

cerulean brook
#

Darnit, my new workflow lowkey needs N-gons lol

quick terrace
#

@cerulean brook quads and/or tris for any game assets is the norm. in fact, the recommendation is to always triangulate before export and/or before normals map bakes

cerulean brook
#

ehh debatable

#

on new engines that's not the case. They all triangulate themselves

stuck oyster
#

you want to do triangulation yourself to ensure the edges are where you want them to be

quick terrace
#

they do yes, but you have no control where the edge diving the quad is gonna be

cerulean brook
#

In school I got taught the same thing, but speaking to some senior 3D modellers told me they only bother in convex shapes, to keep edges

stuck oyster
#

believe what you will then

cerulean brook
#

Well they don't have Arma modding experience, so I don't know what arma models require

quick terrace
#

i am one of these senior 3d modelers (been doing it professionally for over 10 years). my export files are always triangulated, especially if these are engine agnostic

cerulean brook
#

I'll see if that's the reason for nothing showing up

quick terrace
#

OB also works with quads just fine

#

not just triangles

cerulean brook
#

So how do you work comfortably in your editor while still keeping the correct scale of things?

#

I set my display unit on mms

#

but it's still tiiiiny

quick terrace
#

if you export as FBX, you have the option to triangulate on export anyways

cerulean brook
#

yeah true, that's what I was thinking of doing tbh

quick terrace
#

if you use mm in 3ds max, you need to set the correct import scale in OB

#

because it doesn't know how to convert on its own more often than not

cerulean brook
#

I scaled my model down to the sample optic

quick terrace
#

the grid in OB is 1x1m btw, just so you have some scale referance

cerulean brook
#

so in max I just downscale to 1% once I'm ready to do an export

quick terrace
#

did you got that sample imported in 3ds max

cerulean brook
#

yeah

#

I exported to FBX, then imported in max

quick terrace
#

do not scale to 1% on object level, but at subobject level

#

or if you do scale at object level do a reset xform

cerulean brook
#

O

#

I scale on multiple select level (?)

quick terrace
#

if you scale at object level, you will notice max knows that you are at 1% on all axis (XYZ)

cerulean brook
quick terrace
#

if you do the same at subobject level in a modifier stack - edit poly for instance, it will keep the referance local scale intact @100% and allow you to switch from work mesh scale to export mesh scale)

#

but whatever, this is sort of basic export knowledge for most game engines out there

#

in general i work in real life units (max system units to cm or mm for modelling things that are pretty small like weapons and the like)

#

and adjust fbx import scale directly from OB

#

or have a copy of the object scaled up and with a reset xform collapsed over

#

my 2 pennies anyways

cerulean brook
#

Alright giving that a shot ๐Ÿ™

#

thanks for the tips so far! Really helps

#

is there like a bulldozer error log somewhere?

#

I merged my scope into the sample scope in OB, and now both don't show up

#

I triangulated

quick terrace
#

can you take some screens maybe

#

and imgur these?

#

do they show in OB, but not in buldozer?

cerulean brook
#

I wish I could upload them straight on here but yeah I'll get some on imgur

#

yeah they do

quick terrace
#

did you zoom in into buldozer?

cerulean brook
#

yeah I held W for a while haha

quick terrace
#

can you send me quickly that p3d via DM?

cerulean brook
#

If I only open the other scope, it does show as a tiny black dot

#

alright one sec

quick terrace
#

you might just overshoot it

#

dunno

cerulean brook
#

It's really weird. I managed to get a gun into Arma a few years ago, and now a little optic is giving me a headache haha

#

It's still far from finished, not even unwrapped or anything. Just wanted to get something in game to see if I was heading down the right path

quick terrace
#

first thing, you have, for whatever reasons, some keyframes

cerulean brook
quick terrace
#

both in LOD1 and viewpilot

#

i got it to work, by removing these

cerulean brook
#

I don't see those

quick terrace
#

then copy pasting the mesh to an edit lod and back

#

also, i have removed its color

#

dunno why it behaves that way but never seen it before

cerulean brook
#

Woah!

#

I got it too now

#

Holy smokes, thanks!

quick terrace
#

no worries

cerulean brook
#

Would those animation key frames come from my FBX export?

quick terrace
#

in general, for meshes and the likes make sure you don't export/import animations

#

but again, never seen this sort of stuff before, so i have no idea what is causing it

cerulean brook
#

Yeah that is strange, there are keyframes in my max file

#

maybe at some point I accidentally opened the animation bar and added a couple

#

:(

quick terrace
#

that's ok, i always have these for various purposes, just untick animations from FBX export options

cerulean brook
#

Yeah, done that now!

quick terrace
#

have fun

cerulean brook
#

Thanks a bunch! I honestly thought I was going crazy haha

quick terrace
#

you can also have 2 OB opened and copy paste stuff across

#

helps debuging sheet

cerulean brook
#

ahh yeah, that could be advantageous

#

already have max and OB open for that same purpose

silver zenith
#

so I've made a 5km long object
what should I do in order to be sure I can at least see it within its 5km radius(assuming my ingame viewdistance is already at 5k)

I've already gave it setFeaturetype =2 but it only seems to work in eden
does giving it a fake geometry LOD affect its viewability in any way and if so are there any named properties that can help me with that?

stuck oyster
#

see it from what direction?

silver zenith
#

any

stuck oyster
#

only one of these probably work

silver zenith
#

inside the green circle I guess

stuck oyster
#

green is the thingy

#

or better yet

#

tell us what it is

#

because right now theres no context

silver zenith
#

yeah my bad

stuck oyster
#

and Id say 5km object wont even work ever

silver zenith
#

I got it ingame I don't need to worry about collisions or anything else

#

its a big platform, like an aircraft carrier(with no collisions)
I want to see it only when I'm on it

stuck oyster
#

doesnt mean the engine can draw it if its no in view

#

so likely you cant do that

#

because its very likely it does not register as being in your view

silver zenith
#

I see
weird though I'm looking in the direction of its center of mass, but even if I got it to work it would disappear as soon as I looked another direction

#

might try to split it in 5 pieces of 1 km

stuck oyster
#

yes thats what Im talking about

#

super large parts at close distance just dont work

quick terrace
#

5kms?

silver zenith
#

yeah

quick terrace
#

i doubt 5x 1kms will work all that well either

stuck oyster
#

ye

silver zenith
#

would it not at least load the piece closer to me if I'm standing on it?

stuck oyster
#

the same problem of it being too far from you to register as being in your view unless you look at its center

#

Arma is not made for that kind of scale

#

I have tried

#

๐Ÿ˜›

silver zenith
#

yeah aware of that

#

and is there no way to tell the game to draw it no matter what? I've seen it done with some things
I recall some bridges cup maps that would be always rendered no matter what for some reason, maybe thats a terrain thing?

quick terrace
#

no, you can force certian things

#

to render pretty far away

silver zenith
#

setFeaturetype =2 ?

quick terrace
#

examples like lighthouses

#

dunnot the nameprop by heart

silver zenith
#

that'd be what I'm looking for if it works

quick terrace
#

but that isnโ€™t gonna solve what you are trying to do

#

it can render far away, but you want to have a large piece rendered far away

silver zenith
#

mhmm I guess thats different

quick terrace
#

and the engine cant render it close either because of its size

silver zenith
#

I wanna see if I can render it closer than 5k
because I remember seeing it from the ground

#

testing rn

quick terrace
#

i have tryed less than @stuck oyster did, but had my fair share of impromptu tests done, and i honestly think you are not gonna make that work as you want it to

silver zenith
#

yeah probably won't
I'll see if I can cheat it somehow

#

otherwise I'm happy to have tried

#

whats annoying is that it renders it just fine in eden, but that's different things I guess

stuck oyster
#

just split it in smaller parts

silver zenith
#

oh weird it works now at 5k

#

curious why it didn't work before
oh wait
does being outside the map borders affects it sometimes?

stuck oyster
#

quite likely

silver zenith
#

the object being outside map borders

stuck oyster
#

you are not supposed to operate there either

#

xD

silver zenith
#

yeah just placed it for testing in a 1x1 km map
probably not the best place

stuck oyster
#

quite possible

#

๐Ÿ˜„

median bough
#

@ionic elk
the process is still the same / similar to the old blender
you need tie latest blender and arma toolbox plugin

ionic elk
#

owh

median bough
ionic elk
#

do you now where i can find the latest plugin of blender ?

median bough
ionic elk
#

thanks

dusk topaz
polar fiber
#

is it a _ca alpha texture?

ionic elk
#

aand last question someone have the dimension of a playermodel in arma for import in blender ?

stuck oyster
#

Arma 3 samples on steam have that and much more

dusk topaz
#

yea its _ca

quick terrace
#

@dusk topaz what is object in question? the ground plane or what?

subtle bison
#

is there a way to merge sections in object builder? or in arma toolkit? it's a bit weird, because i've merged my model parts together in blender, but in OB it still tells me 10 sections

quick terrace
#

what does these sections consist of?

dusk topaz
#

its a
plane with a alpha texture
used to simulate ice
so similar to a pond obj just without the water rendering

quick terrace
#

do you have any special named props / flags in rvmat?

dusk topaz
#

renderFlags[] = {"NoAlphaWrite"};

quick terrace
#

does it render the shadows correctly if you remove the rvmat / diffuse tex?

ionic elk
#

arma 3 simples dont want to lunch himself...

quick terrace
#

samples?

#

it doesn't launch anything, it just downloads the samples

ionic elk
#

ahhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh

#

and where i find it ?

silver zenith
#

when you launch it simply open a folder

stuck oyster
#

@ionic elk where you installed it

ionic elk
#

ok thanks

dusk topaz
polar fiber
#

@subtle bison if the faces with you texture are not welded to parts with other textures/materials, Simply cutting and pasting the model back into the OB viewport works

subtle bison
polar fiber
#

If they're welded to parts with another texture/material assigned, you need to open the "Sections" part of the Resource Library, ctrl+click all the sections that have the same tex+material assignment, and Faces\Move-Top

subtle bison
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is there no way of doing this in blender?

polar fiber
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No idea. I don't do anything in Blender except crew animations

stuck oyster
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Blender file if build right should provide correct sections when exported to p3d

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but there is no same kind of functionality in it as far as I know

ionic elk
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when i open my model, "object builder form arma3" say "Unable to load file, file error." someone now the solution ?

dusk topaz
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thats becase arma3 P3D are binirized and you cant open them

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if you are just trying to open arma3 models

steel vector
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it's either binarized (so in p3d format), or there's an actual problem with your model

ionic elk
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ok so it's normal